This section details army special rules including Dark Angels Special Rules, Tactical Objectives, Warlord Traits and Wing Leaders.
Dark Angels Special RulesCombat Squads
You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord Traits. A unit split into combat squads therefore is now two separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in Reserve. Then proceed with deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, providing its Transport Capacity allows. Once you have decided whether or not to split a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split up a unit or join it back together. Note that Ravenwing Bike Squads count as being at full strength when they include seven models. If split into combat squads, this unit will divide into three units: two units of three models and a single Ravenwing Attack Bike. Deathwing
Grim Resolve
Ravenwing
Special RulesAnti-grav UpwashWhilst this unit includes at least three Ravenwing Land Speeders, it can move an additional 6" when moving Flat Out.Bane of the TraitorWhen the Mace of Redemption is used to attack a unit with the Chaos Space Marines Faction, its AP is increased to 1.Blessing of the OmnissiahIn each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit, and an additional 1 if the Techmarine has a servo-harness. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.Bolster DefencesAfter deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.Drop Pod AssaultDrop Pods and units embarked upon them must be held in Deep Strike Reserve. At the beginning of your first turn, half of your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.Fortress of ShieldsAny model in this unit that is equipped with a storm shield (including models with the Independent Character special rule that have joined it) and is in base contact with at least two other models from this unit has +1 Toughness.Honour or DeathA model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.Icon of Old CalibanFriendly units with the Dark Angels Faction within 6" of one or more Ravenwing Darkshrouds gain the Fear and Stealth special rules (though this does not affect the Darkshrouds themselves). Furthermore, enemy units cannot fire Overwatch at friendly units with the Dark Angels Faction that are within 6" of one or more Ravenwing Darkshrouds at the start of the Assault phase.ImmobileA Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.Inertial Guidance SystemIf a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If the Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.KillshotWhilst this unit includes three Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules.Linebreaker BombardmentWhilst this unit includes three Vindicators that can all fire their demolisher cannons, the unit can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the unit as the firer; the firer’s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule.Marked for RetributionBelial re-rolls all failed To Hit rolls when fighting in a challenge.Master of RepentanceIf Asmodai slays the enemy Warlord in a challenge, you immediately score D3 extra Victory Points.Master TacticianAn army that includes Azrael adds +1 to any Seize the Initiative rolls it makes.MindlockIf it does not contain a Techmarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.Neural ShockHits caused by this psychic power always wound on a 4+. This special rule has no effects on vehicles or buildings.Rad PoisoningWhen attacking with a weapon that has this special rule, a To Wound roll of 6 causes 2 Wounds on the target unit, regardless of the target’s Toughness. Each Wound is allocated and saved against separately.RepairIf a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6+, the vehicle is no longer Immobilised. Note that a successful Repair does no restore a Hull Point.Rift VortexIf any double is rolled when rolling for scatter for an attack made by this weapon, resolve the rest of the attack as if the weapon had the Vortex special rule.Rites of BattleAll friendly models with the Dark Angels Faction can use Azrael’s Leadership value in place of their own.Sap WillIf a model suffers any unsaved Wounds from Mind Worm, its Weapon Skill, Ballistic Skill, Initiative and Leadership characteristics are reduced by 3 (to a minimum of 1) for the rest of the battle.SmiteWhen a model equipped with this weapon makes its close combat attacks, it can choose instead to make a single Smite attack. If it does so, roll To Hit as normal but resolve the Attack at Strength x2, AP2.Stasis AnomalyAll models in a unit hit by one or more weapons with this special rule suffer a -1 penalty to their Weapon Skill and Initiative (to a minimum of 1) until the end of the turn.Suppressive BombardmentWhilst this unit includes three Whirlwinds, each model’s Whirlwind multiple missile launcher has the Pinning and Shred special rules.Supreme StrategistWhen determining Warlord Traits for Azrael, choose any trait from the Dark Angels Warlord Traits table.Swift VengeanceSammael can fire up to two ranged weapons in the Shooting phase.Tactical PrecisionBelial and his unit do not scatter when arriving by Deep Strike.Unrelenting HunterWhen shooting at enemy vehicles, a Nephilim Jetfighter can choose to treat any Weapon Destroyed result as an Immobilised result instead.Vast Stasis AnomalyAny unit hit by one or more weapons with this special rule reduces its Weapon Skill and Initiative by 3 (to a minimum of 1) until the end of the turn. Furthermore, if a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Initiative test for each Wound suffered or be removed from play as a casualty.VenerableIf a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second result, even if it is worse than the first.Vengeful StrikeA model with the Deathwing special rule that arrives by Deep Strike treats all of its ranged weapons as having the Twin-linked special rule until the end of the turn.Dogfight MissileIn a Dogfight, this missile has unlimited range and the Skyfire special rule (at any angle of attack).Tactical Objectives
Codex: Dark Angels describes six Tactical Objectives to use in your games that are exclusive to Dark Angels players and reflect their secretive, but incredibly single-minded and resolute method of war. If your Warlord has the Dark Angels Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Dark Angels player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Dark Angels Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally. Secret Agenda: If your Warlord has the Dark Angels Faction, hide your dice roll when generating Tactical Objectives. If the Tactical Objective generated does not have the Dark Angels Type, reveal both the dice roll and the Tactical Objective to your opponent as normal (unless the mission you are playing instructs you otherwise). If the Tactical Objective generated has the Dark Angels Type, keep the dice roll and Tactical Objective hidden; reveal these Tactical Objectives only when achieving them. NOT ONE STEP BACKWARDS Intractable and immovable, you must stand firm in the face of the foe no matter what horrors they unleash. 11 When this Tactical Objective is generated secretly choose either your next turn, your next two turns or your next three turns; score 1, D3 or D3+3 Victory points respectively if this Tactical Objective is still Active at the end of the number of turns you chose. This Tactical Objective is immediately discarded if any friendly unit fails a Morale Check. If the game ends before this Tactical Objective is achieved, no Victory Points are scored. Type: DARK ANGELS NO FORGIVENESS Be implacable in your hatred of the foe. Root them out and scour them from existence, wherever they may hide. 12 Score 1 Victory Point at the end of your turn if you completely destroyed 1 or more enemy units that were controlling an Objective Marker at the start of your turn. Type: DARK ANGELS LET NONE ESCAPE YOUR GAZE Tear aside the flimsy veil that hides the thoughts of the foe. Rip free their secrets from the darkest hollows of their minds, and prove to them that there is no escape from vengeance. 13 Score 1 Victory Point at the end of your turn if you successfully manifested one or more psychic powers from the Interromancy discipline during your turn. Type: DARK ANGELS APPREHEND AND INTERROGATE The path of one of the Fallen has crossed this battlefield – more information must be extracted from enemy leaders. 14 Score 1 Victory Point at the end of your turn if at least one enemy character was slain in a challenge during your turn. If your opponent’s Warlord was slain in a challenge during your turn, score D3 Victory Points instead. Type: DARK ANGELS FLAWLESS STRATEGY Honour the Lion in the perfect application of battlefield tactics. 15 Score 1 Victory Point at the end of your turn if one or more friendly units with the Deathwing or Ravenwing special rule arrived from Reserve during your turn. If one or more friendly units with the Deathwing special rule used a teleport homer to arrive by Deep Strike within 6" of a friendly unit with the Ravenwing special rule during your turn, score D3 Victory Points instead. Type: DARK ANGELS THE PATH OF REDEMPTION Prove your faith and loyalty in the Emperor by fulfilling your duty, no matter the cost. 16 Score 1 Victory Point at the end of your turn if, during your turn, a friendly unit with the Dark Angels Faction charged an enemy unit that, at the start of the Charge sub-phase, included more models than their own unit. Type: DARK ANGELS
Warlord TraitsWhen generating Warlord traits for a Warlord with the Dark Angels Faction, you can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules or roll on the table below.
Wing LeadersRavenwing Wing Leaders
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