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At the very dawn of the Imperium the Dark Angels were the first founded of all the Adeptus Astartes. Few can match their long history of triumphs in service to mankind. However, behind the façade of their steady disposition lies a sinister obsession, for the Dark Angels are haunted by failings from the distant past.

This section contains all of the datasheets that you will need in order to fight battles with your Dark Angels miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Dark Angels units – these are described below and referenced on the datasheets.
Contents
• Jink
• Pistols
• Wargear

Books

BookKindEditionVersionLast update
  Imperium 1Index81.3(?)September 2019
  Dark AngelsCodex81.4September 2019
  Chapter Approved ’2017Expansion81.1April 2018
  Forge World: Termite Assault DrillDataslate8June 2018
  Chapter Approved ’2018Expansion81.2September 2019
  Imperium Nihilus: Vigilus DefiantExpansion81.3October 2019
  Vanguard Space MarinesCodex81.0April 2019
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Repulsor Executioner UpdateDataslate8July 2019
  Space Marines IICodex82.1September 2019
  Chapter Approved ’2019Expansion8February 2020
  Warhammer Legends: Dark AngelsDataslate8December 2019
  Psychic Awakening: Ritual of the DamnedExpansion81.0February 2020

FAQ

Codex: Dark Angels

 Q: When a unit with the And They Shall Know No Fear ability takes a Morale test, is the number that is added to the dice roll for the number of models destroyed in that unit for that turn considered to be a modifier (for the purposes of applying re-rolls before modifiers)?
 A
No, the number added is not considered to be a modifier.
 Q: Can I use a Signum to increase the Ballistic Skill characteristic of a model when it shoots with a ranged weapon before being removed as a casualty as part of the Astartes Banner ability?
 A
No.
 Q: If I use the Intractable Stratagem to allow a unit that has Fallen Back to shoot, would they still suffer the penalty to their hit rolls for moving when firing Heavy weapons?
 A
Yes.
 Q: Can an enemy model be affected by the Mind Wipe psychic power more than once per battle?
 A
Yes.
 Q: If an Armorium Cherub has been removed after reloading a weapon, can a model use its Narthecium ability to return it to the unit?
 A
Yes.
 Q: Can the Killshot Stratagem be used to affect Deimos Pattern Relic Predators?
 A
No. The Killshot Stratagem can only be used to affect models using the Predator datasheet.
 Q: If I use the Hellfire Shells or Flakk Missile Stratagem and I hit, do I continue to roll to wound and do damage normally in addition to doing mortal wounds?
 A
No, the normal attack sequence ends.
 Q: How do the Flakk Missile and Hellfire Shells Stratagems interact with an Armorium Cherub? Are you able to ‘reload’ the weapon and fire again with the benefit of the Stratagem?
 A
No. You can, however, use the Stratagem a second time to affect the second shot (subject to the usual restrictions).
 Q: Which part of a Drop Pod should I measure distances from and to, especially if the model has been assembled so its doors can be opened or closed?
 A
Measure all distances to and from any part of the model, including its doors. If this model has been assembled such that you can lower and raise its doors, then when this model is first set up in the battlefield choose whether the doors will be lowered or raised – you cannot raise or lower the doors thereafter during the battle.

Designer’s Note: Choosing to set this model up in the ‘raised doors position’ simply represents the doors closing the instant after its passengers have disembarked.

Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
 A
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: Is a BLOOD ANGELS, DARK ANGELS, SPACE WOLVES or DEATHWATCH Detachment also a Space Marines Detachment?
 A
No. As defined in Codex: Space Marines, a Space Marines Detachment is a Detachment that only includes units with one of the following Faction keywords: <CHAPTER>, ULTRAMARINES, IMPERIAL FISTS, SALAMANDERS, WHITE SCARS, RAVEN GUARD, IRON HANDS, CRIMSON FISTS or BLACK TEMPLARS.

Codex: Vanguard Space Marines

 Q: If a unit has a rule that says enemy units cannot set up within a certain distance of it (e.g. Omni-scramblers), but an enemy unit has a rule that says it can set up within a certain distance (e.g. Vexilla Teleport Homer and Lying in Wait), which takes precedence?
 A
The rule that says you cannot be set up within a certain distance (in the example instance, Omni-scramblers) always takes precedence.
 Q: Can a bolt sniper rifle that is firing mortis rounds target a CHARACTER that is not the closest enemy unit and not visible to the firing model?
 A
Yes.
 Q: If I use the Princeps of Deceit Warlord Trait to redeploy units from my army and those units have an ability that allows them to set up in a different manner (e.g. Concealed Positions and Grav-chute), can those units use their abilities when they redeploy?
 A
No. These units must be deployed as described in the Deployment section of the mission you are playing (typically, this means on the battlefield and wholly within your own deployment zone).
 Q: If I use the Auspex Scan Stratagem to shoot with my Warlord as if it were my Shooting phase, can that Warlord then move as if it were my Movement phase if he has the Shoot and Fade Warlord Trait?
 A
Yes.
 Q: If a Librarian in Phobos Armour has the Tome of Malcador Relic, does he know one additional power from the Librarius discipline or from the Obscuration discipline?
 A
They know one additional power from the Librarius discipline.
 Q: If an enemy unit has a weapon or ability that allows them to target CHARACTERS even if they are not the closest enemy unit, and a CHARACTER from my army is under the effects of the Shrouding psychic power, which takes precedence?
 A
The Shrouding psychic power takes precedence.

Psychic Awakening: Ritual of the Damned

 Q: Does the Pennant of Remembrance replace a Deathwing Ancient’s Deathwing Company Banner ability?
 A
No. It is an ability the model gains in addition to the Deathwing Company Banner ability.

Keywords

Throughout this section you will come across datasheets with the DARK ANGELS keyword. This indicates that the unit is drawn from the Dark Angels Chapter, but the keyword can also be changed to represent that the unit is drawn from a successor Chapter of your choosing, as described below.

Abilities

The following abilities are common to several DARK ANGELS units.

Inner Circle

Those with true knowledge of the Unforgiven’s quest for absolution are veteran warriors who fear nothing as much as failing in their Chapter’s secret hunt for the Fallen.

This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the Fight phase for attacks by this unit that target a FALLEN unit.

Jink

The Ravenwing are undisputed masters of mounted combat, and make for fast-moving targets that are difficult to draw a bead upon.

If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.

Combat Doctrines

When the Adeptus Astartes fight alongside their battlebrothers they employ a strict set of combat doctrines.

Models in this unit gain a bonus depending on which combat doctrine is active for your army (see below). If you have a Battle-forged army units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units). This bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon.

At the start of the battle, the Devastator Doctrine is active. A combat doctrine remains active for the duration of the battle, though you can change which combat doctrine is active once at the start of each battle round after the first, as follows:
  • If the Devastator Doctrine was active during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.

And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.

Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes, whose howling blast is a prayer to the gods of battle.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.

Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include DARK ANGELS Detachments – that is, any Detachment which includes only DARK ANGELS units.


Abilities

All units (excluding SERVITORS) in DARK ANGELS Detachments and Dark Angels successor Chapter Detachments (other than Super-heavy Auxiliary Detachments) gain the Grim Resolve ability, and all Troops units in such Detachments gain the Defenders of Humanity ability. In addition, if your army is Battle-forged, all units from your army with the Combat Doctrines ability gain the Relentless Hunt ability, so long as every unit from your army (with the exception of those that are UNALIGNED) is a DARK ANGELS unit or every unit from your army is from the same Dark Angels successor Chapter.

Defenders of Humanity

The warriors of the Adeptus Astartes are sworn to defend the Imperium of Mankind. While a single Space Marine still stands, the light of Humanity will never fade.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Grim Resolve

The stalwart descendants of the Lion are renowned for their unshakeable resolve, enduring tenacity and strict fire discipline in battle.

You can re-roll all hit rolls of 1 for this unit whenever it shoots (including when firing Overwatch) so long as it did not move in its prior Movement phase.

In addition, this unit can never lose more than one model as the result of any single failed Morale test.

Relentless Hunt

From the Great Beasts of Caliban to their nefarious Fallen brothers, the Dark Angels have always been relentless in the hunt for their quarry.

Whilst the Devastator doctrine is active, the range characteristic of all Heavy and Rapid Fire weapons equipped on DARK ANGELS units with this ability is increased by 6", and the range characteristic of all Assault and Pistol weapons equipped on DARK ANGELS units with this ability is increased by 3".

Successor Chapters

The following rules apply to units drawn from Dark Angels successor Chapters:

Warlord Traits
If your Warlord is a CHARACTER model from a Dark Angels successor Chapter, you can use the Dark Angels Warlord Traits table or the Vanguard Warlord Traits table to determine what Warlord Trait they have. If your Warlord is a DEATHWING or RAVENWING CHARACTER model from a Dark Angels successor Chapter, you instead determine their Warlord Trait using the Deathwing or Ravenwing Warlord Traits respectively. Replace the DARK ANGELS keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

Relics of Caliban
Dark Angels successor Chapters have access to the Special-issue Wargear Relics; Relics of Caliban cannot be given to a CHARACTER model from a successor Chapter unless you use the Honoured by the Rock Stratagem.

Stratagems
All units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purpose of using Dark Angels Stratagems.

Psychic Powers
LIBRARIAN models from Dark Angels successor Chapters can know psychic powers from the Interromancy discipline and the Obscuration discipline in the same manner as LIBRARIAN models in DARK ANGELS Detachments. When such a model uses one of these psychic powers, replace the DARK ANGELS keyword in all instances on that power (if any) with that model’s successor Chapter keyword.

Litanies
CHAPLAINS from Dark Angels Successor Chapters can know litanies from the Litanies of Battle table. When such a model uses one of these litanies, replace the DARK ANGELS keyword in all instances on that litany (if any) with your CHAPLAIN’S Successor Chapter keyword.

Tactical Objectives
Units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purposes of using Dark Angels Tactical Objectives.

Specialist Detachments

Ravenwing Attack Squadron

The Ravenwing have a duty as hunters, watchmen, explorers and delvers into dark secrets. When they are certain their quarry is near, these Dark Angels follow their killer instincts, running the foe to ground before delivering a swift and final strike.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

ATTACK SQUADRON

Specialist Detachment Stratagem

Dust clouds billow behind the Ravenwing Attack Squadron as it hurtles into battle. Striking swiftly, the 2nd Company huntsmen drive hard into the midst of the enemy.

Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword.

WARLORD TRAIT
If an ATTACK SQUADRON CHARACTER is your Warlord, you can give them the following Warlord Trait.

LIGHTNING-FAST REACTIONS

The Ravenwing are renowned for their rapid strikes and this warlord is the living embodiment of that trait. In combat, there are few who can best his speed and skill with a blade.

You can always choose your Warlord to fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.

RELICS OF CALIBAN
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can give the following relic to an ATTACK SQUADRON CHARACTER in your army:

MONSTER SLAYER OF CALIBAN

This ancient weapon was traditionally bestowed upon the most honourable knight of the Order. It is said that as long as its owner stays pure of mind, this sword will strike down even the greatest of foes.

Model with power sword only. The Monster Slayer of Caliban replaces the bearer’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Monster Slayer of Caliban
Melee
Melee
+2
-3
D3
Abilities: Add 1 to wound rolls for attacks that target an enemy MONSTER or enemy VEHICLE.

STRATAGEMS
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

SWIFT STRIKE

Dark Angels Stratagem

In a blur of speed, the warriors of a Ravenwing Attack Squadron strike out at the enemy and then escape from their grasp before they have had time to react.

Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
1CP

SIGNAL THE ATTACK

Dark Angels Stratagem

As soon as one Attack Squadron has wounded its target, the others in its formation circle like vultures to complete the kill.

Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit this phase.

Stratagems

If your army is Battle-forged and includes any DARK ANGELS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Dark Angels on the battlefield.

The Stratagems listed here, with the exception of Relics of the Rock, can also be used by any of the Dark Angels successor Chapters, provided that your army is Battle-forged and includes at least one Detachment of such warriors (not including Auxiliary Support Detachments) – simply replace the DARK ANGELS keyword in all instances with the name of your chosen Chapter.
1CP/3CP

RELICS OF THE ROCK

Dark Angels Stratagem

In times of great need, the commanders of the Dark Angels will arm their battle-brothers with artefacts of extraordinary power.

Use this Stratagem before the battle. Your army can have one extra Relic of Caliban for 1 CP, or two extra Relics of Caliban for 3 CPs. All of the Relics of Caliban that you include must be different and be given to different DARK ANGELS CHARACTERS. You can only use this Stratagem once per battle.
1CP

LINEBREAKER BOMBARDMENT

Dark Angels Stratagem

The sheer power of a Space Marine armoured assault can shatter all before it in a firestorm of high-explosive rounds.

Use this Stratagem in your Shooting phase if a DARK ANGELS Vindicator from your army is within 6" of 2 other friendly DARK ANGELS Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
2CP/3CP

DEATHWING ASSAULT

Dark Angels Stratagem

With perfect timing, the Deathwing have learned to begin their sweeping fire patterns even before their arrival from teleportation.

Use this Stratagem when a DEATHWING unit from your army is set up on the board using the Teleport Strike ability. If the unit contains 5 or fewer models, this Stratagem costs 2 CPs, otherwise it costs 3 CPs. That unit can immediately make a shooting attack as if it were your Shooting phase. This does not prevent it from shooting again in the following Shooting phase.
1CP

STASIS SHELL

Dark Angels Stratagem

From the most secretive vaults of the Rock’s armoury comes ammunition that harks back to the Age of Technology, stasis shells that can momentarily freeze time.

Use this Stratagem just before a RAVENWING model from your army attacks an enemy CHARACTER with a Ravenwing Grenade Launcher. Make a single hit roll with the weapon this phase, adding 1 to the result. If the shot hits, the target suffers D3 mortal wounds.
1CP

HELLFIRE SHELLS

Dark Angels Stratagem

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

Use this Stratagem just before a DARK ANGELS INFANTRY model from your army attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
3CP

ORBITAL BOMBARDMENT

Dark Angels Stratagem

The guns and ships of the Imperium stand ready to unleash hell at the Space Marines’ command.

This Stratagem can be used once per battle, in the Shooting phase, if you have a DARK ANGELS Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s ranged weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.
1CP

WISDOM OF THE ANCIENTS

Dark Angels Stratagem

Dark Angels Dreadnoughts are a link to the Chapter’s glorious past. They are living legends, whose mere presence inspires their battle-brothers to great deeds.

Use this Stratagem at the start of any phase. Select a DARK ANGELS DREADNOUGHT from your army. Until the end of the phase, you can re-roll hit rolls of 1 for DARK ANGELS units within 6" of that Dreadnought.
1CP

TACTICAL FLEXIBILITY

Dark Angels Stratagem

Space Marines are trained to adapt to changing battlefield conditions, and can reform their ranks at a moment’s notice.

Use this Stratagem at the start of any of your Movement phases. Select a DARK ANGELS unit from your army with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
1CP

THE ARMOUR OF CONTEMPT

Dark Angels Stratagem

Techmarines prize the most belligerent and stalwart machine spirits, for they are unyielding in their persecution of the enemy.

Use this Stratagem when a DARK ANGELS VEHICLE from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase. On a 5+ that mortal wound is ignored.
2CP

ONLY IN DEATH DOES DUTY END

Dark Angels Stratagem

The certainty of imminent death does not prevent a Space Marine from exacting his final justice upon the enemies of the Imperium.

Use this Stratagem when a DARK ANGELS CHARACTER from your army is slain. Before removing it from the battlefield, that model can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem is not cumulative with the Astartes Banner ability – the Stratagem takes precedence).
1CP

CLUSTER MINES

Dark Angels Stratagem

Space Marine Scouts are trained in unconventional tactics, such as scattering lethal cluster mines to cover their retreat.

Use this Stratagem when a DARK ANGELS Scout Bike Squad from your army Falls Back. Select one enemy unit that is within 1" of the unit before it moves and roll a D6; on a 2+ the enemy unit suffers D3 mortal wounds.
1CP

FLAKK MISSILE

Dark Angels Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a devastating payload of shrapnel.

You can use this Stratagem just before a DARK ANGELS INFANTRY model from your army attacks a unit that can FLY with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
2CP

AUSPEX SCAN

Dark Angels Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of enemy ambushes.

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your DARK ANGELS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were your Shooting phase, but you must subtract 1 from all the resulting hit rolls.
1CP

NEVER FORGIVE, NEVER FORGET!

Dark Angels Stratagem

Of all Humanity’s foes, none are as hated as the Heretic Astartes, for they have turned from the Emperor’s light.

Use this Stratagem when a DARK ANGELS unit from your army is chosen to attack in the Fight phase. Each time you make a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a HERETIC ASTARTES unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. If you use this Stratagem on a DEATHWING unit, these extra attacks are instead generated on rolls of 4+ when targeting FALLEN units.
1CP

THE LION AND THE WOLF

Dark Angels Stratagem

As tradition demands, the champions of the Space Wolves and the Dark Angels must recreate the battle between their Primarchs.

Use this Stratagem before the battle if your army includes any SPACE WOLVES INFANTRY units. Choose one DARK ANGELS INFANTRY model and one SPACE WOLVES INFANTRY model in your army. Roll a dice for each model; on a 4+ that model suffers a mortal wound. Each model that survives then increases its Strength, Attacks, Weapon Skill and Leadership characteristics by 1 (e.g. a Weapon Skill of 3+ is increased to 2+). You can only use this Stratagem once per battle.
1CP

HUNT THE FALLEN

Dark Angels Stratagem

There are no lengths that the Dark Angels will not go to ascertain the whereabouts of the Fallen.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select an INFANTRY CHARACTER in your opponent’s army; that model is suspected to know the whereabouts of a Fallen, but will not give up its secrets easily. Increase the model’s Attacks characteristic by 1, but re-roll failed hit rolls for DARK ANGELS that target it in the Fight phase. In addition, re-roll failed charge rolls for DEATHWING and RAVENWING units that declare a charge against that model.
1CP

DATALINK TELEMETRY

Dark Angels Stratagem

Land Speeders are excellent forward recon craft, able to vox through precise bombardment coordinates to nearby artillery.

Use this Stratagem in your Shooting phase just before a DARK ANGELS Whirlwind from your army shoots. If the target of the Whirlwind’s shooting attacks are visible to a friendly DARK ANGELS LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.
1CP

WEAPONS FROM THE DARK AGE

Dark Angels Stratagem

Although the secret to mastering the containment of plasma energies has been lost, it was not always so.

Use this Stratagem just before a DARK ANGELS unit from your army attacks in your Shooting phase. Increase the Damage characteristic of that unit’s plasma weapons by 1 until the end of the phase. For the purposes of this Stratagem, a plasma weapon is any weapon profile whose name includes the word ‘plasma’ (e.g. plasma pistol, plasma talon, plasma incinerator etc.).
2CP

INTRACTABLE

Dark Angels Stratagem

Although stubborn in the extreme, even the resolute Dark Angels know that a fighting retreat is often the most tactical choice.

Use this Stratagem after one of your DARK ANGELS units has Fallen Back. That unit can still shoot this turn.
1CP

EMPYRIC CHANNELLING

Dark Angels Stratagem

Alone, a Space Marine Librarian is a mighty battle-sorcerer. Gathered together, they possess the power to shatter worlds.

Use this Stratagem at the start of a Psychic phase if a DARK ANGELS PSYKER from your army is within 6" of at least 2 other friendly DARK ANGELS PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.
1CP

SPEED OF THE RAVEN

Dark Angels Stratagem

With a final burst of acceleration, the Ravenwing plough into the foe, loosing deadly volleys even as they charge.

Use this Stratagem when one of your RAVENWING units Advances. That unit can still shoot and charge this turn as if it had not Advanced.
1CP

SECRET AGENDA

Dark Angels Stratagem

Taciturn and mysterious, the Dark Angels operate in a clandestine fashion to further their own agenda.

Use this Stratagem before the battle if you are playing a mission that uses Tactical Objectives. For the duration of the battle keep your Tactical Objectives secret from your opponent. Only reveal Tactical Objectives when they are achieved.
3CP

HONOUR THE CHAPTER

Dark Angels Stratagem

Every Chapter has forged its own tales of heroism and valour, and no battle-brother would see that record besmirched.

Use this Stratagem at the end of any Fight phase. Select a DARK ANGELS INFANTRY or DARK ANGELS BIKER unit from your army – that unit can immediately fight for a second time.
1CP

FORTRESS OF SHIELDS

Dark Angels Stratagem

By locking their storm shields together, the warriors of the Deathwing can ward off even the most determined of attacks.

Use this Stratagem at the start of any Fight phase. Select a DEATHWING unit from your army that contains at least three models equipped with storm shields. Your opponent must subtract 1 from all wound rolls made against that unit until the end of the phase.
1CP

KILLSHOT

Dark Angels Stratagem

Space Marine Predators often hunt in packs, combining their firepower to devastating effect.

Use this Stratagem in your Shooting phase if a DARK ANGELS Predator from your army is within 6" of 2 other friendly DARK ANGELS Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
1CP

INNER CIRCLE

Dark Angels Stratagem

Those who enter the Unforgiven’s deepest circles of knowledge will never relinquish the hunt.

Use this Stratagem before the battle. Select a DARK ANGELS MASTER, DARK ANGELS DREADNOUGHT or DARK ANGELS LAND RAIDER from your army. That model gains the DEATHWING keyword and the Inner Circle ability for the duration of the battle.

Stratagems (Ritual of the Damned)

If your army is Battle-forged and includes any DARK ANGELS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Dark Angels on the battlefield.

1CP

DUTY ETERNAL

Dark Angels Stratagem

Having tasted death before, the pilot of a Dreadnought is determined to do his duty to the very end.

Use this Stratagem when a DARK ANGELS DREADNOUGHT model from your army is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that model, halve the damage inflicted (rounding up).
2CP

BOLTSTORM

Dark Angels Stratagem

Switching shot selectors to full auto, the Dark Angels unleash a short-lived but inescapable hail of fire.

Use this Stratagem at the start of your Shooting phase. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’
1CP

HUNTER-SLAYER MISSILE

Dark Angels Stratagem

Hunter-slayer missiles are machine spirit-guided warheads that track and eliminate priority targets.

Use this Stratagem in your Shooting phase. Select one DARK ANGELS REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48" of that model that is not within 1" of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each DARK ANGELS REPULSOR model can only be selected for this Stratagem once per battle.
1/2CP

VETERAN INTERCESSORS

Dark Angels Stratagem

This squad has been noted for exemplary service.

Use this Stratagem before the battle. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army that contains 5 models for 1 Command Point or one DARK ANGELS INTERCESSOR SQUAD unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each DARK ANGELS INTERCESSOR SQUAD unit can only be selected for this Stratagem once per battle.
2CP

RAPID FIRE

Dark Angels Stratagem

The combination of superhuman reflexes and rigid bolter-drills enable Dark Angels Intercessors to produce a devastating rate of fire.

Use this Stratagem at the start of your Shooting phase. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
1CP

HIGH-SPEED FOCUS

Dark Angels Stratagem

The Chapter’s greatest pilots and riders can deliver pinpoint accuracy whilst dodging incoming fire.

Use this Stratagem when a RAVENWING unit from your army is chosen as a target for an attack made with a ranged weapon. Until the start of your next Movement phase, models in that unit benefit from the Jink ability even if they didn’t Advance.
1CP

BIG GUNS NEVER TIRE

Dark Angels Stratagem

None can withstand the Dark Angels’ armoured wrath.

Use this Stratagem in your Shooting phase, when a DARK ANGELS VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Dark Angels Stratagem

Vengeful machine spirits can wreak havoc on the enemy in their death throes, even as their systems fail.

Use this Stratagem when a DARK ANGELS LAND RAIDER model, DARK ANGELS REPULSOR model or DARK ANGELS STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
3CP

TARGET SIGHTED

Dark Angels Stratagem

With pinpoint accuracy, Intercessors pick out key enemy leaders, striking weak spots with deadly volleys of fire.

Use this Stratagem at the start of your Shooting phase. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.’
1CP

FURY OF THE FIRST

Dark Angels Stratagem

Little can withstand the mailed fist of the Deathwing.

Use this Stratagem in any phase. Select one DEATHWING TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
1CP

STEADY ADVANCE

Dark Angels Stratagem

A measured advance allows Dark Angels squads to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when a DARK ANGELS INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
1CP

HERO OF THE CHAPTER

Dark Angels Stratagem

Every Dark Angel is a champion, a post-human demigod standing between Mankind and the darkness.

Use this Stratagem before the battle, after nominating your Warlord. Select one DARK ANGELS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

GENE-WROUGHT MIGHT

Dark Angels Stratagem

Through inhuman strength, Primaris Dark Angels deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when a DARK ANGELS PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

STAND FIRM

Dark Angels Stratagem

Against the battle plate and inner resolve of the First Company, even the mightiest weapons are not enough.

Use this Stratagem when a DEATHWING TERMINATOR unit from your army is chosen as a target of an attack. Until the end of the phase, increase the Toughness characteristic of models in that unit by 1.
1CP

TARGETING GUIDANCE

Dark Angels Stratagem

Ravenwing Land Speeders gather and relay targeting data to the rest of the Chapter.

Use this Stratagem at the start of your Shooting phase. Select one enemy unit within 12" of and visible to a RAVENWING LAND SPEEDER unit from your army. Until the end of that phase, when resolving an attack made by a model in a friendly DARK ANGELS unit against that unit, you can reroll the hit roll.
1CP

FULL THROTTLE

Dark Angels Stratagem

Forsaking all firepower, the Ravenwing gun their engines and advance at breakneck speeds.

Use this Stratagem in your Movement phase, after moving a RAVENWING unit from your army. You can make a second move with that unit this phase; that unit can Advance as part of that move if it has not already Advanced this phase. That unit cannot shoot or charge this turn.
2CP

COMBINED ASSAULT

Dark Angels Stratagem

When working in unison, the veterans of the Dark Angels are amongst the Imperium’s finest fighting forces.

Use this Stratagem at the end of your Movement phase when you set up a DEATHWING unit from your army using the Teleport Strike ability. You can set up that unit wholly within 6" of a friendly RAVENWING BIKER unit that has not Advanced this turn, and more than 6" from any enemy models. Any models that cannot be set up in this way are destroyed.
2CP

TRANSHUMAN PHYSIOLOGY

Dark Angels Stratagem

Space Marines have reserves of willpower that allow them to fight through even the most grievous of wounds.

Use this Stratagem when a DARK ANGELS unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
1CP

ADAPTIVE STRATEGY

Dark Angels Stratagem

Unorthodox use of combat doctrines is always permissible if doing so will lead to victory.

Use this Stratagem at the start of the battle round if there are any DARK ANGELS CHARACTER models from your army on the battlefield, before you change which combat doctrine is active. If the Assault Doctrine is currently active, you can change it so that the Tactical Doctrine is now active. Alternatively, if the Tactical Doctrine is currently active, you can change it so that the Devastator Doctrine is now active. You can only use this Stratagem once per battle.
1CP

EVASIVE ASSAULT

Dark Angels Stratagem

The Ravenwing evade incoming blows with incredible skill.

Use this Stratagem in the Fight phase, when a RAVENWING BIKER unit from your army that made a charge move or was charged this turn is chosen as the target for an attack. Until the end of that phase, models in that unit have a 5+ invulnerable save.
1CP

OUTNUMBERED BUT NEVER OUTMATCHED

Dark Angels Stratagem

When outnumbered, the Deathwing fight all the harder.

Use this Stratagem in the Fight phase, when a DEATHWING unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit if that unit targets any enemy units containing 10 or more models.
1CP

HONOURED BY THE ROCK

Dark Angels Stratagem

The Dark Angels have been known to bestow their artefacts upon worthy successor Chapters.

Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your Warlord. You can give one Relic of Caliban to a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a Special-issue Wargear Relic. If you do, replace the DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once per battle.

Interromancy Discipline

In order to aid the Interrogator-Chaplains in their cruel labours, the Librarians of the Dark Angels have mastered a sinister and invasive form of telepathy. Few sensations are more horrific for a victim than the insidious slither of the Librarian’s thoughts as they writhe through the gaps in his mental defences, flaying and twisting his psyche at will.

Before the battle, generate the psychic powers for PSYKERS that can use the Interromancy discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
D6PSYCHIC POWER
1

MIND WORM

The Librarian burrows his consciousness into the screaming victim’s brain, ripping free their secrets in a spray of gore.

Mind Worm has a warp charge value of 6. If manifested, select an enemy unit within 12" of the psyker that is visible to him. That unit suffers a mortal wound and may only be chosen to fight in the Fight phase after all other eligible units have fought, even if they charged or have an ability that would allow them to fight first. This effect lasts until the end of your turn.

2

AVERSION

The Librarian sends waves of cold fear washing outwards. The foe find themselves unable to focus upon the psyker, their subconscious screaming at them to look away for fear of what they will see.

Aversion has a warp charge value of 6. If manifested, select an enemy unit within 24" of the psyker that is visible to him. Until your next Psychic phase, your opponent must subtract 1 from all hit rolls made for that unit.

3

RIGHTEOUS REPUGNANCE

Reaching into the minds of his brothers, the Librarian stokes the fires of their hate, and the Dark Angels respond with a surge of cold, furious violence.

Righteous Repugnance has a warp charge value of 7. If manifested, pick a friendly DARK ANGELS unit within 12" of the psyker (if your psyker is from a Dark Angels successor Chapter, pick a friendly unit from that Chapter instead). You can re-roll all failed hit rolls and wound rolls made for the unit’s Melee weapons until the start of your next Psychic phase.

4

TREPHINATION

The Librarian gathers his thoughts into a white hot spike to plunge straight into his victim’s mind, leaving the foe’s brain matter dribbling from ears.

Trephination has a warp charge value of 7. If manifested, roll 2D6, adding 2 to the total if the psychic test was more than 10. The closest visible enemy unit within 18" of the psyker suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic.

5

ENGULFING FEAR

The Librarian inveigles his way into the minds of his foes. Subtly, he twists and heightens their fears.

Engulfing Fear has a warp charge value of 6. If manifested, until the start of your next Psychic phase, your opponent must roll 2 dice and discard the lowest result when taking Morale tests for any unit that is within 6" of the psyker.

6

MIND WIPE

The Librarian scourges the mind of his foe, dragging out every memory that makes them who they are and reducing them to hollow shells of what they once were.

Mind Wipe has a warp charge value of 7. If manifested, choose an enemy model within 18" of the psyker that is visible to him. Each player then rolls a D6 and adds their model’s Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If your score is higher, the enemy model reduces its Leadership, Ballistic Skill and Weapon Skill characteristics by 1 for the rest of the battle (e.g. a Ballistic Skill of 3+ is reduced to 4+).


Obscuration Discipline

Those Dark Angels Librarians seconded to Vanguard operations are trained in the psychic arts of obscuration and illusion. They weave impenetrable cloaks of warp energy around their battle-brothers, conjure haunting visions to distract and terrify their foes, and ease the Vanguard formations’ passage through enemy territory.

Before the battle, generate the psychic powers for DARK ANGELS PSYKER models that know powers from the Obscuration discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC POWER
1

Shrouding

The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.

Shrouding has a warp charge value of 6. If manifested, select one friendly DARK ANGELS PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

2

Soul Sight

The psyker shares his warp-sight with his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.

Soul Sight has a warp charge value of 6. If manifested, select one friendly DARK ANGELS PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, you can re-roll the hit roll and the target does not receive the benefit of cover to its saving throw.

3

Mind Raid

The psyker peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim.

Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this psyker. That model’s unit suffers 1 mortal wound. If your army is Battle-forged and that model is a CHARACTER, roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.

4

Hallucination

The psyker conjures images out of his foes’ own memories – from past allies seemingly returned from the dead, to apparitions wrought from their darkest nightmares. Paranoia, confusion and panic reign under such a psychic assault.

Hallucination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit. Your opponent then rolls 2D6; if the result is greater than the highest Leadership characteristic of models in that unit, then until the start of your next Psychic phase, when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

5

Tenebrous Curse

The psyker sends a psychic bolt lancing through his foes’ minds. As they reel from the assault, their own shadows come to life and drag down their casters.

Tenebrous Curse has a warp charge value of 6. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this psyker. That unit suffers 1 mortal wound and, until the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance rolls and charge rolls made for it (rounding up).

6

Temporal Corridor

The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness.

Temporal Corridor has a warp charge value of 7. If manifested, select one friendly DARK ANGELS PHOBOS unit within 3" of this psyker. That unit can immediately move as if it were your Movement phase, but it cannot Fall Back as part of this move and must Advance. When the Advance roll is made for that Advance, roll 3D6 and discard two of the results. You cannot use Temporal Corridor on the same unit more than once per Psychic phase.


Litanies of Battle

Dark Angels Chaplains are exemplars of righteous wrath. Powerful orators and accomplished warriors both, they provide bellicose counsel to their comrades and act as spiritual bastions for their Chapter. The litanies that Chaplains intone on the battlefield imbue those around them with fresh determination and martial fury.

Before the battle, generate the litanies for DARK ANGELS CHAPLAIN models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows. In addition, if your army is Battle-forged, CHAPLAINS in DARK ANGELS Detachments know the Stoic Prosecution litany in addition to any others they know.
D6LITANIES OF BATTLE
1

LITANY OF FAITH

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then when a model in a friendly DARK ANGELS unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power).

2

CATECHISM OF FIRE

The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower.

If this litany is inspiring, select one friendly DARK ANGELS unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

3

EXHORTATION OF RAGE

The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down.

If this litany is inspiring, select one friendly DARK ANGELS unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

4

MANTRA OF STRENGTH

The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself.

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

5

RECITATION OF FOCUS

The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true.

If this litany is inspiring, select one friendly DARK ANGELS unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

CANTICLE OF HATE

Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy.

If this litany is inspiring, add 2 to charge rolls made for friendly DARK ANGELS units whilst they are within 6" of this model. When a friendly DARK ANGELS unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.

DARK ANGELS: STOIC PROSECUTION

The Chaplain leads his brothers in an unwavering procession across the battlefield, steadfast and resolute as they fire upon their foes.

If this litany is inspiring, then when a friendly DARK ANGELS INFANTRY unit that is within 6" of this unit and did not Advance or Fall Back this turn is chosen to shoot with, models in that unit can shoot with ranged weapons as if their unit had remained stationary.


Warlord Traits

The commanders of the Dark Angels are courageous warriors and gifted strategists all, and their practises in battle, shaped from the initial teachings of their Primarch, have been honed over millennia of unrelenting conflict.

If a DARK ANGELS CHARACTER is your Warlord, or if your Warlord is a CHARACTER from a Dark Angels successor Chapter, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his preferred style of waging war.

D6WARLORD TRAIT
1

FURY OF THE LION

It is deeds, not words, that truly stoke a Dark Angel to cold fury. This leader inspires his battle-brothers through the courage of his actions.

If your Warlord charged, was charged or performed a Heroic Intervention this turn, friendly DARK ANGELS units within 6" of him add 1 to their Strength characteristic in the Fight phase.

2

COURAGE OF THE FIRST LEGION

The Dark Angels have ever been famous for standing fast beside their leaders, for their loyalty never falters.

Friendly DARK ANGELS units automatically pass Morale tests whilst they are within 12" of your Warlord.

3

BRILLIANT STRATEGIST

The commanders of the Dark Angels share a measure of their Primarch’s vaunted strategic brilliance.

Once per battle, if your Warlord is on the battlefield, you can re-roll a single hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged, roll a D6 each time you use a Stratagem; on a 5+ you gain 1 Command Point.

4

HUNTSMAN

This Warlord is renowned for rooting out members of the Fallen from their hiding places – no heretic is safe from his fierce scrutiny.

Your Warlord can fire their Pistol, Assault, Rapid Fire and Grenade weapons at enemy CHARACTERS even if they are not the closest enemy model. In addition, whenever your Warlord piles in or performs a Heroic Intervention, they can move towards the closest enemy CHARACTER instead of the closest enemy model.

5

MASTER OF MANOEUVRE

This Warlord is known for his ability to swiftly redeploy into ideal attack positions, outmanoeuvring the foe before crushing them utterly.

You can re-roll the dice used to determine how far friendly DARK ANGELS units Advance or charge if they are within 6" of your Warlord.

6

STUBBORN TENACITY

This Warlord can call upon the famed tenacity of his Chapter to fight on despite mortal injury.

Roll a dice each time your Warlord loses a wound. Add 1 to the result if your Warlord did not move during his last Movement phase. On a 6+ your Warlord does not lose the wound.


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait.
NAMED CHARACTERWARLORD TRAIT
Master LazarusBrilliant Strategist 
Belial (Legendary)Huntsman 
AzraelBrilliant Strategist 
BelialHuntsman 
Sammael on CorvexMaster of Manoeuvre 
Sammael in SableclawMaster of Manoeuvre 
AsmodaiFury of the Lion 
EzekielCourage of the First Legion 

Vanguard Warlord Traits

The commanders of the Dark Angels Vanguard are some of the Chapter’s finest warlords. Master tacticians, clandestine warriors and adept assassins, these specialists lead their battle-brothers on missions where guile and cunning are the best routes to victory.

If a DARK ANGELS PHOBOS CHARACTER model is your Warlord, you can use the Vanguard Warlord Traits table to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6WARLORD TRAIT
1

SHOOT AND FADE

This warrior harries the foe before returning to the shadows.

At the start of your Shooting phase, you can select one friendly DARK ANGELS PHOBOS unit within 6" of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

2

LORD OF DECEIT

This leader is adept at subterfuge and spreading misinformation.

At the start of the first battle round, before the first turn begins, select up to three friendly DARK ANGELS PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).

3

MASTER OF THE VANGUARD

This Space Marine is a living legend of the Vanguard formations, and an inspiration to his battle-brothers.

Add 1" to the Move characteristic of friendly DARK ANGELS PHOBOS units whilst they are within 6" of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly DARK ANGELS PHOBOS units whilst they are within 6" of this Warlord.

4

STEALTH ADEPT

So masterfully does this warlord slip through enemy territory that he appears to the foe as little more than a spectre.

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

5

TARGET PRIORITY

This tactician is constantly seeking prime targets.

At the start of your Shooting phase, select one friendly DARK ANGELS PHOBOS unit within 3" of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

MARKSMAN’S HONOURS

This warlord is one of the finest sharpshooters in the galaxy.

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics.


Deathwing and Ravenwing Warlord Traits

The leaders of the Dark Angels 1st and 2nd Companies are amongst the most revered warriors of the Chapter, trusted with its secrets and responsible for leading the most crucial missions. Their martial wisdom has carried the Chapter through conflicts spanning the stars, setting an example to all.

If a DEATHWING CHARACTER model is your Warlord, you can use the Deathwing Warlord Traits table to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one. If a RAVENWING CHARACTER model is your Warlord, you can instead use the Ravenwing Warlord Traits table to determine what Warlord Trait they have.

Deathwing Warlord Traits

D3WARLORD TRAIT
1

LAY LOW THE MIGHTY

This Warlord and his retinue make a point of engaging the mightiest of enemies, for in such actions the greatest glory can be found.

You can re-roll wound rolls for attacks made with melee weapons against CHARACTER units, or units with a Wounds characteristic of 8 or more, by models in friendly DEATHWING units whilst their unit is within 6" of this Warlord.

2

INEXORABLE

Through force of will alone this Warlord shrugs off the most grievous wounds.

When resolving an attack made against this Warlord, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

3

WATCHED

A strange hooded creature accompanies this Warlord and, at times, lends aid.

Once per battle, in your opponent’s Psychic phase, this Warlord can attempt to resist one psychic power in the same manner as a PSYKER by taking a Deny the Witch test, even if your Warlord is not within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice; it is automatically passed.


Ravenwing Warlord Traits

D3WARLORD TRAIT
1

IMPECCABLE MOBILITY

Decades of training and combat experience have honed the mounted warfare skills of this Warlord and his warriors.

Whilst they are within 6" of this Warlord, models in RAVENWING units from your army do not suffer the penalty for moving and firing Heavy weapons or for Advancing and firing Assault weapons.

2

TACTICALLY FLEXIBLE

Adaptability and perceptiveness have enabled this Warlord to turn the tide of many battles.

Once per battle, at the start of the battle round, you can select a combat doctrine that is not currently active. Until the end of that battle round, when resolving an attack made by a model in a friendly RAVENWING unit within 6" of this Warlord, you can treat the chosen doctrine as being active instead of the currently active doctrine.

3

OUTRIDER

This Warlord values positioning above all, and will advance with all haste to claim vital ground before a shot is even fired.

At the start of the first battle round, before the first turn begins, this Warlord and one other RAVENWING unit from your army can move up to 12" as if it were your Movement phase; they cannot Advance as part of this move. Those units must end those moves more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first.


Tactical Objectives

D66Result
11Not One Step Back 
12No Forgiveness 
13Confess! 
14Seize and Interrogate 
15Flawless Strategy 
16The Path of Redemption 

For the most part, the Dark Angels’ route to victory on the battlefield is similar to that of the more Codex-compliant Chapters, but unique strategies and practices have developed as a result of the Unforgiven’s millennia-old secretive agendas.

If your army is led by a DARK ANGELS Warlord, or one from a Dark Angels successor Chapter, these Tactical Objectives replace those numbered 11-16 in the Warhammer 40,000 rulebook (if your Warlord is from a successor Chapter, replace the DARK ANGELS keyword in all instances with the name of your chosen Chapter). If a mission uses Tactical Objectives, players use the normal rules with the following exception: when a Dark Angels player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Dark Angels Tactical Objective. Other Tactical Objectives (numbers 21-66) are generated normally.
11
NOT ONE STEP BACK
Dark Angels

Intractable and immovable, you must stand firm against the foe.

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 turn you chose. This Tactical Objective is immediately discarded if the battle ends or any friendly DARK ANGELS unit Falls Back or fails a Morale test.

12
NO FORGIVENESS
Dark Angels

Be implacable in your hatred of the foe. Root them out and scour them from existence, wherever they may hide.

Score 1 victory point if you destroyed any enemy units that were controlling an objective marker at the start of the turn.

13
CONFESS!
Dark Angels

Pry open the mind of the enemy, breaking their spirit and their sanity in order to extract the secret knowledge hidden within.

Score 1 victory point if a friendly INTERROGATOR-CHAPLAIN killed any enemy models in the Fight phase of this turn, or if you successfully manifested any psychic powers from the Interromancy discipline during the turn.

14
SEIZE AND INTERROGATE
Dark Angels

The path of one of the Fallen has crossed this battlefield – more information must be extracted from enemy leaders.

Score 1 victory point if any enemy CHARACTERS were slain by a DARK ANGELS unit in the Fight phase of this turn. If your opponent’s Warlord was slain by a DARK ANGELS unit during the Fight phase of this turn, score D3 victory points instead.

15
FLAWLESS STRATEGY
Dark Angels

Honour the Lion in the perfect application of battlefield tactics.

Score 1 victory point at the end of your turn if one or more friendly DEATHWING units arrived as reinforcements using the Teleport Strike ability and were set up within 12" of any enemy units. If your units were also set up within 6" of a friendly RAVENWING unit, score D3 victory points instead.

16
THE PATH OF REDEMPTION
Dark Angels

Prove your faith and loyalty in the Emperor by fulfilling your duty, no matter the cost.

Score 1 victory point if, during your turn, a friendly DARK ANGELS unit charged an enemy unit with a higher Power Rating than its own.


Relics of Caliban

These artefacts are ancient heirlooms that are maintained in places of honour on the Rock. Only the most accomplished and respected of the Dark Angels are worthy of using such storied items, and having their heroics and deeds added to the continuing legends of the relics themselves.

If your army is led by a DARK ANGELS Warlord, then before the battle you may give any one of the following items to an DARK ANGELS CHARACTER. Named characters such as Azrael already have one or more artefacts and cannot be given any of the following items. If your army is led by a Warlord from a Dark Angels successor Chapter, then before the battle you may instead give one CHARACTER from that Chapter a Heavenfall Blade.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Relics of Caliban your characters have on your army roster.

FOE-SMITER

This ornate storm bolter was wrought by Fedorovich the Great, one of the greatest weaponsmiths of the era of the Great Crusade. Fedorovich forged many of the master-crafted weapons still prized by the Imperium today. Foe-smiter was presented with honour to the first Grand Master of the Deathwing, and continues to lay low the enemies of the Chapter to this day.

Model with a storm bolter only. Foe-smiter replaces this model’s storm bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Foe-smiter
24"
Rapid Fire 2
4
-1
2

HEAVENFALL BLADE

This weapon was traditionally bestowed upon the most honourable Knight of the Order before the onset of a long quest into the wilds of Caliban. Its well-honed blade is empowered by a force generator of magnificent, if somewhat temperamental, strength.

Model with a power sword or master-crafted power sword only. A Heavenfall Blade replaces this model’s power sword or master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Heavenfall Blade
Melee
Melee
+2
-3
D3
Abilities: Each time the bearer fights, it can make one additional attack with this weapon.

LION’S ROAR

The Lion’s Roar is an ancient combi-weapon issued to heroes of the Chapter and over the years it has proven to be an ideal weapon for those leading boarding missions or bunker assaults. Whether its heroic bearer survives the battle or not, the Lion’s Roar has always been recovered and returned to its place of honour in the Rock’s armouries.

Model with a combi-plasma only. Lion’s Roar replaces this model’s combi-plasma and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Boltgun
24"
Rapid Fire 1
4
0
1
Plasma blaster (standard)
18"
Assault 2
7
-3
1
Plasma blaster (supercharge)
18"
Assault 2
8
-3
2
Abilities: When attacking with this weapon, you can shoot either the boltgun, the plasma blaster, or both. If you fire both, subtract 1 from all hit rolls made for this weapon. In either case, each time you fire the plasma blaster, choose either the standard or supercharge profile; if you roll any hit rolls of 1 when firing a supercharged plasma blaster, the bearer is slain after all the weapon’s shots have been resolved.

MACE OF REDEMPTION

The Mace of Redemption is perhaps the greatest of the weapons forged by the Dark Angels to hunt their traitorous comrades. Blessed with incantations of vengeance, the hollow centre of this sacred power maul flares white-hot when it smites a foe. It is said that, with the mace in hand, Supreme Grand Master Raphael struck down the Daemon Prince ruler of the blasphemous world of New Caliban, allowing the arch-heretic to be captured.

Model with a power maul only. The Mace of Redemption replaces this model’s power maul and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mace of Redemption
Melee
Melee
+3
-3
D3
Abilities: Re-roll all failed wound rolls made for this weapon against HERETIC ASTARTES units.

SHROUD OF HEROES

When one of the Dark Angels’ mightiest warriors is slain in battle, his recovered remains are wrapped in a death shroud until he can be interred within the crypts of the Lion’s Sanctum. Pieces of this fabric, stained in the blood of heroes, are then continually stitched into a single set of robes known as the Shroud of Heroes, and those who wear it claim they can feel the protective powers of their predecessors.

Your opponent must subtract 1 from all hit rolls that target the bearer.

THE EYE OF THE UNSEEN

This augmetic was first bequeathed to Interrogator-Chaplain Enoch by the Watchers in the Dark, and has since been extracted and re-implanted in a string of Dark Angels heroes. It is said that no secret can escape the gaze of the Eye, nor guilt. Those fixed by the glowing lens have their deepest wants and fears laid bare, their every weakness exposed. They stagger and stumble beneath its gaze, and it is all they can do not to drop to their knees and confess all.

Enemy units within 3" of the bearer must subtract 1 from their Leadership characteristic. In addition, enemy CHARACTERS that start the Fight phase within 3" of the bearer can only be chosen to fight after all other eligible units have made their attacks, even if they charged or have an ability that would allow them to fight first.

BLADE OF BURDEN

The Blade of Burden was passed on to this Deathwing Master upon his promotion from the Deathwing Knights. The weapon serves as a powerful reminder of the responsibility its bearer carries as a leader of a company of his own.

DEATHWING MASTER model with power sword only. This Relic replaces a power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Burden
Melee
Melee
+2
-4
2
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends.

CORVUS OCULUS

This sophisticated targeting equipment gives the bearer unprecedented data on the positions of their enemies, allowing them to strike at foes entrenched in cover or moving at high speeds.

RAVENWING TALONMASTER model only. Add 6" to the Range characteristic of ranged weapons a model with this Relic is equipped with. When resolving an attack made with a ranged weapon by a model with this Relic, add 1 to the hit roll.

KEY OF ACHRABAEL

The Key of Achrabael unlocks a hidden sanctum deep in the Rock. What lies within is a terrible secret known by only a handful, and those with such knowledge fight with zealous fury. Whether they do so seeking atonement, vengeance, or something else remains a mystery.

DEATHWING model only. Add 1 to the Strength and Attacks characteristics of a model with this Relic.

PENNANT OF REMEMBRANCE

This hallowed banner records the names and deeds of the legendary members of the Deathwing that the company’s bone-coloured armour commemorates. The legacy of those mighty warriors is one of bravery and defiance in the face of overwhelming odds. Under the shadow of their example, every member of the Deathwing fights on through grievous injury to prove themselves worthy successors of such mighty paragons.

DEATHWING ANCIENT model only. When a friendly DEATHWING INFANTRY model within 6" of a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

RELIQUARY OF THE REPENTANT

The skull contained within this reliquary is that of a captured Fallen psyker who repented his sins. Once he had been executed, the remains were bound and mounted upon the bike of the Ravenwing Inner Circle member who had captured him. The power of the Fallen lingers in the relic still, creating a disturbing aura that strikes at the minds of enemies as much as it interferes with their shielding systems.

RAVENWING BIKER model only. Worsen the invulnerable saves of enemy units by 1 (to a minimum of 6+) whilst they are within 3" of a model with this Relic (e.g. an invulnerable save of 3+ becomes 4+).

STANDARD OF THE UNFORGIVING HUNT

The Standard of the Unforgiving Hunt must forever fly whilst Fallen remain in the galaxy. Only Ravenwing privy to the Inner Circle may carry this banner, for only they understand the weight of the pledge it symbolises.

RAVENWING ANCIENT model only. Add 1 to Advance rolls and charge rolls made for friendly RAVENWING units if they are within 6" of a model with this Relic when the roll is made.

Special-issue Wargear

While many venerated artefacts adorn the armoury of the Rock, other treasures of the Dark Angels are in the keeping of their successor Chapters. Symbolic of the shared burden of the Unforgiven, these mighty relics remind their bearers to protect the secrets of the Inner Circle and continue the hunt for the Fallen.

If your army is led by a DARK ANGELS Warlord or a Warlord drawn from a Dark Angels Successor Chapter, you can give one of the following Special-issue Wargear Relics to a DARK ANGELS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter, instead of giving them a Relic from Codex: Dark Angels. These are considered to be Relics of Caliban for all rules purposes. Named characters and VEHICLES cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks sometimes incorporate the shrouds that have lain over the tombs of Chapter heroes. The wearer is filled with the strength of their forebear in their hour of need, thus enduring the most grievous of wounds.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

ANGEL’S AMBIT

This winged helm incorporates sophisticated vox technology for relaying tactical orders, making the wearer a beacon around which the Unforgiven fight.

Increase the range of a model with this Relic’s aura abilities by 3".

ARBITER’S GAZE

This bionic eye is powered by the smallest fragment of the Stone Guardians, arcane relics of fallen Caliban steeped in mystery and eldritch power.

When resolving an attack made by a model with this Relic, ignore negative hit roll modifiers and Ballistic Skill modifiers. When firing Overwatch, the bearer successfully hits using their Ballistic Skill, rather than on a 6.

ARTIFICER ARMOUR

The sons of Sanguinius possess some of the most wondrous suits of armour in the Imperium. These ornately sculpted assemblages of engraved plate provide superior protection and afford a fluid ease of movement. All who set eyes upon the wearer are left in no doubt of their nobility and grace.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

BOLTS OF JUDGEMENT

After obtaining a confession from an enemy, an Interrogator-Chaplain delivers a single revered round known as a bolt of judgement to the Master of the Rock.

When you give a model this Relic, select one bolt weapon that model is equipped with. When that model shoots with that weapon, you can choose for it to fire a bolt of judgement. If you do, that model can only make one attack with that weapon, but the weapon has an Armour Penetration characteristic of -2 and a Damage characteristic of 3 for that attack. When resolving that attack, a wound roll of 6+ is successful if the target is a VEHICLE unit or MONSTER unit; otherwise a wound roll of 2+ is successful.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into bionic implants or power-armoured gauntlets. Short-ranged and powerful, they can be triggered in the midst of melee to blast the enemy point-blank with angelic retribution.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

MASTER-CRAFTED WEAPON

Within the Dark Angels Armoury, the Chapter’s finest artificers work to fashion weapons of ornate magnificence and utter lethality for the sons of the Lion to wield.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Sergeant Equipment). When this is the case, the unit may take any item from the appropriate list below.

SERGEANT EQUIPMENT

Up to two weapons can be chosen from the following list:

 • Bolt pistol

 • Grav-pistol

 • Plasma pistol

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

One weapon can be chosen from the following list:

 • Boltgun

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

PISTOLS

 • Bolt pistol

 • Grav-pistol

 • Plasma pistol

MELEE WEAPONS

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power lance1

 • Power sword

 • Thunder hammer

1 Not included in Codex: Dark Angels

HEAVY WEAPONS

 • Grav-cannon and grav-amp

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

TERMINATOR MELEE WEAPONS

 • Lightning claw

 • Power fist

 • Storm Shield

 • Thunder hammer

TERMINATOR COMBI-WEAPONS

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Storm bolter

TERMINATOR HEAVY WEAPONS

 • Assault cannon

 • Heavy flamer

 • Cyclone missile launcher and storm bolter1

1 Not included in Codex: Dark Angels

DREADNOUGHT HEAVY WEAPONS

 • Heavy plasma cannon

 • Multi-melta

 • Twin autocannon

 • Twin heavy flamer1

 • Twin heavy bolter1

 • Twin lascannon1

 • Assault cannon1

1 Not included in Codex: Dark Angels

MELEE WEAPONS (LEGENDARY)

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power lance

 • Power maul

 • Power sword

 • Thunder hammer


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
10
Accelerator autocannon
48"
Heavy 2
7
-2
2
-
30
Aiolos missile launcher
60"
Heavy 2D3
6
-1
1
-
0
Air defence missiles
48"
Heavy D3
8
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
50
Anvillus autocannon battery
36"
Heavy 8
8
-1
2
-
75
Arachnus heavy lascannon battery
48"
Heavy 2
10
-4
D6
When attacking with this weapon, if at least one dice roll when determining Damage is inflicted is a natural ‘6’ then a mortal wound is inflicted in addition to other damage.
8
Assault bolter
18"
Assault 3
5
-1
1
-
22
Assault cannon
24"
Heavy 6
6
-1
1
-
15
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
6
Astartes grenade launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Astartes shotgun
12"
Assault 2
4
0
1
When resolving an attack made with this weapon against a unit that is within half range, this weapon has a Strength characteristic of 5 for that attack.
1
Auto bolt rifle
24"
Assault 3
4
0
1
-
12
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
35
Avenger mega bolter
36"
Heavy 10
6
-1
1
-
17
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
 - Krak missiles
48"
Heavy 1
8
-2
D6
-
 - Frag missiles
48"
Heavy D6
4
0
1
-
 - Icarus missiles
48"
Heavy D3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
0
Blacksword missile launcher
36"
Heavy 1
7
-3
2
-
0
Bolt carbine
24"
Assault 2
4
0
1
-
4
Bolt carbine with special issue ammunition
24"
Assault 2
4
-2
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
3
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
 - Executioner round
36"
Heavy 1
5
-1
1
This weapon can target units that are not visible to the bearer, and can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
 - Hyperfrag round
36"
Heavy D3
5
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
 - Mortis round
36"
Heavy 1
5
-2
D3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
12
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
0
Cerberus launcher
18"
Heavy D6
4
0
1
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
13
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
15
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
11
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
32
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
60
Cyclonic melta lance
18"
Heavy 2D3
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Deathstorm cannon array
12"
Heavy 6
6
-1
1
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
0
Deathstorm missile array
18"
Heavy 2
8
-2
D3
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
5
Deathwind launcher
12"
Assault D6
5
0
1
-
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
-
0
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
0
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
If the Relic Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
35
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
100"
Heavy 2D6
8
-3
2
When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
100"
Heavy 2
14
-4
6
-
0
Firefury missile battery
72"
Heavy 4
6
-1
1
-
6
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
25
Flamestorm cannon
12"
Heavy D6
6
-2
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
14
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Frag grenades
6"
Grenade D6
3
0
1
-
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
20
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
10
Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
8
Grav-pistol
12"
Pistol 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
15
Graviton blaster
18"
Assault 2
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
0
Grenade harness
12"
Assault D6
4
-1
1
-
1
Hand flamer
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
40
Heavy laser destroyer
72"
Heavy 2
10
-4
D6
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
0
Heavy neutron pulse array
72"
Heavy 3
14
-4
3+D6
Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player’s next Shooting phase.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
16
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
17
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Helios launcher
72"
Heavy 2D6
7
-1
1
This weapon can target units that are not visible to the bearer.
40
Hellfire plasma carronade
24"
Heavy 5
8
-3
3
For each hit roll of a 1, the bearer suffers one single mortal wound after all of the weapon’s shots have been resolved.
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
30
Hyperios launcher
72"
Heavy 2D3
8
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. This weapon can target units not visible to the firing model.
6
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
6
Icarus rocket pod
24"
Heavy D3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
15
Incendium cannon
12"
Heavy 2D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
45
Infernus cannon
8"
Heavy 2D6
5
-1
2
This weapon hits its target automatically.
5
Instigator bolt carbine
24"
Assault 1
4
-1
2
This weapon can target a CHARACTER even if it is not the closest enemy unit.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
5
Ironhail skytalon array
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
22
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
22
Kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
4
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
15
Las fusil
36"
Heavy 1
8
-3
3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
Lion’s Wrath
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
31
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D6
8
-4
1
-
 - Supercharge
36"
Heavy D6
9
-4
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
50
Magna-melta cannon
24"
Heavy D3
10
-4
D6
If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
4
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
3
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
6
Master-crafted instigator bolt carbine
30"
Assault 1
4
-2
3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
4
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
5
Melta bombs
4"
Grenade 1
8
-4
D6
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
0
Melta cutter
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
14
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
20
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
0
Neutron pulse cannon
48"
Heavy 3
12
-4
D6
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
16
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
17
Plasma blaster
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
11
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharged
18"
Assault 2
8
-3
2
For each hit roll of 1, the bearer suffers a single mortal wound.
16
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
12"
Assault 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
-
17
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
18"
Assault D3
7
-3
1
-
 - Supercharge
18"
Assault D3
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
11
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
15
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Plasma storm battery
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
2
-
 - Supercharge
36"
Heavy D6
8
-3
3
If you make one or more hit rolls of 1, the bearer suffers 3 mortal wounds after all of this weapon’s shots have been resolved, and the plasma storm battery cannot be used for the rest of the battle.
0
Plasma talon
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
0
Punisher rotary cannon
36"
Heavy 18
5
-1
1
-
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
45
Quad launcher
When firing this weapon, select one of the two profiles below:
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
60"
Heavy 4D3
5
0
1
This weapon can target units not visible to the firing model.
0
Ravenwing grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag shell
24"
Assault D6
3
0
1
-
 - Krak shell
24"
Assault 2
6
-1
D3
-
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Reductor pistol
3"
Pistol 1
4
-3
2
-
0
Rift cannon
18"
Heavy D3
10
-3
3
If a unit suffers any damage from this weapon, roll a dice and consult the damage table above. If the result equals or beats the relevant number in the Rift Vortex column, the target unit suffers a further D3 mortal wounds.
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
This weapon can target units not visible to the firing model.
0
Shock grenades
6"
Grenade D3
*
*
*
This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
0
Siege melta array
12"
Heavy 4D3
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
42
Skyreaper battery
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
0
Skyspear missile launcher
60"
Heavy 1
9
-3
D6
When resolving an attack made with this weapon, you can re-roll the hit roll, and you add 1 to the hit roll if the target can FLY.
2
Sniper rifle
36"
Heavy 1
4
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
50
Storm cannon array
24"
Heavy 10
7
-2
2
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
10
Tempest salvo launcher
36"
Heavy D3
6
-3
2
-
The Deliverer
12"
Pistol 1
4
-1
2
-
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
-
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
2
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
24
Twin heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy 2D3
7
-3
1
-
 - Supercharge
36"
Heavy 2D3
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
48
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
-
10
Twin Icarus ironhail heavy stubber
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
20
Twin ironhail autocannon
48"
Heavy 6
7
-1
2
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
120
Twin magna-melta
24"
Heavy 2D3
10
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
40
Twin multi-melta
24"
Heavy 2
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Twin storm bolter
24"
Rapid Fire 4
4
0
1
-
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
32
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
20
Vengeance launcher
48"
Heavy 2D6
5
-1
1
-
3
Volkite charger
15"
Heavy 2
5
0
2
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the bearer.
20
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the bearer.
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-
30
Xiphon missile battery
60"
Heavy 3
6
-2
3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Blade of Caliban
Melee
Melee
+3
-3
D3
-
Blades of Reason
Melee
Melee
User
0
D6
-
12
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Caestus ram
Melee
Melee
User
-3
D6
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
11
Chainfist
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Corvus hammer
Melee
Melee
+1
-1
1
Each wound roll of 6+ made for this weapon causes D3 damage instead of 1.
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Crushing tracks
Melee
Melee
User
-2
D3
-
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Enmity’s Edge
Melee
Melee
+2
-4
D3
When resolving an attack made with this weapon against a PSYKER unit, you can re-roll the wound roll and you can re-roll the damage roll.
11
Eviscerator
Melee
Melee
x2
-4
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Flail of the Unforgiven
Melee
Melee
+2
-3
2
Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
14
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
0
Halberd of Caliban
Melee
Melee
+3
-4
D3
Each time the bearer fights, it can make D3 additional attacks with this weapon if the target unit contains 5 or more models.
0
Invictor fist
Melee
Melee
x2
-3
3
-
Leviathan siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Leviathan siege drill
Melee
Melee
x2
-4
4
-
Lightning claw
Melee
Melee
User
-2
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
0
Mace of absolution
Melee
Melee
x2
-2
3
-
6
Master-crafted power sword
Melee
Melee
User
-3
2
-
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power lance
Melee
Melee
+2
-1
1
-
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
Raven Sword
Melee
Melee
+1
-3
2
This weapon has Strength x2 if Sammael charged in the preceding Charge phase.
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
9
Relic blade
Melee
Melee
+2
-3
D3
-
30
Seismic hammer
Melee
Melee
x2
-4
5
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
Sword of Secrets
Melee
Melee
+2
-3
D3
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Sword of Silence
Melee
Melee
+1
-3
2
This weapon always wounds on a 2+, unless the target is a VEHICLE.
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
Thunder hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Traitor’s Bane
Melee
Melee
+1
-3
D3
Add 1 to this weapon’s damage if the target is a PSYKER.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Armorium Cherub
If a Space Marine Sergeant in this unit has an Armorium Cherub, then after a model in this unit shoots with a ranged weapon, that Armorium Cherub can reload that model’s weapon. If it does, that Armorium Cherub is removed from play and that model can immediately shoot with that ranged weapon again.

An Armorium Cherub is represented by an Armorium Cherub model, but does not count as a model for any rules purposes. Whilst a unit with an Armorium Cherub is on the battlefield, that Armorium Cherub must be within 2" of it.
35
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly DARK ANGELS units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
0
Auto Launchers
Instead of shooting in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
1
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
3
Camo Cloak
When resolving an attack made with a ranged weapon against this model whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.
2
Grapnel Launchers (Reivers)
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
2
Grav-chute
If this model has a grav-chute, then during deployment you can set up this model in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
10
Haywire Mine
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
10
Infiltrator Comms Array
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly DARK ANGELS PHOBOS CAPTAIN or DARK ANGELS PHOBOS LIEUTENANT models on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities.
18
Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
18
Orbital Comms Array
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.
18
Shield Dome
A model with a shield dome has a 4+ invulnerable save.
0
Smoke Grenades
Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
0
Stasis Bomb
Once per game, this model can drop a stasis bomb as it flies over an enemy unit in its Movement phase. After the Ravenwing Dark Talon has moved, pick one enemy unit that it flew over. Then, roll a D6 for each model in the enemy unit (up to a maximum of 10 dice). For each roll of a 4+, the target unit suffers a mortal wound.
Storm Shield
A model with a storm shield has a 3+ invulnerable save.
5
Watcher in the Dark (Deathwing Terminator Squad)
Once per game, if an enemy psychic power affects a Deathwing Terminator Squad accompanied by a Watcher in the Dark, roll a dice. On a 3+ the power has no effect on this unit (all other targets are affected normally). Remove the Watcher in the Dark model from play after this roll has been made, whether successful or not.

The Watcher in the Dark must remain as close to this unit as possible, but is otherwise ignored for all other gaming purposes. Remove the Watcher in the Dark if this unit is slain. The Watcher in the Dark does not count as a model for the purposes of the Combat Squads ability. If a Deathwing Terminator Squad is split, the Watcher in the Dark must accompany one of the units.
And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
2CP

INTRACTABLE

Dark Angels Stratagem

Although stubborn in the extreme, even the resolute Dark Angels know that a fighting retreat is often the most tactical choice.

Use this Stratagem after one of your DARK ANGELS units has Fallen Back. That unit can still shoot this turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
1CP

KILLSHOT

Dark Angels Stratagem

Space Marine Predators often hunt in packs, combining their firepower to devastating effect.

Use this Stratagem in your Shooting phase if a DARK ANGELS Predator from your army is within 6" of 2 other friendly DARK ANGELS Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
1CP

HELLFIRE SHELLS

Dark Angels Stratagem

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

Use this Stratagem just before a DARK ANGELS INFANTRY model from your army attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
1CP

FLAKK MISSILE

Dark Angels Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a devastating payload of shrapnel.

You can use this Stratagem just before a DARK ANGELS INFANTRY model from your army attacks a unit that can FLY with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The VEXILUS PRAETOR keyword is used in following Adeptus Custodes datasheets:

Elites
3CP

VEXILLA TELEPORT HOMER

Adeptus Custodes Stratagem

Custodes vexillas incorporate sophisticated teleport homers, allowing daring strikes into the heart of the enemy army.

Use this Stratagem at the end of your Movement phase. When you set up a teleporting ADEPTUS CUSTODES unit at the end of the phase, you can set it up wholly within 6" of a friendly VEXILUS PRAETOR (other than one that was set up in this turn) and more than 3" from enemy models. Any models that cannot be set up this way are destroyed.

The TRANSPORT keyword is used in following Genestealer Cults datasheets:

Dedicated Transport
Heavy Support
Cult Ambush

Genestealer Cults plan meticulously before rising up against their oppressors, remaining hidden until the moment of ascension arrives.

During deployment, you can set up this unit in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases – set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush – do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT, even if they have the Cult Ambush ability.

Ambush markers are not units and cannot be targeted, attacked or destroyed. When measuring to or from ambush markers, always measure to the centre of the marker. If you are playing a mission that uses Concealed Deployment, the Concealed Deployment rules only apply to units that do not have the Cult Ambush ability. If you are playing a mission that uses Sentries, Sentry models cannot be set up in ambush, even if they have the Cult Ambush ability.

Revealing Ambush Markers
If you have the first turn, you must reveal all of your ambush markers at the start of your Movement phase, one at a time, before moving any units. Each time you reveal an ambush marker, select one unit from your army that you set up in ambush, then set up one model from that unit within 1" of that ambush marker. Then remove that marker before setting up the rest of that model’s unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" from any enemy models (any models that cannot be placed are destroyed). If it is your turn, that unit can still move and shoot normally during the turn it is set up, but if it is a TRANSPORT, units that disembark from it this turn cannot be set up within 9" of any enemy models. Note that unless these units actually move during this Movement phase, they do not count as having moved in their Movement phase for any rules purposes, such as shooting Heavy weapons.

If your opponent has the first turn, then none of their units can be set up or end a move within 9" of any of your ambush markers. At the end of your opponent’s first Movement phase, after they have set up all of their units from reinforcements (if any), reveal all of your ambush markers as described above before continuing with the turn.

This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush. Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy.

Matched Play: In matched play, units set up in ambush using this rule count as being set up on the battlefield for the purposes of Tactical Reserves.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
2CP

LYING IN WAIT

Genestealer Cults Stratagem

Revealing themselves from carefully prepared positions, the true believers appear as if from thin air.

Use this Stratagem when you set up a unit from your army as reinforcements that has the Cult Ambush ability and that was set up underground. When setting up that unit, it can be set up anywhere on the battlefield that is more than 3" from any enemy models, but that unit cannot make a charge move this turn.
2CP

AUSPEX SCAN

Space Marines Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem after your opponent sets up a unit on the battlefield as reinforcements within 12" of any ADEPTUS ASTARTES INFANTRY units from your army. Select one of those units from your army to shoot at that enemy unit as if it were your Shooting phase; when resolving these attacks, subtract 1 from hit rolls.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The SERVITORS keyword is used in following Dark Angels datasheets:

Elites
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes, whose howling blast is a prayer to the gods of battle.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.
Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Combat Doctrines

When the Adeptus Astartes fight alongside their battlebrothers they employ a strict set of combat doctrines.

Models in this unit gain a bonus depending on which combat doctrine is active for your army (see below). If you have a Battle-forged army units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units). This bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon.

At the start of the battle, the Devastator Doctrine is active. A combat doctrine remains active for the duration of the battle, though you can change which combat doctrine is active once at the start of each battle round after the first, as follows:
  • If the Devastator Doctrine was active during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The RAVENWING and CHARACTER keywords are used in following Dark Angels datasheets:

HQ
Elites
1CP

HONOURED BY THE ROCK

Dark Angels Stratagem

The Dark Angels have been known to bestow their artefacts upon worthy successor Chapters.

Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your Warlord. You can give one Relic of Caliban to a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a Special-issue Wargear Relic. If you do, replace the DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once per battle.

The LIBRARIAN keyword is used in following Dark Angels datasheets:

HQ
• Ezekiel
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The DARK ANGELS and LAND SPEEDER keywords are used in following Dark Angels datasheets:

HQ
Dedicated Transport
Elites
Fast Attack

The DARK ANGELS and PSYKER keywords are used in following Dark Angels datasheets:

HQ
• Ezekiel
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The DARK ANGELS and BIKER keywords are used in following Dark Angels datasheets:

HQ
Elites
Fast Attack

The DARK ANGELS and MASTER keywords are used in following Dark Angels datasheets:

HQ
• Master

The DARK ANGELS and LAND RAIDER keywords are used in following Dark Angels datasheets:

HQ
Heavy Support
Inner Circle

Those with true knowledge of the Unforgiven’s quest for absolution are veteran warriors who fear nothing as much as failing in their Chapter’s secret hunt for the Fallen.

This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the Fight phase for attacks by this unit that target a FALLEN unit.

The DARK ANGELS and INTERCESSOR SQUAD keywords are used in following Dark Angels datasheets:

Troops

The DARK ANGELS and REPULSOR keywords are used in following Dark Angels datasheets:

Dedicated Transport
Heavy Support

The DARK ANGELS and STORMRAVEN GUNSHIP keywords are used in following Dark Angels datasheets:

Flyers

The RAVENWING and LAND SPEEDER keywords are used in following Dark Angels datasheets:

HQ
Fast Attack

The RAVENWING and BIKER keywords are used in following Dark Angels datasheets:

HQ
Elites
Fast Attack
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.

The DARK ANGELS and PHOBOS keywords are used in following Dark Angels datasheets:

HQ
Troops
Elites
Heavy Support
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.

The DARK ANGELS, PHOBOS and CHARACTER keywords are used in following Dark Angels datasheets:

HQ
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.

The INTERROGATOR-CHAPLAIN keyword is used in following Dark Angels datasheets:

HQ
• Asmodai

The DEATHWING and MASTER keywords are used in following Dark Angels datasheets:

HQ

The RAVENWING and TALONMASTER keywords are used in following Dark Angels datasheets:

HQ

The DEATHWING and ANCIENT keywords are used in following Dark Angels datasheets:

Elites

The RAVENWING and ANCIENT keywords are used in following Dark Angels datasheets:

Elites

Absolvor bolt pistol used in following datasheets:

HQ
Elites

Accelerator autocannon used in following datasheets:

Fast Attack

Aiolos missile launcher used in following datasheets:

Elites

Air defence missiles used in following datasheets:

Fast Attack

Anvillus autocannon battery used in following datasheets:

Elites

Arachnus heavy lascannon battery used in following datasheets:

Elites

Assault bolter used in following datasheets:

Fast Attack

Assault plasma incinerator used in following datasheets:

Heavy Support

Astartes grenade launcher used in following datasheets:

Fast Attack

Astartes shotgun used in following datasheets:

Troops
Fast Attack

Auto bolt rifle used in following datasheets:

Troops

Auto boltstorm gauntlets (shooting) used in following datasheets:

Elites

Avenger mega bolter used in following datasheets:

Flyers

Bellicatus missile array used in following datasheets:

Dedicated Transport

Blacksword missile launcher used in following datasheets:

Flyers

Bolt carbine used in following datasheets:

Elites

Bolt carbine with special issue ammunition used in following datasheets:

HQ

Bolt rifle used in following datasheets:

Troops
Elites

Bolt sniper rifle used in following datasheets:

Heavy Support

Boltstorm gauntlet (shooting) used in following datasheets:

HQ

C-beam cannon used in following datasheets:

Elites

Cerberus launcher used in following datasheets:

Dedicated Transport

Conversion beamer used in following datasheets:

HQ

Cyclone missile launcher used in following datasheets:

Elites
Heavy Support

Cyclonic melta lance used in following datasheets:

Heavy Support

Deathstorm cannon array used in following datasheets:

Fast Attack

Deathstorm missile array used in following datasheets:

Fast Attack

Deathwind launcher used in following datasheets:

Dedicated Transport

Demolisher cannon used in following datasheets:

Heavy Support
Lords of War

Disintegration combi-gun used in following datasheets:

Elites

Disintegration pistol used in following datasheets:

Elites

Dreadhammer siege cannon used in following datasheets:

Lords of War

Dreadnought inferno cannon used in following datasheets:

HQ
Heavy Support

Excelsior combi-plasma used in following datasheets:

HQ

Fellblade accelerator cannon used in following datasheets:

Lords of War

Firefury missile battery used in following datasheets:

Flyers

Flamer used in following datasheets:

HQ
Troops
Elites
Fast Attack

Flamestorm cannon used in following datasheets:

Heavy Support

Flamestorm gauntlets (shooting) used in following datasheets:

Elites

Fragstorm grenade launcher used in following datasheets:

Dedicated Transport
Elites
Heavy Support

Grav-cannon and grav-amp used in following datasheets:

HQ
Troops
Elites
Heavy Support

Grav-flux bombard used in following datasheets:

Heavy Support

Grav-gun used in following datasheets:

Troops
Elites
Fast Attack

Graviton blaster used in following datasheets:

Elites

Grenade harness used in following datasheets:

Elites

Hand flamer used in following datasheets:

Troops

Heavy bolt pistol used in following datasheets:

HQ
Elites