Wahapedia8 site header

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.

Books

BookKindEditionVersionLast update
► Imperium 1Index81.2April 2018
  Dark AngelsCodex81.3April 2019
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Forge World: Termite Assault DrillDataslate8June 2018
  Chapter Approved 2018 EditionExpansion81.1May 2019
  Imperium Nihilus: Vigilus DefiantExpansion81.2April 2019
  Vanguard Space MarinesCodex81.0April 2019
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Repulsor Executioner UpdateDataslate8July 2019

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.

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.

Dark Angels Successor Chapters

There are many esteemed Space Marine Chapters that trace their origins to the geneseed of the Dark Angels. From the mysterious Consecrators to the ferocious Disciples of Caliban, all uphold the grim legacy of Lion El’Jonson.

If a unit is drawn from a Dark Angels successor Chapter, simply substitute the ‘DARK ANGELS’ keyword on every datasheet with the name of your Dark Angels successor Chapter.

For example, if your army includes an Interrogator-Chaplain from the Angels of Absolution successor Chapter, you would replace that datasheet’s DARK ANGELS Faction keyword with ANGELS OF ABSOLUTION, and his Spiritual Leaders ability will then read ‘All friendly ANGELS OF ABSOLUTION units within 6" of this model can use his Leadership instead of their own.’

Note, however, that you cannot do this for named characters – for example, Azrael is the Supreme Grand Master of the Dark Angels Chapter, and not any successor Chapter.

Abilities

The following abilities are common to several DARK ANGELS units.

And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors in the galaxy.

You can re-roll failed Morale tests for this unit.

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.

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

If your army is Battle-forged, Troops units in Dark Angels Detachments and Dark Angels successor Chapter Detachments (that is, any Detachment which includes only units from that successor Chapter) gain the Defenders of Humanity ability. In addition, INFANTRY, BIKER and DREADNOUGHT units (other than SERVITOR units) in Dark Angels Detachments and Dark Angels successor Chapter Detachments also gain the Grim Resolve ability.

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.

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.

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 Space Marine 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 PSYKERS that can use powers from the Obscuration 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

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 a friendly ADEPTUS ASTARTES PHOBOS unit within 18" of the psyker. Until the start of your next Psychic phase, enemy models can only shoot this unit if it is the closest target that is visible to them.

2

Scryer’s Gaze

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.

Scryer’s Gaze has a warp charge value of 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that units ranged weapons, and enemy models do not receive the benefit of cover to their saving throws against ranged attacks made by that unit.

3

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 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.

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 an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 - if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit until the start of your next Psychic phase.

5

Tenebrous Curse

As the psyker twists his hand, a psychic bolt lances through his foes’ minds. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination.

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

6

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 an enemy model within 18" of and visible to the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a CHARACTER, you can then roll 3D6. If the result is equal to or higher than that models Leadership characteristic, you gain 1 Command Point.


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
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 Vanguard strike forces are masters of covert warfare and stealth tactics. Each has led countless operations deep into enemy territory, wreaking untold damage upon heretic and xenos forces.

If a PHOBOS CHARACTER is your Warlord, you can generate a Warlord Trait for him 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 temperament and preferred style of waging war.
D6WARLORD TRAIT
1

SHOOT AND FADE

This master of ambush never lets his enemies settle, constantly harrying them with fire before fading back into the shadows.

Immediately after making a shooting attack apart from when firing Overwatch your Warlord can move as if it were the Movement phase. If it does, it must Advance as part of this move.

2

PRINCEPS OF DECEIT

None can anticipate this leaders strategies, for he is peerless in the arts of subterfuge and misinformation.

If your Warlord has this trait, then at the start of the first battle round, but before the first turn has begun, pick up to three friendly DARK ANGELS INFANTRY units that are on the battlefield. You can immediately remove these units from the battlefield and set them up again as described in the Deployment section of the mission you are playing (if both players have abilities that allow them to redeploy units, roll off and the winner chooses which player 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 units whilst they are within 6' of your Warlord. In addition, add 1 to Advance and charge rolls made for friendly DARK ANGELS units whilst they are within 6" of your Warlord.

4

STEALTH ADEPT

Few are as adept at slipping through enemy-held territory and avoiding the wary eyes of sentries as this warrior of the Vanguard forces.

Subtract 1 from hit rolls that target your Warlord.

5

TARGET PRIORITY

This tactician is constantly analysing the battlefield, seeking opportune targets and directing pinpoint hails of fire at them.

Instead of shooting with your Warlord in your Shooting phase, you can select one friendly DARK ANGELS unit within 3" of it and one enemy unit that is visible to your Warlord. Until the end of the phase, add 1 to hit rolls for attacks made by that friendly unit that target that enemy unit.

6

MARKSMAN'S HONDORS

One of the finest sharpshooters in the galaxy, this Vanguard commander is capable of bringing down almost any foe with surgical precision.

The Damage characteristic of ranged weapons your Warlord is armed with is increased by 1. In addition, you can re-roll failed hit and wound rolls for shooting attacks made by your Warlord. This Warlord Trait does not apply to Grenade weapons, but does apply to Relics of Caliban.


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.

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


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
15
Accelerator autocannon
48"
Heavy 2
7
-2
2
-
10
Assault bolter
18"
Assault 3
5
-1
1
-
22
Assault cannon
24"
Heavy 6
6
-1
1
-
17
Assault plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
6
Astartes grenade launcher
When attacking with this weapon, choose 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
If the target is within half range, add 1 to this weapon’s Strength.
1
Auto bolt rifle
24"
Assault 2
4
0
1
-
12
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
35
Avenger mega bolter
36"
Heavy 10
6
-1
1
-
0
Blacksword missile launcher
36"
Heavy 1
7
-3
2
-
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
3
Bolt sniper rifle
This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below.
 - Executioner round
36"
Heavy 1
4
-2
D3
If you make a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage.
 - Mortis round
36"
Heavy 1
4
-1
1
This weapon can target units that are not visible to the firer. Add 2 to hit rolls made for this weapon. Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.
 - Hyperfrag round
36"
Heavy D3
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
22
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
0
Cerberus launcher
18"
Heavy D6
4
0
1
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
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.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
13
Combi-grav
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.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
15
Combi-melta
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.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
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.
11
Combi-plasma
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.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - 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.
20
Conversion beamer
42"
Heavy D3
6
0
1
Attacks from a conversion beamer that target enemies at over half its range are resolved at Strength 8, AP -1 and Damage 2.
50
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
5
Deathwind launcher
12"
Assault D6
5
0
1
-
0
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
0
Disintegration combi-gun
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.
 - 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
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
30
Flamestorm cannon
8"
Heavy D6
6
-2
2
This weapon automatically hits its target.
15
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
28
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
12
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
8
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
0
Grenade harness
12"
Assault D6
4
-1
1
-
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
This weapon automatically hits its target.
40
Heavy laser destroyer
72"
Heavy 2
10
-4
D6
Damage rolls of 1 or 2 made for an attack with this weapon count as 3 instead.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
16
Heavy plasma cannon
When attacking with this weapon, choose 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, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Heavy plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
6
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
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.
6
Icarus rocket pod
24"
Heavy D3
7
-1
1
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.
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
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.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
25
Kheres pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
4
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
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 attacking with this weapon, choose 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, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
Each unmodified hit roll of 6 made for this weapon’s attacks automatically hits and results in a wound (do not make a wound roll for that attack).
4
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
3
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
6
Master-crafted instigator bolt carbine
30"
Heavy 1
4
-2
2
This weapon can target a CHARACTER even if it is not the closest enemy unit.
4
Master-crafted occuius bolt carbine
24"
Rapid Fire 1
4
0
2
Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
5
Melta bomb
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
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
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Missile launcher
When attacking with this weapon, choose 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
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
16
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
50
Orbital array
72"
Heavy D3
10
-4
D6
This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6.
17
Plasma blaster
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.
16
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma cutter
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
12"
Assault 1
8
-3
2
On a hit roll of 1, the bearer is slain.
17
Plasma exterminator
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault D3
7
-3
1
-
 - Supercharge
18"
Assault D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
15
Plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
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
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.
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY unit is hit by any shock grenades, it is stunned until the end of the turn – it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit.
0
Skyspear missile launcher
60"
Heavy 1
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. You can re-roll failed hit rolls for this weapon.
2
Sniper rifle
36"
Heavy 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
The Deliverer
12"
Pistol 1
4
-1
2
-
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
33
Twin autocannon
48"
Heavy 4
7
-1
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 attacking with this weapon, choose 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, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
10
Twin Icarus ironhail heavy stubber
36"
Heavy 6
4
-1
1
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.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
40
Twin multi-melta
24"
Heavy 2
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.
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
-
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
38
Typhoon missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
3
Volkite charger
15"
Heavy 2
5
0
2
-
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
20
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Blade of Caliban
Melee
Melee
+3
-3
D3
-
Blades of Reason
Melee
Melee
User
0
D6
-
22
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Close combat weapon
Melee
Melee
User
0
1
-
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 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
-
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
11
Eviscerator
Melee
Melee
x2
-4
D3
When attacking with this weapon, you must 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.
15
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must 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.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
0
Mace of absolution
Melee
Melee
x2
-2
3
-
6
Master-crafted power sword
Melee
Melee
User
-3
2
-
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must 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
-
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must 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 attacking with this weapon, you must 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
0
Auto Launchers
Instead of shooting any weapons in the Shooting phase, this model can use its auto launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
0
Auxiliary Grenade Launcher
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30".
3
Camo Cloak
Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.
4
Combat Shield
A model with a combat shield has a 5+ invulnerable save.
2
Grapnel Launchers
When models with grapnel launchers move in the Movement phase, do not count any vertical distance they move against the total they can move (i.e. moving vertically is free for these models in the Movement phase). In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases this unit can join the battle – set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models.
2
Grav-chute
During deployment, you can set up this model in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
18
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
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 equipped with a storm shield has a 3+ invulnerable save.
5
Watcher in the Dark
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.
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.
And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors in the galaxy.

You can re-roll failed Morale tests for this unit.
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.
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.
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.
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 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 DREADNOUGHT keyword is used in following Dark Angels datasheets:

Elites

The SERVITORS keyword is used in following Dark Angels datasheets:

Elites
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.
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.
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 DREADNOUGHT keywords are used in following Dark Angels datasheets:

Elites

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

HQ
Dedicated Transport
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.
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 ADEPTUS ASTARTES 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.
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.
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.
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.
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.
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.
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.

The 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.

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

HQ
• Asmodai
Ironclad Dreadnought/other models
single/pair
CHARACTERS/other models
Army List
• Asmodai
• Azrael
• Belial
• Ezekiel
• Master
© Vyacheslav Maltsev 2013-2019