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===[[Dark Angels]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]''In the grim darkness of the far future, there is no forgiveness''. Thematically, the Dark Angels are a stoic and reclusive chapter, with specialist knightly orders furthering their hidden agendas. Resolute almost to the point of stubborness, they will stand their ground against all odds. Constantly on the hunt for their hated enemies though, they are known to abandon anything (even their own allies) in their relentless pursuit. On the tabletop, these guys are like three armies as one, being able to call on the pursuit specialists of the Ravenwing, or the intractable killers of the Deathwing to complement your stoic core of green marines being reinforced by special characters. Especially with [[Lion El'Jonson|Dad]] finally having a decent profile. <div class="mw-collapsible-content"> ====Characters==== *'''Deathwing Strikemaster:''' Essentially a Lieutenant in terminator armor. Gives his squad ''Lethal Hits'' as well as gaining a personal buff of +1 to hit and wound enemies below half-strength. Naturally, he can attach to any squad already led by a captain, and that can make them very threatening. **While he can't grab any guns aside from his storm bolter, the entire list of melee weapons remains free to use, including a Mace of Absolution from the Deathwing Knights. *'''Ravenwing Talonmaster:''' A souped-up Land Speeder with a ''Twin-Linked'' heavy bolter and assault cannon as well as the pilot's own power weapon. He's here to compensate for the lack of any biker Lieutenant, and thus he has a 6" bubble giving all friendly {{W40Kkeyword|mounted}} and {{W40Kkeyword|fly vehicle}} units ''Ignores Cover'' while a smaller 3" bubble gives him ''Lone Operative'' so he has some protection. Once per turn when an enemy moves within 9" of him, he can immediately move 6", giving him a bit of a tactical scoot wherever you need him. =====Epic Heroes===== *'''[[Azrael]]:''' *'''[[Asmodai]]:''' *'''[[Belial]]:''' *'''[[Ezekiel]]:''' *'''[[Lazarus]]:''' *'''[[Lion El'Jonson]]:''' A foregone conclusion since he was revealed at the end of the last edition. Like Roboute, he does have the ability to hide behind regular marines despite being too big to join them. However, Lion's a lot more fighty, always getting ''Fights First'' so he can chop things up with Fealty. This gem's still rather powerful to handle most monsters with its Strike profile, but S12 will see it run into walls when facing tanks if you don't proc ''Lethal Hits''. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor's Shield provides more than a bit of extra protection, as he's got a monstrous 2+/3++ save with the shield providing damage reduction and the ability to deal a mortal wound to an attacker if he rolls a natural 6 on a save in melee. **As with his brother, Lion also gets Primarch of the First, his choice between one of three different auras he can emit each turn. All Secrets Revealed is a trap that forces enemies within 12" that use a stratagem to make a battleshock test or else waste the CP spent and give you a CP in return. Martial Exemplar lets friendly units within 6" add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6" a 4+ FNP against mortal wounds. *'''[[Sammael]]:''' ====Infantry==== *'''Deathwing Command Squad:''' With a lot of the special rules being relegated to the various detachments, the Deathwing seem to be little more than glorified Terminators. Fortunately, the Command Squad remains a very reliable retinue for any Terminator heroes, as you have a Narthecium to resurrect 1 dead non-{{W40Kkeyword|character}} model per turn and an Ancient to improve the squad's OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with ''Precision'' to nail any rival characters without needing your attached leader to intervene as well as a +1 to charge and advance rolls. Keeping him alive also makes the Heroic Intervention strat free. *'''Deathwing Knights:''' The melee-obsessed termies. While they don't get the Deathwing rule for constant WS 3+, any damage they take is reduced by 1 to make them an excellent retinue for any Termie captains. Each man takes a Mace of Absolution to make them high-powered can openers while their sergeant gets a Flail of the Unforgiven, its dip in damage offset by a higher AP on top of ''Sustained Hits 1'' and ''Devastating Wounds''. **This is also where you get the rules for the Watchers in the Dark, which every other DW squad can equip despite lacking rules for them. As this is the edition that removed psychic powers, you're instead given a single-use 4+ FNP against mortal wounds. Not all psychic powers, some of which might have a high enough AP to cut through their 2+ save, just the ones that deal MWs. *'''Deathwing Terminator Squad:''' Pretty much equivalent to any other Terminator squad with the exception of being able to equip any member with twin claws or hammer+shield if you need some extra melee support in your squad. Aside from the basic weapons given to terminators, you get to add a Plasma Cannon for a high-powered bombardment weapon with ''Blast'' if you just want anti-MEQ explosives. No-one in the unit can take a Power Weapon, but their datasheet lists its rules anyway just to confuse you; for even more needless headaches, you can take a Watcher in the Dark as wargear, but its rules are on the {{W40Kkeyword|deathwing knights}} datasheet instead, so you can't tell at a glance how your unit works. ====Mounted==== *'''Ravenwing Black Knights:''' Specialized bikers with a 5++ save, Plasma Talons for anti-MEQ firepower and special combat weapons (aka the old Corvus Hammers), capable of getting either ''Anti-Infantry 4+'' or ''Anti-Vehicle 4+'' each turn so you can always get the edge on the enemy. The grenade launchers are helpful for when you need to do crowd control. *'''Ravenwing Command Squad:''' Black Knights equipped with all the trappings of a command squad - A banner for bonus OC, a narthecium to raise dead bikes, and a champion with a special power weapon that can add +1 to advance and charge rolls and gives free Heroic Intervention. ====Vehicles==== *'''Ravenwing Darkshroud:''' A bigger land speeder with either a heavy bolter or assault cannon. However, the real draw is their 6" bubble of ''Stealth'' and cover, somethingthat you'll absolutely want to hide your troops behind. *'''Ravenwing Land Speeder Vengeance:''' =====Aircraft===== *'''Nephilim Jetfighter:''' *'''Ravenwing Dark Talon:''' </div> </div>
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