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With the shrinking in scale of Heralds of Ruin, the two tools which made the [[Dark Angels]] stand out the most among the other marine codices (the [[Deathwing]] and [[Ravenwing]] armies) became a lot less special as now everyone can have a Terminator or Bike army with the proper set of equipment. However, what they still have over the other forces is a great wealth of plasma weaponry, which becomes a major threat in such a small-scale game. ==Rules== *'''Special & Heavy Weapons''': For sake of convenience, the Special and Heavy Weapons lists are the same as the ones placed in the Tactical Squad entry in the Codex. *'''Fortress of Shields''': Now only two models need to be in base contact to get +1T. Note that this only requires that the models have Inner Circle and only ONE of them needs this rule, so you can make a massive wall of death using a Knight Master or some Deathwing Knights. *'''Deathwing Terminators''': Deathwing can Deep-Strike as normally. This makes for a terrifying team as it allows for a couple Deathwing models to drop in whenever and destroy anything they set their eyes on with TL guns when they Deep-Strike. ==Wargear== *'''Team Standard''': A single Veteran, Honour Guard, or non-core Termie can grab this standard to help with combat and grant anyone within 12" re-rolls on morale. A good alternative to the Sergeant's Sacred Standard, if you really need to take another leader. *'''Master-Crafted Weapon''': It's an MC weapon. It'll help with melee. *'''Overcharged Weapon''': Gives a single gun +1S but also Gets Hot, which makes it a bit risky. It's especially worse on Plasma weapons, as they now explode on a 1 or 2. This is especially an issue for Dark Angels, as the massive amounts of plasma available makes for greater odds of explosion. *'''Suspensors''': A rather nice upgrade, this allows a Heavy weapon to fire at full BS even if the model moved, but only at half-range. *'''Smoke Grenade''': A harmless grenade that gives you a Large Blast worth of temporary 5+ cover until the next turn. If you ever felt like playing [[Cyrus]], roll it. *'''Auxiliary Grenade Launcher''': Allows a gun to fire a grenade as well as fire, this won't get much use unless you have a strict idea. *'''Auspex''': See codex; spend a shooting turn to drop an enemy's cover save by 1. *'''Bionics''': A cheap way to grab a 6+ FNP. A good idea on anything, but especially basic footsloggers, as you'll be hit the most. *'''Targeter''': If you don't move for a turn, you can re-roll 1s for shooting. For 5 points, this is nifty. ===Leaders Only=== *'''Watcher in the Dark''': You get yourself a little minion that gives models within 12" of the buyer Deny on a 3+. Definitely a nice take against psykers with threatening powers. *'''Refractor Field''': 5++ Invul. Always a good take. *'''Lion Crest''': A nice defensive tool, this makes a model immune to Pinning, Strikedown, and Concussive. ===Sergeant Only=== *'''Needle of Truth''': A weapon out of [[Deathwatch (RPG)|The Deathwatch RPG]], this is an MC Power Sword that has 2+ Poisoned against models with Daemon or Champion of Chaos. Always a smart buy, if a costly one, against Daemon and CSM armies. *'''Heavenfall Blade''': So you too can have a special sword like the big bosses of the Dark Angels. It's an AP2 Power Sword. The 20 Point price tag does make it seem a bit of a risk as it's money that could have been spent on a better weapon for someone else or for another body. *'''Plasma Blaster''': The bastard child of a Plasma Gun and a Storm Bolter, it's an 18" Plasma Gun with Assault 2 instead of Rapid Fire. A little better, but not by much unless you plan to go full shooty. This is a good buy, as the mobility will definitely pay off over the Rapid Fire of normal Plasma Guns. *'''Signum''': Like from the codex, but it gives a model within 6" BS5 for a turn in exchange for shooty. If you aren't going to load up heavy, then keep near someone who can to make the best of this weapon. ===Lexicanium Only=== *'''Staff of Hellfire''': Despite the curiously [[Heresy|heretical]] name, this weapon is basically a Heavy Flamer. Enjoy messing with people by incinerating them. ===Warden Only=== *'''Blades of Reason''': Curiously taken from [[Asmodai]]'s armory, this is a bonus instead of a weapon. You get one bonus attack at I1 that wounds on a 2+ with AP-. Relatively iffy, but since it's not a weapon, taking it can help bring a bonus painful punch to your combat. ===Apothecary Only=== *'''Laurel of Endurance''': Pricy, but it gives the Apothecary FNP (3+). Just remember that nobody else gets this, so don't try to suicidally charge someone with a whole team and think they'll make it. *'''Purification Vials''': A one-use grenade that's S1 AP- and Poisoned (2+). Really not an advisable idea unless you're seeing hordes, and even then, you're practically within charging range. ===Terminator Only=== *'''Auto-Launcher''': Gives a Termie infinite Assault Grenades, but they can't be thrown as weapons. Deathwing especially get good use of these things to the point that it might as well become auto-takes. *'''Cataphractii-Pattern Terminator Armour''': Gives a 4++, but exchanges Relentless with S&P. Beware using this, because you're giving up the option to Overwatch for a better Invul. *'''Tartaros-Pattern Terminator Armour''': Grants the wearer Sweeping Advances. Definitely a more advisable choice over the Cataphractii, as this is cheaper and offers more mobility. This will become extremely helpful for Deathwing Knights and the Knight Master, whose murderous weapons make fighting even more devastating. *'''Teleporter''': A Termie gives up assaulting for a turn and gets a 2d6" shunt wherever he wants. Good for setting up traps. ===Techmarine Only=== *'''Photon Beam''': If you want an alpha-strike from an unexpected source, this is it. A 36" Assault 1 blinding shot that causes no damage, but blinding opens them up to other assaults. ==FOC== *1 Leader *1-20 Core *0-3 Special ==Leaders== *'''Sergeant''': Your utility footslogging Sarge, with an option to grab a Jump Pack so he can take more Assault Marines. 10 Points gives him +1 Ld/A, which is only kinda useful as it only lets you buy a Storm Shield. Otherwise similar to the Codex sarge aside from the loss of the Teleport Homer and special ammo for the Infravisor. His special gear's pretty neat, but at the end of the day, you're bringing him to be cheap and spend more on the other units. *'''Deathwing Terminator Sergeant''': Your basic Deathwing Leader that makes other Termies Core. His big role is to be assaulty, as he can only grab claws or the hammer/shield. 5 Points ups him to a Deathwing Champion and replaces his weapons with the Halberd of Caliban, which is decent, but forces you to only be useful in combat. *'''Knight Master''': You get to grab the boss of the deathwing Knights, also alows you to take core terminators like the basic DW Sarge. You get the wicked Flail of the Unforgiven, HoW, and Fortress of Shields. The issue with taking this pure melee leader is that he's barbarically expensive, but he gets all the brutal tools to do it with. Pack him if you plan on stomping things from within the enemy ranks, because he needs to kill things to make his worth back. *'''Ravenwing Sergeant''': The basic Ravenwing Leader that allows for bonus bikers, acting like a pseudo-Black Knight with options. Aside from the basic gear, he can also purchase a Plasma Talon or a Grenade Launcher for your bike and buy a Melta Bomb (Not likely to be used without Transports), Infravisor (Situational), or Digital Weapons (A slightly welcome idea). Definitely more utility here for any army. *'''Ravenwing Huntmaster''': The slightly more elite version of the Ravenwing Sarge without the extra bikers option. In exchange, he actually gets the statline and gear of the Black Knights. Otherwise, he's about the same, barring his ability to replace his Corvus Hammer for a Power Maul or Power Sword, but those trade off Rending for some better stats. 5 Points upgrades him to Ravenwing Champion and lets him grab a Blade of Caliban instead of his hammer. *'''Lexicanium''': A ML1 mini-Librarian with the option to be more like a Librarian for 20 points. He has to buy a Psychic Hood in order to protect his men, which means take it against a good deal of the armies besides Necrons, DEldar, and Tau. He can get either Prescience, Flame Breath, Assail, and Psychic Shriek. Prescience tends to be the most chosen option, as it grants his team much-needed support on the shooting. *'''Warden''': A Veteran aspirant to Chaplain, they can spend 20 to become a full-fledged Chaplain with reflecting statline. They give all units within 6" Zealot and can buy a [[Rosarius]] for a hefty 25 points. He also gets access to the Porta-Rack, which is only of passing interest since you have so few Characters on-field and Fear is pretty much useless on most armies. *'''Scout Sergeant''': About the same as the basic Sergeant, but as a Scout. He can grab a CCW or Shotty if he needs to make a stand, a sniper to pair with the Camo Cloak for proper snipery, and basic special-issue gear. Keep him to some cover and get to shooting, since combat is pretty much out of the question. ==Core== *'''Tactical Marine''': Basic Space Marine. Give one per five a Special or Heavy Weapon. *'''Scout''': Basic Scout. Keep shooting and out of combat. *'''Assault Marine''': These guys are rather confined, hardcapped at 0-5 and only 1 out of the 5 cab grab a Flamer or Plasma pistol. When you take a Jump Pack sarge, it's still advisable to take some shooty units to keep them distracted while you tie them up. Otherwise, bring some Deathwing to do a better job. *'''Ravenwing Biker''': Hardcapped at 0-3. Each one per three can grab a special weapon for their bike. Paying 18 points turns one bike into an Ravenwing Attack Bike with a Heavy Bolter, which can be replaced with a Multi-Melta for 10. This bike has to be kept with its own to better protect it. Make sure it doesn't get blown as an investment. ==Special== *'''Veteran''': They're the slightly better than the basic footline and can grab basic ranged and melee weapons or replace both with lightning claws. One of them can also grab a Special or Heavy weapon. Otherwise they'll just be some beefed up warriors to grab if you need heavy support and don't want to spend the dosh for Deathwing. *'''Deathwing Terminator''': Your basic big guys, they get to mix up between shooty and choppy. They're real expensive, but for the platform you're buying you've got a real good set. *'''Deathwing Knight''': A slightly more expensive termie, but these guys get shields and their uber-maces with the insanity of SMITE MODE. If you're running Deathwing but needed ranged support, this could be the model you need to defend your team using Wall of Shields. *'''Ravenwing Black Knight''': They're beefier and pricier Ravenwing. Keep them running around exploiting Hit & Run, take Grenade Launchers to spam all the silly effects. Whatever the case, these guys always have to play support. While they can handle being thrown into assault, doing so will do a disservice to their purpose. *'''Apothecary''': The standard unique Apothecary, though he now has the option to grab a jump pack to keep up with assault marines. He can also grab Deathwing and Ravenwing variants, thus giving him either a basic Termie Loadout or a Ravenwing Bike with the option for Plasma Talons. Kit him based on what you're most prevalent loadout is. *'''Techmarine''': Unique character, though virtually identical. Keep him towards cover with some scouts unless you grabbed a transport, where he should be. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)/Old]]
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