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This is an unofficial codex, designed for use until they get the attention by
GW that they deserve. The Codex is designed to be competitive but not
overpowered. The main difference to the average fandex is the fact that
this is only the first codex revision of a bigger project that covers every
army. The next one is Codex Renegade Space Marines. If you have
feedback, you are welcome to post it, no matter if positive or negative. I
will update all the codices regularly. For example, if the Blood Angels get
a new toy that all Chapters should have I will add it to all Space Marine
codices. In other words: I will use the advantages of the internet age,
which GW decided to ignore completely. If the wording is bad it is
because English is not my first language. So any critique or suggestions
regarding the wording is also more than welcome. If anyone knows how
to put internal links into a non-html document, please let me know :)
My mail: squiggoth@snakebite.com
At the end of the document is a changelog. There are some things that
will very probably change after the release of the Blood Angels Codex.
Hand Flamers will be put in, Land Raider will be dedicated transports and
so on.
You will need the Codex Space Marines to use this document. The Codex
Dark Angels is not necessary. Since you know the fluff of the Dark Angels
there is only background text for new wargear or special rules.
COMBAT SQUADS
see Codex Space Marines
The units that can be split into combat squads are:
• Tactical squads
• Assault squads
• Scout squads
• Deathwing Terminator squads
• Bike squads
• Devastator squads
HUNT FOR THE FALLEN
The quest for the Fallen is a tedious task and the road is not only perilous but often
twisted. Even in the unlikeliest of places new clues can be found. In the DNA-cluster of a
Genestealer hive there might be a trace. Or an Eldar pirate prince has heard rumours
about things that ultimately brings the wrath of the Dark Angels over him. In all these
cases the course of action is the same. The Dark Angels descent on their prey like fiery
angels of vengeance, deploying suddenly and in full force with the Deathwing as
spearhead to prevent any chance of withdrawal. This tactic works so well that the
Chapter even employs similar tactics in battles that are not part of the hunt for the
Fallen.
At the beginning of your first turn, you must choose half of your deep-striking entities
(rounding up, units that deep strike inside a transport vehicle and/or with a joined
independent character count as a single entity) to take part in the 'hunt for the fallen'.
Units taking part in the hunt arrive on the player's first turn. The arrival of the remaining
deep-striking units is rolled for as normal.
ETERNAL WARRIOR, FEARLESS, FEEL NO PAIN, HIT & RUN, INFILTRATE, MOVE
THROUGH COVER, PREFERRED ENEMY, SCOUTS: All these rules are detailed in
Universal Special Rules, in the Warhammer 40.000 rulebook.
CIRCLES
Company Brotherhood and Arsenal: The Company Brotherhood is the first circle that
every Dark Angel is inducted into. The Techmarines of the Arsenal are the only Space
Marines of the Chapter that are not part of any circle. But due to their long separation
from the Chapter during their time on Mars they form their own informal brotherhood.
Since these are the basic circles of the Chapter, they confer no special rule.
Robed Brotherhood: The initiation into the Brotherhood of the Devout Servant is the
first step of a Dark Angel on the way to the manifold secrets of the Chapter. The
members of the Ravenwing and Deathwing are recruited exclusively from the
brotherhood. The name is often shortened to Robed Brotherhood because many
brothers of the Devout Servant wear robes to show their rank.
Units with the Robed Arsenal circle have the Stubborn universal special rule.
Ravenwing: Units with the Ravenwing circle have the Scout universal special rule.
Unlike other units Ravenwing units can only move up to 12" during their Scout move.
Additionally the unit has the Skilled Rider universal special rule and benefits from it
even if it has the unit type Skimmer instead of Bike.
Deathwing: Units with the Deathwing circle have the Preferred Enemy universal
special rule against units with the Mark of the Fallen.
Inner Circle: Members of the Inner Circle not only know a large part of the truth
surrounding the events on Caliban, they know also a lot about the foes of mankind. They
are more than willing to use this hidden knowledge against them.
A character with the Inner Circle special rule may re-roll one failed to wound roll per
turn.
Company Illuminated: The Master of each Battle Company is a member of the Inner
Circle. However a part of their loyalty remains with their company and they are not
initiated in all the secrets of the Inner Circle. Unbeknown to them they are second rank
members of the circle. The full inducted members call them the Company Illuminated
since they are they are the only Space Marines of a battle company that know a part of
the origins of the Dark Angels Chapter. Since it is only an informal circle other senior
members of a battle company as Chaplains and some especially old and revered
Dreadnoughts are sometimes also referred to as Company Illuminated.
Any unit, an independent character with the Company Illuminated circle has joined, has
the Fearless universal special rule. Additionally for every Company Illuminated in the
army one tactical Squad may choose the Lion Crest Veterans circle.
Keepers of the Truth: The Supreme Grand Masters of each Chapter of the Unforgiven
form the final circle. Only to them with the title Keeper of the Truth the whole history of
the Dark Angels is revealed. Keepers of the truth have access to the innermost chamber
of the Rock and the chained oracle in there.
If you include one or more Keepers of the Truth in your army you can force the opposing
player to re-roll one reserve roll per game.
MASTER
A Company Master commands one of the battle companies of the Dark Angels. Some
successor chapters have another title for this rank but the role within the Chapter is the
same. These Masters are inducted into the inner circle but they are also responsible for
their company, so not all secrets are shared with them. A Grand Master however is
initiated in the all of the mysteries of the inner circle. They are no longer part of the
command structure of the Chapter but take over special tasks. The final rank is the
Supreme Grand Master which is the equivalent of a Chapter Master in the Codex
Astartes. Only the Supreme Grand Masters wear the title of a Keeper of the Truth. While
Masters are elevated above the Deathwing they traditionally don't wear terminator
armour anymore.
Ws Bs S T W I A Ld Sv
Master 6 5 4 4 3 5 3 10 3+
SPECIAL RULES
Independent Character, Fearless
WARGEAR
Iron Halo: see Codex Space Marines
Heavenfall Blade: A Heavenfall Blade counts as a power sword. The bearer always
strikes with Strength 6.
CHAPLAIN
Ws Bs S T W I A Ld Sv
Chaplain 5 4 4 4 2 4 2 10 3+
Interrogator 5 4 4 4 3 5 3 10 3+
Chaplain
SPECIAL RULES
Fearless, Independent Character
Honour of the Chapter: see Codex Space Marines
Liturgies of Battle: see Codex Space Marines
Darkest Fears (Interrogation-Chaplain only): Any enemy unit in an assault, in which
one or more Interrogator-Chaplains take part, reduces their Leadership value for the
duration of the combat by two.
WARGEAR
Rosarius: see Codex Space Marines
Crozius Arcanum: see Codex Space Marines
Blades of Reason: The blades of reason count as a power weapon with the poison rule
(4+).
LIBRARIAN
Ws Bs S T W I A Ld Sv
Librarian 5 4 4 4 2 4 2 10 3+
SPECIAL RULES
Inner Circle, Fearless, Independent Character
Psyker: Librarians are Psykers, as described in the Warhammer 40,000 rulebook. A
Dark Angel Librarian has two psychic powers, chosen when the army is picked. He can
only use one power each player turn unless he has been upgraded to a Master of
Librarians, in which case he can use up to two psychic powers each turn.
WARGEAR
Force weapon: See the Warhammer 40,000 rulebook.
Psychic hood: see Codex Space Marines
TACTICAL SQUAD
Ws Bs S T W I A Ld Sv
Space
Marine 4 4 4 4 1 4 2 9 3+
Sergeant
Space 4 4 4 4 1 4 1 8 3+
Marine
SPECIAL RULES
And They Shall Know No Fear, Combat Squads
RHINO
Type Bs Front Side Rear
Rhino Tank 4 11 11 10
Transport
The Rhino has a transport capacity of ten models. It cannot carry models in Terminator
armour.
Fire Points: Two models can fire from the Rhino's top hatch.
Access Points: Rhinos have one access point on each side of the hull and one at the
rear.
WARGEAR
Repair:
see Codex Space Marines
RAZORBACK
Type Bs Front Side Rear
Razorback Tank 4 11 11 10
Transport
The Razorback has a transport capacity of six models. It cannot carry models in
Terminator armour.
Fire Points: None.
Access Points: Razorbacks have one access point on each side of the hull and one at
the rear.
DROP POD
Type Bs Front Side Rear
Drop Open-
4 12 12 12
Pod topped
Transport
The Drop Pod has a transport capacity of ten models. Models in Terminator armour count
as two. It can transport a single Dreadnought or Thunderfire Cannon. Once the Drop Pod
has landed, the hatches are blown and all passengers must immediately disembark, as
normal. Once passengers have disembarked, no models can embark on the Drop Pod for
the remainder of the game.
Fire Points and Access Points: Once deployed the Drop Pod is no longer a sealed
environment and is therefor counted as being open-topped.
SPECIAL RULES
Inertial Guidance System: see Codex Space Marines
Immobile: see Codex Space Marines
Drop Pod Assault: Drop Pods always enter play using the deep strike rules from the
Mission Special Rules section of the Warhammer 40,000 rulebook. A unit that Deep
Strikes via Drop Pod may not assault in the turn it arrives.
WARGEAR
Deathwind Launcher: see Codex Space Marines
STORM HARBINGER
Type Bs Front Side Rear
Storm Fast,
4 13 11 10
Harbinger Skimmer
Transport
The Storm Harbinger has a transport capacity of sixteen models. Models in Terminator
armour and models wearing jump packs count as two. It can transport a single
Dreadnought. It can carry five Bikes. Attack bikes count as two Bikes.
Fire Points: None.
Access Points: A Storm Harbinger has one access point at the front.
SPECIAL RULES
Deep Strike
Jump Pack Insertion: Assault Squads don't wait for the Storm Harbinger to land in
order to disembark. Instead they use their jumps packs to disembark during low-altitude
flight and ride on a stream of fire and smoke to crush the enemy in one fierce sweep
from above.
Jump infantry disembarking from a Storm Harbinger can launch an assault on the turn
they do so, even if the Storm Harbinger has performed a deep strike.
WARGEAR
Tantalus Assault Cannon System:
The Tantalus System consists of no less than four assault cannons. Instead of standard
rounds it uses fragmentation rounds that force enemies in cover. Thus they are
vulnerable to the assault of the Storm Harbinger's passengers.
It counts as a single weapon with the following profile: Range 18" Strength 6 AP 4 Type
Heavy 8, Pinning, Twin-linked
SCOUT SQUAD
Most sergeants that accompany the aspirants of the scout squad are Lion Crest
Veterans. They were transferred to the tenth Company to put their independent and
reckless behaviour to good use. But there is also a darker reason why Lion Crest
Veterans are favoured over Robed Brothers as Scout sergeants. Because Scout squads
operate often behind enemy lines and are hence in constant danger to be captured, the
Dark Angels prefer to send someone who is not inducted into the Chapter's deeper
secrets. The squad retains the And They Shall Know No Fear special rule even if the
sergeant is removed from play.
Ws Bs S T W I A Ld Sv
Scout
4 4 4 4 1 4 2 9 4+
Sergeant
Ravenwing
4 4 4 4 1 4 2 9 4+
Sergeant
Scout 3 3 4 4 1 4 1 8 4+
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Infiltrate, Move Through Cover,
Scouts
Scoring: The Scouts' duties are to infiltrate enemy positions ahead of the rest of their
Chapter, relying on stealth - rather than brute force - to accomplish their mission
objectives. Operating behind enemy lines, Scouts set ambushes for the unwary, destroy
ammunition dumps and vehicle pools, spy out the enemy's movements and gather what
information they can about their opponent's plans. Thus the battle is often won before
the main host arrives.
Scout squads are scoring units.
WARGEAR
Shotgun:
see Codex Space Marines
Sniper Rifle:
see Codex Space Marines
Thunderhawk beacon: The Ravenwing is famous for its rapid deployment that enables
the company to surround the enemy before he is even aware that the Wing of the Raven
is upon him. The bike squads are deployed via Thunderhawks. The Ravenwing bikers are
so skilled that they can disembark the flying behemoth in low altitude, low speed flight
without the need that the Thunderhawk actually touches down.
On the turn of their arrival any Ravenwing unit that was held in reserve to outflank may
alternatively be deployed via deep strike within 6" of a thunderhawk beacon. The unit
doesn't scatter.
DREADNOUGHT
Type Ws Bs S Front Side Rear I A
Venerable
Walker 5 5 6 12 12 10 4 2
Dreanought
Dreadnought Walker 4 4 6 12 12 10 4 2
Venerable
Mortis Walker 5 5 6 12 12 10 4 1
Dreadnought
Mortis
Walker 4 4 6 12 12 10 4 1
Dreadnought
SPECIAL RULES
Venerable (Venerable Dreadnought and Venerable Mortis Dreadnought only): see
Codex Space Marines
WARGEAR
Hellfire Missile Launcher: The hellfire missile launcher is a multiple missile launcher.
TECHMARINE
Ws Bs S T W I A Ld Sv
Techmarine 4 5 4 4 1 4 2 9 2+
SPECIAL RULES
And They Shall Know No Fear, Independent Character
Blessing of the Omnissiah: ee Codex Space Marines
WARGEAR
Servo-arm: see Codex Space Marines
Servo-harness: see Codex Space Marines
ASSAULT SQUAD
Ws Bs S T W I A Ld Sv
Space
Marine 4 4 4 4 1 4 2 9 3+
Sergeant
Space 4 4 4 4 1 4 1 8 3+
Marine
SPECIAL RULES
And They Shall Know No Fear, Combat Squads
BIKE SQUAD
Ws Bs S T W I A Ld Sv
Bike
4 4 4 4(5) 1 4 2 9 3+
Sergeant
Space 4 4 4 4(5) 1 4 1 8 3+
Marine
Biker
Attack 4 4 4 4(5) 2 4 2 8 3+
bike
SPECIAL RULES
And They Shall Know No Fear,
Combat Squads: A Bike squad chosen at full strength (for a total of eight bikes and one
Attack Bike) can split into two combat squads as described in the Dark Angels Special
Rules section. Note that if this is done the Attack Bike counts as two models, giving one
combat squad of five bikes, and one of three bikes and an Attack Bike.
LAND SPEEDER
Type Bs Front Side Rear
Land Fast,
4 10 10 10
Speeder Skimmer
SPECIAL RULES
Deep Strike
WARGEAR
Typhoon Missile Launcher: The typhoon missile launcher counts as multiple missile
launcher. See Wargear section.
DEVASTATOR SQUAD
Ws Bs S T W I A Ld Sv
Space
Marine 4 4 4 4 1 4 2 9 3+
Sergeant
Space 4 4 4 4 1 4 1 8 3+
Marine
SPECIAL RULES
And They Shall Know No Fear, Combat Squads
WARGEAR
Signum: see Codex Space Marines
LAND RAIDER
Type Bs Front Side Rear
Land Raider Tank 4 14 14 14
Land Tank 4 14 14 14
Raider Crusader
Land Tank 4 14 14 14
Raider Redeemer
Transport
The Land Raider has a transport capacity of ten models, the Land Raider Redeemer a
capacity of twelve models and a Crusader a capacity of sixteen models. Models in
Terminator armour count as two.
Fire Points: None.
Access Points: Land Raiders have one access point on each side of the hull and one at
the front.
SPECIAL RULES
Power of the Machine Spirit: see Codex Space Marines
Assault Vehicle: see Codex Space Marines
WARGEAR
Hurricane Bolters: see Codex Space Marines
Flamestorm Cannon: see Codex Space Marines
Frag Assault Launchers: see Codex Space Marines
PREDATOR
Type Bs Front Side Rear
Predator Tank 4 13 11 10
VINDICATOR
Type Bs Front Side Rear
Vindicator Tank 4 13 11 10
WARGEAR
Demolisher Cannon: see Codex Space Marines
Siege Shield: see Codex Space Marines
WHIRLWIND
Type Bs Front Side Rear
Whirlwind Tank 4 11 11 10
WARGEAR
Whirlwind Multiple Missile Launcher: see Codex Space Marines
COMMAND SQUAD
Ws Bs S T W I A Ld Sv
Veteran 4 4 4 4 1 4 2 9 3+
Specialist 4 4 4 4 1 4 2 9 3+
SPECIAL RULES
Fearless
WARGEAR
Company Standard: Any Space Marine unit within 12" of the Standard Bearer always
re-rolls failed Morale and Pinning tests. In addition, while the Standard Bearer is still
alive, the Command Squad counts as scoring one extra wound in close combat for the
purposes of calculating the assault result.
SERVITOR
Ws Bs S T W I A Ld Sv
Servitor 3 3 3 3 1 3 1 8 4+
SPECIAL RULES
Mindlock: see Codex Space Marines
WARGEAR
Servo-arm: See Codex Space Marines
BROTHER BETHOR
Ws Bs S T W I A Ld Sv
Bethor 4 4 4 4 1 4 2 9 3+
SPECIAL RULES
Fearless
WARGEAR
Standard of Devastation: Any Space Marine unit within 12" of the Standard Bearer
always re-rolls failed Morale and Pinning tests. In addition the standard bearer can
reveal the full might of the Banner once per game at the start of the Dark Angels
player's turn. Any Space Marine unit within 6" of the Standard Bearer can re-roll failed
shooting rolls to hit until the end of the turn.
Standard of Retribution: Any Space Marine unit within 12" of the Standard Bearer
always re-rolls failed Morale and Pinning tests. In addition the standard bearer can
reveal the full might of the Banner once per game at the start of the Dark Angels
player's turn. Any Space Marine unit within 6" of the Standard Bearer has the Preferred
Enemy universal special rule until the end of the turn.
Standard of Vengeance: Any Space Marine unit within 12" of the Standard Bearer
always re-rolls failed Morale and Pinning tests. In addition the standard bearer can
reveal the full might of the Banner once per game at the start of the Dark Angels
player's turn. Any Space Marine unit within 6" of the Standard Bearer has the Relentless
universal special rule until the end of the turn.
WARGEAR
This section of Codex: Dark Angels lists the weapons and equipment used by the Dark
Angels, along with the rules for using them in your games of Warhammer 40,000.
Weapons and equipment that can be used by more than one type of model or unit are
detailed here, while equipment that is unique to a single model or unit (including
wargear carried by named special characters) is detailed in the appropriate entry in the
Forces section.
For example, bolters are ubiquitous and carried by many models, and so are detailed in
this section. The signum, however, is unique to Devastator squads. While you will find a
page reference here, the rules are detailed in the Devastator squad entry.
WEAPONS
Assault Cannon
See Codex Space Marines
Boltgun
See Codex Space Marines
Bolt Pistol
See Codex Space Marines
Chainfist
See Codex Space Marines
Combi-Weapons
See Codex Space Marines
Crozius Arcanum
See Codex Space Marines
Flamer
See Codex Space Marines
Force Weapon
See the Warhammer 40,000 rulebook.
Frag Grenade
Frag grenades are assault grenades, as described in the Warhammer 40,000 rulebook.
Heavy Bolter
See Codex Space Marines
Heavy Flamer
See Codex Space Marines
Krak Grenade
See the Vehicles chapter of the Warhammer 40,000 rulebook for details of using krak
grenades.
Lascannon
See Codex Space Marines
Lightning Claws
See Codex Space Marines rules for using lightning claws.
Meltabomb
See the Vehicles chapter of the Warhammer 40,000 rulebook for details of using
meltabombs.
Meltagun
See Codex Space Marines
Missile Launcher
See Codex Space Marines
Multi-melta
See Codex Space Marines
Plasma Cannon
See Codex Space Marines
Plasma Gun
See Codex Space Marines
Plasma Pistol
See Codex Space Marines
Power Fist
See the Assault Phase chapter of the Warhammer 40,000 rulebook for details of using
power fists.
Power Weapon
See the Assault Phase chapter of the Warhammer 40,000 rulebook for details of using
power weapons.
Shotgun
See Codex Space Marines
Sniper Rifle
See Codex Space Marines
Storm Bolter
See Codex Space Marines
Thunder Hammer
See the Assault Phase chapter of the Warhammer 40,000 rulebook for details of using
thunder hammers.
OTHER EQUIPMENT
Chapter Banner
See Codex Space Marines
Company Standard
See Codex Space Marines
Iron Halo
See Codex Space Marines
Jump Pack
See Codex Space Marines
Locator Beacon
See Codex Space Marines
Narthecium
See Codex Space Marines
Psychic Hood
See Codex Space Marines
Rosarius
See Codex Space Marines
Servo-arm
See Codex Space Marines
Servo-harness
See Codex Space Marines
Signum
See Codex Space Marines
Storm Shield
See Codex Space Marines
Teleport Homer
See Codex Space Marines
Thunderhawk beacon
See Scout entry
ARMOUR
Artificer Armour
See Codex Space Marines
Power Armour
See Codex Space Marines
Scout Armour
See Codex Space Marines
Terminator Armour
See Codex Space Marines
VEHICLE ARMOURY
Autocannon
See Codex Space Marines
Cerberus Launcher
See Codex Space Marines
Deathwind Launcher
See Codex Space Marines
Demolisher Cannon
See Codex Space Marines
Dozer Blade
See Codex Space Marines
Extra Armour
See Codex Space Marines
Flamestorm Cannon
See Codex Space Marines
Hunter-killer Missile
See Codex Space Marines
Hurricane Bolters
See Codex Space Marines
Jamming Beacon
See Codex Space Marines
Storm Bolter
See Codex Space Marines
Searchlight
See Codex Space Marines
Smoke Launchers
See Codex Space Marines
Hellfire: A torrent of flames pour forth from the Librarian's eyes and mouth engulfing
the target.
This power is a shooting power. The power uses the following profile: Range Template
Strength 7 AP 4 Type Assault 1, Twin-linked
Mind Worm: The Librarian hurls a bolt of psychic energy directly at the mind of his
enemy, causing a deadly seizure than can devastate any foe capable of rational thought.
This power is a shooting power. The Dark Angel player can target a single model in line
of sight and range, even if it is part of an unit. If the Librarian is part of an unit, the unit
cannot shoot at another unit as the unit the target is in. The power uses the following
profile: Range 12" Strength 8* AP 2 Type Assault 1. Rather than using the target's
Toughness for the roll to wound, its unmodified Leadership value in its profile is used
instead. The power ignores cover and invulnerable saves and causes Instant Death
regardlees of the target's Toughness. If the Librarian assaults he must assault the unit
the target is or was in.
Warp Imprint: Unnoticed the Librarian marks the mind of the target with an imprint
that works as a radiating beacon in the Immaterium. In fact it is so bright that even a
teleport homer can log on to this signal.
This power is used at the start of the Dark Angels player's movement phase after rolling
for reserves but before placing the reserves on the table. Nominate one enemy unit in
24" of the Librarian. Every model in the unit counts as being equipped with a teleport
homer for the units from reserve that have arrived this turn.
Force Barrier: The Librarian is enclosed by a psychic shield that protects him from
enemy attacks.
This power is used at the start of the Dark Angels player's movement phase and last
until the end of the opposing player's turn. It bestows a 4+ invulnerable save on the
Librarian. Additionaly the Librarian can ignore the first wound he suffers while the power
lasts.
Fear of Darkness: The Librarian taps into the mind of the enemy and brings his
deepest fears to the surface. Battle-proven warriors cower in terror by the slightest
unknown noise.
This power is used in the Dark Angels player's shooting phase. It is not a shooting
power. Nominate one enemy unit in 12" of the Librarian. The unit halfs its Leadership
(rounding up) until the end of the opposing player's turn. All other modifiers are applied
before the value is halfed.
AUXILIARY FORCES
The sixth section doesn't have a corresponding category in the Force Organisation chart
and therefore units in this section don't take up a slot. In general you can choose as
many of these units as you like. However in the majority of cases there are other
constraints that prevent you from doing so. For all other game purposes than army
selection the units in this section count as Elite choices.
UNIQUE
If the unit composition box or wargear description includes the word 'Unique' you may
only include one of this unit or one unit with this wargear in your army.
HQ
AZRAEL 235 Points
Ws Bs S T W I A Ld Sv
Azrael 6 5 4 4 3 5 3 10 3+
Unit Composition: 1 (unique)
Unit Type: Infantry
Wargear: Protector, Bolt pistol, Sword of Secrets, Lion Helm, Lion's Wrath, Frag
grenades, Krak grenades
Special Rules: Keeper of the Truth, Fearless, Independent Character
Command Squad: If you include Supreme Grand Master Azrael in your army you may
include one Command Squad.
Command Squad: You may include one Ravenwing Command Squad if you have Samael
in your in the army.
Ravenwing Host: Bike Squads with the Ravenwing circle count as Troops in any army list
that includes Samael.
Patron: Every Tactical Squad in your army can take the Lion Crest veterans circle.
Servitors: If you have Azazel in your army you may include one unit of Servitors in your
army.
Command Squad: For every Master in the army you may include one Command Squad.
Deathwing Command Squad: For every Master of the Deathwing in the army you may
include one Deathwing Command Squad.
Deathwing Attack: Deathwing Terminator Squads count as Troops in any army list that
includes the Master of the Deathwing.
Ravenwing Command Squad: For every Master of the Ravenwing in the army you may
include one Ravenwing Command Squad.
Ravenwing Host: Bike Squads with the Ravenwing circle count as Troops in any army list
that includes the Master of the Ravenwing.
TROOPS
TACTICAL SQUAD 85 Points
Ws Bs S T W I A Ld Sv
Space
Marine 4 4 4 4 1 4 2 9 3+
Sergeant
Space 4 4 4 4 1 4 1 8 3+
Marine
Unit Composition: 4 Space Marines, 1 Space Marine Sergeant
Unit Type: Infantry
Wargear: Power armour, Boltgun, Bolt pistol, Frag grenades, Krak grenades
Special Rules: And They Shall Know No Fear, Combat Squads
Dedicated Transport: May select a Rhino, Razorback, Drop Pod or Storm Harbinger
(see Dedicated Transports section)
Options:
•The squad may upgrade Company Brotherhood circle to one of the following: Robed
Brotherhood +1 pts per model or Lion Crest Veterans +0 pts per model. You cannot
include more Lion Crest Veterans than units with the Company Illuminated circle in your
army.
•The squad may include up to five additional Space Marines for +15 points per model
•If the squad numbers 10 models, one model may replace boltgun with flamer +0 pts,
melta +5 pts or mk1 plasma gun +10 pts
•If the squad numbers 10 models, one model may replace boltgun with heavy bolter
+0 pts, multi-melta +0 pts, missile launcher +0 pts, mk1 plasma cannon +5 pts or
lascannon +10 pts
•If the squad numbers 10 models and has the Lion Crest Veterans circle, up to two
models may replace boltgun and/or bolt pistol with storm bolter +3 pts, combi-flamer, -
melta or -plasma +10 pts, storm shield +15 pts, power weapon +15 pts, single lightning
claw +15 pts, plasma pistol +15 pts, power fist +25 pts or thunder hammer +30 pts
•The sergeant may replace boltgun and/or bolt pistol with chainsword +0 pts, combi-
flamer, -melta or -plasma +10 pts, storm bolter +10 pts, plasma pistol +15 pts, power
weapon +15 pts or power fist +25 pts
•The sergeant may take melta bombs +5 pts
DEDICATED TRANSPORTS
Certain Dark Angels units have the option of selecting a dedicated transport vehicle.
These vehicles do not use up any Force Organisation chart selections, but otherwise
function as separate units. See the Vehicles section of the Warhammer 40,000 rulebook
for details of how transport vehicles operate.
RHINO 35 Points
Type Bs Front Side Rear
Rhino Tank 4 11 11 10
Unit Composition: 1 Rhino
Unit Type: Vehicle (Tank)
Wargear: Storm bolter, Smoke-launchers, Searchlight
Special Rules: Repair
Transport Capacity: Ten models
Options:
•Take pintle-mounted storm bolter +10 pts, hunter-killer missile +10 pts, dozer blades
+5 pts and/or extra armour +15 pts
RAZORBACK 40 Points
Type Bs Front Side Rear
Razorback Tank 4 11 11 10
Unit Composition: 1 Razorback
Unit Type: Vehicle (Tank)
Wargear: Twin-linked heavy bolter, Smoke-launchers, Searchlight
Transport Capacity: Six models
Options:
•Replace twin-linked heavy bolter with twin-linked heavy flamer +25 pts, twin-linked
assault cannon +35 pts, twin-linked lascannon +35 pts or twin-linked plasma gun and
lascannon +35 pts
•Take pintle-mounted storm bolter +10 pts, hunter-killer missile +10 pts, dozer blades
+5 pts, extra armour +15 pts
NAAMAN
Ws Bs S T W I A Ld Sv
Naaman 4 5 4 4 1 4 2 9 2+
Unit Composition: 1 (unique)
Unit Type: Infantry
Wargear: Terminator armour, The Lion's Roar, Chainfist
Special Rules: Scepticism, Teleporter Fate
TECHMARINE 55 Points
Ws Bs S T W I A Ld Sv
Techmarine 4 5 4 4 1 4 2 9 2+
Unit Composition: 1 Techmarine
Unit Type: Infantry
Wargear: Artificer armour, Servo-arm, Chainsword, Bolt pistol, Frag grenades, Krak
grenades
Special Rules: And They Shall Know No Fear, Blessing of the Omnissiah, Independent
Character
Dedicated Transport: May select a Rhino, Razorback, Drop Pod or Storm Harbinger Drop
Ship (see Dedicated Transports section)
Options:
•Replace bolt pistol and/or chainsword with boltgun +0 pts, storm bolter +3 pts, combi-
flamer, -melta or -plasma +10 pts, power weapon +15 pts, thunder hammer +30 pts or
plasma pistol +15 pts
•Take melta bombs +5 pts and/or cluster mines +15 pts
•Either take a Space Marine bike +35 pts
•Or replace servo-arm with servo-harness +25 pts
FAST ATTACK
ASSAULT SQUAD 100 Points
Ws Bs S T W I A Ld Sv
Space
Marine 4 4 4 4 1 4 2 9 3+
Sergeant
Space 4 4 4 4 1 4 1 8 3+
Marine
Unit Composition: 4 Space Marines, 1 Space Marine Sergeant
Unit Type: Jump Infantry
Wargear: Power armour, Chainsword, Bolt pistol, Frag grenades, Krak grenades, Jump
pack
Special Rules: And They Shall Know No Fear, Combat Squads
Dedicated Transport: May select a Storm Harbinger (see Dedicated Transports section)
Options:
•The squad may upgrade Company Brotherhood circle to Robed Brotherhood +1 pts per
model
•The squad may include up to five additional Space Marines for +18 points per model
•For every five models in the squad one model may replace his bolt pistol with flamer
+10 pts or plasma pistol +15 pts
•The sergeant may replace bolt pistol and/or chainsword with storm shield +15 pts,
plasma pistol +15 pts, power weapon +15 pts, single lightning claw +15 pts, power fist
+25 pts or thunder hammer +30 pts
•The sergeant may take melta-bombs +5 pts
•the squad may give up their jump packs and take a Rhino or Drop Pod for free or buy a
Storm Harbinger Drop Ship
Ravenwing Landspeeder: For every bike squad of eight bikes and Ravenwing circle and
every bike squad of six bikes and one attack bike and Ravenwing circle you may include
one Ravenwing Landspeeder.
HEAVY SUPPORT
DEVASTATOR SQUAD 85 Points
Ws Bs S T W I A Ld Sv
Space
Marine 4 4 4 4 1 4 2 9 3+
Sergeant
Space 4 4 4 4 1 4 1 8 3+
Marine
Unit Composition: 4 Space Marines, 1 Space Marine Sergeant
Unit Type: Infantry
Wargear: Power armour, Boltgun, Bolt pistol, Frag grenades, Krak grenades, Signum
(Sergeant only)
Special Rules: And They Shall Know No Fear, Combat Squads
Dedicated Transport: May select a Rhino, Razorback, Drop Pod or Storm
Harbinger (see Dedicated Transports section)
Options:
•The squad may upgrade Company Brotherhood circle to Robed Brotherhood +1 pts per
model
•The squad may include up to five additional Space Marines for +15 pts per model
•Up to four models may replace boltgun with: heavy bolter +10 pts, multi-melta
+15 pts, missile launcher +15 pts, mk1 plasma cannon +25 pts or lascannon +30 pts
•The sergeant may replace boltgun and/or bolt pistol with chainsword +0 pts, combi-
flamer, -melta or -plasma +10 pts, storm bolter +10 pts, plasma pistol +15 pts, power
weapon +15 pts or power fist +25 pts
•The sergeant may take melta bombs +5 pts
PREDATOR 60 Points
Type Bs Front Side Rear
Predator Tank 4 13 11 10
Unit Composition: 1 Predator
Unit Type: Vehicle (Tank)
Wargear: Autocannon, Smoke-launchers, Searchlight
Options:
•Replace autocannon with plasma cannon +45 pts or twin-linked lascannon +45 pts
•Take two heavy bolters +25 pts, two heavy flamers +25 pts, one multiple missile
launcher +40 pts, two multi-meltas +40 pts or two lascannons +60 pts
•Take pintle-mounted storm bolter +10 pts, hunter-killer missile +10 pts, dozer blades
+5 pts or extra armour +15 pts
WHIRLWIND 85 Points
Type Bs Front Side Rear
Whirlwind Tank 4 11 11 10
Unit Composition: 1 Whirlwind
Unit Type: Vehicle (Tank)
Wargear: Whirlwind Multiple Missile Launcher, Smoke-launchers, Searchlight
Options:
•Take pintle-mounted storm bolter + 10 pts, hunter-killer missile +10 pts, dozer blades
+5 pts and/or extra armour +15 pts
AUXILIARY FORCES
COMMAND SQUAD 90 Points
Ws Bs S T W I A Ld Sv
Veteran 4 4 4 4 1 4 2 9 3+
Unit Composition: 5 Veterans
Unit Type: Infantry
Wargear: Power Armour, Chainsword, Bolt pistol, Frag grenades, Krak grenades
Special Rules: Fearless
Dedicated Transport: May select a Rhino, Razorback, Drop Pod or Storm
Harbinger (see Dedicated Transports section)
Options:
•The squad may include up to five additional Veterans for +18 pts per model
• Up to two Veterans may replace bolt pistol and/or chainsword with flamer +5 pts,
meltagun +10 pts or mk1 plasma gun +15 pts
• Any Veteran may replace bolt pistol and/or chainsword with boltgun +0 pts, storm
bolter +3 pts, combi-flamer, -melta or -plasma +10 pts, storm shield +15 pts, power
weapon +15 pts, plasma pistol +15 pts, power fist +25 pts, lightning claw pair +30 pts,
thunder hammer +30 pts
•Any Veteran may take melta bombs +5 pts
•One model may take a narthecium +15 pts
•One Veteran may replace chainsword and bolt pistol with power sword and storm shield
+20 pts
•Either upgrade one Veteran to Standard Bearer with Company standard +20 pts
•Or replace one Veteran with Brother Bethor if there is a Keeper of the Truth in the
army +0 pts
You may include one Command Squad for every Master (this includes Azrael) in your
army.
BROTHER BETHOR
Ws Bs S T W I A Ld Sv
Bethor 4 4 4 4 1 4 2 9 3+
Unit Composition: 1 (unique)
Unit Type: Infantry
Wargear: Power Armour, Chainsword, Bolt pistol, Boltgun, Frag grenades, Krak grenades
Special Rules: Fearless
Options:
•Brother Bethor must choose one of the following: Standard of Devastation +70 pts,
Standard of Retribution +40 pts or Standard of Vengeance +50 pts.
You may include one Deathwing Command Squad for every Master of the Deathwing in
your army.
SERVITORS 10 Points
Ws Bs S T W I A Ld Sv
Servitor 3 3 3 3 1 3 1 8 4+
Unit Composition: 1 Servitor
Unit Type: Infantry
Wargear: Servo-arm
Special Rules: Mindlock
Options:
•The squad may include up to four additional Servitor models for +10 pts per model
•Up to two Servitors may replace servo-arm with heavy bolter +5 pts or multi-melta
+10 pts
•Up to one Servitor may replace servo-arm with plasma cannon +20 pts
You may include one unit of Servitors for every Techmarine (this includes Azazel) in your
army.
AFFILIATED LAND SPEEDER 60 Points
Type Bs Front Side Rear
Land Fast,
4 10 10 10
Speeder Skimmer
Unit Composition: 1 Land Speeder
Unit Type: Vehicle (Fast, Skimmer)
Special Rules: Ravenwing
Wargear: Heavy bolter
Options:
•Replace any heavy bolter with heavy flamer +0 pts or multi-melta +10 pts
•May upgrade any Land Speeder to either Typhoon with Typhoon missile launcher
+40 pts
•Or to Tornado with heavy flamer +10 pts
•Replace Tornado heavy flamer with heavy bolter +0 pts, multi-melta +10 pts, assault
cannon +30 pts
You may include one Affiliated Landspeeder for every bike squad with the Ravenwing
circle of eight bikes and and every bike squad with the Ravenwing circle of six bikes and
one attack bike in your army.
changelog 03/10/2010:
- cleaned up the circle rule, no actual rule changes, but the presentation got streamlined
- Company Illuminated confer Fearlees to joined unit
- added venerable option and anti-air targeter for Mortis dreadnought
- added inner circle option for venerable dreads
- tinkered with Hellfire psychic power
- new special rule for interrogator chaplains: darkest fears
changelog 03/11/2010:
- I5 for Interrogator-Chaplains, Chaplains moved to Elites
- Enoch moves to Fast attack
- Ravenwing Sergeant upgrade for scout sergeant
- new wargear thunderhawk beacon for master of the ravenwing and ravenwing scout
sergeant
- clarification of mk1 plasma weaponry
- correction: Samael makes Ravenwing Troops
- Mind Worm changed to: assault 1, range 12"
- change to Samael's Ravenwing Attack rule: jink save instead of fearless
- Deathwing Company Standard down to 40 points