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Codex DARK ANGELS revised

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

There is also a thread on Bolter and Chainsword:


http://www.bolterandchainsword.com/
index.php?showtopic=194322&pid=2311706&st=0&#entry2311706

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.

FORCES OF THE Dark Angels


DARK ANGELS SPECIAL RULES
The models in the Dark Angels army use a number of special rules that are common to
more than one unit, as specified in the individual entries that follow. Given here are
either the details of those rules or a reference to where you can find them.

AND THEY SHALL KNOW NO FEAR


see Codex Space Marines

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.

Mark of the Fallen:


To find a single Fallen the Ravenwing often has to investigate a dozen clues spread
through space and time. If they finally track a Fallen Angel or unwilling informant down,
but face vastly superior forces, that make it impossible to capture the target
immediately, they call for reinforcements from the Unforgiven. The Ravenwing tails their
prey closely and when the host finally arrives the Ravenwing is able to induct detailed
data to the tactical grid of the battle group. Every enemy unit that is deemed to be
crucial for the Unforgiven's quest is provided with the Mark of the Fallen. These units are
the primary targets of the host and every Space Marine of the Unforgiven does his
utmost to eliminate them. In these circumstances saving ammunition is a second-rank
virtue.
For every Mark of the Fallen in the army list one enemy unit may be marked after the
deployment is finished. It doesn't matter if the unit is in reserve, inside a transport or by
other means not on the table. Every Dark Angel unit may re-roll any roll to wound with a
rapid fire weapon of 1 against an unit with the Mark of the Fallen. You may wish to hold
some Watcher in the Dark models ready to place them next to marked units to represent
the Mark of the Fallen.
Note: If an independent character joins an unit and only one of them has the Mark of the
Fallen, the whole unit counts as marked for shooting. In an assault however only the
originally marked unit counts as marked.

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 WITHIN CIRCLES


The Dark Angels Chapter is mostly structured according to the Codex Astartes. But
underneath this basic combat organization lies a incomprehensible net of secret
societies, sworn brotherhoods and initiation circles that mark the progress of each
brother on the path of unraveling the uncounted layers of secrets within the Chapter.
Every Dark Angel unit must choose one circles. Each circle confers one or more special
rules or grants access to better wargear. For the sake of clarity the conferred special
rules are listed in the unit entry next to the circle. In some cases a circle confers a
special rule that is redundant. In this case the rule can be ignored. For example an
Interrogator-Chaplain is already Fearless, hence the Inner Circle rule only confers Hidden
Knowledge to him. See the next page for the available circles.

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.

Lion Crest Veterans:


Only the wildest and most untamable Dark Angels are granted access to the Grand
Lodge of the Lion Crest. Lion Crest Veterans are revered and praised for their battle
prowess and equipped with the best wargear of the Chapter's arsenal. But unbeknown to
them the admission into the Grand Lodge is not an elevation but a dead end for their
career. Secretly due to their recklessness they are deemed not trustworthy enough to
reach the higher ranks. No Lion Crest Veteran is ever going to be a member of the
Ravenwing or Deathwing. Lion Crest Veterans nonetheless spend their life as loyal
servants of the Chapter.
Lion Crest Veterans have access to additional wargear options.

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.

MASTER OF THE DEATHWING


The Master of the Deathwing is always inducted into the Inner Circle and is tasked with
the command of the first company of the Chapter. On his own he is a fearsome fighter,
but if he leads the Deathwing to battle he is nigh unstoppable. As the Angels of
Vengeance field two companies of Deathwing veterans, they have two Masters of the
Deathwing. Due to their constant fight against the ruinous power the two companies
combined rarely count more than a hundred Space Marines at any given time.
Ws Bs S T W I A Ld Sv
Master of
the 6 5 4 4 3 5 3 10 2+
Deathwing
SPECIAL RULES
Inner Circle, Fearless, Independent Character

MASTER OF THE RAVENWING


The Angels of Absolution are permanently on the hunt for the Fallen. Their Ravenwing is
scattered throughout the galaxy. It is a rare event that the whole company is fielded at
once. Therefor the Angels of Absolution have two Masters of the Ravenwing, each
commanding half of the company in one part of the galaxy.
Ws Bs S T W I A Ld Sv
Master 6 5 4 4(5) 3 5 3 10 3+
SPECIAL RULES
Inner Circle, Fearless, Skilled Rider, Independent Character
WARGEAR
Iron Halo: see Codex Space Marines
Ravenwing's Jetbike: The Ravenwing's jetbike follows the rules for Jetbikes found in
the Warhammer 40,000 rules. It is armed with a plasma cannon and a twin-linked storm
bolter.
Thunderhawk beacon: see Scout entry
Designer's note: The Master of the Ravenwing has to coordinate the Ravenwing assault
to make sure that the prey has no way to escape. Hence he is the only Ravenwing unit
without the Scout rule. However he is always the first Dark Angel to set his foot on an
enemy's world to coordinate the landing of the Ravenwing. His directions using
Thunderhawk beacons make sure that the Ravenwing uses its full potential.

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.

DEATHWING TERMINATOR SQUAD


Ws Bs S T W I A Ld Sv
Terminator
4 4 4 4 1 4 2 9 2+
Sergeant
Terminator 4 4 4 4 1 4 2 9 2+
SPECIAL RULES
Deathwing, Fearless
WARGEAR
Chainfist: see Codex Space Marines
Cyclone Missile Launcher: The cyclone is a specially designed missile launcher system,
used by Space Marines in Terminator armour to provide heavy fire support. Essentially a
rack of missiles fitted onto the shoulders of a Terminator, the cyclone missile launcher
enables the Terminator to engage both heavily armoured vehicles and lightly armoured
infantry. The Cyclone Missile Launcher is a multiple missile launcher (see Wargear
section). A Terminator can fire his multiple missile launcher in addition to his storm
bolter.

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

MASTER'S LAND SPEEDER


The Master of the Ravenwing has a couple of very special pieces of equipment at his
disposal. The Master's Land Speeder is one of them. Outfitted with an extraordinary
loadout and advanced defensive means it vastly superior to a common Land Speeder.
The Master of the Ravenwing handpicks the crew of this venerable vehicle. Sometimes
he even uses the Master's Land Speeder himself as his chariot. The Guardians of the
Covenant even have more than one of these Land Speeders in their arsenal and usually
deploy them as squadrons to overwhelm the enemy before he is able to react.
Type Bs Front Side Rear
Land Fast,
4 12 12 10
Speeder Skimmer
SPECIAL RULES
Ravenwing, Deep Strike
WARGEAR
Shield of Night: The shield of night increases the front and side armour value from 10
to 12.

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.

DEATHWING COMMAND SQUAD


Ws Bs S T W I A Ld Sv
Terminator 4 4 4 4 1 4 2 9 2+
SPECIAL RULES
Deathwing, Fearless
WARGEAR
Chainfist: see Codex Space Marines
Cyclone Missile Launcher: see Deathwing Terminator squad entry.
Narthecium: see Codex Space Marines
Deathwing 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 Deathwing Command Squad has the Preferred Enemy universal
special rule.

RAVENWING COMMAND SQUAD


Ws Bs S T W I A Ld Sv
Ravenwing
Veteran 4 4 4 4(5) 1 4 2 9 3+
Biker
SPECIAL RULES
Fearless, Ravenwing
WARGEAR
Narthecium: see Codex Space Marines
Ravenwing 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 Ravenwing Command Squad has the Hit & Run universal special
rule.

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

ARIOCH AZRAEL, SUPREME GRAND MASTER OF THE DARK ANGELS


Ws Bs S T W I A Ld Sv
Azrael 6 5 4 4 3 5 3 10 2+
SPECIAL RULES
Keeper of the Truth, Fearless, Independent Character
WARGEAR
Sword of Secrets: The Sword of Secrets counts as a master-crafted power sword. The
bearer always strikes with Strength 6.
Protector: The protector is an artificer armour that confers a 3+ invulnerable save.
Lion Helm: During deployment the Dark Angels player can choose one infantry unit. As
long as Azrael lives every model in this unit (including independent characters) have a
4+ invulnerable save. You may wish to use the Helm Bearer as a marker.
Lion's Wrath: The Lion's Wrath is a combi weapon with a mk1 plasma gun as secondary
weapon. The secondary weapon can only be fired once per battle regardless of the used
charge.

SHEOL EZEKIEL, GRAND MASTER OF LIBRARIANS OF THE DARK


ANGELS
Ws Bs S T W I A Ld Sv
Ezekiel 5 5 4 4 3 5 3 10 3+
SPECIAL RULES
Inner Circle, Fearless, Independent Character
Psyker: Ezekiel is a Psyker, as described in the Warhammer 40,000 rulebook. Ezekiel
has all six Dark Angels psychic powers. He can use up to two powers each player turn.
Forced Revelations: Fighting against Ezekiel is a disturbing experience. He seems to
read the opponent's mind and anticipate every move. Often Ezekiel starts the
countermeasure to an attack even before the enemy makes the first move of the
attack. If Ezekiel hasn't lost a wound in a round of combat, Ezekiel counts as scoring one
extra wound for the purposes of calculating the assault result.
WARGEAR
Secret's Shield: The Secret's Shield is a power armour. The imbued protective wards
confer a 5+ invulnerable save.
Traitor's Bane: The Traitor's Bane is a force weapon. The bearer strikes with a Strength
of 5.
Psychic Hood: see Codex Space Marines
Book of Salvation: The Book of Salvation is the most revered relic of the Dark Angels.
No Dark Angel can suffer the filthy presence of an enemy of mankind near the book.
As long as an enemy units stays in 6" of Ezekiel it is treated as having the Mark of the
Fallen regardless if it have had the mark in the first place.

ITUR SAMAEL, MASTER OF THE RAVENWING OF THE DARK ANGELS


Ws Bs S T W I A Ld Sv
Samael 6 5 4 4 3 5 3 10 3+
SPECIAL RULES
Inner Circle, Fearless, Skilled Rider, Independent Character
WARGEAR
Iron Halo: see Codex Space Marines
The Raven Sword: The raven sword is a master-crafted power sword.
Adamantine Mantle: The presence of this artifact inspires the whole Ravenwing host to
great deeds.
All units with the Ravenwing circle have a 6+ invulnerable save as long as Samael lives.
Samael's Jetbike: Samael's jetbike follows the rules for Jetbikes found in the
Warhammer 40,000 rules. It is armed with a mk1 plasma cannon and a twin-linked
storm bolter. The arcane wards imbued in the hull bestows the Eternal Warrior universal
special rule on the driver.

ASYR ENOCH, CUSTODIAN OF THE DISCIPLES OF CALIBAN


During each Disciples of Caliban's ritual of malediction a Custodian is chosen to lead the
ritual. On the next morning the custodian is sent on a quest as a ritualistic surrogate for
the whole Chapter to find and defeat a Fallen Angel. It is usually sufficient to find a hint
or track of a Fallen as it is a monumental task to actually find one of these dark veterans
of Caliban. Only in the rarest of occasions a real Fallen Angel is brought back to the
Disciples of Calbian's fleet.
When Enoch was chosen as custodian and sent on his quest, the masters of the inner
circle didn't expect him to return with Ataniel, a Fallen Angel, in his captivity. But instead
of welcoming him with the greatest of honours, the masters decided not to waste
Enoch's evident talent as a hunter. They ruled that his quest was not deemed as fulfilled
yet. They sent him to search for another Fallen Angel and in 999M41 Enoch hunted down
no less than four of them. After over a hundred years Enoch is still the Custodian of the
Disciples of Caliban and one of the greatest heroes of the Chapter.
Ws Bs S T W I A Ld Sv
Enoch 5 4 4 4 2 4 3 10 2+
Leeu and 5 0 5 4 2 4 3 7 -
Singa
SPECIAL RULES
Deathwing, Fearless, Feel no Pain
Lone Hunters: Enoch, Leeu and Singa form a single unit. If Enoch is removed as a
casualty Leeu's and Singa's unit type changes to Beasts. Independent characters cannot
join the unit.
Fallen Angel Tracker: Custodian Enoch can allocate two Marks of the Fallen.
WARGEAR
Plasma Blaster: During the siege of Agamem Prime Custodian Enoch earned the
respect of the Ultramarines Chapter when he led a small host of the Angels of
Vengeance's Deathwing to relieve the heavily strained lines of the Ultramarine's first
company. As a gift of honour he was given the plasma blaster, an ancient relic from the
first company's arsenal.
The plasma blaster has the following profile: Range 24" Strength 7 AP 2 Type Assault 2
Enoch's Terminator Armour: While Enoch is wearing a terminator armour, his two
lions are obviously not. On the one hand the technology of the Imperium is not
sophisticated enough to teleport two feral beast reliably to a planet surface and they
have to be deployed by other means. On the other hand Singa and Leeu are especially
good at running fleeing enemies down and thus are an excellent counterweight to the
cumbersomeness of the terminator armour.
In game terms Enoch's armour count as artificer armour with a 5+ invulnerable save.
Cup of Retribution: If an units shoots at the Custodian's unit and another Dark Angels
unit partly blocks the line of sight, the Custodian's unit has a 2+ cover save instead of
the normal 5+ or 4+. If the shooting unit is within 12" of Enoch's unit the normal rules
apply.

DUMAH, DREADNOUGHT CHAPLAIN OF THE GUARDIANS OF THE


COVENANT
Even the wisest librarians of the Chapter know little about Dumah. Millenia ago he was a
revered Chaplain of the Guardians of the Covenant but it is a mystery when he was
placed in the Dreadnought's sarcophagus. He sleeps in the catacombs of the Chapter
monestary and no Techmarine is experienced enough to wake him. But sometimes when
a Guardians of the Covenant strike force is ready to leave Dumah awakes by himself to
accompany the host. His motives are unknown. Even in battle he follows his own
mysterious agenda. Battle plans have no relevance for Dumah. Even so most Company
Master consider the presence of Dumah as an honour and as being a big support as he
incites his battle brother's will with holy litanies, promises that even the greatest of sins
can be redeemed. His fervor is so great that some Guardians of the Covenant suspect
that there might be an event in Dumah's personal history that defiled him with the stain
of the sinner.
Type Ws Bs S Front Side Rear I A
Dumah Walker 5 5 6 12 12 10 4 2
SPECIAL RULES
Inner Circle, Venerable
Celestial Intervention: Dumah must be deployed via Drop Pod. He also has to be part
of the first wave in the Hunt for the Fallen, i.e. he is always deployed in the first turn.
Veil of Secrets: Dumahs indestructibility is legendary but also source of many sinister
speculations. On countless battlefields the enemy prematurely claimed the kill of Dumah,
only to be crushed minutes later by his unscathed body of adamantium. On Ortello
IV during a heroic fighting retreat against the overwhelming numbers of the Tau, a rail
gun slug opened up Dumahs sarcophagus and the Guardians of the Covenant saw
Dumah collapse. While the battle raged on the xenos swarmed around Dumah's
shattered body, only an almost silent hymn hung in the air. Suddenly Dumah's servo
motors sprang back to life and his massive shape straightened up, his front armour
undamaged and his mighty twin autocannons spitting death without hesitation. Trapped
between Dumah and the Space Marine battle line and engaged at close range the Tau
were utterly annihilated.
When Dumah suffers a 'destroyed -wrecked' result he performs a contemplative
shutdown instead. He counts as if he has suffered an immobilized and two weapon
destroyed results and no longer has the special rule 'venerable' in this state. In close
combat he doesn't attack and is hit automatically. Dumah ignores all results on the
damage table except "destroyed - explodes". At the start of the Dark Angels player's
turn he rolls a D6. If the result is a 6 the contemplative shutdown ends. He adds +1 to
the roll for every unit with the Deathwing special rule in 6". All damage results are
repaired immediatly and Dumah acts as normal. If the mission uses kill points the
opposing plays gets a kill point every time Dumah is entering the contemplative
shutdown state.
Litanies of Redemption: Every Dark Angels unit in 12" of Dumah halfes the hits
(rounding up) suffered by the No Retreat! rule.

BELGEOR AZAZEL, MASTER OF THE FORGE OF THE ANGELS OF


REDEMPTION
Ws Bs S T W I A Ld Sv
Azazel 5 5 4 4 3 4 8 10 2+
SPECIAL RULES
Inner Circle, Fearless, Independent Character
Eternal Punishment: The Chapter of the Angels of Redemption make use of their
Techmarines instead Chaplains to interrogate captured Fallen Angels. They use their
technological skills instead of dark arts of the Reclusiam to get the answers they need. If
Azazel's captives refuse to repent they are not granted the mercy of a quick death.
Instead they are sentenced to a eternity of mindless service when Azazel turns them into
Servitors. When the enemies of the Angels of Absolution recognize their former
comrades their hearts are filled with terror. Every enemy unit in 6" of one or more
Servitor units reduces its Leadership by 1.
Cleansed of Emotions: Azazel never goes to the ground, willingly or unwillingly, and
never runs.
Litanies of the Omnissiah: Azazel uses his vox link to transmit holy hymns of the
machine god to his battle brothers, filling their hearts with awe and a natural
understanding of technology that surpasses their basic training. Under his guidance a
tank crew is able to perform elementary field repairs by themselves.
Azazel can use the Blessing of the Omnissiah rule on one vehicle in 12" in the movement
phase. The roll is always passed on a 4 or more. This roll can't be modified further.
WARGEAR
Interrogation Harness: The Harness is not equipped with field repair gear but with
various equipment that gives captives no other choice than to repent. In close combat
the razor sharp blades are a potent weapon. In combination with Azazel's other close
combat gear the interrogation harness gives Azazel eight attacks in his profile. His
attacks have the Rending rule.
SOLOMON NAAMAN, DEATHWING TERMINATOR OF THE DARK
ANGELS
Ws Bs S T W I A Ld Sv
Naaman 4 5 4 4 1 4 2 9 2+
SPECIAL RULES
Scepticism:
Although Naaman is a devout champion of the honour of the Chapter and stout defender
of mankind, he grows more and more discontent with the wall of secrets that surrounds
the ranks of the Deathwing. Naaman has a keen perception and he knows that the
higher ranks of the Chapter are not sharing all the truth with the brothers of his
company. Disgruntled by what he perceives as a lack of trust and comradeship he more
and more calls the goals of the Deathwing into question. He craves for the
straightforward hours in battle when he can mow down the enemies of the Chapter and
doesn't have to surround himself with lies. He constantly tinkers with the idea to leave
the Deathwing and sacrifice his likely ascension in the ranks of the Chapter for the
honest duty in the tenth company.
While Naaman's unit is nominally part of the Deathwing they no longer benefit from the
Deathwing special rule and replace it with the And They Shall Know No Fear special rule.
Teleporter Fate: For the good or the bad Naaman fate seems to be connected with the
teleport technology. More then one time the teleport attacks by Naaman's unit brought
them exactly into the right position to single handedly change the course of the battle.
In the battle of Holy Cathedral of Dystopia the Deathwing unit was surrounded by
overwhelming forces of Chaos traitors without any hope to survive. But a malfunction in
Naaman's teleportation unit, that sparked to the Terminator suits of his brothers, pushed
the whole unit back into the warp and in an lucky twist of fate onto the top of the
cathedral. From there Naaman brought the Lion's Roar to life and won the day. Only his
solemn sergeant Ezra warned that someday a teleporter mission will probably kill
Naaman.
Naaman's unit may re-roll the deep strike roll. However the opponent may force you to
re-roll any roll on the mishap table.
WARGEAR
The Lion's Roar: The Lion's Roar is one of the very few Assault cannons from the time
of the Great Crusade, centuries before the famous STK was found, that brought the
assault cannon back to the arsenals of mankind.
The Lion's Roar has the following profile: Range 24" Strength 6 AP 4 Type Heavy 3,
Rending. After rolling to hit Naaman can decide to fire a fourth shot. This shot is subject
to the Gets Hot! rule.

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

Chainsword or Combat Blade


Both chainswords and combat blades are close combat weapons, as described in the
Assault Phase chapter of the Warhammer 40,000 rulebook.

Combi-Weapons
See Codex Space Marines

Crozius Arcanum
See Codex Space Marines

Cyclone Missile Launcher


The Cyclone Missile Launcher is a multiple missile launcher. A Terminator can fire his
multiple missile launcher in addition to his storm bolter.

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.

Mk1 Plasma Cannon


In ancient times using a plasma cannon was as safe as throwing a rock but much more
devastating. These old plasma cannons, now called mk1 plasma cannons, for they were
used back in the days when the Emperor led his children to glory, are even more
devastating than the standard issue plasma cannon. But in M41 little is known about this
ancient technology.The mk1 plasma cannon is still more destructive than its younger
cousin but also even more dangerous to its wielder. Therefor it is common practice to
decrease the plasma charge to the level of a normal version, forfeiting the greater
penetrating power. But in dire circumstances the bearer can still switch to critical mode
and burn a hole into the hull of a Land Raider.
Each time a mk1 plasma cannon fires, the controlling player can choose which type of
plasma charge is being used.
Sub-critical:
Range 36" Strength 7 AP 2 Type Heavy 1, Blast, Gets Hot!
Critical:
Range 36" Strength 8 AP 2 Type Heavy 1, Blast, Gets Even Hotter!*
*The firing model suffers a wound for every 1 or 2 on its roll to hit.

Mk1 Plasma Gun


The history of the oldest plasma guns reaches back to the Great Crusade. In the 41th
millenium few of these ancient relics exist outside the eye of terror. Besides a handful of
forgeworlds the largest existing stock of these mk1 plasma guns lies within the Rock.
Mk1 plasma guns are superior to standard plasma guns in a way that a steel sword is
superior to a wooden club.
Each time a mk1 plasma gun fires, the controlling player can choose which type of
plasma charge is being used.
Sub-critical:
Range 24" Strength 7 AP 2 Type Rapid Fire, Gets Hot!
Critical:
Range 24" Strength 8 AP 2 Type Rapid Fire, Gets Even Hotter!*
*The firing model suffers a wound for every 1 or 2 on its roll to hit.

Master-crafted Power Sword


A master-crafted power sword counts as power weapon and allows the bearer to re-roll
one failed roll to hit per player turn when using the weapon. See the Assault Phase
chapter of the Warhammer 40,000 rulebook for details of using power weapons. A Power
Weapon and a Master-crafted Power Sword do not confer the bonus to attack for an
additional close combat weapon.

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

Multiple Missile Launcher


The Multiple missile launcher consists of one or two racks of missiles that can fired in an
earth-shattering volley. It is too heavy to be carried by a Space Marine wearing Power
Armour but it can be employed on more stable platforms. The Space Marines use several
variants that are adjusted for their field of application such as the Cyclone missile
launcher for Terminators or the Typhoon missile launcher for swift Land Speeder Raids.
The ancient Dreadnoughts of the Dark Angels XXX
Each time a multiple missile launcher fires, the controlling player can choose which type
of missile is being used.
Krak
Range 48" Strength 8 AP 3 Type Heavy 2
Frag
Range 48" Strength 4 AP 6 Type Heavy 2, Blast

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

Space Marine Bike


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

Dreadnought Close Combat Weapon


See the Warhammer 40,000 rulebook for details.

Extra Armour
See Codex Space Marines

Flamestorm Cannon
See Codex Space Marines

Frag Assault Launchers


See Codex Space Marines

Hellfire Missile Launcher


The hellfire missile launcher is a multiple missile launcher.

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

Tantalus Assault Cannon System


See the Storm Harbinger entry.
Teleport homer
See Codex Space Marines

Typhoon Missile Launcher


The typhoon missile launcher is a multiple missile launcher.

Whirlwind Multiple Missile Launcher


See Codex Space Marines

DARK ANGELS PSYCHIC POWERS


All Dark Angels psychic powers are used following the rules given in the main
Warhammer 40.000 rulebook. Note that while some powers affect the blood of the target
we can assume that the psyker has a repertoire of similar powers at his disposal that
affects the circuits of Necrons or the corporal embodiment of daemons.

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.

Whispers of Doubt: The Librarian conjures a miasma of whispering voices that


interrupt the concentration of any bystander with words that spread doubt even in the
most stalwart mind.
This power is used in either player's assault phase before any attacks are made. Models
that direct their attacks towards the Librarian or towards an unit he has joined gain no
Assault Bonus attacks or extra attacks for additional close combat weapons.

DARK ANGELS ARMY LIST


The following pages contain an army list that enables you to field a Dark Angels army
and fight battles using the scenarios included in the Warhammer 40,000 rulebook. It also
provides you with the basic information you'll need in order to field a Dark Angels army
in scenarios you've
devised yourself, or that form part of a campaign. The army list allows you to pick an
army based on the troops that could be fielded by a Dark Angels Battle Group. The army
list is split into six sections. All the squads, vehicles and characters in the army are
placed into one of these depending upon their role on the battlefield. Each model is also
given a points value, which varies depending on how effective that model is in battle.
Before you choose an army, you will need to agree with your opponent upon a scenario
and the total number of points each of you will spend. Then you can proceed to pick your
army.

USING A FORCE ORGANISATION CHART


The army lists are used in conjunction with the force organisation chart from a scenario.
Each chart is split into five categories that correspond to the sections in the army list,
and each category has one or more boxes. Each grey-toned box indicates that you may
make one choice from that section of the army list, while a dark-toned box indicates a
compulsory selection. We've included the chart used for Standard Missions opposite.

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.

MISSIONS & POINTS


These army lists are primarily designed for use with the Standard Missions from the
Warhammer 40,000 rulebook. They may also be used with any other missions that use
the Force Organisation charts, but please note that play balance may be effected if they
are used for anything other than a Standard Mission.

USING THE ARMY LIST


Before putting your army together for a game, agree with your opponent on the size of
each force. Many players like to play games of 1,500 points per side, which provides
around two hours of play, or the best part of an
afternoon or evening. Look in the relevant section of the army list and decide what unit
you want to have in your army, how many models there will be in it. and which upgrades
you want (if any). Any upgrades that are taken must be shown on the model. Once this
is done, subtract the points value of the unit from your total points, and then go back
and make another choice. Continue doing this until you have spent all your points. Then
you're ready to do battle!

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.

EZEKIEL 220 Points


Ws Bs S T W I A Ld Sv
Ezekiel 5 5 4 4 3 5 3 10 3+
Unit Composition: 1 (unique)
Unit Type: Infantry
Wargear: Secret's Shield, Traitor's Bane, Bolt pistol, Frag grenades, Krak
grenades,Psychic Hood, Book of Salvation
Special Rules: Inner Circle, Fearless, Independent Character, Psyker, Forced Revelations

SAMAEL 230 Points


Ws Bs S T W I A Ld Sv
Samael 6 5 4 4 3 5 3 10 3+
Unit Composition: 1 (unique)
Unit Type: Jetbike
Wargear: Power armour, The Raven Sword, Bolt pistol, Frag grenades, Krak grenades,
Iron Halo, Adamantine Mantle, Samael's jetbike
Special Rules: Inner Circle, Fearless, Skilled Rider, Independent Character

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.

DUMAH 240 Points


Type Ws Bs S Front Side Rear I A
Dumah Walker 5 5 6 12 12 10 4 2
Unit Composition: 1 (unique)
Unit Type: Vehicle (Walker)
Wargear: Twin-linked autocannon, Dreadnought Close Combat Weapon with Heavy
Flamer
Special Rules: Inner Circle, Venerable, Veil of Secrets, Litanies of Redemption
Dedicated Transport: Must select a Drop Pod (see Dedicated Transports section)

AZAZEL 125 Points


Ws Bs S T W I A Ld Sv
Azazel 5 5 4 4 3 4 8 10 2+
Unit Composition: 1 (unique)
Unit Type: Infantry
Wargear: Artificer armour, Combi-melta, Chainsword, Frag grenades, Krak grenades,
Interrogation Harness
Special Rules: Inner Circle, Fearless, Independent Character, Eternal Punishment,
Cleansed of Emotions, Litanies of the Omnissiah

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.

MASTER 110 Points


Ws Bs S T W I A Ld Sv
Master 6 5 4 4 3 5 3 10 3+
Unit Composition: 1 Master
Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Chainsword, Frag grenades, Krak grenades, Iron
Halo
Special Rules: Independent Character, Fearless
Options:
•The Master must choose one of the following circles: Company Illuminated +0 pts,
Inner Circle + 15 pts or Keeper of the Truth +20 pts
•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, single
lightning claw +15 pts, plasma pistol +15 pts, power fist +25 pts, master-crafted power
sword +25 pts or thunder hammer +30 pts
•A Keeper of the Truth may replace both his chainsword and bolt pistol with a heavenfall
blade +30pts
•A Keeper of the Truth may take a storm bolter +3 pts or combi-flamer, -melta or -
plasma +10 pts
•Replace power armour with artificer armour +15 pts
•Take melta bombs +5 pts
•Either take Space Marine bike +35 pts
•Or take jump pack +25 pts

Command Squad: For every Master in the army you may include one Command Squad.

MASTER OF THE DEATHWING 160 Points


Ws Bs S T W I A Ld Sv
Master of
the 6 5 4 4 3 5 3 10 2+
Deathwing
Unit Composition: 1 Master of the Deathwing
Unit Type: Infantry
Wargear: Terminator Armour, Stormbolter, Power weapon, Iron Halo
Special Rules: Inner Circle, Fearless, Independent Character
Options:
•Replace storm bolter with combi-flamer, -melta or -plasma +5 pts, single lightning claw
+10 pts or thunder hammer +20 pts and/or replace power weapon with single lightning
claw +5 pts, power fist +10 pts, storm shield +10 pts, thunder hammer +15 pts, chain
fist +15 pts or master-crafted power sword +10 pts
•Take a teleport homer + 15 pts

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.

MASTER OF THE RAVENWING 160 Points


Ws Bs S T W I A Ld Sv
Master of
the 6 5 4 4(5) 3 5 3 10 3+
Ravenwing
Unit Composition: 1 Master of the Ravenwing
Unit Type: Bike
Wargear: Power armour, Bolt pistol, Chainsword, Frag grenades, Krak grenades, Space
Marine Bike, Iron Halo
Special Rules: Inner Circle, Fearless, Skilled Rider, Independent Character
Options:
•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, single
lightning claw +15 pts, plasma pistol +15 pts, power fist +25 pts, master-crafted power
sword +25 pts or thunder hammer +30 pts
•Replace power armour with artificer armour +15 pts
•Take melta bombs +5 pts and/or thunderhawk beacon +20 pts
•Replace Space Marine Bike with Ravenwings's Jetbike +40 pts
•A Master of the Ravenwing may take one Mark of the Fallen +25 pts.

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.

INTERROGATOR-CHAPLAIN 165 Points


Ws Bs S T W I A Ld Sv
Interrogator- 5 5 4 4 3 5 3 10 3+
Chaplain
Unit Composition: 1 Interrogator-Chaplain
Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Crozius Arcanum, Frag grenades, Krak grenades,
Rosarius
Special Rules: Inner Circle, Fearless, Independent Character, Honour of the Chapter,
Liturgy of Hate
Options:
•Replace bolt pistol with boltgun +0 pts, storm bolter +3 pts, combi-flamer, -melta or -
plasma +10 pts, power fist +25 pts or plasma pistol +15 pts
•Take melta bombs +5 pts
•Either replace all other wargear with terminator armour, crozius arcanum, storm bolter,
rosarius +30 pts
•Or replace all other wargear with terminator armour, crozius arcanum, combi-flamer, -
melta or -plasma, rosarius +35 pts
•Or take a Space Marine bike +35 pts
•Or take a jump pack +15 pts
•Replace crozius arcanum with blades of reason +30 pts

LIBRARIAN 110 Points


Ws Bs S T W I A Ld Sv
Librarian 5 4 4 4 2 4 2 10 3+
Unit Composition: 1 Librarian
Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Frag grenades, Krak grenades, Force weapon,
Psychic hood
Special Rules: Inner Circle, Fearless, Independent Character, Psyker
Psychic Powers: A Librarian has any two of the following psychic powers: Hellfire, Mind
Worm, Warp Imprint, Force Barrier, Fear of Darkness, Whispers of Doubt
Options:
•Upgrade to Master of Librarians +50 pts
•Replace bolt pistol with boltgun +0 pts, storm bolter +3 pts, combi-flamer, -melta or -
plasma +10 pts or plasma pistol +15 pts
•Either replace all other wargear with terminator armour, force weapon, storm bolter,
psychic hood +30 pts
•Or replace all other wargear with terminator armour, force weapon, combi-flamer, -
melta or -plasma, psychic hood +35 pts
•Or replace all other wargear with terminator armour, force weapon, storm shield,
psychic hood +40 pts
•Or take a Space Marine bike +35 pts
•Or take a jump pack +25 pts

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

DROP POD 35 Points


Type Bs Front Side Rear
Drop Open-
4 12 12 12
Pod topped
Unit Composition: 1 Drop Pod
Unit Type: Vehicle (Open-topped)
Wargear: Storm bolter
Special Rules: Inertial Guidance System, Immobile, Drop Pod Assault
Transport Capacity: Ten models or one Dreadnought
Options:
•Replace storm bolter with Deathwind Launcher +20 pts
•Take locator beacon +15 pts

STORM HARBINGER 140 Points


Type Bs Front Side Rear
Storm Fast,
4 13 11 10
Harbinger Skimmer
Unit Composition: 1 Storm Harbinger
Unit Type: Vehicle (Fast, Skimmer)
Wargear: Tantalus Assault Cannon System
Special Rules: Deep Strike, Jump Pack Insertion
Transport Capacity: Sixteen models or five Bikes or one Dreadnought
Options:
•Take twin-linked flamer +10 pts or twin-linked melta +10 pts or twin-linked plasma gun
+10 pts
•Take up to two hunter-killer missiles +10 pts
ELITES
CHAPLAIN 100 Points
Ws Bs S T W I A Ld Sv
Chaplain 5 4 4 4 2 4 2 10 3+
Unit Composition: 1 Chaplain
Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Crozius Arcanum, Frag grenades, Krak grenades,
Rosarius
Special Rules: Fearless, Independent Character, Honour of the Chapter, Liturgy of Hate
Options:
•The Chaplain may upgrade Company Illuminated circle to Ravenwing circle +30 pts
•Replace bolt pistol with boltgun +0 pts, storm bolter +3 pts, combi-flamer, -melta or -
plasma +10 pts, power fist +25 pts or plasma pistol +15 pts
•Take melta bombs +5 pts
•Or take a Space Marine bike +35 pts
•Or take a jump pack +15 pts
•A Ravenwing Chaplain may take one Mark of the Fallen +25 pts.

SCOUT SQUAD 80 Points


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+
Unit Composition: 4 Scouts, 1 Scout Sergeant
Unit Type: Infantry
Wargear: Scout armour, Combat blade, Bolt pistol, Frag grenades, Krak grenades,
Teleport homer (scout sergeant only)
Special Rules: And They Shall Know No Fear, Combat Squads, Infiltrate, Move Through
Cover, Scouts, Scoring
Options:
•The squad may include up to five additional Scouts for +13 pts per model
•Any model may replace combat blade with shotgun +0 pts, boltgun +0 pts or sniper
rifle +0 pts
•One Scout may replace combat blade with heavy bolter +5 pts or missile launcher
+10 pts
•The sergeant may replace combat blade and/or bolt pistol with storm bolter +10 pts,
combi-flamer, -melta or -plasma +10 pts, plasma pistol +15 pts, power weapon
+15 pts or power fist +25 pts
•The sergeant may take melta bombs +5 pts
•The sergeant may be upgraded to a Ravenwing sergeant +5 pts, replacing the
sergeant's teleport homer with a thunderhawk beacon.

DEATHWING TERMINATOR SQUAD 215 Points


Ws Bs S T W I A Ld Sv
Terminator
4 4 4 4 1 4 2 9 2+
Sergeant
Terminator 4 4 4 4 1 4 2 9 2+
Unit Composition: 4 Terminators, 1 Terminator Sergeant
Unit Type: Infantry
Wargear: Terminator armour, Storm bolter, Power weapon (Terminator Sergeant),
Power fist (Terminators)
Special Rules: Deathwing, Fearless
Dedicated Transport: May select a Land Raider or Storm Harbinger (see Dedicated
Transports section)
Options:
•The squad may include up to five additional Terminators for +43 points per model
•Any model may replace his weapons with lightning claw pair +0 pts or thunder hammer
and storm shield +10 pts
•Every fifth model may replace its storm bolter with heavy flamer +5 pts, cyclone missile
launcher and storm bolter +30 pts or assault cannon +30 pts
•One model with assault cannon may be upgraded to Terminator Brother Naaman +10
pts
•Any terminator may replace its power fist with a chain fist +5 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

VENERABLE DREADNOUGHT 165 Points


Type Ws Bs S Front Side Rear I A
Venerable
Walker 5 5 6 12 12 10 4 2
Dreanought
Unit Composition: 1 Venerable Dreadnought
Unit Type: Vehicle (Walker)
Wargear: Multi-melta, Dreadnought close combat weapon with storm bolter, Smoke
launchers, Search-light
Special Rules: Venerable
Dedicated Transport: May select a Drop Pod or Storm Harbinger (see Dedicated
Transports section)
Options:
•The Venerable Dreadnought must take one of the following circles: Company
Illuminated +0 pts, Deathwing +0 pts or Inner Circle +15 pts
•Replace storm bolter with heavy flamer +10 pts
•Replace multi-melta with twin-linked heavy flamer +0 pts, twin-linked heavy bolter
+5 pts, twin-linked autocannon +10 pts, plasma cannon +10 pts, assault cannon
+10 pts, or twin-linked lascannon +30 pts
•Replace one dreadnought close combat weapon (with storm bolter) with hellfire missile
launcher +25 pts
•Take extra armour +15 pts

DREADNOUGHT 105 Points


Type Ws Bs S Front Side Rear I A
Dreadnought Walker 4 4 6 12 12 10 4 2
Unit Composition: 1 Dreadnought
Unit Type: Vehicle (Walker)
Wargear: Multi-melta, Dreadnought close combat weapon with storm bolter, Smoke
launchers, Search-light
Dedicated Transport: May select a Drop Pod or Storm Harbinger (see Dedicated
Transports section)
Options:
•Replace storm bolter with heavy flamer +10 pts
•Replace multi-melta with twin-linked heavy flamer +0 pts, twin-linked heavy bolter
+5 pts, twin-linked autocannon +10 pts, plasma cannon +10 pts, assault cannon
+10 pts, or twin-linked lascannon +30 pts
•Replace one dreadnought close combat weapon (with storm bolter) with hellfire missile
launcher +25 pts
•Take extra armour +15 pts

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

BIKE SQUAD 95 Points


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
Unit Composition: 2 Space Marine Bikers, 1 Biker Sergeant
Unit Type: Bike
Wargear: Power armour, Bolt pistol, Frag grenades, Krak grenades, Space Marine bike,
Teleport homers
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 one of the following: Robed
Brotherhood +1 pts per model or Ravenwing +5 pts per model
•The squad may include up to seven additional Space Marine Bikers for +26 pts per
model
•Up to two models may replace bolt pistol with flamer +5 pts, meltagun +10 pts or
plasma gun +15 pts
•The sergeant may replace bolt pistol with combi-flamer, -melta or -plasma +10 pts,
plasma pistol +15 pts, power weapon +15 pts or power fist +25 pts
•The sergeant may take melta bombs +5 pts
•The squad may include up to one Attack Bike with heavy bolter for +40 points
•Replace heavy bolter with multi-melta +20 pts
•A Ravenwing Bike Squad may take one Mark of the Fallen +25 pts.

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.

LAND SPEEDER SQUADRON 50 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: Deep Strike
Wargear: Heavy bolter
Options:
•The squadron may upgrade Company Brotherhood circle to Ravenwing +10 pts per
model
•The squadron may include up to four additional Land Speeders for +50 pts per model
•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
•A Ravenwing Land Speeder Squadron may take one Mark of the Fallen +25 pts.

ENOCH 170 Points


Ws Bs S T W I A Ld Sv
Enoch 5 4 4 4 2 4 3 10 2+
Leeu 5 0 5 4 2 4 3 7 -
and
Singa
Unit Composition: Custodian Enoch, Leeu and Singa (unique)
Unit Type: Infantry
Wargear: Enoch's Terminator armour, Plasma blaster, single Lightning Claw, Cup of
Retribution
Special Rules: Deathwing, Fearless, Feel no Pain, Lone Hunters, Fallen Angel Tracker
Dedicated Transport: May select a Drop Pod or Storm Harbinger (see Dedicated
Transports section)

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

MORTIS DREADNOUGHT 120 Points


Type Ws Bs S Front Side Rear I A
Mortis Walker 4 4 6 12 12 10 4 1
Dreadnought
Unit Composition: 1 Mortis Dreadnought
Unit Type: Vehicle (Walker)
Wargear: two twin-linked heavy bolter, Smoke launchers, Search-light, Extra
Dedicated Transport: May select a Drop Pod or Storm Harbinger (see Dedicated
Transports section)
Options:
•Either replace both twin-linked heavy bolters with two twin-linked autocannons +10 pts
or two hellfire missile launchers +30 pts or two twin-linked lascannons +50 pts
•Take AA targeting system + 15 pts

VENERABLE MORTIS DREADNOUGHT 180 Points


Type Ws Bs S Front Side Rear I A
Venreable Walker 5 5 6 12 12 10 4 1
Mortis
Dreadnought
Unit Composition: 1 Venreable Mortis Dreadnought
Unit Type: Vehicle (Walker)
Wargear: two twin-linked heavy bolter, Smoke launchers, Search-light, Extra
Special Rules: Venerable
Dedicated Transport: May select a Drop Pod or Storm Harbinger (see Dedicated
Transports section)
Options:
•The Venerable Mortis Dreadnought must choose one of the following circles: Inner
Circle +15 pts, Deathwing +0 pts or Company Illuminated +0 pts
•Either replace both twin-linked heavy bolters with two twin-linked autocannons +10 pts
or two hellfire missile launchers +30 pts or two twin-linked lascannons +50 pts
•Take AA targeting system + 15 pts

MASTER'S LAND SPEEDER 140 Points


Type Bs Front Side Rear
Land Fast,
4 12 12 10
Speeder Skimmer
Unit Composition: 1 Master's Land Speeder
Unit Type: Vehicle (Fast, Skimmer)
Wargear: Twin-linked heavy bolter, Twin-linked assault cannon
Special Rules: Ravenwing, Deep Strike
Options:
•Take locator beacon +15 pts
•A Master's Land Speeder may take one Mark of the Fallen +25 pts

LAND RAIDER 250 Points


Type Bs Front Side Rear
Land
Tank 4 14 14 14
Raider
Unit Composition: 1 Land Raider
Unit Type: Vehicle (Tank)
Wargear: Twin-linked heavy bolter, Two twin-linked lascannons, Smoke-launchers,
Searchlight
Special Rules: Power of the Machine Spirit, Assault Vehicle
Transport Capacity: Ten models
Options:
•Take pintle-mounted storm bolter +10 pts, hunter-killer missile +10 pts, multi-
melta +10 pts and/or extra armour +15 pts

LAND RAIDER CRUSADER 250 Points


Type Bs Front Side Rear
Land Tank 4 14 14 14
Raider Crusader
Unit Composition: 1 Land Raider Crusader
Unit Type: Vehicle (Tank)
Wargear: Twin-linked assault cannon, Two hurricane bolter, Frag assault launcher, Extra
armour, Smoke-launchers, Searchlight
Special Rules: Power of the Machine Spirit, Assault Vehicle
Transport Capacity: Sixteen models
Options:
•Take pintle-mounted storm bolter +10 pts, hunter-killer missile +10 pts, multi-
melta +10 pts and/or extra armour +15 pts

LAND RAIDER REDEEMER 240 Points


Type Bs Front Side Rear
Land Tank 4 14 14 14
Raider Redeemer
Unit Composition: 1 Land Raider Redeemer
Unit Type: Vehicle (Tank)
Wargear: Twin-linked assault cannon, Two flamestorm cannons, Frag assault launcher,
Smoke-launchers, Searchlight
Special Rules: Power of the Machine Spirit, Assault Vehicle
Transport Capacity: Twelve models
Options:
•Take pintle-mounted storm bolter +10 pts, hunter-killer missile +10 pts, multi-
melta +10 pts and/or extra armour +15 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

VINDICATOR 115 Points


Type Bs Front Side Rear
Vindicator Tank 4 13 11 10
Unit Composition: 1 Vindicator
Unit Type: Vehicle (Tank)
Wargear: Demolisher cannon, Storm bolter, Smoke-launchers, Searchlight
Options:
•Take pintle-mounted storm bolter + 10 pts, hunter-killer missile +10 pts, dozer blades
+5 pts, siege shield + 10 pts and/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.

DEATHWING COMMAND SQUAD 215 Points


Ws Bs S T W I A Ld Sv
Terminator 4 4 4 4 1 4 2 9 2+
Unit Composition: 5 Terminators
Unit Type: Infantry
Wargear: Terminator armour, Storm bolter, Power fist
Special Rules: Deathwing, Fearless
Dedicated Transport: May select a Land Raider or Storm Harbinger (see Dedicated
Transports section)
Options:
•The squad may include up to five additional Terminators for +43 pts per model
•Any model may replace his power sword with single lightning claw +0 pts, thunder
hammer +5 pts or chain fist + 5 pts
•Any model may replace his storm bolter with single lightning claw +0 pts
•One model may replace its storm bolter with storm shield +5 pts, heavy flamer +5 pts,
cyclone missile launcher and storm bolter +30 pts or assault cannon +30 pts
•One model with storm bolter may take Deathwing Company Standard +40 pts
•One model may replace its power fist with chain fist and narthecium +25 pts
•One model may replace its storm bolter with power sword and storm shield +0 pts

You may include one Deathwing Command Squad for every Master of the Deathwing in
your army.

RAVENWING COMMAND SQUAD 115 Points


Ws Bs S T W I A Ld Sv
Ravenwing
Veteran 4 4 4 4(5) 1 4 2 9 3+
Biker
Unit Composition: 3 Ravenwing Veteran Biker
Unit Type: Bike
Wargear: Power armour, Bolt pistol, Chain sword, Frag grenades, Krak grenades, Space
Marine bike, Teleport homers
Special Rules: Ravenwing, Fearless
Dedicated Transport: May select a Storm Harbinger (see Dedicated Transports section)
Options:
•The squad may include up to three additional Ravenwing Veteran Bikers for +35 pts per
model
•Up to two models may replace bolt pistol with flamer +5 pts, meltagun +10 pts or mk1
plasma gun +15 pts
•Any model may replace bolt pistol and/or chainsword with boltgun +0 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 model may take melta bombs +5 pts
•One model with may take a Ravenwing Company Standard +40 pts
•One model may take a narthecium +15 pts
•One model may replace its bolt pistol and chainsword with power sword and storm
shield +20 pts
•A Ravenwing Command Squad may take one Mark of the Fallen +25 pts
You may include one Ravenwing Command Squad for every Master of the Ravenwing or
Samael 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

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