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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: [email protected] 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

Codex Dark Angels

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A revision of the Codex Dark Angels with up to date rules for the Unforgiven for Warhammer 40.000. last change: 03/11/2010

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Page 1: Codex Dark Angels

Codex DARK ANGELS revised

This is an unofficial codex, designed for use until they get the attention byGW that they deserve. The Codex is designed to be competitive but notoverpowered. The main difference to the average fandex is the fact thatthis is only the first codex revision of a bigger project that covers everyarmy. The next one is Codex Renegade Space Marines. If you havefeedback, you are welcome to post it, no matter if positive or negative. Iwill update all the codices regularly. For example, if the Blood Angels geta new toy that all Chapters should have I will add it to all Space Marinecodices. In other words: I will use the advantages of the internet age,which GW decided to ignore completely. If the wording is bad it isbecause English is not my first language. So any critique or suggestionsregarding the wording is also more than welcome. If anyone knows howto put internal links into a non-html document, please let me know :)

My mail: [email protected]

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 thatwill very probably change after the release of the Blood Angels Codex.Hand Flamers will be put in, Land Raider will be dedicated transports andso on.

You will need the Codex Space Marines to use this document. The CodexDark Angels is not necessary. Since you know the fluff of the Dark Angelsthere is only background text for new wargear or special rules.

FORCES OF THE Dark Angels

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

AND THEY SHALL KNOW NO FEARsee Codex Space Marines

COMBAT SQUADSsee Codex Space MarinesThe units that can be split into combat squads are:• Tactical squads• Assault squads• Scout squads• Deathwing Terminator squads• Bike squads• Devastator squads

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HUNT FOR THE FALLENThe quest for the Fallen is a tedious task and the road is not only perilous but oftentwisted. Even in the unlikeliest of places new clues can be found. In the DNA-cluster of aGenestealer hive there might be a trace. Or an Eldar pirate prince has heard rumoursabout things that ultimately brings the wrath of the Dark Angels over him. In all thesecases the course of action is the same. The Dark Angels descent on their prey like fieryangels of vengeance, deploying suddenly and in full force with the Deathwing asspearhead to prevent any chance of withdrawal. This tactic works so well that theChapter even employs similar tactics in battles that are not part of the hunt for theFallen.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 joinedindependent 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 remainingdeep-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 spreadthrough 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 targetimmediately, they call for reinforcements from the Unforgiven. The Ravenwing tails theirprey closely and when the host finally arrives the Ravenwing is able to induct detaileddata to the tactical grid of the battle group. Every enemy unit that is deemed to becrucial for the Unforgiven's quest is provided with the Mark of the Fallen. These units arethe primary targets of the host and every Space Marine of the Unforgiven does hisutmost to eliminate them. In these circumstances saving ammunition is a second-rankvirtue.For every Mark of the Fallen in the army list one enemy unit may be marked after thedeployment is finished. It doesn't matter if the unit is in reserve, inside a transport or byother means not on the table. Every Dark Angel unit may re-roll any roll to wound with arapid fire weapon of 1 against an unit with the Mark of the Fallen. You may wish to holdsome Watcher in the Dark models ready to place them next to marked units to representthe Mark of the Fallen.Note: If an independent character joins an unit and only one of them has the Mark of theFallen, the whole unit counts as marked for shooting. In an assault however only theoriginally marked unit counts as marked.

ETERNAL WARRIOR, FEARLESS, FEEL NO PAIN, HIT & RUN, INFILTRATE, MOVETHROUGH COVER, PREFERRED ENEMY, SCOUTS: All these rules are detailed inUniversal Special Rules, in the Warhammer 40.000 rulebook.

CIRCLES WITHIN CIRCLESThe Dark Angels Chapter is mostly structured according to the Codex Astartes. Butunderneath this basic combat organization lies a incomprehensible net of secretsocieties, sworn brotherhoods and initiation circles that mark the progress of eachbrother 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 specialrules or grants access to better wargear. For the sake of clarity the conferred specialrules are listed in the unit entry next to the circle. In some cases a circle confers aspecial rule that is redundant. In this case the rule can be ignored. For example anInterrogator-Chaplain is already Fearless, hence the Inner Circle rule only confers HiddenKnowledge to him. See the next page for the available circles.

CIRCLES

Company Brotherhood and Arsenal: The Company Brotherhood is the first circle that

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every Dark Angel is inducted into. The Techmarines of the Arsenal are the only SpaceMarines of the Chapter that are not part of any circle. But due to their long separationfrom 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 GrandLodge of the Lion Crest. Lion Crest Veterans are revered and praised for their battleprowess and equipped with the best wargear of the Chapter's arsenal. But unbeknown tothem the admission into the Grand Lodge is not an elevation but a dead end for theircareer. Secretly due to their recklessness they are deemed not trustworthy enough toreach the higher ranks. No Lion Crest Veteran is ever going to be a member of theRavenwing or Deathwing. Lion Crest Veterans nonetheless spend their life as loyalservants of the Chapter.Lion Crest Veterans have access to additional wargear options.

Robed Brotherhood: The initiation into the Brotherhood of the Devout Servant is thefirst step of a Dark Angel on the way to the manifold secrets of the Chapter. Themembers of the Ravenwing and Deathwing are recruited exclusively from thebrotherhood. The name is often shortened to Robed Brotherhood because manybrothers 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 iteven if it has the unit type Skimmer instead of Bike.

Deathwing: Units with the Deathwing circle have the Preferred Enemy universalspecial rule against units with the Mark of the Fallen.

Inner Circle: Members of the Inner Circle not only know a large part of the truthsurrounding the events on Caliban, they know also a lot about the foes of mankind. Theyare 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 perturn.

Company Illuminated: The Master of each Battle Company is a member of the InnerCircle. However a part of their loyalty remains with their company and they are notinitiated in all the secrets of the Inner Circle. Unbeknown to them they are second rankmembers of the circle. The full inducted members call them the Company Illuminatedsince they are they are the only Space Marines of a battle company that know a part ofthe origins of the Dark Angels Chapter. Since it is only an informal circle other seniormembers of a battle company as Chaplains and some especially old and reveredDreadnoughts are sometimes also referred to as Company Illuminated.Any unit, an independent character with the Company Illuminated circle has joined, hasthe Fearless universal special rule. Additionally for every Company Illuminated in thearmy one tactical Squad may choose the Lion Crest Veterans circle.

Keepers of the Truth: The Supreme Grand Masters of each Chapter of the Unforgivenform the final circle. Only to them with the title Keeper of the Truth the whole history ofthe Dark Angels is revealed. Keepers of the truth have access to the innermost chamberof 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 opposingplayer to re-roll one reserve roll per game.

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MASTERA Company Master commands one of the battle companies of the Dark Angels. Somesuccessor chapters have another title for this rank but the role within the Chapter is thesame. These Masters are inducted into the inner circle but they are also responsible fortheir company, so not all secrets are shared with them. A Grand Master however isinitiated in the all of the mysteries of the inner circle. They are no longer part of thecommand structure of the Chapter but take over special tasks. The final rank is theSupreme Grand Master which is the equivalent of a Chapter Master in the CodexAstartes. Only the Supreme Grand Masters wear the title of a Keeper of the Truth. WhileMasters are elevated above the Deathwing they traditionally don't wear terminatorarmour anymore.

Ws Bs S T W I A Ld Sv

Master 6 5 4 4 3 5 3 10 3+SPECIAL RULESIndependent Character, FearlessWARGEARIron Halo: see Codex Space MarinesHeavenfall Blade: A Heavenfall Blade counts as a power sword. The bearer alwaysstrikes with Strength 6.

MASTER OF THE DEATHWINGThe Master of the Deathwing is always inducted into the Inner Circle and is tasked withthe 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 ofVengeance field two companies of Deathwing veterans, they have two Masters of theDeathwing. Due to their constant fight against the ruinous power the two companiescombined rarely count more than a hundred Space Marines at any given time.

Ws Bs S T W I A Ld Sv

Master oftheDeathwing

6 5 4 4 3 5 3 10 2+

SPECIAL RULESInner Circle, Fearless, Independent Character

MASTER OF THE RAVENWINGThe Angels of Absolution are permanently on the hunt for the Fallen. Their Ravenwing isscattered throughout the galaxy. It is a rare event that the whole company is fielded atonce. Therefor the Angels of Absolution have two Masters of the Ravenwing, eachcommanding 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 RULESInner Circle, Fearless, Skilled Rider, Independent CharacterWARGEARIron Halo: see Codex Space MarinesRavenwing's Jetbike: The Ravenwing's jetbike follows the rules for Jetbikes found inthe Warhammer 40,000 rules. It is armed with a plasma cannon and a twin-linked stormbolter.Thunderhawk beacon: see Scout entry

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Designer's note: The Master of the Ravenwing has to coordinate the Ravenwing assaultto make sure that the prey has no way to escape. Hence he is the only Ravenwing unitwithout the Scout rule. However he is always the first Dark Angel to set his foot on anenemy's world to coordinate the landing of the Ravenwing. His directions usingThunderhawk beacons make sure that the Ravenwing uses its full potential.

CHAPLAINWs Bs S T W I A Ld Sv

Chaplain 5 4 4 4 2 4 2 10 3+

InterrogatorChaplain

5 4 4 4 3 5 3 10 3+

SPECIAL RULESFearless, Independent CharacterHonour of the Chapter: see Codex Space MarinesLiturgies of Battle: see Codex Space MarinesDarkest Fears (Interrogation-Chaplain only): Any enemy unit in an assault, in whichone or more Interrogator-Chaplains take part, reduces their Leadership value for theduration of the combat by two.WARGEARRosarius: see Codex Space MarinesCrozius Arcanum: see Codex Space MarinesBlades of Reason: The blades of reason count as a power weapon with the poison rule(4+).

LIBRARIANWs Bs S T W I A Ld Sv

Librarian 5 4 4 4 2 4 2 10 3+SPECIAL RULESInner Circle, Fearless, Independent CharacterPsyker: Librarians are Psykers, as described in the Warhammer 40,000 rulebook. ADark Angel Librarian has two psychic powers, chosen when the army is picked. He canonly use one power each player turn unless he has been upgraded to a Master ofLibrarians, in which case he can use up to two psychic powers each turn.WARGEARForce weapon: See the Warhammer 40,000 rulebook.Psychic hood: see Codex Space Marines

TACTICAL SQUADWs Bs S T W I A Ld Sv

SpaceMarineSergeant

4 4 4 4 1 4 2 9 3+

SpaceMarine

4 4 4 4 1 4 1 8 3+

SPECIAL RULESAnd They Shall Know No Fear, Combat Squads

RHINOType Bs Front Side Rear

Rhino Tank 4 11 11 10TransportThe Rhino has a transport capacity of ten models. It cannot carry models in Terminator

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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 therear.WARGEARRepair:see Codex Space Marines

RAZORBACKType Bs Front Side Rear

Razorback Tank 4 11 11 10TransportThe Razorback has a transport capacity of six models. It cannot carry models inTerminator armour.Fire Points: None.Access Points: Razorbacks have one access point on each side of the hull and one atthe rear.

DROP PODType Bs Front Side Rear

DropPod

Open-topped 4 12 12 12

TransportThe Drop Pod has a transport capacity of ten models. Models in Terminator armour countas two. It can transport a single Dreadnought or Thunderfire Cannon. Once the Drop Podhas landed, the hatches are blown and all passengers must immediately disembark, asnormal. Once passengers have disembarked, no models can embark on the Drop Pod forthe remainder of the game.Fire Points and Access Points: Once deployed the Drop Pod is no longer a sealedenvironment and is therefor counted as being open-topped.SPECIAL RULESInertial Guidance System: see Codex Space MarinesImmobile: see Codex Space MarinesDrop Pod Assault: Drop Pods always enter play using the deep strike rules from theMission Special Rules section of the Warhammer 40,000 rulebook. A unit that DeepStrikes via Drop Pod may not assault in the turn it arrives.WARGEARDeathwind Launcher: see Codex Space Marines

STORM HARBINGERType Bs Front Side Rear

StormHarbinger

Fast,Skimmer 4 13 11 10

TransportThe Storm Harbinger has a transport capacity of sixteen models. Models in Terminatorarmour and models wearing jump packs count as two. It can transport a singleDreadnought. 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 RULESDeep StrikeJump Pack Insertion: Assault Squads don't wait for the Storm Harbinger to land inorder to disembark. Instead they use their jumps packs to disembark during low-altitude

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flight and ride on a stream of fire and smoke to crush the enemy in one fierce sweepfrom above.Jump infantry disembarking from a Storm Harbinger can launch an assault on the turnthey do so, even if the Storm Harbinger has performed a deep strike.WARGEARTantalus Assault Cannon System:The Tantalus System consists of no less than four assault cannons. Instead of standardrounds it uses fragmentation rounds that force enemies in cover. Thus they arevulnerable 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 TypeHeavy 8, Pinning, Twin-linked

SCOUT SQUADMost sergeants that accompany the aspirants of the scout squad are Lion CrestVeterans. They were transferred to the tenth Company to put their independent andreckless behaviour to good use. But there is also a darker reason why Lion CrestVeterans are favoured over Robed Brothers as Scout sergeants. Because Scout squadsoperate often behind enemy lines and are hence in constant danger to be captured, theDark Angels prefer to send someone who is not inducted into the Chapter's deepersecrets. The squad retains the And They Shall Know No Fear special rule even if thesergeant is removed from play.

Ws Bs S T W I A Ld Sv

ScoutSergeant 4 4 4 4 1 4 2 9 4+

RavenwingSergeant 4 4 4 4 1 4 2 9 4+

Scout 3 3 4 4 1 4 1 8 4+SPECIAL RULESAnd They Shall Know No Fear, Combat Squads, Infiltrate, Move Through Cover,ScoutsScoring: The Scouts' duties are to infiltrate enemy positions ahead of the rest of theirChapter, relying on stealth - rather than brute force - to accomplish their missionobjectives. Operating behind enemy lines, Scouts set ambushes for the unwary, destroyammunition dumps and vehicle pools, spy out the enemy's movements and gather whatinformation they can about their opponent's plans. Thus the battle is often won beforethe main host arrives.Scout squads are scoring units.WARGEARShotgun:see Codex Space MarinesSniper Rifle:see Codex Space MarinesThunderhawk beacon: The Ravenwing is famous for its rapid deployment that enablesthe company to surround the enemy before he is even aware that the Wing of the Ravenis upon him. The bike squads are deployed via Thunderhawks. The Ravenwing bikers areso skilled that they can disembark the flying behemoth in low altitude, low speed flightwithout the need that the Thunderhawk actually touches down.On the turn of their arrival any Ravenwing unit that was held in reserve to outflank mayalternatively be deployed via deep strike within 6" of a thunderhawk beacon. The unitdoesn't scatter.

DEATHWING TERMINATOR SQUADWs Bs S T W I A Ld Sv

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TerminatorSergeant 4 4 4 4 1 4 2 9 2+

Terminator 4 4 4 4 1 4 2 9 2+SPECIAL RULESDeathwing, FearlessWARGEARChainfist: see Codex Space MarinesCyclone Missile Launcher: The cyclone is a specially designed missile launcher system,used by Space Marines in Terminator armour to provide heavy fire support. Essentially arack of missiles fitted onto the shoulders of a Terminator, the cyclone missile launcherenables the Terminator to engage both heavily armoured vehicles and lightly armouredinfantry. The Cyclone Missile Launcher is a multiple missile launcher (see Wargearsection). A Terminator can fire his multiple missile launcher in addition to his stormbolter.

DREADNOUGHTType Ws Bs S Front Side Rear I A

VenerableDreanought Walker 5 5 6 12 12 10 4 2

Dreadnought Walker 4 4 6 12 12 10 4 2

VenerableMortisDreadnought

Walker 5 5 6 12 12 10 4 1

MortisDreadnought Walker 4 4 6 12 12 10 4 1

SPECIAL RULESVenerable (Venerable Dreadnought and Venerable Mortis Dreadnought only): seeCodex Space MarinesWARGEARHellfire Missile Launcher: The hellfire missile launcher is a multiple missile launcher.

TECHMARINEWs Bs S T W I A Ld Sv

Techmarine 4 5 4 4 1 4 2 9 2+SPECIAL RULESAnd They Shall Know No Fear, Independent CharacterBlessing of the Omnissiah: ee Codex Space MarinesWARGEARServo-arm: see Codex Space MarinesServo-harness: see Codex Space Marines

ASSAULT SQUADWs Bs S T W I A Ld Sv

SpaceMarineSergeant

4 4 4 4 1 4 2 9 3+

SpaceMarine

4 4 4 4 1 4 1 8 3+

SPECIAL RULESAnd They Shall Know No Fear, Combat Squads

Page 9: Codex Dark Angels

BIKE SQUADWs Bs S T W I A Ld Sv

BikeSergeant 4 4 4 4(5) 1 4 2 9 3+

SpaceMarineBiker

4 4 4 4(5) 1 4 1 8 3+

Attackbike

4 4 4 4(5) 2 4 2 8 3+

SPECIAL RULESAnd They Shall Know No Fear,Combat Squads: A Bike squad chosen at full strength (for a total of eight bikes and oneAttack Bike) can split into two combat squads as described in the Dark Angels SpecialRules section. Note that if this is done the Attack Bike counts as two models, giving onecombat squad of five bikes, and one of three bikes and an Attack Bike.

LAND SPEEDERType Bs Front Side Rear

LandSpeeder

Fast,Skimmer 4 10 10 10

SPECIAL RULESDeep StrikeWARGEARTyphoon Missile Launcher: The typhoon missile launcher counts as multiple missilelauncher. See Wargear section.

DEVASTATOR SQUADWs Bs S T W I A Ld Sv

SpaceMarineSergeant

4 4 4 4 1 4 2 9 3+

SpaceMarine

4 4 4 4 1 4 1 8 3+

SPECIAL RULESAnd They Shall Know No Fear, Combat SquadsWARGEARSignum: see Codex Space Marines

MASTER'S LAND SPEEDERThe Master of the Ravenwing has a couple of very special pieces of equipment at hisdisposal. The Master's Land Speeder is one of them. Outfitted with an extraordinaryloadout and advanced defensive means it vastly superior to a common Land Speeder.The Master of the Ravenwing handpicks the crew of this venerable vehicle. Sometimeshe even uses the Master's Land Speeder himself as his chariot. The Guardians of theCovenant even have more than one of these Land Speeders in their arsenal and usuallydeploy them as squadrons to overwhelm the enemy before he is able to react.

Type Bs Front Side Rear

LandSpeeder

Fast,Skimmer 4 12 12 10

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SPECIAL RULESRavenwing, Deep StrikeWARGEARShield of Night: The shield of night increases the front and side armour value from 10to 12.

LAND RAIDERType Bs Front Side Rear

Land Raider Tank 4 14 14 14

LandRaider Crusader

Tank 4 14 14 14

LandRaider Redeemer

Tank 4 14 14 14

TransportThe 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 inTerminator armour count as two.Fire Points: None.Access Points: Land Raiders have one access point on each side of the hull and one atthe front.SPECIAL RULESPower of the Machine Spirit: see Codex Space MarinesAssault Vehicle: see Codex Space MarinesWARGEARHurricane Bolters: see Codex Space MarinesFlamestorm Cannon: see Codex Space MarinesFrag Assault Launchers: see Codex Space Marines

PREDATORType Bs Front Side Rear

Predator Tank 4 13 11 10

VINDICATORType Bs Front Side Rear

Vindicator Tank 4 13 11 10WARGEARDemolisher Cannon: see Codex Space MarinesSiege Shield: see Codex Space Marines

WHIRLWINDType Bs Front Side Rear

Whirlwind Tank 4 11 11 10WARGEARWhirlwind Multiple Missile Launcher: see Codex Space Marines

COMMAND SQUADWs 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+

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SPECIAL RULESFearlessWARGEARCompany Standard: Any Space Marine unit within 12" of the Standard Bearer alwaysre-rolls failed Morale and Pinning tests. In addition, while the Standard Bearer is stillalive, the Command Squad counts as scoring one extra wound in close combat for thepurposes of calculating the assault result.

DEATHWING COMMAND SQUADWs Bs S T W I A Ld Sv

Terminator 4 4 4 4 1 4 2 9 2+SPECIAL RULESDeathwing, FearlessWARGEARChainfist: see Codex Space MarinesCyclone Missile Launcher: see Deathwing Terminator squad entry.Narthecium: see Codex Space MarinesDeathwing Company Standard: Any Space Marine unit within 12" of the StandardBearer always re-rolls failed Morale and Pinning tests. In addition, while the StandardBearer is still alive, the Deathwing Command Squad has the Preferred Enemy universalspecial rule.

RAVENWING COMMAND SQUADWs Bs S T W I A Ld Sv

RavenwingVeteranBiker

4 4 4 4(5) 1 4 2 9 3+

SPECIAL RULESFearless, RavenwingWARGEARNarthecium: see Codex Space MarinesRavenwing Company Standard: Any Space Marine unit within 12" of the StandardBearer always re-rolls failed Morale and Pinning tests. In addition, while the StandardBearer is still alive, the Ravenwing Command Squad has the Hit & Run universal specialrule.

SERVITORWs Bs S T W I A Ld Sv

Servitor 3 3 3 3 1 3 1 8 4+SPECIAL RULESMindlock: see Codex Space MarinesWARGEARServo-arm: See Codex Space Marines

ARIOCH AZRAEL, SUPREME GRAND MASTER OF THE DARK ANGELSWs Bs S T W I A Ld Sv

Azrael 6 5 4 4 3 5 3 10 2+SPECIAL RULESKeeper of the Truth, Fearless, Independent CharacterWARGEARSword of Secrets: The Sword of Secrets counts as a master-crafted power sword. Thebearer always strikes with Strength 6.Protector: The protector is an artificer armour that confers a 3+ invulnerable save.

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Lion Helm: During deployment the Dark Angels player can choose one infantry unit. Aslong as Azrael lives every model in this unit (including independent characters) have a4+ 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 secondaryweapon. The secondary weapon can only be fired once per battle regardless of the usedcharge.

SHEOL EZEKIEL, GRAND MASTER OF LIBRARIANS OF THE DARKANGELS

Ws Bs S T W I A Ld Sv

Ezekiel 5 5 4 4 3 5 3 10 3+SPECIAL RULESInner Circle, Fearless, Independent CharacterPsyker: Ezekiel is a Psyker, as described in the Warhammer 40,000 rulebook. Ezekielhas 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 toread the opponent's mind and anticipate every move. Often Ezekiel starts thecountermeasure to an attack even before the enemy makes the first move of theattack. If Ezekiel hasn't lost a wound in a round of combat, Ezekiel counts as scoring oneextra wound for the purposes of calculating the assault result.WARGEARSecret's Shield: The Secret's Shield is a power armour. The imbued protective wardsconfer a 5+ invulnerable save.Traitor's Bane: The Traitor's Bane is a force weapon. The bearer strikes with a Strengthof 5.Psychic Hood: see Codex Space MarinesBook 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 theFallen regardless if it have had the mark in the first place.

ITUR SAMAEL, MASTER OF THE RAVENWING OF THE DARK ANGELSWs Bs S T W I A Ld Sv

Samael 6 5 4 4 3 5 3 10 3+SPECIAL RULESInner Circle, Fearless, Skilled Rider, Independent CharacterWARGEARIron Halo: see Codex Space MarinesThe Raven Sword: The raven sword is a master-crafted power sword.Adamantine Mantle: The presence of this artifact inspires the whole Ravenwing host togreat 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 theWarhammer 40,000 rules. It is armed with a mk1 plasma cannon and a twin-linkedstorm bolter. The arcane wards imbued in the hull bestows the Eternal Warrior universalspecial rule on the driver.

ASYR ENOCH, CUSTODIAN OF THE DISCIPLES OF CALIBANDuring each Disciples of Caliban's ritual of malediction a Custodian is chosen to lead theritual. On the next morning the custodian is sent on a quest as a ritualistic surrogate forthe whole Chapter to find and defeat a Fallen Angel. It is usually sufficient to find a hintor track of a Fallen as it is a monumental task to actually find one of these dark veteransof Caliban. Only in the rarest of occasions a real Fallen Angel is brought back to theDisciples of Calbian's fleet.

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When Enoch was chosen as custodian and sent on his quest, the masters of the innercircle didn't expect him to return with Ataniel, a Fallen Angel, in his captivity. But insteadof welcoming him with the greatest of honours, the masters decided not to wasteEnoch's evident talent as a hunter. They ruled that his quest was not deemed as fulfilledyet. They sent him to search for another Fallen Angel and in 999M41 Enoch hunted downno less than four of them. After over a hundred years Enoch is still the Custodian of theDisciples 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 andSinga

5 0 5 4 2 4 3 7 -

SPECIAL RULESDeathwing, Fearless, Feel no PainLone Hunters: Enoch, Leeu and Singa form a single unit. If Enoch is removed as acasualty Leeu's and Singa's unit type changes to Beasts. Independent characters cannotjoin the unit.Fallen Angel Tracker: Custodian Enoch can allocate two Marks of the Fallen.WARGEARPlasma Blaster: During the siege of Agamem Prime Custodian Enoch earned therespect of the Ultramarines Chapter when he led a small host of the Angels ofVengeance's Deathwing to relieve the heavily strained lines of the Ultramarine's firstcompany. As a gift of honour he was given the plasma blaster, an ancient relic from thefirst company's arsenal.The plasma blaster has the following profile: Range 24" Strength 7 AP 2 Type Assault 2Enoch's Terminator Armour: While Enoch is wearing a terminator armour, his twolions are obviously not. On the one hand the technology of the Imperium is notsophisticated enough to teleport two feral beast reliably to a planet surface and theyhave to be deployed by other means. On the other hand Singa and Leeu are especiallygood at running fleeing enemies down and thus are an excellent counterweight to thecumbersomeness 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 Angelsunit partly blocks the line of sight, the Custodian's unit has a 2+ cover save instead ofthe normal 5+ or 4+. If the shooting unit is within 12" of Enoch's unit the normal rulesapply.

DUMAH, DREADNOUGHT CHAPLAIN OF THE GUARDIANS OF THECOVENANTEven the wisest librarians of the Chapter know little about Dumah. Millenia ago he was arevered Chaplain of the Guardians of the Covenant but it is a mystery when he wasplaced in the Dreadnought's sarcophagus. He sleeps in the catacombs of the Chaptermonestary and no Techmarine is experienced enough to wake him. But sometimes whena Guardians of the Covenant strike force is ready to leave Dumah awakes by himself toaccompany the host. His motives are unknown. Even in battle he follows his ownmysterious agenda. Battle plans have no relevance for Dumah. Even so most CompanyMaster consider the presence of Dumah as an honour and as being a big support as heincites his battle brother's will with holy litanies, promises that even the greatest of sinscan be redeemed. His fervor is so great that some Guardians of the Covenant suspectthat there might be an event in Dumah's personal history that defiled him with the stainof the sinner.

Type Ws Bs S Front Side Rear I A

Dumah Walker 5 5 6 12 12 10 4 2SPECIAL RULES

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Inner Circle, VenerableCelestial Intervention: Dumah must be deployed via Drop Pod. He also has to be partof 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 sinisterspeculations. On countless battlefields the enemy prematurely claimed the kill of Dumah,only to be crushed minutes later by his unscathed body of adamantium. On OrtelloIV during a heroic fighting retreat against the overwhelming numbers of the Tau, a railgun slug opened up Dumahs sarcophagus and the Guardians of the Covenant sawDumah collapse. While the battle raged on the xenos swarmed around Dumah'sshattered body, only an almost silent hymn hung in the air. Suddenly Dumah's servomotors sprang back to life and his massive shape straightened up, his front armourundamaged and his mighty twin autocannons spitting death without hesitation. Trappedbetween Dumah and the Space Marine battle line and engaged at close range the Tauwere utterly annihilated.When Dumah suffers a 'destroyed -wrecked' result he performs a contemplativeshutdown instead. He counts as if he has suffered an immobilized and two weapondestroyed results and no longer has the special rule 'venerable' in this state. In closecombat he doesn't attack and is hit automatically. Dumah ignores all results on thedamage table except "destroyed - explodes". At the start of the Dark Angels player'sturn he rolls a D6. If the result is a 6 the contemplative shutdown ends. He adds +1 tothe roll for every unit with the Deathwing special rule in 6". All damage results arerepaired immediatly and Dumah acts as normal. If the mission uses kill points theopposing plays gets a kill point every time Dumah is entering the contemplativeshutdown 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 OFREDEMPTION

Ws Bs S T W I A Ld Sv

Azazel 5 5 4 4 3 4 8 10 2+SPECIAL RULESInner Circle, Fearless, Independent CharacterEternal Punishment: The Chapter of the Angels of Redemption make use of theirTechmarines instead Chaplains to interrogate captured Fallen Angels. They use theirtechnological skills instead of dark arts of the Reclusiam to get the answers they need. IfAzazel'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 intoServitors. When the enemies of the Angels of Absolution recognize their formercomrades their hearts are filled with terror. Every enemy unit in 6" of one or moreServitor units reduces its Leadership by 1.Cleansed of Emotions: Azazel never goes to the ground, willingly or unwillingly, andnever runs.Litanies of the Omnissiah: Azazel uses his vox link to transmit holy hymns of themachine god to his battle brothers, filling their hearts with awe and a naturalunderstanding of technology that surpasses their basic training. Under his guidance atank 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 movementphase. The roll is always passed on a 4 or more. This roll can't be modified further.WARGEARInterrogation Harness: The Harness is not equipped with field repair gear but withvarious equipment that gives captives no other choice than to repent. In close combatthe razor sharp blades are a potent weapon. In combination with Azazel's other closecombat gear the interrogation harness gives Azazel eight attacks in his profile. Hisattacks have the Rending rule.

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SOLOMON NAAMAN, DEATHWING TERMINATOR OF THE DARKANGELS

Ws Bs S T W I A Ld Sv

Naaman 4 5 4 4 1 4 2 9 2+SPECIAL RULESScepticism:Although Naaman is a devout champion of the honour of the Chapter and stout defenderof mankind, he grows more and more discontent with the wall of secrets that surroundsthe ranks of the Deathwing. Naaman has a keen perception and he knows that thehigher ranks of the Chapter are not sharing all the truth with the brothers of hiscompany. Disgruntled by what he perceives as a lack of trust and comradeship he moreand more calls the goals of the Deathwing into question. He craves for thestraightforward hours in battle when he can mow down the enemies of the Chapter anddoesn't have to surround himself with lies. He constantly tinkers with the idea to leavethe Deathwing and sacrifice his likely ascension in the ranks of the Chapter for thehonest duty in the tenth company.While Naaman's unit is nominally part of the Deathwing they no longer benefit from theDeathwing 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 theteleport technology. More then one time the teleport attacks by Naaman's unit broughtthem 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 byoverwhelming forces of Chaos traitors without any hope to survive. But a malfunction inNaaman's teleportation unit, that sparked to the Terminator suits of his brothers, pushedthe whole unit back into the warp and in an lucky twist of fate onto the top of thecathedral. From there Naaman brought the Lion's Roar to life and won the day. Only hissolemn sergeant Ezra warned that someday a teleporter mission will probably killNaaman.Naaman's unit may re-roll the deep strike roll. However the opponent may force you tore-roll any roll on the mishap table.WARGEARThe Lion's Roar: The Lion's Roar is one of the very few Assault cannons from the timeof the Great Crusade, centuries before the famous STK was found, that brought theassault 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 subjectto the Gets Hot! rule.

BROTHER BETHORWs Bs S T W I A Ld Sv

Bethor 4 4 4 4 1 4 2 9 3+SPECIAL RULESFearlessWARGEARStandard of Devastation: Any Space Marine unit within 12" of the Standard Beareralways re-rolls failed Morale and Pinning tests. In addition the standard bearer canreveal the full might of the Banner once per game at the start of the Dark Angelsplayer's turn. Any Space Marine unit within 6" of the Standard Bearer can re-roll failedshooting rolls to hit until the end of the turn.Standard of Retribution: Any Space Marine unit within 12" of the Standard Beareralways re-rolls failed Morale and Pinning tests. In addition the standard bearer canreveal the full might of the Banner once per game at the start of the Dark Angelsplayer's turn. Any Space Marine unit within 6" of the Standard Bearer has the PreferredEnemy universal special rule until the end of the turn.Standard of Vengeance: Any Space Marine unit within 12" of the Standard Bearer

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always re-rolls failed Morale and Pinning tests. In addition the standard bearer canreveal the full might of the Banner once per game at the start of the Dark Angelsplayer's turn. Any Space Marine unit within 6" of the Standard Bearer has the Relentlessuniversal special rule until the end of the turn.

WARGEARThis 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 CannonSee Codex Space Marines

BoltgunSee Codex Space Marines

Bolt PistolSee Codex Space Marines

ChainfistSee Codex Space Marines

Chainsword or Combat BladeBoth chainswords and combat blades are close combat weapons, as described in theAssault Phase chapter of the Warhammer 40,000 rulebook.

Combi-WeaponsSee Codex Space Marines

Crozius ArcanumSee Codex Space Marines

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

FlamerSee Codex Space Marines

Force WeaponSee the Warhammer 40,000 rulebook.

Frag GrenadeFrag grenades are assault grenades, as described in the Warhammer 40,000 rulebook.

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Heavy BolterSee Codex Space Marines

Heavy FlamerSee Codex Space Marines

Krak GrenadeSee the Vehicles chapter of the Warhammer 40,000 rulebook for details of using krakgrenades.

LascannonSee Codex Space Marines

Lightning ClawsSee Codex Space Marines rules for using lightning claws.

Mk1 Plasma CannonIn ancient times using a plasma cannon was as safe as throwing a rock but much moredevastating. These old plasma cannons, now called mk1 plasma cannons, for they wereused back in the days when the Emperor led his children to glory, are even moredevastating than the standard issue plasma cannon. But in M41 little is known about thisancient technology.The mk1 plasma cannon is still more destructive than its youngercousin but also even more dangerous to its wielder. Therefor it is common practice todecrease the plasma charge to the level of a normal version, forfeiting the greaterpenetrating power. But in dire circumstances the bearer can still switch to critical modeand burn a hole into the hull of a Land Raider.Each time a mk1 plasma cannon fires, the controlling player can choose which type ofplasma 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 GunThe history of the oldest plasma guns reaches back to the Great Crusade. In the 41thmillenium few of these ancient relics exist outside the eye of terror. Besides a handful offorgeworlds 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 issuperior to a wooden club.Each time a mk1 plasma gun fires, the controlling player can choose which type ofplasma 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 SwordA master-crafted power sword counts as power weapon and allows the bearer to re-rollone failed roll to hit per player turn when using the weapon. See the Assault Phasechapter of the Warhammer 40,000 rulebook for details of using power weapons. A PowerWeapon and a Master-crafted Power Sword do not confer the bonus to attack for anadditional close combat weapon.

Meltabomb

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See the Vehicles chapter of the Warhammer 40,000 rulebook for details of usingmeltabombs.

MeltagunSee Codex Space Marines

Missile LauncherSee Codex Space Marines

Multi-meltaSee Codex Space Marines

Multiple Missile LauncherThe Multiple missile launcher consists of one or two racks of missiles that can fired in anearth-shattering volley. It is too heavy to be carried by a Space Marine wearing PowerArmour but it can be employed on more stable platforms. The Space Marines use severalvariants that are adjusted for their field of application such as the Cyclone missilelauncher for Terminators or the Typhoon missile launcher for swift Land Speeder Raids.The ancient Dreadnoughts of the Dark Angels XXXEach time a multiple missile launcher fires, the controlling player can choose which typeof missile is being used.KrakRange 48" Strength 8 AP 3 Type Heavy 2FragRange 48" Strength 4 AP 6 Type Heavy 2, Blast

Plasma CannonSee Codex Space Marines

Plasma GunSee Codex Space Marines

Plasma PistolSee Codex Space Marines

Power FistSee the Assault Phase chapter of the Warhammer 40,000 rulebook for details of usingpower fists.

Power WeaponSee the Assault Phase chapter of the Warhammer 40,000 rulebook for details of using

power weapons.

ShotgunSee Codex Space Marines

Sniper RifleSee Codex Space Marines

Storm BolterSee Codex Space Marines

Thunder HammerSee the Assault Phase chapter of the Warhammer 40,000 rulebook for details of usingthunder hammers.

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OTHER EQUIPMENTChapter BannerSee Codex Space Marines

Company StandardSee Codex Space Marines

Iron HaloSee Codex Space Marines

Jump PackSee Codex Space Marines

Locator BeaconSee Codex Space Marines

NartheciumSee Codex Space Marines

Psychic HoodSee Codex Space Marines

RosariusSee Codex Space Marines

Servo-armSee Codex Space Marines

Servo-harnessSee Codex Space Marines

SignumSee Codex Space Marines

Space Marine BikeSee Codex Space Marines

Storm ShieldSee Codex Space Marines

Teleport HomerSee Codex Space Marines

Thunderhawk beaconSee Scout entry

ARMOURArtificer ArmourSee Codex Space Marines

Power ArmourSee Codex Space Marines

Scout ArmourSee Codex Space Marines

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Terminator ArmourSee Codex Space Marines

VEHICLE ARMOURY

AutocannonSee Codex Space Marines

Cerberus LauncherSee Codex Space Marines

Deathwind LauncherSee Codex Space Marines

Demolisher CannonSee Codex Space Marines

Dozer BladeSee Codex Space Marines

Dreadnought Close Combat WeaponSee the Warhammer 40,000 rulebook for details.

Extra ArmourSee Codex Space Marines

Flamestorm CannonSee Codex Space Marines

Frag Assault LaunchersSee Codex Space Marines

Hellfire Missile LauncherThe hellfire missile launcher is a multiple missile launcher.

Hunter-killer MissileSee Codex Space Marines

Hurricane BoltersSee Codex Space Marines

Jamming BeaconSee Codex Space Marines

Storm BolterSee Codex Space Marines

SearchlightSee Codex Space Marines

Smoke LaunchersSee Codex Space Marines

Tantalus Assault Cannon SystemSee the Storm Harbinger entry.

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Teleport homerSee Codex Space Marines

Typhoon Missile LauncherThe typhoon missile launcher is a multiple missile launcher.

Whirlwind Multiple Missile LauncherSee Codex Space Marines

DARK ANGELS PSYCHIC POWERSAll Dark Angels psychic powers are used following the rules given in the mainWarhammer 40.000 rulebook. Note that while some powers affect the blood of the targetwe can assume that the psyker has a repertoire of similar powers at his disposal thataffects the circuits of Necrons or the corporal embodiment of daemons.

Hellfire: A torrent of flames pour forth from the Librarian's eyes and mouth engulfingthe target.This power is a shooting power. The power uses the following profile: Range TemplateStrength 7 AP 4 Type Assault 1, Twin-linked

Mind Worm: The Librarian hurls a bolt of psychic energy directly at the mind of hisenemy, 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 lineof sight and range, even if it is part of an unit. If the Librarian is part of an unit, the unitcannot shoot at another unit as the unit the target is in. The power uses the followingprofile: Range 12" Strength 8* AP 2 Type Assault 1. Rather than using the target'sToughness for the roll to wound, its unmodified Leadership value in its profile is usedinstead. The power ignores cover and invulnerable saves and causes Instant Deathregardlees of the target's Toughness. If the Librarian assaults he must assault the unitthe target is or was in.

Warp Imprint: Unnoticed the Librarian marks the mind of the target with an imprintthat works as a radiating beacon in the Immaterium. In fact it is so bright that even ateleport homer can log on to this signal.This power is used at the start of the Dark Angels player's movement phase after rollingfor reserves but before placing the reserves on the table. Nominate one enemy unit in24" of the Librarian. Every model in the unit counts as being equipped with a teleporthomer for the units from reserve that have arrived this turn.

Force Barrier: The Librarian is enclosed by a psychic shield that protects him fromenemy attacks.This power is used at the start of the Dark Angels player's movement phase and lastuntil the end of the opposing player's turn. It bestows a 4+ invulnerable save on theLibrarian. Additionaly the Librarian can ignore the first wound he suffers while the powerlasts.

Fear of Darkness: The Librarian taps into the mind of the enemy and brings hisdeepest fears to the surface. Battle-proven warriors cower in terror by the slightestunknown noise.This power is used in the Dark Angels player's shooting phase. It is not a shootingpower. 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 appliedbefore the value is halfed.

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

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interrupt the concentration of any bystander with words that spread doubt even in themost stalwart mind.This power is used in either player's assault phase before any attacks are made. Modelsthat direct their attacks towards the Librarian or towards an unit he has joined gain noAssault Bonus attacks or extra attacks for additional close combat weapons.

DARK ANGELS ARMY LISTThe following pages contain an army list that enables you to field a Dark Angels armyand fight battles using the scenarios included in the Warhammer 40,000 rulebook. It alsoprovides you with the basic information you'll need in order to field a Dark Angels armyin scenarios you'vedevised yourself, or that form part of a campaign. The army list allows you to pick anarmy based on the troops that could be fielded by a Dark Angels Battle Group. The armylist is split into six sections. All the squads, vehicles and characters in the army areplaced into one of these depending upon their role on the battlefield. Each model is alsogiven 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 scenarioand the total number of points each of you will spend. Then you can proceed to pick yourarmy.

USING A FORCE ORGANISATION CHARTThe 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 maymake one choice from that section of the army list, while a dark-toned box indicates acompulsory selection. We've included the chart used for Standard Missions opposite.

AUXILIARY FORCESThe sixth section doesn't have a corresponding category in the Force Organisation chartand therefore units in this section don't take up a slot. In general you can choose asmany of these units as you like. However in the majority of cases there are otherconstraints that prevent you from doing so. For all other game purposes than armyselection the units in this section count as Elite choices.

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

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

UNIQUEIf the unit composition box or wargear description includes the word 'Unique' you mayonly include one of this unit or one unit with this wargear in your army.

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HQ

AZRAEL 235 PointsWs Bs S T W I A Ld Sv

Azrael 6 5 4 4 3 5 3 10 3+Unit Composition: 1 (unique)Unit Type: InfantryWargear: Protector, Bolt pistol, Sword of Secrets, Lion Helm, Lion's Wrath, Fraggrenades, Krak grenadesSpecial Rules: Keeper of the Truth, Fearless, Independent Character

Command Squad: If you include Supreme Grand Master Azrael in your army you mayinclude one Command Squad.

EZEKIEL 220 PointsWs Bs S T W I A Ld Sv

Ezekiel 5 5 4 4 3 5 3 10 3+Unit Composition: 1 (unique)Unit Type: InfantryWargear: Secret's Shield, Traitor's Bane, Bolt pistol, Frag grenades, Krakgrenades,Psychic Hood, Book of SalvationSpecial Rules: Inner Circle, Fearless, Independent Character, Psyker, Forced Revelations

SAMAEL 230 PointsWs Bs S T W I A Ld Sv

Samael 6 5 4 4 3 5 3 10 3+Unit Composition: 1 (unique)Unit Type: JetbikeWargear: Power armour, The Raven Sword, Bolt pistol, Frag grenades, Krak grenades,Iron Halo, Adamantine Mantle, Samael's jetbikeSpecial Rules: Inner Circle, Fearless, Skilled Rider, Independent Character

Command Squad: You may include one Ravenwing Command Squad if you have Samaelin your in the army.Ravenwing Host: Bike Squads with the Ravenwing circle count as Troops in any army listthat includes Samael.

DUMAH 240 PointsType Ws Bs S Front Side Rear I A

Dumah Walker 5 5 6 12 12 10 4 2Unit Composition: 1 (unique)Unit Type: Vehicle (Walker)Wargear: Twin-linked autocannon, Dreadnought Close Combat Weapon with HeavyFlamerSpecial Rules: Inner Circle, Venerable, Veil of Secrets, Litanies of RedemptionDedicated Transport: Must select a Drop Pod (see Dedicated Transports section)

AZAZEL 125 PointsWs Bs S T W I A Ld Sv

Azazel 5 5 4 4 3 4 8 10 2+Unit Composition: 1 (unique)Unit Type: InfantryWargear: Artificer armour, Combi-melta, Chainsword, Frag grenades, Krak grenades,

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Interrogation HarnessSpecial 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 yourarmy.

MASTER 110 PointsWs Bs S T W I A Ld Sv

Master 6 5 4 4 3 5 3 10 3+Unit Composition: 1 MasterUnit Type: InfantryWargear: Power armour, Bolt pistol, Chainsword, Frag grenades, Krak grenades, IronHaloSpecial Rules: Independent Character, FearlessOptions:•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, singlelightning claw +15 pts, plasma pistol +15 pts, power fist +25 pts, master-crafted powersword +25 pts or thunder hammer +30 pts•A Keeper of the Truth may replace both his chainsword and bolt pistol with a heavenfallblade +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 PointsWs Bs S T W I A Ld Sv

Master oftheDeathwing

6 5 4 4 3 5 3 10 2+

Unit Composition: 1 Master of the DeathwingUnit Type: InfantryWargear: Terminator Armour, Stormbolter, Power weapon, Iron HaloSpecial Rules: Inner Circle, Fearless, Independent CharacterOptions:•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 lightningclaw +5 pts, power fist +10 pts, storm shield +10 pts, thunder hammer +15 pts, chainfist +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 mayinclude one Deathwing Command Squad.Deathwing Attack: Deathwing Terminator Squads count as Troops in any army list thatincludes the Master of the Deathwing.

MASTER OF THE RAVENWING 160 Points

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Ws Bs S T W I A Ld Sv

Master oftheRavenwing

6 5 4 4(5) 3 5 3 10 3+

Unit Composition: 1 Master of the RavenwingUnit Type: BikeWargear: Power armour, Bolt pistol, Chainsword, Frag grenades, Krak grenades, SpaceMarine Bike, Iron HaloSpecial Rules: Inner Circle, Fearless, Skilled Rider, Independent CharacterOptions:•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, singlelightning claw +15 pts, plasma pistol +15 pts, power fist +25 pts, master-crafted powersword +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 mayinclude one Ravenwing Command Squad.Ravenwing Host: Bike Squads with the Ravenwing circle count as Troops in any army listthat includes the Master of the Ravenwing.

INTERROGATOR-CHAPLAIN 165 PointsWs Bs S T W I A Ld Sv

Interrogator-Chaplain

5 5 4 4 3 5 3 10 3+

Unit Composition: 1 Interrogator-ChaplainUnit Type: InfantryWargear: Power armour, Bolt pistol, Crozius Arcanum, Frag grenades, Krak grenades,RosariusSpecial Rules: Inner Circle, Fearless, Independent Character, Honour of the Chapter,Liturgy of HateOptions:•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 PointsWs Bs S T W I A Ld Sv

Librarian 5 4 4 4 2 4 2 10 3+Unit Composition: 1 LibrarianUnit Type: InfantryWargear: Power armour, Bolt pistol, Frag grenades, Krak grenades, Force weapon,Psychic hoodSpecial Rules: Inner Circle, Fearless, Independent Character, PsykerPsychic Powers: A Librarian has any two of the following psychic powers: Hellfire, Mind

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Worm, Warp Imprint, Force Barrier, Fear of Darkness, Whispers of DoubtOptions:•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 PointsWs Bs S T W I A Ld Sv

SpaceMarineSergeant

4 4 4 4 1 4 2 9 3+

SpaceMarine

4 4 4 4 1 4 1 8 3+

Unit Composition: 4 Space Marines, 1 Space Marine SergeantUnit Type: InfantryWargear: Power armour, Boltgun, Bolt pistol, Frag grenades, Krak grenadesSpecial Rules: And They Shall Know No Fear, Combat SquadsDedicated 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: RobedBrotherhood +1 pts per model or Lion Crest Veterans +0 pts per model. You cannotinclude more Lion Crest Veterans than units with the Company Illuminated circle in yourarmy.•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 orlascannon +10 pts•If the squad numbers 10 models and has the Lion Crest Veterans circle, up to twomodels 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 lightningclaw +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, powerweapon +15 pts or power fist +25 pts•The sergeant may take melta bombs +5 pts

DEDICATED TRANSPORTSCertain Dark Angels units have the option of selecting a dedicated transport vehicle.These vehicles do not use up any Force Organisation chart selections, but otherwisefunction as separate units. See the Vehicles section of the Warhammer 40,000 rulebookfor details of how transport vehicles operate.

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RHINO 35 PointsType Bs Front Side Rear

Rhino Tank 4 11 11 10Unit Composition: 1 RhinoUnit Type: Vehicle (Tank)Wargear: Storm bolter, Smoke-launchers, SearchlightSpecial Rules: RepairTransport Capacity: Ten modelsOptions:•Take pintle-mounted storm bolter +10 pts, hunter-killer missile +10 pts, dozer blades+5 pts and/or extra armour +15 pts

RAZORBACK 40 PointsType Bs Front Side Rear

Razorback Tank 4 11 11 10Unit Composition: 1 RazorbackUnit Type: Vehicle (Tank)Wargear: Twin-linked heavy bolter, Smoke-launchers, SearchlightTransport Capacity: Six modelsOptions:•Replace twin-linked heavy bolter with twin-linked heavy flamer +25 pts, twin-linkedassault cannon +35 pts, twin-linked lascannon +35 pts or twin-linked plasma gun andlascannon +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 PointsType Bs Front Side Rear

DropPod

Open-topped 4 12 12 12

Unit Composition: 1 Drop PodUnit Type: Vehicle (Open-topped)Wargear: Storm bolterSpecial Rules: Inertial Guidance System, Immobile, Drop Pod AssaultTransport Capacity: Ten models or one DreadnoughtOptions:•Replace storm bolter with Deathwind Launcher +20 pts•Take locator beacon +15 pts

STORM HARBINGER 140 PointsType Bs Front Side Rear

StormHarbinger

Fast,Skimmer 4 13 11 10

Unit Composition: 1 Storm HarbingerUnit Type: Vehicle (Fast, Skimmer)Wargear: Tantalus Assault Cannon SystemSpecial Rules: Deep Strike, Jump Pack InsertionTransport Capacity: Sixteen models or five Bikes or one DreadnoughtOptions:•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

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ELITES

CHAPLAIN 100 PointsWs Bs S T W I A Ld Sv

Chaplain 5 4 4 4 2 4 2 10 3+Unit Composition: 1 ChaplainUnit Type: InfantryWargear: Power armour, Bolt pistol, Crozius Arcanum, Frag grenades, Krak grenades,RosariusSpecial Rules: Fearless, Independent Character, Honour of the Chapter, Liturgy of HateOptions:•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 PointsWs Bs S T W I A Ld Sv

ScoutSergeant 4 4 4 4 1 4 2 9 4+

Ravenwingsergeant 4 4 4 4 1 4 2 9 4+

Scout 3 3 4 4 1 4 1 8 4+Unit Composition: 4 Scouts, 1 Scout SergeantUnit Type: InfantryWargear: 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 ThroughCover, Scouts, ScoringOptions:•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 sniperrifle +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 thesergeant's teleport homer with a thunderhawk beacon.

DEATHWING TERMINATOR SQUAD 215 PointsWs Bs S T W I A Ld Sv

TerminatorSergeant 4 4 4 4 1 4 2 9 2+

Terminator 4 4 4 4 1 4 2 9 2+Unit Composition: 4 Terminators, 1 Terminator SergeantUnit Type: InfantryWargear: Terminator armour, Storm bolter, Power weapon (Terminator Sergeant),

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Power fist (Terminators)Special Rules: Deathwing, FearlessDedicated Transport: May select a Land Raider or Storm Harbinger (see DedicatedTransports 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 hammerand storm shield +10 pts•Every fifth model may replace its storm bolter with heavy flamer +5 pts, cyclone missilelauncher and storm bolter +30 pts or assault cannon +30 pts•One model with assault cannon may be upgraded to Terminator Brother Naaman +10pts•Any terminator may replace its power fist with a chain fist +5 pts

NAAMANWs Bs S T W I A Ld Sv

Naaman 4 5 4 4 1 4 2 9 2+Unit Composition: 1 (unique)Unit Type: InfantryWargear: Terminator armour, The Lion's Roar, ChainfistSpecial Rules: Scepticism, Teleporter Fate

VENERABLE DREADNOUGHT 165 PointsType Ws Bs S Front Side Rear I A

VenerableDreanought Walker 5 5 6 12 12 10 4 2

Unit Composition: 1 Venerable DreadnoughtUnit Type: Vehicle (Walker)Wargear: Multi-melta, Dreadnought close combat weapon with storm bolter, Smokelaunchers, Search-lightSpecial Rules: VenerableDedicated Transport: May select a Drop Pod or Storm Harbinger (see DedicatedTransports section)Options:•The Venerable Dreadnought must take one of the following circles: CompanyIlluminated +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 missilelauncher +25 pts•Take extra armour +15 pts

DREADNOUGHT 105 PointsType Ws Bs S Front Side Rear I A

Dreadnought Walker 4 4 6 12 12 10 4 2Unit Composition: 1 DreadnoughtUnit Type: Vehicle (Walker)Wargear: Multi-melta, Dreadnought close combat weapon with storm bolter, Smokelaunchers, Search-lightDedicated Transport: May select a Drop Pod or Storm Harbinger (see DedicatedTransports section)Options:•Replace storm bolter with heavy flamer +10 pts

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•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 missilelauncher +25 pts•Take extra armour +15 pts

TECHMARINE 55 PointsWs Bs S T W I A Ld Sv

Techmarine 4 5 4 4 1 4 2 9 2+Unit Composition: 1 TechmarineUnit Type: InfantryWargear: Artificer armour, Servo-arm, Chainsword, Bolt pistol, Frag grenades, KrakgrenadesSpecial Rules: And They Shall Know No Fear, Blessing of the Omnissiah, IndependentCharacterDedicated Transport: May select a Rhino, Razorback, Drop Pod or Storm Harbinger DropShip (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 orplasma 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 PointsWs Bs S T W I A Ld Sv

SpaceMarineSergeant

4 4 4 4 1 4 2 9 3+

SpaceMarine

4 4 4 4 1 4 1 8 3+

Unit Composition: 4 Space Marines, 1 Space Marine SergeantUnit Type: Jump InfantryWargear: Power armour, Chainsword, Bolt pistol, Frag grenades, Krak grenades, JumppackSpecial Rules: And They Shall Know No Fear, Combat SquadsDedicated Transport: May select a Storm Harbinger (see Dedicated Transports section)Options:•The squad may upgrade Company Brotherhood circle to Robed Brotherhood +1 pts permodel•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 aStorm Harbinger Drop Ship

BIKE SQUAD 95 Points

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Ws Bs S T W I A Ld Sv

BikeSergeant 4 4 4 4(5) 1 4 2 9 3+

SpaceMarineBiker

4 4 4 4(5) 1 4 1 8 3+

Attackbike

4 4 4 4(5) 2 4 2 8 3+

Unit Composition: 2 Space Marine Bikers, 1 Biker SergeantUnit Type: BikeWargear: Power armour, Bolt pistol, Frag grenades, Krak grenades, Space Marine bike,Teleport homersSpecial Rules: And They Shall Know No Fear, Combat SquadsDedicated Transport: May select a Storm Harbinger (see Dedicated Transports section)Options:•The squad may upgrade Company Brotherhood circle to one of the following: RobedBrotherhood +1 pts per model or Ravenwing +5 pts per model•The squad may include up to seven additional Space Marine Bikers for +26 pts permodel•Up to two models may replace bolt pistol with flamer +5 pts, meltagun +10 pts orplasma 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 andevery bike squad of six bikes and one attack bike and Ravenwing circle you may includeone Ravenwing Landspeeder.

LAND SPEEDER SQUADRON 50 PointsType Bs Front Side Rear

LandSpeeder

Fast,Skimmer 4 10 10 10

Unit Composition: 1 Land SpeederUnit Type: Vehicle (Fast, Skimmer)Special Rules: Deep StrikeWargear: Heavy bolterOptions:•The squadron may upgrade Company Brotherhood circle to Ravenwing +10 pts permodel•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, assaultcannon +30 pts•A Ravenwing Land Speeder Squadron may take one Mark of the Fallen +25 pts.

ENOCH 170 PointsWs Bs S T W I A Ld Sv

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Enoch 5 4 4 4 2 4 3 10 2+

LeeuandSinga

5 0 5 4 2 4 3 7 -

Unit Composition: Custodian Enoch, Leeu and Singa (unique)Unit Type: InfantryWargear: Enoch's Terminator armour, Plasma blaster, single Lightning Claw, Cup ofRetributionSpecial Rules: Deathwing, Fearless, Feel no Pain, Lone Hunters, Fallen Angel TrackerDedicated Transport: May select a Drop Pod or Storm Harbinger (see DedicatedTransports section)

HEAVY SUPPORT

DEVASTATOR SQUAD 85 PointsWs Bs S T W I A Ld Sv

SpaceMarineSergeant

4 4 4 4 1 4 2 9 3+

SpaceMarine

4 4 4 4 1 4 1 8 3+

Unit Composition: 4 Space Marines, 1 Space Marine SergeantUnit Type: InfantryWargear: Power armour, Boltgun, Bolt pistol, Frag grenades, Krak grenades, Signum(Sergeant only)Special Rules: And They Shall Know No Fear, Combat SquadsDedicated Transport: May select a Rhino, Razorback, Drop Pod or StormHarbinger (see Dedicated Transports section)Options:•The squad may upgrade Company Brotherhood circle to Robed Brotherhood +1 pts permodel•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, powerweapon +15 pts or power fist +25 pts•The sergeant may take melta bombs +5 pts

MORTIS DREADNOUGHT 120 PointsType Ws Bs S Front Side Rear I A

MortisDreadnought

Walker 4 4 6 12 12 10 4 1

Unit Composition: 1 Mortis DreadnoughtUnit Type: Vehicle (Walker)Wargear: two twin-linked heavy bolter, Smoke launchers, Search-light, ExtraDedicated Transport: May select a Drop Pod or Storm Harbinger (see DedicatedTransports section)Options:•Either replace both twin-linked heavy bolters with two twin-linked autocannons +10 ptsor two hellfire missile launchers +30 pts or two twin-linked lascannons +50 pts•Take AA targeting system + 15 pts

VENERABLE MORTIS DREADNOUGHT 180 Points

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Type Ws Bs S Front Side Rear I A

VenreableMortisDreadnought

Walker 5 5 6 12 12 10 4 1

Unit Composition: 1 Venreable Mortis DreadnoughtUnit Type: Vehicle (Walker)Wargear: two twin-linked heavy bolter, Smoke launchers, Search-light, ExtraSpecial Rules: VenerableDedicated Transport: May select a Drop Pod or Storm Harbinger (see DedicatedTransports section)Options:•The Venerable Mortis Dreadnought must choose one of the following circles: InnerCircle +15 pts, Deathwing +0 pts or Company Illuminated +0 pts•Either replace both twin-linked heavy bolters with two twin-linked autocannons +10 ptsor two hellfire missile launchers +30 pts or two twin-linked lascannons +50 pts•Take AA targeting system + 15 pts

MASTER'S LAND SPEEDER 140 PointsType Bs Front Side Rear

LandSpeeder

Fast,Skimmer 4 12 12 10

Unit Composition: 1 Master's Land SpeederUnit Type: Vehicle (Fast, Skimmer)Wargear: Twin-linked heavy bolter, Twin-linked assault cannonSpecial Rules: Ravenwing, Deep StrikeOptions:•Take locator beacon +15 pts•A Master's Land Speeder may take one Mark of the Fallen +25 pts

LAND RAIDER 250 PointsType Bs Front Side Rear

LandRaider Tank 4 14 14 14

Unit Composition: 1 Land RaiderUnit Type: Vehicle (Tank)Wargear: Twin-linked heavy bolter, Two twin-linked lascannons, Smoke-launchers,SearchlightSpecial Rules: Power of the Machine Spirit, Assault VehicleTransport Capacity: Ten modelsOptions:•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 PointsType Bs Front Side Rear

LandRaider Crusader

Tank 4 14 14 14

Unit Composition: 1 Land Raider CrusaderUnit Type: Vehicle (Tank)Wargear: Twin-linked assault cannon, Two hurricane bolter, Frag assault launcher, Extraarmour, Smoke-launchers, SearchlightSpecial Rules: Power of the Machine Spirit, Assault VehicleTransport Capacity: Sixteen modelsOptions:

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•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 PointsType Bs Front Side Rear

LandRaider Redeemer

Tank 4 14 14 14

Unit Composition: 1 Land Raider RedeemerUnit Type: Vehicle (Tank)Wargear: Twin-linked assault cannon, Two flamestorm cannons, Frag assault launcher,Smoke-launchers, SearchlightSpecial Rules: Power of the Machine Spirit, Assault VehicleTransport Capacity: Twelve modelsOptions:•Take pintle-mounted storm bolter +10 pts, hunter-killer missile +10 pts, multi-melta +10 pts and/or extra armour +15 pts

PREDATOR 60 PointsType Bs Front Side Rear

Predator Tank 4 13 11 10Unit Composition: 1 PredatorUnit Type: Vehicle (Tank)Wargear: Autocannon, Smoke-launchers, SearchlightOptions:•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 missilelauncher +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 PointsType Bs Front Side Rear

Vindicator Tank 4 13 11 10Unit Composition: 1 VindicatorUnit Type: Vehicle (Tank)Wargear: Demolisher cannon, Storm bolter, Smoke-launchers, SearchlightOptions:•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 PointsType Bs Front Side Rear

Whirlwind Tank 4 11 11 10Unit Composition: 1 WhirlwindUnit Type: Vehicle (Tank)Wargear: Whirlwind Multiple Missile Launcher, Smoke-launchers, SearchlightOptions:•Take pintle-mounted storm bolter + 10 pts, hunter-killer missile +10 pts, dozer blades+5 pts and/or extra armour +15 pts

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AUXILIARY FORCES

COMMAND SQUAD 90 PointsWs Bs S T W I A Ld Sv

Veteran 4 4 4 4 1 4 2 9 3+Unit Composition: 5 VeteransUnit Type: InfantryWargear: Power Armour, Chainsword, Bolt pistol, Frag grenades, Krak grenadesSpecial Rules: FearlessDedicated Transport: May select a Rhino, Razorback, Drop Pod or StormHarbinger (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, stormbolter +3 pts, combi-flamer, -melta or -plasma +10 pts, storm shield +15 pts, powerweapon +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 thearmy +0 pts

You may include one Command Squad for every Master (this includes Azrael) in yourarmy.

BROTHER BETHORWs Bs S T W I A Ld Sv

Bethor 4 4 4 4 1 4 2 9 3+Unit Composition: 1 (unique)Unit Type: InfantryWargear: Power Armour, Chainsword, Bolt pistol, Boltgun, Frag grenades, Krak grenadesSpecial Rules: FearlessOptions:•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 PointsWs Bs S T W I A Ld Sv

Terminator 4 4 4 4 1 4 2 9 2+Unit Composition: 5 TerminatorsUnit Type: InfantryWargear: Terminator armour, Storm bolter, Power fistSpecial Rules: Deathwing, FearlessDedicated Transport: May select a Land Raider or Storm Harbinger (see DedicatedTransports 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, thunderhammer +5 pts or chain fist + 5 pts

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•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 inyour army.

RAVENWING COMMAND SQUAD 115 PointsWs Bs S T W I A Ld Sv

RavenwingVeteranBiker

4 4 4 4(5) 1 4 2 9 3+

Unit Composition: 3 Ravenwing Veteran BikerUnit Type: BikeWargear: Power armour, Bolt pistol, Chain sword, Frag grenades, Krak grenades, SpaceMarine bike, Teleport homersSpecial Rules: Ravenwing, FearlessDedicated 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 permodel•Up to two models may replace bolt pistol with flamer +5 pts, meltagun +10 pts or mk1plasma 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 stormshield +20 pts•A Ravenwing Command Squad may take one Mark of the Fallen +25 ptsYou may include one Ravenwing Command Squad for every Master of the Ravenwing orSamael in your army.

SERVITORS 10 PointsWs Bs S T W I A Ld Sv

Servitor 3 3 3 3 1 3 1 8 4+Unit Composition: 1 ServitorUnit Type: InfantryWargear: Servo-armSpecial Rules: MindlockOptions:•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 yourarmy.

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AFFILIATED LAND SPEEDER 60 PointsType Bs Front Side Rear

LandSpeeder

Fast,Skimmer 4 10 10 10

Unit Composition: 1 Land SpeederUnit Type: Vehicle (Fast, Skimmer)Special Rules: RavenwingWargear: Heavy bolterOptions:•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, assaultcannon +30 ptsYou may include one Affiliated Landspeeder for every bike squad with the Ravenwingcircle of eight bikes and and every bike squad with the Ravenwing circle of six bikes andone 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 scoutsergeant- 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