First Legion (Dark Angels)
Composition
1 LEADER chosen from the following:
-
Interrogator-Chaplain
-
Assault Intercessor Sergeant
-
Jump Pack Intercessor Sergeant
5 OPERATIVES chosen from the following list:
-
Deathwing Terminator (Max 1)
-
Inner Circle Companion (Max 2)
-
Hellblaster (Max 2)
-
Assault Intercessor Warrior
-
Jump Pack Intercessor Warrior
Common Abilities and Options
INNER CIRCLE:
This operative cannot be Injured, and ignores the Shock and Stun weapon rules.
Shock Assault:
Whenever this operative performs a Fight action, if it performed a Charge action during this activation, its melee weapons gain the Rending weapon rule for that action.
Boost (1AP):
Perform a free Dash action. This operative can perform this action even if it has already performed a Dash action during this activation (and vice versa).
Hammer of Wrath:
Whenever this operative performs a Fight action, if it performed a Charge action this turning point, its melee weapons gain the Stun weapon rule for that action.
Jump Pack:
This operative has the Fly rule. Whenever it performs a Move, Dash, Fall Back, or Charge action, it can move over terrain features, operatives, and their bases as if they were not there. It cannot finish its move on or inside another operative or an invalid surface.
Interrogator-Chaplain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver Bolt Pistol (Rng 8", Piercing Crit 1) | 4 | 3+ | 4/5 |
| Crozius Arcanum (Lethal 5+, Brutal) | 5 | 3+ | 5/6 |
Abilities
INNER CIRCLE1AP: Litanies of HateRosariusDeathwing Terminator
A 3
M 5"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Storm Bolter (Relentless) | 4 | 3+ | 3/4 |
| Great Weapon of the Unforgiven (Lethal 5+, Piercing 1) | 5 | 3+ | 4/6 |
| Mace of Absolution (Brutal, Stun) | 4 | 3+ | 5/6 |
Abilities
Crux TerminatusINNER CIRCLEInner Circle Companion
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8",Piercing Crit 1) | 4 | 3+ | 4/5 |
| Calibanite Greatsword (Strike) (Lethal 5+, Piercing 1) | 5 | 3+ | 5/6 |
| Calibanite Greatsword (Sweep) (Severe) | 5 | 3+ | 4/5 |
Abilities
INNER CIRCLEVow of SilenceHellblaster
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Incinerator (Standard) (Piercing 1) | 4 | 3+ | 3/4 |
| Plasma Incinerator (Supercharge) (Hot, Lethal 5+, Piercing 2) | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Volatile DutyAssault Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", Piercing Crit 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
Shock AssaultAssault Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", Piercing Crit 1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
Shock AssaultJump Pack Intercessor Sergeant
A 3
M 7"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol (Standard) (Rng 8", Piercing 1) | 4 | 4+ | 3/4 |
| Plasma Pistol (Supercharge) (Rng 8", Hot, Lethal 5+, Piercing 1) | 4 | 4+ | 3/4 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
Abilities
1AP: BoostHammer of WrathJump PackJump Pack Intercessor Warrior
A 3
M 7"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", Piercing Crit 1) | 4 | 4+ | 3/4 |
| Chainsword | 5 | 3+ | 4/6 |
Abilities
1AP: BoostHammer of WrathJump PackWatcher in the Dark
INNER CIRCLEoperatives only. These mysterious, diminutive entities occasionally accompany the most veteran Dark Angels, offering inexplicable protection.
Ability: Once per battle, when the equipped operative is reduced to 0 Wounds and would be incapacitated, roll one D6. On a 4+, the operative is not incapacitated, remains in the killzone, and has 1 Wound remaining.
Hexagrammaton Wards
Once per turning point, when an enemy operative is shooting a friendly UNFORGIVEN operative, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent must discard one of their retained critical successes and change it to a normal success.
Hunter's Signum
Once per turning point, when a friendly UNFORGIVEN operative performs the Shoot action, you can use this rule. If you do, until the end of that action, the operative's ranged weapons gain the Saturate weapon rule.
Relics of Caliban
You can use the Only in Death Does Duty End firefight ploy for 0CP if the specified friendly operative has the **INNER CIRCLE **keyword.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Only in Death Does Duty End (1 CP)
Use this ploy when a friendly UNFORGIVEN operative is incapacitated. Before it is removed from the killzone, it can immediately perform one free Shoot or Fight action.
Firefight: Deathwing Assault (1 CP)
Use this ploy when a friendly INNER CIRCLE operative is activated. If it has an Engage order, it can perform a Dash action for 0 AP during this activation.
Firefight: Repentance
Use this ploy when a friendly UNFORGIVEN operative is selected to fight in combat. For that combat, its melee weapons gain the Severe weapon rule.
Firefight: Secrets of the First Legion (2 CP)
Use this ploy when an enemy operative selects a friendly UNFORGIVEN operative as the target of a shooting attack, before attack dice are rolled. If the friendly operative is in Cover and is more than 2" away from the active enemy operative, you can immediately change its order from Engage to Conceal. (If this makes the operative an invalid target, the enemy must select a different valid target or forfeit the action).
Strategy Ploys
Strategy: Weapons of the Dark Age (1 CP)
Until the end of the turning point, add 1 to the Normal Damage characteristic of all weapons with "Plasma" in their name equipped by friendly UNFORGIVEN operatives.
Strategy: Intractable (1 CP)
Until the end of the turning point, you can ignore any modifiers that would decrease the APL characteristic of friendly UNFORGIVEN operatives (e.g., from the Shock or Stun weapon rules).
Strategy: Stubborn Defiance (1 CP)
Until the end of the turning point, whenever a friendly UNFORGIVEN operative is defending against a shooting attack while within 2" of an objective marker, you can retain one of your successful normal saves as a critical save instead.
Strategy: Relentless Pursuit (1 CP)
Until the end of the turning point, whenever a friendly UNFORGIVEN operative performs a Charge action, you can add 1" to their Movement characteristic for that action.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
Watcher in the Dark:
INNER CIRCLEoperatives only.
These mysterious, diminutive entities occasionally accompany the most veteran Dark Angels, offering inexplicable protection.
Ability: Once per battle, when the equipped operative is reduced to 0 Wounds and would be incapacitated, roll one D6. On a 4+, the operative is not incapacitated, remains in the killzone, and has 1 Wound remaining.
Hexagrammaton Wards:
Once per turning point, when an enemy operative is shooting a friendly UNFORGIVEN operative, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent must discard one of their retained critical successes and change it to a normal success.
Hunter's Signum:
Once per turning point, when a friendly UNFORGIVEN operative performs the Shoot action, you can use this rule. If you do, until the end of that action, the operative's ranged weapons gain the Saturate weapon rule.
Relics of Caliban:
You can use the Only in Death Does Duty End firefight ploy for 0CP if the specified friendly operative has the **INNER CIRCLE **keyword.
Ploys
Firefight - Only in Death Does Duty End (1 CP):
Use this ploy when a friendly UNFORGIVEN operative is incapacitated. Before it is removed from the killzone, it can immediately perform one free Shoot or Fight action.
Firefight - Deathwing Assault (1 CP):
Use this ploy when a friendly INNER CIRCLE operative is activated. If it has an Engage order, it can perform a Dash action for 0 AP during this activation.
Firefight - Repentance:
Use this ploy when a friendly UNFORGIVEN operative is selected to fight in combat. For that combat, its melee weapons gain the Severe weapon rule.
Firefight - Secrets of the First Legion (2 CP):
Use this ploy when an enemy operative selects a friendly UNFORGIVEN operative as the target of a shooting attack, before attack dice are rolled. If the friendly operative is in Cover and is more than 2" away from the active enemy operative, you can immediately change its order from Engage to Conceal.
(If this makes the operative an invalid target, the enemy must select a different valid target or forfeit the action).
Strategic - Weapons of the Dark Age (1 CP):
Until the end of the turning point, add 1 to the Normal Damage characteristic of all weapons with "Plasma" in their name equipped by friendly UNFORGIVEN operatives.
Strategic - Intractable (1 CP):
Until the end of the turning point, you can ignore any modifiers that would decrease the APL characteristic of friendly UNFORGIVEN operatives (e.g., from the Shock or Stun weapon rules).
Strategic - Stubborn Defiance (1 CP):
Until the end of the turning point, whenever a friendly UNFORGIVEN operative is defending against a shooting attack while within 2" of an objective marker, you can retain one of your successful normal saves as a critical save instead.
Strategic - Relentless Pursuit (1 CP):
Until the end of the turning point, whenever a friendly UNFORGIVEN operative performs a Charge action, you can add 1" to their Movement characteristic for that action.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.