Dark angels inner circle

Homebrew by JasperShade

The Dark Angels are an old Chapter, older than most of us can comprehend. They carry themselves with a cold discipline, rarely speaking of their past or explaining their intentions. To outsiders, they are loyal warriors of the Imperium, and that is certainly what they appear to be.

But there is always something they keep hidden.

Their warriors are relentless when pursuing their enemies, especially those they call the Fallen. They will cross entire sectors and abandon other objectives if the hunt demands it. Some say they are too secretive, even for Space Marines. Others would call it simply the price of carrying such an ancient burden.

100% positive
Composition

A Dark Angels Kill Team is not assembled for glory or honour. It is assembled for a purpose.

Each warrior is selected for his discipline, skill, and ability to operate without support. At the centre of the team stands the leader, an experienced veteran who carries the burden of command without hesitation. Around him are warriors trained for different roles: heavy weapons, close assault, ranged fire, reconnaissance, and specialist operations.

Azrael
A 3
M 6"
S 2+
W 18
Weapons
ATK
HIT
DMG
Lions Wrath (Devastating 1, PrcCrit1)
5
2+
4/5
Sword of Secrets (Lethal 5+, brutal)
6
2+
5/7
Abilities
Lion HelmSupreme Grand Master

Lion Helm: Azrael has 4+ invulnerable save. once per battle, he can ignore damage from one failed save sequence

Supreme Grand Master: once per turning point after a friendly angels of death operative within 6" performs an action Azrael can give that operative one free dash or shoot action

32
Inner Circle Companion
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (PrcCrit1, range8")
4
3+
3/4
Greatsword
strike (Lethal 5+, brutal)
4
3+
5/7
sweep
6
3+
4/5
Abilities
Silent Protectors

Silent Protectors: Once per Turning Point, when a friendly operative within 3" of this operative is targeted by a Shoot action, you can force the attacker to re-roll one successful attack dice

32Dark Angel
Bladeguard Veteran
A 3
M 6"
S 3
W 12
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
4+
3/4
PowerSword
6
3+
3/5
Abilities
Storm Shield

Storm Shield: While this operative is equipped with a Storm Shield, it has Cover.

32
Equipment
Ploys
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.