Dark Angels

Homebrew by TheHands
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Composition

Dark Angels must consist of

1 Phobos Librarian

And 4 or 5 of the following

1 Deathwing Knight

1 Apothecary

1 Hell Blaster

1 Hell Blaster Veteran

The Deathwing Knight may be exchanged for

2 Inner Circle Companions

Common Abilities and Options

DeathWing Astartes:
During each friendly Dark Angels operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a heavy plasma incinerator or Smite is selected for both, 1 additional AP must be spent for the second action.

Each friendly Dark Angels operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Knights Of Caliban:
Friendly Dark Angels operatives can perform a "Fall Back" action for 1APL and can perform a "Charge" action even if they are within control range of an enemy operative.

Deathwing Astartes:
During each friendly Dark Angels operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a heavy plasma incinerator is selected for both, 1 additional AP must be spent for the second action.

Each friendly Dark Angels operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Knights of Caliban:
Friendly Dark Angels operatives can perform a "Fall Back" action for 1APL and can perform a "Charge" action even if they are within control range of an enemy operative.

Phobos Librarian
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Smite
Focused (Piercing 1,*Witchfire)
5
3+
3/4
Sweeping (Hot, Blast 2", Dev 2, *Witchfire)
4
3+
3/2
Power Sword (Severe)
5
3+
4/5
Abilities
*Witchfire1AP: Charged For The FightDeathWing AstartesKnights Of Caliban

*Witchfire: If this operative damages an enemy operative with any success give that enemy operative a Witchfire token. An enemy operative with a witchfire token gains "add 2" to a charge where this operative is the target."

Charged For The Fight (1AP): Choose a friendly Dark Angels operative visible to and within 8" of this operative. Add 2" to that operatives movement. If they are a Deathwing Operative, also add relentless to their melee weapons. This effect lasts until the end of that operatives next activation.

Imperium, Dark Angels, Leader
Deathwing Knight
A 3
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Power Sword & Shield (Shock, *Shield)
5
3+
4/6
Abilities
*ShieldDeathwing Astartes1AP: For The Lion!Knights of CalibanStorm Shield

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

For The Lion! (1AP): If this operative incapacitates an enemy operative with a fight action, you may perform a free 3" Charge action even if you have already performed one this activation.

Storm Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Imperium, Dark Angels, Deathwing
Apothecary
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol
4
3+
3/4
Reductor Pistol (Rng 8", Lethal 5+, Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Deathwing AstartesGene-Seed RecoveryKnights of Caliban1AP: Narthecium

Gene-Seed Recovery: When a friendly Dark Angels operative is incapacitated place a Gene-Seed token in the place that operative was. This operative can use the "pick up marker" action on that token. If they do, all wounded friendly Dark Angels operatives gain D3+1 lost wounds.

Narthecium (1AP): Choose a friendly Dark Angels operative within 8" and visible to this operative. That operative gains 2D3 lost wounds.

Imperium, Dark Angels
Hell Blaster
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Plasma Incinerator
Standard (Piercing 1, heavy (dash))
5
3+
4/6
Super Charge (Heavy(dash), Hot, Lethal 5+, Piercing 1)
5
3+
5/6
Fists
4
3+
3/4
Abilities
DeathWing AstartesKnights Of Caliban
Imperium, Dark Angels
Hell Blaster - Veteran
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Piercing 1)
4
3+
4/5
Super Charge (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Plasma Pistol
Standard (Rng 8" Piercing 1)
4
3+
3/5
Super Charge (Rng 8" Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Fists
4
3+
3/4
Abilities
DeathWing AstartesKnights Of Caliban
Imperium, Dark Angels
Inner Circle Companion
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Calibanite Greatsword (Punishing)
5
3+
3/5
Abilities
DeathWing AstartesEnmity For The WorthyKnights of Caliban

Enmity For The Worthy: If this operative is fighting or retaliating against an enemy operative that is within control range of another friendly Dark Angels operative, it's hit stat for this operative's melee weapon gains lethal 5+

Dark Angels, Deathwing
Equipment

Calibanite Armaments:
Add Severe to all range weapons to friendly Dark Angels operatives


Ploys

Firefight - Grim Retribution:
When a READY friendly Dark Angels operative is incapacitated you may use this ploy. Before you remove that operative from the killzone, you may perform a shooting action. You may not use this ploy if the operative is in control range of an enemy operative. -1 to the damage stat of that shooting action.


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly Dark Angels operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Advanced Auspex Scan:
Use this firefight ploy when a friendly Dark Angels operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.


Firefight - Overpowering Exaction:
When an operative is shooting a friendly Dark Angels operative you may use this rule, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - Watcher in The Dark:
Place one of your Watcher in The Dark markers in the killzone. Whenever an operative is shooting a friendly Dark Angels operative that is more than 3" from it, if that friendly operative is wholly within 1" of that marker, that friendly operative is obscured. In the Ready step of the next Strategy phase, remove that marker.


Strategic - Unforgiven Fury:
Choose one friendly Dark Angels operative as the Lion's Champion. That operatives weapons have Rending until the end of the turning point.


Strategic - The Long Vigil:
Whenever an operative is shooting a friendly Dark Angels operative that’s within your territory, you can re-roll one of your defence dice.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly Dark Angels operatives from being injured (including their weapons’ stats).


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.