Dark Angels Wargear
Melee Weapons
Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
• Chainfist
• Chainsword
• Close Combat Weapon
• Eviscerator
• Force Axe
• Force Stave
• Force Sword
• Lighting Claws
• Power Axe
• Power Fist
• Power Lance
• Power Maul
• Power Sword
• Thunder Hammer
Blade of Caliban
Ancient and lethal relics of war, the Blades of Caliban are carried only by those heroic Company Champions who have earned the right in battle. Heavy, ornate weapons graven with the names of their previous wielders, these energised swords cut through all but the thickest armour with ease. |
Range | S | AP | Type |
- | +1 | 3 | Melee |
Corvus Hammer
Swung with vengeful might by its Black Knight wielder, the corvus hammer smashes its victim from their feet in a shocking spray of blood. Adapted from the traditional monsterslaying weapons of the old Calibanite knights, these sharp-beaked hammers punch through armour and crush bone to powder. |
Range | S | AP | Type |
- | +1 | - | Melee, Rending |
Crozius Arcanum
The crozius serves as both a sacred staff of office and a weapon for Dark Angels Chaplains. An energy field boosts the crozius arcanum’s mauling power. |
Range | S | AP | Type |
- | +2 | 4 | Melee, Concussive |
Flail of the Unforgiven
Lashing through the air with cruel force, the flail of the Unforgiven tears great strips from armour, flesh and bone alike. Wielded by the leaders of the Deathwing Knights, these archaic weapons are used with furious force to castigate all unworthy scum that stand in the Dark Angels’ path, and foreshadow the horrific fate that awaits those Fallen who are taken to the dungeons of the Rock. |
Range | S | AP | Type |
- | +2 | 3 | Melee, Concussive, Fleshbane |
Halberd of Caliban
The Company Champion of the Deathwing traditionally carries this massive weapon, reforged from a Blade of Caliban shattered in battle long ago and incorporating the same grim technologies that power the weapons of the Deathwing Knights. The name of every brother to wield this weapon is microscopically etched into its blade, while the ground finger bones of the Fallen burn amid everlasting flames within censers fitted in the weapon’s haft. |
Range | S | AP | Type |
- | +2 | 2 | Melee, Two-handed |
Mace of Absolution
Wreathed in glowing smoke, these massive weapons are as sinister in aspect as they are lethal in application, and are capable of obliterating even the mightiest heretics in a blaze of killing light. |
Range | S | AP | Type |
- | +2 | 3 | Melee, Concussive, Smite |
Smite: When a model equipped with this weapon makes its close combat attacks, it can choose instead to make a single Smite attack. If it does so, roll To Hit as normal but resolve the Attack at Strength x2, AP2.
Relic Blade
The relic blades of the Dark Angels are solemnly bestowed upon their greatest warriors. Few foes can stay the wrath of these coldly glowing blades, or endure their scything blows. |
Range | S | AP | Type |
- | +2 | 3 | Melee, Two-handed |
Servo-arm
These massive articulated utility-claws are primarily used to facilitate battlefield repairs, but are strong enough to crush the life from a foe and wreck armoured vehicles, should the need arise. |
Range | S | AP | Type |
- | x2 | 1 | Melee, Specialist Weapon, Unwieldy |
Ranged Weapons
Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
• Assault Cannon
• Autocannon
• Bolt Pistol
• Boltgun
• Combi-weapons
• Flamer
• Flamestorm Cannon
• Grav-cannon
• Grav-gun
• Grav-pistol
• Hand Flamer
• Heavy Bolter
• Lascannon
• Meltagun
• Missile Launchers
• Multi-melta
• Plasma Cannon
• Plasma Gun
• Plasma Pistol
• Sniper Rifle
• Space Marine shotgun
• Storm Bolter
Avenger Mega Bolter
The avenger mega bolter opens up with a thunderous roar, filling the air with a deadly hail of heavy bolt shells. Jutting from the nose of the Nephilim Jetfighter, this weapon is the ideal tool for tearing apart light aircraft, or shredding infantry with high-speed strafing runs. |
Range | S | AP | Type |
48" | 6 | 4 | Heavy 5 |
Blacksword Missiles
Streaking through the air like blades of vengeance, blacksword missiles leave ominous dark contrails in their wake. Each missile impacts with a deafening crack, swatting enemy aircraft from the sky as spinning fireballs. |
Range | S | AP | Type |
36" | 7 | 3 | Heavy 1, One use only |
Cyclone Missile Launcher
Borne on the broad shoulders of a Terminator battle-brother, the cyclone missile launcher spits salvoes of high impact warheads. Triggered with a thought, the weapon can fire either frag missiles for slaughtering tightly-packed enemy infantry, or krak missiles capable of punching through the thickest armour. |
A Terminator can fire his cyclone missile launcher in addition to his storm bolter.
Range | S | AP | Type | |
Frag missile | 48" | 4 | 6 | Heavy 2, Blast |
Krak missile | 48" | 8 | 3 | Heavy 2 |
Deathwind Launcher
Explosions ripple outward in a furious storm as the deathwind launcher opens up. Designed to purge Drop Pod landing zones, these missile launchers are short-ranged but punishingly effective. |
Range | S | AP | Type |
12" | 5 | - | Heavy 1, Large Blast |
Demolisher Cannon
Few weapons command the terror evoked by the blunt maw of the demolisher cannon. Firing ferociously destructive high explosive shells, the demolisher can level an enemy bunker or reduce a battle tank to a crater with a single shot. |
Range | S | AP | Type |
24" | 10 | 2 | Ordnance 1, Large Blast |
Hurricane Bolter
The aptly named hurricane bolter spews forth a torrential barrage of shots, reducing whole squads to red mist in seconds. |
A hurricane bolter consists of three twin-linked boltguns fired as a single weapon.
Plasma Storm Battery
Like a supernova born amid the fires of battle, the blast of the plasma storm battery annihilates anything it touches. Whether spitting multiple bolts of energy or loosing a single, monstrous blast, this weapon spells death to all before it. |
Range | S | AP | Type | |
Burst mode | 36" | 7 | 2 | Heavy 3, Gets Hot |
Charged mode | 36" | 7 | 2 | Heavy 1, Gets Hot, Large Blast |
Plasma Talon
Armour melts away and flesh turns to seething vapour as the plasma talons of the Black Knights let fly. Lesser victims are simply erased from existence by the fire of these terrifying weapons, while even the most resilient foes are left wounded and reeling, wide open for the Black Knights’ devastating charge. |
Range | S | AP | Type |
18" | 7 | 2 | Rapid Fire, Gets Hot, Twin-linked |
Ravenwing Grenade Launcher
Calibrated to maintain lethally accurate fire at extreme speeds, this weapon pummels the enemy with spreads of explosive munitions. |
Range | S | AP | Type | |
Frag shell | 24" | 3 | 6 | Rapid Fire, Blast |
Krak shell | 24" | 6 | 4 | Rapid Fire |
Rad shell | 12" | 3 | - | Assault 1, Blast, Rad Poisoning |
Stasis shell | 12" | 3 | - | Assault 1, Blast, Stasis Anomaly |
Rad Poisoning: When attacking with a weapon that has this special rule, a To Wound roll of 6 causes 2 Wounds on the target unit, regardless of the target’s Toughness. Each Wound is allocated and saved against separately.
Stasis Anomaly: All models in a unit hit by one or more weapons with this special rule suffer a -1 penalty to their Weapon Skill and Initiative (to a minimum of 1) until the end of the turn.
Rift Cannon
The scintillating beam of the rift cannon cracks a hole in reality itself, creating a deadly implosion. Those not dragged screaming into the breach are left temporarily blinded, their vision a surreal, static image of the moment before the rift howled into existence. |
Range | S | AP | Type |
18" | 10 | 2 | Heavy 1, Blast, Blind, Rift Vortex |
Rift Vortex: If any double is rolled when rolling for scatter for an attack made by this weapon, resolve the rest of the attack as if the weapon had the Vortex special rule.
Stasis Bomb
The stasis bomb combines explosives with ancient and little understood technology that causes any not slain by the blast to become frozen in time. At battle’s end, these unfortunate souls will be handed over to the Interrogator-Chaplains for judgement. |
Range | S | AP | Type |
- | 4 | 5 | Bomb 1, Large Blast, One use only, Vast Stasis Anomaly |
Vast Stasis Anomaly: Any unit hit by one or more weapons with this special rule reduces its Weapon Skill and Initiative by 3 (to a minimum of 1) until the end of the turn. Furthermore, if a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Initiative test for each Wound suffered or be removed from play as a casualty.
Typhoon Missile Launcher
This versatile weapon is specially adapted for high-speed assaults. |
Range | S | AP | Type | |
Frag missile | 48" | 4 | 6 | Heavy 2, Blast |
Krak missile | 48" | 8 | 3 | Heavy 2 |
Whirlwind Multiple Missile Launcher
Whirlwind multiple missile launchers suppress the foe with punishing salvoes of long range warheads. |
Whirlwind multiple missile launchers have two different profiles. All Whirlwind multiple missile launchers in the squadron must use the same profile each time the squadron fires.
Range | S | AP | Type | |
Vengeance | 12"-48" | 5 | 4 | Ordnance 1, Barrage, Large Blast |
Incendiary castellan | 12"-48" | 4 | 5 | Ordnance 1, Barrage, Ignores Cover, Large Blast |
Blacksword Missiles
Streaking through the air like blades of vengeance, blacksword missiles leave ominous dark contrails in their wake. Each missile impacts with a deafening crack, swatting enemy aircraft from the sky as spinning fireballs. |
Range | S | AP | Type |
36" | 7 | 3 | Heavy 1, Dogfight Missile, One use only |
Dogfight Missile: In a Dogfight, this missile has unlimited range and the Skyfire special rule (at any angle of attack).
Armour
Artificer Armour
Embellished by the finest artificers in the Dark Angels Armoury, these lavish suits afford the wearer protection to rival even Terminator armour. |
Artificer armour confers a 2+ Armour Save.
Terminator Armour
Terminator armour is the best protection a Space Marine can be equipped with. It is even said that Terminator armour can withstand the titanic energies at a plasma generator’s core, and that this was, in fact, the armour’s original purpose. |
Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and may not make Sweeping Advances.
Vengeful Strike: A model with the Deathwing special rule that arrives by Deep Strike treats all of its ranged weapons as having the Twin-linked special rule until the end of the turn.
Special Issue Wargear
Profiles for the following special issue wargear can be found in the Warhammer 40,000 rulebook:
• Frag Grenades (see assault grenades)
• Krak Grenades
• Melta Bombs
• Psychic Hood
Armorium Cherub
Cherubim are cyborg constructs created to assist the Emperor’s servants. Among the Adeptus Astartes they are rarely seen outside of the Librarius, save for those few that relay targeting data and carry spare ammunition for Devastator Squads. |
One use only. One model in a unit equipped with an armorium cherub can re-roll all failed To Hit rolls in one Shooting phase. An armorium cherub is represented by a separate miniature that will always remain as close as possible to the unit that selected it. The model itself is purely decorative and is always ignored for game purposes – just move it to one side if it gets in the way. Remove the armorium cherub once it has been used or once the unit that selected it has been completely destroyed.
Auspex
A short-ranged scanning device, the auspex detects hidden heretics no matter where they hide. |
A model with an auspex can use it in place of making a shooting attack. If he does so, target an enemy unit within 12" (this does not count as choosing a target for his unit to shoot at). A unit that is targeted by one or more auspexes has its cover save reduced by 1 until the end of the phase.
Camo Cloak
Dark Angels Scouts clad in camo cloaks slip unseen across the battlefield. The material of these garments absorbs light and shifts its hue and texture to match its surroundings, allowing the novitiate warriors to remain unseen until the moment they strike. |
A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.
Chapter Banner
The Dark Angels’ Chapter Banner is a relic that dates back to the days of the Great Crusade – they will fight like heroes to defend it, determined not to dishonour themselves in its presence. |
Friendly units with the Dark Angels Faction within 12" of a model equipped with the Chapter banner re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Dark Angels Faction in the same unit as this banner have +1 Attack whilst the bearer is alive.
Combat Shield
Often styled after those carried by the Knights of the Order, these lightweight shields are wreathed in potent force fields capable of turning aside even the most devastating blow. |
A combat shield confers a 6+ invulnerable save.
Company Standard
The company standards of the Dark Angels are precious heirlooms, hand-crafted over the millennia by skilled artisans and heavy with the honour of the Chapter. |
Friendly units with the Dark Angels Faction within 12" of a model equipped with the company standard re-roll failed Morale checks, Pinning tests and Fear tests.
Conversion Field
Crackling and sparking like a miniature version of the force field around the Rock itself, this strange shield enfolds its wearer in its protective energies. Shots and blows that strike the field are converted instantly into a flash of energy that leaves assailants blinded and reeling. |
A conversion field confers a 4+ invulnerable save. At the end of a phase in which the bearer passes one or more invulnerable saves granted by the conversion field, all units within D6" of the bearer must test as if they had been hit by a weapon with the Blind special rule. Friendly units can re-roll this test.
Deathwing Company Banner
Depicting a shattered tower and a fallen angel, the Deathwing Company Banner is redolent with veiled meanings. It is one of the most precious relics of the Dark Angels 1st Company, whose battle-brothers will protect it with their lives. |
Friendly units with the Dark Angels Faction within 12" of a model equipped with the Deathwing Company Banner re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Deathwing special rule in the same unit as this banner have +1 Attack whilst the bearer is alive.
Digital Weapons
Stabbing light and sudden agony are the enemy’s only warning as these miniature weapons trigger. Fitted into gauntlets, rings and the like, digital weapons are extremely short-ranged lasers that give their wielder a lethal edge in close combat. |
A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.
Grav-amp
The grav-amp is a wonder of archeotech that focusses and strengthens the field of the bearer’s grav-weapons. |
When rolling to Wound with a grav-weapon, or to determine its effects on a vehicle, the bearer can re-roll the result.
Hellfire Shells
Each hellfire shell contains a reservoir of concentrated bio-acid. Upon detonation, this incredibly caustic substance sprays across its targets, burning away flesh and sinew with hideous speed. |
Each time a weapon equipped with hellfire shells fires, the controlling player can choose whether to fire a hellfire shell or to use the ordinary profile for that weapon.
Range | S | AP | Type |
24" | 1 | - | Heavy 1, Blast, Poisoned (2+) |
Iron Halo
The iron halo is a symbol of exceptional bravery and wisdom. It contains a powerful energy field that acts as a ward against the weapons of the enemy. An iron halo is capable of rendering useless even the most potent of attacks. |
An iron halo confers a 4+ invulnerable save.
Jump Pack
A jump pack enables the wearer to take great bounding leaps across the battlefield and make a boosted flight over short distances. Space Marines often enter battle via airdrop deployment, wearing jump packs and leaping from low-flying Thunderhawk Gunships, issuing controlled bursts to slow their descent to the ground. |
Models equipped with jump packs gain the Jump unit type.
Narthecium
This device, along with the reductor, is employed to heal wounded Dark Angels or, if this is impossible, to remove the progenoid gland containing the battle-brother’s precious gene-seed. |
As long as the bearer of the narthecium is alive, all models in his unit have the Feel No Pain special rule.
Perfidious Relic of the Unforgiven
Ancient relics from the old Legion that have been recaptured by the Deathwing are sometimes carried into battle by the wraith-like figures known as Watchers in the Dark. The exact nature or function of most of these revered relics is unknown – they are as mysterious as the cowled figures that bear them. What is known is their effect on the battlefield – their presence alone dampens the power of enemy psykers and fills the Dark Angels’ opponents with feelings of dread. |
A perfidious relic of the Unforgiven is borne to battle by a Relic Bearer. A Relic Bearer is represented by a separate miniature that will always remain as close as possible to the unit that selected it. The model itself is purely decorative and is always ignored for game purposes – just move it to one side if it gets in the way. Remove the Relic Bearer once the unit that selected it has been completely destroyed.
Models in a unit that includes a Relic Bearer carrying a perfidious relic of the Unforgiven have the Adamantium Will and Fear special rules.
Rosarius
A rosarius is a gorget or amulet worn by Dark Angels Chaplains, both for protection and as a symbol of office. A rosarius emits a protective energy field around the wearer, and is capable of deflecting blows and shots that would smash a ferrocrete bunker. It is believed that the stronger its bearer’s belief in the might of the Emperor, the stronger a rosarius’ force field will be. |
A rosarius confers a 4+ invulnerable save.
Sacred Standard
Hanging in the Great Hall of the Rock, there are those standards of the Dark Angels that are precious works of art. Since before the Horus Heresy the Dark Angels have guarded icons such as the Standard of Fortitude, the Standard of Devastation and the Standard of Retribution, all of which command fanatical levels of devotion from the warriors of the Chapter. These relics are borne into only the most desperate of battles, for though their effect upon the Dark Angels is truly inspiring, each one is irreplaceable. More than once, whole strike forces of Unforgiven have been deployed simply to recover such a banner lost upon the field of battle. |
Friendly units with the Dark Angels Faction within 12" of a model equipped with a sacred standard re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Dark Angels Faction in the same unit as this banner have the Counter-attack and Relentless special rules whilst the bearer is alive.
Servo-harness
Pistons hissing and actuators whining, the servo-harness enfolds its wearer in the manifest blessings of the Omnissiah. Bearing a multitude of crushing claws and hissing plasma torches, this multi-limbed harness aides its wearer by repairing Dark Angels vehicles, not to mention tearing apart the foe. |
A servo-harness gives the bearer two servo-arms, a plasma cutter and a flamer. In the Shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.
Range | S | AP | Type | |
Plasma cutter | 12" | 7 | 2 | Assault 1, Gets Hot, Twin-linked |
Signum
A targeting auto-cogitator of prodigious power, the signum swiftly calculates optimal trajectories and imparts the data directly to the machine spirits of weapons within its bearer’s squad. |
At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To Hit are made.
Space Marine Bike
Engines snarling like the beasts of old Caliban, the bikes of the Ravenwing bear their riders into battle with speed and surety. Well armoured and able to traverse even the densest terrain, the Space Marine bike is a versatile, durable and faithful steed. |
Models equipped with Space Marine bikes change their unit type to Bike. Space Marine bikes are fitted with a twin-linked boltgun.
Storm Shield
A storm shield is a solid shield that has an energy field generator built into it. Though the bulk of the shield offers some physical protection, much more impressive is the energy field. It is capable of deflecting almost any attack – blows that would normally cut through even Terminator armour fail to make a scratch. |
A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack for being armed with two Melee weapons in an assault.
Teleport Homer
Teleport homers emit a powerful signal enabling orbiting Strike Cruisers to lock on to them with their teleportation equipment. |
Friendly units composed entirely of models in Terminator armour do not scatter when they Deep Strike, so long as the first model is placed within 6" of the teleport homer’s bearer. For this to work, the bearer of the teleport homer must have been on the battlefield at the start of the turn.
Ravenwing Company Banner
Flying proud from its adamantine banner-pole, the standard of the Ravenwing shows a cowled figure slaying a horned, skull-headed serpent that, unbeknownst to most, represents the Fallen. |
Friendly units with the Dark Angels Faction within 12" of a model equipped with the Ravenwing Company Banner re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Ravenwing special rule in the same unit as this banner automatically pass Initiative tests when attempting to Hit & Run and roll one additional dice when determining the distance of a Hit & Run move whilst the bearer is alive.
Relics of Caliban
These artefacts are ancient heirlooms that are maintained in places of honour on the Rock. Only the mightiest of Dark Angels are worthy of using such storied items, and having their heroics and deeds added to the continuing legends of the items themselves. Only one of each of the following relics may be chosen per army.
Blades of Reason
This is an ancient and horrific device, saturated with arcane cruelty and the sorrow of Mankind. Its many sharply honed and well-polished blades are etched with scriptures of repentance, and crisscrossing the weapon’s head are cables and fine neural-wires powered by a mystic science that amplifies pain to agonies beyond endurance. |
Range | S | AP | Type |
- | User | - | Melee, Instant Death, Specialist Weapon |
Book of Salvation
This renowned tome lists the names of all the Fallen who have been captured by the Dark Angels. Only the Inner Circle knows the contents of this book, but the whole Chapter understands that its protection is paramount. |
All friendly models with the Dark Angels Faction within 6" of Ezekiel at the start of the Fight sub-phase have +1 Attack until the end of the phase.
Lion Helm
An ancient artefact said to have been worn by El’Jonson himself, this helm generates a powerful force field. |
The Lion Helm is carried by a Relic Bearer (see perfidious relic of the Unforgiven). The Lion Helm confers a 4+ invulnerable save to Azrael, all models in his unit, and any vehicle he is embarked in.
Lion’s Roar
One of the most unusual pieces in the arsenal of the Rock is the combi-weapon known as the Lion’s Roar. The single-shot plasma blast it fires is accompanied by a devastating roar, from whence the weapon gets its name. The Lion’s Roar is issued to heroes of the Chapter and over the years it has proven to be an ideal weapon for those leading boarding missions, bunker assaults or a forlorn hope. Whether its heroic bearer survives the battle or not, the Lion’s Roar has always been recovered and returned to its place of honour in the Rock’s armouries. |
The Lion’s Roar is a Master-crafted combi-weapon. The secondary weapon has the following profile:
Range | S | AP | Type |
24" | 7 | 2 | Assault 1, Blast, Gets Hot, Master-crafted, One use only |
Raven Sword (Sableclaw)
The keening of the Raven Sword rises to a shriek as Sammael swings it from his seat aboard Sableclaw. |
At the end of the Movement phase, nominate one enemy unit not locked in combat that this model has moved over that turn. That unit takes D3+1 hits resolved at Strength 4 AP2, using Random Allocation. These hits have the Ignores Cover special rule, but do not benefit from any of the model’s other special rules. Against vehicles, these hits are resolved against the target’s rear armour.
Raven Sword (Sammael)
This sword is one of a number of blades fabricated out of a meteorite that struck the Rock at Al Baradad, shortly after the fall of Caliban. It was named the Raven Sword, for it is traditionally the weapon of the Grand Master of the Ravenwing. Like the other relics whose origin it shares, the Raven Sword has a razor-sharp edge that has never dulled. Alone amongst its brothers, however, it makes a low keening sound when swung that few foes have heard and lived to speak of. |
Range | S | AP | Type |
- | User | 2 | Melee, Master-crafted |
Sword of Secrets
First of the mighty Heavenfall blades, the Sword of Secrets is an incredibly powerful weapon. |
Range | S | AP | Type |
- | +3 | 2 | Melee, Master-crafted |
Sword of Silence
A power weapon crafted from the same meteorite as the Sword of Secrets, the Sword of Silence has traditionally been gifted to the most lethal close-quarters combatant in the Dark Angels. The Sword of Silence seems to swallow nearby light and sound, absorbing them into its glowing obsidian blade. |
Range | S | AP | Type |
- | +2 | 3 | Melee, Fleshbane, Master-crafted |
Dark Angels Vehicle Equipment
Profiles for the following dark angels vehicle equipment can be found in the Warhammer 40,000 rulebook:
• Dozer Blade
• Extra Armour
• Hunter-killer Missile
• Searchlight
• Smoke Launchers
• Storm Bolter
Frag Assault Launchers
The hulls of Land Raider Crusaders and Land Raider Redeemers are studded with explosive charges designed to hurl shrapnel at the enemy as the troops inside charge out. |
Any unit charging into close combat on the same turn as it disembarks from a transport vehicle equipped with frag assault launchers counts as having frag grenades.
Locator Beacon
The locator beacon is a signalling package that contains a teleport homing device, broadspectrum communicators and geo-positional tracking. When activated, the locator beacon streams detailed positional uploads in Adeptus Astartes coded signals, allowing for precision reinforcement by reserve forces. |
Friendly units do not scatter when they Deep Strike, so long as the first model is placed with 6" of a model equipped with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.
Siege Shield
Due to their effectiveness in rubble-strewn city fights and urban assaults, Vindicators are often fitted with enormous siege shields which enable them to bulldoze through obstacles with impunity. |
A vehicle with a siege shield automatically passes Dangerous Terrain tests.