MACROMUNDA
Allegiance
Space Marines Dark Angels
Codex / Campaign
Codex · Space Marines

Campaign55

Scenarios2

The Silent Hunt scenario
Attackerthe Dark Angels (an Inner Circle strike force hunting a single suspected Fallen hidden in the enemy ranks, who must take the quarry Out of Action and let nothing be learned)
Defenderthe opposing gang (a force sheltering the marked fighter, knowingly or not, who must keep it alive and get it off the board)
Deploythe defender secretly nominates one of its non-Leader fighters as the quarry and deploys as normal; the Dark Angels deploy opposite, and may hold a Ravenwing element in reserve to Outflank onto the quarry's flank
Objectivethe Dark Angels win by taking the quarry Out of Action; the defender wins by moving the quarry off the Dark Angels' board edge, or by surviving to the end of round five with the quarry still standing
Victorythe Dark Angels win the instant the quarry is taken Out of Action; the defender wins if the quarry leaves via the far board edge or is still on the field at the end of round five
Rewardsa Dark Angels win grants bonus reputation and a Control-Track step, but per the secrecy of the Hunt the gang gains no shared salvage from the battle (the secret is kept); the fighter that felled the quarry gains 2 bonus XP; a defender win grants the defender bonus reputation for denying the First Legion its prey
Control Tracka Dark Angels win advances their Control-Track claim by one step (the Hunt has run its quarry to ground on this world); a defender win holds the marker, and the Dark Angels take no salvage either way - the price of a war fought in silence

A single Fallen hides among the enemy, and the Inner Circle means to end it before it can speak.

ATTACKER

The Dark Angels — an Inner Circle strike force hunting a suspected Fallen concealed in the enemy ranks. They must take the quarry Out of Action and let nothing be learned.

DEFENDER

The opposing gang — a force sheltering the marked fighter, knowingly or not. It must keep the quarry alive and carry it off the board.

DEPLOYMENT

The defender secretly nominates one of its non-Leader fighters as the quarry and deploys as normal. The Dark Angels deploy opposite, and may hold a Ravenwing element in reserve to Outflank onto the quarry's flank.

OBJECTIVE

The Dark Angels win by taking the quarry Out of Action. The defender wins by moving the quarry off the Dark Angels' board edge, or by surviving to the end of round five with the quarry still standing.

ENDING THE BATTLE

The battle ends the instant the quarry is taken Out of Action, or at the end of round five.

VICTORY

The Dark Angels win the moment the quarry falls. The defender wins if the quarry leaves by the far board edge, or is still on the field when round five ends.

REWARDS

A Dark Angels win grants bonus reputation and a Control-Track step, but per the secrecy of the Hunt the gang takes no shared salvage from the battle — the secret is kept. The fighter that felled the quarry gains 2 bonus XP. A defender win grants the defender bonus reputation for denying the First Legion its prey.

CONTROL TRACK

A Dark Angels win advances their Control-Track claim by one step; the Hunt has run its quarry to ground on this world. A defender win holds the marker. Either way, the Dark Angels take no salvage — the price of a war fought in silence.

The Two Wings Converge scenario
Attackerthe Dark Angels (a two-wing host that means to hold the centre with the Deathwing and take the flank with the Ravenwing, converging both wings on the enemy before either can be isolated)
Defenderthe opposing gang (a force that must collapse one Dark Angels wing before the other converges - break the anvil or run down the hawk while they are still a board apart)
Deploythe board splits into a held centre and a racing edge: a central objective and a flank objective. The Dark Angels deploy the Deathwing on or near the centre and hold up to half the Ravenwing in reserve to Outflank; the defender deploys between the two objectives, able to strike at either wing
Objectivethe Dark Angels win by controlling both objectives at once - the anvil holding the centre while the hawk takes the flank; the defender wins by collapsing one wing, taking the majority of either the Deathwing or the Ravenwing Out of Action before the wings link up
Victorythe Dark Angels win if they control both the centre and the flank objective at the end of any round from round three onward; the defender wins if, by the end of round five, either the Deathwing or the Ravenwing has been reduced below half its starting number while the other has not reached it
Rewardsa Dark Angels win grants bonus reputation and a Control-Track step; a fighter that held an objective for its wing gains 1 bonus XP; a defender win that broke a wing grants the defender bonus reputation for splitting the First Legion
Control Tracka Dark Angels win advances their Control-Track claim on the district by one step (both wings have taken and held the ground); a defender win holds the marker and denies the advance, and the wing that was broken takes an attrition penalty for fighting alone

Hold the centre. Take the flank. Do both at once — and converge the two wings before either can be cut off and broken.

ATTACKER

The Dark Angels. A two-wing host that means to hold the centre with the Deathwing and take the flank with the Ravenwing, converging both wings on the enemy before either can be isolated.

DEFENDER

The opposing gang. A force that must collapse one Dark Angels wing before the other converges — breaking the anvil, or running down the hawk, while the two are still a board apart.

DEPLOYMENT

The board splits into a held centre and a racing edge, with a central objective and a flank objective. The Dark Angels deploy the Deathwing on or near the centre and hold up to half the Ravenwing in reserve to Outflank. The defender deploys between the two objectives, able to strike at either wing.

OBJECTIVE

The Dark Angels win by controlling both objectives at once — the anvil holding the centre while the hawk takes the flank. The defender wins by collapsing one wing, taking the majority of either the Deathwing or the Ravenwing Out of Action before the wings link up.

ENDING THE BATTLE

The battle ends at the end of round five, or the moment the Dark Angels hold both objectives from round three onward.

VICTORY

The Dark Angels win if they control both the centre and the flank objective at the end of any round from round three onward. The defender wins if, by the end of round five, either the Deathwing or the Ravenwing has been reduced below half its starting number while the other has not.

REWARDS

A Dark Angels win grants bonus reputation and a Control-Track step. A fighter that held an objective for its wing gains 1 bonus XP. A defender win that broke a wing grants the defender bonus reputation for splitting the First Legion.

CONTROL TRACK

A Dark Angels win advances their Control-Track claim on the district by one step; both wings have taken and held the ground. A defender win holds the marker and denies the advance, and the wing that was broken takes an attrition penalty for having fought alone.

Favours8

RollFavourPatron
2Munitions Of The Rock. The vaults of the mobile fortress-monastery are opened to your strike force. Once before your next battle you may re-arm a single fighter with any one weapon from its equip-list at no credit cost, drawn from the Chapter's own stores. The Rock provides for those who serve it.the armoury of the Rock (the Chapter's mobile fortress-monastery, its vaults tithed forward for the campaign)
3Deathwing Reinforcement. The first company sends one of its own. For your next battle you may field one additional Deathwing Terminator at no credit cost; it returns to the reserve afterward and cannot be kept on your roster. The anvil answers when the Chapter calls.the Deathwing armoury (the first company's Terminator reserve)
4Ravenwing Outriders. The second company loans its riders. For your next battle you may field up to two additional Mounted Marines at no credit cost, returned to the muster once the fighting is done. The hawk lends its wings for a single war.the Ravenwing muster (the second company's outrider reserve)
5Blessing Of The Inner Circle. The keepers of the Chapter's secret grant their blessing. For your next battle, one fighter you choose automatically passes its first Nerve test and re-rolls its first failed Save. Those the Inner Circle favour do not falter.the Inner Circle (the veterans who keep the Chapter's deepest secret)
6A Loyal Chapters Aid. A kindred Chapter lends its aid — kept, as ever, in ignorance of the Hunt. For your next battle you may call on a single allied Astartes fighter of a common type, fielded at no credit cost, who departs when the battle ends. The alliance holds; the secret does not travel with it.an allied loyal Chapter (a successor or kindred Astartes force that keeps the same wars, told nothing of the Hunt)
7The Watchers Vigil. A silent, hooded Watcher attends your strike force, and where it walks the Chapter's relics answer. For your next battle, one fighter bearing a named relic re-rolls its first failed Hit roll each round. The Watchers keep their counsel. They keep their vigil. They tell you nothing of either.a Watcher in the Dark (the silent, hooded keepers who attend the Chapter's relics and secrets)
8Interrogators Counsel. The Chaplains who alone may speak of the Fallen lend their counsel to the Hunt. For your next battle you may declare a quarry before deployment: friendly fighters re-roll failed Hit rolls against it, and if it falls the enemy learns nothing. The Interrogators guide the blade to the throat that matters.the Interrogator-Chaplains (the Chaplains who alone may speak of the Fallen)
9Fleet Tithe Of Caliban. The void-ships that carry the Legion's war grant passage and support. For your next battle you may hold up to two fighters in reserve to arrive by Outflank or deep strike, brought down by the fleet's guidance wherever they are needed. Caliban is ash, but its ships still carry the war onward.the Chapter fleet (the void-ships that carry the First Legion's war, in memory of lost Caliban)

Gang Tactics36

RollTacticTiming
11The Anvil Holds. The anvil is set before the first blow lands. Play at deployment and choose a Deathwing fighter. Until the start of the second round it cannot be moved by any enemy effect and automatically passes Nerve tests. Whatever the enemy brings, this ground is already held.Deployment
12Unbroken Line. Brother stands with brother, and the line does not break. Play when a friendly fighter within 2" of two or more other friendly fighters would be taken Out of Action: it is instead Seriously Injured. The line closes over the gap and fights on.Any
13Teleport Strike. The Deathwing come down from the void without warning. Play at deployment and set one Deathwing Terminator aside in reserve. At the start of any following round you may place it on the battlefield more than 6" from any enemy — the anvil arrives exactly where it is needed most.Deployment
14The Rock Endures. The discipline of the fortress-monastery is stone laid under the flesh. Play in reaction to a friendly fighter failing a Save: re-roll that Save. Where a lesser warrior would fall, the training of the Rock holds him upright.Reaction
15Relic Of Caliban. A treasure carried out of dead Caliban lends its bearer the weight of ages. Play before the battle and choose a friendly fighter to bear a Chapter relic into the fight. That fighter re-rolls its first failed Hit roll of the game. What Caliban lost, its sons still carry to war.Pre-battle
16Hold At All Costs. Some ground is not surrendered while a brother still stands on it. Play at any time and choose a friendly fighter within 1" of an objective. Until the start of your next turn it cannot be Pinned and may re-roll a failed Nerve test — the anvil holds the line whatever the cost.Any
21Storm Of Bolts. Disciplined fire falls like a storm. Play in the shooting phase and choose a friendly fighter firing a Rapid Fire weapon: until the end of the phase it re-rolls failed Hit rolls. The bolt-hail does not slacken until the target is gone.Shooting
22Wrath Of The First Legion. Ten thousand years of held grievance falls on the enemy at once. Play in the melee phase. Until the start of your next turn, friendly fighters re-roll Hit rolls of 1 in close combat. The wrath of the First Legion is a cold and patient thing, and terrible when it is finally loosed.Melee
23Speed Of The Raven. When the Ravenwing commit to the charge, nothing outruns them. Play in the movement phase and choose a Ravenwing fighter: it may make a second standard Move this phase. The hawk crosses the field before the enemy has set its guard.Movement
24Outflank Strike. The First Legion is rarely where the enemy expects it. Play at deployment and set up to two friendly fighters aside in reserve to Outflank. At the start of any following round, bring them onto the battlefield from a chosen board edge, striking the flank the enemy thought secure.Deployment
25The Hunt Begins. Somewhere in the enemy ranks stands a soul the First Legion means to take. Play at any time and nominate an enemy fighter as the quarry. While it lives, friendly fighters within 6" of the quarry re-roll failed Hit rolls against it. The Hunt has begun. It does not end until the quarry falls.Any
26Hit And Fade. The hawk strikes and is gone before the answer comes. Play in reaction to a friendly Ravenwing fighter finishing its attacks in melee: it may immediately make a free 4" Move away from the fight, breaking clean before the enemy can reply.Reaction
31Twin Linked Fusillade. Paired barrels double the certainty of the kill. Play in the shooting phase and choose a friendly fighter firing a storm bolter or other twin-linked weapon: until the end of the phase it re-rolls failed Hit rolls. Two guns speaking as one leave little to chance.Shooting
32Ride Them Down. The hawk does not stop at one kill. Play in the melee phase when a friendly Ravenwing fighter takes an enemy Out of Action: it may immediately make a free 3" Move, carrying the charge on into the next foe within reach.Melee
33Corvex Swiftness. The Ravenwing move like the wind they are named for. Play in the movement phase and choose a Ravenwing fighter. It adds 2" to its Move this phase and ignores the penalty for moving through difficult terrain.Movement
34The Black Host. The black host rides ahead of the war. Play at deployment: every Ravenwing fighter in your gang may deploy up to 3" further forward than it otherwise could, or be held in reserve to Outflank. The hawk is already on the enemy's flank before the battle is joined.Deployment
35Hunt The Fallen. The true war of the First Legion runs beneath every other. Play before the battle and secretly nominate one enemy fighter as the quarry. Friendly fighters re-roll failed Hit rolls against the quarry, and should it be taken Out of Action the secret is kept — the enemy learns nothing of why it was singled out.Pre-battle
36The Quarry Marked. Once the quarry is marked, there is no hiding from the Hunt. Play at any time and mark an enemy fighter: the next friendly attack made against it this round, in melee or at range, re-rolls failed Hit and Wound rolls. What the First Legion marks, it kills.Any
41Secrets Kept. What the First Legion keeps hidden dies with the body. Play in reaction to a friendly fighter being taken Out of Action: the enemy gains no experience or reward from felling it, and you need not reveal any of your reserves still off the board. The secret is kept, whatever the cost.Reaction
42Relentless Pursuit. A fleeing enemy is not permitted to escape. Play in the movement phase and choose a friendly fighter: if it moves toward the nearest Broken or fleeing enemy, it adds 2" to that Move. The First Legion runs down what it has broken.Movement
43Both Wings Converge. The anvil and the hawk are deadliest when they close on the same foe. Play at any time and choose one Deathwing fighter and one Ravenwing fighter. Until the start of your next turn, while the two are within 6" of each other, each may re-roll a failed Hit roll.Any
44Inner Circle Discipline. Those who keep the Chapter's secrets keep their nerve as well. Play at any time and choose a friendly fighter. Until the start of your next turn, that fighter and any friendly fighter within 3" of it automatically pass Nerve tests. The discipline of the Inner Circle steadies all who stand near it.Any
45Declare The Wing. The strike force chooses its shape before the enemy is seen. Play before the battle and re-tag one winged fighter to the other wing, or grant one un-winged fighter a wing's standing posture for this battle only. The host commits to its stance, and fights the coming war in the form it has chosen.Pre-battle
46The Two Postures. The strike force can hold both stances at the moment they are both needed. Play when the declared Combat Doctrine shifts: this round, one Deathwing fighter keeps its Devastator-leaning posture and one Ravenwing fighter keeps its Assault-leaning posture regardless of the new Doctrine. Anvil and hawk each fight in the stance the moment demands.Doctrine
51Silent Brotherhood. The brotherhood fights in silence and shares its fear with no one. Play at any time. Until the start of your next turn, no friendly fighter may be forced to take a Nerve test by an enemy effect. The line holds, wordless and unshaken.Any
52The Lions Blade. A blade struck in the Lion's name finds the killing line. Play in the melee phase and choose a friendly fighter making close-combat attacks: it may re-roll one failed Hit roll and one failed Wound roll this round. The sword remembers the war it was forged for.Melee
53Weapons Of The First Legion. The armouries of the First Legion hold weapons older than most Chapters. Play before the battle and choose a friendly fighter to draw an ancient arm from the vaults: each round of the battle, that fighter may re-roll one failed Hit roll made with its chosen weapon. The old wargear kills as surely as it did in the Legion's first war.Pre-battle
54Plasma Talon Overcharge. A Ravenwing rider pushes the fury of its plasma to the edge. Play in the shooting phase when a friendly fighter fires a plasma weapon: that shot is made at +1 Strength. If its Ammo check fails, however, the weapon flares and the fighter suffers a hit at the weapon's profile as the coils burn out.Shooting
55Vengeful Fusillade. A fallen brother is answered before his body cools. Play in reaction to a friendly fighter being taken Out of Action: a friendly fighter within 12" may immediately Shoot as a free action at the enemy that felled it. The First Legion pays its debts in the same breath they are incurred.Shooting
56Sanctified Rounds. Rounds blessed by the Chaplains bite deeper. Play in the shooting phase and choose a friendly fighter: until the end of the phase it re-rolls Wound rolls of 1 with its ranged weapons. The First Legion sends its enemies to judgement with hallowed shot.Shooting
61Grim Resolve. The First Legion does not falter when the fight turns against it. Play in reaction to a friendly fighter failing a Nerve or Cool test: that test is passed instead. Where lesser wills break, the grim resolve of the Unforgiven holds.Reaction
62No Fear No Mercy. The First Legion charges without fear and strikes without mercy. Play at any time. Until the start of your next turn, friendly fighters that made a charge this round re-roll failed Hit rolls in the ensuing melee. The enemy that stands to receive them does not stand long.Any
63The Masters Command. A word from the master moves the strike force as one. Play at any time when a friendly Leader is on the battlefield: one friendly fighter within 12" of that Leader may immediately make a free Move or Shoot action. The host answers command before the enemy can react to it.Any
64Stubborn To The Last. The Unforgiven do not yield while breath remains. Play in reaction to your gang failing a Bottle test, or a friendly fighter failing a Cool test to stay in the fight: re-roll that test. The First Legion holds the field long after a lesser force would have quit it.Reaction
65Vengeance For Caliban. The loss of a brother is a debt paid in the enemy's blood. Play in the melee phase when a friendly fighter is taken Out of Action: a friendly fighter within 6" gains +1 Attack until the end of the round. The memory of dead Caliban lends fury to the blade.Melee
66The First Legion Endures. The First Legion has endured every age of the Imperium, and endures still. Play at the end of the battle, before recovery rolls are made: one friendly fighter who is Seriously Injured recovers to Standing and Active instead. The Unforgiven rise again to fight on.End

Alliances2

The Kindred Loyalists alliance
Whothe kindred loyalists of the Imperium (a successor Chapter of the Unforgiven, a loyal allied Astartes force, or any zealous Imperial detachment that keeps the same wars as the First Legion)
Termscampaign-level alliance: while it stands, the Dark Angels and their kindred observe a map-level non-aggression and may lend one favour to each other per post-battle sequence; both gain a small reputation bonus for a campaign won together - but the Dark Angels tell the kindred nothing of the Hunt for the Fallen, and share no salvage taken from a Hunt battle even with an ally

The kindred loyalists are the natural allies of the First Legion — a successor Chapter of the Unforgiven, a loyal Astartes force, or any zealous Imperial detachment that keeps the same wars. While the alliance stands, the Dark Angels and their kindred observe a map-level non-aggression and may lend one favour to each other in each post-battle sequence, and both gain a small reputation bonus for a campaign won together. But the Dark Angels tell the kindred nothing of the Hunt for the Fallen, and share no salvage taken from a Hunt battle — not even with an ally. Some secrets are kept from friends most of all.

The Swift And Concentrated alliance
Whoa fast, concentrated force that overwhelms one wing at a time (any highly mobile or hard-hitting gang built to fall on half the First Legion and break it before the other half converges - the Dark Angels' natural predator)
Termscampaign-level feud: while it stands, the Dark Angels gain bonus reputation for a decisive win where both wings converged intact, but the enemy gains reputation for every battle in which they broke one wing while the other stood apart; the feud runs until one side is driven off the contested world

The natural predator of the First Legion is a fast, concentrated force — any highly mobile or hard-hitting gang built to fall on half the strike force and break it before the other half can converge. While the feud stands, the Dark Angels gain bonus reputation for a decisive win in which both wings converged intact, while the enemy gains reputation for every battle in which it broke one wing while the other stood apart. It runs until one side is driven from the contested world. Call it a running argument, fought in blood, over whether the two wings are a strength or a fault line.

Legendary Names3

Hunter Of The Fallen any fighter

XP cost (random): 6

XP cost (chosen): 12

Hunter of the Fallen is an honour-title rather than a rank — earned by a warrior who has taken a declared Fallen Out of Action, and open to any fighter. It costs 12 experience to choose, or 6 if left to the roll of the dice. The hunter re-rolls failed Hit rolls against any declared quarry or Fallen, and against enemy Leaders and Champions; it knows how to end the ones who matter. But it cannot ignore its prey: it must always move toward the nearest declared quarry or enemy Leader within its Move plus charge range, and a clever enemy can bait it out of position with a single lone officer.

Master Of The Deathwing Captain or Deathwing Terminator

XP cost (random): 6

XP cost (chosen): 12

Master of the Deathwing is the title of a Grand Master of the first company, in the tradition of Belial — borne by a Captain or a Deathwing Terminator. It costs 12 experience to choose, or 6 if rolled for. While this fighter is on the field, friendly Deathwing fighters within 9" re-roll a single failed Save each round; the anvil the Grand Master commands never cracks. But the Master does not retreat: it may never voluntarily leave an objective it holds while an enemy is within 12", and a foe who refuses to close can pin it in place.

Master Of The Ravenwing Captain or Ravenwing Black Knight

XP cost (random): 6

XP cost (chosen): 12

Master of the Ravenwing is the title of a Grand Master of the second company, in the tradition of Sammael — borne by a Captain or a Ravenwing Black Knight. It costs 12 experience to choose, or 6 if rolled for. While this fighter is on the field, friendly Ravenwing fighters within 9" re-roll a failed charge distance each round; the hawk the Grand Master leads always lands its outflank. But the Master rides at the very tip of the hunt: the first enemy fighter to take it Out of Action grants its gang bonus reputation, for it is always the marked head the foe seeks.

Sub-Plots2

The Secret Hunt sub-plot

Reward: The Inner Circle confirms the trail: the gang gains a permanent Hunter of the Fallen honour it may assign to one fighter (per the Legendary Name), and once more before the campaign ends it may declare a Hunt in which a win yields double reputation - but per the secrecy of the Hunt, every Hunt battle continues to yield no shared salvage. This sub-plot can be claimed only once per campaign.

This sub-plot begins to close when, across the campaign, your gang has declared the Hunt for the Fallen and taken a declared quarry Out of Action in three separate battles — running the same silent war to ground game after game.

When it does, the Inner Circle confirms the trail. Your gang gains a permanent Hunter of the Fallen honour to assign to one fighter, and once more before the campaign ends you may declare a Hunt in which a win yields double reputation. As ever, every Hunt battle still yields no shared salvage — the secret is worth more than the spoils. This sub-plot can be claimed only once per campaign.

The Wings Mature sub-plot

Reward: The Chapter formally recognises the strike force's two wings: for the rest of the campaign the Deathwing cap rises to 4 and the Ravenwing cap rises to 5, and once per campaign the gang may promote one veteran Marine into either wing at no credit cost (paying only the wing's mark or bike). This sub-plot can be claimed only once per campaign.

This sub-plot ripens when, over the campaign, your gang has fielded and kept at least three Deathwing Terminators and at least three Ravenwing bikers or Black Knights — proving both wings are more than a founding token.

When it does, the Chapter formally recognises the strike force's two wings. For the rest of the campaign your Deathwing cap rises to four and your Ravenwing cap rises to five, and once per campaign you may promote a veteran Marine into either wing at no credit cost, paying only for the wing's mark or bike. This sub-plot can be claimed only once per campaign.

Terrain2

The Hammerfall Bunker terrain

The Hammerfall Bunker is an automated Deathwing strongpoint — a sealed emplacement mounting a heavy defensive weapon, slaved to the Chapter's war-cant and needing no crew to fight. The Dark Angels player may place it in or adjacent to their deployment zone. It is impassable and blocks line of sight, and a friendly fighter in base contact with it has a 4+ field save. Once per round, in the shooting phase, its automated weapon fires a single shot at the nearest enemy fighter in line of sight — Strength 5, AP -1, Damage 2, at Long range and hitting on a 4+ — with no fighter needed to operate it.

The Rock Outpost terrain

The Rock Outpost is a forward relic-vault of the Chapter's fortress-monastery — a fortified strongpoint of ancient stone and Deathwing armour, set down to anchor a held sector. The Dark Angels player may place it wholly within their deployment zone. Any friendly fighter wholly inside it has a 4+ field save, and a Deathwing fighter that begins the battle within it may re-roll its first failed Save of the game. Held as a campaign territory, the Rock Outpost also grants one free Terminator-mark relic weapon — a Lion's Roar or an ancient blade — to a single Deathwing fighter each campaign.