

Plasma Flame allows re-rolls to Hit on Overwatch – quite good given the statlines of these weapons. You’ll have to position them a bit better given the Heavy rule, but the number of shots makes up for it!
#Dark angel painting full
A full squad of these with Incinerators would do between 39 and 72 shots. The plasma incinerator is 18″, with the same statline except for being Heavy and having D3 + 4 shots – simply a must-take, as then you could be churning out between 13 and 24 (!) shots.

They’re close range, but if you put ten of these in a Land Raider Proteus then you can get into that range quite comfortably. A squad of 5 will be shooting at least ten – perhaps as many as twenty – shots which will always force an Invulnerable save on a successful Wound. The D3 + 1 is rolled once for the entire squad before firing. On the tabletop, the plasma burner is 12″ range (so quite short!), S 4 AP 2 Ignores Cover, Plasma Flame, Assault, and fires D3 + 1 shots. These are “a dangerous offshoot of more common plasma technology… any enemy caught in the path… is quickly reduced to molten slag.” So, the weapons – these are really why you are taking the Interemptors. Finally, if you have a squad of 10, a Land Raider Proteus becomes a dedicated transport – which is extremely evocative of the Dreadwing! The Sergeant can also take up to three phosphex bombs, which is a good option. All of this points towards the Interemptors being “pseudo-Destroyers” – not quite as combat-focused on paper, but able to deal damage and then weather a charge (particularly with the Plasma Flame rule). Quite interesting! You can then also take a plasma incinerator with a suspensor web – so an up-gunned version of the plasma burner. +30 pts per additional model, up to a maximum squad of 15 – but that would be very expensive.įor every five models you can take a missile launcher with a suspensor web, rad missiles, and then web and stasis missiles. I am not sure we have rules for the latter yet – or, at least, not in missile form. They have a close combat weapon, grenades ( including rad grenades – a really nice upgrade!) and plasma burners as standard. Basically, if something is good at killing Tactical Marines, it will be good at killing Interemptors, as a rule of thumb. You’ll have to think carefully about positioning them, as their guns (see below) are short ranged.
#Dark angel painting upgrade
My first impression there is that these are not particularly hardy models – there is no option, for example, to upgrade to Artificer or Hardened Armour. They also come with Stubborn, which is a great bonus when combined with that extra Leadership.

They’re bog standard Marines in terms of statlines, save for +1 Leadership, and an extra Attack on the Sergeant. You start with 160pts for 5 in the Elites slot. Their armour looks weighty and reinforced, with gas-mask style rebreathers built into the helmets – a very nice touch, as it evokes the idea of the plasma burners giving off deadly fumes. Interemptors are close-assault specialists, a form of pseudo-Destroyer with a similar goal: the utter eradication of the foe removing him from the face of creation itself.
