Shoulder Pads of the Dark Angels
Of all the things I have opinions and knowledge about, surely some of the least important must be the proper way to mark squads of Dark Angels Space Marines from the tabletop wargame/hobby Warhammer 40,000. When I started playing the game in 1996 or so, this stuff wasn’t so complicated. The 2nd edition codex had two full pages on how to mark your squads! But now, with dozens of different unit types in the game, I see a bit of confusion about this online, so I hope this guide will be useful to anyone who’s curious about this stuff.
Choosing Your Company
All of your “greenwing” units belong to a company, typically the 3rd–5th, though if you wanted you could make a force out of a Reserve Company (6th–9th). It doesn’t matter which company you choose. The left kneepad of every member of that company will display its symbol, which can be seen here. The 3rd is the easiest to paint. If you intend to run Lazarus and not a generic Company Master, you should consider painting them as the 5th, or you can make up a story for why Lazarus is leading a different company, or why someone else is leading his—maybe he’s on vacation. (Dark Angels vacations are solemn affairs with lots of incense.)
Most marines will have their company marking on their left kneepad. There are some exceptions:
- Deathwing and Ravenwing units don’t put anything special on their knees. Their armor color tells you what company they’re in.
- The Scout company doesn’t have a knee marking. Note that in addition to scouts, the 10th company has a full complement of Vanguard squads (Infiltrators, Incursors, Reivers, Eliminators, Suppressors, Invictor Warsuits), so an Infiltrator squad, for example, might be from any of companies 3–10.
- Each company has 1 chaplain and 1 apothecary in addition to its other command squad units, but there are chaplains and apothecaries that are not part of a company, so you can decide if yours is attached to that company or unassigned and paint his kneepad accordingly. Interrogator-Chaplains, Techmarines, and Librarians are not typically of a particular company. Even if they’re wearing Terminator Armour, they’re still not part of the 1st Company and so should also have green shoulder pads. (Asmodai or Ezekiel signs their checks and approves their overtime, not Belial.)
Each company has 60 Battleline marines, 20 close support, and 20 fire support. More on that below. If you go over any of these limits, you can paint the extras as from a reserve company on their left kneepads.
Below, I’ll go over the major unit types and what goes on the shoulders. In general Dark Angels don’t vary their helmet colors, shoulder trims, etc.
Character markings, 2nd Edition Codex: Angels of Death.
Captains (Masters) typically have an imperial eagle on their right shoulder, Dark Angels symbol on their left. The right might be an angel, though (as seen on the Lazarus kit, for example), or some personal heraldry (Sammael). The captain of companies 3–9 will have his company’s heraldric symbol on his left kneepad or maybe on a tilting plate or elsewhere. One Master per company.
Lieutenants should have a red sword on their right shoulder, the appropriate Dark Angels symbol on their left shoulder. This includes the Strikemaster and the Talonmaster. Your company should have at most two Lts (though potentially one guy could have a set of Mk X eveningwear and a Phobos suit to wear for daytime fighting).
Chaplains have a skull on their right shoulder (over a black field generally but it’s fine to paint it green) and a Dark Angels symbol on their left. If it’s a Chaplain in Terminator Armour, he’s the 1st Company’s Chaplain, so his right shoulder should be bone white with a red Deathwing symbol and his left should have a Crux Terminatus.
Librarians have a horned skull on their right shoulder (over a blue field) and a Dark Angels symbol on their left. If he’s wearing Terminator Armour, it’s a green right shoulder with a DA symbol and a crux on the left.
Apothecaries have a helix on their right, DA symbol on left, and their company’s symbol on their right kneepad. Here’s a piece I did on apothecary armor colors.
Techmarines have a cog on their right shoulder, DA symbol on the left. Tip: There’s a DA-specific cog and head on the Ravenwing accessory sprue.
Ancients should have a laurel wreath on their right shoulder, DA symbol on their left.
Codex: Dark Angels, six edition
Company Champions have a special shoulder pad that comes in some of the command squad boxes. There isn’t a clear symbol or badge for the position.
There’s no consistent guidance on what a Champion should have. Some of GW’s studio models have a wreath, but DA definitely use that symbol for their Ancients. 🤷🏻♂️
Veterans in previous editions were marked with a red sword. Now that the Lieutenant has taken over this symbol, there hasn’t been updated guidance on how to mark up a veteran. This is sort of moot because there’s not a big reason to take Company Veterans or Veteran Intercessors, but this is still unresolved.
Bladeguard Veterans should have a Crux Terminatus on their right shoulder and a Deathwing logo on their left shoulder. There are crux transfers on the Indomitus sheet.
Deathwing Terminators should have a Deathwing symbol on their right shoulders, Crux Terminatus on their left.
Deathwing Knights have fancy Dark Angels on their right shoulders, Crux Terminatus on their left, and elsewhere (knee, tilting plate, wherever), a squad-specific pattern, typically a Quartering in some combination of red, green, bone, black, or white.
Black Knights have gold pale over black on their shoulders. The right shoulder has a squad number, the left is a Ravenwing symbol. (“Fun” fact: Each Space Marine company has a traditional heraldic pattern and color. A gold pale is the 2nd company’s in many chapters. Dark Angels follow these loosely. You can see more examples here.)
Sergeants are not picked out in a conspicuous way as in other chapters that change the helmet color or add a stripe. A general Space Marine convention, though, is that sergeants have skulls on their helmets. You can also use the sword helmet from the upgrade sprues, or model your squads so that the sgt doesn’t have a helmet on to make him more obvious. For firstborn squads, the robed figures from the honor guard set make great sergeants.
Deathwing Terminator Squads
Deathwing squads aren’t explicitly numbered.
The Ravenwing is organized in a way that matches a previous edition’s concept of formations. There are two types of Ravenwing squads.
Attack Squads should have a gothic 1–5 on their right shoulder and a Ravenwing symbol on their left. They are composed of ten marines: six bikers, 1 attack bike, 1 Land Speeder (or Typhoon or Tornado variant). In the fluff these squads would be training and hunting together. All 10 marines would have the same number on their shoulder.
Squads 6–10 are Support Squads. They’ll consist of a squad of attack bikes or land speeders and a Land Speeder Vengeance or a Darkshroud.
Unresolved is how to mark up squads of Primaris Ravenwing marines, but I’ll make an argument for 1–2 Outrider squads, 1 ATV, 1 Storm Speeder for Attack Squads, and squads of ATVs in Support Squads with a Storm Speeder and/or the other heavy speeder types.
Battle company squad markings
Page 16 of the 9th edition Codex: Space Marines breaks down squads into three types. These squads are part of the battleline:
- Tactical Squads
- Intercessor Squads
- Infiltrator Squads
- Heavy Intercessor Squads
They should have a two-headed arrow on their right shoulder pads, a Dark Angels symbol on their left. Superimposed over the arrow should be the squad number, which should be 1–6. If you have more than 60 (!) of these, you should mark the extras as being from the 6th or 7th reserve company on their left kneepads.
Close Support Squads
These squads should have a four-headed arrow on their right shoulder, a Dark Angels symbol on their left:
- Assault Intercessor Squads
- Assault Squads
- Centurion Assault Squads
- Inceptor Squads
- Incursor Squads
- Reiver Squads
Their squad number should be 7 or 8. If you have more than 20 of these marines, mark the extras as 8th company.
Fire Support Squads
These squads should have a blast symbol on their right shoulder, a Dark Angels symbol on their left:
- Aggressor Squads
- Centurion Devastator Squads
- Devastator Squads
- Eliminator Squads
- Eradicator Squads
- Hellblaster Squads
- Suppressor Squads
Their squad number should be 9 and 10. Reserves go in the 9th company.
Also, from page 22 of C:SM:
Even the squads themselves can be broken down to fight in a variety of roles should their captain require it. Should three brothers be detached from their fire support squad to form an Eliminator Squad, the remaining seven can form a Hellblaster Squad, pilot Invictor Warsuits, or fulfill a number of other roles.
So as with the Ravenwing having mixed squadrons, your 9th squad might be 3 Eliminators, 6 Aggressors, and an Invictor, all with a 9 on their shoulders.
It’s fashionable these days to field squads of five, not ten. Two squads of five Intercessors would still all be part of, let’s say, squad 1, they’re just operating as two demi-squads. As such, all ten might have a “1” on their shoulder. One would be led by the squad’s sergeant, the other by a designated squad leader. In-game both are sergeants. Personally I give the proper sergeants an ornament on his backpack and usually model them without a helmet, while the squad leader gets a helmet with a sword or skull on it. None of this matters in-game, it’s just a bit of flavor I try to sprinkle in.
I’ll update this guide as needed, or if I’ve gotten any of this wrong. One last note: My general feeling is that if you’re playing a pre-made army like Dark Angels, part of the fun is trying to be “correct” with all of this, but they’re your models so do whatever you think looks good! Even better, make your own custom succesor chapter and make up your own rules for how and why your chapter does what it does.
Here’s a quick infographic with some of these.