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· Rattlehead
Joined
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6,727 Posts
Discussion Starter · #1 · (Edited)
CODEX: DARK ANGELS V.0.1
Army Special Rules:
Inner Circle:
A model with this special rule has the Fearless and Preferred Enemy: Chaos Space Marines special rules.

Deathwing Vehicle:
A vehicle with this special rule has the Preferred Enemy: Chaos Space Marines special rule, and if a Deathwing Vehicle suffers a Penetrating Hit you can force your opponent to re-roll the result on the Vehicle Damage table. You must accept the result of the second roll even if it is worse than the first.

Combat Squads:
See Codex: Space Marines.

Relic Technology:
The Dark Angels maintain an unusually high number of ancient technological marvels; in particular, suits of Terminator Armour and prized plasma weapons. Many in the Imperium, not least the high-ranking members of the Mechanicum, look upon this proliferation of valuable wargear with suspicion; some whisper that the Rock contains a number of functioning STC devices, impossibly rare relics from the Dark Age of Technology allowing them to reproduce high-quality plasma weapons and new suits of Tactical Dreadnought Armour on demand. The Chapter Masters of the Dark Angels and their Successors are noticeably silent on the issue. Regardless, each brother of the Unforgiven is given additional training pertaining to the proper maintenance and use of the unstable plasma weapons; an invaluable skill when the Dark Angels come across a power-armoured foe...
Models with this special rule may re-roll failed To Hit rolls of '1' when using Plasma Pistols, Plasma Guns or the Plasma Gun element of a Combi-Weapon. They may also re-roll failed Gets Hot! rolls when using Plasma Cannons.

A replacement 'Chapter Tactic' for Grim Resolve as suggested by Xabre - a la Imperial Fists, but re-rolling 1s on Plasma Weapons instead of Bolters. Many units still have Stubborn, it's just applied on a unit-by-unit basis to clean up the rules. Jury's still out on whether I'll keep Stubborn overall - it does kinda reflect the DA mindset, but it's a pretty annoying rule to have tacked on.

Warlord Traits:
Rapid Maneouvre:
The Warlord and every unit within 12" add D6" to their Turbo-Boost or Run distance.

The Hunt:
If your Warlord has this Warlord Trait, you gain an additional Victory Point if a friendly model was within 6" of the enemy Warlord when the Warlord was removed as a casualty. This Victory Point is separate to the one conferred by the Slay the Warlord secondary objective.

Unwavering Resolve:
The Warlord and all friendly units within 12" may re-roll any failed Morale check or Pinning Test.

Brilliant Planning:
While the Warlord is alive, any model arriving from Reserves using the Deep Strike special rule only scatters D6" when Deep Striking.

Hold at All Costs:
The Warlord and his unit have the Feel No Pain special rule whilst they are within 3" of an objective.

Tenacious Defense:
The Warlord and his unit may fire Overwatch at full Ballistic Skill if they are within 3" of an objective.

The Dark Angels traits were pretty good as they were, so I kept most of them - cleaned up the Leadership one to stop it affecting Perils and such for no reason, and changed Brilliant Planning to work more with what Dark Angels want to be doing.

RANGED WEAPONS
Ranged Weapons:
Avenger Mega-Bolter:
Range: 36"
Str: 5
AP: 3
Type: Heavy 6

Blacksword Missiles:
Range: 48"
Str: 7
AP: -
Type: Heavy 1, One Use Only

Plasma Storm Battery:
Burst mode:
Range: 36"
Str: 7
AP: 2
Type: Heavy 3

Charged mode:
Range: 36"
Str: 7
AP: 2
Type: Heavy 1, Large Blast, Blind, Gets Hot!

Plasma Talon:
Range: 18"
Str: 7
AP: 2
Type: Rapid Fire, Gets Hot!, Twin-Linked

Ravenwing Grenade Launcher:
Frag Shell:
Range: 18"
Str: 3
AP: 6
Type: Rapid Fire, Blast

Krak Shell:
Range: 18"
Str: 6
AP: 3
Type: Rapid Fire

Rad Shell:
Range: 18"
Str: 2
AP: -
Type: Assault 1, Blast, Rad Charge

Stasis Shell:
Range: 18"
Str: 2
AP: -
Type: Assault 1, Blast, Stasis Anomaly

Rad Charge: Every model in a unit struck by a weapon with this special rules suffers a -1 penalty to their Toughness value until the end of their next turn. This may affect their Instant Death threshold.

Stasis Anomaly: Every non-vehicle model in a unit struck by a weapon with this special rule suffers a -5 penalty to their Initiative value and treats all terrain, including open ground, as Difficult Terrain.

Rift Cannon:
Range: 18"
Str: 8
AP: 2
Type: Heavy 1, Blast, Stasis Anomaly

Stasis Bomb:
Range: -
Str: 2
AP: -
Type: Heavy 1, Bomb, Large Blast, One Use Only, Vast Stasis Anomaly

Vast Stasis Anomaly: Every non-vehicle model in a unit struck by a weapon with this special rule reduces their Initiative to 1 and halves their movement, Run distance, Turbo-Boost distance and charge distance (rounding up).

Space Marine Shotgun:
Range: 12"
Str: 4
AP: 6
Type: Assault 2, Pinning

Whirlwind Multiple Missile Launcher:
Vengeance Missiles:
Range: 12" - 60"
S: 5
AP: 4
Type: Ordnance 1, Large Blast, Barrage, Pinning

Castellan Missiles:
Range: 12" - 60"
S: 4
AP: 5
Type: Ordnance 1, Large Blast, Barrage, Pinning, Ignores Cover

Hyperios Missiles:
Range: 48"
S: 8
AP: 3
Type: Heavy 2, Skyfire, Twin-Linked

Bunch of changes. Avenger Mega-Bolter is now worth a damn, although the Nephilim is actually an Interceptor now instead of whatever the hell it is in the current codex so giving it a weapon for chewing up infantry still seems odd. Blacksword Missiles now able to hurt Flyers. Dark Talon weapons improved drastically. Stasis Anomaly now slows people down a lot, instead of -1 WS -1 I which was a strange penalty anyway. Stasis Bomb is now really quite dangerous since halving all movement is a serious debuff. Storm Bolters get three shots each, because they feel like they should.

MELEE WEAPONS:
Blade of Caliban:
Range: -
Str: +1
AP: 3
Type: Melee, Specialist Weapon

Corvus Hammer:
Range: -
Str: +1
AP: -
Type: Melee, Rending

Flail of the Unforgiven:
Range: +2
Str: User
AP: 3
Type: Melee, Concussive, Bane of the Traitor

Bane of the Traitor: When a weapon with this special rule is used to attack a unit containing one or more models from Codex: Chaos Space Marines, the weapons AP value is improved by 1 (to a minimum of 1).

Halberd of Caliban:
Range: -
Str: +2
AP: 2
Type: Melee, Two-Handed, Bane of the Traitor

Mace of Absolution:
Range: -
Str: +2
AP: 4
Type: Melee, Concussive, Bane of the Traitor, Smite Mode

Smite Mode: At the start of any Fight sub-phase, a unit of Deathwing Knights may activate Smite Mode. Their Maces of Absolution have the following statline until the end of the turn:

Range: -
Str: +6
AP: 2
Type: Melee, Concussive, Bane of the Traitor

Each unit of Deathwing Knights may only activate Smite Mode once per game.

Blades of Caliban no longer AP3 Power Axes, because seriously, they're atrocious at the moment. Still niche since they're kind of hard to come by in the book, but no longer a detrimental weapon. Maces of Absolution Smite mode fixed wording-wise, but honestly DA don't have many combat weapons so not much work in this section.

SPECIAL ISSUE WARGEAR:
Auto-Targeter
A model with an Auto-Targeter treats all Storm Bolters as Salvo 2/3 and Assault Cannons as Salvo 4/5 instead of their normal types.

Auspex: 10pts
A model with an Auspex can use it instead of shooting. If he does, cover saves taken against his unit's shooting suffer a -1 Penalty.

Camo-Cloak:
A model with a Camo-Cloak has +1 cover save. This results in a 6+ cover save in open ground.

Combat Shield: 5pts
A model with a Combat Shield benefits from a 5+ Invulnerable Save against wounds caused in close combat.

Conversion Field: 15pts
A model with a Conversion Field has a 4+ Invulnerable save. At the end of any phase in which they passed one or more save conferred by the Conversion Field, they must take a Blind test.

Digital Weapons: 5pts
A model with Digital Weapons can re-roll one failed To Wound roll in each Assault Phase.

Displacer Field: 25pts
A model with a Displacer Field has a 3+ Invulnerable Save.

Infravisor: 5pts
A model with an Infravisor has the Night Vision special rule, as does any unit he joins.

Iron Halo:
A model with an Iron Halo has a 4+ Invulnerable save.

Jump Pack: 10pts
A model with a Jump Pack gains the Jump unit type.

Narthecium:
The bearer of a Narthecium and his unit have the Feel No Pain special rule.

Perfidious Relic of the Unforgiven: 10pts
The bearer of a Perfidious Relic of the Unforgiven has the Eternal Warrior and Adamantium Will special rules.

Porta-Rack: 10pts
If the bearer of a Porta-Rack kills an enemy character in close combat, he immediately gains Preferred Enemy: X, where X is the Faction that the slain character was from.

Power Field Generator: 30pts
Any model, friendly or enemy, within 3" of a Power Field Generator benefits from a 4+ Invulnerable Save. If the bearer is embarked upon a transport, only the vehicle upon which he is embarked gains the Invulnerable Save.

Rosarius:
A Rosarius confers a 4+ Invulnerable save.

Servo-Harness:
A Servo-Harness gives the Techmarine an extra Servo-Arm, a Plasma Cutter and a Flamer. In the Shooting Phase, the Techmarine can fire one additional weapon than would normally be allowed.

Plasma Cutter:
Range: 6"
Str: 6
AP: 1
Type: Assault 1, Armourbane

Signum:
A model with a Signum may use it instead of shooting in the Shooting Phase. If he does so, nominate one model in the bearer's unit. That model gains +1 Ballistic Skill for the remainder of the shooting phase. Declare the use of a Signum before any dice are rolled To Hit.

Ravenwing Bike: 25pts
Changes the bearer's unit type to Bike. Ravenwing Bikes are equipped with a Twin-Linked Boltgun and Teleport Homer. In addition, any model with the 'Independent Character' special rule mounted on a Ravenwing Bike gains the Scout, Skilled Rider and Hit and Run special rules.

Storm Shield:
A Storm Shield confers a 3+ Invulnerable Save. A model with a Storm Shield can never gain the additional attack for having two close combat weapons.

Teleport Homer:
Friendly units equipped entirely in Terminator Armour do not scatter when they Deep Strike, so long as the first model is placed within 6" of the Teleport Homer. The Teleport Homer must have been on the table at the start of the turn in order for it to be used.

A bunch of changes. Auspexes are now a unit buff, to make them work better for stuff like Devastators, both types of Field were cleaned up significantly to get rid of all the extra Blind or scattering crap, Perfidious Relic now gives Eternal Warrior because it has to do something, right? Porta-Rack has an effect now, because it's a pretty cool idea that had terrible execution. Plasma Cutters can cut up bits of metal now, because that's what it does in the fluff. You can bring a Ravenwing character now, in case you wanted to do a Successor or whatever.

ARMOUR
Artificer Armour:
Confers a 2+ Armour Save.

Power Armour:
Confers a 3+ Armour Save.

Scout Armour:
Confers a 4+ Armour Save.

Terminator Armour:
Confers a 2+ Armour Save and a 5+ Invulnerable Save. Terminator Armour includes a built-in Auto-Targeter. Furthermore, models in Terminator Armour have the Relentless, Bulky and Deep Strike special rules, but cannot make Sweeping Advances. Characters in Terminator Armour gain the Deathwing Assault and Vengeful Strike special rules.

No changes.

Vehicle Equipment
Frag Assault Launchers:
Models that disembark from a vehicle with Frag Assault Launchers count as having Frag Grenades until the end of the turn.

Locator Beacon:
Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of the Locator Beacon. The Locator Beacon must have been on the table at the start of the turn in order for it to be used.

Siege Shield:
A vehicle with a Siege Shield automatically passes Dangerous Terrain tests.

No changes.

BANNERS AND STANDARDS
When determining assault results, add 1 to your total if there are one or more friendly units with a banner or standard locked in that combat. In addition, all friendly units from Faction: Dark Angels within 12" of a banner or standard may re-roll failed Morale checks and Pinning tests. Some banners have an additional effect as detailed below:

Dark Angels Chapter Banner:
All units with Faction: Dark Angels within 12" of the Dark Angels Chapter Banner have the Zealot special rule. You may only have one Dark Angels Chapter Banner in your army - this is the only Chapter Banner the Dark Angels have!

Company Standard

Revered Standard:
All models in a unit containing a Revered Standard gain the Fearless special rule.

Ravenwing Company Banner:
All friendly units from Faction: Dark Angels within 12" of the Ravenwing Company Banner automatically pass Initiative Tests when attempting to Hit and Run and roll an additional D6 when determining the distance of the Hit and Run move.

Deathwing Company Banner:
All friendly models with the Inner Circle rule within 12" of the Deathwing Company Standard have +1 attack.

DA have a whole bunch of crappy banners that you only ever see two of: the Ravenwing Banner and the Banner of Devastation. Chapter Banner is no longer complete tripe as it benefits units who can actually *use* the combat boost as well as flat Fearless, Revered Standards now give the bearer Fearless instead of giving out Crusader which was a strange rule to give to a shooting army anyway, the Ravenwing Banner stays unchanged but the Deathwing Banner gets it's range doubled, because the Wolf Standard is nearly half the price for the same 6" bubble as it stands in the Codex.

Sacred Standards:
Only one Sacred Standard (of any kind) may be taken in your army. They follow all normal rules for banners and standards, as well as additional effects listed below:

Standard of Retribution: 60pts
All friendly models from Faction: Dark Angels within 12" of the Standard of Retribution gain the Preferred Enemy special rule.

Standard of Devastation: 60pts
All friendly non-vehicle models from Faction: Dark Angels within 12" of the Standard of Devastation fire one additional shot when firing Bolt Pistols, Boltguns (including the Boltgun element of a Combi-Weapon), Storm Bolters or Heavy Bolters. This bonus does not stack with the bonus from Auto-Targeters.

Standard of Fortitude: 75pts
All friendly units from Faction: Dark Angels within 12" of the Standard of Fortitude have the Feel No Pain special rule.

Standard of Retribution needed a fix, to be honest. Counter-Attack with no other way of getting combat onto Tacticals was a bad, bad ability, and very expensive. I'm not entirely happy with it being Preferred Enemy, but this is the draft version. Devastation is less a 'my Bikes and LRCs now shoot a bajillion shots each', more a 'my army in general puts out more firepower'. I never liked how it was kinda restricted to Bikers or vehicles. Fortitude remains unchanged because it didn't need fixing except not costing more than a Predator.

DARK ANGELS CHAPTER RELICS
Foe-Smiter: 15pts
Range: 24"
Str: 4
AP: 4
Type: Assault 5, Master-crafted

Lion's Roar: 20pts
The Lion's Roar is a Combi-Weapon. The secondary weapon has the following profile:
Range: 24"
Str: 7
AP: 2
Type: Assault 1, Blast, Gets Hot!, Master-Crafted

Mace of Redemption: 30pts
Range: -
Str: +3
AP: 3
Type: Melee, Concussive, Blind, Bane of the Traitor

Fall of Lupus: 35pts
Range: -
Str: +1
AP: 3
Type: Melee, Beastslayer

Beastslayer: If this weapon is used to attack a Monstrous Creature or Flying Monstrous Creature, it uses the following statline instead:

Range: -
Str: +2
AP: 2
Type: Melee, Instant Death

Shroud of Heroes: 30pts
The Shroud of Heroes confers the Shrouded and Fear rules on the bearer and his unit as long as it is completely made up of models from Faction: Dark Angels.

The DA Chapter Relics are pretty terrible at the moment, so I made them more useable. Monster Slayer of Caliban got renamed because it was a silly name and got made way better, because it's unuseable garbage in it's current incarnation. Same thing with Shroud of Heroes, which is now useable if a little niche due to the limitation that it only works on DA models. Foe-Smiter got made slightly more relevant, and didn't juts give in to my temptation to clone the Ded Shiny Shoota from the Ork book.

Armoury:
Ranged Weapons:
A model may replace his bolt pistol and/or close combat weapon with one of the following:
Boltgun for Free
Storm Bolter for 5pts
Combi-Flamer, -melta, or -plasma for 10pts
Plasma Pistol for 10pts

Melee Weapons:
A model may replace one weapon with one of the following:
Chainsword for free
Lightning Claw for 15pts
Power Weapon for 15pts
Power Fist for 25pts
Thunder Hammer for 30pts

Terminator Weapons:
A model wearing Terminator Armour may replace one or both of his weapons for any of the following:
Combi-Flamer, -melta, or -plasma for 10pts
Power Weapon for Free
Power Fist for 5pts
Chainfist or Thunder Hammer for 10pts

Special Issue Wargear:
Combat Shield - 5pts
Infravisor - 5pts
Melta Bombs - 5pts
Digital Weapons - 5pts
Porta-Rack - 10pts
Perfidious Relic of the Unforgiven: 10pts
Jump Pack - 10pts
Auspex - 10pts
Conversion Field - 15pts
Ravenwing Bike - 25pts
Displacer Field - 25pts
Power Field Generator - 30pts

Chapter Relics:
Only on of each Relic can be taken per army.
A model may replace one weapon with one of the following:
Foe-Smiter for 15pts
Lion's Roar for 20pts
Mace of Redemption for 30pts
Shroud of Heroes for 30pts (note - does not replace a weapon)
Fall of Lupus for 35pts

Banners and Standards:
Company Standard for 15pts
Revered Standard for 20pts
Ravenwing Company Banner for 20pts (Ravenwing Command Squad only)
Deathwing Company Banner for 40pts (Deathwing Command Squad only)
Dark Angels Chapter Banner for 70pts
Standard of Retribution for 60pts
Standard of Devastation for 60pts
Standard of Fortitude for 75pts

Vehicle Equipment:
Dozer Blade for 5pts
Pintle-Mounted Storm Bolter for 5pts
Extra Armour for 10pts
Hunter-Killer Missile for 10pts
 

· Rattlehead
Joined
·
6,727 Posts
Discussion Starter · #2 · (Edited)
HQ
Company Master - 80pts
Unit Composition: 1 Company Master
Unit Type: Infantry (Character)
WS: 6
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 3+

Wargear:
Power Armour, Bolt Pistol, Chainsword, Frag Grenades, Krak Grenades, Iron Halo

Special Rules:
Independant Character, Inner Circle, Relic Technology

Options:
May take a Storm Shield for 15pts
May replace Power Armour with Artificer Armour for 20pts
A Company Master in Power Armour or Artificer Armour may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and Chapter Relics sections of the wargear list.
May replace his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Chainsword for Terminator Armour, Storm Bolter and Power Sword for 35pts
A Company Master in Terminator Armour may take items from the Terminator Weapons, Special Issue Wargear and Chapter Relics sections of the wargear list.

As it is, there's no reason to bring a Company Master over an Interrogator-Chaplain. I wanted to add Rites of Battle but it steps on Azrael's toes, so I just made them cheaper overall and you get the option to be in Artificer Armour for what it's worth. Also fixed the stupid 'They can have Storm Bolter/Power Sword or a Chapter Relic' rule.

Interrogator-Chaplain - 100pts
Unit Composition: 1 Interrogator-Chaplain
Unit Type: Infantry (Character)
WS: 5
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 3+

Wargear:
Power Armour, Bolt Pistol, Power Maul, Frag Grenades, Krak Grenades, Rosarius

Special Rules:
Independant Character, Inner Circle, Zealot, Relic Technology

Options:
An Interrogator-Chaplain in Power Armour may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and Chapter Relics sections of the wargear list.
May replace his Power Armour, Frag Grenades, Krak Grenades and Bolt Pistol for Terminator Armour and Storm Bolter for 30pts
An Interrogator-Chaplain in Terminator Armour may take items from the Terminator Weapons, Special Issue Wargear and Chapter Relics sections of the wargear list.

He's pretty much the same dude.

Chaplain - 70pts
Unit Composition: 1 Chaplain
Unit Type: Infantry (Character)
WS: 5
BS: 4
S: 4
T: 4
W: 2
I: 4
A: 2
Ld: 10
Sv: 3+

Wargear:
Power Armour, Bolt Pistol, Power Maul, Frag Grenades, Krak Grenades, Rosarius

Special Rules:
Independant Character, Zealot, Relic Technology

Options:
May take items from the Melee Weapons, Ranged Weapons and Special Issue Wargear sections of the wargear list.

Way cheaper because he can't fight too well, and doesn't sync well with Terminators who are the only ones who really benefit from Zealot. He also gets weirdly extorted on buying a melee weapon, as does the Librarian, but I can't think of an elegant way to word it right now.

Librarian: - 65pts
Unit Composition: 1 Librarian
Unit Type: Infantry (Character)
WS: 5
BS: 4
S: 4
T: 4
W: 2
I: 4
A: 2
Ld: 10
Sv: 3+

Wargear:
Power Armour, Bolt Pistol, Force Weapon, Frag Grenades, Krak Grenades, Psychic Hood

Special Rules:
Independant Character, Inner Circle, Psyker (Mastery Level 1), Relic Technology

Psyker:
A Librarian may generate powers from the Divination, Telepathy, Pyromancy, Telekinesis and Sanctic Daemonology disciplines.

Options:
May upgrade to Mastery Level 2 for 35pts.
May take items from the Melee Weapons, Ranged Weapons and Special Issue Wargear sections of the wargear list.

He's the same. Can't roll on Malefic because it's dumb, and why would you want to anyway?

Techmarine: - 45pts
You may take one Techmarine for each HQ choice in your army (not counting Command Squads or other Techmarines). They do not take up a slot in the Force Organisation.

Unit Composition: 1 Techmarine
Unit Type: Infantry (Character)
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 1
Ld: 8
Sv: 2+

Wargear:
Artificer Armour, Boltgun, Frag Grenades, Krak Grenades, Servo-Arm.

Special Rules:
Independant Character, And They Shall Know No Fear, Blessing of the Omnissiah, Bolster Defences, Stubborn, Relic Technology

Options:
May upgrade Servo-Arm to Servo-Harness for 20pts
May take items from the Melee Weapons, Ranged Weapons and Special Issue Wargear sections of the wargear list.

Servitors: - 10pts
You may include one unit of Servitors for each Techmarine in your army.

Unit Composition: 1 Servitor
Unit Type: Infantry
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 2
A: 1
Ld: 8
Sv: 4+

Wargear:
Servo-Arm

Special Rules:
Mindlock

Options:
May include up to 4 additional Servitors for 10pts each.
Up to 3 Servitors may replace their Servo-Arm with a:
Heavy Bolter or Multi-Melta for 5pts
Plasma Cannon for 15pts

Servitors got better as a mini Devastator Squad, Techmarines got a bit cheaper but are still relegated to being Bolster Defences and PFG-caddies.

Command Squad: - 100pts
Unit Composition: 5 Veterans
Unit Type: Infantry (Apothecary and Company Champion are Infantry (Character))
WS: 4 (5)
BS: 4 (4)
S: 4 (4)
T: 4 (4)
W: 1 (1)
I: 4 (4)
A: 2 (3)
Ld: 9 (9)
Sv: 3+ (3+)

(Stats in brackets are Company Champion stats to stop me having to copypasta ad infinitum).

Wargear:
Power Armour, Boltgun, Bolt Pistol, Chainsword, Frag Grenades, Krak Grenades

Special Rules:
And They Shall Know No Fear, Stubborn, Relic Technology

Options:
One Veteran may take a banner or standard from the Banners and Standards section of the wargear list.
One Veteran may be upgraded to a Company Champion, replacing his Boltgun and Chainsword with a Blade of Caliban and a Combat Shield, for 15pts
One Veteran may be upgraded to an Apothecary, replacing his Chainsword with a Narthecium for 15pts
Any Veteran may replace his Bolt Pistol with a Plasma Pistol for 10pts
Any Veteran may take:
Melta Bombs for 5pts each
Storm Shield for 15pts each
Any Veteran may replace his chainsword, boltgun and/or bolt pistol with a:
Storm Bolter for 3pts each
Flamer for 5pts each
Meltagun or Combi-Flamer, -melta or -plasma for 10pts each
Plasma Gun for 15pts each

May select a Drop Pod, Rhino or Razorback as a Dedicated Transport.

Deathwing Command Squad: - 210pts
Unit Composition: 5 Deathwing Terminators
Unit Type: Infantry (Deathwing Apothecary and Deathwing Champion are Infantry (Character))
WS: 4 (5)
BS: 4 (4)
S: 4 (4)
T: 4 (4)
W: 1 (1)
I: 4 (4)
A: 2 (3)
Ld: 9 (9)
Sv: 2+ (2+)

(Stats in brackets are Deathwing Champion stats).

Wargear:
Storm Bolter, Power Fist, Terminator Armour

Special Rules:
Deathwing Assault, Inner Circle, Split Fire, Vengeful Strike, Relic Technology

Options:
One Deathwing Terminator may take a banner or standard from the Banners and Standards section of the wargear list.
One Deathwing Terminator may be upgraded to a Deathwing Champion, replacing his Storm Bolter and Power Fist with a Halberd of Caliban for 5pts
One Veteran may be upgraded to an Apothecary, replacing his Power Fist with a Narthecium for 15pts
One Deathwing Terminator may choose one of the following options:
Take a Cyclone Missile Launcher for 25pts
Replace his Storm Bolter with:
A Heavy Flamer for 5pts
An Assault Cannon for 15pts
A Plasma Cannon for 15pts
Any Deathwing Terminator may replace his Storm Bolter and Power Fist with:
A pair of Lightning Claws for free
A Thunder Hammer and Storm Shield for 5pts
Any model may replace his Power Fist with a Chainfist for 5pts.

The unit may select a Land Raider of any type as a Dedicated Transport. This vehicle must be given the Deathwing Vehicle upgrade at cost.

2pt price decrease, as will be implemented for all Terminators, other than that they get the new Banners and 3-shot Storm Bolters which should be enough to kick them into viability. Still not sure if there should be an option to have Deathwing Knights instead of Terminators forming the Command Squad, it would seem to make more sense but the fluff for Knights reads more as a combat spearhead than a central command unit. Any ideas?

Ravenwing Command Squad: - 120pts
Unit Composition: 3 Ravenwing Black Knights
Unit Type: Bike (Apothecary and Ravenwing Company Champion are Bike (Character))
WS: 4 (5)
BS: 4 (4)
S: 4 (4)
T: 5 (5)
W: 1 (1)
I: 4 (4)
A: 2 (3)
Ld: 9 (9)
Sv: 3+ (3+)

(Stats in brackets are Ravenwing Company Champion stats.

Wargear:
Power Armour, Bolt Pistol, Ravenwing Bike, Frag Grenades, Krak Grenades

Special Rules:
And They Shall Know No Fear, Stubborn, Scout, Hit and Run, Skilled Rider

Options: May include up to two additional Black Knights for 30pts each
Any model may replace his bike's twin-linked Boltgun with one of the following:
Plasma Talon for 5pts each
Ravenwing Grenade Launcher for 10pts each
Any model may take a Corvus Hammer for 5pts each
One Black Knight may take a banner or standard from the Banners and Standards section of the wargear list.
One Black Knight may be upgraded to a Company Champion, replacing his Bolt Pistol and Corvus Hammer with a Blade of Caliban and a Combat Shield, for 10pts
One Veteran may be upgraded to an Apothecary, replacing his Corvus Hammer with a Narthecium for 15pts

Didn't change much, the banner changes are already quite meaningful changes to the Command Squads so I've left the actual units near enough as they are.
 

· Rattlehead
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6,727 Posts
Discussion Starter · #3 · (Edited)
Troops must be a quick section, there's only two units:

TROOPS
Tactical Squad: - 70pts
Unit Composition: 4 Space Marines and one Space Marine Sergeant
Unit Type: Infantry (Space Marine Sergeant and Veteran Sergeant are Infantry (Character))
WS: 4 (4)
BS: 4 (4)
S: 4 (4)
T: 4 (4)
W: 1 (1)
I: 4 (4)
A: 1 (2)
Ld: 8 (9)
Sv: 3+

(Brackets are Veteran Sergeant)

Wargear:
Power Armour, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades

Special Rules:
And They Shall Know No Fear, Combat Squads, Stubborn, Relic Technology

Options:
May include up to five additional Space Marines for 14pts each
If the squad numbers fewer than ten models, one model may replace his boltgun with either a Special Weapon or Heavy Weapon from the list below. If the squad numbers ten models, one model may replace his boltgun with a Special Weapon and one may replace his boltgun with a Heavy Weapon from the list below.

Special Weapons:
Flamer for 5pts
Meltagun for 10pts
Plasma Gun for 15pts

Heavy Weapons:
Heavy Bolter for 5pts
Multi-Melta or Missile Launcher with Frag and Krak Missiles for 10pts (Missile Launcher may also take Flakk Missiles for 5pts)
Plasma Cannon or Lascannon for 15pts

May upgrade the Space Marine Sergeant to a Veteran Sergeant for 10pts
The Space Marine Sergeant or Veteran Sergeant may take options from the Ranged Weapons, Melee Weapons or Special Issue Wargear sections of the Wargear list.

May select a Drop Pod, Rhino or Razorback as a Dedicated Transport.

Scout Squad - 55pts
Unit Composition: 4 Scouts and one Scout Sergeant
Unit Type: Infantry (Scout Sergeant and Veteran Sergeant are Infantry (Character))
WS: 3 (4)
BS: 3 (4)
S: 4 (4)
T: 4 (4)
W: 1 (1)
I: 4 (4)
A: 1 (2)
Ld: 8 (9)
Sv: 4+

(Brackets are Veteran Sergeant)

Wargear:
Scout Armour, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades

Special Rules:
And They Shall Know No Fear, Combat Squads, Infiltrate, Scout, Move Through Cover, Relic Technology

Options:
May include up to five additional Scouts for 11pts each
The squad may have Camo-Cloaks for 2pts per model
Any model may replace his Boltgun with a Close Combat Weapon, Shotgun or Sniper Rifle for free.
One Scout may replace his Boltgun with one of the following:
Heavy Bolter for 5pts
Missile Launcher with Frag and Krak Missiles for 10pts (may also take Flakk Missiles for 5pts)
May upgrade the Scout Sergeant to a Veteran Sergeant for 10pts
The Scout Sergeant or Veteran Sergeant may take options from the Ranged Weapons, Melee Weapons or Special Issue Wargear sections of the Wargear list.
The Scout Sergeant or Veteran Sergeant may take any item from the following list:
Meltabombs for 5pts
Teleport Homer for 15pts
Auspex for 5pts

Cheaper. Shotguns slightly better. Scout Sergeant can get a Teleport Homer in case you don't want to go with Ravenwing to bring your Terminators in.
 

· Rattlehead
Joined
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6,727 Posts
Discussion Starter · #4 · (Edited)
ELITES
Company Veterans Squad: - 100pts
Unit Composition: 4 Company Veterans and one Veteran Sergeant
Unit Type: Infantry (Veteran Sergeant is Infantry (Character))
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 2
Ld: 9
Sv: 3+

Wargear:
Power Armour, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades

Special Rules:
And They Shall Know No Fear, Combat Squads, Stubborn, Veteran Skills, Relic Technology

Veteran Skills: Company Veterans are forged in the fires of a thousand battles, and the Company Masters of the Dark Angels tend to group their elite battle-brothers together into loose groups sharing a skill or trait refined over centuries of warfare and bitterly hard training. Before deployment, each unit of Company Veterans in your army may pick one special rule from the list below:

Monster Hunter
Tank Hunters
Infiltrate
Slow and Purposeful

The whole unit gains the selected rule for the duration of the game.


Options:
May include up to five additional Company Veterans for 20pts each
Any model may replace his Boltgun with one of the following:
Chainsword for free
Storm Bolter, Plasma Pistol or Combi-flamer, -melta or -plasma for 5pts
Power Weapon or Lightning Claw for 10pts
Power Fist for 15pts
Thunder Hammer for 20pts

Any model may take items from the Special Issue Wargear section of the wargear list.

For every five models in the squad, one model may replace his Boltgun with one of the following weapons:

Flamer for 5pts
Meltagun for 10pts
Plasma Gun for 15pts

One Company Veteran may replace his Boltgun with one of the following:
Heavy Bolter for 5pts
Multi-Melta or Missile Launcher with Frag and Krak Missiles for 10pts (Missile Launcher may also take Flakk Missiles for 5pts)
Plasma Cannon or Lascannon for 15pts

May select a Drop Pod, Rhino or Razorback as a Dedicated Transport.

Veteran Skills. Company Veterans are never seen as they are and for good reason - they're just more expensive Tacticals with a bunch of really expensive weapon options. They're like Sternguard without Special Issue Ammunition, which is pretty much the only thing that makes Sternguard. This makes them a little better, and I think captures the feel of true veterans far better than an extra special weapon and an extra pip in Attacks and Leadership.

Deathwing Terminator Squad: - 210pts
Unit Composition: 4 Deathwing Terminators and one Deathwing Sergeant
Unit Type: Infantry (Deathwing Sergeant is Infantry (Character))
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 2
Ld: 9
Sv: 2+

Wargear:
Terminator Armour, Storm Bolter, Power Fist (Deathwing Sergeant replaces his Power Fist with a Power Sword)

Special Rules:
Inner Circle, Deathwing Assault, Split Fire, Vengeful Strike, Relic Technology

Options:
May include up to five additional Deathwing Terminators for 42pts per model

Any model may replace his Storm Bolter and Power Fist/Power Sword with one of the following:
Pair of Lightning Claws for free
Thunder Hammer and Storm Shield for 5pts

Any model may replace his Power Fist with a Chainfist for 5pts
For every five models in the squad, one model may choose one of the following options:
Replace his Storm Bolter with a Heavy Flamer for 5pts
Replace his Storm Bolter with a Plasma Cannon or Assault Cannon for 15pts
Take a Cyclone Missile Launcher for 25pts

The unit may select a Land Raider of any type as a Dedicated Transport. This vehicle must be given the Deathwing Vehicle upgrade at cost.

They fire 3 shots each with Storm Bolters, and they're a little bit cheaper. You can give the Sergeant TH/SS or Lightning Claws. Solid.

Deathwing Knights: - 235pts
Unit Composition: 4 Deathwing Knights and one Deathwing Knight Master
Unit Type: Infantry (Deathwing Knight Master is Infantry (Character))
WS: 5
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 2 (3)
Ld: 9
Sv: 2+

Wargear:
Terminator Armour, Mace of Absolution, Storm Shield (Deathwing Knight Master replaces his Mace of Absolution with a Flail of the Unforgiven)

Special Rules:
Inner Circle, Deathwing Assault, Fortress of Shields, Hammer of Wrath, Precision Strikes

Options:
May take up to five additional Deathwing Knights for 46pts each
The Deathwing Knight Master may take items from the Special Issue Wargear section of the wargear list.

The unit may select a Land Raider of any type as a Dedicated Transport. This vehicle must be given the Deathwing Vehicle upgrade at cost.

The only unit I've left exactly as it is in the Codex (oh, the Knight Master can bring Special Issue Wargear but it's mostly irrelevant for him).

Dreadnought: - 90pts
Unit Composition: 1 Dreadnought
Unit Type: Vehicle (Walker)
WS: 4
BS: 4
AV: 12/12/10
I: 4
A: 2
HP: 3

Wargear:
Multi-Melta, Power Fist with built-in Storm Bolter, Searchlight and Smoke Launchers

Options:
May upgrade to a Venerable Dreadnought for 25pts. A Venerable Dreadnought has WS5, BS5 and the Deathwing Vehicle special rule.

May replace it's Multi-Melta with one of the following:
Twin-Linked Heavy Bolter or Twin-Linked Heavy Flamer for free
Twin-Linked Autocannon or Missile Launcher for 5pts
Plasma Cannon or Assault Cannon for 10pts
Twin-Linked Lascannon for 15pts

May replace Storm Bolter with either a Heavy Flamer or Plasma Talon for 5pts
May take Extra Armour for 10pts

May select a Drop Pod as a dedicated transport.

Mortis-Pattern Dreadnought: - 100pts
Unit Composition: 1 Mortis-Pattern Dreadnought
Unit Type: Vehicle (Walker)
WS: 4
BS: 4
AV: 12/12/10
I: 4
A: 2
HP: 3

Wargear:
Two Missile Launchers with Frag and Krak Missiles, Searchlight and Smoke Launchers

Special Rules:
Air Defence Targeting Matrix

Air Defence Targeting Matrix: At the beginning of the Shooting Phase, if the Mortis-Pattern Dreadnought stayed stationary in the previous Movement Phase, the Dreadnought may fire at Zooming Flyers and Swooping Flying Monstrous Creatures using it's full Ballistic Skill instead of firing Snap Shots.

Options:
May upgrade to a Venerable Dreadnought for 25pts. A Venerable Dreadnought has WS5, BS5 and the Deathwing Vehicle special rule.

May replace both Missile Launchers with one of the following:
Pair of Twin-Linked Heavy Bolters for free
Pair of Twin-Linked Autocannons for 20pts
Pair of Twin-Linked Lascannons for 50pts
 

· Rattlehead
Joined
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6,727 Posts
Discussion Starter · #5 · (Edited)
FAST ATTACK
Ravenwing Attack Squadron: - 75pts
Unit Composition: 2 Ravenwing Bikers and 1 Ravenwing Sergeant
Unit Type: Bikes (Ravenwing Sergeant and Veteran Sergeant is Infantry (Character))
WS: 4
BS: 4
S: 4
T: 5
W: 1
I: 4
A: 1 (2)
Ld: 8 (9)
Sv: 3+

(Brackets are Veteran Sergeant)

Wargear:
Power Armour, Bolt Pistol, Frag Grenades, Krak Grenades, Ravenwing Bike. In addition, Attack Bikes have a Heavy Bolter.

Special Rules:
And They Shall Know No Fear, Ravenwing Combat Squads, Hit and Run, Scouts, Stubborn, Relic Technology

Ravenwing Combat Squads: A full Ravenwing Attack Squadron follows all the rules for Combat Squads; one group will be formed of five Ravenwing Bikers, and the other consists of three Ravenwing Bikers and an Attack Bike.

Options:
May add up to 5 additional Ravenwing Bikers for 25pts each

Up to two models may replace their Bolt Pistol with one of the following:
Meltagun for 10pts
Plasma Gun for 15pts

The Ravenwing Sergeant may be upgraded to a Veteran Sergeant for 10pts

The Ravenwing Sergeant or Veteran Sergeant may take items from the Ranged Wargear, Melee Wargear or Special Issue Wargear sections of the wargear list.

The Squadron may include one Attack Bike for 35pts
The Attack Bike may replace it's Heavy Bolter for a Multi-Melta or Plasma Cannon for 10pts

Pretty much the same. Got rid of the Land Speeder option because it always seemed a bit weird to have it in; it also messed around with Combat Squads. Attack Bikes can get Plasma Cannons because that'd look cool as hell and hey, I'm doing some kind of Plasma theme here.

Ravenwing Support Squadron: - 50pts
Unit Composition: 1 Land Speeder
Unit Type: Vehicle (Fast, Skimmer)
BS: 4
AV: 10/10/10
HP: 2

Wargear:
Heavy Bolter

Special Rules:
Deep Strike, Scouts

Options:
May add up to four additional Land Speeders for 50pts each

Any Land Speeder may replace it's Heavy Bolter for one of the following:
Heavy Flamer for free
Multi-Melta for 10pts

Any Land Speeder may take one of the following:
Heavy Bolter for 10pts
Heavy Flamer for 10pts
Multi-Melta for 15pts
Assault Cannon for 20pts
Typhoon Missile Launcher for 20pts

Weapon options cheaper, and they got Scouts because there's no reason they shouldn't have that.

Ravenwing Black Knights: - 90pts
Unit Composition: 2 Ravenwing Black Knights and 1 Huntmaster
Unit Type: Bikes (Huntmaster is Infantry (Character))
WS: 4
BS: 4
S: 4
T: 5
W: 1
I: 4
A: 2
Ld: 9
Sv: 3+

Wargear:
Power Armour, Bolt Pistol, Frag Grenades, Krak Grenades, Ravenwing Bike

Special Rules:
And They Shall Know No Fear, Hit and Run, Scouts, Stubborn, Skilled Rider

Options:
May include up to seven additional Black Knights for 30pts each
Any model may replace his bike's twin-linked Boltgun with one of the following:
Plasma Talon for 5pts each
Ravenwing Grenade Launcher for 10pts
Any model may take a Corvus Hammer for 5pts each
The Ravenwing Hunstmaster may take items from the Melee Weapons, Ranged Weapons and Special Issue Wargear sections of the wargear list.

Now far more affordable as either a support squad with a couple of Grenade Launchers, a rapid-response specialist unit with Plasma Talons, or a melee unit with Corvus Hammers. I fear the melee unit might be a little too good at 35pts per model, but I'll have to test that.

Ravenwing Darkshroud: 100pts
Unit Composition: 1 Land Speeder
Unit Type: Vehicle (Fast, Skimmer)
BS: 4
AV: 11/11/10
HP: 3

Wargear:
Heavy Bolter

Special Rules:
Icon of Old Caliban, Deep Strike, Scouts, Shroud of Angels

Icon of Old Caliban: These shattered remnants of the ancient Fortress-Monastery of the Dark Angels Legion inspire all sons of the Lion to greater fervour, steeling their already formidable will in the face of the enemy. Any friendly Faction: Dark Angels unit within 12" of one or more Icons of Old Caliban rolls an additional D6 when making Morale or Pinning checks, discarding one D6 of the controlling player's choice.

Shroud of Angels: The Darkshrouds, through unknown technologies, cast an impenetrable pall of shadow over the surrounding area. All friendly Faction: Dark Angels unit with 6" of one or more Darkshrouds gain the Stealth and Fear special rules. The Darkshroud itself has the Shrouded special rule.

Options:
May replace it's Heavy Bolter with an Assault Cannon for 15pts

So it helps your Leadership now, rather than the essentially useless effect of +1 Combat Res. Increased the cost to represent that, because honestly I think it's reasonable as it stands in the real Codex.

Assault Squad: 80pts
Unit Composition: 4 Space Marines and one Space Marine Sergeant
Unit Type: Infantry (Space Marine Sergeant and Veteran Sergeant are Infantry (Character))
WS: 4 (4)
BS: 4 (4)
S: 4 (4)
T: 4 (4)
W: 1 (1)
I: 4 (4)
A: 1 (2)
Ld: 8 (9)
Sv: 3+

(Brackets are Veteran Sergeant)

Wargear:
Power Armour, Chainsword, Bolt Pistol, Frag Grenades, Krak Grenades

Special Rules:
And They Shall Know No Fear, Combat Squads, Stubborn

Options:
May include up to five additional Space Marines for 16pts each

Up to two models may replace their Bolt Pistol with one of the following:
Flamer for 5pts
Plasma Pistol or Meltagun for 10pts

Any model may replace their Krak Grenades with Melta Bombs for 3pts per model.

May upgrade the Space Marine Sergeant to a Veteran Sergeant for 10pts
The Space Marine Sergeant or Veteran Sergeant may take options from the Ranged Weapons, Melee Weapons or Special Issue Wargear sections of the wargear list.

The unit may replace their Jump Packs with a Drop Pod, Rhino or Razorback as a Dedicated Transport for no additional cost.

A fraction cheaper, they can bring Meltaguns now too. Still not great, purely because they don't mesh with what Dark Angels want to be doing. Bolters are almost always more efficient than Chainswords.

Nephilim Jetfighter: 165pts
Unit Composition: 1 Nephilim Jetfighter
Unit Type: Vehicle (Flyer)
BS: 4
AV: 11/11/11
HP: 3

Wargear:
Twin-Linked Lascannon, Twin-Linked Heavy Bolter and 6 Blacksword Missiles

Special Rules:
Unrelenting Hunter, Interceptor Craft

Unrelenting Hunter: When shooting at enemy Flyers or Skimmers, a Nephilim Jetfighter may choose to treat any result on the damage table as an Immobilised result. If a Swooping Flying Monstrous Creature suffers one or more Wounds from a model with this special rule, it suffers a -3 penalty to its Grounded test that turn.

Interceptor Craft: When rolling for Reserves, if an enemy Flyer arrived from Reserves or Ongoing Reserves last turn, you may choose to automatically pass the Reserves roll for any Nephilim Jetfighters.

Options:
May replace it's Twin-Linked Heavy Bolter with a Twin-Linked Autocannon for 10pts.
May replace it's Twin-Linked Lascannon with an Avenger Mega-Bolter for 5pts.

So now it's an actual interceptor craft, as the fluff suggests. Pretty good anti-Flyer as well, although whether that's something DA need with the Mortis as well is arguable.

Ravenwing Dark Talon: 150pts
Unit Composition: 1 Dark Talon
Unit Type: Vehicle (Flyer, Hover)
BS: 4
AV: 11/11/11
HP: 3

Wargear:
2 Hurricane Bolters, Rift Cannon and Stasis Bomb

It's... kind of boring now? It's better, certainly, but it feels a little schizophrenic about it's role a la the Land Raider Phobos.
 

· Rattlehead
Joined
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6,727 Posts
Discussion Starter · #6 · (Edited)
HEAVY SUPPORT
Devastator Squad: - 70pts
Unit Composition: 4 Space Marines and one Space Marine Sergeant
Unit Type: Infantry (Space Marine Sergeant and Veteran Sergeant are Infantry (Character))
WS: 4 (4)
BS: 4 (4)
S: 4 (4)
T: 4 (4)
W: 1 (1)
I: 4 (4)
A: 1 (2)
Ld: 8 (9)
Sv: 3+

(Brackets are Veteran Sergeant)

Wargear:
Power Armour, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades. Sergeant has a Signum.

Special Rules:
And They Shall Know No Fear, Combat Squads, Stubborn, Relic Technology

Options:
May include up to five additional Space Marines for 14pts each

Up to four models may replace their Boltguns with one of the following:
Heavy Bolter for 5pts
Multi-Melta or Missile Launcher with Frag and Krak Missiles for 10pts (Missile Launcher may also take Flakk Missiles for 5pts)
Plasma Cannon or Lascannon for 15pts

May upgrade the Space Marine Sergeant to a Veteran Sergeant for 10pts
The Space Marine Sergeant or Veteran Sergeant may take options from the Ranged Weapons, Melee Weapons or Special Issue Wargear sections of the Wargear list.

May select a Drop Pod, Rhino or Razorback as a Dedicated Transport.

Predator Battle Tank: - 70pts
Unit Composition: 1 Predator Battle Tank
Unit Type: Vehicle (Tank)
BS: 4
AV: 13/11/10
HP: 3

Wargear:
Autocannon, Searchlight, Smoke Launchers

Options:
May replace Autocannon with a Twin-Linked Lascannon for 30pts

May add a pair of side sponsons each containing one of the following:
Heavy Bolters for 20pts
Lascannons for 40pts

May take items from the Vehicle Equipment section of the Wargear list.

Vengeance-Pattern Predator: - 100pts
This variation on the ubiquitous Predator chassis is the product of the jealously guarded secret forges of the Rock. Nobody save the Master of the Rock and perhaps a few in the upper echelons of the Inner Circle know why the Dark Angels and their successors have such an unusually high number of ancient plasma-based weapons or suits of the revered Tactical Dreadnought Armour, but the commanders of the Chapter's forces know that these technological marvels are a potent force on the field of battle. The Vengeance-Pattern was named after it's predecessor, the Land Speeder Vengeance, to counteract the limitations of mounting such a powerful weapon upon the fragile platform of a Land Speeder. While the Vengeance-Pattern Predator is far less capable of effectively supporting the mounted 2nd Company, many among the Company Masters cannot fault the combination of the devastating Plasma Storm Battery and the armoured ceramite of a front line battle tank.

Unit Composition: 1 Predator Executioner
Unit Type: Vehicle (Tank)
BS: 4
AV: 13/11/10
HP: 3

Wargear:
Plasma Storm Battery, Searchlight, Smoke Launchers

Options:
May add a pair of Plasma Cannon Sponsons for 30pts

May take items from the Vehicle Equipment section of the Wargear list.

What's that, a new unit? It's more likely than you think! A plasma tank a la the Predator Executioner, in case you didn't have enough plasma with your 5pt discount and Plasma Cannon Terminators.

Whirlwind: - 65pts
Unit Composition: 1 Whirlwind
Unit Type: Vehicle (Tank)
BS: 4
AV: 11/11/10
HP: 3

Wargear:
Whirlwind Multiple Missile Launcher with Vengeance and Castellan Missiles, Searchlight, Smoke Launchers

Options:
May upgrade the Whirlwind Missile Launcher to carry Hyperios Missiles in addition to Vengeance and Castellan Missiles for 10pts

May take items from the Vehicle Equipment section of the Wargear list.

It can Skyfire now if you want, giving it a slightly wider niche rather than being a pure long range anti-light infantry artillery piece. It's still a fairly weak choice, perhaps, having a similar function to the Predator, but it's very cheap for what it is so I think it can have a pass.

Vindicator: - 130pts
Unit Composition: 1 Vindicator
Unit Type: Vehicle (Tank)
BS: 4
AV: 13/11/10
HP: 3

Wargear:
Demolisher Cannon, Storm Bolter, Searchlight, Smoke Launchers

Options:
May take a Siege Shield for 10pts

May take items from the Vehicle Equipment section of the Wargear list.

Minor points increase. It's a Space Marine tank, they're usually fine albeit a little dull - solid choices, no fancy rules, everyone knows what they are and what they do. No real fiddling required.

Land Raider: - 220pts
Unit Composition: 1 Land Raider
Unit Type: Vehicle (Tank, Transport)
BS: 4
AV: 14/14/14
HP: 4

Wargear:
Twin-Linked Heavy Bolter, Searchlight, Smoke Launchers

Special Rules:
Power of the Machine Spirit, Assault Vehicle

Transport Capacity: 12 models

Options:
Must be upgraded to one of the following Patterns:
Phobos for 10pts: A Land Raider Phobos adds a pair of side sponsons, each containing a Twin-Linked Lascannon.

Redeemer for 20pts: A Land Raider Redeemer adds a pair of side sponsons, each containing a Flamestorm Cannon, and replaces it's Twin-Linked Heavy Bolter with a Twin-Linked Assault Cannon.

Crusader for 25pts: A Land Raider Crusader adds a pair of side sponsons, each containing a Hurricane Bolter, and replaces it's Twin-Linked Heavy Bolter with a Twin-Linked Assault Cannon. In addition, it's Transport Capacity is increased to 16.

Prometheus for 40pts: A Land Raider Prometheus adds a pair of side sponsons, each containing a two Twin-Linked Heavy Bolters, and replaces it's original Twin-Linked Heavy Bolter with a Storm Bolter and a Locator Beacon. In addition, any unit from Faction: Dark Angels within 6" of a Land Raider Prometheus has the Night Vision special rule and fires Overwatch at full Ballistic Skill. If there is a friendly Land Raider Prometheus on the board when rolling for Reserves, you may re-roll any Reserve roll (failed or successful).

May add a pintle-mounted Multi-Melta for 10pts.

May take Frag Assault Launchers for 5pts.

May be upgraded to have the Deathwing Vehicle rule for 25pts.

May take items from the Vehicle Equipment section of the Wargear list.

The Prometheus is now available as a command tank/support variant of the Land Raider, with shitty guns but a couple of neat rules. Not sure if it'll be any good, but I quite like the idea and it helps out with the theme I think I've started to implement of DA having some Overwatch-based rules to emphasize their relentless/shooty nature.

Land Speeder Vengeance: - 115pts
Unit Composition: 1 Land Speeder Vengeance
Unit Type: Vehicle (Fast, Skimmer)
BS: 4
AV: 11/11/10
HP: 3

Wargear:
Heavy Bolter, Plasma Storm Battery

Special Rules:
Deep Strike

Options:
May replace it's Heavy Bolter with an Assault Cannon for 15pts.

It's cheaper, and a fair bit tougher - tough as a Rhino, which isn't very tough at all, but it can Jink and it's pretty mobile. Perhaps a tad undercosted though, given the ease of buffing it with Darkshroud and the buffs to the Plasma Storm Battery?
 

· Rattlehead
Joined
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6,727 Posts
Discussion Starter · #7 · (Edited)
SPECIAL CHARACTERS
Azrael: - 215pts
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
WS: 6
BS: 5
S: 4
T: 4
W: 4
I: 5
A: 4
Ld: 10
Sv: 2+

Wargear:
Protector, Bolt Pistol, Sword of Secrets, Frag Grenades, Krak Grenades, The Lion Helm, Lion's Wrath

Protector: This suit of Artificer Armour confers a 2+ Armour Save and the Feel No Pain special rule to the bearer.

Sword of Secrets:
This 'one-and-a-half-handed' sword can be wielded comfortably with one or both hands. Declare at the start of the Fight sub-phase which profile Azrael will use.

One-Handed:
Range: -
Str: User +1
AP: 3
Type: Melee, Master-Crafted

Two-Handed:
Range: -
Str: User +2
AP: 2
Type: Melee, Master-Crafted, Two-Handed

Lion's Wrath:
This is a Combi-Weapon with the Master-Crafted special rule, with a secondary Plasma Gun with the following profile:
Range: 24"
S: 7
AP: 2
Type: Rapid Fire, Blind, Gets Hot, Master Crafted

The Lion Helm:
The Lion Helm confers a 4+ Invulnerable Save to Azrael and his unit.

Warlord Trait: Azrael may select any of the Warlord Traits from the Dark Angels Warlord Trait Table.

Special Rules:
Independant Character, Inner Circle, Rites of Battle, Relic Technology Master of the Unforgiven

Rites of Battle: While Azrael is on the table, all models from Faction: Dark Angels may use his Leadership for Morale, Pinning or Leadership tests.

Master of the Unforgiven: In a detachment containing Azrael, all Deathwing Terminator Squads and Ravenwing Attack Squadrons are Troops choices.

Options:
May carry the Dark Angels Chapter Banner for 50pts

He's the same dude, because he's already good. His sword can be AP2 now, making him capable in a challenge. He can also be used as a really tough banner-bearer if you want to make him more a support character, but you pay for it.

Ezekiel: - 140pts
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
WS: 5
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 2+

Wargear:
Artificer Armour, Master-Crafted Bolt Pistol, Traitor's Bane, Frag Grenades, Krak Grenades, Psychic Hood, Book of Salvation

Traitor's Bane:
Range: -
S: User
AP: 3
Type: Melee, Force, Master-Crafted, Two-Handed, Bane of the Traitor (see Deathwing Weapons)

Book of Salvation:
So long as Ezekiel lives, all friendly units from Faction: Dark Angels within 6" of him gain the Adamantium Will and Fearless special rules.

Warlord Trait: The Hunt

Special Rules:
Independant Character, Inner Circle, Psyker (Mastery Level 3), Psychic Interrogator

Psychic Interrogator:
Ezekiel does not benefit from the Psychic Focus special rule. Instead, he automatically knows the following psychic power:

Mind Worm - Warp Charge 1
Mind Worm is a Focussed Witchfire power with the following profile:
Range: 12"
Str: 9
AP: 2
Type: Assault D3, Ignores Cover, Sap Will

Sap Will: Hits from Sap Will roll to Wound against the target's Leadership value rather than their Toughness value. Note that this modifies their Instant Death threshold accordingly. For each unsaved Wound a model suffers from Mind Worm, that model reduces their Weapon Skill, Ballistic Skill, Initiative and Leadership by 3 (to a minimum of 1) for the remainder of the game.

Psyker:
Ezekiel may generate powers from the Divination, Telepathy, Pyromancy, Telekinesis and Sanctic Daemonology disciplines.

I think he's probably worse with the Book of Salvation nerf, but Mind Worm gets better and he has a significantly increased chance to get the powers he wants from any given table.

Asmodai: - 145pts
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
WS: 5
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 3+

Wargear:
Power Armour, Bolt Pistol, Power Maul, Frag Grenades, Krak Grenades, Rosarius, Blades of Reason

Blades of Reason:
Range: -
Str: User
AP: -
Type: Melee, Instant Death, Rending, Unwieldy

Warlord Trait: Unwavering Resolve

Special Rules:
Independant Character, Inner Circle, Zealot, Unyielding Faith

Unyielding Faith: Asmodai is rigidly uncompromising in his devotion to the Emperor and fanatical desire to bring death to His enemies. He and his unit have the Shred special rule in the first round of combat.

He's still awkward to put into a unit, being Power-Armoured and DA's only combat units being Terminator Armoured, but he makes a Guard blob pretty terrifying; he adds a lot of punch to his squad, no doubt, which justifies the high price tag. The balancing factor is the relative trickiness of getting a suitable unit.

Belial: - 165pts
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
WS: 7
BS: 6
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 2+

Wargear:
Iron Halo, Storm Bolter, Terminator Armour, Sword of Silence, Teleport Homer

Sword of Silence:
Range: -
S: User
AP: 3
type: Melee, Fleshbane, Master-Crafted

Warlord Trait: Brilliant Planning

Special Rules:
Deathwing Assault, Independent Character, Inner Circle, Vengeful Strike, Marked for Retribution, Tactical Precision, Master of the Deathwing

Master of the Deathwing: In a detachment containing Belial, all Deathwing Terminator Squads are Troops.

Marked for Retribution: All of Belial's shooting and melee attacks are Precision Shots/Precision Strikes on a To Hit roll of 5+.

Tactical Precision: Belial (and any unit composed entirely of models with the Inner Circle special rule that he has joined) do not scatter when arriving by Deep Strike.

Options:
May replace his Storm Bolter and the Sword of Silence for one of the following:
Pair of Master-Crafted Lightning Claws for free
Master-Crafted Thunder Hammer and Storm Shield for 5pts

Drastic points reduction and he helps out a Deathwing army significantly with a reduction in their scatter distance. His alternative weapons are master-crafted, since he's the Captain of the Deathwing. He also went up a pip in WS and BS, since his fluff is quite extensive in detailing in how he always chastises himself for a single wasted shot or blow and assigns himself punishing training/penitence for it. It'll rarely come into play, but works with the fluff which is always nice.

Sammael: 200pts
Unit Composition: 1 (Unique)
Unit Type: Jetbike (Character)
WS: 6
BS: 5
S: 4
T: 5
W: 3
I: 5
A: 3
Ld: 10
Sv: 2+

Wargear:
Power Armour, Bolt Pistol, Frag Grenades, Krak Grenades, Teleport Homer, Adamantine Mantle, Corvex, Night Halo and Raven Sword

Adamantine Mantle: Confers Eternal Warrior on the bearer.

Corvex: Corvex is a jetbike fitted with a Plasma Cannon and a Twin-Linked Storm Bolter.

Night Halo: The Night Halo grants Sammael a 4+ Invulnerable Save.

Raven Sword:
Range: -
S: User
AP: 2
Type: Melee, Master-Crafted

Warlord Trait: Rapid Manoeuvre

Special Rules: Hit and Run, Independent Character, Scouts, Skilled Rider, Master of the Ravenwing

Master of the Ravenwing: In a detachment containing Sammael, all Ravenwing Attack Squadrons are Troops.

Options:
May be mounted in his Land Speeder, Sableclaw. If so, he changes his unit type to Infantry (Character) and his Toughness is reduced to 4.

Unit Composition: 1 (Unique)
Unit Type: Chariot (Fast, Skimmer)
BS: 4
AV: 13/13/10
HP: 3

Wargear:
Twin-Linked Heavy Bolter, Twin-Linked Assault Cannon, Teleport Homer, Night Halo

Sableclaw's the biggest change here, now a Chariot as I believe that makes more sense than being a poor vehicle. Still expensive as he's got a whole pile of transferable rules and making Ravenwing into Troops is a strong FOC swap.
 

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Discussion Starter · #8 · (Edited)
FORMATIONS:
Deathwing Redemption Force: Occasionally, most often in response to reports of a Fallen in the vicinity, the Deathwing will mobilise en masse; such an example is the siege of Dominus Prime. In such an instance, the result is inevitable; with Storm Bolter and Thunder Hammer, the grim Terminators of the Deathwing will scour the field clean of the enemies of the Emperor. Their highly accurate teleportation methods suit them best to assassination - the mailed fist of the Chapter ripping the heart from the foe in one fell blow.

Formation:
Belial, Company Master or Interrogator Chaplain in Terminator Armour.
1 Deathwing Command Squad
2+ Deathwing Terminator Squads
0-3 units of Deathwing Knights

Command Benefits:
Lord of the Deathwing: If this Detachment is chosen as your Primary Detachment, your Warlord automatically has the Brilliant Planning Warlord Trait.

Remove the Head: All units in the Formation must enter from Reserves on the same turn using their Deathwing Assault rule. On the turn on which the formation enters from Reserves, all shots fired by models in the formation have the Precision Shot special rule.

The Great Hunt:
The sky turns black as the Ravenwing ride out, exhaust smog exacerbated by the ghastly shadow projected from the Ravenwing Darkshrouds. In this unnatural darkness, the enemies of man quiver in fear before the black riders of the 2nd Company burst from the night, sowing destruction in their wake with bolt shell and plasma bolt.

Formation:
Sammael or Company Master on Ravenwing Bike
1 Ravenwing Command Squad
2+ Ravenwing Attack Squadrons
1+ Ravenwing Support Squadron

Command Benefits:
Master of the Ravenwing: If this Detachment is chosen as your Primary Detachment, your Warlord automatically has the Rapid Manoeuvre Warlord Trait.

Master Hunstmen: All models in this formation have the Skilled Rider and Acute Senses special rules. If this unit is kept in Reserves, make a single reserve roll for all the units in this Formation. They may all arrive from the same board edge - roll once for the Formation (note that you may re-roll this as the Formation has the Acute Senses rule).
 

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I have been following this as you posted, but refrained from commenting so as not to upset the order. I'm going to copy+paste the text when I get home to truly digest, I must confess at this point your little notes for each entry have been the focus of my attention...that shall change.

Looks fuckin' amaze-balls man.
 

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Much like Ntaw, I have to say I focused a lot on the editor's critiques. I'm seeing a few things here and there... mostly rules nitpicks and clean ups:

1. You mentioned 3-shot Storm Bolters early on, and I'm assuming that's from the Auto-Targetter that makes them Salvos? But I never see the Auto-Targetter appear anywhere in wargear or options. Just a little connect the dot thing that I'm missing.

2. Your two formations offer the reroll of the Warlord trait... which tends to be worthless IF the player uses Belial or Sammael. I'd probably go the other way; a DW Formation uses that trait regardless of character, a RW formation does the same.


3. I'm a little bit disappointed in the Formations. well, RW specifically. the DW formation is diesel; you have 21 Terminators, and each one is coming down turn 1 (I would assume), fairly accurately, with Precision Rending shots... that means EVERY 6 on that first turn, from 21 guys each with at least 3 shots (or 5, because I'd so be using an Assault Cannon with this).. let's say we're at 65 shots now, mathematically speaking 10 of those dice has just said 'You. you're dead. Go away. No, you can't do jack about it'. Meanwhile, you've demanded that Ravenwing bring FOUR speeders to go with between 13-19 bikes.... and then said 'See that guy all the way over there? One turn you can get a little closer and open fire'. And remember, with Jinks changing, Turbo Boost isn't as good. At the very least, I'd ditch the Vengeance and ask for a Nephilim or something.

4. Nephilim, btw? Sexy. I'm all for the Lascannon/Autocannon flier. Alternatively, instead of the Vengeance Predator, remember the Plasma Talon flier I cooked up a few months ago? Plasma Talon 'Hurricane' batteries on the wing, and a cannon for the nose?

5. DW Command squads. Offer an option to upgrade each model for +X pts to DW Knights. Or just say 'fuck it, RW Commands are Black Knights, DW should get DW Knights'.


Honestly, in general I love it. I'd happily play a RavenDeath with this one... Plasma everywhere! It fits the theme I enjoyed from them to start.
 

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Discussion Starter · #12 ·
1. You mentioned 3-shot Storm Bolters early on, and I'm assuming that's from the Auto-Targetter that makes them Salvos? But I never see the Auto-Targetter appear anywhere in wargear or options. Just a little connect the dot thing that I'm missing.
It comes on Terminator Armour - it's because Terminators are crappy shooters at the moment purely through their inefficiency (they're the most expensive source of Str4 AP5 in a dex that can get buckets of it), but I didn't think it was relevant for any other unit.

2. Your two formations offer the reroll of the Warlord trait... which tends to be worthless IF the player uses Belial or Sammael. I'd probably go the other way; a DW Formation uses that trait regardless of character, a RW formation does the same.
That's a fair point and a good change.

3. I'm a little bit disappointed in the Formations. well, RW specifically. the DW formation is diesel; you have 21 Terminators, and each one is coming down turn 1 (I would assume), fairly accurately, with Precision Rending shots... that means EVERY 6 on that first turn, from 21 guys each with at least 3 shots (or 5, because I'd so be using an Assault Cannon with this).. let's say we're at 65 shots now, mathematically speaking 10 of those dice has just said 'You. you're dead. Go away. No, you can't do jack about it'. Meanwhile, you've demanded that Ravenwing bring FOUR speeders to go with between 13-19 bikes.... and then said 'See that guy all the way over there? One turn you can get a little closer and open fire'. And remember, with Jinks changing, Turbo Boost isn't as good. At the very least, I'd ditch the Vengeance and ask for a Nephilim or something.
The formations were done in a tad under 5 minutes at the end, just because I remembered they're a thing in 7th ed codices. I agree they need a lot of work; probably a reduction in the number of units needed and a simpler/less powerful benefit a la Stormwing.

4. Nephilim, btw? Sexy. I'm all for the Lascannon/Autocannon flier. Alternatively, instead of the Vengeance Predator, remember the Plasma Talon flier I cooked up a few months ago? Plasma Talon 'Hurricane' batteries on the wing, and a cannon for the nose?
Yeah, the Archangel Pattern would be a good addition too, although I'd have to put some thought into it's FOC slot and pricing to avoid it being different enough to the existing Flyers, the Vengeance Predator and the Land Speeder Vengeance.

5. DW Command squads. Offer an option to upgrade each model for +X pts to DW Knights. Or just say 'fuck it, RW Commands are Black Knights, DW should get DW Knights'.
I had thought about this but the fluff wasn't quite so easy as for Ravenwing Command Squads being Black Knights - if the general consensus is that they should be Deathwing Knights then sure, I'll go right on ahead and do that. It'd certainly look impressive.
 

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I had thought about this but the fluff wasn't quite so easy as for Ravenwing Command Squads being Black Knights - if the general consensus is that they should be Deathwing Knights then sure, I'll go right on ahead and do that. It'd certainly look impressive.
You could always go halfway; a DW Command Squad can take one of the following options:

Each can replace their Power Fist for a Mace of Caliban for X points. Each can replace their Power Fist for a Storm Shield for X points, granting them the 'Shield' rule that I can't think of the name of. Up to two can replace their Storm Bolter for a heavy Weapon. This represents the Command Squad being made up of the best and brightest, some Terminator 'Devs', some Knights, some Vets in training, etc. And of course, one Standard Bearer.


Yeah, the Archangel Pattern would be a good addition too, although I'd have to put some thought into it's FOC slot and pricing to avoid it being different enough to the existing Flyers, the Vengeance Predator and the Land Speeder Vengeance.
Here's another option; Add the Archangel and the Predecutioner as SPECIAL vehicles. If you run the RW Formation, you unlock the Archangel as a heavy support choice. If you run the DW Formation, you get the Predecutioner with the DW vehicle upgrade. Let's face it, the 1st Legion plays loose with the rules, so giving them a few more weird options....

Honestly, I was never a fan of the LS Vengeance myself. I'd rather see Fliers coming in as heavy support for a speed army, then overly-fragile heavy weapons cruising around. The 'shroud can only support so many units at a time; keeping your force clustered under the bubble goes against a fast moving mobile strike squad.


Personally, I'd like to see a third formation for RavenDeath; something built around the 2nd turn Deep Strike that made them so strong. Think like Wolves, with a dozen different types of formations. Realistically though, Azrael commanding TriWing makes more sense... and a 'freebie' benefit would be getting a DW command squad and a RW command squad.
 

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Discussion Starter · #14 ·
Formations changed - a lot more flexible, DW one is less potent.

You could always go halfway; a DW Command Squad can take one of the following options:

Each can replace their Power Fist for a Mace of Caliban for X points. Each can replace their Power Fist for a Storm Shield for X points, granting them the 'Shield' rule that I can't think of the name of. Up to two can replace their Storm Bolter for a heavy Weapon. This represents the Command Squad being made up of the best and brightest, some Terminator 'Devs', some Knights, some Vets in training, etc. And of course, one Standard Bearer.
That makes sense, although I'd wonder whether that would be worth bringing in-game - you really need at least 3 DWK to give the other two dudes in the squad T5.

I could make it an option to make DWK a profile upgrade - pay 5pts per model for WS5 and Fortress of Shields/Hammer of Wrath if they have Storm Shield or something similar.

Here's another option; Add the Archangel and the Predecutioner as SPECIAL vehicles. If you run the RW Formation, you unlock the Archangel as a heavy support choice. If you run the DW Formation, you get the Predecutioner with the DW vehicle upgrade. Let's face it, the 1st Legion plays loose with the rules, so giving them a few more weird options....
Now that is interesting...

Honestly, I was never a fan of the LS Vengeance myself. I'd rather see Fliers coming in as heavy support for a speed army, then overly-fragile heavy weapons cruising around. The 'shroud can only support so many units at a time; keeping your force clustered under the bubble goes against a fast moving mobile strike squad.
That does make a lot of sense - the Teleport Homers/calling in the Deathwing always gave the Ravenwing the feel of a scouting force who called in heavy support from the Deathwing/air support/orbital support rather than having their own big hitters. But on the other hand, it has a model, and we know how much people complain when you remove even a special character without a model...

Personally, I'd like to see a third formation for RavenDeath; something built around the 2nd turn Deep Strike that made them so strong. Think like Wolves, with a dozen different types of formations. Realistically though, Azrael commanding TriWing makes more sense... and a 'freebie' benefit would be getting a DW command squad and a RW command squad.
A formation of something like 1+ Tactical Squad, 1+ Ravenwing Attack Squadron, 1+ Deathwing Terminator Squad with a restriction that you cannot have more Ravenwing/Deathwing Squads than Tactical Squads; not sure what the Command Benefit would be, but certainly a neat idea.
 

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As always looking at posts like this I was a bit sceptical about balancing issues.
One major thing I would change about my post though is it looks as though you have copy/pasted directly from the book with multiple units for costs and stats. GW doesn't like that, so in instances where you have done this I would amend the statlines to say "Same as XXX" and same with points costs if the same.
So for instance you have Company Master entry that has the same stats as the one in the book, though has a different wargear list and slightly reduced cost.
So you could put:

Company Master - 10pts less than Current DA Codex
Unit Composition: 1 Company Master
Unit Type: Infantry (Character)
Stats the same as DA Codex
Wargear:
Same as DA Codex
Special Rules:
Same as DA Codex
Options:
Same as DA Codex except Terminator Armour 5pts less.
Other than that you have some sensible changes, but remember you should probably include the names of the items that are staying the same with a "Same as DA Codex" thing and move on to the next or just only include the ones that you changed.
This makes it a lot easier to find out what you have actually modified rather and stops GW getting Heresy-Online in trouble.

Things like your Perfidious Relic of the Unforgiven for 10pts giving you Eternal Warrior and Adamantium Will is insanely undercost.
It is the Skull of Ker'ngar now from Black Legion (as it that is the item that gives both of those rules) and costs 40pts

Equally your Displacer Field at 25pts again is undercost. The reason it is so cheep in DA book is that it has the massive teleporty drawback. For a 3++ save for Necron you are paying 45pts for a lord. Though that being said an item like Clan Ruukaan Gorgon Chain at nearly double the cost of a Displacer Field, gives a 3++ and a bonus to FnP & Eternal Warrior to start with, but loses bonuses over time.

Your Dreadnaught has for no apparent reason got 10pts cheeper than current Dreadnaughts for Space Marines or CSM and have the same stats and options.

The overall fit for the lowering the cost of Plasma for DA seems like a nice idea in principle, but when it comes to balancing armies then it is a no no. The reason for the costs being what they are is about how powerful they are. Otherwise people will just allied detachment some DAs into their SM army for the cheep plasmas. HOWEVER having more plasmas available to them is normally fine as that is part of the current theme, such as tactical squads had access to plasma cannons in the DA book but previously did not in the SM book (though that changed with the latest release).

As said, overall the theme seems like an idea, but in practice I think this is an overly powerful swipe at just making things better cos they are crap at the moment.
 

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A little wording here:

Brilliant Planning:
While the Warlord is alive, any friendly unit arriving from Reserves using the Deep Strike special rule only scatters D6" when Deep Striking.
As well, the price drop on TLLC Mortis Dreads is beneficial to me but I'd never swing that by an opponent when they used to be 155 and now they're 130 (not without an 'official' source anyway). While I like the idea that Mortis is in the Codex I still feel like you should have to pay some sort of upgrade for it similar to how you have to pay to upgrade to Venerable. I mean, currently it's only a 5 point difference...why make it even less? I'd pay 5 points for a Mortis Tracking System that allowed me Skyfire if I didn't move. OH WAIT, I already do! :laugh:

More to come as I look further into it, the only thing that I would watch out for is comparisons between the points costs presented in this book and points costs in books from previous editions. Basically this:

For a 3++ save for Necron you are paying 45pts for a lord.
The Phase Shifter a ridiculously cost upgrade to begin with, and I see it changing once the 'Cron dex is re-released. Not that it isn't a current and valid comment, I just see it as a kinda pointless example. Let me tell you the bitch-fest I could kick up over the points difference even just for Tactical marines between C:SM and C:BA, things change. Considering the Displacer Field is 25 points in the current Codex and all he did was get rid of the D6 scatter, what's the beef anyway?
 

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Grey Knight Terminators. All other 'this is cheaper than that' arguments fail. :p


In other news, the Mortis cost probably was based directly off Forgeworld's Mortis stats. I'm at work, so I can't see off the top of my head.


Hey @MidnightSun: Chapter Tactics for DA, since you don't like Stubborn:

Master of Ancient Relics : All Dark Angels can reroll Gets Hot! when using Plasma.

Then put the cost back to standard.
 

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As far as a TLAC Dreadnought Codex rules vs. a TLAC Mortis FW rules went, 120 points to 125. There was no option from the Codex for the other weapon combinations.

Grey Knight Terminators. All other 'this is cheaper than that' arguments fail. :p
:laugh: tell me about it:

5x GK Terminators w/ 3x Halberds, Hammer, Stave, and Incinerator: 196 points + all of them can still shoot

5x DW Terminators w/ 3x TH/SS, PC: 250 points + sacrificing almost all shooting for survivability

Fuck, I just got the idea of (in a perfect game rolling for Psychic Powers) getting to cast Invisibility and Sanctuary on a squad of Hammernators. If only you could Sweeping Advance with them...
 

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Discussion Starter · #19 ·
Things like your Perfidious Relic of the Unforgiven for 10pts giving you Eternal Warrior and Adamantium Will is insanely undercost.
It is the Skull of Ker'ngar now from Black Legion (as it that is the item that gives both of those rules) and costs 40pts
No way in hell is Eternal Warrior and Adamantium Will worth 40pts. It's maybe worth 20pts, if that.

Equally your Displacer Field at 25pts again is undercost. The reason it is so cheep in DA book is that it has the massive teleporty drawback. For a 3++ save for Necron you are paying 45pts for a lord. Though that being said an item like Clan Ruukaan Gorgon Chain at nearly double the cost of a Displacer Field, gives a 3++ and a bonus to FnP & Eternal Warrior to start with, but loses bonuses over time.
As ntaw said, the Phase Shifter is ludicrously overpriced - it's only 'okay' on a Command Barge, and that's the best possible use for it.

Equally your Displacer Field at 25pts again is undercost. The reason Your Dreadnaught has for no apparent reason got 10pts cheeper than current Dreadnaughts for Space Marines or CSM and have the same stats and options.
Dreadnoughts and Helbrutes are kind of shitty though.

The overall fit for the lowering the cost of Plasma for DA seems like a nice idea in principle, but when it comes to balancing armies then it is a no no. The reason for the costs being what they are is about how powerful they are. Otherwise people will just allied detachment some DAs into their SM army for the cheep plasmas. HOWEVER having more plasmas available to them is normally fine as that is part of the current theme, such as tactical squads had access to plasma cannons in the DA book but previously did not in the SM book (though that changed with the latest release).
SM have had Plasma Cannons on their infantry since their 5th ed book dropped - they've had them for quite a long time.

Is cheap plasma such a bad thing? It's universally acknowledged that Plasma Pistols are grossly overpriced, so they're certainly getting a points drop, but bringing in Dark Angels so you can trade your Combat Tactics for a 5pt discount on Plasma weapons and Stubborn (which, bear in mind, is a detrimental ability for shooting units)? I don't think I'd be falling over myself to get rid of re-rolling 1s to hit with Bolters or Hit and Run on every unit. Plasma's hardly running the game right now, and I think a small points decrease on one army wouldn't actually change that too much.

Simply increasing Plasma availability doesn't really help - for one, there aren't that many more platforms yoou can add Plasma to with the formulaic nature of Space Marines (they have three infantry units and two tanks, then a couple of oddball units like Land Speeders, Thunderfires and the Flyers. Everything else is a variant on those three infantry models and two tanks).

As said, overall the theme seems like an idea, but in practice I think this is an overly powerful swipe at just making things better cos they are crap at the moment.
Large changes need to be made - Terminators need to be broken out of 40pts per model base, Land Raiders need to be broken out of 250pts base, Plasma Pistols need to be cheaper than 15pts per model. These points costs were appropriate in 3rd, but haven't been changed since then and so all of the Space Marine books need to be changed significantly purely to update them to modern 40k. I don't think my re-write is particularly favourable over Space Marines or Space Wolves - it does some things better and some things worse, as it should be. Of course, I'm biased, which is why this is up on a forum, but I'm reasonably confident that as a whole, it's on the right lines.
 

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Discussion Starter · #20 ·
Grey Knight Terminators. All other 'this is cheaper than that' arguments fail. :p
Excellent example. The only good Terminators are GK Terminators and Chaos Terminators, because they break free of GW's silly pricing traditions.

Master of Ancient Relics : All Dark Angels can reroll Gets Hot! when using Plasma.
So they re-roll 1s to hit with Plasma weapons, rerolling Gets Hot on Plasma Cannons? Eh, it's okay. I'm really gunning for Plasma to be a more attractive option for DA without forcing you into it; if you make them 'The Plasma Marines', they start to get drawn into bad matchups with hordes or light infantry armies purely through a restriction inherent in the Codex.
 
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