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Made in it
Focused Dark Angels Land Raider Pilot





I'm making a DA fandex!!! If anybody wanna help it's well accepted...
and don't hesitate telling me if something seems inappropriate or unbalanced...
I cancelled my guidelines from this first post to mame it more "readable"

THE CODEX SO FAR:

DARK ANGELS, THE UNFORGIVEN CHAPTER

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Dark angels special rules

And they shall know no fear: As "Codex:space marines"

Combat squads: As "codex: Space Marines"

Stubborn: Dark Angels are (in)famous for their grim determination so all Dark Angels units are subject to the "stubborn" USR. Ravenwing units are not subject to the USR because they're trained in scout duty and guerrilla warfare

Ravenwing riders: The Landspeeders and bikes of the Dark Angels are feared in the whole galaxy... Ravenwing are without doubt the best bike and fast attack force of the Imperium, justly feared for their lightning fast attacks and their hit and run tactics. To represent this, all ravenwing units are subject to Skilled Riders, Infiltrate, Scouts and Hit and Run USR

The Deathwing: The First Company of the Dark Angels is called "Deathwing" and is made of some of the most brave warriors of the galaxy. They will resist in every adversity without esitation, even when a different tactical choice would be preferable. Members of the Deathwing are subject to the "Fearless" USR

Mastery of Plasma Secrets: Dark Angels have been the first legion amongst all space marines. Their technological knowledge surpass by far that of other chapters except for a few like the Iron Hands. Their skill in crafting their own equipment makes their plasma weaponry more reliable. To represent this Dark Angels models can ignore the effect of "gets hot" on a roll of 4 or more


ARMY LIST

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
HQ
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Azrael, supreme commander of the Unforgivens

260 points

Ws..Bs...S...T...W...I...A...Ld...Sv
.6....5....4...4....3...5...4...10...2+/4++

SPECIAL RULES
Independent Character
Stubborn
Eternal Warrior
Supreme Commander
Orbital Strike

EQUIPMENT
Blade of the Secrets
Helm of the Lion
Lion's Wrath
Artificer's Armour
Frag and Krak Grenades
Bolt Pistol

Rules:

Blade of the secrets: It's a Master-crafted Heavenfall Blade ( power weapon, confers strenght 6 in close combat)

Helm of the Lion: Azrael and every unit he is with, benefit from a 4+ invulnerable save

Lion's Wrath: It's a master-crafted Combi-plasma

Supreme Commander: Azrael is famous for the grim calm he keeps on the battlefield and his ability to direct Dark Angels.
once per Dark angels turn he can bestow on one Dark Angels unit within 12" (including himself and his unit)
one of the following special rules:
Counter-attack, Fearless, Preferred enemy, Relentless, Tank hunters
In addition if Azrael is present, a Dark angel Command Squad can be selected
Orbital bombardment: As codex: Space marine
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Belial, Master of the Deathwing

215 points

..Ws..Bs...S...T...W...I...A...Ld...Sv
...6....5....4...4....3...5...4...10...2+/4++

EQUIPMENT:
Storm Bolter
Blade Reforged
Terminator Armour
Iron Halo

SPECIAL RULES:
Master of the Deathwing
Cunning Strategist
Eternal Warrior
Preferred enemy (Orks)

RULES:
Blade Reforged: It's a master-crafted heavenfall blade so it confers strenght 6 in close combat ignoring Armour.
In addition Belial is so skilled in the use of this sword that if his Ws exceed the enemies highest one, he gains a number of bonus
attacks equal to the difference

Master of the Deathwing: If Belial is choosen, Terminators are Troops choice and one Deathwing Terminator squad can become a Deathwing command squad
A Deathwing command squad can take
-A narthecium for +30 points
-A company standard for +25 points

Cunning Strategist: If Belial is choosen, you can reroll when trying to seize the initiative

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TROOPS
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TACTICAL SQUAD

90 points

WS BS S T W I A Ld Sv
4 4 4 4 1 4 1 8 3+ Space Marine
4 4 4 4 1 4 2 8 3+ Veteran Sergeant

COMPOSITION:
4 Space Marine
1 Veteran Sergeant

SPECIAL RULES:
And they shall know no fear
Stubborn
Combat squads

EQUIPMENT:
Power armour
Bolt pistol
Boltgun
Frag and Krak Grenades

OPTIONS:
The squad can include up to five additional marines
-16 points each
If the squad include 10 models one marine can replace his boltgun with
- Flamer: free
- Meltagun: 10 points
- Plasma gun : 15 points
- Plasma Cannon : 20 points
If the squad include 10 models one marine can replace his boltgun with
- Heavy bolter, Multi-melta, missile launcher: free
- Plasma cannon: 5 points
- Lascannon : 10 points
- Plasma gun : 15 points
The Veteran Sergeant can replace his boltgun and/or bolt pistol with
- Chainsword : free
- Combiweaponor a Storm bolter: 10 points
- Plasma pistol or a power weapon: 15 points
- Power fist : 25 points
The Veteran Sergeant can take
- Melta bombs: 5 points
- Teleport homer: 15 points

the squad can take a rhino, razorback or Drop pod
---------------------------------------------------------------------------------------------------------------------------------------------
ELITE
---------------------------------------------------------------------------------------------------------------------------------------------

Deathwing Terminator squad

210 points

..Ws..Bs...S...T...W...I...A...Ld...Sv
...4....4....4...4....1...4...2...10..2+/5++


Composition:
4 Deathwing Terminator
1 Deathwing Sergeant

Equipment:
Terminator Armour
Storm Bolter
Power fist ( the sergeant have a power sword instead)

Special Rules:
Fearless
Deathwing assault

Rules:
Deathwing Assault:
Deathwing squads are rightly feared for their adacious telports.
A Deathwing Terminator squad can re-roll failed reserve rolls and scatters one d6 less
(normally only 1 d6)

Options:
_ May include up to 5 additional Terminators for +42 points each
_Any model can replace his power fist/sword and storm bolter with a couple of lightning claws or a thunder hammer and a storm shield
_Any model can replace his power fist/sword with a Chainfist for +5 points
_For every 5 models in the squad, one terminator can replace his storm bolter with
- Heavy flamer +5 points
- Plasma cannon or twin-linked plasma gun +20 points
- Assault cannon +30 points
- Take a Cyclone missile launcher ( do not replace the storm bolter ) + 30 points

A Deathwing Terminator Squad can select a Land Raider of any type as a dedicated transport.

Watchers in the dark

Stats
WS: 4, BS: 4, S: 1, T: 4, W: 1, I: 1, A: 0 Ld. 1 Sv. none

Special Rules
Ephemeral:
Watchers do not seem to conform to the laws of physics. They occupy no space in transports and can never have wounds assigned to them. They move with the same movement profile as the rest of the unit. If no other members of unit remain, remove them from play. The unit is counted as destroyed.
Aura of darkness:
The unit the watcher is attached to gain +1 to his cover save. If the unit is not in cover, it gains a 5+ cover save
Whispering your guilt:
A Watcher is a psyker. he automatically pass any psychic test, but it's still subject to other effects such as a psychic hood. He can cast one of his power at the start of eache turn before any otheraction (So it must be already on the table to cast his powers)
- inspiration of the dark ones:
The unit the watcher is with MUST repeat any failed morale or pinning test but can't go to ground voluntarily
-Steady as the Lion:
The unit the watcher is with gain the slow and purposeful USR for this turn but can't assault
-Fury of the unyelding spirits:
The unit the watcher is with gain the counter-attack special rule until your next turn but cannot move.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------
FAST ATTACK
--------------------------------------------------------------------------------------------------------------------------------------------------------------------

RAVENWING STORM SQUADRON

115 points

Ws Bs S T W I A Ld Sv
4 4 4 4(5) 1 4 1 9 3+ Ravenwing Biker
4 4 4 4(5) 1 4 2 10 3+ Veteran Sergeant

COMPOSITION
1 Veteran Sergeant
2 Ravenwing bikers

Equipment:
Space marine bike
Power armour
bolt pistol
frag and krak grenades

SPECIAL RULES
Infiltrate, scouts, skilled riders, hit and run (Ravenwing bikers only, Landspeeders and Attack bikes are not affected),
Ravenwing Squadron,
Deep Strike (Land speeder only)

RULES:
Ravenwing Squadron: Bikers, Attack bikes and landspeeder choosen in an attack squadron counts as one Fast Attack choice but they are deployed as different units and every one make a unit on his own. This means that they come all together from reserves and they are deployed as a single Fast attack choice

OPTIONS
_ may include up to 3 additional bikers: 30 points each
_The Veteran Sergeant can replace his bolt pistol with
-combi-weapon for 10 points
-plasma pistol or power weapon for 15 points
-power fist for 25 points
_Up to two bikers can replace their bolt pistol with
-Flamer for 5points
-Meltagun for 10 points
-Plasma gun for 15 points
_ May include one attack bike

Ws Bs S T W I A Ld Sw
4 4 4 4(5) 2 4 2 9 3+
armed with a Hevay bolter for 40 points or a Multi-melta for 50 points

_ If the squadron includes 6 bikers, it may include one landspeeder armed with assault cannon for + 90 points





This message was edited 20 times. Last update was at 2010/11/28 17:59:51


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I think it sounds good so far.

Can't wait to see how you set up the special units and rules for the Deathwing.

By the way, maybe you could do something along the line of Power From Pain for them, but maybe along the lines of hunting down heretics?

 
   
Made in us
Nigel Stillman





Seattle WA

Maybe if you have a pure ravenwing army you can take a single unit of jetbikes as an elites choice?


See more on Know Your Meme 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Ma55ter_fett wrote:Maybe if you have a pure ravenwing army you can take a single unit of jetbikes as an elites choice?


That'd be nice, but you have to remember that the only human jetbikes still in existence are the Adeptus Custodes and the Master of the Ravenwing.

I have an idea for that instead though.

Why not if you're able to have a Ravenwing army, any bikes taken as elite choices have Special Ammunition?

 
   
Made in ca
Bounding Ultramarine Assault Trooper




I love it when these threads pop up. Gives me a chance to unload some of the things that build up in my head =)
Existing stuff
Deathwing:
I like your idea for the plasma guns or canons in the squad.
Things I would like to see on them is the ability to increase their squad size to 10 if they wanted.
Also maybe give them the option to replace their stormbolters with boltguns that have special ammo like Sternguard can for say 5 pts per model?

Ravenwing:
Give them skilled rider, they are supposedly some of the best bikers in the Imperium, so show it.
Also make them the vanguard of the DA, seems fair to me but that's just me.
-I like your points on improved cover saves and giving them scout.

Tactical Squads:
I like your ideas, though 4-6 plasma gun shots a turn in rapid fire range (Depending if you give the sarge a combi) may be a little over powered.

Dreadnaughts:
I like the dreads. Only complaint is the lack of an updated Venerable.

Librarians:
Up leadership to 10 and some more powers, the one we have now are good but there is a lack there of.

Chaplins:
Take out the interrogators, they aren't sent into combat. Instead I suggest giving the regulars ones the option for terminator armor.

Scouts:
Keep them as they are in the elite spot with the option for Storms as a dedicated transport?

Sammael:
Update his stats, and maybe the option for his command squad to ride jetbikes? (For a price)

Belial:
As a Deathwing Player he is the most important character in the book for me.
Updated stats, an iron halo (Like come on...) I like his weapon options, though maybe let him have a Heavenfall blade and a SS?

Azreal:
I like your ideas, not gonna change him from what you put.

Ezekiel:
Make him even with the other chief librarians, right now he's severely lagging.
And maybe the option for terminator armor like N'jal?

Asmodai:
I'd make him the exception to the Interrogator rule of not being in the field.
I like your rules for him, and give him a stat line similar to Cassius, minus the uped toughness.

Naaman:
I'd say Tellion like in stats and that he is a squad upgrade and not an actual character.
His old rule was said he was stealthy so have him reflect that.
As for his rules I'd say the ability to make his squad relentless to show that they are always on the move?






Mistress of minis wroteurity seals of course! Sorta like a man-kini....only more zealous... 
   
Made in it
Focused Dark Angels Land Raider Pilot





Maybe if you have a pure ravenwing army you can take a single unit of jetbikes as an elites choice?


I really would love that... but as I said I'd like to keep the fandex as close as possible to the codex astartes, cause I'm not the one supposed to change the fluff...

I like the idea of keeping interrogators out of field (but I don't know if this is fluff-wise)




Automatically Appended Next Post:
The first Section... Army wide rules....


Dark angels Fandex
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Dark angels special rules

And they shall know no fear: As "Codex:space marines"

Combat squads: As "codex: Space Marines"

Stubborn: Dark Angels are (in)famous for their grim determination so all Dark Angels units are subject to the "stubborn" USR. Ravenwing units are not subject to the USR because they're trained in scout duty and guerrilla warfare

Ravenwing riders: The Landspeeders and bikes of the Dark Angels are feared in the whole galaxy... Ravenwing are without doubt the best bike and fast attack force of the Imperium, justly feared for their lightning fast attacks and their hit and run tactics. To represent this, all ravenwing units are subject to Skilled Riders, Infiltrate, Scouts and Hit and Run USR

The Deathwing: The First Company of the Dark Angels is called "Deathwing" and is made of some of the most brave warriors of the galaxy. They will resist in every adversity without esitation, even when a different tactical choice would be preferable. Members of the Deathwing are subject to the "Fearless" USR

Mastery of Plasma Secrets: Dark Angels have been the first legion amongst all space marines. Their technological knowledge surpass by far that of other chapters except for a few like the Iron Hands. Their skill in crafting their own equipment makes their plasma weaponry more reliable. To represent this Dark Angels models can ignore the effect of "gets hot" on a roll of 4 or more

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

You will notice 2 things I would like to ask help before making the rest of my ideal list:
- there are references to codex: space marines. This is because the rules are exactly the same and for copyright issues I don't want to make a "Copy and Paste" if I can't... I ask MOD's advice here Thanks
-I think my english is good, but surely not perfect... If you notice some grammar error tell me without esitation
-The Ravenwing is full of USR... this is because there won't be scout bikes so RW should accomplish both the tasks: do you think they are too many?

This message was edited 3 times. Last update was at 2010/11/22 16:49:56


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I think that those 2 are fine, fearless though might actually make them weaker, why not just make them automatically pass any leadership check they're asked to make?

Also, so that there are differences in the bikers that are used, how about there are 4 different kinds of biker squads.

Veteran Bikers - 2 attacks instead of 1 (base)

Sterguard somethingoranother bikers - Special Ammunition

Regular bikers - . . . Regular!

Outriders - Normal bikers equipped with overcharged bikes.
Can move 18" normal and still shoot, but may not assault.


How about that? It covers better assault bikers, infantry rippers, normal bikers, and melta/plasma superspeed AT/Heavy Infantry killing bikers.

 
   
Made in it
Focused Dark Angels Land Raider Pilot





mmmh.... I think outriders are interesting... I also thought to insert a rule allowing ravenwing bikes to shoot afte making a turbo boost but it seemed to me i wascomplicating too much things... anyway in reality I would like to keep the choice of bikers pretty limited because all bikers should be ravenwing... I know it's limiting but For having all this crazy stuff there should be some weakness no?

Anyway you're right saying there should be at least a little bit of choice... I'll think about veteran bikers as something a la vanguard!!!

... Another thing... what do you think about something like Sternguard Termies and Vanguard Termies for the deathwing??

This message was edited 1 time. Last update was at 2010/11/22 14:24:54


 
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

if i may, please insert cypher the fallen angel. make it so if he is chosen terminators can't be fielded and bikes are 0 - 1 choice. but as an up side let him bestow upon the army fearless and furious charge

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in it
Focused Dark Angels Land Raider Pilot





Here the tactical squad:


TACTICAL SQUAD 90 po
WS BS S T W I A Ld Sv
4 4 4 4 1 4 1 8 3+ Space Marine
4 4 4 4 1 4 2 8 3+ Veteran Sergeant

COMPOSITION:
4 Space Marine
1 Veteran Sergeant

SPECIAL RULES:
And they shall know no fear
Stubborn
Combat squads

EQUIPMENT:
Power armour
Bolt pistol
Boltgun
Frag and Krak Grenades

OPTIONS:
The squad can include up to five additional marines
-16 points each
If the squad include 10 models one marine can replace his boltgun with
- Flamer: free
- Meltagun: 10 points
- Plasma gun : 15 points
- Plasma Cannon : 20 points
If the squad include 10 models one marine can replace his boltgun with
- Heavy bolter, Multi-melta, missile launcher: free
- Plasma cannon: 5 points
- Lascannon : 10 points
- Plasma gun : 15 points
The Veteran Sergeant can replace his boltgun and/or bolt pistol with
- Chainsword : free
- Combiweaponor a Storm bolter: 10 points
- Plasma pistol or a power weapon: 15 points
- Power fist : 25 points
The Veteran Sergeant can take
- Melta bombs: 5 points
- Teleport homer: 15 points

the squad can take a rhino, razorback or Drop pod
---------------------------------------------------------------------------------------------------------------------------------------------

About cypher I really have no clues.... suggest me something to make him fluffy!!!!

This message was edited 6 times. Last update was at 2010/11/22 16:46:12


 
   
Made in us
Dark Angels Librarian with Book of Secrets






Have you ever read the old 2nd edition Dark Angels codex? It wasn't bad for the time... Lots of special rules and not too many sucked, apparently.
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

I generally like all the special character stuff listed.

My alternative for the plasma mastery. Don't add a dice roll save, just make plasma tech cheaper. Take plasma pistols and rifles down in points cost. Perhaps make them more available. If you do an across the board -5 to their costs you make it viable. Perhaps for tacticals something like today. 1 Special weapon for 5-man at cost(reduced plasma cost) at 10-man squad the special weapon is free and unlocks a heavy weapon choice.

Sammael - reduce his cost. While the jetbike is fluffy it generally sucks on the battlefield. Sammael in a speeder is also challenged to get its points back. As a comparison, he costs as much as Khan on a bike, can't join any units and has no augmentation for the unit he joins. He is a point-sink to qualify for ravenwing as troops.

No Sterngard or Vangard Vets - While these are nice, the Dark Angels have the Ravenwing and Deathwing.

Make the Ravenwing Skilled Rider and Scouts. Stat line for all as today but A2 and perhaps options for weapon upgrades like vanguard vets. Yes this keeps them pricey but they can be troop replacements.

Deathwing- as today perhaps (seeing they also replace Sterngard) allow them one special bolter ammo for their stormbolters - either pick one as automatic (30" S4 AP4) or allow them to chose one at the beginning of the game. No change mid-game but they do have 1.

Biggest obvious is bringing drop pods, vehicle costs, machine spirit and the like in line with current costs and ablities.




2000
2000
WIP
3000
8000 
   
Made in us
Dark Angels Librarian with Book of Secrets






DAaddict wrote:I generally like all the special character stuff listed.



No Sterngard or Vangard Vets - While these are nice, the Dark Angels have the Ravenwing and Deathwing.


Biggest obvious is bringing drop pods, vehicle costs, machine spirit and the like in line with current costs and ablities.



(edited for clarity)

No veterans? The Compnay Veteran Squad was a great unit. So combine the rules for the Sternguard and the Vanguard into one unit.

I very much agree with most of this. Ever notice the codex tells you how many terminators fit into a drop pod, yet no terminators may take transports? That being said, let's fix the Deathwing Assault rule. Why call a rule assault when all you do is drop in and stand around to get shot? Heroic Intervention for Deathwing: they teleport in, and get an assault in before they become targets. This chapter has a whole company of terminators, they know how to do this!
   
Made in it
Focused Dark Angels Land Raider Pilot





My alternative for the plasma mastery. Don't add a dice roll save, just make plasma tech cheaper. Take plasma pistols and rifles down in points cost. Perhaps make them more available. If you do an across the board -5 to their costs you make it viable. Perhaps for tacticals something like today. 1 Special weapon for 5-man at cost(reduced plasma cost) at 10-man squad the special weapon is free and unlocks a heavy weapon choice.


mmmh... could be interesting but I would like to have something truly fluffy...
so you're saying No sternguard nd vanguard termies?

And now.... Azrael !

-------------------------------------------------------
Azrael, supreme commander of the Unforgivens

260 points

Ws Bs S T W I A Ld Sv
6 5 4 4 3 5 3 10 2+

SPECIAL RULES
Independent Character
Stubborn
Eternal Warrior
Supreme Commander
Orbital Strike

EQUIPMENT
Blade of the Secrets
Helm of the Lion
Lion's Wrath
Artificer's Armour
Frag and Krak Grenades
Bolt Pistol

Rules:

Blade of the secrets: It's a Master-crafted Heavenfall Blade ( power weapon, confers strenght 6 in close combat)

Helm of the Lion: Azrael and every unit he is with, benefit from a 4+ invulnerable save

Lion's Wrath: It's a master-crafted Combi-plasma

Supreme Commander: Azrael is famous for the grim calm he keeps on the battlefield and his ability to direct Dark Angels.
once per Dark angels turn he can bestow on a Dark Angels unit within 12" (including himself and his unit)
one of the following special rules:
Counter-attack, Fearless, Preferred enemy, Relentless, Tank hunters
In addition if Azrael is present, a Dark angel Command Squad can be selected
Orbital bombardment: As codex: Space marine
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Do you think the point cost is fine? my baseline have been azrael previous incarnation, logan grimnar, marneus calgar and Abaddon


Automatically Appended Next Post:
i WILL POST TH PROGRESSIVE WRITING OF THE DEX IN THE OP....
Thanks guys!! keep helpin'

This message was edited 3 times. Last update was at 2010/11/22 16:50:38


 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

@punkow
Yes, no Sternguard or Vangard Vets. Deathwing and Ravenwing are the Lion's equivalent. Let the smurf sycophants have them. My suggestion as stated.
Ravenwing go to base Attack:2 and get weapon options to upgrade with. Along with skilled rider, scout and fearless this makes Ravenwing bikers the premier SM bikers.
Deathwing: Pick one special ammo for the game. (As sternguard ammo.)

I struggle with no veterans. Old fluff there really were no veterans - veterans were deathwing or were sergeants and leaders. I wouldn't mind retaining them as an Angel alternative sternguard. No special ammo but the ability to arm 4 guys with special weapons and/or power weapons/fists could be fine.

Other obvious struggle is scouts. Personally I like the fluffy Elite status and retention of WS/BS 4 scouts but they should be troops to be played. Sp drop them to WS/BS 3 and make them troops.

Make general rule to be shared back to basic marines - Sniper rifles grant +1 BS. They are heavy but from personal experience they are currently a total wast on a BS 3 Scout in a now meched-up universe of 5th Ed.

@SoloFalcon1138
As for Azrael - the helm conferring 4+ save to unit attached is weaker than present how about any unit withing 6" getting a 4+ cover save. More pervasive but less powerful.
His ablity affecting all within 12" seems too powerful. Either make it a one turn use only or limit this to the unit that he is attached to.

2000
2000
WIP
3000
8000 
   
Made in it
Focused Dark Angels Land Raider Pilot





His ablity affecting all within 12" seems too powerful. Either make it a one turn use only or limit this to the unit that he is attached to.


mmh... maybe it's wrong written but the ability affect ONE unit within 12", not all units...
Or you think that such a range is too powerful too?
This is to give tactical twists and make a difference with logan grimnar ability

... hope I can write down stats for Asmodai and belial in few time... I have in mind their rule's concept but I have to write them down...
Like the idea of only one special ammunition per game for DW...
My original idea was Termies with sternguard special ammunition and assault termies with heroic intervention but maybe it's OP....
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I got an idea for the Plasma Guns, since Plasma Guns aren't an overtly AT weapon, how about letting them be fired on a "High Power" mode so that the Dark Angels don't totally get wrecked by vehicles. Str 9 maybe? Gets hot on a 1-2?

btw I'm really liking this so far and I think I might playtest this sometime when more units are completed. Definitely a fun army to play that sounds like it could be competitive.

This message was edited 1 time. Last update was at 2010/11/23 03:36:33


 
   
Made in it
Focused Dark Angels Land Raider Pilot





I added the entry for Deat hwing Termies... I didn't added any sternguard-like twist (for now)....
I wait feedback (especially about poit cost... I choosed 42 points each because it was the old cost for DW termies... and now that fearless is more a weakness than a strenght, I think 2 more points than usual are fine for the deathwing assault...( BA have the same for free, and it comes in play only when you teleport them, losing the first turn ( removed th seathwing assault a la drop pod of the 4th ed codex... pretty meaningless to repreent DW assualts for me...)

@ grayspark... AT plasmas... mmmmmh... In reality i already made plasmas more reliable with plasma mastery.... if we add even more flexibility giving them the power to substitute meltas isn't it a little bit too much???

This message was edited 1 time. Last update was at 2010/11/23 15:17:09


 
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

hm... this is actually looking good. but please add cypher

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in it
Focused Dark Angels Land Raider Pilot





@ TYRAEL: I really love cypher and I'll make a thought about him: How about Chaos lord stats with Ws 7 and I 6, dual plasma pistols (counting as rending power weapon) and some stuff a la Callidus assasin to represent the chaos he brings on the worlds?
But I really accept suggestions!!!

RAVENWING STORM SQUADRONS ADDED: take a look at the first post and tell me... my idea is to give 3 ravenwing choices: the squadron I posted, Landspeedrsquadrons and Veteran guys with sternguardlike ammo (like suggested)
   
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Willing Inquisitorial Excruciator





Imperial Embassy

but he only has one plasma pistol, his other weapon is a bolt pistol and giant c'tan phase knife. if he is chosen terminators can't be fielded and bikes are 0 - 1 choice. but as an up side let him bestow upon the army fearless and furious charge and maybe make give the option to allow tac squads to have special issue ammo for +10 point per model or something?

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in it
Focused Dark Angels Land Raider Pilot





Tactical? Do you mean a pre-heresy cypher?
Because the cypher i have in mind is a SC for chaos space marines... anyway you're right, he has only one plasma pistol...
uffff..... I love the dual plasma....
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

no not preheresy, i'm talking add him into this incarnation of DA codex but limit bikes to 0 -1 if he is chosen and not allow terminators at all. kinda see what i'm getting at?

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in it
Focused Dark Angels Land Raider Pilot





ehmmm.... maybe.... you mean represent a fallen angel army with the rules for DA?
   
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Willing Inquisitorial Excruciator





Imperial Embassy

punkow wrote:ehmmm.... maybe.... you mean represent a fallen angel army with the rules for DA?

yes, that is exactly what i was getting at as there'd be very few differences between the two forces

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in it
Focused Dark Angels Land Raider Pilot





mmmh... In reality I think that there should be a lot of difference... Fallens are all 10.000 years long war veterans ...
even considering the time-warp of the eye of terror they all should be at least veterans... Maybe they could be based upon this dex but sincerely I don't think fluff-wise that fallens have the same stats of Regular Dark Angels.
And in reality... if you remove DW and RW also DA are a pretty Codex-adherent chapter, don't you think?
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

that is why i suggested allowing tac squads special issue ammo, but maybe also give them a special veteran ability? as in reality (especially if you've read a thousand sons) by the end of the great crusade things like the assault cannon and other such modern weapons were being put into service

This message was edited 1 time. Last update was at 2010/11/23 20:07:31


"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in it
Focused Dark Angels Land Raider Pilot





All right... If I have time I'll make up something... but really have few ideas about how to reprsent an entire fallen angel army... Maybe a totally different army list, based upon Chaos space marines will be better


Automatically Appended Next Post:
And now Belial: A little fluff note: Because a stupid master-crafted Power sword isn't so much fun I wanted to add something different so I imagined that when Belial Faced Ghazkull, the myghtiets ork of the galaxy boke in pieces the nearly indestructible blade of the master of Deathwing (he's the prophet od the waagh... he can do stuff like that) ... So the Inner Circle called upon ancient secret pacts with the mechanicus and had the sword reforged, sharp and thought as it haven't ever been!
Belial has sworn to cut down all orks (and every other xenos) fool enough to challenge the power of the Sword Reforged

I was tempted to add this rule : Death from nowhere- If Belial is choosen half of the terminator squads , rounded up, you keep in reserve automatically arrives on the first turn (basically the old deathwing assault)

I decided to avoid for now because I fear that stacked with my version of Deathwing assault this ability would become terribly OP.... And my worst fear is to make a OP fandex... so awaiting feedback


Belial, Master of the Deathwing

215 points

WS BS S T W I A Ld Sv
6 5 4 4 3 5 4 10 2+/4++

EQUIPMENT:
Storm Bolter
Blade Reforged
Terminator Armour
Iron Halo

SPECIAL RULES:
Master of the Deathwing
Cunning Strategist
Eternal Warrior
Preferred enemy (Orks)

RULES:
Blade Reforged: It's a master-crafted heavenfall blade so it confers strenght 6 in close combat ignoring Armour.
In addition Belial is so skilled in the use of this sword that if his Ws exceed the enemies highest one, he gains a number of bonus
attacks equal to the difference

Master of the Deathwing: If Belial is choosen, Terminators are Troops choice and one Deathwing Terminator squad can become a Deathwing command squad
A Deathwing command squad can take
-A narthecium for +30 points
-A company standard for +25 points

Cunning Strategist: If Belial is choosen, you can reroll when trying to seize the initiative

This message was edited 2 times. Last update was at 2010/11/23 20:35:09


 
   
Made in us
Revving Ravenwing Biker




I don't have much to add, but I wanted to comment.

I think giving them a Veteran's unit would work, even if its somewhat counter to the fluff, we need an excuse to use all our awesome robed marine models, right? My idea would be something like Chaos Chosen.

Fallen Hunter Veterans - 115 point
5 Veterans
(Standard Veteran Statline)
Up to 5 additional at +23 per Veteran.
Can take up to 3 special weapons at normal costs.
Scout, Stealth.
Can take a Rhino or Razorback.
If the unit numbers 10 Veterans, one can be upgraded to a Librarian for +80 points. Replace his wargear with Standard Librarian Gear, he may select two psychic powers.

I figure both Blood Angels and Space Wolves can field Librarian's in multiple places, we should have a similar option. I fit them in as essentially a more covert form of Deathwing, taken out of their terminator armour and often accompanying a librarian in pursuit and capture of Fallen Angels. Obviously inconsistent with current fluff (Ravenwing find them, Deathwing take them; all veterans in terminator armour, etc.) but still feels very Dark Angels to me.

Ravenwing taking the place of Vanguard Veterans makes sense, but maybe make them a separate entry like
-Ravenwing Attack Squad (with normal special weapons, option for attack bike and to add a separate landspeeder that ignores FOC; Skilled Rider, Scout)
-Ravenwing Assault Squad (with melee weapon upgrades, no option for additional optional members, but with an assault friendly rule [+2 initiative on the charge or Assault after turbo boosting with a minus to WS, etc. not sure]; Skilled Rider, Scout, Hit and Run).

Best idea so far in the thread (imo) is the Watchers in the Dark as a multiple entry in the Elite FOC slot to attach to other squads. Would have to write very specific rules about them, as they are said to never fight and are immune to all attacks, but would be a nice thing to have if you could fit it in.


Automatically Appended Next Post:
punkow wrote:
I was tempted to add this rule : Death from nowhere- If Belial is choosen half of the terminator squads , rounded up, you keep in reserve automatically arrives on the first turn (basically the old deathwing assault)

I decided to avoid for now because I fear that stacked with my version of Deathwing assault this ability would become terribly OP.... And my worst fear is to make a OP fandex... so awaiting feedback



Rename it "Death from the Darkness" to be more flavorful, and limit its use more. Perhaps half of your terminator squads arrive first turn, but you may not begin the game with any units deployed in your deployment zone. So you are forced to reserve EVERYTHING if you want to use the special rule, which can make things difficult.

This message was edited 1 time. Last update was at 2010/11/23 21:02:42




 
   
Made in it
Focused Dark Angels Land Raider Pilot





uuuuuuuh!!!!!!!!!!!
This is a great idea! In reality I was wondernig about that robed models eheheh. The command squads aren't able to absorb them entirely.... I like vey much the idea!! 23 points seems right...
   
 
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