Well for me the Dark Angels have always had the following traits:
- Arthurian Knights IN SPAAAAACE
- Interesting use of specialized veteran and mounted units
- Lots of secrecy and and obfuscation
- A relatively unique command structure with a lot of nested groups
- Fleet based
- Melting-pot of cultures under the skin
- Ancient technology that has been kept in excellent working order
So what can each of these bring to the table?
Arthurian Knights IN SPAAAAACE
The is largely a stylistic approach. The robes/tabbards, use of sword and lion iconography, the winged helmets and heavy ornamentation on characters. They bring a bit of that monk-ish flare as well but Arthurian Knights were basically the original crusading knights anyways so it makes some sense (sorry
BT, we were here first

). But more than that I can see some new units coming from this. The easiest ones to envision are mounted Ravenwing Assault Squads armed with close combat weapons and maybe a lance or two. With the newer fluff the Ravenwing has come about as an elite mounted unit of knights dating back to Caliban and after 4E kind of put them in the shadow of the Deathwing by making them overpriced beacons it would be nice to see the Ravenwing get a shtick that gave them some flexibility. Hell I'd be happy with more assault options on normal Ravenwing (and maybe a unit of Ravenwing Veterans with some extra options). Beyond that turning company veterans into something more knightly (even calling them something more fitting like Knights of the Order would help here) would be an interesting addition.
Ravenwing and Deathwing
A lot more stuff for these guys to make them truly unique. Each one should get its own specializations and reasons for existing and while synergy between them would be nice, making that the entirety of either's existence will kill things and limit lists. Deathwing should get a bump by getting the flexibility of
TDA Wolfguard or Grey Knights. I'd also give them a shooting bias and give them some specialty ammo options (not quite Sternguard levels here but the ability to tailor their loadout to their mission would be nice). Ravenwing could stand to become more assault focused along with their current close-ranged firepower.
As for specialty units for either of them. Well Deathwing are screaming out for an honour guard unit. Since they are the best of the best of the chapter I think it would be interesting for all high-level characters to have to option of grabbing a Deathwing Honourguard unit (even if they are wearing
PA) since the chapter only fields its top veterans in
TDA (this part is important as most
HG units are artificer-equipped but this doesn't seem the
DA style). Company Masters and other company level guys would have command squads but Grand Masters (save for those attached to the Ravenwing) should be protected in battle by guys equipped with
TDA. Part of me wants this to be a big, scary Paladin-style deathstar unit with lots of options and a nice, big pricetag (along with the usual command stuff like champs, standards and Apothecaries). The Deathwing need a big unit with a wow-factor to it since currently they are little bland across the board. It would also be an interesting twist for our
PA characters to only have
TDA-equipped body guards because thats how the Dark Angels roll.
The Ravenwing need Jetbikes back as a real unit. I'd say make it Elite and give it a fair range of options from assault-heavy to shooty. These guys will be the big centerpiece for Ravenwing forces. I'd also give the Ravenwing their own command squad and give it the option to be equipped the same as the Master of the Ravenwing. So give them options for bikes, jetbikes and even Land Speeders and a good range of equipment options. Ravenwing Land Speeders also need some love again. In 2nd Edition they were unique to the Dark Angels but have since been loaned to every chapter as the standard loadout. So lets give them love again and give the Ravenwing some unique weapon options and some actual special rules or stat improvements to make their Land Speeders actually stand out from normal ones.
Secrecy and Obfuscation
This is mostly a fluff angle to explore. I want to hear more about how the
DA use fables to train the new generation and how Dark Angels learn more of the story as they progress. I want to know more about the inner workings of the modern Dark Angels and how secrecy plays a role in their daily lives. Honestly, Dark Angels fluff hasn't really been expanded since 2nd Edition and I would love to see more than the Angels of Death fluff in there. I want to know how they pick and choose new recruits (it would be interesting to see how this differs from Chapters with only one world to draw from). What are their initiation rites? How do they seed new worlds with legends ala The Plains World? How does a new recruit from a different world compare to those from others? What area do they recruit from? Lots of questions and interesting things to explore that have been left for over a decade.
Unique Command Structure
Again this is mainly a fluff thing but it can show up in the list in small ways. First we have the fact that Ravenwing and Deathwing are somewhat apart from the other companies (I would love to see the Armoury return to being the Ironwing as well and get some interesting stuff like Master of the Ironwing). They did something a bit unique in 4th by widening the comapny/Deathwing split with Company Veterans who are guys that would be vets in any other Chapter but still aren't ready for the Deathwing proper. This split has already been underlined by my proposal of making the honour guard units for Inner Circle higher-ups equipped all in
TDA.
Beyond that you have things like Chaplains being wholly different than Interrogator-Chaplains (no
TDA option for Chaplains, only command squad options; meanwhile Interrogators get
TDA options and would have access to
TDA honour guard). All Librarians are members of the Deathwing (
TDA-options at all levels, maybe access to
TDA honour guard) so they will always be outsiders in the Ravenwing (no proper Ravenwing Command Squad options, they are forced to attach to normal squads if they are on a bike). Then you have the differences in Company Masters (
PA Command Squads), Grand Masters (
TDA Honourguard) and Masters of the first and second companies.
Further their structure can be well represented by playing around with slot allocation in the list. Making normal Deathwing and Ravenwing squads troops without the use of a special character will show a certain break in orthodox deployment and how they like fielding large detachments of the first or second company without either of the Masters of those companies being present (they operate independently quite often which is usually only something you see in normal marine Reserve Companies). Meanwhile shifting things like Scouts in to Fast Attack would show that part of their job has been taken by the Ravenwing and force them in to a more specialist role (potentially becoming a more dedicated Deathwing delivery system since that seems to jibe with Storm of Vengeance fluff quite nicely).
Fleet Based
This is another big fluff point that requires more explanation in the background but it can have a big part in the rules to. Dark Angels should make use of a lot of orbital assets and deep striking. The teleportation thing is nice and I'd love to see it integrated more in to the force. The mentions of a Space Marine gunship would be interesting and it would fit as a close support option for the Dark Angels. So give some deep strike shenanigans to the Deathwing and the orbitally deploying bits of the Ravenwing (Jetbikes). And allow this all to integrate with Drop Pod Assault (i.e. if you have a squad of Jetbikes, two Deathwing squads and three drop podding units then you could deploy three of them on the first turn). Master of the Deathwing and Master of the Ravenwing should augment deep striking further (maybe allow everything to come in on one roll, allow assaults of of Deep Strike, or give bonuses to reinforcement rolls). Orbital bombardment options would also be nice to have (especially as upgrades for the Master of the Ironwing). If it weren't for the Blood Angels already taking the whole Thunderhawk Deployment thing I'd go that angle but direct orbital interface stuff like Drop Pods and teleportation haven't been explored too heavily yet so giving that to Dark Angels to show the fleet bias is a good choice.
Melting Pot
100% fluff-based point here but they are affected heavily by things like the Story of Two-heads Talking which showed a chapter that had something more under its skin than it first appeared. The Rock contains people from countless cultures, often in large numbers, with their own personal belief systems. But they are all Dark Angels in the end. But it is obvious that they don't completely give up their barbarian culture when they come in to the fold. What makes them different than the
BA and
SW is that they have more than one culture in their ranks and it would be interesting to explore how this plays out. From the cannibals of Kimmeria (oh my god, never realized Azrael was Conan before... awesome

) to the noble warriors of the Plains World and all the others in between it would be interesting to see how all their disparate beliefs and rites are taken in to account by the Dark Angels or how the Dark Angels have influenced them in such a way that they share a lot of cultural markers deep down. Dark Angels have to be amazing social engineers to engineer this (especially across the six chapters in their fold).
Secondarily I'd love to see the idea of the old Legion not being totally gone explored more. The six successor chapters are basically still under the command of the Supreme Grand Master which means that the Dark Angels are actually much closer to being Legion-strength at aproximately 7000 members strong. This makes them a pretty hefty force and it would be interesting to hear more about how the higher echelons of the Imperium view this. They are nervous about the holdings of the Ultramarines and the sway they hold, they can't feel too good about a Legion-strength fleet-based chapter shuffling around the Imperium with a set of unclear goals.
Ancient Technology
This started as the
DA being the Terminator chapter, but can also be seen crop up later with their love of plasma weaponry and even the re-emergence of the Jetbike in 4th. More of this would be awesome. Things like plasma blasters in Deathwing Squads (basically a storm plasma gun from 2nd Edition), lots of
TDA, more Jetbikes, weird tech for the Master of the Ironwing/Forge. Perhaps even a few weirder and more out-there things like suspensor heavy weapons in Tactical Squads (imagine how that would change their tactics?), some Predator variants equipped with odd plasma-based weaponry. It would even be interesting to see things like nemesis autocannons crop up in a few things to show them using older technology.
This is a section where you can really start going wild with their ideas and start differentiating them from other chapters. They would work well as playing slightly opposite to the Grey Knights in a lot of ways. Where the
GK use the latest and greatest the Dark Angels use ancient tech that is rarely seen in the Imperium and dates back to the Great Crusade. The hints
GW has been putting out about the Dark Angels having their own forges apart from those of the AdMech and how they make all their own gear, it would be cool if they kept the secrets of how to build some of the really old stuff to themselves.