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Made in es
Regular Dakkanaut





Hello all.
As a DA player I fixing my own codex, I am nerfing the way OP (cheap PC, dakkabanner etc) and upgrading the inferior (flyers, walkers, overpriced flakk etc).

I just started to write a latex template to I can quickly create unit specifications, if anyone is interested I am willing to share it.

Download: https://mega.co.nz/#!tRICGLRJ!OOIhlkSRzKz2abXxLvPaIuYqcmInmb9WgwBwum1gRPo
I want any feedback as long as it is constructive.

This message was edited 3 times. Last update was at 2014/04/21 14:41:15


3500 pt - Angels of Light - DA successor chapter 
   
Made in us
Stalwart Dark Angels Space Marine





Are those the only changes to the HQs you're going to do? If so, I'd suggest doing a little work on Asmodai. He needs it.

This message was edited 1 time. Last update was at 2014/04/15 04:30:53


4000
wordbearers 3000
1000 
   
Made in es
Regular Dakkanaut





 ironhammer2194 wrote:
Are those the only changes to the HQs you're going to do? If so, I'd suggest doing a little work on Asmodai. He needs it.


I did lower Asmodai cost by 5 points and increased Ezkiel's by 5, in additiion to this I am thinking of moving Ezkiels +1WS bonus to Asmodai and improve his blades of reason to ap3.
M
Also, I will make some changes to the company master, the idea is that chaplains already boost attached/nearby units in CC, librarians boost units ranged mode, so adding another HQ to boost units is something I want to avoid, instead I will make him give the whole army a tactical advantage, what I had in mind are these special rules:

  • Seize the advantage: If the player has at least one unit with this special rule in their army, rolls to seize the advantage is successful on a 4+ instead of a 6.

  • Call for reinforcements: For each model with this rule in the players army, the player may appoint one unit in reserves, as long as the model with this rule is on the table the player can choose what turn the unit arrives.
  • This message was edited 3 times. Last update was at 2014/04/15 10:25:59


    3500 pt - Angels of Light - DA successor chapter 
       
    Made in us
    Stalwart Dark Angels Space Marine





    I assume seize the advantage is the same as seize the initiative. That rule is usually reserved for expensive named characters like vect and imotekh. Giving a generic company master that rule would require you to raise the base points cost to somewhere around 160-180. The "Call for reinforcements is reasonable and i think it opens up a lot of opportunities, good job on that one.

    I'm curious though, what are your ideas for vets? I know this is looking ahead, but they are one of my favorite units in the codex and I think they're in need of some buffs.

    4000
    wordbearers 3000
    1000 
       
    Made in es
    Regular Dakkanaut





     ironhammer2194 wrote:
    I assume seize the advantage is the same as seize the initiative. That rule is usually reserved for expensive named characters like vect and imotekh. Giving a generic company master that rule would require you to raise the base points cost to somewhere around 160-180. The "Call for reinforcements is reasonable and i think it opens up a lot of opportunities, good job on that one.

    I'm curious though, what are your ideas for vets? I know this is looking ahead, but they are one of my favorite units in the codex and I think they're in need of some buffs.


    Excellent feedback, yes I mean seize the initiative, I will take what you said into account and think of some other tactical advantage.

    As for veterans, I have not done much of them in my current codex, I did lower the cost of stormbolters and lightning claws but raised the cost of plasma cannons (I done that across all units).

    I have always considered the veteran squad a choice for people that wants to add fluff to their army (I got a squad of fluffy vets myself). I think they are an average squad, compared to the honour guard in the SM codex, they are not nearly as good, but I am reluctant to buff a unit because another similar is stronger.

    If you can provide me with any ideas what they can be themed to specialize in, or what is wrong with them at the moment I will take it into consideration.

    Update: I have added all HQ's, Troops, Elite and Heavy support units, I am working to finish the last fast attack units:
    https://mega.co.nz/#!hQ4gkboT!LLWAXaEtiIyMYf2cQRbDGOjq5iIOQMLoKDNxc-s7r08




    Automatically Appended Next Post:
    Phew, I have added all the units from the original DA codex, I made a bunch of small changes and few bigger ones.

    Constructive feedback is welcome, I hope I did not make anything too good or too bad, but kept a good balance.

    The codex only contains units, I might change old DA rules and add new, I will do that when I feel like it.

    Link to the custom codex:
    https://mega.co.nz/#!ddBkxbhZ!RiV_SYepNaql2zm5ULN8F02rn3dKnYgoA-S38aFk2Ak

    Link to the latex source if anyone want to use it to make their own codex (warning requires the latex system installed on your computer to compile into PDF):
    https://mega.co.nz/#!YF4gWBLC!u-1Yh0i0avc4Ajeh47WC4LYMdCXqswvqa5z3UYiClKc

    This message was edited 2 times. Last update was at 2014/04/16 01:26:23


    3500 pt - Angels of Light - DA successor chapter 
       
    Made in us
    Stalwart Dark Angels Space Marine





    Not bad for a rough draft. I can tell your'e really trying to keep the changes minimal. Don't be afraid to make some big changes. I'll go unit by unit.

    Azrael: completely agree. he doesn't need to be changed.
    Ezekiel: He's another solid character already and five points isn't going to make or break him. Unless you're going rewrite his special rules later on, I'd keep him at 145
    Asmodai: already brought this up before, so I won't press. I'll have to see the rule rewrites before I can make a final call.
    Belial: agree
    Sammael: agree. Didn't need any change.
    Company Master: orbital bombardment is ok, but from a fluff standpoint, why can a normal CM be able to call down missiles, but Azrael can't. Perf relic should be brought down to 10 points. (fear is basically useless and AW isn't worth the price of a marine.)
    Int. Chaplain: Probably priced right. It would be nice if he could have some rule that makes him more unique for DA.
    Chaplain: should go down to 65 points. He's basically a libraian except he swapped instant death for a 4++.
    Librarian: good (small typo: you accidentally gave him a 2+ save)
    Techamrine and servitors: agree. Nice idea, making artificer armour optional.
    Apothecary: I highly recommend keeping him with the command squad. It would be OP if you were able to add him to an Azrael guard blob.
    Command Squad: Should be cheaper. I suggest 80pts. My philosophy is that marines shouldn't be more expensive just because they have more options, you're already paying that tax when you pay for the wargear. The champion should be 5pts like the champions of the other command squads.
    DW command: good
    Ravenwing command: the ravenwing banner doesn't need to be more expensive and 15 points per model for hit and run is just ridiculous. Sorry man, but this is one change that shouldn't have been made.

    Tactical Squad: I think you should lower the price of a vert serg to 5pts. How is +1 Ld and A worth 10 points? It's something that bugs me about each new marine codex that comes out. Honestly, I like that all the plasma weapons are 15pts across the board, it's easy to remember. THANK YOU FOR LOWERING THE PRICE OF FLAKK!
    Scouts: fine
    Vets: This unit either needs to go down in cost, some special rules, or just access to dirt cheap special weapons. It just needs something that allows it to be somewhat competitive.
    Deathwing Terminator Squad: make them an even 40pts. 39 is just awkward.
    Deathwing knights: good, just make the relic cheaper
    Dreadnought: good
    Transports: fine, they don't need anything
    Fast attack: Yes to the flier price. The rest rest of the changes were too minimal to really notice
    Heavy Support: I totally agree with the landspeeder vengeance price drop.

    One thing you might consider, is giving some Named characters warlord traits other than "The Hunt" for variety.

    Anyway,good job man. Can't wait to see the rules changes when you get around to it.

    4000
    wordbearers 3000
    1000 
       
    Made in es
    Regular Dakkanaut





     ironhammer2194 wrote:
    Not bad for a rough draft. I can tell your'e really trying to keep the changes minimal. Don't be afraid to make some big changes. I'll go unit by unit.

    I did some pretty drastic changes to the Tech Marine/Apothecary, but other than that yes I am not doing very drastic changes, my approach is to try fixing the DA codex while keeping it close to the original.


    Azrael: completely agree. he doesn't need to be changed.

    I agree, might add an option to give him orbital bombardment thou.


    Ezekiel: He's another solid character already and five points isn't going to make or break him. Unless you're going rewrite his special rules later on, I'd keep him at 145

    I am considering a libby at 65 (+ 2 mastery levels (35 pts each) + artificer armour clocks in at 155 pts, and in addition he has his +1 WS buff and mindworm, Ezkiels takes an assault role, which also Asmodai does, but Ezkiel is way better. My idea make them both viable as assault HQ's.


    Asmodai: already brought this up before, so I won't press. I'll have to see the rule rewrites before I can make a final call.

    I will probably make bigger change to this guy.


    Belial: agree

    Cool


    Sammael: agree. Didn't need any change.

    Cool


    Company Master: orbital bombardment is ok, but from a fluff standpoint, why can a normal CM be able to call down missiles, but Azrael can't. Perf relic should be brought down to 10 points. (fear is basically useless and AW isn't worth the price of a marine.)

    Thanks for the feedback, I will lower the cost of the relic.


    Int. Chaplain: Probably priced right. It would be nice if he could have some rule that makes him more unique for DA.

    Ok, I will think of something.


    Chaplain: should go down to 65 points. He's basically a libraian except he swapped instant death for a 4++.

    He is also NOT a psyker, which is a big thing. I need to ponder on this.


    Librarian: good (small typo: you accidentally gave him a 2+ save)

    Good spot


    Techamrine and servitors: agree. Nice idea, making artificer armour optional.

    Cool


    Apothecary: I highly recommend keeping him with the command squad. It would be OP if you were able to add him to an Azrael guard blob.

    Yes, taken as an ally would make this OP, I could rework a cheaper apothecary with only a 6+ FNP and put back the command squad apothecaries..


    Command Squad: Should be cheaper. I suggest 80pts. My philosophy is that marines shouldn't be more expensive just because they have more options, you're already paying that tax when you pay for the wargear. The champion should be 5pts like the champions of the other command squads.

    I agree with the champion, I will make the change.
    I think veterans fluff wise should not run as normal marines with bolt pistols/boltguns, I think they should be a bit more expensive but have access to cheap upgrades, drawing players to run cool looking upgraded veteran quads.


    DW command: good

    Cool


    Ravenwing command: the ravenwing banner doesn't need to be more expensive and 15 points per model for hit and run is just ridiculous. Sorry man, but this is one change that shouldn't have been made.

    That was a cut and paste mistake, I updated to it is same as the original codex.


    Tactical Squad: I think you should lower the price of a vert serg to 5pts. How is +1 Ld and A worth 10 points? It's something that bugs me about each new marine codex that comes out. Honestly, I like that all the plasma weapons are 15pts across the board, it's easy to remember. THANK YOU FOR LOWERING THE PRICE OF FLAKK!

    I agree, the issue with vet sergaents is if you give the power weapon (15) then not to suck you always have to pay for the vet upgrade (10), putting 25 points into a 1 wound model.


    Scouts: fine

    Cool, note that I gave them option for teleport homers, for player that wants to run the deathwing without necessarily having to bring bikes.


    Vets: This unit either needs to go down in cost, some special rules, or just access to dirt cheap special weapons. It just needs something that allows it to be somewhat competitive.

    I will make them slightly more expensive but also lower the cost of upgrading.


    Deathwing Terminator Squad: make them an even 40pts. 39 is just awkward.

    I agree and will change it.


    Deathwing knights: good, just make the relic cheaper

    Will do.


    Dreadnought: good
    Transports: fine, they don't need anything



    Fast attack: Yes to the flier price. The rest rest of the changes were too minimal to really notice
    Heavy Support: I totally agree with the landspeeder vengeance price drop.

    Cool, I don't want to change stuff that ain't broken, I added the option for assault squad to use a drop pod for dedicated transport.


    One thing you might consider, is giving some Named characters warlord traits other than "The Hunt" for variety.

    Will do.


    Anyway,good job man. Can't wait to see the rules changes when you get around to it.

    Thanks, I will bring my codex to my flgs and see if anyone would be willing to play using it.

    3500 pt - Angels of Light - DA successor chapter 
       
    Made in es
    Regular Dakkanaut





    I updated the codex with some additional rules, any feedback would be appreciated (for example did I make something too good, or too poor):

    I want to highlight the changes I made to Company Masters and Chaplains, let me know what you think.
    Latest version of the codex in PDF can be downloaded here: https://mega.co.nz/#!xcYAQSqJ!Cw2ca0MNwo3fiWfg0KUHBsYtQjyNCLOhbnThAeWBeDE

    Added rules for company masters:

    Company Master: In the original codex the Company Master was just a beat-stick, no one did not really wanted to spend a force organization slot for him. Almost all requests from players is that he should to something to improve the army, already having Librarians, Chaplains, Apothecaries and Venerable Dreadnoughts giving bonuses to nearby troops, the Company Master was given two very tactical interesting options. The Tactician Supreme will make it possible to deploy one unit from reserves in a turn of the players choice. The second ability called Tactical Retreat will allow the Company Master "retreat" from battle alone or with his attached unit, denying the opponent kill or victory points.

    Tactical Retreat
    A Space Marine Company Master have access to the most fearsome arsenals in the galaxy, including warships and fortress monasteries equipped with ancient teleportation devices, if a battle can not be won, a wise Company Master knows it is better to retreat and return to fight another day.
    A model not locked in close combat with this special may instead of making its normal movement take a chance to teleport out from battle. Make a normal Deep Strike according to the Deep Strike rules with the target marker on the models position. If the Deep Strike is successful, the whole model along with the unit it is joined with (if any), is removed from battle but not considered as being killed when counting victory or kill points. When a Deep Strike mishap occurs, the effects of terrible accident and misplaced works as normal, but on a delayed result, the teleportation fizzles and nothing happens.

    Tactician Supreme
    Company Masters are supreme tacticians, always going into battle with a surprise for his enemies.
    At the start of the battle, for each model with this special rule in the army, the player must appoint one unit in the reserves that would have to take a reserve roll. As long as the model is alive, when rolling for reserves, the player can choose to bring in the appointed unit without having to roll. If the player wishes to keep the appointed units a secret, it must be noted down on paper and revealed to the opponent when unit is deployed. If there are no reserves in the army that would have to take a reserve roll, this rule has no effect.

    Added rules for Chaplains:
    Asmodai: His Blades of Reason were really bad, so those have been replaced with a normal Crozius arcanum (they got a buff from the Time for Confession special rule), this will hopefully fix the issue of using a low AP weapon. As all other chaplains he has now a +1 WS buff, but also got a -1 WS to nearby enemy units through the Asmodai’s Battlefield Reputation special rule. Also, Asmodai have the option take a Terminator
    armour. Due to all these improvements, the price of Asmodai has been increased to 150 points.

    Liturgies Of Hate
    The most skilled Chaplains chants liturgies of hate during combat that inspires nearby battle-brothers to fight their enemies with enhanced fervor and an border to dangerous belief in the flawless nature of their Emperor.
    As long the model with this special rules is alive, it gives +1 Weapon Skill to all friendly units with in 6". This bonus is not given to the chaplain himself. Multiple effects from this special rule does not stack.

    The Emperor Protects
    A Chaplain never miss an opportunity to credit the Emperor for an enemy shot that miss, or a seemingly fallen battle-brother picking himself to continue the fight. The Chaplain chants hymns to his battle-brother, that those who lead the charge will have the Emperor’s protection.
    A unit with at least one model with this special rule, gains the Crusader special rule and a 4+ invulnerability save during every turn they change (This effect last only one turn).

    Asmodai’s Battlefield Reputation
    Asmodai is known by his enemies across the battlefields of the galaxy, his reputation alone strikes fear into the hearts of even the most hardened foes.
    As long as Asmodai lives, all enemy unit within 6" are given -1 Weapon Skill penalty.

    Time for Confession
    An interrogator chaplain battling a potential fallen, or another character that might reveal the location of a fallen during interrogation fights with enhanced vigour
    A model with this special rule will force his opponent to re-roll all successful armour saves in a duel.

    This message was edited 1 time. Last update was at 2014/04/17 23:24:15


    3500 pt - Angels of Light - DA successor chapter 
       
    Made in es
    Regular Dakkanaut





    I just finished writing this codex, it took me several days so I am glad it is over

    If anyone have any change requests, I am willing to listen (but I won't add anything that I believe is overpowered).

    Hopefully, I can build a list from this codex and try it out at my lfgs in the weeks to come.

    The final version can be downloaded here (PDF):
    https://mega.co.nz/#!tRICGLRJ!OOIhlkSRzKz2abXxLvPaIuYqcmInmb9WgwBwum1gRPo

    3500 pt - Angels of Light - DA successor chapter 
       
    Made in gb
    Boosting Space Marine Biker




    The Eye of Terror

    hi I'm late to the party but our dark angel player wants to field the codex you've written (Fantastic job by the way, you made chaplains useable !?) and we want to point out a few issues we can see in it.

    storm bolters
    support the change for terminators and dreads, but that weapon crops up on other units and codex's. could you rename the weapon (tempestus bolter is current favourite) to avoid confusion and to stop rhinos having more firepower than their occupants

    dreadnoughts
    love power smash.. but you've completely changed the unit and it no longer fits purpose as a cheap multi tasker (that thing easily runs over 200 pts when equipped properly). people have been fighting to balance the dreadnought for ages, but this guy is a bit of a deviation.

    things we like
    AV13 shouldn't come stock but that's something that we would pay as an 25pt upgrade.
    power smash: good fix to an age old problem
    supressing fire: tempestus bolters got good, much nodding
    Tl heavy flamers: nice idea worth using

    things we don't like
    AV14 upgrade: wouldn't it fall flat on its face if we taped a raider hull to the front? I don't see any one taking it and I cant think how that is even possible.
    Venrable: too expensive and LD buff is pointless as that's not what we use dreads for.

    things to maybe add
    mortis targeting system: fluff wise dark angels own many mortis dreads you can find the rules on forge world, the rule goes that if the model remains stationary it gains interceptor and skyfire, adding to the dread swiss army utility of engaging all targets

    Nephillim
    are you familiar with the Vulcan mega bolter titan weapon? cause the Nephilim is somehow mounting a bolter with even higher strength.
    If I may suggest change the stock tl lascannon into 2 lascannons, that will hunt flyers,and make the avenger bolter s6 with rending. Also blacksword missiles make s7 and add the option to become blast weapons when shooting at ground targets, if you note nephilim has missile lock a rule that affect blasting missiles

    Armies
    CSM Zenmarine Warband from assorted tratiors and heritics

    DARK ANGELS woo woot
    the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
       
    Made in za
    Fixture of Dakka




    Temple Prime

    I'd also make the Avenger AP3 to make it fit better with the Avenger Strike Fighter's own mega-bolter.

     Midnightdeathblade wrote:
    Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



     
       
    Made in gb
    Boosting Space Marine Biker




    The Eye of Terror

     Kain wrote:
    I'd also make the Avenger AP3 to make it fit better with the Avenger Strike Fighter's own mega-bolter.


    But at that point I'd be forced to make it 165 base

    Armies
    CSM Zenmarine Warband from assorted tratiors and heritics

    DARK ANGELS woo woot
    the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
       
    Made in za
    Fixture of Dakka




    Temple Prime

     Blackskull wrote:
     Kain wrote:
    I'd also make the Avenger AP3 to make it fit better with the Avenger Strike Fighter's own mega-bolter.


    But at that point I'd be forced to make it 165 base

    It's a consistency thing. Both weapons have the same name but one is AP3 and the other is Ap4 with otherwise identical stats.

     Midnightdeathblade wrote:
    Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



     
       
    Made in au
    Boom! Leman Russ Commander





    Brisbane, Australia

     ironhammer2194 wrote:
    I assume seize the advantage is the same as seize the initiative. That rule is usually reserved for expensive named characters like vect and imotekh.


    100 point coteaz is punching above his weight, it seems.

     
       
    Made in fi
    Focused Fire Warrior




    Helsinki

    Could you lower the price cost of psychic mastery levels to +25 points, in every other codex that's the cost, so it's a bit annoying when dark angels are the only ones paying more.

    My armies:
    vior'la sept 12k
    Erik Morkai's great company 6k
    dark mechanicus, the dearth of hope, 8k
    rothwyr morwan's company 1,5k
    Adeptus custodes 2k
    AoS, The forgotten order, SE, 3k 
       
     
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