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Made in dk
Loyal Necron Lychguard






DARK ANGELS RULES CHANGES

INNER CIRCLE and JINK
Units with these abilities receive additional benefits from the Grim Resolve Chapter Tactic.

CHAPTER TACTIC: GRIM RESOLVE
The stalwart descendants of the Lion are renowned for their unshakeable resolve, never resting in the hunt for their quarry.

RAVENWING units with this tactic gain the Jink ability. DEATHWING and INNER CIRCLE units with this tactic gain the Inner Circle ability. Each time a Morale test is taken for a unit with this tactic, it is automatically passed. Add 2" to the Movement characteristic of units with this tactic or 3" to RAVENWING units. While a unit with this tactic and the Inner Circle ability is within Engagement Range of any enemy FALLEN units, neither unit can be selected to Fall Back unless the unit is a CHARACTER or VEHICLE.

SUPER DOCTRINE: SONS OF THE LION
Ravenwing bikes race ahead with the s peed of the raven to secure objectives and beachheads for the coming battle, dodging incoming fire and blows. Then the fire support of the line companies opens enemy transports, making enemy troops easy pickings for the Ravenwing elites. The Deathwing hunt down the enemies too tough to have been taken out in the initial fighting.

Units with this ability have the following abilities, which are described below: Speed of the Raven; Fire Support; Implacable.

Speed of the Raven: While the Devastator Doctrine is active for your army RAVENWING units from your army gain a 5+ invulnerable save.

Fire Support: While the Tactical Doctrine is active for your army, each unit from your army (excluding units with the Inner Circle and/or Jink abilities) can each re-roll one wound roll during the Shooting phase.

Implacable: While the Assault Doctrine is active for your army, each time a DEATHWING INFANTRY or DEATHWING Dreadnought model from your army makes a melee attack against a CHARACTER unit or unit that contains any models with a Wounds characteristic of 8 or more, you can re-roll the wound roll.

STRATAGEM: INTRACTABLE 2CP
Dark Angels – Battle Tactic Stratagem
Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course of action.

Use this Stratagem in your Movement phase, when a DARK ANGELS unit from your army is selected to Fall Back. If that unit has the Inner Circle ability it can Fall Back from within Engagement range of a FALLEN unit this turn. Until the end of the turn, that unit is eligible to shoot.

FLESH TEARERS RULES CHANGES

CHAPTER TACTIC: FURY WITHIN
The Flesh Tearers are possessed of a bloodthirsty recklessness. When controlled and focused, however, this murderous ferocity makes them unstoppable.

Each time a model with this tactic makes a melee attack against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically wounds the target. In addition, add 1 to Advance rolls and charge rolls made for units with this tactic.

WARLORD TRAIT: MERCILESS BUTCHER
Increase the Attacks characteristic of this WARLORD while this WARLORD is within engagement range of an enemy unit with 6+ models. Re-roll hit and wound rolls of 1 for melee attacks made by this WARLORD against units with 11+ models.

WARLORD TRAIT: OF WRATH AND RAGE
While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

GABRIEL SETH: LORD OF SLAUGHTER (AURA)
While a friendly FLESH TEARERS CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, the Damage characteristic of that attack is increased by 1 if the target is an INFANTRY or BIKER unit.

IMPERIAL FISTS RULES CHANGES

CHAPTER TACTIC: STEADFAST
Unquestioning steadfastness has rescued many a victory from the ashes of defeat, but only at a steep cost in lives.

Each time a model with this tactic makes an attack, unless that models unit has moved this turn (excluding pile-in and consolidation moves), add 1 to that attacks hit roll. Add 6" to the range of bolt weapons carried by models with this tactic.

LEGACY OF DORN
The Imperial Fists are peerless siegers, demonstrating an uncanny knack for identifying and exploiting the weak spots of enemy cover and fortifications.

Whilst the Devastator Doctrine is active units with this ability add 1 to wound rolls made by units with this ability against enemy BUILDINGS and their attacks ignore the benefits of Light Cover and Dense Cover.
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A lot of Dark Angels rules were cut to reduce rules bloat, transhuman Deathwing and turbo-boost Ravenwing buffs were among the rules cut. Exactly how weak this would leave Dark Angels is hard to say, I don't think they'd become a bad chapter relative to the rest, nerfing DA Terminator durability would open up for another round of point drops so other chapters can play Terminators. I don't imagine there are any Dark Angels players that want their ridiculous durability crutch taken away so I won't bother estimating what points costs Terminators could have. The game is terribly balanced because GW doesn't even have a clue about what a balanced unit looks like, is it a 5 point Chaos Cultist, 8 point Skitarii Ranger or a 20 point Intercessor? What can I compare to and say "it's as good as this unit, that's perfectly fair"?

Instead of being better at hitting when they stand still Dark Angels got more movement, Dark Angels were just hugging too much of an immobile gunline and not tactical enough. Ignoring cover all the time is kind of bad design because it makes it feel bad for all the units and armies that pay to get cover from abilities and it also cuts out on a lot of tactics because whether units take cover or not is irrelevant to their survival. The rules changes to Imperial Fists should change them to be more than bolters and autocannons bringing lascannons, tanky melee units and Whirlwinds/Thunderfire Cannons into focus. Removing their anti-vehicle ability they'll also be more evenly matched against a monster army or a vehicle army. The changes should also set them more apart from Iron Warriors, Imperial Fists being the more defensively focussed of the two.

Flesh Tearers rules tried to make chainswords into anti-vehicle weapons, I don't like that. How are Flesh Tearers supposed to get into combat without the additional advance and charge distance? The Duelists trait is kind of trash, but it's least bad on a chapter that is supposed to be about chainswords and an unoptimal successor chapter combination leaves room in the power budget for additional choices like WL traits and Relics, why even have options if the best option is not only best but also gets bonus relics and WL traits?
   
 
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