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				<title>Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ Hello Dakka community<br /> <br /> The beginning of 6th edition bought us hardback codex rulebooks. To me this symbolised "This book is for the 6th edition!" and first out we got the well received Chaos Space Marines and the lack-luster Dark Angels. I am only a casual player but after loving Descent of Angels, Fallen Angels and a multitude of short Dark Angels stories that crop up in the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> series I switched from Imperial Guard and T'au to Codex: Dark Angels. Now even to me this codex was 'wet'. While not 'overpowered' nothing to me really stands out and it seems very much vanilla flavoured. This books seems rushed, and probably Jeremy Vetock's first bash at a <span class="glossaryitem" onmouseover='gp(3);'>40K</span> codex. Evidence that he is a good writer comes from the generally well received Skaven and Fantasy 8th edition rules, and more recently in a more relatable field, Codex: T'au.<br /> <br /> There is some standout fluff in the codex (Asrael), some stand out models (Deathwing Knights) and some stand out tabletop performance (Black Knights) but most of this translated to the table seems lost in translation.<br /> <br /> Coming from a personal point of view, the hobby is split into 50% of painting, modelling and general hobbying and then 50% table top gaming and having fun. Quite simply, this codex as ruined the 50% of table top gaming. Reasons including knowing that my possible all Terminator army is to slow to even give the game a competitive edge (yes, even deep striking will not suffice as no assaulting after striking leaves them just flat out dead on the field), my all Ravenwing army is not versatile enough to surprise and excite during the game (I feel a few Ravenwing units are over costed or act mainly as standard) and the Greenwing feels like a lacking vanilla gunline army.<br /> <br /> I have worked on this a little (a lot) and it is what I believe will kick start the Codex: Dark Angels again and I thought I'd share with Dakka to see what you guys think, so lets begin.<br /> <b><br /> Named Characters</b>[u]<br /> <br /> <b>Azrael</b><br /> This guy, technically, is in charge of the Dark Angels LEGION. Yes, LEGION! He is also meant to be carrying the most powerful of the Heavenfall Blades. He is also some sort of tactical genius the likes of which have not been seen since the Lion himself. SO what do we have as standard? An almost land raider costed character with a buffed marine stat line, a power sword, a combi plasma and a tiny man servant who carries what is OBVIOUSLY NOT the Lion's real helmet (I personally am sick of the penis jokes too). He does make Terminator and Ravenwing options troops, and his tactical guise is not even close to Creeds. My aim here is to make Azrael the tactical master he is meant to be, and much more-over an army wide buff bot as opposed to some combat monster (he also doesn't play well with others, you know, cos he's a Dark Angel), here's what I came up with:<br /> <br /> Point cost - 250<br /> WS6, BS5, S4, T4, W4, I5, A3, Ld10, Sv3+/4+<br /> <br /> Wargear: Frag and Krak grenades, the Protector, Lion's Wrath, Sword of Secrets<br /> <br /> Special Rules: Independent Character, Counter-attack, Inner Circle, Rights of Battle, Lord of War, Master of the Unforgiven.<br /> <br /> The Protector: A suit of power armour with a built in Iron Halo, it also confers the Eternal Warrior and Adamantium Will special rules.<br /> <br /> Lions Wrath: Combi Plasma, in addition it is Master Crafted and has Blind if firing the Plasma profile. If the Plasma shot has not been fired Azrael may make use of the 'Wall of Death' special rule, rolling for 'Get's Hot' once. This will count as the Plasma being fired.<br /> <br /> Sword of Secrets: Change description to read "... the mightiest of the so-called Heavenfall Blades" to "... the most sacred of the so-called Heavenfall Blades". A Power Sword with the following profile: S+2, AP3, Type melee, Master-crafted, Rending.<br /> <br /> Lord of War: Azrael is a dynamic leader, a beacon of inspiration to his battle-brothers. His words carry the conviction of righteousness and the surety of victory. Azrael commands his chapter flawlessly able to grasp strategic situation and orchestrate his forces, coordinating multiple taskforces down to the most minute detail. During deployment, if Azrael is not being placed in reserve, choose one vehicle or infantry unit from Codex: Dark Angels and apply the Scout special rule. Additionally, at the beginning of each controlling player's movement phase, is Azrael is still alive, select one vehicle or infantry unit on the bored from Codex: Dark Angels and apply one of the following rules to that unit until the beginning of the controlling player's next movement phase:<br /> Fleet<br /> Interceptor<br /> Move Through Cover<br /> Slow and Purposeful<br /> Split Fire<br /> Azrael MUST be the Warlord in an army, and may not be taken in an allied detachment. Azrael may choose his Warlord trait from either Codex: Dark Angels or the Warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rulebook. Any allied detachment taken in conjunction with Azrael may not include special characters from Codex: Grey Knights of Codex: Space Wolves.<br /> <br /> Master of the Unforgiven: If Azrael is included in your army, Deathwing Terminator and Ravenwing Attack squads become troops. Aditionally, up to half of the allowed troop choices in the army list may be filled with Veteran Squads, Devastator Squads or Assault Squads if desired, in any combination.<br /> <br /> <b>Ezekiel</b><br /> The Dark Angels Master of Librarians, already comes with an amazing Psychic power, reasonable stat line, a great lore chapter relic and the intent to hunt your enemies warlord. I feel like this has been executed poorly. My aim here is to make Ezekiel a viable Warlord hunter without being able to chomp through a 1000 point army list solo, so he will need to rely on some support.<br /> <br /> Point cost - 150<br /> WS5, BS5, S4, T4, W3, I5, A3, Ld10, Sv2+<br /> <br /> Wargear: Artifacer armour, Truthseeker, Frag and Krak grenades, Psychic Hood, Book of Salvation, Traitors Bane<br /> Warlord Trait - The Hunt<br /> Special Rules: Inner Circle, Independent Character, PSyker level 3, Chooser of the Circle<br /> <br /> Psyker: Ezekiel always has the mind worm psychic power and may generate another 2 powers from any discipline as per Codex: Dark Angels. Additionally is Ezekiel is in a unit then then charge an enemy unit containing a Character hit with Mind Worm, Ezekiel may issue a challenge to that character that can not be declined.<br /> <br /> Truthseeker: Master-crafted Plasma pistol with the Blind special rule.<br /> <br /> Book of Salvation: Confers Furious Charge and Crusade to Ezekiel and any unit he joins.<br /> <br /> Chooser of the Circle: Ezekiel is charged with selecting those worthy of entering the Inner Circle, and there is no better place for a battle-brother to prove his worth than in the crucible of war. If Ezekiel is included in your army you may select one Veteran Squad as a troop choice.<br /> <br /> <b>Asmodai</b><br /> Supposedly a ruthless Interrogator, feared even amongst the ranks of the Dark Angels even going as far as to slaughter a planets worth of recruits because they disappointed him. On the table top he has a nasty bark and is not even presented with the options given to other Interrogator Chaplains.<br /> <br /> Point cost - 140<br /> WS6, BS4, S5, T4, W3, I5, A4, Ld10 Sv3+/4+<br /> <br /> Wargear: Power Armour, Crozius Arcanum, Frag and Krak grenades, Rad and Stasis grenades, Rosarius, Blade of Reason<br /> Warlord trait - The Hunt<br /> Special Rules: Fear, Independent Character, Inner Circle, Zealot, Furious Charge, Rage<br /> <br /> Rad Grenades are thrown just like grenades and can not be used in close combat, otherwise they have the same profile as Rad shells<br /> Stasis Grenades are thrown just like grenades and can not be used in close combat, otherwise they have the same profile as Stasis shells<br /> <br /> Blade of Reason: May make use of 2 profiles<br /> Terrify: S user, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-, Type Melee, Rending, Specialist Weapon<br /> Interrogate: S user, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Type Melee, Instant Death, Specialist Weapon, Flashbane<br /> If using the Interrogate mode, Asmodai may only make 1 attack.<br /> <br /> Options:<br /> May take a Space Marine Bike for +30 points, Hammer of Wrath attacks do not count to the attack limit of an Interrogate attack.<br /> May exchange Power armour, Frag and Krak grenades, and Stasis and Rad grenades for Terminator Armour for +40 points.<br /> <br /> <b>Belial, Master of Deathwing</b><br /> I hate how Belial is played at the moment. His pitiful ranged attack pretty much null one of his special rules and the omission of Iron Halo from his wargear list (although added in an F&Q) make him a boring <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> captain, because people forget about the lightening claws. I want to turn this chap into more an angel of death than a stock model with a few bell and whistle rules attached (Also, anyone know why he's named after a Jewish Daemon...?).<br /> <br /> WS6, BS5, S4, T4, W3, I5, A3, Ld10, Sv2+/4+<br /> <br /> Wargear: Terminator Armour, Foe-Smiter, Teleport Homer, Scythe of Silence, Iron halo<br /> Warlord trait - The Hunt<br /> Special Rules: Deathwing Assault, Independent Character, Inner Circle, Marked for Retribution, Tactical Precision, Vengeful Strike, Master of Deathwing<br /> <br /> Foe-Smiter: Lore wise this was a gift to the Grand Master of Deathwing, and able to lay down torrents of  fire, so lets make it lay down torrents of fire and give it to our Master of Deathwing.<br /> Range 24, S4, AP5, Type Assault 4, Master-crafted, Rending<br /> <br /> Scythe of Silence: Pretty much replace the term 'Sword of Silence' with 'Scythe of Silence'<br /> S+2, AP2, Type Melee, Master-Crafted, Two Handed<br /> <br /> Master of Deathwing: If Belial is in your army, in an allied or primary detachment, you may include Deathwing Terminator Squads as troops. Due to the secrecy of the Dark Angels, Belial will often pursue the Unforgiven's own sinister agenda. If Belial is in your allied detachment, you may not seize the initiative.<br /> <br /> <b>Sammael</b><br /> WOW! We got something right! I will add my own rule similar to Belial's Master of Deathwing however, can you guess?<br /> <br /> Master of Ravenwing: If Sammael is in your army, in an allied or primary detachment, you may include Ravenwing Attack Squads as troops. Due to the secrecy of the Dark Angels, Sammael will often pursue the Unforgiven's own sinister agenda. If Sammael is in your allied detachment, you may not seize the initiative.]]></description>
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				<pubDate><![CDATA[Tue, 17 Dec 2013 23:20:20]]> GMT</pubDate>
				<author><![CDATA[ Robinson92]]></author>
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				<title>Re:Dark Angels Codex PATCH V1</title>
				<description><![CDATA[ <b>Interrogator-Chaplain Seraphicus</b><br /> Point cost - 125<br /> WS5, BS5, S4, T4, W3, I5, A3, Ld10, Sv3+/4+<br /> <br /> Wargear: Power Armour, Blazing Faith, Crozius Arcanum, Frag and Krak grenades, Rad and Stasis grenades, Rosarius<br /> <br /> Special Rules: Independent Character, Inner Circle, Litanies of Hate, Veil of Fear<br /> <br /> Blazing Faith: A Plasma Pistol that can make precision shots on a 5+<br /> <br /> Litanies of Hate: Seraphicus is an Interrogator Chaplain of great renown amongst the ranks of the Dark Angels. Fighting alongside his battle brothers, he delivers sermons of faith to the Emperor and hate of the heretic. Seraphicus  and any unit he joins become Fearless, and may re roll 'to hit' results of 1<br /> <br /> Veil of Fear: Adorned with braziers found deep within the catacombs of The Rock, Seraphicus and his close allies find themselves enveloped in a thick fog of incense, making them a rolling cloud of death flowing across the battlefield. Seraphicus and any unit he joins gains the Shrouded special rule. A vehicle embarked upon by a Seraphicus also gains Shrouded so long as Seraphicus is embarked.<br /> <br /> Options:<br /> Seraphicus may take a Space Marine Bike for +30 points. If Seraphicus more than 6 inches a turn he loses Shrouded until the start of the next owning player's movement phase.<br /> <br /> Seraphicus may exchange his Power Armour, Blazing Faith, Frag and Krak grenades, and Rad and Stasis grenades for Terminator Armour and Combi-Plasma for +40 points.<br /> <br /> <b>Brother Ornstein, Seeker of the Fallen</b><br /> Point cost - 150<br /> Ornstein is a powerful Scryer, assisting the Ravenwing in hunting the fallen, predicting their movements and honing in his squad of Black Knights to capture their quarry. Many thought he would retire to the expansive library of The Rock after the loss of his eyes at the power of Afail'Neshama, a Fallen who hungered for the eyes and tongue of Psykers. Ornstein now 'sees' the churning currents, subtle ebbs and cascading flows of energy imparted by everything in the warp around him. Ornstein appears to live in a world phased into the future, answering questions his brethren have yet to ask. To this day he still leads the Black Knights in the hunt for The Fallen.<br /> <br /> WS5, BS5, S4, T5, W3, I5, A3, Ld9, Sv3+<br /> <br /> Wargear: Power Armour, Bolt Pistol, Corvus Force Hammer, Frag and Krak grenades, Psychic Hood, Teleport Homer, Black Knight Bike<br /> <br /> Special Rules: Independent Character, Inner Circle, Hunter of the Ravenwing, Warpsight, Psyker Mastery Level 2<br /> <br /> Psyker: Brother Ornstein may generate powers from the Divination discipline.<br /> <br /> Black Knight Bike: A Mark IV Raven Pattern Space Marine Bike. This makes Brother Ornstein a Bike (Character) type with the added toughness already included and is armed with a Plasma-Talon.<br /> <br /> Hunter of the Ravenwing. If Brother Ornstein is included in your army, you may select one Ravenwing Attack Bike Squadron as a troop choice.<br /> <br /> Warpsight: Brother Ornstein relies on 'seeing' the energies and future actions of the physical world around him bled into the warp. This way he is able to navigate the battlefield and destroy the enemies of the Imperium. Sudden arrivals to the battlefield send a shockwave through these energies that even Ornstein could not foresee. For every squad that enters the battle using the deep strike special rule, Ornstein must immediately take a Blind test as though hit with a weapon that causes Blind. If Ornstein suffers a Perils of the Warp he is immediately effected by Blind.<br /> <br /> <b>Interrogator-Chaplain Smough</b><br /> Point cost - 160<br /> Few can claim to have seen Interrogator Chaplain Smough not adorned in his battle plate amidst then foes of the Emperor. His presence on the battlefield is announced by the crack of teleportation and the shriek of his Plasma Cannon, Blazing Redemption, as it liquefies any unfortunate enough to invoke his ire. When the smoke of battle has cleared, Smough and his honour guard are nowhere to be found, seeming to have teleported back to his reclusive champers deep within the dungeons of The Rock.<br /> <br /> WS5, BS5, S4, t4, W3, I4, A3, Ld10, Sv2+/4+<br /> <br /> Wargear: Terminator Armour, Blazing Redemption, Crozius Arcanum, Rasoarius<br /> <br /> Special Rules: Deathwing Assault, Independent Character, Inner Circle, Zealot, Tactical Precision<br /> <br /> Blazing redemption: Akin to the cannon wielded by the mighty Dreadnought, Blazing redemption was gifted to the Deathwing during the Gothic Crusades. Although stability of the device, like most plasma technologies of recent eras, is not guaranteed, Blazing Redemption is able to sustain higher rates of fire. This leads to the magnetic accelerator and the barrel to blaze brightly across the battlefield.<br /> Range 36, S7, AP2, Type Heavy 2, Blast, Gets Hot, Blind<br /> <br /> <b>Company Master</b><br /> Point cost - 100<br /> Those promoted to Company Master are veterans inducted into the Deathwing, members of the Inner Circle and brilliant tacticians. True leaders of their brethren, they still hold true to their Legion titles and answer only to the Supreme Grand Master Azrael himself. Unfortunately the codex gave us a buffed stat line Space Marine who REALLY only belonged in a Deathwing Command squad and not leading his company as his lore states. I wanted to make a more synergetic unit akin to but not nearly as powerful as Azrael. I simply added 3 additional rules.<br /> <br /> Rites of Battle: See Azrael<br /> <br /> Company Master: Dark Angels Company Masters are member of the Inner Circle, veteran tacticians and powerful combatats. They are able to call on the vast resources of their company at will, a single spoken order can mobiles an entire Company for war. If a Company Master is included in your primary detachment, then a squad of either Company Veterans, Assault Marines or Devastator Marines my be taken as troops.<br /> <br /> Fleet Legion: The Dark Angels chapter, and a majority of their successor Chapters are fleet based, and are adept at descending from the heavens on pillars of flame, executing Steel Rain attack patterns. If a Company Master is included in your army, half of the drop pods taken (rounding up) as dedicated transports from Codex: Dark Angels must arrive in turn 1, the remaining drop pods must arrive during turn 2.<br /> <br /> <b>Interrogator-Chaplain</b><br /> Point Cost - 100<br /> These guys are pretty much spot on in my opinion. I would simply add Rad and Stasis Grenades to their wargear as per Asmodai's entry.<br /> <br /> <b>Chaplain</b><br /> Point cost - 80<br /> I think that the Dark Angels are a pretty Chaplain focused army, so I added a rule to Chaplains that I hope adds a bit more flavour.<br /> <br /> Wardens of the Chapter: Although not exalted to the Inner Circle, every battle-brother selected for the Reclusiam is an embodiment of zealous devotion. Half the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots in your army roster can be taken as a Warden Detachment. Up to 3 Chaplains can be taken in this detachment but otherwise act as separate <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices. These Chaplains do not count toward any compulsory <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice unless all 3 Chaplains are taken in 1 Warden Detachment.<br /> <br /> <b>Librarian</b><br /> This guy is good.<br /> <br /> <b>Techmarine</b><br /> I was happy with these guys, bar a bit of confusion and them seeming very standard. I simply added a rule that clears up any cheese.<br /> <br /> Outsiders: The Dark Angels do not trust any outside influences, as such the are wary of their battle-brothers sent to the Mechanicum for training. The distance kept by their brothers generally makes those that are shunned band together. Techmairnes may not take any form of Command Squad, but up to 2 Techmarines can be taken per <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice in the army.<br /> <br /> <b>Command Squad</b><br /> Point cost - 90<br /> The command squad was good, but I have written what I hope is some clarification.<br /> <br /> One Veteran may be upgraded to a Company Champion, replacing their Chainsword with a Blade of Caliban and a Combat Shield for +15 points<br /> The Company Champion may exchange his Bolt pistol and Combat Shield for a Storm Shield at +10 points.<br /> The Company Champion may also bear a banner bought for the unit<br /> One Veteran may be upgraded to an Apothecary, replacing their Bolt pistol with a Narthecium.<br /> The Apothecary may exchange his Chainsword with a Bolter for free, or a Power Weapon, Plasma Pistol or Combi-Weapon for +10 points.<br /> When a Veteran replaces one weapon for a Lightning Claw,  this will cost 15 points. If a model replaces his second weapon for a second Lightning Claw, this will cost an additional 10 points.<br /> <br /> <b>Deathwing Command Squad</b><br /> Pretty good, but I want to re-tool the standard Deathwing Bolter to fit the lore of Deathwing teleporting in and shooting the snot out of everything, so I'll mention this here and it will apply to any mention of 'Deathwing Stormbolter' from here-on in. The same applies for a new option called a 'Deathwing Scythe'.<br /> <br /> Deathwing Stormbolter: Every member of the Deathwing is gifted with a prized Stormbolter passed down from member to member. These Stormbolters fire specialised Deathbolts, a well placed shot able to tear through their foe with grizzly efficiency. Deathwing Bolters are even able to fire specialised rounds.<br /> <br /> Deathbolts; Range 24, S4, AP5, Type Assault 2, Rending<br /> Plasma Rounds; Range 18, S7, AP2, Type Assault 2, Gets Hot, 1 use only<br /> Flakkbolts; Range 24, S4, AP5, Type Assault 5, 1 use only<br /> Meltabolts; Range 12, S8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2, Assault 1, Melta, 1 use only.<br /> <br /> Deathwing Scythe: Heralds the coming doom of the foes of the Deathwing, facing the Elite of Dark Angels surely they know they are doomed. Any model may replace all his weapons for a Deathwing Scythe and Stormshield for +5 points.<br /> S-, AP2, Type Melee, Fleshbane, Unwieldy<br /> <br /> <b>Ravenwing Command Squad</b><br /> These guys are good.<br /> <br /> Rest of the Codex coming soon! Love to know some thoughts so far!]]></description>
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				<pubDate><![CDATA[Tue, 17 Dec 2013 23:26:34]]> GMT</pubDate>
				<author><![CDATA[ Robinson92]]></author>
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				<title>Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ Feels like you are going a bit over the top with the buffs, but I very very much love the added flavour and fluff... If only this was real (with less insane buffs <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">)]]></description>
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				<pubDate><![CDATA[Wed, 18 Dec 2013 12:31:16]]> GMT</pubDate>
				<author><![CDATA[ Thairne]]></author>
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				<title>Re:Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ <b>Troops</b><br /> <br /> <b>Scouts</b><br /> I believe these guys are fine, no real special rules or additives are kind of lore here, as the Dark Angels seem to consider their scouts as expendable.<br /> <br /> <b>Tactical Squads</b><br /> Plasma is predominant in the Unforgiven, so I've added a rule that hopefully embodies this<br /> <br /> Keeps of Ancient Technologies: If the squad contains 10 models including a Veteran Sergeant, the squad can take an additional Plasma Gun for free.<br /> <br /> <b>Dedicated Transport</b><br /> Some people have complained about the cost price of some stuff here, I think it's fine.<br /> <br /> <b>Elites</b><br /> <br /> <b>Deathwing Terminators</b><br /> I wanted to re-tool these guys to be more shooty based, with knights being the more <span class="glossaryitem" onmouseover='gp(19);'>CC</span> based so here's what I did.<br /> <br /> Remove all options to take Thunder Hammers and Storm Shields and Lightning Claws<br /> <br /> Add the Deathwing Stormbolter to wargear<br /> <br /> Add a special rule<br /> Deathwing Keeps of Ancient Technologies: If the squad contains 10 models and no Missile Launcher, the squad can take an additional Plasma Cannon for +15 points.<br /> <br /> <b>Deathwing Knights</b><br /> These guys to me are the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> for Dark Angels Terminators, so these guys have the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> options here<br /> <br /> Any model may replace his Mace of Redemption for a Thunder Hammer or Deathwing Scythe for free.<br /> Any model may exchange both his Mace of Redemption and Storm Shield for a pair of Lightning Claws for free,<br /> The Knight Master may exchange his Flail of the Unforgiven doe a Deathwing Scythe for free, or exchange both his Flail and Storm Shield for a pair of Lightning Claws for free.<br /> <br /> <b>Mortis Patter Dreadnough</b><br /> Why WASN'T this in the codex!?<br /> <br /> Point cost - 100<br /> WS4, BS4, S6, Front 12, Side 12, Rear 12, I4, A2, HP3<br /> Composed of one Mortis Pattern Dreadnough, type of Vehicle Walker.<br /> <br /> Wargear: Two Missile Launchers, Smoke launchers, Searchlight<br /> <br /> Options:<br /> You may exchange both Missile Launchers with:<br /> Two twin-linked Heavy Bolters for free<br /> Two twin-linked Autocannons for +20 points<br /> Two twin-linked Lascannons  for +40 points<br /> May take Extra armour for +10 points<br /> May upgrade to a Venerable Dreadnought for +25<br /> <br /> Special Rule: If the Mortis Patter Dreadnought does not move in its movement phase if gains both Skyfire and Interceptor special rules.<br /> <br /> <b>Chaplain Dreadnought</b><br /> WHY WASN'T THIS IN THE CODEX!<br /> Point cost - 140<br /> WS5, BS4, S6, Front 12, Side 12, Rear 10, I5, A3, HP3<br /> Composed of one Chaplain Dreadnought, type of Vehicle Walker<br /> <br /> Wargear: Dreadnought Crozius Arcanum, Rosarius, Twin-linked Heavy Bolter, Searchlight, Smoke launchers<br /> <br /> Special Rules: Deathwing Vehicle, Inner Circle, Zealot, Rampage, Rage<br /> <br /> Dreadnought Crozius Arcanum: Sx2, AP2, Type Melee, Concussive, Armourbane<br /> <br /> Options:<br /> You may replace the Twin-linked Heavy Bolter with:<br /> Twin-linked Heavy Flamer for free<br /> Plasma Cannon for +5 points<br /> Assault Cannon for +20 points<br /> <br /> <b>Fast Attack</b><br /> <br /> <b>Ravenwing Attack Squadron</b><br /> Additional bikes at +25 points<br /> <br /> <b>Ravenwing Black Knights</b><br /> Base cost of unit increased to 130 points, additional knights for +40 points<br /> <br /> <b>Assault Squad</b><br /> Base cost reduced to 80 points, additional Marines for +16 points<br /> <br /> <b>Nephilim Jetfighter</b><br /> Re-tooled to fit it's lore<br /> Point cost - 160<br /> <br /> Wargear: Two Twin-linked Lascannons, Six Blacksword Missiles<br /> <br /> Special Rules: Missile Lock, Unrelenting Hunt, Skyfire, Supersonic, Air Superitority<br /> <br /> Blacksword Missile:<br /> Fragmentation: Range 36, S6, AP4, Type Heavy 1, Blast, 1 use only<br /> Krak: Range 36, S8, AP3, Heavy 1, 1 use only<br /> <br /> Air Superiority: Other fliers shooting at the Nephilim without the Supersonic special rule can only ever make snap shots<br /> <br /> <b>Ravenwing Dark Talon</b><br /> I don't like this unit at all and question its existence. Here's something though but I still don't like it :/<br /> Point cost - 140<br /> <br /> Wargear: Two Hurricane Bolter, Twin-linked Assault Cannon, Stasis Bomb<br /> <br /> Special Rules: Hover Strike<br /> <br /> <b>Darkshroud</b><br /> Pretty perfect, I would like to drop the point cost but I do believe it's ok as it is<br /> <br /> Heavy support to come soon<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 20 Dec 2013 09:41:30]]> GMT</pubDate>
				<author><![CDATA[ Robinson92]]></author>
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				<title>Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ Deathwing Scythes?<br /> <br /> Who do you think you are, Dusk Raiders?<br /> <br /> Nephilim's Avenger Megabolter should be AP3, by the way, rather than AP4. Air Superiority sounds like it should be part of the standard Supersonic rules rather than something unique to the Nephilim - as it is, it's better than the higher-tech Eldar Nightwing (the 'king of interceptors') and the momentum-ignoring Necron Nightscythe ('Clarke's Third Law dies in jealousy').]]></description>
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				<pubDate><![CDATA[Sat, 21 Dec 2013 22:03:29]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ I like it over all but my two concerns so far is you should still have to pay the 15 points for a second plasma gun in the tactical squad and also you should bump the dreadnoughts points upsince it can gain sky fire and interceptor, <span class="glossaryitem" onmouseover='gp(269);'>id</span> say at least 10-15 more points.]]></description>
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				<pubDate><![CDATA[Sun, 22 Dec 2013 17:14:34]]> GMT</pubDate>
				<author><![CDATA[ Dat Guy]]></author>
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				<title>Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ The Avenger Mega-Bolter is equipment on other vehicles in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. It's not what needs the buff. What needs the buff are Blacksword missiles, which are one-use only Frag Grenades. They are pathetic, and bad, and awful, and every derivative word you can think of.<br /> <br /> Either drop the cost of a Nephilim Jetfighter to 160 points (and drop the Dark Talon to 140), or buff the missiles to either have a special rule that makes them armorbane against flying units, or that the missiles are simply strength 7. I'm okay if it's not anti-air superiority, but it just needs to be good at SOMETHING. Right now, it's just got too many different goals it wants to accomplish and it's not terribly good at any of it.<br /> <br /> The buff Azrael needs is he needs an AP2 sword. That singlehandedly would make him not suck, but right now he often gets in close combat and just can't do anything but sit there and watch enemies make all their saves against him forever. The guy is a chapter master, for crying out loud. He's got "the best" Heavenfall Sword. Please give me a single weapon in the codex that is both +strength and AP2 that is not unwieldy, please. I don't care if they up his points cost. I just want him to be able to kill things. Right now, Azrael is in a weird spot in that he's BETTER in allied detachments. (Seriously, jam that bad boy in a 50 man Penal Colony detachment and laugh as you daisy chain 50 4++ units around to get you linebreaker while simultaneously hold an objective in your deployment zone.) He's not exactly a force multiplier for Dark Angels because any unit that'd want his 4++ buff can already take storm shields or is rocking 5++ anyway.]]></description>
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				<pubDate><![CDATA[Mon, 30 Dec 2013 21:50:20]]> GMT</pubDate>
				<author><![CDATA[ SRSFACE]]></author>
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				<title>Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/568800/6385998.page"><b>SRSFACE wrote:</b></a><br/>The Avenger Mega-Bolter is equipment on other vehicles in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. It's not what needs the buff.</div></blockquote>It does, actually. In every other vehicle ruleset that uses the weapon, it's AP3. <br /> <br /> The missiles are sad. I would make them S7 and still drop the cost by 10 points.]]></description>
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				<pubDate><![CDATA[Thu, 2 Jan 2014 03:16:41]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ I could have sworn it's listed at AP4 in the main rulebook. Good to know that we're hosed yet again. If it was the AP3 it should be, then it'd be a viable anti-troop unit. I've taken the Mega-Bolter on it before against Eldar and had a lot of success with it, but I wouldn't ever dream of bringing it on a regular basis because it's useless against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies, and Tau Battlesuit spam (doubly so because they get skyfire and interceptor and frequently blow your jets out of the sky ON YOUR TURN).]]></description>
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				<pubDate><![CDATA[Sun, 5 Jan 2014 16:38:53]]> GMT</pubDate>
				<author><![CDATA[ SRSFACE]]></author>
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				<title>Dark Angels Codex PATCH V1.1</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/568800/6403319.page"><b>SRSFACE wrote:</b></a><br/>I could have sworn it's listed at AP4 in the main rulebook. Good to know that we're hosed yet again. If it was the AP3 it should be, then it'd be a viable anti-troop unit. I've taken the Mega-Bolter on it before against Eldar and had a lot of success with it, but I wouldn't ever dream of bringing it on a regular basis because it's useless against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies, and Tau Battlesuit spam (doubly so because they get skyfire and interceptor and frequently blow your jets out of the sky ON YOUR TURN).</div></blockquote><br /> <br /> The Avenger Megabolter isn't in the main rulebook.<br /> <br /> It only appears on the Nephilim and the Avenger Strike Fighter. Something similar (the Vulcan Megabolter) appears in Apocalypse, but there it is, again, AP3.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 13:59:49]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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