Dark Angels /tgbrew modifications 7th Edition

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After seeing the flurry of activity surrounding the Tyranid equivalent, I have decided to create one for the Dark Angels, seeing as how they always seem to compare poorly with Codex: Space Marines from edition to edition. Almost as if it is a dry run for what the next C:SM will become.

Each change to the original codex will/should be accompanied by a reasoning of why the change should be implemented

  • Either as a mechanical comparison to an existing unit/item from somewhere else or through playtesting. This aught to prevent the page from just becoming a wishlist of cool stuff.

Army Wide Special Rules

Armoury

Relics

  • If a "Keeper of Relics" (i.e Interrogator Chaplain) is in the army: Add Volkite Calivers, Rotor Cannons and Grav-Guns to list of special weapons normally available to Squads.
    • This is perhaps taking a few liberties, but reasonably expands the Dark Angels armoury somewhat by adding "Relic" weapons from the time of the Horus Heresy which can only be allocated when bringing a Chaplain using the precedent set by Forgeworld for Relic Vehicles.
  • Shroud of Heroes - Cost remains the same. Grants the bearer Feel No Pain and Stealth
    • Stealth USR confers onto the squad, while Feel No Pain does not. (Giving it Shrouded outright can get a bit nuts when you combo it with Ravenwing got get 3+ saves just for moving and Black Knights getting 2+)
  • Monster Slayer of Caliban - (Profile: Melee, Strength - User, AP3, Rending) When making to-hit rolls, any rolls of a 6 will double the user's strength when rolling to-wound.
    • Still a random blade, and most of the time it will perform just like any power sword since the benefits only apply to Sixes. Rending allows it to overcome the AP2 problem whilst double strength still allows it to instant kill and/or wound just about anything. This also can cause different effects between swings, rather than rolling once at the start of an entire phase.

Units

HQ

  • Company Master
    • When in terminator armour, give access to melee weapons list
      • Rather than being stuck with the option of Power Sword or a Relic, other Captains can choose their gear
  • Azrael / Belial / Sammael
    • Give all of their Heavenfall Blades "Bane of the Traitor"
      • Some forums propose simply increasing them to AP2, however this radically unbalances Azrael and Belial too much against all other armies. This mode does not improve them against anyone other than Chaos Terminators and actually makes fluff sense.
  • Asmodai
    • Remove the weapon statline from Blades of Reason, instead replace it with "For every opponent slain by Asmodai in a challenge, his army gains an additional objective point on a D6 roll of 5+"
      • Asmodai has to make a sucky choice between two mediocre weapons. Back in 3rd Edition, the Blades of Reason was not a weapon at all and more of a tool for torture, where the army received extra victory points for defeated opponents. Returning to this concept changes Asmodai from a Chaplain with a minor trick into the guy you want in easy combats with sergeants and completely fits his fluff as the character stalking across the battlefield looking for Fallen Angels to capture.
  • Company Command Squad
    • Remove "Unwieldy" from Blade of Caliban
      • This is somewhat obvious; only adding +1 Strength is not balanced by striking last, thats what Axes are for.
    • Reduce the cost of the Standard of Fortitude to 35 points
      • The cost for this standard is too high, you have already paid the cost for the model and it's effect is diminished if you also took an apothecary in the unit, by contrast Blood Angels get independent Sanguinary Priests for 50 points which grant them an extra man who can deploy anywhere, has the same FnP radius and also confers Furious Assault.

Troops

  • Scouts
    • Reduce cost by 1 point per model, add "Grim Resolve" to special rules.
    • Make sniper rifles cost 1 point
    • Add access to Land Speeder Storm as dedicated transport option
      • This brings them firmly into line with Codex Scouts, as Dark Angels scouts cost more but are supplied with fewer options. The value of points saved should be contrasted by the fact that the more expensive Deathwing Terminators can be made troops too.
    • Add the option to replace the Scout Sergeant with Naaman for 70 points

Elites

  • Company Veterans Squad
  • Deathwing Terminator Squad
    • Allow the sergeant to replace his wargear with a pair of Lightning Claws for free, or a Thunder Hammer & Storm Shield for 5 points.
      • This is more to retcon the FAQ which missed out the sergeant when referring to who could replace their wargear.
  • Deathwing Knights Squad
    • Reduce the squad cost by 10 points; make the Flail of Unforgiven an option for the champion for 10 points rather than a requirement.
      • There is a logistical reason for this: If you buy two boxes, you either have to commit to one full squad or two small ones when you build them. By removing the absolute requirement to use the flail, you can mix-match according to your requirements from battle to battle.

Fast Attack

  • Nephilim Jetfighter
    • Replace the profile of the Avenger Mega Bolter with Strength 6 / AP3 / Heavy 7.
      • Unifying the weapons that have the same name - Fire Raptor Gunships are SO much better than Nephilim for a mere 45 point increase. Suggesting the Nephilim is either overcosted or undergunned.
    • Restore "Missile Lock" to list of special rules, Blacksword Missiles are S6 AP4 Small (3") Blast.
      • This is probably the original intention of GW, as the missiles have exactly the same profile as the Mega Bolter. But GW "fixed" it by removing a rule rather than adding one, making the missiles just look redundant/unoriginal. This change does have the side effect of making the Nephilim much more of a ground assault vehicle, though this is fine.
    • Add the option to replace the warheads on Blacksword Missiles with S6 AP4 Heat-Seeking & Armourbane
      • Heat-seeking rule found in Imperial Armour books grants re-rolls to-hit against Flyers or Skimmers. Adding Armourbane also makes S6 missiles a credible threat to most AV11-12 vehicles (particularly when paired with the Lascannon option) and is still not as powerful or as accurate as the Codex Space Marine Hunter tank.
  • Dark Talon
    • Remove "Hover Strike" in its entirety, add "Hover" to the vehicle type.
      • Hover Strike seems to have been one of those bizarre try-out rules that makes no sense as any other VTOL aircraft can still adjust its position. Furthermore: Stay still, sacrifice any jink save to gain strafing run on a blast weapon and already twin-linked bolters? Better to simply become a Hover vehicle and not get strafing run at all, also makes the vehicle much simpler and easier to operate.

Heavy Support

  • Land Speeder Vengeance
    • Add "Twin Linked" to the profile of the Plasma Storm Battery, increase range to 36".
      • The weapon is bigger than a plasma executioner from a Leman Russ and has two barrels? Most likely twin-linked. This also mitigates Gets Hot rolls especially when you use the Heavy 3 mode. The increased range brings it into line with Plasma Cannons, which it is bigger than.

Original /tg Units


HQ - Dark Angels Lexicanum

  • A detachment of Dark Angels may take one Lexicanum for every HQ choice that is not a command squad (of any type) or a Techmarine. Lexicanums do not take up an HQ choice and do not count for the purposes of taking additional command squads
  • Points Cost - 50
WS BS S T W I A Ld Sv Unit Type
Lexicanum 4 4 4 4 1 4 1 8 3+ Infantry (Character)


Special Rules

  • And They Shall Know No Fear
  • Grim Resolve (See Codex: Dark Angels)
  • Independent Character
  • Psychic Mastery 1

Wargear:

  • Bolter or Close Combat Weapon
  • Bolt pistol.
  • Power Armour.
  • Frag grenades.
  • Krak grenades.

Options

  • May replace their Close Combat Weapon with a Force Weapon for 15 points.
  • May take Special Issue Wargear from the Armoury