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Dark Angels /tgbrew modifications 7th Edition
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=Modifications to Codex= ==Warlord Traits== *'''The Hunt:''' If the enemy warlord is slain by your warlord (or his unit) in close combat, gain one victory point. If your warlord kills the enemy warlord in a challenge (not including sweeping advance), instead gain D3 victory points. **Bringing it into line with ''Champion of Humanity'' from Codex: Space Marines. ''The Hunt'' is just so awful on its own, and every other "kill a warlord" warlord trait is better. ==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#Homebrew Rules|Naaman]] for 70 points ===Elites=== *'''Company Veterans Squad''' **Let them take jump packs for 15pts if they don't replace their chainsword or bolt pistol with a bolter or take any ranged, special, or heavy options. ***Company Vets are supposed to replace Sternguard and Vanguard, and expect for jump packs already have all the same options. Giving them the option while restricting them from taking ranged weapons if they do gives them the capacity without making them overpowered. *'''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=== *'''Ravenwing Attack Squadron''' **Remove the option to switch out the biker's bolt pistol with a chainsword for free. ***This is a pointless option, the pistol already gives you whatever bonus you'd get from the sword in assault. [[Derp|It only exists to make the ''Dark Vengeance'' Ravenwing Squad minis legal in a GW tournament.]] *'''Nephilim Jetfighter''' **Replace the profile of the Avenger Mega Bolter with [S6, 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 ***This allows re-rolls to-hit on the missiles as per 7th ed core rules, it now has a purpose. **Give option to replace all '''Blacksword Missiles''' with '''Stormstrike Missiles''' [S8, AP2, Concussive, One-Use] for 15 points ***While removing Blacksword missiles entirely seems like bad form, they just do not meet the cut when compared with the Avenger Mega Bolter, giving the option of improving them to Stormstrike missiles brings them into line with other Space Marine flyers. **An enemy flyer shot by the Nephilim's twin-linked lascannon cannot make jink saves (see: Auto-Targeting System for 6th Edition Hydras). ***Makes the Nephilim more accurate regarding fluff as a dog fighter. *'''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 while hovering. Furthermore: Strafing run on a blast weapon and twin-linked bolters? That's barely a benefit at all. Just make it a "Hover" vehicle and be done with it. ===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.
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