Dark Angels /tgbrew modifications 7th Edition: Difference between revisions
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===Troops=== | ===Troops=== | ||
*Scouts | *'''Scouts''' | ||
**Reduce cost by 1 point per model, add "Grim Resolve" to special rules. | **Reduce cost by 1 point per model, add "Grim Resolve" to special rules. | ||
**Make sniper rifles cost 1 point | **Make sniper rifles cost 1 point | ||
**Add access to Land Speeder Storm as dedicated transport option | **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. | ***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. | ||
*'''Tactical Squad''' | |||
**Weapon options remain the same | |||
***Although Dark Angels do have access to considerable wargear hidden in the Rock, there is no reason to add Grav-Guns "just because" Codex Space Marines get them - ''however, see Company Veterans'' | |||
===Elites=== | ===Elites=== |
Revision as of 02:27, 3 May 2014
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
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
- When in terminator armour, give access to melee weapons list
- 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.
- Give all of their Heavenfall Blades "Bane of the Traitor"
- Asmodai
- Remove the weapon statline from Blades of Reason, instead replace it with "For every opponent Asmodai in a challenge, his army gains an additional objective point"
- 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.
- Remove the weapon statline from Blades of Reason, instead replace it with "For every opponent Asmodai in a challenge, his army gains an additional objective point"
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.
- Tactical Squad
- Weapon options remain the same
- Although Dark Angels do have access to considerable wargear hidden in the Rock, there is no reason to add Grav-Guns "just because" Codex Space Marines get them - however, see Company Veterans
- Weapon options remain the same