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  1. #1
    Fly Lord
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    Default Dark Angels Rules - CONFIRMED

    Rumors are behind us, the codex is out there.

    Here's the latest:

    Collated by Faeit 212 (1-9-2013)

    - The special rule "Inner Circle" gives hatred against Chaos Space Marines and Courage.
    - The table of Warlord includes options to increase the turboboost of bikes, +1 / -1 to the roll of reserves etc...
    - Belial can change their weapons as before. And yes, he does make Terminators troops.
    - Sammael makes RW bikes troops as, also.
    - Azrael gains +2S and AP3 for his sword. makes both RW and DW troops.
    - No specific psychic Dark Angels. Ezekiel has a power that is S4 AP 2, D3 shots, I believe.

    Deathwing Knights
    - +1 To their Toughness if they are base to base.

    Land Speeder Revenge
    - The Plasma Storm Battery is S7 AP2, 3 small blast or 1 large blast.

    Land Speeder Shroud (80 pts)
    - Has the dark rule, which gives +2 to it's cover save.
    - A 6 "units gain Stealth.

    Ram Ravenwing
    - Rift Cannon: Strength 5, AP-, blast, blindness.

    Nephilim (about 150/160 pts) According to Warseer 180.
    - Avenger Mega Bolter: Strength 6, AP4, heavy 5
    - Missiles : Strength 6, AP4
    - Unrelenting Hunter: Allows exchanging a result of the enemy weaponry destroyed by an immobilized result.

    Black Knights Ravenwing (126 unit 3)
    - Hammer Corvus: Strength +1, AP-, Rending.
    - Plasma Talons 18" plasma guns.

    Command Squad Ravenwing.
    - Same points as the Black Knights.

    Ravenwing (80 points a unit of 3)

    via Baret
    80 points for a 3man bike squad! 27 points for each additional member. They still come with scouts, have special combat squad splitting (3/3 bikes and the AB and speeder separately (so 3 scoring and a vehicle). 126 points base for those fancy command bikes, their plasma is only 18" though..


    Termie squads are 210, have split fire rules, can take 10 members with heavy weapons per 5. They are 44 Points for each additional member.

    Everything has a version of stubborn.

    via Archibald_TK on Warseer
    (the one where we got some infos during the SoB WD release). I was reluctant to post them as the other posters in the thread mentioned it comes from a new rumourmonger but after seeing what the German forum says I suppose they may be true (or they may be coming from the same source so salt and all of that)


    A brief summary of what we didn't know before:
    - Azrael giving 4++ to his squad; has a S6 P3 weapon
    - Warlord table gives +1d6 to turboboost distance/reroll running roll to the Warlord unit, furious charge, +1/-1 to reserve rolls, fearless, he mentions one giving "insensible" which I cannot translate as it's not a rule I know, it sounds like the beginning of the French FnP rule "insensible à la douleur" but I highly doubt he was referring to that
    - Nephilim close to 160 pts with upgrade, gatling gun same sucky stats as discussed before
    - The weapon of the Deathwing Knights champion is +2S AP3 and cannot be switched for something else
    - Inner Circle mentioned as being Fearless, Hate (CSM) like in the other rumour
    - Caliban Halberd +2S AP2 strikes at Init
    - Access to Divination
    - He mention later that while he didn't really check for that, the little boxes that you usually see in the army list allowing to switch FOC slots, he only remember them next to the 3 SC

    via chizal on Warseer

    In store atm with the codex. all i said is conformed. bane of the traitor(-1ap vs c:csm in cc) is deathwing knights weapons only .

    Neph fighter is 180 with either weapon option

    azrael does unlock both wings as troops
    He has to be in the primary detachment

    Also inner circle is fearless and PE c:csm
    Blade of caliban is str+1 ap3 unwieldy but a lot cheaper then a normal pweapon

    cammand squads are fixed number and can be taken 1 per hq of the same type

    Special items include conversion and displacer and power fields. random stat monster slayer power sword and a weapon thats str+3ap3 bane blind concusive

    Armoury in the codex called the armory of the rock. also small tidbit is all missle launchers can be upgraded to flak apart fron the whirlwind which got screwed. also dev squad are super cheap. 5man squad with 4 multi meltas 110pts lol



    Are the fixed numbers 5-man for Deathwing and 3-man for Ravenwing?
    Correct 5&3


    Black sword missiles S6 AP4? It wasnt the megabolter with these stats?
    both have those stats. bolter r48 missles r36 also rhe fighter has missle lock spacial rule i. the army list but has no blast missle. some silly mistake as it makes no sense we hope


    belial 190 any load out
    land raiders with deathwing vehicle now have the venerable rule so may reroll pen results


    do Land Raiders have to pay extra to get the deathwing vehicle rule?
    30 extra and has to have it

    No storms. no homers on scouts.chaps &libs can take bikes. only gramd master unlock troops. can have a techmarine per hq taken


    Do standard bikers have Skilled Rider?
    Nope only black knights


    Veng strike gives all models twin linked shots the turn they deepstrike
    smite is str+6 ap2 one use. Doesnt say if it to one attack or all that turn.
    The fighter has missle lock in the points section at the back but does not have any blast missles so must be a mis pri t.
    The deathwing vehicle rule is just anotber name for venerable


    If it says something like “Once per game the DW knights can make an attack at ……….” People would start questioning is that in addition to normal attacks? Does it get used for all attacks? Does it replace their attacks with one attack?
    Here’s hoping we don’t need to argue about it for 2 months…….
    It has its own sub profile str+6ap2 melee one use only


    What about named characters?
    Same old 5. Some new rules like azrael can choose his warlord trait from the 6 new ones. unlocks both wings as troops. also him or belial lets you not scatter with his unit when deepstriking. had to leave and there was no way to sneak the book out the store

    Ezeke is mastery 3 has to take mindworm and then rolls twice on any except biomancy

    Chaplain one gets instant death in melee but no ap or his crozius

    oh and samiel is the only eternal warrior again

    -Enjoy!
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  2. #2

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    Nothing there looks ridiculously overpowered, apart from maybe the Devastator Squads, given that they can at least Snap-Fire every turn even if they move now. Somewhat surprised the Rift Cannon, which sounded like it was going to be a stupidly powerful gun of awesome, is S5 AP - and small blast.

    Vetock appears to have gone down the route of an edition update, rather than an edition overhaul.

  3. #3

    Default

    Odd points on the RW bikers, the base three are one point cheaper than three added (80 versus 81), and doesn't include a Sergeant baked in...?

  4. #4

    Default

    Here's one you can just about make out from the White Dwarf, but I don't see here:

    Sammael's Iron Halo now works on his Land Speeder.

  5. #5

    Default

    Hey, thought I'd add what I know about the stuff thats coming from studying the pics in white dwarf. As shown in the battle report scouts are troop choices now. Company Veterans Are more like chosen is weapon choices.
    Company Veteran Squad 90
    Wargear:
    power armour
    boltguns
    bolt pistols
    frag grenades
    krak grenades
    Special rules:
    And they shall know no fear
    Combat squad
    (something can't make it out)
    options:
    Add up to an additional 5 veterans 18pts
    May exchange bolterguns for chainswords Free
    Up to three veterans may exchange their bolt guns for one of the following:
    storm bolter 5 pts
    combie weapon 10 pts
    power weapon, single lightning claw or plasma pistol 15 pts
    power fist 25pts
    Pair of lightning claws 30 pts
    Any veteran may take:
    combat shields 3pts
    metla-bombs 5 pts
    storm shields 10 pts
    For every 5 veterans in the unit can exchange one mans bolter for:
    flamer 5 pts
    meltagun 10 pts
    plasma gun 15 pts
    one veteran may exchange his bolter for one of the following:
    heavybolter 10 pts
    multimelta 10 pts
    missle launcher (frag and krak missles) 15 pts
    (upgrade to flakk missles) 10 pts
    plasma cannon 15 pts
    lascannon 20 pts
    may take a drop pod, rhino or razer back as dedicated transport

    over all thats nasty and the heavy weapon will be faq'd to squads of 10+ can take one of the following
    Last edited by phil035; 01-09-2013 at 12:34 PM.

  6. #6

    Default

    Sure on one of the Warseer pages there was something along the lines of Belial and his squad deepstriking first turn with no scatter and having TL weapons on the turn they deepstrike too, he has a teleporter homer too

    Edit

    More info from Warseer, if it could be added to the OP that would be great

    In store again briefly.

    Talons r18 twin linked rapid fire plasmas. the grenade launchers are evil. knights can take one every 3 bikes. rad grenades are s3 ap- but units hit are -1t fir the turn. stasis grenades no damage but -1ws&i for the turn.

    deathwing assault means you decide in secret which units come in turn one or turn two. no need to roll for reserves and its not just half your dwing but any amount
    Last edited by Dominic; 01-09-2013 at 01:03 PM.
    http://the-deathwing.blogspot.co.uk/
    Have a look at my Dark Angels blog!

  7. #7

    Default

    Quote Originally Posted by Dominic View Post
    Sure on one of the Warseer pages there was something along the lines of Belial and his squad deepstriking first turn with no scatter and having TL weapons on the turn they deepstrike too, he has a teleporter homer too
    from the battle report it looks like all models with deathwing assault come on in the second turn and if termies take a land raider it gains the rule "Deathwing vehicle"

  8. #8

    Default

    Think I just Ninja'd you with the new info there
    http://the-deathwing.blogspot.co.uk/
    Have a look at my Dark Angels blog!

  9. #9

    Default

    I wonder how the stasis weapons will affect cover as equipment based modifiers, and whether the effects will stack?

    For instance.... I stasisificate some Howling Banshees with two hits from stasis grenades.....

    Do they become WS2, I4?
    Do they become WS3, I5?
    Do they become WS3, I10 (masks boosting them back up)
    Do they become WS2, I10?

    Hmmmmmm.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  10. #10

    Default

    Quote Originally Posted by Mr Mystery View Post
    I wonder how the stasis weapons will affect cover as equipment based modifiers, and whether the effects will stack?

    For instance.... I stasisificate some Howling Banshees with two hits from stasis grenades.....

    Do they become WS2, I4?
    Do they become WS3, I5?
    Do they become WS3, I10 (masks boosting them back up)
    Do they become WS2, I10?

    Hmmmmmm.
    its -3 bs and -3I for atleast 1 turn one shot only though

    ::EDIT::
    Quote Originally Posted by Dominic View Post
    Think I just Ninja'd you with the new info there
    so you did XD
    Last edited by phil035; 01-09-2013 at 02:11 PM.

 

 
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