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Post by Jack Shrapnel on Jun 17, 2015 16:31:38 GMT -5
From Faeit:
"The new Dark Angels codex is rocking in at 160 pages and includes additional heraldry this time around. Codex is $58 New Psychic Discipline: Interromancy Power 1 of Interromancy is Seed of Fear, WC 1, malediction with a 9" bubble, forces Morale, Pinning, and Fear tests on 3d6. No mention of options on the Interrogator-Chaplain, but looks like the power fist arm can probably be swapped out easily. Detachments "including the Lion's Blade Strike Force...and new detachments for the Ravenwing and Deathwing." as per White Dwarf. The two detachments are mentioned a second time in the White Dwarf. Picture shown promoting Company Veterans box, so it likely isn't going anywhere. Sableclaw conversion shown off in White Dwarf, no hint of a new model, but it does hint it is safe in the codex."
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Post by thesanityassassin on Jun 17, 2015 20:23:52 GMT -5
If you look at the Lion's Blade detachment it states that Sableclaw can be taken in place of Sammael, so it clearly is in the book!
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Post by Jack Shrapnel on Jun 18, 2015 5:43:05 GMT -5
from Faeit... three detachments... makes sense "There are three detachments that you can use for Dark Angels with the new codex according to the most recent leaked images. Including the Lion Blade Strikefoce, there is a Ravenwing Strike Force and a Deathwing Strike Force. The leaked images are French, but we have some translations here that reveal the detachment options we will be getting. Leaked image are here www.bolterandchainsword.com/topic/303857-rumours-dark-angels-codex-interrogator-chaplain/?p=4091042translated by beastrouille on Bolter and Chainsword There is a leak from the french WD saying so. The detachements are called Deathwing Strike Force and Ravenwing Strike Force. Here is the image for those who read french: For those who do not read french here is a quick translation: second paragraph: "Of course this is not the only way (i.e. the Lion's blade) to assemble a DA army. Instead of a DA semi-company why not use other detachements. A DW Strike Force would make a visually impressive army with all these bone-white armours [...]. Thanks to this detachment, it is possible to field a force constuted only of DA 1st company and lead by Belial or why not the new Terminator Librarian." Third paragraph: "The other detachement of the codex is the RW Strike Force including units from the second company only [...]" EDIT: I forgot to credit the one who posted that in the first place. So thanks Master Avoghai (who I am sure you know already) to have posted that on the french DA forum"
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Post by Jack Shrapnel on Jun 19, 2015 17:03:44 GMT -5
from bolter & chainsword Attachments:
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Post by nekekami on Jun 20, 2015 12:48:37 GMT -5
Nothing new there.
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Post by Jack Shrapnel on Jun 21, 2015 8:44:48 GMT -5
From Spikey Bits:
Come see the new rules leaks for the Dark Angels!
via Terminus Est 6-20-2015
Psychic Powers:
Primaris – Mind Worm – WC1 focussed witch fire, 12″ S6 AP2 Assault 1, Ignores Cover, if model takes an unsaved wound then -3 BS/WS/I/Ld for rest of game 1 – Seed of Fear – WC1 Maledication affecting all enemy units within 9″, they take Morale, Pinning, and Fear on 3d6 2 – Righteous Repugnance – WC1 Blessing 24″ grants unit Rage 3 – Aversion – WC1 Malediction 24″ unit may only fire Snap Shots 4 – Malestrom of Misery – WC2 witchfire 24″ S1 AP2 Assault 1 Blast always wounds on 4+ 5 – Trephination – WC2 18″ focussed witchfire – affected model rolls 2d6+2-Ld and takes that many wounds with no armor or cover saves 6 – Mind Wipe – WC3 24″ malediction – target unit is WS1/BS1 until end of their next turn, when they have to take a Ld test, if failed effect is permanent
Rules Summary:
DW knights got even better with ap3 maces rather than ap4?
Deathwing rule replaces Inner Circle, grants Fearless and Hatred (CSM).
DW Knights maces of absolution now AP3, Smite is now basically a Smash attack: trade all attacks for one Sx2 AP2 attack, chosen per model, not limited use.
DW Assault is a formation rule, everything Deep Strikes in on choice of turn 2, 3, or 4 – includes Ven Dreads in Pods.
Summoned to War is a detachment rule, all units in detachment must start in Deep Strike reserve, if army has a RW Attack Squadron or Strike Force you basically choose the results of Reserve Rolls for the detachment.
Summon the DW: Formation rule, models in the formation are basically 12″ teleport homers for DW units.
Ravenwing rule allows models to reroll failed Jink saves.
Speed of the Raven detachment rule: On first tirn (or second if units in reserves), units that turbo-boost or Flat Out count as Jinking but aren’t forced to Snap Shot the following turn.
Ravenwing grenade launcher radshell is no longer -1T but the to-wound of 6 causes two wounds.
Sammael in Sabreclaw gets a D3+1 S4 AP2 hits sweep attack.
Land Speeder Vengeance plasma battery is now 36″.
Dark Shroud’s Icon of Old Caliban is Fear and Stealth to DA units within 6″ and prevents Overwatch when those units start the Assault phase with 6″ of it.
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Post by nekekami on Jun 21, 2015 17:40:16 GMT -5
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Post by Jack Shrapnel on Jun 21, 2015 21:06:03 GMT -5
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Post by Hizack on Jun 22, 2015 7:02:56 GMT -5
Is it just me or is that 5th warlord trait really good? What if you roll 12" charge do you add another 3"?
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Post by voodoo on Jun 22, 2015 7:41:01 GMT -5
lol, I could see hold at all costs a really annoying one during the club championship in the missions with objectives you can move like the pilot, srapyard loot, supply crates, etc.
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Post by Jack Shrapnel on Jun 23, 2015 17:04:51 GMT -5
don't look at this imgur.com/a/0zgd7scans of the entire DA codex... don't look... it's bad to do it! okay so TH/SS termies are 5 points more than deathwing knights... the DK can smash for the same Strength /AP as the TH/SS termies but also have +1 T when in base with their buddies, +1 WS always, and if they choose to be AP 3 instead of smashing, they have +2 strength and fleshbane... oh and they strike AT INITIATIVE so... I'm not sure how that works out to make sense point wise... but if someone can explain to me how the cheaper unit is so much better, I'm all ears!
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Post by LizardTau on Jun 23, 2015 17:49:55 GMT -5
They are 15 points more in this codex or do you mean normal th ss termies
Sent from my SGH-I337M using proboards
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Post by Jack Shrapnel on Jun 23, 2015 18:13:12 GMT -5
in this codex they're 40 points base plus 10 points for TH/SS... so 50 if you want to run TH/SS termies
Deathwing knights are 45
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Post by LizardTau on Jun 23, 2015 18:34:41 GMT -5
ahhh i thought you ment for the base unit of each. 250 vs 235. but you ment per model lol, sorry misunderstood
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Post by calitom on Jun 23, 2015 19:13:58 GMT -5
Vanilla marine TH/SS are 45... So Deathwing Knights are the same points amount, but will suffer from my issue with all terminators that 1 failed save is 45 points gone.
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