With the current confusing state of affairs regarding differences in same-name equipment, wargear and in some cases rules between the Codex Dark Angels, the Codex Space Marines and the 5th Edition 40K Rulebook (BRB), it seems a good opportunity to flag up where the Codex DA offers advantages to our gameplay or significant divergences from either of them.
It is hoped that when or if challenged by an opponent unfamiliar with the intricacies of the C:DA you can point out page references to cite the relevant Dark Angel RAW rule required.
Abbreviations used
C:DA = Codex Dark Angels and any subsequent related FAQ.
C:SM = Codex Space Marines and any subsequent related FAQ.
BRB = Big Red Book (the Warhammer 40K main rulebook) and any subsequent related
FAQ.
Unless specified otherwise, all page numbers are from C:DA.
Where items conflict in rules between the C:DA and the BRB then the Codex always takes precedence unless we are told otherwise. For instance in the following taken from the BRB:
It is important to note and remember this, as will be seen later the C:DA diverges significantly from the BRB regarding what can be scoring units.
Deathwing and Ravenwing
I have not covered the different organisation nor special rules of either of these companies as they are pretty well known. However, some more specialist aspects of their rules have been included where they diverge from the mainstream C:SM and BRB in similar units.
Deathwing Assault [page 28]
Any terminator-armoured character my attach to a DW squad to utilise Deathwing
Assault, even if that character isn't from the DA Codex itself but an ally.
This rule does not exist in C:SM.
Ravenwing Scout move [page 27]
Ravenwing bikes may not Turbo Boost during their Scout move.
C:SM Scout Bikes may Turbo Boost during their Scout
move.
Ravenwing Sergeants [page 85]
When upgrading some weapons the sergeant retains his bolt pistol. Thus if
he upgrades to a power weapon he gains an additional attack through having
a special (power weapon) and a normal (pistol) weapon.
C:SM Bike sergeants loose ther bolt pistol when upgrading
weapons.
Stacking weapons: Ravenwing sergeants can stack some of their weapons upgrades.
Thus he could upgrade to have both a powerfist (or power weapon) and a plasma
pistol too.
This is not possible in C:SM.
DA Company Masters [page 80]
Masters can stack weapons choices allowed in the upgrades available in C:DA.
Therefore a Master can have up to 3 different weapons eg: combine a plasma
pistol, stormbolter and a power fist.
This is not possible in C:SM.
DA Chaplains and Interogator Chaplains
[page 80]
Both have BS5 and WS5. Also both have 3 Attacks at Initiatve 5. However, the
DA Chaplain is only Ld9.
The Interogator-Chaplain has 3 Wounds.
C:SM Chaplains BS4 and WS4 with 2 Attacks at Initiatve
4. But are Ld10.
DA Librarians [page 81]
These have BS5 and 3 Attacks at Initiative 5.
DA Librarians are also given two fixed psychic powers.
C:SM Librarians are BS4 with 2 Attacks at at Initiative
4. They take 2 from a choice of 9 psychic powers.
DA Command squads [page 81]
Any DA HQ Independent Character can take a Command Squad. Think about that,
you could have two Apothecaries if your army was big enough to warrant multiple
ICs and Command squads, three if Belial is present.
In C:SM a Command squad can only be taken by a Captain.
DA Techmarines and Servitors [page
82]
The Techamrine is not and Independent Character and he takes up no space in
the Force Org Chart.
C:SM Techmarines are Independent Characters taking
an Elite slot.
Servitors are taken as part of the Techmarine's unit and he cannot leave
them unless they are all killed.
C:SM Servitors can only be taken as separate unit(s)
only.
Servitors themselves are WS4 and BS4.
C:SM Servitors are BS3 WS3.
DA Narthecium [page 25]
The DA Apothecary can use his Narthecium to negate one failed save of any
one friendly model within 6" of him pe turn, including those of another
unit. This includes using it against wounds caused by Gets Hot weapons. He
can't use it if locked in close combat.
C:SM Narthecium gives the Apothecaries unit the Feels
no Pain USR.
DA Scouts [page 83]
DA Scouts squads are WS4 and BS4 and are taken as Elites choices.
C:SM Scout squads are a WS3 and BS3 Troops choice
unit. Note that the Scout Sergeant remains WS4 and BS4.
DA Tactical squads [page 84]
Squads purchased as 5-man strong unit may take a special weapon.
This is not possible in C:SM.
DA Land Raiders / Crusaders [page
34, 35]
Land Raider Crusaders get a built-in multi-melta for free.
This rule does not exist in the C:SM.
Land Raiders carry fewer models than those in the C:SM:
The DA LR can carry 10 power armoured models (or 5 terminators), the DA LRC 16 power armoured models (or 8 terminators).
The C:SM LR can carry 12 (or 6 termies), the LRC can carry 16 (or 8 termies).
respectively.
Power of the Machine Spirit:
DA Land Raiders and Crusaders can move directly forwards when Stunned up to
max speed. It also allows the vehicle to fire one additional weapon to those
normally allowed at BS2 even if Shaken or Stunned, providing it moved no more
than 6".
PoTMS in the C:SM does not allow movement. An extra
weapon may be fired at BS4.
DA Smoke launchers [page 55]
These reduce penetrating hits to glancing hits.
Smoke Launchers in the BRB grant 4+ cover saves.
DA Terminator armour [page 53]
An IC in termy armour with a combi-weapon upgrade that moved may not fire
once to 24" with the combi element. It may still fire two shots up to
12".
C:SM terminator-armoured models are Relentless.
DA Combat shields [page 54]
These give a 5+ Invulnerable save, but only in close combat.
C:SM combat shields confer a 6+ non-specific Invulnerable
save.
DA Psychic hoods [page 38]
Have unlimited range.
C:SM Psychic Hood has a range 24".
DA Storm shields [page 54]
Grant only a 4+ Invulnerable save and may only be used in close combat.
C:SM Storm Shields grant a 3+ non-specific Invulnerable
save.
DA Thunder hammer [page 52]
The Thunder hammer causes a 'crew shaken' result when it merely hits a vehicle.
C:SM follows the rules in the BRB where Thunder hammers
must cause damage to grant the 'crew shaken' result.
DA Cyclone missile launcher [page
28]
The Cyclone is a one shot per turn frag or krak weapon.
C:SM Cyclone is two shots but is more expensive.
DA Typhoon missile launcher [page
27]
The Typhoon is a Str5 AP5 Heavy 1 twin-linked blast weapon.
C:SM Typhoon is Heavy 2, not twin-linked, firing
either krak or frag and with different Str and AP values for each munition
type.
Ravenwing Attack Squadrons combat squads
[page 27]
The attached Attack Bike and Land Speeder options are always counted as scoring
units, both when RASs are used as a Troops choice (with Sammael present) or
when used in the Fast Attack slots.
C:SM allows only Troop units as scoring, and never
vehicles.
28/April/2009
Note that this is an ongoing project to be added to as more items come to
light.
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