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Dark Angels Advantages and Divergences

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.

 

I. DA CODEX OVERRIDES THE RULEBOOK

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.

 

II. DA SPECIAL RULES

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.

 

III. DA CHARACTERS

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.

 

IV. DA UNITS

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.

 

V. DA VEHICLE ARMOURY

DA Smoke launchers [page 55]
These reduce penetrating hits to glancing hits.
Smoke Launchers in the BRB grant 4+ cover saves.

 

VI. DA ARMOUR, WEAPONS and WARGEAR

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.

 

VII DA 'SPECIAL' SCORING UNITS

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.

 

Dark Angel rules, reviews
and comment

A Codex: Dark Angels Review
Interview with Jervis Johnson
'Codex Fever' Rumours
New Dark Angels Direction
20+ years of DA rules
DA Canadian FAQ review
5th Ed SM Guide review
DA FAQ 2008 (24/07) review
DA FAQ 2008 (10/10) review
DA + 5th Edition SM Codex
DA + 5th Edition SM Codex II
DA Advantages and Divergences
1970s nostalgia painting style

Book reviews
Descent of Angels
Mechanicum

Deathwing army lists
Multiwing 2000 Point Lists
Building a Pure Deathwing army

Mini codexes
Adeptus Mechanicus
The Custodian Knights

Special rules
Vehicle Crews Bailing Out
[for 3rd Edition Rules only]

Fury from the Skies
[for 3rd Edition Rules only]
The Space Marines Tech Cult Teleporting Out

Unofficial FAQs
INAT FAQ v2.1
A Rationalised DA FAQ

Statistics and Game Mechanics
Assault Cannon v Lascannon
1D6 Score Probabilities
2D6 Score Probabilities
3D6 Score Probabilities
4D6 Score Probabilities
Calculating Averages
Deep Strike - calculate the risk
Blast Weapons and Scatter
Blast Weapons and Scatter II
Vigilant army analysis tool
Unforgiven army build poll results

Tutorials
Painting Deathwing by Ron
Speed basing by Drathmere

 

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