As the Dark Angels have been with
us a long time, it seemed opportune to see how their game rules have developed
in the Warhammer 40k game.
This excercise is fraught with difficulties, not least because I
have very little printed material from the early days, but also having to
circumvent any Intellectual Property issues arising from too detailed an
appraisal. So I have limited this to listing rules developments rather than
producing them verbatim.
I have also limited these to specifically DA differences from the standard Codex Space Marines of the tme and the then current editions of the Wathammer 40k game (unless marked as otherwise) as both obviously affect the thinking behind designing a codex for a standalone chapter.
So, from 20 years ago to the present day, the Dark Angels.
Rogue Trader Rule book 1st Edition [GW 1987]
• A mention of the Dark Angels' "Feast of Malediction". Chapter founded by a "Lyyn Elgonsen", but no specific Dark Angel rules.
White Dwarf 96 [GW 1987]
Chapter Approved article introducing the "Raven Wing" –
the 7th Company of the Dark Angels.
• Concept of a fast attack wing developed.
• All troopers armed with bolt gun, frag, krak, and blind grenades. They ride bullock carts (an early form of Sammaels jetbike) and are in squadrons of five.
White Dwarf 126 (1990)
An article on Epic Space Marine Legion organisations establishes
the first appearance of the Deathwing, Ravenwing and "Ironwing"
(the latter now defunct) as the three separate battalions within a typical
Dark Angel Regiment.
Codex Angels of Death [GW
1996] Rick Priestley and Jervis Johnson
A joint Codex with the Blood Angels for the 2nd Edition of Warhammer 40k,
this is the first proper Dark Angels book containing many chapter-specific
rules that were to remain with the DA for the next 10 years.
• Rules for special characters Azreal, Asmodai, Ezekiel, Sapphon, Brother Bethor and Sergeant Naaman introduced.
• Concept and rules for Interrogator-Chaplains introduced.
• Deathwing rules introduced. They deploy in squads of five with one heavy weapon. All DW are Immune to psychology.
• Ravenwing revised – they now equipped with land speeders, bikes and attack bikes.
• Ravenwing Jink Save Expert Riders rules introduced.
• Rules for the Masters of the Deathwing and Ravenwing introduced.
• Blades of Reason rule introduced.
• Book of Salvation rule introduced.
• Rules for the three Dark Angels Sacred Standards introduced.
• 6th and 7th Battle Companies can use Bikes and Land Speeders respectively.
Codex Dark Angels [GW 1999
First Edition] Jervis Johnson.
A development
and refinement of the Codex Angels of Death that pulls the Dark Angels into
line with the 3rd Edition of the Codex Space Marines and the Warhammer 40,000
3rd Edition rulebook (1998). I shall only detail rules that affected Dark
Angels and not show generic changes that were introduced via 3rd Edition
Codex Space Marines.
• Rules for a pure Deathwing army led by a compulsory GM of the DW introduced.
• Rules for a pure Ravenwing army led by a compulsory GM of the RW introduced.
• Intractable rule introduced.
• Stubborn rule introduced.
• Ravenwing "Jink" save and re-roll of the Difficult Terrain tests rules introduced.
• Hunting the Fallen rule introduced.
• Cypher rule introduced.
• Optional Vet Sarge upgrade introduced.
• The "No Non-Human Allies" rule introduced.
• Blades of Reason no longer a proper weapon but a wargear upgrade.
• Changes to the three Dark Angels battle standards
• Rule changes for DA special characters Azreal, Asmodai, Ezekiel, Brother Bethor and Sergeant Naaman revised.
• Special character Sapphon is no longer available.
• DW Immune to Psychology rule is dropped.
• DA Tactical squads get access to cheaper plasma cannons than Codex SM.
Codex Dark Angels [GW 2002
2nd Edition] Jervis Johnson.
The golden age for the Dark Angels rules with plenty of fluff items still
available in gameplay. Basically this edition was as the First Edition (above)
with the following important changes (many of which incidentally were influenced
by opinions from the members of the Dark Angels and others on the Bolter
& Chainsword forum).
Items changed from the First Edition
• The GM of the DW is no longer compulsory choice for leading a pure Deathwing army.
• The Intractable rule revised to make it more playable.
• The Stubborn rule revised to make it more playable.
• Points cost for Deathwing terminators reduced (from 52 to 47 points).
Forge World Imperial Armour Volume 2 [FW April 2004]
• Mortis Dreadnought rules Introduced.
• Land Speeder Tempest rules introduced.
Dark Angels FAQ v4.1 [GW
Sept 2004]
Available for download only, these rule revisions were intended to plug
the gap and bring the Dark Angels 3rd Edition Codex into line with 4th Edition
of the Codex Space Marines (Sept 2004) and the Warhammer 40,000 4th Edition
rulebook (Sept 2004). I shall only detail rules that affected Dark Angels
and not show generic changes that were introduced via 4th Edition Codex
Space Marines.
• The characters of Hero, Librarian and Interrogator-Chaplain changed to follow Codex SM profiles.
• Stubborn now had to be paid for as compulsory extra for members of the DW and all ICs.
• Specialists (Techmarines, Apothecaries and Standard Bearers) are no longer available to Deathwing or Ravenwing Command squads.
• Turbo-boost rule introduced for the Ravenwing.
• Deathwing squads can no longer mix assault and tactical terminators.
• DA Librarians now gain access to Codex Space Marines Psychic powers.
• The "No Allies" rule introduced.
• The 0-1 Crusader restriction brought in.
Dark Angels [GW 1st March
2007 4th Edition] Jervis Johnson.
Wholesale changes to many aspects of how the Dark Angels play with the discontinuation
of many traditional rules and the detachment of many fluff items from gameplay.
As this is the first codex in the new 'combat squad' era of Space Marines
and later shared with Codex Blood Angels I shall only detail specific rule
changes that affect Dark Angels as I am assuming that combat squads and
many other weapons/wargear changes will be incorporated into the main Codex
Space Marines Redux – for instance the removal of the standalone Armoury/Wargear/Vehicle
upgrades section with all options now incorporated into the unit/character/vehicle
profiles.
HQ new or changed:
• Belial – Master of the Deathwing – rules introduced.
• Sammael – Master of the Ravenwing – rules introduced.
• Revised rules for Azreal and Ezekiel.
• Rules for Chaplains/Interrogator Chaplains introduced.
• Revised rules for Company Masters introduced.
• Fixed psychic powers for all Dark Angel Librarians introduced. [No longer having access to Codex Space Marine psychic powers.]
• Revised rules for Librarians introduced. [Librarians now only at one level Ld9.]
• Techmarines Force Org status changed and other rules revised.Elites new or changed:
• Veteran Squads (including a Company Champion) are introduced.
• Command Squads now become Elites, and other rules revised.
• Scouts now become Elites, and other Scout changes.
• The 0-1 Venerable Dreadnought restriction removed.
• Deathwing Assault rule introduced.
• Deathwing mixed assault and tactical terminator squads reintroduced, and other rule changes.
• Deathwing Assault rule introduced.
• Deathwing Stubborn changed to the "Fearless" universal special rule.
• Deathwing and Ravenwing may now take Apothecaries and Standard Bearers. [Only if specific HQ characters are present.]
• Generic rules for Chapter and Company standards are introduced.Fast Attack new or changed:
• Ravenwing Combat Squad rule introduced.
• Ravenwing Attack and Support Squadrons formations introduced and other weapon rule changes.
• Ravenwing bikes adopt the "Scout" universal special rule.
• Ravenwing adopt the Fearless universal special rule.
• Ravenwing bikes get teleport homers.
• Ravenwing can now take the Typhoon Land Speeder variant.Heavy Support new or changed:
• Castellan missiles for Whirlwinds rule introduced.*
• Land Raiders are now a Heavy Support option only.*
• Crusaders are reduced in cost and the 0-1 restriction is removed, and other rule changes*.All rules/items below have now been discontinued from gameplay:
• Terminator Honours. (ICs lose a base attack, but see bolt pistol entry above).*
• The ranks of Captain and Leader have been removed.*
• Specific sub-lists for pure Deathwing or Ravenwing armies.
• Dedicated retinue command squads.*
• Dedicated transports for the Deathwing.
• Special character Asmodai.
• Special character Brother Bethor.
• Special character Sergeant Naaman.
• Tank Hunters and Furious Charge specialist skills.*
• Hunting the Fallen.
• The Cypher rule.
• The "No Allies" rule.
• The Blades of Reason.
• The rules for the three specific Dark Angels Sacred Standards.
• Techmarines ability take Terminator armour, or a bike.*
• Scout bikes.
• Proper Attack Bike Squadrons for the Ravenwing.
• The Ravenwing "Jink Save" and "Skilled Rider" rules.
• The ability to take non-Ravenwing bikes, attack bikes and Land speeder units.
GW Apocalypse Datasheet
[GW Oct/Nov
2007]
Land Raider Ares rules introduced [OK not strictly uniquely DA – but
certainly started as a DA vehicle].
Dark Angels FAQ 2008 "Canadian"
[GW June 10 2008 Canada, globally 11 July 2008]
Available for download only. This FAQ was greeted with derision upon it's
release as it seemed to miss out much that was known to be required. However,
that aside their were some useful clarifications in here, and essentially
two or two-and-a-half new rules were added as well.
New Rules
• Split combat squads may be used from reserve in conjunction with drop pods.
• Drop pods may be deployed empty.
• Whirlwinds must choose their ammunition at the start of the game.Changes
• Company Masters must now conform to WYSIWYG when armed with more than two weapons.Clarifications and corrections
Various other items were also included, but these amounted to either typo errors found in the 4th Edition Codex, or specific item clarifications. They consisted of:
• Sacred Standards and who they effect.
• The Book of Salvation and who it effects.
• Ravenwing Company standard and how many can be taken.
• Searchlights and how they work.
• Split Tactical squads using one transport.
• Razorbacks taken by full 10-man Tactical squads.
• Costs for Company Veterans' combi-weapons.
• DA and assaulting from Drop Pods.
• DA Thunder Hammer, effects on high toughness models.
• Drop pod weapons, pintle mounted storm bolters and Rhino's storm bolter arcs of fire.
• DA shooting psychic powers.
• Models choosing to use one weapon over another.
Dark Angels FAQ 2008 [GW July 24 2008]
Available for download only. Many items are the same as on the recently released "Canadian" FAQ – but a major error has been corrected and three new clarifications have been added. This now means the FAQ is a lot more relevant and useful.
Changes
• Split combat squads may no longer be used from reserve in conjunction with drop pods. A reversal to the ruling of the "Canadian" FAQ.Clarifications and corrections
Various other items were also included, but these amounted to either typo errors found in the 4th Edition Codex, or specific item clarifications. They consisted of:
• Command Squad weapons upgrades replace existing bolter or chainsword.
• Scout Sergeants may be given a sniper rifle upgrade.
• Veteran Sergeants may be given upgrades from the pool of options available to the rest of the Veteran Squad, counting as part of the whole squad's allowance.
* Items marked with an asterisk will probably be changed in the main Codex Space Marines Codex too, but I have included them here anyway.
It is worth noting that there has been a steady reduction and narrowing in the some significant special background abilities of the DA. For instance:
• Deathwing and all Dark Angels characters were Immune to Psychology in Codex Angels of Death. Very useful in 2nd Edition where psykers reigned supreme.
• This was then changed to "Stubborn" for ICs and Deathwing / Deathwing Veteran Sergeant upgrades in 3rd Edition, which was less useful but formed the then DA "character".
• And Stubborn has now become the "Fearless" universal special rule for the two elite companies only.
This is an ongoing project and as rule developments become published so this will be updated.
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Dark Angel rules and reviews
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
B&C 5th Ed SM
Guide review
DA FAQ 2008 review
Book reviews
Descent of Angels
Deathwing army lists
Multiwing 2000 Point Lists
Building a Pure Deathwing
army
Mini codexes
Adeptus Mechanicus
Special rules
Vehicle Crews Bailing Out
[for 3rd Edition Rules only]
Fury from the Skies
[for 3rd Edition Rules only]
FAQs
INAT FAQ v1.1
Statistics
Assault Cannon v Lascannon
1D6 Score Probabilities
2D6 Score Probabilities
3D6 Score Probabilities
4D6 Score Probabilities
Calculating Averages
Deep Strike - calculate the risk

