Interrogator Stobz Posted May 22, 2012 Share Posted May 22, 2012 Thunderlions. Werelion mutations. Relentless Devastators with Plasma Cannons that ignore -ALL- saves. Tuchulcha. 20-man RW bikers with power lances that always strike first, at S8 on charge. Watcher upgrades on squads granting plasma immunity. Interrogators with an ability to send a number of units off the board based on how many people in your LFGS you force to leave with a gruesome graphical description of a torture scene. All great ideas WCA, you forgot to put in points values, I'm thinking about 20-30 points per TL, Werelion mutations at +5, 12-14 per Dev, 5-10 per PC for the devs and about 19-22 for each RW with +5 for the lance. I'm thinkng Tuchabadmuther could come in at 1gazzillion points and auto kill your opponent with an epic brain meltdown. Interrogators should be a free upgrade due to our dex sucking for so long. But they are only able to be taken if you bring your own 'Blades of Reason' to cause fear in your opponent. :lol: stobz Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3067211 Share on other sites More sharing options...
Steel Company Posted May 22, 2012 Share Posted May 22, 2012 How about plasma weapons that do not have "Gets hot!"? Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3067220 Share on other sites More sharing options...
Onisuzume Posted May 22, 2012 Share Posted May 22, 2012 Its actually not a rip-off of anything. In 2ED Suspensors were available to HW's for a price. Now if I can only find the reference. I don't think that we actually had that available as an option to our devastators. Either it would've been on a wargear card (and thus mostly limited to characters), or in Dark Millenium, which I don't own. The only time I can remember where there's been (relatively) open access to suspensors for heavy weapons was back in Rogue Trader (and it was usually the luck of the roll in most instances back then anyway). 2E didn't have wide access to suspensors (with the exception of them being mounted on some support weapons (such as Tarantula platforms)). Hm... Rogue Trader? That's quite some ways back, and I don't think that GW uses it much for referencing compared to 2nd edition. Heck, back in those days, Leman Russ was an IG general! xD Anyway it was also in the index astarted articles for the deathwatch,thats were i got the idea. For heavy bolters only. We're discussing the days when it was possible on any heavy weapon. Also: (Large) Blast firing option for Hell's Halitosis? Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3067246 Share on other sites More sharing options...
Brother Immolator Posted May 22, 2012 Share Posted May 22, 2012 Anyway it was also in the index astarted articles for the deathwatch,thats were i got the idea. For heavy bolters only. We're discussing the days when it was possible on any heavy weapon. I was thinking that we were discussing from where i ripped it off...Regardless... Tuchulcha No,if we wanted a god like unit we can just summon the emperor and just give the opponent the evil stare.You have to make a good roll though because the corpse has only one bionic eye left. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3067251 Share on other sites More sharing options...
Solly Posted May 23, 2012 Share Posted May 23, 2012 I'd like to see our adherence to the Codex Astartes dropped some in favor of some possible new playing style, something other than "allota Termis" or "allota bikes!" (no, I'm not sure what, and I don't think I'd post them here even if I had ideas). Some new special characters, especially from some of the Successor Chapters, being included would be welcome. Something I'd really like to see happen from GW would be parallel development of Codexes for the Legions/First Foundings and their successors that are as big as the current C:SM and include as many Special Characters, but only for that particular Legion. Have several overlapping play styles, so you aren't having to balance 50 different types of army lists, but give one or two unique play styles to each Codex that is somewhat reflective of that former Legion's outlook on warfare, rather than just having a single special character that does this. Plasma cannon Terminators. And immune to gets hot!?!? Afternoon brothers, I like both ideas above (as well as several others). Would be nive to have us less codex, i feel that would give us more uniqueness and a better army list. Like the idea of more options for the deathwing as well. Id like to see more DA/successor only units and options to make us stand out more. Examples would be the aforementioned Mortis dred, our own flyer, own tanks, etc.... As were the oldest legion perhaps more old tech (conversion beamers for example) or make totally new ones just for our codex. i dont think we need a complete overhaul, just to tweek us to make us stand out from other chapters. Another one would be (think i saw this around here some where...) make our scouts more like veteren squads that operate like the wolf scouts or raven guard. Also like the idea of special weapon squads, a unit which isnt used (as far as i know) by any other chapter. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3067633 Share on other sites More sharing options...
Phoebus Posted May 23, 2012 Share Posted May 23, 2012 I'd like to see the option to make generic Grand Masters with a wide enough array of options to feasibly make the Chapter Master, Deathwing, and Ravenwing-equivalents of a Successor Chapter (or one of the less-known, shadowy Grand Masters of the Dark Angels themselves). Additionally, I want to see GW take a crack at exploiting the themes of the Inner Circle by coming up with a new, Honour Guard-style unit - something along the vein of MadDoc's Redemptors. I won't deny that it's my personal tastes that inform my desire to see a more melee-oriented unit - as opposed to a pre-existing fluff inspiration. The pointless egoist in me would also like to see the Dark Angels take advantage of the gradual power creep seen in other Codices' Characters section. I wish characters like Belial and Azrael were more impressive, but I don't pretend that there's any logical reason for this to be. Belial's claim to fame, after all, was getting wounded by an Ork warlord (admittedly the baddest one around) in a mere warm-up to Armageddon, while Azrael's latest showing had him getting knocked out by a less-than impressive (IMHO) Chaos Lord. All the same, it's the Dark Angels: the core of what was once the First !@#$%^&* Legion, and people should quake more when their Grand Masters take to the field! ;) Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3067760 Share on other sites More sharing options...
Akatriel Posted May 23, 2012 Author Share Posted May 23, 2012 I see that there are some trends, things that different people keep mentioning, or at least ideas that go in the same general direction: there is mention of relentless Devastators, Devastator Terminators and Power of the Machine-Spirit Predators, plus plasma weapons that don´t get hot and old tech. In all this I see two main factors: firepower and mobility. I don´t want to go into the eternal debate over if we are or not a "shooty" chapter, but it´s undeniable that the idea exists, and those ideas reflect, in my opinion, an interest in seeing that combined with the supposed tactical skill of the Lion. Maybe that should be the direction in which the Codex would expand: units with reasonable firepower and mobility, withouth being a "fast" army (Eldar o White Scar-type) nor a uniquely "shooty" army (a la Imperial Guard or Tau). A way of reflecting that could be giving all the Dark Angels (or Unforgiven; I´d love to see the codex named Unforgiven or Fist Legion) vehicles the option of purchasing some form of Power of the Machine Spirit, that, if I recall correctly, gives them the possibility of moving full speed and shooting the main weapon, even with an stunned crew. That way our vehicles become mobile fortresses for the infantry, and, I think, it gives a distinct play style that emphasizes combined-arms maneuvers. Another possibility would be the use of variant Land Speeders. Maybe give them more options or variants for specific configurations not covered with the "standard" loadouts, and/or give them the option of purchasing some form of turbo-boost (and if we go over the top Ward-style, deep-striking infiltrating Land Speeders!). This carries the risk, however, of focusing too much in the Second Company (Order!) and turning us into black White Scars. About the plasma spam and old tech gimmick, I think it should be hadled carefully. Conversion beamers and special tech would be fine, but without turning the Dark Angels into another "techy" Chapter. That would be stealing the tag line of the Iron Hands, and could detract from our own theme. So, I would prefer more "one of a kind" or "relic" options, restricted to characters, than simply advanced tech scattered all over. It would reflect an old and hallowed piece of lost technology handed over with honors, chants and lots of incense to a glorious hero. I think that the options should reflect more the mystery and secretive practices of the Chapter by way of these kind of things: ancient relics, banners and treasures, retinues with mysterious figures that simply "are" there despite nobody really knowing exactly who they are or what are they doing. Somebody mentioned the Watchers in the Dark: I would like to see them used as options for characters to give them some boost or another, maybe even different boosts depending on the type of character (some to Masters, some to Chaplains, some to Librarians). This aspect could also manifest through different or new psychic powers. I think that the Unforgiven psychic powers should all, or nearly all, revolve around messing with the minds and emotions of the enemy: give them nightmares, inspire panic or fear, freeze them on the spot or make them attack their own allies by clouding their minds. That would also set us apart from the more "lightning throwing" Librarians the other Chapters get. Finally, as more "colorful" units, I would suggest two: Some kind of "Questing Knight" honoring the tradition of the monster slayers of Caliban: a veteran (or two or three) that leaves the Chapter temporarily to pursue and kill, either a specific "monster" or a certain "class": daemons, heretics, tyranid beasts, wathever. It would be critically important to differentiate it from the Lone Wolves, but I think that, with enough knightly rethoric and paraphernalia it could be done. And also a "holding cell" for captured prisoners, either Fallen, or potential witnesses or informants to be taken care of by the tender hands of the Interrogator Chaplains. It could be a Land Raider variant, or even a Storm Eagle-type flyer. In truth, it would be more of a fluff thing, but its presence in the battlefield can be justified by having it give some advantage or boost to Deathwing or Ravenwing units nearby, or modifying the victory conditions. I thinking of editing the first post with a list of compiled ideas from the rest of the topic, what do you guys think? Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3067836 Share on other sites More sharing options...
Noodle Posted May 24, 2012 Share Posted May 24, 2012 I would like to see something more done with the Watchers. Maybe they can be purchased for upgrades to independent characters where they can give them buffs. Stuff like being able to fire twice in a turn, gaining D3 attacks on a charge or rerolling for psychic tests etc. The biggest thing I'm looking forward to is how they will forward the DA identity; whether that is to favour overwhelming fire power or to be sword bearing knights. At the moment we're just green marines, so I look forward most to how our basic units will charge with our identity 'perks'. I think I'd prefer the overwhelming fire power there, since it is more unique than melee marines. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068444 Share on other sites More sharing options...
Onisuzume Posted May 24, 2012 Share Posted May 24, 2012 Also, while not exactly a new unit, I'd like to see an option for assault marines to swap their CCW for a Boltgun. With the appropriate Storm Bolter option for the veteran. At the moment we're just green marines Green Marines, with Robes! And feathers! Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068489 Share on other sites More sharing options...
Akatriel Posted May 24, 2012 Author Share Posted May 24, 2012 I think the "character" of the Dark Angels lies in some form of balance between "shooty" and "melee", although it would be difficult to achieve without reducing them to "jack-of-all-trades-green-marines". From a fluff perspective, the bolter-carrying assault squads are great: combines some firepower and mobility, as I mentioned in my first post; however, I don´t know its usefulness rules-wise, someone can comment on it? I for one would like to see lots of swords and shields, even if only in characters and officers. Maybe assault squads with chainsword and storm shield as default, with the sergeant carrying a power sword, and the option to swap all that for bolters? Likewise, I don´t know if it makes sense in the rules, but a way of adding character to the Deathwing could be exchanging, as default, the power fists for power swords. It seems that, since the last FAQ, the Deathwing is a hurricane of thunder-hammer wielding Terminators, which makes sense within the rules, but detracts from the feel and theme of the army. Our symbol and weapon of choice should be the sword, so, maybe we should introduce some kind of variant power-sword with some advantages over the regular ones, if only to reduce the hammer-to-veteran ratio. Another possibility is to give the Devastator squads the possibility of carrying autocannons. It fits with the relatively-old tech preserved by the First Legion, and gives a decent anti-personnel and anti vehicle capacity; maybe also heavy flamers. Anyway, for some reason my brain went on strike in the middle of the last post and I forgot to add the most important bits of the description of the "questing knight", so, here it is reworked: Knight Errant According to the legend, the Knights Errant of the Dark Angels are an ancient institution, although nobody knows how ancient. To some, they are direct heirs of the Knights of Caliban that prowled the forests in their search for foul beasts to slay; to others, they are the fulfillment of a vow taken by the First Legion after the Heresy: to pursue and kill the traitor champions and warlords like the wild animals they have become. To that end, sometimes veterans from the Unforgiven chapters take the Vows of Hunting and leave their Orders to scourge the stars, seeking Chaos and renegade champions, heretic warlords, and xenos beasts to slay, protecting Mankind amongst the stars as their forerunners did millennia ago under the dim sun of Caliban. The truth, as always with the First Legion, is more convoluted and sinister. The Knights Errant seek and kill renegades and aliens, of course. But they are also the roving eyes and ears of the Inner Circle. They move between listening-posts and watch stations manned by servitors and serf that do not know what are they looking for or why; they merely gather intelligence around certain parameters and feed it to the Knight Errant, whose secret knowledge and specialized skill allows them to differentiate the important and the meaningless, identify the clues and locate their real quarry: the Fallen and their associates. Only when one of the Fallen has been located, the Knight Errant summons the might of the Chapter, spearheaded by the Deathwing and the Ravenwing. The Knight himself would not lead them, because his calling is that of hunter and not commander; however, he takes the solemn oath of trying to capture or slay himself the Fallen, and will usually join task forces as a guide and first hunter. Rules: Independent character. Can take artificer or terminator armour. Equipped with Neural Shackles (poisoned power weapon). Must select an enemy character at the beginning, and has Preferred Enemy against him. If he joins a unit, they get Preferred Enemy too. I´ve also tried to rework the "Inner Circle Observer" character discussed before. What about an upgrade to any unit who carries a signum and a teleport homer? The signum can be used by Ravenwing units nearby, and the teleport homer is, obviously, for calling to action a Deathwing squad held in reserve when the moment arises. That way, the Observer would act as a fire control unit or mission coordinator, screening the battlefield for signs of the real prey of the Chapter and calling in the specialists once they are located. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068552 Share on other sites More sharing options...
shortysl Posted May 24, 2012 Share Posted May 24, 2012 Belial's claim to fame, after all, was getting wounded by an Ork warlord (admittedly the baddest one around) Belial takes a punch in the gut from a power-klaw wielding Thraka while wearing Power Armour and survives? Justification for Eternal Warrior at least surely? Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068619 Share on other sites More sharing options...
Phoebus Posted May 24, 2012 Share Posted May 24, 2012 shortysl, fair point. Sometimes I get too down on the things I love. Amended list... HQ: 1. First and foremost, I want a template for a generic Grand Master. This should serve to design unnamed Grand Masters within the Dark Angels or any of their Successors. The template should be equivalent in power to a C:SM Chapter Master. * The options for this template should include the equipment necessary to customize a Successor Chapter's "Master of the [Deathwing Equivalent]" or "Master of the [Ravenwing Equivalent]". * If a Dark Angels Grand Master or a Successor Chapter Grand Master/Chapter Master, they shouls have the Orbital Bombardment ability. 2. As Belial and Sammael are Grand Masters in their own right (actually, IS Sammael a Grand Master?), this means a power creep for those two characters. 3. Azrael with access to Orbital Bombardment and some sort of leadership ability that brings back the distinction he enjoyed as a commander and strategist in 2E. 4. I would like to see a "Paladin" template equivalent to a Company Master in terms of combat prowess. These individuals would serve the Inner Circle as champions, agents, etc.. They are individuals who have "graduated" from the Deathwing and would be candidates for their own Company - were there any openings. 5. Honour Guard option for Azrael and Grand Masters (but not Belial, Sammael, or their Successor equivalents). 6. Company Command Squad option for Company Masters, Chaplains, and Librarians. Troops: Tactical Squads and Company Veteran Squads with bolter, bolt pistol and close combat weapon. Extraneous: More fluff, specifically things that tie the post-Heresy Dark Angels (and their themes) to the modern Dark Angels (and their themes). Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068663 Share on other sites More sharing options...
Onisuzume Posted May 24, 2012 Share Posted May 24, 2012 Another possibility is to give the Devastator squads the possibility of carrying autocannons. It fits with the relatively-old tech preserved by the First Legion, and gives a decent anti-personnel and anti vehicle capacity; maybe also heavy flamers Autocannon Devastators? Hell yeah. Maybe some reaper autocannon type for our deathwing at it? If we have preserved that technology at all. Anyway, for some reason my brain went on strike in the middle of the last post and I forgot to add the most important bits of the description of the "questing knight", so, here it is reworked: A bit like the Imperator Vindicta? Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068667 Share on other sites More sharing options...
Phoebus Posted May 24, 2012 Share Posted May 24, 2012 Akatriel, I really like your Knight Errant concept. In fact, I like it even moreso than the Ravenwing... which I've always felt was awkwardly written. They are "... always at the forefront of the hunt for the Fallen..." but "...only the company's highest ranked officers [know that their] primary role is to hunt down and capture the Fallen Dark Angels." And when they do descend on their foes, they are trained to "ignore" any dangerous information that comes out of their mouth. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068678 Share on other sites More sharing options...
Akatriel Posted May 24, 2012 Author Share Posted May 24, 2012 Thanks, Phoebus. Actually I tried to keep the Ravenwing in it: they are supposed to actually locate the Fallen once the Knight Errant has given them a general area to look into. As you said, it´s hardly believable than a hundred black-clad marines in bikes could scan the galaxy unaided without knowing exactly what are they looking for. That´s also why I mentioned "listening posts" and "watch stations": the idea is that Chapter serfs (some of whom may not even know that they are serving the Dark Angels) gather data around certain parameters, and then feed them to the Knight, either directly, or throug a blind drop. The Knight can´t gather intelligence by himself, but he can analyse it, while the serfs are in good position to serve as assets, but haven´t the knowledge to be analysts. I agree completely with most of your post, specially the generic Grand Master template and the Paladin. The Paladin could be part of a Grand Master Honor Guard, like the Company Champion is for the Captain, or he could be an upgrade to the Champion of a Interrogator-Chaplain or Librarian Command Squad. A bit like the Imperator Vindicta? I didn´t know of that, but I suppose that, down to the battlefield, their mission would be pretty similar, yes. Only the Knight Errant would focus in an specific enemy to hunt and subdue (the Neural Shackles are for capturing, not killing), while the Imperator Vindicta or the Emperor´s Champion would seek glory by defying any champion. About the reaper autocannon, I don´t own the Chaos Codex, so can´t give an opinion: is it less powerful than the Assault Cannon? Maybe it could be a cheaper option for the "Devastator Terminators", allowing them to take two or three and only one or two Assault Cannons. What about a Reaper Autocannon predator? Is old tech, and different enough (I think) from the Assault Cannon to not be a Baal ripoff. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068699 Share on other sites More sharing options...
Onisuzume Posted May 24, 2012 Share Posted May 24, 2012 Eh, as-is, the Reaper Autocannon is closer in stats to a regular autocannon, but with shorter range, and is twin-linked by default. Then again, the range difference between 3 or 4 foot isn't too big in most cases. So between asscan and reaper its a toss between more shots and rending, or longer range and higher chance to hit. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068718 Share on other sites More sharing options...
shortysl Posted May 24, 2012 Share Posted May 24, 2012 The Reaper Autocannon is just a twin-linked version of a standard Autocannon. I'm not keen on encroaching into Chaos territory with Terminator weapons. Chaos Terminators get the Reaper because they were traitors by the time the 'better' Assault Cannon was released to Imperial forces. Devastators with Autocannons would be juicy, but again, it's encroaching into Chaos territory with Havocs being able to take them. I do like the idea of getting back into the individuals/small teams hunting for the Fallen. Although the Ravenwing are used to search for the Fallen, I think there must be some situations in which it's tactically invalid to have bikers calling in a demi-company of Terminators. Sometimes the best way of achieving your goal is to do it quietly which is where these elite hunters would come in. In a similar vein to how Inquisitors work is how I see it; subtly or all out war, depending on which suits the situation best. We are a secretive chapter after all; why silence an entire world of Imperial citizens (or Black Templar warship) when we don't have to? Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068719 Share on other sites More sharing options...
Raven Angel Posted May 24, 2012 Share Posted May 24, 2012 There have been alot of good ideas. I like the questing night thing. Infact you can make it a part of the process to move from Vet to DW. The Marine must complete some quest to join. The notion of relentless devistators has a ciertain apeal but if we get that they will just give it to everyone else in C:SM. I like the special weapon squad but think making it a FA choice is brick stupid. Was in the Soriatis list and would be in a SM list. That kind of mobile fire support is a troops/Elite thing. Of course I want an MBT. I think the Pred Executionar is a good thing to I'd like to see on our list. I'd like to se a real skilled rider born to the sadel rule for the Ravenwing and 2nd ed style speeders, thoughs thing looked like armored tanks compared to modern ones. WS5 and BS5 DW; I mean common next to GK we are the scariest thing in TDA in the Imperium. Make the Vets BS5 too. That training starts somewhere. Maybe make the RW WS5 and BS5 too as the are suppose to be legendary in the combat skill too. Plasma options are cool if we get back the ability to aim them instead of having to rely on some ork to shoot them. I like the RW scout bikes but make the WS4 BS4 instead of scout stats showing they came staight from the 10th to the 2nd. I have always considered the RW to stand apart from the other companies in the chapter since the hunt is their main priority. There for the taining circle they walk should be differnt then the path to the DW. Also give the the LS Storms but instead of infiltrating in scouts it act sa a support gunship with side facing AC or HBs or snipers. Again WS4 and BS4 for the crew. Once upon a time the LS Tornado was the RW LS so howabout making RW LS a variant of the Masters LS with the TL HB and TL AC. They dorp the standard and Tornado models but can take Typhoons. DW should get back its second HW and maybe get Plas Cannons and Beamers, or upgrad the SBs to Plasma Blasters. Either way DW should be imune to Gets hot. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068845 Share on other sites More sharing options...
Onisuzume Posted May 24, 2012 Share Posted May 24, 2012 Imo, its just silly that we don't get autocannon devastators. Has the imperium for some reason forgotten how to make shoulder-mounted version of them? Especially when you consider that we had them back in the 2nd edition. As for the Reaper ones, relics from a by-gone age, really. But if marines take to the field in Mk II Crusade Armour wielding Umbra-pattern Boltguns, then why wouldn't they use other relics from that era? why silence an entire world of Imperial citizens (or Black Templar warship) when we don't have to? Because we can. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068852 Share on other sites More sharing options...
EPK Posted May 24, 2012 Share Posted May 24, 2012 We are a secretive chapter after all; why silence an entire world of Imperial citizens (or Black Templar warship) when we don't have to? If an Imperial world is purged, and no one is left around to hear it scream, does it make a sound? Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068874 Share on other sites More sharing options...
Spaced Hulk Posted May 24, 2012 Share Posted May 24, 2012 Some really good ideas being discussed here. I particularly like the Knight Errant concept, although I'd probably alter his wargear a bit. Artificer armour & iron halo only (terminator armour seems a bit ponderous for someone wandering around gathering information), with a bolt pistol & chainsword (as a link to the original knightly orders of Caliban). Of course, the bolt pistol would have hellfire rounds, while the chainsword would be Strength 5, Rending, and both would be master crafted. Passing on Prefered Enemy to his squad is a good option, but keep his points low (like Lone Wolves) to make sure he's usable and doesn't compete with HQ level characters. I'm also very partial to the idea of jump infantry with bolters (as you can tell if you read my IA ;) ) but their effectiveness will largely be dictated by any forthcoming changes to Rapid Fire in 6th. Even with the current rules, they're still the equivalent of a Tactical Squad that doesn't require a Rhino for mobility Other things I'd personally like to see: - Deathwing Command Squad armed with relic blades & storm shield. - Plasma blasters (twin linked plasma gun) as an heavy weapon upgrade for Deathwing Squads. - Tactical Squads able to upgrade to a single type of special issue ammo. - Elite Ravenwing Squads mounted on Jetbikes. - Devastator Squads that can swap their boltguns for storm bolters (I really dislike the 'ablative wound' role of non-heavy weapon Devastators) - 'Archangel' Squad, essentially a DA version of Honour/Sanguinary Guard. The Guardians of the Inner Circle. Artificer armour, power swords, combiweapons, option to upgrade to jump packs. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3068936 Share on other sites More sharing options...
shortysl Posted May 24, 2012 Share Posted May 24, 2012 why silence an entire world of Imperial citizens (or Black Templar warship) when we don't have to? Because we can. Except that's not how the Dark Angels work. We're not murderers, we simply do what we MUST to keep the chapter safe. That's why I like the idea of the wandering hunter. The Ophidium Gulf need never have disappeared if a small team had spirited away the Fallen before the Templars found him. Things like that draw too much attention. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3069013 Share on other sites More sharing options...
Alastor Posted May 25, 2012 Share Posted May 25, 2012 If I could take one new Unit option. It would be Devastators with Suspensors... I Second that!!! Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3069485 Share on other sites More sharing options...
Akatriel Posted May 26, 2012 Author Share Posted May 26, 2012 - 'Archangel' Squad, essentially a DA version of Honour/Sanguinary Guard. The Guardians of the Inner Circle. Artificer armour, power swords, combiweapons, option to upgrade to jump packs. This could tie with the multi-Chapter unit I mentioned early: basically, they are the Lion´s Honour Guard, and, since the First is still (secretly) a Legion, it stands to reason that it should be composed of the very best warriors of the entire Legion, whichever their original chapter. The artificer armour would be a relic from the Chapter, MK III or IV, painted black with the red winged sword, and the Chapter of origin´s icon in the other shoulder. Maybe with a small shield with personal heraldry in the chest or shoulder plate. I don´t see them wearing jump packs, however. The guard should epitomise the Legion, and jumpacks are not the first thing one thinks of when the Dark Angels are mentioned. terminator armour seems a bit ponderous for someone wandering around gathering information I agree. I only included that thinking in joining the Knight with a Deathwing squad, but he could join while wearing different armour, right? I really like the concept of the fire support Storm, and the sniper variant. It would make a great Ravenwing Scout Squadron: three bikes and two snipers or heavy bolters as support in a Land Speeder. My next post will be a round-up of ideas divided into "new units", "modifications" and "new wargear" or something like that. Feel free of add new ideas meanwhile, there are great concepts here. Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3070352 Share on other sites More sharing options...
Akatriel Posted May 31, 2012 Author Share Posted May 31, 2012 Well, as promised, I´ve made a roundup of proposals and concepts. Some of them are the merger of two or more similar proposals, and I´ve modified one slightly. Which one? The Dominion-type thing. I´ve been thinking about it, and maybe it would be more useful (and less of a rip-off) to turn them into general "sharpshooters" or "gunner" squads tasked with providing general and flexible fire support. So the sergeant would carry a Signum, and the rest would have bolters with special ammo, who can be augmented with auxiliary grenade launchers, or changed to storm bolters (still with special ammo), combi-bolters, special weapons (plasma rifles, flamers, meltaguns) or heavy flamers. Should we include sniper rifles and shotguns? I think there is no full marine unit with them (apart from scouts) but they could be useful in some situations. So, the roundup: New Units Ravenwing Scout Squadron A squadron of bike-mounted Ravenwing marines in scout armor, with similar equipment options to sternguard veterans. Ravenwing Fire Support Land Speder A new Land Speeder variant based on the Storm, with two weapon emplacements in the sides. Either heavy bolters, lascannons, autocannons or sniper rifles. It can be purchased as part of a normal strike or support squadron, or with the scout squadron. Archangels/Legion Honor Guard A unit composed of elite veterans from all the Unforgiven Chapters, clad in artificer armour with the colours of the pre-Heresy First Legion and the icon of their chapter of origin in the right shoulder. Armed with power weapons (that can be changed for relic blades) and combibolters or assault bolters. Execution Squad Specialist shooters. Signum, bolters with special ammo, that can be swapped for storm bolters. Option of taking up to four auxiliary grenade launchers, combiweapons, plasma guns, melta guns, flamers or heavy flamers. Inner Circle Observers Undercover Inner Circle members dispatched to assist in the catching of the Fallen. Upgrade to some squads and command squads, equipped with a Signum that any nearby Ravenwing unit can use, and a teleport homer. Redemptors As per Maddoc. Inner Circle enforcers, prisoner honor guards and Interrogator Chaplain escorts. Deathwing Heavy Weapons Squad A special squad of Terminators composed of one sergeant and four heavy weapons: cyclone missile launchers, heavy flamers, assault cannons, plasma cannons or reaper autocannons. Deathwing Command Squad Command Squad to the Master of the Deathwing or equivalent. Terminator Armor (of course), power weapon and storm shield. Generic Grand Master A template-type Grand Master to represent any Unforgiven Chapter Master of First or Second Company Master (and maybe other Grand Masters that lurk in the shadows...) Paladin Equivalent in power to a Company Master. "Graduated" from the First Company in waiting to get a command post or higher honor. Upgrade for Honor Guard or the Command Squad of a Interrogator Chaplain. Knight Errant An Independent Character purchased as elites. Both a champion and beast hunter and a intelligence analyst searching for the Fallen. He cannot command the army. Equipped with artificer armor, a special rending chainsword and a bolt pistol with special ammo, has preferred enemy against a single enemy HQ and gives it to any unit he joins. Modified Units Company Veterans as Troops Allow the Dark Angels to take Company Veterans with special ammo as troops, at a higher cost than Tactical Squads. Relentless and Auto Cannon Devastators Give Dark Angels Devastators the option of purchasing gravitic suspensors to allow them to move and fire their heavy weapons. Give them also the choice of purchasing autocannons as one of the four heavy weapons allowed. The men without heavy weapons could also swap their bolters for storm bolters. Modified Assault Squads Give the Assault Squads the option of swapping their chainswords and bolt pistols for bolters. Also, if they keep the swords, let them purchase storm shields. Modified Tactical Squads Give them the option of purchasing heavy flamers or autocannons as heavy weapons. Also the possibility of upgrading to a single type of special ammo. New Options for Terminators Give them the ability to take reaper autocannons, plasma cannons, plasma blasters (twin linked plasmaguns) and conversion beamers as a heavy weapons choice. Also give them the ability to swap their power fists for power swords, and the power sword of the sergeant for a relic blade. New Land Speeder Variants Different weapons loadouts, and also the ability to purchase some kind of turbo-boost. Power of the Machine Spirit for everyone Give the Chapter´s Predators, Razorbacks, Vindicators, Whirlwinds and Rhinos the Ability to purchase Power of the Machine Spirit, so as to be able to move and fire even with a stunned crew. Or at least some diminished version. Tweaked Azrael Give Orbital Bombardment to Azrael, as per other Chapter Masters. Also some kind of special leadership or tactical prowess-based ability. Honor Guards Honor Guards for Azrael, Belial and Sammael. Command Squad Option for upgrading the sergeant to Brother Bethor. Don´t know exactly what would he do, through. New Psychic Powers Dark Angels Librarians should get powers based on messing with the minds and perceptions of the enemy and boosting the morale of their own brethren, instead of "only" shooting bolts of lightning. New Equipment and Vehicles New Flyer A new flyer, different from both Stormraven, Stormeagle and Stormtalon, capable of offering fire support from the skies. Mobile Interrogation Chamber Either a flyer or a land raider modification to allow for detaining and interrogating enemies on the field. Maybe it could change the victory conditions or provide morale boosts. Special Plasma Weapons Allow the Chapter to take "ancient" or "relic" Plasma Weapons immune to the "gets hot!" rule, maybe as a more expensive alternative to regular ones. Also "plasma blaster" option for HQs and Terminators: twin linked plasma guns. Relic Weapons Special weapons based on old tech available to HQ´s or independent characters, representing old relics handed down for specific missions or as gifts of honor. Watchers in the Dark Different variants that can be purchased by independent characters and provide special bonuses or boosts to them and their units. So, the army list woul look something like this: Headquarters Supreme Grand Master Azrael: On par with other Chapter Masters, with Orbital Bombardment, and some special tactical ability. Option to take Honor Guard. Grand Master Belial: Increased power. Option to take Honor Guard. Grand Master Sammael: Increased power. Option to take Honor Guard. Ezekiel, Grand Master of Librarians: Access to new powers. Grand Master of Chaplains Sapphon: "New" Special Character. Retool it to fit the new edition. Interrogator Chaplain Asmodai: As Sapphon, retool for the new edition. Interrogator Chaplain: Option of taking a Mobile Interrogation Chamber as dedicated transport. Option of taking a Watcher in the Dark for some boost, and relic weapons. Generic Grand Master: Diverse options, including Terminator and Bike or Land Speeder. Option of taking Honor Guard and relic weapons. Master of the Order: Option of taking a Watcher in the Dark for some boost. Option of taking relic weapons. Chaplain: Option of taking relic weapons. Librarian: Option of taking a Watcher in the Dark for some boost. New array of psychic powers. Command Squad: Option of upgrading the sargent to Brother Bethor. If is the Command Squad of a Interrogator Chaplain, option of taking a Paladin. Terminator Command Squad: Only for Belial or a Grand Master in Terminator Armour. Power Swords and Storm Shields. Honor Guard: As per Codex: Space Marines. Option of upgrading one veteran to a Paladin. Elites Deathwing Squad: Option of swapping power fists for power swords, the sergeant the sword for a relic blade. Option of taking plasma cannons, conversion beamers, plasma blasters or reaper autocannons as heavy weapons. Knight Errant: Artificer armor, bolt pistol with special ammo, rending chainsword. Preferred enemy, gives it to any unit he joins. Redemptors: Power swords, power armor and bolter with special ammo. Archangels: Squad of three to five. Artificer armor, relic blade and combiweapons or storm bolter. Execution Squad: Signum, special ammo. Possibility to take storm bolters. Up to four special weapons, heavy flamers, grenade launchers or combiweapons. Dreadnought: As per C:SM. Option of Mortis Pattern with two identical heavy weapons. Techmarine: As is. Inner Circle Observer: Taken as an upgrade for a single elite or troops squad. Signum for the Ravenwing and Teleport Homer. Troops Tactical Squad: Option of taking heavy flamers or autocannons as heavy weapons. Option of taking a single type of special ammo. Company Veteran Squad: As they are, but in Troops. Option of purchasing special ammo like Sternguard. Scout Squad: As is, only in troops. Fast Attack Assault Squad: Option of taking storm shields if they have close combat weapons. Option of swapping close combat weapon and bolt pistol for bolter. Ravenwing Attack Squadron: As is, but with more Landspeeder variants, including the modified support-Storm. Ravenwing Support Squadron: As is, but with more Landspeeder variants, including the modified support-Storm. Ravenwing Scout Squadron: Three scouts in bikes, with higher stats and more option than normal. Option to include Land Speeders of the support-Storm variant as the Attack Squadron. Storm Eagle: As is. New Flyer: Fire support unit. Heavy Support Devastator Squad: Option of taking autocannons, and suspensors to give them Relentless. Option of swapping bolters for storm bolters. Terminator Heavy Weapons Squad: Up to four heavy weapons, including cyclones, heavy flamers, assault cannons, reaper autocannons and plasma cannons. Land Raider: As is. Land Raider Crusader: As is. Land Raider Ares: As per Imperial Armour. Predator: Options for taking conversion beamer or plasma cannon in the main turret. Option for taking Power of the Machine Spirit. Whilrwind: As is. Option for taking Power of the Machine Spirit. Vindicator: As is. Option for taking Power of the Machine Spirit. Designated Transports Rhino: As is. Option for taking Power of the Machine Spirit. Razorback: As is. Option for taking Power of the Machine Spirit. Drop Pod: As is. Who´s a green marine now? :lol: Comments? Link to comment https://bolterandchainsword.com/topic/252581-new-unit-concepts/page/2/#findComment-3074739 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.