Vovin has brouught us the following very dubious Dark Angels rumours from Faeit 212:
The rules are allegedly 2 month old. I have formatted the text to enhance the readability and edited point costs out.via Faeit 212 "A must remain anonymous source"
Here's a compilation of the most recent Dark Angels playtest.
Anything not included is because it's the same, or I didn't notice a difference.
The universal DA rules are ATSKNF, Combat Squad and Stubborn. HQs are all fearless.
up to WS6, his gun is now a master crafted assault 2 12" 1 shot plasma, on top of a bolter. (basically assault instead of rapid fire, but can't fire at long range) and is fearless.
Also WS6, but is now more expensive and still unlocks DW as troops.
more expensive, all units within 12" are fearless, not just his own squad
Rerolls misses and wounds in challenges. Interrogator chaplains that win challenges against Independent Characters give you +1 victory point in a mission that uses victory points.
Chaplains are now elites and cost as much as their BA counterparts, but you can buy 1-3 of them as a single choice. They can be upgraded to take specific banners. At the start of the game they nominate a model in the squad they're attached to to be their "banner bearer" who must be modeled appropriately with the specific banner. If the chaplain later leaves the squad, the banner remains.
Furious charge USR, reroll armor saves against overwatch wounds when charging a unit within 6" of an objective
Counter attack USR, reroll misses with overwatch when within 6" of an objective
Reroll wounds against models within 6" of an objective with shooting, reroll wounds in a close combat that takes place within 6" of an objective
[Note: These are playtest rules, hence why these all seem very similar. Either they are intended to have a theme, or they're intended to be playtested and the most popular is kept]
Deathwing Terminator Squads slightly more points than their SM counterparts base, can swap to lightning claws for free, pay as much as BA for thunder hammer / storm shield, and only models with storm bolter / powerfist or chainfist can take the cyclone missile launcher upgrade, which is now as much as the BA one.
Deathwing assault works a little bit differently. All Deathwing units and models in terminator armour attached to Deathwing units now come down on the first turn via deep strike without a roll if you wish you make a "Deathwing assault."
It specifically notes, however, the limitations of no more than 50% of your army being allowed in reserve, and that independent characters whether attached to a squad or not, count as a unit.
[Note: This would mean if you want 2 deathwing units + a character to deathwing assault turn 1, you'd need 3 units on the table. But if you somehow had 5 units on the table, and 3 units of Deathwing + 2 HQs on the table, all 5 would Deathwing assault turn 1.]
Dreadnoughtsare a bit cheaper on points base, can be upgraded to venerable, and can upgrade their dreadnought close combat weapon to any ranged weapon (not just missile launcher or autocannon)
Sternguard are in, but can swap their bolter for a close-combat weapon if they want. Any model can upgrade their close combat weapon to a power weapon, lightning claw, power fist or thunder hammer. Any model with a close combat weapon can swap their bolt pistol for a Storm Shield (as much as a sergeant would pay) or take a Combat Shield (as much as a sergeant would pay).
Scouts are still elite
Tactical Squad starts with 5 models and can take a special weapon [flamer , meltagun , or plasma gun ], can buy up to 5 more models at standard points each. At 10 models they can take a heavy weapon [Heavy Bolter, Multi-Melta, Missile Launcher , Plasma Cannon, Lascannon ] point costs like BA tact squad, but melta and plasma gun slightly more expensive
Assault squads can remove jump pack, and get a price of a Rhino point discount on transport vehicle instead of a rhino/drop pod for free, but are otherwise unchanged.
Vanguard are in
Predators can take a heavy 2 Plasma Cannon turret option
Whirlwind can switch their Vengeance/Castellan missiles for Hyperios missiles for the price of a Space Marine. Heavy 2, Twin-Linked krak missiles, with skyfire/interceptor.
No upgrade for Devastators to take skyfire flak missiles.
There is this snippet in the comments of the blog entry from user Source1:
Technically this set of rumours has some truth in it, but not much. I dare say that the correct parts are only coincidence.
How can someone who has read a playtest codex spend so much time on the little irrelevant details like point costs and completely fails to mention the big elephants in the house ... like new units. Playtest codices are by no means complete, but they are not stripped to a degree where every new toy is missing. Nobody needs a group of testers to test small alterations of the generic space marine stuff that already was the backbone of a handful of codices.
To name a few false asumptions:
- Devastators get indeed flakk missiles .. and much more.
- Belial does not make Deathwing unit troops. There is no need for that.
- Regular dreadnoughts (those that can be upgraded to venerable ones) do not get a two weapon set up.
There is other nonesense, but I have already talked too much. Maybe his playtest version was totally different but in this case either the rumours do not matter because the Codex is not based on this version or the new Dark Angels codex will be a very very bland affair. Or Naftka is holding something back.