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===Psychic Awakening: Blood of Baal Exclusives=== ====Codex: Space Marine 2019 Copypastes==== *'''Duty Eternal (1 CP):''' When a {{W40Kkeyword|Dreadnought}} is chosen as the target for an attack, until the end of the phase, it reduces all damage taken by 1 to a minimum of 1. You'll likely be needing it more than most because you want your dreads knee-deep in bodies. Great on a librarian warlord dread with Gift of Foresight, especially when using invuln psychic power, making them super durable to all forms of attacks (Invuln save, FNP, damage reduction, character protection). *'''Masterful Marksmanship (1 CP):''' When a Sternguard Squad shoots, it adds 1 to wound rolls with its special issue boltguns. **+1/6 to wound on a BS3 unit equals +0.11 wounds per shot, regardless of the target. At most this is 10 Sternguard at 15" do +2.2 wounds the enemy might still save. While not that much, Sternguards are a solidly fun unit and a few couple extra casualties could make the difference when attacking a priority target, like Berzerkers going your way. Just don't expect them to solo a Leman Russ, is what we're saying. **This ''can'' stack with Catechism of Fire, which can provide a minimum of 4+ to wound for a unit of Sternguard. Combined with the Tactical Doctrine to get AP-3, this can be the bane of other Marines and even serve to poke vehicles. *'''Fury of the First (1 CP):''' A {{W40Kkeyword|Terminator}} unit gains +1 to hit until the end of that phase. Now TH/SS doesn't NEED to be babysat by a Chaplain, and Tactical termies can use it in their shooting phase as well. *'''Hunter-slayer Missile (1 CP):''' A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48" of a {{W40kKeyword|Repulsor}} and not within 1" of an ally. Roll a dice. If it is equal to or greater than the Repulsor's Ballistic Skill (meaning it ignores [[Eldar|modifiers to hit]]), the enemy unit takes d3 mortal wounds. One use per Repulsor. *'''Bolt Storm (2 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's Auto bolt rifles automatically hit if they target an enemy within half range. **Effectively multiplies your Intercessors' shooting by 1.5x, but most importantly it completely negates BS penalties and it's nice extra damage before melee. *'''Rapid Fire (2 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's Bolt rifles become Rapid Fire 2. **Better 2x multiplier than the Auto Bolt Rifle's Bolt Storm's 1.5x from further away and with better AP. If you run a squad of 10, you are looking at 40 S4 AP-1 shots at 15", or AP-2 at 30" with Bolter Discipline and Tactical Doctrine, as the codex demands. That is some good dakka. *'''Target Sighted (3 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+. Costs 2 more than the Specialist Detachment version of the same name, however no longer requires the veteran upgrade meaning you don't need to lock in 1 CP before the battle. **Rather expensive for something Eliminators do better (S5)...on the other hand, Eliminators can't really be spammed and the ludicrous firepower of 10 Stalker Intercessors can drop a Lieutenant. If with 3CP you can kill a character your enemy relies on then, by all means, go ahead. *'''Big Guns Never Tire (1 CP):''' Select a {{W40Kkeyword|Vehicle}}; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons. *'''Transhuman Physiology (2 CP):''' Select something with the {{W40Kkeyword|Adeptus Astartes}} keyword that is not a {{W40Kkeyword|Vehicle}} or Servitor, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. ''S10 attack? Effective T10 marines aw yee''. *'''Vengeance of the Machine Spirit (2 CP):''' If a {{W40Kkeyword|Land Raider}}, Stormraven, or {{W40Kkeyword|Repulsor}} is destroyed, it can either auto-explode, shoot one last time, or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart. *'''Steady Advance (1 CP):''' Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary. *'''Hammer of Wrath (1CP):''' {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1" of an enemy unit cause mortal wounds on a 5+. Makes your big units of assault marines/VV punch much harder. *'''Gene Wrought Might (1 CP):''' When a {{W40Kkeyword|Primaris Infantry}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds. *'''Veteran Intercessors (1/2 CP):''' AKA that specialist detachment stratagem from Vigilus part one. +1 attack, +1 leadership to a unit of {{W40kKeyword|Intercessors}}. Costs 1 for a 5 man unit, and 2 for a unit of 6 or more. **Compared to the Indomitus Crusaders version of these stratagems, they're more expensive but they don't need to pay entry CP, which does matter when spammed (20 Vets cost 3CP vs 4CP), and their bolt-variant strats aren't restricted to Veterans. Until GW retcons that formation away, of course. *'''Hero of the Chapter (1 CP):''' Select a {{W40Kkeyword|Character}} from your army that's not your warlord and determine a warlord trait for it. ====Blood Angel Exclusives==== *'''Visage of the Damned (1 CP):''' Use in the Fight phase on a Blood Angels unit that has the Death Mask ability. Until the end of the phase, units that attack that unit get -1 to hit. This is important! This gives Sang Guard much needed durability. *'''Refusal to Die (1 CP):''' Use in any phase after the Death Company are targeted with an attack. Until the end of the phase, when they take a wound, roll a D6; on a 5+, that wound isnโt lost. You can only use this once per turn. Return to previous levels of refusing to feel pain. You can even use it on Slamguinius if you chose Artisan of War over Gift of Foresight, but still want to weather some blows. *'''Death on the Wind (1 CP):''' Use in the Fight phase. Pick a Sanguinary Guard unit. Until the end of the phase, when you resolve an attack for a model in that unit, damage results of 1 become 2s. They are wielding some of the greatest power weapons ever forged, after all. *'''Unbridled Ardour (1 CP):''' Use in the Charge phase to let a Blood Angels unit Heroically Intervene as though it were a character and move up to 6โ when doing so. *'''Explosive Judgment (1 CP):''' Use in the shooting phase to give a unit of Sanguinary Guard re-rolls to wound with Angelus boltguns for a phase and their targets donโt get the benefit of cover. Helps keep the squad cheap by temporarily upgrading the cheapest guns. *'''Chalice Overflowing (1 CP):''' Use in your Movement phase to let a Sanguinary Priest use his Narthecium ability an extra time and you can double up targeting a unit with Narthecium in a turn. Pourin out the good stuff for the fallen homies. Aggressors will never die, bring the banner to ensure! *'''Honoured by Baal (1 CP):''' Lets you give a Blood Angels relic to a successor. A copypaste in form, if not in name. *'''Savage Destruction (2 CP):''' {{W40kKeyword|Flesh Tearers}} only. Target one enemy unit during the fight phase. Every time you kill a model in that unit, that kill counts as two for the sake of morale. If you already have an edge over the enemy, this might just let you wipe them entirely. *'''Aggressive Onslaught (1 CP):''' {{W40kKeyword|Flesh Tearers}} only. Select one {{W40kKeyword|Flesh Tearers Infantry}} during the fight phase and give them 6" pile-in distance. Quite helpful as this will guarantee that all your troops are in the heat of battle rather than standing around gormlessly and getting shot. 15 man DC will use this often and to great affect.
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