Warhammer 40,000: Kill Team (HoR)/Tactics/Blood Angels(7E): Difference between revisions

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==Wargear==
==Wargear==
*'''Master-Crafted Weapon''': It's an MC weapon.  If you have a Salamander, grab another for your leader for free.
*'''Master-Crafted Weapon''': It's an MC weapon.  Take on pistols and melee weapons.
*'''Overcharged Weapon''': Gives a single gun +1S but also Gets Hot, which makes it a bit risky.  It's especially worse on Plasma weapons, as they now explode on a 1 or 2.
*'''Overcharged Weapon''': Gives a single gun +1S but also Gets Hot, which makes it a bit risky.  It's especially worse on Plasma weapons, as they now explode on a 1 or 2.
*'''Suspensors''': A rather nice upgrade, this allows a Heavy weapon to fire at full BS even if the model moved, but only at half-range.
*'''Suspensors''': A rather nice upgrade, this allows a Heavy weapon to fire at full BS even if the model moved, but only at half-range.
*'''Smoke Grenade''': A harmless grenade that gives you a Large Blast worth of temporary 5+ cover until the next turn.  If you ever felt like playing [[Cyrus]], roll it.
*'''Smoke Grenade''': A harmless grenade that gives you a Large Blast worth of temporary 5+ cover until the next turn.  If you ever felt like playing [[Cyrus]], roll it.
*'''Auxiliary Grenade Launcher''': Allows a gun to fire a grenade as well as fire, this won't get much use unless you have a strict idea.
*'''Auxiliary Grenade Launcher''': Allows a gun to fire a grenade as well as fire, this won't get much use unless you have a strict idea how you're using it.
*'''Auspex''': See codex; spend a shooting turn to drop an enemy's cover save by 1.
*'''Auspex''': See codex; spend a shooting turn to drop an enemy's cover save by 1.
*'''Bionics''': A way to grab a 6+ FNP, but it's usually cheaper to run Iron Hands unless you need another tactic.
*'''Bionics''': A way to grab a 6+ FNP for cheap.


===Leaders Only===
===Leaders Only===

Revision as of 21:17, 16 September 2014

If there's one thing the Blood Angels got going for them, it's stuff falling from the sky.

Mind, it's nowhere near as grand as it normally would, but it's got stuff able to fall from the sky and smash into things with utter fury. That said, they did take severe hits. Gone is the majority of their Deep-Striking strategies, with only a small number of models able to wield them making strategies more difficult. Assault is also made more of a challenge with Overwatch potentially turning anyone into the Tau. but getting there makes people know why they should fear running into you.

Rules

  • Red Thirst: A bit different from how it runs on the big board: You have to roll for your leader first. If he falls, then everyone else gets to on a 1-3 instead of the usual 1. During campaigns (where this is temporary, at least by RAI), replace models with groups. If one takes it, all of them take it.
  • Descent of Angels: Termies and Sanguinary Guard (and nobody else, for shame) can Deep Strike as normally.

Wargear

  • Master-Crafted Weapon: It's an MC weapon. Take on pistols and melee weapons.
  • Overcharged Weapon: Gives a single gun +1S but also Gets Hot, which makes it a bit risky. It's especially worse on Plasma weapons, as they now explode on a 1 or 2.
  • Suspensors: A rather nice upgrade, this allows a Heavy weapon to fire at full BS even if the model moved, but only at half-range.
  • Smoke Grenade: A harmless grenade that gives you a Large Blast worth of temporary 5+ cover until the next turn. If you ever felt like playing Cyrus, roll it.
  • Auxiliary Grenade Launcher: Allows a gun to fire a grenade as well as fire, this won't get much use unless you have a strict idea how you're using it.
  • Auspex: See codex; spend a shooting turn to drop an enemy's cover save by 1.
  • Bionics: A way to grab a 6+ FNP for cheap.

Leaders Only

  • Sanguine Armour: FNP Power Armor. Nice.
  • Refractor Field: Basic 5++ Invul.
  • Blood Vial: Gives a model Rampage. If you know you can get to the thick of combat, then this can totally make sure he'll RIP AND TEAR into everything.
  • Purity Seal: Expands Inspiring Presence to 12". Welcome boost for anyone .

Sergeants Only

  • Vermillion Axe: An S+2 AP2 Two-Handed Power Axe with Unwieldy and Rage. Scary and pricy, but doing this will make sure you die sooner before you can swing.
  • Wings of Saronath: Taken from FFG's stable, this Jump Pack gives Fleet, which is pretty indispensable.
  • Rites of Battle: Models within 6" of the Sarge get to re-roll Morale. A welcome option if you want more reliable troops.
  • Signum: Exchange shooting to give a model within 6" BS5. A good idea in the proper situations.

Warden-Chaplains Only

  • Rosarius: Curiously out of the Chaplain's inventory list, this gives a Chaplain a 4++ Invul. IF you really need protection and can afford it instead of the Refractor Field, it's a good take.

Lexicaniums Only

  • Psychic Hood: Another curiously-missing item, this gives a Lexi a Psychic Hood.
  • Staff of Blood: This is a staff with a unique weapon: It gives one shot that the target must tough T on: If it fails, they must take an AP2 Wound. Real plus against weak things like Orks and Guardsmen.

Sanguinary Priests Only

  • Black Grail: Taking this makes your Priest into something of a pricy time bomb: If he ever goes down, all models within 6" will instantly fall to the Red Thirst as if they rolled for it at the beginning. If that happens, then who's gonna stop the Rape Train?

Terminator Only

  • Auto-Launcher: Gives a Termie infinite Assault Grenades, but they can't be thrown as weapons.
  • Cataphractii-Pattern Terminator Armour: Gives a 4++, but exchanges Relentless with S&P. Beware using this, because you're giving up the option to Overwatch for a better Invul.
  • Tartaros-Pattern Terminator Armour: Grants the wearer Sweeping Advances. Definitely a more advisable choice over the Cataphractii, as this is cheaper and offers more mobility.
  • Teleporter: A Termie gives up assaulting for a turn and gets a 2d6" shunt wherever he wants. Good for setting up traps.

Techmarine Only

  • Photon Beam: If you want an alpha-strike from an unexpected source, this is it. A 36" Assault 1 blinding shot that causes no damage, but blinding opens them up to other assaults.

FOC

  • 1 Leader
  • 1-20 Core
  • 0-3 Special