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===Psychic Powers=== ====Sanguinary==== :;Quickening ::WC1 Blessing. Psyker or target character within 12" has Fleet and +D3 Initiative and Attacks. #'''Fear of the Darkness''': WC1 Malediction. Target enemy unit within 12" takes a Morale test with -2LD. Probably the weakest power in the discipline. Note that this is a Morale test not a Fear test so it affects Space Marines. Useful for moving units off of objectives or forcing them to move into charge range of another unit. #'''Unleash Rage''': WC1 Blessing. Target unit within 18" has Rage. If the unit already has Rage, they get +1A instead. Bless the Death Company. Watch them kill. #'''Shield of Sanguinius''': WC1 Blessing. The Psyker and his unit have a 5++. You'll be needing this against any AP2 or D shots. #'''Blood Boil''': WC2 Focused Witchfire. A target within 18" must make 2 toughness tests. The target takes a wound for each failed test. If the target dies, place 5" blast with S4 and AP5 Ignores Cover. Cast it and make anything T4 or lower go boom! This is a great power for thinning out infantry units. #'''Blood Lance''': WC2 Witchfire. It's a 12" beam with S8 AP1 and Lance. Haha! Time to shoot tanks! #'''Wings of Sanguinius''': WC2 Blessing. Target an infantry unit within 12", it may move up to 12" in the psychic phase unless it is locked in combat. The targeted unit may not charge after this movement. A unit that moves using this ability counts as moving for the purposes of shooting weapons in the shooting phase. This power is an ideal tool for transporting a squad out of a trap or chucking DC into position for a charge next turn. This means that a DC squad with jump packs can move up to 24" in a single turn. (12" movement phase +12" in psychic). This lets you place your deep-striking melta assault squad with terrifying precision - Deep Strike them in a relatively safe spot, then move them 12" into the rear armor of that enemy tank that needs to die. ====Fulmination==== :;Electrosurge ::WC1 S5 AP5 Assault 6 witchfire. Point at hordes and explode them. #'''Electroshield''' - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Or, you could just drop 10 points if you have it lying around for, you know, an actual Storm Shield which can't be denied or fail to go off. (On a side note, could be hilarious with a Librarian Dreadnought) #'''Electropulse''' - WC2. A witchfire Nova with radius of 9", which gives enemies S1 AP- Haywire hits. #'''Lightning Arc''' - WC2. Witchfire, S5AP4 assault D6. Jumps to enemy units at 6" of the primary target on a 4+. Same effect. #'''Fists of Lightning''' - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits. #'''Magnetokinesis''' - WC2 blessing, 18". Move target unit by 18". #'''Electrodisplacement''' - WC2 blessing or malediction, 24". Swap target unit with the psyker's unit. Can work on allies and enemies alike. This will allow for epic trolling. Oh, that enemy unit's sitting out of charge range from your Assault Terminators/Death Company? Oh look, now they're right next to your entire army. Have fun blowing them up and charging the remains. ====Librarius==== AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars. :;The Emperor's Wrath ::S5 AP3 witchfire blast. #'''Veil of Time''' - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, has caused tons of rage upon leaking. And with good reason. This will all but ensure that your deathstar takes no damage as it plows into the enemy forces' tight sphincter. Heck, bare bones Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition. #'''Fury of the Ancients''' - WC1. A 20" S6 AP4 beam with Pinning. #'''Psychic Fortress''' - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12" against Witchfire Powers only. #'''Might of Heroes''' - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. #'''Psychic Scourge''' - WC1. Focused Witchfire. Roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power. #'''Null Zone''' - WC2 Malediction. Targets an enemy unit, drops its invulnerable save by ''2'' (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it's much more versatile. This is what you use to counter fucks with 2++ bullshit (like Cursed Earth-Grimoire deathstar shenanigans), Riptide's Shield Generator buff, Storm Shields, and the like. ====Geokinesis==== :;Chasm ::WC2 Forces a dangerous terrain test without armor save, single unit. #'''Earth Blood''' - WC1. Targets a model in 18" of the Psyker. That guy immediately regains D3 ''WOUNDS'' (The wording by default excludes vehicles), and the target plus his entire unit gain IWND. The latter effect won't come into play too often, but the ability to replenish a guy's wounds (hint: like Dante), or restore wounds lost to Perils to max is great. #'''Scorched Earth''' - WC1 malediction, 24". Choose a point, it deals a single S5AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap. #'''Land Quake''' - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost or flat out. #'''Phase Form''' - WC1 blessing, 24". Single unit. Give move through cover, and Ignore cover to all weapons. [[Awesome|Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters.]] #'''Warp Quake''' - WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits; #'''Shifting Worldscape''' - WC3 24". [[What|Move a piece of terrain by 24"]], including models in it, forces dangerous terrain tests on the unit inside. If a unit isn't entirely inside the terrain, then all units disembark treating it as an open-topped vehicle while taking dangerous terrain tests. ''''Lots'''' of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your Death Company]], teleporting a deathstar onto your enemy's doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ'ing]] [[Eldar|assholes]], etc. ====Technomancy==== The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. The only question is, do the blessings affect the whole squadron if a target vehicle is part of said squadron? :;Subvert Machine ::18" Malediction. You Select a weapon on an enemy vehicle. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, he can only fire snap shots. If you roll higher, You [[Awesome|take control of said vehicle's weapon for a turn.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally. #'''Blessing of the Machine''' - WC1. Blessing you give to 1 vehicle in 24". It now ignores Crew Shaken, Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS (So basically every vehicle Space Marines have except vanilla Rhino-Chassis vehicles) #'''Machine Curse''' - WC1. Focused Witchfire. Smacks a vehicle with 3 S1 AP- Haywire hits. #'''Reforge''' - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result, as well as giving the vehicle IWND. #'''Warpmetal Armour''' - WC1. Blessing that grants plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, gives +1T. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And [[Necrons|Gauss Weaponry]] still doesn't give a shit. #'''Fury of Mars''' - WC1. A S1 Haywire Beam. #'''Machine Flense''' - WC2. Focused Witchfire, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit.
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