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==Space Marine Armoury== ===Melee Weapons=== *'''Astartes Chainsword:''' SU, AP-1, D1, +1A. As of 9E, all Space Marine chainswords get AP-1 on top of the extra attack, making them even better against lightly armoured hordes while also giving them a little utility against tougher foes. *'''Lightning Claws:''' SU, AP-2, D1, re-roll failed wound rolls and +1A. This will outperform all other 1 damage melee weapons against any target (except T9 with a 2+ or 3+ and no invul, where the power sword wins, but why are you picking D1 weapons for those). Your best bet for mulching single-wound hordes. ** RAW: "Each time the bearer fights, it makes 1 additional attack with this weapon". Exactly the same as the Chainsword, this should be interpreted as +1A for one claw, +2A for two claws. (Could make one master crafted for a D2 weapon) *'''Power Weapons:''' Each type of power weapon has its own profile now, so pick the right one for the situation. Unless you have the option for a lightning claw, then you should always take that instead. **'''Power Axe:''' S+2, AP-2, D1. Offers a compromise between the maul's strength and the sword's armour penetration. **'''Power Maul/Power Lance:''' S+3, AP-1, D1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. The lance is identical to the maul because of reasons. **'''Power Sword:''' S+1, AP-3, D1. Best against targets that rely on armour saves over toughness to shrug off hits. Except against frail things with good invulnerable saves like Crusaders, who ignore AP anyway. *'''Powerfist:''' Sx2, AP-3, D2, -1 to hit rolls. Good against everything, cost-effective, and very common to find. *'''Thunder Hammer:''' Sx2, AP-2, D3, -1 to hit rolls. A powerfist that trades 1 point of AP for an extra point of damage. The extra damage could mean the difference between one-shotting a Custodian Guard/Aggressor/Terminator or getting a guardian spear/powerfist in the face. When you have a thunder hammer/storm shield-Captain with Jump Pack, every enemy model begins to look like a nail. BUT, at typically twice the cost of a powerfist, it's not worth ditching up to three extra special or heavy weapons just to squeeze out a few extra points of damage. Still quite viable on everything that isn't a Character at least, so feel free to spam with Terminators or Vanguards. *'''Chainfist:''' Sx2, AP-4, Dd3, -1 to hit rolls, becomes D3 against Vehicles. A Terminator-only weapon that's only open to Terminator Veterans and Terminator Captains. Marginally better than a powerfist against other highly-armoured models that lack an invulnerable save, and strictly better against Vehicles. Costs the same as a powerfist, so trading the fist's reliable damage for better AP could be worth it. *'''Relic Blade:''' S+3, AP-3, D2. Available to Honour Guard, Vanguard Veteran Sergeants, and Captains. It has a good comparison to the powerfist; Ignoring S bonuses or wound-roll buffs, the powerfists bumps you to S8, whereas this takes you to S7. This only matters against T4, T7, and T8 targets, as you go from wounding on a 2+/3+/4+ respectively to a 3+/4+/5+. ===Combi-Weapons=== *'''Boltgun:''' You know what a bolter is, but if you somehow forgot it's 24", rapid fire 1, S4, AP0, D1. **'''Combi-Weapon:''' A boltgun taped to a special weapon (plasma, flamer, melta, grav). Check below for the special weapon profiles. You can fire one of the weapons at full BS, or both with a -1 to hit rolls. Note that combi-flamers don't care for no BS. **'''Storm Bolter/Combi-Bolter:''' A boltgun taped to another boltgun. Cheap as chips rapid fire 2 boltgun, typically seen on Bikers and Terminators, also available as upgrades on most of your vehicles. Their abundance, the majority of bearers ability to go fast (Bikers) or Deep Strike (Terminators), and Bolter Discipline means you should usually be getting four shots per turn with this weapon. ===Special Weapons=== *'''Flamer:''' 12", assault D6, S4, AP0, D1, automatically hits. 9th edition has been good to all flame weapons, boosting their range from 8" to 12". A classic anti-horde option, at least it's cheap. ** While they DO auto-hit airborne units with Hard-To-Hit, don't bother; they're too tough and armoured. *'''Meltagun:''' 12", assault 1, S8, AP-4, Dd6, +2D if you're within half range of the target for a potential of 8D (5.5D average). Good against anything with lots of wounds, be they Vehicles, Monsters, or even heavy Infantry. **At 12" range supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get into half range. While you can advance to close the gap, it is convenient that the unit's other weapons are assault weapons as well. *'''Grav Gun:''' 18", rapid fire 1, S5, AP-3, D1, becomes D2 against targets with Sv3+ or better. Against most Vehicles, MEQ's, and TEQ's, this is a safer plasma weapon at the cost of less S and the same amount of pts. *'''Plasma Gun:''' 24", rapid fire 1, S7, AP-3, D1. Their gimmick is having a safe profile and supercharged profile, which gives them +1S and +1D at the risk of killing the bearer on a hit roll of unmodified 1. Sticking close to a Captain can mitigate this risk. ===Pistol Weapons=== Pistol weapons are equivalent to their bigger brethren, with different ranges and weapon types. *'''Bolt Pistol:''' 12" and pistol 1. One of the most common weapons in the Space Marine armoury and available on most things as either an option or as part of their wargear. Just don't forget it exists and that you can fire it in melee. **'''Heavy Bolt Pistol:''' 18", pistol 1, S4, AP-1, D1. Primaris-only, as the Firstborn don't have the wrist strength to hold them. *'''Hand Flamer:''' A Deathwatch and Blood Angel only weapon. 12", S3, and pistol d6 allows for good hit spamming and self-immolation in melee, but the low S does hurt it the most. **Not worth the cost, matching an actual flamer in cost and the units that cannot take the flamer aren't going to care about a pistol. *'''Inferno Pistol:''' The second Deathwatch and Blood Angel only weapon. Pistol 1 with 6" range. The range puts you in close enough to spit on your target if you're trying to use it for melta, but you should be maximising the pistol aspect to pull a General Kenobi or Indiana Jones on your opponent and finish the swordfight with a pistol shot. **Just to be clear, you are spending five points for a weapon that you may not even get to fire in melee. Your pistols are fired in your shooting phase. If you charged on your turn, the unit with this will fight and be hit back two times before this comes up. In casual games this might come up, but again most units that can take will lack invulns so it's of dubious use. *'''Grav Pistol:''' 12", pistol 1, S5, AP-3, D1, becomes D2 against Sv3+ or better. **A shame our Sanguinary Guard can't take this since it would match their glaives pretty well. It has a niche of killing a marine before you charge them, but like all pistols it tends to lag behind melee weaponry in utility. *'''Plasma Pistol:''' 12", pistol 1, S7, AP-3, D1, can become S8 and D2 but kills the user on a hit roll of UM1. **IMO, even more worthless than the other three. Supercharged, it'll one-shot MEQ's... Which the grav-pistol does without the possibility of killing the user. Not supercharged, it has good strength and AP to show for itself, but is a measly D1. Against things tougher than T5 (Custodes, Death Guard, Nobs, etc.) it has an edge, but it's doubtful to actually kill them anyway. ===Heavy Weapons=== *'''Heavy Bolter:''' 36", heavy 3, S5, AP-1, '''D2'''. A solid choice for taking down light-medium Infantry, if one that tends to be overshadowed at times by the assault cannon and heavy flamer. **They can quickly raise the cost of your army due to their huge availability, so be a bit cautious about spamming against armies that are not mainly 2W. **Hellfire Shell is a unique stratagem that can be used on Infantry-carried heavy bolters; instead of shooting normally, make a single hit roll that deals d3 mortal wounds. Make the most of this with re-roll auras or Devastator Sergeant Signums. *'''Heavy Flamer:''' 12", heavy d6, S5, AP-1, D1, auto-hits. More effective against armoured targets than its smaller brother, but cannot be fired after advancing. Can be found on Dreadnoughts, Terminators, and Sternguard Veterans. ** Unique to you, this heavy weapon is also available to any model that can pick from the heavy weapons list (which is just Tactical Squads and Devastator Squads). *'''Multi-Melta:''' A 24" and heavy 2 meltagun, meaning you can't run with it, but ''can shoot in melta range out of a deep strike'', now fulfilling the role of Drop Pod threat-removal. *'''Plasma Cannon:''' 36", heavy d3, and blast effectively means the same shots as a plasma gun, but from 36" away instead of 12" and better against infantry. You need to be careful when you supercharge, due to the sheer cost of this weapon. *'''Grav-Cannon:''' 30" range and heavy 4 grav-gun. Akin to a ''heavier'' heavy bolter to deal with bigger targets. **A unit with grav-cannons will become a serious target for your opponent, so consider sticking them in a Transport of any flavour so they can't be Basilisk'ed off the table turn 1. *'''Lascannon:''' 48", heavy 1, S9, AP-3, Dd6. Your primary long-range anti-vehicle weapon, and is as common as the heavy bolter. *'''Missile Launcher:''' Can fire either frag missiles (48" and heavy d6 bolter shots with blast), or a krak missile with (48", heavy 1, S8, AP-2, Dd6). Not quite as good as an assault cannon, heavy bolter, or lascannon in regards to dealing with Infantry and Monsters/Vehicles (respectively), but still pretty good at both of those roles. **Similar to heavy bolters, this weapon has a unique stratagem. Flakk Missile deals d3 MW's as well, but only against Aircraft targets. **'''Hunter-Killer Missile:''' A single-use 72", heavy 1, S10, AP-2, Dd6 missile for 5pts, just in case you didn't have enough anti-tank. The vast majority of your ground-based non-Dreadnought Vehicles can have one. Ironclad Dreadnoughts can take two, and Leviathans can have three. *'''Assault Cannon:''' 24", heavy 6, S6, AP-1, D1. Haha minigun go brrrt. Not hard to find, available as a Terminator heavy weapon and Dreadnought option. Twin-linked variety is on Razorbacks, Land Speeders, Land Raiders, and most Aircraft. **'''Onslaught Gatling Cannon:''' 24", heavy 8, S5, AP-1, D1. Found on multiple Primaris armoured platforms as a secondary weapon, and puts the hurt on infantry. **'''Heavy Onslaught Gatling Cannon:''' 30", heavy 12, S6, AP-1, D1. Mounted on Redemptor Dreadnoughts, Repulsors, and Gladiators, the bigger brother of the onslaught cannon that does everything better. *'''Ironhail Heavy Stubber:''' 36", heavy 4, S4, AP-1, D1. A weird GW trend of putting stubbers on the hover tanks, but better than a storm bolter or the Imperial Guard heavy stubber. **'''Icarus Ironhail Heavy Stubber:''' As above with +1 to hit {{W40Kkeyword|Aircraft}}. Realistically too weak to actually deal damage to Aircraft however. *'''Fragstorm Grenade Launcher:''' 18", assault d6, S4, AP0, D1, blast. Boltstorm Aggressors come with one, the Redemptor Dreadnought can swap their two storm bolters for two of these, and they can also be found on most of the Primaris tanks (the repulsor can have a whopping ''five''). ===Relics=== If your Warlord is a Space Marine Character, you can give one Character a Relic, absolutely free. Weapon Relics can only be taken by a unit that can take the weapon it's based on and you have to pay for the base weapon (e.g. a Terminator Captain does not have access to a chainsword and thus cannot take the Teeth of Terra). The Relic of the Chapter Stratagem can be used for extra relics, number depending on the size of the game. Named Characters and {{W40kKeyword|vehicles}} cannot be given a Relic. Significant if you're banking on a Librarian Dreadnought. (Note the cheif librarian relic is the only relic that is not restricted against vehicles and so is available to the librarian dread) *BA and their no flesh tearers successor cannot take flesh tearer relics even with the successor strat * The rules for flesh tearers and relics are garbled as written flesh tearers can take their own and BA relics but it is questionable as to whether they can change the wording of relics with auras from blood angel keyword to flesh tearers keyword without using the 1cp successor stratagem. Some people feel it was the intention flesh tearers only take from there own relics but this is not congruent with the RAW and it is so garbled that intention is unclear with all three options (2 relics,5 (+2 relics that don't work & 7 relics) being viable intention options. <tabs> <tab name="Blood Angels Relics"> *'''Gallian's Staff:''' Replaces a force staff. S+3, AP2, Dd3, with +1 to manifesting Sanguinary discipline powers. It may not see that much play as most of our Psykers (Primaris) can't take it but it's pretty solid. *'''Hammer of Baal:''' Replaces a thunder hammer. Sx2, AP-3, D3, ''no hit penalty''. S8 with the Red Thirst improving your wound rolls by +1, will ensure that you can wound almost anything without much difficulty. ** A decent pick now that hammers are cheaper, though a Captain especially doesn't mind the base hit penalty enough to really warrant a Relic slot. Master-Crafting your thunder hammer will increase effectiveness more and there are plenty of sources of +1 to hit in the codex. It should be noted that it keeps the old AP-3, where as standard Thunder Hammers are AP -2. While this is less relevant due to combat doctrines and the Red Rampage strategem, it is still something to keep in mind. *'''Wrath of Baal:''' {{W40kKeyword|Sanguinary Ancient}} only. An Aura that grants Blood Angel Jump Pack units within 6" gain +2" to their move, advance, and fall back distances. *'''Visage of Death:''' Enemy units suffer -1 to their hit rolls against the user in melee and a 3" Aura that removes enemy units Objective Secured ability. Seems potentially powerful but it has some stiff competition. *'''Icon of the Angel:''' An Aura allowing Blood Angel units within 6" to re-roll charge rolls. Basically a must-have. </tab> <tab name="Special-Issue Wargear"> If you have a Blood Angel Successor Chapter, these are the only Blood Angel "Relics" you have access to without a Stratagem (unless you're playing Flesh Tearers). *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. This can allow your Characters to survive much more, especially Librarians which need to sacrifice a cast and a power slot to get a 5+ invulnerable. Best put on a model with a decent amount of wounds but no invulnerable (Librarians, Lieutenants, Ancients, and Sanguinary Priests). *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantuee at least 2D. Can be taken on Artisan of War on your second WL trait if you want another relic. Do not underestimate a Blood Angels Captain with a master crafted power sword or axe, which will be hitting ''and'' wounding T4/5 on 2s. Remember Valour's Edge? *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Not terrible, but your Characters are pretty much renown for how hard they punch stuff. It's better to invest relics in durability or supporting other troops. *'''Archangel's Shard:''' Replaces a power sword or master-crafted power sword. S+2, AP-4, D2, becomes D3 against {{W40kKeyword|Chaos}} targets and D4 against {{W40kKeyword|Chaos Monster}} targets. ** A good upgrade on a master-crafted power sword, but may not be enough to justify your free relic take unless you're going against Chaos. *'''Quake Bolts:''' The Blood Angels special bolter ammo. Give this to someone and you can choose to shoot with these bolts instead when firing a bolt weapon. When you shoot with these, make only one attack, but if you hit, the target is “felled” until the end of the turn and the attack continues. When you attack a "felled" unit in melee, add 1 to the hit roll. Good to amplify the damage dealt by your melee units, especially if said units bring hammers or fists. ** This can be given to a Sergeant models. Popular candidates are Devastator Sergeants (their Signum gives them BS2+), Eliminator Sergeants (BS2+ and excellent base range on their bolt weapon), and Infiltrator or Incursor Sergeants (units that typically infiltrate closer to their targets and getting around the 24" range limitation). That being said, you only get one shot, so you won't go wrong by slapping it on a Character with good BS. Lieutenants and Captains in your gunline (if you even have that as a Blood Angel player) are your best choices; 36" range guns and BS2+. ** That being said, almost every model in your army has a bolt pistol. Sergeants, Characters, doesn't matter, those babies can fire Quake Bolts. When paired with the onslaught of Death Company who already have the normal +1 to wound, its gonna hurt! *'''Fleshrender Grenades:''' Replaces frag grenades with some that are 6", grenade 3, S5, AP-3, D2, ignores cover. More like Marine-render Grenades. *'''Gleaming Pinions:''' The bearer can re-roll charges and can charge after falling back. ** Has competition with Icon of the Angel, this will see better use in smaller games where you don't have as much to buff with the Icon. Falling back and charging ensures you gain +1A from Shock Assault and fight first because you charged. </tab> <tab name="Flesh Tearers Relics"> *'''Severer:''' Replaces a chainsword with a slightly deadlier chainsword. S+2, AP-2, D2, wound rolls of 5+ inflict an additional mortal wound. In competition with the Teeth of Terra and probably takes second place. *'''The Crimson plate:''' {{W40kKeyword|Terminator}} only. Bearer gains +1"M, can charge after advancing, and can pile-in and consolidate up to 4". Of very questionable value given you don't want to be footslogging a Terminator Character. </tab> </tabs>
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