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==Psychic Powers== In addition to Smite, Blood Angels get access to the '''Sanguinary Discipline.''' '''<big>Sanguinary</big>''' This contains 2 worse-than-Smite Mortal Wounds powers, 2 buffs for a target Blood Angels unit within 12", and 2 buffs that are self-only, meaning you shouldn't ever need more than one librarian for buffing and one for being its own beatstick. #'''Quickening''': WC 7. Add 3 to the advance and charge rolls made by the Psyker, and make d3 additional attacks in the fight phase, until your next psychic phase. Remember, psychic is after movement, so this won't make you advance faster until the following turn; accordingly, a lot more useful for buffing a charge you're about to make, but still of somewhat limited use, since it's self only. Cast this and Wings on your librarian dreadnought and watch him zoom across the board to smack something. Highlander references optional. Never forget the attacks!!!! #'''Unleash Rage''': WC 6. Select a Blood Angels unit within 12", and they gain +1 Attack. Oh joy! Better with larger squads. Extra cheesy now with the new Shock Assault special rule - Death Company with chainswords will chuck out '''7 attacks each''' on the charge. A 15 man blob of DC kitted out like this will churn out 90 attacks in a single round of combat. Who says we can’t deal with hordes? You won’t even need to fire your pistols. #'''Shield of Sanguinius''': WC 6. Select a Blood Angels unit within 12" and gift them a 5++ until the next Psychic Phase. Death Company with 5++? Yes, please! Also useful on any and all vehicles; Librarian Dreadnoughts especially benefit from an decent invuln. #'''Blood Boil''': WC 6. Select an enemy unit within 6" and roll 2d6, comparing against the highest toughness value in the unit. If the roll ''exceeds'' that value, the unit suffers 1d3 mortal wounds. If the total is ''more than'' double, the mortal wounds become an automatic 3. Like most non-Smite powers, significantly worse than Smite in the vast majority of cases, especially since its ultra short range means you generally can't use it to murder something Smite would ignore; after accounting for its worse chance to be cast, this only beats Smite against T2 or T1 targets, although it's only slightly worse against T3. #'''Blood Lance''': WC 6: Select a visible enemy model within 12". Draw a line between the psyker and the model. Roll a d6 for each ''model'' (friend or foe) the line crosses; on a 5+, the model's unit suffers a mortal wound. This can potentially hit a unit multiple times, so it's best used on hordes with lots of models in them. Don't forget, you can draw the line from any part of your base to any part of the target's, so draw from opposite sides to maximize coverage, as a general rule. Because the line is defined as between the two models, and it seems unlikely the power is intended to hurt the caster, this can't hurt the target; because it is harder to cast than Smite, you need to draw the line over at least 8 models to probably do at least as well as Smite would have done, although 7 models isn't ''drastically'' worse than Smite. #'''Wings of Sanguinius''': WC 5. Praise the Angel, it is back! The psyker can immediately move as if it were your movement phase, but his Move characteristic is also increased to 12" (this is RAW, so it's not clear what happens if his Move was already greater than 12; since you don't have access to librarian bikers, this is unlikely to come up) and he gains the {{W40Kkeyword|fly}} keyword until the start of your next Psychic phase (this also means he can shoot if he Fell Back in his Movement phase, of course, since he'll have {{W40Kkeyword|fly}} in the Shooting phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker. Awesome, now your flying [[Librarian Dreadnought]]s are actual flyers! Just watch out for those anti-air weapons, though. Combining this with a jump pack librarian will allow you to deep strike in, then move within 3" of the opponent for an inferno pistol shot, then charging with near perfect odds. Remember to cast Unleash Rage before hand along with Red Rampage CT for 4 + D3 attacks. Don't even bother with quickening. You can even load up on other Gimmicks such as the Angels Wing relic, Slamguinius Build, and Descent of Angels to maximize charging and killing potential. '''<big>Obscuration</big>''' These powers can only be used by Vanguard Librarians (Librarian in Phobos Armour). They don't do much damage, but god damn can they fuck with your enemy. Tenebrous Curse and Mind Raid are easy to cast and excellent for damaging and trapping or even finishing off enemy characters - free choice of targets (unlike Smite), 1MW each, and either halve all movement or generate CP in the process. Considering most regular HQs clock in at 5W, a successful psychic phase with only one Phobos Libby means they're down to 3W and too slow to pull away. And no one tries to rush down the center with a beatstick that's half dead and moving at a snail's pace, making this a good deterrent. #'''Temporal Corridor (WC6)''': Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 3". It can move as if it was the movement phase; it must advance and cannot fall back, but when advancing it rolls 3d6 and picks the highest for the distance it advances. Cannot be used on a given unit more than once per psychic phase. HELLO Reivers! #*Slightly more situational than Warptime, but no less amazing for it. #'''Soul Sight (WC6)''': Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18". Until the start of your next psychic phase, that unit re-rolls all failed hits when using their ranged weapons. Also allows attacks from ranged weapons to ignore cover. #'''Shrouding (WC6)''': Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18". Until the start of the next psychic phase, enemies can only shoot that unit if they're the closest target as if the unit was a Character. #'''Hallucination (WC6)''': Select a visible enemy unit within 18". Its Ld is reduced by 1. The opponent must also roll 2d6, and if the result is higher than the unit's Ld all its hit rolls take a -1 penalty. #'''Tenebrous Curse (WC6)''': Select a visible enemy unit within 18" that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound. Additionally, its Movement stat is halved, as is all of its advance and charge rolls. #'''Mind Raid (WC6)''': Select a visible enemy unit within 18". It takes a Mortal Wound. If your army is Battle-Forged and the power targeted a character, roll 3d6. If the result is greater than or equal to the target's Ld, you get a free Command Point! Will make Conscript Spammers and Renegades and Heretics Players scream in fury as the rerolling dread destroys their mindraided infantry horde.
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