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===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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