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===Relics=== It's been a long time coming, but holy shit, was it worth it. Most of our Relics are fucking rad! Be careful here, many a command point was spent in test games just to cap out on all 3 relics, they're just that good. ====Codex Relics==== *'''Archangel's Shard:''' Replaces a power sword or master-crafted power sword. If the target is a {{W40Kkeyword|monster}}, the damage is 1d3; if it's a {{W40Kkeyword|daemon monster}}, it's 1d6. Otherwise, it's a power sword. Not really good, and since you can only take so many relics this will probably stay on the shelf. A master-crafted power sword has better stats in the first place, so that further limits what you want to replace. Only really worth even considering if your opponent has a {{W40Kkeyword|daemon monster}}; against normal monsters, this is ever so slightly worse than upgrading a standard power sword to a master-crafted one, making this relic "worth" maybe 6 points if you're feeling generous - very meh. *'''Angel's Wing:''' Jump Pack only. Re-roll failed charge rolls, and cannot be [[Raven Guard|overwatched]]. [[Awesome|EXCUSE YOU!?]] This one is probably an easy best, edging out Veritas Vitae only by just how it's way easier for every other army to get CP back than to spend a relic for it; lets you make a downright terrifying Blood Angel Banshee or [[MURDERWINGS]]. Put this on a Jump Librarian with Quickening, Unleash Rage, and a Force Sword, and toss at whatever offends you, or commit like you mean it, and put it on a Death Company Jump Captain with a Thunder Hammer (see above). *'''Gallian's Staff:''' Force staff that gives a +1 to manifesting smite; not terrible, as Smite is always useful for Mortal Wounds, but inferior to the White Scars relic that does the same thing, as theirs doesn't force you to carry a force staff - because this one does, you can't put it on a Primaris Librarian or a Librarian Dreadnought. *'''Hammer of Baal:''' Thunder hammer with no penalty to hit. For Sx2 AP-3 D3 with no penalties to hit, this is a surprisingly killy relic. S8 (S10 if there's a Blood Chalice nearby; consult the Designers' Commentary, Question 1, if you're wondering why), with the Red Thirst improving your wound rolls by +1, will ensure that you can wound almost anything without much difficulty. Hardly an auto-include, especially since the base hammer costs ''40'' points (since only a character can carry a relic) and a captain especially doesn't mind the base to-hit penalty enough to really warrant a relic slot, but fairly punchy. *'''Standard of Sacrifice:''' Ancients only. Grants FnP 5+++ to non-Death Company Bikers and Infantry within 6" of the bearer. Solid choice, especially if paired with Hammernators, Sanguinary Guard, or a Primaris gunline; it can make for a terrifyingly durable unit that can mulch through anything with the banner's re-rolls. Who says they got rid of Death Stars? Stacks with Gift of Foresight, although the latter won't let you re-roll 1s for the former. (Note you can't stack it with Gift of Foresight and Death Vision of Sanguinius since it gives you the Death Company keyword.)Unfortunately only benefits each ''model'' within 6", not each ''unit''. So no giving your entire gunline a 5++ FNP. Still, a 6" bubble covers a LOT of models, especially if you're using a Primaris Ancient mounted on a 40mm base. Also remember you get to choose which models you allocate wounds towards - so obviously pick the ones that are protected by the Standard. *'''Veritas Vitae:''' When using a Stratagem, roll a d6; you gain a CP on a 5+. Yes, even your Stratagems have Feel no Pain. Easily the best of the bunch; a 33.33% chance to get a CP back after you spend 1-3 on a Stratagem by merely '''existing''' on the field makes the one of the best Relics in the whole game. The only relic a librarian dreadnought can take besides Biomantic Sarcophagus. If you're using the multi-relic Stratagem and are taking this relic, make sure you've defined with your opponent what "before the battle" means - you can't recover CP with this until the model carrying it is deployed, so any CP spent prior to deployment are lost. Also, be careful of armies with strictly superior variants of the same rule; the Imperial Guard, for example, have a Warlord Trait which does this on a per-CP basis, while yours only recovers 1 CP, no matter how expensive the Stratagem. So no IG or Eldar shenanigans. ** Always stick this on someone. BA have some of the best relics and Warlord traits around - you are going to burn through CP like no other, might as well squeeze a few free ones in, you will need them. ====Blood of Baal Relics==== *'''Decimator''': Replaces a master-crafted auto-bolt rifle and bumps you up to S5, AP-2, D2, and you don’t take a penalty to hit when Advancing and firing. *'''Wrath of Baal''': Sanguinary Ancient banner. At the start of your Movement phase, add 2 to the Move of friendly Blood Angels Jump Pack units within 6”. Bonus lasts until end of turn. *'''Biomantic Sarcophagus''': For a Librarian Dreadnought. Adds 6” to the range of the model’s psychic powers and once per ''turn'', when you take a psychic or deny the witch test with this model, you can re-roll one of the dice. Possibly the best relic of Blood of Baal, as the value of all the re-rolls can really add up. *'''Figure of Death''': Replaces a Crozius with one that’s S+1, AP-2 D2 and when you make a successful wound roll the target unit gets -2 to its Ld for the rest of the turn. *'''Gleaming Pinions''': Jump Pack model only. The bearer can charge in a turn in which it fell back, and it gets +1 to its charge distances. This allows you to reactivate all of your charge bonuses, allowing SS Captains to keep swinging at full potential each turn. This is great because such a Captain can receive 3 or possibly more attacks on the charge depending on how you build them up. **Consider this for a Smash Captain instead of Angel's Wing, since if you use Death Visions on him, he can be buffed by Lemartes and re-roll charges that way, and the Pinions will ensure he'll get his +2 bonus attacks for charging every time. ====Special Issue Wargear==== *A quick Note on Blood Angel Successors: If your Warlord is from a Successor Chapter, you are limited in what relics you can take. In addition to the nearly worthless Archangel's Shard from the codex, you can also choose from among the Special Issue Wargear included below or use the Honored by Baal stratagem. *'''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+ save and a 5+ invulnerable save. This can allow your characters to survive much more, especially librarians which need to sacrifice a cast to get an invuln. Best put on a model with a decent amount of wounds but no invuln, such as Primaris Librarians/Lieutenants. *'''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. The higher your chances to hit the better so slapping it on a character with nice BS or access to rerolls makes it do more work. Notice you can only make 1 attack per shooting phase with these so you won't get better result by slapping them on a character with a storm bolter. ** Did you know that bolt pistols are the greatest pistols? These unique rounds are proof. On a captain (who can re roll his single shot), these will help you get another 1 or 2 hits with a power fist. When paired with the onslaught of death company who already have the normal +1 to wound, its gonna hurt! *'''Master-Crafted Weapon''': Give a weapon +1 damage and it’s considered to be a Relic of Baal. Now you can have an Artisan War TH and a Master Crafted TH on two captains!!! Both attacking the same unit!!! on the same turn!!!! All at D4!!!!!! *'''Digital Weapons''': When you fight, you make 1 extra attack using the “close combat weapon profile” and if you hit, you score a mortal wound. Meh. Not terrible but your charcters are pretty much renown for how hard they punch sruff: it's better to invest relics in durability, supporting other troops or making charges easier. *'''Fleshrender Grenades''': Replaces frag grenades with some that are type Grenade 3, S5, AP-3 2 Damage and the target doesn’t get the benefit of cover. More like Terminator-render grenades. *'''Icon of the Angel''': When you make charge rolls for friendly Blood Angels/successors within 3” of this model, you can re-roll any of the dice. Seriously?! Fuck YES!! You can take this and have Lemartes off with other DC and have a multi directional charge all with re-rolls. ====Flesh Tearers Relics==== *'''Severer of Threads''': Replaces a chainsword with a slightly deadlier chainsword with S+1 AP-1. The big draw is the +d3 additional attacks, which is quite crazy. On top of this, if you use fight an Infantry unit and score a 6+ to wound, you also deal a mortal wound on top of everything else. If nothing else, this makes it very economical to grab. Combined with the Warlord Traits Merciless Butcher or Of Wrath and Rage this can allow a Captain or Primaris Captain to potentially put out a hilariously frightening number of attacks. *'''Sorrow's Genesis''': Replaces Narthecium. This super-Narthecium lets your Sanguinary Priest rez a model on a 2+ and restore up to 3 wounds, making it amazing for a primaris force.
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