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===Angels of Death=== A Vanilla Marine supplement for the Vanilla Marine Codex, Angels of Death has new formations and detachments, new warlord traits, relics, and objectives, and additional organizational background for White Scars, Imperial Fists, Iron Hands, Salamanders and the Raven Guard (though the IF and IH just get their supplements rolled-in). Particularly noteworthy, however, is updated 40k rules rules for Contemptor Dreadnought squadrons and Cataphractii Terminators (likely included just so people can use Betrayal at Calth models without Forge World rulebooks, but with Forge World Contemptors currently lagging behind the updated vanilla dreads we're not looking a gift squig in the mouth), new decurions, and four new psychic disciplines for Space Marines. Only question is why some of this stuff wasn't part of the regular codex in the [[Games Workshop|first place]]. Unfortunately, options for Angels of Death Cataphractii and Contemptors are pretty much limited to whatever came with Betrayal at Calth, so if you have some Forge World models and like to take advantage of a slightly wider arsenal, no new rules for you. Also of note is that they also decided to compile a bunch of random, previously WD-exclusive stuff like the [[Crimson Fists]] and [[Black Templars]] WTs and Chapter-specific TacOs. ====Crimson Fists Warlord Traits==== #'''Pain is for the Weak:''' Feel No Pain #'''Die-Hard Defenders:''' Counter-Attack and Stubborn, which makes these guys a lot tougher to shift, especially when added with Lysander. #'''Veteran of Rynn's World''': Hatred and Preferred Enemy (Orks). Yeah, those green walls can't do shit now, if they ever could. #'''Experienced Instructor:''' If your Warlord doesn't shoot or run in the Shooting phase, he can nominate a friendly model within 12" to use his Ballistic Skill. Pretty much Telion upgraded to be useful on more heavy weapons. #'''Unwilling to Die:''' Eternal Warrior. NICE. Just hope you didn't buy the Shield Eternal and bork this. #'''Heir of Dorn:''' Warlord and all friendly Crimson Fists within 12" gain Fearless. ====Black Templars Warlord Traits==== #'''Master Swordsman:''' +1 to Weapons Skill and Attack. Just IMAGINE how that'd work for the Emperor's Champion! #'''Furious Indignation:''' If the unit the Warlord is in fails Morale Test in the Psychic or Shooting Phase, it does not fall but, but moves 2d6 inches towards the next enemy unit (but has to stop the usual 1β away from other units). While this isn't bound to happen often considering the good Leadership you get, it's still nice to have a way to assault someone that thought they were safe behind their guns/mindbullets. #'''Abhor the Witch:''' Warlord gets Hatred and Preferred Enemy (Psykers). Again, WHY couldn't we have the Vows? #'''Honour Demands Combat:''' Warlord and his unit can re-roll failed charges. AWESOME. #'''OathKeeper:''' Warlord gets Fearless and can also re-roll to-hit in a challenge. Any beatstick's gonna want this to stall a big-league unit. #'''Unyielding Determination:''' Warlord and units within 12" get to re-roll Pinning, Fear, and Morale tests. ====Salamanders Warlord Traits==== #'''Anvil of Strength:''' Add +1 Strength. For the pulping. #'''Lord of Fire:''' You warlord now has 2+ FnP against Flame weapons. Shame you can't pass it to anyone else. #'''Patient and Determined:''' When rolling for Game Duration, add +3 to the roll. It ensures that you get what you need done. #'''Miraculous Constitution:''' IWND. Just in case you wanted to shout '''"VULKAN LIVES!"''' #'''Forge Master:''' Your Warlord's Master-Crafted Weapon (Including Salamander Relics with MC) re-rolls ALL missed hits. Which is AWESOME. #'''Never Give Up:''' Anyone within 12" of the Warlord now is Stubborn and re-rolls Morale.
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