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==Warlord Traits== Available to Blood Angels and their Successors (Flesh Tearers have their own table and cannot take BA traits). <tabs> <tab name="Blood Angels"> #'''Speed of the Primarch:''' Your Warlord always strikes first is he's within 1" of an enemy unit. This is unless the enemy has a similar trait (Emperor's Children, Space Wolves with their version of this trait, etc.) or ability (Howling Banshees, etc). ''Mephiston's fixed trait''. #* Pretty nice if you choose to build a Blood Angels MURDERWINGS with Black Rage. You do have the relic jump pack and plenty of ways to increase attacks and make them explode. #'''Artisan of War:''' Your Warlord can be given one of the following; Adamantine Mantle, Artificer Armor, Master-Crafted Weapon, Digital Weapons. This is in addition to any other Relics they may have, and each Relic must be unique (so no doubling up on Master-Crafted). #* Very strong take with Angel Exemplar Warlord to Master-Craft your weapon and still take Imperium's Sword and a Relic on another Character. #'''Soul Warden (Aura):''' Friendly Blood Angels units within 6" of this Warlord ignore against mortal wounds on a 5+. ''Astorath's and Lemarte's fixed trait''. #* Thousand Sons and Grey Knights are the chief mortal wound spammers of this game, with Death Guard also having a plethora of ways to dish them out. #'''Heroic Bearing:''' Add 3" to the range of this Warlord's Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9"). This Warlord also gains the ability where friendly Blood Angels Core units within 9" again +1Ld. ''Commander Dante and Sanguinor have this trait''. #'''Gift of Foresight:''' In each turn, you can re-roll one hit roll, one wound roll, and one saving throw for this Warlord. ''Corbulo's fixed trait''. #* Arguably, this is the best of the the traits that Blood Angels can take. Three free re-rolls per turn is a huge bonus, especially since those re-rolls are not limited to re-rolling 1's. #'''Selfless Valour:''' This Warlord heroically intervene enemy units within 6" horizontally and when doing so can move up to 6" instead of 3". All other rules for Heroic Interventions still apply. ''Captain Tycho's and Tycho the Lost's fixed trait''. </tab> <tab name="Flesh Tearers"> #'''Merciless Butcher:''' Each time this Warlord is selected to fight, make 1 additional attack with one of its melee weapons for every five enemy models within 3" of it (to a maximum of 3 additional attacks) ''Gabriel Seth's fixed trait''. *Note the same trait name in codex SM has different wording both are equally valid. The SM wording gives you D3 A if their are 5 enemy models within 3" which given the small range is probably stronger. #'''Of Wrath and Rage:''' Each time this Warlord makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit. #'''Cretacian Born:''' Enemy units cannot Overwatch against this Warlord or Set to Defend against that charge. This Warlord can reroll charge rolls. </tab> <tab name="Space Marine"> #'''Fear Made Manifest (Aura):''' Enemy units within 6" suffer -1Ld and -1 to Combat Attrition Tests. #*Can be combined with other Ld debuffs to make a leadership bomb, but even on its own losing people on a 5+ Combat Attrition roll already means losing 1/3rd of the unit, or half of it when understrength. #'''The Imperium's Sword:''' What Smash Captains are made of. Warlord gains +1S and +1A when he charges or Heroically Intervenes, and rerolls failed charge rolls. The bonus attack stacks with Shock Assault. #'''Iron Resolve:''' What [[Smashfucker]]s are made of. Warlord gains +1W, and can ignore wounds on a 6. Not dying is nice, and it's better the more wounds your character has. #'''Champion of Humanity:''' Warlord gains +1A if an enemy {{W40Kkeyword|Character}} is within 1", and gains +1 to hit and wound rolls against Characters within 1". #*Remember, you don't have to attack the Character to gain +1A, you just need to be within 1". Remember modifiers are capped at +1 to wound. #''' Storm of Fire (Aura):''' Wound rolls of unmodified 6 made by and {{W40Kkeyword|<Chapter> Core}} unit within 6" gains an additional point of AP. This does not stack with Combat Doctrines. #*Since light weapons with high rates of fire are often cheaper than stronger, single-shot ones, this Warlord Trait can allow a detachment to pull its weight even at low point limits. Furthermore, it's easy for them to synergize with your Warlord because many are Infantry or Transports that can accompany him. While mechanized and Biker lists are shooty, Bolter Discipline means bolt-using units from this list are no longed forced to move into rapid fire range. #''' Rites of War (Aura): '''Friendly {{W40kKeyword|<CHAPTER> Core}} and {{W40kKeyword|<CHAPTER> Character}} units within 6" gain Objective Secured. </tab> <tab name="Vanguard"> Available only to {{W40kKeyword|Phobos characters}}, aka the tacticool Captain, Lieutenant, and Librarian found in the Shadowspear box. Chaplains can suck it because yelling catechisms isn't stealthy and Tech Marines haven't yet learned whatever trick the Helix Adepts are using to fix broken things quietly, so they can suck it, too. #'''Shoot and Fade:''' After one {{W40kKeyword|<chapter> phobos}} unit within 6" of the warlord shoots, They can move or advance but can't charge. #*Imperial stealthy Jump-Shoot-Jump baby! Break LoS and avoid retaliation. That way your Infiltrator/Incursor squads can keep up with your Eliminators, the first dashing in and out of LoS while the later shoot without visual contact with complete impunity. #'''Lord of Deceit:''' After both sides deploy, you can remove and redeploy up to 3 {{W40kKeyword|<Chapter> Phobos}} units present on the battlefield or put them into reserve for no CP. #*Results depend on the mental games you can play on your enemy - it's not going to be a surprise to your opponent, but being able to make corrections after your enemy's cemented his choice instead of being part of the simultaneous deployment process can be an amazing benefit, and one that Eldar pay 2CP for. #*Bear in mind, this trait now goes off after <i>deployment</i>, which means you haven't yet rolled off for first turn. #'''Master of the Vanguard (Aura):''' Friendly {{W40kKeyword|<chapter> phobos}} units within 6" of the Warlord gain +1" to their move, advance, fall back, and charge distances. Useful to Reivers or charging out of Deep Strike, pairs well with the Chapter Tactic Hungry for Battle as well as several characters. #'''Stealth Adept:''' Can't be targeted by ranged attacks unless he is the closest target. Protects from snipers or if you find yourself with just one of two guys from your accompanying squad left. Often get more mileage on your Phobos Librarian trying to get off their close range power. #'''Target Priority:''' Select a friendly {{W40kKeyword|<chapter> phobos}} unit within 6" in the Command phase. Until the start of your next Command phase, that unit gets +1 to hit. And he doesn't have to give up his shooting either. Now all those pointy finger models have found their worth! #*Less helpful for Eliminators now they have BS2+, but could be used to negate cover penalties. Doesn't affect Infiltrators' automatic wounds as they only happen on an ''unmodified'' 6. #'''Marksman Honours:''' +1D to ''all'' of the Warlord's guns, but not grenades or relics. Completely wasted on a Librarian or Lieutenant, but bumps the Phobos Captain's Instigator Bolt Carbine to an eye-watering D4. </tab> </tabs>
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