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==Space Marine Armoury== ===Melee Weapons=== These are sorted by profile similarity, so you can compare apples to apples. *'''Chainsword''' - Now actually has a use! Still the basic CCW profile, but allows for one extra attack. It's free and a good weapon for clearing out hordes. *'''Power Weapons''' - Each type of Power Weapon has its own profile now, so pick the right one for the situation. All Power Weapons have a damage value of 1: **'''Power Maul/Power Lance''' - S+2, AP-1. This is the one you want to use against lightly armored units that rely on toughness to shrug off hits. **'''Power Sword''' - S User AP-3. Your best bet for dealing with MEQs and TEQs. A bit better on higher Toughness targets than it is for vanilla Marines since you can wound T4 units on a 3+ with Red Thirst. **'''Power Axe''' - S+1 AP-2. A good enough compromise between the Sword's armor negation and the Maul's brute force. You can wound T3 and T4 on 2s, provided you can trigger Red Thirst. **'''Force Weapons''' - Librarians come with these. Identical to their Power Weapon counterparts (with Force Staves filling in for the Power Maul), but deal D3 damage instead of 1 damage, for twice the cost - slightly less efficient, since they'll do less than twice as well against W2 or W1 targets, but nice and hitty. **'''Encarmine Weapons''' - Comes in Sword and Axe form, but basically just overcosted (the sword costs half again as much, the axe 60% again as much) Force weapons of the same name. ***A case can be made that red thirst works better with the encarmine swords, but the axes become inferior to the fist except lacking a -1 to hit. ***After Chapter Approved 2019 encarmine weapons have had their costs slashed. Axes are down to 9 points and swords are down to 8, making them a viable alternative to power fists. In fact the axe version costs less than the Force Axe that it is, so Axes are a steal in theory. Fists are still good to use against monsters, but axes can now take over their role against MEQ. **'''Relic Blade''' - Available to Vanguard Veteran Sergeants and Captains. At S+2 AP-3 D1d3 (combining a force maul with a force sword), now at only 9 points viable for taking on your captain if you don't want a 40-point hammer, and good on your veteran sergeant as well. ***With the Red Thirst they perform almost the same as a power fist (up to T5), with no hit penalty. Above T6 they'll still wound on a 4+ against most things you'd reasonably expect to run into. **'''Lightning Claws''' - SUser AP-2 D1. Allows you re-rolls to wound and gain an extra attack if you have two of them; one of them costs twice as much as a power sword, and two of them cost triple, so needless to say, ''always'' bring them along in pairs - thanks to the Red Thirst, one claw will seriously struggle to be worth it compared to a power sword. *'''Power Fist''' - Sx2 AP-3 D1d3. Unwieldy has been replaced with a -1 penalty on to hit rolls, which can be annoying, but does mean you're no longer screwed by being forced to attack last all the time. ** Now being a 9 point weapon (almost half the cost of a thunder hammer for non-characters) they're now a viable option over a thunder hammer if you're looking just to have some heavy hitters and don't care as much about damage, this is a must take *'''Chainfist''' - Like a Power Fist, but AP-4 and a fixed 2 damage, both of which are upgrades (the latter makes you better against W2 targets, and the former is obvious), now only 11 points and only 2 points more than a power fist making this an actual viable option for dealing with higher armor 2W models. Sadly only available to Terminators. *'''Eviscerator''' - A chainfist (at the same cost, too!) that deals 1d3 damage instead of 2 (i.e. it's worse against W2 targets), this is strictly worse than a chainfist, and you have only yourself to blame if you waste points on one. *'''Thunder Hammer''' - Like a Power Fist, but deals 3 Damage instead of d3. All the strengths (and the -1 to hit modifier) of the Power Fist, with none of the random damage. Costs 16 points vs. the power fist's 9 points for an average of half again the damage. '''24 points more''' for Characters means over 4x the cost for 1.5x the damage. The extra reliability could mean the difference between whether or not you can one-shot Aggressors (or combined with Artisan of War, Centurions) but likely only worth its 40-point cost on a single, dedicated Smash Captain. ====Dreadnought Melee Weapons==== *'''Blood Talons''' - S+4 AP-2 D3, re-rolling both failed hits and wounds, and only comes in pairs (meaning you can't combine them with a frag cannon); as of chapter approved these slashers only cost you 35 points, and pair of Furioso fists cost 40, meaning you're paying 5 points less and losing 1 point of AP and 2 of S to re-roll failed wounds. Since both weapons will wound T9 or less on a 2+, thanks to the Red Thirst, the fists actually hurt anything with a 4+ or better save more than the Talons do, and applying a lieutenant or sanguinary ancient for situations where you want that re-roll. Better now than the Index version, but still a little disappointing. Re-rolls for hitting and wounding helps though, especially when combined with Red Thirst. *'''Dreadnought Combat Weapon''' - Sx2 AP-3 D3, now for 20 points as of CA 2019. *'''Furioso Fist''' - Sx2 AP-3 D3, re-rolling failed hits when you take a pair; the second one only costs 10 more points. As a pair, ''far'' better than Blood Talons; as a single, completely identical to a Dreadnought Combat Weapon. *'''Furioso Force Halberd''' - S+4 AP-4 D3, and only available on librarian dreadnoughts, who have to take a fist as well; the halberd will almost always be far better, due to the Red Thirst. Thankfully free. ===Ranged Weapons=== *'''Boltgun''' - You know what a Bolter is. 24" Rapid Fire S4 AP-0 1 D. The loss of AP hurts, but if your opponent has a brain he'll be keeping his 5+/6+ units in cover anyway. *'''Bolt Rifle''' Primaris version of the Boltgun, with -1AP and 30" range. *'''Auto Bolt Rifle''' Assault version of the Bolt Rifle. 24" Assault 3, AP 0. *'''Stalker Bolt Rifle''' 36" Heavy 1, S4, AP-2, D2. *'''Combi-Weapon''' - Now infinite use, can be fired independently of the Bolter or at the same time. Firing both the Bolter and the special weapon causes a -1 to hit. Special mention to Combi-Flamers, since the flamer part auto-hits. *'''Storm Bolter/Combi-Bolter''' - Cheap as chips Rapid Fire 2 Boltgun. Typically seen on Terminators, decent midrange Characters but otherwise should only be taken if you don't want to spend the points on anything better. *'''Angelus Boltgun''' - 12" Assault 2 S4 AP-1 1 D weapon. Better now due to how AP works. It is now a free-gun, and has a strategem in Blood of Baal. Still not a pistol, but eh perfection is Slaanesh's thing anyway. ====Pistols==== Special note that many BA units have options to Paired Pistols. *'''[[Bolt Pistol]]''' - It's a Bolter Pistol. Like other pistols, has a shorter range but can be fired when locked in close combat so it's useful enough for choppy units. **whenever you are choosing between a Bolt pistol or a chainsword and another S4 attack, take the chainsword because of red thirst. *'''[[Plasma Pistol]]''' - Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Cheaper and more effective than the Grav-Pistol against units with high toughness, but the warning about supercharging applies here too- you do ''not'' want to get your expensive character killed just because of one bad roll. That said, given that a Captain lets Marines around him, including himself, re-roll those bad 1s To Hit away, don't be too worried. 1/36 chance of killing yourself are acceptable odds. **At a very reasonable 5 points, throwing these on units like sanguinary guard or death company is a viable option. *'''[[Grav-Weaponry#Grav-Pistol|Grav-Pistol]]''' - Deals more damage against targets with an armor save of 3+ or higher, but it's not quite as good as it used to be, especially since immobilization spamming is out. **Paired Grav Pistols have more shots than a Gravgun at 12" of range and cost only +1pts. *'''[[Inferno Pistol]]''' - in terms of close combat, this is the best pistol, period. S8 AP-4 D D6 means this is effective against most targets. You take these because Blood Angels don't really get the most use out of Devastators. This pistol lets you damage high toughness, multi-wound targets while still being able to use the Red Thirst. Not good for deep-striking troops, but what the hell Rhinos are assault vehicles now! ** Now 9 points as of CA 2019, still 6 less than a Combi-Melta and on the pistol list rather than Combi list. Fine on characters to pop wounds off vehicles or other heavy targets before charging in, just don't go crazy. ** Always take one in your squads because you want to be close up and in combat meaning you will have plenty of chances to shoot the pistol for a huge amount of damage. With clever positioning in close combat you can get a nice shot at enemy characters. **You cannot shoot them arriving pistol deep-strike, but if you survive combat it acts as a cheaper one-hit power fist rather than a pistol. Just be aware to fire it in CC you have to survive through your opponent's fight phase as well. Most models that can use this are 1-wound with a mere 3+. Though if you could build a lieutenant [[Moritat]] with dual inferno pistols that'd be cool. *'''[[Flamer#Hand-Flamer|Hand Flamer]]''' - Pistol that auto-hit D6 times with S3 AP-0 Range 6" and got cheaper now. D6 auto-hits against T3 wounds on a 4+ or T4 on a 5+ and you can fire it in close combat. Great pistol for anti-horde melee troops, but really really useless on anything deep-striking. ** The Hand Flamer has the combination of being able to shoot in melee range and hitting automatically going for it. It will certainly not blow through tanks and characters as well as a Plasma Pistol, but a couple of them most definitely help with fighting your way through hordes. Those 3 hits on average will add up fast, especially when combined with a bunch of [[Chainswords]]. Additionally, the auto-hits will help a lot with getting past To Hit modifiers like [[Warhammer 40,000/Tactics/Tyranids(8E)|Venomthropes]]. ** At 1 point in the Codex, replacing some bolt pistols with these is a much more attractive option. ***Three on average strength 3 shots is better than one strength 4 shot. That combined with the fact you're auto-hitting both during the shooting phase and during overwatch makes this a clear winner if you got a handful of points to spare. ****Bear in mind hand-flamers don't get red thirst and chainswords are free. Hand flamers are still awesome but limited. ====Special Weapons==== *Note before you look at these, all their point values have dropped so if you were iffy on some weapons not doing enough for their cost, worry no more *'''Flamer''' - An 8" Assault D6 S4 AP-0 1 D which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single unit can be hit more than once. They are a surprisingly decent AA option too, given they auto-hit even Hard to Hit models. Keep in mind that this weapon is pretty poor value against non CQC armies, as by itself its not fantastic due to high cost. The main kicker is the auto-hit on overwatch, which only happens if you get charged. Also, you can Advance and shoot the Flamer, at the cost of not being able to charge. **seriously this is only 6 points! If you're not using these against blobs of guys what is wrong with you. ***Or you could just take our cheaper 1-point hand-flamer and a [[Rip and Tear|chainsword]] and end that blob rightly. *'''Grav-gun''' - 18" Rapid Fire 1 S5 AP-3 1 D. The loss of the ability to wound on a roll equal to the target's armor save is a big nerf to the former game-breaker of 7e, to say nothing of its meh strength and range compared to the now-safer Plasma Gun. However, it does D3 damage when it wounds an enemy with an armor save of 3+ or higher so it can still be decent against heavy infantry. Don't bother against vehicles, though- S5 isn't enough to dent most tanks now, and immobilization spam is no longer a thing anyway. But they're mostly here to kill 2-wound models now. **Since it fires 2 shots just outside melta-range it can knock off more wounds than you might think. Just not as good as the melta, or the cannon version. Mostly held back by its piss-poor range. **To be clear this gun is for rhino-riding marines to kill enemies with 2-wounds. Don't deep-strike with this gun, buy plasma guns for that. *'''Meltagun''' - 12" Assault 1 S8 AP-4 D6 D, best used with Drop Pods. (Don't use drop pods try infernum, inferno?, razorbacks or bikes) If within half its range (so 6" or closer) it rolls 2D6 D and selects the higher number, so it's good against Monsters as well as vehicles now. It's worth noting that Drop Pods and its passengers cannot disembark closer than 9" from an enemy, so you won't be in Melta range on the drop. Try Multi-meltas for that. *'''Plasma gun''' - The plasma gun works differently from its earlier incarnations- for a start, it now has two firing profiles, both of which share Rapid Fire 1 and a 24" range. In its normal mode, it's S7 AP-3 1 D so it's basically a flat upgrade from a Bolter that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. But be careful: firing the supercharged mode triggers the new version of Gets Hot!, and this time it just kills a model with no saves on a to hit roll of 1. So only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot. ====Heavy Weapons==== *'''Grav-cannon with grav-amp'''- Identical to the Grav-gun, but with Heavy 4. Compared to the Plasma Cannon, it fires more shots but suffers from all the nerfs that the Grav-gun has gotten. It's now effectively a souped up Heavy Bolter. **The most expensive heavy here, but the safest and highest ROF weapon for dealing with TEQ. Not bad against vehicles either since you can afford to miss one or two shots, unlike the lascannon. Killing one terminator pays for the cannon so give it a thought. **Strength 5 sounds bad but so few vehicles are toughness 10 that you still have 1/3 chance to hurt a vehicle for d3 wounds. Still, consider bringing lieutenants for your grav-cannons. *'''Heavy Bolter'''- 36" Heavy 3 S5 AP-1 1 D. Good against hordes at long range due to its high number of attacks, and not too bad against lighter vehicles either. It is also extremely cheap. **hellfire shells stratagem can deal out a startling amount of mortal wounds *'''Heavy Flamer'''- A flamer with an extra point of Strength and AP-1. More effective against almost everything than its smaller brother. *'''Lascannon'''- 48" Heavy 1 S9 AP-3 D6 D. Your primary anti-vehicle weapon. **The best range here. Hence has that advantage over the more expensive grav-cannon. Works better with accuracy buffs than wounding buffs. *'''Twin-Lascannon'''- Gives you two lascannons for 10 points less **This makes tanks that can carry these an actually good idea as they can take as many lascannons for cheaper weapons cost and a tougher body than a devastator squad **Seriously a normal Landraider will only cost you 277 points for 4 lascannons, two heavy bolters, T8, lots of wounds, and can transport models. Consider this when you're choosing your army *'''Missile Launcher'''- Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 D AP-2 it can still make a nasty surprise for a HQ caught in the open. Costs 5 points less than a Lascannon, so its only worth taking if you KNOW you will be shooting infantry with them at some point. *'''Multi-melta'''- A 24" Heavy 1 Meltagun. Cooks vehicles from a slightly safer range than the regular Meltagun, but unlike the Meltagun you can't advance and then shoot with this. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal. Due to its 12" Melta range, that means your D6 D will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant's Signum. ** Now being only 22 points per gun (cheaper than a lascannon mind you) and drop pods dropping 20 points, deep strike drop pod bomb is a good idea that will cost you less than it used to *'''Twin Multi-Melta'''- two shots for 40 points *'''Plasma cannon'''- Identical to the Plasma gun, but has a 36" range and is Heavy D3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than the regular plasma gun. **The penalties for moving and firing are steep here, so use extreme caution overcharging. In fact you might leave this gun at home. If you desperately need this cannon get it on a relic predator who uses a safer variant. Carry a lascannon or heavy bolter instead, or shell out for the grav-cannon for 2-wound thickies. *'''Frag Cannon'''- Double Heavy Flamer on steroids with 8" 2D6 S6 AP-1 1 D auto-hits. Hordes beware. [[Awesome|Also an assault gun on a very fast model so you can advance and roast.]] *'''Typhoon Missile launcher'''- Two missile launchers for 2 points less *'''Assault Cannon'''- 22pts for 6 shots, S6, AP-1. good for dealing with hordes at range *'''Twin-Assault Cannon'''- double cost, double shots ** Now costs 4 points more than a Twin-lascannon ====Grenades==== *'''Frag Grenade''' - It explodes, 6" D6 S3 AP-0 1 D, good against GEQs. *'''Krak Grenade''' - It explodes even harder, albeit only one shot at range 6" S6 AP-1 D3 D, always remember to throw one , because now it can one-shot (small chance, but...) multi-wound enemies. *'''Melta Bomb''' - Now can be thrown at 4" with S8 AP-4 D6 D, which is brilliant, and in 8 edition there are no restrictions on using it, so it's perfectly viable to throw Melta Bombs at enemy characters, as well as usual targets, like vehicles and bigger enemies. ===Wargear=== *'''Combat Shield''' - Grants the model a 5++ Invulnerable save. **If you waste your points on equipping these on your assault sergeants, shame on you *'''Storm Shield''' - Grants the model a 3++ Invulnerable save. ** 10 points on your characters, 2 points on all other models. Now so cheap you should consider anything that can take them. *'''Camo Cloak''' - If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1. *'''Death Mask''' - Reduces enemy leadership by 1 while they are within 3" which helps in the Morale Phase. **Honestly if you're taking lots of sanguinary guard ignore them, if you're taking a few or a sanguinary ancient take it **Stacks with the Reiver Terror Troops ability (abilities with different names stack modifiers). No BA advantages to reducing leadership, but useful for allies, like the GK Purge Soul Psychic Power. **Blood of Baal has introduced a new stratagem that requires Death Masks to use, still situational *'''Magna-grapple''' - You add 2" to your charge rolls if charging a vehicle, which helps your choppy dreads reach combat, especially when they already move faster than vanilla ones. **Once Foreworld drops the Lucifer Patterned Drop-Pod this will be great to take ===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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