CODEX BLOOD ANGELS PDF

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MB. Warhammer 40, - Codex - adunsexanro.gq MB Warhammer 40, - Codex - Heretic Astartes - Thousand adunsexanro.gq MB Blood Angels. Warhammer 40 - Codex - Blood Angels 8th ed - Download as PDF File .pdf), Text File .txt) or read online. Warhammer 40 - Codex - Blood Angels 8th. WH40K Codex Blood Angels by makrakken. Copyright: © All Rights Reserved. Download as PDF or read online from Scribd. Flag for inappropriate content.


Codex Blood Angels Pdf

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Scribd is the world's largest social reading and publishing site. Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn't as clear as it might be. These documents. A: No. Q: The Vanguard Veteran Squads in Codex: Blood Angels and Codex: Space Marines both have the Heroic Intervention special rule, but the rule differs.

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.

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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. 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 7 points in the new chapter approved, 8 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. Though if you could build a lieutenant Moritat with dual inferno pistols that'd be cool. 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.

WarHammer 40K [Codex] Blood Angels

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 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[ edit ] 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.

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 chainsword and end that blob rightly. 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. 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. Costs somewhere between the plasma and melta. Mostly held back by its piss-poor range. To be clear this gun is for rhino-riding marines to kill enemies with 2-wounds.

Warhammer 40,000 - Blood Angels 5th Edition Codex

Don't deep-strike with this gun, download plasma guns for that. Don't use drop pods try infernum, inferno? 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 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! So only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot.

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. 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.

Still, consider bringing lieutenants for your grav-cannons. 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. More effective against almost everything than its smaller brother. 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 points for 4 lascannons, two heavy bolters, T8, lots of wounds, and can transport models.

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.

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. 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.

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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. Hordes beware. Also an assault gun on a very fast model so you can advance and roast. 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 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.

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. 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[ edit ] 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. Archangel's Shard:Replaces a power sword or master-crafted power sword. If the target is a monster, the damage is 1d3; if it's a 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 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 overwatched. 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. Hardly an auto-include, especially since the base hammer costs 21 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. 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.

Unfortunately only benefits each model within 6", not each unit.

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. Yes, even your Stratagems have Feel no Pain. Easily the best of the bunch; a The only relic a librarian dreadnought can take.

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.

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So no IG or Eldar shenanigans. Successors[ edit ] If your Warlord is from a Successor Chapter, the only relic you can hand out is a nearly worthless Archangel's Shard. Oh, well. Sucks even more than usual to be Lamenters. Alternatively you can just count as your Blood Angels successors chapter as Blood Angels and give the middle finger to this dumb rule.

Enjoy your semi-twinlinked Land Raider Crusader. His master-crafted boltgun is AP-1 and deals 2 damage, but a shooty Captain might be better suited to using a Combi-Weapon. Although giving your captain a jump pack doesn't give him the durability of a bike, it does give him the advantage of a very special rule, Fly, and by the God-Emprah, isn't that what being a Son of Sanguinius is all about?!

This might seem standard to all you 7th edition players, but being able to jump over combats and fights to get all your veterans stuck in can change a fight from a battle of attrition to outright wiping out the enemy squad, either during the Fight Phase itself or the Morale Phase after it.

Bikes are still vulnerable to this tactic despite their speed, whereas jump troops with Fly can simply jump over the screening units and proceed to beat the snot out of the valuable and dangerous enemy shooters hiding at the back. Fly also gives you the ability to shoot after Falling Back from a fight, so if you get in over your head you can still fire off a smattering of Boltgun or combi-weapon! All that aside, don't forget that it also makes you vulnerable to anti-air weaponry, so watch for anything that gains bonuses against flyers.

Keep this dude going for as long as you can, consider him expendable and perhaps not the warlord, use these two stratagems and he can take on anything.

Primaris Captain: Comes stock with a bolt pistol and a master-crafted auto bolt rifle like the Lieutenants, but can also take a Power Sword or switch the auto bolt rifle out for a master-crafted stalker Bolt Rifle which is Heavy 1, but gets a 36" range and AP Apart from the extra wound and attack that come with the Primaris statline, he's more or less the same as a vanilla Captain but with fewer wargear choices.

Since the Primaris Captain can only footslog if you don't pay up for a Repulsor, give him the Stalker and put him near the objective to snipe at targets with either Devastators, Cent-Devs, and Company Vets without transports or Hellblasters with Heavy Plasma Incinerators to make the most of their ranged weapons.

For 92 points you can take a power fist and plasma pistol, making him perhaps the most well rounded of all captains along with crazy Tycho. Captain in Gravis Armour: Has a 5" move and an extra wound and attack, but instead of an increased armor save, the Gravis Armor pushes the Captain's Toughness to 5, making him a bit less likely to be wounded by small arms. Unlike the other Captain versions, his wargear is fixed; specifically, to a master-crafted power sword that deals one more point of damage compared to the regular power sword, and the Boltstorm Gauntlet a combined 3-shot bolt pistol and power fist.

Cheaper and differently resilient than the Terminator Captain, but not as flexible. You'll want him to give his re-rolls to your Eliminator teams or Infiltrator squads. Like the Lieutenant, this guy is really nothing more than an old, cranky primaris marine May also download a Storm Shield. Provides a 6" bubble that provides re-rolls of 1's to hit to friendly Blood Angels.

Can become pretty killy if you kit him out to be, the codex was fairly nice to us. It's worth noting that chainfists are straight-up garbage, at a point more than a hammer in exchange for less damage the better AP wouldn't be enough to make chainfists good even at Thunder Hammer prices. None of the weapon choices you can't access as a Terminator, like a Power Axe, are a big problem, due to the same weapon advice applying from the regular Captain, above - you should be choosing from the Power Sword, Power Fist, and Thunder Hammer.

The Power Fist gets special mention, though, because of the grenade launcher, which is overcosted it's slightly worse than an Angelus Boltgun while costing a point more, and Angelus Boltguns are themselves inferior to Storm Bolters , but also the only way to get a second gun onto this guy, which can be a pretty big deal on the turn you deep strike in.

Don't go double lightning claw - you don't have the necessary mobility to go without any guns at all. For your ranged weapon, the Storm Bolter really can't be beat, although a Combi-Flamer can be good on Overwatch if your opponent is idiotic enough to charge you. The other options don't pair well with you - you don't want to risk overcharging plasma on a piece this costly, and the melta's limited range combines very poorly with your limited mobility. Pretty much all of the warlord traits will give you a boost: Soulwarden will allow you that clutch defense of Psychic powers, Speed of the Primarch will ensure you actually manage to fight, Heroic Bearing will buff your bodyguard you are dropping him down with a Terminator escort, right?

Honestly you really can't go wrong with any of the Warlord Traits except maybe Selfless Valour. If it doesn't work for Black Templars it won't work for us. As for Relics, if you want a beatstick, the Hammer of Baal is your go-to choice, as you're unable to take The Angel's Wing - mitigated in that you can just teleport down.

Paired with the above Veritas Vitae gamble on a different character of course , you might even get that point back and be all the better for it. Captain in Cataphractii Armor: Compared to basic Terminator armor, your movement is even worse, at only 4", and when you Advance you have to halve your result, so you can only move 7" per turn at most usually 1.

With a Storm Bolter stock and the ability to replace it with Combi-weapons except for combi-grav, but that's a worthless piece of shit anyway , this is going to be a Deep-strike reliant character, which is not a bad thing, considering what army we're talking about. Also pretty good in melee, thanks to that boosted invulnerable save and the fact that you don't need to give up the possibility of bringing along a decent gun or lightning claw pair for a storm shield.

Keep in mind, however, that with such astronomically high saves, you pretty much invite the opponent to focus mortal wounds on him, against which he has precisely no built-in protection unless he's around the Standard of Sacrifice or you gave him the Death Visions of Sanguinius for that sweet sweet FNP. More limited than the other Terminator Captain because his Power Fist can't take a grenade launcher, so you're almost certainly going to keep the Storm Bolter to maximize your ability to shoot things while waddling slowly around the battlefield.

Much of the equipment advice from the standard Terminator Captain applies here. Apart from that, everything that can be said about the regular Captain goes for this guy, too. If you were thinking of taking a regular captain without a Jump Pack and not alpha strike for whatever ungodly reason you'd do that in a Blood Angel army, you luddite , take this guy instead.

He's better in almost every conceivable way. He can cross the board quicker, while keeping pace with your vehicles, he's shootier by a wide margin, and he's infinitely more survivable if someone does try to hit him, while being just as killy when things get personal.

Kitted out with the Hammer of Baal, Speed of the Primarch, and an inferno pistol makes this guy an even scarier version of Smashfucker. Moral of the story, if you're going to take a non-terminator captain, always put him on a bike, or with a jump pack.

Lieutenant: 60 points gets you a Marine Captain-equivalent with -1 BS and Ld, but with the re-rolling 1s to hit replaced by wound re-rolling. They have to be set up at the same time, but don't need to be in unit coherency and are treated as separate units.

However, the Primaris versions may be worth the 10 points more, unless you're planning on transporting them in a non-Repulsor vehicle, running a pure mini-marines army or REALLY need that 10 points. This original version came as a very detailed, though rather jumbled, rulebook, which made it most suitable for fighting small skirmishes. Much of the composition of the units was determined randomly, by rolling dice. A few elements of the setting Bolters , Lasguns , Frag Grenades , Terminator Armour can be seen in a set of earlier wargaming rules called Laserburn produced by the now defunct company Tabletop Games written by Bryan Ansell.

These rules were later expanded by both Ansell and Richard Halliwell both of whom ended up working for Games Workshop , although the rules were not a precursor to Rogue Trader.

Soon the Games Workshop hobby magazine, White Dwarf , started making army lists and devising strategies for people to use in these Rogue Trader games. New models were released by Games Workshop for the line and the many people who had always enjoyed Warhammer Fantasy were now thrilled at the idea of Warhammer 40, as a tabletop wargame, which was essentially a dark science fiction or more properly a dark science fantasy setting with many of the same tropes and elements as its dark fantasy counterpart.

The release of this edition was marked by the production of a boxed starter set containing Ork and Space Marine models with dice and a rules book. The animating idea behind this edition of the game was to provide more opportunities for players to participate in larger battles. Also special characters were introduced to replace the older concept of battlefield heroes the earlier edition only had three generic "heroic" profiles for each army: champion, minor and major hero.

New rules were also provided for the use of psychic powers which were essentially the equivalent of the magical system deployed in Warhammer Fantasy.Strike Force Karlaen is rounded off with a prodigious spread of 1. Though the Blood Angels triumphed.

He is a symbol of hope to slay Lemartes. The Blood Angels are an army fit only for the boldest of generals. Note that you can only swap the storm bolter for a combi-weapon, so actually slightly less effective in melee against armored opponents, as you have no way to take a power fist, but you shouldn't have been considering that anyway; you should really keep the storm bolter, as well.

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