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Sisma
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 Messaggio Inviato: Mar Feb 02, 2010 00:03:03    Oggetto:
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ivan ha scritto:

Sulla questione competitività vediamo, perchè di solito sono gli xeno che coi codex nuovi rullano, i lealisti di solito non hanno mai avuto questo privilegio....


Vallo a dire a tutti quelli che usavano i lealisti nella scorsa edizione... si vedevano Iron Warriors, Tyr, BA con millemila magli nella DC, megaconcilio di stregoni Ulthwè.. E la monoveicoli marines. Che ora è stata modificata quel tantino che basta per includere le unità che spaccano e togliere quelle che ci hanno perso... Prima c'erano 2 preddy, 2 dreddy, speeder come se piovesse, 2-3 razor che tenevano le solite squadrette da 5 laser+plasma e biblio gonfio su moto...
Ora c'è il biblio in termy con i termy d'assalto (che non possono mancare) su landone, sempre i razor con laser binato e tattiche maglio+termico+multitermico e speeder come se piovesse.
Vuoi la variazione? al posto del boblio un bel capitano picchione su moto con lama reliquia e armatura dell'artefice.
Altrimenti vai di PS, che poi sono due, Vulkan e Shrike.
Dai pro players altro non vedrai... si dice tanto del codex Caos, che è piatto, che è uno stupro, che girano solo 2 liste... ok, vero, ma per i marines ne girano 3!
Quello che personalmente mi urta tantissimo è che escono codex sempre più spanati, ma in un senso solo!
Io non voglio essere competitivo (vabbè, non sempre)... voglio fare qualche lista da BG, qualche lista fuffa, qualche lista completamente stravolta...
Basta, torno ai Tau! lol
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InqBantoo
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Registrato: 31/07/06 09:28
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 Messaggio Inviato: Mar Feb 02, 2010 08:43:10    Oggetto:
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Sisma ha scritto:

Basta, torno ai Tau! lol


tajo tajo tajo
AHAHAHAHAH questa è proprio bella!!! dovresti metterla in firma!!
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ivan
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Registrato: 30/06/06 19:53
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 Messaggio Inviato: Lun Feb 08, 2010 10:45:55    Oggetto:
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Beh, sembra che sia uscita una leaked del codex BA su warseer.

I bravi ragazzi di GWTilea l'hanno "catturato" e gli hanno dato una pulita delle cose che non si possono pubblicare....ecco il risultato (intanto sto aspettando di trovare il pdf originale per i costi):

Citazione:
Codex Blood Angels 2010

FORCES OF THE BLOOD ANGELS

BLOOD ANGELS SPECIAL RULES
The models in the Blood Angels army use a number of special rules that are common to more than one unit, as specified in the individual entries that follow. Given here are either the details of those rules or a reference to where you can find them.

AND THEY SHALL KNOW NO FEAR
Classico

COMBAT SQUADS
A number of ten-man units in the Blood Angels army have the option of breaking down into two five-man units, called combat squads This option is dearly specified in the unites entry. For example, a ten-man Veteran Assault squad can either fight as a ten-man unit or break down into two five-man combat squads. The units that can be split into combat squads are:
• Tactical squads
• Assault squads
• Veteran Assault squads
• Scout squads
• Terminator squads
• Assault Terminator squads
• Bike squads
• Scout Bike squads
• Devastator squads
The decision to split the unit into combat squads, as well as which models go into each combat squad, must be made when the unit is deployed. Both combat squads can be deployed in separate locations. The one exception to this is a unit that arrives by Drop Pod. The player can choose to split such a unit into combat squads when it disembarks from the Drop Pod. If you decide to split a unit into combat squads, then each combat squad is treated as a separate unit for all game purposes from that point.

RED THIRST
From the day of their Sanguination to their death on the battlefield the Blood Angels fight not only with countless foes but with a burning urge inside them. It is the Red Thirst, the legacy of their Primarch Sanguinius, that plagues many Blood Angels with visions of death. In battle Blood Angels can harness these visions to evoke a ferocity that gave the Blood Angels Chapter its reputation for unparalleled brutal assaults. Sometimes however the Red Thirst is so overwhelming that the Blood Angels forget their noble heritage and completely lose control over themselves. It is not unheard of that Blood Angels squads abandon advantageous positions to engange the enemy in hand to hand combat. More often than not these assaults turn out to be so devastating that unprepared enemy forces are simply swept away.
At the start of the Blood Angels player's movement phase an unit with this special rule has to make a Red Thirst test, even if it is in a transport. The unit makes a Leadership test. If the test fails the opposing player checks if there is one of his own units in 12" of the testing unit. If this is the case the Blood Angels unit is subject to the Rage universal special rule for the remainder of the turn. Note that units that have the Rage special rule are not obliged to disembark. Dreadnoughts have a Leadership of 10 for the Red Thirst test.
Additionally if the result of the Red Thirst test is 7 or more the unit has the Furious Charge universal special rule for this turn.

Units with Red Thirst and Rage or Furious Charge
Units with the Rage universal special rule and the Red Thirst special rule may roll for Red Thirst to get Furious Charge but no distances are measured. Units with the Furious Charge universal special rule and the Red Thirst special rule roll for Red Thirst but solely to check if they are affected by Rage. Units with Red Thirst, Rage and Furious Charge, no Red Thirst do not roll for Red Thirst.

PARAGON OF RESTRAINT
The struggle with the Red Thirst is a constant battle of will for Sanguinius's Sons and they are more and more on the losing side. It is the ancient task of the Chaplains and Sanguinary Priests to constrain the urge and guide their battle brothers to tame the thirst. Their example is a flicker of hope for the Blood Angels to achieve salvation.
If a unit is in 6" of a model with the Paragon of Restraint special rule at the start of the movement phase it ignores all effects of the Rage special rule for the remainder of the turn.

ETERNAL WARRIOR, FEARLESS, FEEL NO PAIN, FLEET, FURIOUS CHARGE, HIT & RUN, INFILTRATE, MOVE THROUGH COVER, PREFERRED ENEMY, RAGE, SCOUTS: All these rules are detailed in Universal Spedal Rules, in the Warhammer 40.000 rulebook.

COMMANDER
classic
SPECIAL RULES
And They Shall Know No Fear, Red Thirst, Independent Character
WARGEAR
Iron Halo: The Iron Halo incorporates a powerful energy field that can turn aside even the most deadly attacks. It confers a 4+ invulnerable save.
Blood-Forged Blade: The Flesh Tearers took possession of the Blood-forged Blade during a boarding action of a Relictors' battle barge. The origin of this ornate power sword is only known to the renegade Chapter but the Flesh Tearers quickly recognized its inert power. When it is unsheathed its heavy blade is covered by a thin film of blood that is constantly vaporized by the glowing energy field surrounding the weapon. The balance of the blade is so sophisticated that the wearer can penetrate even the defence of the quickest of warriors in a rapid barrage of strikes. Unique. The Blood-forges blade counts as a power weapon that adds +1 to wearer's Attack.

CHAPLAIN
Chaplain classico
SPECIAL RULES
Red Thirst, Independent Character, Paragon of Restraint
Honour of the Chapter: A Chaplain utterly embodies the honour of the Chapter. He and all members of a squad he has joined, are Fearless, as described in the Warhammer 40,000 rulebook.
Liturgies of Battle: On a player turn in which he assaults, a Chaplain and all members of any squad he has joined can re-roll failed rolls to hit.
WARGEAR
Rosarius: A Rosarius is a gorget or amulet worn by Chaplains. It protects the Chaplain from physical and spiritual harm. A Rosarius confers a 4+ invulnerable save.
Crozius Arcanum: The Crozius Arcanum is a Space Marine Chaplain's rod of office. It is a power weapon.

SANGUINARY HIGH PRIEST
WS-BS-S-T-W-I-A-Ld-Sv
pensate al cappellano
SPECIAL RULES
And They Shall Know No Fear, Red Thirst, Independent Character
WARGEAR
Exsanguinator: The Sanguinary Priest can use the Exsanguinator for medical treatment of wounded Space Marines. But more important the Exsanguinator is a tool for retrieving the gene-seed from the body of a fallen Marine and is vital for the survival of the Chapter. In the veins of every Sanguinary Priest flow a portion of Sanguinius's own blood. That adds to the spiritual significance of the Exsanguinator for the Blood Angels. Usually a Sanguinary Priest uses his influence to calm the Red Thirst of his battle brothers. These priests are the epitome of the noble character of Sanguinius's heirs. But there are some priests that aspire to use the gift of their Primarch. These Faustians amplify the Red Thirst so that the enraged Blood Angels become the ultimate bringers of death.
At the start of the turn the Blood Angels player can choose one of the following effects:
Sanguinian: The wearer has the Paragon of Restraint special rule with a range of 12". Or Faustian: Every Blood Angels unit in 12" of the Red Grail has the Furious Charge universal special rule.
The Red Grail: The Red Grail is used to hold the blood of the Sanguinary Priests during the induction rituals that are performed when a Blood Angel joins the Chapter. Its presence on the battlefield has a powerful effect on the Blood Angels, as it enhances the physical and psychological aspects that are most closely linked to their Primarch. While all Successor Chapters have similar relics, these don't necessarily have the shape of a grail. The Angels Vermilion use the Onyx Skull for the induction while the Blood Drinkers even use a cauldron that is too large to bring it to battle. Unique. Every Blood Angels unit in 12" of the Red Grail has the Preferred Enemy universal special rule. The wearer has a 4+ invulnerable save.

LIBRARIAN
classico

SPECIAL RULES
And They Shall Know No Fear, Red Thirst, Independent Character,
Psyker: Librarians are Psykers, as described in the Warhammer 40,000 rulebook. A Blood Angels Librarian has two psychic powers, chosen when the army is picked (see page 71). He can only use one power each player turn unless he has been upgraded to an Epistolary, in which case he can use up to two psychic powers each turn.
WARGEAR
Force weapon: See the Warhammer 40,000 rulebook.
Psychic hood: Psychic hoods are embedded with arcane constructions of psychically-attuned crystals that allow a Librarian to nullify an opposing psyker's power. Declare that you'll use the psychic hood after an enemy model within 24" of the Librarian passes a Psychic test. If there are several Librarians in range, only one can attempt to nullify the psychic power - you must choose which. Each player then rolls a D6 and adds their model's Leadership value to the score. If the Space Marine Librarian beats the opposing model's score then the psychic power is nullified and does not take effect that turn. If the opposing model's score is equal or higher, it can use its psychic power as normal. The psychic hood can be used once each time an enemy model uses a psychic power within range.

TACTICAL SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
classico
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Red Thirst
WARGEAR
Locator Beacon: classico

ASSAULT SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
classico
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Red Thirst

DEVASTATOR SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
classico
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Red Thirst
WARGEAR
Astartes Grenade Launcher: Usually the Astartes grenade launcher is used solely for Scout Bike squads. The built-in adaptive targeting systems is perfectly suited to compensate for the high speeds at which the bikers commonly travel. However the Fleash Tearers also equip their Devastator squads with Astartes grenade launchers. In total defiance of the Codex Astartes these Devastator squads are able to fulfill a close range fire support role on the battlefield that fits the combat doctrine of the Flesh Tearers excellent.
Each time a grenade launcher fires, the controlling player chooses which type of ammo is used.
Frag Grenade classico
Krak Grenade classico

SCOUT SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
classico
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Red Thirst, Infiltrate, Move Through Cover, Scouts
Behind Enemy Lines
The Scouts' duties are to infiltrate enemy positions ahead of the rest of their Chapter, relying on stealth - rather than brute force - to accomplish their mission objectives. Operating behind enemy lines, Scouts set ambushes for the unwary, destroy ammunition dumps and vehicle pools, spy out the enemy's movements and gather what information they can about their opponent's plans. Thus the battle is often won before the main host arrives.
Scout squads are scoring units.
WARGEAR
Shotgun:
Shotguns are sturdy and versatile weapons often carried by Space Marine Scouts.
classico
Sniper Rifle:
Sniper rifles boast powerful telescopic sights that enable the firer to target weak points and distant foes with unerring accuracy.
classico

TERMINATOR SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
classico
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Red Thirst
WARGEAR
Chainfist: classico
Cyclone Missile Launcher: classico

VETERAN ASSAULT SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
classico
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Red Thirst
WARGEAR
Company Standard: Any Space Marine unit within 12" of the Standard Bearer always re-rolls failed Morale and Pinning tests. In addition, while the Standard Bearer is still alive, the Veteran Assault Squad counts as scoring one extra wound in close combat for the purposes of calculating the assault result.
Chapter Banner: Any Space Marine unit within 12" of the Standard Bearer always re-rolls failed Morale and Pinning tests, in addition, all models in the same unit as the Chapter Banner have +1 Attack whilst the banner bearer is alive. While the Standard Bearer is still alive, the Veteran Assault Squad counts as scoring one extra wound in close combat for the purposes of calculating the assault result.
Exsanguinator: See page 29.
The Shroud of Sanguinius:
When Sanguinius died above Terra, his vanquished body was covered with the Emperor's standard. This Shroud of Sanguinius is a revered relic of the Blood Angels and it still lies in stasis in the Blood Angels' Chapter monastery. Only the Guardian of the Shroud, a hand-picked senior veteran, has the honour to lift it when it is needed on the battlefield. Although the Angels Sanguine contest the authenticity of the artifact and claim that they possess the real Shroud the Sanguinius it has an undeniable effect on the Blood Angels that take it into combat. The genetic memory of the death of their Primarch burns in them like wildfire and they descend from the sky with such ferocity as if they were Sanguinius reborn.
Unique. If there is no independent character model in the unit and it is equipped with jump packs the unit may assault after deep striking.

BIKE SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
classico
SPECIAL RULES
And They Shall Know No Fear, Red Thirst
Combat Squads: A Bike squad chosen at full strength (for a total of eight bikes and one Attack Bike) can split into two combat squads as described on page 27. Note that if this is done the Attack Bike counts as two models, giving one combat squad of five bikes, and one of three bikes and an Attack Bike.

SCOUT BIKE SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
classico
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Red Thirst, Infiltrate, Scouts
Preliminary Bridgehead:
Blood Angels Scout Bike squads are primarily used to prepare the battlefield for the arrival of the main force. Unbeknown to the enemy they scout the terrain and for positions of opposing formations. If they find the slightest weak point in the enemy's defences they place a stealth locator beacons to establish a bridgehead for Drop Pods, Thunder Hawks and Storm Harbingers. Even if the enemy manages to force the Scout Biker to withdraw it is too late to escape the wrath of the angels.
After assigning the deployment zones but before deployment, the Blood Angels player can place a Stealth Locator Beacon Marker anywhere on the table. If a unit wishes to arrive on the battlefield via deep strike from turn two on and chooses to do so within 6" of the marker and simultaneous there is no enemy unit in 6" of the marker, then it won't scatter.
WARGEAR
Shotgun: See page 35.
Astartes Grenade Launcher: See page 34.
Auspex: The auspex is a scanning device that is connected with the built-in commlink of every power armour. Thus critical tactical data is shared with the whole battle force. The auspex grants the Acute Senses universal special rule to any Blood Angels unit that is firing at a target in 12" of an auspex.

Death Company
WS-BS-S-T-W-I-A-Ld-Sv
Reclusiam Aspirant classico
Death Company classico
SPECIAL RULES
Fearless, Rage, Furious Charge, Feel no Pain (Death Company only), Paragon of Restraint (Reclusiam Aspirant only)
Black Rage (Death Company only):
When a Space Marine is overcome by the Black Rage he is reborn in a world of anger, hatred, fury and nothing else. As well as Sanguinius’s memories, the Blood Angel is touched
with a small portion of his unearthly power, boosting his strength and vitality to superhuman levels.
If the Death Company has won the round of combat on the turn they have assaulted, the squad gets the benefits of the Furious Charge universal special rule in the next opposing player's turn as well.
WARGEAR
Crozius arcanum: See page 30.

EXALTED SQUAD
WS-BS-S-T-W-I-A-Ld-Sv
Guardian of the Tower pensate un veterano con +1 AC e A
Exalted come un veternao solo più disciplinato
SPECIAL RULES
And They Shall Know No Fear, Hit & Run, Paragon of Restraint

TECHMARINE
WS-BS-S-T-W-I-A-Ld-Sv
Techmarine classico
SPECIAL RULES
And They Shall Know No Fear, Red Thirst, Independent Character,
Blessing of the Omnissiah: If a Techmarine is in base contact with a damaged vehicle during the Shooting phase, he can attempt to repair it instead of firing. Roll a D6 and add the the following modifiers:
Each Servitor with a servo-arm in the unit +1
The Techmarine has a servo-harness +1
If the result is 5 or more, then either a Weapon Destroyed result or Immobilised result (owning player's choice) will be repaired. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. The Techmarine cannot repair if gone to ground or falling back.
WARGEAR
Servo-arm: classico
Signum: The signum is a special foim of communication device that can access a myriad of useful targeting data, allowing a more accurate concentration of fire. A model can use a signum in lieu of making a shooting attack of his own. If he does so, one model in his squad is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls to hit are made.

SERVITOR
WS-BS-S-T-W-I-A-Ld-Sv
Servitor classico
Assault Servitor classico
SPECIAL RULES
Feel no Pain (Assault Servitor only)
Mindlock: The altered and fragmented brain of a Servitor functions poorly unless constantly supervised. A unit of Servitors must test for mindlock at the start of each friendly turn. Roll a D6 for each unit of Servitors. If the result is a 4, 5 or 6 the test is passed and the unit can function normally for the remainder of the turn. If the result is a 1, 2 or 3, the Servitors have succumbed to mindlock - the unit (and any characters) may not move, shoot or assault that turn (though they will fight normally in close combat if already engaged). If a Techmarine is part of the Servitor unit at the start of the turn, the mindlock test is passed automatically.
WARGEAR
Servo-arm: See page 42.
Artificer Cannon: The artificer cannon is a three-barreled cannon that fires solid slugs of the size of a Karmathian apple. The knowledge of their construction is long lost but some Chapters still have a small number of artificer cannons in their arsenal. When a Blood Consuls Techmarine return from his journey to the Ogryn homeworlds with a new subject he carefully incorporates one of the artificer cannons in the new-made Assault Servitor.
The artificer cannon has the following profile:
Range 36" Strength sufficiente scolastico AP 6 Type Assault sufficiente scolastico

LAND SPEEDER
Type BS-F-S-R
Land Speeder Fast, Skimmervalori classici
SPECIAL RULES
Deep Strike
WARGEAR
Typhoon Missile Launcher: The typhoon missile launcher counts as multiple missile launcher. See page 66.

LAND SPEEDER STORM
Type BS-F-S-R
Land Speeder Storm Fast, Skimmer, Open-topped valori classici
Transport
The Land Speeder Storm has a transport capacity of five models. It can only carry Scouts.
Fire Points and Access Points: The Land Speeder Storm is open-topped.
SPECIAL RULES
Deep Strike, Scouts
WARGEAR
Cerberus Launcher: classico
Jamming Beacon: classico

RHINO
Type BS-F-S-R
Rhino Tank valori classici
Transport
The Rhino has a transport capacity of ten models. It cannot carry models in Terminator armour and Assault Servitors.
Fire Points: Two models can fire from the Rhino's top hatch.
Access Points: Rhinos have one access point on each side of the hull and one at the rear.
WARGEAR
Over-charged Engines:
The Rhinos used by the Blood Angels are fitted with specially modified over-charged engines that trade the reliability of the standard Rhino for a faster combat speed. Even if the Blood Angels are forced to start a ground assault they loose nothing of their speed.
A vehicle with Over-charged Engines counts as fast. If it moves more than 12" it counts as open-topped for damage purposes until the next Blood Angels turn and every immobilized result on the Vehicle Damage chart counts as a destroyed result instead.

RAZORBACK
Type BS-F-S-R
Razorback, Tank valori classici
Transport
The Razorback has a transport capacity of six models. It cannot carry models in Terminator armour and Assault Servitors.
Fire Points: None.
Access Points: Razorbacks have one access point on each side of the hull and one at the rear.

DROP POD
Type BS-F-S-R
Drop Pod Open-topped valori classici
Transport
The Drop Pod has a transport capacity of ten models. Models in Terminator armour and Assault Servitors count as two. It can transport a single Dreadnought. Once the Drop Pod has landed, the hatches are blown and all passengers must immediately disembark, as normal. Once passengers have disembarked, no models can embark on the Drop Pod for the remainder of the game.
Fire Points and Access Points: Once deployed the Drop Pod is no longer a sealed environment and is therefor counted as being open-topped.
SPECIAL RULES
Inertial Guidance System: classico
Immobile: classico
Drop Pod Assault: classico
WARGEAR
Deathwind Launcher: Some Drop Pods are upgraded to carry a deathwind launcher in place of a storm bolter:
Range 12" Strength 5 AP - Type Heavy 1, Large Blast

STORM HARBINGER
Type BS-F-S-R
Storm Harbinger Fast, Skimmer come un predator
Transport
The Storm Harbinger has a transport capacity of sixten models. Models in Terminator armour, models wearing jump packs and Assault Servitors count as two. It can transport a single Dreadnought. It can carry five Bikes. Attack bikes count as two Bikes.
Fire Points: None.
Access Points: A Storm Harbinger has one access point at the front.
SPECIAL RULES
Deep Strike
Jump Pack Insertion: Assault Squads don't wait for the Storm Harbinger to land in order to disembark. Instead they use their jumps packs to disembark during low-altitude flight and ride on a stream of fire and smoke to crush the enemy in one fierce sweep from above.
Jump infantry disembarking from a Storm Harbinger can launch an assault on the turn they do so, even if the Storm Harbinger has performed a deep strike.
WARGEAR
Tantalus Assault Cannon System:
The Tantalus System consists of no less than four assault cannons. Instead of standard rounds it uses fragmentation rounds that force enemies in cover. Thus they are vulnerable to the assault of the Storm Harbinger's passengers.
It counts as a single weapon with the following profile: Range 18" Strength sufficiente scolastico AP 4 Type Heavy il cubo del primo numero pari positivo, Rending, Pinning, Twin-linked

BAAL PREDATOR
Tank classico
WARGEAR
Over-charged Engines: See page 46.

VINDICATOR
Type BS-F-S-R
Tank classico
WARGEAR
Demolisher Cannon: classico
Siege Shield: classico

WHIRLWIND
Type BS-F-S-R
Tank classico
WARGEAR
Whirlwind Multiple Missile Launcher: classico
Vengeance Missiles classico
Incendiary Castellan Missiles classico

LAND RAIDER
Type BS-F-S-R
Land Raider Tank classico
Land Raider Crusader Tank classico
Land Raider Redeemer Tank classico
Transport
The Land Raider has a transport capacity of ten models, the Land Raider Redeemer a capacity of twelve models and a Crusader a capacity of sixteen models. Models in Terminator armour and Assault Servitors count as two.
Fire Points: None.
Access Points: Land Raiders have one access point on each side of the hull and one at the front.
SPECIAL RULES
Power of the Machine Spirit: classico
Assault Vehicle: Models disembarking from any acces point on a Land Raider can launch an assault on the turn they do so.
WARGEAR
Hurricane Bolters: classico
Flamestorm Cannon: The firemestorm cannon has the following profile: classico
Frag Assault Launchers: classico

DREADNOUGHT
Type WS-BS-S-F-S-R-I-A
Venerable Dreadnought Walker classico
Dreadnought Walker classico
Furioso Dreadnought Walker come corazzato
Death Company Dreadnought Walker come corazzato
SPECIAL RULES
Red Thirst
Venerable (Venerable Dreadnought only): classico.

LIBRARIAN FURIOSO DREADNOUGHT
Type WS-BS-S-F-S-R-I-A
Librarian Furioso Walker come corazzato
SPECIAL RULES
Red Thirst
Entombed Psyker: Sometimes a recently entombed Librarian retains a remnant of his link to the Warp. A Librarian Furioso has two psychic powers, chosen when the army is picked (see page 71). The Furioso Librarian can cast one psychic power per player's turn with a Leadership of 10. All normal rules for psychic powers apply. If the Librarian Furioso would normally suffer a peril of the warp attack it takes a glancing hit instead. For all other game purposes the Librarian Furioso doesn't count as a psyker.
WARGEAR
Force weapon: See the Warhammer 40,000 rulebook.

Note: the Librarian Furioso can only use the force weapon or the dreadnought close combat weapon in the assault phase. The Librarian Furioso doesn't get a bonus attack either.

DEATH COMPANY DREADNOUGHT
Type WS-BS-S-F-S-R-I-A
Moriar the Chosen Walker corazzato migliore (tipo venbile)
Death Company Dreadnought Walker tipo corazzato
SPECIAL RULES
Furious Charge, Rage
Venerable (Moriar only): See page 52.


COMMANDER CERVAN DANTE, Chaptermaster of the Blood Angels
WS-BS-S-T-W-I-A-Ld-Sv
Cervan Dante classico
SPECIAL RULES
Red Thirst, Independent Character, Eternal Warrior
Inspiring: As long as Dante has joined a Veteran Assault Squad, every model in the unit adds +1 to WS. This doesn't apply to Dante himself.
Seen it all: Every time the Blood Angels player's opponent puts a unit in reserve for deep striking or outflanking or holds a unit back to deploy it as Infiltrator, the opponent chooses one of his HQ models. Both players roll a D6 and add the Leadership of Dante and the opposing HQ model. If Dante wins, the unit cannot use the rule and is deployed according to the normal mission rules. Units which have to deep strike or are allowed to deep strike despite the mission rules are not affected by this rule.
WARGEAR
Death Mask of Sanguinius: Every wound Dante causes in close combat counts twice for the purposes of calculating the assault result.
The Axe Mortalis: It counts as a power weapon, and adds +1 to wearer's Strength.
Perdition Pistol: The Perdition Pistol is a weapon with the following profile: Range 12" Strength 8 AP1 Type Pistol, Melta

MEPHISTON, Chief Librarian of the Blood Angels, Lord of Death
WS-BS-S-T-W-I-A-Ld-Sv
Mephiston diciamo che prendete l'attuale e lo pompate in AC, AB e I di 1
SPECIAL RULES
Independent Character
Psyker: Mephiston is a Psyker, as described in the Warhammer 40,000 rulebook. Mephiston has the following psychic powers: Transfixing Gaze, Quickening, Vortex of Blood and Primarchs Grace (see page 71). He can use up to three power each player turn.
Lord of Death: Mephiston has the Fearless, Feel no Pain and Eternal Warrior universal special rules.
WARGEAR
The Scarlet Fang: Unlike other force weapons the Scarlet Fang incorporates a flexible resonance nexus that can be altered by a skilled psyker. During deployment the Blood Angels player can choose one of the following weapon variants for Mephiston:
Blood Fang counts as a Force weapon. Mephiston can use the instant death power in addition to his three normal powers per turn.
Black Fang counts as a power weapon. Mephiston gets the psychic power Quickening Field. He can use it in addition to his three normal powers per turn.

ERASMUS TYCHO, Captain of the 3. Company of the Blood Angels
WS-BS-S-T-W-I-A-Ld-Sv
Erasmus Tycho come Dante
SPECIAL RULES
And They Shall Know No Fear, Red Thirst, Independent Character
Fallen from Grace: Tycho has one of the following special rules (chosen when the army is picked).
Captain of the Third: Tycho and any unit he has joined replace Red Thirst with Fearless.
Hero of Armageddon: Tycho and any unit he has joined get Preferred Enemy: Orks.
Martyr of Tempestora: Tycho replaces Red Thirst with Rage, Furious Charge and Feel no Pain.
WARGEAR
Master-crafted Digital weapons: The digital weapons bestow the Rending special rule to Tycho's close combat attacks.
Master-crafted Combi-melta: Declare which type of weapon you wish to use before Tycho fires. Tycho may reroll a failed roll to hit when using the Master-crafted Combi-melta with either profile.
Aurora Melta
Range 18" Strength 8 AP 1 Type Assault 1, Melta
Nox Bolter
Range 36" Strength 4 AP 5 Type Assault 1, Blast

FAUSTIO REO LEMARTES, High Chaplain of the Blood Angels, Guardian of the Lost
WS-BS-S-T-W-I-A-Ld-Sv
Faustio Reo Lemartes vedi cappellano
SPECIAL RULES
Red Thirst, Independent Character, Honour of the Chapter, Liturgy of Hate, Paragon of Restraint
Guardian of the Lost: At deployment Lemartes must join one unit of Death Company if there is one and can't leave it. This units' chainswords count as close combat weapons with the Rending special rule.
WARGEAR
Death Mask: Every enemy unit in 6" of Lemartes reduces its Leadership by 1.

Hieri Lorenzo, Sergeant of the First Company of the Blood Angels
Hieri Lorenzo sergente con armatura migliore
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Red Thirst
Overwatch: Sergeant Lorenzo's unit may appoint a piece of terrain instead of shooting. In the enemy's movement phase Lorenzo's unit may shoot on one enemy unit that entered or left or moved inside the piece of terrain. Check range and line of sight to the terrain instead of the targeted unit. The targeted unit get no cover saves from terrain.

SYHN AVICEN, Sergeant of the Tenth Company of the Blood Angels
WS-BS-S-T-W-I-A-Ld-Sv
Syhn Avicen sergente con Ace AB migliore
SPECIAL RULES
And They Shall Know No Fear, Red Thirst, Furious Charge, Infiltrate, Scouts, Fleet
Be bloody, bold and resolute: If a unit looses a close combat in which Avicen took part, the Blood Angels player can force the unit to reroll their morale test, regardless if passed or failed. Vice versa, if Avicen's unit looses a combat, the opposing player can force the Blood Angels player to reroll the morale test for Avicen's unit.
Baal Initiates: Those initiates that are overwhelmed by the Sanguination awaits only death. Avicen grants them this death on the battlefield forfeiting all subtlety for brute force. Avicen's unit exchanges the Move Through Cover and Behind Enemy Lines special rules for Fleet and Furious Charge universal special rules.

ASTORATH THE GRIM, Warmaster of the Legion
WS-BS-S-T-W-I-A-Ld-Sv
Astorath come Dante
SPECIAL RULES
And They Shall Know No Fear, Independent Character, Stubborn
Cold Hatred: If you include Astorath the Grim then all units in your army exchange the Red Thirst special rule for the Stubborn universal special rule.
WARGEAR
Ossethian Axe: The Ossethian Axe counts as a power weapon and confers a +2 bonus to Strength during the charge.
The Blood Shield: The Blood Shield is a vibrant aura of blood that surrounds Astorath. If he is hit by a projectile or blow he vanishes in an explosion of blood and reappears nearby unscathed. The Blood Shield bestows a 3+ invulnerable save on Astorath .

SANGUINOR, Exemplar of the Host
WS-BS-S-T-W-I-A-Ld-Sv
Sanguinor come un capitano classico
SPECIAL RULES
And They Shall Know No Fear, Independent Character, Hit & Run
Coup de Grace: If at least three of Sanguinor's attacks hit, all his attacks inflict Instant Death regardless of Toughness.
Exemplar of the Host: Sanguinor and any Exalted unit he has joined may reroll their Hit & Run rolls.
WARGEAR
Exalted Blade: The Exalted Blade counts as a power weapon that adds +1 to Sanguinor's Strength.

GABRIEL SETH, Chaptermaster of the Flesh Tearers
WS-BS-S-T-W-I-A-Ld-Sv
Gabriel Seth come un capitano classico
SPECIAL RULES
Independent Character, Rage, Furious Charge, Fleet, Fearless
Flesh Tearers: If you include Gabriel Seth then all units in your army exchange the Red Thirst special rule for the Fleet, Furious Charge and Rage universal special rules.
WARGEAR
The Eviscerator: It counts as a chain fist. Seth doesn't get a bonus attack for two close combat weapons. He may reroll any failed roll to hit when attacking enemies with a higher Toughness than himself.

WARGEAR
This section of Codex: Blood Angels lists the weapons and equipment used by the Blood Angelss, along with the rules for using them in your games of Warhammer 40,000.
Weapons and equipment that can be used by more than one type of model or unit are detailed here, while equipment that is unique to a single model or unit (including wargear carried by named special characters) is detailed in the appropriate entry in the Forces section.
For example, bolters are ubiquitous and carried by many models, and so are detailed in this section. The auspex, however, is unique to Scout Bike squads. While you will find a page reference here, the rules are detailed in the Scout Bike squad entry.

WEAPONS
Artificer Cannon
See the Servitor entry on page 43.
Assault Cannon
classico

Astartes Grenade Launcher:
See the Devastator squad entry on page 34.

Blood-Crafted Blade
See the Commander entry on page 28.

Boltgun, Bolt Pistols, Chainsword or Combat Blade, Cyclone Missile Launcher, Flamer, Frag Grenade, Heavy Bolter, Heavy Flamer, Krak Grenade, Lascannon, Lightning Claws, Meltabomb, Meltagun, Missile Launcher, Plasma Cannon, Plasma Gun, Plasma Pistol, Power Fist, Power Weapon, Storm Bolter, Thunder Hammer
classico

Chainfist
See the Terminators entry on page 36.

Combi-Weapons
Combi-weapons are bolters that have been specially modified by the Chapter's most skilled artisans. Each has been expertly converted to house another weapon, either a meltagun, plasma gun or flamer. This extra weapon carries only a limited charge, allowing the bearer a single shot, perfect for emergencies and shots of opportunity. A Space Marine armed with a combi-weapon (combi-meltagun, combi-plasma gun or combi-flamer) can choose to fire either the bolter, or the secondary weapon, each with the profile listed elsewhere in this section The bolter can be fired every turn, but the secondary weapon can only be fired once per battle (a combi-plasma gun can, of course, Rapid Fire). You cannot fire both weapons in the same turn.

Crozius Arcanum
See the Chaplain entry on page 30.

Force Weapon
See the Warhammer 40,000 rulebook.

Infernus pistol
The Infernus pistol is a smaller version of the meltagun. It is popular in the Blood Angels Chapter for its combination of close combat aptitude and destructive power. The Artificers of the Blood Consuls can supply all Blood Angels successors with a small amount of these priced and rare weapons.
6" Strength 8 AP1 pistol, melta

Master-crafted Power Sword
Master-crafted power swords are the product of years of careful labour by the most accomplished artisans in the Chapter. A blade that has been manufactured with such dedication will be superior to any other weapon of its type.
A master-crafted power sword counts as power weapon and allows the bearer to re-roll one failed roll to hit per player turn when using the weapon. See the Assault Phase chapter of the Warhammer 40,000
rulebook for details of using power weapons.

Krak
Range 48" Strength 8 AP 3 Type Heavy 1
Frag
Range 48" Strength 4 AP 6 Type Heavy 1, Blast
Multi-melta
A larger, more destructive version of the meltagun. A multi-melta is perfect for destroying bunkers and tanks.
Range 24" Strength 8 AP 1 Type Heavy 1, Melta

Multiple Missile Launcher
The Multiple missile launcher consists of one or two racks of missiles that can fired in an earth-shattering volley. It is too heavy to be carried by a Space Marine wearing Power Armour but it can be employed on more stable platforms. The Blood Angels use several variants that are adjusted for their field of application such as the Cyclone missile launcher for Terminators or the Typhoon missile launcher for swift Land Speeder Raids. The Angels Sanguine are famous for their widespread use of these weapons. They even field Land Raiders and Baal Predators that are able unleash a barrage of missiles upon the enemy. Each time a multiple missile launcher fires, the controlling player can choose which type of missile is being used.
Krak
Range 48" Strength 8 AP 3 Type Heavy 2
Frag
Range 48" Strength 4 AP 6 Type Heavy 2, Blast


Shotgun
See the Scouts entiy on page 35.

Sniper Rifle
See the Scouts entry on page 35.



OTHER EQUIPMENT
Auspex
See the Scout Bike squad entry on page 39.

Chapter Banner
See the Veteran Assault squad entry on page 37.

Company Standard
See the Veteran Assault squad entry on page 37.

Exsanguinator
See the Sanguinary High Priest entry on page 29.

Iron Halo
See the Commander entry on page 28.

Jump Pack
classco

Laurels of Thorns
Blood Angels that are awarded with laurels of thorns have proven in over a hundred battles that they have truly mastered the Red Thirst. These revered Blood Angels can control the flaw and even use it to their advantage if need be.
A unit with Laurels of Thorns uses 3D6 for its Red Thirst test and discards one of them. If the unit has no Red Thirst special rule, Laurels of Thorns have no effect.

Locator Beacon
See the Tactical squad entry on page 32.

Psychic Hood
See the Librarian entry on page 31.

Rosarius
See the Chaplain entry on page 30.

Servo-arm
See the Techmarine entry on page 42.

Servo-harness
See the Techmarine entry on page 42.

Signum
See the Techmarine entry on page 42.

Space Marine Bike
classico

Storm Shield
A storm shield is a solid shield that has an energy field generator built into it. The energy field is capable of deflecting almost any attack, even blows from lascannons and power weapons. A model with storm shield has a 3+ invulnerable save. A model equipped with a storm shield can never claim the + 1 Attack bonus for being armed with two close combat weapons in an assault.

Teleport Homer
Teleport homers emit a powerful signal enabling Space Marine Strike Cruisers to lock on to them with their teleportation equipment. By utilising this signal, the risk of missing the intended mark is greatly reduced, as are the dangers of more serious accidents. If models wearing Terminator armour wish to teleport onto the battlefield via deep strike and choose to do so within 6" of a model carrying the homer, then they won't scatter. Note that the teleport homer only works for units that are teleporting, not for units entering play using jump packs, drop pods, drop ships or other means of transport. Also note that the homer must already be on the table at the start of the turn for it to be used.

The Red Grail
See the Sanguinary High Priest entry on page 29.

The Shroud of Sanguinius
See the Veteran Assault squad entry on page 37.

ARMOUR
Artificer Armour, Power Armour, Scout Armour,Terminator Armour
clasico

VEHICLE ARMOURY
Autocannon, Cerberus Launcher, Deathwind Launcher, Demolisher Cannon, Dozer Blade, Dreadnought Close Combat Weapon,
Extra Armour

Flamestorm Cannon
See the Land Raider entry on page 51.

Frag Assault Launchers
See the Land Raider entry on page 51.

Furioso Assault Launchers
An Furioso assault launcher is loaded with a variety of anti-personnel grenades that disorient the enemy and drive them from cover. A Dreadnought with Furioso assault launchers counts as being armed with assault grenades.

Hunter-killer Missile, Hurricane Bolters
classico

Jamming Beacon
See the Land Speeder Storm entry on page 45.

Over-charged Engines
See the Rhino entry on page 46.

Storm Bolter, Searchlight, Smoke Launchers

Tantalus Assault Cannon System
See the Storm Harbinger entry on page 48.

Teleport homer
If models wearing Terminator armour wish to teleport onto the battlefield via deep strike and choose to do so within 6" of a model carrying the homer, then they won't scatter. Note that the teleport homer only works for units that are teleporting, not for units entering play using jump packs, drop pods, drop ships or other means of transport. Also note that the homer must already be on the table at the start of the turn for it to be used.

Typhoon Missile Launcher, Whirlwind Multiple Missile Launcher
classico


BLOOD ANGELS PSYCHIC POWERS
All Blood Angels psychic powers are used following the rules given in the main Warhammer 40.000 rulebook. Note that while some powers affect the blood of the target we can assume that the psyker has a repertoire of similar powers at his disposal that affects the circuits of Necrons or the corporal embodiment of Daemons.

Angel of Wrath: The Librarian conjures an angelic shaped sphere of pulsing Warp energy. Broad arcs of light lash out and scorch all enemies unfortunate enough to stand nearby.
This power is a shooting power. The power uses the following profile: Range 24" Strength 6 AP 3 Type Assault 1, Blast

Blood Stasis: The Librarian slows the blood flow of the victim, that is struck down by a hail of pain for every move it makes until it is finally released when its heart explodes by the constant strain.
This power is a shooting power. The power uses the following profile: Range 12" Strength 1 AP- Type Assault 1, Large Blast. Every affected non-vehicle unit moves as if being in difficult and dangerous terrain until the beginning of the next Blood Angels turn. For every one on a dangerous terrain roll the unit gets an automatic S MAX AP 2 hit instead of the usual auto-wound. If the unit shoots it suffers an automatic S 5 AP - hit for every one on a roll to hit. Cover saves are not allowed against this this power. Units with the special rules Daemons and Necrons are not effected by this psychic power.

Quickening: The Librarian floods his body with Warp energy to alter the laws of time and move with superhuman speed. This power is used at the start of the Blood Angels players' turn and lasts for the rest of the turn. If the Librarian is inside a transport at the start of the turn he cannot use this power. It allows the Librarian to move as Cavalry. If the Librarian rides a bike or wears a jump pack he has the Fleet universal special rule instead.

Might of Heroes: The deadly powers of the Immaterium flow into the Space Marine, heightening his speed and strength to unimaginable levels to smite the foes of the Emperor.
The power is used at the start of either player’s Assault phase, and if successful, the Librarian or any one other model in 6" of the Librarian gains +D3 attacks in that Assault phase.

Living Darkness: The Librarian brings a pandemonium of meandering tendrils of pure darkness into being that covers the approach of the Blood Angels assault.
This power is used in the Blood Angels player's shooting phase. It is no shooting power. The Librarian places the large blast marker with the hole anywhere in 12" in line of sight. The marker stays in place until the start of the next Blood Angels player's turn. The marker blocks all lines of sight through it regardless of height. Vehicles and units with Acute Senses are not affected when drawing a line of sight through it. If the marker touches a model, friend or foe, or a model is moved into base to base contact with the marker it is immediately removed from play. You can represent the marker with a ball of blackened cotton of the appropriate size.

Shockwave: (Furioso Librarian Dreadnought only) The Furioso Librarian channels an electric eruption through his metallic body and unleashes a devastating shock wave that is fully capable of flipping lighter vehicles over. This power is a shooting power. There is no target unit. Instead every vehicle in 12" suffers a number of automatic hits with Strength 6 AP 1 against its side armour without cover saves allowed. Vehicles in 3" get three hits, in 6" two hits and in 12" one hit. After using this power the Librarian Furisos can charge another unit.
Primarchs Grace: (Librarian and Mephiston only) The Librarian taps into the Immaterium where past and present are one to seize the grace and elegance of Sanguinius and engulf those nearby with it.
This power is used at the start of the Blood Angels players' turn and lasts for the rest of the turn. It allows the Librarian and any Blood Angels squad he has joined to ignore difficult terrain.

Transfixing Gaze: (Mephiston only) Mephiston’s eyes become blazing pits of despair, able to pierce the souls of those who meet his gaze.
This power is used in either player’s Assault phase after assault moves are concluded. Mephiston can target one enemy model in base to base contact. Both players roll a D6 and add the respective Leadership of their models. If the Mephiston scores higher, then the opposing model may not direct his attacks towards Mephiston in this turn. If there is no other valid target the model may not attack at all.
Vortex of Blood: (Mephiston only) Mephiston taps into the blood of foes nearby and forces it violently out of their body to form a protective vortex.
This power is used in either player’s Assault phase right before Mephiston's normal attacks. Every model in base to base contact with Mephiston has to make a Toughness test. If the test fails the model suffers a wound with armour saves allowed. If at least one model was removed as casualty the Blood Angels player can force his opponent to reroll all to hit dice for attacks directed at Mephiston during the remainder of this round of combat. Attacks that took place prior to or at the same time as Mephiston's attacks are not affected.

Quickening Field: (Mephiston with Black Fang only) Using the Scarlet Fang as focus Mephiston can generate a bubble of Warp energy that works similar to an inverse Warp Field of an Imperial space ship. Thus he can extent the effects of Quickening to his battle brothers.
This power is used at the start of the Blood Angels players' turn and lasts for the rest of the turn. If Mephiston is inside a transport at the start of the turn he cannot use this power. It allows Mephiston and any Blood Angels squad he has joined to move as Cavalry. If the unit has the type Bike or Jump Infantry all models in the unit have the Fleet universal special rule instead.


Ci sono cose interessantissime! sbav
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 Messaggio Inviato: Lun Feb 08, 2010 18:52:26    Oggetto:
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oh mamma! Hai postato tutto il codex?!? lol lol lol lol lol
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 Messaggio Inviato: Gio Feb 11, 2010 17:42:16    Oggetto:
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rotfl

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 Messaggio Inviato: Ven Mar 05, 2010 09:39:52    Oggetto:
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Voilà, foto dello sprue della scatola dei BA

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 Messaggio Inviato: Ven Mar 05, 2010 11:10:58    Oggetto:
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mmm 5 omini e tutti alati? A parte l'idea delle ali che sono fike, ma non penso sia solo truppina, magari sono una qualche elite oppure hanno fatto come i lupi?

Quando escono a maggio?
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 Messaggio Inviato: Ven Mar 05, 2010 11:17:09    Oggetto:
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ma che GRAN FIGATA!!!
merda.. mi viene voglia di prendere sti sprue, quelli dei lupi, del chaos e dei templari e fare un esercito buridone ULTRAMARAGLIO!!!
ovviamente armatura arancione fluo con bordature blu elettrico!!

ovviamente le regole sarebbero quello del capitolo SM in quel momento + UBER... ovvero l'ultimo uscito!!

cmq gran bello sprue.. voglio vedere i modelli montati...
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 Messaggio Inviato: Lun Mar 08, 2010 16:13:52    Oggetto:
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Lo sprue era relativo al kit degli esaltati....ad ogni modo.....GRASSE NEWS!!!

Ecco una foto direttamtente dal codex BA prossimo venturo della nuova unità volante che tanto ha fatto parlare di se, si chiama STORM RAVEN:



Si possono leggere cose succose.....

Per il resto, i BA sono arrivati negli ordini anticipati di GW:

Predator BAAL


DEATH COMPANY


GUARDIA SANGUINARIA (guardia d'onore/esaltati)


SANGUINOR


ASTORATH


LEMARTES (posa un pò frocetta però)


VETERANO


SETH



eek
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 Messaggio Inviato: Lun Mar 08, 2010 16:17:45    Oggetto:
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Citazione:

News dallo stesso che ha postato la pagina dello storm raven:

Stormraven
- Also used by Grey Knights!
- Four missiles, better than krak ones
- Smaller than a thunderhawk
- Dont read it clerly but...i think i can understand that "blood angels dont use drop pods"?


Citazione:

More rumours via Dakka:

Landraiders dedicated.

Baals are under fast attack now.

Hand Flamers - S3, AP6 - not one shot. (regular remplate).


From Warseer:


Librarian dread can take a pair of psychic powers and has the standard gear for a librarian (force weapon/psychic hood). The one dreadnought weapon that had me laughing for a bit was the magna-grapples. It's a strength 8 anti-vehicle HARPOON... I ain't kidding. It's essentially a meltagun that instead of doing melta damage, drags the target vehicle 2D6" toward the dreadnought, facing unchanged. I don't think it does anything to infantry aside from smashing them with a giant harpoon.

Sanguinary Guard shooting is... interesting. Assault 2 bolt pistols is essentially what they have. At AP4. They went wrist mounted everything on them from bolt pistols to plasma to inferno pistols. And I believe they're the ones who benefit from the Descent of Angels rule. They roll one less die for scatter.

Mephiston's Transfixing Glare is once again an innate ability, so no psychic test to kick it off. I can't remember off the top of my head how many it affects, probably only a single model or something, but they take their leadership test with a -4 modifier. Might of Heroes is gone, he's got Wings, a power to give folks with him Preferred Enemy and one other, but I'm fairly certain it wasn't Might. Can't remember if he had Furious Charge, but that's fine since he's faster than genestealers anyway.



Little bit from from Captain Blood on Warseer:

I'll have more info once I swing by my local GW again, but from what I remember, Dante doesn't scatter. Him and I believe whomever he accompanies in a deep strike simply comes down where he wants. Beyond that, I can't remember that much from his entry, to be perfectly honest, I was busy drooling at the pics in the book.

Seth has some interesting special rules in close combat. He can forgo his normal attack roll and simply auto hit everything in base to base with him once; good if he's swarmed, not so good if he's dueling. And should the opponent roll 1 to hit him, he basically kicks them with a basic CC attack.

As I recall, there's an entry for Veteran Squads, but nothing more detailed right now.

Tycho is no longer rubbish in close combat, he hits like a monstrous creature... a strength 4 monstrous creature. And rerolls a single wound. His combi-melta has access to sternguard special ammo as well.

Death Company costs are XXX of a standard marine without any gear. Jump packs bring the cost per model to the exact same as they were in the PDF. They are going to be an expensive unit... Lemartes, as mentioned above, is an upgrade character to the DC and gets stronger once wounded. He's only got 2, so that's a little dicey. Chaplains are little different from the way they were. I remember seeing an entry for the reclusiarch, so that at least implies you get them in differing strengths, and the DC get to reroll wounds as well as hits on charge with the liturgies of hate or whatever they call the rule.

The Magna-Grapples will only pull a vehicle as far as the edge of terrain or 1" away from other models. It seems to be a shooting attack since it has a statline, and range, on par with a meltagun. As far as I remember.

That should be most of what I can remember from what I saw last night, but yes, my local GW (Metrotown, if you're in the Vancouver/Burnaby, BC area) just got its black box. More as I remember/spend time reading it.


IL DREDDY CON L'ARPIONE???!??!?!?!?!?!?!

rotfl rotfl rotfl rotfl
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 Messaggio Inviato: Lun Mar 08, 2010 16:21:13    Oggetto:
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Il summary of rumours fatto da Warseer

Citazione:
Blood Angels summary


Rules

Army-wide Special Rules

Combat Tactics – As per C:SM

And They Shall Know No Fear – As per C:SM

Red Thirst - Almost all BA units have it. After deployment roll D6 for each unit with the Red Thirst rule. Any unit that rolls a 1 must exchange Combat Tactics for Furious Charge and Fearless.

Descent of Angels - Anything with a Pump Pack can re-roll reserve rolls and will only Scatter 1d6 when Deep Striking.


Weapons & Wargear

GW have said there will be a range of specialist wargear for the Blood Angels

Infernus Pistols – 6” Melta pistols

Hand Flamers - S3 AP6 Template

Death Mask - Force a Ld check at -2. Fail and fight at WS1.

Over-charged Engines are gone, replaced with Fast on some vehicles.

Blood Talons - close combat weapons on the Furioso Dreadnought. A dreadnought CCW with a Stormbolter, likely upgradeable to Meltagun/Heavy Flamer.

Magna-Grapples - A R12” S8 anti-vehicle harpoon weapon for Dreadnaughts. On a successful Penetrating or Glancing hit, the target vehicle is dragged 2D6" toward the Dreadnought, facing unchanged. Will only pull a vehicle as far as the edge of Terrain or 1" away from (friendly?) models. It has been said it can cause Tank Shock.


Psychic Powers

The Sanguine Sword – Gives Librarian S10
Wings of Sanguinius – As per GW PDF
Quickening - As per C:SM
Unleash Rage - Gives unit Preferred Enemy
Blood Boil – A successful Psychic test causes a wound on an enemy unit, allocated by enemy Player. If the Psychic Test is passed with a result of 5 or less, The Blood Angels player allocates the wound.
Unnamed - Draw a line of length 4D6” from the Librarian ignoring friendly models. Enemy models take a single S8 AP1 Lance hit.
Unnamed - Units within 6” get a 5+ cover save
Unnamed – One enemy squad has to take a Ld test to Move, Run, Shoot or Assault.

Units

HQ

Dante, Lord of the Blood Angels – He and his squad don't scatter when Deep Striking. He doesn't have Eternal Warrior.
Death Mask of Sanguinius – As per regular Death Mask, plus pick a single Independent Character at the start of the game and cause -1 to WS, A, I and Ld.
Gives his squad Hit & Run
Allows Sanguinary Guard as Troops

Gabriel Seth, Chapter Master of the Flesh Tearers – Captain stat line Armed with a very large Chainsword (S8, rending), Bolt Pistol and Iron Halo
Can forgo his normal attacks and cause one auto-hit on everything in base to base contact with him
If an enemy rolls 1 to hit him, he hits back with a basic close combat attack.
Causes all units with Red Thirst to suffer it on a 1-3.

Mephiston, Lord of Death – WS7 BS5 S6 T6 W5 I7 A~5 Ld10 Sv 2+ Around the cost of a ...
Armed with Psychic Hood, Plasma Pistol, Force Weapon, Frag & Krak grenades
May cast 3 psychic powers per turn,
Transfixing Gaze - Does not require a psychic test. A single Independent Character must take a Ld test with a -4 modifier. If they fail Mephiston may re-roll failed hits and wounds. The enemy may fight back is they survive.

Tycho, Captain of the 3rd Company – Hits like a Monstrous Creature (at S4) and can re-roll a single To-Wound roll. His Combi-Melta has access to Sternguard special ammo.
Apparently there are multiple versions such as Death Company in the codex.

Reclusiarch Chaplain – Death Company get to re-roll to-wound and to-hits on the charge with the Liturgies of Hate

Librarian – No news yet

Company Captain – No news yet

Honour Guard – No news yet

Astorath the Grim – Armed with Power Axe, pistol and Jump Pack
Described as an Uber Chaplain. Apparently, if he is with the Death Company, they can re-roll Hits and Wounds.

Sanguinor, Exemplar of the Host – A “mysterious avenging angel” armed with 2-handed master crafted Power Sword (possibly S6), Bolt Pistol, and Jump Pack. WS8 ST5 T4 A5 Sv2+ 3++
Forces successful invulnerable saves in close combat to be re-rolled
Can nominate an enemy HQ and get re-rolls to all To-Hit and Wound rolls on that model
All friendly units within 6” get +1 attack
Blessing of Sanguinor - One sergeant in your army has +1 to WS, S, W, I, A and Ld


Elites

Chaplain – Death Company get to re-roll to-wound and to-hits on the charge with the Liturgies of Hate

Terminator Squad – No news yet

Terminator Assault Squad – No news yet

Dreadnaught – Can upgrade to Venerable, Furioso, and Furioso Librarian
Furioso Librarian have a single Blood Talon and Force Weapon, they have to choose which to use in close combat, but they DO get the +1 attack for having multiple CCWs. They can take 2 Blood Angel psychic powers (including Wings of Sanguinius) and has a Psychic Hood.

Techmarine – No access to the Thunderfire Cannon

Vanguard Veterans – A bit cheaper than C:SM. No Relic Blades, but access to the Glaive Encarmine (master crafted Power Weapons). Able to take Hand Flamers. Can supposedly take an Exsanguinator

Sternguard Veterans – As per C:SM

Sanguinary Guard – Armed with wrist-mounted Angelus Boltguns (12" S4 AP4 Assault 2), Glaives Encarmine (master crafted Power Weapons) Jump Packs and Artificer Armour. May take Death Masks. Max squad size of 5.

Sanguinary Priests – Unit of 1-3.

Brother Corbulo – Upgrade to Sanguinary Priests. Same profile. Armed with a S5 rending Chainsword. Red grail gives Feel No Pain and Furious Charge within 6”. Supposedly only gets FNP himself on a 2+


Troops

Assault Squad – As per C:SM but have Red Thirst

Tactical Squad – As per C:SM but have Red Thirst

Death Company – Furious charge, fearless, relentless, FNP, 3-30 models, 0-1 choice. Armed with Bolter, Bolt Pistol and Close Combat Weapon. Can take Power Weapons and Power Fists. Can take Jump Packs.
Not a Scoring Unit

Lemartes, Guardian of the Lost – Upgrade character for Death Company. Armed with Crozius, Bolt Pistol and Jump Pack. Gets stronger if he loses one of his two wounds.

Death Company Dreadnaught - May take one for every 5 Death Company in the army. Several different weapon options including Magna-Grapple, Blood Talons (some form of Melta weapon), etc.

Scout Squad – Standard Scouts. No “Mad Max” style ones


Fast Attack

Baal Predator – Pretty much the same, but is Fast, has the Scout USR, and the option for a turret-mounted Flamestorm Cannon.

Bike Squadron – No news yet

Attack Bike Squadron – No news yet

Land Speeder – No news yet

Land Speeder Storm – Likely Added


Heavy Support

Devastator Squad – No news yet

Whirlwind – As per C:SM

Predator – No news yet

Vindicator – As per C:SM but are Fast

Stormraven Gunship – Armour 12 all around, Skimmer, Fast, Assault Vehicle, Deep Strike.
Armed with twin-linked Assault Cannons, twin-linked Heavy Bolters and 4 Bloodstrike Missiles.
Ceremite Plating make is immune to Melta weapons' extra penetration due to being able to withstand atmospheric re-entry temperatures
Bloodstrike Missiles Range 72” S8 AP1 Heavy 1, One-shot
Transports up to 2 squads of up to 12 Marines total (Jump Troops take up 2 slots) and up to 1 Dreadnought at the same time.
Transported Dreads take a single S4 hit on rear armour if the Stormraven explodes
Models can be deployed at any point of the move, even if it goes flat out but they must take a Dangerous Terrain test (Jump Pack Troops have a better chance of passing). Models deployed in this way cannot assault.
No fire points
4 access points (front, sides and top (?))
May replace Heavy Bolters with either twin-linked Multi-Melta or twin-linked Typhoon Launchers. May also take Hurricane Bolter sponsons.


Dedicated Transports

Rhino – standard + xx pts. As per C:SM but are Fast

Razorback – No news yet

Drop Pod – No news yet

Land Raider – Standard, Crusader and Redeemer. Only available as Dedicated Transports. Can supposedly Deep Strike somehow.


Io ormai non ci sto a capire una fava....mi sa che questo sarà l'ultimo che posterò, tanto fra meno di 1 mese esce il codex. asd
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ivan
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 Messaggio Inviato: Lun Mar 08, 2010 16:54:17    Oggetto:
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rotfl rotfl rotfl rotfl

Non ho resistito, dovevo postarvelo, anche perchè non si tratta di un rumour, è un fatto......



MEPHISTON E' ENORME!
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Sisma
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 Messaggio Inviato: Lun Mar 08, 2010 17:49:53    Oggetto:
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Seee, caga anche fulmini dal culo!
Mi sta piacendo sempre meno questa tendenza di fare codex sempre più spanati...
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InqBantoo
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 Messaggio Inviato: Mar Mar 09, 2010 10:05:30    Oggetto:
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Sisma ha scritto:
Seee, caga anche fulmini dal culo!
Mi sta piacendo sempre meno questa tendenza di fare codex sempre più spanati...


lascia stare va là... è insopportabile...
inoltre sta aumentando la tendenza alle unita UBER che sulla carta ti fanno masturbare ma in realtà per essere giocate richiedono la metà dei punti dell'armata. ma che senso ha?????
sisi fichissimo, ma al 3o turno non hai + nulla in campo.. "però quell'unità 'avrebbe' fatto macelli -se fosse arrivata-se fosse riuscita a sparare-se non l'avessero assaltata e spazzata via-se l'avessi mossa meglio-se se se se se.....".
alla fine si basa l'esercito su 1 unità che se viene bloccata ti fa perdere la partita automaticamente.

comunque con le minia BA si sono superati... BELLISSIME, ULTRAMEGAPOWAMARANZE e decisamente caratterizzate, anche se rispetto al passato questa svolta barocca forse è un po' eccessiva.
i kit in plastica sono da masturbazione per qualsiasi giocatore maronzo.. VOGLIO QUELLE ASCIEEEEE!!!!!
sto già pensando cosa fare con sanguinor per le sorelle.... wink

EDIT: ma qualcuno ha letto bene lo storm raven (quel poco che si vede...) trasporta 2 squadre fino a 12 modelli totali PIU UN DREDDY!!!!! scandaloso...
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ivan
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 Messaggio Inviato: Mar Mar 09, 2010 10:59:07    Oggetto:
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InqBantoo ha scritto:

EDIT: ma qualcuno ha letto bene lo storm raven (quel poco che si vede...) trasporta 2 squadre fino a 12 modelli totali PIU UN DREDDY!!!!! scandaloso...


No, 1 squadra fino a 12 modelli (col saltapacco 6) E un dreddy.

La classica unità kamikaze, fai aippare il raven, sganci 5 modelli della death company con lemartes saltapaccati e il dreddy della death company superincazzato. asd

Sulla questione unità ultrapompate vediamo, c'è anche caso che facciano qualcosa di molto bilanciato nell'insieme, e quindi bisogna essere abili a combinare la lista nel modo giusto sulla base del proprio modo di giocare.

Mephiston ad esempio non sembra essere un PI, come nei lupi, non sarà aggregabile, percui diventa un pezzo decisamente anomalo e troppo elitario per agire in sincrono con l'esercito, a meno di non usarlo come punta di diamante e assorbifuoco.

Aspettiamo il codex, come nel caso dei tiranidi, ci sono unità che singolarmente sembrano spanatissime, ma poi non è vero, quando sono in lista col resto.
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