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New Blood Angels rules.
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Old 23 Apr 2007, 18:39   #1 (permalink)
Shas'El
 
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Default New Blood Angels rules.

from warseer.

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originally from Bolter&Chainswords Forum:

Update: 4/13

Here’s another attempt to summarize the rumors surrounding the new Blood Angel rules reported for release in the next few months. Again, please take this for what it’s worth. Note also that I have removed those rumors that seem to have been discounted or failed to receive further confirmation.

Publication
* The new rules will be included with the June/July (possibly May/June) issues of White Dwarf – pretty well confirmed by US WD 328 to be included in issues 329 & 330.
* The first issue will include the fluff and the second issue will include the army list.
* The rules will be available for free download sometime thereafter.
* These rules are a temporary “update” not a full codex release.

Fluff Changes
* The new fluff will emphasize the BA’s progressing descent into madness and the degenerative effects of their gene flaw.

Army Special Rule Changes
* BA infantry will no longer automatically receive the Furious Charge special rule.
* The Black Rage will no longer force mandatory movement, i.e. the 1/6 chance of running D6” forward.
* BA infantry units will receive the Combat Squads special rule.

Death Company Changes
* DC are no longer mandatory for all BA armies.
* Max DC squad size is 10 models.
* 1 DC marine can be added to the squad for every Honour Guard, Vet Assault, Assault, Terminator, Tactical and Devastator squad in the army (either 5 or 10 man strong, doesn’t matter).
* Extra DC can also be added for an additional point cost.
* The infantry unit that contributes a marine to the Death Company will not have to “lose a model” to do so.
* DC marines will not be able to have power weapons but all will gain rending attacks in close combat.
* For an additional point cost, the DC squad can be given jump packs, a Rhino or a Drop Pod.
* DC will be forced to move towards and assault the nearest enemy unit unless a Chaplain or SHP is within 6”, this rule is aka the “Black Rage.”

Overcharged Engines
* Will be included on Rhinos and Baal Predators
* When employed on a 4+ the engines will make these tanks count as Fast vehicles, moving up to 18”.

Changes to Special Characters and Units
* Corbuolo will grant Furious Charge to all infantry models within 12”.
* BA Librarians will gain a new psychic power that will increase an infantry unit’s movement to 12” and jump infantry unit’s move to include a turbo boost.
* Mephiston will be able to use his Force Weapon and another Psychic Power in the same turn.

Army List Changes
* Vet Assault units can employ Jump Packs or Rhinos.
* They have 2 attacks on their stat line.
* The can take up to 3 powered cc weapons: power weapons, lightning claws or power fists.

* Honour Guard will include a “tech adept” character along with the other choices.
(No additional information there.)

* Assault Marines will be a Troop or Fast choice for all BA armies.
* Assault squads will alternately be able to take Rhinos or Drop Pods (like their DA equivalents)

* All Dreadnoughts will be Elite choices.

* Scouts will be an Elite choice with no special cc limitation, i.e. they can all be equipped with the full assortment of scout options.

* BA Whirlwinds will include incendiary rounds.

New Models?
* Some character models will be re-released.
* There will not be any new models or plastic sprues.


__________________________________________________ __________________________________________

Wargear changes
Exsanguinator - Description replaced with current narthecium rules. Nothing additional

Terminator armor - Same except no longer gives +1A (Same as new DA and there are no terminator honors, which means characters are at -1A)

Servo arm - Same as Codex: Sm but IT IS NOT A POWER FIST.. It "strikes at I1 at S8 with no armor save" Therefore, cover/grenades affects it

Special CHaracters

Commander Dante

Rights of battle
Inspiring: All friendly BA models within 12" count as having preferring enemy (Vs anyone)
Equipment: Artificer armor, iron halo, jump pack, frag and krak grenades
Axe of Mortalis - Master crafted power weapon
Death mask of sanguinius - All enemy models within 6" are at -1WS and -1BS
Perdition Pistol - Metal gun that counts as pistol in CC

If dante is included in the army then a standard bearer may carry the BA chapter banner which gives all benefits of the normal standard and also gives the unit +1A.

Tycho - Normal stats, has iron halo and artificer armor and basically is same as old edition.. IE sucks. rights of battle

Mephiston
Fearless, Feel no pain

Lord of Death - Mephiston has all 3 psychic powers and can use each one of them and his force weapon once each player turn, rather than being limited as are other librarians. He may not use the same power more than once per turn

Wargear: Artificer armor, force weapon, plasma pistol, psychic hood, frag and krak grenades

LIRBARIAN POWERS
Might of Heros - same
Wings of Sanguinius - The librarian (only him) may move as a jump pack, even with terminator armor. If on a bike he counts as moving as a jetbike
Transfixing Glare - Used in the assault phase. If successful then any enemy model in BTB contact must take a LD test. If failed the model may not attack and will be hit automatically by any CC attacks directed against them. Enemy models with a LD value cannot be affected

Brother corbulo - Same as old edition except 3wounds
no power weapon and has exsanguinator and the red grail
Red Grail : All BA units within 12" At the start of one of its assault phases receives furious charge for that turn. In addition it gives corbulo a 4+ inv save

Chaplain Lamartes Same stats as current 3W chaplain
Has the Death mask which gives all enemy models within 6" -1LD

Non-named characters (all have 2w and LD9)
Librarian
Has rights of battle
Options: Plasma pistol, stormbolter, combi weapons, melta bombs, bike. Can replace ALL wargear for terminator armor, storm bolter, force weapon and psychic hood
NO OPTION for inv save except with Term armor
Cannot take Transfixing glare but comes with other two powers as standard

Chaplain
Same options as librarian but may take a power fist and a jump pack

Company Captain (3W and L10)
Comes with Iron Halo
Rights of Battle
Options: Power weapon, 1 or 2 LCs, Thunder hammer, Power fist, jump pack, storm bolter, combi weapons, melta bombs
OR may take Term Armor WITH Thunderhammer + Stormshield, 2x LC or Stormbolter + Power fist/Power weapon all for only +XPTs

Honor guard
Does not take up spot on force org chart AND IS NOT A BODYGUARD. They deploy and operate independently. May include 1 for each IC in army
2A now and come with frag/krak grenades
5 marines (max)
Jump packs +Xpts (entire squad)
Options: (a ton. Think of this as a imp guard command squad in terms of options. 2 guys can have this, 2 can have that.. etc).
2x Plasma Pistol
2x Powerfist/weapon
2x Flamer/melta/plasma
Sanguinary Priest for with exsanguinator
Tech Adept (No servo arm btw). Power weapon and blessing of omnissiah rule
Standard bearer
company champion power weapon + combat shield
Meltbombs on a per model basis

ELITES

The Death company - Counts towards force org. Do not have to take
same stats. Rending, Furious Charge, Feel no pain, fearless.
Must move as fast as possible towards enemy unless chaplain or Corbulo are within 6". They have krak grenades as well
Pretty much same as rumors have stated.
You get 1 free DC per following squads
Honor Guard
Terminator Squad
Veteran Assault Squad
Tactical Squad
Devastator Squad
Jump packs +Xpts per model
Additional guys +Xpts
May have rhino or drop pod at point cost
Models equipped with power fists or power weapons may count them as normal CC weapons with rending

Terminator Squad
5 men (max)
entire squad may swap weapons for 2x LC or Thunderhammer/storm shield
or may replace one term with the cyclone, Heavy flamer, Assault cannon
Can take a drop pod

Furioso Dreadnaught
Venerable +Xpts
Death company dread +Xpts (+D3 attacks and moves like death company)
heavy flamer +Xpts
extra armor +Xpts
comes with smoke and searchlight
May take a drop pod

Dreadnaught
Assault cannon, CCW, smoke and searchlight
Venerable
Missile launcher
Multimelta, TL- Auto cannon - free
Tl- Las
Extra armor
May take drop pod

Tech Marine
NOT INDEPENDENT CHARACTER
Does NOT use up force org slot. May take 1 per vehicle chosen from elites or heavy support
same stats, except comes with artificer armor
Options - Plasma pistol, servo harness
Servitors - 0-4 with Servo arm, CCW (Not Powerfist). May replace with multimelta or HB for free, Plasma cannon (no restriction)
May select rhino, razorback or drop pod

Veteran Assault squad
2A and combat squads
Jump packs included
The squad may include up to 5 additional vets for +Xpts each (and combat squads? odd)
0-3 - stormbolter, combi weapon, plasma pistol/power weapon, power fist/single LC, 2x LC or thunder hammer
Anyone can take combat shield +Xpts or stormshield +Xpts
0-2 - Flamer/melta/plasma
Per model basis: Melta bombs
Note: Above options replace EITHER bolt pistol OR chainsword so you can replace Chainsword with power weapon AND bolt pistol with flamer
May remove jump packs and have rhino or drop pod for no point cost

Scout Squad
combat squads
vet sarg included
5 additional scouts +Xpts
Options: same as Da codex. Sarg may take melta bombs
Shotguns: Like DA
MAY TAKE DROP POD

TROOPS

Assault Squad
Vet sarg included
Same options as DA basically. Sarg can have combat shield and melta bombs
May remove jump packs and take rhino or drop pod for free

Tactical squad
Same as DA codex
May take drop pod, rhino or razorback

FAST ATTACK
Bike squad
2 bikes + 1 vet sarg
No combat squads

0-2 bikers
vet sarg may have power sword (no fist) and/or melta bombs
0-2 Flamer/melta/plasma

Attack Bikes
HB or multimelta
1 bike

0-2 additional bikes

Land Speed Squadron
Hb or Multimelta
0-2 additional speeders
0-1 Typhoon launcher
0-2 Heavy flamer or assault cannon

HEAVY SUPPORT

Devestators
Combat squads
Options same as DA codex
may have rhino, drop pod, razorback

Land raider
Its a land raider.
options: Pintle storm bolter 5pts, hunter killer missile, extra armor

Land raider crusader (no limit)
Its still a land raider and has crusader weapons.
same options as land raider

Whirlwind
Vengeance Missiles
Incendiary Castellan

Options: Dozer blade, extra armor, pintle storm bolter, hunter killer

Predator
Options : See whirlwind
TL - Las
HB Sponsons
Lascannons

Vindicator
Same as previous edition, same options as other vehicles

Baal Predator
Overcharged engines (1 - Cannot move. 2-3 nothing, 4+ vehicle is Fast and can move max of 18")
Pintle stormbolter, Hunter killer. NO EXTRA ARMOR
HB or heavy flamers

Rhino
Over charged engines
same as DA codex

Razorback
TL Las
Normal vehicle options

Drop pod
No missile launcher option

--------

A few notes: I didnt post point costs for many options because they're same as codex space marines (No discount for being single wound model tho) and no real point to repeat point costs for items everyone knows the pt costs for

However, items like flamers are basically half the cost currently. 5pts for every squad basically. Sorry I just really dont wanna post pt values for every item or option as its fairly easy to know what they are. Also just assume every vehicle has smoke and search lights and all the marines have frak/krak/BP and bolters. I added it for some and didnt for others, but they all have them

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Old 23 Apr 2007, 18:49   #2 (permalink)
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Default Re: New Blood Angels rules.

No d3+3 Death Company members for a chaplain?
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Old 23 Apr 2007, 18:55   #3 (permalink)
Shas'El
 
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Default Re: New Blood Angels rules.

Quote:
Originally Posted by 40kenthusiast
No d3+3 Death Company members for a chaplain?
nope. no longer. they remade them altogether.

you buy a squad of veterans, termies etc. and their points cost will include the 1 DC marine they generate. ditto with tac. squads and so on. after that, if say, you have 8 DC marines, you can buy 2 extra ones for a points cost.

i think it works out at 25odd pts for a DC marine to be generated, and 30odd to be bought, but dont quote me on that.

still, they get rending.... at least they pay for jump packs though.
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Old 23 Apr 2007, 19:00   #4 (permalink)
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Default Re: New Blood Angels rules.

Ya know, why do I think those rules nerf the Blood Angels very badly. Is that just me or are others getting that impression too?

The lack of invulnerable saves and power weapons on several of the characters is definitely an issue too.
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Old 23 Apr 2007, 19:18   #5 (permalink)
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Default Re: New Blood Angels rules.

Claiming the Blood Angels are being "nerfed" is a joke. Blood Angels were the consecutive winners of "Most Broken Army" every year running back in 3rd until the Iron Warriors showed up... and even then it was a close thing.


GW are finally establishing some sort of control and order in their armies, rather than just making each list more powerful than the last.
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Old 23 Apr 2007, 19:39   #6 (permalink)
Shas'El
 
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Default Re: New Blood Angels rules.

Quote:
Originally Posted by Vash113
Ya know, why do I think those rules nerf the Blood Angels very badly. Is that just me or are others getting that impression too?

The lack of invulnerable saves and power weapons on several of the characters is definitely an issue too.
erm... no.

Death co. rending.

Assault marines as troops. 3 attacks on the charge. all other jump troops get 4.

and mephiston is a beast.
ws6. t and s5. up to 7 or 8 attacks on the charge. can use all psychic powers, so a 12" move, 6" assault, and transfixing gaze makes enemies unable to attack, and lets his squad automatically hit.

overall, im fairly happy with the changes. still wish the death co. cost more.
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Old 23 Apr 2007, 21:10   #7 (permalink)
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Default Re: New Blood Angels rules.

I'm not really impressed. Still looks like a game of "Sink the Death Company" :
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Old 24 Apr 2007, 00:28   #8 (permalink)
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Default Re: New Blood Angels rules.

Quote:
Originally Posted by Wargamer
Claiming the Blood Angels are being "nerfed" is a joke. Blood Angels were the consecutive winners of "Most Broken Army" every year running back in 3rd until the Iron Warriors showed up... and even then it was a close thing.


GW are finally establishing some sort of control and order in their armies, rather than just making each list more powerful than the last.
So in other words yes, they have been nerfed. Its not a joke, just because the new rules may be more balanced doesn't mean they haven't been nerfed. Its a simple statement, yes they have been nerfed, maybe its for the better for others but the term still applies.

Quote:
Originally Posted by Deadnight
erm... no.

Death co. rending.

Assault marines as troops. 3 attacks on the charge. all other jump troops get 4.

and mephiston is a beast.
ws6. t and s5. up to 7 or 8 attacks on the charge. can use all psychic powers, so a 12" move, 6" assault, and transfixing gaze makes enemies unable to attack, and lets his squad automatically hit.

overall, im fairly happy with the changes. still wish the death co. cost more.
Yet Mephiston has no Invulnerable save and the Death Company lack any power weapons, rending might be nice but its an odd change, and may turn out to be even more unbalanced than how they were previously. Corbulo also lacks an Invulnerable save and a power weapon, the only character who looks decently surviveable in a competetive setup is Dante.

The changes may turn out to be better than the old and very broken rules, but they still seem to remove quite a few of the Blood Angels old tactics in favor of things... that don't seem too interesting. Course I'm not the most experienced Blood Angel player ever. Thats just my oppinion on the matter.
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Old 24 Apr 2007, 07:22   #9 (permalink)
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Default Re: New Blood Angels rules.

Well, Vash, I've been playing for a long time... they were my second army.

They have not been Nerfed. Nerfed implies weakening something that didn't need to be weakened. Blood Angels were broken! You cannot "Nerf" something that's broken because it wasn't fair to begin with.

Blood Angels have needed an overhaul for a long time, and the only fault I can find is that GW have now decided Scouts are Elite... something tells me we won't see many Scouts anymore.
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Old 24 Apr 2007, 08:11   #10 (permalink)
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Default Re: New Blood Angels rules.

even though death company seem way to sick for thier cost, suddenly dark angels don't seem so 'weak' with the new BA rules out soon, the power curve in 40K will be less steap, although codex marines are still on the top (although representing all those chapter it has to be flexable) and Eldar seem powerful (on paper) BA and DA seem very balanced against each other
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