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Nobility. Sacrifice. Glory. These are the hallmarks of all Adeptus Astartes, and no Chapter embodies these ideals with greater zeal than the Blood Angels. Swift and sure, they are the Emperor’s blade, and they strike without mercy. Yet for all their accomplishments and deeds of heroism since the Great Crusade, the Blood Angels suffer from a fatal flaw.

This section contains all of the datasheets that you will need in order to fight battles with your Blood Angels miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Blood Angels units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 1Index81.2April 2018
  Blood AngelsCodex81.2November 2018
  Forge World: Termite Assault DrillDataslate8June 2018
  Chapter Approved 2018 EditionExpansion81.0December 2018

FAQ

Index: Imperium 1

 Q: When Astorath uses his Mass of Doom ability, do you roll one D6 and apply that result to all affected units, or do you roll for each unit separately?
 A
Roll for each unit separately.
 Q: Are the +1 Strength boosts from the Blood Chalice and Red Grail abilities cumulative, for a total of +2 Strength?
 A
No. It’s only +1 Strength, even if the unit is within range of both these abilities.

Codex: Blood Angels

 Q: If an Armorium Cherub has been removed after reloading a weapon, can a model use its Narthecium ability to return it to the unit?
 A
No.

Keywords

Throughout this section you will come across datasheets with the BLOOD ANGELS keyword. This indicates that the units are drawn from the Blood Angels Chapter, but the keyword can also be changed to represent that the unit is drawn from a successor Chapter of your choosing, as described below.

Blood Angels Successor Chapters

There are many proud Space Marine Chapters that trace their origins to the gene-seed of the Blood Angels. From the frenzied Flesh Tearers to the brooding Angels Vermillion, all share the martial prowess and fiery bloodlust of their forefather Sanguinius. If you wish to theme your army as a Blood Angels successor Chapter, use the rules presented in this section but substitute the Blood Angels keyword in all instances on the datasheets and rules presented in this section with the name of your Blood Angels successor Chapter. Note, however, that named characters that can only be included in your army once cannot be from any other Chapter – Commander Dante is the Chapter Master of the Blood Angels Chapter, and not any successor Chapter.

Abilities

The following abilities are common to several BLOOD ANGELS units:

And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

You can re-roll failed Morale tests for this unit.

Black Rage

When a Blood Angels battle-brother succumbs to the Black Rage, their doom is assured. Yet before they fall, their murderous ferocity, inhuman strength and near-supernatural resilience make them a terrifying threat to all who stand in their path.

You can add 1 to this unit’s Attacks characteristic for the duration of the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include BLOOD ANGELS Detachments – that is, any Detachment which only includes BLOOD ANGELS units.


Abilities

If your army is Battle-forged, Troops units in BLOOD ANGELS Detachments and Blood Angels successor Chapter Detachments (that is, any Detachment which only includes units from that successor Chapter) gain the Defenders of Humanity ability. In addition, INFANTRY, BIKER and DREADNOUGHT units (other than SERVITOR units) in BLOOD ANGELS Detachments and Blood Angels successor Chapter Detachments gain The Red Thirst ability.

Defenders of Humanity

The warriors of the Adeptus Astartes are sworn to defend the Imperium of Mankind. While a single Space Marine still stands, the light of Humanity will never fade.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

The Red Thirst

Though they strive to restrain it at every turn, the murderous ferocity of the Blood Angels simmers just beneath the surface of their thoughts. In battle this rage can be used as a weapon, lending ferocious strength to the Blood Angels’ blows.

In any turn in which a unit with this ability charged, was charged or made a Heroic Intervention, you may add 1 to its wound rolls in the Fight phase.

Stratagems

If your army is Battle-forged and includes any BLOOD ANGELS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the tactics and strategies used by the Blood Angels on the battlefield.

The Stratagems listed here, with the exception of the Armoury of Baal, can also be used by any of the Blood Angels successor Chapters, provided that your army is Battle-forged and includes at least one Detachment of such warriors (excluding Auxiliary Support Detachments) – simply replace the BLOOD ANGELS keyword in all instances with the name of your chosen Chapter.
1CP/3CP

ARMOURY OF BAAL

Blood Angels Stratagem

Use this Stratagem before the battle. Your army can have one extra Relic of Baal for 1 CP, or two extra Relics of Baal for 3 CPs. All of the Relics of Baal that you include must be different and be given to different BLOOD ANGELS CHARACTERS. You can only use this Stratagem once.

2CP

FORLORN FURY

Blood Angels Stratagem

Use this Stratagem at the start of the first battle round, but before the first turn has begun. You can immediately move one of your DEATH COMPANY INFANTRY units (and can even Advance) as if it were your Movement phase. You can only use this Stratagem once.

1CP

BEHOLD THE GOLDEN HOST

Blood Angels Stratagem

Use this Stratagem immediately after a BLOOD ANGELS unit from your army with the Death Mask ability is set up on the battlefield. Until the start of your next turn, the range of that unit’s Death Mask ability is increased to 12".

2CP

AUSPEX SCAN

Blood Angels Stratagem

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your BLOOD ANGELS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were your Shooting phase, but you must subtract 1 from all the resulting hit rolls.

1CP

DEATH VISIONS OF SANGUINIUS

Blood Angels Stratagem

Use this Stratagem when mustering your army. Select a BLOOD ANGELS CAPTAIN, CHAPLAIN or LIEUTENANT from your army (other than PRIMARIS models, and named characters such as Commander Dante). That model gains the DEATH COMPANY keyword and the Black Rage ability for the duration of the battle.

1CP

WISDOM OF THE ANCIENTS

Blood Angels Stratagem

Use this Stratagem at the start of any phase. Select a BLOOD ANGELS DREADNOUGHT from your army. Until the end of the phase, you can re-roll hit rolls of 1 for BLOOD ANGELS units within 6" of that Dreadnought.

2CP

STRIKE OF THE ARCHANGELS

Blood Angels Stratagem

Use this Stratagem immediately after a BLOOD ANGELS TERMINATOR unit from your army is set up on the battlefield. You can re-roll failed hit rolls for that unit until the start of your next turn.

1CP

TACTICAL FLEXIBILITY

Blood Angels Stratagem

Use this Stratagem at the start of your Movement phase. Select a BLOOD ANGELS unit from your army with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.

1CP

CLUSTER MINES

Blood Angels Stratagem

Use this Stratagem when a BLOOD ANGELS Scout Bike Squad from your army Falls Back. Select one enemy unit that is within 1" of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.

2CP

UPON WINGS OF FIRE

Blood Angels Stratagem

Use this Stratagem in your Movement phase before moving a BLOOD ANGELS JUMP PACK unit from your army. Remove the unit from the battlefield and set it up at the end of that phase, anywhere on the battlefield that is more than 9" away from any enemy models.

3CP

ORBITAL BOMBARDMENT

Blood Angels Stratagem

This Stratagem can be used once per battle, in your Shooting phase, if you have a BLOOD ANGELS Warlord that did not move during your preceding Movement phase. Instead of shooting with their weapons, select a point on the battlefield visible to the Warlord and roll a D6 for every unit within D6" of that point, but subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.

1CP

MASTERFUL MARKSMANSHIP

Blood Angels Stratagem

Use this Stratagem when a BLOOD ANGELS Sternguard Veteran Squad from your army is selected to attack in your Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that Shooting phase.

1CP

DATALINK TELEMETRY

Blood Angels Stratagem

Use this Stratagem when a BLOOD ANGELS Whirlwind from your army is selected to attack in your Shooting phase. If the target of the Whirlwind’s shooting attacks are visible to a friendly BLOOD ANGELS LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.

1CP

LUCIFER-PATTERN ENGINES

Blood Angels Stratagem

Use this Stratagem before Advancing with a BLOOD ANGELS VEHICLE (other than a DREADNOUGHT or a vehicle that can FLY) from your army. Increase its Move characteristic by 6" (or D6+6" if it is a Baal Predator) until the end of the phase – do not roll a dice.

1CP

EMPYRIC CHANNELLING

Blood Angels Stratagem

You can use this Stratagem at the start of your Psychic phase if a BLOOD ANGELS PSYKER from your army is within 6" of at least 2 other friendly BLOOD ANGELS PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.

1CP

KILLSHOT

Blood Angels Stratagem

Use this Stratagem in your Shooting phase if a Predator from your army is within 6" of 2 other friendly BLOOD ANGELS Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.

1CP

LINEBREAKER BOMBARDMENT

Blood Angels Stratagem

Use this Stratagem in your Shooting phase if a BLOOD ANGELS Vindicator from your army is within 6" of 2 other friendly BLOOD ANGELS Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a D6 for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.

1CP

HELLFIRE SHELLS

Blood Angels Stratagem

Use this Stratagem just before a BLOOD ANGELS INFANTRY model from your army attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.

2CP

DESCENT OF ANGELS

Blood Angels Stratagem

Use this Stratagem before making a charge roll with a BLOOD ANGELS JUMP PACK unit from your army that was set up on the battlefield earlier in this turn. Roll 3D6 to determine the unit’s charge distance instead of 2D6.

1CP

RED RAMPAGE

Blood Angels Stratagem

Use this Stratagem in any Fight phase to add D3 to the Attacks characteristic of a BLOOD ANGELS CHARACTER from your army that charged earlier in the turn, for the duration of the Fight phase.

1CP

ARMOUR OF CONTEMPT

Blood Angels Stratagem

Use this Stratagem when a BLOOD ANGELS VEHICLE from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase; on a 5+ that mortal wound is ignored and has no effect.

1CP

FLAKK MISSILE

Blood Angels Stratagem

You can use this Stratagem just before a BLOOD ANGELS INFANTRY model from your army attacks a unit that can FLY with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.

1CP

VENGEANCE FOR SANGUINIUS

Blood Angels Stratagem

Use this Stratagem when a BLOOD ANGELS unit from your army is chosen to attack in any Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a HERETIC ASTARTES unit, immediately make an extra attack against the same unit using the same weapon – you generate extra attacks on rolls of 4+ when targeting BLACK LEGION units. These extra attacks cannot themselves generate any further attacks.

3CP

HONOUR THE CHAPTER

Blood Angels Stratagem

Use this Stratagem at the end of any Fight phase. Select a BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER unit from your army – that unit can immediately fight for a second time.

2CP

ONLY IN DEATH DOES DUTY END

Blood Angels Stratagem

Use this Stratagem when a BLOOD ANGELS CHARACTER from your army is slain; that model summons the strength for one final attack, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem is not cumulative with the Astartes Banner ability – the Stratagem takes precedence).


Sanguinary Discipline

The Librarians of the Blood Angels combine the deadly energies of the warp with the slivers of rage and bloodlust that lurk deep within their own psyches. They can manipulate the minds, bodies and souls of those around them with a mere thought, or conjure golden barriers and bloody weapons from thin air through sheer force of will.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Sanguinary discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have. If a psyker is from a Blood Angels successor Chapter, replace the BLOOD ANGELS keyword in all instances with the name of their Chapter.

D6PSYCHIC POWER
1

QUICKENING

The Librarian channels his psychic might and the deadly powers of the immaterium flow through him, raising his speed to deadly heights.

Quickening has a warp charge value of 7. If manifested, you can add 3 to Advance and charge rolls you make for the psyker, and make D3 additional attacks with them in the Fight phase, until the start of your next Psychic phase.

2

UNLEASH RAGE

The Librarian reaches into the minds of his fellows and stokes the fires of anger lurking in their psyches, pushing them into a frenzied rage.

Unleash Rage has a warp charge value of 6. If manifested, select a friendly BLOOD ANGELS unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to the Attacks characteristics of that unit.

3

SHIELD OF SANGUINIUS

The Librarian wills a shimmering golden barrier into existence, shielding his brothers from harm.

Shield of Sanguinius has a warp charge value of 6. If manifested, select a friendly BLOOD ANGELS unit within 12" of the psyker. Until the start of your next Psychic phase, that unit has a 5+ invulnerable save.

4

BLOOD BOIL

The Librarian drives his enemy’s lifeblood into a seething frenzy, causing it to boil in the victim’s veins a split second before bursting from every pore with explosive finality.

Blood Boil has a warp charge value of 6. If manifested, select a visible enemy unit within 6" of the psyker and roll 2D6. If the total exceeds the highest Toughness characteristic in the target unit, the unit suffers D3 mortal wounds; if the total rolled is more than double that of the highest Toughness characteristic, the unit suffers 3 mortal wounds instead.

5

THE BLOOD LANCE

The Librarian conjures a mighty lance, infused with his innermost rage. Hefting this empyric projectile, the Librarian hurls it with all of his psychokinetic might, sending it hurtling through the enemy ranks to maim and impale.

The Blood Lance has a warp charge value of 6. If manifested, select a visible enemy model within 12" and draw a line between them and the psyker. Roll a D6 for each model the centre of the line passes over. For each roll of 5+ that model’s unit suffers a mortal wound.

6

WINGS OF SANGUINIUS

Blood-red wings of psychic energy spring from the back of the Librarian, allowing him to soar across the battlefield like an avenging angel.

Wings of Sanguinius has a warp charge value of 5. If manifested, the psyker can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12" and he gains the FLY keyword until the start of your next Psychic phase (this means he can shoot if he Fell Back in his Movement phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker.


Warlord Traits

The Blood Angels are amongst Mankind’s foremost protectors, each of their commanders a champion of Humanity in the glorious image of their Primarch, Sanguinius. Some bear their primogenitor’s graceful and deadly swiftness in combat, whilst others have inherited their ancient forebear’s ability to glimpse their future. All are mighty warriors and leaders of men.

If a BLOOD ANGELS CHARACTER is your Warlord, or if your Warlord is a CHARACTER from a Blood Angels successor Chapter, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his preferred style of waging war.

D6WARLORD TRAIT
1

SPEED OF THE PRIMARCH

Honouring the memory of Sanguinius upon the field of battle, this Warlord strikes as fast as the mighty angel of Baal once did.

You can always choose your Warlord to fight first in the Fight phase even if he didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

2

ARTISAN OF WAR

This Warlord is a true artist both on and off the battlefield. His talents are reflected in the exquisite workmanship of his wargear, for he insists upon personally crafting his weapons of war.

Add 1 to the Damage characteristic of one weapon carried by your Warlord. Note that this cannot be a Relic of Baal.

3

SOULWARDEN

This Warlord is possessed of an iron will, his sheer mental determination ensuring that neither his own Red Thirst nor the evils of enemy sorcerers can easily find purchase upon his soul.

You can attempt to resist one psychic power with your Warlord (or attempt to resist one additional psychic power if he is already able to do so) in each of your opponent’s Psychic phases.

4

HEROIC BEARING

The Warlord is a beacon of hope in a dark and hateful galaxy. No matter how dire the odds, friendly forces are inspired by his mere presence.

Friendly BLOOD ANGELS units automatically pass Morale tests whilst they are within 6" of your Warlord.

5

GIFT OF FORESIGHT

This heroic warrior bears a glimmering of Sanguinius’ prophetic gifts, flashes of foresight allowing him to parry and weave around his enemy’s blows with supernatural speed and skill.

Roll a D6 each time your Warlord loses a wound, re-rolling rolls of 1; on a 6, that wound is ignored and has no effect. If your Warlord also has the Black Rage ability, they instead ignore wounds on rolls of 5 or 6, but the similar ability to ignore wounds from the Black Rage has no effect.

6

SELFLESS VALOUR

This Warlord is courageous and noble, a selfless paragon who leaps into battle alongside his brothers without a moment’s thought for his own safety.

Your Warlord can perform a Heroic Intervention if he is within 6" of an enemy unit instead of only 3", and if he does so he can move up to 6" rather than 3".


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.

NAMED CHARACTERWARLORD TRAIT
Commander DanteHeroic Bearing 
Captain TychoSelfless Valour 
Tycho the LostSelfless Valour 
Chief Librarian MephistonSpeed of the Primarch 
The SanguinorHeroic Bearing 
AstorathSoulwarden 
Brother CorbuloGift of Foresight 
LemartesSoulwarden 
Gabriel SethSelfless Valour 

Tactical Objectives

D66Result
11Valour of the Angels 
12Aerial Assault 
13Purity Through Bloodshed 
14Decapitating Strike 
15Swift Advance 
16Noble Self-sacrifice 

Amongst the foremost defenders of Mankind for more than ten millennia, the Blood Angels are masters of swift and merciless warfare – truly the Emperor’s avenging Angels of Death.

If your army is led by a BLOOD ANGELS Warlord, or one from a Blood Angels successor Chapter, these Tactical Objectives replace those numbered 11-16 in the Warhammer 40,000 rulebook (if your Warlord is from a successor Chapter, replace the BLOOD ANGELS keyword in all instances with the name of your chosen Chapter). If a mission uses Tactical Objectives, players use the normal rules with the following exception: when a Blood Angels player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Blood Angels Tactical Objective. Other Tactical Objectives (numbers 21-66) are generated normally.

11
VALOUR OF THE ANGELS
Blood Angels

There are few warriors as noble as the sons of Sanguinius. Let the enemy’s champions witness how true heroes make war.

Score 1 victory point if at least 1 enemy CHARACTER was slain by one of your BLOOD ANGELS units in the Fight phase of this turn. Score D3 victory points instead if at least 1 enemy CHARACTER was slain in the Fight phase of this turn by an attack made by one of your BLOOD ANGELS CHARACTERS.

12
AERIAL ASSAULT
Blood Angels

The scream of turbines and the roar of jump packs shall be the enemy’s funeral dirge.

Score 1 victory point if at least 1 enemy unit was destroyed in your turn, and the last model in the enemy unit was slain by an attack made by a BLOOD ANGELS unit that can FLY. Score D3 victory points instead if at least 1 enemy unit was destroyed in this manner by a unit that arrived as reinforcements during the turn.

13
PURITY THROUGH BLOODSHED
Blood Angels

The curse of the Blood Angels can become a potent weapon if harnessed with discipline and control.

Score 1 victory point if an enemy unit was destroyed during the Fight phase of this turn and the last model in the enemy unit was slain by an attack made by a BLOOD ANGELS unit. Score D3 victory points instead if at least 3 enemy units were so destroyed, or D3+3 victory points if at least 6 enemy units were so destroyed.

14
DECAPITATING STRIKE
Blood Angels

Sanguinius always taught that, to slay the beast, one needs only to remove the head.

When this Tactical Objective is generated, work out which of your opponent’s CHARACTERS currently on the battlefield has the highest Power Rating. If 2 or more eligible CHARACTERS have the same Power Rating, choose one. Score 1 victory point if that character was slain by a BLOOD ANGELS unit this turn.

15
SWIFT ADVANCE
Blood Angels

Take the fight to your foe, and show them that nowhere is safe from the retribution of the Blood Angels.

Score 1 victory point if at least 3 of your BLOOD ANGELS units Advanced this turn.

16
NOBLE SELF-SACRIFICE
Blood Angels

To be a hero of the Imperium is to walk a path towards a martyr’s death; the only question is how dearly you will sell your life.

Score 1 victory point for each of your BLOOD ANGELS CHARACTERS that was slain this turn.


Relics of Baal

Relics of Baal are items of incredible rarity that have been granted to or won as trophies of war by mighty heroes of the Blood Angels. Some of these revered artefacts can be traced back ten millennia to the bloody fighting of the Horus Heresy, and when not seeing use in battle, these treasured relics reside within the mighty Arx Angelicum on Baal.

If your army is led by a BLOOD ANGELS Warlord, then before the battle you may give one of the following items to a BLOOD ANGELS CHARACTER. Named characters such as Lemartes already have one or more artefacts and cannot be given any of the following items. If your army is led by a Warlord from a Blood Angels successor Chapter, then before the battle you may instead give one CHARACTER from that Chapter an Archangel’s Shard. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Relics of Baal your characters have on your army roster.

ARCHANGEL’S SHARD

When Sanguinius battled Horus, he wielded a magnificent blade that was tragically shattered against the Warmaster’s profane battle-plate. The shards of that blade were gathered up and new swords forged to incorporate them, each one gifted to a different successor Chapter.

Model with a power sword or master-crafted power sword only. An Archangel’s Shard replaces the bearer’s power sword or master-crafted power sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Archangel’s Shard
Melee
Melee
User
-3
1
Abilities: If the target is a MONSTER, this weapon has a Damage characteristic of D3. If the target is a DAEMON MONSTER, this weapon has a Damage characteristic of D6 instead.

GALLIAN’S STAFF

The Librarian Donatus Gallian’s mind was a finely honed weapon, a perfect fusion of the golden light and hungry darkness found in every Blood Angel. Aware of the damage his abilities could cause should he fall to the Flaw, he crafted a force stave to siphon off the fury of his Red Thirst, using it to bolster his manifested powers. How he did this is not recorded, and to their frustration the Blood Angels’ artisans have never been able to replicate the feat. Since his death, others have wielded Gallian’s Staff, though it must be used with caution – the stave’s hunger for emotion seems to grow with every passing century.

Model with a force stave only. Gallian’s Staff replaces the bearer’s force stave and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Gallian’s Staff
Melee
Melee
+2
-1
D3
Abilities: You can add 1 to the bearer’s Psychic test when attempting to manifest the Smite psychic power.

STANDARD OF SACRIFICE

Handwoven by the blinded mystics of Baal Secundus and anointed in the blood of martyrs, this ancient banner radiates an aura of selfless heroism that inspires all Blood Angels nearby.

ANCIENT model only. The bearer of the Standard of Sacrifice gains the following ability in addition to those described on their datasheet: Roll a D6 each time a friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER model within 6" of the bearer loses a wound; on a 5+, the wound is ignored and has no effect. Models with the Black Rage ability are not affected.

THE ANGEL’S WING

An ornate jump pack of great age and fame, the Angel’s Wing was originally made for Leonartas, Captain of the 8th Company in the waning years of M32. The jump pack was specially tailored to complement Leonartas’ reckless temperament, its machine spirit charged with safeguarding the wearer and his brothers on their way into battle. To this end, the Angel’s Wing incorporates oracle-class counter-ballistic augurs and collision-avoidance wards. These still function, millennia later, and allow the wearer to advance at speed while effortlessly avoiding incoming fire.

JUMP PACK model only. You can re-roll failed charge rolls for a model equipped with the Angel’s Wing, and your opponent cannot fire Overwatch against them.

THE HAMMER OF BAAL

This exquisite weapon was forged by master-artisans several millennia ago. It was entrusted by Dante himself into Karlaen’s custody when he took up the mantle of Captain of the 1st Company. Since that day, it has been the doom of traitors and aliens beyond counting from the worlds of the Cryptan Shield to the doomed planet of Amethal.

Model with a thunder hammer only. The Hammer of Baal replaces the bearer’s thunder hammer and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Hammer of Baal
Melee
Melee
x2
-3
3

THE VERITAS VITAE

The Scrolls of Sanguinius, upon which a number of the Primarch’s prescient visions were recorded, are far too precious ever to be risked upon the field of battle. However, on occasions when the foresight contained therein is specific enough to be linked to a particular conflict, the ancient device known as the Veritas Vitae is coaxed into life, and the words of Sanguinius read aloud so that it may commit them to its machine spirit memory. This ornate voxreliquary hovers in the wake of a Blood Angels officer, mechanically intoning the prophetic fragments with which it has been entrusted, its words containing strategic insights that might allow an attentive commander to change the flow of a battle or even an entire war in his favour.

If your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you use a Stratagem; on a 5+, you gain a Command Point.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Sergeant Equipment). When this is the case, the unit may take any item from the appropriate list below.

SERGEANT EQUIPMENT

Up to two weapons can be chosen from the following list:

 • Bolt pistol

 • Chainsword

 • Grav-pistol

 • Hand flamer

 • Inferno pistol

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer1

One weapon can be chosen from the following list:

 • Boltgun

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

1 Cannot be taken by a Sternguard Veteran Sergeant

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

PISTOLS

 • Bolt pistol

 • Grav-pistol

 • Hand flamer

 • Inferno pistol

 • Plasma pistol

MELEE WEAPONS

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power lance1

 • Power maul

 • Power sword

 • Thunder hammer

1 Not included in Codex: Blood Angels

HEAVY WEAPONS

 • Grav-cannon and grav-amp

 • Heavy bolter

 • Heavy flamer

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

TERMINATOR MELEE WEAPONS

 • Lightning claw

 • Power fist

 • Storm Shield

 • Thunder hammer

TERMINATOR COMBI-WEAPONS

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Storm bolter

TERMINATOR HEAVY WEAPONS

 • Assault cannon

 • Cyclone missile launcher
and storm bolter

 • Heavy flamer

DREADNOUGHT HEAVY WEAPONS

 • Heavy plasma cannon

 • Multi-melta

 • Twin lascannon

 • Twin heavy flamer1

 • Twin autocannon1

 • Twin heavy bolter1

 • Assault cannon1

1 Not included in Codex: Blood Angels


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
3
Angelus boltgun
12"
Assault 2
4
-1
1
-
10
Assault bolter
18"
Assault 3
5
-1
1
-
22
Assault cannon
24"
Heavy 6
6
-1
1
-
17
Assault plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
6
Astartes grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Astartes shotgun
12"
Assault 2
4
0
1
If the target is within half range, add 1 to this weapon’s Strength.
1
Auto bolt rifle
24"
Assault 2
4
0
1
-
12
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
Blood Song
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
22
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
0
Cerberus launcher
18"
Heavy D6
4
0
1
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
13
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
15
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
20
Conversion beamer
42"
Heavy D3
6
0
1
Attacks from a conversion beamer that target enemies at over half its range are resolved at Strength 8, AP -1 and Damage 2.
38
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
5
Deathwind launcher
12"
Assault D6
5
0
1
-
0
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
0
Disintegration combi-gun
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
0
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
30
Flamestorm cannon
8"
Heavy D6
6
-2
2
This weapon automatically hits its target.
15
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
This weapon automatically hits its target.
30
Frag cannon
8"
Assault 2D6
6
-1
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
28
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
12
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
8
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
0
Grenade harness
12"
Assault D6
4
-1
1
-
1
Hand flamer
6"
Pistol D3
3
0
1
This weapon automatically hits its target.
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
16
Heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Heavy plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
6
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
6
Icarus rocket pod
24"
Heavy D3
7
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
7
Inferno pistol
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
25
Kheres pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
4
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
31
Macro plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
8
-4
1
-
 - Supercharge
36"
Heavy D6
9
-4
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
4
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
3
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
5
Melta bomb
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
0
Melta cutter
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
16
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
50
Orbital array
72"
Heavy D3
10
-4
D6
This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6.
17
Plasma blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
16
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma cutter
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
12"
Assault 1
8
-3
2
On a hit roll of 1, the bearer is slain.
17
Plasma exterminator
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault D3
7
-3
1
-
 - Supercharge
18"
Assault D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
15
Plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Reductor pistol
3"
Pistol 1
4
-3
2
-
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY unit is hit by any shock grenades, it is stunned until the end of the turn – it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit.
24
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
0
Skyspear missile launcher
60"
Heavy 1
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. You can re-roll failed hit rolls for this weapon.
2
Sniper rifle
36"
Heavy 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
2
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
0
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
33
Twin autocannon
48"
Heavy 4
7
-1
2
-
2
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
24
Twin heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 2D3
7
-3
1
-
 - Supercharge
36"
Heavy 2D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
40
Twin multi-melta
24"
Heavy 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
38
Typhoon missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
3
Volkite charger
15"
Heavy 2
5
0
2
-
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
20
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Blood Reaver
Melee
Melee
x2
-2
3
-
35
Blood talons
Melee
Melee
+4
-2
3
You can re-roll failed hit and wound rolls for this weapon.
22
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
Dead Man’s Hand
Melee
Melee
User
-2
1
-
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
16
Encarmine axe
Melee
Melee
+1
-2
D3
-
Encarmine broadsword
Melee
Melee
+2
-4
D3
-
12
Encarmine sword
Melee
Melee
User
-3
D3
-
11
Eviscerator
Melee
Melee
x2
-4
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
15
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
Furioso fist
Melee
Melee
x2
-3
3
If a model is equipped with two Furioso fists, you can re-roll failed hit rolls when attacking with them.
0
Furioso force halberd
Melee
Melee
+4
-4
3
-
Heaven’s Teeth
Melee
Melee
+1
-1
1
-
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
6
Master-crafted power sword
Melee
Melee
User
-3
2
-
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power lance
Melee
Melee
+2
-1
1
-
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
9
Relic blade
Melee
Melee
+2
-3
D3
-
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
The Axe Mortalis
Melee
Melee
+2
-3
D3
You can re-roll failed wound rolls for this weapon if the target is a CHARACTER.
The Blood Crozius
Melee
Melee
+2
-2
D3
-
The Executioner’s Axe
Melee
Melee
+2
-3
D3
Each time you roll a wound roll of 6+ for this weapon it causes 3 damage instead of D3.
The Sanguine Sword
Melee
Melee
x2
-3
D3
-
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Auto Launchers
Instead of shooting any weapons in the Shooting phase, this model can use its auto launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
0
Auxiliary Grenade Launcher
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30".
3
Camo Cloaks
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.
4
Combat Shield
A model with a combat shield has a 5+ invulnerable save.
2
Death Mask
Enemy units suffer a -1 modifier to their Leadership while they are within 3" of any models wearing a death mask.
2
Grapnel Launchers
When models with grapnel launchers move in the Movement phase, do not count any vertical distance they move against the total they can move (i.e. moving vertically is free for these models in the Movement phase). In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases this unit can join the battle – set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models.
2
Grav-chutes
During deployment, you can set up this unit, if it is equipped with grav-chutes, in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
33
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
17
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
5
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
3
Jump Pack Assault
During deployment, if the entire unit has jump packs, you can set them up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases this unit can assault from above – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
3
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
14
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
9
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
5
Magna-grapple
If a model with a magna-grapple only targets a single VEHICLE unit in the Charge phase, add 2 to its charge roll.
Storm Shield
A model equipped with a storm shield has a 3+ invulnerable save.
0
Teleport Homer
If this unit has a teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the teleport homer, it is deactivated and removed from the battlefield. Whilst there are any friendly <CHAPTER> teleport homers on the battlefield, this unit can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove this unit and then set it up with all models within 6" of a friendly <CHAPTER> teleport homer. That teleport homer is then removed from the battlefield.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The BIKER keyword is used in following Blood Angels datasheets:

HQ
Fast Attack

The DREADNOUGHT keyword is used in following Blood Angels datasheets:

Elites
HQ

The SERVITORS keyword is used in following Blood Angels datasheets:

Elites
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

The DEATH COMPANY and INFANTRY keywords are used in following Blood Angels datasheets:

Elites
HQ
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

The BLOOD ANGELS and CAPTAIN keywords are used in following Blood Angels datasheets:

HQ
• Captain

The CHAPLAIN keyword is used in following Blood Angels datasheets:

HQ

The LIEUTENANTS keyword is used in following Blood Angels datasheets:

HQ

The PRIMARIS keyword is used in following Blood Angels datasheets:

Elites
HQ
Heavy Support
Fast Attack
Troops
Black Rage

When a Blood Angels battle-brother succumbs to the Black Rage, their doom is assured. Yet before they fall, their murderous ferocity, inhuman strength and near-supernatural resilience make them a terrifying threat to all who stand in their path.

You can add 1 to this unit’s Attacks characteristic for the duration of the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.

The BLOOD ANGELS and DREADNOUGHT keywords are used in following Blood Angels datasheets:

Elites
HQ
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The BLOOD ANGELS and JUMP PACK keywords are used in following Blood Angels datasheets:

HQ
Fast Attack
Elites

The BLOOD ANGELS and LAND SPEEDER keywords are used in following Blood Angels datasheets:

Dedicated Transport
Fast Attack

The BLOOD ANGELS and PSYKER keywords are used in following Blood Angels datasheets:

HQ
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The BLOOD ANGELS and BIKER keywords are used in following Blood Angels datasheets:

HQ
Fast Attack
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.

The BLOOD ANGELS and FLY keywords are used in following Blood Angels datasheets:

HQ
Fast Attack
Dedicated Transport
Elites
Flyers
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

The ANCIENT keyword is used in following Blood Angels datasheets:

Elites

The JUMP PACK keyword is used in following Blood Angels datasheets:

HQ
Fast Attack
Elites
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Ironclad Dreadnought/other models
single/pair
CHARACTERS/other models
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Army List
© Vyacheslav Maltsev 2013-2018