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 1
  Imperium 1Index81.3(?)September 2019
  Blood Angels
  Blood AngelsCodex8Indomitus 1.0July 2020
  Forge World: Termite Assault Drill
  Forge World: Termite Assault DrillDataslate8June 2018
  Vanguard Space Marines
  Vanguard Space MarinesCodex81.0April 2019
  Games Workshop: Battle Tanks and Troop Transports Rules Preview
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Repulsor Executioner Update
  Repulsor Executioner UpdateDataslate8July 2019
  Space Marines II
  Space Marines IICodex8Indomitus 1.0July 2020
  Psychic Awakening: Blood of Baal
  Psychic Awakening: Blood of BaalExpansion8Indomitus 1.0July 2020
  Warhammer Legends: Blood Angels
  Warhammer Legends: Blood AngelsDataslate8December 2019
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020
  Indomitus: The Edge of Silence
  Indomitus: The Edge of SilenceBoxset9Indomitus 1.1July 2020

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: When a unit with the And They Shall Know No Fear ability takes a Morale test, is the number that is added to the dice roll for the number of models destroyed in that unit for that turn considered to be a modifier (for the purposes of applying re-rolls before modifiers)?
A:
No, the number added is not considered to be a modifier.
 Q: Can I use a Signum to increase the Ballistic Skill characteristic of a model when it shoots with a ranged weapon before being removed as a casualty as part of the Astartes Banner ability?
A:
No.
 Q: Can the Killshot Stratagem be used to affect Baal Predators or Deimos Pattern Relic Predators?
A:
No. The Killshot Stratagem can only be used to affect models using the Predator datasheet.
 Q: If I use the Hellfire Shells or Flakk Missile Stratagem and I hit, do I continue to roll to wound and do damage normally in addition to doing mortal wounds?
A:
No, the normal attack sequence ends.
 Q: How do the Flakk Missile and Hellfire Shells Stratagems interact with an Armorium Cherub? Are you able to ‘reload’ the weapon and fire again with the benefit of the Stratagem?
A:
No. You can, however, use the Stratagem a second time to affect the second shot (subject to the usual restrictions).
 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.
 Q: Which part of a Drop Pod should I measure distances from and to, especially if the model has been assembled so its doors can be opened or closed?
A:
Measure all distances to and from any part of the model, including its doors. If this model has been assembled such that you can lower and raise its doors, then when this model is first set up in the battlefield choose whether the doors will be lowered or raised – you cannot raise or lower the doors thereafter during the battle.

Designer’s Note: Choosing to set this model up in the ‘raised doors position’ simply represents the doors closing the instant after its passengers have disembarked.

Codex: Vanguard Space Marines

 Q: If a unit has a rule that says enemy units cannot set up within a certain distance of it (e.g. Omni-scramblers), but an enemy unit has a rule that says it can set up within a certain distance (e.g. Vexilla Teleport Homer and Lying in Wait), which takes precedence?
A:
The rule that says you cannot be set up within a certain distance (in the example instance, Omni-scramblers) always takes precedence.
 Q: Can a bolt sniper rifle that is firing mortis rounds target a CHARACTER that is not the closest enemy unit and not visible to the firing model?
A:
Yes.
 Q: If I use the Princeps of Deceit Warlord Trait to redeploy units from my army and those units have an ability that allows them to set up in a different manner (e.g. Concealed Positions and Grav-chute), can those units use their abilities when they redeploy?
A:
No. These units must be deployed as described in the Deployment section of the mission you are playing (typically, this means on the battlefield and wholly within your own deployment zone).
 Q: If I use the Auspex Scan Stratagem to shoot with my Warlord as if it were my Shooting phase, can that Warlord then move as if it were my Movement phase if he has the Shoot and Fade Warlord Trait?
A:
Yes.
 Q: If a Librarian in Phobos Armour has the Tome of Malcador Relic, does he know one additional power from the Librarius discipline or from the Obscuration discipline?
A:
They know one additional power from the Librarius discipline.
 Q: If an enemy unit has a weapon or ability that allows them to target CHARACTERS even if they are not the closest enemy unit, and a CHARACTER from my army is under the effects of the Shrouding psychic power, which takes precedence?
A:
The Shrouding psychic power takes precedence.

Expansion: Psychic Awakening: Blood of Baal

 Q: Is the Fury Within ability’s improvement to Armour Penetration characteristics cumulative with that from the Assault Doctrine?
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.

Abilities

The following abilities are common to several BLOOD ANGELS units:

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.

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.), and any Relic that replaces a bolt weapon. Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons.

For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.

And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.

Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Combat Doctrines

When the Adeptus Astartes fight alongside their battlebrothers they employ a strict set of combat doctrines.

If your army is Battle-forged and if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Detachment Rules

In this section you’ll find additional rules for Battle-forged armies that include BLOOD ANGELS Detachments and Blood Angels successor Chapter Detachments – that is, Detachments that only include BLOOD ANGELS units or units drawn from the same Blood Angels successor Chapter respectively.


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.

Abilities

All units (excluding SERVITORS) in BLOOD ANGELS Detachments and Blood Angels successor Chapter Detachments (other than Super-heavy Auxiliary Detachments) gain the Red Thirst ability, and all Troops units in such Detachments gain the Defenders of Humanity ability. In addition, if your army is Battle-forged, all units from your army with the Combat Doctrines ability gain the Savage Echoes ability, so long as every unit from your army (with the exception of those that are UNALIGNED) is a BLOOD ANGELS unit or every unit from your army is from the same Blood Angels successor Chapter.

Savage Echoes

The shock assaults of the Blood Angels are legendary, their warriors never halting for an instant, never allowing the enemy to recover. Though few outside the Chapter realise it, this is the Blood Angels as they really are, the suppression of their bloodlust lifted for but an instant.

Whilst the Assault Doctrine is active, if a unit with this ability makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the end of the turn (note that this is cumulative with the bonus these models receive from the Shock Assault ability).

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.

When resolving an attack made with a melee weapon by a model with this ability in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the wound roll. When a unit with this ability Advances or makes a charge move, add 1 to the Advance roll or charge roll.

Successor Chapters

The following rules apply to units drawn from Blood Angels successor Chapters:

Warlord Traits
If your Warlord is a CHARACTER model from a Blood Angels successor Chapter, you can use the Blood Angels Warlord Traits table or the Vanguard Warlord Traits table to determine what Warlord Trait they have. Replace the BLOOD ANGELS keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword. FLESH TEARERS Warlords instead have access to the Flesh Tearers Warlord Traits.

Relics of Baal
Blood Angels successor Chapters have access to the Special-issue Wargear Relics; Relics of Baal cannot be given to a CHARACTER model from a successor Chapter unless you use the Honoured by Baal Stratagem.

Stratagems
All units from Blood Angels successor Chapters are considered to have the BLOOD ANGELS keyword for the purpose of using Blood Angels Stratagems.

Psychic Powers
LIBRARIAN models from Blood Angels successor Chapters can know psychic powers from the Sanguinary discipline and the Obscuration discipline in the same manner as LIBRARIAN models in BLOOD ANGELS Detachments. When such a model uses one of these psychic powers, replace the BLOOD ANGELS keyword in all instances on that power (if any) with that model’s successor Chapter keyword.

Litanies
CHAPLAINS from Blood Angels successor Chapters can know litanies from the Litanies of Battle table. When such a model uses one of these litanies, replace the BLOOD ANGELS keyword in all instances on that litany (if any) with your CHAPLAIN’S successor Chapter keyword.

Tactical Objectives
Units from Blood Angels successor Chapters are considered to have the BLOOD ANGELS keyword for the purposes of using Blood Angels Tactical Objectives.

Stratagems by Phase

Before battle

ARMOURY OF BAAL

DEATH VISIONS OF SANGUINIUS

HERO OF THE CHAPTER

HONOURED BY BAAL

VETERAN INTERCESSORS

Battle Round

At the start of battle round

FORLORN FURY

Movement phase

LUCIFER-PATTERN ENGINES

TACTICAL FLEXIBILITY

WISDOM OF THE ANCIENTS

UPON WINGS OF FIRE

CHALICE OVERFLOWING

CLUSTER MINES

FURY OF THE FIRST

BEHOLD THE GOLDEN HOST

STRIKE OF THE ARCHANGELS

Enemy Movement phase

WISDOM OF THE ANCIENTS

AUSPEX SCAN

FURY OF THE FIRST

Psychic phase

EMPYRIC CHANNELLING

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Enemy Psychic phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Shooting phase

FLAKK MISSILE

HELLFIRE SHELLS

WISDOM OF THE ANCIENTS

BOLTSTORM

RAPID FIRE

TARGET SIGHTED

DATALINK TELEMETRY

KILLSHOT

LINEBREAKER BOMBARDMENT

MASTERFUL MARKSMANSHIP

EXPLOSIVE JUDGEMENT

HUNTER-SLAYER MISSILE

STEADY ADVANCE

ORBITAL BOMBARDMENT

FURY OF THE FIRST

MASTERFUL MARKSMANSHIP

Enemy Shooting phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Being targeted

DUTY ETERNAL

REFUSAL TO DIE

TRANSHUMAN PHYSIOLOGY

Charge phase

DESCENT OF ANGELS

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

HAMMER OF WRATH

Enemy Charge phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

MASTERFUL MARKSMANSHIP

UNBRIDLED ARDOUR

Fight phase

WISDOM OF THE ANCIENTS

RED RAMPAGE

VENGEANCE FOR SANGUINIUS

DEATH ON THE WIND

GENE-WROUGHT MIGHT

VISAGE OF THE DAMNED

FURY OF THE FIRST

HONOUR THE CHAPTER

SAVAGE DESTRUCTION (Flesh Tearers)

AGGRESSIVE ONSLAUGHT (Flesh Tearers)

Enemy Fight phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

HONOUR THE CHAPTER

Morale phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Enemy Morale phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Taking casualties

ARMOUR OF CONTEMPT

ONLY IN DEATH DOES DUTY END

VENGEANCE OF THE MACHINE SPIRIT


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

The Blood Angels Chapter has many potent and ancient weapons with which to equip its mighty heroes during the times of greatest need.

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

So lost to rage are the Death Company that they surge unstoppably into battle, eagerly outpacing their brothers.

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

So mighty and terrifying in aspect are the heroes of the Blood Angels that many foes choose to flee rather than face them in battle.

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

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of enemy ambushes.

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

Even the greatest heroes of the Blood Angels can succumb to the clutches of the Black Rage, their minds burning with the conviction that they are the Primarch himself.

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

Each fallen hero that rests within a Space Marine Dreadnought has seen a thousand battles, and slain foes beyond counting in the name of the Emperor. Such noble service cannot help but inspire their fellow battle-brothers.

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

The elite warriors of the Blood Angels 1st Company excel in shock assaults that tear the heart from the enemy army.

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

Space Marines are trained to adapt to changing battlefield conditions, and can reform their ranks at a moment’s notice.

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

Space Marine Scouts are trained in unconventional tactics, such as scattering lethal cluster mines to cover their retreat.

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

Igniting their jump packs, the Blood Angels soar high like their Primarch of old, masters of the war-torn skies.

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

The guns and ships of the Imperium stand ready to unleash hell at the Space Marines’ command.

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

Sternguard Veterans are experts in identifying the slightest weaknesses in their target’s defences, then exploiting them with lethal skill.

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

Land Speeders are excellent forward recon craft, able to vox through precise bombardment coordinates to nearby artillery.

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

Chambers flooded with nitro-sanctified unguents, Lucifer-pattern engines bellow their fury and propel Blood Angels tanks into battle at breakneck speed.

Use this Stratagem after declaring that a BLOOD ANGELS VEHICLE (other than a DREADNOUGHT or a VEHICLE that can FLY) from your army will Advance. Increase its Move characteristic by 6" (or D6+6" if it is a BAAL PREDATOR) until the end of the phase instead of rolling a dice.
1CP

EMPYRIC CHANNELLING

Blood Angels Stratagem

Alone, a Space Marine Librarian is a mighty battle-sorcerer. Gathered together, they possess the power to shatter worlds.

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

Space Marine Predators often hunt in packs, combining their firepower to devastating effect.

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

The sheer power of a Space Marine armoured assault can shatter all before it in a firestorm of high-explosive rounds.

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

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

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

The Blood Angels are masters of aerial assault, leaping from speeding Stormravens and Thunderhawks with jump packs roaring to plunge straight into the heart of the fight.

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

In times of great desperation, fury and ferocity can be a warrior’s greatest allies.

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

Techmarines prize the most belligerent and stalwart machine spirits, for they are unyielding in their persecution of the enemy.

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

Flakk missiles are designed to eliminate light aircraft by unleashing a payload of shrapnel that shreds armour and ruptures vital systems.

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

Of all Humanity’s foes, none are as hated by the Blood Angels as the Heretic Astartes, for it was the arch-fiend Horus that slew Sanguinius so many millennia ago.

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

Every Chapter has forged its own tales of heroism and valour, and no battle-brother would see that noble record besmirched.

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

The certainty of imminent death does not prevent a Space Marine from exacting his final justice upon the enemies of the Imperium.

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).

Stratagems (Blood of Baal)

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


1CP

DUTY ETERNAL

Blood Angels Stratagem

Having tasted death before, the Dreadnought pilot is determined to do his duty before his end finally comes.

Use this Stratagem when a BLOOD ANGELS DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
1/2CP

VETERAN INTERCESSORS

Blood Angels Stratagem

This squad has been noted for exemplary service.

Use this Stratagem before the battle. Select one BLOOD ANGELS INTERCESSOR SQUAD unit from your army that contains 5 models for 1 Command Point or one BLOOD ANGELS INTERCESSOR SQUAD unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSOR SQUAD unit can only be selected for this Stratagem once per battle.
1CP

MASTERFUL MARKSMANSHIP

Blood Angels Stratagem

Sternguard are experts at exploiting the foe’s weaknesses.

Use this Stratagem when a BLOOD ANGELS STERNGUARD VETERAN SQUAD unit from your army fires Overwatch or is chosen to shoot with. Until the end of the phase, when resolving an attack made with a special issue boltgun by a model in that unit, add 1 to the wound roll.
1CP

FURY OF THE FIRST

Blood Angels Stratagem

When the fighting is at its fiercest, the Terminators of the Blood Angels truly show their quality.

Use this Stratagem in any phase. Select one BLOOD ANGELS TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
1CP

HUNTER-SLAYER MISSILE

Blood Angels Stratagem

Hunter-slayer missiles eliminate priority targets.

Use this Stratagem in your Shooting phase. Select one BLOOD ANGELS REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48" of that model that is not within 1" of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each REPULSOR model can only be selected for this Stratagem once per battle.
2CP

RAPID FIRE

Blood Angels Stratagem

The combination of post-human reflexes and rigid bolter- drills produce a devastating rate of blistering firepower.

Use this Stratagem at the start of your Shooting phase. Select one BLOOD ANGELS INTERCESSOR SQUAD or DEATH COMPANY INTERCESSORS unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
1CP

VISAGE OF THE DAMNED

Blood Angels Stratagem

The enemy are beset by visions of their own mortality.

Use this Stratagem in the Fight phase. Select one BLOOD ANGELS unit from your army that has the Death Mask ability. Until the end of the phase, when resolving an attack against that unit, subtract 1 from the hit roll.
1CP

HERO OF THE CHAPTER

Blood Angels Stratagem

Every Space Marine is a champion in their own right, a warrior-god who stands between Mankind and darkness.

Use this Stratagem before the battle, after nominating your Warlord. Select one BLOOD ANGELS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
2CP

TRANSHUMAN PHYSIOLOGY

Blood Angels Stratagem

The legacy of a Primarch flows through the Blood Angels’ veins, allowing them to overcome grievous wounds.

Use this Stratagem when a BLOOD ANGELS unit from your army that is not a VEHICLE or a SERVITOR is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Blood Angels Stratagem

The raging machine spirit wreaks havoc on the enemy.

Use this Stratagem when a BLOOD ANGELS LAND RAIDER model, BLOOD ANGELS REPULSOR model or BLOOD ANGELS STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when resolving these attacks).
1CP

REFUSAL TO DIE

Blood Angels Stratagem

Only the direst wounds penetrate the darkest madness.

Use this Stratagem in any phase, after a DEATH COMPANY unit from your army is chosen as the target of an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost. You can only use this Stratagem once per turn.
1CP

STEADY ADVANCE

Blood Angels Stratagem

Blood Angels pour a stream of fire into their foes as they advance unrelentingly.

Use this Stratagem in your Shooting phase, when a BLOOD ANGELS INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
1CP

HONOURED BY BAAL

Blood Angels Stratagem

It is not unheard of for the relics of the Blood Angels to be bestowed for a time upon a worthy successor Chapter.

Use this Stratagem after nominating a model drawn from a Blood Angels successor Chapter to be your Warlord. You can give one Relic of Baal to a CHARACTER model from your army that is drawn from a Blood Angels successor Chapter instead of giving them a Special-issue Wargear Relic. If you do, replace the BLOOD ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once per battle.
1CP

HAMMER OF WRATH

Blood Angels Stratagem

Launching themselves into the enemy ranks, the Blood Angels crash home with bone-breaking force.

Use this Stratagem when a BLOOD ANGELS JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.
1CP

DEATH ON THE WIND

Blood Angels Stratagem

The crackling disruptor fields of encarmine weapons reflect in gilded armour before striking down their wielders’ enemies.

Use this Stratagem in the Fight phase. Select one SANGUINARY GUARD unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, treat a damage result of 1 as 2.
3CP

TARGET SIGHTED

Blood Angels Stratagem

With pinpoint accuracy, Intercessors pick out enemy commanders, as well as their armour’s weak points.

Use this Stratagem at the start of your Shooting phase. Select one BLOOD ANGELS INTERCESSOR SQUAD or DEATH COMPANY INTERCESSORS unit from your army. Until the end of the phase, stalker bolt rifles the models in that unit are armed with gain the following ability: ‘Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.’
1CP

UNBRIDLED ARDOUR

Blood Angels Stratagem

To their brothers’ defence, Blood Angels will fly instantly.

Use this Stratagem in the Charge phase. Select one BLOOD ANGELS unit from your army. That unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, that unit can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
2CP

BOLTSTORM

Blood Angels Stratagem

The sons of Baal unleash an inescapable hail of fire.

Use this Stratagem at the start of your Shooting phase. Select one BLOOD ANGELS INTERCESSOR SQUAD or DEATH COMPANY INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’
1CP

EXPLOSIVE JUDGEMENT

Blood Angels Stratagem

When golden fire blazes from on high, none can hide.

Use this Stratagem in your Shooting phase. Select one SANGUINARY GUARD unit from your army. Until the end of the phase, when resolving an attack made with an angelus boltgun by a model in that unit, you can re-roll the wound roll and the target does not receive the benefit of cover to its saving throw.
1CP

GENE-WROUGHT MIGHT

Blood Angels Stratagem

Primaris Blood Angels can deliver devastating blows, their strength deriving from arcane bio-tech.

Use this Stratagem in the Fight phase, when a BLOOD ANGELS PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

CHALICE OVERFLOWING

Blood Angels Stratagem

The Sanguinary Priesthood know that one drop of their Primarch’s blood allowed to fall is one too many.

Use this Stratagem in your Movement phase. Select one SANGUINARY PRIEST unit from your army. Until the end of the turn, that unit can use its Narthecium ability one additional time. In addition, this unit can target a friendly unit with its Narthecium ability even if that unit has already been targeted by the Narthecium ability earlier that turn.

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.


Obscuration Discipline

Those Space Marine Librarians seconded to Vanguard operations are trained in the psychic arts of obscuration and illusion. They weave impenetrable cloaks of warp energy around their battle-brothers, conjure haunting visions to distract and terrify their foes, and ease the Vanguard formations’ passage through enemy territory.

Before the battle, generate the psychic powers for BLOOD ANGELS PSYKER models that know powers from the Obscuration discipline using the table below. You can either roll one D6 to generate each power randomly (rerolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

SHROUDING

The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.

Shrouding has a warp charge value of 6. If manifested, select one friendly BLOOD ANGELS PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

2

SOUL SIGHT

The psyker shares his warp-sight with his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.

Soul Sight has a warp charge value of 6. If manifested, select one friendly BLOOD ANGELS PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, you can re- roll the hit roll and the target does not receive the benefit of cover to its saving throw.

3

MIND RAID

The psyker peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim.

Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this psyker. That model’s unit suffers 1 mortal wound. If your army is Battle-forged and that model is a CHARACTER, roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.

4

HALLUCINATION

The psyker instils terror in his foes by conjuring nightmarish images out of their memories.

Hallucination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit. Your opponent then rolls 2D6; if the result is greater than the highest Leadership characteristic of models in that unit, then until the start of your next Psychic phase, when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

5

TENEBROUS CURSE

The psyker sends a psychic bolt lancing through his foes’ minds. As they reel from the assault, their own shadows drag down their casters.

Tenebrous Curse has a warp charge value of 6. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this psyker. That unit suffers 1 mortal wound and, until the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance rolls and charge rolls made for it (rounding up).

6

TEMPORAL CORRIDOR

The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to rapidly traverse the battlefield.

Temporal Corridor has a warp charge value of 7. If manifested, select one friendly BLOOD ANGELS PHOBOS unit within 3" of this psyker. That unit can immediately move as if it were your Movement phase, but it cannot Fall Back as part of this move and must Advance. When the Advance roll is made for that Advance, roll 3D6 and discard two of the results. You cannot use Temporal Corridor on the same unit more than once per Psychic phase.


Litanies of Battle

Space Marine Chaplains are exemplars of righteous wrath. Powerful orators and accomplished warriors both, they provide bellicose counsel to their comrades and act as spiritual bastions for their Chapter. The litanies that Chaplains intone on the battlefield imbue those around them with fresh determination and martial fury.

Before the battle, generate the litanies for BLOOD ANGELS CHAPLAIN models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows. In addition, if your army is Battle-forged, CHAPLAINS in BLOOD ANGELS Detachments know the Invocation of Destruction litany in addition to any others they know.

D6LITANIES OF BATTLE
1

LITANY OF FAITH

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then when a model in a friendly BLOOD ANGELS unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Standard of Sacrifice Relic).

2

CATECHISM OF FIRE

The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower.

If this litany is inspiring, select one friendly BLOOD ANGELS unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

3

EXHORTATION OF RAGE

The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down.

If this litany is inspiring, select one friendly BLOOD ANGELS unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

4

MANTRA OF STRENGTH

The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself.

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

5

RECITATION OF FOCUS

The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true.

If this litany is inspiring, select one friendly BLOOD ANGELS unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

CANTICLE OF HATE

Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy.

If this litany is inspiring, add 2 to charge rolls made for friendly BLOOD ANGELS units whilst they are within 6" of this model. In addition, when a friendly BLOOD ANGELS unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.

BLOOD ANGELS: INVOCATION OF DESTRUCTION

Recalling from legend the deeds of Azkaellon, the Chaplain inspires his battle-brothers to still their souls, compelling their blades to strike true and deep.

If this litany is inspiring, select one friendly BLOOD ANGELS unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6, that weapon has an Armour Penetration characteristic of -4 for that attack.


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 SethMerciless Butcher 

Vanguard Warlord Traits

The Phobos-armoured commanders of the Blood Angels coordinate everything from single-squad missions to entire Vanguard armies. Combining the strength and grace of true sons of Sanguinius with the subtlety, precision and stealth of the Vanguard, these leaders can outmanoeuvre any enemy.

If a BLOOD ANGELS PHOBOS CHARACTER model is your Warlord, you can use the Vanguard Warlord Traits table below to determine what Warlord Trait they have instead of the Warlord Traits table from Codex: Blood Angels.

D6WARLORD TRAIT
1

SHOOT AND FADE

This warrior harries the foe before returning to the shadows.

At the start of your Shooting phase, you can select one friendly BLOOD ANGELS PHOBOS unit within 6" of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

2

LORD OF DECEIT

This leader is adept at subterfuge and spreading misinformation.

At the start of the first battle round, before the first turn begins, select up to three friendly BLOOD ANGELS PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).

3

MASTER OF THE VANGUARD

This Space Marine is a living legend of the Vanguard formations, and an inspiration to his battle-brothers.

Add 1" to the Move characteristic of friendly BLOOD ANGELS PHOBOS units whilst they are within 6" of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly BLOOD ANGELS PHOBOS units whilst they are within 6" of this Warlord.

4

STEALTH ADEPT

So masterfully does this warlord slip through enemy territory that he appears to the foe as little more than a spectre.

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

5

TARGET PRIORITY

This tactician is constantly seeking prime targets.

At the start of your Shooting phase, select one friendly BLOOD ANGELS PHOBOS unit within 3" of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

MARKSMAN’S HONOURS

This warlord is one of the finest sharpshooters in the galaxy.

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics.


Flesh Tearers Detachment Rules

This section presents the rules for fielding an army formed from the Flesh Tearers Chapter, a Blood Angels successor Chapter. If your army is Battle-forged and includes any FLESH TEARERS Detachments, the rules in this section can be used in addition to Detachment Rules presented in Codex: Blood Angels.

ABILITIES
If your army is Battle-forged, all units (excluding SERVITORS) in FLESH TEARERS Detachments (other than Super-heavy Auxiliary Detachments) gain the Fury Within ability, instead of The Red Thirst ability.

Fury Within
The Flesh Tearers labour under a bloodthirsty recklessness. When controlled and focussed, however, this murderous ferocity can make them unstoppable.
When resolving an attack made with a melee weapon by a model with this ability in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the wound roll. In addition, when resolving an attack made with a melee weapon by a model in this unit, on an unmodified wound roll of 6 improve that weapon’s Armour Penetration characteristic by 1 for that attack (e.g. AP 0 becomes AP -1).

Warlord Traits

If a FLESH TEARERS CHARACTER is your Warlord, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.
D3WARLORD TRAIT
1

MERCILESS BUTCHER

The warlord is but a single, blood-fulled moment away from succumbing to the Black Rage. In battle they are lost to the pursuit of slaughter, hacking apart all before them with unrelenting savagery.

When this Warlord is chosen to fight in the Fight phase, they can make 1 additional attack with one of its melee weapons for every 5 enemy models within 3" of it, to a maximum of 3 additional attacks.

2

OF WRATH AND RAGE

With snarls of hate and a bellow of rage the warlord fires the blood of his brothers, reminding them of the vengeance owed to a universe that saw Sanguinius laid low.

When resolving an attack made with a melee weapon by this Warlord, on an unmodified hit roll of 6 you can make 1 additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

3

CRETACIAN BORN

To survive on the death world of Cretacia, a hunter must be swifter than the murderous beasts around him. A son of this brutal world, the warlord acts with ferocious swiftness, rushing into combat before his prey has time to react.

Overwatch attacks cannot be made against this Warlord.


Relics of Cretacia

If your army is led by a FLESH TEARERS Warlord, you can give one of the following Relics of Cretacia to a FLESH TEARERS CHARACTER model in your army instead of giving them a Relic from Codex: Blood Angels. Named characters (such as Gabriel Seth) cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

SEVERER OF THREADS

This monstrous chainsword has ended the fates of countless enemies of the Imperium. Tyrants, tainted war engines, hideous xenos; all have felt its twin rows of blurring teeth.

Model with chainsword only. This Relic replaces a chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Severer of Threads
Severer of Threads
Melee
Melee
+1
-1
1
Abilities: When the bearer fights, it makes D3 additional attacks with this weapon. When resolving an attack made with this weapon against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

SORROW’S GENESIS

The Flesh Tearers’ Sanguinary Priesthood view this elder narthecium as one of their deadliest weapons. From its scalpels and unguents rises a fallen Flesh Tearer, ready to inflict bloody retribution upon the enemy for his wounds.

SANGUINARY PRIEST, PRIMARIS APOTHECARY OR SANGUINARY NOVITIATE model only. A model with this Relic loses the Narthecium ability and has the following ability:

Sorrow’s Genesis: At the end of your Movement phase, this model can provide medical attention to one friendly FLESH TEARERS INFANTRY or FLESH TEARERS BIKER unit within 3". If that unit contains any models that have lost any wounds, select one of those models to regain up to 3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 2+ you can return one destroyed model from that unit to the battlefield with 3 lost wounds regained, placing it within 3" of this model and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). Each unit can only be affected by the Sorrow’s Genesis or Narthecium abilities once per turn.

Stratagems

If your army is Battle-forged and includes any FLESH TEARERS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Flesh Tearers on the battlefield.
2CP

SAVAGE DESTRUCTION

Flesh Tearers Stratagem

The Flesh Tearers’ enemies are not merely killed, but rent apart in fountains of bloody gore.

Use this Stratagem at the start of the Fight phase. Select one enemy unit. Until the end of the turn, when a model in that unit is destroyed as a result of an attack made by a FLESH TEARERS model from your army, that destroyed model counts as two destroyed models for the purpose of any Morale test taken for that unit.
1CP

AGGRESSIVE ONSLAUGHT

Flesh Tearers Stratagem

With a need to slay, Flesh Tearers constantly push forward towards new foes.

Use this Stratagem in your Fight phase. Select one FLESH TEARERS INFANTRY unit from your army. Until the end of the phase, when models in that unit make a pile-in move, they can move up to 6" instead of 3".

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
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
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
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.

BIOMANTIC SARCOPHAGUS

This casket projects and refines the mind of the Librarian interred within a Dreadnought chassis. Psychically sensitive filaments are threaded throughout, while wafer stacks are installed beneath the Librarian’s biological remains, each a shaving of the crystalline material found accreting in Geller field cores. Dangerously cascading energies are siphoned through the crystal wafers, while the Librarian’s powers are channelled along every arcane angle of the Sarcophagus’ psychic architecture.

LIBRARIAN DREADNOUGHT model only. Add 6" to the range of the psychic powers this model manifests from the Sanguinary discipline. In addition, once per turn, when a Psychic test or Deny the Witch test is taken for this model, you can re-roll one of the dice.

DECIMATOR

This exquisite rifle unleashes an unending storm of fire. Decimator’s recoil dampers and the twinned machine spirits overseeing its cyclic mechanisms are the result of decades (and lives) expended in the bowels of Mars’ forge temples, while each individually crafted shell is inscribed with the Versus Decimatus from the Codex Astartes.

Model with master-crafted auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Decimator
Decimator
24"
Assault 3
5
-2
2
Abilities: When resolving an attack made with this weapon, the bearer does not suffer the penalty for Advancing and firing Assault weapons.

FIGURE OF DEATH

Chaplain Umbrael served with the Chapter over two millennia ago. His bombastic sermons, amplified through vox units in his armour, accompanied a visceral aura of dread around the black-clad warrior. Umbrael’s sculpted crozius arcanum, the Figure of Death, became so infused with the fear he embodied – so it is claimed – that to face a Chaplain wielding it today is to face terror itself

Model with crozius arcanum only. This Relic replaces a crozius arcanum and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Figure of Death
Figure of Death
Melee
Melee
+1
-2
2
Abilities: When resolving an attack made with this weapon, on a successful wound roll the target is terrified until the end of the turn in addition to any normal damage. Whilst a unit is terrified, subtract 2 from the Leadership characteristic of models in that unit.

GLEAMING PINIONS

Light glints from the Gleaming Pinions’ curves, whether the wan light of stars or garish explosions. Appearing as merely beautifully sculpted wings adorning the bearer’s jump pack, this unique artefact contains hundreds of micro-servos connected to individual ceramite feathers and planar surfaces. With such aerodynamic control, the wearer can twist and bank at incredible speeds, turning heavenward soars into stooping dives in a heartbeat.

JUMP PACK model only. This model can charge in a turn in which it Fell Back. In addition, when a charge roll is made for this model, add 1 to the result.

WRATH OF BAAL

If this ancient banner was ever known by another name, it has long been lost to time. All surviving records refer to it only as the Wrath of Baal, for that is what its presence heralds. Where it flies, its depiction of Sanguinius framed by his angelic wings spurs his sons to leap further and higher. The teardrops of polished bloodstone remind them of their Primarch’s and Chapter’s sacrifice, and so they burn their jump packs hard, the swifter to bring the retribution of the Blood Angels down upon their foes.

SANGUINARY ANCIENT model only. At the start of your Movement phase, add 2 to the Move characteristic of models in friendly BLOOD ANGELS JUMP PACK units if their unit is within 6" of this model. This bonus lasts until the end of the turn.

Special-issue Wargear

Many are the prized artefacts and legendary weapons kept within the vaults of the Blood Angels and their successor Chapters. Those who can trace their lineage to Sanguinius have always evinced an aesthetic appreciation of sculpted refinement and many of their relics radiate as much beauty as they do death.

If your army is led by a BLOOD ANGELS Warlord or a Warlord drawn from a Blood Angels successor Chapter, you can give one of the following Special-issue Wargear Relics to a BLOOD ANGELS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Blood Angels successor Chapter, instead of giving them a Relic from Codex: Blood Angels. These are considered to be Relics of Baal for all rules purposes. Named characters and VEHICLES cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks sometimes incorporate the shrouds that have lain over the tombs of Chapter heroes. The wearer is filled with the strength of their forebear in their hour of need, thus enduring the most grievous of wounds.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

ARTIFICER ARMOUR

The sons of Sanguinius possess some of the most wondrous suits of armour in the Imperium. These ornately sculpted assemblages of engraved plate provide superior protection and afford a fluid ease of movement. All who set eyes upon the wearer are left in no doubt of their nobility and grace.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into bionic implants or power-armoured gauntlets. Short-ranged and powerful, they can be triggered in the midst of melee to blast the enemy point-blank with angelic retribution.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

FLESHRENDER GRENADES

These-red spheres contain small servo-automata ringed with multiple circular gyro-saws like miniature astrolabes. They follow limited logic paths to rend and tear anything nearby in fountains of blood before their power runs out.

Model with frag grenades only. This Relic replaces frag grenades and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fleshrender Grenades
Fleshrender Grenades
6"
Grenade 3
5
-3
2
Abilities: When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.

ICON OF THE ANGEL

Entrusted to one whose faith in the Primogenitor is profound and articulate, each Icon of the Angel takes a unique form. Whether a token chained to a vambrace or a small shrine upon the bearer’s backpack, all are a unique representation of Sanguinius. The bearer reminds his brothers of the heretics who fled after laying low the Angel, exhorting them to let no enemy escape their grasp again.

When a charge roll is made for a friendly BLOOD ANGELS unit or unit with the same successor Chapter keyword as a model with this Relic whilst within 3" of that model, you can re-roll any of the dice.

MASTER-CRAFTED WEAPON

The finest artificers of the Chapter forge weapons of utter lethality for their angelic battle-brothers to wield in battle. To be granted the use of one is indeed a high honour.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Relic of Baal.

QUAKE BOLTS

Each quake bolt is crafted individually by a Magos of the Adeptus Mechanicus, and contains a warhead that emits a pulsed shock wave. Anyone caught in the vicinity is thrown from their feet and becomes easy prey for assault units.

When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a quake bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target is felled until the end of the turn and the attack sequence continues. When resolving an attack made with a melee weapon against a felled unit, add 1 to the hit roll.

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

MELEE WEAPONS (LEGENDARY)

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power lance

 • Power maul

 • Power sword

 • Thunder hammer


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Absolvor bolt pistol (Indomitus)
0
Absolvor bolt pistol (Indomitus)
16"
Pistol 1
5
-1
2
-
0
Absolvor bolt pistol
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
0
Accelerator autocannon
0
Accelerator autocannon
48"
Heavy 2
7
-2
2
-
30
Aiolos missile launcher
30
Aiolos missile launcher
60"
Heavy 2D3
6
-1
1
-
0
Air defence missiles
0
Air defence missiles
48"
Heavy D3
8
-2
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.
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
Angelus boltgun
0
Angelus boltgun
12"
Assault 2
4
-1
1
-
70
Anvillus autocannon battery
70
Anvillus autocannon battery
36"
Heavy 8
8
-1
2
-
75
Arachnus heavy lascannon battery
75
Arachnus heavy lascannon battery
48"
Heavy 2
10
-4
D6
When attacking with this weapon, if at least one dice roll when determining Damage is inflicted is a natural ‘6’ then a mortal wound is inflicted in addition to other damage.
When attacking with this weapon, if at least one dice roll when determining Damage is inflicted is a natural ‘6’ then a mortal wound is inflicted in addition to other damage.
0
Assault bolter
0
Assault bolter
18"
Assault 3
5
-1
1
-
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
0
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
 - Supercharge
24"
Assault 2
7
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Astartes grenade launcher
When you choose this weapon to shoot with, select one of the profiles below.
0
Astartes grenade launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Astartes shotgun
0
Astartes shotgun
12"
Assault 2
4
0
1
When resolving an attack made with this weapon against a unit that is within half range, this weapon has a Strength characteristic of 5 for that attack.
When resolving an attack made with this weapon against a unit that is within half range, this weapon has a Strength characteristic of 5 for that attack.
0
Auto bolt rifle
0
Auto bolt rifle
24"
Assault 3
4
0
1
-
0
Auto boltstorm gauntlets (shooting)
0
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
20
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
20
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
 - Krak missiles
 - Krak missiles
48"
Heavy 1
8
-2
D6
-
 - Frag missiles
 - Frag missiles
48"
Heavy D6
4
0
1
Blast
Blast
 - Icarus missiles
 - Icarus missiles
48"
Heavy D3
7
-1
D3
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
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.
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
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Meltagun
 - 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.
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
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
0
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
 - Executioner round
 - Executioner round
36"
Heavy 1
5
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
 - Hyperfrag round
 - Hyperfrag round
36"
Heavy D3
5
0
1
Blast. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Blast. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
 - Mortis round
 - Mortis round
36"
Heavy 1
5
-2
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Boltstorm gauntlet (shooting)
0
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
30
C-beam cannon
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
0
Cerberus launcher
0
Cerberus launcher
18"
Heavy D6
4
0
1
Blast
Blast
3
Combi-bolter
3
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
10
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
10
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
10
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
10
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
20
Conversion beamer
20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
25
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
25
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
36"
Heavy 2D3
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
60
Cyclonic melta lance
60
Cyclonic melta lance
18"
Heavy 2D3
9
-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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Deathstorm cannon array
0
Deathstorm cannon array
12"
Heavy 6
6
-1
1
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
0
Deathstorm missile array
0
Deathstorm missile array
18"
Heavy 2
8
-2
D3
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
5
Deathwind launcher
5
Deathwind launcher
12"
Assault D6
5
0
1
Blast
Blast
0
Demolisher cannon
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
0
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
0
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
0
Disintegration pistol
0
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
0
Dreadhammer siege cannon
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
Blast. If the Relic Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
Blast. If the Relic Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
25
Dreadnought inferno cannon
25
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
This weapon hits its target automatically.
11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
 - HE shells
100"
Heavy 2D6
8
-3
2
Blast. When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
Blast. When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
 - AE shells
100"
Heavy 2
14
-4
6
-
0
Firefury missile battery
0
Firefury missile battery
72"
Heavy 4
6
-1
1
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm cannon
0
Flamestorm cannon
12"
Heavy D6
6
-2
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
25
Flamestorm cannon (Baal Predator)
25
Flamestorm cannon (Baal Predator)
12"
Heavy D6
6
-2
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm gauntlets (shooting)
0
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
20
Frag cannon
20
Frag cannon
8"
Assault 2D6
6
-1
1
Blast. This weapon automatically hits its target.
Blast. This weapon automatically hits its target.
0
Frag grenades
0
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
5
Fragstorm grenade launcher
5
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Grav-cannon and grav-amp
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
65
Grav-flux bombard
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
Blast. If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
Blast. If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
10
Grav-gun
10
Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
5
Grav-pistol
5
Grav-pistol
12"
Pistol 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
15
Graviton blaster
15
Graviton blaster
18"
Assault 2
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
5
Grenade harness
5
Grenade harness
12"
Assault D6
4
-1
1
Blast
Blast
5
Hand flamer
5
Hand flamer
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
1
Hand flamer
1
Hand flamer
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Heavy bolt pistol (Indomitus)
0
Heavy bolt pistol (Indomitus)
18"
Pistol 1
4
-1
1
-
0
Heavy bolt pistol
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
40
Heavy laser destroyer
40
Heavy laser destroyer
72"
Heavy 2
10
-4
D6
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
0
Heavy neutron pulse array
0
Heavy neutron pulse array
72"
Heavy 3
14
-4
3+D6
Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player’s next Shooting phase.
Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player’s next Shooting phase.
30
Heavy onslaught gatling cannon
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
 - Supercharge
36"
Heavy 1
9
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Helios launcher
0
Helios launcher
72"
Heavy 2D6
7
-1
1
This weapon can target units that are not visible to the bearer.
This weapon can target units that are not visible to the bearer.
50
Hellfire plasma carronade
50
Hellfire plasma carronade
24"
Heavy 5
8
-3
3
For each hit roll of a 1, the bearer suffers one single mortal wound after all of the weapon’s shots have been resolved.
For each hit roll of a 1, the bearer suffers one single mortal wound after all of the weapon’s shots have been resolved.
60
Hellstrike battery
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
15
Hurricane bolter
15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
30
Hyperios launcher
30
Hyperios launcher
72"
Heavy 2D3
8
-2
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. This weapon can target units not visible to the firing model.
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. This weapon can target units not visible to the firing model.
5
Icarus ironhail heavy stubber
5
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
5
Icarus rocket pod
5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
10
Icarus stormcannon
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
0
Incendium cannon
0
Incendium cannon
12"
Heavy 2D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
5
Inferno pistol
5
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
45
Infernus cannon
45
Infernus cannon
8"
Heavy 2D6
5
-1
2
This weapon hits its target automatically.
This weapon hits its target automatically.
0
Instigator bolt carbine
0
Instigator bolt carbine
24"
Assault 1
4
-1
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
5
Ironhail heavy stubber
5
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
5
Ironhail skytalon array
5
Ironhail skytalon array
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
25
Kheres assault cannon
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
25
Kheres-pattern assault cannon
25
Kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenades
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
5
Krakstorm grenade launcher
5
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
10
Las fusil
10
Las fusil
36"
Heavy 1
8
-3
3
-
35
Las-talon
35
Las-talon
24"
Heavy 2
9
-3
D6
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
30
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
30
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D6
8
-4
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
9
-4
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
40
Magna-melta cannon
40
Magna-melta cannon
24"
Heavy D3
10
-4
D6
Blast. If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
Blast. If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
0
Marksman bolt carbine
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
When resolving an attack made with this weapon, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
5
Master-crafted auto bolt rifle
5
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
5
Master-crafted boltgun
5
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
0
Master-crafted instigator bolt carbine
0
Master-crafted instigator bolt carbine
30"
Assault 1
4
-2
3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
0
Master-crafted occulus bolt carbine
0
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
5
Master-crafted stalker bolt rifle
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
5
Melta bombs
5
Melta bombs
4"
Grenade 1
8
-4
D6
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
0
Melta cutter
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Melta rifle
0
Melta rifle
24"
Assault 1
8
-4
D6
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
10
Meltagun
10
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-melta
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
25
Multi-melta (Indomitus)
25
Multi-melta (Indomitus)
24"
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
Neo-volkite pistol
Neo-volkite pistol
15"
Pistol 2
5
0
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
0
Neutron pulse cannon
0
Neutron pulse cannon
48"
Heavy 3
12
-4
D6
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
0
Occulus bolt carbine
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
20
Onslaught gatling cannon
20
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
20
Onslaught gatling cannon (Indomitus)
20
Onslaught gatling cannon (Indomitus)
24"
Heavy 8
5
-1
1
-
10
Plasma blaster
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma blaster
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
10
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
10
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharged
 - Supercharged
18"
Assault 2
8
-3
2
For each hit roll of 1, the bearer suffers a single mortal wound.
For each hit roll of 1, the bearer suffers a single mortal wound.
10
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
15
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
15
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
40
Plasma destroyer
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
Blast
Blast
5
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
18"
Assault D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
18"
Assault D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
10
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
 - Supercharge
30"
Rapid Fire 1
8
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
40
Predator autocannon
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
0
Punisher rotary cannon
0
Punisher rotary cannon
36"
Heavy 18
5
-1
1
-
60
Quad heavy bolter
60
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
45
Quad launcher
When firing this weapon, select one of the two profiles below:
45
Quad launcher
When firing this weapon, select one of the two profiles below:
 - Shatter shells
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
 - Thunderfire shells
60"
Heavy 4D3
5
0
1
This weapon can target units not visible to the firing model.
This weapon can target units not visible to the firing model.
10
Reaper autocannon
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Reductor pistol
0
Reductor pistol
3"
Pistol 1
4
-3
2
-
40
Scorpius multi-launcher
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units not visible to the firing model.
Blast. This weapon can target units not visible to the firing model.
0
Shock grenades
0
Shock grenades
6"
Grenade D3
*
*
*
Blast. This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
Blast. This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
0
Siege melta array
0
Siege melta array
12"
Heavy 4D3
9
-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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Skyhammer missile launcher
20
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
45
Skyreaper battery
45
Skyreaper battery
48"
Heavy 8
7
-1
5
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.
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
0
Skyspear missile launcher
60"
Heavy 1
9
-3
D6
When resolving an attack made with this weapon, you can re-roll the hit roll, and you add 1 to the hit roll if the target can FLY.
When resolving an attack made with this weapon, you can re-roll the hit roll, and you add 1 to the hit roll if the target can FLY.
2
Sniper rifle
2
Sniper rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Special issue boltgun
0
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
0
Stalker bolt rifle
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
50
Storm cannon array
50
Storm cannon array
24"
Heavy 10
7
-2
2
-
0
Stormstrike missile launcher
0
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
0
Tempest salvo launcher
0
Tempest salvo launcher
36"
Heavy D3
6
-3
2
-
0
Thunderhawk heavy cannon
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Turbo-laser destructor
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
0
Twin accelerator autocannon (Indomitus)
0
Twin accelerator autocannon (Indomitus)
48"
Heavy 6
7
-1
2
-
40
Twin assault cannon
40
Twin assault cannon
24"
Heavy 12
6
-1
1
-
0
Twin auto bolt rifle
0
Twin auto bolt rifle
24"
Assault 6
4
0
1
-
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
0
Twin bolt rifle
0
Twin bolt rifle
30"
Rapid Fire 2
4
-1
1
-
0
Twin boltgun
0
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
40
Twin heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
40
Twin heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy 2D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
50
Twin hellstrike launcher
50
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
-
0
Twin Icarus ironhail heavy stubber
0
Twin Icarus ironhail heavy stubber
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
0
Twin ironhail autocannon
0
Twin ironhail autocannon
48"
Heavy 6
7
-1
2
-
40
Twin las-talon
40
Twin las-talon
24"
Heavy 4
9
-3
D6
-
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
120
Twin magna-melta
120
Twin magna-melta
24"
Heavy 2D3
10
-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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
50
Twin multi-melta
50
Twin multi-melta
24"
Heavy 2
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
 - 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.
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Twin volcano cannon
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
10
Twin volkite charger
10
Twin volkite charger
15"
Heavy 4
5
0
2
-
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
20
Vengeance launcher
20
Vengeance launcher
48"
Heavy 2D6
5
-1
1
Blast
Blast
5
Volkite charger
5
Volkite charger
15"
Heavy 2
5
0
2
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
15
Whirlwind castellan launcher
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
10
Whirlwind vengeance launcher
10
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Wrist-mounted grenade launcher
5
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
Blast
Blast
30
Xiphon missile battery
30
Xiphon missile battery
60"
Heavy 3
6
-2
3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Auto boltstorm gauntlets (melee)
0
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Blood Reaver
Blood Reaver
Melee
Melee
x2
-2
3
-
35
Blood talons
35
Blood talons
Melee
Melee
+4
-2
3
You can re-roll failed hit and wound rolls for this weapon.
You can re-roll failed hit and wound rolls for this weapon.
0
Boltstorm gauntlet (melee)
0
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Caestus ram
0
Caestus ram
Melee
Melee
User
-3
D6
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
10
Chainfist
10
Chainfist
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Crozius arcanum (Indomitus)
0
Crozius arcanum (Indomitus)
Melee
Melee
+2
-1
2
-
0
Crozius arcanum
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Crushing tracks
0
Crushing tracks
Melee
Melee
User
-2
D3
-
Dead Man’s Hand
Dead Man’s Hand
Melee
Melee
User
-2
1
-
Dreadnought chainfist
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
10
Encarmine axe
10
Encarmine axe
Melee
Melee
+1
-2
D3
-
Encarmine broadsword
Encarmine broadsword
Melee
Melee
+2
-4
D3
-
10
Encarmine sword
10
Encarmine sword
Melee
Melee
User
-3
D3
-
10
Eviscerator
10
Eviscerator
Melee
Melee
x2
-4
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Executioner relic blade
Executioner relic blade
Melee
Melee
+3
-3
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
0
Flamestorm gauntlets (melee)
0
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Force axe
0
Force axe
Melee
Melee
+1
-2
D3
-
0
Force axe
0
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force stave
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
0
Force sword
Melee
Melee
User
-3
D3
-
0
Force sword
0
Force sword
Melee
Melee
User
-3
D3
-
Furioso fist
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.
If a model is equipped with two Furioso fists, you can re-roll failed hit rolls when attacking with them.
0
Furioso force halberd
0
Furioso force halberd
Melee
Melee
+4
-4
3
-
Heaven’s Teeth
Heaven’s Teeth
Melee
Melee
+1
-1
1
-
0
Invictor fist
0
Invictor fist
Melee
Melee
x2
-3
3
-
Leviathan siege claw
Leviathan siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Re-roll failed wound rolls against INFANTRY.
Leviathan siege drill
Leviathan siege drill
Melee
Melee
x2
-4
4
-
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
Master-crafted power sword (Indomitus)
Master-crafted power sword (Indomitus)
Melee
Melee
+1
-3
2
-
10
Master-crafted power sword
10
Master-crafted power sword
Melee
Melee
User
-3
2
-
0
Paired combat blades
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power lance
4
Power lance
Melee
Melee
+2
-1
1
-
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
0
Redemptor fist
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
10
Relic blade
10
Relic blade
Melee
Melee
+2
-3
D3
-
30
Seismic hammer
30
Seismic hammer
Melee
Melee
x2
-4
5
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Servo-arm
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Termite drill
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.
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
The Axe Mortalis
Melee
Melee
+2
-3
D3
You can re-roll failed wound rolls for this weapon if the target is a CHARACTER.
You can re-roll failed wound rolls for this weapon if the target is a CHARACTER.
The Blood Crozius
The Blood Crozius
Melee
Melee
+2
-2
D3
-
The Executioner’s Axe
The Executioner’s Axe
Melee
Melee
+2
-3
D3
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 3.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 3.
The Sanguine Sword
The Sanguine Sword
Melee
Melee
x2
-3
D3
-
Thunder hammer
Thunder hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Vitarus
Vitarus
Melee
Melee
x2
-3
D3
-

Other Wargear

OTHER WARGEAR
ABILITIES 
5
Armorium Cherub
If a Space Marine Sergeant in this unit has an Armorium Cherub, then after a model in this unit shoots with a ranged weapon, that Armorium Cherub can reload that model’s weapon. If it does, that Armorium Cherub is removed from play and that model can immediately shoot with that ranged weapon again.

An Armorium Cherub is represented by an Armorium Cherub model, but does not count as a model for any rules purposes. Whilst a unit with an Armorium Cherub is on the battlefield, that Armorium Cherub must be within 2" of it.
5
Armorium Cherub
If a Space Marine Sergeant in this unit has an Armorium Cherub, then after a model in this unit shoots with a ranged weapon, that Armorium Cherub can reload that model’s weapon. If it does, that Armorium Cherub is removed from play and that model can immediately shoot with that ranged weapon again.

An Armorium Cherub is represented by an Armorium Cherub model, but does not count as a model for any rules purposes. Whilst a unit with an Armorium Cherub is on the battlefield, that Armorium Cherub must be within 2" of it.
40
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly BLOOD ANGELS units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
40
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly BLOOD ANGELS units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
0
Auto Launchers
Instead of shooting in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
0
Auto Launchers
Instead of shooting in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
2
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
2
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
2
Camo Cloak
Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
2
Camo Cloak
Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
0
Death Mask
Enemy units suffer a -1 modifier to their Leadership while they are within 3" of any models wearing a death mask.
0
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 (Reivers)
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
2
Grapnel Launchers (Reivers)
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
2
Grav-chute
If this model has a grav-chute, then during deployment you can set up this model in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
2
Grav-chute
If this model has a grav-chute, then during deployment you can set up this model in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
10
Haywire Mine
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
10
Haywire Mine
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
5
Infiltrator Comms Array
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly <CHAPTER> PHOBOS CAPTAIN or <CHAPTER> PHOBOS LIEUTENANT models on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities.
5
Infiltrator Comms Array
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly <CHAPTER> PHOBOS CAPTAIN or <CHAPTER> PHOBOS LIEUTENANT models on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities.
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.
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.
20
Orbital Comms Array
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 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.
20
Orbital Comms Array
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 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.
25
Shield Dome
A model with a shield dome has a 4+ invulnerable save.
25
Shield Dome
A model with a shield dome has a 4+ invulnerable save.
0
Smoke Grenades
Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
0
Smoke Grenades
Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
Storm Shield
A model with a storm shield has a 3+ invulnerable save.
Storm Shield
A model with a storm shield has a 3+ invulnerable save.
5
Teleport Homer
If a model in this unit has a teleport homer, place one Deployed Teleport Homer anywhere in your deployment zone when you set up that model for the first time. Whilst that Deployed Teleport Homer is on the battlefield, that model’s unit can perform an emergency teleport instead of moving in your Movement phase. If it does, then at the end of that phase, remove that unit from the battlefield then set it up again wholly within 6" of that Deployed Teleport Homer. That Deployed Teleport Homer is then removed from play. If that Deployed Teleport Homer is ever within 9" of any enemy units, remove that Deployed Teleport Homer from play.

The Deployed Teleport Homer is represented by the Deployed Teleport Homer model, but does not count as a model for any rules purposes.
5
Teleport Homer
If a model in this unit has a teleport homer, place one Deployed Teleport Homer anywhere in your deployment zone when you set up that model for the first time. Whilst that Deployed Teleport Homer is on the battlefield, that model’s unit can perform an emergency teleport instead of moving in your Movement phase. If it does, then at the end of that phase, remove that unit from the battlefield then set it up again wholly within 6" of that Deployed Teleport Homer. That Deployed Teleport Homer is then removed from play. If that Deployed Teleport Homer is ever within 9" of any enemy units, remove that Deployed Teleport Homer from play.

The Deployed Teleport Homer is represented by the Deployed Teleport Homer model, but does not count as a model for any rules purposes.
And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
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 dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
1CP

KILLSHOT

Blood Angels Stratagem

Space Marine Predators often hunt in packs, combining their firepower to devastating effect.

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

HELLFIRE SHELLS

Blood Angels Stratagem

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

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.
1CP

FLAKK MISSILE

Blood Angels Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a payload of shrapnel that shreds armour and ruptures vital systems.

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.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

The Vexilus Praetor keyword is used in following Adeptus Custodes datasheets:

3CP

VEXILLA TELEPORT HOMER

Adeptus Custodes Stratagem

Custodes vexillas incorporate sophisticated teleport homers, allowing daring strikes into the heart of the enemy army.

Use this Stratagem at the end of your Movement phase. When you set up a teleporting ADEPTUS CUSTODES unit at the end of the phase, you can set it up wholly within 6" of a friendly VEXILUS PRAETOR (other than one that was set up in this turn) and more than 3" from enemy models. Any models that cannot be set up this way are destroyed.
2CP

LYING IN WAIT

Genestealer Cults Stratagem

Revealing themselves from carefully prepared positions, the true believers appear as if from thin air.

Use this Stratagem when you set up a unit from your army as reinforcements that has the Cult Ambush ability and that was set up underground. When setting up that unit, it can be set up anywhere on the battlefield that is more than 3" from any enemy models, but that unit cannot make a charge move this turn.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
2CP

AUSPEX SCAN

Space Marines Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem after your opponent sets up a unit on the battlefield as reinforcements within 12" of any ADEPTUS ASTARTES INFANTRY units from your army. Select one of those units from your army to shoot at that enemy unit as if it were your Shooting phase; when resolving these attacks, subtract 1 from hit rolls.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

SHROUDING

The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.

Shrouding has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

Combat Doctrines

When the Adeptus Astartes fight alongside their battlebrothers they employ a strict set of combat doctrines.

If your army is Battle-forged and if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.
Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

The Servitors keyword is used in following Blood Angels datasheets:

Elites
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
1CP/3CP

ARMOURY OF BAAL

Blood Angels Stratagem

The Blood Angels Chapter has many potent and ancient weapons with which to equip its mighty heroes during the times of greatest need.

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.

The Lieutenants keyword is used in following Blood Angels datasheets:

1CP

DEATH VISIONS OF SANGUINIUS

Blood Angels Stratagem

Even the greatest heroes of the Blood Angels can succumb to the clutches of the Black Rage, their minds burning with the conviction that they are the Primarch himself.

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

HERO OF THE CHAPTER

Blood Angels Stratagem

Every Space Marine is a champion in their own right, a warrior-god who stands between Mankind and darkness.

Use this Stratagem before the battle, after nominating your Warlord. Select one BLOOD ANGELS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

HONOURED BY BAAL

Blood Angels Stratagem

It is not unheard of for the relics of the Blood Angels to be bestowed for a time upon a worthy successor Chapter.

Use this Stratagem after nominating a model drawn from a Blood Angels successor Chapter to be your Warlord. You can give one Relic of Baal to a CHARACTER model from your army that is drawn from a Blood Angels successor Chapter instead of giving them a Special-issue Wargear Relic. If you do, replace the BLOOD ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once per battle.

The Blood Angels and Intercessor Squad keywords are used in following Blood Angels datasheets:

1/2CP

VETERAN INTERCESSORS

Blood Angels Stratagem

This squad has been noted for exemplary service.

Use this Stratagem before the battle. Select one BLOOD ANGELS INTERCESSOR SQUAD unit from your army that contains 5 models for 1 Command Point or one BLOOD ANGELS INTERCESSOR SQUAD unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSOR SQUAD unit can only be selected for this Stratagem once per battle.

The Death Company and Infantry keywords are used in following Blood Angels datasheets:

2CP

FORLORN FURY

Blood Angels Stratagem

So lost to rage are the Death Company that they surge unstoppably into battle, eagerly outpacing their brothers.

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.

The Baal Predator keyword is used in following Blood Angels datasheets:

Heavy Support
1CP

LUCIFER-PATTERN ENGINES

Blood Angels Stratagem

Chambers flooded with nitro-sanctified unguents, Lucifer-pattern engines bellow their fury and propel Blood Angels tanks into battle at breakneck speed.

Use this Stratagem after declaring that a BLOOD ANGELS VEHICLE (other than a DREADNOUGHT or a VEHICLE that can FLY) from your army will Advance. Increase its Move characteristic by 6" (or D6+6" if it is a BAAL PREDATOR) until the end of the phase instead of rolling a dice.
1CP

TACTICAL FLEXIBILITY

Blood Angels Stratagem

Space Marines are trained to adapt to changing battlefield conditions, and can reform their ranks at a moment’s notice.

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

WISDOM OF THE ANCIENTS

Blood Angels Stratagem

Each fallen hero that rests within a Space Marine Dreadnought has seen a thousand battles, and slain foes beyond counting in the name of the Emperor. Such noble service cannot help but inspire their fellow battle-brothers.

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.

The Blood Angels and Jump Pack keywords are used in following Blood Angels datasheets:

2CP

UPON WINGS OF FIRE

Blood Angels Stratagem

Igniting their jump packs, the Blood Angels soar high like their Primarch of old, masters of the war-torn skies.

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.

The Sanguinary Priest keyword is used in following Blood Angels datasheets:

1CP

CHALICE OVERFLOWING

Blood Angels Stratagem

The Sanguinary Priesthood know that one drop of their Primarch’s blood allowed to fall is one too many.

Use this Stratagem in your Movement phase. Select one SANGUINARY PRIEST unit from your army. Until the end of the turn, that unit can use its Narthecium ability one additional time. In addition, this unit can target a friendly unit with its Narthecium ability even if that unit has already been targeted by the Narthecium ability earlier that turn.
1CP

CLUSTER MINES

Blood Angels Stratagem

Space Marine Scouts are trained in unconventional tactics, such as scattering lethal cluster mines to cover their retreat.

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.
1CP

FURY OF THE FIRST

Blood Angels Stratagem

When the fighting is at its fiercest, the Terminators of the Blood Angels truly show their quality.

Use this Stratagem in any phase. Select one BLOOD ANGELS TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
1CP

BEHOLD THE GOLDEN HOST

Blood Angels Stratagem

So mighty and terrifying in aspect are the heroes of the Blood Angels that many foes choose to flee rather than face them in battle.

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