Legiones Astartes – The Angel’s Tears
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ELITES

The Angel’s Tears, who carry the rank and title of Erelim, the Silver Masks, and the Hands of Justice, serve the IXth Legion in place of the more common Destroyers of other Legions. They take to the field of war only at the direct command of Sanguinius himself, serving as his agents on those rare occasions he deems an enemy worthy only of annihilation. Armed with weapons best suited to the swift culling of those unworthy of a place in the Emperor’s Imperium, they descend upon the foe suddenly and unannounced, faces concealed in the silver death-masks of their Order and oaths of retribution on their lips.

As with the other Orders of the First Sphere, the Angel’s Tears surrender their names and identities for the term of their service, taking one of the ritual names that identifies them as a true Angel of Death, a bringer of destruction and remorseless killer. Such ritual trappings stem from the teachings of Sanguinius himself, owing their origins to neither Terra nor Baal. They serve to insulate his warriors from the death they cause, for when a member of the Erelim puts aside his mask and returns to the ranks of the Legion under his old name, he bears no lingering taint for the slaughter and destruction caused by the Erelim whose mantle he bore.

  • The Angel’s Tears 150 pts
M WS BS S T W I A Ld Sv Base
Erelim (base: 32mm)
Erelim 7 4 4 4 4 1 4 2 8 3+ 32mm
Arch-Erelim (base: 32mm)
Arch-Erelim 7 4 4 4 4 1 4 3 9 3+ 32mm
Unit Composition
  • 4 Erelim
  • 1 Arch-Erelim
Wargear
  • Two volkite serpenta
  • Chainsword
  • Rad grenades
  • Frag grenades
  • Krak grenades
  • Power armour
  • Legion Warhawk jump pack
Unit Type
Special Rules
  • Legiones Astartes (Blood Angels)
  • Counter-attack (1)
  • Stubborn
  • Bitter Duty
Options
  • The Angel’s Tears unit may take:
  • - Up to 5 additional Erelim
    +20 points each
  • The entire unit may take melta bombs for
    +25 points per unit
  • Any model in the unit may exchange one of its volkite serpenta for one of the following:
  • - Angel’s Tears grenade launcher
    +10 points each
  • - Heavy flamer
    +5 points each
  • - Iliastus assault cannon
    +10 points each
  • - Rotor cannon
    Free
  • - Heavy chainsword
    +2 points each
  • The Arch-Erelim may exchange his chainsword for one of the following:
  • - Heavy chainsword
    +2 points
  • - Power weapon
    +10 points
  • - Power fist
    +20 points
  • - Single lightning claw
    +10 points
  • - Thunder hammer
    +25 points
  • The Arch-Erelim may exchange one or both of his volkite serpentas for a:
  • - Plasma pistol
    +5 points each
  • The Arch-Erelim may upgrade his power armour for artificer armour
    +10 points

Angel’s Tears grenade launcher

A weapon spawned from the Unification Wars and the terror of Old Night, the rad grenade has proven well-suited to the Angel’s Tears’ role as purgers of sin, for while it eradicates the foes of the Blood Angels, it leaves the worlds they corrupted intact, waiting only for the time that they may be declared pure once again and worthy of hosting true servants of the Emperor once more.

The Angel’s Tears grenade launcher is counted as a ‘Rad’ weapon for those rules that affect such weapons.
Range
Str
AP
Angel’s Tears grenade launcher
24"
4
4
Assault 3, Rad-phage, Fleshbane
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Number of Attacks
Each engaged model makes a number of Attacks (A) as indicated on its Characteristics profile, plus the following bonus attacks:

+1 Charge Bonus: Engaged models that Charged this turn get +1 Attack this turn. Models in units that made a Disordered Charge do not get this bonus.

+1 Two Weapons: Engaged models with two single-handed weapons (often a Melee weapon and/or Pistol in each hand) get +1 Attack. Models with more than two weapons gain no additional benefit; you only get one extra attack.

Other Bonuses: Models may have other special rules and Wargear that confer extra attacks.
Melee Type
Weapons with the Melee type can only be used in close combat.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Range
Str
AP
Type
Power sword
-
User
3
Melee, Rending (6+)
Power axe
-
+1
2
Melee, Unwieldy
Power maul
-
+2
3
Melee
Power lance
-
+1
3
Melee, Reach (1)

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Range
Str
AP
Type
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
Gravis power fist
-
9
2
Melee, Brutal (3)
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Heavy flamer

Range
Str
AP
Heavy flamer
Template
5
4
Assault 1

Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Armourbane (X)

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Instant Death
Even though some warriors have multiple Wounds, there are several kinds of weapons in the 31st Millennium that are powerful enough to kill them instantly. If the Strength Characteristic of an attack is at least double the Toughness Characteristic (after modifiers) of the target model, the attack gains the Instant Death special rule.

Instant Death: If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Power fist

Range
Str
AP
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon

Lightning claw

Range
Str
AP
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon

Thunder hammer

Range
Str
AP
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon

Army List
Datasheets collated

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Chainsword

Range
Str
AP
Chainsword
-
User
-
Melee, Shred

Rad Grenades

These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.

During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight Sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.
Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.
Legion Warhawk Jump Pack

The Warhawk is the standard pattern of jump pack unit employed by the Space Marine Legions. Its ability to function in almost any atmosphere and its robust systems have proven better than many of the more advanced devices in use by the Mechanicum and xenos forces.

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.

A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.

Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hammer of Wrath (1) and Deep Strike special rules – if it already has the Bulky (2) special rule, it gains the Bulky (3) special rule instead.

During a Reaction made in any Phase, a player may not choose to activate a model’s Legion Warhawk jump pack to gain any bonus to its Movement Characteristic. Any models with a Legion Warhawk jump pack deployed as part of a Deep Strike Assault are considered to have activated their jump packs in the turn that they enter play.
Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Counter-attack (X)

Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.

If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.

If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
Bitter Duty

Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.

A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Volkite serpenta

Range
Str
AP
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate

Skyfire

Skyfire weapons excel at shooting down enemy aircraft.

A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Rad-phage

One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.

A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.
Plasma pistol

Range
Str
AP
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
Heavy chainsword

Range
Str
AP
Heavy chainsword
-
+2
-
Melee, Shred, Two-handed

Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Concussive (X)

Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.

A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Sunder

Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.

Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
Barrage

Barrage weapons lob shells high into the air, landing them in the midst of the foe.

All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:

Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.

Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.
Ordnance Weapons

Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.

When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.

Ordnance weapons hit with such force that when you roll to penetrate a Vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.

RangeSAPType
Earthshaker cannon36"-240"94Ordnance 1, Barrage, Large Blast (5"), Pinning
Exoshock (X)

Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.

If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
Shell Shock (X)

Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.

Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.

For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
Rotor cannon

Range
Str
AP
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)

Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
Predator cannon

Range
Str
AP
Predator cannon
48"
8
4
Heavy 4, Rending (6+)

Massive Blast
Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons.
Auto Weapons

An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.

All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Astartes shotgun
12"
4
-
Assault 2, Concussive (1)
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)
Autocannon
48"
7
4
Heavy 2, Rending (6+)
Reaper autocannon
36"
7
4
Heavy 2, Rending (6+), Twin-linked
Kheres assault cannon
24"
6
4
Heavy 6, Rending (6+)
Gravis autocannon
48"
7
4
Heavy 3, Rending (6+), Twin-linked
Gravis autocannon battery
48"
7
4
Heavy 4, Rending (6+), Twin-linked
Predator cannon
48"
8
4
Heavy 4, Rending (6+)
Punisher rotary cannon
36"
6
4
Heavy 18, Pinning, Shell Shock (1)
Accelerator autocannon
48"
7
4
Heavy 8, Rending (6+), Exoshock (6+)
Fellblade accelerator cannon
 - HE shell
100"
8
3
Ordnance 1, Massive Blast (7")
 - AE shell
100"
10
2
Ordnance 1, Armourbane (Ranged)
Skyreaper battery
48"
7
4
Heavy 5, Skyfire, Twin-linked
Anvilus autocannon battery
48"
7
4
Heavy 4, Rending (5+), Sunder, Twin-linked
Anvilus snub autocannon
24"
7
4
Heavy 2, Sunder, Rending (5+), Twin-linked
Leviathan storm cannon
24"
7
4
Heavy 6, Rending (5+), Sunder
Kratos battlecannon
 - HE shells
36"
8
4
Heavy 1, Large Blast (5"), Pinning
 - AP shells
36"
8
2
Heavy 2, Sunder
 - Flashburn shells
24"
10
1
Heavy 1, Armourbane (Ranged), Gets Hot
Legiones Astartes (Blood Angels)
All models with this special rule are subject to the following provisions:

ENCARMINE FURY
All models with the Legiones Astartes (Blood Angels) special rule require one lower result To Wound than they would normally, to a minimum of 2+, on any turn in which they are part of a successful Charge against an enemy unit even if that Charge is counted as Disordered. This effect applies regardless of the weapon they are using (for example, if using a Str 4 Melee weapon and attacking a target with a Toughness of 4, the Blood Angel will require a 3+ To Wound, rather than the usual 4+). In addition, any Vehicle with the Legiones Astartes (Blood Angels) special rule that makes a Ram Attack increases the Strength of any Hits inflicted by +1, to a maximum of Strength 10.

Panoply of the Angels
Units with this special rule gain access to unique Wargear options (see Armoury of the Blood Angels).

Children of Baal
A Warlord with this special rule may select a Warlord Trait from the Blood Angels Warlord Trait list.
Iliastus Assault Cannon

A prototype weapons system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the Iliastus Satellite in the Sol System by the Dyzanique cult.

An Iliastus assault cannon is an ‘Auto’ weapon. An Iliastus assault cannon may be selected by the following units:
  • Any models with the Legiones Astartes (Blood Angels) special rule and the Infantry Unit Type may exchange a heavy flamer for an Iliastus assault cannon for +10 points each.
  • A Legion Predator with the Legiones Astartes (Blood Angels) special rule may exchange its Turret Mounted Predator cannon for a Turret Mounted twin-linked Iliastus assault cannon for no additional points cost.
  • Any model with the Dreadnought or Vehicle Unit Type and Legiones Astartes (Blood Angels) special rule may exchange a heavy flamer for an Iliastus assault cannon for +20 points each.

$Table$
Malfunction: If a weapon with this special rule is used to make a Shooting Attack as part of any Reaction it gains the Gets Hot special rule for that Shooting Attack.
Range
Str
AP
Iliastus Assault Cannon
24"
6
4
Assault 4, Rending (6+), Malfunction

Angel’s Tears grenade launcher

A weapon spawned from the Unification Wars and the terror of Old Night, the rad grenade has proven well-suited to the Angel’s Tears’ role as purgers of sin, for while it eradicates the foes of the Blood Angels, it leaves the worlds they corrupted intact, waiting only for the time that they may be declared pure once again and worthy of hosting true servants of the Emperor once more.

The Angel’s Tears grenade launcher is counted as a ‘Rad’ weapon for those rules that affect such weapons.
Range
Str
AP
Angel’s Tears grenade launcher
24"
4
4
Assault 3, Rad-phage, Fleshbane
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