
Even within a Legion whose skills in the arts of orbital strike and shock assault are legendary, the Dawnbreaker cohorts stand apart. Chosen from amongst the most experienced and daring of the Legion’s assault squads, the Dawnbreakers are trained and equipped to act as the tip of the Blood Angels’ spear, the first warriors to set foot on those benighted worlds that the Legion is called upon to save. Lacking the versatility of standard tactical or assault units, the Dawnbreakers have one purpose in battle, to sunder the enemy’s lines and tear the heart from its formation. Armed with lances and blades wreathed in keen-edged power fields, there are few warriors who can stand in the face of such an onslaught. Standard combat doctrine among these elite warriors emphasises not only martial excellence, but also the symbolic nature of their role, bringing light and justice to even the most hellish war zones of the fledgling Imperium. Indeed, the common name by which they are known is inherited from their preferred tactic – an assault staged en masse from orbit just as dawn breaks. No few worlds still speak in awe of the day angels fell from the dawn skies to free them from the oppression of tyrants and xenos alike.
| LD | CL | WP | IN | |||||||||||
| M | WS | BS | S | T | W | I | A | LD | CL | WP | IN | SAV | INV | |
| Dawnbreaker (⌀32mm) | 8 | - | - | - | ||||||||||
| Dawnbreaker (⌀32mm) | 7 | 5 | 4 | 4 | 4 | 2 | 4 | 2 | 8 | - | - | - | 2+ | - |
| Dawnbreaker Champion (⌀32mm) | 9 | - | - | - | ||||||||||
| Dawnbreaker Champion (⌀32mm) | 7 | 5 | 4 | 4 | 4 | 2 | 4 | 3 | 9 | - | - | - | 2+ | - |
These ornate power weapons have been redesigned to enhance the aggressive fighting style of the Dawnbreakers and to serve as icons of the Blood Angels’ prowess and noble intent. As much works of art as they are weapons, they can cleave an armoured combatant in two with a single sweep when wielded by a skilled fighter.
The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.R | FP | RS | AP | D | Special Rules | Traits |
- | +1 | 3 | Melee, Reach (1), Rending (5+) |
These compact grenade launchers are intended to grant the Dawnbreaker cohorts a means to break the ranks of the foe prior to a charge, or to saturate their landing zones with shrapnel once they have forced a beachhead.
R | FP | RS | AP | D | Special Rules | Traits |
12 | 3 | 6 | Assault 3, Pinning | |||
12 | 6 | 4 | Assault 1 |
The Equinox power blades are intricate weapons, designed and forged to be used in pairs. Each blade is fashioned to serve a ritualised form of combat adapted from the practises of the tribes of Baal – the Path of the Sun.
An Equinox power blade case is a pair of Melee weapons, each with a different profile as listed below. In any given Assault phase, the wielder must choose one of the following two profiles before making any attacks, and all their attacks in that Phase will use the chosen profile and gain the additional attack for using two combat weapons.R | FP | RS | AP | D | Special Rules | Traits |
- | User | 3 | Melee, Shred, Sudden Strike (1) | |||
- | User | 3 | Melee, Rending (5+), Sunder |
The Dawnbreakers are trained to make their arrival upon the field of battle a spectacle that will bring terror to the enemy and embolden their allies. Few can forget the sight of these angelic warriors descending from on high to bring death to the enemies of Sanguinius.
When a unit composed entirely of models with this special rule is deployed as part of a Deep Strike Assault, any enemy units within 6" of the unit’s final position suffer a -1 modifier to their Leadership Characteristic when taking any Pinning tests caused by the Deep Strike Assault.This datasheet has Elites Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
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.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.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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Power sword | |||||||
| Power sword | - | User | 3 | Melee, Rending (6+) | - | ||
| Power axe | |||||||
| Power axe | - | +1 | 2 | Melee, Unwieldy | - | ||
| Power maul | |||||||
| Power maul | - | +2 | 3 | Melee | - | ||
| Power lance | |||||||
| Power lance | - | +1 | 3 | Melee, Reach (1) | - | ||
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Power fist | |||||||
| Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon | - | ||
| Gravis power fist | |||||||
| Gravis power fist | - | 9 | 2 | Melee, Brutal (3) | - | ||
| Thunder hammer | |||||||
| Thunder hammer | - | x2 | 2 | Melee, Unwieldy, Brutal (2), Specialist Weapon | - | ||
| Lightning claw | |||||||
| Lightning claw | - | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon | - | ||
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.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 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.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.Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.
All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Hand flamer | |||||||
| Hand flamer | Template | 3 | - | Pistol 1 | - | ||
| Flamer | |||||||
| Flamer | Template | 4 | 5 | Assault 1 | - | ||
| Toxiferran flamer | |||||||
| Toxiferran flamer | Template | 4 | 5 | Assault 1, Poisoned (3+), Rending (6+) | - | ||
| Heavy flamer | |||||||
| Heavy flamer | Template | 5 | 4 | Assault 1 | - | ||
| Flamestorm cannon | |||||||
| Flamestorm cannon | Template | 6 | 4 | Heavy 1, Torrent (18") | - | ||
These ornate power weapons have been redesigned to enhance the aggressive fighting style of the Dawnbreakers and to serve as icons of the Blood Angels’ prowess and noble intent. As much works of art as they are weapons, they can cleave an armoured combatant in two with a single sweep when wielded by a skilled fighter.
The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.R | FP | RS | AP | D | Special Rules | Traits |
- | +1 | 3 | Melee, Reach (1), Rending (5+) |
These compact grenade launchers are intended to grant the Dawnbreaker cohorts a means to break the ranks of the foe prior to a charge, or to saturate their landing zones with shrapnel once they have forced a beachhead.
R | FP | RS | AP | D | Special Rules | Traits |
12 | 3 | 6 | Assault 3, Pinning | |||
12 | 6 | 4 | Assault 1 |
The Dawnbreakers are trained to make their arrival upon the field of battle a spectacle that will bring terror to the enemy and embolden their allies. Few can forget the sight of these angelic warriors descending from on high to bring death to the enemies of Sanguinius.
When a unit composed entirely of models with this special rule is deployed as part of a Deep Strike Assault, any enemy units within 6" of the unit’s final position suffer a -1 modifier to their Leadership Characteristic when taking any Pinning tests caused by the Deep Strike Assault.The Equinox power blades are intricate weapons, designed and forged to be used in pairs. Each blade is fashioned to serve a ritualised form of combat adapted from the practises of the tribes of Baal – the Path of the Sun.
An Equinox power blade case is a pair of Melee weapons, each with a different profile as listed below. In any given Assault phase, the wielder must choose one of the following two profiles before making any attacks, and all their attacks in that Phase will use the chosen profile and gain the additional attack for using two combat weapons.R | FP | RS | AP | D | Special Rules | Traits |
- | User | 3 | Melee, Shred, Sudden Strike (1) | |||
- | User | 3 | Melee, Rending (5+), Sunder |
Though some would later attribute the various ‘Perdition’ weapons to the artifice of Sanguinius himself, these brutal weapons had been in the use of the IXth Legion since long before the Primarch had returned to them. The flame projectors built into these weapons are a legacy of the wars fought during Old Earth’s long darkness, the innovation of some long forgotten warlord brought to its pinnacle by the warriors of the IXth Legion.
Any model with both the Legiones Astartes (Blood Angels) special rule and the Character Sub-type may exchange a power weapon for a Perdition weapon from the following list for +5 points:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Blade of Perdition | |||||||
| Blade of Perdition | - | +1 | 3 | Melee, Two-handed, Rending (6+), Brutal (2) | - | ||
| Axe of Perdition | |||||||
| Axe of Perdition | - | +2 | 2 | Melee, Unwieldy, Two-handed, Brutal (2) | - | ||
| Spear of Perdition | |||||||
| Spear of Perdition | - | +1 | 3 | Melee, Reach (1), Two-handed, Brutal (2) | - | ||
| Maul of Perdition | |||||||
| Maul of Perdition | - | +3 | 3 | Melee, Two-handed, Brutal (2) | - | ||