Legiones Astartes – The Angel’s Tears
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  • The Angel’s Tears 150 pts
UNIT COMPOSITION: 4 ERELIM, 1 ARCH-ERELIM

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.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Erelim (⌀32mm) 8 - - -
Erelim (⌀32mm) 7 4 4 4 4 1 4 2 8 - - - 3+ -
Arch-Erelim (⌀32mm) 9 - - -
Arch-Erelim (⌀32mm) 7 4 4 4 4 1 4 3 9 - - - 3+ -
WARGEAR
  • Two volkite serpenta
  • Chainsword
  • Rad grenades
  • Frag grenades
  • Krak grenades
  • Power armour
  • Legion Warhawk jump pack
TRAITS
  • Blood Angels
SPECIAL RULES
  • Legiones Astartes (Blood Angels)
  • Counter-attack (1)
  • Stubborn
  • Bitter Duty
TYPE
  • Erelim: Infantry (Heavy)
  • Arch-Erelim: Infantry (Heavy, Character)
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
WARGEAR

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.
R
FP
RS
AP
D
Special Rules
Traits
24
4
4
Assault 3, Rad-phage, Fleshbane
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.
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.

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)
-

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.
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
-
Heavy flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
5
4
Assault 1

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.
Power fist

R
FP
RS
AP
D
Special Rules
Traits
-
x2
2
Melee, Unwieldy, Specialist Weapon

Lightning claw

R
FP
RS
AP
D
Special Rules
Traits
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon

Thunder hammer

R
FP
RS
AP
D
Special Rules
Traits
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon

Army List
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Chainsword

R
FP
RS
AP
D
Special Rules
Traits
-
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.
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

R
FP
RS
AP
D
Special Rules
Traits
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Volkite serpenta

R
FP
RS
AP
D
Special Rules
Traits
10"
5
5
Pistol 2, Deflagrate

Plasma pistol

R
FP
RS
AP
D
Special Rules
Traits
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Heavy chainsword

R
FP
RS
AP
D
Special Rules
Traits
-
+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.
Rotor cannon

R
FP
RS
AP
D
Special Rules
Traits
30"
3
-
Assault 4, Pinning, Shell Shock (1)

Predator cannon

R
FP
RS
AP
D
Special Rules
Traits
48"
8
4
Heavy 4, Rending (6+)

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.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Astartes shotgun
Astartes shotgun
12"
4
-
Assault 2, Concussive (1)
-
Rotor cannon
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)
-
Autocannon
Autocannon
48"
7
4
Heavy 2, Rending (6+)
-
Reaper autocannon
Reaper autocannon
36"
7
4
Heavy 2, Rending (6+), Twin-linked
-
Kheres assault cannon
Kheres assault cannon
24"
6
4
Heavy 6, Rending (6+)
-
Gravis autocannon
Gravis autocannon
48"
7
4
Heavy 3, Rending (6+), Twin-linked
-
Gravis autocannon battery
Gravis autocannon battery
48"
7
4
Heavy 4, Rending (6+), Twin-linked
-
Predator cannon
Predator cannon
48"
8
4
Heavy 4, Rending (6+)
-
Punisher rotary cannon
Punisher rotary cannon
36"
6
4
Heavy 18, Pinning, Shell Shock (1)
-
Accelerator autocannon
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)
-
Exoshock (4+), Blast (3")
Skyreaper battery
Skyreaper battery
48"
7
4
Heavy 5, Skyfire, Twin-linked
-
Anvilus autocannon battery
Anvilus autocannon battery
48"
7
4
Heavy 4, Rending (5+), Sunder, Twin-linked
-
Anvilus snub autocannon
Anvilus snub autocannon
24"
7
4
Heavy 2, Sunder, Rending (5+), Twin-linked
-
Leviathan storm cannon
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.
R
FP
RS
AP
D
Special Rules
Traits
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.
R
FP
RS
AP
D
Special Rules
Traits
24
4
4
Assault 3, Rad-phage, Fleshbane
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