
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+ | - |
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 |
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 | - | ||
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.R | FP | RS | AP | D | Special Rules | Traits |
- | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
R | FP | RS | AP | D | Special Rules | Traits |
- | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon |
R | FP | RS | AP | D | Special Rules | Traits |
- | x2 | 2 | Melee, Unwieldy, Brutal (2), Specialist Weapon |
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.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.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).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.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.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.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).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.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 | - | ||
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:R | FP | RS | AP | D | Special Rules | Traits |
24 | 6 | 4 | Assault 4, Rending (6+), Malfunction |
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 |