Sanguinary Spearhead

Nobility. Sacrifice. Glory. These are the hallmarks of all Adeptus Astartes, and no Chapter embodies these ideals with greater zeal than the Blood Angels. Swift and sure, they are the Emperor’s blade, and they strike without mercy. Yet for all their accomplishments and deeds of heroism since the Great Crusade, the Blood Angels suffer from a fatal flaw.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

ADEPTUS ASTARTES (3);
BATTLELINE (1);
BLOOD ANGELS (3);
CAPTAIN (1);
CHARACTER (1);
EXPLOSIVES (3);
FLY (1);
IMPERIUM (3);
INFANTRY (3);
JUMP PACK (1);
SANGUINARY SPEARHEAD (3);
TACTICUS (3)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.

FAQ / Errata

Show
FAQ
Q:Which Detachments are considered to be Codex: Space Marines Detachments?
A:
Every Detachment printed in Codex: Space Marines and every Detachment included in the Space Marines Faction Pack.
Q:Can a unit embarked within a TRANSPORT be selected as the Oath of Moment target?
A:
Yes.
Q:Can a unit in Reserves be selected as the Oath of Moment target?
A:
Yes.
Q:When making attacks with a unit from my army, I split my attacks between the first Oath of Moment target selected as part of my army rule and the second Oath of Moment target selected using %000034579Roboute Guilliman’s% Master of Battle Author of the Codex ability. If I destroy the first Oath of Moment target before resolving my attacks against the second Oath of Moment target, will those attacks against the second Oath of Moment target benefit from the re-rolls to hit?
A:
No. Only after all of the attacks from that unit have been resolved will the second Oath of Moment selection become active.
Errata
Oath of Moment, Army Rules
Change to:

‘If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:

  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.’

The Sons of Sanguinius

The noble Blood Angels favour swift, mobile warfare. Clad in crimson, the Sons of Sanguinius close in on their foes with lightning speed. Above, angels clad in burnished gold soar from the heavens to crash into their foes. The Death Company, afflicted by a terrible genetic curse, thunder into the foe with inhuman savagery, their black plate flecked with the blood of their victims.

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Lemartes has both the ADEPTUS ASTARTES and BLOOD ANGELS Faction keywords, and is therefore from the Blood Angels Chapter.
  • You cannot include units from more than one Chapter in your army.

Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Blood Angels Chapter, but they can also be used to represent any Blood Angels successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Blood Angels Chapter on the tabletop should only include BLOOD ANGELS EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Mephiston is the Chief Librarian of the Blood Angels, for example, and not of any of their successors.

Primary Mission

STRIKE FROM ON HIGH
Sanguinary Spearhead

There will be no holding ground. Engage the enemy with speed and violence. Take what they hold and leave their corpses as carrion for vermin.

SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each expansion objective you control.5VP
THIRD BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
A friendly unit (excluding battle-shocked units) is within 3" of the centre of the battlefield.10VP

Sanguinary Spearhead1DP

Detachment Rules

Rapid Manoeuvres

Eschewing ranged combat in favour of honourable close-quarters battle, the Sanguinary Spearhead seek to close with the enemy as swiftly as possible.

Friendly SANGUINARY SPEARHEAD units can re-roll advance rolls.

Enhancements

Masterful Fighter

The Captains of the Blood Angels Chapter walk a fine line between order and fury, fighting with consummate skill and a ferocity born of hatred.

SANGUINARY SPEARHEAD CAPTAIN model only. This model’s melee attacks have:

  • +2 S.
  • +1 AP.

Overwhelming ChargeUPGRADE

Speed and aggression are the hallmarks of a Blood Angels’ assault. The enemy must be given no time to rally.

SANGUINARY SPEARHEAD ASSAULT INTERCESSOR SQUAD unit only. When this unit is selected to make a pile-in move, this unit can move up to D3+3".


Stratagems

ANGELIC TERROR
1CP
Sanguinary Spearhead Stratagem
Resplendent in burnished gold, the Sanguinary Guard plummet from the heavens like vengeful angels, striking fear into the hearts of their foes.
WHEN: Your Command phase.

TARGET: One friendly SANGUINARY SPEARHEAD SANGUINARY GUARD unit.

EFFECT: Select one enemy unit within 3" of your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
DAUNTLESS BRAVERY
1CP
Sanguinary Spearhead Stratagem
Embodying the bravery of their fallen Primarch, the Sanguinary Spearhead face certain death without fear, and shrug off blows that would fell lesser warriors.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly SANGUINARY SPEARHEAD unit that is within 3" of the centre of the battlefield.

TARGET: That SANGUINARY SPEARHEAD unit.

EFFECT: Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
SHOW NO MERCY
2CP
Sanguinary Spearhead Stratagem
The Blood Angels offer no mercy to their foes. Those cravens who attempt to flee the field of battle are pursued and butchered to the last.
WHEN: Your opponent’s Movement phase, when a unit is selected to make a fall-back move, if that unit is engaged with a friendly SANGUINARY SPEARHEAD unit.

TARGET: That SANGUINARY SPEARHEAD unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is battle-shocked.

Datasheets


Captain Raldeo
(⌀40mm)
M
6"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Inferno Pistol CLOSE-QUARTERS Melta 2
Inferno Pistol CLOSE-QUARTERS Melta 2
6"
1
2+
8
-4
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Master-crafted Chainsword
Master-crafted Chainsword
Melee
7
2+
4
-1
2
ARMY RULESThe Sons of Sanguinius
ABILITIES
Targeted Intercession: This unit’s melee attacks:
  • Can re-roll wound rolls of 1.
  • Or: That target a unit within range of an objective can re-roll wound rolls.
UNIT COMPOSITION
  • 1 Captain Raldeo model
This model is equipped with: 1 Inferno Pistol; 1 Master-crafted Chainsword.
LEADER
This model can be attached to the following unit:
KEYWORDS: SANGUINARY SPEARHEAD; TACTICUS; CAPTAIN; CHARACTER; INFANTRY; EXPLOSIVES; IMPERIUM
FACTION KEYWORDS:
ADEPTUS ASTARTES; BLOOD ANGELS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
SHOW NO MERCY
2CP
Sanguinary Spearhead Stratagem
DAUNTLESS BRAVERY
1CP
Sanguinary Spearhead Stratagem
DETACHMENT ABILITY
Rapid Manoeuvres
ENHANCEMENTS
Masterful Fighter


Sanguinary Spearhead Assault Intercessor Squad
M
6"
T
4
SV
3+
W
2
LD
6+
OC
2
Assault Intercessor Sergeant(⌀32mm)
6"
4
3+
2
6+
2
Assault Intercessor(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
12"
1
3+
8
-3
2
Plasma Pistol - Standard CLOSE-QUARTERS
Plasma Pistol - Standard CLOSE-QUARTERS
12"
1
3+
7
-2
1
Heavy Bolt Pistol CLOSE-QUARTERS
Heavy Bolt Pistol CLOSE-QUARTERS
18"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
4
3+
4
-1
1
ARMY RULESThe Sons of Sanguinius
ABILITIES
Targeted Intercession:: This unit’s melee attacks:
  • Can re-roll wound rolls of 1.
  • Or: That target a unit within range of an objective can re-roll wound rolls.
UNIT COMPOSITION
  • 1 Assault Intercessor Sergeant model
  • 9 Assault Intercessor models
The Assault Intercessor Sergeant is equipped with: 1 Chainsword; 1 Plasma Pistol - Standard.

Every Assault Intercessor is equipped with: 1 Chainsword; 1 Heavy Bolt Pistol.
KEYWORDS: EXPLOSIVES; BATTLELINE; SANGUINARY SPEARHEAD; TACTICUS; IMPERIUM; INFANTRY
FACTION KEYWORDS:
ADEPTUS ASTARTES; BLOOD ANGELS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
SHOW NO MERCY
2CP
Sanguinary Spearhead Stratagem
DAUNTLESS BRAVERY
1CP
Sanguinary Spearhead Stratagem
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Rapid Manoeuvres
ENHANCEMENTS
Overwhelming Charge


Sanguinary Spearhead Sanguinary Guard
M
12"
T
4
SV
2+
W
3
LD
6+
OC
1
Sanguinary Guard with Encarmine Blade(⌀40mm)
12"
4
2+
3
6+
1
Sanguinary Guard with Encarmine Spear(⌀40mm)
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Angelus Boltgun CLOSE-QUARTERS
Angelus Boltgun CLOSE-QUARTERS
12"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Encarmine Blade
Encarmine Blade
Melee
4
2+
6
-3
2
Encarmine Spear Lance
Encarmine Spear Lance
Melee
4
2+
6
-2
2
ARMY RULESThe Sons of Sanguinius
ABILITIES
Born To Fight: While this unit is engaged, this unit has +2 OC.
UNIT COMPOSITION
  • 1 Sanguinary Guard with Encarmine Blade model
  • 2 Sanguinary Guard with Encarmine Spear models
The Sanguinary Guard with Encarmine Blade is equipped with: 1 Angelus Boltgun; 1 Encarmine Blade.

Every Sanguinary Guard with Encarmine Spear is equipped with: 1 Angelus Boltgun; 1 Encarmine Spear.
KEYWORDS: FLY; IMPERIUM; INFANTRY; SANGUINARY SPEARHEAD; EXPLOSIVES; TACTICUS; JUMP PACK
FACTION KEYWORDS:
ADEPTUS ASTARTES; BLOOD ANGELS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
ANGELIC TERROR
1CP
Sanguinary Spearhead Stratagem
SHOW NO MERCY
2CP
Sanguinary Spearhead Stratagem
DAUNTLESS BRAVERY
1CP
Sanguinary Spearhead Stratagem
DETACHMENT ABILITY
Rapid Manoeuvres

The ADEPTUS ASTARTES keyword is used in the following Sanguinary Spearhead datasheets:

The BATTLELINE keyword is used in the following Sanguinary Spearhead datasheets:

The BLOOD ANGELS keyword is used in the following Sanguinary Spearhead datasheets:

The CAPTAIN keyword is used in the following Sanguinary Spearhead datasheets:

Datasheets

The CHARACTER keyword is used in the following Sanguinary Spearhead datasheets:

Datasheets

The EXPLOSIVES keyword is used in the following Sanguinary Spearhead datasheets:

The FLY keyword is used in the following Sanguinary Spearhead datasheets:

The IMPERIUM keyword is used in the following Sanguinary Spearhead datasheets:

The INFANTRY keyword is used in the following Sanguinary Spearhead datasheets:

The JUMP PACK keyword is used in the following Sanguinary Spearhead datasheets:

The SANGUINARY SPEARHEAD keyword is used in the following Sanguinary Spearhead datasheets:

The TACTICUS keyword is used in the following Sanguinary Spearhead datasheets:

[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
OVERRUN FIGHT12.06
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.
EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).

OVERRUN FIGHTS
When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
PILE-IN MOVE12.03
MAXIMUM DISTANCE: 3".
ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit:
  • It is engaged.
  • It made a charge move this turn.
  • It was selected to make an overrun fight this phase (12.06).
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select pile-in targets:
  • If your unit is engaged, select every enemy unit it is engaged with.
  • Otherwise, select one or more enemy units within 5" of your unit.
WHILE MOVING:
  • Models in base-contact with one or more enemy models cannot be moved.
  • Each model that is moved must end its move closer to the closest pile-in target, and engaged with it if possible.
AFTER MOVING:
  • Your unit must be engaged.
  • Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
The Sons of Sanguinius

The noble Blood Angels favour swift, mobile warfare. Clad in crimson, the Sons of Sanguinius close in on their foes with lightning speed. Above, angels clad in burnished gold soar from the heavens to crash into their foes. The Death Company, afflicted by a terrible genetic curse, thunder into the foe with inhuman savagery, their black plate flecked with the blood of their victims.

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Lemartes has both the ADEPTUS ASTARTES and BLOOD ANGELS Faction keywords, and is therefore from the Blood Angels Chapter.
  • You cannot include units from more than one Chapter in your army.

Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Blood Angels Chapter, but they can also be used to represent any Blood Angels successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Blood Angels Chapter on the tabletop should only include BLOOD ANGELS EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Mephiston is the Chief Librarian of the Blood Angels, for example, and not of any of their successors.
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[MELTA]24.25

Melta weapons are powerful heat rays whose fury is magnified at close range.

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
SHOW NO MERCY
2CP
Sanguinary Spearhead Stratagem
The Blood Angels offer no mercy to their foes. Those cravens who attempt to flee the field of battle are pursued and butchered to the last.
WHEN: Your opponent’s Movement phase, when a unit is selected to make a fall-back move, if that unit is engaged with a friendly SANGUINARY SPEARHEAD unit.

TARGET: That SANGUINARY SPEARHEAD unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is battle-shocked.
DAUNTLESS BRAVERY
1CP
Sanguinary Spearhead Stratagem
Embodying the bravery of their fallen Primarch, the Sanguinary Spearhead face certain death without fear, and shrug off blows that would fell lesser warriors.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly SANGUINARY SPEARHEAD unit that is within 3" of the centre of the battlefield.

TARGET: That SANGUINARY SPEARHEAD unit.

EFFECT: Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
Rapid Manoeuvres
Sanguinary Spearhead Detachment

Eschewing ranged combat in favour of honourable close-quarters battle, the Sanguinary Spearhead seek to close with the enemy as swiftly as possible.

Friendly SANGUINARY SPEARHEAD units can re-roll advance rolls.
Masterful Fighter
Sanguinary Spearhead Detachment

The Captains of the Blood Angels Chapter walk a fine line between order and fury, fighting with consummate skill and a ferocity born of hatred.

SANGUINARY SPEARHEAD CAPTAIN model only. This model’s melee attacks have:

  • +2 S.
  • +1 AP.

[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
Overwhelming ChargeUPGRADE
Sanguinary Spearhead Detachment

Speed and aggression are the hallmarks of a Blood Angels’ assault. The enemy must be given no time to rally.

SANGUINARY SPEARHEAD ASSAULT INTERCESSOR SQUAD unit only. When this unit is selected to make a pile-in move, this unit can move up to D3+3".

[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
ANGELIC TERROR
1CP
Sanguinary Spearhead Stratagem
Resplendent in burnished gold, the Sanguinary Guard plummet from the heavens like vengeful angels, striking fear into the hearts of their foes.
WHEN: Your Command phase.

TARGET: One friendly SANGUINARY SPEARHEAD SANGUINARY GUARD unit.

EFFECT: Select one enemy unit within 3" of your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

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