Blood Angels 8th Edition

CLICK AND VISIT THE 9TH EDITION BLOOD ANGELS COMPENDIUM

Codex Adeptus Astartes: Blood Angels 8th edition was released on 12-09-17

Unit points throughout Time

Blood Angels

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018VigilusErrata 2019Chapter Approved 2019
Infiltrator Helix AdeptTroops-------32-
Infiltrator SquadTroops-------22-
IntercessorsTroops20-1818-17---
Scouts SquadTroops11-11------
Tactical SquadTroops13-13-----12
IncursorTroops--------19
Relic Contemptor DreadnoughtLord of War-135---110---
Land Raider HeliosLord of War-252---215--195
Relic Spartan Assault TankLord of War-320-------
Thunderhawk TransporterLord of War-420-1000-1000---
Relic Cerberus Heavy Tank DestroyerLord of War-480-680-680---
Astraeus Super Heavy TankLord of War-500------400
Relic Typhon Heavy Siege TankLord of War-520-720-720---
Relic Fellblade Super-heavy TankLord of War-540-740-740---
Relic Falchion Super-heavy TankLord of War-640-840-840---
Thunderhawk GunshipLord of War-650-1330-1330---
Sokar Pattern StormbirdLord of War-651-2000-2000---
Relic Mastodon Super-heavy TransportLord of War-734-934-934---
Chaplain Venerable
Dreadnought
HQ-120------105
Damocles Command RhinoHQ-120------100
AstorathHQ143-143--105---
Brother CorbuloHQ94-94120-83---
CaptainHQ74-74------
Captain in Cataphractii ArmourHQ--126--95---
Captain in Gravis ArmourHQ102-102--90---
Captain In Phobos ArmourHQ-------11090
Captain in Terminator ArmourHQ122-105--95---
Captain TychoHQ95-95--85---
ChaplainHQ72-72------
Chaplain with Jump PackHQ90-90------
Chief Librarian MephistonHQ145-145--160--145
Commander DanteHQ215-215--175--150
Gabriel SethHQ135-135-----110
LemartesHQ129-129--100---
LibrarianHQ93-8888-88--80
Librarian DreadnoughtHQ150-130--110---
Librarian on BikeHQ119--------
Librarian with Jump PackHQ116-112112----108
LieutenantsHQ--60------
Lieutenants with Jump PacksHQ--78------
Primaris CaptainHQ--87--78---
Primaris ChaplainHQ--85--77---
Primaris LibrarianHQ--93-----90
Primaris LieutenantsHQ70-70-----65
Rhino PrimarisHQ100-------70
Sanguinary PriestHQ69-69-----60
Sanguinary Priest on BikeHQ94--------
Sanguinary Priest with Jump PackHQ86-------70
TechmarineHQ58-45-----
Techmarine on BikeHQ70--------
Techmarine with Jump PackHQ91--------
The SanguinorHQ170-170--150--130
Tycho the LostHQ70-70------
Chaplain in Terminator ArmourHQ115-100100-90--
Librarian in Terminator ArmourHQ145-120120-102--100
Captain with Jump PackHQ93--------
Librarian in Phobos ArmourHQ-------10090
Lieutenants in Phobos ArmourHQ-------8075
Space Marine GunnersHeavy Support-10-------
Rapier Weapons Battery CarrierHeavy Support-20-------
Mortis DreadnoughtHeavy Support-75------60
Whirlwind HyperiosHeavy Support-90------70
Siege DreadnoughtHeavy Support-100-80-80--70
Contemptor Mortis
Dreadnought
Heavy Support-106---88---
Relic Leviathan DreadnoughtHeavy Support-175-------
Deimos Vindicator Laser DestroyerHeavy Support-183-------
Relic Land Raider ProteusHeavy Support-264---225--200
Land Raider AchillesHeavy Support-270---230--200
Land Raider PrometheusHeavy Support-290---250--170
Armorium CherubHeavy Support5-5-----
Baal PredatorHeavy Support107-100--90---
Devastator SquadHeavy Support13-13------
Eliminator SquadHeavy Support-------18-
HellblastersHeavy Support20-18------
HunterHeavy Support--90--80--75
Land RaiderHeavy Support239-239--200--180
Land Raider CrusaderHeavy Support244-244--200---
Land Raider RedeemerHeavy Support244-244--180---
PredatorHeavy Support102-102--90--85
StalkerHeavy Support--75-----75
VindicatorHeavy Support160-125125-----
WhirlwindHeavy Support90-7070----65
Repulsor ExecutionerHeavy Support-------185215
Castellum StrongholdFortification-530------550
Xiphon InterceptorFlyer-80-110-110--130
Storm Eagle Assault GunshipFlyer-210-------
Caestus Assault RamFlyer-220-250-250---
Fire Raptor GunshipFlyer-250-190280280---
Stormhawk InterceptorFlyer--85------
Stormraven GunshipFlyer172-192192-192---
Stormtalon GunshipFlyer--110-----100
Tarantula Sentry GunFast Attack-10-20-20---
Tarantula Air Defence BatteryFast Attack-60---70---
Land Speeder TempestFast Attack-109-95-95--45
Deathstorm Drop PodFast Attack-160-------
Assault SquadFast Attack13-13-----12
Assault Squad with Jump PacksFast Attack16-16--15---
Attack Bike SquadFast Attack45-35--25---
Bike SquadFast Attack31-25--21---
InceptorsFast Attack45-2525-25---
Land SpeedersFast Attack80-70--50--45
Scout Bike SquadFast Attack25-23--21---
Suppressor SquadFast Attack-------18-
Relic Javelin Attack SpeederElite-103-110-110--58
Deimos Relic PredatorElite-105-90-90--85
Relic Deredeo DreadnoughtElite-135---120--120
Relic SicaranElite-155-155-----
Relic Sicaran PunisherElite-175-155-155---
Relic Whirlwind ScorpiusElite-175-------
Relic Sicaran VenatorElite-245-170-170---
AggressorsElite--2121-----
Cataphractii Terminators SquadElite--30--26---
Company AncientElite72-63------
Company Ancient with Jump PackElite72--------
Company ChampionElite65-40------
Company Champion with Jump PackElite70--------
Company VeteransElite16-16--14---
Contemptor DreadnoughtElite--98--88---
Death CompanyElite17-17-----15
Death Company DreadnoughtElite128-90--80--70
Death Company with Jump PacksElite20-20-----18
DreadnoughtElite70-70--60---
Furioso DreadnoughtElite122-80--70--60
Imperial Space MarineElite60--------
Primaris AncientElite69-69------
Primaris ApothecaryElite--68-----60
Redemptor DreadnoughtElite--140--105---
ReiversElite--18-----16
Sanguinary GuardElite22-20------
Sanguinary Guard AncientElite84-84--64--55
Sanguinary NovitiateElite55-55-----50
Sanguinary Novitiate with Jump PackElite60--------
ServitorsElite2-2--5---
Sternguard Veterans SquadElite16-16--14---
Terminator AncientElite108-108-----87
Terminator Assault SquadElite31-26--23---
Terminator SquadElite31-26--23---
Vanguard Veteran SquadElite16-16--14---
Vanguard Veteran Squad with Jump PacksElite18-18--17---
Tartaros Terminator SquadElite--2626-23---
Invictor Tactical WarsuitElite--------90
Infernum Pattern RazorbackDedicated Transport-65-70-70---
Terrax-pattern Termite Assault DrillDedicated Transport-92--130----
Lucius Dreadnought
Drop Pod
Dedicated Transport-120-80-80---
Drop PodDedicated Transport103-8383-63---
Land Speeder StormDedicated Transport--75-----55
RazorbackDedicated Transport65-7070-70---
RepulsorDedicated Transport--210--185--215
ImpulsorDedicated Transport--------75
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018VigilusErrata 2019Chapter Approved 2019

 

Blood Angels Special Rules

And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: The firing model’s target is within half the weapon’s maximum range. The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR , BIKER, or DREADNOUGHT. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and and Relics that replace bolt weapons.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Blood Rage: You can add 1 to this unit’s Attacks characteristic for the duration of the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.

Savage Echoes: Whilst the Assault Doctrine is active, if a unit with this ability makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the end of the turn (note that this is cumulative with the bonus these models receive from the Shock Assault ability).

If your army is Battle-forged, Troops units in BLOOD ANGELS Detachments and Blood Angels successor Chapter Detachments (that is, any Detachment which only includes units from that successor Chapter) gain the Defenders of Humanity ability. In addition, INFANTRY, BIKER and DREADNOUGHT units (other than SERVITOR units) in BLOOD ANGELS Detachments and Blood Angels successor Chapter Detachments gain The Red Thirst ability.

The Red Thirst: In any turn in which a unit with this ability charged, was charged or made a Heroic Intervention, you may add 1 to its wound rolls in the Fight phase.

Defenders of Humanity: A unit with this ability that is within range of an objective marker (as specified in the
mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Combat Doctrines

Models in this unit gain a bonus depending on which combat doctrine is active for your army (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units). This bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. Bolts of Judgement). At the start of the battle, the Devastator Doctrine is active. A combat doctrine remains active for the duration of the battle, though you can change which combat doctrine is active once at the start of each battle round after the first, as follows: If the Devastator Doctrine was active during the previous battle round, you can change it so that the Tactical Doctrine is now active. If the Tactical Doctrine was active during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine: The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine: The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine: The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

As of 02-12-2020 Blood Angels Stratagems groups are…

  • Universal Stratagems
  • Blood Angels Stratagems
  • Blood of Baal Stratagems
  • Fleshtearers Stratagems

(See tabs for details)

    As of 08-03-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

As of 12-26-2017 Blood Angels Stratagems are…

Orbital Bombardment: 3 CP

Use once per battle, in the Shooting phase, if you have an Blood Angel Warlord that did not move during the Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.

Honour The Chapter: 3 CP

Use at the end of the Fight Phase. Select an Blood Angel Infantry or Dark Angel Biker unit, that unit can immediately fight for a second time.

Auspex Scan: 2 CP

Use immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Blood Angel Infantry units. Your unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

Only in Death Does Duty End: 2 CP

Use when a Blood Angel Character is slain; that model can immediately shoot as if it were your Shooting Phase, or fight as if it were your Fight phase. This is not cumulative with the any Banner ability the Stratagem takes precedence.

Wisdom of the Ancients: 1 CP

Use at the start of any phase. Select a friendly Blood Angel Dreadnought. Unit the end of the phase, you can re-roll all hit rolls of 1 for Chapter units within 6″ of that Dreadnought.

Armour of Contempt: 1 CP

Use when an Blood Angel Vehicle suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+,that mortal wound is ignored and has no effect.

Flakk Missile: 1 CP

Use just before a friendly Blood Angel Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; target suffers D3 mortal wounds.

Tactical Flexibility: 1 CP

Use at the start of any of your Movement phases. Select a friendly Blood Angel unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.

Linebreaker Bombardment: 1 CP

Use in your Shooting phase if a Vindicator is within 6″ of 2 other friendly Blood Angel Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On 4+ that unit suffers 3D3 mortal wounds.

Killshot: 1 CP

Use in your Shooting phase if a Predator is within 6″ of 2 other friendly Predators. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.

Cluster Mines: 1 CP

Use when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1″ of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.

Empyric Channeling: 1 CP

Use at the start of Psychic phase if a Dark Angel Psyker is within 6″ of at least 2 other friendly Blood Angel Psykers. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.

Datalink Telemetry: 1 CP

Use in the Shooting phase just before the Whirlwind shoots. If that target of the shooting attacks are visible to a friendly Blood Angel Land Speeder unit that is within 12″ of the target unit, the Whirlwind’s attacks automatically hit.

Hellfire Shells: 1 CP

Use this just before an Blood Angel Infantry model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.

Masterful Marksmanship: 1 CP

Use this when a Blood Angel Sternguard Veteran Squad from your army is selected to attack in your Shooting phase. You can add 1 to all your wound rolls made for that unit’s special issue boltgun attacks in that Shooting phase.

Armoury of Baal: 1/3 CP

Use before the battle. Your army can have one extra Relics of Baal for 1 CP, or two extra Relics of Baal for 3 CPs. All the Relics of Baal that you include must be different and be given to different Blood Angel Characters.

Vengeance for Sanguinus: 1 CP

Use when an Blood Angel unit is chose to attack in the Fight phase. Each time you roll a hit roll 6+ for a model in this unit during this phase, it can, if it was targeting a Heretic Astartes unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. These extra attacks are instead generated on rolls of 4+ when targeting Black Legion units.

Forlorn Fury: 2 CP

Use this at the start of the first battle round, but before the first turn has begun. You can immediately move one of your Death Company Infantry units and even Advance as if it were your Movement phase. You can only use this Stratagem once.

Behold the Golden Host: 1 CP

Use this immediately after a Blood Angels unit from your army with the Death Mask ability is set up on the battlefield. Until the start of your next turn, the range of that unit’s Death Mask ability is increased to 12″

Strike of the Archangels: 2 CP

Use this immediately after a Blood Angels Terminator unit from your army is set up on the battlefield. You can re-roll failed hit rolls for that unit until the start of your next turn.

Upon Wings of Fire: 1 CP

Use this in your Movement phase before moving a Blood Angels Jump Pack unit from your army. Remove the unit from the battlefield and set it up at the end of that phase, anywhere on the battlefield that is more than 9″ away from any enemy models.

Lucifer-Pattern Engines: 1 CP

Use this before Advancing with a Blood Angels Vehicle that isn’t a Dreadnought or vehicle that can Fly. Increase its move by 6″ or D6+6 if it is a Baal Predator, until the end of the phase – do not roll a dice.

Descent of Angels 2 CP

Use this before making a charge roll with a Blood Angels Jump Pack unit from your army that was set up on the battlefield earlier in this turn. Roll 3D6 to determine the unit’s charge distance instead of 2D6.

Red Rampage: 1 CP

Use this in any Fight phase to add D3 to the Attacks of a Blood Angels Character from your army that charged earlier in the turn, for the duration of the Fight phase.

Death Visions of Sanguinus: 1 CP

Use this when mustering your army. Select a Blood Angels Captain, Chaplain, or Lieutenant from your army. Thta model gains the Death Company keyword and the Black Rage ability for the duration of the battle. Named characters and Primaris models cannot be use this Stratagem.

If your army is Battle-forged and includes any BLOOD ANGELS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Blood Angels on the battlefield.

Hero of the Chapter: 1 CP 

Use this Stratagem before the battle, after nominating your Warlord. Select one BLOOD ANGELS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Transhuman Physiology: 2 CP

Use this Stratagem when a BLOOD ANGELS unit from your army that is not a VEHICLE or a SERVITOR is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Vengeance of the Machine Spirit: 2 CP

Use this Stratagem when a BLOOD ANGELS LAND RAIDER model, BLOOD ANGELS REPULSOR model or BLOOD ANGELS STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when resolving these attacks).

Refusal to Die: 1 CP

Use this Stratagem in any phase, after a DEATH COMPANY unit from your army is chosen as the target of an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost. You can only use this Stratagem once per turn.

Steady Advance: 1 CP

Use this Stratagem in your Shooting phase, when a BLOOD ANGELS INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.

Honoured by Baal: 1 CP

Use this Stratagem after nominating a model drawn from a Blood Angels successor Chapter to be your Warlord. You can give one Relic of Baal (see page 59 and Codex: Blood Angels) to a CHARACTER model from your army that is drawn from a Blood Angels successor Chapter instead of giving them a Special issue Wargear Relic (pg 60). If you do, replace the BLOOD ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once per battle.

Hammer of Wrath: 1 CP

Use this Stratagem when a BLOOD ANGELS JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1″ of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.

Death on the Wind: 2 CP

Use this Stratagem in the Fight phase. Select one SANGUINARY GUARD unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, treat a damage result of 1 as 2.

Targted Sighted: 3 CP

Use this Stratagem at the start of your Shooting phase. Select one BLOOD ANGELS INTERCESSOR SQUAD or DEATH COMPANY INTERCESSORS unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.’

Unbridled Ardour: 1 CP

Use this Stratagem in the Charge phase. Select one BLOOD ANGELS unit from your army. That unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, that unit can perform a Heroic Intervention if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″.

Adaptive Strategy: 1 CP

Use this Stratagem at the start of the battle round if there are any BLOOD ANGELS CHARACTER models from your army on the battlefield, before you change which combat doctrine is active. If the Assault Doctrine is currently active, you can change it so that the Tactical Doctrine is now active. Alternatively, if the Tactical Doctrine is currently active, you can change it so that the Devastator Doctrine is now active. You can only use this Stratagem once per battle.

Boltstorm: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one BLOOD ANGELS INTERCESSOR SQUAD or DEATH COMPANY INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’

Explosive Judgement: 1 CP

Use this Stratagem in your Shooting phase. Select one SANGUINARY GUARD unit from your army. Until the end of the phase, when resolving an attack made with an angelus boltgun by a model in that unit, you can re-roll the wound roll and the target does not receive the benefit of cover to its saving throw.

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a BLOOD ANGELS PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

Chalice Overflowing: 1 CP

Use this Stratagem in your Movement phase. Select one SANGUINARY PRIEST unit from your army. Until the end of the turn, that unit can use its Narthecium ability one additional time. In addition, this unit can target a friendly unit with its Narthecium ability even if that unit has already been targeted by the Narthecium ability earlier that turn.

Duty Eternal: 1 CP

Use this Stratagem when a BLOOD ANGELS DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, halve the damage inflicted (rounding up).

Veteran Intercessors: 1/2 CP

Use this Stratagem before the battle. Select one BLOOD ANGELS INTERCESSOR SQUAD unit from your army that contains 5 models for 1 Command Point or one BLOOD ANGELS INTERCESSOR SQUAD unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSOR SQUAD unit can only be selected for this Stratagem once per battle.

Masterful Marksmanship: 1 CP

Use this Stratagem when a BLOOD ANGELS STERNGUARD VETERAN SQUAD unit from your army fires Overwatch or is chosen to shoot with. Until the end of the phase, when resolving an attack made with a special issue boltgun by a model in that unit, add 1 to the wound roll.

Fury of the First: 1 CP

Use this Stratagem in any phase. Select one BLOOD ANGELS TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

Hunter-Slayer Missile: 1 CP

Use this Stratagem in your Shooting phase. Select one BLOOD ANGELS REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48″ of that model that is not within 1″ of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each REPULSOR model can only be selected for this Stratagem once per battle.

Rapid Fire: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one BLOOD ANGELS INTERCESSOR SQUAD or DEATH COMPANY INTERCESSORS unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.

Big Guns Never Tire: 1 CP

Use this Stratagem when a BLOOD ANGELS VEHICLE unit from your army is chosen to shoot with in your Shooting phase. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

Visage of the Damned: 1 CP

Use this Stratagem in the Fight phase. Select one BLOOD ANGELS unit from your army that has the Death Mask ability. Until the end of the phase, when resolving an attack against that unit, subtract 1 from the hit roll.

If your army is Battle-forged and includes any FLESH TEARERS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Flesh Tearers on the battlefield.

Savage Destruction: 2 CP

Use this Stratagem at the start of the Fight phase. Select one enemy unit. Until the end of the turn, when a model in that unit is destroyed as a result of an attack made by a FLESH TEARERS model from your army, that destroyed model counts as two destroyed models for the purpose of any Morale test taken for that unit.

Aggressive Onslaught: 1 CP

Use this Stratagem in your Fight phase. Select one FLESH TEARERS INFANTRY unit from your army. Until the end of the phase, when models in that unit make a pile-in move, they can move up to 6″ instead of 3″.

Blood Angels Unique Items

  As of 02-12-2020 Blood Angels Unique Item groups are…

  • Relics of Baal
  • Blood of Baal Relics
  • Special-Issue Wargear
  • Relics of Cretacia

(See tabs for details)

If your army is led by a Blood Angel Warlord, you may give one Relic of Baal to a Blood Angels Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Hammer of Baal

Models with a thunder hammer only. Replace the bearer’s thunder hammer with the following profile: Range Melee, Type Melee, S x2, AP-3, D3.

The Angel’s Wing

Jump Pack model only. You can re-roll failed charge rolls and your opponent cannot fire Overwatch against them.

The Vertias Vitae

If your army is Battle-forged and the bearer is on the battlefield roll a D6 each time you use a Stratagem; on a 5+ you gain a Command point.

Gallian’s Staff:

Models with a force stave only. Replace the bearer’s force stave with the following profile: Range: Melee, Type: Melee S+2, AP-1 D D3. You can add 1 to the bearer’s Psychic test when attempting to manifest the Smite psychic power.

Archangel’s Shard:

Models with a power sword or master-crafted power sword only. Replace the bearer’s power sword or master-crafted power sword with the following profile: Range: Melee, Type: Melee S User, AP-3 D1. If the target is a monster, this weapon does D3 damage. If the target is a Daemon Monster, this weapon has does D6 Damage.

Standard of Sacrifice

Ancient model only. The bearer of the this gains the following ability in addition to those described on their datasheet. Roll a D6 each time a friendly Blood Angels Infantry or Blood Angels Biker model within 6″ of the bearer loses a wound; on a 5+ the wound is ignored and has no effect. Models with the Black Rage ability are not affected

If your army is led by a BLOOD ANGELS Warlord, you can give one of the following Relics of Baal to a BLOOD ANGELS CHARACTER model from your army instead of giving them a Relic from Codex: Blood Angels. Named characters (such as Brother Corbulo) cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

The Hammer of Baal

Model with master-crafted auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile: Decimator 24″ Assault 3 S5 AP-2 D2 Abilities: When resolving an attack made with this weapon, the bearer does not suffer the penalty for Advancing and firing Assault weapons.

Wrath of Baal

SANGUINARY ANCIENT model only. At the start of your Movement phase, add 2 to the Move characteristic of models in friendly BLOOD ANGELS JUMP PACK units if their unit is within 6″ of this model. This bonus lasts until the end of the turn.

Biomantic Sarcophagus

LIBRARIAN DREADNOUGHT model only. Add 6″ to the range of the psychic powers this model manifests from the Sanguinary discipline (see Codex: Blood Angels). In addition, once per turn, when a Psychic test or Deny the Witch test is taken for this model, you can re-roll one of the dice.

Figure of Death:

Model with crozius arcanum only. This Relic replaces a crozius arcanum and has the following profile: Figure of Death Melee S+1 AP-2 D2 Abilities: When resolving an attack made with this weapon, on a successful wound roll the target is terrified until the end of the turn in addition to any normal damage. Whilst a unit is terrified, subtract 2 from the Leadership characteristic of models in that unit.

Gleaming Pinions:

JUMP PACK model only. This model can charge in a turn in which it Fell Back. In addition, when a charge roll is made for this model, add 1 to the result.

Standard of Sacrifice

Ancient model only. The bearer of the this gains the following ability in addition to those described on their datasheet. Roll a D6 each time a friendly Blood Angels Infantry or Blood Angels Biker model within 6″ of the bearer loses a wound; on a 5+ the wound is ignored and has no effect. Models with the Black Rage ability are not affected

If your army is led by a BLOOD ANGELS Warlord or a Warlord drawn from a Blood Angels successor Chapter, you can give one of the following Special-issue Wargear Relics to a BLOOD ANGELS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Blood Angels successor Chapter, instead of giving them a Relic from Codex: Blood Angels. These are considered to be Relics of Baal for all rules purposes. Named characters and VEHICLES cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Adamantine Mantle

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

Artificer Armour

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

Master-crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 Rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

Fleshrender Grenades

Model with frag grenades only. This Relic replaces frag grenades and has the following profile: Fleshrender 6″ Grenades 3,  S5 AP-3 D2 Abilities: When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.

Icon of the Angel

When a charge roll is made for a friendly BLOOD ANGELS unit or unit with the same successor Chapter keyword as a model with this Relic whilst within 3″ of that model, you can re-roll any of the dice.

Quake Bolts

When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a quake bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target is felled until the end of the turn and the attack sequence continues. When resolving an attack made with a melee weapon against a felled unit, add 1 to the hit roll.

If your army is led by a FLESH TEARERS Warlord, you can give one of the following Relics of Cretacia to a FLESH TEARERS CHARACTER model in your army instead of giving them a Relic from Codex: Blood Angels. Named characters (such as Gabriel Seth) cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Severer of Threads

Model with chainsword only. This Relic replaces a chainsword and has the following profile: Severer of Threads Melee S+1 AP-1 D1 Abilities: When the bearer fights, it makes D3 additional attacks with this weapon. When resolving an attack made with this weapon against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Sorrow’s Genesis

SANGUINARY PRIEST, PRIMARIS APOTHECARY OR SANGUINARY NOVITIATE model only. A model with this Relic loses the Narthecium ability and has the following ability: ‘Sorrow’s Genesis: At the end of your Movement phase, this model can provide medical attention to one friendly FLESH TEARERS INFANTRY or FLESH TEARERS BIKER unit within 3″. If that unit contains any models that have lost any wounds, select one of those models to regain up to 3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 2+ you can return one destroyed model from that unit to the battlefield with 3 lost wounds regained, placing it within 3″ of this model and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). Each unit can only be affected by the Sorrow’s Genesis or Narthecium abilities once per turn.’

Blood Angels Psychic Powers

As of 02-12-2020 Blood Angels Litanies & Psychic powers are…

  • Sanguinary Discipline
  • Obscuration Discipline
  • Litanies of Battle

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Sanguinary discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have. If a psyker is from a Blood Angels successor Chapter, replace the BLOOD ANGELS keyword in all instances with the name of their Chapter.

Quickening : WC 7

If manifested, you can add 3 to Advance and charge rolls you make for the psyker, and make D3 additional attacks with them in the Fight phase, until the start of your next Psychic phase.

Unleash Rage: WC 6

If manifested, select a friendly BLOOD ANGELS unit within 12″ of the psyker. Until the start of your next Psychic phase, add 1 to the Attacks characteristics of that unit.

Shield of Sanguinius: WC 6

If manifested, select a friendly BLOOD ANGELS unit within 12″ of the psyker. Until the start of your next Psychic phase, that unit has a 5+ invulnerable save.

Blood Boil: WC 6

If manifested, select a visible enemy unit within 6″ of the psyker and roll 2D6. If the total exceeds the highest Toughness characteristic in the target unit, the unit suffers D3 mortal wounds; if the total rolled is more than double that of the highest Toughness characteristic, the unit suffers 3 mortal wounds instead.

Blood Lance: WC 6

If manifested, select a visible enemy model within 12″ and draw a line between them and the psyker. Roll a D6 for each model the centre of the line passes over. For each roll of 5+ that model’s unit suffers a mortal wound.

Wings of Sanguinius: WC 5

If manifested, the psyker can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12″ and he gains the FLY keyword until the start of your next Psychic phase (this means he can shoot if he Fell Back in his Movement phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.

Shrouding: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker, Until the start of your next Psychic phase, enemy modls can only shoot this unit if is the closest target that is visible to them.

Scryer’s Gaze: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that unit’s ranged weapons, and enemy models do not receive the benefit of cover to their savings throws against ranged attacks made by that unit.

Temporal Corridor: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 3″ of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.

Hallucination: WC 6

If manifested, select a enemy unit within 18″ and visible of the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 – if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit unitl the start of your next Psychic phase.

Tenebrous Curse: WC 6

If manifested, select an enemy unit that cannot FLY and is visible to and within 18″ of the psyker. That unit suffers a mortal wound. In addition, unit the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance or Charge rolls made for it.

Mind Raid: WC 6

If manifested, select an enemy model within 18″ of and visible ot the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a Character, you can then roll 3D6. If the result is equal to or higher than that model’s Leadership characteristic, you gain 1 Command Point.

Before the battle, generate the litanies for BLOOD ANGELS CHAPLAIN models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows. In addition, if your army is Battle-forged, CHAPLAINS in BLOOD ANGELS Detachments know the Invocation of Destruction litany in addition to any others they know.

Litany of Faith:

If this litany is inspiring, then when a model in a friendly BLOOD ANGELS unit within 6″ of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Standard of Sacrifice Relic).

Catechism of Fire:

If this litany is inspiring, select one friendly BLOOD ANGELS unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

Exhortation of Rage:

If this litany is inspiring, select one friendly BLOOD ANGELS unit within 6″ of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

Recitation of Focus:

If this litany is inspiring, select one friendly BLOOD ANGELS unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Mantra of Strength:

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

Canticle of Hate:

If this litany is inspiring, add 2 to charge rolls made for friendly BLOOD ANGELS units whilst they are within 6″ of this model. In addition, when a friendly BLOOD ANGELS unit makes a pile-in or consolidate move within 6″ of this model, models in that unit can move up to an additional 3″. This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.

Invocation of Destruction:

If this litany is inspiring, select one friendly BLOOD ANGELS unit within 6″ of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6, that weapon has an Armour Penetration characteristic of -4 for that attack.

Blood Angels Warlord Traits

 

As of 02-12-2020 Blood Angels Warlord Trait groups are…

  • Universal Warlord Traits
  • Vanguard Warlord Traits 
  • Blood Angel Warlord Traits
  • Flesh Tearer Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If a <CHAPTER> PHOBOS CHARACTER model is your Warlord, you can use the Vanguard Warlord Traits table below to determine what Warlord Trait they have instead of the Warlord Traits table from Codex: Space Marines.

Shoot and Fade:

At the start of your Shooting phase, you can select one friendly <CHAPTER> PHOBOS unit within 6? of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

Lord of Deceit:

At the start of the first battle round, before the first turn begins, select up to three friendly <CHAPTER> PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).

Master of the Vanguard: 

Add 1? to the Move characteristic of friendly <CHAPTER> PHOBOS units whilst they are within 6? of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly <CHAPTER> PHOBOS units whilst they are within 6? of this Warlord.

Stealth Adept:

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

Target Priority:

At the start of your Shooting phase, select one friendly <CHAPTER> PHOBOS unit within 3? of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Marksman’s Honours: 

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics.

If the Warlord of your army is a Blood Angel Character, you can pick the Warlord Trait from the Blood Angel Warlord Traits Table.

Speed of the Primarch:

You can always choose your Warlord to fight first in the Fight phase even if he didn’t charge. Units with similar abilities alternate starting with the player whose turn is taking place.

Artisan of War:

Add 1 to the Damage characteristic of one weapon carried by your Warlord. Cannot be a Relic of Baal.

Soulwarden: 

You can attempt to resist one psychic power with your Warlord in each of your opponent’s Psychic phases.

Heroic Bearing:

Friendly Blood Angels unit automatically pass Morale tests whilst they are within6″ of your Warlord.

Gift of Foresight:

Roll a D6 each time your Warlord loses a wound, re-rolling rolls of 1: on a 6 that wound is ignored and has no effect. If the Warlord has Black Rage ignore rolls of 5 or 6.

Selfless Valour: 

Your Warlord can perform a Heroic Intervention if he is within 6″ of an enemy unit instead of only 3″, and if he does so he can move up to 6″ rather than 3″

 

If a FLESH TEARERS CHARACTER is your Warlord, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

Merciless Butcher:

When this Warlord is chosen to fight in the Fight phase, they can make 1 additional attack with one of its melee weapons for every 5 enemy models within 3″ of it, to a maximum of 3 additional attacks.

Of Wrath and Rage:

When this Warlord is chosen to fight in the Fight phase, they can make 1 additional attack with one of its melee weapons for every 5 enemy models within 3″ of it, to a maximum of 3 additional attacks.

Cretacian Born: 

Overwatch attacks cannot be made against this Warlord.