Blood Angels 9th Edition

Codex Adeptus Astartes: Blood Angels 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
CaptainHQ80
Captain w/ Jump packHQ105
Captain in CataphractiiHQ95
Captain in GravisHQ105
Captain in PhobosHQ93
Captain in Terminator ArmorHQ95
ChaplainHQ80
Chaplain with Jump PackHQ105
Chaplain in TerminatorHQ95
LibrarianHQ90
Librarian DreadnoughtHQ120
Librarian with Jump PackHQ115
Librarian in PhobosHQ98
Librarian in TerminatorHQ105
LieutenantHQ65
Lieutenant with Jump PackHQ90
Lieutenant in PhobosHQ78
Primaris CaptainHQ85
Primaris ChaplainHQ85
Primaris LibrarianHQ95
Primaris LieutenantHQ70
Sanguinary PriestHQ65
Sanguinary Priest with Jump PackHQ90
TechmarineHQ50
Incursor SquadTroops21
Infiltrator SquadTroops24
Infiltrator Helix AdeptTroops34
Intercessor SquadTroops20
Scout SquadTroops14
Tactical SquadTroops15
Drop PodDedicated Transports65
ImpulsorDedicated Transports100
Land Speeder StormDedicated Transports40
RazorbackDedicated Transports80
RepulsorDedicated Transports230
RhinoDedicated Transports75
Assault SquadFast Attack15
Assault Squad with Jump PacksFast Attack17
Asault Bike SquadFast Attack30
Bike SquadFast Attack25
Inceptor SquadFast Attack40
Land SpeedersFast Attack45
Scout Bike SquadFast Attack25
Suppressor SquadFast Attack33
Agressor SquadElites40
Cataphractii Terminator SquadElites26
Centurion Assault SquadElites45
Company AncientElites75
Company ChampionElites40
Company VeteransElites17
Contemptor DreadnoughtElites105
Death CompanyElites19
Death Company with Jump PacksElites21
Death Company DreadnoughtElites85
Death Company IntercessorsElites23
DreadnoughtElites70
Invictor Tactical WarsuitElites135
Furioso DreadnoughtElites75
Primaris AncientElites80
Primaris ApothecaryElites60
Redemptor DreadnoughtElites125
Reiver SquadElites18
Sanguinary AncientElites75
Sanguinary GuardElites24
Sanguinary NovitiateElites60
ServitorsElites7
Sternguard Veteran SquadElites17
Tartaros Terminator SquadElites23
Terminator AncientElites90
Terminator Assault SquadElites23
Terminator SquadElites23
Vanguard Veteran SquadElites17
Vanguard Vet Squad with Jump PacksElites19
Baal PredatorHeavy Support100
Devastator SquadHeavy Support15
Armorium CherubHeavy Support5
Eliminator SquadHeavy Support28
Hellblaster SquadHeavy Support33
HunterHeavy Support95
Land RaiderHeavy Support175
Land Raider CrusaderHeavy Support215
Land Raider RedeemerHeavy Support245
PredatorHeavy Support90
Repulsor ExecutionerHeavy Support250
StalkerHeavy Support95
VindicatorHeavy Support130
WhirlwindHeavy Support125
Stormhawk InterceptorFlyers115
Stormraven GunshipFlyers240
Stormtalon GunshipFlyers105
AstorathHQ110
Brother CorbuloHQ90
Captain TychoHQ100
Chief Librarian MephistonHQ170
Commander DanteHQ170
Gabriel SethHQ140
LemartesHQ110
The SanguinorHQ140
Tycho the LostHQ85
Absolvor Bolt PistolRanged0
Accelerator AutocannonRanged0
Angelus boltgunRanged0
Assault BolterRanged0
Assault Cannon (INFANTRY)Ranged15
Assault Cannon (Other Models)Ranged20
Assault Plasma IncineratorRanged0
Astartes Grenade LauncherRanged0
Astartes ShotgunRanged0
Auto bolt rifleRanged0
Auto Boltstorm GauntletsRanged0
Bellicatus Missile ArrayRanged20
Bolt carbineRanged0
bolt pistolRanged5
bolt rifleRanged0
bolt sniper rifleRanged0
boltgunRanged0
Boltstorm GauntletRanged0
Cerberus launcherRanged0
Combi-bolterRanged3
Combi-flamerRanged10
Combi-gravRanged10
Combi-meltaRanged10
Combi-plasmaRanged10
Cyclone missile launcherRanged25
Deathwind launcherRanged5
Demolisher cannonRanged0
FlamerRanged5
Flamestorm Cannon (Baal Predator)Ranged25
Flamestorm Cannon (Other Models)Ranged0
Flamestorm gauntletsRanged0
Frag cannonRanged20
Frag grenadesRanged0
Fragstorm Grenade launcherRanged5
Grav-cannon and grav-amp (Infantry)Ranged10
Grav-cannon and grav-amp (other models)Ranged15
Grav-gunRanged10
Grav-pistolRanged5
Grenade harnessRanged5
Hand flamerRanged5
Heavy bolt pistolRanged0
Heavy bolter (infantry)Ranged10
Heavy Bolter (Other Models)Ranged15
Heavy flamerRanged10/15
Heavy laser destroyerRanged40
Heavy onslaught gatling cannonRanged30
Heavy plasma cannonRanged20
Heavy plasma incineratorRanged0
Hunter-killer missileRanged5
Hurricane bolterRanged15
Icarus Ironhail heavy stubberRanged5
Icarus rocket podRanged5
Icarus stormcannonRanged10
Incendium cannonRanged0
Inferno PistolRanged5
Instigator bolt carbineRanged0
Ironhail heavy stubberRanged5
Kheres-pattern assault cannonRanged25
Krak grenadesRanged0
Krakstorm grenade launcherRanged5
Las-talonRanged35
LascannonRanged15/20
Macro plasma incineratorRanged30
Marksman bolt carbineRanged0
Master-crafted auto bolt rifleRanged5
Master-crafted boltgunRanged5
Master-crafted instigator bolt carbineRanged0
Master-crafted occulus bolt carbineRanged0
Master-crafted stalker bolt rifleRanged5
Melta bombsRanged5
MeltagunRanged10
Missile launcherRanged15/20
Multi-meltaRanged20/25
Occulus bolt carbineRanged0
Onslaught gatling cannonRanged20
Plasma blasterRanged10
Plasma cannonRanged10
Plasma cutterRanged5
Plasma exterminatorRanged5
Plasma gunRanged10
Plasma IncineratorRanged0
Plasma pistolRanged5
Predator autocannonRanged40
Reaper autocannonRanged10
Reductor pistolRanged0
Shock grenadesRanged0
Skyhammer missile launcherRanged20
Skyspear missile launcherRanged0
Sniper rifleRanged2
Special issue boltgunRanged0
Stalker bolt rifleRanged0
Storm bolterRanged3
Stormstrike missile launcherRanged0
Twin assault cannonRanged40
Twin boltgunRanged0
Twin heavy bolterRanged30
Twin heay plasma cannonRanged40
Twin Icarus Ironhail heavy stubberRanged0
Twin ironhail autocannonRanged0
Twin lascannonRanged40
Twin multi-meltaRanged50
Typhoon missile launcherRanged40
Volkite chargerRanged5
Whirlwind castellan launcherRanged0
Whirlwind vengeance launcherRanged10
Wrist-mounted grenade launcherRanged5
Blood TalonsMelee45
ChainfistMelee10
ChainswordMelee0
Combat knifeMelee0
Crozium arcanumMelee0
Dreadnought combat weaponMelee20
Encarmine axeMelee10
Encarmine swordMelee10
EvisceratorMelee10
Force axeMelee0
Force staveMelee0
Force swordMelee0
Furioso Fist singleMelee20
Furioso Fist pairMelee30
Furioso force halberdMelee0
Invictor fistMelee0
Lightning claws singleMelee5
Lightning claws pairMelee10
Master-crafted power swordMelee10
Paired combat bladesMelee0
Power axeMelee5
Power fistMelee10
Power maulMelee5
Power swordMelee5
Redemptor fistMelee0
Relic bladeMelee10
Servo-armMelee0
Thunder hammer (character)Melee40
Thunder hammer (other)Melee15
auto launchersWargear0
auxiliary grenade launcherWargear2
camo cloakWargear2
combat shieldWargear3
Death maskWargear0
grapnel launcherWargear2
grav-chuteWargear2
haywire mineWargear10
Magna-grappleWargear5
shield domeWargear20
smoke grenadesWargear0
orbital comms arrayWargear20
Storm shield (character)Wargear10
storm shield (other)Wargear4
teleport homerWargear5
Air defense missilesRanged-0
Deathstrom cannon arrayRanged-0
Deathstrom missile arrayRanged-0
Dreadhammer siege cannonRanged-0
Fellblade accelerator cannonRanged-0
Heavy neutron pulse arrayRanged-0
Helios launcherRanged-0
Laser volley cannonRanged-0
Punisher rotary cannonRanged-0
ROC missile launcherRanged-0
Siege melta arrayRanged-0
Spectre pattern bolterRanged-0
Tempest salvo launcherRanged-0
Thunderhawk heavy cannonRanged-0
Turbo-laser destructorRanged-0
Twin accelerator autocannonRanged-0
Twin avenger bolt cannonRanged-0
Twin volcano cannonRanged-0
Crushing tracksMelee-0
Termite drillMelee-0
Enchanced repulsor fieldWargear-0
Plasma blastgunRanged-10
Twin volkite chargerRanged-10
Space Marine GunnersHeavy Support-15
Graviton blasterRanged-15
Rapier Weapons BatteryHeavy Support-20
Tarantula Sentry GunHeavy Support-20
C-beam cannonRanged-20
Castellum air defense missilesRanged-20
Las-ripperRanged-20
Dreadnought combat weaponMelee-20/30
Leviathan siege clawMelee-20/30
Cyclone missile launcherRanged-25
Dreadnought inferno cannonRanged-25
Kheres assault cannonRanged-25
Neutron pulse cannonRanged-25
Plasma eradicatorRanged-25
Aiolos missile launcherRanged-30
Xiphon missile batteryRanged-30
Dreadnought chainfistMelee-30/40
Leviathan siege drillMelee-30/40
Scorpius multi-launcherRanged-40
Atomatic pavaiseWargear-40
Infernus cannonRanged-45
Quad launcherRanged-45
Skyreaper batteryRanged-45
Hellfire plasma carronadeRanged-50
Magna-melta cannonRanged-50
Storm cannon arrayRanged-50
Twin hellstrike launcherRanged-50
Castellum battle cannonRanged-55
Land Speeder TempestFast Attack-60
Cyclone melta lanceRanged-60
Hellstrike batteryRanged-60
Laser destroyerRanged-60
Quad heavy bolterRanged-60
Grav-flux bombardRanged-65
Relic Javelin Attack SpeederFast Attack-70
Tarantula Air Defense BatteryHeavy Support-70
Mortis DreadnoughtHeavy Support-70
Arachnus autocannon batteryRanged-70
Arachnus heavy lascannon batteryRanged-75
Siege DreadnoughtElites-80
Infernum Pattern RazorbackDedicated Transport-80
Lucius Dreadnought Drop PodDedicated Transport-80
Quad lascannonRanged-80
Armenneus ValthexHQ-90
Deimos Relic PredatorHeavy Support-90
Chaplain Ivanus EnkomiHQ-100
Relic Contemptor DreadnoughtElites-105
Contemptor Mortis DreadnoughtHeavy Support-105
Xiphon InterceptorFlyer-110
Damocles Command RhinoHQ-120
Deathstrom Drop PodFast Attack-120
Twin macro-accelerator cannonRanged-120
Terrax-pattern TermiteDedicated Transport-130
Magister Servin LothHQ-150
Relic Deredeo DreadnoughtHeavy Support-150
Lord Asterion MolocHQ-165
Lugft HuronHQ-170
Hecaton AiakosHQ-175
Tyberos the Red WakeHQ-175
Relic Sicaran Arcus Strike TankHeavy Support-175
Land Raider PrometheusHeavy Support-180
Relic SicaranHeavy Support-180
Relic Sicaran PunisherHeavy Support-180
Casan SabiusHQ-185
Land Raider AchillesHeavy Support-190
Gabriel AngelosHQ-195
Relic Whirlwind ScorpiusHeavy Support-195
Deimos Vindicator Laser DestroyerHeavy Support-200
Relic Sicaran Omega Tank DestroyerHeavy Support-200
Relic Sicaran VenatorHeavy Support-200
Land Raider HeliosHeavy Support-205
Relic Land Raider ProteusHeavy Support-210
Relic Leviathan DreadnoughtHeavy Support-220
Storm Eagle Assault GunshipFlyer-230
Storm Eagle Assault Gunship ROC PatternFlyer-245
Fire Raptor GunshipFlyer-280
Relic Spartan Assault TankLord of War-320
Bray'arth AshmantleHQ-330
Carab Culln the RisenHQ-400
Astraeus Super-heavy TankLord of War-500
Relic Cerberus Heavy Tank DestroyerLord of War-680
Relic Fellblade Super-heavy TankLord of War-690
Relic Typhon Heavy Siege TankLord of War-720
Relic Falchion Super-heavy TankLord of War-790
Relic Mastodon Super-heavy transportLord of War-915
Thunderhawk GunshipLord of War-1350
Sokar Pattern StormbirdLord of War-2000

 

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.

Blood Angels Stratagems

As of 07-25-2020 Blood Angels Stratagems groups are…

  • Core Stratagems
  • Blood Angels Stratagems
  • Blood of Baal Stratagems
  • Fleshtearers Stratagems

(See tabs for details)

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

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 07-25-2020 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 07-25-2020 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 07-25-2020 Blood Angels Warlord Trait groups are…

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

(See tabs for details)

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.