Blood Angels 9th Edition

Codex Adeptus Astartes: Blood Angels 9th edition was released on 11/28/20

Unit points throughout Time

UnitsBattlefield RoleChapter Approved 2020Forge World 2020Codex 2020Supplement 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1
Dreadnought Drop PodDedicated Transport-80--70-
Terrax-pattern TermiteDedicated Transport-130--180-
Infernum Pattern RazorbackDedicated Transport-80----
RazorbackDedicated Transport80-110---
ImpulsorDedicated Transport100-110---
RhinoDedicated Transport75-80---
Drop PodDedicated Transport65-70---
Land Speeder StormDedicated Transport40-55---
Lucius Dreadnought Drop PodDedicated Transport-80----
ServitorsElites7----30
Reiver SquadElites18-----
Tartaros Terminator SquadElites23-----
Cataphractii Terminator SquadElites26-----
Victrix honor guardElites35-----
Company AncientElites75-----
Redemptor DreadnoughtElites125-175---
Invictor Tactical WarsuitElites135-160---
Contemptor DreadnoughtElites105-150---
Ironclad DreadnoughtElites70-135---
DreadnoughtElites70-120---
Primaris ApothecaryElites60-80---
Primaris AncientElites80-80---
Company ChampionElites40-55---
Centurion Assault SquadElites45-55---
Terminator SquadElites23-38---
Terminator Assault SquadElites23-33---
Company VeteransElites17-20---
Sternguard Veteran SquadElites17-20---
Vanguard Veteran SquadElites17-19---
Aggressor SquadElites40-----
Chapter AncientElites100-----
Ancient in TerminatorElites90-100---
ApothecaryElites55-75---
Venerable DreadnoughtElites85-135---
Relic Contemptor DreadnoughtElites-105--140-
Scout SquadElites14-----
Bladeguard Veteran SquadElites35-----
Bladeguard AncientElites85-----
JudiciarElites85-----
Siege DreadnoughtElites-80----
Relic Terminator SquadElites--34---
Veteran Intercessor SquadElites--22---
Death Company IntercessorsElites23--22--
Sanguinary GuardElites24--30--
Furioso DreadnoughtElites75--120--
Sanguinary AncientElites75--125--
Death Company DreadnoughtElites85--125--
Death CompanyElites19-----
Death Company with Jump PacksElites21-----
Sanguinary NovitiateElites60-----
Terminator AncientElites90-----
Inceptor SquadFast Attack40----45
Outrider SquadFast Attack45----50
Land Speeder TempestFast Attack-60--115-
Javelin Attack SpeederFast Attack-70--125-
Invader ATVFast Attack80-----
Deathstrom Drop PodFast Attack-120----
Storm ThunderstrikeFast Attack--175---
Storm HammerstrikeFast Attack--170---
Storm Speeder HailstrikeFast Attack--150---
Suppressor SquadFast Attack33-100---
Land SpeedersFast Attack45-75---
Asault Bike SquadFast Attack30-45---
Bike SquadFast Attack25-30---
Assault SquadFast Attack15-18---
Scout Bike SquadFast Attack25-30---
Assault Squad with Jump PacksFast Attack17-----
Relic Javelin Attack SpeederFast Attack-70----
Xiphon InterceptorFlyers-110--235-
Storm Eagle Assault GunshipFlyers-230--335-
Fire Raptor GunshipFlyers-280--340-
Storm Eagle Assault Gunship ROC PatternFlyers-245----
Stormraven GunshipFlyers240-310---
Stormhawk InterceptorFlyers115-185---
Eradicator SquadHeavy Support40-40--45
Tarantula Sentry BatteryHeavy Support-70--40-
Rapier Weapons BatteryHeavy Support-20--85-
Sicaran ArcusHeavy Support-175--155-
Sicaran PunisherHeavy Support-180--155-
Sicaran Battle TankHeavy Support-200--165-
Sicaran VenatorHeavy Support-200--170-
Whirlwind ScorpiusHeavy Support-195--170-
Vindicator Laser DestroyerHeavy Support-200--175-
Deredeo DreadnoughtHeavy Support-150--190-
Land Raider ProteusHeavy Support-210--225-
Land Raider AchillesHeavy Support-190--320-
Hellblaster SquadHeavy Support33-----
Techmarine GunnerHeavy Support45-----
PredatorHeavy Support90-----
Contemptor Mortis DreadnoughtHeavy Support-105----
Deimos Relic PredatorHeavy Support-90----
Land Raider HeliosHeavy Support-205----
Land Raider PrometheusHeavy Support-180----
Leviathan DreadnoughtHeavy Support-220----
Mortis DreadnoughtHeavy Support-70----
Space Marine GunnersHeavy Support-15----
Repulsor ExecutionerHeavy Support250-355---
RepulsorHeavy Support230-315---
Land RaiderHeavy Support175-285---
Land Raider CrusaderHeavy Support215-285---
Land Raider RedeemerHeavy Support240-285---
Gladiator ValiantHeavy Support--250---
Gladiator ReaperHeavy Support--230---
Gladiator LancerHeavy Support--200---
Predator DestructorHeavy Support--140---
Predator AnnihilatorHeavy Support--130---
WhirlwindHeavy Support125-125---
Thunderfire CannonHeavy Support85-120---
StalkerHeavy Support95-115---
Firestrike Servo-turretHeavy Support90-90---
Centurion Devastator SquadHeavy Support60-70---
Eliminator SquadHeavy Support28-30---
Devastator SquadHeavy Support15-18---
HunterHeavy Support95-110---
Baal PredatorHeavy Support100--120--
Armorium CherubHeavy Support5-----
WhirlwindHeavy Support125-----
Deimos Vindicator Laser DestroyerHeavy Support-200----
Relic Deredeo DreadnoughtHeavy Support-150----
Relic Land Raider ProteusHeavy Support-210----
Relic Leviathan DreadnoughtHeavy Support-220----
Relic SicaranHeavy Support-180----
Relic Sicaran Arcus Strike TankHeavy Support-175----
Relic Sicaran Omega Tank DestroyerHeavy Support-200----
Relic Sicaran PunisherHeavy Support-180----
Relic Sicaran VenatorHeavy Support-200----
Relic Whirlwind ScorpiusHeavy Support-195----
Tarantula Air Defense BatteryHeavy Support-70----
Tarantula Sentry GunHeavy Support-20----
Damocles Command RhinoHQ-120--90-
CaptainHQ80-85115--
ChaplainHQ80-----
Primaris ChaplainHQ85-----
LibrarianHQ90-----
Captain in CataphractiiHQ95-----
Chaplain in TerminatorHQ95-----
Primaris LibrarianHQ95-----
Captain on BikeHQ100-----
Librarian in TerminatorHQ105-----
Iron Father FeirrosHQ140-----
High Marshall HelbrechtHQ155-----
Captain in Gravis ArmourHQ105-115---
Primaris Chaplain on BikeHQ130-115---
Librarian in PhobosHQ98-100---
Captain in PhobosHQ93-95---
Primaris CaptainHQ85-90---
Lieutenant in PhobosHQ78-80---
Primaris LieutenantHQ70-75---
TechmarineHQ40-70---
LieutenantHQ65-70---
Captain in Terminator ArmorHQ95-100---
Sanguinary PriestHQ65--90--
Captain TychoHQ100--95--
LemartesHQ110--120--
Brother CorbuloHQ90--150--
Librarian DreadnoughtHQ120--150--
The SanguinorHQ140--150--
Chief Librarian MephistonHQ170--155--
Gabriel SethHQ140--160--
Commander DanteHQ170--175--
Tycho the LostHQ85-----
Lieutenant with Jump PackHQ90-----
Sanguinary Priest with Jump PackHQ90-----
Captain with Jump packHQ105-----
Chaplain with Jump PackHQ105-----
AstorathHQ110-----
Librarian with Jump PackHQ115-----
TyphonLords of War-720--350-
CerberusLords of War-680--400-
SpartanLords of War-320--460-
FalchionLords of War-790--600-
FellbladeLords of War-690--600-
AstraeusLords of War-500--675-
MastodonLords of War-915--800-
Thunderhawk GunshipLords of War-1350--800-
Sokar Pattern StormbirdLords of War-2000--1000-
Relic Cerberus Heavy Tank DestroyerLords of War-680----
Relic Falchion Super-heavy TankLords of War-790----
Relic Fellblade Super-heavy TankLords of War-690----
Relic Mastodon Super-heavy transportLords of War-915----
Relic Spartan Assault TankLords of War-320----
Relic Typhon Heavy Siege TankLords of War-720----
Crusader SquadTroops15-18--15
Assault Intercessor SquadTroops19-----
Intercessor SquadTroops20-----
Incursor SquadTroops21-----
Infiltrator SquadTroops24-----
Infiltrator Helix AdeptTroops34-----
Heavy Intercessor SquadTroops--28---
Lost CaptainUpgrade---20--
Lost LieutenantUpgrade---10--
Tactical SquadTroops15-18---
UnitsBattlefield RoleChapter Approved 2020Forge World 2020Codex 2020Supplement 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1

 

Blood Angels Special Rules

An ADEPTUS ASTARTES Detachment is one that only includes models with the ADEPTUS ASTARTES keyword. ADEPTUS ASTARTES Detachments gain the Company Command ability. ADEPTUS ASTARTES units the ADEPTUS ASTARTES Detachments gain the Chapter Tactics ability. Troops units in ADEPTUS ASTARTES Detachments gain the Objective Secured ability.

Chapter Tactics: All ADEPTUS ASTARTES units with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from. If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them.

Angels of Death: This unit has the following abilities: And They Shall No Fear, Bolter Discipline, Shock Assault, and Combat Doctrines.

And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

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 (excluding Centurion models) and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR or BIKER. 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 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.

Combat Doctrines: If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows: During the first battle round, the Devastator Doctrine is active for your army. During the second battle round, the Tactical Doctrine is active for your army. At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army. During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army. Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).’

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.

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.

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.

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).

The Red Thirst: When resolving an attack made with a melee weapon by a model with this ability in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the wound roll. When a unit with this ability Advances or makes a charge move, add 1 to the Advance roll or charge roll.

Fury Within (Flesh Tearers): When resolving an attack made with a melee weapon by a model with this ability in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the wound roll. In addition, when resolving an attack made with a melee weapon by a model in this unit, on an unmodified wound roll of 6 improve that weapon’s Armour Penetration characteristic by 1 for that attack (e.g. AP 0 becomes AP -1).

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on datasheets rather described in full. Some of these referenced abilities are common to all Adeptus Astartes units, and are therefore described in codex Space Marines. Others are specific to Blood Angels units and are described below.

The Lost:

If your army is Battle-forged, then when mustering your army, you can upgrade up to one Captain and up to two Lieutenant units in Blood Angels Detachments in your to be inducted into the Death Company. Each time you do so that gains the Death Company keyword. The following apply to models in units inducted into the Death Company.

    • A model included into the Death Company gains the Black Rage and Death visions abilities. 
    • A model inducted into the Death Company cannot be your Warlord and cannot be given any Chapter Command upgrades.
    • A Captain model inducted into the Death Company has its Rites of Battle ability replaced to Rites of Rage and works only on Death Company Core units.  
    • A Lieutenant model inducted into the Death Company must replaced its Tactical Precision abilities with Tactical Aggression and works only on Death Company Core units.
    • Death Company Character units are excluded from the Company Command rule.

Black Rage:

  • In your Movement phase, each time this unit is selected to move, it cannot Fall Back.
  • Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
  • Each time a model in this unit would lose a wound, roll one D6: on a 6 that wound is not lost.
  • This unit cannot perform any Actions, as described in the Warhammer 40,000 Core book

Death Visions:

Once per battle, when this model is selected to fight, it can use one of the Death Visions listed below. The same Death Vision cannot be used more than once per battle.

On Bridge of the Vengeful Spirit: A model can only use this Death Vision if any enemy Infantry Character or Monster Character models are visible to it. If a model uses this Death Vision, then until that fight is resolved. Add 1 to that model’s Attacks characteristic for every 5 enemy models that are within 6″ of it. Each time that model makes an attack you can re-roll the hit roll. 

The Grace of the Angel: A model can only use this Death Vision if any enemy infantry Character or Monster Character models are within Engagement Range of it. If a model uses this Death Vision, then until the end of that turn, this model has 3+ invulnerable save.

To Slay the Warmaster: A model can ony use this Death Vision if any enemy Infantry Character or Monster Character models are within Engagement Range of it. If a model uses this Death vision, then instead of making attacks for that fight both players roll off. If you win, select one of those enemy models: that model suffers D3+3 mortal wounds.

Secondary Objectives

If every model in your army has the Blood Angels keyword, and your Warlord has the Blood Angels keyword you can select secondary objectives or select one of them to be from the Blood Angels secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

Purge the Enemy

Secondary Objective – Blade of Sanguinius:
At the start of your first Command phase, you must select one Blood Angels Character model from your army to issue a challenge and your opponent must select one Character model from there army to accept the challenge. If either player does not have a Character model, they must instead select their Warlord. Score 5 victory points at the end of the battle for each of the following conditions that have been satisfied:

      • The model that accepted the challenge was destroyed.
      • The model that accepted the challenge was destroyed by a melee attack.
      • The model that accepted the challenge was destroyed by a melee attack made by the model that issued the challenge.

Battlefield Supremacy 

Secondary Objective – Relentless Assault:
Score 4 victory points at the end of your turn if there are more Blood Angels units from your army in the enemy deployment zone than there are enemy units in your deployment zone.

No Mercy, No Respite

Secondary Objective – Fury of the Lost:
Score 3 victory points at the end of your turn if one or more enemy units have been destroyed by a Death Company unit from your army this turn.

Secondary Objective – Death from Above:
Score 2 points at the end of your turn if any enemy units were destroyed by a Blood Angels unit from your army that was set up on the battlefield in the Reinforcements step of any of your Movement phases. If any of those enemy units were a Character unit, score 3 victory points instead.

Blood Angels Stratagems

As of 11-28-2020 Blood Angels Stratagems groups are…

  • Core Stratagems
  • Space Marine Stratagems
  • Blood Angels Stratagems
  • Flesh Tearers 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.

If your army is Battle-forged and includes any Blood Angel 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 Angel on the battlefield.

Death of the Traitors: 1 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll.

Honour the Chapter: 2 CP

Use this Stratagem at the end of the Fight phase. Select one ASSAULT INTERCESSOR SQUAD unit from your army that is within Engagement Range of any units; that unit can fight again.

Fury of the First: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES unit from your army is select to shoot, or in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a TERMINATOR model in that unit makes an attack, add 1 to that attack’s hit roll.

Transhuman Physiology: 1 / 2 CP

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1 CP; otherwise, it costs 2CP.

Rapid Fire: 2 CP

Use this Stratagem at the end of your Shooting phase. Select one INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD unit from your army; that unit can shoot again.

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Unyielding in the Face of the Foe: 1 CP

Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.

Only In Death Does Duty End: 2 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do no remove that model from play –  it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is when removed.

Armour of Contempt: 1 CP

Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHIVLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that would is not lost.

Power of the Machine Spirit: 2 CP

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES MACHINE SPIRIT Model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. 

Wisdom of the Ancients: 1 CP

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES DREADNOUGHT model from your army. Until that start of your next Command phase, that model gains either the Rites of Battle abilities or the Tactical Precision ability, as shown below: Rites of Battle: While a friendly <CHAPTER> CORE unit is within 6? of this model, each time a model in that unit makes an attack, re-roll a hit roll a 1. Tactical Precision: While a friendly <CHAPTER> CORE unit is within 6? of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.

Commanding Oratory: 2 CP

Use this Stratagem at the start of any of your phases other than your Command phases. Select one ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring and takes effect until the start of your next Command phase. 

Combat Revival: 1 CP

Use this Stratagem at the end of your Movement phase. Select <CHAPTER> APOTHECARY unit from your army and then select one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit that is not at its Starting Strength and is within 3? of that APOTHECARY. One of the selected unit’s destroyed models is returned to its unit with its full wounds remaining. 

Relic of the Chapter: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and give them one Chapter Relic. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle. 

Hero of the Chapter: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and determined one Warlord Trait for it; that model is it only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle.

Hit-and-Run Warfare: 1 CP 

Use this Stratagem before the battle, after nominating your Warlord. Select one Adeptus Astartes 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.

Hammer of Wrath: 2 CP

Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK that is within ENGAGEMENT RANGE of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

Skilled Riders: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subject 1 from that attack’s hill roll.

Uncompromising Fire: 1 CP

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing. 

Steady Advance: 1 CP

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.

Adaptive Strategy: 2 CP

Use this Stratagem in your Command phase, if a <CHAPTER> WARLORD from your army is on the battlefield and a combat doctrine is active for your army. Select one <CHAPTER> Core unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator, Tactical, Assault Doctrine are considered to be active for that attack. 

Suppression Fire: 1 CP

Use this Stratagem in your Shooting phase, when a WHIRLWIND model from your is select to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire Overwatch or Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.

Terror Troops: 2 CP

Use this Stratagem in your Command phase. Select Reiver unit from your army. That units gains the following ability: Terror Troops: Until the start of your next Command phase, while an enemy unit is within 3? of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker. Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or charge move within 3? of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit’s Leadership characteristic, the action the unit is attempting to perform immediately fails.

Guerilla Tactics: 1 CP

Use this Stratagem in your Movement phase, when a Phobos unit from your army that is more than 6? from any enemy models is selected to move. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves.

Orbital Bombardment: 3 CP

Use this Stratagem in your Command phase, if an ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6? of the centre of that marker, adding 1 if the unit being rolled for is within 3? of the centre of the marker and subtracting 1 if the unit being rolled for is a Character. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds, The marker is then removed. You can only use this Stratagem once.

Auspex Scan: 2 CP

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12? of their unit when doing so.

Termor Shells: 1 CP

Use this Stratagem in your SHooting phase, when selecting a target for a THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from the attack’s wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and sibtract 2 from Advance rolls and charge rolls made for that unit. 

Shock and Awe: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES SHOCK GRENADE or LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6? of that unit. Until the start of your next turn: The selected unit cannot fire Overwatch or Set to Defend. Each time a model is the selected unit makes an attack subtract 1 from the attack’s hit roll.

Melta Bomb: 1 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends. 

Grav Pulse: 1 CP

Use this Stratagem in either: Your movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back. Your opponent’s Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSOR FIELD unit. 

Hellfire Shells: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, hellstorm heavy bolter, or an ececutor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends; if the hit is against a MONSTER unit that unit siffers 3 mortal wounds instaad.

Flakk Missile: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army targets and AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack’s hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends. 

Smokesscreen: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES SMOKESCREEN unit from your army is selected the target of an attack. Unit the end of the phase, each time an attack is made against that unit, substract 1 from that attack’s hit roll.

If your army includes any Blood ANgels Detachments, you have access to these Stratagems, and you spend CPs to use them.

Descent of Angels: 1 CP

Use this Stratagem at the end of your Movement phase. Select one Blood Angels Core Jump Pack unit from your army that was set up on the battlefield during the Reinforcements step of this phase. Until the end of the turn. Each time a charge roll is made for that unit, you can ignore any or all modifiers to that charge roll. Each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

Vengeance for Sanguinius: 1 CP

Use this Stratagem in the Fight phase, when a Blood Angels unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a Black Legion unit, can re-roll that attack’s hit roll and you can re-roll that attack’s wound roll. 

Refusal to Die: 1/2 CP

Use this Stratagem after a Death Company unit from your army is selected as the target of an attack. Until the end of the phase, each time a model in that unit would lose a wound, roll one D6: on 5+, that wound is not slost. You can only use this Stratagem once per turn. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

Angel’s Sacrifice: 1 CP

Use this Stratagem in the Fight phase. Select one Blood Angels Character unit excluding Vehicle units from your army. Until the end of the phase, each time an enemy unit is selected to fight, if a model in that unit is within Engagement Range of that Character unit when your opponent is selecting targets for its attacks, those attacks can only target that Character unit. 

Spiritual Might: 1 CP

Use this Stratagem in your Psychic phase. Select one Blood Angels Psyker unit from your army. You can attempt to manifest one additional psychic power with that unit this phase.

Visions of Sanguinius: 1 CP

Use this Stratagem when a Death Company Character model from your army is selected to fight. That model can do one of the following: If that model has already used a Death Vision, it can use another Death Vision this phase. If that model has not already used a Death Vision, it can use two different Death Vision this phase neither can be a Death Vision you have already used during this battle. 

Angel Exemplar: 1 CP

Use this Stratagem after nominating a Blood Angels Character model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them. If this model is from the Blood Angels or one of their successor Chapters other than the Flesh Tearers, this must be from the Blood Angels Warlord Traits table. If this model is from the Flesh Tearers Chapter this must be from the Flesh Tearers Warlord Traits table instead. Each Warlord Trait in your army must be unique. You can only use this Stratagem once.

Angel Ascendant: 1 CP

Use this Stratagem before the battle. Select one Blood Angels model in your army that has the word ‘Sergeant’ in  their profile. That model can have one of the following Special-issue Wargear Relics, when though they are not a Character model: Master-crafted Weapon; Digital Weapons; Fleshrender Grenades; Quake Bolts. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once. 

Lucifer-Pattern Engines: 1 CP

Use this Stratagem before the battle. Select one Blood Angels Vehicle excluding Dreadnought or model that can Fly from your army. Each time this model Advances do not make an Advance roll. Instead, until the end of the phase, add 6″ to the Move characteristic of this model.

Honoured By the Arx Angelicum: 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 the Angels to a Character in your army that is drawn from a Blood Angels successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the Blood Angels keyword in all instances on that Relic with that model’s successor Chapter keyword. You can only use this Stratagem once.

Red Rampage: 1 CP

Use this Stratagem in your Command phase if the Assault Doctrine is active for your army. Until your next Command phase, each time a Blood ANgels model from your army makes an attack with a Pistol or melle weapon, on a unmodified wound roll 6, the Armour Penetration characteristic of that attack improved by 1. This bonus is cumulative with the Combat Doctrines ability. You can only use this Stratagem once.

Unbridled Ardour: 1 CP

Use this Stratagem at the end of the Heroic Interventions step of your opponent’s Charge phase. Select one Sanguinary Guard unit from your army that is within 6″ horizontally and 5″ vertically of any enemy units. The selected unit is eligible to perform a Heroic Intervention as if it were a Character unit, and when performing that Heroic Intervention, each model in that unit can move up to 6″ instead of 3″. All other rules for Heroic Interventions still apply.

Forlorn Fury: 1/2 CP

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one Death Company unit from your army. That unit can make a Normal Move of up to 12″ as if it were your Movement phase, but must end that move more than 9″ away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains a Dreadnought model, or if it contains 6 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.

Upon Wings of Fire: 1 CP

Use this Stratagem in your Movement phase. Select one Blood ANgels Core Jump Pack units from your army and remove it from the battlefield. In the Reinforcements step of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9″ away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.

Chalice Overflowing: 1 CP

Use this Stratagem in your Command phase. Select one Sanguinary Priest model from your army. That model can use its Blood Chalice abilities one additional time this phase.

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. 

Savage Destruction: 1 CP

Use this Stratagem in the Morale phase, when a Morale test is failed for an enemy unit that is within Engagement Range of any Flesh Tearers units from your army. Until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy 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 that phase, each time a model in that unit makes a pile in or consolidation move it can move up to an additional 3″.

Blood Angels Unique Items

  As of 11-28-2020 Blood Angels Unique Item groups are…

  • Space Marine Relics
  • Relics of Baal
  • Special-Issue Wargear
  • Relics of Cretacia

(See tabs for details)

If your army is led by a Space Marine Warlord, you may give one Chapter Relic to a Space Marine 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 Armour Indomitus

Add 1 to the Wounds characteristic of the bearer. The bearer has a save of 2+.Once per battle, before making a saving throw for the bearer, it can activate its armor’s force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.

The Shield Eternal

Model with a storm shield, relic shield, or combat shield only. This Relic replaces a storm shield, relic shield, or combat shield. The bearer has a 4+ invulnerable save. Add 1 to armor saving throws made for the bearer. Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

Standard of the Emperor Ascendant

Ancient model only. Add 3″ to the range of the bearer’s Astartes Banner ability Each time a Morale test is taken for a friendly <Chapter> Core unit within range of the bearer’s Astartes Banner ability, you can re-roll that test

Teeth of Terra:

Models with a Astartes chainsword only. Replace the bearer’s Astartes chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights, it can make 3 additional attacks with this weapon.

The Primarch’s Wrath

Model equipped with a boltgun, master-crafted boltgun, or special issue bolt carbine only. This Relic replaces a boltgun, master-crafted boltgun, or special issue bolt carbine and has the following profile: Range 24″, Rapid Fire 2, S5, AP-1, D2.

The Burning Blade

Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile: Range Melee, Type Melee, S+3, AP-5, D2.

Reliquary of Gathalamor

Primaris model Only. The bearer has the following ability: `Reliquary of Gathalamor (Aura): When an enemy Psyker unit is within 18″ of the bearer, subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3 mortal wounds.

Tome of Malcador

Librarian model only. The bearer knows one additional psychic power from any discipline it has access to.

Ghostweave Cloak

Phobos model with a camp cloak only. Each time the bearer makes a Normal Move, Advances, or Falls Back, it can move across models as if they were not there. Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.

The Honour Vehement

While a friendly <Chapter> Core unit is within 6″ of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.

The Vox Espiritum

Primaris model only. Add 3″ to the range of the bearer’s aura abilities (to a maximum of 9″). This does not increase the range of aura abilities that are psychic powers.

Purgatorus

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile: Purgatorus Range 18″, Pistol 2, S5. AP-3, D2

Bellicos Bolt Rifle

Model equipped with a master-crated auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile: Bellicos bolt rifle Range 24″, Assault 4, S5 AP-1, D2

Lament

Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile: Lament Range 36″, Heavy 1, S5 AP-2 D3. Abilities: Each time an attack is made with this weapon, if the attack successfully wounds the target, it inflicts 1 mortal wound on the target in addition to any normal damage.

Benediction of Fury

CHAPLAIN model only. This Relic replaces a Crozius Arcanum and has the following profile: Benediction of Fury Range Melee, S+2 AP-2 D3. Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

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.

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.

Icon of the Angel

The bearer gains the following ability: ‘Icon of the Angel (Aura): While a friendly BLOOD ANGELS unit is within 6″ of this model, you can re-roll charge rolls made for that unit.

Visage of Death

Each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll. The bearer gains the following ability: ‘Visage of Death (Aura): While an enemy unit is within 3″ of this model, it loses the Objective Secured ability and any similar abilities that allow it to control an objective marker regardless of the number of enemy models within range of that objective marker.’

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.

Wrath of Baal:

Sanguinary Ancient model only. The bearer has the following ability: ‘Wrath of Baal (Aura):
While a friendly BLOOD ANGELS JUMP PACK unit is within 6″ of this model, each time that unit is selected to make a Normal Move, Advance or Fall Back, add 2″ to that unit’s Move characteristic until the end of the phase.’

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 

Model with Astartes chainsword only. This Relic replaces a Astartes chainsword and has the following profile: Severer of Melee S+2 AP-2 D2 Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 5+ the target suffers 1 mortal wound in addition to any normal damage.

The Crimson Plate

Add 1″ to the bearer’s Move characteristic.The bearer is eligible to charge in a turn in which it Advanced. The bearer can move up to 4″ when making pile-in and consolidation moves.

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: Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.

Archangel’s Shard

Model equipped with power sword or master-crafted power sword only. This Relic replaces with the following profile: Melee,  S+2 AP-4 D2. Abilities: Each time an attack made with this weapon is allocated to a model in a CHAOS unit, that attack has a Damage characteristic of 3. Each time an attack made with this weapon is allocated to a model in a CHAOS MONSTER unit, that attack has a Damage characteristic of 4.

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 unit is felled until the end of the turn in addition to any normal damage. Each time a melee attack is made against a unit that is felled, add 1 to that attack’s hit roll.

Gleaming Pinions

Jump Pack model only. The bearer is eligible to charge in a turn in which it Fell Back. You can re-roll charge rolls made for the bearer.

Blood Angels Psychic Powers

As of 11-28-2020 Blood Angels Litanies & Psychic powers are…

  • Sanguinary Discipline
  • Librarius 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 Librarius discipline by selecting the psychic powers you wish the psyker to have.

Veil of Time: WC 6

If manifested, select one friendly <Chapter> nit within 18? of this Psyker.
– Until the start of your next Psychic phase, you can re-roll Advances rolls and charge rolls made for that unit.
– Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.

Might of Heroes: WC 6

If manifested, select one friendly <Chapter> Core or <Chapter> Character model within 12? of this Psyker. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness, and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic when resolving any rules).

Psychic Scourge: WC 6

If manifested, select one enemy unit within 18? of and visible to this Psyker. Then, roll one D6 and add this Psyker’s leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponent’s, the selected unit suffers D3 mortal wounds; if it is equal to your opponent’s total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens

Fury of the Ancients: WC 6

 If manifested, select one enemy model that is within 18? of and visible to this Psyker. Draw a line between any part of this Psyker’s base and any part of the selected model’s base (or hull); the selected model’s unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound.

Psychic Fortress: WC 6

 If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6? of this Psyker, models in that nit have a 5+ invulnerable save.

Null Zone: WC 7

If manifested, then:
– Until the start of your next Psychic phase, while a unit is within 6? of this Psyker, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
– Until the start of your next Psychic phase, while an enemy Psyker unit is within 6? of this Psyker, halve the total of Psychic tests taken for that unit.

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 one friendly <Chapter> Phobos unit within 18? of this Psyker. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.

Soul Sight: WC 6

If manifested, select one Friendly <Chapter> Phobos unit within 18? of this Psyker. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.

Temporal Corridor: WC 5

If manifested, select one friendly <Chapter> Phobos unit within 6? of this Psyker.
– That unit cannot shoot or fight this turn.
– If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll: instead, util the end of the phase, add 6? to the Move characteristic of models in that unit).

Hallucination: WC 6

 If manifested, select one enemy unit within 18? of and visible to this Psyker.
– Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit.
– Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

Tenebrous Curse: WC 7

If manifested, select one enemy unit that cannot Fly and is within 18? of and visible to this Psyker.
– That unit suffers 1 mortal wound.
– Malediction: Tenebrous Curse has a warp charge value halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.

Mind Raid: WC 6

If manifested, select one enemy model within 18? of and visible to this Psyker.
– That model’s unit suffers 1 mortal wound.
– If that model is a Character, roll 3D6: if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.

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

Blood Boil: WC 6

If manifested, select one enemy unit that is within 18″ of and visible to this PSYKER and roll 2D6:
– If the total is more than the highest Toughness characteristic of models in that unit, it suffers D3 mortal wounds.
– If the total is more than double the highest Toughness characteristic of models in that unit, it suffers 3 mortal wounds instead.

Quickening: WC 6

You can re-roll Advance and charge rolls you make for the psyker, and Add D3 to this PSYKER’s Attacks characteristics

Shield of Sanguinius: WC 6

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.

The Blood Lance: WC 6

If manifested, select one enemy model that is within 18″ of and visible to this PSYKER. Draw the shortest possible line between this PSYKER’s base and the selected enemy model’s base (or hull), then roll one D6 for each model the centre of the line passes over: on a 5+, that model’s unit suffers 1 mortal wound.

Unleash Rage: WC 6

Select a friendly BLOOD ANGELS unit within 12″ of the PSYKER. Until the start of your next Psychic phase, each time a model in that unit make a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

Wings of Sanguinius: WC 6

If manifested, this PSYKER can make a Normal Move or Fall Back as if it were your Movement phase. In addition, until the end of the phase, this PSYKER has a Move characteristic of 12″ and the FLY keyword.

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. 

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 11-28-2020 Blood Angels Warlord Trait groups are…

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

(See tabs for details)

If the Warlord of your army is an Adeptus Astartes Character, you can pick the Warlord Trait from the Space Marines Warlord Traits Table.

Fear made Manifest:

While an enemy unit within 6″ of this WARLORD. Subtract 1 from the Leadership characteristic of models in that unit. Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test

The Imperium’s Sword:

You can re-roll charge rolls made for this WARLORD. Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight phase is resolved, add 1 to its Strength and Attacks characteristics.

Iron Resolve: 

Add 1 to the Wounds characteristic of your warlord. Each time your warlord loses a wound, roll one D6, on a 6 that wound is not lost.

Storm of Fire:

While a friendly <CHAPTER> CORE is within 6″ of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the armour penetration characteristic of that attack by 1.

Rites of War:

While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6″ of this WARLORD, that unit has the Objective Secured ability.

Champion of Humanity: 

Each time this WARLORD is within engagement range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this WARLORD’s Attacks characteristic. Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attacks hit roll and wound roll.

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:

Once per turn, in your shooting phase, after shooting with a <CHAPTER> PHOBOS unit within 6? of this WARLORD, that unit can make a Normal Move or it can Advance, in either case, if it does, that unit is not eligible to delcare a charge with this turn.

Lord of Deceit:

After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redploy them. If the mission uses Strategic Reserves, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilties that redeploy units, roll off, the winner chooses who redeploys their units first.

Master of the Vanguard: 

While a friendly <CHAPTER> PHOBOS unit is within 6? of this WARLORD. Add 1 to charge rolls made for that unit
Each time that unit is selected to make a Normal move, Advance or Fall Back add 1? to that unit’s Movement characteristic until the end of the turn

Stealth Adept:

Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks.

Target Priority:

In your Command phase you can select one friendly <CHAPTER> PHOBOS unit within 6? of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attacks hit roll.

Marksman’s Honours: 

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. (Excluding Grenades and 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:

At the start of the Fight Pase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Artisan of War:

This WARLORD can be given one of the following Special-issue Weargear Relics: Adamantine Mantle, Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique.

Soulwarden: 

While a friendly BLOOD ANGELS unit is within 6″ of this WARLORD, each time a model in that unit would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

Heroic Bearing:

Add 3″ to the range of this WARLORD’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9″). This WARLORD has the following ability: ‘Heroic Bearing (Aura): While a friendly BLOOD ANGELS CORE unit is within 9″ of this WARLORD, add 1 to the Leadership characteristic of models in that uni

Gift of Foresight:

In each turn, you can re-roll one hit roll, one wound roll and one saving through made for this WARLORD.

Selfless Valour: 

This WARLORD is eligible to perform a Heroic Intervention if it is within 6″ horizontally of an enemy unit, andwhen performing a Heroic Intervention you can can move them up to 6″ rather than 3″. All other restrictions for Heroic Interventions still apply.

 

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:

Each time this WARLORD is selected to fight, make 1 additional attack with one of its melee weapons for every five enemy models within 3″ of it (to a maximum of 3 additional attack.

Of Wrath and Rage:

Each time this WARLORD makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

Cretacian Born: 

Each time this WARLORD declares a charge, enemy units that were targeted by that charge cannot fire Overwatch or Set to Defend against that charge. You can re-roll charge rolls made for this Warlord.