2ktearers
2ktearers
Battalion Detachment +5CP (Imperium - Blood Angels) [91 PL, 5CP, 1,463pts]
Rules: Bolter Discipline, Defenders of Humanity
Configuration [8CP]
**CHAPTER**
Selections: Flesh Tearers
Categories: CONFIGURATION
Rules: Fury Within
Battle-forged CP [3CP]
Categories: CONFIGURATION
Detachment CP [5CP]
Categories: CONFIGURATION
Stratagems [-1CP]
Storm
A model with a storm shield has a 3+ invulnerable save.
shield
The
You can re-roll failed charge rolls for a model equipped with the Angel's Wing,
Angel's
and your opponent cannot fire Overwatch against them.
Wing
Battalion Detachment +5CP (Imperium - Blood Angels) [30 PL, 4CP, 520pts]
Rules: Bolter Discipline, Defenders of Humanity
Configuration [5CP]
**CHAPTER**
Selections: Flesh Tearers
Categories: CONFIGURATION
Rules: Fury Within
Detachment CP [5CP]
Categories: CONFIGURATION
Psychic Warp
Range Details Ref
Power Charge
Select a friendly BLOOD ANGELS unit within 12" of the
Shield of
6 12" psyker. Until the start of your next Psychic phase, that
Sanguinius
unit has a 5+ invulnerable save.
Smite has a warp charge value of 5. If manifested, the
closest visible enemy unit within 18" of the psyker suffers
Smite 5 18" D3 mortal wounds (pg 181). If the result of the Psychic
test was more than 10 the target suffers D6 mortal
wounds instead.
Select a friendly BLOOD ANGELS unit within 12" of the
Unleash
6 12" psyker. Until the start of your next Psychic phase, add 1
Rage
to the Attacks characteristics of that unit.
Psychic Warp
Range Details Ref
Power Charge
You can add 3 to Advance and charge rolls you make for
the psyker, and make D3 additional attacks with them in
Quickening 7 Self
the Fight phase, until the start of your next Psychic
phase.
Smite has a warp charge value of 5. If manifested, the
closest visible enemy unit within 18" of the psyker suffers
Smite 5 18" D3 mortal wounds (pg 181). If the result of the Psychic
test was more than 10 the target suffers D6 mortal
wounds instead.
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
Wings of
5 Self until the start of your next Psychic phase (this means he
Sanguinius
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.
Multi-
When resolving an attack made with a ranged weapon by a model in this
spectrum
unit, ignore hit roll modifiers and Ballistic Skill modifiers.
array
Once per battle, instead of shooting any weapons in the Shooting phase,
Smoke this unit can use its smoke grenades; until your next Shooting phase, your
Grenades opponent must subtract 1 from hit rolls for attacks made with ranged
weapons that target this unit.
Force Rules
Bolter Discipline: All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of
following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models with this ability
make double the number of attacks if any of the following conditions apply: 1) The firing model's target is
within half the weapon's maximum range. 2) The firing model is INFANTRY and every model in its unit
remained stationary in your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER,
CENTURION, or DREADNOUGHT. For the purposes of this ability a Rapid Fire Bolt weapon is any weapon
with the Rapid Fire type whose name includes the word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-
bolter, hurricane bolter, inferno boltgun, etc.) This also applies when firing the boltgun profile of a combi-
weapon (including the bolt weapon profile of Relics such as Blood Song and the Lion's Wrath) and when
firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon (e.g.
Primarch's Wrath, Fury of Deimos, etc) The gauntlets of ultramar and the Talon of Horus are also
considered Rapid Fire Bolt weapons, as is the guardian spear used by Deathwatch Watch Masters. (White
Dwarf Feb 2019)
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. (Codex:
Blood Angels)
Selection Rules
5. Gift of Foresight: Roll aD6 each time your Warlord loses a wound, re-rolling rolls of 1; on a 6, that wound
is ignored and has no effect. If your Warlord also has the Black Rage ability, they instead ignore wounds on
rolls of 5 or 6, but the similar ability to ignore wounds from the Black Rage has no effect. ()
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline,
Shock Assault and Combat Doctrines.
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 INFANTRYand every model in its unit remained stationary in your previous Movement
phase.
• The firing model is a TERMINATOR, BIKER, CENTURIONor DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
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.
Combat Doctrines:
Models in this unit gain a bonus depending on which combat doctrine is active for your army (see below). 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. 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. ()
Combat Squads: Before any models are deployed at the start of the game, a Devastator Squad containing
10 models may be split into two units, each containing 5 models. ()
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both,
subtract 1 from all hit rolls for this weapon. ()
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. (Codex:
Blood Angels)
Fury Within: 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). ()
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 one to the attacks characteristic of the models in that unit
until the end of the turn (note that this is cumulative with the bonuses these models receive from the shock
assault ability) ()