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2ktearers

The document outlines a Warhammer 40,000 8th Edition army roster for a Blood Angels Battalion Detachment totaling 1,983 points. It includes detailed configurations of units such as a Captain, Sanguinary Priest, Incursor Squad, and Intercessor Squad, along with their respective abilities and weaponry. The roster also specifies the use of various stratagems and rules associated with the Blood Angels faction.

Uploaded by

Timmie Svedberg
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0% found this document useful (0 votes)
12 views

2ktearers

The document outlines a Warhammer 40,000 8th Edition army roster for a Blood Angels Battalion Detachment totaling 1,983 points. It includes detailed configurations of units such as a Captain, Sanguinary Priest, Incursor Squad, and Intercessor Squad, along with their respective abilities and weaponry. The roster also specifies the use of various stratagems and rules associated with the Blood Angels faction.

Uploaded by

Timmie Svedberg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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New Roster (Warhammer 40,000 8th Edition) [121 PL, 9CP, 1,983pts]

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]

Armoury of Baal [-1CP]


Selections: 1 Additional Relic [-1CP]
Categories: STRATAGEMS

HQ [10 PL, -2CP, 213pts]

Captain [6 PL, -2CP, 143pts]


Selections: 5. Gift of Foresight, Bolt pistol, Death Visions of Sanguinius [-1CP], Frag & Krak
grenades, Honoured by Baal [-1CP], Jump Pack [1 PL, 19pts], Storm shield [10pts], The Angel's
Wing (replaces jump pack), Thunder hammer [40pts], Warlord
Categories: CAPTAIN, CHARACTER, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION:
IMPERIUM, HQ, INFANTRY, FACTION: DEATH COMPANY, FLY, JUMP PACK, WARLORD
Rules: 5. Gift of Foresight, Angels of Death, Savage Echoes
Abilities: Black Rage, Iron Halo, Jump Pack Assault, Rites of Battle, Storm shield, The Angel's
Wing, Unit: Captain (Jump Pack), Weapon: Bolt pistol, Frag grenade, Krak grenade, Thunder
hammer
Abilities Description Ref
You can add 1 to this unit's Attacks characteristic in the Fight phase if it
Black
charged in the preceding Charge phase. In addition, roll a D6 each time this
Rage
unit loses a wound. On a 6 the wound is ignored and has no effect.
Iron
This model has a 4+ invulnerable save.
Halo
During deployment, if this model has a jump pack, you can set it up high in the
Jump
skies instead of placing it on the battlefield. At the end of any of your
Pack
Movement phases this model can assault from above - set it up anywhere on
Assault
the battlefield that is more than 9" away from any enemy models.
Rites of You can re-roll hit rolls of 1 made for friendly BLOOD ANGELS units within 6"
Battle of this model.

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

Unit M WS BS S T W A Ld Save Ref


Captain (Jump Pack) 12" 2+ 2+ 4 4 5 4 9 3+

Weapon Range Type S AP D Abilities Ref


Bolt pistol 12" Pistol 1 4 0 1 -
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Thunder When attacking with this weapon, you
Melee Melee x2 -3 3
hammer must subtract 1 from the hit roll.

Sanguinary Priest [4 PL, 70pts]


Selections: Bolt pistol, Chainsword, Frag & Krak grenades, Jump Pack [1 PL, 10pts], Sorrow's
Genesis
Categories: CHARACTER, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION: IMPERIUM,
INFANTRY, SANGUINARY PRIEST, HQ, FLY, JUMP PACK
Rules: Angels of Death, Savage Echoes
Abilities: Blood Chalice, Jump Pack Assault, Narthecium, Sorrow's Genesis, Unit: Sanguinary
Priest (Jump Pack), Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade
Abilities Description Ref
Friendly BLOOD ANGELS INFANTRY and BIKER units increase their
Blood
Strength characteristic by 1 whilst they are within 6" of any SANGUINARY
Chalice
PRIESTS.
During deployment, if this model has a jump pack, you can set it up high in
Jump Pack the skies instead of placing it on the battlefield. At the end of any of your
Assault Movement phases this model can assault from above - set it up anywhere
on the battlefield that is more than 9" away from any enemy models.
At the end of any of your Movement phases, this model can attempt to
heal or revive a single model. Select a friendly BLOOD ANGELS
INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains
a wounded model, it immediately regains D3 lost wounds. If the chosen
unit contains no wounded models but one or more of its models have been
Narthecium
slain during the battle, roll a D6. On a 4+ a single slain model is returned to
the unit with 1 wound remaining. If this model fails to revive a model he
can do nothing else for the remainder of the turn (shoot, charge, fight, etc.)
as he recovers the gene-seed of the fallen warrior. A unit can only be the
target of the Narthecium ability once in each turn.

SANGUINARY PRIEST, PRIMARIS APOTHECARY OR SANGUINARY


NOVITIATE model only. A model with this Relic loses the Narthecium
ability and has the following ability : 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
Sorrow's any models that have lost any wounds, select one of those models to
Genesis 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.

Unit M WS BS S T W A Ld Save Ref


Sanguinary Priest (Jump Pack) 12" 2+ 3+ 4 4 4 3 9 3+

Weapon Range Type S AP D Abilities Ref


Bolt pistol 12" Pistol 1 4 0 1 -
Each time the bearer fights, it can make
Chainsword Melee Melee User 0 1
1 additional attack with this weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1

Troops [15 PL, 295pts]

Incursor Squad [5 PL, 105pts]


Categories: FACTION: IMPERIUM, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, INFANTRY,
PHOBOS, PRIMARIS, INCURSOR SQUAD, TROOPS
Rules: Angels of Death, Savage Echoes
Abilities: Combat Squads, Concealed Positions, Multi-spectrum array
3x Incursor [57pts]
Selections: 3x Bolt pistol, 3x Frag & Krak grenades, 3x Occulus bolt carbine, 3x Paired
Combat Blades, 3x Smoke Grenades
Abilities: Smoke Grenades, Unit: Incursor, Weapon: Bolt pistol, Frag grenade, Krak
grenade, Occulus bolt carbine, Paired Combat Blades
Incursor Sergeant [19pts]
Selections: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired Combat Blades,
Smoke Grenades
Abilities: Smoke Grenades, Unit: Incursor Sergeant, Weapon: Bolt pistol, Frag grenade,
Krak grenade, Occulus bolt carbine, Paired Combat Blades
Incursor w/ Haywire Mine [29pts]
Selections: Bolt pistol, Frag & Krak grenades, Haywire Mine [10pts], Occulus bolt carbine,
Paired Combat Blades, Smoke Grenades
Abilities: Haywire Mine, Smoke Grenades, Unit: Incursor, Weapon: Bolt pistol, Frag
grenade, Krak grenade, Occulus bolt carbine, Paired Combat Blades

Abilities Description Ref


Combat Before any models are deployed at the start of the game, a Tactical Squad
Squads containing 10 models may be split into two units, each containing 5 models.
When you set up this unit during deployment, it can be set up anywhere on
Concealed
the battlefield that is more than 9" from the enemy deployment zone and
Positions
any enemy models.
In your Movement phase, one model from your army with a haywire mine
that has not been primed can prime it. At any point during that model’s
move, place one Primed Haywire Mine within 1" of it, more than 3" away
from any enemy models and more than 6" away from any other Primed
Haywire Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire
Mine Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that
unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed
Haywire Mine is then removed from play.
The Primed Haywire Mine is represented by the Primed Haywire Mine
model, but does not count as a model for any rules purposes.
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.

Unit M WS BS S T W A Ld Save Ref


Incursor 6" 3+ 3+ 4 4 2 2 7 3+
Incursor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+

Weapon Range Type S AP D Abilities Ref


Bolt pistol 12" Pistol 1 4 0 1 -
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Occulus When resolving an attack made with this
Rapid
bolt 24" 4 0 1 weapon, the target does not receive the
Fire 1
carbine benefit of cover to its saving throw.
Paired When resolving an attack made with this
Combat Melee Melee User 0 1 weapon, an unmodified hit roll of 6 scores
Blades 1 additional hit.
Intercessor Squad [5 PL, 95pts]
Selections: Auto bolt rifle [5pts], Auxiliary grenade launcher [1pts]
Categories: FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION: IMPERIUM, INFANTRY,
INTERCESSOR SQUAD, PRIMARIS, TROOPS
Rules: Angels of Death, Defenders of Humanity, Savage Echoes
Abilities: Auxiliary Grenade Launcher, Combat Squads, Weapon: Auto bolt rifle
4x Intercessor [68pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Intercessor, Weapon: Bolt pistol, Frag grenade, Krak grenade
Intercessor Sergeant [21pts]
Selections: Bolt pistol, Frag & Krak grenades, Power sword [4pts]
Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenade, Krak grenade, Power sword

Abilities Description Ref


Auxiliary
If a model is armed with an auxiliary grenade launcher, increase the
Grenade
range of any Grenade weapons they have to 30".
Launcher
Before any models are deployed at the start of the game, an Intercessor
Combat
Squad containing 10 model may be split into two units, each containing 5
Squads
models.

Unit M WS BS S T W A Ld Save Ref


Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+

Weapon Range Type S AP D Abilities Ref


Auto bolt rifle 24" Assault 3 4 0 1 -
Bolt pistol 12" Pistol 1 4 0 1 -
Frag grenade 6" Grenade D6 3 0 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Power sword Melee Melee User -3 1 -
Intercessor Squad [5 PL, 95pts]
Selections: Auto bolt rifle [5pts], Auxiliary grenade launcher [1pts]
Categories: FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION: IMPERIUM, INFANTRY,
INTERCESSOR SQUAD, PRIMARIS, TROOPS
Rules: Angels of Death, Defenders of Humanity, Savage Echoes
Abilities: Auxiliary Grenade Launcher, Combat Squads, Weapon: Auto bolt rifle
4x Intercessor [68pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Intercessor, Weapon: Bolt pistol, Frag grenade, Krak grenade
Intercessor Sergeant [21pts]
Selections: Bolt pistol, Frag & Krak grenades, Power sword [4pts]
Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenade, Krak grenade, Power sword

Abilities Description Ref


Auxiliary
If a model is armed with an auxiliary grenade launcher, increase the
Grenade
range of any Grenade weapons they have to 30".
Launcher
Before any models are deployed at the start of the game, an Intercessor
Combat
Squad containing 10 model may be split into two units, each containing 5
Squads
models.

Unit M WS BS S T W A Ld Save Ref


Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+

Weapon Range Type S AP D Abilities Ref


Auto bolt rifle 24" Assault 3 4 0 1 -
Bolt pistol 12" Pistol 1 4 0 1 -
Frag grenade 6" Grenade D6 3 0 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Power sword Melee Melee User -3 1 -

Elites [35 PL, 373pts]


Death Company Dreadnought [9 PL, 143pts]
Selections: Furioso fist (pair) [40pts], Heavy flamer [14pts], Heavy flamer [14pts], Magna-
grapple [5pts]
Categories: DEATH COMPANY DREADNOUGHT, DREADNOUGHT, ELITES, FACTION: ADEPTUS ASTARTES,
FACTION: BLOOD ANGELS, FACTION: DEATH COMPANY, FACTION: IMPERIUM, VEHICLE
Rules: Angels of Death, Savage Echoes
Abilities: Black Rage, Insatiable, Magna-grapple, Explosion: Explodes, Unit: Death Company
Dreadnought, Weapon: Furioso fist, Heavy flamer

Abilities Description Ref


You can add 1 to this unit's Attacks characteristic in the Fight phase if it
Black
charged in the preceding Charge phase. In addition, roll a D6 each time this
Rage
unit loses a wound. On a 6 the wound is ignored and has no effect.
This model may move up to 6" when consolidating at the end of the Fight
Insatiable
phase.
Magna- If a model with a magna-grapple only targets a single VEHICLE unit in the
grapple Charge phase, add 2 to its charge roll.

Explosion Dice roll Distance Mortal wounds Ref


Explodes 6 3" D3

Unit M WS BS S T W A Ld Save Ref


Death Company Dreadnought 8" 3+ 3+ 6 7 8 4 7 3+

Weapon Range Type S AP D Abilities Ref


Furioso If a model is equipped with two Furioso fists, you
Melee Melee x2 -3 3
fist can re-roll failed hit rolls when attacking with them.
Heavy Heavy
8" 5 -1 1 This weapon automatically hits its target
flamer D6
Sanguinary Ancient [6 PL, 75pts]
Selections: Death mask [2pts], Encarmine axe [9pts], Frag & Krak grenades, Inferno pistol
[9pts], Jump Pack
Categories: ANCIENT, CHARACTER, ELITES, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS,
FACTION: IMPERIUM, FLY, INFANTRY, JUMP PACK, SANGUINARY GUARD
Rules: Angels of Death, Savage Echoes
Abilities: Blood Angels Chapter Banner, Death Mask, Heirs of Azkaellon, Jump Pack Assault,
Unit: Sanguinary Ancient, Weapon: Encarmine axe, Frag grenade, Inferno pistol, Krak grenade

Abilities Description Ref


Blood BLOOD ANGELS units within 6" of any friendly BLOOD ANGELS
Angels ANCIENTS add 1 to their Leadership. In addition, you can re-roll wound rolls
Chapter of 1 in the Fight phase for friendly BLOOD ANGELS units within 6" of this
Banner model.
Death Enemy units suffer a -1 modifier to their Leadership while they are within 3"
Mask of any models wearing a death mask.
Heirs of You can re-roll failed hit rolls for models from this unit if they are within 6" of
Azkaellon a friendly BLOOD ANGELS Warlord.
During deployment, if this model has a jump pack, you can set it up high in
Jump
the skies instead of placing it on the battlefield. At the end of any of your
Pack
Movement phases this model can assault from above - set it up anywhere on
Assault
the battlefield that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref


Sanguinary Ancient 12" 3+ 3+ 4 4 4 3 9 2+

Weapon Range Type S AP D Abilities Ref


Encarmine
Melee Melee +1 -2 D3 -
axe
Frag Grenade
6" 3 0 1 -
grenade D6
If the target is within half range of this
Inferno weapon, roll two dice when inflicting
6" Pistol 1 8 -4 D6
pistol damage with it and discard the lowest
result.
Krak Grenade
6" 6 -1 D3 -
grenade 1

Sanguinary Guard [20 PL, 155pts]


Selections: Death mask [10pts]
Categories: ELITES, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION: IMPERIUM,
INFANTRY, FLY, JUMP PACK, SANGUINARY GUARD
Rules: Angels of Death, Savage Echoes
Abilities: Death Mask, Heirs of Azkaellon
Sanguinary Guard [29pts]
Selections: Angelus boltgun, Encarmine axe [9pts], Frag & Krak grenades, Jump Pack
Categories: FLY, JUMP PACK
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun,
Encarmine axe, Frag grenade, Krak grenade
Sanguinary Guard [29pts]
Selections: Angelus boltgun, Encarmine axe [9pts], Frag & Krak grenades, Jump Pack
Categories: FLY, JUMP PACK
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun,
Encarmine axe, Frag grenade, Krak grenade
Sanguinary Guard [29pts]
Selections: Angelus boltgun, Encarmine axe [9pts], Frag & Krak grenades, Jump Pack
Categories: FLY, JUMP PACK
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun,
Encarmine axe, Frag grenade, Krak grenade
Sanguinary Guard [29pts]
Selections: Angelus boltgun, Encarmine axe [9pts], Frag & Krak grenades, Jump Pack
Categories: FLY, JUMP PACK
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun,
Encarmine axe, Frag grenade, Krak grenade
Sanguinary Guard [29pts]
Selections: Angelus boltgun, Encarmine axe [9pts], Frag & Krak grenades, Jump Pack
Categories: FLY, JUMP PACK
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun,
Encarmine axe, Frag grenade, Krak grenade

Abilities Description Ref


Death Enemy units suffer a -1 modifier to their Leadership while they are within 3"
Mask of any models wearing a death mask.
Heirs of You can re-roll failed hit rolls for models from this unit if they are within 6" of
Azkaellon a friendly BLOOD ANGELS Warlord.
During deployment, if this model has a jump pack, you can set it up high in
Jump
the skies instead of placing it on the battlefield. At the end of any of your
Pack
Movement phases this model can assault from above - set it up anywhere on
Assault
the battlefield that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref


Sanguinary Guard 12" 3+ 3+ 4 4 2 2 8 2+

Weapon Range Type S AP D Abilities Ref


Angelus boltgun 12" Assault 2 4 -1 1 -
Encarmine axe Melee Melee +1 -2 D3 -
Frag grenade 6" Grenade D6 3 0 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -

Heavy Support [16 PL, 272pts]


Devastator Squad [8 PL, 136pts]
Categories: DEVASTATOR SQUAD, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION:
IMPERIUM, HEAVY SUPPORT, INFANTRY
Rules: Angels of Death, Combat Squads, Savage Echoes
Abilities: Signum
Space Marine [27pts]
Selections: Bolt pistol, Frag & Krak grenades, Heavy flamer [14pts]
Unit: Space Marine, Weapon: Bolt pistol, Frag grenade, Heavy flamer, Krak grenade
Space Marine [27pts]
Selections: Bolt pistol, Frag & Krak grenades, Heavy flamer [14pts]
Unit: Space Marine, Weapon: Bolt pistol, Frag grenade, Heavy flamer, Krak grenade
Space Marine [27pts]
Selections: Bolt pistol, Frag & Krak grenades, Heavy flamer [14pts]
Unit: Space Marine, Weapon: Bolt pistol, Frag grenade, Heavy flamer, Krak grenade
Space Marine [27pts]
Selections: Bolt pistol, Frag & Krak grenades, Heavy flamer [14pts]
Unit: Space Marine, Weapon: Bolt pistol, Frag grenade, Heavy flamer, Krak grenade
Space Marine Sergeant [28pts]
Selections: Bolt pistol, Combi-melta [15pts], Frag & Krak grenades
Rules: Combi Weapon
Unit: Space Marine Sergeant, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade,
Meltagun

Abilities Description Ref


Before this unit shoots in the Shooting phase, you can choose one model from
Signum this unit that is within 3" of its Sergeant; you can add 1 to hit rolls made for
your chosen model's weapons this phase.

Unit M WS BS S T W A Ld Save Ref


Space Marine 6" 3+ 3+ 4 4 1 1 7 3+
Space Marine Sergeant 6" 3+ 3+ 4 4 1 2 8 3+

Weapon Range Type S AP D Abilities Ref


Bolt
12" Pistol 1 4 0 1 -
pistol
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 -
grenade D6
Heavy Heavy
8" 5 -1 1 This weapon automatically hits its target
flamer D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
If the target is within half range of this weapon,
Assault
Meltagun 12" 8 -4 D6 roll two dice when inflicting damage with it and
1
discard the lowest result.
Devastator Squad [8 PL, 136pts]
Categories: DEVASTATOR SQUAD, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION:
IMPERIUM, HEAVY SUPPORT, INFANTRY
Rules: Angels of Death, Combat Squads, Savage Echoes
Abilities: Signum
Space Marine [27pts]
Selections: Bolt pistol, Frag & Krak grenades, Heavy flamer [14pts]
Unit: Space Marine, Weapon: Bolt pistol, Frag grenade, Heavy flamer, Krak grenade
Space Marine [27pts]
Selections: Bolt pistol, Frag & Krak grenades, Heavy flamer [14pts]
Unit: Space Marine, Weapon: Bolt pistol, Frag grenade, Heavy flamer, Krak grenade
Space Marine [27pts]
Selections: Bolt pistol, Frag & Krak grenades, Heavy flamer [14pts]
Unit: Space Marine, Weapon: Bolt pistol, Frag grenade, Heavy flamer, Krak grenade
Space Marine [27pts]
Selections: Bolt pistol, Frag & Krak grenades, Heavy flamer [14pts]
Unit: Space Marine, Weapon: Bolt pistol, Frag grenade, Heavy flamer, Krak grenade
Space Marine Sergeant [28pts]
Selections: Bolt pistol, Combi-melta [15pts], Frag & Krak grenades
Rules: Combi Weapon
Unit: Space Marine Sergeant, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade,
Meltagun

Abilities Description Ref


Before this unit shoots in the Shooting phase, you can choose one model from
Signum this unit that is within 3" of its Sergeant; you can add 1 to hit rolls made for
your chosen model's weapons this phase.

Unit M WS BS S T W A Ld Save Ref


Space Marine 6" 3+ 3+ 4 4 1 1 7 3+
Space Marine Sergeant 6" 3+ 3+ 4 4 1 2 8 3+

Weapon Range Type S AP D Abilities Ref


Bolt
12" Pistol 1 4 0 1 -
pistol
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 -
grenade D6
Heavy Heavy
8" 5 -1 1 This weapon automatically hits its target
flamer D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
If the target is within half range of this weapon,
Assault
Meltagun 12" 8 -4 D6 roll two dice when inflicting damage with it and
1
discard the lowest result.

Flyer [15 PL, 310pts]


Stormraven Gunship [15 PL, 310pts]
Selections: 2x Stormstrike missile launcher [42pts], Twin heavy plasma cannon [24pts],
Typhoon missile launcher [32pts]
Categories: FLY, FLYER, FACTION: IMPERIUM, FACTION: BLOOD ANGELS, FACTION: ADEPTUS ASTARTES,
STORMRAVEN GUNSHIP, TRANSPORT, VEHICLE, AMBULL
Rules: Angels of Death
Abilities: Airborne, Hard to Hit, Hover Jet, Power of the Machine Spirit, Supersonic, Explosion:
Crash and Burn, Transport: Transport, Unit: Stormraven Gunship, Weapon: Stormstrike
missile launcher, Twin heavy plasma cannon, Standard, Twin heavy plasma cannon,
Supercharge, Typhoon missile launcher, Frag missile, Typhoon missile launcher, Krak missile,
Wound Track: Stormraven Gunship, Stormraven Gunship 1, Stormraven Gunship 2,
Stormraven Gunship 3
Two hurricane bolters [20pts]
Selections: 2x Hurricane bolter [20pts]
Weapon: Hurricane bolter

Abilities Description Ref


This model cannot charge, can only be charged by units that can FLY, and
Airborne
can only attack or be attacked in the Fight phase by units that can FLY.
Your opponent must subtract 1 from hit rolls for attacks that target this
Hard to Hit
model in the Shooting phase.
Before this model moves in your Movement phase, you can declare it will
hover. Its Move characteristic becomes 20" until the end of the phase, and
Hover Jet
it loses the Airborne, Hard to Hit and Supersonic abilities until the
beginning of your next Movement phase.
Power of
the This model does not suffer the penalty to hit rolls for moving and firing
Machine Heavy weapons.
Spirit
Each time this model moves, first pivot it on the spot up to 90° (this does
not contribute to how far the model moves), and then move the model
Supersonic straight forwards. Note that it cannot pivot again after the initial pivot. When
this model Advances, increase its Move characteristic by 20" until the end
of the phase - do not roll a dice.

Explosion Dice roll Distance Mortal wounds Ref


Crash and Burn 6 6" D3

Transport Capacity Ref


This model can transport 12 BLOOD ANGELS INFANTRY models and 1
BLOOD ANGELS DREADNOUGHT. Each JUMP PACK or TERMINATOR
Transport
model takes the space of two other models. It cannot transport PRIMARIS
models or Redemptor Dreadnoughts.

Unit M WS BS S T W A Ld Save Ref


Stormraven Gunship * 6+ * 8 7 14 * 9 3+
Weapon Range Type S AP D Abilities Ref
Rapid
Hurricane bolter 24" 4 0 1 -
Fire 6
Stormstrike Heavy
72" 8 -3 3 -
missile launcher 1
Twin heavy
Heavy
plasma cannon, 36" 7 -3 1 -
2D3
Standard
Twin heavy For each hit roll of 1, the bearer
Heavy
plasma cannon, 36" 8 -3 2 suffers 1 mortal wound after all of this
2D3
Supercharge weapon's shots have been resolved.
Typhoon missile
Heavy
launcher, Frag 48" 4 0 1 -
2D6
missile
Typhoon missile
Heavy
launcher, Krak 48" 8 -2 D6 -
2
missile

Remaining Characteristic Characteristic Characteristic


Wound Track Ref
W 1 2 3
Stormraven Gunship M BS A
Stormraven Gunship
8-14+ 20-45" 3+ 3
1
Stormraven Gunship
4-7 20-30" 4+ D3
2
Stormraven Gunship
1-3 20" 5+ 1
3

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

HQ [15 PL, -1CP, 243pts]


Librarian [7 PL, 127pts]
Selections: 2. Unleash Rage, 3. Shield of Sanguinius, Force axe [10pts], Frag & Krak
grenades, Inferno pistol [9pts], Jump Pack [1 PL, 28pts], Smite
Categories: CHARACTER, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION: IMPERIUM,
HQ, INFANTRY, LIBRARIAN, PSYKER, FLY, JUMP PACK
Rules: Angels of Death, Savage Echoes
Abilities: Jump Pack Assault, Psychic Hood, Psychic Power: Shield of Sanguinius, Smite,
Unleash Rage, Psyker: Psyker, Unit: Librarian (Jump Pack), Weapon: Force axe, Frag
grenade, Inferno pistol, Krak grenade

Abilities Description Ref


During deployment, if this model has a jump pack, you can set it up high in the
Jump
skies instead of placing it on the battlefield. At the end of any of your
Pack
Movement phases this model can assault from above - set it up anywhere on
Assault
the battlefield that is more than 9" away from any enemy models.
Psychic You can add 1 to Deny the Witch tests you take for this model against enemy
Hood PSYKERS within 12".

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.

Psyker Cast Deny Powers Known Other Ref


Smite and two psychic powers from the Sanguinary
Psyker 2 1
discipline

Unit M WS BS S T W A Ld Save Ref


Librarian (Jump Pack) 12" 3+ 3+ 4 4 4 3 9 3+

Weapon Range Type S AP D Abilities Ref


Force
Melee Melee +1 -2 D3 -
axe
Frag Grenade
6" 3 0 1 -
grenade D6
If the target is within half range of this weapon,
Inferno
6" Pistol 1 8 -4 D6 roll two dice when inflicting damage with it and
pistol
discard the lowest result.
Krak Grenade
6" 6 -1 D3 -
grenade 1

Librarian in Terminator Armour [8 PL, -1CP, 116pts]


Selections: 1. Quickening, 3. Cretacian Born, 6. Wings of Sanguinus, Combi-flamer [8pts],
Force sword [8pts], Hero of The Chapter [-1CP], Smite
Categories: CHARACTER, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION: IMPERIUM,
HQ, INFANTRY, LIBRARIAN, PSYKER, TERMINATOR
Rules: Angels of Death, Combi Weapon, Savage Echoes
Abilities: Cretacian Born, Crux Terminatus, Psychic Hood, Teleport Strike, Psychic Power:
Quickening, Smite, Wings of Sanguinius, Psyker: Psyker, Unit: Librarian in Terminator Armour,
Weapon: Boltgun, Flamer, Force sword

Abilities Description Ref


Cretacian
Overwatch attacks cannot be made against this Warlord.
Born
Crux
All models in this unit have a 5+ invulnerable save.
Terminatus
Psychic You can add 1 to Deny the Witch tests you take for this model against
Hood enemy PSYKERS within 12".
During deployment, you can set up this model in a teleportarium chamber
Teleport instead of placing it on the battlefield. At the end of any of your Movement
Strike phases this model can teleport into battle - set it up anywhere on the
battlefield that is more than 9" away from any enemy models.

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.

Psyker Cast Deny Powers Known Other Ref


Smite and two psychic powers from the Sanguinary
Psyker 2 1
discipline

Unit M WS BS S T W A Ld Save Ref


Librarian in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+

Weapon Range Type S AP D Abilities Ref


Rapid Fire
Boltgun 24" 4 0 1 -
1
This weapon automatically hits its
Flamer 8" Assault D6 4 0 1
target.
Force
Melee Melee User -3 D3 -
sword
Troops [15 PL, 277pts]

Incursor Squad [5 PL, 105pts]


Categories: FACTION: IMPERIUM, FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, INFANTRY,
PHOBOS, PRIMARIS, INCURSOR SQUAD, TROOPS
Rules: Angels of Death, Savage Echoes
Abilities: Combat Squads, Concealed Positions, Multi-spectrum array
3x Incursor [57pts]
Selections: 3x Bolt pistol, 3x Frag & Krak grenades, 3x Occulus bolt carbine, 3x Paired
Combat Blades, 3x Smoke Grenades
Abilities: Smoke Grenades, Unit: Incursor, Weapon: Bolt pistol, Frag grenade, Krak
grenade, Occulus bolt carbine, Paired Combat Blades
Incursor Sergeant [19pts]
Selections: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired Combat Blades,
Smoke Grenades
Abilities: Smoke Grenades, Unit: Incursor Sergeant, Weapon: Bolt pistol, Frag grenade,
Krak grenade, Occulus bolt carbine, Paired Combat Blades
Incursor w/ Haywire Mine [29pts]
Selections: Bolt pistol, Frag & Krak grenades, Haywire Mine [10pts], Occulus bolt carbine,
Paired Combat Blades, Smoke Grenades
Abilities: Haywire Mine, Smoke Grenades, Unit: Incursor, Weapon: Bolt pistol, Frag
grenade, Krak grenade, Occulus bolt carbine, Paired Combat Blades

Abilities Description Ref


Combat Before any models are deployed at the start of the game, a Tactical Squad
Squads containing 10 models may be split into two units, each containing 5 models.
When you set up this unit during deployment, it can be set up anywhere on
Concealed
the battlefield that is more than 9" from the enemy deployment zone and
Positions
any enemy models.
In your Movement phase, one model from your army with a haywire mine
that has not been primed can prime it. At any point during that model’s
move, place one Primed Haywire Mine within 1" of it, more than 3" away
from any enemy models and more than 6" away from any other Primed
Haywire Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire
Mine Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that
unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed
Haywire Mine is then removed from play.
The Primed Haywire Mine is represented by the Primed Haywire Mine
model, but does not count as a model for any rules purposes.

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.

Unit M WS BS S T W A Ld Save Ref


Incursor 6" 3+ 3+ 4 4 2 2 7 3+
Incursor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Occulus When resolving an attack made with this
Rapid
bolt 24" 4 0 1 weapon, the target does not receive the
Fire 1
carbine benefit of cover to its saving throw.
Paired When resolving an attack made with this
Combat Melee Melee User 0 1 weapon, an unmodified hit roll of 6 scores
Blades 1 additional hit.

Intercessor Squad [5 PL, 86pts]


Selections: Auxiliary grenade launcher [1pts], Stalker bolt rifle
Categories: FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION: IMPERIUM, INFANTRY,
INTERCESSOR SQUAD, PRIMARIS, TROOPS
Rules: Angels of Death, Defenders of Humanity, Savage Echoes
Abilities: Auxiliary Grenade Launcher, Combat Squads, Weapon: Stalker bolt rifle
4x Intercessor [68pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Intercessor, Weapon: Bolt pistol, Frag grenade, Krak grenade
Intercessor Sergeant [17pts]
Selections: Bolt pistol, Chainsword, Frag & Krak grenades
Unit: Intercessor Sergeant, Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade

Abilities Description Ref


Auxiliary
If a model is armed with an auxiliary grenade launcher, increase the
Grenade
range of any Grenade weapons they have to 30".
Launcher
Before any models are deployed at the start of the game, an Intercessor
Combat
Squad containing 10 model may be split into two units, each containing 5
Squads
models.

Unit M WS BS S T W A Ld Save Ref


Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+

Weapon Range Type S AP D Abilities Ref


Bolt pistol 12" Pistol 1 4 0 1 -
Each time the bearer fights, it can make
Chainsword Melee Melee User 0 1
1 additional attack with this weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Stalker bolt
36" Heavy 1 4 -2 2 -
rifle
Intercessor Squad [5 PL, 86pts]
Selections: Auxiliary grenade launcher [1pts], Stalker bolt rifle
Categories: FACTION: ADEPTUS ASTARTES, FACTION: BLOOD ANGELS, FACTION: IMPERIUM, INFANTRY,
INTERCESSOR SQUAD, PRIMARIS, TROOPS
Rules: Angels of Death, Defenders of Humanity, Savage Echoes
Abilities: Auxiliary Grenade Launcher, Combat Squads, Weapon: Stalker bolt rifle
4x Intercessor [68pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Intercessor, Weapon: Bolt pistol, Frag grenade, Krak grenade
Intercessor Sergeant [17pts]
Selections: Bolt pistol, Chainsword, Frag & Krak grenades
Unit: Intercessor Sergeant, Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade

Abilities Description Ref


Auxiliary
If a model is armed with an auxiliary grenade launcher, increase the
Grenade
range of any Grenade weapons they have to 30".
Launcher
Before any models are deployed at the start of the game, an Intercessor
Combat
Squad containing 10 model may be split into two units, each containing 5
Squads
models.

Unit M WS BS S T W A Ld Save Ref


Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+

Weapon Range Type S AP D Abilities Ref


Bolt pistol 12" Pistol 1 4 0 1 -
Each time the bearer fights, it can make
Chainsword Melee Melee User 0 1
1 additional attack with this weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Stalker bolt
36" Heavy 1 4 -2 2 -
rifle

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.

And They Shall Know No Fear:


When a Morale test is taken for this unit, you can re-roll the dice.
Designer’s Note: With the addition of the Angels of Death ability, some units in Codex: Blood Angels will
gain the And They Shall Know No Fear ability twice. Such units gain no additional benefit from this.

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) ()

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