Factions — Codex Supplement: Blood Angels

Blood Angels

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Combat Doctrines#

At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly Adeptus Astartes units with this ability until the start of your next Command phase. Assault Doctrine When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge. Devastator Doctrine This unit’s ranged attacks have [Assault]. Tactical Doctrine When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge. Unless otherwise stated:

  • You can only select each combat doctrine once per battle.
  • Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit.

Transhuman Strategist#

At the start of the battle round, if a model with this ability is your Warlord, gain 1CP.

Angelic Inheritors3 pts#

Priority AssetsPurge the Foe

Legacy of the Angel#

Friendly Blood Angels Character units:

  • Can re-roll hit rolls of 1.
  • Can re-roll wound rolls of 1.

Restrictions: Your army can include Blood Angels units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

Enhancements

Blazing Icon#

20 pts

Adeptus Astartes model only. Enemy units cannot target this unit with snap shooting attacks.

Ordained Sacrifice#

25 pts

Adeptus Astartes model only. (Once per battle, per army) At the end of a phase in which this model is destroyed, roll one D6:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.

Prescient Flash#

25 pts

Adeptus Astartes model only. This unit has Scouts 6”.

Unto Death#

15 pts

Adeptus Astartes model only. (Once per battle, per army) In your Command phase you can use this ability. If you do, until the end of the turn this unit can:

  • Re-roll advance rolls.
  • Re-roll charge rolls.

Stratagems

Focused Fury#

1 CPFighteither turn
When

Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

Target

That ADEPTUS ASTARTES unit.

Effect

Your unit’s melee attacks:

  • Have [LETHAL HITS].
  • Or: If your unit is a Character unit, have [LETHAL HITS], [LANCE].

In the Shadow of Great Wings#

1 CPShootingopponent's turn
When

Your opponent's Shooting phase, when an enemy unit targets a friendly Adeptus Astartes Character unit.

Target

That Adeptus Astartes Character unit.

Effect

Your unit has:

  • Stealth.
  • -3" detection range.

.

Instant of Grace#

1 CPCommandyour turn
When

Your Command phase.

Target

One friendly Adeptus Astartes Infantry unit.

Effect

Your unit has Character until the start of your next Command phase.

Measured Strategist#

1 CPCommandyour turn
When

Your Command phase.

Target

One friendly Adeptus Astartes Character unit.

Effect

Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.

Strike Now for Glory#

1 CPShootingyour turn
When

Your Shooting phase when a friendly Adeptus Astartes unit is selected to attack.

Target

That Adeptus Astartes unit.

Effect

Your unit’s ranged attacks have [SUSTAINED HITS 1].

Unto the Burning Skies#

1 CPFightopponent's turn
When

End of your opponent’s Fight phase.

Target

One friendly The Sanguinor/unengaged Adeptus Astartes Jump Pack unit.

Effect

Place your unit in strategic reserves.

Encarmine Speartip1 pts#

Disruption

Wrath of Angels#

The tactical doctrine is active for Sanguinary Guard units in addition to any other combat doctrine.

Restrictions: Your army can include Blood Angels units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

Enhancements

Angelic Executioner#

20 pts

Adeptus Astartes Jump Pack model only. When this unit is selected to fight, this unit's melee attacks have:

  • [LETHAL HITS].
  • Or: [SUSTAINED HITS 1]

Shadow of Abomination#

15 pts

Adeptus Astartes Jump Pack model only. (once per battle, per army) When this unit is selected to fight you can use this ability. If you do, this model's melee attacks have +1 D.

Stratagems

Blinding Blurs of Vengeance#

1 CPShootingopponent's turn
When

Your opponent's Shooting phase, when an enemy unit targets a friendly Sanguinary Guard unit.

Target

That Sanguinary Guard unit.

Effect

Your unit has:

  • Stealth.
  • -3" detection range.

.

Inexorable Valour#

1 CPMovementopponent's turn
When

Your opponent's Movement phase, when an enemy unit that was engaged with a friendly Sanguinary Guard unit ends a fall-back move, if that Sanguinary Guard unit is unengaged.

Target

That Sanguinary Guard unit.

Effect

Your unit can make a normal move of up to D3+3".

Judgement of the Golden Host#

1 CPChargeyour turn
When

Your Charge phase, when a friendly Sanguinary Guard unit form your army ends a charge move.

Target

That Sanguinary Guard unit.

Effect

Select one enemy unit engaged with your unit. Roll one D6 for each model in your unit engaged with that enemy unit:

  • For each 3+, that enemy unit suffers 1 mortal wound.

Wrath of the Doomed1 pts#

Purge the Foe

Sanguinius' Fury#

Friendly DEATH COMPANY units have the following:

  • At the start of each phase, the assault doctrine is active for this unit.
  • The devastator/tactical doctrine cannot be active for this unit.

This means that, regardless of any other rules, Death Company units can never have an active doctrine other than the assault doctrine.

Restrictions: Your army can include Blood Angels units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

Enhancements

Instinctive Interception#

10 pts

Death Company model only. When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.

On the Archtraitor's Bridge#

20 pts

Death Company model only. This model's melee attacks have +2 A.

Stratagems

Death Begets Vengeance#

1 CPCommandMovementShootingChargeFighteither turn
When

Any phase, when a friendly Death Company unit is destroyed by an enemy unit.

Target

That enemy unit.

Effect

That enemy unit is hated until the end of the battle:

  • While a unit is hated, friendly Death Company units' attacks that target that unit have +1 to wound rolls.

No Barrier to Retribution#

1 CPMovementChargeyour turn
When

Your Movement or your Charge phase, when a friendly Death Company Dreadnought unit is selected to make a normal/advance/charge move.

Target

That Death Company Dreadnought unit.

Effect

Your unit has Mobile.

Rage-fuelled Response#

1 CPShootingopponent's turn
When

Your opponent's Shooting phase, when an enemy unit that targeted a friendly unengaged Death Company unit has shot.

Target

That Death Company unit.

Effect

Your unit can make a surge move of up to D6".