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Blood Angels 1,000pts (Warhammer 40,000 8th Edition) (81 PL, 8CP, 1,000pts)
Blood Angels 1,000pts (Warhammer 40,000 8th Edition) (81 PL, 8CP, 1,000pts)
Battalion Detachment +5CP (Imperium - Blood Angels) [81 PL, 8CP, 1,000pts]
Battle-forged CP [3CP]
Detachment CP [5CP]
Gametype
Selections: Matched
HQ
Black You can add 1 to this unit's Attacks characteristic in the Fight phase if it charged in the preceding Charge
Rage phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.
Fury You can re-roll failed charge rolls and failed hit rolls in the Fight phase for friendly DEATH COMPANY units
Unbound within 6" of Lemartes.
Guardian
of the All friendly DEATH COMPANY units within 6" of Lemartes can use his Leadership instead of their own.
Lost
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the
Pack battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere
Assault on the battlefield that is more than 9" away from any enemy models.
Lemartes 12" 2+ 3+ 4 4 4 5 9 3+
Blood Friendly BLOOD ANGELS INFANTRY and BIKER units increase their Strength characteristic by 1 whilst
Chalice they are within 6" of any SANGUINARY PRIESTS.
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on
Jump Pack
the battlefield. At the end of any of your Movement phases this model can assault from above - set it up
Assault
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
Narthecium one or more of its models have been 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.
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak
6" Grenade 1 6 -1 D3 -
grenade
Troops
Combat Before any models are deployed at the start of the game, a Scout Squad containing 10 models may be split
Squads into two units, each containing 5 models.
Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than
Positions 9" from the enemy deployment zone and any enemy models.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Hand Flamer 6" Pistol D3 3 0 1 This weapon automatically hits its target. Index: Imperium 1 p213
Combat Before any models are deployed at the start of the game, a Scout Squad containing 10 models may be split
Squads into two units, each containing 5 models.
Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than
Positions 9" from the enemy deployment zone and any enemy models.
Hand Flamer 6" Pistol D3 3 0 1 This weapon automatically hits its target. Index: Imperium 1 p213
Combat Before any models are deployed at the start of the game, a Tactical Squad containing 10 models may be split
Squads into two units, each containing 5 models.
Elites
Black You can add 1 to this unit's Attacks characteristic in the Fight phase if it charged in the preceding Charge phase.
Rage In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the
Pack battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere
Assault on the battlefield that is more than 9" away from any enemy models.
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Inferno If the target is within half range of this 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
Power
Melee Melee User -3 1 -
sword
Thunder
Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
hammer
Black You can add 1 to this unit's Attacks characteristic in the Fight phase if it charged in the preceding Charge phase.
Rage In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the
Pack battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere
Assault on the battlefield that is more than 9" away from any enemy models.
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
Inferno If the target is within half range of this 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
Power
Melee Melee User -3 1 -
sword
Thunder
Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
hammer
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke
Smoke
Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged BRB
Launchers
weapons that target this vehicle.
Explodes 6 3" D3
Furioso If a model is equipped with two Furioso fists, you can re-roll failed hit rolls when
Melee Melee x2 -3 3
fist attacking with them.
Assault If the target is within half range of this weapon, roll two dice when inflicting
Meltagun 12" 8 -4 D6
1 damage with it and discard the lowest result.
Storm Rapid
24" 4 0 1 -
bolter Fire 2
Blood
BLOOD ANGELS units within 6" of any friendly BLOOD ANGELS ANCIENTS add 1 to their Leadership. In
Angels
addition, you can re-roll wound rolls of 1 in the Fight phase for friendly BLOOD ANGELS units within 6" of this
Chapter
model.
Banner
Death Enemy units suffer a -1 modifier to their Leadership while they are within 3" of any models wearing a death
Mask mask.
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on
Pack the battlefield. At the end of any of your Movement phases this model can assault from above - set it up
Assault anywhere on the battlefield that is more than 9" away from any enemy models.
The
If your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you use a Stratagem; on a
Veritas
5+, you gain a Command Point.
Vitae
Angelus
12" Assault 2 4 -1 1 -
boltgun
Grenade
Frag grenade 6" 3 0 1 -
D6
When attacking with this weapon, you must subtract 1 from the hit
Power fist Melee Melee x2 -3 D3
roll.
Dedicated Transport
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke
Smoke
Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged BRB
Launchers
weapons that target this vehicle.
Explodes 6 6" D3
This model can transport 6 BLOOD ANGELS INFANTRY models. It cannot transport JUMP PACK,
Transport
TERMINATOR or PRIMARIS models.
Razorback * 6+ * 6 7 10 * 8 3+
Razorback M BS A
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.
()
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)
The Red Thirst:
In any turn in which a unit with this ability charged, was charged or made a Heroic Intervention, you may add 1 to its wound
rolls in the Fight phase.
()