UNIT OR FORMATION NAME:LANDRAIDERARES … · move unpopular with the Dark Angel’s Inner Circle,...

32
In their unrelenting hunt for the Fallen, the Dark Angels, have had to adapt to many situations in order to successfully capture their prey. They cannot reveal their secrets to anyone in the Imperium and so must forgo their assistance. The Ares pattern Land Raider was developed because of this reason. Following years of rumors, the distant planet Murus, was found to be under the control of three Fallen Dark Angels calling themselves 'The Tribunal'. In order to reach their fortress citadel the Deathwing would be forced to traverse the city surrounding it. The Tribunal had anticipated this eventual confrontation and had fortified the city with weaponry made all the more powerful by their knowledge from ages past. The leaders of the Dark Angels determined that the armour of the chapters vindicators could not stand up to the fire power they faced and so commissioned the Chapters Techmarines with finding a solution that would allow the Deathwing to reach the fortress and bring these Fallen to their redemption. Day and night they worked, and finally after many weeks they had successfully developed a tank with the heavy armor of a Land Raider and the crushing power of the Vindicators Demolisher cannon. The Ares was also equipped with a pair of Sponson- mounted twin-linked Heavy flamers and a hull-mounted twin- linked Assault cannon. Weapons that would prove invaluable during battle in the heart of a city. The Ares has no troop carrying capacity as it must have room for the large demolisher shells it will unleash. For this reason it has been mostly used in conjunction with the other troop carrying patterns of Land Raiders. Unfortunately the battle of Murus was a failure. The Tribunal was able to escape long before the battle began and the Deathwing lost their quarry. However the Ares was a success and of the six created only one did not make it through the city to the Fortress. Following the battle the Master Techmarine, in a move unpopular with the Dark Angel’s Inner Circle, submitted this newly created pattern to the Adeptus Mechanicus on Mars but it has never officially been accepted as a viable variant of the Land Raider. Thus It is one of the rarest Land Raiders. However in a very few cases other chapters Techmarines have acquired the plans detailed by the Dark Angels Techmarines and have used them to create the Ares for situations that might call for its use. POINTS: 300 Hull mounted twin-linked Assault cannon. Sponson-mounted Twin-linked Heavy flamer. UNIT OR FORMATION: 1 Ares pattern Land Raider. TYPE: Tank. STRUCTURE POINTS: - WEAPONS AND EQUIPMENT: - Demolisher cannon. - Two sponson-mounted twin-linked Heavy Flamers. - One hull-mounted twin-linked Assault cannon. - Smoke Launchers. - Searchlight. - Dozer blade - Power of the Machine Spirit. OPTIONS: Take extra armour for +15 points. UNIT STATS: BS FRONT SIDE REAR 4 14 14 14 Smoke Launcher. Searchlight Demolisher cannon. Extra Armour. Dozer blade. UNIT OR FORMATION NAME: LAND RAIDER ARES WEAPONS RANGE STR AP SPECIAL Demolisher cannon 24" 10 2 Ord. 1 /LargeBlast Heavy Flamer Template 5 4 Assault 1 Assault cannon 24" 6 4 Heavy 4, Rending SPECIAL RULES: ADDITIONAL INFO: DESCRIPTION: COPYRIGHT © GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONAL USE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.

Transcript of UNIT OR FORMATION NAME:LANDRAIDERARES … · move unpopular with the Dark Angel’s Inner Circle,...

In their unrelenting hunt for the Fallen, theDark Angels, have had to adapt to many situations in orderto successfully capture their prey. They cannot reveal theirsecrets to anyone in the Imperium and so must forgo theirassistance. The Ares pattern Land Raider was developedbecause of this reason. Following years of rumors, thedistant planet Murus, was found to be under the control ofthree Fallen Dark Angels calling themselves 'The Tribunal'.In order to reach their fortress citadel the Deathwing wouldbe forced to traverse the city surrounding it. The Tribunalhad anticipated this eventual confrontation and had fortifiedthe city with weaponry made all the more powerful by theirknowledge from ages past. The leaders of the Dark Angelsdetermined that the armour of the chapters vindicators couldnot stand up to the fire power they faced and socommissioned the Chapters Techmarines with finding a solutionthat would allow the Deathwing to reach the fortress andbring these Fallen to their redemption. Day and night theyworked, and finally after many weeks they had successfullydeveloped a tank with the heavy armor of a Land Raiderand the crushing power of the V indicators Demolisher cannon.

The Ares was also equipped with a pair of Sponson-mounted twin-linked Heavy flamers and a hull-mounted twin-linked Assault cannon. Weapons that would prove invaluableduring battle in the heart of a city. The Ares has notro op carrying capacity as it must have ro om for the largedemolisher shells it will unleash. For this reason it has beenmostly used in conjunction with the other tro op carryingpatterns of Land Raiders. Unfortunately the battle of Muruswas a failure. The Tribunal was able to escape long beforethe battle began and the Deathwing lost their quarry.However the Ares was a success and of the six createdonly one did not make it through the city to the Fortress.Following the battle the Master Techmarine, in a moveunpopular with the Dark Angel’s Inner Circle, submittedthis newly created pattern to the Adeptus Mechanicus onMars but it has never of ficially been accepted as a viablevariant of the Land Raider. Thus It is one of the rarestLand Raiders. However in a very few cases other chaptersTechmarines have acquired the plans detailed by the DarkAngels Techmarines and have used them to create the Aresfor situations that might call for its use.

POINTS: 330000

Hull mounted twin-linkedAssault cannon.

Sponson-mountedTwin-linkedHeavy flamer.

UNIT OR FORMATION: 1 Ares pattern Land Raider.TYPE: Tank.STRUCTURE POINTS: -

WEAPONS AND EQUIPMENT: - Demolisher cannon.- Two sponson-mounted twin-linked Heavy Flamers.- One hull-mounted twin-linked Assault cannon.- Smoke Launchers.- Searchlight.- Dozer blade- Power of the Machine Spirit.

OPTIONS:Take extra armour for +15 points.

UNIT STATS: BS FRONT SIDE REAR4 14 14 14

Smoke Launcher.Searchlight.

Demolishercannon.

Extra Armour.Dozer blade.

UNIT OR FORMATION NAME: LLAANNDD RRAAIIDDEERR AARREESS

WEAPONS RANGE STR AP SPECIAL

Demolisher cannon 24" 10 2 Ord. 1/LargeBlast

Heavy Flamer Template 5 4 Assault 1Assault cannon 24" 6 4 Heavy 4,

Rending

SPECIAL RULES:

ADDITIONAL INFO:

DESCRIPTION:

COPYRIGHT © GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TO PRINT THIS PAGE FOR PERSONALUSE ONLY TO PLAY A GAMES WORKSHOP GAME; ALL FURTHER RIGHTS RESERVED.

In their unrelenting hunt for the Fallen, the Dark Angels,have had to adapt to many situations in order tosuccessfully capture their prey. They cannot reveal theirsecrets to anyone in the Imperium and so must forgo theirassistance. The Ares pattern Land Raider was developedbecause of this reason. Following years of rumors, thedistant planet Murus, was found to be under the control ofthree Fallen Dark Angels calling themselves 'The Tribunal'.In order to reach their fortress citadel the Deathwing wouldbe forced to traverse the city surrounding it. The Tribunalhad anticipated this eventual confrontation and hadfortified the city with weaponry made all the morepowerful by their knowledge from ages past. The leaders ofthe Dark Angels determined that the armour of thechapters vindicators could not stand up to the fire powerthey faced and so commissioned the Chapters Techmarineswith finding a solution that would allow the Deathwing toreach the fortress and bring these Fallen to theirredemption. Day and night they worked, and finally aftermany weeks they had successfully developed a tank withthe heavy armor of a Land Raider and the crushing powerof the Vindicators Demolisher cannon.

The Ares was also equipped with a pair of Sponson-mounted twin-linked Heavy flamers and a hull-mountedtwin-linked Assault cannon. Weapons that would proveinvaluable during battle in the heart of a city. The Ares hasno troop carrying capacity as it must have room for thelarge demolisher shells it will unleash. For this reason it hasbeen mostly used in conjunction with the other troopcarrying patterns of Land Raiders. Unfortunately the battleof Murus was a failure. The Tribunal was able to escapelong before the battle began and the Deathwing lost theirquarry. However the Ares was a success and of the sixcreated only one did not make it through the city to theFortress. Following the battle the Master Techmarine, in amove unpopular with the Dark Angel’s Inner Circle,submitted this newly created pattern to the AdeptusMechanicus on Mars but it has never officially beenaccepted as a viable variant of the Land Raider. Thus It isone of the rarest Land Raiders. However in a very few casesother chapters Techmarines have acquired the plansdetailed by the Dark Angels Techmarines and have usedthem to create the Ares for situations that might call for itsuse.

LAND RAIDER ARES POINTS: 300

Hull mounted twin-linkedAssault cannon.

Sponson-mountedTwin-linkedHeavy flamer.

UNIT: 1 Ares pattern Land Raider.

TYPE: Tank.

WEAPONS AND EQUIPMENT: - Demolisher cannon.- Two sponson-mounted twin-linked Heavy Flamers.- One hull-mounted twin-linked Assault cannon.- Smoke Launchers.- Searchlight.- Dozer blade- Power of the Machine Spirit.

WEAPONS RANGE STR AP SPECIALDemolisher 24" 10 2 Ord. 1/Large BlastHeavy Flamer Template 5 4 Assault 1Assault cannon 24" 6 4 Heavy 4, Rending

Size Comparison.

OPTIONS:Take extra armour for +15 points.

ARMOURBS FRONT SIDE REAR4 14 14 14

“The city must fall.Our chapters purity depends on it!”

– Litany spoken by Interrogator Chaplain Bishon the 42nd day of the siege of Murus.

Smoke Launcher.Searchlight.

Demolishercannon.

Extra Armour.

Dozer blade.

Blast ExhaustFans

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APOCALYPSE

© Games Workshop Limited 2008. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2008. All rights reserved.

BANELORD OF KHORNE POINTS: 2500In the dark days of the Horus Heresy, many of the TitanLegions of the Adeptus Mechanicus were lured into theservice of Chaos with promises of forgotten knowledge.With the failure of the Heresy, the Traitor Legions weredriven into the Eye of Terror where they still dwell tenthousand years on, waiting to attack the worlds of theImperium again.

The Renegade Titans have mutated during their longsojourn among the Daemon worlds, for the warping powerof Chaos is not limited to creatures of living flesh. Chaos

Titans are feared and respected by the followers of Chaosas monstrous, brooding effigies of ancient gods of war. TheImperium fears the Chaos Titans as the avenging revenantsof a horrific past.

The Banelord Titan is aligned to the Chaos Power Khorne,and has taken on the appearance and hues associated withthat Power. The Banelord’s crew have long since died orbecome melded with their weapons, leaving the Titan aliving, raging machine with a monstrous thirst for carnageand bloodshed.

UNIT: 1 Banelord of Khorne

TYPE: Super-heavy walker

STRUCTURE POINTS: 9

VOID SHIELDS: 6

WEAPONS AND EQUIPMENT: - Bloodletter Battlehead- Havoc Missiles mounted on carapace- Hellstrike Cannon mounted on right arm- Doomfist mounted on left arm- Chaos Titan Tail

WEAPON RANGE STR AP SPECIALBloodletter Battlehead 30" 6 3 Heavy 5,

Primary Weapon

Havoc Missile Rack* G 24-360" 7 3 Apocalypse Barrage (5), Primary Weapon

Hellstrike Cannon G 24-360" 9 3 Ordnance 2, 10" blast, Primary Weapon

Doom Fist** 30" 6 3 Heavy 10,Primary Weapon

Chaos Titan Tail*** 24" 10 2 Ordnance 1, Large Blast, Primary Weapon

* The Havoc Missile Rack fires like an Ordnance Barrage, but doesnot scatter and instead uses the Apocalyptic Barrage marker todetermine the fall of its five shots.

** The Doom Fist is also a Titan Close Combat Weapon. Thebonus attacks are already included in its profile.

*** The Chaos Titan Tail can also be used to make an additionalClose Combat attack with the Destroyer ability. This attack may bemade even if the Banelord makes a Stomp Attack.

ARMOURWS BS S FRONT SIDE REAR I A

3 3 10 14 14 13 1 6

SPECIAL RULESPossessed: A Banelord ignores Gun Crew Shaken and DriverStunned results.

Crazed: Roll on the following table at the start of the ChaosMovement phase for each unengaged Banelord Titan.

D6 Result1 Fire Frenzy. The Banelord may not move or assault this

turn. Instead, in the Shooting phase it will fire all of itsweapons twice. One of these attacks is carried out asnormal by the Chaos player; the second is carried out by arandomly selected player, including those from theopposing side! Note that fire frenzy attacks can betargeted against units from the same side as the Banelord.

2-5 Sane. The player controls the model normally.

6 Blood Rage. In the Movement phase, the Banelord mustmove as far as possible towards the nearest enemy. In theShooting phase it may not shoot, but instead moves anextra 1D6" as per the Fleet of Foot rule. It must movetowards the nearest enemy, ending its move facing towardsthe target. The Banelord must then assault this enemy inthe Assault phase, if able.

Reactor Meltdown: If the Banelord suffers an ApocalypticExplosion result on the Catastrophic damage chart, its reactorgoes nuclear! This is the same as an Apocalyptic Explosion,except that the range is 6D6", and all models within rangesuffer a Destroyer hit.

Towering Monstrosity: Because of its immense size, it isdifficult for a Banelord to engage targets that are too close. Torepresent this it suffers from the following restrictions:- Weapons mounted on the carapace have a minimum rangeof 24".

- Close combat attacks can only be used against GargantuanCreatures and Super-heavy vehicles. Stomp attacks and attacksmade with the Chaos Titan Tail are not affected by this rule.

Runes of the Blood God: Any psyker that targets theBanelord with a psychic power automatically suffers a Perils ofthe Warp attack, regardless of whether or not they pass theirpsychic test.

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APOCALYPSE

© Games Workshop Limited 2008. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2008. All rights reserved.

CHAOS CONCLAVE POINTS: 200 + MODELSIt is rare for the minions of the Chaos gods to cooperatetogether for any length of time. Sometimes, however, apowerful leader will arise and, either through force of armsor by other more arcane means, he will be able to bendother champions of the dark gods to his will. One suchleader was Warmaster Davroth, another the mightyAbaddon the Despoiler.

The leader and his lieutenants are all amongst the mostpowerful servants of the Chaos gods, any one of whom iscapable of laying waste to an enemy army. Just occasionallyit will be necessary for these dread champions of Chaos toband together in order to defeat an especially powerful foe.Imagine then the destruction that is unleashed when all ofthese mighty warriors fight side-by-side on the battlefield!

ABAD

DON

CHAR

ACTE

RS

CHAO

STE

RMIN

ATOR

S

CHAO

SCH

OSEN

FORMATION:1 named character (Abaddon the Despoiler, Fabius Bile, HuronBlackheart, Typhus, Khârn the Betrayer, Ahriman or Lucius theEternal).4-8 characters chosen from the following list:

- Any other named characters (but no more than one of each!)

- Daemon Prince- Chaos Lord- Chaos Sorcerer

1 unit from the following list for each character selected:- Chaos Terminators- Chosen Chaos Space Marines

SPECIAL RULESThe concentration of power around a Chaos Conclavecauses rents and tears in the very fabric of reality. Thedisruption caused to the enemy makes it nearlyimpossible for them to coordinate their attacks. Torepresent this, each of the characters in the Conclave hasthe same effect as a (mobile) Disruptor Beacon strategicasset. In addition, the player’s army receives an OrbitalBombardment strategic asset with the following profile:Apocalyptic Barrage (X), S8, AP3, Pinning. X is equal tothe number of surviving characters in the Conclave.

Presents

As featured in the June and July 2007 editions

As one of the most celebrated FirstFounding Chapters, the BloodAngels have fought the enemies of

Mankind for 10 long millennia. TheirPrimarch is revered across the Imperium,and legends of the Chapter’s deeds havereached every corner of the galaxy.However, tales abound too of theirbloodthirsty exploits and the dark flawthat mars them. Few know the whole truth nor realize the inner pain andanguish that drive the Blood Angels intobattle with a righteous fury that fewothers can match.

Each Chapter of Space Marines owesmuch to the characteristics and powers ofits Primarch. Just as the Space Wolvesreflect the ferocity and impetuousness ofLeman Russ, so do the Blood Angels sharesome of the blighted, tragic destiny of theirPrimarch, the noble Sanguinius.

Sanguinius distinguished himself duringthe siege of Terra, when he organized thefinal defense of the Emperor’s palace andheld the Ultimate Gate alone when allothers had fled. When the Emperorteleported aboard Horus’s battle-barge forhis final confrontation with the rebelWarmaster, Sanguinius was there.

Battle raged through the Daemon-infested spacecraft, and Sanguinius becameseparated from the Emperor. While he wasalone, he chanced upon Horus andimmediately attacked the Warmaster. ButSanguinius was no match for Horus at theheight of his Daemon-gifted power andwas slain with contemptuous ease.

The psychic echo of this terrible deathcan still sometimes be heard by those ofhis gene-seed, causes a madness and furyto come upon them, and taints their soulswith a dark vision of their own doom.

ChapterApproved

This official Codex forthe Blood Angels,written by JervisJohnson, will bepresented in two parts,and completelyreplaces the publishedCodex: Blood Angels.Now, you will need onlythese two issues ofWhite Dwarf and theWarhammer 40,000rulebook to field aBlood Angels army.

1

The FlawAlthough it is known to but a few, the BloodAngels are a dying Chapter, for they sufferfrom a dreadful flaw. This Chapter, once themost golden and blessed of all, now shunsthe company of its fellows. Some BloodAngels, it is said, are driven by a death-seeking madness, brought on by visions ofthe death of their Primarch. Others areafflicted by the terrible Red Thirst, a cravingfor blood that may be the first signs ofdescent into Chaos. It is known that theBlood Angels spend much of their timeseeking the cure for their condition,although many have resigned themselves toa slow and terrible decline.

Scholars claim that the flaw lies in theprocess that is used to create each newgeneration of Blood Angels, for the BloodAngels use a process known asInsanguination to activate their gene-seed.

The process was originally triggered byinjecting Aspirants with tiny samples ofSanguinius’s own blood. This practice endedwith the death of the Primarch, but some ofhis blood was preserved in the Red Grail.The living blood could not be kept for longand thus was injected into the veins of theSanguinary Priests, who became living hoststo the power of Sanguinius. To this day,drinking the collected blood of theassembled Sanguinary Priests from the RedGrail is part of the ritual of creation for newmembers of this important order.

It is from these Priests that the blood istaken to begin the transformation ofAspirants into Space Marines. It is possiblethat, over countless generations since thetime of the Heresy, these cells have mutated,slowly at first but more quickly in recentyears, and that errors in replication haveresulted in the flaw.

Black Library publishesseveral Blood Angels-related titles, such as DeusEncarmine, DeusSanguinius, and thecollected Bloodquestgraphic novels. Checkthem out at:

www.theblacklibrary.com

The Blood Angels are a proud Chapter that cantrace its heritage back to the First Founding. Inthis issue, we present the first part of the officialCodex, detailing the unique units, heroes, andabilities of these noble, doomed warriors.

TM

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The Black RageThe Blood Angels are unique in that deeplyengraved within their gene-seed is thememory of the final battle betweenSanguinius and Horus. Sometimes an eventor circumstance will trigger this racememory. This happens only rarely, often onthe eve of battle, but it is likely to be a fatalexperience for the battle-brother whosemind is wrenched into the distant past.What has become known as the BlackRage overcomes him. The memories andconsciousness of Sanguinius intrude uponhis mind, and dire events 10,000 years oldflood into the present.

To others, a Space Marine overcome bythe Black Rage appears half mad with fury.He is unable to distinguish past frompresent and does not recognize hiscomrades. As well as Sanguinius’smemories, the Space Marine is touchedwith a small portion of his unearthlypower, boosting his strength and vitality tosuperhuman levels.

Blood Angels afflicted by the BlackRage are formed into special units calledthe Death Company. Suffused with thedying memories of their Chapter’sPrimarch, these cursed warriors seek onlydeath in battle against the enemies of the

Emperor. It is better this way, for those whosurvive almost always fall victim to the RedThirst and turn into creatures no better thanwild beasts craving flesh and blood. Betterby far to die cleanly and quickly in battlethan suffer such a fate.

The Red ThirstThe Red Thirst is the Blood Angels’ darkestsecret and greatest curse, but it is also theirgreatest salvation, for it brings with it ahumility and understanding of their ownfailings that make the Blood Angels themost truly noble of the Legiones Astartes. Itis said that Sanguinius was cursed with thegift of prophesy and knew he was to die atHorus’s hand but went anyway in thename of duty and honor. Many BloodAngels battle constantly against visions ofdeath and feel the anguish of theirPrimarch in his death throes. Some of thesebrethren voluntarily join the DeathCompany before the Black Rage takesthem, because they know what lies in storefor them should they live much longer.

The fate of those overtaken completelyby the Red Thirst is a secret kept dutifullywithin the Chapter. There are tales of asecret chamber atop the Tower of Amareoon Baal and of the howling cries thatdemand the blood of the living, but noneare willing to say for certain what lieshidden in this haunted, desolate place.

The Chapter TodayPhysically, the Blood Angels are among thelongest lived of all Space Marines. One ofthe peculiarities of the Flaw is that it vastlyincreases the lifespan of those who survive.Thus, it is not uncommon for Blood Angelsto live for a thousand years. Indeed, thecurrent Commander of the Chapter, Dante,was born nearly 1,100 years ago. Thesevastly extended lifespans allow the BloodAngels to perfect their techniques in art aswell as in war. They have centuries inwhich to perfect the disciplines to whichthey turn their minds, accounting for thefact that the Blood Angels’ armor andbanners are among the most ornate everproduced by Space Marine artificers.

The outlook of Sanguinius has donemuch to shape his Chapter. There is amystical vein to many of the Blood Angels’doctrines and also a strong belief thatthings can be changed for the better, forSanguinius was a visionary who desired anew and better life for all Mankind. Thisbelief can be seen in all things the BloodAngels do. They strive for perfection, andtheir martial disciplines are practicedunceasingly. However, as the Flaw hasbecome more evident, this belief hasturned into an altogether darker thing. Theyalso see evidence of Mankind’s capacity forfolly and destruction, and the Chapter’sdoctrines are permeated with a sense ofmortality and the fallen greatness of Man.

The Red Thirst is the BloodAngels’ darkest secret andgreatest curse, but it is alsotheir greatest salvation.

The Inquisition and theAdministratum say we areweak, because some of us havegiven in to the Black Rage –they are fools! The Black Ragemakes us strong, because wemust resist its temptationsevery day of our lives or beforever damned!

Chaplain Argastes

3

The models in the Blood Angels army use anumber of special rules, detailed here, thatare common to more than one unit.

And They Shall Know No FearSpace Marines automatically pass tests toregroup and can take such tests even if thesquad has been reduced to less than 50%by casualties, though all other criteriaapply. If Space Marines are caught by asweeping advance, they are not destroyedand will instead continue to fight normally.If this happens, then the unit is subject tothe No Retreat! rule in that round of closecombat and may therefore lose additionalcasualties if outnumbered. Usually troopsthat regroup may not move normally andalways count as moving whether they door not, but these restrictions do not applyto models with this special rule.

Remember that units that includeServitors are still subject to this rule as longas the squad contains at least one SpaceMarine. Space Marines are still subject toLast Man Standing tests. However, they willalways pass the test to regroup after eachFall Back move.

Combat SquadsA number of 10-man units in a BloodAngels army have the option of breakingdown into two 5-man units, called CombatSquads. This option is clearly specified inthe unit’s entry. For example, a 10-manVeteran Assault Squad can either fight as a10-man unit or break down into two 5-man Combat Squads.

The units that can be split into Combatsquads are as follows.

• Veteran Assault Squads• Scout Squads• Tactical Squads• Assault Squads• Devastator Squads

The decision to split a unit into CombatSquads, as well as which models go intoeach Combat Squad, must be made whenthe unit is deployed. Both Combat Squads

are deployed at the same time but may bemay be deployed in separate locations. Ifyou decide to break the unit down, theneach Combat Squad is treated as a separateunit for all game purposes from that pointand counts as a scoring unit if it still hashalf or more of its starting models, etc.Units held in Reserve cannot be split intoCombat Squads.

For Victory Points purposes, eachCombat Squad is worth a number ofVictory Points equal to half of the pointsvalue of the unit. For example, a 10-manTactical Squad upgraded to include alascannon and a meltagun is worth a totalof 220 points. If the squad was to bebroken down into Combat Squads, eachwould be worth 110 Victory Points(regardless of which models were assignedto each Combat Squad). If at the end of thegame, one Combat squad had been wipedout and the other was reduced to twomodels, the enemy would score165 points.

FORCES OF THE BLOOD ANGELS

In this section, you will find details ofthe unique elements used by the BloodAngels – their weapons, units, and

famous special characters. Each entrydescribes the unit and gives the rules touse it in your games.

Next issue, you’ll get the completearmy list, which will include all the unitsyou can field.

Unique EquipmentYou will find that some items of equipmentare unique to particular characters or units,while others are used by more than oneunit. When an item is unique, it is detailedin the entry for its owner. When an item isnot unique, it is detailed in the wargearsection. A good example is the Perditionpistol, which is a potent weapon carriedonly by Commander Dante. As such, itsrules are detailed in Dante’s entry.

The Baal Predator andBlood Angels Rhinosare fitted with speciallymodified engines.These over-chargedengines allow thevehicle to attempt togo faster but at the riskof stalling the engines.You may declare thatan eligible vehicle isgoing to use its over-charged engines in anyMovement Phase justbefore you move it.

Roll a D6. On the roll of1, the engine stalls, andthe vehicle may notmove at all this turn. Onthe roll of 2-3, theboosters fail to kick in,and the vehicle movesnormally. On the roll of4-6, the boosters work,and the vehicle canmove as if it were a fastvehicle this turn;however, the maximumdistance it can move islimited to 18".

Blood Angels Special Rules

Over-ChargedEngines

77

This section includes a summary of the rules forcertain items of wargear or special abilities that canbe used by members of the Blood Angels Chapter.

Artificer Armor: Provides 2+ armor save.

Assault Vehicle: Disembarking models may assault.

Blessing of the Omnissiah: The model may repairImmobilized or Weapon Destroyed results instead ofmoving. A Techmarine must be in contact with avehicle. Roll a D6. A 6 is required to make the repair.Add +1 to the roll for each servitor equipped with aservo-arm in the Techmarine’s unit. You may reroll thedie if the Techmarine is equipped with a servo-harness.

Chainfist: A chainfist is treated exactly as a power fist,but rolls 2D6 for its Armor Penetration value.

Chainsword: Close combat weapon.

Combat Blade: Close combat weapon.

Combat Shield: The combat shield does not counttoward the maximum number of weapons carried andconfers a 5+ Invulnerable Save in close combat.

Combi-Weapons: A bolter combined with a plasmagun, flamer, or meltagun. Choose which of theweapons to use in the Shooting Phase. The bolter maybe fired any number of times, but the other weaponmay be fired only once per battle.

Company Standard: Friendly Blood Angels units within12" of the Standard Bearer may reroll failed Morale andPinning tests.

Crozius Arcanum: Power weapon.

Dozer Blade: A vehicle equipped with a dozer blademay reroll failed Difficult Terrain tests as long as it isnot moving more than 6".

Exsanguinator: Once per player turn, a friendly modelwithin 6" of a model with an Exsanguinator may ignorea failed save as long as the bearer is not Falling Back,in close combat, or Pinned. It may not be used againstInstant Death or a close combat attack that ignoresarmor saves.

Extra Armor: Count Crew Stunned as Crew Shaken.

Frag Assault Launchers: Models using a transportvehicle with this upgrade count as having frag grenadesin the turn they disembark.

Inertial Guidance System: Fitted to Drop Pods. TheDrop Pod and the unit it carries may always be placedin Reserve and enter play per the Deep Strike rules.May reduce the scatter distance by the minimumrequired to avoid landing in impassable terrain or ontop of another model.

Iron Halo: Provides 4+ invulnerable save.

Master-Crafted Weapon: May reroll one failed roll tohit per player turn when using the weapon.

Power Armor: Provides 3+ armor save.

Power of the Machine Spirit: May still move straightahead if Stunned. Vehicles moving 6" or less may shootone extra weapon at a Ballistic Skill of 2, even ifStunned or Shaken.

Psychic Hood: Declare use after opponent uses apsychic power. Both players roll a D6 and add theirmodel’s Leadership to the score. If the Librarian scoreshigher, then the power may not be used.

Repair: Roll D6 in Shooting Phase if immobilizedinstead of shooting; on a 6, no longer immobilized.

Rites of Battle: All other Blood Angel models in thesame army may use this model’s Leadership for Morale,Pinning, and Leadership tests, but not Psychic tests.

Rosarius: Provides 4+ invulnerable save.

Searchlight: If this unit spots and fires on a target in anight fight, then any other unit can ignore the nightfight rules when shooting at the same target unit.

Servo-Arm: May make 1 additional close combatAttack with an Initiative of 1 and Strength of 8, with noarmor save allowed.

Servo-Harness: Counts as a twin-linked plasma pistol, aflamer, and in close combat, two servo-arms. Wearermay shoot both weapons if desired, or one weapon anda personal weapon. Wearer may reroll repair rolls.

Scout Armor: Provides 4+ armor save.

Smoke Launchers: See Warhammer 40,000 rulebook.

Storm Shield: Provides a 4+ invulnerable save in closecombat. A model equipped with a storm shield maynever claim the +1 Attack bonus for being armed withtwo close combat weapons. Requires one hand to use.

Terminator Armor: Provides 2+ armor save and 5+invulnerable save. May move and fire heavy weapons,and assault after shooting rapid fire or heavy weapons.May not sweeping advance. May always be kept inReserve and deployed with the Deep Strike rules.

Venerable Dreadnought: May force opponent to rerollthe result of glancing or penetrating hits.

5

Blood Angels Wargear and Upgrades

COMMANDER DANTE

BROTHER-CAPTAIN TYCHO

Commander Dante is one of the most experienced and ableSpace Marine Chapter Masters and has ruled over the BloodAngels for over a thousand years.

WS BS S T W I A Ld SvLord Dante 6 5 4 4 3 5 4 10 2+

SPECIAL RULESFearless, Independent Character, Rites of Battle.

Inspiring. Dante is renowned for personallyleading formations of Blood Angels AssaultMarines in unstoppable assaults. Hispresence inspires these troops to acts ofvalor that are extraordinary even for SpaceMarines. As such, if Dante is included in aBlood Angels army, then any friendly unitof Blood Angels within 12" of him countsits opponents as a preferred enemy.

WARGEARArtificer Armor, Iron Halo, Jump Pack,Frag and Krak Grenades.

Axe Mortalis: Dante is armed with the AxeMortalis. This ancient weapon was craftedby revered Chapter Armorer Metriculus inthe days following the Horus Heresy. Itcounts as a master-crafted power weapon.

Death Mask Of Sanguinius: Dante’sArtificer Armor incorporates an incrediblylifelike golden mask, which is said to havebeen modeled on the features of

Sanguinius. In battle, it almost appears tocome to life, and a halo of golden energyplays about Dante’s head and strikesterror into the hearts of his enemies. Foras long as an enemy model is within 6"of Dante, its WS and BS are eachreduced by 1.

Perdition Pistol: The Perdition Pistol is abeautifully crafted and incredibly ancientweapon that dates back to the Dark Ageof Technology. It uses similar principlesto the meltagun to melt whatever it isfired at. It may be fired as if it were ameltagun. The Perdition pistol counts asa normal pistol in close combat.

Blood Angels Chapter Banner: If LordDante is included in the army, then anyone Standard Bearer may carry the BloodAngels Chapter Banner in place of hisnormal standard, inspiring fiercedevotion in any battle-brothers who lookupon it. Blood Angels units within 12" ofthe Chapter Banner may reroll failedMorale and Pinning tests. In addition, allmodels in the Standard Bearer’s unit add+1 to their Attacks.

During the Battle for Armageddon, Tycho was the victim of apsychic attack by an Ork Weirdboy, which left him hideouslydisfigured. His hatred of the Orks knows no bounds.

WS BS S T W I A Ld SvBrother-Captain Tycho 5 5 4 4 3 5 3 10 2+

SPECIAL RULESIndependent Character, Rites of Battle,Preferred Enemy: Orks.

WARGEARCombi-Weapon (Bolter/Meltagun),Artificer Armor, Bolt Pistol, Iron Halo,Frag and Krak Grenades.

Since his grievous wounding atthe battle for Armageddon,Tycho has become increasinglyviolent of temperament andattitude. It is my strongestrecommendation to assignBrother-Captain Tycho toactive battle duty permanently.

Chaplain Vermento

For eleven hundred years, Ihave fought, and I have seenthe darkness in our galaxy. Ihave seen the vileness of thealien and the heresy of themutant. I have witnessed thesin of possession. I have seenall the evil that the galaxyharbors, and I have slain allwhose presence defiles theEmperor. I have seen what youwill see. I have fought whatyou must fight, and I have slainwhat you must slay...

Commander Dante’s address at thestart of the Alchonis campaign

SUCCESS IS MEASURED IN BLOOD – YOURS OR YOUR ENEMY’S.

THOUGHT FOR THE DAY

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CHIEF LIBRARIAN MEPHISTON

WS BS S T W I A Ld SvMephiston 6 5 5 5 3 6 4 10 2+

Brother Calistarius is the only warrior ever to overcome theRed Thirst. After an agonizing ordeal, he was reborn asMephiston, Lord of Death.

SPECIAL RULESFearless, Independent Character, Feel No Pain.

Lord of Death. When Mephiston overcamethe Red Thirst, he released his full psychicpotential. As such, Mephiston has all threeBlood Angels Psychic Powers (see below)and can use each one of them and hisForce Weapon once each player turn,rather than being limited as are otherLibrarians. He may not use the same powermore than once per turn.

WARGEARArtificer Armor, Force Weapon, Plasma Pistol, Psychic Hood, Frag and Krak Grenades.

…but he did not succumb tothe Red Thirst. A vision ofbeloved Sanguinius came tohim and told him that he mustresist, not just for himself butfor us all, for then he wouldshow us that the Red Thirstcould be conquered.

From the Book of Mephiston, verse 23

Blood Angel Librarians can have one or more of the following psychic powers. ALibrarian may use only one psychic power per turn and must pass a Psychic testin the appropriate phase to do so. Remember that Mephiston may use anynumber of psychic powers each turn, as described above.

Blood Angel Psychic Powers

Might of HeroesThe deadly powers of the Immaterium flow into theLibrarian, heightening his speed and strength tounimaginable levels to smite the foes of the Emperor.

The power is used at the start of either player’s AssaultPhase, and if successful, the Librarian (or any one othermodel in the same unit as the Librarian) gains +D3attacks in that Assault Phase.

Transfixing GazeThe Librarian’s eyes become blazing pits of despair, ableto pierce the souls of those who meet his gaze.

This power is used in the Assault Phase. If successful,then any enemy model in base contact with the Librarianmust take a Leadership test. If the test is failed, the modelmay not attack in the Assault Phase and will be hitautomatically by any close combat attacks that aredirected against it. Enemy models without a Leadershipvalue cannot be affected by this power.

Wings of SanguiniusTwo mighty wings of psychic energy spring from theLibrarian’s back, allowing him to fly effortlessly overthe battlefield.

This power is used in the Movement Phase and lasts forthe rest of the turn. It allows the Librarian to move as ifhe had a Jump Pack. A Librarian wearing Terminatorarmor can use the Wings of Sanguinius. A Librarianriding a bike that uses the Wings of Sanguinius counts asriding a jet bike.

Like their battle-brothers,Blood Angels Librariansexcel at close-quarterfighting. Their prodigiouscombat skills are augmentedby their psychic abilities.

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CORBULO, SANGUINARY HIGH PRIEST

CHAPLAIN LEMARTES

In the Blood Angels Chapter, the position of the Space MarineApothecary carries the honorific title of Sanguinary Priest,guardians of the Red Grail.

SPECIAL RULESIndependent Character.

WARGEARPower Armor, Bolt Pistol, Chainsword,Exsanguinator, the Red Grail, Frag andKrak Grenades.

The Red Grail: The Red Grail is used tohold the blood of Sanguinary Priests duringthe induction rituals that are performedwhen a Blood Angel joins the Chapter. Itspresence on the battlefield has a powerfuleffect on the Blood Angels, as it enhancesthe physical and psychological aspects thatare most closely linked to their Primarch.Any Blood Angel unit within 12" ofCorbulo at the start of one of its own

WS BS S T W I A Ld SvBrother Corbulo 5 5 4 4 3 5 3 10 3+

WS BS S T W I A Ld SvChaplain Lemartes 5 5 4 4 3 5 3 10 3+

Assault Phases receives the Furious Chargeability for the rest of the turn. In addition,the Grail generates a powerful force fieldthat provides the model holding the Grailwith a 4+ invulnerable save.

Chaplain Lemartes is the most senior Chaplain in the BloodAngels Chapter and is held in such reverence that he isgranted the honor of wearing a Death Mask.

SPECIAL RULESIndependent Character

Honor of the Chapter. Like all Chaplains,Lemartes embodies the honor of theChapter. He and any Blood Angels squadhe has joined are Fearless.

Litanies of Hate. On a player turn in whichhe charges, Lemartes and all members ofany Blood Angels squad he has joined mayreroll failed rolls to hit.

WARGEARPower Armor, Bolt Pistol, Jump Pack, Crozius Arcanum, Rosarius, Frag andKrak Grenades, Death Mask.

Death Mask: Any enemy unit within 6" of amodel wearing the Death Mask suffers a -1modifier to its Leadership.

Most highly praised andmightiest among theSanguinary Priests is BrotherCorbulo. It is he who sharesthe Great Primarch’s far-seeing eye and deep wisdom,and leads us in the ancientquest to halt the Flaw.

Lords of Baal, Chapter VI “The Grail Bearers”

Remember proud Sanguinius,young Acolytes, when you arefaced with hardship. When thearmor of your faith is buckledand torn, see in your mind thatmagnificent hero. Think uponhis deeds and be humble, forhis like will never walk thegalaxy again.

Excerpt of Chaplain Lemartes’sSermon to the Adeptus

on the Cult of Sanguinius

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THE DEATH COMPANY

WS BS S T W I A Ld SvDeath Company 4 4 4 4 1 4 2 9 3+

SPECIAL RULESFearless, Feel No Pain, Furious Charge.

Black Rage. Death Company warriors areso blood-crazed that they will do almostanything to get to grips with the enemy andoften tear them limb from limb when theDeath Company charges home. All closecombat attacks made by members of theDeath Company count as being Rending.

Sometimes, upon the eve of battle, Blood Angels succumb tothe Black Rage. When this happens, they become frenziedand fearless to the point of madness.

Say what you like, I will notfight alongside these madmen.The past proves nothing,except that the Blood Angelsare cursed and but a single stepfrom damnation.

Brother Captain Yuron of theAdeptus Astartes

Patriarchs of Ulixis

In addition, unless there is a Blood AngelsChaplain (or Brother Corbulo) within 6" ofthe unit at the start of the Movement Phase,then the Death Company must move as faras it can toward the closest enemy unit.

WARGEARPower Armor, Bolt Pistol, Bolter orChainsword, Frag and Krak Grenades.

Blood Angels Chaplains are dedicated toguarding against the Black Rage. It is they whoseek the first tell-tale signs of the comingmadness and group the affected warriors intothe fearsome Death Company.

9

To learn more about the Blood Angels, visit their section on the Games Workshop web site. For a link, go to:

www.games-workshop.com/whitedwarf/wd329

BLOOD ANGELS HONOR GUARD

VETERAN ASSAULT SQUAD

The Command Squads of the Blood Angels are trained in theuse of jump packs and are deadly close combat experts. Theyare the most fearsome of the Chapter’s veterans.

Veteran Assault Squads either ride into battle in speciallyadapted over-charged Rhinos or are equipped with jumppacks to close with the enemy as quickly as possible.

WS BS S T W I A Ld SvHonor Guard 4 4 4 4 1 4 2 9 3+

WS BS S T W I A Ld SvVeteran 4 4 4 4 1 4 2 9 3+

SPECIAL RULESAnd They Shall Know No Fear.

SPECIAL RULESAnd They Shall Know No Fear, Combat Squads.

WARGEARPower Armor, Bolt Pistol, Bolter orChainsword, Frag and Krak Grenades.

WARGEARPower Armor, Bolt Pistol, Bolter orChainsword, Frag and Krak Grenades.

Drink deep of victory andremember the fallen.

Inscription over the Entrance to the Sepulcher of Heroes

For he today that sheds bloodwith me shall be my battle-brother eternal.

Last Line of the Invocation Initiate of the Flesh Tearers

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BAAL PREDATOR

SPECIAL RULESOver-Charged Engine: The Baal Predator is fitted with anover-charged engine (see p. 4).

WARGEARTurret-mounted twin-linked assault cannons, smokelaunchers and a searchlight. Most are also fitted with apair of sponson-mounted heavy bolters or heavy flamers.

The Baal Predator is armed with numerous weapons noted fortheir high rate of fire. It is designed to mow down enemyinfantry and light vehicles with horrifying efficiency.

ArmorType BS F S R

Baal Predator Tank 4 13 11 10

The Rhinos used by the BloodAngels are fitted with speciallymodified over-charged engines(see p. 4). A vehicle with an over-charged engine can attempt to gofaster, although there is a risk ofstalling the engines.

Blood Angels Rhinos

Our enemies number untoldbillions, and they will fight youwith tooth and claw, withstarships and guns, with vilesorceries and corrupt illusions.They are armed with all thestrength that evil can muster.But you, brothers, havesomething more.

You are armored by theEmperor himself.Righteousness is your shield,faith your armor, and hatredyour weapon. So fear not andbe proud, for we are the Sonsof Sanguinius, the protectors ofMankind. Aye, we are indeedthe Angels of Death.

Commander Dante

Adeptus Mechanicus Markings

Heavy Flamer Sponson

A Blood Angels Rhino ofthe 2nd Company

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FURIOSO DREADNOUGHTEven when mortally wounded and incarcerated in theadamantium sarcophagus of a Dreadnought, a Blood Angelstill lusts for battle and the chance to prove his honor.

ArmorWS BS S I A F S R

Furioso Dreadnought 4 4 6(10) 4 2(3) 12 12 10

SPECIAL RULESDeath Company Dreadnought. Sometimes,a badly wounded Blood Angels SpaceMarine will be overcome by the BlackRage. When this happens, their bodies aretransferred into specially adapted FuriosoDreadnoughts, so they can fight alongsidetheir battle brothers in the Death Company.

Unless there is a Chaplain orSanguinary High Priest within 6" of theDreadnought at the start of the MovementPhase, then it must move as far as it can

toward the closest enemy unit in theMovement Phase. In addition, a DeathCompany Dreadnought receives an extraD3 Attacks in close combat.

WARGEARTwo Dreadnought close combat weapons,one fitted with a heavy flamer or stormbolter, and the other fitted with ameltagun. In addition, the Furioso is fittedwith smoke launchers and a searchlight.

I t was upon the fieldof battle at Clamorga

that the mighty CaptainMoriar fell defendingthe ridge against thedespicable Eldar. Manywere his wounds, andthe Sanguinary Priestswere at a loss to healhim. And so it was thatMoriar was interred inthe sarcophagus of theFurioso Dreadnoughtbuilt by BrotherMorleo, as wereBelaphon, Dario, andAmaretto before him.Upon regaining hisstrength, Moriar wasstruck by visions ofSanguinius, his ownnear-death statetriggering the BlackRage. Immortal now inhis adamantium shell,Moriar survived theBlack Rage andhungered for battle anddeath. The Red Thirstgrips him, and therevered Brothers of theArmorium havemodified his armoredsuit so that he maypartake of the vitalliquid and be restrainedwhen not in battle.

NEXT MONTH

Storm BolterMeltagun

In the next issue of White Dwarf, we conclude our official Blood Angels Codex withthe complete army list and design notes. You’ll also find the rules for those unitsthat are common to all Space Marine armies, such as Tactical, Devastator, andAssault Squads, and various Space Marine vehicles.

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In the concluding part of our Blood Angels Codex, we present the complete armylist for this ferocious and proud First Founding Chapter and their Successors.Everything you need to plan and choose your army is contained herein.

Part Two

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The following pages contain an armylist that will allow you to field aBlood Angels Space Marine army or

one of their Successor Chapters and fightbattles with it in your games ofWarhammer 40,000.

The army list allows you to pick anarmy based on the troops that could befielded by a Blood Angels Battle Companywith attached support drawn from otherCompanies in the Chapter. The BloodAngels excel at close quarter fighting. Assuch, we have placed a special emphasison the assault troops included in the army.

Before you choose an army, you willneed to agree with your opponent upon amission and the total number of pointseach of you will spend. Then you can pickyour army as described below.

Using a Force Organization ChartThe army lists are used in conjunction withthe Force Organization Chart from amission. Each chart is split into fivecategories that correspond to the sectionsin the army list, and each category has oneor more boxes. Each box indicates that youmay make one choice from that section ofthe army list, while a dark-toned boxindicates a compulsory selection. We’veincluded the chart used with StandardMissions for your reference, below.

Missions and PointsThese army lists are designed primarily foruse with the Combat Patrol and StandardMissions from the Warhammer 40,000rulebook. The lists may also be used withany other missions that use the ForceOrganization Charts, but please note thatplay balance may be affected if they areused for anything other than a CombatPatrol or Standard Mission.

The Mission you decide to play willdetermine what (if any) restrictions apply topicking your army. See the Combat Patrolor Standard Missions sections of theWarhammer 40,000 rulebook for details ofthe restrictions that apply.

Using the Army ListOnce you have picked the mission youwill play and the size of the forces beingused, you are ready to pick your army.Look in the relevant section of the army listand decide what unit you want to have inyour army and what upgrades you want (ifany). Any upgrades you take must beshown on the model. Thereafter, subtractthe points value of the unit from your totalpoints and make another choice. Continuedoing so until you have spent all of yourpoints. Then you are ready to do battle!

Army List EntriesEach entry in the army list represents adifferent unit that you can use in a battle.Each unit entry in the army list is split intoseven sections.

Unit Profile. Each unit entry includes thename of the unit, the profile of any modelsthe unit can include, and the points cost ofthe unit without any upgrades.

Unit Composition. Where applicable, thisentry lists the number and type of modelsthat make up the basic unit.

Unit Type. This entry refers to theWarhammer 40,000 Unit Type ruleschapter. For example, a unit might beInfantry, Vehicle, or Jump Infantry, and besubject to a number of special rules.

Wargear. This entry details the equipmentthe models in the unit carry. The cost forall of these models and their equipment isincluded in the points cost for the unit.

Special Rules. Any special rules that applyto the unit are listed here. Descriptions canbe found in the previous issue, or theUniversal Special Rules section of theWarhammer 40,000 rulebook.

Options. This section lists all of theupgrades you may add to the unit if youwish to do so. If a model is equipped withsomething listed in the Unit Upgradessection then you must pay the points for it.Conversely, you may not take an upgradeunless a model in the unit actually has it.

Transport. This last entry refers to anytransport vehicles the unit may take. Thesehave their own entry in the army list.

BLOOD ANGELS ARMY LIST

STANDARD MISSIONS

ELITESHQ

HEAVYSUPPORTFAST ATTACKTROOPS TROOPS

COMPULSORY1 HQ2 Troops

OPTIONAL1 HQ4 Troops3 Elites

OPTIONAL3 Fast Attack3 Heavy Support

Design NoteYou will notice thatseveral squads in theBlood Angels armycost more points thantheir counterparts inother Space MarineCodexes. This extracost covers the pointsrequired for the DeathCompany models thesquad allows you totake. For example,choosing a TacticalSquad allows you totake one DeathCompany model andthus the cost of theDeath Company modelis included in the costof the Tactical Squad.

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Unit Type• Jump Infantry

Individual• An army can

only include one CommanderDante.

Wargear• Frag grenades• Krak grenades• Perdition pistol• The Axe Mortalis• Death Mask of

Sanguinius• Jump pack• Artificer armor• Iron halo

Unit Type• Jump Infantry

Individual• An army can

only include one ChaplainLemartes.

Wargear• Frag grenades• Krak grenades• Bolt pistol• Crozius Arcanum• Rosarius• Death Mask• Power armor• Jump pack

HQ

WS BS S T W I A Ld SvDante 6 5 4 4 3 5 4 10 2+

WS BS S T W I A Ld SvLemartes 5 5 4 4 3 5 3 10 3+

Options• If Dante is in the army, the Standard

Bearer in one Honor Guard may replacehis Company Standard with the BloodAngels Chapter Banner for +15 points.

Special Rules• Fearless• Independent Character• Rites of Battle

Unit Type• Infantry

Options• None

Special Rules• Independent Character• Honor of the Chapter• Litanies of Hate

Options• None

Special Rules• Fearless• Independent Character• Lord of Death• Feel No Pain

Psychic Powers• Wings of Sanguinius• Might of Heroes• Transfixing Gaze

Options• None

Special Rules• And They Shall Know No Fear• Independent Character

MEPHISTON, LORD OF DEATH 225 POINTS

WS BS S T W I A Ld SvMephiston 6 5 5 5 3 6 4 10 2+

BROTHER CORBULO 100 POINTS

WS BS S T W I A Ld SvCorbulo 5 5 4 4 3 5 3 10 3+

Unit Type• Infantry

Individual• An army can

only include oneMephiston.

Wargear• Frag grenades• Krak grenades• Plasma pistol• Force weapon• Psychic hood• Artificer armor

Unit Type• Infantry

Individual• An army can

only include oneBrother Corbulo.

Wargear• Frag grenades• Krak grenades• Bolt pistol• Chainsword• Exsanguinator• The Red Grail• Power armor

LEMARTES, GUARDIAN OF THE LOST 125 POINTS

DANTE, LORD OF THE BLOOD ANGELS 200 POINTS

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Unit Type• Infantry

Individual• An army can

only include one CaptainTycho.

Wargear• Frag grenades• Krak grenades• Bolt pistol• Iron halo• Combi-weapon

(bolter/meltagun)• Artificer armor

HQ

WS BS S T W I A Ld SvCpt. Tycho 5 5 4 4 3 5 3 10 2+

Options• None

Special Rules• And They Shall Know No Fear• Preferred Enemy: Orks• Independent Character• Rites of Battle

TYCHO, CAPTAIN OF THE 3RD COMPANY 110 POINTS

Unit Type• Infantry

Special Rules• Honor of the

Chapter• Independent

Character• Litanies of Hate

Wargear• Frag grenades• Krak grenades• Bolt pistol• Rosarius• Crozius Arcanum• Power armor

WS BS S T W I A Ld SvChaplain 5 5 4 4 2 5 3 9 3+

Options• Replace bolt pistol with a plasma pistol

for +15 points.• Take a storm bolter for +5 points, a combi-

flamer, combi-plasma gun or combi-meltagun for +10 points, or power fist for+25 points.

• Take meltabombs for +5 points.• Take a jump pack for +20 points or Space

Marine bike for +30 points.• Replace all other wargear with Terminator

armor, storm bolter, Rosarius, and CroziusArcanum for +25 points.

CHAPLAIN 100 POINTS

Unit Type• Infantry

Special Rules• And They Shall

Know No Fear• Independent

Character

Wargear• Frag grenades• Krak grenades• Bolt pistol• Force weapon• Psychic hood• Power armor

WS BS S T W I A Ld SvLibrarian 5 5 4 4 2 5 3 9 3+

Options• Replace bolt pistol with a plasma pistol for

+15 points.• Take a storm bolter for +5 points, or a

combi-flamer, combi-plasma gun orcombi-meltagun for +10 points.

• Take meltabombs for +5 points.• Take a Space Marine bike for +30 points.• Replace all other wargear with Terminator

armor, storm bolter, force weapon, andpsychic hood for +25 points.

Psychic Powers• Wings of Sanguinius• Might of Heroes

LIBRARIAN 120 POINTS

In all Space Marine Chapters, most non-combatant rolesare performed by Servitors and human serfs, as SpaceMarines are too rare and too important a commodity tobe used for such mundane tasks. However, there areSpace Marines whose primary role is not necessarily abattlefield one, such as the Librarians and Techmarines.In addition, the Blood Angels headquarters staff

includes a number of ranks not found in other SpaceMarine Chapters, which reflect the unique nature andcharacter of the Blood Angels army. These individualsinclude the Sanguinary Priests who perform the ritualswhen new recruits are drawn into the Chapter and theCurators or Guardians who protect the Chapter's holyrelics such as the Shroud of Sanguinius.

Blood Angels Organization

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HQ

Unit Composition• 5 Veteran Space

Marines

Unit Type• Infantry

Wargear• Frag grenades• Krak grenades• Bolt pistol• Bolter or

chainsword• Power armor

Special Rules• And They Shall

Know No Fear

WS BS S T W I A Ld SvVeteran 4 4 4 4 1 4 2 9 3+

Options• Entire squad may be given jump packs for

+25 points.• Up to two Veterans may replace their bolt

pistol with a plasma pistol for +15points each.

• Up to two Veterans may replace theirbolter or chainsword with a powerweapon for +15 points each, or with apower fist for +25 points each.

• Up to two Veterans may replace theirbolter or chainsword with a flamer for +5points each, meltagun for +10 pointseach, or plasma gun for +15 points each.

• One Veteran may be upgraded to aSanguinary Priest with an Exsanguinatorfor +20 points.

• One Veteran may be upgraded to a Tech-Adept, replacing his power armor withartificer armor and his chainsword orbolter with a power weapon, for +30points. Tech-Adepts have the Blessing ofthe Omnissiah special rule.

• One Veteran may be upgraded to aStandard Bearer carrying a CompanyStandard for +10 points.

• One Veteran may be upgraded to aCompany Champion, replacing hischainsword or bolter with a powerweapon and combat shield for +25 points.

• Any Veteran may have meltabombs for +5points per model.

HONOR GUARD 125 POINTS

A Blood Angels army may include one Honor Guard for each Independent Character that itincludes. The Honor Guard does not use up any Force Organization Chart selections but isotherwise treated as a separate HQ unit.

Unit Type• Infantry

Wargear• Frag grenades• Krak grenades• Bolt pistol• Chainsword• Iron halo• Power armor

WS BS S T W I A Ld SvCaptain 5 5 4 4 3 5 3 10 3+

Options• Replace bolt pistol with a plasma pistol for

+15 points.• Replace chainsword with a power weapon

for +15 points, a power fist or singlelightning claw for +25 points, a pair oflightning claws for +30 points, or athunder hammer for +30 points.

• Take a storm bolter for +5 points, or acombi-flamer, combi-plasma gun orcombi-meltagun for +10 points.

• Take meltabombs for +5 points.• Take a jump pack for +20 points.• Replace all other wargear with Terminator

armor, plus one of the following weaponoptions, for +25 points storm bolter andpower fist or power sword, a pair oflighting claws, or a thunder hammer &storm shield.

Special Rules• And They Shall Know No Fear• Independent Character• Rites of Battle

COMPANY CAPTAIN 100 POINTS

Transport• An Honor Guard squad without jump

packs may select a Drop Pod, BloodAngels Rhino, or Razorback as adedicated transport vehicle (see p. 25for points cost).

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Unit Type• Infantry

Wargear• Frag grenades• Krak grenades• Bolt pistol• Bolter or

chainsword• Power armor

Unit Composition• 1 Death Company model for each of the

following units included in the army:- Honor Guard- Terminator Squad- Veteran Assault Squad- Assault Squad- Tactical Squad- Devastator Squad

WS BS S T W I A Ld SvDeath Company 4 4 4 4 1 4 2 9 3+

Options• You may take additional Death Company

models if you wish, as long as the totalnumber of models in the unit doesn’texceed 10. Each additional model thatyou take costs +30 points.

• The entire squad may be given jumppacks for +5 points per model.

TransportA Death Company with 10 or fewer modelsthat does not have jump packs may select aBlood Angels Rhino or a Drop Pod as adedicated transport vehicle (see p. 25 forpoints cost).

Special Rules• Fearless• Feel No Pain• Furious Charge• Black Rage

DEATH COMPANY NO POINTS

ELITES

Unit Composition• 1 Terminator

Sergeant• 4 Terminators

Unit Type• Infantry

Wargear• Storm bolter• Power fist

(Sergeant haspower sword)

• Terminator Armor

WS BS S T W I A Ld SvTerminator 4 4 4 4 1 4 2 9 2+

Options• Any Terminator model may replace its

power fist with a chainfist for +5 pointsper model.

In addition, you can choose to have either:

• All models replace their usual weaponswith either a pair of lightning claws or athunder hammer and storm shield, for noadditional points cost;

or• One Terminator take a cyclone missile

launcher for +20 points or replace hisstorm bolter with a heavy flamer (+5points) or an assault cannon (+30 points).

Special Rules• And They Shall Know No Fear• Deep Strike

TERMINATOR SQUAD 200 POINTS

Transport• Terminators may select a Drop Pod as

a dedicated transport vehicle (see p. 88for points cost).

A Blood Angels army may include up to one Death Company unit. The Death Company doesnot use up any Force Organization Chart selections but is otherwise treated as a separate Elitesunit. Note that the number of models in the unit is determined by the number of squads in thearmy, as described in the Unit Composition entry below. It does not matter how many modelsare in these squads; each allows you to take one Death Company Marine. You don’t have totake all (indeed any) of the Death Company you are entitled to if you don’t want to. Ten-mansquads that split into Combat Squads entitle you to one Death Company model, not two.

Of the 10 Companies making up the Chapter, the 1stCompany is invariably the most powerful, consistingentirely of veteran troops. This company is the only oneto use the treasured Tactical Dreadnought suits, fightingas Terminators on the field of battle. When not

equipped as Terminators, Blood Angels Veterans fight asAssault Squads, rather than Tactical Squads as is thecase in other Chapters. However they are deployed,Blood Angels Veterans excel at close-quarter fightingand form units of hard-hitting shock troops.

The First Company

Design NotePlayers who haveDeath Companymodels equippedwith power fists orpower weaponsshould count themas normal closecombat weaponsinstead. The factthat all DeathCompany now haveRending attacksmore than makesup for this loss!

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Unit Type• Walker

Wargear• Two Dreadnought close combat weapons,

one with built-in storm bolter and onewith built-in meltagun

• Smoke launchers• Searchlight

WS BS S I A F S RFurioso 4 4 6 4 2(3) 12 12 10

Options• Upgrade to a Venerable Furioso

Dreadnought for +20 points.• Upgrade to a Death Company

Dreadnought for +25 points.• Replace storm bolter with heavy flamer for

+5 points.• Take extra armor for +15 points.

Transport• A Furioso Dreadnought may select a Drop

Pod as a dedicated transport (see p. 25 forpoints costs).

Unit Type• Walker

Wargear • Assault cannon• Dreadnought close combat weapon (with

built-in storm bolter)• Smoke launchers• Searchlight

WS BS S I A F S RDreadnought 4 4 6 4 2 12 12 10

Options• Upgrade to a Venerable Dreadnought for

+20 points.• Replace Dreadnought close combat

weapon with missile launcher for+10 points.

• Replace storm bolter with heavy flamer for+5 points.

• Replace assault cannon with a multi-melta, plasma cannon, or twin-linkedautocannon at no additional cost, or witha twin-linked lascannon for +20 points.

• Take extra armor for +15 points.

Transport• A Dreadnought may select a Drop Pod as

a dedicated transport (see p. 25 forpoints costs).

DREADNOUGHT 125 POINTS

Unit Type• Infantry

Wargear• Artificer armor• Boltgun or bolt

pistol• Frag grenades• Krak grenades• Power weapon• Servo-arm

Special Rules• And They Shall

Know No Fear• Blessing of the

Omnissiah

WS BS S T W I A Ld SvTechmarine 4 4 4 4 2 4 2 9 2+Servitor 4 4 3 3 1 3 1 9 4+

Options• Replace bolt pistol with a plasma pistol for

+15 points.• Replace servo-arm with a servo-harness

for +25 points.• The Techmarine may be accompanied by

up to four Servitors armed with a servo-arm and close combat weapon for +25points per model. Any Servitor mayreplace its servo-arm with a heavy bolteror multi-melta for free, or a plasmacannon for +10 points per model.

Transport• May select a Drop Pod, Blood Angels

Rhino, or Razorback as a dedicatedtransport vehicle (see p. 25 forpoints cost).

TECHMARINES 75 POINTS

A Blood Angels army may include one Techmarine for each vehicle chosen from the Elites orHeavy Support sections of the army list (not counting dedicated transports). The Techmarinedoes not use up any Force Organization Chart selections but is otherwise treated as a separateElites unit.

ELITESFURIOSO DREADNOUGHT 100 POINTS

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Unit Composition• 5 Veteran Space

Marines

Unit Type• Jump Infantry

Wargear• Frag grenades• Krak grenades• Bolt pistol• Bolter or

chainsword• Power armor• Jump pack

Special Rules• And They Shall

Know No Fear• Combat Squads

WS BS S T W I A Ld SvVeteran 4 4 4 4 1 4 2 9 3+

Options• The squad may include up to five

additional Veterans for +25 points each.• Up to three Veterans may replace their

bolter or chainsword with one weaponfrom the following list:- Storm bolter for +5 points each.- Combi-weapon for +10 points each.- Power weapon or plasma pistol for +15

points per model. - Power fist or single lightning claw for

+25 points each.- Pair of lightning claws or a thunder

hammer for +30 points each.• Any Veteran may take a combat shield for

+5 points per model or a storm shield for+10 points per model.

• Up to two Veterans may replace theirbolter or chainsword with a flamer for +5points each, a meltagun for +10 pointseach, or a plasma gun for +15 pointsper model.

• Any Veteran may have meltabombs for +5points per model.

Transport• The Squad may remove its jump packs to

count as Infantry and may then have aDrop Pod or a Blood Angels Rhino as adedicated transport vehicle at noadditional cost (see p. 25 for the pointscost of the Rhino’s options).

VETERAN ASSAULT SQUAD 150 POINTS

WS BS S T W I A Ld SvVeteran Sgt. 4 4 4 4 1 4 2 9 4+Scout 4 4 4 4 1 4 1 8 4+

Options• The squad may include five additional

Scouts for +65 points.• Any model in the unit may replace its

bolter with a shotgun, chainsword, orcombat blade at no additional cost, or asniper rifle at +5 points per model.

• One Scout may replace his bolter with aheavy bolter for +15 points or a missilelauncher for +20 points.

• The Sergeant may replace his bolt pistolwith a plasma pistol for +15 points.

• The Sergeant may replace his bolter with apower weapon for +15 points or a powerfist for +25 points.

• The Sergeant may take meltabombs for+5 points.

Transport• A Scout Squad may select a Drop Pod as a

dedicated transport vehicle (see p. 25 forpoints costs).

SCOUT SQUAD 80 POINTS

ELITES

All Blood Angels must prove themselvesas Scouts before beinginducted into one ofthe other Companies.Bound by their motto,“Be bloody, bold, andresolute,” BloodAngels Scouts aretrained to work deepin enemy territory anduse their superiorcombat skills to eliminateimportant objectives.

Unit Composition• 1 Veteran

Sergeant• 4 Scouts

Unit Type• Infantry

Wargear• Scout armor• Bolt pistol• Frag grenades• Krak grenades• Bolter

Special Rules• And They Shall

Know No Fear• Infiltrate• Move Through

Cover• Combat Squads

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TROOPS

WS BS S T W I A Ld SvVeteran Sgt. 4 4 4 4 1 4 2 9 3+Space Marine 4 4 4 4 1 4 1 8 3+ Special Rules

• And They Shall Know No Fear• Combat Squads

Options• The squad may include five additional

Space Marines for +75 points.• The Veteran Sergeant may replace his bolt

pistol with a plasma pistol for +15 points.• The Veteran Sergeant may replace his

bolter with a chainsword for free, with apower weapon for +15 points, or with apower fist for +25 points.

• The Veteran Sergeant may takemeltabombs for +5 points.

• One Space Marine may replace his bolterwith a flamer for +5 points, a meltagun for+10 points, or a plasma gun for+15 points.

• If the squad numbers 10 models, oneSpace Marine may replace his bolter witha heavy bolter, multi-melta, or a missilelauncher for +10 points; with a plasmacannon for +15 points; or with alascannon for +20 points.

Transport• Tactical Squads may select a Drop Pod, a

Blood Angels Rhino, or a Razorback as adedicated transport vehicle (see p. 25 forpoints costs).

TACTICAL SQUAD 115 POINTS

Unit Composition• 1 Veteran

Sergeant• 4 Space Marines

Unit Type• Jump Infantry

Wargear• Power armor• Jump pack• Bolt pistol• Frag grenades• Krak grenades• Chainsword

Special Rules• And They Shall

Know No Fear• Combat Squads• Deep Strike

WS BS S T W I A Ld SvVeteran Sgt. 4 4 4 4 1 4 2 9 3+Space Marine 4 4 4 4 1 4 1 8 3+

Options• The squad may include five additional

Space Marines for +110 points.• Up to two Space Marines may replace

their bolt pistol with a plasma pistol for +15 points per model.

• The Veteran Sergeant may replace his boltpistol with a plasma pistol for +15 points.

• The Veteran Sergeant may replace hischainsword with a power weapon for +15points or with a power fist for +25 points.

• The Veteran Sergeant may takemeltabombs for +5 points.

• The Veteran Sergeant may take a combatshield for +10 points.

Transport• The Squad may remove its jump packs to

count as Infantry and may then have aDrop Pod or a Blood Angels Rhino as adedicated transport vehicle at noadditional cost (see p. 25 for the pointscost of the Rhino’s options).

ASSAULT SQUAD 140 POINTS

Unit Composition• 1 Veteran

Sergeant• 4 Space Marines

Unit Type• Infantry

Wargear• Frag grenades• Krak grenades• Bolt pistol• Bolter• Power armor

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FAST ATTACK

Unit Composition• 1 Veteran

Sergeant• 2 Space Marine

Bikers

Unit Type• Bike

Special Rules• And They Shall

Know No Fear

Wargear• Frag grenades• Krak grenades• Bolt pistol or

chainsword• Space Marine

bike with twin-linked bolters

• Power armor

WS BS S T W I A Ld SvVeteran Sgt. 4 4 4 4(5) 1 4 2 9 3+Biker 4 4 4 4(5) 1 4 1 8 3+

Options• The squadron may include up to two extra

Space Marine Bikers for +30 points each.• The Veteran Sergeant may replace his bolt

pistol with a plasma pistol for +15 points.• The Veteran Sergeant may take a power

sword for +15 points, a power fist at +25points, and/or meltabombs for +5 points.

• Up to two Space Marine Bikers may take aflamer for +5 points each, a meltagun for+10 points each, or a plasma gun for +15points each.

BIKE SQUADRON 110 POINTS

Unit Composition• 1 Attack Bike

Unit Type• Bike

Special Rules• And They Shall

Know No Fear

Wargear• Frag grenades• Krak grenades• Bolt pistol• Space Marine

attack bike withtwin-linkedbolters and heavy bolter or multi-melta

• Power armor

WS BS S T W I A Ld SvAttack Bike 4 4 4 4(5) 2 4 2 8 3+

ATTACK BIKE SQUADRON 50 POINTS

Unit Composition• 1 Land Speeder

Unit Type• Vehicle Squadron

Wargear• Heavy Bolter or

multi-melta

Type BS F S RLand Speeder Fast, 4 10 10 10

Skimmer

LAND SPEEDER SQUADRON 65 POINTS

The Assault Squads ofthe four Blood AngelsBattle Companies, aswell as those from the8th Assault Company,are trained to usebikes or Land Speedersin addition to theirjump packs. Whethera fast strike force isrequired or bloodyhand-to-hand fightingis the order of the day,the might of BloodAngels Assault Squadsis unquestionable.

Options• May include up to two extra Land

Speeders for +65 points each.• One Land Speeder may add a Typhoon

missile launcher for +10 points.• Up to two Land Speeders may be given a

heavy flamer for +10 points each or anassault cannon for +35 points each.

Successor ChaptersCollecting an army based on a BloodAngels Successor Chapter is just a matterof using the Blood Angels army listpresented on these pages and paintingyour miniatures with the appropriateSuccessor color scheme (or make one upyourself). To represent the variousCommanders of the Successors, you canuse the named Blood Angels characterssuch as Dante and Mephiston and simplycome up with new names.

Options• The squadron may include up to two extra

Attack Bikes for +50 points each.

Fleshtearers Blood Drinkers Angels Sanguine

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96

WS BS S T W I A Ld SvVeteran Sgt. 4 4 4 4 1 4 2 9 3+Space Marine 4 4 4 4 1 4 1 8 3+

Options• The squad may include five additional

Space Marines for +75 points.• The Veteran Sergeant may replace his

bolter or bolt pistol with a chainsword forfree or his bolt pistol with a plasma pistolfor +15 points.

• The Veteran Sergeant may replace hischainsword with a power weapon for +15points or with a power fist for +25 points.

• The Veteran Sergeant may takemeltabombs for +5 points.

• Up to four Space Marines may replacetheir bolter with a weapon chosen fromthe following list: heavy bolter or multi-melta for +15 points per model, missilelauncher for +20 points per model, plasmacannon for +25 points per model, orlascannon for +35 points per model.

Transport• Devastator squads may select a Drop Pod,

a Blood Angels Rhino, or a Razorback as adedicated transport vehicle (see p. 25 forpoints costs).

Special Rules • Power of the

Machine Spirit• Assault Vehicle

Wargear • Twin-linked

heavy bolter• Two twin-linked

lascannons• Smoke launchers• Searchlight

Options• Take a pintle-mounted storm bolter for

+5 points.• Take a hunter-killer missile for +15 points.• Take extra armor for +15 points.

Transport Capacity• 10 models• Space Marines in Terminator armor count

as two models.

Special Rules • Power of the

Machine Spirit• Assault Vehicle

Wargear • Twin-linked

assault cannon• Multi-melta• Two hurricane

bolters• Frag assault

launcher• Smoke launchers• Searchlight

Type BS F S RLand Raider Crusader Tank 4 14 14 14

Options• Take a pintle-mounted storm bolter for

+5 points.• Take a hunter-killer missile for +15 points.• Take extra armor for +15 points.

Transport Capacity • 16 models• Space Marines in Terminator armor count

as two models.

LAND RAIDER CRUSADER 250 POINTS

Type BS F S RLand Raider Tank 4 14 14 14

LAND RAIDER 250 POINTS

DEVASTATOR SQUAD 115 POINTS

HEAVY SUPPORT

The Land RaiderCrusader is theultimate shock assaultvehicle, based on adesign pioneered bythe Black TemplarsChapter. Although notcommon in the BloodAngels Chapter, theCrusader variant isfavored by someCompany Captains, asit strengthens theBlood Angels’ alreadyfearsome assaults andmakes it a superb line-breaker vehicle.

Unit Composition • 1 Veteran

Sergeant• 4 Space Marines

Unit Type • Infantry

Wargear • Power armor• Bolt pistol• Frag grenades• Krak grenades• Bolter

Special Rules • And They Shall

Know No Fear• Combat Squads

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Wargear• Twin linked

assault cannons• Smoke launchers

• Searchlight• Over-charged

Engines

Type BS F S RBaal Predator Tank 4 13 11 10

Options• Take pintle-mounted storm bolter for

+10 points.• Take a hunter-killer missile for +15 points.• Take side sponsons with heavy bolters or

heavy flamers for +25 points.• Take extra armor for +15 points.

BAAL PREDATOR 100 POINTS

Wargear • Autocannon• Smoke launchers• Searchlight

Type BS F S RPredator Tank 4 13 11 10

Options• Take a pintle-mounted storm bolter for

+5 points.• Take a hunter-killer missile for +15 points.• Take a dozer blade for +5 points.• Take extra armor for +15 points.• Replace autocannon with twin-linked

lascannon for +35 points.• Take side sponsons with heavy bolters for

+25 points or with lascannons for+60 points.

PREDATOR 70 POINTS

Wargear • Whirlwind

missile launcher• Smoke launchers• Searchlight

Type BS F S RWhirlwind Tank 4 11 11 10

Options• Take a pintle-mounted storm bolter for

+5 points.• Take a hunter-killer missile for +15 points.• Take a dozer blade for +5 points.• Take extra armor for +15 points.

Wargear • Demolisher

cannon

• Storm bolter• Smoke launchers• Searchlight

Type BS F S RVindicator Tank 4 13 11 10

Options• Take a pintle-mounted storm bolter for

+5 points.• Take a hunter-killer missile for +15 points.• Take a dozer blade for +5 points.• Take extra armor for +15 points.

VINDICATOR 125 POINTS

WHIRLWIND 85 POINTS

HEAVY SUPPORTARMYBADGESAn army badge is adevice intended tobe carried by allparticipants in agiven campaign.The design of anarmy badge isstraightforward: ageometric shapewith a simple icon.Badges arenormally paintedonto the rightgreave (the part ofthe leg armor justbelow the kneepad) and on mostof the supportingvehicles. Examplesof typical armybadges areshown below.

Though often thought of largely as an assaultarmy, the Blood Angels’ heavy fire support isjust as effective as that of other SpaceMarine Chapters.

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98

Wargear • Storm bolter• Smoke launchers• Searchlight

Special Rules• Repair• Over-charged

Engines

Type BS F S RRhino Tank 4 11 11 10

Options• Take a pintle-mounted storm bolter for

+5 points.• Take a hunter-killer missile for +15 points.• Take a dozer blade for +5 points.• Take extra armor for +15 points.

Transport Capacity • 10 models• May not carry models in

Terminator armor.

BLOOD ANGELS RHINO 40 POINTS

Wargear • Twin-linked

heavy bolter• Smoke launchers• Searchlight

Type BS F S RRazorback Tank 4 11 11 10

Options• Take a pintle-mounted storm bolter for

+5 points.• Take a hunter-killer missile for +15 points.• Take a dozer blade for +5 points.• Take extra armor for +15 points.• Replace twin-linked heavy bolters with

twin-linked lascannon for +30 points.

Transport Capacity • 6 models• May not carry models in

Terminator armor.

RAZORBACK 50 POINTS

Wargear • Storm bolter

Special Rules• Inertial Guidance

System• Immobile

Type BS F S RDrop Pod Open-topped 2 12 12 12

Transport Capacity • 10 models• Space Marines in Terminator armor count

as two models.• May transport a Dreadnought, which

counts as 10 models.

DROP POD 50 POINTS

DEDICATED TRANSPORT VEHICLESCertain Blood Angels units have the option of selecting a dedicated transport vehicle. Thesevehicles do not use up any Force Organization Chart selections but otherwise function asseparate units. See the Transport Vehicles section of the Warhammer 40,000 rulebook fordetails of how these vehicles operate.

The Blood Angelsthirst for battle andare always eager to getto grips with theenemy as quickly aspossible. They employa large number oftransport vehicles,which storm towardthe enemy amidstheavy fire.

Almost all BloodAngels vehicles bearidentifying markings.Usually they consist ofa single blood dropicon in the Companycolor, along with anumber signifyingeither the vehiclenumber (for a tank) orthe Squad number (fora transport).

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99

SUMMARY

1st squad

2nd squad

3rd squad

4thsquad

5th squad

6thsquad

7th squad

8th squad

9th squad

10thsquad

Red (Tactical) Yellow (Assault) Blue (Devastator) Gold (Honor Guard)

Blood Angels Badges and MarkingsSquad Badges. Each Blood Angels Company is divided into 10 squads. Each is identified by a badge worn onthe right knee pad of the power armor.

Helmet Colors. Tactical, Assault, Devastator, and Honor Guard Space Marines are identified by their helmet colors.

Company Badges. Worn on theright shoulder pad.

Chapter Badge.Worn on the leftshoulder pad.

TROOP TYPES WS BS S T W I A Ld Sv Page

Attack Bike 4 4 4 4(5) 2 4 2 8 3+ 22

Biker 4 4 4 4(5) 1 4 1 8 3+ 22

Chaplain 5 5 4 4 2 5 3 9 3+ 16

Company Captain 5 5 4 4 3 5 3 10 3+ 17

Corbulo 5 5 4 4 3 5 3 10 3+ 15

Dante 6 5 4 4 3 5 4 10 2+ 15

Death Company 4 4 4 4 1 4 2 9 3+ 18

Lemartes 5 5 4 4 3 5 3 10 3+ 15

Librarian 5 5 4 4 2 5 3 9 3+ 16

Mephiston 6 5 5 5 3 6 4 10 2+ 15

Scout 4 4 4 4 1 4 1 8 4+ 20

Servitor 4 4 3 3 1 3 1 8 4+ 19

Space Marine 4 4 4 4 1 4 1 8 3+ 21

Tycho 5 5 4 4 3 5 3 10 3+ 16

Techmarine 4 4 4 4 2 4 2 9 2+ 19

Terminator 4 4 4 4 1 4 2 9 2+ 18

Veteran 4 4 4 4 1 4 2 9 3+ 20

VEHICLESArmor

BS Front Side Rear Page

Drop Pod 2 12 12 12 25

Land Raider 4 14 14 14 23

Land Raider Crusader 4 14 14 14 23

Land Speeder 4 10 10 10 22

Predator/Baal Predator 4 13 11 10 24

Razorback 4 11 11 10 25

Rhino 4 11 11 10 25

Vindicator 4 13 11 10 24

Whirlwind 4 11 11 10 24

ArmorWS BS S Front Side Rear I A Page

Dreadnought 4 4 6 12 12 10 4 2 19

RANGED WEAPONS Weapon Range Str. AP Type

Assault cannon 24" 6 4 Heavy 4, Rending

Autocannon 48" 7 4 Heavy 2

Bolt pistol 12" 4 5 Pistol

Boltgun 24" 4 5 Rapid Fire

Flamer Template 4 5 Assault 1

Heavy bolter 36" 5 4 Heavy 3

Heavy flamer Template 5 4 Assault 1

Lascannon 48" 9 2 Heavy 1

M. launcher (Frag) 48" 4 6 Heavy 1, Blast*

M. launcher (Krak) 48" 8 3 Heavy 1*

Meltagun 12" 8 1 Assault 1, Melta

Multi-melta 24" 8 1 Heavy 1, Melta

Plasma cannon 36" 7 2 Heavy 1, Blast, Gets Hot!

Plasma gun 24" 7 2 Rapid Fire, Gets Hot!

Plasma pistol 12" 7 2 Pistol, Gets Hot!

Shotgun 12" 4 – Assault 2

Sniper rifle 36" X 6 Heavy 1, Sniper, Pinning

Storm bolter 24" 4 5 Assault 2

Typhoon missile 48" 5 5 Heavy 1, Blast, Twin-linked

* A missile launcher can fire either frag or krak missiles.

See the Warhammer 40,000 rulebook for an explanation of weapon types.

ORDNANCEWeapon Range Str. AP Type

Demolisher 24" 10 2 Ord. 1/Large BlastWhirlwind

Vengeance 12-48" G 5 4 Ord. 1/Large Blast, Incendiary 12-48" G 4 5 Ord. 1/Large Blast,Castellan Ignores Cover

If you’d rather not cut up your copy of White Dwarf (andwho could blame you?), you can download the completeBlood Angels Codex as a handy .pdf file. For a link, visit:

www.games-workshop.com/whitedwarf/wd330

26

1st 2nd 3rd

7th 8th 9th

4th 5th 6th

10027

BLOOD ANGELS FAQQ. How do you work out thevictory points for a DeathCompany squad?A. The victory points of a Death Companysquad is equal to the total points value ofany additional Death Company models andextra wargear purchased for the squad. For example: a Blood Angels army containssix units that allow one Death Companymodel to be added to the initial unitcomposition of the Death Company squad.This six-strong initial squad is a normalscoring unit worth 0 victory points. If theplayer decides to add two models to thesquad (+60 pts) and to equip the entiresquad with Jump Packs (8 x 5 pts, for atotal of +40 pts), the squad is now worth100 victory points.

Q. The Blood Angels Whirlwindhas two types of missiles listed inthe summary? How does thiswork?A. Blood Angels Whirlwinds can beequipped with one of two types of missiles:Vengenance or Incendiary Castellan. Whenyou deploy the vehicle, you must declareto your opponent which type of missilesthe Whirlwind is equipped with, whichwill remain the same for the rest of thegame.

Q. Can a Blood AngelsTechmarine use the plasma pistolfrom his servo-harness in closecombat?A. No. The plasma pistol can only be usedin the Shooting Phase.

Q. Corbulo and Tycho do nothave the “And They Shall KnowNo Fear” special rule in theForces section, but they do in thearmy list. which one is true?A. The army list is correct. After all, theyare Space Marines!

Q. Can a Blood Angels CompanyCaptain in Terminator armourtake combi-weapons?A. No.

Q. Does the storm bolter optionon Baal Predators really cost 10points?A. Yes.

Q. If a Rhino or Baal Predatorrolls successfully to move as afast vehicle in the MovementPhase, does it fire as a fastvehicle in the ensuing ShootingPhase?A. Yes, in the ensuing Shooting Phase, usethe rules for fast vehicles firing.

Q. Are all of the models that arein base contact with Mephistonaffected by his Transfixing Gazepsychic power?A. Transfixing Gaze affects all of themodels in base contact with Mephiston,and each one must test individually.

Q. For Transfixing Gaze, howdoes this work if the transfixedmodels are part of a unit, asnormally you cannot directattacks against specific membersof a unit?A. Treat each transfixed model as aseparate one-model unit, in the same wayas an Independent Character engaged inclose combat. Any attacks directed againsta transfixed model hit automatically, butcan only damage that model and not theother members of its unit.

Q. What does the Drop Pod’sImmoble special rule mean?A. Immobile: A Drop Pod may not moveonce it has entered the battle, and countsin all respects as a vehicle that has sufferedan Immobilised damage result (whichcannot be repaired).

Q. Can Blood Angels units assaultin the turn they disemarked froma Drop Pod?A. No, as units that enter the battle byDeep Strike cannot assault in the turn theyarrive.

Designer’s NoteInstead of producing aseparate FAQs file forthe Blood Angels,we decided to attachthis page to the PDF oftheir Codex.This way, you onlyneed to download onefile to get all of theinformation you needto field a Blood Angelsarmy in your games ofWarhammer 40,000.

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Copyright © Games Workshop Limited 2007. GW, Games Workshop, Space Marine, Blood Angels, 40K, Warhammer, Warhammer 40,000 Device, and allassociated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters,products, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2007, variably registered in theUK and other countries around the world. All Rights Reserved.