gothic plate — not savedSons of Sanguinius
“For Sanguinius and the Emperor!”
Descended from the angelic Sanguinius, slain by Horus upon the Blood Angels' own flagship, the IX Legion's sons carry both his nobility and his curse. Every Blood Angel fights the slow spiral toward the Red Thirst, a hunger for blood, and the Black Rage, a psychic echo of their primarch's death that can turn a Battle-Brother into a shrieking, murderous wreck. Yet from this torment comes artistry: the Blood Angels are sculptors, painters and poets who hurl themselves at the foe with a beauty born of desperation, determined to die well and take the Emperor's enemies with them.
Army Rule
Each time a friendly BLOOD ANGELS unit is selected to fight, if it made a charge move, was charged, or performed a Heroic Intervention this turn, until the end of that phase, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack, and add 1 to the Damage characteristic of that attack if the attack was made with a Pistol or melee weapon.
2 available
Death Visions of Sanguinius
At the start of the battle, select one Death Vision for your Warlord's unit. Units disembarking from Rhino chassis vehicles can charge in the same turn.
The bearer's melee weapons have their Armour Penetration characteristic improved by 1.
Once per battle, when the bearer is destroyed, roll one D6 for each unit within Engagement Range of it: on a 4+ that unit suffers D3 mortal wounds.
The bearer has a 4+ invulnerable save.
While the bearer's unit is within range of an objective marker, each time a model in that unit is destroyed, roll one D6: on a 4+ that model's unit can shoot or fight as if it were not destroyed.
Aggressive Fervour
Once per turn, a JUMP PACK unit can be given a Fervour token. Units with a Fervour token gain benefits to charges and Fights First.
The bearer's unit gains the FIGHTS FIRST ability while it is Below Half-strength.
Once per battle, at the start of the Fight phase, the bearer's unit can be given a Fervour token even if it did not charge.
Each time an attack targets the bearer's unit, worsen the Hit roll by 1 if the attacker is more than 12" away.
Add 3" to the bearer's Move characteristic and it can move over other models during any move.
8 stratagems
STRATEGIC PLOY · Movement phase
Use when a BLOOD ANGELS unit with the Deep Strike ability arrives from Reserves. That unit can charge this turn even though it Deep Struck.
STRATEGIC PLOY · Any phase
Use in your Command phase. Select one friendly BLOOD ANGELS unit to gain a Death Vision benefit for the battle round.
BATTLE TACTIC · Fight phase
Use when an enemy unit Falls Back. Select one BLOOD ANGELS unit within Engagement Range of that unit: it can fight as if it were the Fight phase, targeting only that unit.
STRATEGIC PLOY · Fight phase
Use when a BLOOD ANGELS unit is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
BATTLE TACTIC · Movement phase
Use when a JUMP PACK unit from your army is selected to Fall Back. That unit can Fall Back and still shoot and charge this turn.
STRATEGIC PLOY · Fight phase
Use when a friendly CHARACTER is selected to fight. Until the end of the phase, that CHARACTER's melee weapons gain [DEVASTATING WOUNDS] and re-roll Wound rolls.
BATTLE TACTIC · Any phase
Use when a BLOOD ANGELS unit destroys the last model in an enemy unit. Gain 1 CP if this is the first time this Stratagem has been used this battle.
STRATEGIC PLOY · Charge phase
Use after a BLOOD ANGELS unit finishes a charge move. Until the end of the turn, that unit's melee weapons have the [LETHAL HITS] ability.
29 units