Databank
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Sons of Sanguinius

Blood Angels

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

Shock Assault

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

Detachments & Enhancements

Liberator Assault Group

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.

Artisan of War

15 pts

The bearer's melee weapons have their Armour Penetration characteristic improved by 1.

Angel's Sanction

25 pts

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.

Shield of Sanguinius

15 pts

The bearer has a 4+ invulnerable save.

Standard of Sacrifice

20 pts

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.

Sons of Sanguinius

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.

Blood Crusader

25 pts

The bearer's unit gains the FIGHTS FIRST ability while it is Below Half-strength.

The Red Rampage

20 pts

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.

Angelic Visage

15 pts

Each time an attack targets the bearer's unit, worsen the Hit roll by 1 if the attacker is more than 12" away.

Jump Pack Mastery

10 pts

Add 3" to the bearer's Move characteristic and it can move over other models during any move.

8 stratagems

Stratagems

Descent of Angels

1 CP

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.

Death Visions of Sanguinius

1 CP

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.

No Escape

1 CP

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.

Red Rampage

1 CP

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.

Wings of Fire

1 CP

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.

Fury of Sanguinius

2 CP

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.

Honour the Chapter

1 CP

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.

The Red Thirst

1 CP

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

Datasheets

M
12"
T
5
SV
2+
W
6
LD
6+
OC
2
M
6"
T
6
SV
2+
W
7
LD
6+
OC
2
M
12"
T
6
SV
2+
W
6
LD
6+
OC
2
M
12"
T
5
SV
3+
W
6
LD
6+
OC
2
M
6"
T
5
SV
3+
W
2
LD
6+
OC
1
M
12"
T
5
SV
3+
W
2
LD
6+
OC
1
M
12"
T
5
SV
2+
W
3
LD
6+
OC
1
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
M
10"
T
9
SV
3+
W
11
LD
6+
OC
3
M
6"
T
10
SV
2+
W
10
LD
6+
OC
3
M
6"
T
4
SV
3+
W
2
LD
6+
OC
2
M
6"
T
4
SV
3+
W
2
LD
6+
OC
2
M
5"
T
5
SV
2+
W
3
LD
6+
OC
2
M
12"
T
5
SV
3+
W
5
LD
6+
OC
2
M
6"
T
9
SV
3+
W
9
LD
6+
OC
3
M
20"
T
11
SV
3+
W
14
LD
6+
OC
4
M
12"
T
5
SV
2+
W
5
LD
6+
OC
1
M
12"
T
6
SV
2+
W
7
LD
6+
OC
1
M
6"
T
4
SV
2+
W
5
LD
6+
OC
1
M
6"
T
4
SV
3+
W
2
LD
6+
OC
2
M
12"
T
4
SV
3+
W
2
LD
6+
OC
2
M
12"
T
4
SV
3+
W
2
LD
6+
OC
2
M
6"
T
4
SV
3+
W
2
LD
6+
OC
2
M
10"
T
9
SV
3+
W
11
LD
6+
OC
3
M
10"
T
10
SV
3+
W
11
LD
6+
OC
3
M
12"
T
9
SV
3+
W
10
LD
6+
OC
3
M
6"
T
4
SV
4+
W
1
LD
7+
OC
2
M
6"
T
4
SV
2+
W
3
LD
6+
OC
2
M
6"
T
4
SV
3+
W
4
LD
7+
OC
1