Blood Angels Home Brew

Homebrew (Unpublished) by shadowdabest
Composition
Common Abilities and Options

Astartes:
During each friendly ANGEL OF DEATH operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ANGEL OF DEATH operative can counteract regardless of its order.

Space Marine Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Fist (Brutal)
5
3+
5/7
Abilities
AstartesIron Halo

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

32
Assault Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Hand Flamer (Rng 6", Sat, Tor 1")
4
2+
3/3
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
4+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Chainsword
5
3+
4/5
Power Weapon (Lethal 5+)
5
3+
4/6
Thunder Hammer (Shock, Stun)
5
4+
5/6
Abilities
Astartes1AP: Red Crusade

Red Crusade (1AP): Once per turning point, when this operative is activated, select one friendly Assault Intercessor operative visible to this operative. Until the end of the turning point, that friendly operative gains the Relentless special rule for melee attacks, and when it makes a charge move, it can re-roll one of its charge dice.

32
Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Bolt Rifle (PrcCrit1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit1))
4
3+
3/5
Mobile
4
3+
3/4
Chainsword
4
3+
4/5
Fists
4
3+
3/4
Power Fist (Brutal)
5
4+
5/7
Power Weapon (Lethal 5+)
4
3+
4/6
Thunder Hammer (Shock, Stun)
4
4+
5/6
Abilities
AstartesExemplar of Wrath1AP: Martial Pride

Exemplar of Wrath: Whenever this operative performs a Charge action, the first time this operative fights in combat during each turning point, if it charged this activation, add 1 to the Critical Damage characteristic of its melee weapons for that fight.

Martial Pride (1AP): Once per turning point, when this operative is activated, you can select one friendly operative visible to this operative. Until the end of the turning point, each time that friendly operative fights in combat or makes a shoot action, you can re-roll one attack die.

32
Death Company Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Inferno Pistol (Rng 6", Dev 3)
3
4+
6/3
Power Fist (Brutal)
5
4+
5/7
Master Crafted Chain Sword (Balanced, Rending)
5
3+
4/5
Relic Weapon (Lethal 5+, Balanced)
5
3+
5/7
Abilities
AstartesVision of Horus

Vision of Horus: Each time this operative is activated, you can select one visible enemy operative to be its Obsession for that activation (or carry it over from a previous turning point). While this operative fights in combat against its Obsession, add 1 to the Attack characteristic of its melee weapons, and enemy operatives cannot use Guard or Overwatch rules against this operative.

32
Death Company Chaplain
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Absolvor Bolt Pistol (Prc 1)
4
3
3/4
Crozius Arcanum (Stun, Balanced)
5
2
5/6
Abilities
AstartesLitany of Hate1AP: Spiritual Guidance

Litany of Hate: Friendly operatives within 6" of this operative can re-roll one attack die each time they fight in combat.

Spiritual Guidance (1AP): Select one friendly operative visible to and within 6" of this operative. Until the end of the turning point, each time that operative fights in combat, add 1 to the Damage characteristic of its melee weapons.

32
Sanguinary Guard
A 3
M 8"
S 3
W 15
Weapons
ATK
HIT
DMG
Angelus Boltgun (Balanced, Ceaseless)
4
3
3/4
Inferno Pistol (Rng 6", Dev 3)
3
4+
6/3
Encarmine Blade (Lethal 5+, Balanced)
5
2
5/6
Encarmine Spear (Lethal 5+)
4
2
5/7
Abilities
Glory of the Host1AP: Wings of the Angel

Glory of the Host: While a friendly operative is within 6" of this model, re-roll one defense die each time it is shot by a ranged attack

Wings of the Angel (1AP): This operative may perform a mission action for free

32
Eliminator Sniper
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Sniper Rifle
Executioner (Hvy(Dash), Sat, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Blast 1", Hvy(Dash), Silent)
4
2+
2/4
Mortis (Dev3, Hvy(Dash), Prc1, Silent)
4
2+
3/3
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesCamo Cloak

Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule.

Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

32
Assault Intercessor Grenadier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Grenade
Frag (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak (Rng 6", Prc1, Sat)
4
3+
4/5
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesGrenadier

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

32
Heavy Intercessor Gunner
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (PrcCrit1)
5
3
4/5
Sweeping (PrcCrit1, Tor 1")
4
3
4/5
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes
32
Intercessor Gunner
A 3
M 6"
S 3
W 14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (tor 1")
4
3
3/4
Auxiliary Grenade Launcher
Frag (Blast 2")
4
3
2/4
Krak (Prc1)
4
3
4/5
Bolt Rifle (PrcCrit1)
4
3
3/4
Stalker Bolt Rifle
Heavy Mobile (Hvy(Dash), Lethal 5+, PrcCrit1)
4
3
3/5
Mobile
4
3
3/4
Fists
4
3
3/4
Abilities
Astartes
32
Death Company Jump Pack
A 3
M 8"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Hand Flamer (Rng 6", Tor 1", Rending)
4
2+
2/2
Death Company Chainsword (Rending)
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Abilities
AstartesBlack RageDriven by Insanity1AP: Wings of Wrath

Black Rage: This operative cannot perform Mission Actions. Each time this operative is activated, if it is not within engagement range of an enemy operative, it must make a charge move if able to do so, and must finish that move closer to the closest visible enemy operative.

Driven by Insanity: Ignore all negative modifiers to this operative’s Move characteristic and vertical movement penalties. Additionally, this operative does not need to roll for vertical distance when performing a Drop action.

Wings of Wrath (1AP): Until the end of the turning point, each time this operative finishes a charge move, you can select one enemy operative within engagement range of it. That enemy operative suffers 2 mortal wounds.

32
Equipment
Ploys

Firefight - For the Blood!:
When: Just after a friendly Blood Angels operative performs a Charge action, and it is within engagement range of an enemy operative.

Effect: That friendly operative immediately performs a free Fight action, but it can only target that enemy operative.


Firefight - Unstoppable Fury:
When: A friendly Blood Angels operative successfully incapacitates an enemy operative with a Fight action.

Effect: That friendly operative immediately performs a free Dash action, and can move through enemy operatives during this movement as if they were open terrain.


Firefight - Tears of Sanguinius:
When: A friendly Blood Angels operative is selected to shoot or fight, and it is currently below half its maximum wounds.

Effect: Add 1 to the Damage characteristic of all melee and ranged weapons for that friendly operative for that activation.


Strategic - Sanguine Vengeance:
Effect: Until the end of the turning point, each time a friendly Blood Angels operative is incapacitated by an enemy operative in melee combat, before that friendly operative is removed from the operative's control, it can immediately make a retaliatory strike action against that enemy operative


Strategic - Red Thirst:
Until the end of the turning point, each time a friendly Blood Angels operative makes a Charge action, add 1 inch to its total charge distance. Additionally, each time a friendly Blood Angels operative fights in combat during an activation in which it performed a charge, add 1 to the Damage characteristic of its melee weapons for that fight.


Strategic - In the Name of Sanguinius:
Until the end of the turning point, friendly Leader and Chaplain operatives can perform mission actions or pick up markers even while within engagement range of enemy operatives, and friendly operatives within 6 inches of them add 1 to their control score for objective markers.


TacOps