BLOOD ANGELS SPEAR OF THE HEAVENS

Homebrew by HADES6BASS

BLOOD ANGELS – SPEAR OF THE HEAVENS

In the grim darkness of the 41st Millennium, there is only war.

With the sons of Sanguinius stretched thin across a thousand burning fronts, salvation often descends not in armies—but in fire. From the strike cruiser Baal’s Fury, a single five-man assault cadre is unleashed where the line falters and hope dies. Known as the Spear of the Heavens, their coming is heralded by thunder from the skies and the scream of descending jump packs.

They fall like meteors into the heart of the enemy, crimson angels wreathed in flame, each warrior a master of the blade and bolt, each gene-wrought for war beyond mortal limits. Where they strike, the tide turns. Where they land, heretics fall.

They are the wrath of Sanguinius made manifest—swift, flawless, and unstoppable. Across the stars, worlds remember the moment the heavens opened… and the angels fell.

(1 Box of Assault Intercessors with Jump Packs Needed)

50% positive
Composition

A BLOOD ANGELS SPEAR OF THE HEAVENS Kill Team is composed of:

1 BLOOD ANGELS CAPTAIN with one option from each of the following: Heavy bolt pistol, or plasma pistol*

Master-crafted power weapon, or Sanguinary chainsword

4 BLOOD ANGELS WARRIOR operatives with one option from each of the following: Heavy bolt pistol, or plasma pistol*

Sanguinary chainsword

*You can take a maximum of two plasma pistols on your team. (this Inculdeds the one your Captain is equiped with)

Common Abilities and Options

Angels Of Death:
Whenever a friendly BLOOD ANGELS operative performs a Charge action and chooses to BOOST, if it moved more than 4" horizontally while doing so, or if that operative charged from Vantage terrain and ended that Charge within Engagement Range of an enemy operative that was at a lower elevation, you can inflict D3+1 damage on that enemy operative before fighting.

If an enemy operative is incapacitated by this rule, the friendly operative may immediately Reposition up to 2", and can do so into Engagement Range of another enemy operative. This does not count as performing a Charge action.

Boost Action:
Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly BLOOD ANGEL operative’s BOOST ZONE. This is the horizontal area between a friendly BLOOD ANGEL operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly BLOOD ANGEL operatives’ BOOST ZONEs.

Jump Pack Assault:
Whenever a friendly BLOOD ANGELS operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance).

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.

In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway.

Sanguine Astartes:
During each friendly BLOOD ANGELS operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an inferno pistol or plasma pistol is selected for both, 1 additional AP must be spent for the second action.

Each friendly BLOOD ANGELS operative can counteract regardless of its order, and may move up to 2" before or after doing so.

The Flaw:
The thirst takes hold,

The first time during each Turning Point a friendly BLOOD ANGELS operative fights in melee after charging, you may retain one successful hit as a critical hit.

Fear His Angels:
Whenever this operative incapacitates an enemy operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative. Subtract 1 from that enemy operative’s APL stat until the end of its next activation.

Blood Angels Captain
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharged (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Mastercrafted Power Weapon (Lethal 5+, Rending)
5
3+
4/6
Sanguinary Chainsword (Rending)
5
3+
4/5
Abilities
Angels Of DeathBoost ActionFearless LeadershipJump Pack AssaultOnly in Death Does Duty EndSanguine AstartesThe Flaw

Fearless Leadership: Once each turning point, whenever this operative incapacitates an enemy operative, you gain 1CP.

Only in Death Does Duty End: When a friendly BLOOD ANGELS CAPTAIN operative is injured, they gain the "Severe" keyword to all their weapons.


SEVERE: If you don't retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Astartes, Blood Angels, Jump Pack, Boost, Imperium
Blood Angels Warrior
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharged (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Sanguinary Chainsword (Rending)
5
3+
4/5
Abilities
Angels Of DeathBoost ActionFear His AngelsJump Pack AssaultSanguine AstartesThe Flaw
Astartes, Blood Angels, Jump Pack, Boost, Imperium
Blood Angels Warrior
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharged (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Sanguinary Chainsword (Rending)
5
3+
4/5
Abilities
Angels Of DeathBoost ActionFear His AngelsJump Pack AssaultSanguine AstartesThe Flaw
Astartes, Blood Angels, Jump Pack, Boost, Imperium
Blood Angels Warrior
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharged (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Sanguinary Chainsword (Rending)
5
3+
4/5
Abilities
Angels Of DeathBoost ActionFear His AngelsJump Pack AssaultSanguine AstartesThe Flaw
Astartes, Blood Angels, Jump Pack, Boost, Imperium
Blood Angels Warrior
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharged (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Sanguinary Chainsword (Rending)
5
3+
4/5
Abilities
Angels Of DeathBoost ActionFear His AngelsJump Pack AssaultSanguine AstartesThe Flaw
Astartes, Blood Angels, Jump Pack, Boost, Imperium
Equipment

PURITY SEALS:
Once per turning point, when a friendly BLOOD ANGELS operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


DECENT INTO MADNESS:
Once per turning point, when a friendly BLOOD ANGELS operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6+ as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


HEIRLOOM OF THE NINTH:
Once per turning point, whenever a friendly BLOOD ANGELS operative incapacitates an enemy operative in melee, it regains 1+D3 lost wounds.


BLOOD CHALICE:
Once per turning point a friendly BLOOD ANGELS operative can use this equipment. When they do, they ignore and remove any changes to their APL stats.


Ploys

Firefight - RED THIRST UNBOUND:
Use this firefight ploy when a friendly BLOOD ANGELS operative fights in melee after performing the Charge action. For the rest of that fight action, normal and critical hits inflict 1 additional damage (to a maximum of 7).


Firefight - WRATH OF BAAL:
Use this firefight ploy when a friendly BLOOD ANGELS operative performs the fight action, after rolling attack dice but before any rerolls. Until the end of that action, enemy operatives cannot re-roll attack dice.


Firefight - DESCENT OF ANGELS:
STRATEGIC GAMBIT: Use this firefight ploy during the Strategy Phase on turning points 2, 3, or 4+. Once per battle, you may remove up to two BLOOD ANGELS operatives that are not within Engagement Range of an enemy operative from the battlefield and set them up wholly within 12" horizontally of their original positions, but not under vantage terrain. Wall terrain must be measured around using the shortest path through open doors and breach points.

When these operatives activate, they may perform only 1AP action before their activation ends.


Firefight - AN HONOURABLE DEATH IN COMBAT:
Use this firefight ploy when a friendly BLOOD ANGELS operative has been incapacitated during a fight action. They can immediatly use one of their remaining successful hits in the sequence before being removed from play.


Strategic - BLOODLUST:
Whenever a friendly BLOOD ANGELS WARRIOR is in melee combat with an enemy operative on the enemy board half, they gain the Severe keyword and take a 2" movement penalty until the next turning point. this movement penalty does not effect counter action movement, dash movement, or charge movement.


Strategic - SANGUINARY MOMENTUM:
Until the end of the turning point, friendly BLOOD ANGELS operatives that BOOST increase their movement stat by 1".


Strategic - TARGETS OF OPPORTUNITY:
Until the end of the turning point, friendly BLOOD ANGELS operatives that have dropped from Vantage terrain to a lower elevation or to the KillZone floor may claim the shooting benefits of being on the vantage point from which they began their activation.


Strategic - INDOMITUS:
Whenever an operative is shooting a friendly BLOOD ANGELS operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.


BLOOD ANGELS SPEAR OF THE HEAVENS - KTDash