Blood Angels

Homebrew by XpertCraft

The Blood Angels are among the Imperium's most legendary Space Marine Chapters, famed for their unmatched skill in close-quarters combat and lightning-fast assaults. Descended from the Primarch Sanguinius, they wage war with a deadly combination of martial precision and righteous fury. Yet every battle is fought against a darkness within, for each warrior bears the twin curses of the Red Thirst and the Black Rage. Blood Angels strike forces descend upon the enemy with overwhelming speed, determined to honor their Primarch's legacy before the curse can consume them.

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Composition

A BLOOD ANGEL Killteam is composed of:

1 BLOOD ANGEL operative selected from the following list:

  • BLOOD ANGEL CAPTAIN with one option from each of the following: Inferno Pistol or Heavy Bolt Pistol, Chainsword or Power Weapon
  • CHAPLAIN with the following: Inferno Pistol and Crozius Arcanum
  • LIBRARIAN with one option from each of the following: Bolt Pistol and Force Weapon or Force Staff (Ranged and Melee)

1 BLOOD ANGEL operative selected from the following list:

  • APOTHECARY with the following: Reductor Pistol and Power Weapon
  • SANGUINARY PRIEST with the following: Plasma Pistol and Chainsword

4 BLOOD ANGEL operatives selected from the following list:

  • ELIMINATOR
  • ASSAULT INTERCESSOR WARRIOR
  • DEATH COMPANY INTERCESSOR
  • HEAVY INTERCESSOR
  • INTERCESSOR GUNNER
  • BLADEGUARD INTERCESSOR
  • SANGUINARY GUARD

Your kill team can only include each operative on this list once.

Common Abilities and Options

*Inferno:
When an enemy operative is damaged by a weapon with this keyword, they gain one of your Inferno tokens. Operatives with an Inferno token on them take 1 DMG at the beginning of their turn.

Astartes:
These genetically modified superhumans are made for one purpose: war.

During each friendly BLOOD ANGEL 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 BLOOD ANGEL operative can counteract regardless of its order.

Blood of Sanguinius:
The sons of Sanguinius are masters of fluid assault, weaving through combat with unmatched grace.

  • Friendly BLOOD ANGEL operatives retain successful Defense dice as Critical Saves on a 5+.
  • The AP Cost of Fall Back is reduced by 1.
  • After performing a Fall Back, an operative may immediately perfomr a Charge action against a different enemy operative, provided it ends within that operative's Control Range.

Black Rage:
The first time a BLOOD ANGEL operative falls below half of it's starting Wounds, Roll 1D6. On a 3 or lower, that operative gains Black Rage.

Operatives under the Black Rage condition gain +2" Move, +1 Attack to Melee Weapons, Relentless on Melee Weapons, and Ignore the Injured condition.

However, Targets under Black Rage must charge to the nearest enemy, if they cannot charge then they must reposition as close as possible. They will always perform the Fight action if they are within an enemy Control Zone or the Shoot action if they are not within enemy Control Zone. Operatives under the Black Rage condition also cannot Fall Back.

Blood Angel Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Inferno Pistol (Range 4", Piercing Crits 1, Devastating 1, Inferno*)
4
3+
3/4
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
*InfernoAngelic FuryIron Halo
Options
AstartesBlood of SanguiniusBlack Rage

Angelic Fury: Once per turning point, you can use a firefight ploy for 0CP if this BLOOD ANGELS operative is within the control range of an enemy

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

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, LEADER, BLOOD ANGEL CAPTAIN
Chaplain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Inferno Pistol (Range 4", Piercing Crits 1, Devastating 1, Inferno*)
4
3+
3/4
Crozius Arcanum (Stun, Shock, Brutal)
5
3+
4/5
Abilities
*Inferno1AP: Litany of HateSpiritual Leader
Options
AstartesBlood of SanguiniusBlack Rage

Litany of Hate (1AP): Friendly BLOOD ANGEL operatives within 6" gain +1 Attack to melee weapons until the start of this operative's next activation.

Spiritual Leader: Friendly BLOOD ANGEL operatives within 6" ignore all penalties from being Injured.

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, LEADER, CHAPLAIN
Blood Angel Librarian
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Force Staff (Ranged) (Range 6", Saturate, Severe, PSYCHIC)
6
3+
2/3
Blood Lance (Devastating 2, Lethal 5+, PSYCHIC)
4
3+
4/4
Force Weapon (Severe, Lethal 5+, PSYCHIC)
5
3+
4/5
Force Staff (Melee) (Severe, Shock, Stun, PSYCHIC)
4
3+
3/4
Abilities
1AP: Blood Boil1AP: Blood LancePsychic Rules2AP: Sanguine Sword2AP: Shield of Sanguinius2AP: Wings of Sanguinius
Options
AstartesBlood of SanguiniusBlack Rage

Blood Boil (1AP): Select one visible enemy operative within 6", this operative gains a Blood Boil token. At the end of each of that operative's activiations, it suffers D3 damage. Remove the token at the end of the Turning Point.

Blood Lance (1AP): If selected, the operative gains access to the Blood Lance attack.

Psychic Rules: Choose 2 psychic powers before the battle. Each psychic power may only be used once per Turning Point, Psychic attacks count as Attack actions.

Sanguine Sword (2AP): Select one friendly BLOOD ANGEL operative, that operative's melee weapon gains Brutal until the end of the Turning Point.

Shield of Sanguinius (2AP): Place a psychic barrier extending 2" in front of the Librarain. The barrier counts as Light Cover. Remove it ad the end of the Turning Point.

Wings of Sanguinius (2AP): This operative gains Flight until the end of the Turning Point. This counts as 2 psychic ability slots.

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, PSYKER, LEADER, BLOOD ANGEL LIBRARIAN
Apothecary
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Reductor Pistol (Piercing 2)
3
3+
2/3
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
1AP: Battlefield TreatmentMedic!2AP: Recover Gene-Seed
Options
AstartesBlood of SanguiniusBlack Rage

Battlefield Treatment (1AP): Select one friendly BLOOD ANGEL operative within this operative's control range to regain 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Medic!: The first time during each turning point that another friendly BLOOD ANGEL operative would be removed from the killzone as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendlly operative isn't incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free Dash action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends. You cannot use this rule if this operative is incapacitated.

Recover Gene-Seed (2AP): If this operative is within Control Range of an incapacitated friendly BLOOD ANGEL operative, it may recover it's gene-seed. Remove that operative from the battlefield.

You gain 1 CP.

Each friendly BLOOD ANGEL operative can only have it's gene-seed recovered once.

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, SUPPORT, APOTHECARY
Sanguinary Priest
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Range 8", Piercing 1)
4
3+
3/5
Supercharge (Range 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Chainsword
5
3+
4/5
Abilities
1AP: Feel No Pain1AP: Sanguine Chalice
Options
AstartesBlood of SanguiniusBlack Rage

Feel No Pain (1AP): Select one friendly BLOOD ANGEL operative, that operative ignores all penalties from being Injured until the end of the Turning Point.

Sanguine Chalice (1AP): Select one friendly BLOOD ANGEL operative, that operative immediately gains the affect of Red Thirst without spending CP.

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, SUPPORT, SANGUINARY PRIEST
Eliminator
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Bolt Sniper Rifle
Executioner (Heavy (Dash Only), Saturate, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Blast 1", Heavy (Dash Only), Silent)
4
2+
2/4
Mortis (Devastating 3, Heavy (Dash Only), Piercing 1, Silent)
4
2+
3/3
Fists
4
3+
3/4
Abilities
Camo Cloak1AP: Optics
Options
AstartesBlood of SanguiniusBlack Rage

Camo Cloak: Whenever an operative is shooting this operative, you can retain any cover saves. you can retain one additional cover save, or you can retain one cover save as a critical save. This isn't cumulative with improved cover saves from Vantage terrain. You also ignore the Saturate weapon rule.

Optics (1AP): Until the start of this operative's next activation, whenever it's shooting, enemy operatives cannot be obscured

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, ELIMINATOR, SNIPER
Assault Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Options
AstartesBlood of SanguiniusBlack Rage
BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, WARRIOR
Death Company Intercessor
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Black Rage Afflicted
Options
AstartesBlood of SanguiniusBlack Rage

Black Rage Afflicted: This operative starts with Black Rage activate

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, DEATH COMPANY, ASSAULT INTERCESSOR, WARRIOR
Heavy Intercessor
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Heavy Bolter
Focused (Piercing Crits 1)
5
3+
4/5
Sweeping (Piercing Crits 1, Torrent 1")
4
3+
4/5
Fists
4
3+
3/4
Options
AstartesBlood of SanguiniusBlack Rage
BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, HEAVY INTERCESSOR, GUNNER
Intercessor Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Torrent 1")
4
3+
3/4
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Heavy (Dash Only), Lethal 5+, Piercing Crits 1)
4
3+
3/5
Mobile
4
3+
3/4
Auxiliary Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Piercing 1)
4
3+
4/5
Fists
4
3+
3/4
Options
AstartesBlood of SanguiniusBlack Rage
BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER
Bladeguard Intercessor
A 3
M 6"
S 2+
W 16
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Power Weapon & Storm Shield
Offensive (Lethal 5+)
4
3+
4/6
Defensive (Shield*)
4
3+
4/6
Abilities
*ShieldStorm Shield
Options
AstartesBlood of SanguiniusBlack Rage

*Shield: Whenever this operative is fighting or retailiating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one)

Storm Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any), Note that Piercing 1 would therefore be ignored.

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, BLADEGUARD
Sanguinary Guard
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Inferno Pistol (Range 4", Piercing Crits 1, Devastating 1, Inferno*)
4
3+
3/4
Encarmine Blade (Brutal, Piercing 1)
5
3+
4/6
Abilities
*Inferno2AP: Encarmine Flight
Options
AstartesBlood of SanguiniusBlack Rage

Encarmine Flight (2AP): This operative performs a Flight action.

BLOOD ANGEL, IMPERIUM, ADEPTUS ASTARTES, SANGUINARY GUARD
Equipment

Sanguine Chalice:
A sacred vessel carried by the Sanguinary Priesthood, each chalice contains a portion of the Chapter's precious blood. To drink from it is to awaken the Red Thirst, filling the warrior with unparalleled speed and ferocity.

Once per battle, this operative may gain the effects of Red Thirst without spending any CP.


Servo-Skull:
Bearing sacred cogitators, auspex arrays, and tactical relays, these venerable servo-skulls accompany Blood Angels into battle, relaying vital battlefield information and helping their masters secure key objectives.

While this operative is contesting an objective marker, treat it's APL characterstic as 1 higher for the purposes of determining control of that objective.


Angel's Blade:
Though every son of Sanguinius is a master of the blade, some carry finely crafted combat knives wrought in the image of the Chapter's revered relic weapons, ensuring they are never truly unarmed.

Replace this operative's Fists weapon with an Astartes Combat Knife

Astartes Combat Knife - 4 ATK - 3+ HIT, 4/5 DMG


Purity Seals:
Wax seals bearing prayers of devotion and wards against corruption. They are bestowed upon warriors whose faith and resolve have proven beyond question, inspiring them to fight with unwavering conviction.

Once per turning point, when a friendly BLOOD ANGEL operative is shooting, fighting, or retailating, if you roll two or more fail's, you can discard one of them to retain another as a normal success instead.


Ploys

Firefight - Red Thirst:
Until the end of the selected operative's activaiton, they gain +2" Move and +1 Attack to melee weapons. Cannot target operatives currently affected by Black Rage.


Firefight - Sanguine Rush:
When a Blood Angel operative performs a Fight action during the activation in which it Charged, It's melee weapon gains Rending and +1 Damage (to a maximum damage of 7).


Firefight - Unyielding Spirit:
When a BLOOD ANGEL operative that is not in Cover is targeted by a Shoot action, Retain one additional successful Save.


Firefight - Angel's Wrath:
When a BLOOD ANGEL operative performs a Fight action, resolve that operative's successful strikes before the enemy resolves theirs.


Strategic - Thou Shalt Die:
Whenever a BLOOD ANGEL operative performs a Fight action against an enemy operative that become injured this Turning Point, roll 1 additional Attack dice.


Strategic - One Step Closer:
At the end of a BLOOD ANGEL operative's activiation, if it did not perform the Charge action it may immediately move up to 2". It must end this movement within the Control Range of an enemy operative.


Strategic - The Gene Curse:
The nex time a friendly BLOOD ANGEL operative would roll to determine whether it gains Black Rage this Turning Point, Do not roll. That operative immediately gains Black Rage.


Strategic - For Sanguinius!:
Until the end of the Turning Point, all friendly BLOOD ANGEL operatives ignore all penalties from being injured.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.