BLOOD ANGELS SPEAR OF THE HEAVENS
Common Abilities and Options
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.
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.
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.
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.
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.
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.
Operatives
1. Captain Lucian Virex, Spear of Baal
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 |
| Mastercrafted Power Weapon (Lethal 5+, Rending) | 5 | 3+ | 4/6 |
Abilities
Jump Pack AssaultFearless LeadershipThe FlawBoost ActionSanguine AstartesOnly in Death Does Duty EndAngels Of Death2. Brother Cassian Rook
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 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
The FlawFear His AngelsAngels Of DeathJump Pack AssaultSanguine AstartesBoost Action3. Brother Kaedron Voss
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Fear His AngelsBoost ActionJump Pack AssaultAngels Of DeathSanguine AstartesThe Flaw4. Brother Thalor Cain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Jump Pack AssaultSanguine AstartesFear His AngelsAngels Of DeathThe FlawBoost Action5. Brother Seron Tyvar
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Sanguinary Chainsword (Rending) | 5 | 3+ | 4/5 |
Abilities
Fear His AngelsAngels Of DeathSanguine AstartesJump Pack AssaultBoost ActionThe FlawEquipment
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
RED THIRST UNBOUND
Firefight PloyUse 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).
WRATH OF BAAL
Firefight PloyUse 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.
DESCENT OF ANGELS
Firefight PloySTRATEGIC 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.
AN HONOURABLE DEATH IN COMBAT
Firefight PloyUse 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.
BLOODLUST
Strategy PloyWhenever 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.
SANGUINARY MOMENTUM
Strategy PloyUntil the end of the turning point, friendly BLOOD ANGELS operatives that BOOST increase their movement stat by 1".
TARGETS OF OPPORTUNITY
Strategy PloyUntil 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.
INDOMITUS
Strategy PloyWhenever 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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.