For Xander
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.
Operatives
1. 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 Halo2. 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 |
| Chainsword | 5 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Thunder Hammer (Shock, Stun) | 5 | 4+ | 5/6 |
Abilities
1AP: Red CrusadeAstartes3. 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
Astartes1AP: Martial PrideExemplar of Wrath4. 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
Vision of HorusAstartes5. 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
1AP: Spiritual GuidanceAstartesLitany of Hate6. 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 Angel7. 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
Camo CloakAstartes8. 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
GrenadierAstartes9. 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
Astartes10. 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
Astartes11. 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
Black Rage1AP: Wings of WrathDriven by InsanityAstartesInactive Equipment
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: 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
Strategy: 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.
Strategy: 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.
Equipment
Ploys
For the Blood!
Firefight PloyWhen: 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.
Unstoppable Fury
Firefight PloyWhen: 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.
Tears of Sanguinius
Firefight PloyWhen: 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.
Sanguine Vengeance
Strategy PloyEffect: 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
Red Thirst
Strategy PloyUntil 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.
In the Name of Sanguinius
Strategy PloyUntil 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.