14" 3+ 3+ 4 5 4 2 7 3+ Before any models are deployed at the start of the game a Bike Squad containing 6 models may be split into two units, each containing 3 models. A Bike Squad containing 9 models may be split into two units, one of which has 4 models including the Attack Bike. 6 3" D3 This model can transport 10 BLOOD ANGELS INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or PRIMARIS models. Before any models are deployed at the start of the game, a Hellblaster Squad containing 10 model may be split into two units, each containing 5 models. 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ 6 6" D6 This model can transport 10 BLOOD ANGELS INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other models. It cannot transport PRIMARIS models. M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 6 6" D6 This model can transport 16 BLOOD ANGELS INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other models. It cannot transport PRIMARIS models. M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 6 6" D6 This model can transport 12 BLOOD ANGELS INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other models. It cannot transport PRIMARIS models. M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. This model can transport 10 BLOOD ANGELS INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models. M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 This model has a 5+ invulnerable save. While this model is within 24" of any friendly BLOOD ANGELS Rhinos Primaris, add 1 to its hit rolls for shooting attacks. If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound. Models in this unit have a Move characteristic of 20", instead of 16", whilst the unit contains 3 models. 2 1 Smite and two psychic powers from the Sanguinary discipline 2 1 Smite and two psychic powers from the Sanguinary discipline 2 1 Smite and two psychic powers from the Sanguinary discipline 6 6" D3 M BS A 6-11+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 6 6" D3 M BS A 6-10+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport 6 BLOOD ANGELS INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or PRIMARIS models. 6 6" D3 M BS A 6-10+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport 10 BLOOD ANGELS INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or PRIMARIS models. If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. M BS A 6-10+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport 6 BLOOD ANGELS INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS or CENTURION models. In each of your Shooting phases, choose one of the following effects: Targeting Data Skull: Add 1 to hit rolls made for a single friendly BLOOD ANGELS unit within 12" of this model until the end of the phase. Repair Skull: Choose a single BLOOD ANGELS VEHICLE within 12" of this model. That model regains 1 lost wound. Vox Skull: Subtract 1 from morale tests taken for friendly BLOOD ANGELS units within 12" of this model until your next Shooting phase. In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds. 6 6" D3 This model can transport 12 BLOOD ANGELS INFANTRY models and 1 BLOOD ANGELS DREADNOUGHT. Each JUMP PACK or TERMINATOR model takes the space of two other models. It cannot transport PRIMARIS models or Redemptor Dreadnoughts. M BS A 8-14+ 20-45" 3+ 3 4-7 20-30" 4+ D3 1-3 20" 5+ 1 6 6" D3 M BS A 6-11+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 6 6" D3 M BS A 6-11+ 10" 3+ 3 3-5 5" 4+ D3 1-2 3" 5+ 1 2 1 Smite and two psychic powers from the Sanguinary discipline 6 3" D3 2 2 Smite and three psychic powers from the Sanguinary discipline 7" 2+ 2+ 5 5 6 5 9 2+ Melee Melee x2 -3 D3 - This model knows the Litany of Hate (see below) and two other litanies from the Litanies of Battle (pg 58). At the start of the battle round, this model can recite two litanies it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round. If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power or the Flesh is Weak Chapter Tactic). If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll. If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack. If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with. If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6" of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate. 6 3" D3 6 3" D3 6 6" D3 M BS A 6-11+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 You can re-roll failed hit rolls for friendly FLESH TEARERS units within 6" of Gabriel Seth. ROll a D6 each time a friendly FLESH TEARERS unit finishes its move within 6" of Gabriel Seth when it consolidates; on a 6 that unit can immediately fight for a second and final time. Each time you roll a hit roll of 6+ in the Fight phase, inflict 1 additional hit on the target. 2 1 Smite and two psychic powers from the Sanguinary discipline If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. M BS WS 7-13+ 8" 3+ 3+ 4-6 6" 4+ 4+ 1-3 4" 5+ 5+ M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 6 6" D6 This model can transport 10 BLOOD ANGELS PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models. This model has a 3+ invulnerable save, but you must halve the result of the dice rolled when determining how far this model Advances. Before deployment at the start of the game, a Cataphractii Terminator Squad containing 10 models may be split into two units, each containing 5 models. M WS BS 6-10+ 9" 2+ 2+ 3-5 6" 3+ 3+ 1-2 4" 4+ 4+ 6 6" D3 M BS A 6-11+ 10" 3+ 3 3-5 5" 4+ D3 1-2 3" 5+ 1 6 6" D3 M BS A 6-11+ 10" 3+ 3 3-5 5" 4+ D3 1-2 3" 5+ 1 6 6" D3 6 3" 1 This model can transport 5 BLOOD ANGELS SCOUT INFANTRY models. 6 6" D3 M BS A 6-10+ 20-60" 3+ 3 3-5 20-40" 4+ D3 1-2 20-25" 5+ 1 6 6" D3 M BS A 6-10+ 20-50" 3+ 3 3-5 20-35" 4+ D3 1-2 20" 5+ 1 M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 6 6" D6 0 M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 6 6" D6 M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 6 6" D6 This model can transport 7 BLOOD ANGELS INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other models. It cannot transport PRIMARIS models. 6" 2+ 2+ 4 4 6 5 9 3+ 30" Assault 1 4 -2 3 This weapon can target a CHARACTER even if it it not the closest enemy unit. The first time this unit’s Eliminator Sergeant fires Overwatch with an instigator bolt carbine in your opponent’s turn, this unit can, after it has resolved its Overwatch, move as if it were your Movement phase (it cannot Advance as part of this move). Instead of shooting in your Shooting phase, this unit’s Eliminator Sergeant can guide his squad’s aim. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in this unit, add 1 to the hit roll and wound roll. 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ 24" Assault 1 4 -1 2 This weapon can target a CHARACTER even if it is not the closest enemy unit. - - - - - This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below. 36" Heavy 1 5 -2 D3 If you make a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage. 36" Heavy 1 5 -1 1 This weapon can target units that are not visible to the bearer. Add 2 to hit rolls made for this weapon. Units do not receive the benefit of cover to their saving throws against attacks made with this weapon. 36" Heavy D3 5 0 1 - 6" 3+ 3+ 4 4 2 3 8 3+ 6" 3+ 3+ 4 4 2 2 7 3+ At the end of your Movement phase, an Infiltrator Helix Adept can attempt to heal or revive 1 model from its unit. If the Infiltrator Helix Adept's unit contains a wounded model, that model regains 1 lost wound. If its unit contains no wounded models, bot one or more of its models have been slain during the battle, roll a D6. On a 5+ one slain model is returned to the unit with 1 would remaining. If the Infiltrator Helix Adept fails to revive a model, he cannot shoot in your next Shooting phase as he recovers the gene-seed of the fallen warrior. 6" 3+ 3+ 4 4 2 2 7 3+ Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly BLOOD ANGELS PHOBOS CAPTAIN or BLOOD ANGELS PHOBOS LIEUTENANTmodels on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities. 6" 3+ 3+ 4 4 2 2 7 3+ 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). 6" 3+ 3+ 4 4 5 4 9 3+ 2 1 Smite & 2 Obscuration OR 2 Sanguinary - 6" 2+ 3+ 4 4 5 4 8 3+ 24" Rapid Fire 1 4 0 2 Units do not receive the benefit of cover to their saving throws against attacks made with this weapon. During deployment, you can set up this model in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Melee Melee User 0 1 When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. If this unit destroys any enemy models in your Shooting phase with its accelerator autocannons, the destroyed model's unit cannot fire Overwatch until the end of the turn. 12" 3+ 3+ 4 4 2 3 8 3+ Once per battle, instead of shooting any weapons in the Shooting phase, a Suppressor Sergeant can use its smoke launcher; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit. During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models. 12" 3+ 3+ 4 4 2 2 7 3+ During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models. 48" Heavy 2 7 -2 2 - * 6+ * 8 8 16 * 9 3+ 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 Distances and ranges are always measured to and from this model's hull even though it has a base. Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor. This model can transport 6 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models. If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characterisitc), it can shoot its heavy laser destroyer or macro plasma incinerator twice in the following Shooting phase (this weapon must target the same unit both times). 36" Heavy 6 4 -1 1 Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this weapon against all other targets. 72" Heavy 2 10 -4 D6 Damage rolls of 1 or 2 made for an attack with this weapon count as 3 instead. 36" Heavy D6 8 -4 1 - 36" Heavy D6 9 -4 2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. 6-11+ 14" 3+ 3 3-5 7" 4+ D3 1-2 4" 5+ 1 * 6+ * 7 7 11 * 8 3+ Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor. “This model has a transport capacity of 6 BLOOD ANGELS PRIMARIS INFANTRY models. It cannot transport JUMP PACKor MK X GRAVIS models. After this model moves in your Movement phase, if this model did not Advance, any units embarked aboard it can disembark. Units that do so cannot be chosen to charge with that turn. 36" Heavy 6 4 -1 1 When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll. 48" Heavy D3 7 -1 D3 When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll. 48" Heavy 1 8 -2 D6 48" Heavy D6 4 0 1 In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds. A model with a shield dome has a 4+ invulnerable save When resolving an attack made with a ranged weapon by a model in this unit, ignore hit roll modifiers and Ballistic Skill modifiers. 6" 3+ 3+ 4 4 2 3 8 3+ 24" Rapid Fire 1 4 0 1 When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw. Melee Melee User 0 1 When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. 6" 3+ 3+ 4 4 2 2 7 3+ 24" Rapid Fire 1 4 0 1 When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw. Melee Melee User 0 1 When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. 6" 3+ 3+ 4 4 2 2 7 3+ 24" Rapid Fire 1 4 0 1 When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw. Melee Melee User 0 1 When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes. 1-3 6" 5+ 5+ Whilst this model is within 1" of any enemy units, its heavy bolter has a Type characteristic of Pistol 3 7-13+ 10" 3+ 3+ 4-6 8" 4+ 4+ * * * 7 6 13 4 8 3+ Melee Melee x2 -3 3 48" Heavy 6 7 -1 2 12" Heavy 2D6 5 -1 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit. 36" Heavy 1 8 -3 3 If this litany is inspiring, select one friendly blood angels unit within 6” of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of six, that weapon has an armor penetration characteristic of -4 for that attack 2 2 Smite and three psychic powers from the Sanguinary discipline 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 2 7 3+ 6 6" Select a visible enemy unit within 6" of the psyker and roll 2D6. If the total exceeds tbe highest Toughness characteristic in the target unit, the unit suffers D3 mortal wounds; if the total rolled is more than double that of the highest Toughness characteristic, the unit suffers 3 mortal wounds instead. 6 12" Select a friendly BLOOD ANGELS unit within 12" of the psyker. Until the start of your next Psychic phase, that unit has a 5+ invulnerable save. 6 12" Select a friendly BLOOD ANGELS unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to the Attacks characteristics of that unit. 7 Self You can add 3 to Advance and charge rolls you make for the psyker, and make D3 additional attacks with them in the Fight phase, until the start of your next Psychic phase. 5 Self If manifested, the psyker can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12" and he gains the FLY keyword until the start of your next Psychic phase (this means he can shoot if he Fell Back in his Movement phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker. 6 12" Select a visible enemy model within 12" and draw a line between them and the psyker. Roll a D6 for each model the centre of the line passes over. For each roll of 5+ that model’s unit suffers a mortal wound. At the start of your Shooting phase, you can select one friendly BLOOD ANGELS PHOBOS unit within 6" of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase. At the start of the first battle round, before the first turn begins, select up to three friendly BLOOD ANGELS PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first). Add 1" to the Move characteristic of friendly BLOOD ANGELS PHOBOS units whilst they are within 6" of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly BLOOD ANGELS PHOBOS units whilst they are within 6" of this Warlord. When resolving an attack made against this Warlord, subtract 1 from the hit roll. At the start of your Shooting phase, select one friendly BLOOD ANGELS PHOBOS unit within 3" of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll. Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics. When a charge roll is made for a friendly BLOOD ANGELS unit or unit with the same successor Chapter keyword as a model with this Relic whilst within 3" of that model, you can re-roll any of the dice. Model with frag grenades only. This Relic replaces frag grenades and has the following profile: 6" Grenade 3 5 -3 2 When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw. When you give a model this Relic, select one bolt weapon (pg 34) that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a quake bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target is felled until the end of the turn and the attack sequence continues. When resolving an attack made with a melee weapon against a felled unit, add 1 to the hit roll. When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost. A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save. When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends. When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic. 6 18" Shrouding has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOSunit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch. 6 18" Soul Sight has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, you can re-roll the hit roll and the target does not receive the benefit of cover to its saving throw. 6 3" If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 3" of the psyker. That unit can immediately move as if it were the Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase. 6 18" If manifested, select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, subtract 1 from that unit's Leadership characteristic. In addition, your opponent must roll 2D6 - if the result is greate than that unit's Leadership characteristic, subtract 1 from hit rolls made for that unit until the start of your next Psychic phase. 6 18" If manifested, select an enemy unit that cannot FLY and is visible to and within 18" of the psyker. That unit suffers a mortal wound. In addition, until the start of your next Psychic phase, halve that unit's Move characteristic and the result of any Advance or Charge rolls made for it. 6 18" If manifested, select an enemy model within 18" of and visible to the psyker. That model's unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a CHARACTER, you can then roll 3D6. If the result is equal to or higher than that model's Leadership characteristic, you gain 1 Command Point. If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power or the Flesh is Weak Chapter Tactic). If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll. If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack. If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with. If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6" of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate. When resolving an attack made with a melee weapon by this Warlord, on an unmodified hit roll of 6 you can make 1 additional attack against the same unit using the same weapon. This additional attack cannot generate another attack. When this Warlord is chosen to fight in the Fight phase, they can make 1 additional attack with one of its melee weapons for every 5 enemy models within 3" of it, to a maximum of 3 additional attacks. Overwatch attacks cannot be made against this Warlord. SANGUINARY PRIEST, PRIMARIS APOTHECARY OR SANGUINARY NOVITIATE model only. A model with this Relic loses the Narthecium ability and has the following ability : At the end of your Movement phase, this model can provide medical attention to one friendly FLESH TEARERS INFANTRY or FLESH TEARERS BIKER unit within 3". If that unit contains any models that have lost any wounds, select one of those models to regain up to 3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 2+ you can return one destroyed model from that unit to the battlefield with 3 lost wounds regained, placing it within 3" of this model and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). Each unit can only be affected by the Sorrow’s Genesis or Narthecium abilities once per turn. Melee Melee +1 -1 1 When the bearer fights, it makes D3 additional attacks with this weapon. When resolving an attack made with this weapon against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. Model with chainsword only. This Relic replaces a chainsword and has the following profile: 24" Assault 3 5 -2 2 When resolving an attack made with this weapon, the bearer does not suffer the penalty for Advancing and firing Assault weapons. Model with master-crafted auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile: SANGUINARY ANCIENT model only. At the start of your Movement phase, add 2 to the Move characteristic of models in friendly BLOOD ANGELS JUMP PACK units if their unit is within 6" of this model. This bonus lasts until the end of the turn. LIBRARIAN DREADNOUGHT model only. Add 6" to the range of the psychic powers this model manifests from the Sanguinary discipline (see Codex: Blood Angels). In addition, once per turn, when a Psychic test or Deny the Witch test is taken for this model, you can re-roll one of the dice. Model with crozius arcanum only. This Relic replaces a crozius arcanum and has the following profile: Melee Melee +1 -2 2 When resolving an attack made with this weapon, on a successful wound roll the target is terrified until the end of the turn in addition to any normal damage. Whilst a unit is terrified, subtract 2 from the Leadership characteristic of models in that unit. JUMP PACK model only. This model can charge in a turn in which it Fell Back. In addition, when a charge roll is made for this model, add 1 to the result. You can always choose your Warlord to fight first in the Fight phase even if he didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. Add 1 to the Damage characteristic of one weapon carried by your Warlord. Note that this cannot be a Relic of Baal. You can attempt to resist one psychic power with your Warlord (or attempt to resist one additional psychic power if he is already able to do so) in each of your opponent's Psychic phases. Friendly BLOOD ANGELS units automatically pass Morale tests whilst they are within 6" of your Warlord. Roll aD6 each time your Warlord loses a wound, re-rolling rolls of 1; on a 6, that wound is ignored and has no effect. If your Warlord also has the Black Rage ability, they instead ignore wounds on rolls of 5 or 6, but the similar ability to ignore wounds from the Black Rage has no effect. Your Warlord can perform a Heroic Intervention if he is within 6" of an enemy unit instead of only 3", and if he does so he can move up to 6" rather than 3". A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. Whilst the assault doctrine is active, if a unit with this ability makes a charge move, is charged or performs a Heroic Intervention, add one to the attacks characteristic of the models in that unit until the end of the turn (note that this is cumulative with the bonuses these models receive from the shock assault ability) When resolving an attack made with a melee weapon by a model with this ability in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the wound roll. In addition, when resolving an attack made with a melee weapon by a model in this unit, on an unmodified wound roll of 6 improve that weapon’s Armour Penetration characteristic by 1 for that attack (e.g. AP 0 becomes AP -1). When resolving an attack made with a melee weapon by a model with this ability in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the wound roll. When a unit with this ability Advances or makes a charge move, add 1 to the Advance roll or charge roll. This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. And They Shall Know No Fear: When a Morale test is taken for this unit, you can re-roll the dice. Designer’s Note: With the addition of the Angels of Death ability, some units in Codex: Blood Angels will gain the And They Shall Know No Fear ability twice. Such units gain no additional benefit from this. Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: • The firing model’s target is within half the weapon’s maximum range. • The firing model is INFANTRYand every model in its unit remained stationary in your previous Movement phase. • The firing model is a TERMINATOR, BIKER, CENTURIONor DREADNOUGHT. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn. Combat Doctrines: Models in this unit gain a bonus depending on which combat doctrine is active for your army (see below). If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows: • During the first battle round, the Devastator Doctrine is active for your army. • During the second battle round, the Tactical Doctrine is active for your army. • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army. • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army. Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait). Devastator Doctrine The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1. Tactical Doctrine The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1. Assault Doctrine The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1. Before any models are deployed at the start of the game, an Assault Squad containing 10 models may be split into two units, each containing 5 models. 6" Pistol D6 3 0 1 This weapon automatically hits its target. 6" Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 6" 3+ 3+ 4 4 1 1 7 3+ 6" 3+ 3+ 4 4 1 2 8 3+ 14" 3+ 3+ 4 5 4 2 7 3+ 14" 3+ 3+ 4 5 2 1 7 3+ 14" 3+ 3+ 4 5 2 2 8 3+ 6" 2+ 2+ 4 4 5 4 9 3+ 5" 2+ 2+ 4 5 7 5 9 3+ 5" 2+ 2+ 4 4 6 4 9 2+ 14" 2+ 2+ 4 5 6 4 9 3+ 6" 2+ 3+ 4 4 4 3 9 3+ 5" 2+ 3+ 4 4 5 3 9 2+ 14" 2+ 3+ 4 5 5 3 9 3+ 6" 3+ 3+ 4 4 4 3 8 3+ 6" 2+ 3+ 4 4 4 3 8 3+ 6" 3+ 3+ 4 4 1 2 8 3+ 6" 3+ 3+ 4 4 1 3 9 3+ 6" 6+ - 2 4 1 1 3 6+ Astartes Banner: Add 1 to the Leadership characteristic of models in BLOOD ANGELS units whilst their unit is within 6" of any friendly BLOOD ANGELS ANCIENTS with this ability. In addition, roll one D6 each time a BLOOD ANGELS Infantry model is destroyed within 6" of any friendly BLOOD ANGELS ANCIENTS with this ability, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were your Shooting phase, or make a single attack as if it were the Fight phase. Roll a dice each time a friendly <CHAPTER> CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. You can add 1 to this unit's Attacks characteristic in the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect. This model must make a Heroic Intervention if it is able to do so. In addition, you can re-roll any failed hit rolls for this model in the Fight phase when targeting a CHARACTER. This model has a 4+ invulnerable save. During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models. If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly BLOOD ANGELSunits whilst their unit is within 6" of this model. You can re-roll hit rolls of 1 made for friendly BLOOD ANGELS units within 6" of this model. This model has a 4+ invulnerable save. Before this unit shoots in the Shooting phase, you can choose one model from this unit that is within 3" of its Sergeant; you can add 1 to hit rolls made for your chosen model's weapons this phase. All friendly BLOOD ANGELS units within 6" of this model can use the Chaplain's Leadership instead of their own. During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. 6" 3+ 3+ 6 7 8 4 8 3+ 0" - 3+ 6 6 8 0 8 3+ During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a drop pod assault - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any models embarked inside must immediately disembark, but they must be set up more than 9" away from any enemy models. Any models that cannot be set up because there is not enough room are slain. Matched Play: This model and any units embarked aboard it are exempt from the Tactical Reserves matched play rule. After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it. 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ 6" 3+ 3+ 4 4 4 8 3+ Roll a D6 each time a model from this unit finishes a charge move within 1" of an enemy unit; on a 6, the enemy unit suffers a mortal wound. During deployment, you can set up this unit in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can use a meteoric descent - set it up anywhere on the battlefield that is more than 9" away from any enemy models. 10" 3+ 3+ 4 5 3 2 7 3+ 10" 3+ 3+ 4 5 3 3 8 3+ This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. * 6+ * 8 8 16 * 9 2+ * 6+ * 8 8 16 * 9 2+ Roll a D6 each time this model finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers D3 mortal wounds. * 6+ * 8 8 16 * 9 2+ * 6+ * 8 8 16 * 9 2+ 16" 3+ 3+ 4 5 6 2 7 3+ 6" 3+ 3+ 4 4 4 3 9 3+ You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12". 5" 3+ 3+ 4 4 5 3 9 2+ 14" 3+ 3+ 4 5 5 3 9 3+ * 6+ * 6 7 11 * 8 3+ 6" 3+ 3+ 4 4 5 4 8 3+ 6" 2+ 3+ 4 4 5 4 8 3+ You can re-roll wound rolls of 1 for friendly BLOOD ANGELS units that are within 6" of a friendly BLOOD ANGELS LIEUTENANT. * 6+ * 6 7 10 * 8 3+ Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound. * 6+ * 6 7 10 * 8 3+ * 6+ * 6 7 10 * 8 3+ 6" 3+ 3+ 4 4 4 3 8 3+ At the end of any of your Movement phases, this model can attempt to heal or revive a single model. Select a friendly BLOOD ANGELS INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If this model fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn. 16" 3+ 3+ 4 5 2 1 7 4+ 16" 3+ 3+ 4 5 2 2 8 4+ 6" 3+ 3+ 4 4 1 1 7 4+ 6" 3+ 3+ 4 4 1 2 8 4+ If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1. 5" 5+ 5+ 3 3 1 1 6 4+ * 6+ * 8 7 14 * 9 3+ 6" 3+ 2+ 4 4 4 3 8 2+ At the end of your Movement phase this model can repair a single BLOOD ANGELS VEHICLE within 1". That model regains D3 lost wounds. A model can only be repaired once per turn. 14" 3+ 2+ 4 5 5 3 8 2+ All models in this unit have a 5+ invulnerable save. If this unit has a teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the teleport homer, it is deactivated and removed from the battlefield. Whilst there are any friendly <CHAPTER> teleport homers on the battlefield, this unit can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove this unit and then set it up with all models within 6" of a friendly <CHAPTER> teleport homer. That teleport homer is then removed from the battlefield. 5" 3+ 3+ 4 4 2 2 8 2+ 5" 3+ 3+ 4 4 2 3 9 2+ * 6+ * 6 8 11 * 8 3+ * 6+ * 6 7 11 * 8 3+ 12" Assault 2 4 -1 1 - 8" Assault 2D6 6 -1 1 This weapon automatically hits its target. Melee Melee +2 -3 D3 You can re-roll failed wound rolls for this weapon if the target is a CHARACTER. Melee Melee +2 -2 D3 - Melee Melee x2 -2 3 - Melee Melee +4 -2 3 You can re-roll failed hit and wound rolls for this weapon. Melee Melee +1 -2 D3 - Melee Melee +2 -4 D3 - Melee Melee User -3 D3 - Melee Melee +2 -3 D3 Each time you roll a wound roll of 6+ for this weapon it causes 3 damage instead of D3. Melee Melee x2 -3 3 If a model is equipped with two Furioso fists, you can re-roll failed hit rolls when attacking with them. Melee Melee +4 -4 3 - Melee Melee +1 -1 1 - Melee Melee x2 -3 D3 - 12" 2+ 2+ 4 4 6 6 9 2+ Enemy units suffer a -1 modifier to their Leadership while they are within 3" of any models wearing a death mask. 6" 2+ 2+ 4 4 5 4 9 2+ 6" 2+ 2+ 4 4 5 4 9 2+ 6" 2+ 3+ 6 7 8 3 9 3+ 7" 2+ 2+ 5 5 5 4 9 2+ 12" 2+ 2+ 4 4 5 5 9 2+ 12" 2+ 2+ 4 4 5 4 9 2+ 6" 2+ 3+ 4 4 4 3 9 3+ Friendly BLOOD ANGELS INFANTRY and BIKER units increase their Strength characteristic by 1 whilst they are within 6" of any SANGUINARY PRIESTS. 14" 2+ 3+ 4 5 5 3 9 3+ 6" 2+ 2+ 4 4 5 4 9 3+ 12" 3+ 3+ 4 4 4 3 9 2+ You can re-roll failed hit rolls for models from this unit if they are within 6" of a friendly BLOOD ANGELS Warlord. 5" 3+ 3+ 4 4 5 3 8 2+ 6" 3+ 3+ 4 4 1 2 7 3+ 12" 2+ 3+ 4 4 4 5 9 3+ 12" 3+ 3+ 4 4 2 2 8 2+ 8" 3+ 3+ 6 7 8 4 7 3+ If a model with a magna-grapple only targets a single VEHICLE unit in the Charge phase, add 2 to its charge roll. 8" 3+ 3+ 6 7 8 4 8 3+ * 6+ * 6 7 11 * 8 3+ 6" 2+ 2+ 4 4 6 4 9 3+ 6" 3+ 3+ 4 4 5 4 9 3+ 6" 2+ 2+ 4 4 6 5 9 3+ 6" 2+ 3+ 4 4 5 4 9 3+ 16" Pistol 1 5 -1 1 - 6" 3+ 3+ 4 4 5 3 3+ 3" Pistol 1 4 -3 2 - 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ 24" Assault 2 4 0 1 - 12" Pistol 1 4 -1 1 - 6" Grenade D3 * * * This weapon does not inflict any damage. If an enemy INFANTRY unit is hit by any shock grenades, it is stunned until the end of the turn - it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. When models with grapnel launchers move, do not count any vertical distance they move against the total they can move that turn (i.e. moving vertically is free for these models). In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases this unit can join the battle - set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models. Whilst any Reiver units from your army are within 3" of any enemy units, subtract 1 from the Leadership characteristic of each of those enemy units for each Reiver unit from your army that is within 3" of that enemy unit (to a maximum of -3). During deployment, you can set up this unit, if it is equipped with grav-chutes, in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models. 5" 3+ 3+ 4 5 3 3 7 3+ 5" 3+ 3+ 4 5 3 4 8 3+ 18" Assault 6 4 0 1 - 8" Assault 2D6 4 0 1 This weapon automatically hits its target. 18" Assault D6 4 0 1 - Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll. Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll. When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if this unit did not move this turn. Models in this unit do not suffer any penalty to their hit rolls for Advancing and firing Assault weapons. 30" Heavy 12 5 -1 1 - 24" Heavy D3 7 -1 2 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 36" Heavy D6 8 -4 1 - 36" Heavy D6 9 -4 2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. 24" Heavy 6 5 -1 1 - Melee Melee x2 -3 D6 - * * * 7 7 13 4 8 3+ 18" Assault D3 7 -3 1 - 18" Assault D3 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. 24" Assault 2 6 -4 1 - 24" Assault 2 7 -4 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. 36" Heavy 1 8 -4 1 - 36" Heavy 1 9 -4 2 On a hit roll of 1, the bearer is slain. 24" Assault 3 4 0 1 - 36" Heavy 1 4 -2 2 - If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30". * 6+ * 8 8 16 * 9 3+ 36" Heavy 3 4 -1 1 Add 1to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 36" Heavy 3 4 -1 1 - 18" Assault 1 6 -1 D3 - Distances and ranges are always measured to and from this model's hull, even though it has a base. Your opponent mut subtract 2 from any charge rolls made for units taht declare a charge against a Repulsor. Instead of shooting any weapons in the Shooting phase, this model can use its auto launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. You can re-roll failed hit rolls for friendly BLOOD ANGELS units within 6" of Commander Dante. You can re-roll failed hit rolls for friendly FLESH TEARERS units within 6" of Gabriel Seth. Roll a D6 each time a friendly FLESH TEARERS unit finishes its move within 6" of Gabriel Seth when it consolidates; on a 6 that unit can immediately fight for a second and final time. Each time you roll a hit roll of 6+ in the Fight phase, inflict 1 additional hit on the target. You can add 1 to the Attacks characteristic of friendly BLOOD ANGELS INFANTRY units within 6" of the Sanguinor. The Sanguinor can charge even if he Fell Back in the preceding Movement phase. Once per turn you can re-roll a single dice roll made for Brother Corbulo. Friendly BLOOD ANGELS INFANTRY and BIKER units increase their Strength characteristic by 1 whilst they are within 6" of any SANGUINARY PRIESTS. In addition, each time you make a hit roll of 6+ in the Fight phase for a model in a friendly BLOOD ANGELS unit that is within 6" of Brother Corbulo, that model may immediately make another close combat attack using the same weapons. These bonus attacks cannot themselves generate any additional close combat attacks. Roll a D6 each time Chief Libraian Mephiston loses a wound. On a 5+ the wound is ignored and has no effect. All friendly BLOOD ANGELS units within 6" of Astorath can use his Leadership instead of their own. In addition, friendly DEATH COMPANY units automatically pass Morale tests if they are within 6" of Astorath. Once per battle, at the start of your Movement phase, Astorath may chant the Mass of Doom. Roll a D6 for each friendly BLOOD ANGELS INFANTRY unit within 6" of Astorath and apply the result below: 1 - Frenzied Death Throes: The unit suffers a mortal wound. 2-5 - Dark Wrath: You can add 1 to hit rolls made for this unit in the Fight phase until the end of your turn. 6 - Vessel of Sanguinius: You can add 1 to hit rolls made for this unit in the Fight phase until the end of your turn. In addition, the unit has a 4+ invulnerable save until the end of your turn. When a charge roll is made for a friendly DEATH COMPANY unit within 6" of this model, you can re-roll the dice. When resolving an attack made with a melee weapon by a model in a friendly DEATH COMPANY unit within 6" of this model, you can re-roll the hit roll All friendly DEATH COMPANY units within 6" of Lemartes can use his Leadership instead of their own. Melee Melee User -2 1 - This model may make D3 additional close combat attacks if he is within 1" of any enemy ORKS after he has piled in during the Fight phase. 4" 2+ 2+ 4 4 6 4 9 2+ This model has a 3+ invulnerable save, but you must halve the result of the dice rolled when determining how far this model Advances. During deployment, all models in this unit must be set up in unit coherency. From that point onwards, each Primaris Lieutenant is treated as a separate unit. 6" 2+ 3+ 4 4 4 3 8 3+ When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. BLOOD ANGELS units within 6" of any friendly BLOOD ANGELS ANCIENTS add 1 to their Leadership. In addition, you can re-roll wound rolls of 1 in the Fight phase for friendly BLOOD ANGELS units within 6" of this model. This model may move up to 6" when consolidating at the end of the Fight phase. Servitors improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership to 9, whilst they are within 6" of any friendly TECHMARINES. BLOOD ANGELS units within 6" of any friendly BLOOD ANGELS ANCIENTS add 1 to their Leadership characteristic. In addition, you can re-roll any failed hit rolls in the Fight phase for friendly BLOOD ANGELS units within 6" of this model. 4" 3+ 3+ 4 4 2 2 8 2+ 4" 3+ 3+ 4 4 2 3 9 2+ Models in this unit have a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this unit Advances. 6" 3+ 3+ 4 4 2 2 8 2+ 6" 3+ 3+ 4 4 2 3 9 2+ Models in this unit have a 5+ invulnerable save. * * * 7 7 10 4 8 3+ This model has a 5+ invulnerable save. Once per game, after a model in a Devastator Squad that is accompanied by an Armorium Cherub has fired, the Armorium Cherub can reload that model's weapons. When it does so, remove the Armorium Cherub and that model can immediately shoot again. The removal of an Armorium Cherub (for any reason) is ignored for the purposes of morale. The Armorium Cherub does not count as a model for the purposes of Combat Squads ability. If a Devastator Squad is split using the Combat Squads ability, the Armorium Cherub must accompany one of the units. When this model Advances roll 2 dice and pick the highest result. * 6+ * 6 8 11 * 8 3+ * 6+ * 6 8 11 * 8 3+ 18" 3+ 3+ 4 5 7 2 7 4+ Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Land Speeder Storm itself can. * 6+ * 6 7 10 * 8 3+ * 6+ * 6 6 10 * 8 3+ This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. You can re-roll save rolls of 1 for this model. You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY. You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY. Melee Melee x2 -3 3 - You can re-roll failed charge rolls for a model equipped with the Angel's Wing, and your opponent cannot fire Overwatch against them. If your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you use a Stratagem; on a 5+, you gain a Command Point. Melee Melee +2 -1 D3 You can add 1 to the bearer's Psychic test when attempting to manifest the Smite psychic power. Melee Melee User -3 1 If the target is a MONSTER, this weapon has a Damage characteristic of D3. If the target is a DAEMON MONSTER, this weapon has a Damage characteristic of D6 instead. The bearer of the Standard of Sacrifice gains the following ability in addition to those described on their datasheet: Roll a D6 each time a friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER model within 6" of the bearer loses a wound; on a 5+, the wound is ignored and has no effect. Models with the Black Rage ability are not affected. If you roll three or more hit rolls of 1 for this model's lascannons or twin lascannons in the same phase, it experiences a power overload and suffers 6 mortal wounds. When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn. This model knows the Litany of Hate (see below) and one other litany from the Litanies of Battle (pg 58). At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.