Blood Angels 1980pts Army Roster
Blood Angels 1980pts Army Roster
Categories Character, Chief Librarian Mephiston, Epic Hero, Faction: Adeptus Astartes, Faction: Blood Angels, Grenades, Infantry, Psyker, Tacticus, Warlord
85 PTS CAPTAIN WITH JUMP PACK
Models Options
1x Captain with Jump Pack Thunder Hammer and Relic Shield (Relic Shield, Thunder Hammer)
Unit M T SV W LD OC
Captain with Jump Pack 12" 4 3+ 6 6+ 1
Melee Weapons Range A WS S AP D Keywords
Thunder Hammer Melee 5 3+ 8 -2 2 Devastating Wounds
Abilities Description
While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of
Angel's Wrath
melee weapons equipped by models in that unit.
This model can be attached to the following units:
Leader ■ Assault Intercessors with Jump Packs
■ Vanguard Veteran Squad with Jump Packs
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP
Rites of Battle
cost of that use of that Stratagem by 1CP.
Invulnerable
Save
4+
Categories Captain, Character, Faction: Adeptus Astartes, Fly, Grenades, Imperium, Infantry, Jump Pack, Tacticus
75 PTS CHAPLAIN WITH JUMP PACK
Models Options
1x Chaplain with Jump Pack Crozius Arcanum, Bolt Pistol
Unit M T SV W LD OC
Chaplain with Jump Pack 12" 4 3+ 4 5+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Crozius Arcanum Melee 5 2+ 6 -1 2 -
Abilities Description
Exhortation of Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6:
Rage on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
This model can be attached to the following units:
Leader ■ Assault Intercessors with Jump Packs
■ Vanguard Veteran Squad with Jump Packs
Invulnerable
Save
4+
Litany of Hate While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Rules Deep Strike, Leader, Oath of Moment, Pistol
Categories Chaplain, Character, Faction: Adeptus Astartes, Fly, Imperium, Infantry, Jump Pack
70 PTS JUDICIAR
Models Options
1x Judiciar Absolver Bolt Pistol, Executioner Relic Blade
Unit M T SV W LD OC
Judiciar 6" 4 3+ 4 5+ 1
Ranged Weapons Range A BS S AP D Keywords
Absolvor Bolt Pistol 18" 1 3+ 5 -1 2 Pistol
Melee Weapons Range A WS S AP D Keywords
Executioner Relic Blade Melee 5 2+ 7 -2 2 Devastating Wounds, Precision
Abilities Description
Tempormortis While this model is leading a unit, that unit has the Fights First ability.
Each time this model destroys an enemy Character model, until the end of the battle, add 1 to the Attacks characteristic of its executioner
Silent Fury
relic blade.
Invulnerable 4+
Save* This model has a 4+ invulnerable save against melee attacks.
This model can be attached to the following units:
■ Assault Intercessor Squad
■ Bladeguard Veteran Squad
Leader ■ Infernus Squad
■ Intercessor Squad
■ Sternguard Veteran Squad
■ Tactical Squad
Rules Leader, Oath of Moment, Pistol, Devastating Wounds, Precision
Blood Chalice While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1.
This model can be attached to the following units:
■ Desolation Squad
■ Hellblaster Squad
■ Infernus Squad
■ Intercessor Squad
Leader ■ Devastator Squad
■ Tactical Squad
■ Assault Intercessor Squad
■ Sternguard Veteran Squad
You can attach this model to one of the above units, even if one Captain, Chapter Master or Lieutenant model has already been attached to it. If
you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
Rules Leader, Oath of Moment, Pistol
Categories Character, Faction: Adeptus Astartes, Faction: Blood Angels, Grenades, Imperium, Infantry, Sanguinary Priest
75 PTS ASSAULT INTERCESSOR SQUAD x2
Models Options
1x Assault Intercessor Sergeant Heavy Bolt Pistol, Astartes Chainsword
4x Assault Intercessors Astartes Chainsword, Heavy Bolt Pistol
Unit M T SV W LD OC
Assault Intercessor Sergeant 6" 4 3+ 2 6+ 2
Assault Intercessor (x4) 6" 4 3+ 2 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Heavy Bolt Pistol (x5) 18" 1 3+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Astartes Chainsword (x5) Melee 4 3+ 4 -1 1 -
Abilities Description
Shock Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an
Assault objective marker, you can re-roll the Wound roll instead.
Rules Oath of Moment, Pistol
Categories Assault Intercessor Squad, Battleline, Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Tacticus
160 PTS BLADEGUARD VETERAN SQUAD
Models Options
1x Bladeguard Veteran Sergeant Master-crafted Power Weapon, Heavy Bolt Pistol
4x Bladeguard Veterans Heavy Bolt Pistol, Master-crafted Power Weapon
Unit M T SV W LD OC
Bladeguard Veteran Sergeant 6" 4 3+ 3 6+ 1
Bladeguard Veteran (x4) 6" 4 3+ 3 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Heavy Bolt Pistol (x5) 18" 1 3+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Master-crafted Power Weapon (x5) Melee 4 3+ 5 -2 2 -
Abilities Description
At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:
Bladeguard ■ Swords of the Imperium: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
■ Shields of the Imperium: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.
Invulnerable Save 4+
Rules Oath of Moment, Pistol
Categories Bladeguard Veteran Squad, Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Tacticus
130 PTS DEATH COMPANY MARINES WITH JUMP PACKS x2
Models Options
4x Death Company Marine Astartes Chainsword, Heavy Bolt Pistol
1x Death Company Marine w/ alternate weapons Power Fist, Heavy Bolt Pistol
Unit M T SV W LD OC
Death Company Marine with Jump Pack 12" 4 3+ 2 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Heavy Bolt Pistol (x5) 18" 1 3+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Astartes Chainsword (x4) Melee 4 3+ 4 -1 1 -
Power Fist Melee 3 3+ 8 -2 2 -
Abilities Description
Savage
Fury
You can re-roll Charge rolls made for this unit.
Attached If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can be attached to this unit
Unit instead
Each time a model in this unit makes a melee attack, you can re-roll the Hit roll. While this unit is not within 12" of one or more friendly Chaplain
Black Rage
models, it cannot be selected to Fall Back and the Objective Control characteristic of models in this unit is 0.
Rules Feel No Pain 6+, Deep Strike, Oath of Moment, Pistol
Categories Death Company Marines with Jump Packs, Faction: Adeptus Astartes, Faction: Blood Angels, Fly, Grenades, Imperium, Infantry, Jump Pack, Tacticus
100 PTS ERADICATOR SQUAD
Models Options
2x Eradicator Bolt Pistol, Close Combat Weapon, Melta Rifle
1x Eradicator Sergeant Bolt Pistol, Close Combat Weapon, Melta Rifle
Unit M T SV W LD OC
Eradicator Squad (x2) 5" 6 3+ 3 6+ 1
Eradicator Sergeant 5" 6 3+ 3 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x3) 12" 1 3+ 4 0 1 Pistol
Melta Rifle (x3) 18" 1 3+ 9 -4 D6 Heavy, Melta 2
Melee Weapons Range A WS S AP D Keywords
Close Combat Weapon (x3) Melee 3 3+ 4 0 1 -
Abilities Description
Total Each time a ranged attack made by a model in this unit targets a Monster or Vehicle model, you can re-roll the Hit roll, you can re-roll the
Obliteration Wound roll and you can re-roll the Damage roll.
Rules Oath of Moment, Pistol
Categories Eradicator Squad, Faction: Adeptus Astartes, Gravis, Grenades, Imperium, Infantry
260 PTS SANGUINARY GUARD
Models Options
5x Sanguinary Guard Encarmine Blade, Angelus Boltgun
Unit M T SV W LD OC
Sanguinary Guard (x5) 12" 4 2+ 3 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Angelus Boltgun (x5) 12" 2 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Encarmine Blade (x5) Melee 4 3+ 6 -3 2 -
Abilities Description
Angelic Visage Each time a melee attack targets this unit, subtract 1 from the Hit roll
Heirs of
Azkaellon
While a Character model is leading this unit, each time a melee attack targets this unit, subtract 1 from the Wound roll.
If a Captain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can be attached to
Attached Unit
this unit instead.
Invulnerable
Save
4+
Categories Faction: Adeptus Astartes, Faction: Blood Angels, Fly, Grenades, Imperium, Infantry, Jump Pack, Sanguinary Guard
70 PTS SCOUT SQUAD x2
Models Options
1x Scout Sergeant Bolt Pistol, Close Combat Weapon, Boltgun
4x Scouts w/ Boltgun Bolt Pistol, Boltgun, Close Combat Weapon
Unit M T SV W LD OC
Scout Sergeant 6" 4 4+ 2 6+ 1
Scout Squad (x4) 6" 4 4+ 2 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x5) 12" 1 3+ 4 0 1 Pistol
Boltgun (x5) 24" 2 3+ 4 0 1 -
Melee Weapons Range A WS S AP D Keywords
Close Combat Weapon (x5) Melee 2 3+ 4 0 1 -
Abilities Description
At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and
Guerrilla
place it into
Tactics
Strategic Reserves.
Rules Scouts 6", Infiltrators, Oath of Moment, Pistol
Categories Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Scout Squad, Smoke
80 PTS OUTRIDER SQUAD x2
Models Options
2x Outrider Astartes Chainsword, Heavy Bolt Pistol, Twin Bolt Rifle
1x Outrider Sergeant Astartes Chainsword, Heavy Bolt Pistol, Twin Bolt Rifle
Unit M T SV W LD OC
Outrider Squad (x2) 12" 5 3+ 4 6+ 2
Outrider Sergeant 12" 5 3+ 4 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Heavy Bolt Pistol (x3) 18" 1 3+ 4 -1 1 Pistol
Twin Bolt Rifle (x3) 24" 2 3+ 4 -1 1 Twin-linked
Melee Weapons Range A WS S AP D Keywords
Astartes Chainsword (x3) Melee 4 3+ 4 -1 1 -
Abilities Description
Thunderous Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and
Impact Damage characteristics of that attack by 1
Rules Oath of Moment, Pistol, Twin-linked
Categories Baal Predator, Faction: Adeptus Astartes, Faction: Blood Angels, Imperium, Smoke, Vehicle
160 PTS BRUTALIS DREADNOUGHT
Models Options
1x Brutalis Dreadnought Twin Icarus Ironhail Heavy Stubber, Brutalis Talons, Twin Multi-melta
Unit M T SV W LD OC
Brutalis Dreadnought 8" 10 2+ 12 6+ 4
Ranged Weapons Range A BS S AP D Keywords
Twin Icarus Ironhail Heavy Stubber 36" 3 3+ 4 0 1 Anti-FLY 4+, Rapid Fire 3, Twin-linked
Twin Multi-melta 18" 2 3+ 9 -4 D6 Melta 2, Twin-linked
Melee Weapons Range A WS S AP D Keywords
➤ Brutalis Talons - Strike Melee 6 3+ 12 -2 3 Twin-linked
➤ Brutalis Talons - Sweep Melee 10 3+ 7 -2 1 Twin-linked
Abilities Description
Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy
Brutalis Charge
unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds
Damaged: 1-4
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Wounds Remaining
Rules Deadly Demise D3, Oath of Moment, Anti-, Rapid Fire, Twin-linked, Melta
Categories Brutalis Dreadnought, Dreadnought, Faction: Adeptus Astartes, Imperium, Vehicle, Walker
Force Rules
Army Roster (Imperium - Adeptus Astartes - Blood Angels)
Oath of Moment
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase,
that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
■ You can reroll the Hit roll
■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels,
Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
Selection Rules
Anti-:
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword
after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Assault:
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still
eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.
Deep Strike:
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in
the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy
models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic
Reserves or using the Deep Strike ability.
Devastating Wounds:
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack
scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models
after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number
of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Fights First:
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Hazardous:
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its
attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1,
that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous
tests are allocated after the charging unit has ended its Charge move.
Ignores Cover:
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the
Benefit of Cover against that attack.
Infiltrators:
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away
from the enemy deployment zone and all enemy models.
Leader:
While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is
treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the
Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully
wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has already
had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to
be allocated can then be allocated to Character models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit, with its original Starting
Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached
unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the
attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those
keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
Lethal Hits:
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds
the target.
Lone Operative:
Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Melta:
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range,
that attack’s Damage characteristic is increased by the amount denoted by ‘x’.
Oath of Moment:
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase,
that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
■ You can reroll the Hit roll
■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels,
Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
Pistol:
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s
Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols
and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are
within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons.
Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Precision:
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a
Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that Character model instead of
following the normal attack sequence.
Psychic:
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If a Psychic weapon or ability causes any unit
to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Rapid Fire:
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks
characteristic of that weapon is increased by the amount denoted by ‘x’.
Scouts 6":
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can
make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's
Move characteristic, as long as it is not greater than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within
that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that Dedicated Transport model), regardless of how that
embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player
who is taking the first turn moves their units first.
Sustained Hits:
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled,
that attack scores a number of additional hits on the target as denoted by ‘x’
Torrent:
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Twin-linked:
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound
roll.