1750 Blood Angels (Warhammer 40,000 9th Edition) (92 PL, 11CP, 1,749pts)
1750 Blood Angels (Warhammer 40,000 9th Edition) (92 PL, 11CP, 1,749pts)
Battalion Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [92 PL,
11CP, 1,749pts]
Rules: Angels of Death, Bolter Discipline, Shock Assault
Configuration [12CP]
**Chapter Selection**
Selections: Blood Angels
Categories: CONFIGURATION
Rules: Red Thirst
Psychic Warp
Range Details Ref
Power Charge
You can re-roll Advance and charge rolls you make for
Quickening 6 Self the psyker, and Add D3 to this PSYKER's Attacks
characteristics
Smite has a warp charge value of 5. If manifested, the
closest visible enemy unit within 18" of the psyker suffers
Smite 5 18" D3 mortal wounds (pg 181). If the result of the Psychic
test was more than 10 the target suffers D6 mortal
wounds instead.
If manifested, this PSYKER can make a Normal Move or
Wings of Fall Back as if it were your Movement phase. In addition,
6 Self
Sanguinius until the end of the phase, this PSYKER has a Move
characteristic of 12" and the FLY keyword.
Force Rules
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline,
Shock Assault and Combat Doctrines. ()
Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting
Rapid Fire bolt weapons make double the number of attacks if any of the following apply
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid
Fire type. ()
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic
Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this
unit. ()
Selection Rules
Airborne: 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. ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline,
Shock Assault and Combat Doctrines. ()
Defenders of Humanity: If your army is battle-forged, all Troops units in Space Marine Detachments gain
this ability. Such a unit that is within range of an objective marker controls the objective market 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. ()
Explodes (6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it
explodes and each unit within 6" suffers D3 mortal wounds. ()
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting
phase. ()
Red Thirst: 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. ()
Savage Echoes: Whilst the Assault Doctrine is active, if a unit with this ability makes a charge move, is
charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the
end of the turn (note that this is cumulative with the bonus these models receive from the Shock Assault
ability). ()
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot
up to 90 (this does not contribute to how far the model moves) then move the model straight forwards. It
cannot pivot again after the initial pivot ()
The Red Thirst: 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. ()