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Blood Angels

Encarmine Speartip

1 CP

Detachment Rules

Wrath of Angels

Enhancements

Shadow of Abomination

25 pts

Granted a glimmer of foresight by his genetic inheritance, this Son of Sanguinius has identified a foe whose future is drenched in the blood of the Imperium. Such an enemy cannot be allowed to live.

Adeptus Astartes Jump Pack model only. (Once per battle, per army) When this unit is selected to fight you can use this ability. If you do, this model’s melee attacks have +1 D.

Angelic Executioner

25 pts

This deadly duellist leads his battle‑brothers in masterful strikes capable of carving through their armoured or swarming foes with breathtaking fluidity.

Adeptus Astartes Jump Pack model only. When this unit is selected to fight, this unit’s melee attacks have:

  • [Lethal Hits].
  • Or: [Sustained Hits 1].

Stratagems

Your Turn

Judgement of the Golden Host

1 CP
Charge

The meteoric impact of the Sanguinary Guard is an unavoidable judgement on those who have incurred the Chapter’s wrath.

When:

Your Charge phase, when a friendly Sanguinary Guard unit from your army ends a charge move.

Target:

That Sanguinary Guard unit.

Effect:

Select one enemy unit engaged with your unit. Roll one D6 for each model in your unit engaged with that enemy unit:

  • For each 3+, that enemy unit suffers 1 mortal wound.

Opponent's Turn

Blinding Blurs of Vengeance

1 CP
Shooting

When they power forward in rapid leaps, the glare emitted by their jump packs’ nacelles reflecting from the mirrored gleam of their armour, the Sanguinary Guard seem to glow with a blinding radiance few can look upon.

When:

Your opponent’s Shooting phase, when an enemy unit targets a friendly Sanguinary Guard unit.

Target:

That Sanguinary Guard unit.

Effect:

Your unit has Stealth.

Inexorable Valour

1 CP
Movement

Ever reaching for the heights of exemplary valour instilled in their forebears by Sanguinius, the golden host seize every opportunity to claim positions from which to strike anew.

When:

Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly Sanguinary Guard unit ends a fall‑back move, if that Sanguinary Guard unit is unengaged.

Target:

That Sanguinary Guard unit.

Effect:

Your unit can make a normal move of up to D3+3".