TEXT: Presents
  As featured in the June and July 2007 editions
  
  A
  s one of the most celebrated First
  Founding Chapters, the Blood
  Angels have fought the enemies of
  Mankind for 10 long millennia. Their
  Primarch is revered across the Imperium,
  and legends of the Chapter’s deeds have
  reached every corner of the galaxy.
  However, tales abound too of their
  bloodthirsty exploits and the dark flaw
  that mars them. Few know the whole 
  truth nor realize the inner pain and
  anguish that drive the Blood Angels into
  battle with a righteous fury that few
  others can match.
  Each Chapter of Space Marines owes
  much to the characteristics and powers of
  its Primarch. Just as the Space Wolves
  reflect the ferocity and impetuousness of
  Leman Russ, so do the Blood Angels share
  some of the blighted, tragic destiny of their
  Primarch, the noble Sanguinius.
  Sanguinius distinguished himself during
  the siege of Terra, when he organized the
  final defense of the Emperor’s palace and
  held the Ultimate Gate alone when all
  others had fled. When the Emperor
  teleported aboard Horus’s battle-barge for
  his final confrontation with the rebel
  Warmaster, Sanguinius was there.
  Battle raged through the Daemon-
  infested spacecraft, and Sanguinius became
  separated from the Emperor. While he was
  alone, he chanced upon Horus and
  immediately attacked the Warmaster. But
  Sanguinius was no match for Horus at the
  height of his Daemon-gifted power and
  was slain with contemptuous ease. 
  The psychic echo of this terrible death
  can still sometimes be heard by those of
  his gene-seed, causes a madness and fury
  to come upon them, and taints their souls
  with a dark vision of their own doom.
  Chapter
  Approved
  This official Codex for
  the Blood Angels,
  written by Jervis
  Johnson, will be
  presented in two parts,
  and completely
  replaces the published
  Codex: Blood Angels.
  Now, you will need only
  these two issues of
  White Dwarf and the
  Warhammer 40,000
  rulebook to field a
  Blood Angels army.
  1
  
  The Flaw
  Although it is known to but a few, the Blood
  Angels are a dying Chapter, for they suffer
  from a dreadful flaw. This Chapter, once the
  most golden and blessed of all, now shuns
  the company of its fellows. Some Blood
  Angels, it is said, are driven by a death-
  seeking madness, brought on by visions of
  the death of their Primarch. Others are
  afflicted by the terrible Red Thirst, a craving
  for blood that may be the first signs of
  descent into Chaos. It is known that the
  Blood Angels spend much of their time
  seeking the cure for their condition,
  although many have resigned themselves to
  a slow and terrible decline.
  Scholars claim that the flaw lies in the
  process that is used to create each new
  generation of Blood Angels, for the Blood
  Angels use a process known as
  Insanguination to activate their gene-seed.
  The process was originally triggered by
  injecting Aspirants with tiny samples of
  Sanguinius’s own blood. This practice ended
  with the death of the Primarch, but some of
  his blood was preserved in the Red Grail.
  The living blood could not be kept for long
  and thus was injected into the veins of the
  Sanguinary Priests, who became living hosts
  to the power of Sanguinius. To this day,
  drinking the collected blood of the
  assembled Sanguinary Priests from the Red
  Grail is part of the ritual of creation for new
  members of this important order.
  It is from these Priests that the blood is
  taken to begin the transformation of
  Aspirants into Space Marines. It is possible
  that, over countless generations since the
  time of the Heresy, these cells have mutated,
  slowly at first but more quickly in recent
  years, and that errors in replication have
  resulted in the flaw.
  Black Library publishes
  several Blood Angels-
  related titles, such as Deus
  Encarmine, Deus
  Sanguinius, and the
  collected Bloodquest
  graphic novels. Check
  them out at: 
  www.theblacklibrary.com
  The Blood Angels are a proud Chapter that can
  trace its heritage back to the First Founding. In
  this issue, we present the first part of the official
  Codex, detailing the unique units, heroes, and
  abilities of these noble, doomed warriors.
  TM
  2
  
  The Black Rage
  The Blood Angels are unique in that deeply
  engraved within their gene-seed is the
  memory of the final battle between
  Sanguinius and Horus. Sometimes an event
  or circumstance will trigger this race
  memory. This happens only rarely, often on
  the eve of battle, but it is likely to be a fatal
  experience for the battle-brother whose
  mind is wrenched into the distant past.
  What has become known as the Black
  Rage overcomes him. The memories and
  consciousness of Sanguinius intrude upon
  his mind, and dire events 10,000 years old
  flood into the present.
  To others, a Space Marine overcome by
  the Black Rage appears half mad with fury.
  He is unable to distinguish past from
  present and does not recognize his
  comrades. As well as Sanguinius’s
  memories, the Space Marine is touched
  with a small portion of his unearthly
  power, boosting his strength and vitality to
  superhuman levels.
  Blood Angels afflicted by the Black
  Rage are formed into special units called
  the Death Company. Suffused with the
  dying memories of their Chapter’s
  Primarch, these cursed warriors seek only
  death in battle against the enemies of the
  Emperor. It is better this way, for those who
  survive almost always fall victim to the Red
  Thirst and turn into creatures no better than
  wild beasts craving flesh and blood. Better
  by far to die cleanly and quickly in battle
  than suffer such a fate.
  The Red Thirst
  The Red Thirst is the Blood Angels’ darkest
  secret and greatest curse, but it is also their
  greatest salvation, for it brings with it a
  humility and understanding of their own
  failings that make the Blood Angels the
  most truly noble of the Legiones Astartes. It
  is said that Sanguinius was cursed with the
  gift of prophesy and knew he was to die at
  Horus’s hand but went anyway in the
  name of duty and honor. Many Blood
  Angels battle constantly against visions of
  death and feel the anguish of their
  Primarch in his death throes. Some of these
  brethren voluntarily join the Death
  Company before the Black Rage takes
  them, because they know what lies in store
  for them should they live much longer.
  The fate of those overtaken completely
  by the Red Thirst is a secret kept dutifully
  within the Chapter. There are tales of a
  secret chamber atop the Tower of Amareo
  on Baal and of the howling cries that
  demand the blood of the living, but none
  are willing to say for certain what lies
  hidden in this haunted, desolate place.
  The Chapter Today
  Physically, the Blood Angels are among the
  longest lived of all Space Marines. One of
  the peculiarities of the Flaw is that it vastly
  increases the lifespan of those who survive.
  Thus, it is not uncommon for Blood Angels
  to live for a thousand years. Indeed, the
  current Commander of the Chapter, Dante,
  was born nearly 1,100 years ago. These
  vastly extended lifespans allow the Blood
  Angels to perfect their techniques in art as
  well as in war. They have centuries in
  which to perfect the disciplines to which
  they turn their minds, accounting for the
  fact that the Blood Angels’ armor and
  banners are among the most ornate ever
  produced by Space Marine artificers.
  The outlook of Sanguinius has done
  much to shape his Chapter. There is a
  mystical vein to many of the Blood Angels’
  doctrines and also a strong belief that
  things can be changed for the better, for
  Sanguinius was a visionary who desired a
  new and better life for all Mankind. This
  belief can be seen in all things the Blood
  Angels do. They strive for perfection, and
  their martial disciplines are practiced
  unceasingly. However, as the Flaw has
  become more evident, this belief has
  turned into an altogether darker thing. They
  also see evidence of Mankind’s capacity for
  folly and destruction, and the Chapter’s
  doctrines are permeated with a sense of
  mortality and the fallen greatness of Man.
  The Red Thirst is the Blood
  Angels’ darkest secret and
  greatest curse, but it is also
  their greatest salvation.
  The Inquisition and the
  Administratum say we are
  weak, because some of us have
  given in to the Black Rage –
  they are fools! The Black Rage
  makes us strong, because we
  must resist its temptations
  every day of our lives or be
  forever damned!
  Chaplain Argastes
  3
  
  The models in the Blood Angels army use a
  number of special rules, detailed here, that
  are common to more than one unit.
  And They Shall Know No Fear
  Space Marines automatically pass tests to
  regroup and can take such tests even if the
  squad has been reduced to less than 50%
  by casualties, though all other criteria
  apply. If Space Marines are caught by a
  sweeping advance, they are not destroyed
  and will instead continue to fight normally.
  If this happens, then the unit is subject to
  the No Retreat! rule in that round of close
  combat and may therefore lose additional
  casualties if outnumbered. Usually troops
  that regroup may not move normally and
  always count as moving whether they do
  or not, but these restrictions do not apply
  to models with this special rule.
  Remember that units that include
  Servitors are still subject to this rule as long
  as the squad contains at least one Space
  Marine. Space Marines are still subject to
  Last Man Standing tests. However, they will
  always pass the test to regroup after each
  Fall Back move.
  Combat Squads
  A number of 10-man units in a Blood
  Angels army have the option of breaking
  down into two 5-man units, called Combat
  Squads. This option is clearly specified in
  the unit’s entry. For example, a 10-man
  Veteran Assault Squad can either fight as a
  10-man unit or break down into two 5-
  man Combat Squads.
  The units that can be split into Combat
  squads are as follows. 
  • Veteran Assault Squads
  • Scout Squads
  • Tactical Squads
  • Assault Squads
  • Devastator Squads
  The decision to split a unit into Combat
  Squads, as well as which models go into
  each Combat Squad, must be made when
  the unit is deployed. Both Combat Squads
  are deployed at the same time but may be
  may be deployed in separate locations. If
  you decide to break the unit down, then
  each Combat Squad is treated as a separate
  unit for all game purposes from that point
  and counts as a scoring unit if it still has
  half or more of its starting models, etc.
  Units held in Reserve cannot be split into
  Combat Squads.
  For Victory Points purposes, each
  Combat Squad is worth a number of
  Victory Points equal to half of the points
  value of the unit. For example, a 10-man
  Tactical Squad upgraded to include a
  lascannon and a meltagun is worth a total
  of 220 points. If the squad was to be
  broken down into Combat Squads, each
  would be worth 110 Victory Points
  (regardless of which models were assigned
  to each Combat Squad). If at the end of the
  game, one Combat squad had been wiped
  out and the other was reduced to two
  models, the enemy would score
  165 points.
  FORCES OF THE BLOOD ANGELS
  I
  n this section, you will find details of
  the unique elements used by the Blood
  Angels – their weapons, units, and
  famous special characters. Each entry
  describes the unit and gives the rules to
  use it in your games. 
  Next issue, you’ll get the complete
  army list, which will include all the units
  you can field. 
  Unique Equipment
  You will find that some items of equipment
  are unique to particular characters or units,
  while others are used by more than one
  unit. When an item is unique, it is detailed
  in the entry for its owner. When an item is
  not unique, it is detailed in the wargear
  section. A good example is the Perdition
  pistol, which is a potent weapon carried
  only by Commander Dante. As such, its
  rules are detailed in Dante’s entry. 
  The Baal Predator and
  Blood Angels Rhinos
  are fitted with specially
  modified engines.
  These over-charged
  engines allow the
  vehicle to attempt to
  go faster but at the risk
  of stalling the engines.
  You may declare that
  an eligible vehicle is
  going to use its over-
  charged engines in any
  Movement Phase just
  before you move it.
  Roll a D6. On the roll of
  1, the engine stalls, and
  the vehicle may not
  move at all this turn. On
  the roll of 2-3, the
  boosters fail to kick in,
  and the vehicle moves
  normally. On the roll of
  4-6, the boosters work,
  and the vehicle can
  move as if it were a fast
  vehicle this turn;
  however, the maximum
  distance it can move is
  limited to 18".
  Blood Angels Special Rules
  Over-Charged
  Engines
  77
  
  This section includes a summary of the rules for
  certain items of wargear or special abilities that can
  be used by members of the Blood Angels Chapter.
  Artificer Armor: Provides 2+ armor save.
  Assault Vehicle: Disembarking models may assault.
  Blessing of the Omnissiah: The model may repair
  Immobilized or Weapon Destroyed results instead of
  moving. A Techmarine must be in contact with a
  vehicle. Roll a D6. A 6 is required to make the repair.
  Add +1 to the roll for each servitor equipped with a
  servo-arm in the Techmarine’s unit. You may reroll the
  die if the Techmarine is equipped with a servo-harness.
  Chainfist: A chainfist is treated exactly as a power fist,
  but rolls 2D6 for its Armor Penetration value.
  Chainsword: Close combat weapon.
  Combat Blade: Close combat weapon.
  Combat Shield: The combat shield does not count
  toward the maximum number of weapons carried and
  confers a 5+ Invulnerable Save in close combat.
  Combi-Weapons: A bolter combined with a plasma
  gun, flamer, or meltagun. Choose which of the
  weapons to use in the Shooting Phase. The bolter may
  be fired any number of times, but the other weapon
  may be fired only once per battle.
  Company Standard: Friendly Blood Angels units within
  12" of the Standard Bearer may reroll failed Morale and
  Pinning tests.
  Crozius Arcanum: Power weapon.
  Dozer Blade: A vehicle equipped with a dozer blade
  may reroll failed Difficult Terrain tests as long as it is
  not moving more than 6".
  Exsanguinator: Once per player turn, a friendly model
  within 6" of a model with an Exsanguinator may ignore
  a failed save as long as the bearer is not Falling Back,
  in close combat, or Pinned. It may not be used against
  Instant Death or a close combat attack that ignores
  armor saves.
  Extra Armor: Count Crew Stunned as Crew Shaken.
  Frag Assault Launchers: Models using a transport
  vehicle with this upgrade count as having frag grenades
  in the turn they disembark.
  Inertial Guidance System: Fitted to Drop Pods. The
  Drop Pod and the unit it carries may always be placed
  in Reserve and enter play per the Deep Strike rules.
  May reduce the scatter distance by the minimum
  required to avoid landing in impassable terrain or on
  top of another model.
  Iron Halo: Provides 4+ invulnerable save.
  Master-Crafted Weapon: May reroll one failed roll to
  hit per player turn when using the weapon.
  Power Armor: Provides 3+ armor save.
  Power of the Machine Spirit: May still move straight
  ahead if Stunned. Vehicles moving 6" or less may shoot
  one extra weapon at a Ballistic Skill of 2, even if
  Stunned or Shaken.
  Psychic Hood: Declare use after opponent uses a
  psychic power. Both players roll a D6 and add their
  model’s Leadership to the score. If the Librarian scores
  higher, then the power may not be used.
  Repair: Roll D6 in Shooting Phase if immobilized
  instead of shooting; on a 6, no longer immobilized.
  Rites of Battle: All other Blood Angel models in the
  same army may use this model’s Leadership for Morale,
  Pinning, and Leadership tests, but not Psychic tests.
  Rosarius: Provides 4+ invulnerable save.
  Searchlight: If this unit spots and fires on a target in a
  night fight, then any other unit can ignore the night
  fight rules when shooting at the same target unit.
  Servo-Arm: May make 1 additional close combat
  Attack with an Initiative of 1 and Strength of 8, with no
  armor save allowed.
  Servo-Harness: Counts as a twin-linked plasma pistol, a
  flamer, and in close combat, two servo-arms. Wearer
  may shoot both weapons if desired, or one weapon and
  a personal weapon. Wearer may reroll repair rolls.
  Scout Armor: Provides 4+ armor save.
  Smoke Launchers: See Warhammer 40,000 rulebook.
  Storm Shield: Provides a 4+ invulnerable save in close
  combat. A model equipped with a storm shield may
  never claim the +1 Attack bonus for being armed with
  two close combat weapons. Requires one hand to use.
  Terminator Armor: Provides 2+ armor save and 5+
  invulnerable save. May move and fire heavy weapons,
  and assault after shooting rapid fire or heavy weapons.
  May not sweeping advance. May always be kept in
  Reserve and deployed with the Deep Strike rules.
  Venerable Dreadnought: May force opponent to reroll
  the result of glancing or penetrating hits. 
  5
  Blood Angels Wargear and Upgrades
  
  COMMANDER DANTE
  BROTHER-CAPTAIN TYCHO
  Commander Dante is one of the most experienced and able
  Space Marine Chapter Masters and has ruled over the Blood
  Angels for over a thousand years. 
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  Lord Dante
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  10
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  SPECIAL RULES
  Fearless, Independent Character, 
  Rites of Battle.
  Inspiring. Dante is renowned for personally
  leading formations of Blood Angels Assault
  Marines in unstoppable assaults. His
  presence inspires these troops to acts of
  valor that are extraordinary even for Space
  Marines. As such, if Dante is included in a
  Blood Angels army, then any friendly unit
  of Blood Angels within 12" of him counts
  its opponents as a preferred enemy.
  WARGEAR
  Artificer Armor, Iron Halo, Jump Pack,
  Frag and Krak Grenades.
  Axe Mortalis: Dante is armed with the Axe
  Mortalis. This ancient weapon was crafted
  by revered Chapter Armorer Metriculus in
  the days following the Horus Heresy. It
  counts as a master-crafted power weapon.
  Death Mask Of Sanguinius: Dante’s
  Artificer Armor incorporates an incredibly
  lifelike golden mask, which is said to have
  been modeled on the features of
  Sanguinius. In battle, it almost appears to
  come to life, and a halo of golden energy
  plays about Dante’s head and strikes
  terror into the hearts of his enemies. For
  as long as an enemy model is within 6"
  of Dante, its WS and BS are each
  reduced by 1.
  Perdition Pistol: The Perdition Pistol is a
  beautifully crafted and incredibly ancient
  weapon that dates back to the Dark Age
  of Technology. It uses similar principles
  to the meltagun to melt whatever it is
  fired at. It may be fired as if it were a
  meltagun. The Perdition pistol counts as
  a normal pistol in close combat.
  Blood Angels Chapter Banner: If Lord
  Dante is included in the army, then any
  one Standard Bearer may carry the Blood
  Angels Chapter Banner in place of his
  normal standard, inspiring fierce
  devotion in any battle-brothers who look
  upon it. Blood Angels units within 12" of
  the Chapter Banner may reroll failed
  Morale and Pinning tests. In addition, all
  models in the Standard Bearer’s unit add
  +1 to their Attacks.
  During the Battle for Armageddon, Tycho was the victim of a
  psychic attack by an Ork Weirdboy, which left him hideously
  disfigured. His hatred of the Orks knows no bounds.
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  Brother-Captain Tycho
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  10
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  SPECIAL RULES
  Independent Character, Rites of Battle,
  Preferred Enemy: Orks.
  WARGEAR
  Combi-Weapon (Bolter/Meltagun),
  Artificer Armor, Bolt Pistol, Iron Halo,
  Frag and Krak Grenades.
  Since his grievous wounding at
  the battle for Armageddon,
  Tycho has become increasingly
  violent of temperament and
  attitude. It is my strongest
  recommendation to assign
  Brother-Captain Tycho to
  active battle duty permanently.
  Chaplain Vermento
  For eleven hundred years, I
  have fought, and I have seen
  the darkness in our galaxy. I
  have seen the vileness of the
  alien and the heresy of the
  mutant. I have witnessed the
  sin of possession. I have seen
  all the evil that the galaxy
  harbors, and I have slain all
  whose presence defiles the
  Emperor. I have seen what you
  will see. I have fought what
  you must fight, and I have slain
  what you must slay...
  Commander Dante’s address at the
  start of the Alchonis campaign
  SUCCESS IS MEASURED IN BLOOD – YOURS OR YOUR ENEMY’S.
  THOUGHT FOR THE DAY
  6
  
  CHIEF LIBRARIAN MEPHISTON
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  Mephiston
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  5
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  6
  4
  10
  2+
  Brother Calistarius is the only warrior ever to overcome the
  Red Thirst. After an agonizing ordeal, he was reborn as
  Mephiston, Lord of Death.
  SPECIAL RULES
  Fearless, Independent Character, 
  Feel No Pain.
  Lord of Death. When Mephiston overcame
  the Red Thirst, he released his full psychic
  potential. As such, Mephiston has all three
  Blood Angels Psychic Powers (see below)
  and can use each one of them and his
  Force Weapon once each player turn,
  rather than being limited as are other
  Librarians. He may not use the same power
  more than once per turn.
  WARGEAR
  Artificer Armor, Force Weapon, 
  Plasma Pistol, Psychic Hood, 
  Frag and Krak Grenades.
  …but he did not succumb to
  the Red Thirst. A vision of
  beloved Sanguinius came to
  him and told him that he must
  resist, not just for himself but
  for us all, for then he would
  show us that the Red Thirst
  could be conquered.
  From the Book of Mephiston, 
  verse 23
  Blood Angel Librarians can have one or more of the following psychic powers. A
  Librarian may use only one psychic power per turn and must pass a Psychic test
  in the appropriate phase to do so. Remember that Mephiston may use any
  number of psychic powers each turn, as described above.
  Blood Angel Psychic Powers
  Might of Heroes
  The deadly powers of the Immaterium flow into the
  Librarian, heightening his speed and strength to
  unimaginable levels to smite the foes of the Emperor. 
  The power is used at the start of either player’s Assault
  Phase, and if successful, the Librarian (or any one other
  model in the same unit as the Librarian) gains +D3
  attacks in that Assault Phase.
  Transfixing Gaze
  The Librarian’s eyes become blazing pits of despair, able
  to pierce the souls of those who meet his gaze.
  This power is used in the Assault Phase. If successful,
  then any enemy model in base contact with the Librarian
  must take a Leadership test. If the test is failed, the model
  may not attack in the Assault Phase and will be hit
  automatically by any close combat attacks that are
  directed against it. Enemy models without a Leadership
  value cannot be affected by this power.
  Wings of Sanguinius
  Two mighty wings of psychic energy spring from the
  Librarian’s back, allowing him to fly effortlessly over
  the battlefield.
  This power is used in the Movement Phase and lasts for
  the rest of the turn. It allows the Librarian to move as if
  he had a Jump Pack. A Librarian wearing Terminator
  armor can use the Wings of Sanguinius. A Librarian
  riding a bike that uses the Wings of Sanguinius counts as
  riding a jet bike.
  Like their battle-brothers,
  Blood Angels Librarians
  excel at close-quarter
  fighting. Their prodigious
  combat skills are augmented
  by their psychic abilities.
  7
  
  CORBULO, SANGUINARY HIGH PRIEST
  CHAPLAIN LEMARTES
  In the Blood Angels Chapter, the position of the Space Marine
  Apothecary carries the honorific title of Sanguinary Priest,
  guardians of the Red Grail.
  SPECIAL RULES
  Independent Character.
  WARGEAR
  Power Armor, Bolt Pistol, Chainsword,
  Exsanguinator, the Red Grail, Frag and
  Krak Grenades.
  The Red Grail: The Red Grail is used to
  hold the blood of Sanguinary Priests during
  the induction rituals that are performed
  when a Blood Angel joins the Chapter. Its
  presence on the battlefield has a powerful
  effect on the Blood Angels, as it enhances
  the physical and psychological aspects that
  are most closely linked to their Primarch.
  Any Blood Angel unit within 12" of
  Corbulo at the start of one of its own
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  Brother Corbulo
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  Chaplain Lemartes
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  Assault Phases receives the Furious Charge
  ability for the rest of the turn. In addition,
  the Grail generates a powerful force field
  that provides the model holding the Grail
  with a 4+ invulnerable save.
  Chaplain Lemartes is the most senior Chaplain in the Blood
  Angels Chapter and is held in such reverence that he is
  granted the honor of wearing a Death Mask.
  SPECIAL RULES
  Independent Character
  Honor of the Chapter. Like all Chaplains,
  Lemartes embodies the honor of the
  Chapter. He and any Blood Angels squad
  he has joined are Fearless.
  Litanies of Hate. On a player turn in which
  he charges, Lemartes and all members of
  any Blood Angels squad he has joined may
  reroll failed rolls to hit.
  WARGEAR
  Power Armor, Bolt Pistol, Jump Pack, 
  Crozius Arcanum, Rosarius, Frag and
  Krak Grenades, Death Mask.
  Death Mask: Any enemy unit within 6" of a
  model wearing the Death Mask suffers a -1
  modifier to its Leadership.
  Most highly praised and
  mightiest among the
  Sanguinary Priests is Brother
  Corbulo. It is he who shares
  the Great Primarch’s far-
  seeing eye and deep wisdom,
  and leads us in the ancient
  quest to halt the Flaw.
  Lords of Baal, Chapter VI 
  “The Grail Bearers”
  Remember proud Sanguinius,
  young Acolytes, when you are
  faced with hardship. When the
  armor of your faith is buckled
  and torn, see in your mind that
  magnificent hero. Think upon
  his deeds and be humble, for
  his like will never walk the
  galaxy again.
  Excerpt of Chaplain Lemartes’s
  Sermon to the Adeptus 
  on the Cult of Sanguinius
  8
  
  THE DEATH COMPANY
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Death Company
  4
  4
  4
  4
  1
  4
  2
  9
  3+
  SPECIAL RULES
  Fearless, Feel No Pain, Furious Charge.
  Black Rage. Death Company warriors are
  so blood-crazed that they will do almost
  anything to get to grips with the enemy and
  often tear them limb from limb when the
  Death Company charges home. All close
  combat attacks made by members of the
  Death Company count as being Rending.
  Sometimes, upon the eve of battle, Blood Angels succumb to
  the Black Rage. When this happens, they become frenzied
  and fearless to the point of madness. 
  Say what you like, I will not
  fight alongside these madmen.
  The past proves nothing,
  except that the Blood Angels
  are cursed and but a single step
  from damnation.
  Brother Captain Yuron of the
  Adeptus Astartes 
  Patriarchs of Ulixis
  In addition, unless there is a Blood Angels
  Chaplain (or Brother Corbulo) within 6" of
  the unit at the start of the Movement Phase,
  then the Death Company must move as far
  as it can toward the closest enemy unit. 
  WARGEAR
  Power Armor, Bolt Pistol, Bolter or
  Chainsword, Frag and Krak Grenades.
  Blood Angels Chaplains are dedicated to
  guarding against the Black Rage. It is they who
  seek the first tell-tale signs of the coming
  madness and group the affected warriors into
  the fearsome Death Company.
  9
  To learn more about the Blood Angels, visit their section 
  on the Games Workshop web site. For a link, go to:
  www.games-workshop.com/whitedwarf/wd329
  
  BLOOD ANGELS HONOR GUARD
  VETERAN ASSAULT SQUAD
  The Command Squads of the Blood Angels are trained in the
  use of jump packs and are deadly close combat experts. They
  are the most fearsome of the Chapter’s veterans.
  Veteran Assault Squads either ride into battle in specially
  adapted over-charged Rhinos or are equipped with jump
  packs to close with the enemy as quickly as possible.
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Honor Guard
  4
  4
  4
  4
  1
  4
  2
  9
  3+
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Veteran
  4
  4
  4
  4
  1
  4
  2
  9
  3+
  SPECIAL RULES
  And They Shall Know No Fear.
  SPECIAL RULES
  And They Shall Know No Fear, 
  Combat Squads.
  WARGEAR
  Power Armor, Bolt Pistol, Bolter or
  Chainsword, Frag and Krak Grenades.
  WARGEAR
  Power Armor, Bolt Pistol, Bolter or
  Chainsword, Frag and Krak Grenades.
  Drink deep of victory and
  remember the fallen.
  Inscription over the Entrance 
  to the Sepulcher of Heroes
  For he today that sheds blood
  with me shall be my battle-
  brother eternal.
  Last Line of the Invocation 
  Initiate of the Flesh Tearers
  10
  
  BAAL PREDATOR
  SPECIAL RULES
  Over-Charged Engine: The Baal Predator is fitted with an
  over-charged engine (see p. 4). 
  WARGEAR
  Turret-mounted twin-linked assault cannons, smoke
  launchers and a searchlight. Most are also fitted with a
  pair of sponson-mounted heavy bolters or heavy flamers.
  The Baal Predator is armed with numerous weapons noted for
  their high rate of fire. It is designed to mow down enemy
  infantry and light vehicles with horrifying efficiency.
  Armor
  Type
  BS
  F
  S
  R
  Baal Predator
  Tank
  4
  13
  11
  10
  The Rhinos used by the Blood
  Angels are fitted with specially
  modified over-charged engines
  (see p. 4). A vehicle with an over-
  charged engine can attempt to go
  faster, although there is a risk of
  stalling the engines.
  Blood Angels Rhinos
  Our enemies number untold
  billions, and they will fight you
  with tooth and claw, with
  starships and guns, with vile
  sorceries and corrupt illusions.
  They are armed with all the
  strength that evil can muster.
  But you, brothers, have
  something more.
  You are armored by the
  Emperor himself.
  Righteousness is your shield,
  faith your armor, and hatred
  your weapon. So fear not and
  be proud, for we are the Sons
  of Sanguinius, the protectors of
  Mankind. Aye, we are indeed
  the Angels of Death.
  Commander Dante
  Adeptus Mechanicus Markings
  Heavy Flamer Sponson
  A Blood Angels Rhino of
  the 2nd Company
  11
  
  FURIOSO DREADNOUGHT
  Even when mortally wounded and incarcerated in the
  adamantium sarcophagus of a Dreadnought, a Blood Angel
  still lusts for battle and the chance to prove his honor.
  Armor
  WS
  BS
  S
  I
  A
  F
  S
  R
  Furioso Dreadnought
  4
  4
  6(10)
  4
  2(3)
  12
  12
  10
  SPECIAL RULES
  Death Company Dreadnought. Sometimes,
  a badly wounded Blood Angels Space
  Marine will be overcome by the Black
  Rage. When this happens, their bodies are
  transferred into specially adapted Furioso
  Dreadnoughts, so they can fight alongside
  their battle brothers in the Death Company. 
  Unless there is a Chaplain or
  Sanguinary High Priest within 6" of the
  Dreadnought at the start of the Movement
  Phase, then it must move as far as it can
  toward the closest enemy unit in the
  Movement Phase. In addition, a Death
  Company Dreadnought receives an extra
  D3 Attacks in close combat.
  WARGEAR
  Two Dreadnought close combat weapons,
  one fitted with a heavy flamer or storm
  bolter, and the other fitted with a
  meltagun. In addition, the Furioso is fitted
  with smoke launchers and a searchlight.
  I
  t was upon the field
  of battle at Clamorga
  that the mighty Captain
  Moriar fell defending
  the ridge against the
  despicable Eldar. Many
  were his wounds, and
  the Sanguinary Priests
  were at a loss to heal
  him. And so it was that
  Moriar was interred in
  the sarcophagus of the
  Furioso Dreadnought
  built by Brother
  Morleo, as were
  Belaphon, Dario, and
  Amaretto before him.
  Upon regaining his
  strength, Moriar was
  struck by visions of
  Sanguinius, his own
  near-death state
  triggering the Black
  Rage. Immortal now in
  his adamantium shell,
  Moriar survived the
  Black Rage and
  hungered for battle and
  death. The Red Thirst
  grips him, and the
  revered Brothers of the
  Armorium have
  modified his armored
  suit so that he may
  partake of the vital
  liquid and be restrained
  when not in battle.
  NEXT MONTH
  Storm Bolter
  Meltagun
  In the next issue of White Dwarf, we conclude our official Blood Angels Codex with
  the complete army list and design notes.You’ll also find the rules for those units
  that are common to all Space Marine armies, such as Tactical, Devastator, and
  Assault Squads, and various Space Marine vehicles.
  12
  
  86
  In the concluding part of our Blood Angels Codex, we present the complete army
  list for this ferocious and proud First Founding Chapter and their Successors.
  Everything you need to plan and choose your army is contained herein.
  ™
  Part Two
  13
  
  87
  T
  he following pages contain an army
  list that will allow you to field a
  Blood Angels Space Marine army or
  one of their Successor Chapters and fight
  battles with it in your games of
  Warhammer 40,000.
  The army list allows you to pick an
  army based on the troops that could be
  fielded by a Blood Angels Battle Company
  with attached support drawn from other
  Companies in the Chapter. The Blood
  Angels excel at close quarter fighting. As
  such, we have placed a special emphasis
  on the assault troops included in the army.
  Before you choose an army, you will
  need to agree with your opponent upon a
  mission and the total number of points
  each of you will spend. Then you can pick
  your army as described below.
  Using a Force Organization Chart
  The army lists are used in conjunction with
  the Force Organization Chart from a
  mission. Each chart is split into five
  categories that correspond to the sections
  in the army list, and each category has one
  or more boxes. Each box indicates that you
  may make one choice from that section of
  the army list, while a dark-toned box
  indicates a compulsory selection. We’ve
  included the chart used with Standard
  Missions for your reference, below. 
  Missions and Points
  These army lists are designed primarily for
  use with the Combat Patrol and Standard
  Missions from the Warhammer 40,000
  rulebook. The lists may also be used with
  any other missions that use the Force
  Organization Charts, but please note that
  play balance may be affected if they are
  used for anything other than a Combat
  Patrol or Standard Mission.
  The Mission you decide to play will
  determine what (if any) restrictions apply to
  picking your army. See the Combat Patrol
  or Standard Missions sections of the
  Warhammer 40,000 rulebook for details of
  the restrictions that apply.
  Using the Army List
  Once you have picked the mission you
  will play and the size of the forces being
  used, you are ready to pick your army.
  Look in the relevant section of the army list
  and decide what unit you want to have in
  your army and what upgrades you want (if
  any). Any upgrades you take must be
  shown on the model. Thereafter, subtract
  the points value of the unit from your total
  points and make another choice. Continue
  doing so until you have spent all of your
  points. Then you are ready to do battle!
  Army List Entries
  Each entry in the army list represents a
  different unit that you can use in a battle.
  Each unit entry in the army list is split into
  seven sections.
  Unit Profile. Each unit entry includes the
  name of the unit, the profile of any models
  the unit can include, and the points cost of
  the unit without any upgrades. 
  Unit Composition. Where applicable, this
  entry lists the number and type of models
  that make up the basic unit. 
  Unit Type. This entry refers to the
  Warhammer 40,000 Unit Type rules
  chapter. For example, a unit might be
  Infantry, Vehicle, or Jump Infantry, and be
  subject to a number of special rules.
  Wargear. This entry details the equipment
  the models in the unit carry. The cost for
  all of these models and their equipment is
  included in the points cost for the unit.
  Special Rules. Any special rules that apply
  to the unit are listed here. Descriptions can
  be found in the previous issue, or the
  Universal Special Rules section of the
  Warhammer 40,000 rulebook.
  Options. This section lists all of the
  upgrades you may add to the unit if you
  wish to do so. If a model is equipped with
  something listed in the Unit Upgrades
  section then you must pay the points for it.
  Conversely, you may not take an upgrade
  unless a model in the unit actually has it. 
  Transport. This last entry refers to any
  transport vehicles the unit may take. These
  have their own entry in the army list.
  BLOOD ANGELS ARMY LIST
  STANDARD MISSIONS
  ELITES
  HQ
  HEAVYSUPPORT
  FAST ATTACK
  TROOPS
  TROOPS
  COMPULSORY
  1 HQ
  2 Troops
  OPTIONAL
  1 HQ
  4 Troops
  3 Elites
  OPTIONAL
  3 Fast Attack
  3 Heavy Support
  Design Note
  You will notice that
  several squads in the
  Blood Angels army
  cost more points than
  their counterparts in
  other Space Marine
  Codexes.This extra
  cost covers the points
  required for the Death
  Company models the
  squad allows you to
  take. For example,
  choosing a Tactical
  Squad allows you to
  take one Death
  Company model and
  thus the cost of the
  Death Company model
  is included in the cost
  of the Tactical Squad.
  14
  
  Unit Type
  • Jump Infantry
  Individual
  • An army can 
  only include 
  one Commander
  Dante.
  Wargear
  • Frag grenades
  • Krak grenades
  • Perdition pistol
  • The Axe Mortalis
  • Death Mask of
  Sanguinius
  • Jump pack
  • Artificer armor
  • Iron halo
  Unit Type
  • Jump Infantry
  Individual
  • An army can 
  only include 
  one Chaplain
  Lemartes.
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Crozius Arcanum
  • Rosarius
  • Death Mask
  • Power armor
  • Jump pack
  HQ
  WS BS S T W
  I
  A Ld Sv
  Dante
  6
  5 4 4
  3
  5 4 10 2+
  WS BS S T W
  I
  A Ld Sv
  Lemartes
  5
  5 4 4
  3
  5 3 10 3+
  Options
  • If Dante is in the army, the Standard
  Bearer in one Honor Guard may replace
  his Company Standard with the Blood
  Angels Chapter Banner for +15 points.
  Special Rules
  • Fearless
  • Independent Character
  • Rites of Battle
  Unit Type
  • Infantry
  Options
  • None
  Special Rules
  • Independent Character
  • Honor of the Chapter
  • Litanies of Hate
  Options
  • None
  Special Rules
  • Fearless
  • Independent Character
  • Lord of Death
  • Feel No Pain
  Psychic Powers
  • Wings of Sanguinius
  • Might of Heroes
  • Transfixing Gaze
  Options
  • None
  Special Rules
  • And They Shall Know No Fear
  • Independent Character
  MEPHISTON, LORD OF DEATH
  225 POINTS
  WS BS S T W
  I
  A Ld Sv
  Mephiston
  6
  5 5 5
  3
  6 4 10 2+
  BROTHER CORBULO
  100 POINTS
  WS BS S T W
  I
  A Ld Sv
  Corbulo
  5
  5 4 4
  3
  5 3 10 3+
  Unit Type
  • Infantry
  Individual
  • An army can
  only include one
  Mephiston.
  Wargear
  • Frag grenades
  • Krak grenades
  • Plasma pistol
  • Force weapon
  • Psychic hood
  • Artificer armor
  Unit Type
  • Infantry
  Individual
  • An army can
  only include one
  Brother Corbulo.
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Chainsword
  • Exsanguinator
  • The Red Grail
  • Power armor
  LEMARTES, GUARDIAN OF THE LOST
  125 POINTS
  DANTE, LORD OF THE BLOOD ANGELS
  200 POINTS
  15
  
  Unit Type
  • Infantry
  Individual
  • An army can 
  only include 
  one Captain
  Tycho.
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Iron halo
  • Combi-weapon
  (bolter/meltagun)
  • Artificer armor
  HQ
  WS BS S T W
  I
  A Ld Sv
  Cpt. Tycho
  5
  5 4 4
  3
  5 3 10 2+
  Options
  • None
  Special Rules
  • And They Shall Know No Fear
  • Preferred Enemy: Orks
  • Independent Character
  • Rites of Battle
  TYCHO, CAPTAIN OF THE 3RD COMPANY
  110 POINTS
  Unit Type
  • Infantry
  Special Rules
  • Honor of the
  Chapter
  • Independent
  Character
  • Litanies of Hate
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Rosarius
  • Crozius Arcanum
  • Power armor
  WS BS S T W
  I
  A Ld Sv
  Chaplain
  5
  5 4 4
  2
  5 3
  9 3+
  Options
  • Replace bolt pistol with a plasma pistol 
  for +15 points.
  • Take a storm bolter for +5 points, a combi-
  flamer, combi-plasma gun or combi-
  meltagun for +10 points, or power fist for
  +25 points.
  • Take meltabombs for +5 points.
  • Take a jump pack for +20 points or Space
  Marine bike for +30 points.
  • Replace all other wargear with Terminator
  armor, storm bolter, Rosarius, and Crozius
  Arcanum for +25 points.
  CHAPLAIN
  100 POINTS
  Unit Type
  • Infantry
  Special Rules
  • And They Shall
  Know No Fear
  • Independent
  Character
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Force weapon
  • Psychic hood
  • Power armor
  WS BS S T W
  I
  A Ld Sv
  Librarian
  5
  5 4 4
  2
  5 3
  9 3+
  Options
  • Replace bolt pistol with a plasma pistol for
  +15 points.
  • Take a storm bolter for +5 points, or a
  combi-flamer, combi-plasma gun or
  combi-meltagun for +10 points.
  • Take meltabombs for +5 points.
  • Take a Space Marine bike for +30 points.
  • Replace all other wargear with Terminator
  armor, storm bolter, force weapon, and
  psychic hood for +25 points.
  Psychic Powers
  • Wings of Sanguinius
  • Might of Heroes
  LIBRARIAN
  120 POINTS
  In all Space Marine Chapters, most non-combatant roles
  are performed by Servitors and human serfs, as Space
  Marines are too rare and too important a commodity to
  be used for such mundane tasks. However, there are
  Space Marines whose primary role is not necessarily a
  battlefield one, such as the Librarians and Techmarines.
  In addition, the Blood Angels headquarters staff
  includes a number of ranks not found in other Space
  Marine Chapters, which reflect the unique nature and
  character of the Blood Angels army.These individuals
  include the Sanguinary Priests who perform the rituals
  when new recruits are drawn into the Chapter and the
  Curators or Guardians who protect the Chapter's holy
  relics such as the Shroud of Sanguinius.
  Blood Angels Organization
  16
  
  90
  HQ
  Unit Composition
  • 5 Veteran Space
  Marines
  Unit Type
  • Infantry
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter or
  chainsword
  • Power armor
  Special Rules
  • And They Shall
  Know No Fear
  WS BS S T W
  I
  A Ld Sv
  Veteran
  4
  4 4 4
  1
  4 2
  9 3+
  Options
  • Entire squad may be given jump packs for
  +25 points.
  • Up to two Veterans may replace their bolt
  pistol with a plasma pistol for +15
  points each. 
  • Up to two Veterans may replace their
  bolter or chainsword with a power
  weapon for +15 points each, or with a
  power fist for +25 points each. 
  • Up to two Veterans may replace their
  bolter or chainsword with a flamer for +5
  points each, meltagun for +10 points
  each, or plasma gun for +15 points each. 
  • One Veteran may be upgraded to a
  Sanguinary Priest with an Exsanguinator
  for +20 points.
  • One Veteran may be upgraded to a Tech-
  Adept, replacing his power armor with
  artificer armor and his chainsword or
  bolter with a power weapon, for +30
  points. Tech-Adepts have the Blessing of
  the Omnissiah special rule.
  • One Veteran may be upgraded to a
  Standard Bearer carrying a Company
  Standard for +10 points.
  • One Veteran may be upgraded to a
  Company Champion, replacing his
  chainsword or bolter with a power
  weapon and combat shield for +25 points.
  • Any Veteran may have meltabombs for +5
  points per model.
  HONOR GUARD
  125 POINTS
  A Blood Angels army may include one Honor Guard for each Independent Character that it
  includes. The Honor Guard does not use up any Force Organization Chart selections but is
  otherwise treated as a separate HQ unit.
  Unit Type
  • Infantry
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Chainsword
  • Iron halo
  • Power armor
  WS BS S T W
  I
  A Ld Sv
  Captain
  5
  5 4 4
  3
  5 3 10 3+
  Options
  • Replace bolt pistol with a plasma pistol for
  +15 points.
  • Replace chainsword with a power weapon
  for +15 points, a power fist or single
  lightning claw for +25 points, a pair of
  lightning claws for +30 points, or a
  thunder hammer for +30 points. 
  • Take a storm bolter for +5 points, or a
  combi-flamer, combi-plasma gun or
  combi-meltagun for +10 points.
  • Take meltabombs for +5 points.
  • Take a jump pack for +20 points.
  • Replace all other wargear with Terminator
  armor, plus one of the following weapon
  options, for +25 points storm bolter and
  power fist or power sword, a pair of
  lighting claws, or a thunder hammer &
  storm shield.
  Special Rules
  • And They Shall Know No Fear
  • Independent Character
  • Rites of Battle
  COMPANY CAPTAIN
  100 POINTS
  Transport
  • An Honor Guard squad without jump
  packs may select a Drop Pod, Blood
  Angels Rhino, or Razorback as a
  dedicated transport vehicle (see p. 25
  for points cost).
  17
  
  91
  Unit Type
  • Infantry
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter or
  chainsword
  • Power armor
  Unit Composition
  • 1 Death Company model for each of the
  following units included in the army:
  - Honor Guard
  - Terminator Squad
  - Veteran Assault Squad
  - Assault Squad
  - Tactical Squad
  - Devastator Squad
  WS BS S T W
  I
  A Ld Sv
  Death 
  Company
  4
  4 4 4
  1
  4 2
  9 3+
  Options
  • You may take additional Death Company
  models if you wish, as long as the total
  number of models in the unit doesn’t
  exceed 10. Each additional model that
  you take costs +30 points.
  • The entire squad may be given jump
  packs for +5 points per model.
  Transport
  A Death Company with 10 or fewer models
  that does not have jump packs may select a
  Blood Angels Rhino or a Drop Pod as a
  dedicated transport vehicle (see p. 25 for
  points cost).
  Special Rules
  • Fearless
  • Feel No Pain
  • Furious Charge
  • Black Rage
  DEATH COMPANY
  NO POINTS
  ELITES
  Unit Composition
  • 1 Terminator
  Sergeant
  • 4 Terminators
  Unit Type
  • Infantry
  Wargear
  • Storm bolter
  • Power fist
  (Sergeant has
  power sword)
  • Terminator Armor
  WS BS S
  T W I
  A Ld
  Sv
  Terminator
  4
  4 4
  4 1 4 2
  9
  2+
  Options
  • Any Terminator model may replace its
  power fist with a chainfist for +5 points
  per model.
  In addition, you can choose to have either:
  • All models replace their usual weapons
  with either a pair of lightning claws or a
  thunder hammer and storm shield, for no
  additional points cost;
  or
  • One Terminator take a cyclone missile
  launcher for +20 points or replace his
  storm bolter with a heavy flamer (+5
  points) or an assault cannon (+30 points).
  Special Rules
  • And They Shall Know No Fear
  • Deep Strike
  TERMINATOR SQUAD
  200 POINTS
  Transport
  • Terminators may select a Drop Pod as
  a dedicated transport vehicle (see p. 88
  for points cost).
  A Blood Angels army may include up to one Death Company unit. The Death Company does
  not use up any Force Organization Chart selections but is otherwise treated as a separate Elites
  unit. Note that the number of models in the unit is determined by the number of squads in the
  army, as described in the Unit Composition entry below. It does not matter how many models
  are in these squads; each allows you to take one Death Company Marine. You don’t have to
  take all (indeed any) of the Death Company you are entitled to if you don’t want to. Ten-man
  squads that split into Combat Squads entitle you to one Death Company model, not two.
  Of the 10 Companies making up the Chapter, the 1st
  Company is invariably the most powerful, consisting
  entirely of veteran troops.This company is the only one
  to use the treasured Tactical Dreadnought suits, fighting
  as Terminators on the field of battle.When not
  equipped as Terminators, Blood Angels Veterans fight as
  Assault Squads, rather than Tactical Squads as is the
  case in other Chapters. However they are deployed,
  Blood Angels Veterans excel at close-quarter fighting
  and form units of hard-hitting shock troops.
  The First Company
  Design Note
  Players who have
  Death Company
  models equipped
  with power fists or
  power weapons
  should count them
  as normal close
  combat weapons
  instead.The fact
  that all Death
  Company now have
  Rending attacks
  more than makes
  up for this loss!
  18
  
  92
  Unit Type
  • Walker
  Wargear
  • Two Dreadnought close combat weapons,
  one with built-in storm bolter and one
  with built-in meltagun
  • Smoke launchers
  • Searchlight
  WS BS S
  I
  A
  F
  S
  R
  Furioso
  4
  4 6 4 2(3) 12 12 10
  Options
  • Upgrade to a Venerable Furioso
  Dreadnought for +20 points.
  • Upgrade to a Death Company
  Dreadnought for +25 points.
  • Replace storm bolter with heavy flamer for
  +5 points.
  • Take extra armor for +15 points.
  Transport
  • A Furioso Dreadnought may select a Drop
  Pod as a dedicated transport (see p. 25 for
  points costs).
  Unit Type
  • Walker
  Wargear 
  • Assault cannon
  • Dreadnought close combat weapon (with
  built-in storm bolter)
  • Smoke launchers
  • Searchlight
  WS BS S
  I
  A
  F
  S
  R
  Dreadnought
  4
  4 6 4
  2
  12 12 10
  Options
  • Upgrade to a Venerable Dreadnought for
  +20 points.
  • Replace Dreadnought close combat
  weapon with missile launcher for
  +10 points.
  • Replace storm bolter with heavy flamer for
  +5 points.
  • Replace assault cannon with a multi-
  melta, plasma cannon, or twin-linked
  autocannon at no additional cost, or with
  a twin-linked lascannon for +20 points.
  • Take extra armor for +15 points.
  Transport
  • A Dreadnought may select a Drop Pod as
  a dedicated transport (see p. 25 for
  points costs).
  DREADNOUGHT
  125 POINTS
  Unit Type
  • Infantry
  Wargear
  • Artificer armor
  • Boltgun or bolt
  pistol
  • Frag grenades
  • Krak grenades
  • Power weapon
  • Servo-arm
  Special Rules
  • And They Shall
  Know No Fear
  • Blessing of the
  Omnissiah
  WS BS S T W
  I
  A Ld Sv
  Techmarine
  4
  4 4 4
  2
  4 2
  9 2+
  Servitor
  4
  4 3 3
  1
  3 1
  9 4+
  Options
  • Replace bolt pistol with a plasma pistol for
  +15 points.
  • Replace servo-arm with a servo-harness
  for +25 points.
  • The Techmarine may be accompanied by
  up to four Servitors armed with a servo-
  arm and close combat weapon for +25
  points per model. Any Servitor may
  replace its servo-arm with a heavy bolter
  or multi-melta for free, or a plasma
  cannon for +10 points per model.
  Transport
  • May select a Drop Pod, Blood Angels
  Rhino, or Razorback as a dedicated
  transport vehicle (see p. 25 for
  points cost).
  TECHMARINES
  75 POINTS
  A Blood Angels army may include one Techmarine for each vehicle chosen from the Elites or
  Heavy Support sections of the army list (not counting dedicated transports). The Techmarine
  does not use up any Force Organization Chart selections but is otherwise treated as a separate
  Elites unit.
  ELITES
  FURIOSO DREADNOUGHT
  100 POINTS
  19
  
  93
  Unit Composition
  • 5 Veteran Space
  Marines
  Unit Type
  • Jump Infantry
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter or
  chainsword
  • Power armor
  • Jump pack
  Special Rules
  • And They Shall
  Know No Fear
  • Combat Squads
  WS BS S T W
  I
  A Ld Sv
  Veteran
  4
  4 4 4
  1
  4 2
  9 3+
  Options
  • The squad may include up to five
  additional Veterans for +25 points each.
  • Up to three Veterans may replace their
  bolter or chainsword with one weapon
  from the following list:
  - Storm bolter for +5 points each.
  - Combi-weapon for +10 points each.
  - Power weapon or plasma pistol for +15
  points per model. 
  - Power fist or single lightning claw for
  +25 points each.
  - Pair of lightning claws or a thunder
  hammer for +30 points each.
  • Any Veteran may take a combat shield for
  +5 points per model or a storm shield for
  +10 points per model.
  • Up to two Veterans may replace their
  bolter or chainsword with a flamer for +5
  points each, a meltagun for +10 points
  each, or a plasma gun for +15 points
  per model. 
  • Any Veteran may have meltabombs for +5
  points per model.
  Transport
  • The Squad may remove its jump packs to
  count as Infantry and may then have a
  Drop Pod or a Blood Angels Rhino as a
  dedicated transport vehicle at no
  additional cost (see p. 25 for the points
  cost of the Rhino’s options).
  VETERAN ASSAULT SQUAD
  150 POINTS
  WS BS S T W
  I
  A Ld Sv
  Veteran Sgt.
  4
  4 4 4
  1
  4 2
  9 4+
  Scout
  4
  4 4 4
  1
  4 1
  8 4+
  Options
  • The squad may include five additional
  Scouts for +65 points.
  • Any model in the unit may replace its
  bolter with a shotgun, chainsword, or
  combat blade at no additional cost, or a
  sniper rifle at +5 points per model. 
  • One Scout may replace his bolter with a
  heavy bolter for +15 points or a missile
  launcher for +20 points.
  • The Sergeant may replace his bolt pistol
  with a plasma pistol for +15 points.
  • The Sergeant may replace his bolter with a
  power weapon for +15 points or a power
  fist for +25 points.
  • The Sergeant may take meltabombs for
  +5 points.
  Transport
  • A Scout Squad may select a Drop Pod as a
  dedicated transport vehicle (see p. 25 for
  points costs).
  SCOUT SQUAD
  80 POINTS
  ELITES
  All Blood Angels 
  must prove themselves
  as Scouts before being
  inducted into one of
  the other Companies.
  Bound by their motto,
  “Be bloody, bold, and
  resolute,” Blood
  Angels Scouts are
  trained to work deep
  in enemy territory and
  use their superior
  combat skills 
  to eliminate
  important objectives. 
  Unit Composition
  • 1 Veteran
  Sergeant
  • 4 Scouts
  Unit Type
  • Infantry
  Wargear
  • Scout armor
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Bolter
  Special Rules
  • And They Shall
  Know No Fear
  • Infiltrate
  • Move Through
  Cover
  • Combat Squads
  20
  
  94
  TROOPS
  WS BS S T W
  I
  A Ld Sv
  Veteran Sgt.
  4
  4 4 4
  1
  4 2
  9 3+
  Space Marine 4
  4 4 4
  1
  4 1
  8 3+
  Special Rules
  • And They Shall Know No Fear
  • Combat Squads
  Options
  • The squad may include five additional 
  Space Marines for +75 points.
  • The Veteran Sergeant may replace his bolt
  pistol with a plasma pistol for +15 points.
  • The Veteran Sergeant may replace his
  bolter with a chainsword for free, with a
  power weapon for +15 points, or with a
  power fist for +25 points.
  • The Veteran Sergeant may take
  meltabombs for +5 points.
  • One Space Marine may replace his bolter
  with a flamer for +5 points, a meltagun for
  +10 points, or a plasma gun for
  +15 points.
  • If the squad numbers 10 models, one
  Space Marine may replace his bolter with
  a heavy bolter, multi-melta, or a missile
  launcher for +10 points; with a plasma
  cannon for +15 points; or with a
  lascannon for +20 points.
  Transport
  • Tactical Squads may select a Drop Pod, a
  Blood Angels Rhino, or a Razorback as a
  dedicated transport vehicle (see p. 25 for
  points costs).
  TACTICAL SQUAD
  115 POINTS
  Unit Composition
  • 1 Veteran
  Sergeant
  • 4 Space Marines
  Unit Type
  • Jump Infantry
  Wargear
  • Power armor
  • Jump pack
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Chainsword
  Special Rules
  • And They Shall
  Know No Fear
  • Combat Squads
  • Deep Strike
  WS BS S T W
  I
  A Ld Sv
  Veteran Sgt.
  4
  4 4 4
  1
  4 2
  9 3+
  Space Marine 4
  4 4 4
  1
  4 1
  8 3+
  Options
  • The squad may include five additional 
  Space Marines for +110 points.
  • Up to two Space Marines may replace
  their bolt pistol with a plasma pistol 
  for +15 points per model.
  • The Veteran Sergeant may replace his bolt
  pistol with a plasma pistol for +15 points.
  • The Veteran Sergeant may replace his
  chainsword with a power weapon for +15
  points or with a power fist for +25 points.
  • The Veteran Sergeant may take
  meltabombs for +5 points.
  • The Veteran Sergeant may take a combat
  shield for +10 points.
  Transport
  • The Squad may remove its jump packs to
  count as Infantry and may then have a
  Drop Pod or a Blood Angels Rhino as a
  dedicated transport vehicle at no
  additional cost (see p. 25 for the points
  cost of the Rhino’s options).
  ASSAULT SQUAD
  140 POINTS
  Unit Composition
  • 1 Veteran
  Sergeant
  • 4 Space Marines
  Unit Type
  • Infantry
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter
  • Power armor
  21
  
  95
  FAST ATTACK
  Unit Composition
  • 1 Veteran
  Sergeant
  • 2 Space Marine
  Bikers
  Unit Type
  • Bike
  Special Rules
  • And They Shall
  Know No Fear
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol or
  chainsword
  • Space Marine
  bike with twin-
  linked bolters
  • Power armor
  WS BS S
  T
  W I A Ld Sv
  Veteran Sgt.
  4
  4
  4 4(5) 1 4 2 9 3+
  Biker
  4
  4
  4 4(5) 1 4 1 8 3+
  Options
  • The squadron may include up to two extra
  Space Marine Bikers for +30 points each.
  • The Veteran Sergeant may replace his bolt
  pistol with a plasma pistol for +15 points.
  • The Veteran Sergeant may take a power
  sword for +15 points, a power fist at +25
  points, and/or meltabombs for +5 points.
  • Up to two Space Marine Bikers may take a
  flamer for +5 points each, a meltagun for
  +10 points each, or a plasma gun for +15
  points each.
  BIKE SQUADRON
  110 POINTS
  Unit Composition
  • 1 Attack Bike
  Unit Type
  • Bike
  Special Rules
  • And They Shall
  Know No Fear
  Wargear
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Space Marine
  attack bike with
  twin-linked
  bolters and 
  heavy bolter 
  or multi-melta
  • Power armor
  WS BS S
  T
  W I A Ld Sv
  Attack Bike
  4
  4
  4 4(5) 2 4 2 8 3+
  ATTACK BIKE SQUADRON
  50 POINTS
  Unit Composition
  • 1 Land Speeder
  Unit Type
  • Vehicle Squadron
  Wargear
  • Heavy Bolter or
  multi-melta
  Type
  BS
  F
  S
  R
  Land Speeder
  Fast, 
  4
  10 10 10
  Skimmer
  LAND SPEEDER SQUADRON
  65 POINTS
  The Assault Squads of
  the four Blood Angels
  Battle Companies, as
  well as those from the
  8th Assault Company,
  are trained to use
  bikes or Land Speeders
  in addition to their
  jump packs. Whether
  a fast strike force is
  required or bloody
  hand-to-hand fighting
  is the order of the day,
  the might of Blood
  Angels Assault Squads
  is unquestionable.
  Options
  • May include up to two extra Land
  Speeders for +65 points each.
  • One Land Speeder may add a Typhoon
  missile launcher for +10 points.
  • Up to two Land Speeders may be given a
  heavy flamer for +10 points each or an
  assault cannon for +35 points each.
  Successor Chapters
  Collecting an army based on a Blood
  Angels Successor Chapter is just a matter
  of using the Blood Angels army list
  presented on these pages and painting
  your miniatures with the appropriate
  Successor color scheme (or make one up
  yourself).To represent the various
  Commanders of the Successors, you can
  use the named Blood Angels characters
  such as Dante and Mephiston and simply
  come up with new names.
  Options
  • The squadron may include up to two extra
  Attack Bikes for +50 points each. 
  Fleshtearers
  Blood Drinkers
  Angels Sanguine
  22
  
  96
  WS BS S T W
  I
  A Ld Sv
  Veteran Sgt.
  4
  4 4 4
  1
  4 2
  9 3+
  Space Marine 4
  4 4 4
  1
  4 1
  8 3+
  Options
  • The squad may include five additional
  Space Marines for +75 points.
  • The Veteran Sergeant may replace his
  bolter or bolt pistol with a chainsword for
  free or his bolt pistol with a plasma pistol
  for +15 points.
  • The Veteran Sergeant may replace his
  chainsword with a power weapon for +15
  points or with a power fist for +25 points.
  • The Veteran Sergeant may take
  meltabombs for +5 points.
  • Up to four Space Marines may replace
  their bolter with a weapon chosen from
  the following list: heavy bolter or multi-
  melta for +15 points per model, missile
  launcher for +20 points per model, plasma
  cannon for +25 points per model, or
  lascannon for +35 points per model.
  Transport
  • Devastator squads may select a Drop Pod, 
  a Blood Angels Rhino, or a Razorback as a
  dedicated transport vehicle (see p. 25 for
  points costs).
  Special Rules 
  • Power of the
  Machine Spirit
  • Assault Vehicle
  Wargear 
  • Twin-linked
  heavy bolter
  • Two twin-linked
  lascannons
  • Smoke launchers
  • Searchlight
  Options
  • Take a pintle-mounted storm bolter for 
  +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take extra armor for +15 points.
  Transport Capacity
  • 10 models
  • Space Marines in Terminator armor count
  as two models.
  Special Rules 
  • Power of the
  Machine Spirit
  • Assault Vehicle
  Wargear 
  • Twin-linked
  assault cannon
  • Multi-melta
  • Two hurricane
  bolters
  • Frag assault
  launcher
  • Smoke launchers
  • Searchlight
  Type
  BS
  F
  S
  R
  Land Raider 
  Crusader
  Tank 
  4
  14 14 14
  Options
  • Take a pintle-mounted storm bolter for 
  +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take extra armor for +15 points.
  Transport Capacity 
  • 16 models
  • Space Marines in Terminator armor count
  as two models.
  LAND RAIDER CRUSADER
  250 POINTS
  Type
  BS
  F
  S
  R
  Land Raider
  Tank 
  4
  14 14 14
  LAND RAIDER
  250 POINTS
  DEVASTATOR SQUAD
  115 POINTS
  HEAVY SUPPORT
  The Land Raider
  Crusader is the
  ultimate shock assault
  vehicle, based on a
  design pioneered by
  the Black Templars
  Chapter. Although not
  common in the Blood
  Angels Chapter, the
  Crusader variant is
  favored by some
  Company Captains, as
  it strengthens the
  Blood Angels’ already
  fearsome assaults and
  makes it a superb line-
  breaker vehicle.
  Unit Composition 
  • 1 Veteran
  Sergeant
  • 4 Space Marines
  Unit Type 
  • Infantry
  Wargear 
  • Power armor
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Bolter
  Special Rules 
  • And They Shall
  Know No Fear
  • Combat Squads
  23
  
  97
  Wargear
  • Twin linked
  assault cannons
  • Smoke launchers
  • Searchlight
  • Over-charged
  Engines
  Type
  BS
  F
  S
  R
  Baal Predator
  Tank 
  4
  13 11 10
  Options
  • Take pintle-mounted storm bolter for 
  +10 points.
  • Take a hunter-killer missile for +15 points.
  • Take side sponsons with heavy bolters or
  heavy flamers for +25 points.
  • Take extra armor for +15 points.
  BAAL PREDATOR
  100 POINTS
  Wargear 
  • Autocannon
  • Smoke launchers
  • Searchlight
  Type
  BS
  F
  S
  R
  Predator
  Tank 
  4
  13 11 10
  Options
  • Take a pintle-mounted storm bolter for 
  +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.
  • Replace autocannon with twin-linked
  lascannon for +35 points.
  • Take side sponsons with heavy bolters for
  +25 points or with lascannons for
  +60 points. 
  PREDATOR
  70 POINTS
  Wargear 
  • Whirlwind
  missile launcher
  • Smoke launchers
  • Searchlight
  Type
  BS
  F
  S
  R
  Whirlwind
  Tank 
  4
  11 11 10
  Options
  • Take a pintle-mounted storm bolter for 
  +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.
  Wargear 
  • Demolisher
  cannon
  • Storm bolter
  • Smoke launchers
  • Searchlight
  Type
  BS
  F
  S
  R
  Vindicator
  Tank 
  4
  13 11 10
  Options
  • Take a pintle-mounted storm bolter for 
  +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.
  VINDICATOR
  125 POINTS
  WHIRLWIND
  85 POINTS
  HEAVY SUPPORT
  ARMY
  BADGES
  An army badge is a
  device intended to
  be carried by all
  participants in a
  given campaign.
  The design of an
  army badge is
  straightforward: a
  geometric shape
  with a simple icon.
  Badges are
  normally painted
  onto the right
  greave (the part of
  the leg armor just
  below the knee
  pad) and on most
  of the supporting
  vehicles. Examples
  of typical army
  badges are
  shown below.
  Though often thought of largely as an assault
  army, the Blood Angels’ heavy fire support is
  just as effective as that of other Space
  Marine Chapters.
  24
  
  98
  Wargear 
  • Storm bolter
  • Smoke launchers
  • Searchlight
  Special Rules
  • Repair
  • Over-charged
  Engines
  Type
  BS
  F
  S
  R
  Rhino
  Tank 
  4
  11 11 10
  Options
  • Take a pintle-mounted storm bolter for 
  +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.
  Transport Capacity 
  • 10 models
  • May not carry models in
  Terminator armor.
  BLOOD ANGELS RHINO
  40 POINTS
  Wargear 
  • Twin-linked 
  heavy bolter
  • Smoke launchers
  • Searchlight
  Type
  BS
  F
  S
  R
  Razorback
  Tank 
  4
  11 11 10
  Options
  • Take a pintle-mounted storm bolter for 
  +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.
  • Replace twin-linked heavy bolters with 
  twin-linked lascannon for +30 points.
  Transport Capacity 
  • 6 models
  • May not carry models in
  Terminator armor.
  RAZORBACK
  50 POINTS
  Wargear 
  • Storm bolter
  Special Rules
  • Inertial Guidance
  System
  • Immobile
  Type
  BS
  F
  S
  R
  Drop Pod
  Open-topped 2
  12 12 12
  Transport Capacity 
  • 10 models
  • Space Marines in Terminator armor count
  as two models.
  • May transport a Dreadnought, which
  counts as 10 models.
  DROP POD
  50 POINTS
  DEDICATED TRANSPORT VEHICLES
  Certain Blood Angels units have the option of selecting a dedicated transport vehicle. These
  vehicles do not use up any Force Organization Chart selections but otherwise function as
  separate units. See the Transport Vehicles section of the Warhammer 40,000 rulebook for
  details of how these vehicles operate.
  The Blood Angels
  thirst for battle and
  are always eager to get
  to grips with the
  enemy as quickly as
  possible. They employ
  a large number of
  transport vehicles,
  which storm toward
  the enemy amidst
  heavy fire.
  Almost all Blood
  Angels vehicles bear
  identifying markings.
  Usually they consist of
  a single blood drop
  icon in the Company
  color, along with a
  number signifying
  either the vehicle
  number (for a tank) or
  the Squad number (for
  a transport).
  2
  25
  
  99
  SUMMARY
  1st 
  squad
  2nd 
  squad
  3rd 
  squad
  4th
  squad
  5th 
  squad
  6th
  squad
  7th 
  squad
  8th 
  squad
  9th 
  squad
  10th
  squad
  Red (Tactical)
  Yellow (Assault)
  Blue (Devastator)
  Gold (Honor Guard)
  Blood Angels Badges and Markings
  Squad Badges. Each Blood Angels Company is divided into 10 squads. Each is identified by a badge worn on
  the right knee pad of the power armor.
  Helmet Colors. Tactical, Assault, Devastator, and Honor Guard Space Marines are identified by their 
  helmet colors.
  Company Badges. Worn on the
  right shoulder pad.
  Chapter Badge.
  Worn on the left
  shoulder pad.
  TROOP TYPES 
  WS BS
  S
  T
  W
  I
  A
  Ld
  Sv Page
  Attack Bike
  4
  4
  4 4(5) 2
  4
  2
  8
  3+
  22
  Biker
  4
  4
  4 4(5) 1
  4
  1
  8
  3+
  22
  Chaplain
  5
  5
  4
  4
  2
  5
  3
  9
  3+
  16
  Company Captain 5
  5
  4
  4
  3
  5
  3
  10
  3+
  17
  Corbulo
  5
  5
  4
  4
  3
  5
  3
  10
  3+
  15 
  Dante
  6
  5
  4
  4
  3
  5
  4
  10
  2+
  15
  Death Company
  4
  4
  4
  4
  1
  4
  2
  9
  3+
  18
  Lemartes
  5
  5
  4
  4
  3
  5
  3
  10
  3+
  15
  Librarian
  5
  5
  4
  4
  2
  5
  3
  9
  3+
  16
  Mephiston
  6
  5
  5
  5
  3
  6
  4
  10
  2+
  15
  Scout
  4
  4
  4
  4
  1
  4
  1
  8
  4+
  20
  Servitor 
  4
  4
  3
  3
  1
  3
  1
  8
  4+
  19
  Space Marine
  4
  4
  4
  4
  1
  4
  1
  8
  3+
  21
  Tycho
  5
  5
  4
  4
  3
  5
  3
  10
  3+
  16
  Techmarine
  4
  4
  4
  4
  2
  4
  2
  9
  2+
  19
  Terminator
  4
  4
  4
  4
  1
  4
  2
  9
  2+
  18
  Veteran 
  4
  4
  4
  4
  1
  4
  2
  9
  3+
  20
  VEHICLES
  Armor
  BS
  Front
  Side
  Rear
  Page
  Drop Pod
  2
  12
  12
  12
  25
  Land Raider
  4
  14
  14
  14
  23
  Land Raider Crusader
  4
  14
  14
  14
  23
  Land Speeder
  4
  10
  10
  10
  22
  Predator/Baal Predator
  4
  13
  11
  10
  24
  Razorback
  4
  11
  11
  10
  25
  Rhino
  4
  11
  11
  10
  25
  Vindicator
  4
  13
  11
  10
  24
  Whirlwind
  4
  11
  11
  10
  24
  Armor
  WS
  BS
  S
  Front Side Rear
  I
  A Page
  Dreadnought
  4
  4
  6
  12
  12
  10
  4
  2
  19
  RANGED WEAPONS 
  Weapon
  Range
  Str. AP
  Type
  Assault cannon
  24"
  6
  4
  Heavy 4, Rending
  Autocannon 
  48"
  7
  4
  Heavy 2
  Bolt pistol
  12"
  4
  5
  Pistol
  Boltgun
  24"
  4
  5
  Rapid Fire
  Flamer
  Template 4
  5
  Assault 1
  Heavy bolter 
  36"
  5
  4
  Heavy 3
  Heavy flamer
  Template 5
  4
  Assault 1
  Lascannon
  48"
  9
  2
  Heavy 1
  M. launcher (Frag) 48"
  4
  6
  Heavy 1, Blast*
  M. launcher (Krak) 48"
  8
  3
  Heavy 1*
  Meltagun
  12"
  8
  1
  Assault 1, Melta
  Multi-melta
  24"
  8
  1
  Heavy 1, Melta
  Plasma cannon
  36"
  7
  2
  Heavy 1, Blast, Gets Hot!
  Plasma gun
  24"
  7
  2
  Rapid Fire, Gets Hot!
  Plasma pistol
  12"
  7
  2
  Pistol, Gets Hot!
  Shotgun
  12"
  4
  –
  Assault 2
  Sniper rifle
  36"
  X
  6
  Heavy 1, Sniper, Pinning
  Storm bolter 
  24"
  4
  5
  Assault 2
  Typhoon missile
  48"
  5
  5
  Heavy 1, Blast, 
  Twin-linked
  * A missile launcher can fire either frag or krak missiles.
  See the Warhammer 40,000 rulebook for an explanation of 
  weapon types.
  ORDNANCE
  Weapon
  Range
  Str.
  AP
  Type
  Demolisher
  24"
  10
  2
  Ord. 1/Large Blast
  Whirlwind 
  Vengeance
  12-48" G
  5
  4
  Ord. 1/Large Blast, 
  Incendiary 
  12-48" G
  4
  5
  Ord. 1/Large Blast,
  Castellan
  Ignores Cover
  If you’d rather not cut up your copy of White Dwarf (and
  who could blame you?), you can download the complete
  Blood Angels Codex as a handy .pdf file. For a link, visit:
  www.games-workshop.com/whitedwarf/wd330
  26
  1st
  2nd
  3rd
  7th
  8th
  9th
  4th
  5th
  6th
  
  100
  27
  BLOOD ANGELS FAQ
  Q. How do you work out the
  victory points for a Death
  Company squad?
  A. The victory points of a Death Company
  squad is equal to the total points value of
  any additional Death Company models and
  extra wargear purchased for the squad. 
  For example: a Blood Angels army contains
  six units that allow one Death Company
  model to be added to the initial unit
  composition of the Death Company squad.
  This six-strong initial squad is a normal
  scoring unit worth 0 victory points. If the
  player decides to add two models to the
  squad (+60 pts) and to equip the entire
  squad with Jump Packs (8 x 5 pts, for a
  total of +40 pts), the squad is now worth
  100 victory points.
  Q. The Blood Angels Whirlwind
  has two types of missiles listed in
  the summary? How does this
  work?
  A. Blood Angels Whirlwinds can be
  equipped with one of two types of missiles:
  Vengenance or Incendiary Castellan. When
  you deploy the vehicle, you must declare
  to your opponent which type of missiles
  the Whirlwind is equipped with, which
  will remain the same for the rest of the
  game.
  Q. Can a Blood Angels
  Techmarine use the plasma pistol
  from his servo-harness in close
  combat?
  A. No. The plasma pistol can only be used
  in the Shooting Phase.
  Q. Corbulo and Tycho do not
  have the “And They Shall Know
  No Fear” special rule in the
  Forces section, but they do in the
  army list. which one is true?
  A. The army list is correct. After all, they
  are Space Marines!
  Q. Can a Blood Angels Company
  Captain in Terminator armour
  take combi-weapons?
  A. No.
  Q. Does the storm bolter option
  on Baal Predators really cost 10
  points?
  A. Yes.
  Q. If a Rhino or Baal Predator
  rolls successfully to move as a
  fast vehicle in the Movement
  Phase, does it fire as a fast
  vehicle in the ensuing Shooting
  Phase?
  A. Yes, in the ensuing Shooting Phase, use
  the rules for fast vehicles firing.
  Q. Are all of the models that are
  in base contact with Mephiston
  affected by his Transfixing Gaze
  psychic power?
  A. Transfixing Gaze affects all of the
  models in base contact with Mephiston,
  and each one must test individually.
  Q. For Transfixing Gaze, how
  does this work if the transfixed
  models are part of a unit, as
  normally you cannot direct
  attacks against specific members
  of a unit?
  A. Treat each transfixed model as a
  separate one-model unit, in the same way
  as an Independent Character engaged in
  close combat. Any attacks directed against
  a transfixed model hit automatically, but
  can only damage that model and not the
  other members of its unit.
  Q. What does the Drop Pod’s
  Immoble special rule mean?
  A. Immobile: A Drop Pod may not move
  once it has entered the battle, and counts
  in all respects as a vehicle that has suffered
  an Immobilised damage result (which
  cannot be repaired).
  Q. Can Blood Angels units assault
  in the turn they disemarked from
  a Drop Pod?
  A. No, as units that enter the battle by
  Deep Strike cannot assault in the turn they
  arrive.
  Designer’s Note
  Instead of producing a
  separate FAQs file for
  the Blood Angels,
  we decided to attach
  this page to the PDF of
  their Codex.
  This way, you only
  need to download one
  file to get all of the
  information you need
  to field a Blood Angels
  army in your games of
  Warhammer 40,000.
  27
  Copyright © Games Workshop Limited 2007. GW, Games Workshop, Space Marine, Blood Angels, 40K, Warhammer, Warhammer 40,000 Device, and all
  associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters,
  products, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2007, variably registered in the
  UK and other countries around the world.  All Rights Reserved.
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/1) Codex & Index/2) Codexes/40K 8e - Codex - Blood Angels.pdf.pdf