MACROMUNDA
Allegiance
Space Marines Blood Angels
Codex / Campaign
Codex · Space Marines

Campaign55

Scenarios2

The Blade Unsheathed scenario
Attackerthe opposing gang (an attrition force that means to bleed the Blood Angels and outlast a host it cannot stop from charging)
Defenderthe Blood Angels (a strike force whose Thirst climbs with every fallen brother, unable to hold a defensive line for long)
Deploythree objectives spread across the board; the Blood Angels deploy in the centre to hold all three, the attacker deploys spread along both long edges to pick them off
Objectivethe Blood Angels must hold the objectives while the rising Thirst drags them off the line into the charge; the attacker wins by exploiting each advance the curse forces
Victorythe Blood Angels win if they hold two of three objectives at the end of round five; the attacker wins if it holds two of three, or if the Blood Angels reach the Assault doctrine before round four and abandon the line
Rewardsa Blood Angels win grants bonus reputation for mastering the curse; the attacker gains bonus reputation and a Control-Track step for turning the Thirst against its owner
Control Tracka Blood Angels win holds the Control-Track marker (the host kept its ground despite itself); an attacker win advances the attacker's claim by one step, and any Blood Angels fighter that broke the line to charge is at risk in the post-battle sequence

An attrition force means to bleed the Blood Angels white and outlast a host that cannot stop itself from charging. The Sons of Sanguinius have to hold a line. The rising Thirst drags them off it with every round that passes.

ATTACKER AND DEFENDER The opposing gang is the attacker: a patient force, built to pick the defender apart at its own pace. The Blood Angels are the defender, a strike force whose Thirst climbs with every fallen brother.

BATTLEFIELD Three objectives are spread across the board.

CREWS Both players use their full gangs.

DEPLOYMENT The Blood Angels deploy first, in the centre, positioned to hold all three objectives. The attacker deploys spread along both long board edges, ready to strike at each in turn.

THE RISING THIRST The Blood Angels advance their Doctrine as normal, toward Assault and never back. The attacker's whole game is to exploit each advance the curse forces — striking in the moment the host abandons its ground for the charge.

ENDING THE BATTLE The battle ends at the close of round five, or earlier if one gang bottles out.

VICTORY The Blood Angels win if they hold two of the three objectives at the end of round five. The attacker wins if it holds two of three, or if the Blood Angels reach the Assault doctrine before round four and abandon the line.

REWARDS A Blood Angels victory grants bonus reputation for mastering the curse and holds the Control-Track marker. An attacker victory grants bonus reputation, advances the attacker's claim by one step, and puts any Blood Angels fighter that broke the line to charge at risk in the post-battle sequence.

TACTICS The defender has one task: resist the pull of the Thirst for as long as flesh allows. The attacker must bait the advance and let the curse do its work.

The Descent Of Angels scenario
Attackerthe Blood Angels (a winged host that means to decide the battle in the first assault, dropping onto the objective from orbit)
Defenderthe opposing gang (a gunline or garrison holding a fixed objective it must keep intact)
Deploya single objective sits in the centre of the defender's half; the defender deploys around it, the Blood Angels deploy along the far edge with up to half their fighters (jump-pack bodies) held in reserve for a descent
Objectivethe Blood Angels win by seizing and holding the central objective in a hard, fast strike; the defender wins by keeping it through the Descent and grinding the attacker down after
Victorythe Blood Angels win if they control the objective at the end of round three; the defender wins if it still controls the objective at the end of round five, having survived the first furious assault
Rewardsa Blood Angels win grants bonus reputation and a Control-Track step; a fighter that took the objective by charge gains 1 bonus XP; a defender win grants the defender bonus reputation for weathering the storm
Control Tracka Blood Angels win advances their Control-Track claim on the district by one step (the host has taken the ground by storm); a defender win holds the marker and denies the advance, and the Blood Angels take an attrition penalty for a charge that failed to land

A winged host means to decide the battle in the first assault, dropping onto a held objective from orbit. The defender's task is to weather the Descent and grind the attacker down once its momentum is spent.

ATTACKER AND DEFENDER The Blood Angels are the attacker. The opposing gang is the defender, a gunline or garrison holding a fixed objective it must keep intact.

BATTLEFIELD A single objective sits in the centre of the defender's half of the board. Terrain is set up as normal around it.

CREWS Both players use their full gangs.

DEPLOYMENT The defender deploys first, around the central objective. The Blood Angels deploy along the far board edge, and may hold up to half their fighters — jump-pack bodies — in reserve for a descent, bringing them in from any board edge from the second round.

THE DESCENT Reserved Blood Angels fighters arriving from reserve may charge in the same activation they enter play. The attacker's aim is a single hard, fast strike; the defender's is to survive it.

ENDING THE BATTLE The battle ends at the close of round five, or earlier if one gang bottles out.

VICTORY The Blood Angels win if they control the central objective at the end of round three. The defender wins if it still controls the objective at the end of round five, having survived the alpha-strike.

REWARDS A Blood Angels victory grants bonus reputation and advances their Control-Track claim on the district by one step, and any fighter that took the objective by charge gains 1 bonus experience. A defender victory grants the defender bonus reputation for weathering the storm, holds the Control-Track marker, and the Blood Angels take an attrition penalty for a charge that failed to land.

TACTICS The Blood Angels must commit to the descent and win it quickly; every round the objective holds, the defender's odds improve.

Favours8

RollFavourPatron
2A Grudging Truce. A Grudging Truce. The noble kindred honour the old bonds, but they have not forgotten the Flaw that rides your blood, and their aid comes cold. Before the next battle you may re-roll a single failed post-battle recovery roll for one of your fighters. In return the kindred watch you closely: if any of your fighters succumbs to the Black Rage during that battle, the allied commander claims a small reputation tithe for keeping the peace despite you.the noble kindred (a wary allied Chapter or Imperial commander who fears the Flaw as much as it respects the blade)
3Sororitas Zeal. Sororitas Zeal. An order of the Adepta Sororitas marches beside the Sons of Sanguinius, their faith a match for your fury. For the next battle, choose one friendly fighter; while it fights it gains a 6+ Feel No Pain save and re-rolls a single failed Nerve test, buoyed by the Sisters' shared zeal. The daughters of the Emperor ask nothing but that you fight as hard as they do.the Adepta Sororitas (a like-minded order of zeal that stands with the Sons of Sanguinius)
5Munitions Of Baal. Munitions of Baal. The fleet armoury tithes a crate of special-issue shells forward for the coming fight. For the next battle, choose one friendly fighter armed with a bolt weapon; that weapon may re-roll a single failed Ammo check and adds +1 to one Wound roll of your choice during the game. The Chapter's own reserves, spent freely on a war that matters.the fleet armoury of Baal (the Chapter's own supply, tithed forward for the campaign)
6A Loaned Blade. A Loaned Blade. A like-minded Chapter that keeps the same wars lends one of its warriors to fight beside you. For the next battle you may field a single allied Astartes as a temporary fighter, using the profile of one of your own Marines; it fights under your command that battle and returns to its own brotherhood afterward, taking no lasting injury and earning no experience. One shield more in the line, for one fight only.an allied loyal Chapter (a like-minded brotherhood that keeps the same wars)
7The Apothecarions Aid. The Apothecarion's Aid. The Sanguinary priesthood of Baal opens its medicae to your wounded. After the next battle, choose one friendly fighter that went Out of Action; it recovers fully, skipping its Lasting Injury roll entirely, tended back to strength by the Chapter's own apothecaries. The blood of Sanguinius is precious, and the priesthood spends its skill to keep it flowing.the Apothecarion of Baal (the Sanguinary Priesthood that tends the Chapter's blood and wounds)
9Reinforcement From The Fleet. Reinforcement from the Fleet. The strike cruiser in orbit sends fresh brothers down to the surface. For the next battle you may field one additional Marine at no cost, deploying as part of your gang; when the battle ends it returns to the fleet and leaves your roster, having earned no experience. A single teleport-flare, a new warrior in the line, and then he is gone again to the next war.the Blood Angels fleet in orbit (the strike cruiser that carries the host between wars)
11The Sanguinary Blessing. The Sanguinary Blessing. The High Sanguinary Priest keeps the Red Grail. He anoints one of your warriors with a single drop from the sacred chalice, and for that one warrior the Angel's own grace holds off the curse. For the next battle, choose one friendly fighter; it gains a 6+ Feel No Pain save and automatically passes any Black Rage Cool check it is called upon to make. One fight, one measure of grace — and the curse cannot touch him.the High Sanguinary Priest (the keeper of the Red Grail, who blesses a chosen warrior)
12The Host Of Angels. The Host of Angels. The golden Sanguinary Guard themselves answer, descending only when the need is direst. For the next battle you may field a single Sanguinary Guard as a temporary ally, deploying with your gang and fighting under your command; when the battle ends it returns to the Chapter and leaves your roster, earning no experience. The winged honour guard of Baal, lent for one shining, terrible hour.the Sanguinary Guard of Baal (the golden host itself, answering only the direst need)

Gang Tactics36

RollTacticTiming
11Descent Of Angels. Descent of Angels. Play during deployment. Choose up to three of your jump-pack fighters and hold them in reserve as a descending wing. From the second round on, at the start of any of your turns, set them up together anywhere more than 6" from an enemy, and they may charge in the same activation they arrive. The signature opening of the host: the sky opens, and the Angels fall.Deployment
12Red Thirst Rising. Red Thirst Rising. Play at any point in a round. The hunger surges without a drop of blood to feed it: immediately advance your gang's Doctrine one step toward Assault, in addition to any shift already made this round. The Thirst climbs faster than the battle warrants, and there is no drawing it back.Any round
13For Sanguinius. For Sanguinius! Play at the start of one of your fighters' activations. The cry of the Angel's name carries the warrior forward: until the end of this activation, that fighter re-rolls failed Hit rolls in melee and cannot be forced to take a Nerve test. He fights for a dead Primarch, and nothing living will turn him aside.Start of a fighter's activation
14Wrath Of The Lost. Wrath of the Lost. Play when a Death Company fighter is activated. The curse rises to a killing peak: this activation the fighter automatically passes its Black Rage Cool check and, if it charges, adds +1 to its Hit rolls in the ensuing melee. For one terrible moment the lost brother's fury serves your purpose rather than its own.When a Death Company fighter is activated
15Encarmine Strike. Encarmine Strike. Play when one of your fighters charges. The first blow lands with a golden host's precision: that fighter adds +1 Damage to its first successful melee hit this round. A single perfect stroke, aimed to end the fight before it begins.When a fighter charges
16The Host Grows. The Host Grows. Play when a friendly fighter goes Out of Action. As the brother falls, the curse takes hold: make an immediate Damnation roll. On a 4+, a Seriously-Injured friendly Marine rises as a Death Company fighter for the rest of the battle, fighting on with the fury of the lost. Grief becomes strength, and the sable host swells by one.When a friendly fighter goes Out of Action
21Wings Of Baal. Wings of Baal. Play when a fighter with a jump pack activates. The vanes flare to full burn: add +2" to that fighter's Movement for every action it takes this activation, letting it cross the board and fall upon a distant foe. The sons of Baal fight above the battle, and this round they fly higher than any wall can reach.When a fighter with a jump pack activates
22Overhead Assault. Overhead Assault. Play when a jump-pack fighter charges. Diving onto the foe from above, the fighter ignores intervening terrain and enemy models for the charge move and adds +1 to its Hit rolls in the resulting melee. There is no cover from an enemy that comes straight down out of the sky.When a jump-pack fighter charges
23Blood Frenzy. Blood Frenzy. Play while your gang is locked in the Assault doctrine. The Thirst has taken the whole host: until the end of the round, every friendly fighter that charges makes one additional Attack in the ensuing melee. Once the sons of Sanguinius commit to the blade, they give everything to it.When the gang is in the Assault doctrine
24Furious Charge. Furious Charge. Play when one of your fighters declares a charge. Driven by the hunger, the fighter closes faster than the enemy can react: add 2" to its charge move this activation. A short gap becomes no gap at all.When a fighter declares a charge
25Rage Unleashed. Rage Unleashed. Play at any point in a round. Choose one friendly fighter engaged in melee; the fury pours out of it in a single moment. Until the end of the round that fighter gains +1 Attack. The rage that always simmers beneath a Blood Angel's calm is let off its leash.Any round
26Sanguine Fury. Sanguine Fury. Play when a friendly fighter is Seriously Injured. Pain sharpens rather than breaks him: on his next activation, if he is still standing, that fighter adds +1 to his Hit rolls in melee and ignores the effects of being Seriously Injured for that activation. A wounded son of Sanguinius is a more dangerous one.When a friendly fighter is Seriously Injured
31The Angels Wrath. The Angel's Wrath. Play when a friendly Champion or Leader activates. The lord's presence lifts every warrior near him: until the start of your next turn, friendly fighters within 6" of that Champion or Leader re-roll rolls of 1 To Wound in melee. Where the Angel's chosen fight, the host fights harder.When a friendly Champion or Leader activates
32Death From Above. Death From Above. Play when a jump-pack fighter ends a jump move in base contact with an enemy. The descent is the attack. That fighter counts as having charged, striking first and adding +1 Attack in the ensuing melee — and the foe never sees the blow that falls on it out of the sky.When a jump-pack fighter ends a jump move in melee
33Crimson Tide. Crimson Tide. Play at any point in a round. The whole host surges forward as one: until the end of the round, every friendly fighter re-rolls a failed charge distance. When the tide of red armour breaks against the enemy line, it does not fall short.Any round
34Unbroken Descent. Unbroken Descent. Play when a friendly fighter would be Pinned. His will refuses the ground. Ignore the effect entirely, and the fighter remains Standing and Active — a son of Sanguinius mid-descent does not stop for a hail of fire.When a friendly fighter would be Pinned
35Vengeful Sons. Vengeful Sons. Play when an enemy takes one of your fighters Out of Action. Grief turns to retribution in a heartbeat. The nearest friendly fighter may immediately make a free Move toward the enemy responsible — the brothers of the fallen come for the one who struck him down.When an enemy takes a friendly fighter Out of Action
36Thirst For Battle. Thirst for Battle. Play at the start of the battle, before the first round. The hunger is already awake. Your gang begins the game one Doctrine step further toward Assault than it otherwise would — the sons of Sanguinius came to this field already reaching for the charge.Start of battle
41Leap Of Faith. Leap of Faith. Play when a jump-pack fighter makes a jump move. Trusting the Angel to carry him, the fighter re-rolls the distance of the jump and ignores any falling or dangerous-terrain test it would otherwise trigger for that move. Faith and burning vanes carry him where caution would not.When a jump-pack fighter makes a jump move
42The Lost Charge. The Lost Charge. Play when a Death Company fighter charges. The doomed brother throws himself at the enemy with nothing held back: add 2" to the charge move and give the fighter +1 Attack in the ensuing melee. He has already accepted death, and it makes him terrible to face.When a Death Company fighter charges
43Encarmine Blades. Encarmine Blades. Play when one of your fighters fights in melee. The blade bites deeper than steel should allow: that fighter treats one weapon's Armour Piercing as improved by 1 for this round of combat. The relic-craft of Baal turns a good stroke into a killing one.When a fighter fights in melee
44Rising Hunger. Rising Hunger. Play in any round your gang has not yet reached the Assault doctrine. The Thirst will not be denied: shift your Doctrine one further step toward Assault this round, on top of the normal shift. Every battle drags the host closer to the moment it thinks of nothing but the charge.Each round the gang is not yet in the Assault doctrine
45Winged Vengeance. Winged Vengeance. Play as a Reaction when an enemy charges one of your jump-pack fighters. The son of Baal answers the charge with his own: he makes an immediate free jump move of up to 4" and counts as having charged the attacker, striking first in the melee that follows. The hunter who comes for a Blood Angel finds the Blood Angel already upon him.Reaction, when an enemy charges a friendly fighter
46Blood And Fire. Blood and Fire. Play when one of your fighters shoots a pistol immediately before charging. The point-blank shot is part of the assault: the fighter may fire the pistol and still charge in the same activation, and adds +1 to its Hit rolls in the ensuing melee. A bolt to the face, then the blade — the two blows are one motion.When a fighter shoots a pistol before charging
51The Final Descent. The Final Descent. Play while your gang is locked in the Assault doctrine. The host commits everything to the killing: until the end of the round, every friendly fighter that charges re-rolls failed Wound rolls in melee. There is no reserve left, no line to fall back to — only the descent and the blade.When the gang is locked in the Assault doctrine
52Sanguinary Onslaught. Sanguinary Onslaught. Play when one of your Champions charges. The champion leads the assault and the host answers: that Champion and all friendly fighters within 6" of it re-roll failed Wound rolls in melee this round. The Chapter's signature discipline, called out as a battle-cry that lifts every blade near it.When a Champion charges
53Doomed Advance. Doomed Advance. Play when a Death Company fighter would be taken Out of Action. The curse refuses to let him fall yet: instead of going Out of Action, the fighter is set up Prone and may make one final free attack against an enemy in base contact before he is removed. The lost do not die quietly — they take a foe with them.When a Death Company fighter would be taken Out of Action
54Baals Fury. Baal's Fury. Play at any point in a round. The wrath of a scorched homeworld burns in every son of Sanguinius: choose one friendly fighter, which re-rolls all failed Hit rolls in melee until the end of the round. For a moment the red-armoured warrior fights as though the fate of Baal itself hung on his blade.Any round
55The Red Hour. The Red Hour. Play when your gang first reaches the Assault doctrine. The whole host crosses into the killing at once: this round every friendly fighter re-rolls failed charge distances and gains +1 Attack on any charge it makes. The hour the Thirst has climbed toward all battle has come, and there is no holding it now.When the gang first reaches the Assault doctrine
56Charge Of The Damned. Charge of the Damned. Play when two or more Death Company fighters charge the same enemy. The lost fall on their prey as a pack: each of those Death Company fighters adds +1 to its Hit rolls in the ensuing melee, and the target may not make Reaction attacks. Against the massed fury of the damned, there is no defence worth the name.When two or more Death Company charge the same enemy
61Angelic Assault. Angelic Assault. Play during deployment. Choose up to two jump-pack fighters and hold them in reserve rather than deploying them. At the start of any of your turns from the second round on, set each of them up anywhere more than 6" from an enemy, and they may charge in the same activation. The host descends where and when it chooses.Deployment
62Undying Rage. Undying Rage. Play when one of your fighters fails a Flesh Wound or injury roll. The rage carries him past the pain. The fighter may re-roll that result once, and must accept the new outcome — a son of Sanguinius will not leave the field while there is killing still to be done.When a friendly fighter fails a Flesh Wound or injury roll
63The Sable Host. The Sable Host. Play at the start of the battle if your gang fields two or more Death Company fighters. The black-clad brothers steady one another's fury: while two or more of them remain standing, each Death Company fighter re-rolls its Black Rage Cool check. United, the lost are a fraction more governable — and no less deadly for it.Start of battle, if the gang fields two or more Death Company
64Bloodied But Unbowed. Bloodied but Unbowed. Play when your gang is reduced to half its starting strength or fewer still standing. The survivors close ranks and refuse to break: until the end of the battle, your fighters automatically pass Nerve tests and add +1 to their Hit rolls in melee. Cut down to a handful, the sons of Sanguinius fight harder, not less.When the gang is at half strength or fewer standing
65Wrathful Ascent. Wrathful Ascent. Play when one of your jump-pack fighters is engaged in melee. Rather than trade blows on the ground, the fighter kicks off into the air and comes back down harder: it may disengage with a free 4" jump move and immediately charge any enemy it can reach, striking first. The son of Baal fights on his own terms, above the fray.When a jump-pack fighter is engaged in melee
66The Chapters Fury. The Chapter's Fury. Play once per battle, at any point in a round. For a single round, the whole host fights as the Angel's chosen: every friendly fighter gains +1 Attack in melee and re-rolls failed charge distances. The full wrath of the sons of Sanguinius, spent in one shattering surge — and never again this battle.Once per battle, any round

Alliances2

The Noble Kindred alliance
Whothe noble kindred of the Imperium (a loyal allied Chapter, an order of the Adepta Sororitas, or any zealous Imperial force that keeps the same wars as the Sons of Sanguinius)
Termscampaign-level alliance: while it stands, the Blood Angels and their kindred observe a map-level non-aggression and may lend one favour to each other per post-battle sequence; both gain a small reputation bonus for a campaign won together, and the kindred may steady a Blood Angels fighter against the Black Rage once per campaign

The Blood Angels stand with the noble kindred of the Imperium — a loyal allied Chapter, an order of the Adepta Sororitas, or any zealous Imperial force that keeps the same wars as the Sons of Sanguinius. These are brothers-in-faith who respect the blade even as they fear the Flaw it carries.

While the alliance stands, the two gangs observe a map-level non-aggression and may lend one favour to each other in each post-battle sequence. Both sides gain a small reputation bonus for any campaign won together, and once per campaign the kindred may lend their steadiness to a Blood Angels fighter, letting it re-roll a single failed Black Rage check. The bond is one of shared duty, held for as long as both keep faith with it.

The Patient Hunters alliance
Whoan attrition faction that outlasts the charge (any patient, resilient gang built to grind a force pulled ever-forward and unable to hold back - the Blood Angels' natural predator)
Termscampaign-level feud: while it stands, the Blood Angels gain bonus reputation for a decisive win over the hunters but the hunters gain reputation for every battle they drag past round four; the feud runs until one side is driven off the contested world

The Blood Angels' natural predator is the attrition faction that outlasts the charge — any patient, resilient gang built to grind down a force pulled ever-forward and unable to hold back. The Sons of Sanguinius decide a fight in the first assault. The hunters mean to survive that, and bleed them dry in the long hours after.

While the feud stands, the Blood Angels gain bonus reputation for any decisive win over the hunters, taken before the battle can drag on. The hunters, in turn, gain reputation for every battle they drag past round four — the slow grind the Thirst can never abide. It runs until one side is driven off the contested world entirely.

Legendary Names3

The Black Rage Survivor any fighter that has survived the Black Rage a whole campaign

XP cost (random): 5

XP cost (chosen): 10

Any fighter who has borne the Black Rage across a whole campaign and come back from the edge of damnation — a brother who walked to the brink and returned with the curse held, if never cured. The title is bought with 5 experience if the name is rolled, or 10 if it is chosen.

Benefit. This fighter automatically passes its first Black Rage or Nerve check each battle and gains +1 Attack while within 6" of an enemy. The hunger is mastered rather than merely obeyed.

Drawback. The Rage is only held, never healed. Whenever this fighter is Seriously Injured, it must immediately charge the nearest enemy that round if able — the curse surging back the moment it tastes its own blood.

The Last Saga Death Company

XP cost (random): 4

XP cost (chosen): 8

A named brother of the doomed host — the last saga of one already lost, a Death Company fighter whose end will be a story the Chapter remembers. The title is bought with 4 experience if the name is rolled, or 8 if it is chosen.

Benefit. This Death Company brother makes one extra melee attack on the charge, and the first time it would be taken Out of Action each battle it remains standing with a single Wound instead. The doomed will not fall until the saga is finished.

Drawback. The saga must end as all sagas do. This fighter can never be retired, healed of the Rage, or removed from the Death Company; it fights every battle the gang plays until it is finally and permanently lost, and grants no recovery roll when it goes.

The Scion Of Dante Captain

XP cost (random): 6

XP cost (chosen): 12

A named lord of Baal in the tradition of Dante himself. The Chapter Master's heir — a Captain whose deeds have already earned him a place in the Chapter's living legend. The title is bought with 6 experience if the name is rolled, or 12 if it is chosen.

Benefit. While this Captain is on the field, friendly fighters within 9" re-roll a single failed charge distance each round. The Angel's heir leads a descent that always lands.

Drawback. The enemy knows his worth. The first enemy fighter to take this Captain Out of Action grants its gang bonus reputation, so the Scion is forever the marked head the foe hunts for above all others.

Sub-Plots2

The Blade That Lands sub-plot

Reward: The host's descent becomes flawless: for the rest of the campaign, once per battle the gang may begin already locked in the Assault doctrine, choosing its moment to strike first. This sub-plot can be claimed only once per campaign.

Trigger. Your gang wins three separate campaign battles, and in each one it reached the Assault doctrine and won by the end of round three — the alpha-strike proven again and again.

Reward. The host's descent becomes flawless. For the rest of the campaign, once per battle you may begin already locked in the Assault doctrine, choosing your moment to strike first rather than waiting for the Thirst to climb. The blade always lands where and when you will it. This sub-plot can be claimed only once per campaign.

The Company That Grows sub-plot

Reward: The Chapter recognises the sable host: for the rest of the campaign, whenever a Death Company brother is permanently lost, roll a die - on a 4+ a Seriously-Injured or recovering Marine may immediately be raised to replace it at no cost. The company sustains itself from grief. This sub-plot can be claimed only once per campaign.

Trigger. Your gang has three or more Death Company brothers on its roster at once, each raised from a fallen Marine over the course of the campaign — the doomed host grown from your own losses.

Reward. The Chapter recognises the sable host you have gathered. For the rest of the campaign, whenever a Death Company brother is permanently lost, roll a die: on a 4+, a Seriously-Injured or recovering Marine may immediately be raised to replace it at no cost. The company sustains itself from grief, feeding on the very losses that would end another gang. This sub-plot can be claimed only once per campaign.

Terrain2

The Drop Pod terrain

The Drop Pod is a scorched assault capsule slammed into the battlefield from orbit, its ramps blown wide — a foothold torn into the enemy line for the descending host.

The Blood Angels player may hold up to two friendly fighters in reserve as a drop-pod assault. At the start of round two, place the Drop Pod terrain piece anywhere more than 6" from an enemy and outside the enemy deployment zone; the reserved fighters deploy within 2" of it and may act normally that round, and unlike a walking arrival they may charge on the turn they land. The Drop Pod thereafter counts as impassable cover, granting a 5+ field save to a friendly fighter in base contact with it.

The Reclusiam Shrine terrain

The Reclusiam Shrine is a portable relic chapel of the Sanguinary priesthood, carried to the battlefield and raised as a place of dread sanctity where the Chapter's honoured dead are remembered. Its presence steadies the living against the curse in their blood.

Place the Reclusiam Shrine wholly within the Blood Angels deployment zone. Once per battle, a friendly fighter within 3" of the Shrine at the start of its activation may re-roll a single failed Black Rage or Nerve check. A friendly fighter that begins the battle in base contact with the Shrine may also be given a single Purity Seal blessing, re-rolling its first failed Hit roll of the game. The dead of Baal watch over those who fight beneath their names.