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

Composition4

Identity2

The Blood Angels are the noblest swordsmen in the Imperium, and they carry a curse in their blood that drags them ever toward the kill. Where the Ultramarines choose their doctrine freely, this Chapter's Combat Doctrines drift one way only — the Red Thirst climbs toward Assault as blood is shed and can never be drawn back. A force that opens a battle trading fire will finish it hunting for the charge.

Their fighting soul is the winged alpha-strike: jump-pack tiers dropping from above onto an objective or an exposed line, deciding the fight in the first furious exchange before the enemy can set. Beauty and fury are the same thing here, held one heartbeat from damnation.

And the curse grows. Every brother who falls feeds the doomed host of the Death Company, so that a Blood Angels force becomes more dangerous and less governable the longer it bleeds. This House fights as a phalanx of transhuman swordsmen across the Chapter's own wars — fast, magnificent, and increasingly impossible to hold back.

The Adeptus Astartes fight as the few, the dear, and the superhuman. A Chapter commits no horde to the field but a small strike force of transhuman warriors, each the equal of a squad of mortal soldiers. Their endurance is written into the flesh — the wide chest, the fused ribcage, the doubled hearts — so that a battle-brother weathers wounds that would fell any lesser fighter and never breaks under fire. Where other warhosts drown a foe in numbers, a Chapter answers with discipline: a gang-wide doctrine, declared afresh each round, that shifts the whole force from massed fire to swift advance to the closing charge as the battle demands. Every Chapter shares this spine — the transhuman body, the unbending nerve, the shifting doctrine — and expresses its own character through which end of that discipline it leans into and the relics its heroes carry. They are a strike force of demigods waging war across the galaxy, and each brother lost is a grievous loss to the Chapter.

Gang Composition2

Credits1500
Leaders1
Champions2
Build Rules
  • Starting credits: 1500
  • Every fighter carries Combat Doctrines, biased one-way toward Assault via the Red Thirst
  • Exactly 1 Leader (Captain); 0-2 Champions; specialists 0-1 each
  • Marines and Assault Marines bulk; Scouts cheap and forward; backbone (Marines + Assault + Scouts) >= Leaders + Champions
  • Death Company: 0-3 at founding, and the cap grows as fighters fall to the Thirst across a campaign
  • The Red Thirst rises: the gang may not decline to advance its Doctrine toward Assault (see Signature) - field a thinner gunline and lean jump-mobile
  • Cavalry available but 0 by default (the identity is jump-pack verticality, not mounts); 0-1 Brute

A Blood Angels force is built from 1500 credits. The controlling player fields exactly one Leader — a Captain — with up to two Champions, and may take a single specialist of each type. Marines and Assault Marines form the bulk of the host, with Scouts cheap and pushed forward; the backbone of Marines, Assault Marines and Scouts must always at least equal the count of Leaders and Champions.

The Death Company begins at zero to three, but its cap grows over a campaign as brothers fall to the Thirst — the doomed host is replenished by the force's own losses. Cavalry is available but stands at zero by default, for this Chapter leans on jump-pack verticality rather than mounts, and a single Brute may be fielded. The Red Thirst governs the whole shape of a gang: it may not decline to advance its doctrine toward Assault, so a wise player fields a thinner gunline and leans jump-mobile from the first battle.

Credits1500
Leaders1
Champions2
Build Rules
  • Starting credits: 1500
  • Exactly 1 Leader (Captain / named Chapter Master)
  • 0-2 Champions (Lieutenant); 0-1 each specialist (Librarian / Chaplain / Apothecary / Techmarine)
  • Marines are the bulk; Scouts cheap and plentiful; backbone (Marines + Scouts) >= Leaders + Champions
  • 0-X Cavalry (0 for foot-only chapters) - 0-1(-2) Centurion - 0-1 Brute
  • Champion / specialist / Brute slots unlock with Reputation
  • Combat Doctrines is declared as a stance each round; it is never stored or carried between rounds

A Chapter strike force musters on 1500 credits. It is led by a single commanding officer — a Captain, or a named Chapter Master fielded on that body — and no gang may field more than one. Beneath the Leader stand up to two Champions of Lieutenant rank, and one apiece of the specialist brethren: Librarian, Chaplain, Apothecary and Techmarine, as the Chapter's needs demand. The bulk of the force is its battle-brother Marines, stiffened by cheap and plentiful Scout neophytes; together these gangers and juves must always at least match the officers set above them in number. A Chapter may also field its mounted brethren, a lone Centurion in his warsuit, and a single interred Brute. Further Champion, specialist and Brute slots open as the Chapter's Reputation grows. The gang's Combat Doctrines stance is declared anew each round and never carried between them.