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

Fighters 14 shown

Every fighter this House may recruit, with the full statline slate, save, special rules, skill access, starting gear, complete equipment list and flavour. Hover a highlighted rule or weapon for its codex entry; select it to open that entry.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The lord of the host and its finest blade. A Blood Angels Captain fights at WS 2+ and BS 2+ across four wounds, boltgun, bolt pistol and power sword in hand — a transhuman commander who leads from the killing edge and whose word sets the whole force's stance. He is the noblest swordsman in a Chapter of swordsmen, and the will that holds a rising fury just short of ruin.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W4 transhuman command body carries him through blows that fell lesser warriors. - **Combat Doctrines:** he declares the gang's doctrine stance each round. - **The Red Thirst:** the stance he declares drifts one way, toward Assault, and can never be drawn back. - **Finest Hour:** once per battle he may call the command aura, lifting the brothers who fight within reach.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 7 codex citations.

Captain Leader 273CREDITS
MWSBSSTWIALdClWilInt
5"2+2+4542+34+3+4+5+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 transhuman command body)Combat Doctrines (declares the gang doctrine stance each round)The Red Thirst (the stance drifts one-way toward Assault, never back)Finest Hoursee Special Rules
PrimaryCombatFerocityLeadershipSignature
SecondaryAgilityBrawnSavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Angelus Boltgun55creditsKitbashed wrist-mounted Angelus boltgun - the honour guard's forearm-bolter pattern fitted to a Captain's gauntlet, a hands-free bolter fired alongside a two-handed blade; not a stock datasheet profile. Priced above the stock bolt-pistol 45 (the hands-free edge costs the +10).
  • Plasma Pistol70credits
Close-Combat
  • Power Sword45credits
  • Power Fist60credits
  • Thunder Hammer70credits
  • Spear Of Telestoflagged named DP-relic blade - costing ruling owed
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Angels Wingflagged named relic jump pack - costing ruling owed
  • Iron Haloflagged field-armour range in the Core catalogue - costing ruling owed
  • Jump Packflagged mobility range in the Core catalogue - costing ruling owed
Status
  • Sanguinary Standard55creditsKitbashed blood-banner built from a Command-squad chapter banner and Sanguinary priesthood iconography, a hand-carried icon; not a stock datasheet profile. Priced above the cheapest stock status sibling (the chapter-banner icon band ~40) - the +15 pays the gang-wide Nerve and Cool re-roll.
  • Death Maskflagged named Chapter relic - costing ruling owed

The lord of the host and its finest blade. A Blood Angels Captain fights at WS 2+ and BS 2+ across four wounds, boltgun, bolt pistol and power sword in hand — a transhuman commander who leads from the killing edge and whose word sets the whole force's stance. He is the noblest swordsman in a Chapter of swordsmen, and the will that holds a rising fury just short of ruin.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W4 transhuman command body carries him through blows that fell lesser warriors.
  • Combat Doctrines: he declares the gang's doctrine stance each round.
  • The Red Thirst: the stance he declares drifts one way, toward Assault, and can never be drawn back.
  • Finest Hour: once per battle he may call the command aura, lifting the brothers who fight within reach.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Captain's right hand and the host's second blade. A Blood Angels Lieutenant fights at WS 2+ with three attacks, boltgun and chainsword in hand, holding the line's shape while the Captain carries the fight. He is a battle-leader who leads from the front rank, and when the moment turns he can call the command that lifts every brother near him.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** durability is the T5/W3 transhuman body, not the save. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back. - **Finest Hour:** once per battle he may call the command aura, steadying the brothers who fight beside him.

Priced at a firm credit cost.

Derived from 5 codex citations.

Lieutenant Champion 261CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+5+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)Finest Hoursee Special Rules
PrimaryCombatFerocityLeadershipSignature
SecondaryAgilityBrawnSavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packflagged mobility range in the Core catalogue - costing ruling owed

The Captain's right hand and the host's second blade. A Blood Angels Lieutenant fights at WS 2+ with three attacks, boltgun and chainsword in hand, holding the line's shape while the Captain carries the fight. He is a battle-leader who leads from the front rank, and when the moment turns he can call the command that lifts every brother near him.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: durability is the T5/W3 transhuman body, not the save.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back.
  • Finest Hour: once per battle he may call the command aura, steadying the brothers who fight beside him.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The mind that holds the curse at bay. A Blood Angels Librarian channels the warp through a force weapon, a psyker in power armour who fights in the front rank and turns his will against the enemy where a lesser warrior would rely on the bolt. His discipline is the wall between the host and the madness in its blood — a witch-sight that reads the battle and a strength that answers it.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman psyker body carries his will into the fight. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back. - **Psyker:** he carries the Psyker keyword and manifests the Sanguinary Discipline, a Wyrd power drawn free at creation, along with the universal Smite.

Priced at a firm credit cost.

Derived from 5 codex citations.

Librarian Champion 230CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman psyker body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
Psyker (manifests the Sanguinary Discipline free-on-access, and the universal Smite)

A fighter with the Psyker keyword may manifest the Wyrd Powers of the discipline it has access to. In a Blood Angels host that keyword sits on the Librarian alone. One witch among a company of otherwise mundane transhuman swordsmen — a Chapter, not a sorcerous cabal. Through it the Librarian draws on the Sanguinary Discipline he knows and on the universal witch-blast of Smite, each a Wyrd power worked at the warp's own price. The powers come free at creation, baked into the Librarian's cost rather than bought a working at a time.

PrimarySavantSanguinary Discipline
SecondaryCombatCunningFerocityLeadershipShootingSignatureSmite
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Force Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge

The mind that holds the curse at bay. A Blood Angels Librarian channels the warp through a force weapon, a psyker in power armour who fights in the front rank and turns his will against the enemy where a lesser warrior would rely on the bolt. His discipline is the wall between the host and the madness in its blood — a witch-sight that reads the battle and a strength that answers it.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman psyker body carries his will into the fight.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back.
  • Psyker: he carries the Psyker keyword and manifests the Sanguinary Discipline, a Wyrd power drawn free at creation, along with the universal Smite.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The spiritual iron of the host, and the shepherd of the lost. A Blood Angels Chaplain fights with the crozius, a battle-preacher whose oaths carry the black-clad brothers into the charge and whose presence steadies a force forever one heartbeat from the Rage. He walks nearest to the Death Company because he alone can turn their fury toward the enemy — a warrior of faith who leads by fighting at the front.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** durability is the T5/W3 transhuman body, not the save. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back.

Priced at a firm credit cost.

Derived from 4 codex citations.

Chaplain Champion 188CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimaryCombatFerocityLeadership
SecondaryBrawnShootingSignature
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Crozius40credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packflagged mobility range in the Core catalogue - costing ruling owed

The spiritual iron of the host, and the shepherd of the lost. A Blood Angels Chaplain fights with the crozius, a battle-preacher whose oaths carry the black-clad brothers into the charge and whose presence steadies a force forever one heartbeat from the Rage. He walks nearest to the Death Company because he alone can turn their fury toward the enemy — a warrior of faith who leads by fighting at the front.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: durability is the T5/W3 transhuman body, not the save.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The warrior-priest of the blood. A Sanguinary Priest carries the narthecium into the fight, tending the wounds of his brothers and reading the curse in their veins, yet he is no mere healer — boltgun and bolt pistol at hand, he fights in the line as readily as he mends it. He is the keeper of the Chapter's gene-legacy and the one who decides which fallen brother rises again to serve.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** durability is the T5/W3 transhuman body, not the save. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back.

Priced at a firm credit cost.

Derived from 5 codex citations.

Sanguinary Priest Champion 171CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimarySavant
SecondaryCombatFerocityLeadershipShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Nartheciumflagged medicae-aura range in the Core catalogue - costing ruling owed
  • Reductorflagged medical-domain range - costing ruling owed
Status
  • Red Grailflagged named Chapter relic chalice - costing ruling owed

The warrior-priest of the blood. A Sanguinary Priest carries the narthecium into the fight, tending the wounds of his brothers and reading the curse in their veins, yet he is no mere healer — boltgun and bolt pistol at hand, he fights in the line as readily as he mends it. He is the keeper of the Chapter's gene-legacy and the one who decides which fallen brother rises again to serve.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: durability is the T5/W3 transhuman body, not the save.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The keeper of the host's war-machines. A Blood Angels Techmarine tends the armour, the bolt-pattern weapons, and the interred dead of the Dreadnoughts, a warrior wedded to the Machine God who still takes his place in the line with boltgun and pistol. He is the reason the fleet's blades stay sharp and its walkers keep walking — support and maintainer who fights as readily as he mends.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** durability is the T5/W3 transhuman body, not the save. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back.

Priced at a firm credit cost.

Derived from 4 codex citations.

Techmarine Champion 171CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimaryBrawnSavant
SecondaryCombatShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Grav Gun110credits
  • Meltagun135credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Accessory
  • Servo Skullflagged accessory range in the Core catalogue - costing ruling owed
  • Signumflagged accessory range in the Core catalogue - costing ruling owed

The keeper of the host's war-machines. A Blood Angels Techmarine tends the armour, the bolt-pattern weapons, and the interred dead of the Dreadnoughts, a warrior wedded to the Machine God who still takes his place in the line with boltgun and pistol. He is the reason the fleet's blades stay sharp and its walkers keep walking — support and maintainer who fights as readily as he mends.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: durability is the T5/W3 transhuman body, not the save.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The gold-armoured honour guard, and the deadliest of the winged tiers. A Sanguinary Guard fights at WS 2+ with three attacks, jump pack always worn and Encarmine blade in hand, descending onto the enemy line as the killing spearhead of the host. He is an elite champion built for the charge — no gunline, no compromise, only the drop and the blade that follows it.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman honour-guard body carries the charge home. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back — the work this fighter exists for.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 5 codex citations.

Sanguinary Guard Champion 262CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman honour-guard body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimaryAgilityCombatFerocitySignature
SecondaryBrawnShooting
Starting GearMark Power · Jump Pack
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Power Sword45credits
  • Glaive Encarmine60creditsKitbashed reach-glaive built from the Sanguinary Guard Encarmine relic-blade and a power-glaive haft - the two-handed reach form of the honour guard's sword; not a stock datasheet profile. Priced above the stock power-sword 45 (the Reach + charge-Damage costs the +15).
  • Blade Encarmineflagged Sanguinary Guard signature relic - costing ruling owed
  • Spear Of Telestoflagged named DP-relic blade - costing ruling owed
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packalways carried by the winged honour guard - integral to the tier, not a separate purchase

The gold-armoured honour guard, and the deadliest of the winged tiers. A Sanguinary Guard fights at WS 2+ with three attacks, jump pack always worn and Encarmine blade in hand, descending onto the enemy line as the killing spearhead of the host. He is an elite champion built for the charge — no gunline, no compromise, only the drop and the blade that follows it.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman honour-guard body carries the charge home.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back — the work this fighter exists for.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The steady heart of the host. A Blood Angels Marine holds the line the winged tiers leap ahead of, a transhuman warrior in power armour who trades bolt-fire at range and answers a charge with the chainsword. Where the Assault and Death Company tiers burn forward, this fighter is the disciplined weight behind them — the Codex spine the Sons of Sanguinius still keep even as the Thirst pulls the rest of the force off it.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round. - **The Red Thirst:** that stance drifts one way, toward Assault, and can never drift back — a Marine who starts the battle trading fire will finish it hunting for the charge.

Priced at a firm credit cost.

Derived from 6 codex citations.

Marine Ganger 206CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+26+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 - durability is the body, not the save)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimaryCombatShootingSignature
SecondaryBrawnFerocity
Starting GearMark Power
Equipment List
Basic
  • Bolt Carbine50credits
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Grenade Launcher65credits
  • Plasma Gun100credits
  • Grav Gun110credits
  • Meltagun135credits
  • Flamer140credits
Heavy
  • Plasma Cannon150credits
  • Lascannon155credits
  • Heavy Bolter160credits
  • Missile Launcher165credits
  • Multi Melta165credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge

The steady heart of the host. A Blood Angels Marine holds the line the winged tiers leap ahead of, a transhuman warrior in power armour who trades bolt-fire at range and answers a charge with the chainsword. Where the Assault and Death Company tiers burn forward, this fighter is the disciplined weight behind them — the Codex spine the Sons of Sanguinius still keep even as the Thirst pulls the rest of the force off it.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round.
  • The Red Thirst: that stance drifts one way, toward Assault, and can never drift back — a Marine who starts the battle trading fire will finish it hunting for the charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*A warrior who fights above the board. The Assault Marine wears a jump pack as a second nature, dropping from the sky onto an objective or a stranded foe with chainsword raised and bolt pistol drawn. This is the Blood Angels lean made flesh — vertical reach over static firepower, the fighter who closes the distance the gunline cannot and decides the battle in the charge.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** durability is the T5/W3 transhuman body, not the save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round. - **The Red Thirst:** that stance drifts one way, toward Assault, and never back — every round the host tilts further toward the work this fighter was built for.

Priced at a firm credit cost.

Derived from 5 codex citations.

Assault Marine Ganger 202CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+26+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimaryAgilityCombatFerocitySignature
SecondaryBrawnShooting
Starting GearMark Power · Jump Pack
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
  • Hand Flamer75credits
  • Inferno Pistol90credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
  • Thunder Hammer70credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packalways carried by the winged line - integral to the tier, not a separate purchase

A warrior who fights above the board. The Assault Marine wears a jump pack as a second nature, dropping from the sky onto an objective or a stranded foe with chainsword raised and bolt pistol drawn. This is the Blood Angels lean made flesh — vertical reach over static firepower, the fighter who closes the distance the gunline cannot and decides the battle in the charge.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: durability is the T5/W3 transhuman body, not the save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round.
  • The Red Thirst: that stance drifts one way, toward Assault, and never back — every round the host tilts further toward the work this fighter was built for.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The lost. A Death Company Marine has fallen to the curse that sleeps in every Son of Sanguinius and woken it whole — a warrior who no longer answers to command, only to the killing. Painted black and marked for a death he will meet gladly, he fights at WS 2+ with three attacks and a fury nothing on the field can outlast. He is the most dangerous blade in the host and the one his brothers cannot call back.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman body carries him where a lesser warrior would fall. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back. - **Black Rage:** he is Unwavering — never Pinned or Broken — and gains +1 Attack while within 6" of any enemy. However, at the start of his activation with an enemy in sight he must pass a Cool check or charge the nearest foe; his controlling player does not fully command him.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 5 codex citations.

Death Company Ganger 261CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+36+4+7+8+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)Black Rage (Unwavering, +1A within 6in of an enemy, but must pass Cool or charge the nearest foe)see Special Rules
PrimaryBrawnCombatFerocity
SecondarySignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Angelus Boltgun55creditsKitbashed wrist-mounted Angelus boltgun - the honour guard's forearm-bolter pattern fitted to a Death Company gauntlet, a hands-free bolter fired alongside the power fist or thunder hammer; not a stock datasheet profile. Priced above the stock bolt-pistol 45 (the hands-free edge costs the +10).
  • Inferno Pistol90credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Lightning Claws55credits
  • Power Fist60credits
  • Thunder Hammer70credits
Grenade
  • Frag Grenade30credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Jump Packflagged mobility range in the Core catalogue - costing ruling owed

The lost. A Death Company Marine has fallen to the curse that sleeps in every Son of Sanguinius and woken it whole — a warrior who no longer answers to command, only to the killing. Painted black and marked for a death he will meet gladly, he fights at WS 2+ with three attacks and a fury nothing on the field can outlast. He is the most dangerous blade in the host and the one his brothers cannot call back.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman body carries him where a lesser warrior would fall.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back.
  • Black Rage: he is Unwavering — never Pinned or Broken — and gains +1 Attack while within 6" of any enemy. However, at the start of his activation with an enemy in sight he must pass a Cool check or charge the nearest foe; his controlling player does not fully command him.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The neophyte, not yet remade. A Blood Angels Scout fights in light carapace at T4/W2 — the one exception to the transhuman line above him — and earns his place forward of the host, carbine or sniper rifle in hand and combat knife at his belt. Cheap and plentiful, he screens the advance, seizes ground early, and learns the killing that the Thirst will one day make his whole nature.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** even half-made, the T4/W2 body outlasts an unaugmented soldier. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back.

Priced at a firm credit cost.

Derived from 4 codex citations.

Scout Juve 93CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3423+17+6+7+7+
Save 4+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T4/W2)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimaryAgilityCunning
SecondarySavantShootingSignature
Starting GearMark Carapace
Equipment List
Basic
  • Astartes Shotgun40credits
  • Bolt Carbine50credits
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Bolt Sniper Rifle50credits
Close-Combat
  • Combat Knife10credits
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
Armour
  • Mark Carapaceincluded default mark - baked into the body cost, no separate charge

The neophyte, not yet remade. A Blood Angels Scout fights in light carapace at T4/W2 — the one exception to the transhuman line above him — and earns his place forward of the host, carbine or sniper rifle in hand and combat knife at his belt. Cheap and plentiful, he screens the advance, seizes ground early, and learns the killing that the Thirst will one day make his whole nature.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: even half-made, the T4/W2 body outlasts an unaugmented soldier.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*A hero of the Chapter interred in a walking sarcophagus of war. The Blood Angels Dreadnought fights at S6/T7 across five wounds, a towering engine of ceramite and grief that answers a foe with fists that crush armour like foil. In the Furioso pattern it is pure melee — the ancient dead woken to the killing one last time, and often the angriest thing on the field.* **Special Rules** - **And They Shall Know No Fear:** the interred hero knows no fear — it cannot be Pinned and auto-passes Nerve tests. - **Combat Doctrines:** it fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back — even the entombed are pulled toward the charge.

Priced at a firm credit cost.

Derived from 1 codex citation.

Dreadnought Brute 335CREDITS
MWSBSSTWIALdClWilInt
5"3+3+6754+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimaryBrawnCombat
SecondaryFerocityShooting
Equipment List
Heavy
  • Heavy Bolterwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Lascannonwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool

A hero of the Chapter interred in a walking sarcophagus of war. The Blood Angels Dreadnought fights at S6/T7 across five wounds, a towering engine of ceramite and grief that answers a foe with fists that crush armour like foil. In the Furioso pattern it is pure melee — the ancient dead woken to the killing one last time, and often the angriest thing on the field.

Special Rules

  • And They Shall Know No Fear: the interred hero knows no fear — it cannot be Pinned and auto-passes Nerve tests.
  • Combat Doctrines: it fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back — even the entombed are pulled toward the charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The largest engine the host can field. A Redemptor Dreadnought stands taller and strikes harder than its forebears — S7/T7 across six wounds and moving 6", a super-heavy walker that carries macro plasma and gatling fire in one fist and a crushing Redemptor fist in the other. It is the sledge the Blood Angels bring when a target must simply cease to exist, an interred hero remade for the age of overwhelming force.* **Special Rules** - **And They Shall Know No Fear:** the interred hero knows no fear — it cannot be Pinned and auto-passes Nerve tests. - **Combat Doctrines:** it fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back.

Priced at a firm credit cost.

Derived from 1 codex citation.

Redemptor Dreadnought Brute 450CREDITS
MWSBSSTWIALdClWilInt
6"3+3+7764+45+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
Equipment List
Heavy
  • Lascannonwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Plasma Cannonwalker-scoped armament (macro plasma incinerator pattern) fitted to the super-heavy chassis, not bought from the shared infantry pool

The largest engine the host can field. A Redemptor Dreadnought stands taller and strikes harder than its forebears — S7/T7 across six wounds and moving 6", a super-heavy walker that carries macro plasma and gatling fire in one fist and a crushing Redemptor fist in the other. It is the sledge the Blood Angels bring when a target must simply cease to exist, an interred hero remade for the age of overwhelming force.

Special Rules

  • And They Shall Know No Fear: the interred hero knows no fear — it cannot be Pinned and auto-passes Nerve tests.
  • Combat Doctrines: it fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*A warrior sealed inside a warsuit of siege-plate. The Centurion is the heavy option in a host that prizes speed — T6/W4 behind a 2+ save, slower than the winged tiers but nearly immovable, bringing twin heavy weapons to bear where the charge alone will not break a line. He is the anvil the Blood Angels rarely field but are grateful for when the enemy will not yield to the blade.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T6/W4 heavy warsuit body soaks punishment the line tiers cannot. - **Combat Doctrines:** he fights to the doctrine stance the gang declares. - **The Red Thirst:** the stance drifts one way, toward Assault, and never back — even the anvil is dragged forward in time.

Priced at a firm credit cost.

Derived from 3 codex citations.

Centurion Elite 366CREDITS
MWSBSSTWIALdClWilInt
4"3+3+5644+35+4+5+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T6/W4 heavy warsuit body)Combat Doctrines (fights to the declared doctrine stance)The Red Thirst (the stance drifts one-way toward Assault, never back)see Special Rules
PrimaryBrawnShooting
SecondaryCombatFerocitySignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterwarsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool
  • Lascannonwarsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool
  • Multi Meltawarsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool
Armour
  • Mark Centurion Warsuitintegral warsuit baked into the chassis cost - no standalone value

A warrior sealed inside a warsuit of siege-plate. The Centurion is the heavy option in a host that prizes speed — T6/W4 behind a 2+ save, slower than the winged tiers but nearly immovable, bringing twin heavy weapons to bear where the charge alone will not break a line. He is the anvil the Blood Angels rarely field but are grateful for when the enemy will not yield to the blade.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T6/W4 heavy warsuit body soaks punishment the line tiers cannot.
  • Combat Doctrines: he fights to the doctrine stance the gang declares.
  • The Red Thirst: the stance drifts one way, toward Assault, and never back — even the anvil is dragged forward in time.