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Though the cultist hosts are swiftly put to death, the attack comes too late to prevent their completion of a heretical ritual. Just as all seems lost, the Sanguinor appears, plunging like a bolt of golden lightning into the midst of the foe. In the wake of the madness, the Sanguinor disappears without a trace. A space hulk codenamed Sin of Damnation drops out of the warp, dangerously close to Baal.

Death on Khartas Captain Zorael leads elements of the Blood Angels 4th Company to the world of Khartas, there to put an end to localised piracy by a ragtag fleet of renegades.

Though the pirate fleet is quickly shattered, their flagship breaks up in the Khartan atmosphere. The Blood Angels — who had made planetfall to check for pirate survivors — find themselves stranded on Khartas, surrounded by an ever growing tide of Daemons.

This hard-hitting infantry force swiftly secures landing zones for Land Raiders and Predators to arrive via Thunderhawk transporters. Realising the hopelessness of their situation, the Aeldari pirates abandon their fortress, though not before they have sabotaged its gravity nullifiers.

Only the incredible skill of the Blood Angels gunship pilots, who fearlessly plunge their craft into the deepening gravity well to rescue their battle-brothers, prevents the victory from becoming a devastating defeat. Following the sacrifice of the Astral Knights Chapter and the destruction of the World Engine, it is Captain Donatos Aphael of the 2nd Company who proposes that a shrine to the Astral Knights be raised upon the planet of Safehold.

From that day forth, two Blood Angels of the 2nd Company are permanently assigned to stand guard over the memorial. Gutstompa on the forge world of Antax. The battle looks likely to go against the Blood Angels, until they unleash the fury of their Death Company. Led into battle by the ancient Death Company Dreadnought Moriar, Captain Aphael and his surviving battle-brothers crush the reeling Waaagh!

Gutstompa, ending the threat to Antax amid fire and blood. What Price Victory? So repugnant is the butchery that Castigon and his warriors lose their grip upon their inner fury. They fight a year-long campaign that not only drives the Orks from the twelve worlds of Blackfang, but also from two neighbouring systems. This mighty force reaches the Cryptus System in time to aid the last, hard-pressed Imperial defenders and avert complete catastrophe.

Yet the war that follows is unremittingly savage, with both the Imperial and xenos forces suffering rapidly escalating casualties. The Blood Angels are eventually forced to unleash an ancient weapon of mysterious provenance to annihilate an entire world of the Cryptus System and use its debris to gut the onrushing splinter fleet.

Showing his wisdom, Dante accepts that the Tyranids have been slowed but not stopped. The Blood Angels Commander orders the return to Baal. His Chapter will fight for its survival upon the worlds of its birth. Though Tycho claims several crucial victories, so reckless are his tactics that fears for his sanity arise. The Second War for Armageddon Waaagh!

Ghazghkull descends upon the hive world of Armageddon. Fighting is fierce in and around the hive cities, with the determination of the defenders matched only by the unremitting battle-lust of the Orks. The Blood Angels bear the brunt of the close-quarter fighting. The tactical manoeuvrability of the Blood Angels proves to be crucial in the later stages of the campaign.

The 3rd Company, under the command of the newly promoted Captain Erasmus Tycho, forms the heart of an armoured spearhead that cripples the chief Ork supply lines, leaving the Ork Mekboyz without the necessary gubbins and gears to keep their Stompas, Gorkanauts and Morkanauts fully operational.

With its heavy guns thus neutralised, the Waaagh! Over two dozen Space Marine Chapters respond this time, Adeptus Astartes from across the galaxy gathering to deny the beast of Armageddon his victory.

The consequences of this decision will prove dire indeed, yet honour demands that the Blood Angels do no less. Knowing that the consumption of the Cryptus System would open the floodgates for an unstoppable Tyranid invasion of Baal, Commander Dante takes action.

Honour-bound to lend their strength to the fight against the traitors, the Blood Angels despatch forces they can ill afford under First Captain Karlaen and Second Captain Aphael to aid the Imperial war effort. Those noble heroes find themselves fighting a diabolical plan to shatter a planet-sized cage within which ancient daemonic entities are trapped, seizing victory by only the narrowest of margins.

Meanwhile, Dante and the remainder of his battle-brothers press on for Baal, to strengthen its defences. Slabsided defences are raised upon the blasted sands of Baal Prime and Secundus, and even around the fortress monastery of Arx Angelicum on Baal itself. Fleets of cruisers and Battle Barges gather in the void around Baal and its moons, their combined might enough to crush star systems and end worlds.

Still, as deep-void auspex screens turn blood red with contact runes, and a ten-thousand-mile-wide tidal wave of chitin and flesh surges into the Baal System, it seems unlikely that it will be enough. Desperate Measures With the Tyranids closing in, Commander Dante and his closest lieutenants authorise deeds that would have been unthinkable in brighter days.

At the same time, millennia of tradition are cast aside as Blood Angels gunships gather every viable aspirant they can from amongst the nomadic tribes of Baal Prime and Secundus. These youths are armed, and then ferried to the Arx Angelicum.

Of the remaining tribesmen little is said. Given what extra weapons and rations the Blood Angels can spare, they are left to hide or stand as they see fit. Any Tyranids they kill will be fewer monstrosities to beset the Blood Angels and their successors, but the tribesmen are not expected to weather the horrors that follow.

The Battle Begins Unwilling to cede void supremacy to the Tyranids without a fight, Commander Dante orders his naval vessels to strike at the enemy and slow their advance. Across a hundred fronts, the red-armoured void craft of the Blood Angels and their successors strike at the fleshy Tyranid hive ships.

Lances and gun decks split the darkness with their fury. Ruptured bio-ships tumble away, slicks of ichor spilling from their sundered innards to freeze in the merciless void. Dozens of Tyranid ships are butchered, hundreds of thousands of warrior organisms slain before they ever see the irradiated sands of Baal.

Soon enough the void war becomes unsustainable as more and more Tyranids flow from the darkness in squamous waves. The Shadow in the Warp settles like a shroud, choking off any further hope of reinforcement. The sons of Sanguinius stand alone. Driven Back For weeks the fighting rages on. Yet fall the sons of Sanguinius do, as their defence lines are breached and overwhelmed one after another. Still the Tyranids fall from the skies. Still the slaughter continues. Last Stand Death from Above Tyranids pour from the skies in everincreasing numbers.

Their spores slam down like hellish seed pods to spill ravenous waves of war beasts directly into battle. Orbital lasers and hurtling gunships take a mighty toll upon the xenos, in some regions wreaking such carnage that purple ichor falls like storm rain across the defenders below.

Yet still the Tyranid waves come on, Tyrannocytes falling thicker and thicker while Gargoyles and Harpies swoop between them, spitting acidic gruel that sends Blood Angels aircraft spiralling down in flames. Their corpses pile up in hideous drifts, yet still they press forwards, foot by foot. On Baal Prime the situation is worse still, the Tyranids hurling overwhelming forces into battle. Gabriel Seth and his berserk Flesh Tearers lead the counter- The greatest Tyranid wave yet slams into the defences of the Arx Angelicum and breaches them.

Three successor Chapter Masters fall in the battle of the Dome of Angels alone. Bodies pile high amidst the sundered defences. Still the defenders fight on, even throwing open the gates of the Tower of Amareo and letting the captives loose. If the Blood Angels are to die, they will do so in battle and on their own terms. Warp storms spill from its howling maw, engulfing the war-torn worlds of the Baal System in empyric insanity.

The Tyranids are cut off from their fleet, while on Baal Prime the sudden fury of a massive daemonic incursion is unleashed. Perhaps it is hours that pass, or days. Perhaps it is years. Then, at last, the stars emerge again, revealing not a single bio-ship. Where the xenos craft have gone, none can say, but as the Tyranid ground forces reel in confusion, a new fleet is revealed in their place. The Indomitus Crusade has arrived, Roboute Guilliman guided to Baal by the signal of its astropathic relay.

With a word, he unleashes his fury… Angels and Demigods The salvation of Baal does not come quickly, or without cost. Yet hopeless defeat has become a glorious victory against the odds. Meanwhile, if certain grim secrets of the Blood Angels are laid bare to the eyes of the Ultramarines Primarch, he chooses to keep his own counsel and leaves such things unspoken. Baal and Baal Secundus are cleansed of Tyranids before a month is out. The slaughter is spearheaded by Primaris Space Marines clad in the panoply of the Blood Angels and their successors.

On Baal Prime no such martial efforts are required. The moon has been utterly scoured of life, both Imperial and Tyranid. However, many are clear enough to be understood, especially those sent from neighbouring systems within the Red Scar. Daemons of Khorne fight alongside the feral traitors, and wherever they charge into battle no Imperial defence can stand.

Their gene-seed stocks are recalled, taking their rightful place beneath the rising arches of the restored Arx Angelicum. The several thousand grizzled aspirants who survived the siege are all inducted, and those that endure are funnelled into the outsized Scout Companies authorised by Commander Dante for his Chapter and their successors.

The ranks are further bolstered by a huge influx of Primaris Space Marines, unfrozen from the vaults of the Zar-Quaesitor or produced upon Baal itself using the newly installed mechanisms brought by Archmagos Cawl. It is well that they are, for the fight has become more desperate than ever before. Newly appointed Captain Aphorael leads the fight to relieve the loyalists, orchestrating a masterful campaign of rapid-strike warfare with Primaris Blood Angels at its heart. Meanwhile, forces of Intercessors, Tactical Squads, Hellblasters and Devastators deploy by Drop Pod and gunship to execute the traitor leadership cadres wherever they are found.

Finally, after three weeks of unrelenting carnage, the morale of the traitors collapses and they are crushed between the Blood Angels at their backs, and the resurgent loyalists to their fore. The Galaxy Screams Even as rebuilding efforts continue on Baal, scattered astropathic messages filter in from the void.

Some are little more than formless nightmares so twisted that they are shorn of meaning. As Dante and Astorath fight back-to-back amidst the Sanguinary Guard, a golden figure plunges from the heavens to join the fight — the Sanguinor has come.

Led by this trio of angelic heroes, the Blood Angels hurl back their attackers, driving the last of the Heretic Astartes over the cliffs of Felhaven into the darkness below. Their efforts are brought to a sudden, violent halt by strike forces of Blood Angels, Flesh Tearers and the Angels Sanguine. From Beyond the Veil Strike Force Mephiston is lost to the warp while attempting a daring crossing of the Carcharax Tempest to reach the beset world of Ramenghal. The Khovan Incident Fascinated by the Primaris Space Marines — or more specifically, their potential to advance his research into a cure for the Flaw — Brother Corbulo makes it his business to accompany them into battle wherever he can.

Yet the Alpha Legionnaires draw out the fight, baiting their enemies and striking to wound and goad the Primaris Blood Angels wherever possible. Though victory is eventually secured, the violence unleashed by several of the Primaris brothers to achieve it is extreme, with traitors torn limb from limb. No official censure is applied to the battlebrothers in question, but Corbulo seeks audience with Dante shortly afterward.

His deep disquiet is evident… Upon the world of Belisor, the sons of Sanguinius met the great beast in open battle. Three hundred noble heroes plunged headlong into the xenos tide, and though many brave warriors fell, it was the greenskins who at last knew defeat. Dante is truly a legend, for his deeds span many long centuries. He is thought by many to be the oldest living Space Marine. Even Captain Lysander of the Imperial Fists, who was lost in the eddies and tides of the warp for a thousand years, cannot recall a time when Dante did not reign supreme over the Blood Angels.

He has fought battles uncounted, orchestrated innumerable major campaigns and seized bloody victory on worlds as far-flung as Ultima Macharia and star-swept Jonol. There are former worlds of the Imperium — now lost to the darkness of the void or the ravages of the foe — that only Dante remembers.

He alone of all living warriors survives to mourn and avenge them. To the common soldiers and citizens of the Imperium, Dante is nothing less than a saviour, a golden god who descends from the heavens on wings of fire. So long now has Dante lived that his exploits have passed into myth. It is now impossible to say how many Ork heads Dante cleaved at the Liberation of Canau, for the tally grows greater each time the story is recounted.

Did he really face the Night Lord warband of Ghuul Askhol alone, killing each of his thirteen would-be assassins single-handed and without the benefits of his armour or weapons?

Only Dante himself can say with certainty. Yet he speaks not on such events, no matter how much the exaggerated nature of such tales must rankle with his warrior pride.

The Imperium needs heroes — needs hope — in these dark times, and the Commander of the Blood Angels keeps his peace so he may do his part to prevent Mankind from losing heart. Yet for all his success, or perhaps because of it, Dante has grown weary of his labours.

He has lived far longer than he should, and the burden of centuries grows ever weightier. Only one thing prevents Dante succumbing to ennui. He has always known that one day the defence of the Emperor would rest in his hands, and he would have to be ready for that greatest of duties. Now it seems to the Lord of the Blood Angels that perhaps that time has come.

He never expected to see a Primarch returned, yet he knelt before Roboute Guilliman with thankful hearts. When Guilliman named Dante as his regent of the Imperium Nihilus, the Lord of Baal felt the hand of fate land heavy upon his shoulder.

The Blood Angels now stand before that darkness with the throne of Terra at their backs, and will have to fight like never before. Coupled with the revitalising purpose of this new duty is the fresh hope brought by the Primaris Space Marines, the possibility that perhaps the sons of Sanguinius will not burn out like a guttering candle. It is said amongst the Blood Angels that Commander Dante has never stood taller, even as he does so in the face of such terrible adversity.

The Regent of the Imperium Nihilus has sworn to purge his dark new realm of the taint of Chaos, even should it take another thousand years and more. After all, it is amidst the darkest night that such golden angels shine the brightest.

These magnificently crafted artefacts encapsulate the storied history of the Blood Angels. They also render Dante all the more deadly in combat.

Deeply affected by the death of Sanguinius and the betrayal of the Traitor Legions, he sought to fashion a weapon that could slay the debased warlords of the Heretic Astartes like the dogs they were. The result of his labours was the Axe Mortalis, a weapon that crackles with barely suppressed killing power, and can scythe through even the thickest ceramite and plasteel like a sharp knife through silk.

Perfectly balanced and said to bear the death curse of Sanguinius upon its skull-wrought haft, the Axe Mortalis became the ritual weapon of the Blood Angels Chapter Master and has reaped countless heretic lives. When Commander Dante enters battle the power of the Death Mask of Sanguinius swells and the visage itself seems almost to become invested with ghostly life. After all, so dire are the circumstances in which the Sanguinor appears that few behold his glory and survive to speak of it.

Most famous of all, and most readily recounted, is the legend of the assault upon the Night Lords Battle Barge Terrorclaw. Twelve battle-brothers were ordered to strike at the Terrorclaw , to slay its master as penance for unrecorded transgressions.

Pausing only to grant his blessing to the sergeant in command of the sortie, he cut a bloody path across the Terrorclaw , blazing through the vessel like the wrath of Sanguinius. Though the quest was ultimately a success and the captain of the Terrorclaw slain, only the sergeant survived and returned to Baal. The Sanguinor did therefore not accomplish the quest for his battle-brothers, but through his might and wrath he did render the impossible possible.

The Inquisition in particular worry that the Sanguinor is some form of psychic construct, or even an empyric manifestation of some darker sort. If this is so then his existence proves the Blood Angels to be just as flawed spiritually as they are physically.

Yet for all the suspicions the Sanguinor might provoke in outsiders, to his battle-brothers he is an honoured part of their heritage, no more needing of query than the Primarch who once led them. So it was that the Sanguinary Guard survived where their Primarch did not, for Azkaellon made certain that their legacy was maintained, not just in the Blood Angels, but in every successor Chapter that arose from the dissolution of the mighty Blood Angels Legion. Most often the Sanguinary Guard will fight with the weapons traditional to their position — wrist-mounted Angelus boltguns that leave both hands free for the wielding of crackling encarmine blades — but they will occasionally vary their armaments as the situation dictates.

The deeds of each Sanguinary Guard are recorded with reverent diligence and recounted at feast days and during sacred rites. Rokchewa to flight; the list goes on and on. To join the ranks of the Sanguinary Guard is to enter an esteemed brotherhood of heroes, to uphold the legacy of those who came before them and continue a legend ten thousand years old.

Yet the vision of a golden angel soaring into battle with a storied banner of the Blood Angels held high can inspire fervour beyond words in the warriors of the Imperium, and transform even the direst rout into glorious victory against the odds. Yet Sanguinius foresaw from the first that a shadow would fall upon his sons, and that they would require safeguarding in both body and soul as the millennia passed.

Where the Chaplains are ever watchful for manifestations of the Flaw, the ceremonies performed by the Sanguinary Priests call upon the Blood Angels to embrace the Red Thirst and wrest it to their control, unleashing its strength to buttress theirs when the day is darkest. As the injured Blood Angel is returned to full fighting health, so will the gene-seed within him survive and the Chapter endure.

Trained in the arts of surgery, they are equipped with the narthecium and reductor common to all Apothecaries, and attend to the wounded under even the heaviest enemy fire. Though many of these ancient relics have been lost over the millennia, their shards are still incorporated within newly crafted vessels, and within the nartheciums of the Sanguinary Priests. Their effect upon Blood Angels battle-brothers is still electrifying, the might of their angel-winged Primarch echoing through the ages to fill them with glorious strength.

It is said that no other Blood Angel resembles Sanguinius as closely as Corbulo, whose piercing eyes and noble aspect reflect the nature of the Blood Angels at its purest.

It is this perfection that has driven Corbulo to such lengths in search of a cure for the Red Thirst. This quest has taken him all over the galaxy — visiting the fortress monasteries of other Space Marine Chapters in order to learn from their Apothecaries, and journeying to forgotten worlds in search of forbidden archeotech from the Dark Age of Technology.

This vessel is a key part of the induction mysteries of the Sanguinary Priests, but it is also a potent relic upon the field of battle. Blood Angels in the presence of the Red Grail find themselves reinvigorated, the physical and psychological aspects inherited from their Primarch enhanced in some unknowable way.

It was he who — seeing no other choice — authorised the pillaging of aspirants from the Baalite tribes, and the abandonment of their peoples to their fate. He fought the invading xenos with remarkable fury, wading knee-deep through their corpses with his chainsword howling in gory arcs, and many believe that in his reckless butchery the Sanguinary High Priest sought to make amends for the innocent lives he so callously sacrificed for victory.

Each is a warrior mystic that is set apart from his battle-brothers by his ability to harness the incredibly powerful and dangerous psychic energies of the warp. The mutation that bestows psychic abilities — while still rare — is more common amongst Blood Angels than most other Space Marine Chapters, and constant vigilance is required to ensure that every potential psyker is caught early in their development.

Only by careful screening can potential new Librarians be identified, as it is crucial that they are pure of mind. Untrained human psykers are considered one of the greatest threats to the Imperium, and an unschooled psyker with all the hardiness, training and resolve of a Space Marine would surely be a thousand times deadlier. Librarians must undergo the most rigorous and exhaustive training imaginable. They endure harrowing tests of mental and physical fortitude that would make even their brother Space Marines baulk.

Some do not survive, but those that do are armoured in spirit and mind, fortified against the seductive whispers of the warp and able to wield their powers as a weapon of Imperial supremacy.

Yet alongside this training, the Librarian must still endure the same trials and challenges as his battle-brothers — sharpening his skill with bolter and blade, hardening his body to physical injury even as he guards his mind against doubt and fear.

He is, after all, still a Space Marine, and must stand on equal footing with his comrades in times of war. There are few limits on what a Librarian can achieve once he has fixed upon a goal, and less that the enemy can do to prevent his wrath.

Blood Angels Librarians always stand somewhat apart from the rest of the Chapter. No bond of blood or battle can ever quite dispel the unease with which ordinary battle-brothers view their psychically gifted brethren, for how can a non-psyker ever be truly comfortable with a warrior who can perform such violent miracles?

Nor is there complete trust even within the ranks of the Librarians themselves, for they must keep watch over their fellows. Should one fall to the whispered madness of Chaos or the Black Rage he must be slain, swiftly and mercifully, before he wreaks untold harm upon the Chapter that he once loyally served.

The Blood Angels are no exception to this; thanks to the skill and artistry of their Chapter artificers, the psychic hoods and force weapons of their Librarius are amongst the most magnificent of their kind throughout the entire Imperium.

Their psychic hoods take the form of high, arcing ceramite collars and fitted skullcaps inlaid with fine golden circuitry. Clad in his psychic hood, a Blood Angels Librarian can stifle enemy psychic energies before they are gathered, rendering heretical witches powerless. The force weapons wielded by Librarians are finely crafted swords, axes or other, more esoteric weapons, that are inlaid with complex psychic conduits.

Yet the Black Rage cares not for the nobility of the soul, nor the deeds of the flesh. Inducted into the Death Company, Calistarius took part in the final assault on the Ecclesorium during the retaking of Hades from the Orks, and was one of the many crushed when the building collapsed in a shower of debris.

For seven days and seven nights Calistarius lay entombed, his fevered mind teetering on the edge of madness and his broken body on the verge of death. Yet Calistarius did not succumb.

Through sheer force of will he confronted the uncontrollable rage that burned through his mangled form. With supreme effort, Calistarius cast out the Black Rage and, in so doing, became something far more than he had been before. At midnight on the seventh day he burst free from his rocky prison, reborn as Mephiston, Lord of Death. His resurrection did not go unwitnessed. By this time Hades lay once more in the hands of the Imperium, but Orks still roamed the ruins.

As Mephiston heaved ferrocrete boulders aside from his tomb, the sound of tortured stone drew the attention of one such band. Weaponless, and with his armour shredded and mangled, Mephiston must have seemed easy prey, but nothing could have been further from the truth. His gene-seed, dormant these many long years, had awakened and wrought further changes, granting exceptional strength and vigour.

Moving with a speed the Orks could not match, Mephiston unleashed a flurry of attacks, every blow pulverising flesh and shattering bone. Five Orks died in as many seconds, and a dozen more swiftly followed.

The greenskins never stood a chance, but they were as stubborn as Mephiston was determined. His ruined armour slick with the blood of his foes, Mephiston began the long walk to the Imperial lines.

Since that day, Mephiston has risen swiftly through the ranks of the Blood Angels and now holds the office of Chief Librarian. He is a figure of awe and reverence to most of his battle-brothers, who perceive him as a saviour in these times of woe. Others are not so accepting, for they have difficulty recognising the Calistarius of old in Mephiston. Calistarius sought the company of his brothers both on and off the battlefield, yet Mephiston spends silent hours alone in thought, and his face, though noble beyond compare, somehow speaks of a soul still ill at ease.

Perhaps these changes were inevitable, given the trial of transformation. Yet there are whispers that Mephiston paid a dreadful price for his resurrection, that when he mastered the Black Rage something altogether more terrible took its place.

It is to be hoped that such rumours are baseless, mere carrion latching onto greatness, but Mephiston keeps his secrets close, and only time will reveal the truth.

In war, the Chaplains are fearsome battle-priests clad in forbidding jet-black armour crowned with skull-helms and death masks. Such strident and destructive piety serves to embolden nearby battlebrothers, exhorting them to cast doubt aside and win the day for the glory of the Chapter.

The Reclusiam nestles in the heart of a great spire that stands tall over the rest of the Arx Angelicum. Only the tower of the Sanguinary Priesthood stretches as high. No part of the fortress monastery is as revered as the Reclusiam, adorned as it is with banners and relics of ages past, its sable stones steeped in history and grandeur. Here do the Chaplains conduct their ceremonies, the rites of Initiation, Vindication and Redemption, the Blood Pact and the Host-throng.

A small antechamber lies to the north of the Reclusiam, a sealed vault to which only the members of the Chapter Council have access.

Herein are kept the Scrolls of Sanguinius, the sacred texts recorded by the Primarch during his long life, whose secrets are said to contain vital information regarding all the terrible times to come.

During the battle for Baal, when the bio-swarms of Hive Fleet Leviathan swirled like a bladed ocean around the Arx Angelicum, the Chaplains stood firm in defence of these ancient tomes. Without such relics of its past, the Blood Angels Chapter would be shorn of its soul, and lose the sense of purpose that the weight of millennia helps it to maintain. So it was that lives were given freely in defence of dusty scrolls, voluminous tomes and ageold artefacts, the Blood Angels dying gladly in order to preserve their past for the sake of their future.

There is no rank within the Chapter more greatly honoured, or more deeply loathed. Honoured, for the burden the Redeemer of the Lost bears, and for the essential duty he performs; loathed because that duty is stained forever with the blood of his battle-brothers. This is without doubt an act of mercy, a gift to the accursed. It was long ago considered that these terrible duties were best borne by a single brother and, thus far at least, a single brother has been equal to the task at hand.

So does Astorath tread the stars, hacking apart those enemies who would prevent him from bestowing his gift of oblivion. However, the truth is entirely opposite. No separation of distance can serve to mute this dolorous symphony, a sombre orchestra that only Astorath can hear.

Whether the victims are fighting on Armageddon or in Ultramar, Astorath can sense their plight — and he must go to them as his duty requires.

So it is that the Redeemer of the Lost has become a true angel of death to his foes and his battle-brothers alike, a legend of destruction amongst the Blood Angels successor Chapters and their enemies both.

Wherever Astorath the Grim treads, the enemy face not only his fury, but the onslaught of Space Marines caught in the twilight shadows of the Black Rage. In this cause he fights like a man possessed, resolute that his twin gifts of death and redemption shall not be denied. Not because they will bring us victory this day, but because their fate will one day be ours. Unlike the other warriors of the Death Company who spearheaded the planetstrike, Lemartes survived the initial landings and, seemingly unstoppable, carved a bloody path through the Ork defenders.

Only when the battle was won did the Chaplain finally collapse from his wounds. He was brought to the field apothecarium inside the now captured fortress, there to await the arrival of Astorath, Redeemer of the Lost, and receive the gift of final redemption.

Such a thing was unheard of. Whilst members of the Death Company were often so deranged that Astorath had to best them in combat before he could take their lives, never before had one challenged him in so lucid a fashion. Lemartes was unquestionably in the grip of the Black Rage, for all the physical signs were there. Yet his mind was not riven with insanity — through an act of incredible willpower, the Chaplain appeared able to hold his madness in check.

Several Sanguinary Priests argued that this was but a temporary respite, and that Lemartes would succumb to the uttermost depths of madness once removed from stasis, but Astorath was not so sure. Refusing to slay Lemartes, as some of the Sanguinary Priests wished, he awoke the Chaplain from his enforced slumber and offered him a way in which he could continue to serve. He leads his charges to ever greater renown, ensuring that the dread sacrifice of the Blood Angels Death Company is never in vain.

For Lemartes, there is no longer any calm before the storm. His life is one of constant battle, for he is awoken when needed and preserved when he is not. Lemartes is surely living on borrowed time, for even his formidable willpower cannot keep the Black Rage at bay indefinitely.

He is a symbol of hope to a Chapter slipping into the darkness, for if Lemartes can continue to reason and serve his Chapter within the dark insanity of the Black Rage, perhaps others can do so too. Drawn from all ranks of the Chapter, they are united in their terminal ferocity, shrugging off wounds that would normally slay a battle-brother thrice over and reaping one last tally of slain foes before madness or death claims them forever.

In order to keep the Black Rage in check, on the eve of battle the Blood Angels bend their thoughts to prayer and to the sacrifice of their Primarch so many centuries ago. Chaplains move from man to man, blessing each in turn and noting those amongst the brotherhood whose eyes may appear a little glazed, or whose speech is slurred or overly excited.

Some, almost all, overcome this ancient intrusion into their minds. But for some the imprint of Sanguinius is too strong, the memories too loud and demanding. As the Chaplains chant the moripatris — the mass of doom — the chosen ones collapse into the arms of their priests, and are taken away to form a special unit called the Death Company. The madness that overcomes these unfortunates is of a very specific sort.

The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test. Use in the Shooting phase just before the Whirlwind shoots. Use this just before an Dark Angel Infantry model attacks with a heavy bolter.

You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds. Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. You can give that character the Warlord Trait of the Specialist Detachment they are part of note that this character is only regarded as your Warlord for the purpose of that Warlord Trait.

This Stratagem can be used once for each Specialist Detachment Stratagem you have used spend 1 CP each time you use it. No two characters in your army can have the same Warlord Trait. Use this Stratagem when choosing your army. That unit can immediately make a move and Advance as if it were your Movement phase. Until the end of the phase, when resolving an attack made against that model, halve the damage inflicted rounding up.

Use this Stratagem at the start of your Shooting phase. Use this Stratagem in your Shooting phase. Use this Stratagem before the battle. Add 1 to the Attacks and Leadership characteristics of models in that unit. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

Use this Stratagem in any phase. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase. Use this Stratagem before the battle, after nominating your Warlord. Each Warlord Trait in your army must be unique if randomly generated, re-roll duplicate results. You can only use this Stratagem once per battle.

Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target do not make a wound roll. Until the end of the phase, increase the Toughness characteristic of models in that unit by 1. You can make a second move with that unit this phase; that unit can Advance as part of that move if it has not already Advanced this phase.

That unit cannot shoot or charge this turn. Any models that cannot be set up in this way are destroyed. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of always fails, irrespective of any abilities that the weapon or the model making that attack may have.

If the Assault Doctrine is currently active, you can change it so that the Tactical Doctrine is now active. Alternatively, if the Tactical Doctrine is currently active, you can change it so that the Devastator Doctrine is now active.

Until the end of that phase, add 1 to the Attacks characteristic of models in that unit if that unit targets any enemy units containing 10 or more models. Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your Warlord. Named characters such as Master Lazarus cannot be given the following Relics. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Models with a power sword or master-crafted power sword only.

Each time the bearer fights, it can make one additional attack with this weapon. Models with a storm bolter only. Your opponent must subtract 1 from all hit rolls that target the bearer. Models with a power maul only. Re-roll all failed wound rolls made for this weapon against Heretic Astrates.

Models with a a combi-plasma only. Supercharge S8 D2. When attacking with this weapon, you can shoot either the boltgun, the plasma blaster or both. If you fire both, subtract 1 from all hit rolls made for this weapon. The bearer is slain like all other plasma weapons when firing in supercharge mode.

If your army includes any Specialist Detachment, you can give the following relics to a Character from the corresponding Specialist Detachment in your army. Model with power sword only. When resolving an attack made with a ranged weapon by a model with this Relic, add 1 to the hit roll.

Add 1 to the Strength and Attacks characteristics of a model with this Relic. These are considered to be Relics of Caliban for all rules purposes.

Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic. When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile see the Warhammer 40, Rulebook.

When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends. When resolving an attack made by a model with this Relic, ignore negative hit roll modifiers and Ballistic Skill modifiers.

When firing Overwatch, the bearer successfully hits using their Ballistic Skill, rather than on a 6. When you give a model this Relic, select one bolt weapon pg 34 that model is equipped with. When that model shoots with that weapon, you can choose for it to fire a bolt of judgement. If you do, that model can only make one attack with that weapon, but the weapon has an Armour Penetration characteristic of -2 and a Damage characteristic of 3 for that attack.

You can either roll a D6 to generate their powers randomly re- roll any duplicate results , or you can select the psychic powers you wish the psyker to have. That unit suffers a mortal wound and may only be chosen to fight in the Fight phase after all other eligible units have fought, even if they charged or have an ability that would allow them to fight first. This effect lasts until the end of your turn. Until your next Psychic phase, your opponent must subtract 1 from all hit rolls made for that uni t.

Righteous Repugnance : WC 7. Trephination : WC 7. AdeptiCon reserves the right to modify, update, clarify, or change event rules in the. AdeptiCon reserves the right to modify, update, clarify, or change event rules. The Warhammer 40K Gladiator tourna ment is meant to be a contest between the strongest lists and the most aggressive players in the tournament environment. Blood Angels Codex 5th PDF 1 2 Related searches for warhammer 6th edition blood angels c first army codex written for 6th edition Warhammer 40k.

The Craftworld Eldar codex for 3rd Edition 40k. It is not. If you are reading this codex, then you have already taken your first steps into the Warhammer 40, hobby. The Warhammer 40, rule book contains all.



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