<p class="ShowFluff legend">The Red Thirst and the Black Rage will forever be the twin spiritual cur
Detachment Rules (1)
Maddened Ferocity
With every passing moment, every savage wounding and crunching blow, the Red Thirst takes a firmer g
Each time an ADEPTUS ASTARTES model from your army makes a melee attack, re-roll a Wound roll of 1.
Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Battle-shocked, add 2 to the Attacks characteristic of melee weapons equipped by models in that unit instead.
Restrictions
Your army can include Blood Angels units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.
Enhancements (4)
25 pts Angel’s Fang
This artificer-crafted weapon has a dark reputation amongst the Chapter. Yet none can deny its letha
ADEPTUS ASTARTES model only. Each time the bearer makes a melee attack that targets a CHARACTER, MONSTER or VEHICLE unit, that attack has the [SUSTAINED HITS 2] ability.
30 pts Carmine Reliquary
This armoured casket contains the skull of a beloved Blood Angels Captain lost to the Black Rage. It
Chaplain model only. Models in the bearer’s unit have the Scouts 6" ability. Each time you take a Battle-shock test for an ADEPTUS ASTARTES unit within 6" of the bearer, you can re-roll the result.
25 pts Master of the Red Thirst
Long practice has allowed this champion to gain a modicum of focus and control over their Red Thirst
ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.
35 pts Sanguinary Tear (Aura)
Legend has it that the blood-red stone set into this relic houses a teardrop shed by the Primarch hi
ADEPTUS ASTARTES model only. While a friendly Death Company unit is within 6" of the bearer, add 1 to the Strength characteristic of weapons equipped by models in that unit.
Stratagems (6)
1 CP
A GRIM WARNING
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Blood Angels unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP
ARMOUR OF CONTEMPT
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
2 CP
DEATHLESS DUTY
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CP
INSENSATE RAMPAGE
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
1 CP
LIMB FROM LIMB
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One ADEPTUS ASTARTES unit from your army that made a Charge move this turn.
EFFECT: Select either the Strength or Armour Penetration characteristic of melee weapons equipped by models in your unit. Until the end of the phase, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the phase, add 1 to the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit.
1 CP
RED WRATH
Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge in a turn in which it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.