Factions‎ > ‎Blood Angels‎ > ‎

Missions

The following missions illustrate the different sorts of strategies used by Blood Angels, and they will provide new tests of your tactical ability as a commander.

Altar of War: Blood Angels Missions

The three Altar of War missions illustrate the different sorts of strategies used by the Blood Angels and provide new tests of your tactical ability as a commander.

It is very straightforward to use an Altar of War mission — these can be selected at The Mission step described in Preparing for Battle in Warhammer 40,000: The Rules. Like the missions presented there, Altar of War missions are ‘pick up and play' missions - it is not necessary to know which of these missions you will be playing before selecting an army, only the agreed points value of the two armies.

If you (or your opponent) have a Warlord with the Blood Angels Faction, you can select one of these missions just as you would any other, as explained in the Preparing for Battle section in Warhammer 40,000: The Rules.



1-2
ALTAR OF WAR

Death on the Wing

The Blood Angels are renowned for the swiftness and decisiveness of their attacks. As if from nowhere, the Sons of Sanguinius descend upon wings of fire to deliver the Emperor’s vengeance to any that would challenge the supremacy of Mankind. Once battle is joined in such a manner, the Blood Angels are seldom denied.
THE ARMIES
Choose armies. The Blood Angels player’s Warlord must have the Blood Angels Faction.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

DEPLOYMENT
Players deploy using the Standard Deployment Method. However, any units in the Blood Angels player’s army that have the Jump, Skimmer or Flyer unit type (and any units embarked upon them) are not deployed, and must be held in Reserve.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Reserves.

Home Ground: All enemy units have the Move Through Cover and Stubborn special rules.

Upon Wings of Fire: From the start of their first turn, the Blood Angels player makes a single Reserve Roll for all of the units in their army with the Jump, Skimmer or Flyer unit type (and any units embarked on them). If successful, all of the units being rolled for arrive that turn.

3-4
ALTAR OF WAR

Honour of the Angels

As a First Founding Chapter, the reliquaries of the Blood Angels’ fortress-monastery on Baal are filled with some of the most priceless artefacts in the Imperium. Should a hero of the Blood Angels be granted stewardship of such a relic and fall in battle, the Chapter’s honour cannot be satisfied unless it is recovered.
THE ARMIES
Choose armies. The Blood Angels player’s Warlord must have the Blood Angels Faction.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

Objective Markers
After setting up terrain, the enemy player places a single Objective Marker anywhere in their deployment zone to represent the Relic. The Objective Marker cannot be placed within impassable terrain or 6" of any battlefield edge.

DEPLOYMENT
Players must deploy using the Standard Deployment Method.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
If the Blood Angels player retrieves the lost relic and removes it from the table, the game immediately ends and the Blood Angels player is the winner. If the lost relic is still on the table when the game ends, the enemy player is the winner. If at any point the Blood Angels player no longer has any Infantry models (including those in Reserve), the game immediately ends and the enemy player is the winner.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Exiting the Table: If a Blood Angels model that is carrying the Relic voluntarily moves into contact with its own table edge (or is in a Transport that does so), it exits the table and is removed from play. If this happens, the game ends immediately – see Victory Conditions.

Retrieving the Relic: The Relic is taken immediately when a Blood Angels Infantry model moves into base contact with it. Place the marker under the model’s base to show it is carrying the Relic. A model that is carrying the Relic may move and fight normally. When the model moves, the marker moves with it. If the model is removed from play for any reason (including reaching a table edge when Falling Back, but excluding Exiting the Table as described below), then the marker is left on the table in the last position the model occupied, and will be captured by the next Blood Angels Infantry model to move into base contact with it. The model cannot give the Relic to another friendly model, or choose to abandon it. Models other than Blood Angels Infantry models may not end a move on top of the marker (though they may move over it).

The Skies are Guarded: At the end of any Blood Angels Movement phase, any enemy unit can choose to fire at a single Blood Angels unit that has arrived from Reserve and ended its movement within 12" of the Objective Marker, as long as it is within range and line of sight. Any weapons fired in this way cannot be fired in the next turn, but the firing models can shoot different weapons if they have them.

5-6
ALTAR OF WAR

No Matter the Odds

The Blood Angels are masters of strategy, but this does not mean that they are afraid to set loose the Death Company in a frontal assault against a dug-in enemy. Though this would seem like folly to most, those under the irrepressible grip of the Black Rage seek nothing more than to die a glorious death in battle.
THE ARMIES
Choose armies. The Blood Angels player’s Warlord must have the Blood Angels Faction.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

Objective Markers
After terrain has been set up, the enemy player places 3 Objective Markers anywhere within their deployment zone. No Objective Marker can be placed within 6" of any battlefield edge or 12" of another Objective Marker.

DEPLOYMENT
Players must deploy using the Standard Deployment Method.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Reserves.

Doomseekers: The Blood Angels player can add 1 to any Feel No Pain rolls they make for their units of Death Company. In addition, if at the start of the Fight sub-phase, any of the Blood Angels player’s units of Death Company are locked in a combat that contains more enemy models than friendly models (count all models locked in the combat, not just those models that are engaged), then models in that Death Company unit gain 1 Attack for the duration of that Fight sub-phase.

The Odds Are Against Them: At the start of each of their turns, the enemy player can place a single Troops unit that has been completely destroyed earlier in the battle into Ongoing Reserve, from where it will immediately be available to return to the battle.