This page details military structure of Blood Angels forces including Detachments, Formations and Apocalypse Formations.
DetachmentsBaal Strike ForceCodex: Blood Angels details a unique Detachment – the Baal Strike Force – that reflects a typical Blood Angels Formation despatched to fight any of the Emperor’s wars waging across the galaxy. This follows all the Detachment rules presented in Warhammer 40,000: The Rules.![]() All units in this Detachment must have the Blood Angels Faction (or be fortifications). COMMAND BENEFITS The Angel’s Virtue: If this Detachment is chosen as your Primary Detachment, you can reroll the result when rolling on the Warlord Traits table in Codex: Blood Angels. Angel’s Blade Strike Force
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![]() ![]() • 3-5 units chosen in any combination from the following list: - Librarian Dreadnought - Dreadnought - Furioso Dreadnought | ![]() • 1 of the following: Terminator Captain, Captain Tycho, Librarian, Mephiston, Sanguinary Priest, Brother Corbulo • 0-1 Command Squad • 0-1 Stormraven Gunship |
![]() • 1 Captain or Chaplain • 1 Command Squad (only if Captain is taken) • 3 Tactical Squads • 1 Assault Squad, Bike Squad, Attack Bike Squad or unit of Land Speeders • 1 Devastator Squad • 1 Dreadnought • 1 Furioso Dreadnought (only if Chaplain is taken) | ![]() • 1 Terminator Captain • 2 Furioso Dreadnoughts • 5 units chosen in any combination from the following list: - Terminator Squad - Terminator Assault Squad - Vanguard Veteran Squad - Sternguard Veteran Squad |
![]() ![]() • 1 Techmarine • 3-5 units chosen in any combination from the following list: - Baal Predator - Predator • 1-3 units chosen in any combination from the following list: - Land Raider - Land Raider Crusader - Land Raider Redeemer ![]() • 1-3 units chosen in any combination from the following list: - Devastator Squad - Vindicator - Whirlwind | ![]() • 2-4 Stormraven Gunships ![]() • 1-3 units chosen in any combination from the following list: - Assault Squad - Bike Squad - Attack Bike Squad - Land Speeder Squadron ![]() • 3 units chosen in any combination from the following list: - Terminator Squads - Terminator Assault Squads ![]() |
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to five Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Blood Angels Faction.
COMMAND BENEFITS
The Angel’s Virtue: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in this book or Codex: Blood Angels.
Formations
Blood Angels Battle Company

• 1 Chaplain
• 1 Command Squad
• 6 Tactical Squads
• 2 Assault Squads
• 2 Devastator Squads
• 1 Death Company Squad
• 1 Dreadnought
• 1 Furioso Dreadnought
None.

SPECIAL RULES
Objective Secured: All Troops units from this Formation have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.
The Angel’s Virtue: If this Formation is chosen as your Primary Detachment, you can reroll the result when rolling on the Warlord Traits table in Codex: Blood Angels.
The Red Thirst: In a turn in which a model from this Formation charges into combat, the model adds 1 to its Initiative characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from the The Red Thirst.
Objective Secured: All Troops units from this Formation have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.
10th Company Ambush Force


- Scout Squad
- Scout Bike Squad
Scout Bike Squads in this Formation must be equipped with cluster mines.

SPECIAL RULES
Concealed Positions: Each unit from this Formation that deploys using the Infiltrate special rule and does not have the Stealth special rule is Concealed. A Concealed unit has the Stealth special rule until it Moves, Runs, Turbo Boosts, Charges or Falls Back, at which point it immediately loses the Stealth special rule for the rest of the battle.
The Trap is Sprung: During the first game turn, all units from this Formation have the Precision Shots special rule.
Concealed Positions: Each unit from this Formation that deploys using the Infiltrate special rule and does not have the Stealth special rule is Concealed. A Concealed unit has the Stealth special rule until it Moves, Runs, Turbo Boosts, Charges or Falls Back, at which point it immediately loses the Stealth special rule for the rest of the battle.
Archangels Demi-company


• 2 Furioso Dreadnoughts
• 5 units chosen in any combination from the following list:
- Terminator Squad
- Terminator Assault Squad
- Vanguard Veteran Squad
- Sternguard Veteran Squad
None.

SPECIAL RULES
• Stubborn
Elite Strike Force: Make Reserve Rolls for units in this Formation from your first turn.
Storm of Angels: You can re-roll failed Reserve Rolls for units in this Formation with the Deep Strike special rule. In addition, units from this Formation arriving from Deep Strike Reserves scatter D6" less (normally D6" rather than 2D6").
The Angel’s Virtue: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Blood Angels
• Stubborn
Archangels Orbital Intervention Force


- Terminator Squads
- Terminator Assault Squads
None.

SPECIAL RULES
Orbital Intervention: Terminator Squads in this Formation can shoot twice on the turn they arrive by Deep Strike. The second round of shooting does not need to target the same enemy unit. Terminator Assault Squads in this Formation can instead charge on the turn they arrive from Deep Strike Reserve, but always count as making a disordered charge when they do so.
Swift Deployment: All units in this Formation must be held back in Deep Strike Reserve. When making Reserve Rolls, make a single roll for the entire Formation. On a successful Reserve Roll, all of the units in this Formation arrive from Deep Strike Reserve.
Orbital Intervention: Terminator Squads in this Formation can shoot twice on the turn they arrive by Deep Strike. The second round of shooting does not need to target the same enemy unit. Terminator Assault Squads in this Formation can instead charge on the turn they arrive from Deep Strike Reserve, but always count as making a disordered charge when they do so.
Battle Demi-company


• 1 Command Squad (only if Captain is taken)
• 3 Tactical Squads
• 1 Assault Squad, Bike Squad, Attack Bike Squad or unit of Land Speeders
• 1 Devastator Squad
• 1 Dreadnought
• 1 Furioso Dreadnought (only if Chaplain is taken)
None.

SPECIAL RULES
The Angel’s Virtue: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Blood Angels
The Red Thirst: In a turn in which a model from this Formation charges into combat, the model adds 1 to its Initiative characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from the Red Thirst.
The Angel’s Virtue: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Blood Angels
Chapter Ancients


- Librarian Dreadnought
- Dreadnought
- Furioso Dreadnought
None.

SPECIAL RULES
Well-timed Blow: Once per battle, at the start of any Blood Angels turn, the Dreadnoughts in this Formation can deliver a Well-timed Blow upon the foe. When they do so, instead of moving in the Movement phase, they can either shoot as if it were the Shooting phase, or Pile In and fight as if it were the Fight sub-phase. Different Dreadnoughts can carry out different actions if desired, so some might move, some shoot and some fight. Dreadnoughts that shoot or fight can do so again later in the same turn.
Well-timed Blow: Once per battle, at the start of any Blood Angels turn, the Dreadnoughts in this Formation can deliver a Well-timed Blow upon the foe. When they do so, instead of moving in the Movement phase, they can either shoot as if it were the Shooting phase, or Pile In and fight as if it were the Fight sub-phase. Different Dreadnoughts can carry out different actions if desired, so some might move, some shoot and some fight. Dreadnoughts that shoot or fight can do so again later in the same turn.
Death Company Strike Force


Any Death Company Squad in this Formation can take a Stormraven Gunship as a Dedicated Transport.

SPECIAL RULES
The Black Rage: All models in Death Company Squads from this Formation and all Death Company Dreadnoughts from this Formation add 1 to their Attacks characteristic whilst they are within 12" of their Formation’s Death Company Chaplain.
The Black Rage: All models in Death Company Squads from this Formation and all Death Company Dreadnoughts from this Formation add 1 to their Attacks characteristic whilst they are within 12" of their Formation’s Death Company Chaplain.
Golden Host

SPECIAL RULES
Airborne Assault: From your second turn, you can choose the turn in which the units from this Formation arrive from Reserves (there is no need to roll the dice). All units in the Formation must arrive on the same turn, and all must Deep Strike onto the battlefield. You can re-roll the scatter dice when units from this Formation arrive from Deep Strike Reserve.
Glory of Sanguinius: Units in this Formation can charge on the turn they arrive from Deep Strike Reserve, but always count as making a disordered charge when they do so.
Airborne Assault: From your second turn, you can choose the turn in which the units from this Formation arrive from Reserves (there is no need to roll the dice). All units in the Formation must arrive on the same turn, and all must Deep Strike onto the battlefield. You can re-roll the scatter dice when units from this Formation arrive from Deep Strike Reserve.
Lucifer Armoured Task Force


• 3-5 units chosen in any combination from the following list:
- Baal Predator
- Predator
• 1-3 units chosen in any combination from the following list:
- Land Raider
- Land Raider Crusader
- Land Raider Redeemer
None.

SPECIAL RULES
• Scout
First Into Battle: All Predators and Land Raiders in this Formation have overcharged engines (at no additional points cost). This means that all vehicles in a Lucifer Armoured Task Force have the Fast unit type.
• Scout
Stormraven Squadron

SPECIAL RULES
Annihilation Strike: Once per battle, at the start of any of your turns, you can pick an enemy unit anywhere on the battlefield to be the target of an Annihilation Strike. When you do so, any Stormraven Gunships from this Formation that are within 72" of the target unit and have line of sight to the target must fire all of their remaining stormstrike missiles at it. Conduct the attacks as if they were being carried out in the Shooting phase. No other attacks can be made by the Stormraven Gunships as part of an Annihilation Strike.
The Stormraven Gunships can shoot again in the Shooting phase of the same turn, using the weapons they have remaining, and not counting the stormtrike missiles they used against the number of attacks that can be made this turn.
Annihilation Strike: Once per battle, at the start of any of your turns, you can pick an enemy unit anywhere on the battlefield to be the target of an Annihilation Strike. When you do so, any Stormraven Gunships from this Formation that are within 72" of the target unit and have line of sight to the target must fire all of their remaining stormstrike missiles at it. Conduct the attacks as if they were being carried out in the Shooting phase. No other attacks can be made by the Stormraven Gunships as part of an Annihilation Strike.
The Stormraven Gunships can shoot again in the Shooting phase of the same turn, using the weapons they have remaining, and not counting the stormtrike missiles they used against the number of attacks that can be made this turn.
Angel’s Fury Spearhead Force


Each Tactical squad must include 10 models. The Sergeant of each Tactical squad in this Formation must take a teleport homer as a free upgrade. This Formation’s Tactical squads cannot take Dedicated Transports, and must begin the game embarked in the Stormraven Gunships from this Formation.

SPECIAL RULES
Augur Triangulation: If a friendly unit with the Blood Angels Faction arrives from Deep Strike Reserve within 12” of at least two models from this Formation equipped with teleport homers, then it does not scatter, and can charge on the same turn it arrives.
Objective Secured: All Troops units from this Formation have the Objective Secured special rule.
Spearhead Strike Force: When making Reserve Rolls, make a single roll for the entire Formation, which you can choose to re-roll. If successful, all units arrive from the Formation. You can make a Reserve Roll for this Formation from the start of Turn 1.
Augur Triangulation: If a friendly unit with the Blood Angels Faction arrives from Deep Strike Reserve within 12” of at least two models from this Formation equipped with teleport homers, then it does not scatter, and can charge on the same turn it arrives.
Angel’s Wrath Intervention Force

SPECIAL RULES
Guided Drop: This Formation must be placed in Deep Strike Reserve. Make a single Reserve roll for the entire Formation. If successful, all units arrive from the Formation. The Formation’s unit of Vanguard Veterans must be placed first, and units of Assault Marines do not scatter so long as the first model is placed within 6” of the Vanguard Veteran unit.
Meteoric Impact: Immediately after deploying, any enemy units within 6” of any units from this Formation suffer a Strength 4 AP- hit for each of their models which is within 6” of a model from this Formation. In addition, these enemy units must move as if they are in difficult terrain until the end of their next turn.
Guided Drop: This Formation must be placed in Deep Strike Reserve. Make a single Reserve roll for the entire Formation. If successful, all units arrive from the Formation. The Formation’s unit of Vanguard Veterans must be placed first, and units of Assault Marines do not scatter so long as the first model is placed within 6” of the Vanguard Veteran unit.
Strike Force Deathstorm


None.

SPECIAL RULES
Against all Odds: All units in this Formation have the Fearless special rule. Models that already have the Fearless special rule instead gain the Counter-attack special rule.
Bloody Toll: Once per game, at the start of any Assault phase, Captain Karlaen can call for a Bloody Toll. On the turn he does so, all units in this Formation re-roll all failed To Wound rolls until the end of that phase.
Against all Odds: All units in this Formation have the Fearless special rule. Models that already have the Fearless special rule instead gain the Counter-attack special rule.
Carmine Host

SPECIAL RULES
Honour the Primarch: Once per game, at the start of the turn, the Captain can call upon his battle-brothers to remember the glory of Sanguinius and emulate his greatness in the crucible of the battle. Until the beginning of the next turn, the Captain and any units from the Carmine Host that are within 12" of him have the Feel No Pain and It Will Not Die special rules.
Honour the Primarch: Once per game, at the start of the turn, the Captain can call upon his battle-brothers to remember the glory of Sanguinius and emulate his greatness in the crucible of the battle. Until the beginning of the next turn, the Captain and any units from the Carmine Host that are within 12" of him have the Feel No Pain and It Will Not Die special rules.
Apocalypse Formations
Lucifer Armoured Task Force

• 1 Honour Guard
• 3 Tactical Squads
• 2 Baal Predators
• 4 Land Raiders (any type)
None.

TYPE
• Battle Formation
SPECIAL RULES
First into Battle: All Land Raiders in this formation are Fast in addition to any other rules they may have, but have one less Hull Point than normal.
Rapid Reaction Force: All units in the Lucifer Armoured Task Force have the Scout special rule.
• Battle Formation
SPECIAL RULES
First into Battle: All Land Raiders in this formation are Fast in addition to any other rules they may have, but have one less Hull Point than normal.
The Black Rage

• 1+ Chaplains
• 0-1 Captain Tycho
• 3+ Death Company squads (one squad must include Lemartes)
• 2-4 Death Company Dreadnoughts
If you wish to represent Captain Tycho’s strike force after he succumbed to the Black Rage on Armageddon, include him in this Battle Formation.

TYPE
• Battle Formation
SPECIAL RULES
Rising Fury: When models from this formation charge, their Charge Bonus is equal to the turn number (to a minimum of 2). For instance, if a unit of Death Company from the Black Rage formation charges an enemy unit on turn three, each model in the unit has +3 Attacks as a Charge Bonus instead of +1, in addition to any other bonuses.
• Battle Formation
SPECIAL RULES
Rising Fury: When models from this formation charge, their Charge Bonus is equal to the turn number (to a minimum of 2). For instance, if a unit of Death Company from the Black Rage formation charges an enemy unit on turn three, each model in the unit has +3 Attacks as a Charge Bonus instead of +1, in addition to any other bonuses.
Wings of Sanguinius

• 1 Chaplain
• 0-1 The Sanguinor
• 1 Honour Guard or Sanguinary Guard Squad
• 10 Assault Squads
All Assault Squads must have 10 models. All models must be given jump packs. No units may have Dedicated Transports.

TYPE
• Battle Formation
SPECIAL RULES
Airborne Assault: All units in the formation have the Deep Strike and Descent of Angels special rules. If the formation is held in Strategic Reserve, they can Deep Strike at the start of any turn, even the enemy’s.
Caught Unawares: All units from the formation have the Shrouded special rule on the turn they Deep Strike.
• Battle Formation
SPECIAL RULES
Airborne Assault: All units in the formation have the Deep Strike and Descent of Angels special rules. If the formation is held in Strategic Reserve, they can Deep Strike at the start of any turn, even the enemy’s.












