All Space Marines are held in awe and dread by the citizens of the Imperium. To most they are aloof: distant avenging angels who bring ruination and destruction upon the heads of the Emperor's enemies. Yet even amongst the battle-eager Space Marines of the Adeptus Astartes, the Blood Angels have a fearsome reputation.

However, tales abound of their bloodthirsty exploits and stories of the dark flaw which mar them. Few know the whole truth or realise the inner pain and anguish that drives the Blood Angels into battle with a righteous fury that few others can match.


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Blood angels are gripped by the spirit of Sanguinius and are prone to entering a berserk frenzy of bloodletting in battle. This is terrifying to behold as they unleash their righteous fury, butchering any enemy that lie in their path.

Codex: Blood Angels is an expansion book for the Games Workshop tabletop game Warhammer 40,000. This edition of the book updates the forces of the Blood Angels chapter for the 5th edition of Warhammer 40,000. It was the fourth codex released for that edition of the game.

The Leagues of Votann are a newly released faction, whose codex first went up for preorder on September 17, 2022. Rather than being available standalone, it could only be grabbed as part of the Leagues of Votann Army Set, alongside 20 Hearthkyn Warriors, three Hernkyn Pioneers, an Einhyr Champion, and Uthar the Destined. The standalone Leagues of Votann codex went up for pre-order on October 29 2022.

The Chaos Space Marines 9th edition codex went up for pre-order on Saturday, June 25, 2022, and was released on Saturday, July 2. Its 184 pages contain 55 pages of lore; 51 pages of main faction rules (including legion-specific rules, warlord traits, relics, and more); 19 pages of rules for the Crusade narrative mode, and 44 unit datasheets.

Codex: Chaos Knights was first available for pre-order on May 14, 2022, as part of a Chaos Knights codex army set. This contained two new models for the Chaos Knights faction, the Knight Abominant and savage War Dog miniatures rounding out a previously limited roster. On May 28, the codex (and the new models) were split up, available to buy separately for the first time.

New rules in this latest codex include the powerful Harbingers of Dread debuffs, and the option to dedicate your mighty mechs to one of the Chaos Gods, getting their keyword and a gnarly new ability as thanks for your service.

The new codex for the Imperial Knights codex packs Knightly teachings that can buff up your (relatively) little Armigers, and the Code Chivalric, which gives boosts to your army provided it can maintain its honor.

There were plenty of rules updates for Tyranids lovers to tuck into, though. Synaptic Imperatives give your swarms adaptability in battle, while customisable Hive Fleet subfactions further your flexibility. And of course weapon buffs help bring the army up to par. The codex also has Tyranids Crusade rules for chowing down on an entire planet.

The 9th edition Adeptus Custodes codex went up for pre-order on Saturday, January 8, 2022, and was released a week later on Saturday, January 15. Originally planned to release this coming December, Games Workshop teased the codex as an accompaniment to Shadow Throne, a double army boxed set that pitted the golden boys against the insidious Genestealer Cults.

Similar to the release of the Grey Knights and Thousand Sons codexes alongside the Hexfire boxset earlier in 2021, the Genestealer Cults codex and Adeptus Custodes codex had been planned for release alongside the Shadow Throne battlebox, featuring the two armies in a battle beneath Terra. While that box released in December, shipping delays pushed the books to January 2022.

Both the 9th edition Grey Knights and Thousand Sons codexes released alongside a double-army battlebox, Hexfire: Supernatural Warfare in the 41st Millennium. The box of 29 minis contained a small force for each faction, and two brand new character miniatures to lead them: Castellan Crowe for the daemon-hunting Grey Knights, and the new Infernal Master character model for the Egyptian-loving warp wizards.

Just last week there was a great review on Chaplains for the Space Marine book by Michael Corr that you should definitely check out. It would be redundant of me to go over the things that our two books share, since all of the different basic Chaplain options in the Blood Angels codex exist in more-or-less the same format as their regular astartes counterparts. One thing that is worth noting on the regular Chaplains is the additional access to unique Blood Angels wargear such as the Inferno Pistol (9pts) and Hand Flamer (1pt). Those options can help fill out some additional tank hunter or chaff clearing roles, though for me the Inferno Pistol is the way to go if I put anything on the at all. They also benefit from the chapter trait of the Red Thirst when in combat, which means that in most cases BA Chaplains will hit harder in combat.

Last but not least are the Blood Angels Honorifics. Instead of the Honorifics found in the parent Space Marine codex, Blood Angels Captains can use the list presented in this book instead. These include the following new Honorifics.

I love my Brutalis and just treat it as a Primaris Furioso. I was tempted to paint it black and keep it as a Death Company one but I held off since I wanted to just have another big red machine. I doubt there's going to be an updated Furioso or Death Company version as the Brutalis 100% covers that role and Death Company dreadnoughts are easily made by painting them black and throwing a few smears of blood here and there. I know having a fancy sarcophagus would be nice but you can probably mould or convert something onto a Brutalis just fine and call it a day. It'd still look cool if you want to do it, even if it has no different rules. I do the same thing with painting my Death Company's old Rhino black and I'm glad it's gonna be useful again in 10th. 


As for the Librarian Dreadnought, I'm not sure they're gonna do a Redemptor version unless it's either for the Blood Angel codex sometime in the future or, if that codex doesn't exist, the BA range refresh that covers new Sanguinary Guard/Priests and so on. I've just been soaking mine in the ooze so I can repaint him recently, just curious how good he'll be. I'd have to guess that he will do much the same thing he does now; be a big beefy beatstick. Whether you need another one of those in your army is up to you but it's fun to have several different options and switch between them. Here's to hoping he gets Wings of Sanguinius as his power in 10th.

A codex (pluralized as codexes by Games Workshop), in the Warhammer 40,000 tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign.

Battlezone codices were rules supplements that dealt with a specialised combat environment, instead of an army. There was only ever one produced. However, material in Codex: Catachans provides rules for jungle warfare. The concept of a battlezone codex was replaced by Games Workshop's Expansions.

Jack Downing and Stephen Box talk about the new Blood Angels Codex Supplement. In this 9th Edition Blood Angels codex review Steve talks about all the new abilities, stratagems, traits and combos that the Blood Angels Space Marines now have access to.

The DA army list definitely is more than a sum of its parts. With the exception of some of the special characters, the HQ choices seem underpowered when compared to their codex equivalents. However, Chaplains and Masters allow you to purchase certain additional equipment for Command Squads which benefit your army in different ways. So expect to see many more banners and, for that matter, Command squads. Each option is designed to work with the rest of the army. As we already know, the Ravenwing and Deathwing combination is potent. But other units also add things to your army. Command squads have the potential to be very useful to the troops around them. The option of having mutually supportive combat squads led by Veteran sergeants with power weapons shouldn't be sniffed at either. Interestingly, the DA have plenty of anti-tank capability open to them and they aren't all in the form of lascannon or multi-meltas; the option to equip every power-armoured sergeant in the army with cheap melta bombs means that your basic squads will have the potential to be very, very good all-rounders. They are now perfect for supporting your specialists as you need them to.

Cost wise, these guys are the same as a the C:SM equivalent if armed with an Iron Halo. Add to that a range of equipment and Fearless and you have your commander. He's a good option for the DA and has a good range of available upgrades including a jump pack, combi-weapons etc. No bike or terminator armour (because Sammael and Belial cover those angles). Again, he grants his Ld to the entire army (definitely worthwhile if you're taking the DA company focused option). He also allows you to take a company champion in your command squad; an option that DA get cheaper than codex marines. That's probably worth taking if your master is to be your only HQ option; attach the master to the squad to ensure you have the Fearless ability and you have a squad that can be used to maximise your cc potential.

Another controversial change here. DA librarians come with two powers and cost a smidge more than a codex codicier. Their profile isn't as good as a codicier though (he is only Ld9). Having said that, the defensive psychic power should be handy.

Okay, first the downside with these guys. They come in squads of five and you can't increase their numbers. Power weapons and fists cost the same as they do for characters (same as they do throughout the Codex). Plasma guns are more expensive than in Codex Chapters (again, carried across the codex). 2351a5e196

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