If we get a Faction Rule in 11th...what should it be?

Discussion

Just LAG? Or something like 9th Edition?

Personally I find the idea of just using LAG, with +2 Strength and +1 Attack on the charge boring.

However, LAG has this stratagem called Red Rampage, and that is much more akin to what I would like to see in a Blood Angels rule.

I have been working on some homebrew Faction/Army rules over the past month or so - here's what I want for the Blood Angels.

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~~ The Twin Curses of Sanguinius ~~

If your Faction is [BLOOD ANGELS], units from your Army have this ability.

Units from your Army have the [LANCE] ability on their melee weapons.

When a unit is selected to Fight, it can also choose to make a Flaw Test.

To do so, roll 2D6. If your unit is below Half Strength, substract 1 from the result. If the combined result of the roll is higher than 7+, your unit succeeds and gains the Red Thirst ability.

• Gains the [LETHAL HITS] or [SUSTAINED HITS 1] ability on their melee weapons.

• When a unit under the Red Thirst destroys an enemy unit in melee, it regains D3 wounds.

If the Flaw Test fails, your unit instead falls to the Black Rage and gains the following abilities instead:

• This unit has the [FEEL NO PAIN 5+] ability

• The Objective Control characteristic of this unit is 0, unless within 6" of a friendly Chaplain

• This unit has to charge the closest eglible unit if it is selected to charge

• This unit cannot make a Fall Back move

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I still have some kinks to iron out obviously.

- How do DC units interact with the rule? They are already fallen, so maybe make a Flaw Test to see if they can gain the Red Thirst but get mortal wounds if they fail?

- Would it even be fun to play against? Would you play with or against Blood Angels with this rule?

Either way, criticisms are welcomed. And obviously, I'd LOVE to hear the communities ideas for a Blood Angels faction rule.

Posted Jul 4, 2026, 6:23 PM UTC

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