HeroHammer!
970 of Unlimited Pts - Blood Angels
HQ: Astorath the Grim (1#, 220 pts)
Astorath the Grim 220
Grp
HQ
WS
6
BS
5
S
4/6
T
4
Wo
3
I
5
A
3
Ld
10
Save
2+/4(i)
(C:BA, pg. 45); Unit Type: Jump Infantry (1) Move up to 12" over terrain, start or end of move in Diff Terr, reqs Dangerous Terrain test.
2) May enter play by Deep Strike.
3) Assault 6" affected by Diff Terr.
4) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. (p.52 WH40k))
; Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Artificer Armour (Confers a 2+ Armour save.); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Rosarius (Confers a 4+ Invulnerable save. See C:WH, pg. 22 OR Wargear, pg. 56.); Bolt Pistol (12" Range; S4; AP5; Pistol); Executioner's Axe (Two-Handed Power Weapon. Strikes at S6. Successful Invulnerable saves taken against wounds caused by the Executioner's Axe must be re-rolled.); Descent of Angels (A Blood Angels unit with this special rule can re-roll failed reserve rolls if arriving by Deep Strike. Also, it scatters D6" less.); Fearless (Automatically pass all morale tests, conditions apply (p75 WH40K 5E)); Honour of the Chapter (This model, and all members of a squad he has joined are Fearless.); Independent Character ((See WH40k, pg. 50.)); Liturgies of Blood (On a turn in which this model assaults, he and all models in a squad he is joined can re-roll failed rolls to hit. Models in a Death Company can also re-roll failed rolls To Wound.); Shadow of the Primarch (If Astorath is included in the Army, all Blood Angels units that have the Red Thirst special rule will succumb to its effects on a roll of 3 or less, rather than a roll of 1.)
HQ: Commander Dante (1#, 225 pts)
Commander Dante 225
Grp
HQ
WS
6
BS
5
S
4
T
4
Wo
4
I
6
A
4/5
Ld
10
Save
2+/4(i)
(C:BA, pg. 53); Unit Type: Jump Infantry (1) Move up to 12" over terrain, start or end of move in Diff Terr, reqs Dangerous Terrain test.
2) May enter play by Deep Strike.
3) Assault 6" affected by Diff Terr.
4) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. (p.52 WH40k))
; Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Artificer Armour (Confers a 2+ Armour save.); Death Mask of Sanguinius (Before forces are deployed, choose one enemy Independent Character. That model ha -1 WS, -1 Wo, -1 In, and -1 Attack (all to a minimum of 1) for the remainder of the battle. An enemy assaulted Commander Dante must pass a Ld test or be reduced to a WS of 1 for the duration of the Assault phase.); Iron Halo (Confers a 4+ Invulnerable save.); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Axe Mortalis (A master-crafted power weapon allows the bearer to re-roll one failed roll to hit per player turn when using the weapon. Ignores armour saves in close combat (p42 WH40K 5E).); Infernus Pistol (6" Range; S8; AP1; Pistol; Melta.); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Descent of Angels (A Blood Angels unit with this special rule can re-roll failed reserve rolls if arriving by Deep Strike. Also, it scatters D6" less.); Hit & Run (May move 3D6" after combat, conditions apply (p75 WH40K 5E)); Independent Character ((See WH40k, pg. 50.)); Surgical Strike (Commander Dante (and any squad he has joined) have the Hit and Run USR.); Tactical Precision (Commander Dante (and his unit, if he has joined one and they have Jump Packs) does not scatter when it deploys by Deep Strike.)
HQ: Mephiston, Lord of Death (1#, 250 pts)
Mephiston, Lord of Death 250
Grp
HQ
WS
7
BS
5
S
6
T
6
Wo
5
I
7
A
4/5
Ld
10
Save
2+
(C:BA, pg. 47); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Artificer Armour (Confers a 2+ Armour save.); Psychic Hood (Allows Librarian to nullify Psychic attacks by opponent.); Force Sword (Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if you pass, it dies. Use against one model per combat round. (p50 WH40K 5E)); Plasma Pistol (12" Range; S7; AP2; Pistol; Gets Hot!); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Fleet (May assault in the same turn as running, conditions apply (p75 WH40K 5E)); Psyker (Can use three Psychic Powers per turn.); Transfixing Gaze (At the start of the Assault phase, after assault moves have been made, but before blows have been struck Mephiston can attempt to enthrall a single enemy independent character in base contact. once selected, the target immediately takes a Ld test with a -4 modifier. If the test is failed, Mephiston re-rolls all failed attempts To Hit and To Wound against the enthralled target for the duration of that Assault phase.); The Sanguine Sword (This power is used at the start of either player's Assault phase. The Librarian's close combat attacks are made at S10.); Unleash Rage (This power is used at the start of either player's Assault phase. the Librarian and his unit have the Preferred Enemy special rule until the end of the turn.); Wings of Sanguinius (This power is used in the Librarian's Movement phase and lasts for the rest of the turn. It allows the Librarian to move as if he had a jump pack. A Librarian riding a bike that uses this power moves as if he was riding a jet bike.)
HQ: The Sanguinor, Exemplar of the Host (1#, 275 pts)
The Sanguinor, Exemplar of the Host 275
Grp
HQ
WS
8
BS
5
S
5
T
4
Wo
3
I
6
A
5
Ld
10
Save
2+/3(i)
Unit Type: Jump Infantry (1) Move up to 12" over terrain, start or end of move in Diff Terr, reqs Dangerous Terrain test.
2) May enter play by Deep Strike.
3) Assault 6" affected by Diff Terr.
4) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. (p.52 WH40k))
; Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Artificer Armour (Confers a 2+ Armour save.); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Glaive Encarmine (Two-handed, Master-crafted Power Weapon.); Aura of Fervor (All firendly units within 6" of the Sanguinor have +1 Attack.); Avenging Angel (As soon as the Sanguinor is placed onto the table, choose one of your opponent's HQ units. The Sanguinor re-rolls all failed To HIt and To Wound rolls against the chosen unit or the remainder of the battle.); Descent of Angels (A Blood Angels unit with this special rule can re-roll failed reserve rolls if arriving by Deep Strike. Also, it scatters D6" less.); Eternal Warrior (Immune to Instant Death (p74 WH40K 5E)); Fearless (Automatically pass all morale tests, conditions apply (p75 WH40K 5E)); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)); The Sanguinor's Blessing (When your force is deployed, randomly choose one Sergeant in your army to receive the sacred blessing of +1 WS, +1 Wound, +1 Initiative and +1 Attack for the remainder of the battle.); Unyielding Will (The Sanguinor has a 3+ invulnerable save.)
Option Footnotes
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