Li'l List!
1000 of 1000 Pts - Blood Angels
HQ: Commander Dante (6#, 455 pts)
Sanguinary Guard 230
Grp
Troops
(C:BA, pg. 50); 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))
; Chapter Banner (All friendly units within 12" of the banner bearer re-rolls failed Morale and Pinning tests. In addition, all models in the same unit as the Chapter Banner have +1 Attack while the banner bearer is alive.); Sanguinary Guard; 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)); The Red Thirst (After forces have been deployed, but before any Scout moves are taken and the first turn begins, roll a D6 for each unit in your army that has this special rule (includig units left in reserve). On a score of 1, one or more members of the squad have succumbed to the Red Thirst and the entire squad is treated as having the Furious Charge and Fearless special rules instead of the And They Shall Know No Fear special rule for the duration of the game.)
5x Sanguinary Guard [200]
WS
4
BS
4
S
4
T
4
Wo
1
I
4
A
2
Ld
10
Save
2+
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.); Angelus Boltgun (12" Range; S4; AP4; Assault2); Glaive Encarmine (Two-handed, Master-crafted Power Weapon.)
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.)
Troops: Death Company (11#, 545 pts)
Death Company 545
Grp
Troops
(C:BA, pg. 44); 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))
; Jump Packs (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Lemartes, Guardian of the Lost; Death Company; Death Company; Death Company; Black Rage (The Death Company is subject to the Rage USR. The Death Company never counts as a scoring unit.); 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)); Feel No Pain (If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E)); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)); Rage (In the Movement phase move as fast as possible towards the enemy, may choose to Run in the shooting phase, in the Assault phase must consolidate towards the enemy, conditions apply (p76 WH40K 5E)); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Lemartes, Guardian of the Lost [150]
WS
5
BS
4
S
4
T
4
Wo
2
I
6
A
2/3
Ld
10
Save
3+/4(i)
(C:BA, pg. 43); 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)); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Power Armour (Confers a 3+ Armour Save.); Rosarius (Confers a 4+ Invulnerable save. See C:WH, pg. 22 OR Wargear, pg. 56.); Blood Crozius (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).); Bolt Pistol (12" Range; S4; AP5; Pistol); Black Rage (The Death Company is subject to the Rage USR. The Death Company never counts as a scoring unit.); 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)); Feel No Pain (If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E)); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)); Fury Unbound (If Lemartes suffers an unsaved wound, but is not slain, his Strength and Attacks both immediately increase to 5.); 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.); Rage (In the Movement phase move as fast as possible towards the enemy, may choose to Run in the shooting phase, in the Assault phase must consolidate towards the enemy, conditions apply (p76 WH40K 5E)); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
8x Death Company [280]
WS
5
BS
4
S
4
T
4
Wo
1
I
4
A
2/3
Ld
8
Save
3+
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)); Power Armour (Confers a 3+ Armour Save.); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Bolt Pistol (12" Range; S4; AP5; Pistol); Chainsword (If used with another close combat weapon, +1 attack in close combat.)
Death Company [65]
WS
5
BS
4
S
4
T
4
Wo
1
I
4
A
2/3
Ld
8
Save
3+
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)); Power Armour (Confers a 3+ Armour Save.); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Infernus Pistol (6" Range; S8; AP1; Pistol; Melta.); Power Weapon (Ignores armour saves in close combat (p42 WH40K 5E))
Death Company [50]
WS
5
BS
4
S
4
T
4
Wo
1
I
4
A
2/3
Ld
8
Save
3+
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)); Power Armour (Confers a 3+ Armour Save.); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Bolt Pistol (12" Range; S4; AP5; Pistol); Power Weapon (Ignores armour saves in close combat (p42 WH40K 5E))
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