Troops: Assault Squad (11#, 315 pts)
Sanguinary Priest 85
(C:Ba, pg. 48); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Sanguinary Priest in Power Armour; And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Independent Character ((See WH40k, pg. 50.))
Sanguinary Priest in Power Armour [85]
(C:Ba, pg. 48); 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)); Blood Chalice (All firendly units within 6" are subject to the Furious Charge and Feel No Pain special rules.); Power Armour (Confers a 3+ Armour Save.); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Chainsword (If used with another close combat weapon, +1 attack in close combat.); Hand Flamer (Template; S3; AP6; Pistol); 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.); 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)); Independent Character ((See WH40k, pg. 50.))
7x Assault Squad 230
(C:BA, pg. 25); 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.); Bolt Pistol (x7) (12" Range; S4; AP5; Pistol); Chainsword (x7) (If used with another close combat weapon, +1 attack in close combat.); Meltagun; Flamer; And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); 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.); 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.)
Assault Marine with Meltagun [28]
(C:BA, pg. 25); 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.); Chainsword (If used with another close combat weapon, +1 attack in close combat.); Meltagun (12" Range; S8; AP1; Assault 1; Melta.); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); 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.); 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.)
Assault Marine with Flamer [23]
(C:BA, pg. 25); 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.); Chainsword (If used with another close combat weapon, +1 attack in close combat.); Flamer (Template; S4; AP5; Assault 1); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); 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.); 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.)
Sergeant [53]
(C:BA, pg. 25); 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.); Bolt Pistol (12" Range; S4; AP5; Pistol); Power Fist (x1) (Ignores armour saves, increases strength in close combat.); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); 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.); 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.)
Troops: Assault Squad (11#, 315 pts)
Sanguinary Priest 85
(C:Ba, pg. 48); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Sanguinary Priest in Power Armour; And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Independent Character ((See WH40k, pg. 50.))
Sanguinary Priest in Power Armour [85]
(C:Ba, pg. 48); 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)); Blood Chalice (All firendly units within 6" are subject to the Furious Charge and Feel No Pain special rules.); Power Armour (Confers a 3+ Armour Save.); Jump Pack (Jump Infantry; May be held in reserve and arrive via Deep Strike.); Chainsword (If used with another close combat weapon, +1 attack in close combat.); Hand Flamer (Template; S3; AP6; Pistol); 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.); 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)); Independent Character ((See WH40k, pg. 50.))
7x Assault Squad 230
(C:BA, pg. 25); 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.); Bolt Pistol (x7) (12" Range; S4; AP5; Pistol); Chainsword (x7) (If used with another close combat weapon, +1 attack in close combat.); Meltagun; Flamer; And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); 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.); 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.)
Assault Marine with Meltagun [28]
(C:BA, pg. 25); 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.); Chainsword (If used with another close combat weapon, +1 attack in close combat.); Meltagun (12" Range; S8; AP1; Assault 1; Melta.); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); 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.); 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.)
Assault Marine with Flamer [23]
(C:BA, pg. 25); 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.); Chainsword (If used with another close combat weapon, +1 attack in close combat.); Flamer (Template; S4; AP5; Assault 1); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); 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.); 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.)
Sergeant [53]
(C:BA, pg. 25); 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.); Bolt Pistol (12" Range; S4; AP5; Pistol); Power Fist (x1) (Ignores armour saves, increases strength in close combat.); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); 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.); 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.)
HQ: The Sanguinor, Exemplar of the Host (1#, 275 pts)
The Sanguinor, Exemplar of the Host 275
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.)
Heavy Support: Whirlwind (2#, 267 pts)
Whirlwind 106
| Grp: Heavy BS: 4 FA: 11 SA: 11 RA: 10 |
(C:BA, pg. 35); Unit Type: Vehicle (Tank, Fast) (Unit Type: Vehicle (Tank, Fast) (WH40k, pp. 68-69)); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see C:BA, pg. 61).); Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Whirlwind Multiple Missile Launcher (Vengeance Missiles: Range: 12 - 48"; S5; AP4; Ordnance 1, Barrage, Large Blast.
Incendiary Missiles: Range: 12 - 48"; S4; AP5; Ordnance 1, Barrage, Large Blast, Ignores Cover.)
Baal Predator 161
| Grp: Fast BS: 4 FA: 13 SA: 11 RA: 10 |
Unit Type: Vehicle (Tank, Fast) (Unit Type: Vehicle (Tank, Fast) (WH40k, pp. 68-69)); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see C:BA, pg. 61).); Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Flamestorm Cannon (Range: Template; S6; AP3; Heavy 1.); Heavy Bolter (36" Range; S5; AP4; Heavy 3); Scouts (May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E))
Elite: Furioso Dreadnought (2#, 206 pts)
Furioso Dreadnought 206
| Grp: Elite WS: 6 BS: 4 St: 6/10 In: 4 At: 2 FA: 13 SA: 12 RA: 10 |
(C:BA, pg. 29); Unit Type: Vehicle (Walker) (Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see C:BA, pg. 61).); Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Blood Fist with Heavy Flamer (Strength 10; Ignores armour saves in close combat.); Heavy Flamer (Template; S5; AP4; Assault 1); Frag Cannon (Template; S6; AP-; Assault 2, Rending.); 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.); Drop Pod
Drop Pod [55]
| Grp: BS: 4 FA: 12 SA: 12 RA: 12 |
(C:BA, pg. 32); Unit Type: Vehicle (Open-topped) (Unit Type: Vehicle (Open-topped) (WH40k, pg. 70)); Transport Capacity: 10 models; Deathwind Missile Launcher (Range: 12"; S5; AP-; Heavy 1, Large Blast); Drop Pod Assault (At the beginning of your first turn, you must choose half of your Drop Pods to make a Drop Pod Assault. Units making a Drop Pod assault arrive on the player's first turn. The arrival of the remaining Drop Pods is rolled for as normal. A unit that Deep Strikes via Drop Pod cannot assault in the turn it arrives.); Immobile (A Drop Pod cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilzed damage result.); Inertial Guidance System (Should a Drop Pod scatter o top of impassible terrain or another model, reduce the scatter distance by the minimum required in order to avoid the obstacle.)
Fast Attack: Vanguard Veteran Squad (7#, 621 pts)
Chapter Master Gabriel Seth 160
(C:BA, pg. 55); 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)); Iron Halo (Confers a 4+ Invulnerable save.); Power Armour (Confers a 3+ Armour Save.); Blood Reaver (Two-Handed Chainsword. Hits resolved at S8 and have the Rending special rule.); Bolt Pistol (12" Range; S4; AP5; Pistol); Fearless (Automatically pass all morale tests, conditions apply (p75 WH40K 5E)); Ferocious Instincts (For every roll of '1' to hit Seth in close combat, enemy units immediately suffer an automatic S4 hit.); Independent Character ((See WH40k, pg. 50.)); Whirlwind of Gore (Instead of making his normal attacks, Seth inflicts a single automatic hit on all enemy models in base contact. Declare whether or not Seth will perform a Whirlwind of Gore before any blows are struck.)
Vanguard Veteran Squad 461
(C:BA, pg. 27); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Vanguard Veteran; And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); Heroic Intervention (If equipped with Jump Packs and arriving by Deep Strike. may choose to use Heroic Intervention before the scatter dice are rolled.); 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.); Land Raider
Sergeant [45]
(C:BA, pg. 27); 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)); Power Armour (Confers a 3+ Armour Save.); Bolt Pistol (12" Range; S4; AP5; Pistol); Power Fist (Ignores armour saves, increases strength in close combat.); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).); Combat Squads (A ten-man unit has the option of breaking down into two five-man squads.); Heroic Intervention (If equipped with Jump Packs and arriving by Deep Strike. may choose to use Heroic Intervention before the scatter dice are rolled.); 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.)
4x Vanguard Veteran [140]
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.); Bolt Pistol (12" Range; S4; AP5; Pistol); Power Weapon (x1) (Ignores armour saves in close combat (p42 WH40K 5E))
Land Raider [276]
| Grp: BS: 4 FA: 14 SA: 14 RA: 14 |
(C:BA, pg. 37); Unit Type: Vehicle (Tank) (Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)); Transport Capacity: 10 models; Access Points: 3; Fire Points: 0; Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see C:BA, pg. 61).); Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Multi-melta (24" Range; S8; AP1; Heavy 1; Melta.); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); 2x Twin Linked Lascannons (48" Range; S9; AP2; Heavy 1 Linked); Twin-Linked Heavy Bolter (36" Range; S5; AP4; Heavy 3 Linked); Assault Vehicle (Models disembarking from any access point can launch an assault on any turn they do so. A unit that Deep Strikes within a Land Raider cannot assault in the turn it arrives.); Deep Strike (Unit may arrive by Deep Strike (BRB, pg. 95).); Power of the Machine Spirit (The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit to an other weapons, subject to the normal rules for shooting. Therefore, a vehicle that has moved at combat speed may fire two weapons, and a vehicle that has either moved at cruising speed, or has suffered a 'Crew Stunned' or 'Crew Shaken' result can fire a single weapon.)
Option Footnotes
Special Rules
And They Shall Know No Fear - Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).
Assault Vehicle - Models disembarking from any access point can launch an assault on any turn they do so. A unit that Deep Strikes within a Land Raider cannot assault in the turn it arrives.
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.
Combat Squads - A ten-man unit has the option of breaking down into two five-man squads.
Deep Strike - Unit may arrive by Deep Strike (BRB, pg. 95).
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.
Drop Pod Assault - At the beginning of your first turn, you must choose half of your Drop Pods to make a Drop Pod Assault. Units making a Drop Pod assault arrive on the player's first turn. The arrival of the remaining Drop Pods is rolled for as normal. A unit that Deep Strikes via Drop Pod cannot assault in the turn it arrives.
Eternal Warrior - Immune to Instant Death (p74 WH40K 5E)
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)
Ferocious Instincts - For every roll of '1' to hit Seth in close combat, enemy units immediately suffer an automatic S4 hit.
Furious Charge - Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)
Heroic Intervention - If equipped with Jump Packs and arriving by Deep Strike. may choose to use Heroic Intervention before the scatter dice are rolled.
Immobile - A Drop Pod cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilzed damage result.
Independent Character - (See WH40k, pg. 50.)
Inertial Guidance System - Should a Drop Pod scatter o top of impassible terrain or another model, reduce the scatter distance by the minimum required in order to avoid the obstacle.
Power of the Machine Spirit - The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit to an other weapons, subject to the normal rules for shooting. Therefore, a vehicle that has moved at combat speed may fire two weapons, and a vehicle that has either moved at cruising speed, or has suffered a 'Crew Stunned' or 'Crew Shaken' result can fire a single weapon.
Scouts - May move at the start of the battle before the first turn, conditions apply (p76 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.
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.
Whirlwind of Gore - Instead of making his normal attacks, Seth inflicts a single automatic hit on all enemy models in base contact. Declare whether or not Seth will perform a Whirlwind of Gore before any blows are struck.
Unit Type
Unit Type: Infantry - Unit Type: Infantry (p.54 WH40k)
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)
Unit Type: Vehicle (Open-topped) - Unit Type: Vehicle (Open-topped) (WH40k, pg. 70)
Unit Type: Vehicle (Tank) - Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)
Unit Type: Vehicle (Tank, Fast) - Unit Type: Vehicle (Tank, Fast) (WH40k, pp. 68-69)
Unit Type: Vehicle (Walker) - Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)
Wargear
Artificer Armour - Confers a 2+ Armour save.
Blood Chalice - All firendly units within 6" are subject to the Furious Charge and Feel No Pain special rules.
Extra Armor - Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.
Frag Grenades - Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Iron Halo - Confers a 4+ Invulnerable save.
Jump Pack - Jump Infantry; May be held in reserve and arrive via Deep Strike.
Krak Grenades - One attack with 6+D6 AP (exceptions apply p72 WH40K)
Multi-melta - 24" Range; S8; AP1; Heavy 1; Melta.
Power Armour - Confers a 3+ Armour Save.
Searchlight - Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.
Smoke Launchers - Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see C:BA, pg. 61).
Weapons
2x Twin Linked Lascannons - 48" Range; S9; AP2; Heavy 1 Linked
Blood Fist with Heavy Flamer - Strength 10; Ignores armour saves in close combat.
Blood Reaver - Two-Handed Chainsword. Hits resolved at S8 and have the Rending special rule.
Bolt Pistol - 12" Range; S4; AP5; Pistol
Chainsword - If used with another close combat weapon, +1 attack in close combat.
Deathwind Missile Launcher - Range: 12"; S5; AP-; Heavy 1, Large Blast
Flamer - Template; S4; AP5; Assault 1
Flamestorm Cannon - Range: Template; S6; AP3; Heavy 1.
Frag Cannon - Template; S6; AP-; Assault 2, Rending.
Glaive Encarmine - Two-handed, Master-crafted Power Weapon.
Hand Flamer - Template; S3; AP6; Pistol
Heavy Bolter - 36" Range; S5; AP4; Heavy 3
Heavy Flamer - Template; S5; AP4; Assault 1
Meltagun - 12" Range; S8; AP1; Assault 1; Melta.
Power Fist - Ignores armour saves, increases strength in close combat.
Power Weapon - Ignores armour saves in close combat (p42 WH40K 5E)
Storm Bolter - 24" Range; S4; AP5; Assault 2
Twin-Linked Heavy Bolter - 36" Range; S5; AP4; Heavy 3 Linked
Whirlwind Multiple Missile Launcher - Vengeance Missiles: Range: 12 - 48"; S5; AP4; Ordnance 1, Barrage, Large Blast.
Incendiary Missiles: Range: 12 - 48"; S4; AP5; Ordnance 1, Barrage, Large Blast, Ignores Cover.
Roster Design Information
Special Rules:
And They Shall Know No Fear... (p74 WH40K)
The Black Rage (p4 C:BA)
The Death Company (p4 C:BA)
Validation Report
c-1. File Version: 1.30 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 18.8
% Fast: 31.1
% Heavy: 5.3
% HQ: 21.8
Model Count: 34
% Troops: 23
% Wargear: 0
Files version: 1.3
Composition Report
HQ - 2 (1 to 2)
Elite - 3 (0 to 3)
Troops - 2 (2 to 6)
Fast - 2 (0 to 3)
Heavy - 1 (0 to 3)