Ba_Pretty
Ba_Pretty
M T SV W LD OC
FACTION KEYWORDS:
KEYWORDS: Epic Hero, Character, Infantry, Grenades, Tacticus, Psyker, Chief Librarian Mephiston, Warlord Faction: Adeptus Astartes,
Faction: Blood Angels
Invulnerable Save: 4+
FACTION KEYWORDS:
KEYWORDS: Epic Hero, Character, Infantry, Grenades, Imperium, Fly, Jump Pack, Tacticus, Chapter Master, Commander Dante Faction: Adeptus Astartes,
Faction: Blood Angels
Faction: Blood Angels
Guardian of the Lost: While this model is leading a unit, each time
MELEE WEAPONS RANGE A WS S AP D an attack is allocated to a model in that unit, subtract 1 from the
The Blood Crozius [LETHAL HITS] Melee 5 2+ 6 -2 2 Damage characteristic of that attack.
Invulnerable Save: 4+
FACTION KEYWORDS:
KEYWORDS: Epic Hero, Character, Infantry, Grenades, Imperium, Fly, Chaplain, Lemartes, Jump Pack Faction: Adeptus Astartes,
Faction: Blood Angels
BLOOD ANGELS CAPTAIN 105 pts
M T SV W LD OC
Invulnerable Save: 4+
Rites of Battle: Once per battle round, one unit from your army
with this ability can use it when its unit is targeted with a
Stratagem. If it does, reduce the CP cost of that use of that
Stratagem by 1CP.
Finest Hour: Once per battle, at the start of the Fight phase, this
model can use this ability. If it does, until the end of the phase, add
3 to the Attacks characteristic of melee weapons equipped by this
model and those weapons have the [DEVASTATING WOUNDS]
ability.
FACTION KEYWORDS:
KEYWORDS: Character, Infantry, Grenades, Imperium, Captain, Tacticus Faction: Adeptus Astartes,
Faction: Blood Angels
ASSAULT INTERCESSOR SQUAD 75 pts
M T SV W LD OC
• 1x Assault Intercessor Sergeant: Plasma Pistol, Power Fist
6" 4 3+ 2 6+ 2 • 4x Assault Intercessors: Astartes Chainsword, Heavy Bolt Pistol
FACTION KEYWORDS:
KEYWORDS: Battleline, Infantry, Grenades, Imperium, Assault Intercessor Squad, Tacticus Faction: Adeptus Astartes
FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Imperium, Fly, Tacticus, Jump Pack, Assault Intercessors with Jump Packs Faction: Adeptus Astartes
DEATH COMPANY MARINES WITH JUMP PACKS 240 pts
M T SV W LD OC
• 5x Death Company Marine: Astartes Chainsword, Heavy Bolt Pistol
12" 4 3+ 2 6+ 1 • 2x Death Company Marine w/ alternate weapons: Power Fist, Heavy Bolt Pistol
• 2x Death Company Marine w/ Eviscerator: Eviscerator, Inferno Pistol
• 1x Death Company Marine w/ Power Weapon/Fist: Power Fist, Plasma Pistol
MELEE WEAPONS RANGE A WS S AP D Black Rage: Each time a model in this unit makes a melee attack,
you can re-roll the Hit roll. While this unit is not within 12" of one or
Astartes Chainsword (x5) Melee 4 3+ 4 -1 1 more friendly Chaplain models, it cannot be selected to Fall Back
and the Objective Control characteristic of models in this unit is 0.
Power Fist (x3) Melee 3 3+ 8 -2 2
Eviscerator (x2) [SUSTAINED HITS] Melee 3 4+ 7 -2 2
FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Imperium, Death Company Marines with Jump Packs, Tacticus Faction: Adeptus Astartes,
Faction: Blood Angels
6" 4 3+ 2 6+ 1 • 1x Infiltrator: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine, Helix Gauntlet
• 1x Infiltrator Sergeant: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine
FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Imperium, Smoke, Phobos, Infiltrator Squad Faction: Adeptus Astartes
SANGUINARY GUARD 260 pts
M T SV W LD OC
• 1x Sanguinary Guard: Encarmine Blade, Inferno Pistol
Attached Unit: If a Captain model from your army with the Leader
ability can be attached to Assault Intercessors with Jump Packs, it
can be attached to this unit instead.
Invulnerable Save: 4+
FACTION KEYWORDS:
KEYWORDS: Infantry, Fly, Grenades, Imperium, Sanguinary Guard, Jump Pack Faction: Adeptus Astartes,
Faction: Blood Angels
SANGUINARY GUARD 130 pts
M T SV W LD OC
• 1x Sanguinary Guard: Encarmine Blade, Inferno Pistol, Sanguinary Banner
12" 4 2+ 3 6+ 1 • 2x Sanguinary Guard: Encarmine Blade, Angelus Boltgun
Attached Unit: If a Captain model from your army with the Leader
ability can be attached to Assault Intercessors with Jump Packs, it
can be attached to this unit instead.
Invulnerable Save: 4+
FACTION KEYWORDS:
KEYWORDS: Infantry, Fly, Grenades, Imperium, Sanguinary Guard, Jump Pack Faction: Adeptus Astartes,
Faction: Blood Angels
FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Imperium, Smoke, Scout Squad Faction: Adeptus Astartes
BALLISTUS DREADNOUGHT 130 pts
M T SV W LD OC
8" 10 2+ 12 6+ 4 Armoured Feet, Ballistus Lascannon, Ballistus Missile Launcher, Twin Storm Bolter
FACTION KEYWORDS:
KEYWORDS: Vehicle, Walker, Imperium, Ballistus Dreadnought Faction: Adeptus Astartes
10" 10 3+ 12 6+ 3 Armoured Hull, Icarus Rocket Pod, Ironhail Heavy Stubber, Lancer Laser Destroyer, Two fragstorm grenade launchers (2x Fragstorm Grenade Launcher)
FACTION KEYWORDS:
KEYWORDS: Vehicle, Imperium, Smoke, Gladiator Lancer Faction: Adeptus Astartes
VINDICATOR 175 pts
M T SV W LD OC
9" 11 2+ 11 6+ 3 Armoured Tracks, Demolisher Cannon, Hunter Killer Missile, Storm Bolter
FACTION KEYWORDS:
KEYWORDS: Vehicle, Smoke, Imperium, Vindicator Faction: Adeptus Astartes
Army Roster (Imperium - Adeptus Astartes - Blood Angels)
Oath of Moment: If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of
Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
■ You can reroll the Hit roll
■ If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
Lone Operative: Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Fights First: Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Feel No Pain 4+: Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the
result is greater than or equal to the number denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers
damage and so would lose a wound.
Oath of Moment: If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of
Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
■ You can reroll the Hit roll
■ If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
Hazardous: Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that
targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each
failed test one at a time):
■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its
Charge move.
Sustained Hits: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional
hits on the target as denoted by ‘x’
Pistol: Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within
Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such
circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols
or its other ranged weapons before selecting targets.
Psychic: Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those
wounds is considered to have been inflicted by a Psychic Attack.
Lethal Hits: Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each
time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different
Toughness characteristic. Each time an attack successfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has
already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to
Character models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they
become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its
original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any
rules that would be triggered when that unit is destroyed.
Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your
Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Melta: Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by
the amount denoted by ‘x’.
Feel No Pain 6+: Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the
result is greater than or equal to the number denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers
damage and so would lose a wound.
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all
enemy models.
Feel No Pain: Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the
result is greater than or equal to the number denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers
damage and so would lose a wound.
Scouts 6": Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the
exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only
models with this ability are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character,
etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models
disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for
every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units
from the attacking model’s army (including its own unit).
Rapid Fire: Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by
the amount denoted by ‘x’.
Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
Anti-: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of
‘x+’ scores a Critical Wound.
Heavy: Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
One Shot: The bearer can only shoot with this weapon once per battle.