BA 1500 - New Recruit
BA 1500 - New Recruit
Categories Captain, Character, Faction: Adeptus Astartes, Fly, Grenades, Imperium, Infantry, Jump Pack, Tacticus, Warlord
75 PTS CHAPLAIN WITH JUMP PACK
Models Options
1x Chaplain with Jump Pack Crozius Arcanum, Bolt Pistol
Unit M T SV W LD OC
Chaplain with Jump Pack 12" 4 3+ 4 5+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Crozius Arcanum Melee 5 2+ 6 -1 2 -
Abilities Description
Exhortation of Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6:
Rage on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
This model can be attached to the following units:
Leader ■ Assault Intercessors with Jump Packs
■ Vanguard Veteran Squad with Jump Packs
Invulnerable
4+
Save
Litany of Hate While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Rules Deep Strike, Leader, Oath of Moment, Pistol
Categories Chaplain, Character, Faction: Adeptus Astartes, Fly, Imperium, Infantry, Jump Pack
90 PTS SANGUINARY PRIEST
Models Options
1x Sanguinary Priest Absolver Bolt Pistol, Astartes Chainsword
Unit M T SV W LD OC
Sanguinary Priest 6" 4 3+ 4 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Absolvor Bolt Pistol 18" 1 3+ 5 -1 2 Pistol
Melee Weapons Range A WS S AP D Keywords
Astartes Chainsword Melee 5 3+ 4 -1 1 -
Abilities Description
Sanguinary
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability
Priest
Blood Chalice While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1.
This model can be attached to the following units:
■ Desolation Squad
■ Hellblaster Squad
■ Infernus Squad
■ Intercessor Squad
Leader ■ Devastator Squad
■ Tactical Squad
■ Assault Intercessor Squad
■ Sternguard Veteran Squad
You can attach this model to one of the above units, even if one Captain, Chapter Master or Lieutenant model has already been attached to it. If
you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
Rules Leader, Oath of Moment, Pistol
Categories Character, Faction: Adeptus Astartes, Faction: Blood Angels, Grenades, Imperium, Infantry, Sanguinary Priest
75 PTS ASSAULT INTERCESSOR SQUAD x2
Models Options
1x Assault Intercessor Sergeant Heavy Bolt Pistol, Astartes Chainsword
4x Assault Intercessors Astartes Chainsword, Heavy Bolt Pistol
Unit M T SV W LD OC
Assault Intercessor Sergeant 6" 4 3+ 2 6+ 2
Assault Intercessor (x4) 6" 4 3+ 2 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Heavy Bolt Pistol (x5) 18" 1 3+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Astartes Chainsword (x5) Melee 4 3+ 4 -1 1 -
Abilities Description
Shock Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an
Assault objective marker, you can re-roll the Wound roll instead.
Rules Oath of Moment, Pistol
Categories Assault Intercessor Squad, Battleline, Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Tacticus
80 PTS INTERCESSOR SQUAD x2
Models Options
1x Intercessor Sergeant Bolt Pistol, Bolt Rifle, Close Combat Weapon
4x Intercessor Bolt Pistol, Bolt Rifle, Close Combat Weapon
Unit M T SV W LD OC
Intercessor Sergeant 6" 4 3+ 2 6+ 2
Intercessor Squad (x4) 6" 4 3+ 2 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x5) 12" 1 3+ 4 0 1 Pistol
Bolt Rifle (x5) 24" 2 3+ 4 -1 1 Assault, Heavy
Melee Weapons Range A WS S AP D Keywords
Close Combat Weapon (x5) Melee 3 3+ 4 0 1 -
Abilities Description
Objective If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective
Secured marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Target Each time this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, add 2 to the Attacks characteristic of
Elimination bolt rifles equipped by models in this unit and you can only select one enemy unit as the target of all of this unit's attacks
Rules Oath of Moment, Pistol, Assault, Heavy
Categories Battleline, Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Intercessor Squad, Tacticus
130 PTS DEATH COMPANY MARINES WITH JUMP PACKS x2
Models Options
4x Death Company Marine Astartes Chainsword, Heavy Bolt Pistol
1x Death Company Marine w/ alternate weapons Power Weapon, Heavy Bolt Pistol
Unit M T SV W LD OC
Death Company Marine with Jump Pack 12" 4 3+ 2 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Heavy Bolt Pistol (x5) 18" 1 3+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Astartes Chainsword (x4) Melee 4 3+ 4 -1 1 -
Power Weapon Melee 4 3+ 5 -2 1 -
Abilities Description
Savage
Fury
You can re-roll Charge rolls made for this unit.
Attached If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can be attached to this unit
Unit instead
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 more friendly Chaplain
Black Rage
models, it cannot be selected to Fall Back and the Objective Control characteristic of models in this unit is 0.
Rules Feel No Pain 6+, Deep Strike, Oath of Moment, Pistol
Categories Death Company Marines with Jump Packs, Faction: Adeptus Astartes, Faction: Blood Angels, Fly, Grenades, Imperium, Infantry, Jump Pack, Tacticus
100 PTS ERADICATOR SQUAD
Models Options
2x Eradicator Bolt Pistol, Close Combat Weapon, Melta Rifle
1x Eradicator Sergeant Bolt Pistol, Close Combat Weapon, Melta Rifle
Unit M T SV W LD OC
Eradicator Squad (x2) 5" 6 3+ 3 6+ 1
Eradicator Sergeant 5" 6 3+ 3 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x3) 12" 1 3+ 4 0 1 Pistol
Melta Rifle (x3) 18" 1 3+ 9 -4 D6 Heavy, Melta 2
Melee Weapons Range A WS S AP D Keywords
Close Combat Weapon (x3) Melee 3 3+ 4 0 1 -
Abilities Description
Total Each time a ranged attack made by a model in this unit targets a Monster or Vehicle model, you can re-roll the Hit roll, you can re-roll the
Obliteration Wound roll and you can re-roll the Damage roll.
Rules Oath of Moment, Pistol
Categories Eradicator Squad, Faction: Adeptus Astartes, Gravis, Grenades, Imperium, Infantry
70 PTS SCOUT SQUAD x2
Models Options
1x Scout Sergeant Bolt Pistol, Close Combat Weapon, Boltgun
4x Scouts w/ Boltgun Bolt Pistol, Boltgun, Close Combat Weapon
Unit M T SV W LD OC
Scout Sergeant 6" 4 4+ 2 6+ 1
Scout Squad (x4) 6" 4 4+ 2 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x5) 12" 1 3+ 4 0 1 Pistol
Boltgun (x5) 24" 2 3+ 4 0 1 -
Melee Weapons Range A WS S AP D Keywords
Close Combat Weapon (x5) Melee 2 3+ 4 0 1 -
Abilities Description
At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and
Guerrilla
place it into
Tactics
Strategic Reserves.
Rules Scouts 6", Infiltrators, Oath of Moment, Pistol
Categories Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Scout Squad, Smoke
80 PTS OUTRIDER SQUAD x2
Models Options
2x Outrider Astartes Chainsword, Heavy Bolt Pistol, Twin Bolt Rifle
1x Outrider Sergeant Astartes Chainsword, Heavy Bolt Pistol, Twin Bolt Rifle
Unit M T SV W LD OC
Outrider Squad (x2) 12" 5 3+ 4 6+ 2
Outrider Sergeant 12" 5 3+ 4 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Heavy Bolt Pistol (x3) 18" 1 3+ 4 -1 1 Pistol
Twin Bolt Rifle (x3) 24" 2 3+ 4 -1 1 Twin-linked
Melee Weapons Range A WS S AP D Keywords
Astartes Chainsword (x3) Melee 4 3+ 4 -1 1 -
Abilities Description
Thunderous Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and
Impact Damage characteristics of that attack by 1
Rules Oath of Moment, Pistol, Twin-linked
Categories Baal Predator, Faction: Adeptus Astartes, Faction: Blood Angels, Imperium, Smoke, Vehicle
140 PTS BALLISTUS DREADNOUGHT
Models Options
1x Ballistus Dreadnought Armoured Feet, Ballistus Lascannon, Ballistus Missile Launcher, Twin Storm Bolter
Unit M T SV W LD OC
Ballistus Dreadnought 8" 10 2+ 12 6+ 4
Ranged Weapons Range A BS S AP D Keywords
Ballistus Lascannon 48" 2 3+ 12 -3 D6+1 -
➤ Ballistus Missile Launcher - Frag 48" 2D6 3+ 5 0 1 Blast
➤ Ballistus Missile Launcher - Krak 48" 2 3+ 10 -2 D6 -
Twin Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2, Twin-linked
Melee Weapons Range A WS S AP D Keywords
Armoured Feet Melee 5 3+ 7 0 1 -
Abilities Description
Ballistus Strike Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll.
Damaged: 1-4 Wounds Remaining While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Rules Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked
Categories Ballistus Dreadnought, Dreadnought, Faction: Adeptus Astartes, Imperium, Vehicle, Walker
Force Rules
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 you are using a Codex: Space Marines Detachment and 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.
Selection Rules
Assault:
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still
eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.
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).
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.
Devastating Wounds:
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack
scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models
after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number
of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
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.
Ignores Cover:
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the
Benefit of Cover against that attack.
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.
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.
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 you are using a Codex: Space Marines Detachment and 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.
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.
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’.
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.
Torrent:
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
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.