0% found this document useful (0 votes)
18 views10 pages

Blood Angels

Uploaded by

offf71967
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
18 views10 pages

Blood Angels

Uploaded by

offf71967
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

Imperium - Adeptus Astartes - Blood Angels - Blood Angels - (2000 pts)

Army Roster (Imperium - Adeptus Astartes - Blood Angels) (2000 pts)


Rules: Oath of Moment

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Angelic Inheritors

Abilities: Legacy of the Angel

Show/Hide Options Imperial Knights are visible, Agents of the Imperium are visible

Epic Hero (270 pts)


Commander Dante (1) Warlord
(130 pts)
Rules: Leader, Deep Strike, Oath of Moment, Melta, Pistol, Sustained Hits, Lethal Hits
Unit: Commander Dante
Abilities: Death Mask of Sanguinius, Lord Regent of the Imperium Nihilus, Leader[1], Invulnerable Save
Ranged Weapons: Perdition
Melee Weapons: The Axe Mortalis

The Sanguinor (1) Rules: Lone Operative, Deep Strike, Fights First, Oath of Moment, Devastating Wounds
(140 pts) Unit: The Sanguinor
Abilities: Aura of Fervour (Aura), Miraculous Savior, Invulnerable Save
Melee Weapons: Encarmine Broadsword

Character (330 pts)


Captain with Jump Pack (1) Melee and Pistol, Hand Flamer, Relic Weapon
(85 pts)
Rules: Deep Strike, Leader, Oath of Moment, Pistol
Unit: Captain with Jump Pack (x2) (x2)
Abilities: Angel's Wrath, Leader[2], Rites of Battle, Invulnerable Save
Melee Weapons: Relic Weapon (x2) (x2)
Ranged Weapons: Hand Flamer (x2) (x2)

Captain with Jump Pack (1) Melee and Pistol, Hand Flamer, Relic Weapon
(85 pts)
Rules: Deep Strike, Leader, Oath of Moment, Pistol
Unit: Captain with Jump Pack (x2) (x2)
Abilities: Angel's Wrath, Leader[2], Rites of Battle, Invulnerable Save
Melee Weapons: Relic Weapon (x2) (x2)
Ranged Weapons: Hand Flamer (x2) (x2)

Librarian (1) Rules: Leader, Oath of Moment, Pistol, Psychic, Hazardous, Devastating Wounds
(65 pts) Unit: Librarian
Abilities: Mental Fortress [Psychic], Leader[3], Psychic Hood
Ranged Weapons: Bolt Pistol (x6) (x6), Smite - Witchfire, Smite - Focused Witchfire
Melee Weapons: Force Weapon

Lieutenant with Combi-weapon (1) Ordained Sacrifice


(95 pts)
Rules: Feel No Pain 5+, Infiltrators, Lone Operative, Stealth, Oath of Moment, Anti-, Devastating Wounds,
Rapid Fire, Sustained Hits
Unit: Lieutenant with Combi-weapon
Abilities: Priority Objective Identified, Evade and Survive, Lone Survivor, Ordained Sacrifice
Ranged Weapons: Combi-weapon[2]
Melee Weapons: Paired Combat Blades

Battleline (80 pts)


Intercessor Squad (5) • Intercessor Sergeant: Power Fist, Bolt Rifle, Astartes Grenade Launcher
(80 pts) • 4x Intercessors

Rules: Oath of Moment, Pistol, Assault, Heavy


Abilities: Objective Secured, Target Elimination
Unit: Intercessor Squad
Ranged Weapons: Astartes Grenade Launcher - Krak, Astartes Grenade Launcher - Frag, Bolt Pistol (x6)
(x12), Bolt Rifle (x2) (x4)
Melee Weapons: Power Fist[1], Close Combat Weapon (x7) (x7)

Infantry (970 pts)


Devastator Squad (5) • 4x Devastator Marine w/ Heavy Weapon: Lascannon
(120 pts) • Devastator Sergeant: Combi-weapon, Power Fist

Rules: Oath of Moment, Pistol, Heavy, Anti-, Devastating Wounds, Rapid Fire
Unit: Devastator Squad
Abilities: Signum, Armorium Cherub
Ranged Weapons: Bolt Pistol (x6) (x6), Lascannon, Combi-weapon[1]
Melee Weapons: Close Combat Weapon (x2) (x4), Power Fist[2]

Inceptor Squad (6) Plasma Exterminators


(240 pts) • 5x Inceptor
• Inceptor Sergeant

Rules: Deep Strike, Oath of Moment, Assault, Pistol, Twin-linked, Hazardous


Unit: Inceptor Squad (x2) (x2)
Abilities: Meteoric Descent
Melee Weapons: Close Combat Weapon (x7) (x14)
Ranged Weapons: Plasma Exterminators - Standard, Plasma Exterminators - Supercharge

Inceptor Squad (3) Assault Bolters


(120 pts) • 2x Inceptor
• Inceptor Sergeant

Rules: Deep Strike, Oath of Moment, Assault, Twin-linked, Pistol, Sustained Hits
Unit: Inceptor Squad (x2) (x2)
Abilities: Meteoric Descent
Melee Weapons: Close Combat Weapon (x7) (x14)
Ranged Weapons: Assault Bolters

Infiltrator Squad (5) Infiltrator Comms Array, Helix Gauntlet


(100 pts) • 4x Infiltrator
• Infiltrator Sergeant

Rules: Infiltrators, Oath of Moment, Feel No Pain, Pistol


Unit: Infiltrator Squad
Abilities: Omni-scramblers, Helix Gauntlet, Infiltrator Comms Array
Ranged Weapons: Bolt Pistol (x6) (x12), Marksman Bolt Carbine (x2) (x4)
Melee Weapons: Close Combat Weapon (x7) (x14)

Sanguinary Guard (3) • Sanguinary Guard: Inferno Pistol, Encarmine Blade


(130 pts) • 2x Sanguinary Guard: Angelus Boltgun, Encarmine Blade

Rules: Deep Strike, Oath of Moment, Pistol


Unit: Sanguinary Guard (x3) (x3)
Abilities: Angelic Visage, Heirs of Azkaellon, Attached Unit, Invulnerable Save
Melee Weapons: Encarmine Blade (x6) (x12)
Ranged Weapons: Inferno Pistol (x3) (x3), Angelus Boltgun (x3) (x3)

Sanguinary Guard (3) Sanguinary Banner


(130 pts) • Sanguinary Guard: Inferno Pistol, Encarmine Blade
• 2x Sanguinary Guard: Angelus Boltgun, Encarmine Blade

Rules: Deep Strike, Oath of Moment, Pistol


Unit: Sanguinary Guard (x3) (x3)
Abilities: Angelic Visage, Heirs of Azkaellon, Attached Unit, Invulnerable Save, Sanguinary Banner
Melee Weapons: Encarmine Blade (x6) (x12)
Ranged Weapons: Inferno Pistol (x3) (x3), Angelus Boltgun (x3) (x3)

Sanguinary Guard (3) Sanguinary Banner


(130 pts) • Sanguinary Guard: Inferno Pistol, Encarmine Blade
• 2x Sanguinary Guard: Angelus Boltgun, Encarmine Blade

Rules: Deep Strike, Oath of Moment, Pistol


Unit: Sanguinary Guard (x3) (x3)
Abilities: Angelic Visage, Heirs of Azkaellon, Attached Unit, Invulnerable Save, Sanguinary Banner
Melee Weapons: Encarmine Blade (x6) (x12)
Ranged Weapons: Inferno Pistol (x3) (x3), Angelus Boltgun (x3) (x3)

Vehicle (350 pts)


Vindicator (1) Storm Bolter, Hunter Killer Missile
(175 pts)
Rules: Deadly Demise D3, Oath of Moment, Blast, One Shot, Rapid Fire
Unit: Vindicator (x2) (x2)
Abilities: Siege Shield, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Tracks (x2) (x2)
Ranged Weapons: Demolisher Cannon (x2) (x2), Hunter Killer Missile (x2) (x2), Storm Bolter (x2) (x2)
Vindicator (1) Storm Bolter, Hunter Killer Missile
(175 pts)
Rules: Deadly Demise D3, Oath of Moment, Blast, One Shot, Rapid Fire
Unit: Vindicator (x2) (x2)
Abilities: Siege Shield, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Tracks (x2) (x2)
Ranged Weapons: Demolisher Cannon (x2) (x2), Hunter Killer Missile (x2) (x2), Storm Bolter (x2) (x2)
Rules:

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.

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’.

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.

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’

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.

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.

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.

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.
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.

Feel No Pain 5+ 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.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit 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.

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’.

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.

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.

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.

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.

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).

One Shot The bearer can only shoot with this weapon once per battle.
Abilities

Legacy of the Angel

At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active
and their effects apply to all Adeptus Astartes Character units from your army.

Sanguinary Grace: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Carmine Wrath: Each time a model in this unit makes an attack, re roll a Hit roll of 1 and re roll a Wound roll of 1.

Their Appointed Hour: You can re roll Advance and Charge rolls made for this unit.

Death Mask of Sanguinius

At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test, subtracting 1 from that test when they do

Lord Regent of the Imperium Nihilus

While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit and each time a model in that unit makes an attack, add 1 to the Hit
roll.

Leader[1]

This model can be attached to the following units:

% Assault Squad with Jump Packs


% Sanguinary Guard
% Vanguard Veteran Squad with Jump Packs
% Assault Intercessors with Jump Packs

Invulnerable Save

4+

Aura of Fervour (Aura)

While a friendly Adeptus Astartes unit is within 6" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit

Miraculous Savior

Once per battle, at the end of your opponent’s Charge phase, if this model is still in Reserves, you can select one enemy unit that made a Charge move
this phase. Set this model up on the battlefield within Engagement Range of that enemy unit.

Angel's Wrath

While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons
equipped by models in that unit.

Leader[2]

This model can be attached to the following units:

% Assault Intercessors with Jump Packs


% Vanguard Veteran Squad with Jump Packs

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.

Mental Fortress [Psychic]

While this model is leading a unit, models in that unit have a 4+ invulnerable save.

Leader[3]
This model can be attached to the following units:

% Assault Intercessor Squad


% Desolation Squad
% Devastator Squad
% Hellblaster Squad
% Infernus Squad
% Intercessor Squad
% Sternguard Veteran Squad
% Tactical Squad

Psychic Hood

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.

Priority Objective Identified

At the start of the first battle round, if your army includes one or more models with this ability, you can select one objective marker on the battlefield. Until the
end of the battle, while one or more models with this ability are on the battlefield, each time a friendly ADEPTUS ASTARTES model makes an attack that
targets an enemy unit that is within range of that objective marker, re-roll a Wound roll of 1.

Evade and Survive

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or
more enemy units, it can make a Normal move

Lone Survivor

This model cannot be Warlord

Ordained Sacrifice

Adeptus Astartes model only. The first time the bearer is destroyed, roll one D6 at the end of the phase: on a 2+, set the bearer back up on the battlefield as
close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining

Objective Secured

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 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 Elimination

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 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

Signum

Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [IGNORES
COVER] ability.

Armorium Cherub

Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6.

Meteoric Descent

In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this unit can be
set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.

Omni-scramblers

Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.

Helix Gauntlet

Models in the bearer’s unit have the Feel No Pain 6+ ability.

Infiltrator Comms Array

Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP

Angelic Visage

Each time a melee attack targets this unit, subtract 1 from the Hit roll

Heirs of Azkaellon

While a Character model is leading this unit, each time a melee attack targets this unit, subtract 1 from the Wound roll.
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.

Sanguinary Banner

Add 1 to the Objective Control characteristic of models in the bearer’s unit.

Siege Shield

When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly
units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls
for being within Engagement Range of one or more enemy units.

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.

Unit M T SV W LD OC

Commander Dante 12" 4 2+ 6 6+ 1

The Sanguinor 12" 4 2+ 7 6+ 1

Captain with Jump Pack (x2) (x2) 12" 4 3+ 5 6+ 1

Librarian 6" 4 3+ 4 6+ 1

Lieutenant with Combi-weapon 6" 4 3+ 4 6+ 1

Intercessor Squad 6" 4 3+ 2 6+ 2

Devastator Squad 6" 4 3+ 2 6+ 1

Inceptor Squad (x2) (x2) 10" 6 3+ 3 6+ 1

Infiltrator Squad 6" 4 3+ 2 6+ 1

Sanguinary Guard (x3) (x3) 12" 4 2+ 3 6+ 1

Vindicator (x2) (x2) 9" 11 2+ 11 6+ 3


Ranged Weapons Range A BS S AP D

Perdition 6" 1 2+ 9 -4 D6

Melta 2, Pistol, Sustained Hits D3

Hand Flamer (x2) (x2) 12" D6 N/A 3 0 1

Ignores Cover, Pistol, Torrent

Bolt Pistol (x6) (x6) 12" 1 3+ 4 0 1

Pistol

Smite - Witchfire 24" D6 3+ 5 -1 D3

Psychic

Smite - Focused Witchfire 24" D6 3+ 6 -2 D3

Devastating Wounds, Hazardous, Psychic

Combi-weapon[2] 24" 1 3+ 4 0 1

Anti-infantry 4+, Devastating Wounds, Rapid Fire 1

Astartes Grenade Launcher - Krak 24" 1 3+ 9 -2 D3

Astartes Grenade Launcher - Frag 24" D3 3+ 4 0 1

Blast

Bolt Rifle (x2) (x2) 24" 2 3+ 4 -1 1

Assault, Heavy

Lascannon 48" 1 4+ 12 -3 D6+1

Heavy

Combi-weapon[1] 24" 1 4+ 4 0 1

Anti-infantry 4+, Devastating Wounds, Rapid Fire 1

Plasma Exterminators - Standard 18" 2 3+ 7 -2 2

Assault, Pistol, Twin-linked

Plasma Exterminators - Supercharge 18" 2 3+ 8 -3 3

Assault, Pistol, Hazardous, Twin-linked

Assault Bolters 18" 3 3+ 5 -1 2

Assault, Pistol, Sustained Hits 2, Twin-linked

Marksman Bolt Carbine (x2) (x2) 24" 2 3+ 4 0 1

Heavy

Inferno Pistol (x3) (x3) 6" 1 3+ 8 -4 D3

Melta 2, Pistol

Angelus Boltgun (x3) (x3) 12" 2 3+ 4 0 1

Pistol

Demolisher Cannon (x2) (x2) 24" D6+3 3+ 14 -3 D6

Blast

Hunter Killer Missile (x2) (x2) 48" 1 2+ 14 -3 D6

One Shot
Storm Bolter (x2) (x2) 24" 2 3+ 4 0 1

Rapid Fire 2

Melee Weapons Range A WS S AP D

The Axe Mortalis Melee 8 2+ 8 -3 2

Lethal Hits

Encarmine Broadsword Melee 8 2+ 6 -3 2

Devastating Wounds

Relic Weapon (x2) (x2) Melee 6 2+ 5 -2 2

Force Weapon Melee 4 3+ 6 -1 D3

Psychic

Paired Combat Blades Melee 5 2+ 4 -1 1

Anti-Infantry 4+, Sustained Hits 1

Power Fist[1] Melee 3 3+ 8 -2 2

Close Combat Weapon (x7) (x7) Melee 3 3+ 4 0 1

Close Combat Weapon (x2) (x2) Melee 2 3+ 4 0 1

Power Fist[2] Melee 2 3+ 8 -2 2

Encarmine Blade (x6) (x6) Melee 4 3+ 6 -3 2

Armoured Tracks (x2) (x2) Melee 3 4+ 6 0 1

You might also like