Imperium - Adeptus Astartes - Blood Angels - Sangrienta - (1970 pts)
Army Roster (Imperium - Adeptus Astartes - Blood Angels) (1970 pts)
Rules: Oath of Moment
Configuration
Battle Size Strike Force (2000 Point limit)
Detachment Liberator Assault Group
Abilities: The Red Thirst
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Imperial Knights are visible, Agents of the Imperium are visible
Epic Hero (140 pts)
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 (80 pts)
Blood Angels Captain (1) Heavy Bolt Pistol, Master-crafted Chainsword
(80 pts)
Rules: Oath of Moment, Leader, Pistol
Unit: Blood Angels Captain
Abilities: Leader, Invulnerable Save, Rites of Battle, Finest Hour
Melee Weapons: Master-crafted Chainsword
Ranged Weapons: Heavy Bolt Pistol
Infantry (1240 pts)
Assault Intercessors with Jump Packs • Assault Intercessor Sergeant with Jump Pack: Astartes Chainsword, Heavy Bolt Pistol
(10) • 9x Assault Intercessors with Jump Pack
(160 pts)
Rules: Oath of Moment, Deep Strike, Pistol
Unit: Assault Intercessors with Jump Packs (x3) (x3)
Abilities: Hammer of Wrath
Ranged Weapons: Heavy Bolt Pistol (x7) (x14)
Melee Weapons: Astartes Chainsword (x7) (x14)
Assault Intercessors with Jump Packs • Assault Intercessor Sergeant with Jump Pack: Astartes Chainsword, Heavy Bolt Pistol
(10) • 9x Assault Intercessors with Jump Pack
(160 pts)
Rules: Oath of Moment, Deep Strike, Pistol
Unit: Assault Intercessors with Jump Packs (x3) (x3)
Abilities: Hammer of Wrath
Ranged Weapons: Heavy Bolt Pistol (x7) (x14)
Melee Weapons: Astartes Chainsword (x7) (x14)
Assault Intercessors with Jump Packs • Assault Intercessor Sergeant with Jump Pack: Astartes Chainsword, Heavy Bolt Pistol
(10) • 9x Assault Intercessors with Jump Pack
(160 pts)
Rules: Oath of Moment, Deep Strike, Pistol
Unit: Assault Intercessors with Jump Packs (x3) (x3)
Abilities: Hammer of Wrath
Ranged Weapons: Heavy Bolt Pistol (x7) (x14)
Melee Weapons: Astartes Chainsword (x7) (x14)
Death Company Marines with Jump Packs • 10x Death Company Marine
(10)
(240 pts) Rules: Feel No Pain 6+, Deep Strike, Oath of Moment, Pistol
Unit: Death Company Marine with Jump Pack
Abilities: Savage Fury, Attached Unit[1], Black Rage
Melee Weapons: Astartes Chainsword (x7) (x7)
Ranged Weapons: Heavy Bolt Pistol (x7) (x7)
Sanguinary Guard (6) • 6x Sanguinary Guard: Angelus Boltgun, Encarmine Blade
(260 pts)
Rules: Deep Strike, Oath of Moment, Pistol
Unit: Sanguinary Guard (x2) (x2)
Abilities: Angelic Visage, Heirs of Azkaellon, Attached Unit[2], Invulnerable Save
Melee Weapons: Encarmine Blade (x2) (x2)
Ranged Weapons: Angelus Boltgun (x2) (x2)
Sanguinary Guard (6) • 6x Sanguinary Guard: Angelus Boltgun, Encarmine Blade
(260 pts)
Rules: Deep Strike, Oath of Moment, Pistol
Unit: Sanguinary Guard (x2) (x2)
Abilities: Angelic Visage, Heirs of Azkaellon, Attached Unit[2], Invulnerable Save
Melee Weapons: Encarmine Blade (x2) (x2)
Ranged Weapons: Angelus Boltgun (x2) (x2)
Vehicle (510 pts)
Brutalis Dreadnought (1) Twin Heavy Bolter, Brutalis Fists & Brutalis Bolt Rifles
(160 pts)
Rules: Deadly Demise D3, Oath of Moment, Anti-, Rapid Fire, Twin-linked, Sustained Hits
Unit: Brutalis Dreadnought
Abilities: Brutalis Charge, Damaged: 1-4 Wounds Remaining
Ranged Weapons: Twin Icarus Ironhail Heavy Stubber, Brutalis Bolt Rifles, Twin Heavy Bolter
Melee Weapons: Brutalis Fists
Vindicator (1) Rules: Deadly Demise D3, Oath of Moment, Blast
(175 pts) Unit: Vindicator (x2) (x2)
Abilities: Siege Shield, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Tracks (x2) (x2)
Ranged Weapons: Demolisher Cannon (x2) (x2)
Vindicator (1) Rules: Deadly Demise D3, Oath of Moment, Blast
(175 pts) Unit: Vindicator (x2) (x2)
Abilities: Siege Shield, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Tracks (x2) (x2)
Ranged Weapons: Demolisher Cannon (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.
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".
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.
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.
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.
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.
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.
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").
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’.
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.
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’
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).
Abilities
The Red Thirst
Each time an Adeptus Astartes unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 2 to the
Strength characteristic and add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
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.
Invulnerable Save
4+
Leader
This model can be attached to the following units:
% Assault Intercessor Squad
% Infernus Squad
% Intercessor Squad
% Sternguard Veteran Squad
% Company Heroes
% Tactical Squad
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.
Hammer of Wrath
Each time this unit ends a Charge move, select one enemy unit within Engagement range of it, then roll one D6 for each model in this unit that is within
Engagement range of that enemy unit. On a 4+ that enemy unit suffers one mortal wound
Savage Fury
You can re-roll Charge rolls made for this unit.
Attached Unit[1]
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 instead
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 more friendly Chaplain models, it
cannot be selected to Fall Back and the Objective Control characteristic of models in this unit is 0.
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[2]
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.
Brutalis Charge
Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal
wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds
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.
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.
Unit M T SV W LD OC
The Sanguinor 12" 4 2+ 7 6+ 1
Blood Angels Captain 6" 4 3+ 5 6+ 1
Assault Intercessors with Jump Packs (x3) (x3) 12" 4 3+ 2 6+ 1
Death Company Marine with Jump Pack 12" 4 3+ 2 6+ 1
Sanguinary Guard (x2) (x2) 12" 4 2+ 3 6+ 1
Brutalis Dreadnought 8" 10 2+ 12 6+ 4
Vindicator (x2) (x2) 9" 11 2+ 11 6+ 3
Melee Weapons Range A WS S AP D Keywords
Encarmine Broadsword Melee 8 2+ 6 -3 2 Devastating Wounds
Master-crafted Chainsword Melee 7 2+ 4 -1 2 -
Astartes Chainsword (x7) (x7) Melee 4 3+ 4 -1 1 -
Encarmine Blade (x2) (x2) Melee 4 3+ 6 -3 2 -
Brutalis Fists Melee 6 3+ 12 -2 3 Twin-linked
Armoured Tracks (x2) (x2) Melee 3 4+ 6 0 1 -
Ranged Weapons Range A BS S AP D
Heavy Bolt Pistol 18" 1 2+ 4 -1 1
Pistol
Heavy Bolt Pistol (x7) (x7) 18" 1 3+ 4 -1 1
Pistol
Angelus Boltgun (x2) (x2) 12" 2 3+ 4 0 1
Pistol
Twin Icarus Ironhail Heavy Stubber 36" 3 3+ 4 0 1
Anti-FLY 4+, Rapid Fire 3, Twin-linked
Brutalis Bolt Rifles 24" 4 3+ 4 -1 1
Twin-linked
Twin Heavy Bolter 36" 3 3+ 5 -1 2
Sustained Hits 1, Twin-linked
Demolisher Cannon (x2) (x2) 24" D6+3 3+ 14 -3 D6
Blast