Baal Strike Force
The Angel's Virtue, The Red Thirst
Name | Description |
---|---|
0. Quickening (Primaris) | Warp Charge 1 Quickening is a blessing that targets either the Psyker or a single friendly character within 12" of the Psyker. Whilst this power is in effect, the target has the Fleet special rule and +D3 Initiative and Attacks (roll once for both characteristics). |
1. Fear of the Darkness | Warp Charge 1 Fear of the Darkness is a malediction that targets a single enemy unit within 12". The target must immediately take a Morale check with a -2 Leadership modifier. |
2. Unleash Rage | Warp Charge 1 Unleash Rage is a blessing that targets a single friendly unit within 18". Whilst the power is in effect, the target has the Rage special rule. If the target already has the Rage special rule, they instead have +1 Attack whilst this power is in effect. |
3. Shield of Sanguinius | Warp Charge 1 Shield of Sanguinius is a blessing that targets the Psyker. Whilst the power is in effect, all models in the Psykerfs unit have a 5+ invulnerable save. |
4. Blood Boil | Warp Charge 2 Blood Boil is a focussed witchfire power with a range of 18". The target must take two Toughness tests; for each test that is failed the target loses a single Wound with no saves of any kind allowed. If the target is slain, centre the large blast marker over the target before removing him as a casualty. All other models under the marker suffer a Strength 4 AP5 hit with the Ignores Cover special rule. |
6. Wings of Sanguinius | Warp Charge 2 Wings of Sanguinius is a blessing that targets a single friendly Infantry unit within 12". Unless locked in close combat, the target immediately makes a move of up to 12". This move cannot end on top of another unit or impassable terrain, but ignores intervening units, terrain, etc. Any model that starts or ends this move in difficult terrain must take a Dangerous Terrain test. The target unit cannot charge in the same turn that this power is used, and all models in the unit count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
5. The Blood Lance | 12" | 8 | 1 | Warp Charge 2: Beam // Assault 1, Lance |
Crozius Arcanum, Frag and Krak grenades, Inferno Pistol, Jump Pack, Rosarius
Furious Charge, Independant Character, Rites of Bloods, Zealot
Warlord
Warlord Traits
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Death Company Chaplain | Jump Infantry (Character) | 5 | 4 | 4 | 4 | 2 | 4 | 2 | 10 | 3+/4++ |
Name | Description |
---|---|
1. Red Rampage | Warlord gains Rampage |
2. Speed of the Primarch | Warlord gains +1 Initiative |
3. Artisan of War | Nominate one non-Relic weapon of your Warlord to become Master-crafted. |
4. Soulwarden | Warlord gains Adamantium Will |
5. Descent of Angels | Units in your Warlordfs Detachment with the Jump, Flyer or Skimmer unit type can re-roll failed Reserve Rolls. In addition, Jump and Skimmer units from your Warlordfs Detachment arriving from Deep Strike Reserve scatter D6" less than they usually would (normally D6" rather than 2D6"). |
6. Heroic Bearing | Friendly units from the Armies of the Imperium (see the Allies chart in Warhammer 40,000: The Rules) within 12" of your Warlord have the Fearless special rule. |
Frag grenades (Melee) | Fight at normal Initiative, despite charging through difficult terrain. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Crozius Arcanum | - | +2 | 4 | Melee, Concussive |
Frag grenades | 8" | 3 | - | Assault 1, Blast |
Inferno Pistol | 6" | 8 | 1 | Pistol, Melta |
Krak grenades | 8" | 6 | 4 | Assault 1 |
Krak grenades (Melee) | - | 6 | 4 | - |
Additional Weapon (1pts), Blood Chalice, Bolt Pistol, Chainsword, Frag and Krak grenades, Jump pack (15pts), Narthecium
And They Shall Know No Fear, Furious Charge, Independant Character
Melee weapon
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Sanguinary Priest | Infantry (Character) | 5 | 4 | 4 | 4 | 2 | 4 | 2 | 10 | 3+ |
Name | Description |
---|---|
Blood Chalice | All models with the Blood Angels Faction in a unit that includes at least one model with a blood chalice add 1 to their Weapon Skill. |
Frag grenades (Melee) | Fight at normal Initiative, despite charging through difficult terrain. |
Jump pack | See BRB; cannot be taken by models in Terminator armour or servo-arm/harness. |
Narthecium | As long as the model with the narthecium is alive, all models in his unit have the Feel No Pain special rule. |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Bolt Pistol | 12" | 4 | 5 | Pistol | BRB |
Frag grenades | 8" | 3 | - | Assault 1, Blast | |
Krak grenades | 8" | 6 | 4 | Assault 1 | |
Krak grenades (Melee) | - | 6 | 4 | - | |
Valour's Edge | - | User | 2 | Melee |
Blood Talons (10pts), Magna-grapple, Meltagun and storm bolter, Searchlight
Furious Charge, None Can Stay My Wrath, Rage
Name | WS | BS | S | Front | Side | Rear | I | A | HP | Type |
---|---|---|---|---|---|---|---|---|---|---|
Death Company Dreadnought | 4 | 4 | 6 | 12 | 12 | 10 | 4 | 5 | 3 | Vehicle (Walker) |
Name | Description |
---|---|
Magna-Grapple | Gains Move Through Cover; In addition, a unit containing a model with a magna-grapple can re-roll failed charges when attempting to charge a vehicle. |
Name | Range | Strength | AP | Type | |
---|---|---|---|---|---|
Blood Talon | - | x2 | 2 | Melee, Shred, Specialist Weapon | |
Meltagun | 12" | 8 | 1 | Assault 1, Melta | BRB |
Storm Bolter | 24" | 4 | 5 | Assault 2 | BRB |
5x Death Company Marine (100pts), Frag and Krak grenades, 5x Hand Flamer (50pts), Jump Pack (15pts), Power Fist (25pts), 4x Power Weapon (60pts)
Fearless, Feel No Pain, Furious Charge, Rage, Relentless
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Death Company (Jump Pack) | Jump Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 3+ |
Name | Description |
---|---|
Frag grenades (Melee) | Fight at normal Initiative, despite charging through difficult terrain. |
Name | Range | Strength | AP | Type | |
---|---|---|---|---|---|
Frag grenades | 8" | 3 | - | Assault 1, Blast | |
Hand Flamer | Template | 3 | 6 | Pistol | |
Krak grenades | 8" | 6 | 4 | Assault 1 | |
Krak grenades (Melee) | - | 6 | 4 | - | |
Power Fist | - | x2 | 2 | Melee, Specialist Weapon, Unwieldy | BRB |
5x Angelus Boltgun, Artificer Armour, Chapter Banner (25pts), 5x Encarmine Sword, Frag and Krak grenades, 5x Sanguinary Guard (165pts)
Fearless, Furious Charge
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Sanguinary Guard | Jump Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 10 | 2+ |
Name | Description |
---|---|
Chapter Banner | Friendly units with the Blood Angels Faction within 12" of a model with a Chapter banner re-roll failed Morale checks and Pinning tests. In addition, all friendly models with the Blood Angels Faction in the same unit as this banner have +1 Attack whilst the bearer is alive. |
Frag grenades (Melee) | Fight at normal Initiative, despite charging through difficult terrain. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Angelus Boltgun | 12" | 4 | 4 | Assault 2 |
Encarmine Sword | - | User | 3 | Melee, Two-handed, Master-crafted |
Frag grenades | 8" | 3 | - | Assault 1, Blast |
Krak grenades | 8" | 6 | 4 | Assault 1 |
Krak grenades (Melee) | - | 6 | 4 | - |
Magna-grapple, Searchlight
Furious Charge, None Can Stay My Wrath, Rage
Built-in meltagun
Built-in Storm bolter
Name | WS | BS | S | Front | Side | Rear | I | A | HP | Type |
---|---|---|---|---|---|---|---|---|---|---|
Cassor the Damned | 4 | 4 | 6 | 12 | 12 | 10 | 4 | 3 | 3 | Vehicle (Walker, Character) |
Name | Description |
---|---|
Magna-Grapple | Gains Move Through Cover; In addition, a unit containing a model with a magna-grapple can re-roll failed charges when attempting to charge a vehicle. |
Name | Range | Strength | AP | Type | |
---|---|---|---|---|---|
Blood Talon | - | x2 | 2 | Melee, Shred, Specialist Weapon | |
Meltagun | 12" | 8 | 1 | Assault 1, Melta | BRB |
Storm Bolter | 24" | 4 | 5 | Assault 2 | BRB |
9x Assault Marines (126pts), Frag and Krak grenades, 2x Hand Flamer (20pts)
And They Shall Know No Fear, Combat Squads, Furious Charge
Hand Flamer (10pts), Lightning claw (15pts)
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Space Marine | Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
Space Marine Sergeant | Infantry (Character) | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
Name | Description |
---|---|
Frag grenades (Melee) | Fight at normal Initiative, despite charging through difficult terrain. |
Name | Range | Strength | AP | Type | |
---|---|---|---|---|---|
Frag grenades | 8" | 3 | - | Assault 1, Blast | |
Hand Flamer | Template | 3 | 6 | Pistol | |
Krak grenades | 8" | 6 | 4 | Assault 1 | |
Krak grenades (Melee) | - | 6 | 4 | - | |
Lightning Claw | - | User | 3 | Melee, Shred, Specialist Weapon | BRB |
2x Flamestorm cannon, Frag assault launchers, Hunter-killer missile (10pts), Pintle Multi-melta (10pts), Searchlight, Smoke launcher, Storm bolter (5pts), Twin-linked assault cannon
Assault Vehicle, Power of the Machine Spirit, Transport 12
Name | BS | Front | Side | Rear | HP | Type |
---|---|---|---|---|---|---|
Land Raider | 4 | 14 | 14 | 14 | 4 | Vehicle (Tank, Transport) |
Name | Description |
---|---|
Frag assault launchers | Any unit charging into close combat on the same turn as it disembarks from a vehicle with frag assault launchers counts as having frag grenades. |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Assault Cannon | 24" | 6 | 4 | Heavy 4, Rending | BRB |
Flamestorm Cannon | Template | 6 | 3 | Assault 1 | BRB |
Hunter-killer Missile | Infinite | 8 | 3 | Heavy 1, One Use Only | |
Multi-Melta | 24" | 8 | 1 | Heavy 1, Melta | BRB |
Storm Bolter | 24" | 4 | 5 | Assault 2 | BRB |
Hurricane Bolter Sponsons (30pts), 4x Stormstrike missile, Twin Linked Assault Cannon, Twin-linked Multi-melta
Assault Vehicle, Ceramite Plating, Power of the Machine Spirit, Skies of Fury, Stormraven Transport 12
Name | BS | Front | Side | Rear | HP | Type | Combat Role | Pursuit | Agility |
---|---|---|---|---|---|---|---|---|---|
Stormraven Gunship | 4 | 12 | 12 | 12 | 3 | Vehicle (Flyer, Hover, Transport) | Attack Flyer | 3 | 2 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Assault Cannon | 24" | 6 | 4 | Heavy 4, Rending | BRB |
Boltgun | 24 | 4 | 5 | Rapid Fire | BRB |
Multi-Melta | 24" | 8 | 1 | Heavy 1, Melta | BRB |
Stormstrike missile | 72" | 8 | 2 | Heavy 1, Concussive, One Use Only |
Hurricane Bolter Sponsons (30pts), 4x Stormstrike missile, Twin Linked Assault Cannon, Twin-linked Multi-melta
Assault Vehicle, Ceramite Plating, Power of the Machine Spirit, Skies of Fury, Stormraven Transport 12
Name | BS | Front | Side | Rear | HP | Type | Combat Role | Pursuit | Agility |
---|---|---|---|---|---|---|---|---|---|
Stormraven Gunship | 4 | 12 | 12 | 12 | 3 | Vehicle (Flyer, Hover, Transport) | Attack Flyer | 3 | 2 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Assault Cannon | 24" | 6 | 4 | Heavy 4, Rending | BRB |
Boltgun | 24 | 4 | 5 | Rapid Fire | BRB |
Multi-Melta | 24" | 8 | 1 | Heavy 1, Melta | BRB |
Stormstrike missile | 72" | 8 | 2 | Heavy 1, Concussive, One Use Only |
And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead. (BRB)
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn. (BRB)
Ceramite Plating: Melta weapons do not gain the extra D6 armour penetration when shooting at a Stormraven Gunship.
Combat Squads: A full strength, ten-man unit with this special rule can break down into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Blood Angels Tactical Squad can split into two five-man Tactical Squads using the combat squads rule. You must decide which units are splitting combat squads, and which models go into each combat squad, immediately before determining your Warlord traits. A unit split into combat squads therefore is now two seperate units for all game purposes, includeing calculateing the total number of units in the army and determining the number of units you can place in Reserve. Then proceed with deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, provideing its Transport Capacity allows. Once you have decided whether or not to spilt a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split up a unit or join it back together. Note that Bike Squads count as being at full strength when they have eight Space Marine Bikers and one Attack Bike. If split into combat squads, one combat squad will have five Bikers, the other will have three bikkers and the Attack Bike
Fearless: Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled. (BRB)
Feel No Pain:
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state that eno saves of any kind are allowedf, for example those inflicted by Perils of the Warp).
Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.
Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted ? treat it as having been saved.
If a unit has the Feel No Pain special rule with a number in brackets afterwards ?Feel No Pain (6+), for example ? then the number in brackets is the D6 result needed to discount the Wound.
(BRB)
Furious Charge: In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge. (BRB)
Independant Character:
Independent characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.
Full details in BRB. Rule too long to copy verbatim.
(BRB)
None Can Stay My Wrath: Ignores the effect of Crew Shaken or Crew Stunned.
Power of the Machine Spirit
Rage: In a turn in which a model with this special rule charges into combat, it gains +2 Attacks for charging, rather than +1. A model that has made a disordered charge that turn receives no benefit from Rage. (BRB)
Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons. (BRB)
Rites of Bloods: In the turn a Death Company Chaplain charges, all Death Company Marines in his unit re-roll failed To Wound rolls. Does not apply to disordered charges. (Angel's Blade p105)
Skies of Fury: If the Stormraven Gunship has moved more than 6", passengers can still disembark, but they must do so as follows: Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge in the turn that they do so.
Stormraven Transport 12: The Stormraven Gunship can carry two separate units: one unit of up to 12 models in its cabin, plus a single Dreadnought of any type in its rear grapples. If a Zooming Stormraven Gunship is wrecked or suffers a Crash and Burn! result, the embarked Dreadnought suffers a Strength 10 hit on its rear armour; if the Stormraven Gunship is Hovering, the hit is Strength 4 instead. The Stormraven Gunship can carry Jump Infantry.
The Angel's Virtue: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Blood Angels.
The Red Thirst: In a turn in which a model from this Formation charges into combat, the model adds 1 to its Initiative characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from the The Red Thirst.
Transport 12
Warlord
Zealot:
A unit containing one or more models with the Zealot special rule automatically passes Pinning, Fear and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit gains the Zealot special rule when it has Gone to Ground, all the effects of Go to Ground are immediately cancelled.
In addition, units containing one or more models with the Zealot special rule re-roll all failed To Hit rolls during the first round of each close combat ? they do not get to re-roll failed To Hit rolls in subsequent rounds.
(BRB)
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