1850 Flesh Tearers - Armoured Assault (Warhammer 40,000 7th Edition v2012) (1846pts)

BA Flesh Tearers Strike Force (Blood Angels: Codex (2014) v2002) (1846pts)

Selection Rules

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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