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New Roster (Warhammer 40,000 8th Edition) [119 PL, 2000pts]

Brigade Detachment +9CP (Imperium - Blood Angels) [119 PL, 2000pts]

Dedicated Transport [10 PL, 170pts]

Land Speeder Storm [5 PL, 85pts]


Selections: Cerberus launcher [5pts], Heavy bolter [10pts]
Categories: Dedicated Transport, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Fly, Land Speeder
Storm, Land Speeder, Scout, Transport, Vehicle
Abilities: Open-topped, Explosion: Explodes, Transport: Transport, Unit: Land Speeder Storm, Weapon: Cerberus launcher,
Heavy bolter

Abilities Description Ref

Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line
of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this
model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen
Open-topped
back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and
so on. Note that the passengers cannot shoot if this model Falls Back, even though the Land Speeder
Storm itself can.

Dice
Explosion Distance Mortal wounds Ref
roll

Explodes 6 3" 1

Transport Capacity Ref

This model can transport 5 BLOOD ANGELS SCOUT INFANTRY


Transport
models.

Unit M WS BS S T W A Ld Save Ref

Land Speeder
18" 3+ 3+ 4 5 7 2 7 4+
Storm

Weapon Range Type S AP D Abilities Ref

Cerberus
18" Heavy D6 4 0 1 -
launcher

Heavy bolter 36" Heavy 3 5 -1 1 -

Land Speeder Storm [5 PL, 85pts]


Selections: Cerberus launcher [5pts], Heavy bolter [10pts]
Categories: Dedicated Transport, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Fly, Land Speeder
Storm, Land Speeder, Scout, Transport, Vehicle
Abilities: Open-topped, Explosion: Explodes, Transport: Transport, Unit: Land Speeder Storm, Weapon: Cerberus launcher,
Heavy bolter

Abilities Description Ref

Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line
of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this
model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen
Open-topped
back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and
so on. Note that the passengers cannot shoot if this model Falls Back, even though the Land Speeder
Storm itself can.

Dice
Explosion Distance Mortal wounds Ref
roll

Explodes 6 3" 1
Transport Capacity Ref

This model can transport 5 BLOOD ANGELS SCOUT INFANTRY


Transport
models.

Unit M WS BS S T W A Ld Save Ref

Land Speeder
18" 3+ 3+ 4 5 7 2 7 4+
Storm

Weapon Range Type S AP D Abilities Ref

Cerberus
18" Heavy D6 4 0 1 -
launcher

Heavy bolter 36" Heavy 3 5 -1 1 -

Heavy Support [24 PL, 329pts]

Baal Predator [8 PL, 144pts]


Selections: Twin assault cannon [44pts]
Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Heavy Support, Predator, Vehicle, Baal
Predator
Abilities: Overcharged Engines, Smoke Launchers, Explosion: Explodes, Unit: Baal Predator, Weapon: Twin assault cannon,
Wound Track: Baal Predator, Baal Predator 1, Baal Predator 2, Baal Predator 3

Abilities Description Ref

Overcharged
When this model Advances roll 2 dice and pick the highest result.
Engines

Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls BRB
Launchers
for ranged weapons that target this vehicle.

Dice
Explosion Distance Mortal wounds Ref
roll

Explodes 6 6" D3

Unit M WS BS S T W A Ld Save Ref

Baal
* 6+ * 6 7 11 * 8 3+
Predator

Weapon Range Type S AP D Abilities Ref

Twin assault
24" Heavy 12 6 -1 1 -
cannon

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref

Baal Predator M BS A

Baal Predator
6-11+ 12" 3+ 3
1

Baal Predator
3-5 6" 4+ D3
2

Baal Predator
1-2 3" 5+ 1
3

Devastator Squad [8 PL, 95pts]


Selections: Armorium Cherub [5pts]
Categories: Devastator Squad, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Heavy Support, Infantry
Rules: And They Shall Know No Fear, Combat Squads
Abilities: Armorium Cherub, Signum, Unit: Armorium Cherub

Space Marine [13pts]


Selections: Boltgun
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine [38pts]


Selections: Lascannon [25pts]
Weapon: Bolt pistol, Frag grenade, Krak grenade, Lascannon

Space Marine [13pts]


Selections: Boltgun
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine [13pts]


Selections: Boltgun
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine Sergeant [13pts]


Selections: Boltgun
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Abilities Description Ref

Once per game, after a model in a Devastator Squad that is accompanied by an Armorium Cherub has
fired, the Armorium Cherub can reload that model's weapons. When it does so, remove the Armorium
Armorium Cherub and that model can immediately shoot again. The removal of an Armorium Cherub (for any
Cherub reason) is ignored for the purposes of morale. The Armorium Cherub does not count as a model for the
purposes of Combat Squads ability. If a Devastator Squad is split using the Combat Squads ability, the
Armorium Cherub must accompany one of the units.

Before this unit shoots in the Shooting phase, you can choose one model from this unit that is within 3" of
Signum
its Sergeant; you can add 1 to hit rolls made for your chosen model's weapons this phase.

Unit M WS BS S T W A Ld Save Ref

Armorium
6" 6+ - 2 4 1 1 3 6+
Cherub

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Boltgun 24" Rapid Fire 1 4 0 1 -

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade

Lascannon 48" Heavy 1 9 -3 D6 -

Devastator Squad [8 PL, 90pts]


Categories: Devastator Squad, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Heavy Support, Infantry
Rules: And They Shall Know No Fear, Combat Squads
Abilities: Signum

Space Marine [13pts]


Selections: Boltgun
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine [38pts]


Selections: Lascannon [25pts]
Weapon: Bolt pistol, Frag grenade, Krak grenade, Lascannon

Space Marine [13pts]


Selections: Boltgun
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Space Marine [13pts]
Selections: Boltgun
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine Sergeant [13pts]


Selections: Boltgun
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Abilities Description Ref

Before this unit shoots in the Shooting phase, you can choose one model from this unit that is within 3" of its
Signum
Sergeant; you can add 1 to hit rolls made for your chosen model's weapons this phase.

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Boltgun 24" Rapid Fire 1 4 0 1 -

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade

Lascannon 48" Heavy 1 9 -3 D6 -

HQ [17 PL, 320pts]

Captain [6 PL, 121pts]


Selections: 3. Soulwarden, Jump Pack [1 PL, 19pts], Plasma pistol [7pts], Relic blade [21pts], The Angel's Wing (replaces jump
pack), Warlord
Categories: Captain, Character, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, HQ, Infantry, Fly, Jump
Pack
Rules: 3. Soulwarden, And They Shall Know No Fear
Abilities: Iron Halo, Jump Pack Assault, Rites of Battle, The Angel's Wing, Unit: Captain (Jump Pack), Weapon: Bolt pistol,
Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge, Relic blade

Abilities Description Ref

Iron Halo This model has a 4+ invulnerable save.

During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it
Jump Pack
on the battlefield. At the end of any of your Movement phases this model can assault from above - set it
Assault
up anywhere on the battlefield that is more than 9" away from any enemy models.

Rites of
You can re-roll hit rolls of 1 made for friendly BLOOD ANGELS units within 6" of this model.
Battle

The
You can re-roll failed charge rolls for a model equipped with the Angel's Wing, and your opponent cannot
Angel's
fire Overwatch against them.
Wing

Unit M WS BS S T W A Ld Save Ref

Captain (Jump
12" 2+ 2+ 4 4 5 4 9 3+
Pack)

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Frag grenade 6" Grenade D6 3 0 1 -

Krak grenade 6" Grenade 1 6 -1 D3 -

Plasma pistol, Standard 12" Pistol 1 7 -3 1 -

Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge

Relic blade Melee Melee +2 -3 D3 -


Librarian [6 PL, 105pts]
Selections: Force stave [8pts], Inferno pistol [9pts], Sanguinary Discipline, Smite
Categories: Character, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, HQ, Infantry, Librarian, Psyker
Rules: And They Shall Know No Fear
Abilities: Psychic Hood, Psychic Power: Sanguinary 1 - Quickening, Sanguinary 2 - Unleash Rage, Sanguinary 3 - Shield of
Sanguinius, Sanguinary 4 - Blood Boil, Sanguinary 5 - The Blood Lance, Sanguinary 6 - Wings of Sanguinius, Smite, Psyker:
Psyker, Unit: Librarian, Weapon: Force stave, Frag grenade, Inferno pistol, Krak grenade

Abilities Description Ref

Psychic
You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
Hood

Warp
Psychic Power Range Details Ref
Charge

You can add 3 to Advance and charge rolls you make for the psyker, and make
Sanguinary 1 -
7 Self D3 additional attacks with them in the Fight phase, until the start of your next
Quickening
Psychic phase.

Sanguinary 2 - Select a friendly BLOOD ANGELS unit within 12" of the psyker. Until the start of
6 12"
Unleash Rage your next Psychic phase, add 1 to the Attacks characteristics of that unit.

Sanguinary 3 -
Select a friendly BLOOD ANGELS unit within 12" of the psyker. Until the start of
Shield of 6 12"
your next Psychic phase, that unit has a 5+ invulnerable save.
Sanguinius

Select a visible enemy unit within 18" of the psyker and roll 2D6. If the total
Sanguinary 4 - exceeds the highest Toughness characteristic in the target unit, the unit suffers
6 6"
Blood Boil D3 mortal wounds; if the total rolled is more than double that of the highest
Toughness characteristic, the unit suffers 3 mortal wounds instead.

Sanguinary 5 -
Select a visible enemy model within 12" and draw a line between them and the
The Blood 6 12"
psyker. Roll a D6 for each roll of 5+ that model's unit suffers a mortal wound.
Lance

The psyker can immediately move as if it were your Movement phase, but his
Sanguinary 6 - Move characteristic is also increased to 12" and he gains the FLY keyword until
Wings of 5 Self the start of your next Psychic phase (this means he can shoot if he Fell Back in
Sanguinius his Movement phase). In addition, whilst this power is in effect, you can re-roll
failed charge rolls for the psyker.

Smite has a warp charge value of 5. If manifested, the closest visible enemy unit
Smite 5 18" within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the
Psychic test was more than 10 the target suffers D6 mortal wounds instead.

Psyker Cast Deny Powers Known Other Ref

Smite and two psychic powers from the Sanguinary


Psyker 2 1
discipline

Unit M WS BS S T W A Ld Save Ref

Librarian 6" 3+ 3+ 4 4 4 3 9 3+

Weapon Range Type S AP D Abilities Ref

Force
Melee Melee +2 -1 D3 -
stave

Frag Grenade
6" 3 0 1 -
grenade D6

Inferno If the target is within half range of this weapon, roll two dice when
6" Pistol 1 8 -4 D6
pistol inflicting damage with it and discard the lowest result.

Krak
6" Grenade 1 6 -1 D3 -
grenade

Sanguinary Priest [5 PL, 94pts]


Selections: Chainsword, Grav-pistol [8pts], Jump Pack [1 PL, 17pts]
Categories: Character, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Sanguinary Priest, HQ,
Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Blood Chalice, Jump Pack Assault, Narthecium, Unit: Sanguinary Priest (Jump Pack), Weapon: Chainsword, Frag
grenade, Grav-pistol, Krak grenade

Abilities Description Ref

Blood Friendly BLOOD ANGELS INFANTRY and BIKER units increase their Strength characteristic by 1 whilst
Chalice they are within 6" of any SANGUINARY PRIESTS.

During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it
Jump Pack
on the battlefield. At the end of any of your Movement phases this model can assault from above - set it
Assault
up anywhere on the battlefield that is more than 9" away from any enemy models.

At the end of any of your Movement phases, this model can attempt to heal or revive a single model.
Select a friendly BLOOD ANGELS INFANTRY or BIKER unit within 3" of the Apothecary. If that unit
contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no
Narthecium wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a
single slain model is returned to the unit with 1 wound remaining. If this model fails to revive a model he
can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed
of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.

Unit M WS BS S T W A Ld Save Ref

Sanguinary Priest (Jump


12" 2+ 3+ 4 4 4 3 9 3+
Pack)

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack with
Chainsword Melee Melee User 0 1
this weapon.

Frag Grenade
6" 3 0 1 -
grenade D6

If the target has a Save characteristic of 3+ or better, this weapon


Grav-pistol 12" Pistol 1 5 -3 1
has a Damage characteristic of D3.

Krak
6" Grenade 1 6 -1 D3 -
grenade

Elites [22 PL, 397pts]

Sanguinary Ancient [6 PL, 101pts]


Selections: Angelus boltgun [3pts], Death mask [2pts], Encarmine sword [12pts], Standard of Sacrifice
Categories: Ancient, Character, Elites, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Fly, Infantry, Jump
Pack, Sanguinary Guard
Rules: And They Shall Know No Fear
Abilities: Blood Angels Chapter Banner, Death Mask, Heirs of Azkaellon, Jump Pack Assault, Standard of Sacrifice, Unit:
Sanguinary Ancient, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak grenade

Abilities Description Ref

Blood Angels BLOOD ANGELS units within 6" of any friendly BLOOD ANGELS ANCIENTS add 1 to their
Chapter Leadership. In addition, you can re-roll wound rolls of 1 in the Fight phase for friendly BLOOD
Banner ANGELS units within 6" of this model.

Enemy units suffer a -1 modifier to their Leadership while they are within 3" of any models wearing a
Death Mask
death mask.

Heirs of You can re-roll failed hit rolls for models from this unit if they are within 6" of a friendly BLOOD
Azkaellon ANGELS Warlord.

During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing
Jump Pack
it on the battlefield. At the end of any of your Movement phases this model can assault from above -
Assault
set it up anywhere on the battlefield that is more than 9" away from any enemy models.

The bearer of the Standard of Sacrifice gains the following ability in addition to those described on
Standard of their datasheet: Roll a D6 each time a friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS
Sacrifice BIKER model within 6" of the bearer loses a wound; on a 5+, the wound is ignored and has no effect.
Models with the Black Rage ability are not affected.
Unit M WS BS S T W A Ld Save Ref

Sanguinary
12" 3+ 3+ 4 4 4 3 9 2+
Ancient

Weapon Range Type S AP D Abilities Ref

Angelus boltgun 12" Assault 2 4 -1 1 -

Encarmine
Melee Melee User -3 D3 -
sword

Frag grenade 6" Grenade D6 3 0 1 -

Krak grenade 6" Grenade 1 6 -1 D3 -

Sanguinary Guard [8 PL, 148pts]


Selections: Death mask [8pts]
Categories: Elites, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Fly, Jump Pack, Sanguinary
Guard
Abilities: Death Mask, Heirs of Azkaellon

Sanguinary Guard [35pts]


Selections: Angelus boltgun [3pts], Encarmine sword [12pts]
Categories: Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak
grenade

Sanguinary Guard [35pts]


Selections: Angelus boltgun [3pts], Encarmine sword [12pts]
Categories: Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak
grenade

Sanguinary Guard [35pts]


Selections: Angelus boltgun [3pts], Encarmine sword [12pts]
Categories: Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak
grenade

Sanguinary Guard [35pts]


Selections: Angelus boltgun [3pts], Encarmine sword [12pts]
Categories: Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak
grenade

Abilities Description Ref

Enemy units suffer a -1 modifier to their Leadership while they are within 3" of any models wearing a
Death Mask
death mask.

Heirs of You can re-roll failed hit rolls for models from this unit if they are within 6" of a friendly BLOOD ANGELS
Azkaellon Warlord.

During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it
Jump Pack
on the battlefield. At the end of any of your Movement phases this model can assault from above - set it
Assault
up anywhere on the battlefield that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref

Sanguinary
12" 3+ 3+ 4 4 2 2 8 2+
Guard
Weapon Range Type S AP D Abilities Ref

Angelus boltgun 12" Assault 2 4 -1 1 -

Encarmine
Melee Melee User -3 D3 -
sword

Frag grenade 6" Grenade D6 3 0 1 -

Krak grenade 6" Grenade 1 6 -1 D3 -

Sanguinary Guard [8 PL, 148pts]


Selections: Death mask [8pts]
Categories: Elites, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Fly, Jump Pack, Sanguinary
Guard
Abilities: Death Mask, Heirs of Azkaellon

Sanguinary Guard [35pts]


Selections: Angelus boltgun [3pts], Encarmine sword [12pts]
Categories: Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak
grenade

Sanguinary Guard [35pts]


Selections: Angelus boltgun [3pts], Encarmine sword [12pts]
Categories: Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak
grenade

Sanguinary Guard [35pts]


Selections: Angelus boltgun [3pts], Encarmine sword [12pts]
Categories: Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak
grenade

Sanguinary Guard [35pts]


Selections: Angelus boltgun [3pts], Encarmine sword [12pts]
Categories: Fly, Jump Pack
Rules: And They Shall Know No Fear
Abilities: Jump Pack Assault, Unit: Sanguinary Guard, Weapon: Angelus boltgun, Encarmine sword, Frag grenade, Krak
grenade

Abilities Description Ref

Enemy units suffer a -1 modifier to their Leadership while they are within 3" of any models wearing a
Death Mask
death mask.

Heirs of You can re-roll failed hit rolls for models from this unit if they are within 6" of a friendly BLOOD ANGELS
Azkaellon Warlord.

During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it
Jump Pack
on the battlefield. At the end of any of your Movement phases this model can assault from above - set it
Assault
up anywhere on the battlefield that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref

Sanguinary
12" 3+ 3+ 4 4 2 2 8 2+
Guard

Weapon Range Type S AP D Abilities Ref

Angelus boltgun 12" Assault 2 4 -1 1 -

Encarmine
Melee Melee User -3 D3 -
sword
Frag grenade 6" Grenade D6 3 0 1 -

Krak grenade 6" Grenade 1 6 -1 D3 -

Fast Attack [18 PL, 340pts]

Land Speeders [6 PL, 119pts]


Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Fast Attack, Fly, Land Speeders, Vehicle
Rules: And They Shall Know No Fear
Abilities: Anti-grav Upwash, Explodes

Land Speeder [6 PL, 119pts]


Selections: Assault cannon [22pts], Multi-melta [27pts]
Unit: Land Speeder, Weapon: Assault cannon, Multi-melta

Abilities Description Ref

Anti-grav
Models in this unit have a Move characteristic of 20", instead of 16", whilst the unit contains 3 models.
Upwash

If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it
Explodes
explodes, and each unit within 3" suffers a mortal wound.

Unit M WS BS S T W A Ld Save Ref

Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder

Weapon Range Type S AP D Abilities Ref

Assault Heavy
24" 6 -1 1 -
cannon 6

Heavy If the target is within half range of this weapon, roll two dice when
Multi-melta 24" 8 -4 D6
1 inflicting damage with it and discard the lowest result.

Land Speeders [6 PL, 119pts]


Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Fast Attack, Fly, Land Speeders, Vehicle
Rules: And They Shall Know No Fear
Abilities: Anti-grav Upwash, Explodes

Land Speeder [6 PL, 119pts]


Selections: Assault cannon [22pts], Multi-melta [27pts]
Unit: Land Speeder, Weapon: Assault cannon, Multi-melta

Abilities Description Ref

Anti-grav
Models in this unit have a Move characteristic of 20", instead of 16", whilst the unit contains 3 models.
Upwash

If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it
Explodes
explodes, and each unit within 3" suffers a mortal wound.

Unit M WS BS S T W A Ld Save Ref

Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder

Weapon Range Type S AP D Abilities Ref

Assault Heavy
24" 6 -1 1 -
cannon 6

Heavy If the target is within half range of this weapon, roll two dice when
Multi-melta 24" 8 -4 D6
1 inflicting damage with it and discard the lowest result.
Land Speeders [6 PL, 102pts]
Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Fast Attack, Fly, Land Speeders, Vehicle
Rules: And They Shall Know No Fear
Abilities: Anti-grav Upwash, Explodes

Land Speeder [6 PL, 102pts]


Selections: Assault cannon [22pts], Heavy bolter [10pts]
Unit: Land Speeder, Weapon: Assault cannon, Heavy bolter

Abilities Description Ref

Anti-grav
Models in this unit have a Move characteristic of 20", instead of 16", whilst the unit contains 3 models.
Upwash

If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it
Explodes
explodes, and each unit within 3" suffers a mortal wound.

Unit M WS BS S T W A Ld Save Ref

Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder

Weapon Range Type S AP D Abilities Ref

Assault
24" Heavy 6 6 -1 1 -
cannon

Heavy bolter 36" Heavy 3 5 -1 1 -

Troops [28 PL, 444pts]

Scout Squad [4 PL, 74pts]


Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Scout, Scout Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Concealed Positions

Scout [11pts]
Selections: Astartes shotgun
Unit: Scout, Weapon: Astartes shotgun, Bolt pistol, Frag grenade, Krak grenade

Scout [11pts]
Selections: Astartes shotgun
Unit: Scout, Weapon: Astartes shotgun, Bolt pistol, Frag grenade, Krak grenade

Scout [11pts]
Selections: Astartes shotgun
Unit: Scout, Weapon: Astartes shotgun, Bolt pistol, Frag grenade, Krak grenade

Scout [11pts]
Selections: Astartes shotgun
Unit: Scout, Weapon: Astartes shotgun, Bolt pistol, Frag grenade, Krak grenade

Scout Sergeant [30pts]


Selections: Combi-melta [19pts]
Rules: Combi Weapon
Unit: Scout Sergeant, Weapon: Boltgun, Frag grenade, Krak grenade, Meltagun

Abilities Description Ref

Before any models are deployed at the start of the game, a Scout Squad containing 10 models may
Combat Squads
be split into two units, each containing 5 models.
Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Positions more than 9" from the enemy deployment zone and any enemy models.

Unit M WS BS S T W A Ld Save Ref

Scout 6" 3+ 3+ 4 4 1 1 7 4+

Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant

Weapon Range Type S AP D Abilities Ref

Astartes
12" Assault 2 4 0 1 If the target is within half range, add 1 to this weapon's Strength.
shotgun

Bolt pistol 12" Pistol 1 4 0 1 -

Rapid
Boltgun 24" 4 0 1 -
Fire 1

Grenade
Frag grenade 6" 3 0 1 -
D6

Krak grenade 6" Grenade 1 6 -1 D3 -

If the target is within half range of this weapon, roll two dice when
Meltagun 12" Assault 1 8 -4 D6
inflicting damage with it and discard the lowest result.

Scout Squad [4 PL, 74pts]


Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Scout, Scout Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Concealed Positions

Scout [11pts]
Selections: Astartes shotgun
Unit: Scout, Weapon: Astartes shotgun, Bolt pistol, Frag grenade, Krak grenade

Scout [11pts]
Selections: Astartes shotgun
Unit: Scout, Weapon: Astartes shotgun, Bolt pistol, Frag grenade, Krak grenade

Scout [11pts]
Selections: Astartes shotgun
Unit: Scout, Weapon: Astartes shotgun, Bolt pistol, Frag grenade, Krak grenade

Scout [11pts]
Selections: Astartes shotgun
Unit: Scout, Weapon: Astartes shotgun, Bolt pistol, Frag grenade, Krak grenade

Scout Sergeant [30pts]


Selections: Combi-melta [19pts]
Rules: Combi Weapon
Unit: Scout Sergeant, Weapon: Boltgun, Frag grenade, Krak grenade, Meltagun

Abilities Description Ref

Before any models are deployed at the start of the game, a Scout Squad containing 10 models may
Combat Squads
be split into two units, each containing 5 models.

Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Positions more than 9" from the enemy deployment zone and any enemy models.

Unit M WS BS S T W A Ld Save Ref

Scout 6" 3+ 3+ 4 4 1 1 7 4+

Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant

Weapon Range Type S AP D Abilities Ref


Astartes
12" Assault 2 4 0 1 If the target is within half range, add 1 to this weapon's Strength.
shotgun

Bolt pistol 12" Pistol 1 4 0 1 -

Rapid
Boltgun 24" 4 0 1 -
Fire 1

Grenade
Frag grenade 6" 3 0 1 -
D6

Krak grenade 6" Grenade 1 6 -1 D3 -

If the target is within half range of this weapon, roll two dice when
Meltagun 12" Assault 1 8 -4 D6
inflicting damage with it and discard the lowest result.

Tactical Squad [5 PL, 74pts]


Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Tactical Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads

3x Space Marine [39pts]


Unit: Space Marine, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine (Special weapon) [22pts]


Selections: Flamer [9pts]
Unit: Space Marine, Weapon: Bolt pistol, Flamer, Frag grenade, Krak grenade

Space Marine Sergeant [13pts]


Selections: Bolt pistol and boltgun
Unit: Space Marine Sergeant, Weapon: Frag grenade, Krak grenade

Abilities Description Ref

Combat Before any models are deployed at the start of the game, a Tactical Squad containing 10 models may
Squads be split into two units, each containing 5 models.

Unit M WS BS S T W A Ld Save Ref

Space Marine 6" 3+ 3+ 4 4 1 1 7 3+

Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Boltgun 24" Rapid Fire 1 4 0 1 -

Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade

Tactical Squad [5 PL, 74pts]


Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Tactical Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads

3x Space Marine [39pts]


Unit: Space Marine, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine (Special weapon) [22pts]


Selections: Flamer [9pts]
Unit: Space Marine, Weapon: Bolt pistol, Flamer, Frag grenade, Krak grenade
Space Marine Sergeant [13pts]
Selections: Bolt pistol and boltgun
Unit: Space Marine Sergeant, Weapon: Frag grenade, Krak grenade

Abilities Description Ref

Combat Before any models are deployed at the start of the game, a Tactical Squad containing 10 models may
Squads be split into two units, each containing 5 models.

Unit M WS BS S T W A Ld Save Ref

Space Marine 6" 3+ 3+ 4 4 1 1 7 3+

Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Boltgun 24" Rapid Fire 1 4 0 1 -

Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade

Tactical Squad [5 PL, 74pts]


Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Tactical Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads

3x Space Marine [39pts]


Unit: Space Marine, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine (Special weapon) [22pts]


Selections: Flamer [9pts]
Unit: Space Marine, Weapon: Bolt pistol, Flamer, Frag grenade, Krak grenade

Space Marine Sergeant [13pts]


Selections: Bolt pistol and boltgun
Unit: Space Marine Sergeant, Weapon: Frag grenade, Krak grenade

Abilities Description Ref

Combat Before any models are deployed at the start of the game, a Tactical Squad containing 10 models may
Squads be split into two units, each containing 5 models.

Unit M WS BS S T W A Ld Save Ref

Space Marine 6" 3+ 3+ 4 4 1 1 7 3+

Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Boltgun 24" Rapid Fire 1 4 0 1 -

Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade
Tactical Squad [5 PL, 74pts]
Categories: Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Tactical Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads

3x Space Marine [39pts]


Unit: Space Marine, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Space Marine (Special weapon) [22pts]


Selections: Flamer [9pts]
Unit: Space Marine, Weapon: Bolt pistol, Flamer, Frag grenade, Krak grenade

Space Marine Sergeant [13pts]


Selections: Bolt pistol and boltgun
Unit: Space Marine Sergeant, Weapon: Frag grenade, Krak grenade

Abilities Description Ref

Combat Before any models are deployed at the start of the game, a Tactical Squad containing 10 models may
Squads be split into two units, each containing 5 models.

Unit M WS BS S T W A Ld Save Ref

Space Marine 6" 3+ 3+ 4 4 1 1 7 3+

Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Boltgun 24" Rapid Fire 1 4 0 1 -

Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade

Selection Rules
3. Soulwarden: You can attempt to resist one psychic power with your Warlord (or attempt to resist one additional psychic power if he is
already able to do so) in each of your opponent's Psychic phases.
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.
Combat Squads: Before any models are deployed at the start of the game, a Devastator Squad containing 10 models may be split into two
units, each containing 5 models.
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit rolls for this
weapon.

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