Professional Documents
Culture Documents
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
Land Speeder
18" 3+ 3+ 4 5 7 2 7 4+
Storm
Cerberus
18" Heavy D6 4 0 1 -
launcher
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
Land Speeder
18" 3+ 3+ 4 5 7 2 7 4+
Storm
Cerberus
18" Heavy D6 4 0 1 -
launcher
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
Baal
* 6+ * 6 7 11 * 8 3+
Predator
Twin assault
24" Heavy 12 6 -1 1 -
cannon
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
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.
Armorium
6" 6+ - 2 4 1 1 3 6+
Cherub
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
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.
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
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
Captain (Jump
12" 2+ 2+ 4 4 5 4 9 3+
Pack)
Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge
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.
Librarian 6" 3+ 3+ 4 4 4 3 9 3+
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
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.
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
Krak
6" Grenade 1 6 -1 D3 -
grenade
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
Encarmine
Melee Melee User -3 D3 -
sword
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.
Sanguinary
12" 3+ 3+ 4 4 2 2 8 2+
Guard
Weapon Range Type S AP D Abilities Ref
Encarmine
Melee Melee User -3 D3 -
sword
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.
Sanguinary
12" 3+ 3+ 4 4 2 2 8 2+
Guard
Encarmine
Melee Melee User -3 D3 -
sword
Frag grenade 6" Grenade D6 3 0 1 -
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.
Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder
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.
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.
Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder
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
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.
Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder
Assault
24" Heavy 6 6 -1 1 -
cannon
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
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.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Astartes
12" Assault 2 4 0 1 If the target is within half range, add 1 to this weapon's Strength.
shotgun
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Grenade
Frag grenade 6" 3 0 1 -
D6
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 [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
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.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Grenade
Frag grenade 6" 3 0 1 -
D6
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.
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.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
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.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
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.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant
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
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.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant
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.