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Torneo Sangrientos

Lista sangrientos 2000 puntos .

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609937781x
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0% found this document useful (0 votes)
108 views17 pages

Torneo Sangrientos

Lista sangrientos 2000 puntos .

Uploaded by

609937781x
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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New destacamento (Warhammer 40,000 10th Edition) [2,000pts]

Army Roster (Imperium - Adeptus Astartes - Blood Angels) [2,000pts]


Rules: Oath of Moment

Configuration

Battle Size
Categories: Configuration

Detachment
Selections: Sons of Sanguinius
Categories: Configuration

Abilities: The Red Thirst

Abilities Description Ref

Each time an Adeptus Astartes unit from your army is selected to fight, if that unit made a Charge move this
The Red
turn, until the end of the phase, add 2 to the Strength characteristic and add 1 to the Attacks characteristic of
Thirst
melee weapons equipped by models in that unit.

Show/Hide Options
Selections: Agents of the Imperium are visible, Imperial Knights are visible, Unaligned Forces are visible, Unaligned Fortifications
are visible
Categories: Configuration

Epic Hero [240pts]

Commander Dante [120pts]


Selections: Perdition, The Axe Mortalis
Categories: Epic Hero, Character, Infantry, Grenades, Imperium, Fly, Faction: Adeptus Astartes, Faction: Blood Angels,
Jump Pack, Tacticus, Chapter Master, Commander Dante
Rules: Deep Strike, Leader, Lethal Hits, Melta, Oath of Moment, Pistol, Sustained Hits
Abilities: Death Mask of Sanguinius, Invulnerable Save, Leader, Lord Regent of the Imperium Nihilus, Melee Weapons: The Axe
Mortalis, Ranged Weapons: Perdition, Unit: Commander Dante

Abilities Description Ref

At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-
Death Mask of Sanguinius
shock test, subtracting 1 from that test when they do

Invulnerable Save 4+

This model can be attached to the following units:

■ Assault Squad with Jump Packs


Leader
■ Sanguinary Guard
■ Vanguard Veteran Squad with Jump Packs
■ Assault Intercessors with Jump Packs

Lord Regent of the While this model is leading a unit, add 1 to Charge rolls made for that unit and each time a
Imperium Nihilus model in that unit makes an attack, add 1 to the Hit roll.

Melee Weapons Range A WS S AP D Keywords Ref

The Axe Mortalis Melee 8 2+ 7 -3 2 Lethal Hits

Ranged Weapons Range A BS S AP D Keywords Ref

Perdition 6" 1 2+ 8 -4 D6 Melta 2, Pistol, Sustained Hits D3

Unit M T SV W LD OC Ref

Commander Dante 12" 4 2+ 6 6+ 1


Lemartes [120pts]
Selections: Bolt Pistol, The Blood Crozius
Categories: Epic Hero, Character, Infantry, Grenades, Imperium, Fly, Chaplain, Lemartes, Faction: Adeptus Astartes,
Faction: Blood Angels, Jump Pack
Rules: Leader, Lethal Hits, Oath of Moment, Pistol
Abilities: Fury Unbound, Guardian of the Lost, Invulnerable Save, Leader, Melee Weapons: The Blood Crozius, Ranged Weapons: Bolt
Pistol, Unit: Lemartes

Abilities Description Ref

While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL
Fury Unbound
HITS] ability.

Guardian of the While this model is leading a unit, each time an attack is allocated to a model in that unit, subtract
Lost 1 from the Damage characteristic of that attack.

Invulnerable
4+
Save

This model can be attached to the following unit:


Leader
■ Death Company Marines with Jump Packs

Melee Weapons Range A WS S AP D Keywords Ref

The Blood Crozius Melee 5 2+ 6 -2 2 Lethal Hits

Ranged Weapons Range A BS S AP D Keywords Ref

Bolt Pistol 12" 1 2+ 4 0 1 Pistol

Unit M T SV W LD OC Ref

Lemartes 12" 4 3+ 4 5+ 1

Character [210pts]
Captain with Jump Pack [85pts]
Selections: Bolt Pistol
Categories: Character, Infantry, Grenades, Captain, Imperium, Faction: Adeptus Astartes, Fly, Jump Pack, Tacticus

Rules: Deep Strike, Leader, Oath of Moment, Pistol


Abilities: Angel's Wrath, Invulnerable Save, Leader, Rites of Battle, Ranged Weapons: Bolt Pistol, Unit: Captain with Jump Pack (Relic
Shield)

Thunder Hammer and Relic Shield


Selections: Relic Shield, Thunder Hammer
Abilities: Relic Shield, Melee Weapons: Thunder Hammer

Abilities Description Ref

While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, add
Angel's Wrath
1 to the Strength characteristic of melee weapons equipped by models in that unit.

Invulnerable
4+
Save

This model can be attached to the following units:


Leader
■ Assault Intercessors with Jump Packs
■ Vanguard Veteran Squad with Jump Packs

Relic Shield Add 1 to the bearer's wound characteristics

Once per battle round, one unit from your army with this ability can be targeted by a Stratagem for 0CP,
Rites of Battle
even if another unit from your army has already been targeted by that Stratagem this phase.

Melee Weapons Range A WS S AP D Keywords Ref

Thunder Hammer Melee 5 3+ 8 -2 2 Devastating Wounds

Ranged Weapons Range A BS S AP D Keywords Ref

Bolt Pistol 12" 1 2+ 4 0 1 Pistol

Unit M T SV W LD OC Ref

Captain with Jump Pack (Relic Shield) 12" 4 3+ 6 6+ 1


Lieutenant with Combi-weapon [70pts]
Selections: Combi-weapon, Paired Combat Blades
Categories: Character, Infantry, Grenades, Imperium, Smoke, Lieutenant with Combi-weapon, Faction: Adeptus Astartes,
Phobos, Lieutenant
Rules: Anti-, Devastating Wounds, Feel No Pain 5+, Infiltrators, Lone Operative, Oath of Moment, Rapid Fire, Stealth, Sustained Hits
Abilities: Evade and Survive, Lone Survivor, Priority Objective Identified [Aura], Melee Weapons: Paired Combat Blades, Ranged
Weapons: Combi-weapon (Lieutenant with Combi-weapon), Unit: Lieutenant with Combi-weapon

Abilities Description Ref

Evade and Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if
Survive this unit is not within Engagement Range of one or more enemy units, it can make a Normal move

Lone Survivor This model cannot be Warlord

Priority At the start of the first battle round, if your army includes one or more models with this ability, you can
Objective select one objective marker on the battlefield. Until the end of the battle, while one or more models with
Identified this ability are on the battlefield, each time a friendly ADEPTUS ASTARTES model makes an attack that
[Aura] targets an enemy unit that is within range of that objective marker, re-roll a Wound roll of 1.

Melee Weapons Range A WS S AP D Keywords Ref

Paired Combat Blades Melee 5 2+ 4 0 1 Anti-Infantry 4+, Sustained Hits 1

Ranged Weapons Range A BS S AP D Keywords Ref

Combi-weapon (Lieutenant with Combi- Anti-infantry 4+, Devastating Wounds, Rapid


24" 1 3+ 4 0 1
weapon) Fire 1

Unit M T SV W LD OC Ref

Lieutenant with Combi-weapon 6" 4 3+ 4 6+ 1


Techmarine [55pts]
Selections: Forge Bolter, Grav-pistol, Omnissian Power Axe, Servo-arm
Categories: Character, Infantry, Grenades, Imperium, Tacticus, Faction: Adeptus Astartes, Techmarine

Rules: Extra Attacks, Leader, Oath of Moment, Pistol


Abilities: Blessing of the Omnissiah, Leader, Techmarine, Vengeance of the Omnissiah, Melee Weapons: Omnissian Power Axe, Servo-
arm, Ranged Weapons: Forge Bolter, Grav-pistol, Unit: Techmarine

Abilities Description Ref

In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this
Blessing of the model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each
Omnissiah time that Vehicle model makes an attack, add 1 to the Hit roll. Each model can only be selected for this
ability once per turn.

This model can be attached to the following units:

■ Assault Intercessor Squad


Leader
■ Desolation Squad
■ Intercessor Squad
■ Tactical Squad

While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has
Techmarine
the Lone Operative ability

If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the
Vengeance of
battle, this model’s Omnissian power axe has an
the Omnissiah
Attacks characteristic of 7.

Melee Weapons Range A WS S AP D Keywords Ref

Omnissian Power Axe Melee 4 3+ 6 -2 2

Servo-arm Melee 1 3+ 8 -2 3 Extra Attacks

Ranged Weapons Range A BS S AP D Keywords Ref

Forge Bolter 24" 3 2+ 5 -1 2

Grav-pistol 12" 1 3+ 4 -1 2 Anti-vehicle 2+, Pistol

Unit M T SV W LD OC Ref

Techmarine 6" 4 2+ 4 6+ 1

Infantry [1,180pts]
Assault Intercessors with Jump Packs [80pts]
Categories: Infantry, Grenades, Imperium, Fly, Tacticus, Jump Pack, Faction: Adeptus Astartes, Assault Intercessors with
Jump Packs
Rules: Deep Strike, Oath of Moment

Abilities: Hammer of Wrath, Unit: Assault Intercessors with Jump Packs

Assault Intercessor Sergeant with Jump Pack


Selections: Plasma Pistol, Power Fist
Rules: Hazardous, Pistol
Melee Weapons: Power Fist, Ranged Weapons: ➤ Plasma Pistol - Standard, ➤ Plasma Pistol - Supercharge

4x Assault Intercessors with Jump Pack


Selections: 4x Astartes Chainsword, 4x Heavy Bolt Pistol

Rules: Pistol
Melee Weapons: Astartes Chainsword, Ranged Weapons: Heavy Bolt Pistol

Abilities Description Ref

Each time this unit ends a Charge move, select one enemy unit within Engagement range of it, then roll one
Hammer of
D6 for each model in this unit that is within Engagement range of that enemy unit. On a 4+ that enemy unit
Wrath
suffers one mortal wound

Melee Weapons Range A WS S AP D Keywords Ref

Astartes Chainsword Melee 4 3+ 4 -1 1

Power Fist Melee 3 3+ 8 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Heavy Bolt Pistol 18" 1 3+ 4 -1 1 Pistol

➤ Plasma Pistol - Standard 12" 1 3+ 7 -2 1 Pistol

➤ Plasma Pistol - Supercharge 12" 1 3+ 8 -3 2 Hazardous, Pistol

Unit M T SV W LD OC Ref

Assault Intercessors with Jump Packs 12" 4 3+ 2 6+ 1


Assault Intercessors with Jump Packs [80pts]
Categories: Infantry, Grenades, Imperium, Fly, Tacticus, Jump Pack, Faction: Adeptus Astartes, Assault Intercessors with
Jump Packs
Rules: Deep Strike, Oath of Moment

Abilities: Hammer of Wrath, Unit: Assault Intercessors with Jump Packs

Assault Intercessor Sergeant with Jump Pack


Selections: Plasma Pistol, Power Fist
Rules: Hazardous, Pistol
Melee Weapons: Power Fist, Ranged Weapons: ➤ Plasma Pistol - Standard, ➤ Plasma Pistol - Supercharge

4x Assault Intercessors with Jump Pack


Selections: 4x Astartes Chainsword, 4x Heavy Bolt Pistol

Rules: Pistol
Melee Weapons: Astartes Chainsword, Ranged Weapons: Heavy Bolt Pistol

Abilities Description Ref

Each time this unit ends a Charge move, select one enemy unit within Engagement range of it, then roll one
Hammer of
D6 for each model in this unit that is within Engagement range of that enemy unit. On a 4+ that enemy unit
Wrath
suffers one mortal wound

Melee Weapons Range A WS S AP D Keywords Ref

Astartes Chainsword Melee 4 3+ 4 -1 1

Power Fist Melee 3 3+ 8 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Heavy Bolt Pistol 18" 1 3+ 4 -1 1 Pistol

➤ Plasma Pistol - Standard 12" 1 3+ 7 -2 1 Pistol

➤ Plasma Pistol - Supercharge 12" 1 3+ 8 -3 2 Hazardous, Pistol

Unit M T SV W LD OC Ref

Assault Intercessors with Jump Packs 12" 4 3+ 2 6+ 1


Assault Intercessors with Jump Packs [160pts]
Categories: Infantry, Grenades, Imperium, Fly, Tacticus, Jump Pack, Faction: Adeptus Astartes, Assault Intercessors with
Jump Packs
Rules: Deep Strike, Oath of Moment

Abilities: Hammer of Wrath, Unit: Assault Intercessors with Jump Packs

Assault Intercessor Sergeant with Jump Pack


Selections: Plasma Pistol, Power Fist
Rules: Hazardous, Pistol
Melee Weapons: Power Fist, Ranged Weapons: ➤ Plasma Pistol - Standard, ➤ Plasma Pistol - Supercharge

9x Assault Intercessors with Jump Pack


Selections: 9x Astartes Chainsword, 9x Heavy Bolt Pistol

Rules: Pistol
Melee Weapons: Astartes Chainsword, Ranged Weapons: Heavy Bolt Pistol

Abilities Description Ref

Each time this unit ends a Charge move, select one enemy unit within Engagement range of it, then roll one
Hammer of
D6 for each model in this unit that is within Engagement range of that enemy unit. On a 4+ that enemy unit
Wrath
suffers one mortal wound

Melee Weapons Range A WS S AP D Keywords Ref

Astartes Chainsword Melee 4 3+ 4 -1 1

Power Fist Melee 3 3+ 8 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Heavy Bolt Pistol 18" 1 3+ 4 -1 1 Pistol

➤ Plasma Pistol - Standard 12" 1 3+ 7 -2 1 Pistol

➤ Plasma Pistol - Supercharge 12" 1 3+ 8 -3 2 Hazardous, Pistol

Unit M T SV W LD OC Ref

Assault Intercessors with Jump Packs 12" 4 3+ 2 6+ 1


Death Company Marines with Jump Packs [280pts]
Categories: Infantry, Grenades, Imperium, Faction: Adeptus Astartes, Faction: Blood Angels, Death Company Marines with
Jump Packs
Rules: Deep Strike, Feel No Pain 6+, Oath of Moment

Abilities: Berserk Fury, Black Rage, Death Company, Unit: Death Company Marine with Jump Pack

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist

Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist
Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist
Rules: Pistol

Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist

Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist

Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist
Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist
Rules: Pistol

Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist

Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist
Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Death Company Marine

Melee weapon and pistol


Selections: Inferno Pistol, Power Fist
Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Inferno Pistol

Abilities Description Ref

Berserk
You can re-roll Charge rolls made for this unit.
Fury

Each time this model makes an attack, you can re-roll the Hit roll. While this model is not within 12" of one
Black Rage or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic
is 0.

Death ‘If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with
Company Jump Packs or an Assault Squad with Jump Packs, it can be attached to this unit instead

Melee Weapons Range A WS S AP D Keywords Ref

Power Fist Melee 3 3+ 8 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Inferno Pistol 6" 1 3+ 8 -4 D3 Melta 2, Pistol

Unit M T SV W LD OC Ref

Death Company Marine with Jump Pack 12" 4 3+ 2 6+ 1

Inceptor Squad [130pts]


Selections: Assault Bolters

Categories: Infantry, Fly, Jump Pack, Imperium, Gravis, Faction: Adeptus Astartes, Inceptor Squad
Rules: Assault, Deep Strike, Oath of Moment, Pistol, Sustained Hits, Twin-linked
Abilities: Meteoric Descent, Ranged Weapons: Assault Bolters, Unit: Inceptor Squad

2x Inceptor
Selections: 2x Close Combat Weapon

Melee Weapons: Close Combat Weapon

Inceptor Sergeant
Selections: Close Combat Weapon
Melee Weapons: Close Combat Weapon

Abilities Description Ref

When this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If
Meteoric
it does, this unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all
Descent
enemy units, but until the end of the turn, it is not eligible to declare a charge.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 3 3+ 4 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Assault Bolters 18" 3 3+ 5 -1 2 Assault, Pistol, Sustained Hits 2, Twin-linked

Unit M T SV W LD OC Ref

Inceptor Squad 10" 6 3+ 3 6+ 1


Inceptor Squad [130pts]
Selections: Plasma Exterminators
Categories: Infantry, Fly, Jump Pack, Imperium, Gravis, Faction: Adeptus Astartes, Inceptor Squad

Rules: Assault, Deep Strike, Hazardous, Oath of Moment, Pistol, Twin-linked


Abilities: Meteoric Descent, Ranged Weapons: ➤ Plasma Exterminators - Standard, ➤ Plasma Exterminators - Supercharge, Unit:
Inceptor Squad

2x Inceptor
Selections: 2x Close Combat Weapon
Melee Weapons: Close Combat Weapon

Inceptor Sergeant
Selections: Close Combat Weapon

Melee Weapons: Close Combat Weapon

Abilities Description Ref

When this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If
Meteoric
it does, this unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all
Descent
enemy units, but until the end of the turn, it is not eligible to declare a charge.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 3 3+ 4 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

➤ Plasma Exterminators - Standard 18" 2 3+ 7 -2 2 Assault, Pistol, Twin-linked

➤ Plasma Exterminators - Supercharge 18" 2 3+ 8 -3 3 Assault, Pistol, Hazardous, Twin-linked

Unit M T SV W LD OC Ref

Inceptor Squad 10" 6 3+ 3 6+ 1


Infiltrator Squad [100pts]
Selections: Helix Gauntlet, Infiltrator Comms Array
Categories: Infantry, Grenades, Imperium, Smoke, Phobos, Faction: Adeptus Astartes, Infiltrator Squad

Rules: Feel No Pain, Infiltrators, Oath of Moment


Abilities: Helix Gauntlet, Infiltrator Comms Array, Omni-scramblers, Unit: Infiltrator Squad

Infiltrator Sergeant
Selections: Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine
Rules: Pistol

Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Marksman Bolt Carbine

4x Infiltrators
Selections: 4x Bolt Pistol, 4x Close Combat Weapon, 4x Marksman Bolt Carbine
Rules: Pistol
Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Marksman Bolt Carbine

Abilities Description Ref

Helix Gauntlet Models in the bearer’s unit have the Feel No Pain 6+ ability.

Infiltrator Comms
Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP
Array

Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this
Omni-scramblers
unit.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 3 3+ 4 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Bolt Pistol 12" 1 3+ 4 0 1 Pistol

Marksman Bolt Carbine 24" 2 3+ 4 0 1 Heavy

Unit M T SV W LD OC Ref

Infiltrator Squad 6" 4 3+ 2 6+ 1


Sanguinary Guard [155pts]
Selections: Sanguinary Banner
Categories: Infantry, Fly, Grenades, Imperium, Faction: Adeptus Astartes, Faction: Blood Angels, Sanguinary Guard, Jump
Pack
Rules: Deep Strike, Oath of Moment
Abilities: Angelic Visage, Attached Unit, Heirs of Azkaellon, Sanguinary Banner, Unit: Sanguinary Guard

Sanguinary Guard
Selections: Encarmine Blade, Inferno Pistol
Rules: Pistol

Melee Weapons: Encarmine Blade, Ranged Weapons: Inferno Pistol

Sanguinary Guard
Selections: Encarmine Blade, Inferno Pistol
Rules: Pistol
Melee Weapons: Encarmine Blade, Ranged Weapons: Inferno Pistol

Sanguinary Guard
Selections: Encarmine Blade, Inferno Pistol

Rules: Pistol
Melee Weapons: Encarmine Blade, Ranged Weapons: Inferno Pistol

Sanguinary Guard
Selections: Encarmine Blade, Inferno Pistol
Rules: Pistol

Melee Weapons: Encarmine Blade, Ranged Weapons: Inferno Pistol

Sanguinary Guard
Selections: Encarmine Blade, Inferno Pistol
Rules: Pistol
Melee Weapons: Encarmine Blade, Ranged Weapons: Inferno Pistol

Abilities Description Ref

Angelic Visage Each time a melee attack targets this unit, subtract 1 from the Hit roll

If a Captain model from your army with the Leader ability can be attached to Assault Intercessors with
Attached Unit
Jump Packs or an Assault Squad with Jump Packs, it can be attached to this unit instead.

Heirs of While a Warlord model is leading this unit, each time a melee attack targets this unit, subtract 1 from the
Azkaellon Wound roll.

Sanguinary
Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Banner

Melee Weapons Range A WS S AP D Keywords Ref

Encarmine Blade Melee 4 3+ 5 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Inferno Pistol 6" 1 3+ 8 -4 D3 Melta 2, Pistol

Unit M T SV W LD OC Ref

Sanguinary Guard 12" 4 2+ 2 6+ 1


Scout Squad [65pts]
Categories: Infantry, Grenades, Imperium, Smoke, Scout Squad, Faction: Adeptus Astartes
Rules: Infiltrators, Oath of Moment, Scouts 6"

Abilities: Guerrilla Tactics, Unit: Scout Squad

Scout Sergeant
Selections: Bolt Pistol, Boltgun, Close Combat Weapon
Rules: Pistol
Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Boltgun

Scout w/ Heavy Weapon


Selections: Bolt Pistol, Close Combat Weapon, Heavy Bolter

Rules: Heavy, Pistol, Sustained Hits


Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Heavy Bolter

Scout w/ Scout Sniper Rifle


Selections: Bolt Pistol, Close Combat Weapon, Scout Sniper Rifle
Rules: Heavy, Pistol, Precision

Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Scout Sniper Rifle

2x Scouts w/ Boltgun
Selections: 2x Bolt Pistol, 2x Boltgun, 2x Close Combat Weapon
Rules: Pistol
Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Boltgun

Abilities Description Ref

At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can
Guerrilla
remove this unit from the battlefield and place it into
Tactics
Strategic Reserves.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 2 3+ 4 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Bolt Pistol 12" 1 3+ 4 0 1 Pistol

Boltgun 24" 2 3+ 4 0 1 -

Heavy Bolter 36" 3 4+ 5 -1 2 Heavy, Sustained Hits 1

Scout Sniper Rifle 36" 1 3+ 4 -2 2 Heavy, Precision

Unit M T SV W LD OC Ref

Scout Squad 6" 4 4+ 2 6+ 1

Vehicle [370pts]
Gladiator Lancer [160pts]
Selections: 2 Storm Bolters, Armoured Hull, Icarus Rocket Pod, Ironhail Heavy Stubber, Lancer Laser Destroyer
Categories: Vehicle, Imperium, Smoke, Gladiator Lancer, Faction: Adeptus Astartes

Rules: Anti-, Deadly Demise D3, Heavy, Oath of Moment, Rapid Fire
Abilities: Aqullon Optics, Damaged: 1-4 Wounds Remaining, Melee Weapons: Armoured Tracks, Ranged Weapons: Icarus Rocket Pod,
Ironhail Heavy Stubber, Lancer Laser Destroyer, Storm Bolter, Unit: Gladiator Lancer

Abilities Description Ref

Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound
Aqullon Optics
roll and you can re-roll one Damage roll when resolving its attacks

Damaged: 1-4 Wounds While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1
Remaining from the Hit roll.

Melee Weapons Range A WS S AP D Keywords Ref

Armoured Tracks Melee 3 4+ 6 0 1

Ranged Weapons Range A BS S AP D Keywords Ref

Icarus Rocket Pod 24" D3 3+ 8 -1 2 Anti-fly 2+

Ironhail Heavy Stubber 36" 3 3+ 4 0 1 Rapid Fire 3

Lancer Laser Destroyer 72" 2 3+ 14 -4 D6+3 Heavy

Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2

Unit M T SV W LD OC Ref

Gladiator Lancer 10" 10 3+ 12 6+ 3

Redemptor Dreadnought [210pts]


Selections: Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon, Redemptor Fist, Twin Storm Bolter
Categories: Vehicle, Walker, Imperium, Redemptor Dreadnought, Faction: Adeptus Astartes
Rules: Anti-, Blast, Deadly Demise D3, Devastating Wounds, Hazardous, Oath of Moment, Rapid Fire, Twin-linked

Abilities: Damaged: 1-4 Wounds Remaining, Duty Eternal, Melee Weapons: Redemptor Fist, Ranged Weapons: Icarus Rocket Pod,
Onslaught Gatling Cannon, Twin Storm Bolter, ➤ Macro Plasma Incinerator - Standard, ➤ Macro Plasma Incinerator - Supercharge,
Unit: Redemptor Dreadnought

Abilities Description Ref

Damaged: 1-4 Wounds While this model has 1-4 wounds remaining, each time this model makes an attack,
Remaining subtract 1 from the Hit roll.

Each time an attack is allocated to this model, subtract 1 from the Damage characteristic
Duty Eternal
of that attack

Melee Weapons Range A WS S AP D Keywords Ref

Redemptor Fist Melee 5 3+ 12 -2 3

Ranged Weapons Range A BS S AP D Keywords Ref

Icarus Rocket Pod 24" D3 3+ 8 -1 2 Anti-fly 2+

Onslaught Gatling Cannon 24" 8 3+ 5 0 1 Devastating Wounds

Twin Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2, Twin-linked

➤ Macro Plasma Incinerator - Standard 36" D6+1 3+ 8 -3 2 Blast

➤ Macro Plasma Incinerator - Supercharge 36" D6+1 3+ 9 -4 3 Blast, Hazardous

Unit M T SV W LD OC Ref

Redemptor Dreadnought 8" 10 2+ 12 6+ 4

Force 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, each time a model from your army with this ability makes an attack that targets that enemy unit, you can re-roll
the Hit roll. ()

Selection Rules
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. (10th Edition Core Rules p28)
Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with
Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using
Assault weapons its models are equipped with. (10th Edition Core Rules p25)
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). (10th Edition Core Rules p26)
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"). (10th Edition Core Rules p23)
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. (10th Edition Core Rules p39)
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 (10th
Edition Core Rules p28)
Extra Attacks: Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it
can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot
be modified by other rules. (10th Edition Core Rules p28)
Feel No Pain: 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. (10th Edition Core Rules p23)
Feel No Pain 5+: 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. (10th Edition Core Rules p23)
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. (10th Edition Core Rules p23)
Hazardous: Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or
more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each
Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous
weapon is destroyed (selected by the controlling player), unless that model is a Character, Monster or Vehicle, in which case it suffers 3 mortal
wounds instead. Note that if you selected a Character model in an Attached unit, the mortal wounds suffered must be allocated to that model first,
even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase. (10th Edition Core Rules
p28)
Heavy: Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking
model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll. (10th Edition Core Rules p26)
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is
more than 9" horizontally away from the enemy deployment zone and all enemy models. (10th Edition Core Rules p39)
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 sucessfully 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. (10th Edition Core Rules p39)
Lethal Hits: Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a
Critical Hit automatically wounds the target. (10th Edition Core Rules p25)
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".
(10th Edition Core Rules p19)
Melta: Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half
that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’. (10th Edition Core Rules p26)
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, each time a model from your army with this ability makes an attack that targets that enemy unit, you can re-roll
the Hit roll. ()
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. (10th Edition Core
Rules p25)
Precision: Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully
wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have that
attack allocated to that Character model instead of following the normal attack sequence. (10th Edition Core Rules p26)
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’. (10th Edition Core Rules p25)
Scouts 6": Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before
the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a
unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that
moves using this ability must end that move more than 9\" horizontally away from all enemy models. If both players have units that can do this, the
player who is taking the first turn moves their units first. (10th Edition Core Rules p39)
Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. (10th Edition
Core Rules p20)
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’ (10th Edition Core Rules p28)
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. (10th Edition Core Rules p25)

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