Imperium - Adeptus Astartes - Blood Angels - El que sobrevio ala muerte - (1000 pts)
Army Roster (Imperium - Adeptus Astartes - Blood Angels) (1000 pts)
Rules: Oath of Moment
Configuration
Battle Size Incursion (1000 Point limit)
Detachment Angelic Inheritors
Abilities: Legacy of the Angel
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Imperial Knights are visible, Agents of the Imperium are visible
Epic Hero (135 pts)
Chief Librarian Mephiston (1) Warlord
(135 pts)
Rules: Lone Operative, Fights First, Feel No Pain 4+, Oath of Moment, Hazardous, Sustained Hits, Pistol,
Psychic, Lethal Hits
Unit: Chief Librarian Mephiston
Abilities: The Quickening [Psychic], Transfixing Gaze [Aura, Psychic], Invulnerable Save 5+
Ranged Weapons: Fury of the Ancients - Witchfire, Fury of the Ancients - Focused Witchfire, Plasma Pistol -
Standard, Plasma Pistol - Supercharge
Melee Weapons: Vitarus
Infantry (360 pts)
Bladeguard Veteran Squad (5) • Bladeguard Veteran Sergeant: Heavy Bolt Pistol
(180 pts) • 4x Bladeguard Veterans
Rules: Oath of Moment, Pistol
Unit: Bladeguard Veteran Squad
Abilities: Bladeguard, Invulnerable Save
Melee Weapons: Master-crafted Power Weapon (x2) (x4)
Ranged Weapons: Heavy Bolt Pistol (x2) (x4)
Terminator Assault Squad (5) • Assault Terminator Sergeant: Thunder Hammer & Storm Shield
(180 pts) • 4x Assault Terminator w/ Thunder Hammer & Storm Shield
Rules: Deep Strike, Oath of Moment, Devastating Wounds
Abilities: Teleport Homer, Terminatus Assault, Invulnerable Save, Storm Shield
Unit: Assault Terminator Sergeant w/ Storm Shield, Assault Terminator w/ Storm Shield (x4) (x4)
Melee Weapons: Thunder Hammer (x2) (x4)
Vehicle (505 pts)
Ballistus Dreadnought (1) Rules: Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked
(130 pts) Unit: Ballistus Dreadnought
Abilities: Ballistus Strike, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Feet
Ranged Weapons: Ballistus Lascannon, Ballistus Missile Launcher - Frag, Ballistus Missile Launcher - Krak,
Twin Storm Bolter
Dreadnought (1) Assault Cannon, Close Combat Weapon w/ Missile Launcher
(135 pts)
Rules: Deadly Demise 1, Oath of Moment, Blast, Devastating Wounds
Unit: Dreadnought
Abilities: Wisdom of the Ancients [Aura]
Melee Weapons: Close Combat Weapon
Ranged Weapons: Missile Launcher - Frag, Missile Launcher - Krak, Assault Cannon
Land Raider (1) Rules: Deadly Demise D6, Oath of Moment, Sustained Hits, Twin-linked
(240 pts) Unit: Land Raider
Abilities: Assault Ramp, Transport, Damaged: 1-5 Wounds Remaining
Melee Weapons: Armoured Hull
Ranged Weapons: Godhammer Lascannon (x2) (x2), Twin Heavy Bolter
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, that enemy unit is your Oath of Moment target. Each time a model with
this ability makes an attack that targets your Oath of Moment target:
% You can reroll the Hit roll
% If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space
Wolves keywords, add 1 to the Wound roll as well.
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".
Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Feel No Pain 4+ 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.
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):
% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
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’
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.
Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.
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.
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.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.
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. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
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").
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).
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’.
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.
Deadly Demise 1 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").
Deadly Demise D6 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").
Abilities
Legacy of the Angel
At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active
and their effects apply to all Adeptus Astartes Character units from your army.
Sanguinary Grace: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Carmine Wrath: Each time a model in this unit makes an attack, re roll a Hit roll of 1 and re roll a Wound roll of 1.
Their Appointed Hour: You can re roll Advance and Charge rolls made for this unit.
The Quickening [Psychic]
This model is eligible to declare a charge in a turn which it Advanced.
Transfixing Gaze [Aura, Psychic]
While an enemy unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must
Remain Stationary this phase instead.
Invulnerable Save 5+
This model has a 5+ invulnerable save
Bladeguard
At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:
% Swords of the Imperium: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
% Shields of the Imperium: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.
Invulnerable Save
4+
Teleport Homer
At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If
you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within
3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed.
Terminatus Assault
Each time this unit ends a Charge move, each enemy unit within Engagement Range of this unit must take a Battle-shock test.
Storm Shield
The bearer has a Wounds characteristic of 4.
Ballistus Strike
Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll.
Damaged: 1-4 Wounds Remaining
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Wisdom of the Ancients [Aura]
While a friendly Adeptus Astartes Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
Assault Ramp
Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
Transport
This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2
models and each Centurion model takes up the space of 3 models.
Damaged: 1-5 Wounds Remaining
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Unit M T SV W LD OC
Chief Librarian Mephiston 7" 5 2+ 6 6+ 1
Bladeguard Veteran Squad 6" 4 3+ 3 6+ 1
Assault Terminator Sergeant w/ Storm Shield 5" 5 2+ 4 6+ 1
Assault Terminator w/ Storm Shield (x4) (x4) 5" 5 2+ 4 6+ 1
Ballistus Dreadnought 8" 10 2+ 12 6+ 4
Dreadnought 6" 9 2+ 8 6+ 3
Land Raider 10" 12 2+ 16 6+ 5
Ranged Weapons Range A BS S AP D
Fury of the Ancients - Witchfire 12" 3 2+ 4 -1 D3
Pistol, Psychic, Sustained Hits 1
Fury of the Ancients - Focused Witchfire 18" 3 2+ 5 -2 D3
Hazardous, Pistol, Psychic, Sustained Hits 3
Plasma Pistol - Standard 12" 1 2+ 7 -2 1
Pistol
Plasma Pistol - Supercharge 12" 1 2+ 8 -2 2
Hazardous, Pistol
Heavy Bolt Pistol (x2) (x2) 18" 1 3+ 4 -1 1
Pistol
Ballistus Lascannon 48" 2 3+ 12 -3 D6+1
Ballistus Missile Launcher - Frag 48" 2D6 3+ 5 0 1
Blast
Ballistus Missile Launcher - Krak 48" 2 3+ 10 -2 D6
Twin Storm Bolter 24" 2 3+ 4 0 1
Rapid Fire 2, Twin-linked
Missile Launcher - Frag 48" D6 3+ 4 0 1
Blast
Missile Launcher - Krak 48" 1 3+ 9 -2 D6
Assault Cannon 24" 6 3+ 6 0 1
Devastating Wounds
Godhammer Lascannon (x2) (x2) 48" 2 3+ 12 -3 D6+1
Twin Heavy Bolter 36" 3 3+ 5 -1 2
Sustained Hits 1, Twin-linked
Melee Weapons Range A WS S AP D Keywords
Vitarus Melee 6 2+ 9 -3 D3 Lethal Hits, Psychic
Master-crafted Power Weapon (x2) (x2) Melee 4 3+ 5 -2 2 -
Thunder Hammer (x2) (x2) Melee 3 4+ 8 -2 2 Devastating Wounds
Armoured Feet Melee 5 3+ 7 0 1 -
Close Combat Weapon Melee 5 3+ 6 0 1 -
Armoured Hull Melee 6 4+ 8 0 1 -