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Option Footnotes
Special Rules
And They Shall Know Automatically pass morale tests, can test if under 50%, conditions apply (p74 WH40K)
No Fear
Aura of Fervor All firendly units within 6" of the Sanguinor have +1 Attack.
Avenging Angel As soon as the Sanguinor is placed onto the table, choose one of your opponent's HQ units. The
Sanguinor re-rolls all failed To HIt and To Wound rolls against the chosen unit or the remainder of the
battle.
Black Rage The Death Company is subject to the Rage USR. The Death Company never counts as a scoring unit.
Combat Squads A ten-man unit has the option of breaking down into two five-man squads.
Descent of Angels A Blood Angels unit with this special rule can re-roll failed reserve rolls if arriving by Deep Strike.
Also, it scatters D6" less.
Eternal Warrior Immune to Instant Death (p74 WH40K 5E)
Fearless Automatically pass all morale tests, conditions apply (p75 WH40K 5E)
Feel No Pain If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E)
Furious Charge Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)
Rage In the Movement phase move as fast as possible towards the enemy, may choose to Run in the shooting
phase, in the Assault phase must consolidate towards the enemy, conditions apply (p76 WH40K 5E)
Relentless Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E)
Repair If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary
repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no
longer immobilzed.
Scouts May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E)
The Red Thirst After forces have been deployed, but before any Scout moves are taken and the first turn begins, roll a
D6 for each unit in your army that has this special rule (includig units left in reserve). On a score of 1,
one or more members of the squad have succumbed to the Red Thirst and the entire squad is treated as
having the Furious Charge and Fearless special rules instead of the And They Shall Know No Fear
special rule for the duration of the game.
The Sanguinor's Blessing When your force is deployed, randomly choose one Sergeant in your army to receive the sacred
blessing of +1 WS, +1 Wound, +1 Initiative and +1 Attack for the remainder of the battle.
Unyielding Will The Sanguinor has a 3+ invulnerable save.
Unit Type
Unit Type: Infantry Unit Type: Infantry (p.54 WH40k)
Unit Type: Jump Unit Type: Jump Infantry (p.52 WH40k)
Infantry 1) Move up to 12" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
2) Assault 6" affected by Diff Terr.
3) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
Unit Type: Vehicle Unit Type: Vehicle (Tank, Fast) (WH40k, pp. 68-69)
(Tank, Fast)
Unit Type: Vehicle Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)
(Walker)
Wargear
Artificer Armour Confers a 2+ Armour save.
Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36
WH40K 5E).
Jump Pack Jump Infantry; May be held in reserve and arrive via Deep Strike.
Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K)
Power Armour Confers a 3+ Armour Save.
Signum See C:SM, pg. 100.
Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The
vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as
obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
Weapons
Blood Fist with Meltagun Strength 10; Ignores armour saves in close combat.
Blood Fist with Storm Strength 10; Ignores armour saves in close combat.
Bolter
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Chainsword If used with another close combat weapon, +1 attack in close combat.
Flamestorm Cannon Range: Template; S6; AP3; Heavy 1.
Glaive Encarmine Two-handed, Master-crafted Power Weapon.
Hand Flamer Template; S3; AP6; Pistol
Heavy Flamers Template; S5; AP4; Assault 1
Lascannon 48" Range; S9; AP2; Heavy 1
Meltagun 12" Range; S8; AP1; Assault 1; Melta.
Missile Launcher Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
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Multi-Melta 24" Range; S8; AP1; Heavy 1; Melta.
Plasma Cannon 36" Range; S7; AP2; Heavy 1; Blast; Gets Hot!
Plasma Pistol 12" Range; S7; AP2; Pistol; Gets Hot!
Plasmagun 24" Range; S7; AP2; Rapid Fire; Gets Hot!
Power Fist Ignores armour saves, increases strength in close combat.
Storm Bolter 24" Range; S4; AP5; Assault 2
Thunder Hammer Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not
attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered
Crew Shaken as well as whatever else happens.
Twin Linked Lascannon 48" Range; S9; AP2; Heavy 1 Linked
Validation Report
d-1. Formatting: for AB 3.2; c-1. File Version: 1.09a For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters;
a-1. Scenario: Normal Mission; 1. Chapter: Blood Angels
Total points exceed maximum allowed roster size (max 1500).
Roster Statistics
% Elite: 8.1
% Fast: 9.1
% Heavy: 20.5
% HQ: 17.9
Model Count: 35
% Troops: 44.3
% Wargear: 0.0
Files version: 1.09
Faith Points: 0
Created with Army Builder® - Copyright (c) 1997-2010 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair. com!