BA List 1.5k
BA List 1.5k
BA List 1.5k
Created with Army Builder® - Copyright (c) 1997-2010 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair. com!
Name # Grp WS BS S T Wo I A Ld Save Cost
Fast Attack: Vanguard Veteran Squad (7 , 240 pts)
Vanguard Veteran 1 240
Squad Unit Type: Jump Infantry; Equip with Jump Packs; Vanguard Veteran; And They Shall Know No Fear;
Combat Squads; Descent of Angels; Heroic Intervention; The Red Thirst
Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [60]
Frag Grenades; Krak Grenades; Power Armour; Jump Pack; Power Sword; Infernus Pistol
Vanguard Veteran 6 4 4 4 4 1 4 2/3 9 3+ [180]
Frag Grenades; Krak Grenades; Power Armour; Jump Pack; Bolt Pistol; Chainsword
Total Cost: 1496
Option Footnotes
Psychic Powers
The Sanguine Sword This power is used at the start of either player's Assault phase. The Librarian's close combat attacks are
made at S10.
Unleash Rage This power is used at the start of either player's Assault phase. the Librarian and his unit have the Preferred
Enemy special rule until the end of the turn.
Wings of Sanguinius This power is used in the Librarian's Movement phase and lasts for the rest of the turn. It allows the
Librarian to move as if he had a jump pack. A Librarian riding a bike that uses this power moves as if he
was riding a jet bike.
Special Rules
And They Shall Know No Automatically pass morale tests, can test if under 50%, conditions apply (p74 WH40K)
Fear
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.
Drop Pod Assault At the beginning of your first turn, you must choose half of your Drop Pods to make a Drop Pod Assault.
Units making a Drop Pod assault arrive on the player's first turn. The arrival of the remaining Drop Pods is
rolled for as normal. A unit that Deep Strikes via Drop Pod cannot assault in the turn it arrives.
Feel No Pain If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E)
Fleet May assault in the same turn as running, conditions apply (p75 WH40K 5E)
Furious Charge Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)
Heroic Intervention If equipped with Jump Packs and arriving by Deep Strike. may choose to use Heroic Intervention before
the scatter dice are rolled.
Immobile A Drop Pod cannot move once it has entered the battle, and counts in all respects as a vehicle that has
suffered an Immobilzed damage result.
Independent Character (See WH40k, pg. 50.)
Inertial Guidance System Should a Drop Pod scatter o top of impassible terrain or another model, reduce the scatter distance by the
minimum required in order to avoid the obstacle.
Psyker Can use three Psychic Powers per turn.
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.
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.
Transfixing Gaze At the start of the Assault phase, after assault moves have been made, but before blows have been struck
Mephiston can attempt to enthrall a single enemy independent character in base contact. once selected, the
target immediately takes a Ld test with a -4 modifier. If the test is failed, Mephiston re-rolls all failed
attempts To Hit and To Wound against the enthralled target for the duration of that Assault phase.
Unit Type
Unit Type: Infantry Unit Type: Infantry (p.54 WH40k)
Unit Type: Jump Infantry Unit Type: Jump Infantry (p.52 WH40k)
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 (Open-topped) (WH40k, pg. 70)
(Open-topped)
Unit Type: Vehicle Unit Type: Vehicle (Tank, Fast) (WH40k, pp. 68-69)
(Tank, Fast)
Created with Army Builder® - Copyright (c) 1997-2010 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair. com!
Unit Type: Vehicle Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)
(Walker)
Wargear
Artificer Armour Confers a 2+ Armour save.
Blood Chalice All firendly units within 6" are subject to the Furious Charge and Feel No Pain special rules.
Equip with Jump Packs Jump Infantry; May be held in reserve and arrive via Deep Strike.
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)
Melta Bombs One attack with 8+2D6 AP (exceptions apply p72 WH40K)
Power Armour Confers a 3+ Armour Save.
Psychic Hood Allows Librarian to nullify Psychic attacks by opponent.
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
Chainsword If used with another close combat weapon, +1 attack in close combat.
Force Sword Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if
you pass, it dies. Use against one model per combat round. (p50 WH40K 5E)
Infernus Pistol 6" Range; S8; AP1; Pistol; Melta.
Magna-grapple 12" Range; S8; AP2; Heavy 1, Grapple.
Meltagun 12" Range; S8; AP1; Assault 1; Melta.
Plasma Pistol 12" Range; S7; AP2; Pistol; Gets Hot!
Power Sword Ignores armour saves in close combat (p42 WH40K 5E)
Power Weapon Ignores armour saves in close combat (p42 WH40K 5E)
Storm Bolter 24" Range; S4; AP5; Assault 2
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
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 25.7
% Fast: 16.0
% Heavy: 0.0
% HQ: 16.7
Model Count: 43
% Troops: 41.5
% 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!