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Blood Angels Formation w/Astra Militarum shooty CAD (Warhammer 40,000 7th Edition

v2019) (1850pts)
Combined Arms Detachment (Astra Militarum: Codex (2014) v2021) (1175pts)
Ideal Mission Commander, Ideal Mission Commander (Combined Arms Detachment), Objective Secured (Combined Arms Detachment),
Objective Secured (Troops)

HQ (105pts)
Company Command Squad (105pts)
Flak Armour, Tallarn Desert Raiders (FW) (20pts), Veteran w/ Lasgun, Veteran w/ Plasma Gun (15pts)
Move Through Cover, Tallarn Desert Raiders

Company Commander
Close Combat Weapon, Flak Armour, Orders, Warlord
Orders: Bring it Down!, Orders: Fire on my Target!, Orders: First Rank, FIRE! Second Rank, FIRE!, Orders: Forwards, for the
Emperor!, Orders: Get Back in the Fight!, Orders: Move! Move! Move!, Orders: Smite at Will!, Orders: Suppressive Fire!,
Orders: Take Aim!, Senior Officer, Voice of Command, Warlord, Warlord Trait: Astra Militarum

Laspistol
Laspistol

Veteran Autocannon Team (10pts)


Lasgun
Name

Unit Type

Company Commander

Infantry (Character) 4

3 3 3

3 3 9

5+/5++

Veteran

Infantry

3 3 1

3 1 7

5+

Veteran Weapons
Team

Infantry

3 3 2

3 2 7

5+

Name

Description

Flak Armour

5+ Sv

Refractor
Field

5+ Invul Sv

WS BS S T W I

Name

Range Strength AP Type

Autocannon

48

Heavy 2

Close Combat
Weapon

User

Melee

Frag Grenades

8"

Assault 1, 3" Blast

Lasgun

24

Rapid Fire

Laspistol

12

Pistol

Plasma Gun

24

Rapid Fire, Gets Hot!

A Ld Save

Troops (680pts)
Infantry Platoon (470pts)
Heavy Weapons Squad (110pts)
3x Missile Launcher Team (45pts), Tallarn Desert Raiders (FW) (20pts)
Move Through Cover, Tallarn Desert Raiders

Heavy Weapons Squad (95pts)


3x Autocannon Team (30pts), Tallarn Desert Raiders (FW) (20pts)
Move Through Cover, Tallarn Desert Raiders

Infantry Squad (95pts)


Autocannon Team (10pts), 6x Guardsman, Guardsman w/ Plasma Gun (15pts), Tallarn Desert Raiders (FW) (20pts)
Combined Squad, Move Through Cover, Tallarn Desert Raiders

Sergeant
Close Combat Weapon, Laspistol

Infantry Squad (95pts)


Autocannon Team (10pts), 6x Guardsman, Guardsman w/ Plasma Gun (15pts), Tallarn Desert Raiders (FW) (20pts)
Combined Squad, Move Through Cover, Tallarn Desert Raiders

Sergeant
Close Combat Weapon, Laspistol

Platoon Command Squad (75pts)


Guardsman w/ Lasgun, Guardsman w/ Plasma Gun (15pts), Tallarn Desert Raiders (FW) (20pts)
Move Through Cover, Tallarn Desert Raiders

Autocannon Team (10pts)


Lasgun

Platoon Commander
Close Combat Weapon, Laspistol, Orders
Orders: Bring it Down!, Orders: Fire on my Target!, Orders: First Rank, FIRE! Second Rank, FIRE!, Orders: Forwards,
for the Emperor!, Orders: Get Back in the Fight!, Orders: Move! Move! Move!, Orders: Smite at Will!, Orders:
Suppressive Fire!, Orders: Take Aim!, Voice of Command
Name

Unit Type

WS BS S T W I

Guardsman

Infantry

3 3 1

3 1 7

5+

Heavy Weapons
Team

Infantry

3 3 2

3 2 7

5+

Platoon Commander

Infantry (Character) 4

3 3 1

3 2 8

5+

Sergeant

Infantry (Character) 3

3 3 1

3 2 8

5+

Name

Description

Flak
Armour

5+ Sv

A Ld Save

Name

Range Strength AP Type

Autocannon

48

Heavy 2

Close Combat Weapon

User

Melee

Frag Grenades

8"

Assault 1, 3" Blast

Lasgun

24

Rapid Fire

Laspistol

12

Pistol

Missile Launcher (Frag) 48

Heavy 1, 3" Blast

Missile Launcher
(Krak)

48

Heavy 1

Plasma Gun

24

Rapid Fire, Gets Hot!

Veterans (105pts)
Flak Armour for Squad, Tallarn Desert Raiders (FW) (20pts), 6x Veteran w/ Lasgun, Veteran w/ Plasma Gun (15pts)
Move Through Cover, Tallarn Desert Raiders

Veteran Autocannon Team (10pts)


Lasgun

Veteran Sergeant
Close Combat Weapon, Laspistol

Name

Unit Type

WS BS S T W I

Veteran

Infantry

3 3 1

3 1 7

5+

Veteran Sergeant

Infantry (Character) 3

3 3 1

3 2 8

5+

Veteran Weapons
Team

Infantry

3 3 2

3 2 7

5+

Name

Description

Flak
Armour

5+ Sv

Name

Range Strength AP Type

Autocannon

48

Heavy 2

Close Combat
Weapon

User

Melee

Frag Grenades

8"

Assault 1, 3" Blast

Lasgun

24

Rapid Fire

Laspistol

12

Pistol

Plasma Gun

24

Rapid Fire, Gets Hot!

A Ld Save

Veterans (105pts)
Flak Armour for Squad, Tallarn Desert Raiders (FW) (20pts), 6x Veteran w/ Lasgun, Veteran w/ Plasma Gun (15pts)
Move Through Cover, Tallarn Desert Raiders

Veteran Autocannon Team (10pts)


Lasgun

Veteran Sergeant
Close Combat Weapon, Laspistol
Name

Unit Type

WS BS S T W I

Veteran

Infantry

3 3 1

3 1 7

5+

Veteran Sergeant

Infantry (Character) 3

3 3 1

3 2 8

5+

Veteran Weapons
Team

Infantry

3 3 2

3 2 7

5+

Name

Description

Flak
Armour

5+ Sv

Name

Range Strength AP Type

Autocannon

48

Heavy 2

Close Combat
Weapon

User

Melee

Frag Grenades

8"

Assault 1, 3" Blast

Lasgun

24

Rapid Fire

Laspistol

12

Pistol

Plasma Gun

24

Rapid Fire, Gets Hot!

Heavy Support (390pts)


Wyvern Battery (130pts)

A Ld Save

Wyvern (65pts)
Heavy Bolter

Wyvern (65pts)
Heavy Bolter
Name

BS Front Side Rear HP Type


10

10

Tank, Opentopped

Wyvern 3

12

Name

Description

Searchlight

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its
weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may
place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn.
Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special
rule.

Smoke
Launchers

Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with
smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the
vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke
launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the
enemys Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke
launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.

Name

Range Strength AP Type

Heavy Bolter

36

Heavy 3

Stormshard
Mortar

48

Heavy 2, Barrage, 3" Blast, Ignores Cover, Shred

Wyvern Battery (130pts)


Wyvern (65pts)
Heavy Bolter

Wyvern (65pts)
Heavy Bolter
Name

BS Front Side Rear HP Type


10

10

Tank, Opentopped

Wyvern 3

12

Name

Description

Searchlight

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its
weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may
place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn.
Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special
rule.

Smoke
Launchers

Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with
smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the
vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke
launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the
enemys Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke
launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.

Name

Range Strength AP Type

Heavy Bolter

36

Heavy 3

Stormshard
Mortar

48

Heavy 2, Barrage, 3" Blast, Ignores Cover, Shred

Wyvern Battery (130pts)

Wyvern (65pts)
Heavy Bolter

Wyvern (65pts)
Heavy Bolter
Name

BS Front Side Rear HP Type


10

10

Tank, Opentopped

Wyvern 3

12

Name

Description

Searchlight

Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its
weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may
place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn.
Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special
rule.

Smoke
Launchers

Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with
smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the
vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke
launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the
enemys Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke
launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.

Name

Range Strength AP Type

Heavy Bolter

36

Heavy 3

Stormshard
Mortar

48

Heavy 2, Barrage, 3" Blast, Ignores Cover, Shred

Formation Detachment (Blood Angels: Codex (2014) v2011) (675pts)


No Force Org Slot
Relics and Detachment-rules
Codex: Blood Angels

Formation (675pts)
"Archangels Orbital Intervention Force" (675pts)
Orbital Intervention, Swift Deplotment

Terminator Assault Squad (225pts)


4x Thunder Hammer and Storm Shield (180pts), Thunder Hammer and Storm Shield (45pts)
And They Shall Know No Fear, Combat Squads, Furious Charge

Terminator Assault Squad (225pts)


4x Thunder Hammer and Storm Shield (180pts), Thunder Hammer and Storm Shield (45pts)
And They Shall Know No Fear, Combat Squads, Furious Charge

Terminator Assault Squad (225pts)


4x Thunder Hammer and Storm Shield (180pts), Thunder Hammer and Storm Shield (45pts)
And They Shall Know No Fear, Combat Squads, Furious Charge
Name

Unit Type

WS BS S T W I

Terminator (TH/SS)

Infantry

4 4 1

4 2 9

2+/3++

Terminator Sgt
(TH/SS)

Infantry (Character) 4

4 4 1

4 2 9

2+/3++

Name

Range Strength AP Type

A Ld Save

Thunder
Hammer

x2

Melee, Concussive, Specialist Weapon, Unwieldy

Force Rules
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait
table.
Ideal Mission Commander (Combined Arms Detachment)
Objective Secured (Combined Arms Detachment)
Objective Secured (Troops): A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective
marker, unless the enemy unit also has this special rule.

Selection Rules
And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests.
When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that
turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but
remain locked in combat instead.
Combat Squads: A full strength, ten-man unit with this special rule can break down into two five-man units, called combat squads, considered
to be two five-man squads of the same type. For example, a ten-man Blood Angels Tactical Squad can split into two five-man Tactical Squads
using the combat squads rule. You must decide which units are splitting combat squads, and which models go into each combat squad,
immediately before determining your Warlord traits. A unit split into combat squads therefore is now two seperate units for all game purposes,
includeing calculateing the total number of units in the army and determining the number of units you can place in Reserve. Then proceed with
deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport
vehicle, provideing its Transport Capacity allows. Once you have decided whether or not to spilt a unit into combat squads, it must remain that
way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split up a unit or join it
back together. Note that Bike Squads count as being at full strength when they have eight Space Marine Bikers and one Attack Bike. If split
into combat squads, one combat squad will have five Bikers, the other will have three bikkers and the Attack Bike
Combined Squad: May combine Infantry Squads just before rolling for Warlord Traits.
Furious Charge: In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of
the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
Move Through Cover: Roll extra D6 for difficult terrain. Automatically pass Dangerous Terrain.
Orbital Intervention: Terminator Squads may shoot twice in the turn they arrive by Deep Strike, at different targets if desired. Terminator
Assault Squads may charge in the turn they arrive by Deep Strike, but count as disordered if they do so.
Orders: Bring it Down!
Orders: Fire on my Target!
Orders: First Rank, FIRE! Second Rank, FIRE!
Orders: Forwards, for the Emperor!
Orders: Get Back in the Fight!
Orders: Move! Move! Move!
Orders: Smite at Will!
Orders: Suppressive Fire!
Orders: Take Aim!
Senior Officer
Swift Deplotment: All units from this Formation must start in Deep Strike Reserve. When making Reserve Rolls, make a single roll for the
whole Formation.
Tallarn Desert Raiders: May re-roll any To Hit rolls of 1 in the Shooting phase.
Gains the Move Through Cover special rule.
May not take Carapace Armour.
Voice of Command
Warlord
Warlord Trait: Astra Militarum: 1 Grand Strategist
2 Old Grudges
3 Draconian Disciplinarian
4 Implacable Determination
5 Bellowing Voice
6 Master of Command
Created with BattleScribe

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