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(1846pts)
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
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
Thunder
Hammer
x2
A Ld Save
HQ (125pts)
Captain (125pts)
And They Shall Know No Fear, Chapter Tactics, Independent Character
Captain (125pts)
Power Armour (35pts)
Chapter Relic: The Primarch's Wrath (20pts), Power Weapon (Sword) (15pts)
Master-crafted, Shred
Name
Unit Type
WS BS S T W I
Captain
Infantry
(Character)
4 4 3
A Ld Save
5 3 10
Name
Description
Iron
Halo
3+/4++
Name
Assault Grenades
8"
Assault 1, Blast
24"
Krak Grenades
8"
Assault 1
Power Sword
User
Melee
Elites (550pts)
Centurion Devastator Squad (275pts)
And They Shall Know No Fear, Chapter Tactics, Decimator Protocols, Move Through Cover, Slow and Purposeful, Very Bulky
Centurion (55pts)
Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Centurion (55pts)
Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Centurion (55pts)
Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Centurion (55pts)
Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Unit Type
WS BS S T W I
Centurion
Infantry
5 5 2
4 1 8
2+
Centurion
Sergeant
Infantry (Character) 4
5 5 2
4 1 8
2+
Name
Heavy Bolter
36"
Heavy 3 , Twin-Linked
Hurricane
Bolter
24"
Rapid Fire 3
A Ld Save
Centurion (55pts)
Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Centurion (55pts)
Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Centurion (55pts)
Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Centurion (55pts)
Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Unit Type
WS BS S T W I
Centurion
Infantry
5 5 2
4 1 8
2+
Centurion
Sergeant
Infantry (Character) 4
5 5 2
4 1 8
2+
Name
Heavy Bolter
36"
Heavy 3 , Twin-Linked
Hurricane
Bolter
24"
Rapid Fire 3
A Ld Save
Troops (256pts)
Scout Squad (128pts)
Camo Cloaks (10pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads, Infiltrate, Move Through Cover, Scout
Scout (11pts)
Boltgun
Scout (11pts)
Boltgun
Scout (11pts)
Boltgun
Name
Capacity
Fire Points
Access
Points
OpenTopped.
OpenTopped.
Name
Unit Type
WS BS S T W I
A Ld Save
Scout
Infantry
4 4 1
4 1 8
4+
Space Marine
Infantry
4 4 1
4 1 8
3+
Veteran Scout
Sergeant
Infantry (Character) 4
4 4 1
Name
Land Speeder
Storm
10
10
10
4 2 9
4+
Name
Description
Camo Cloak
A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+
cover save.
Hellfire Shells
(Details)
Each time a weapon equipped with hellfire shells fires, the controlling player can choose whether to fire a
hellfire shell or to use the ordinary profile for that weapon.
Name
Assault Grenades
8"
Assault 1, Blast
Bolt Pistol
12"
Pistol
Boltgun
24
Rapid Fire
Cerberus
Launcher
18"
Heavy Bolter
36"
Heavy 3
Hellfire Shells
24"
Krak Grenades
8"
Assault 1
Scout (11pts)
Boltgun
Scout (11pts)
Boltgun
Scout (11pts)
Boltgun
Name
Capacity
Fire Points
Access
Points
OpenTopped.
OpenTopped.
Name
Unit Type
WS BS S T W I
A Ld Save
Scout
Infantry
4 4 1
4 1 8
4+
Space Marine
Infantry
4 4 1
4 1 8
3+
Veteran Scout
Sergeant
Infantry (Character) 4
4 4 1
4 2 9
4+
Name
Land Speeder
Storm
10
10
10
Name
Description
Camo Cloak
A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+
cover save.
Hellfire Shells
(Details)
Each time a weapon equipped with hellfire shells fires, the controlling player can choose whether to fire a
hellfire shell or to use the ordinary profile for that weapon.
Name
Assault Grenades
8"
Assault 1, Blast
Bolt Pistol
12"
Pistol
Boltgun
24
Rapid Fire
Cerberus
Launcher
18"
Heavy Bolter
36"
Heavy 3
Hellfire Shells
24"
Krak Grenades
8"
Assault 1
Centurion (80pts)
Grav-Cannon and Grav-Amp (25pts), Hurricane Bolter
Concussive, Graviton
Centurion (80pts)
Grav-Cannon and Grav-Amp (25pts), Hurricane Bolter
Concussive, Graviton
Unit Type
WS BS S T W I
A Ld Save
Centurion
Infantry
5 5 2
4 1 8
2+
Centurion
Sergeant
Infantry (Character) 4
5 5 2
4 1 8
2+
Name
Description
Gravamp
When rolling to Wound with a grav-weapon or to determine its effects on a vehicle, the bearer can re-roll the result.
Name
Grav-cannon
24"
Hurricane
Bolter
24"
Rapid Fire 3
Force Rules
Combat Docrines: Several special rules allow units or Formations to enact one or more of the following Combat Doctrines. Whenever a rule
allows this, it will note which units are affected and how many times per game the Doctrine(s) can be enacted. These are cumulative. You can
enact a single available Combat Doctrine at the start of each of your turns.
Tactical: Affected models can re-roll To Hit rolls of 1 in the Shooting and Assault phases of this turn. Affected models in Tactical Squads,
including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit
rolls in the Shooting and Assault phases of this turn.
Assault: Affected models can re-roll To Hit rolls of 1 in the Assault phase of this turn. Affected models in Assault Squads, Bike Squads, Attack
Bike Squads, and Centurion Assault Squads, including any affected models with the Independent Character special rule that have joined those
squads, can instead re-roll all failed To Hit rolls in the Assault phase of this turn.
Devastator: Affected models can re-roll To Hit rolls of 1 in the Shooting phase of this turn. Affected models in Devestator Squads and Centurion
Devastator Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead reroll all failed To Hit rolls in the Shooting phase of this turn.
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.
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.
Blind: Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current phase. If the
test is passed, all is well a shouted warning has caused the warriors to avert their gaze. If the Initiative test is failed, all models in the unit are
reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, we assume they are
prepared and they automatically pass the test. Any model that does not have an Initiative characteristic (for example, non-Walker vehicles,
buildings etc.) is unaffected by this special rule.
Bolter Drill: Imperial Fists models can re-roll all To Hit rolls of 1 made with bolt pistols, boltguns, storm bolters, heavy bolters, and combiweapons that are firing as boltguns. This rule also applies to models firing hellfire, kraken, vengeance, or dragonfire rounds.
Centurion Warsuits: Centurion Devastator Squads can be taken as elites choices as well as heavy support choices in an Imperial Fists or
Sentinels of Terra detachment.
Centurion Assault Squads can be taken as fast attack choices as well as elites choices in an Imperial Fists or Sentinels of Terra detachment.
Chapter Tactics: When choosing an army, all models in the same Detachment or Formation must be drawn from the same Chapter. If a unit's
datasheet contains a Chapter in brackets after the Chapter Tactics special rule - for example, "Chapter Tactics (Ultramarines)" - the unit must
always be drawn from this Chapter, and therefore cannot be included in a Detachment or Formation with any units that are drawn from other
Chapters. All models drawn from a given Chapter benefit from that Chapter's Special Rule. If a unit contains models drawn from two different
Chapters, it counts as from neither Chapter, and thus benefits from neither Chapter Tactic.
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
Concussive: A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of
the following Assault phase.
Decimator Protocols: A model with this special rule can fire up to two weapons in its Shooting phase.
Deep Strike: Deep Strike Mishap Table: D6 Roll
1: Terrible Accident! - The entire unit is destroyed!
2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of
course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a
misplaced Transport can disembark during their Movement phase as normal.
4-6: Delayed - The unit is placed in Ongoing Reserves.
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.
Graviton: The roll needed To Wound when firing a weapon with this special rule is always equal to the armour save of the target, to a minimum
of 6+. For example, when resolving a hit against a model with a 3+ armour save, you would need a 3+ To Wound. When resolving a hit against
a vehicle, roll a D6 for each hit instead of rolling for armour penetration as normal. On a 1-5 nothing happens, but on a 6, the target suffers an
Immobilised result and loses a Hull Point. These weapons have no effect on buildings.
Independent Character: Independent characters can join other units. They cannot, however, join units that contain vehicles or Monstrous
Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! Independent Characters pass Look
Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25%
of its starting numbres, but instead tests as if it had at least 25% remaining.