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Blood Angels Formation w/ Imperial Fists CAD (Warhammer 40,000 7th Edition v2019)

(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

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

Thunder
Hammer

x2

A Ld Save

Melee, Concussive, Specialist Weapon, Unwieldy

Combined Arms Detachment (Space Marines: Codex (2015) v2017) (1171pts)


Combat Docrines, Ideal Mission Commander, Ideal Mission Commander, Objective Secured (Troops)

No Force Org Slot


Chapter Tactics
Imperial Fists
Bolter Drill, Centurion Warsuits, Siege Masters

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

An iron halo confers a 4+ Invulnerable Save.

3+/4++

Name

Range Strength AP Type

Assault Grenades

8"

Assault 1, Blast

Chapter Relic: The Primarch's


Wrath

24"

Salvo 3/5, Master-crafted, Shred

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

Centurion Sergeant (55pts)


Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Name

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

Range Strength AP Type

Heavy Bolter

36"

Heavy 3 , Twin-Linked

Hurricane
Bolter

24"

Rapid Fire 3

A Ld Save

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

Centurion Sergeant (55pts)


Hurricane Bolter, Twin-Linked Heavy Bolter
Twin-Linked
Name

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

Range Strength AP Type

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

Land Speeder Storm (40pts)


Heavy Bolter
Blind, Deep Strike, Jamming Beacon, Scout

Scout (11pts)
Boltgun

Scout (11pts)
Boltgun

Scout (11pts)
Boltgun

Scout (Heavy Weapon) (24pts)


Heavy Bolter (8pts), Hellfire Shells (5pts)
Poisoned

Scout Sergeant (21pts)


Bolt Pistol, Boltgun, Veteran Scout Sergeant (10pts)

Name

Capacity

Fire Points

Access
Points

Land Speeder Storm


(Transport)

5. Can only carry Scouts, Scout Sergeants (Including Veteran Scout


Sergeants), and/or Sergeant Telion.

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

BS Front Side Rear HP Type

Land Speeder
Storm

10

10

10

4 2 9

4+

Vehicle (Skimmer, Fast, Open-Topped, Transport)

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

Range Strength AP Type

Assault Grenades

8"

Assault 1, Blast

Bolt Pistol

12"

Pistol

Boltgun

24

Rapid Fire

Cerberus
Launcher

18"

Heavy 1, Blind, Large Blast

Heavy Bolter

36"

Heavy 3

Hellfire Shells

24"

Heavy 1, Blast, Poisoned (2+)

Krak Grenades

8"

Assault 1

Scout Squad (128pts)


Camo Cloaks (10pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads, Infiltrate, Move Through Cover, Scout

Land Speeder Storm (40pts)


Heavy Bolter
Blind, Deep Strike, Jamming Beacon, Scout

Scout (11pts)
Boltgun

Scout (11pts)
Boltgun

Scout (11pts)
Boltgun

Scout (Heavy Weapon) (24pts)


Heavy Bolter (8pts), Hellfire Shells (5pts)
Poisoned

Scout Sergeant (21pts)


Bolt Pistol, Boltgun, Veteran Scout Sergeant (10pts)

Name

Capacity

Fire Points

Access
Points

Land Speeder Storm


(Transport)

5. Can only carry Scouts, Scout Sergeants (Including Veteran Scout


Sergeants), and/or Sergeant Telion.

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

BS Front Side Rear HP Type

Land Speeder
Storm

10

10

10

Vehicle (Skimmer, Fast, Open-Topped, Transport)

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

Range Strength AP Type

Assault Grenades

8"

Assault 1, Blast

Bolt Pistol

12"

Pistol

Boltgun

24

Rapid Fire

Cerberus
Launcher

18"

Heavy 1, Blind, Large Blast

Heavy Bolter

36"

Heavy 3

Hellfire Shells

24"

Heavy 1, Blast, Poisoned (2+)

Krak Grenades

8"

Assault 1

Heavy Support (240pts)


Centurion Devastator Squad (240pts)
And They Shall Know No Fear, Chapter Tactics, Decimator Protocols, Move Through Cover, Slow and Purposeful, Very Bulky

Centurion (80pts)
Grav-Cannon and Grav-Amp (25pts), Hurricane Bolter
Concussive, Graviton

Centurion (80pts)
Grav-Cannon and Grav-Amp (25pts), Hurricane Bolter
Concussive, Graviton

Centurion Sergeant (80pts)


Grav-Cannon and Grav-Amp (25pts), Hurricane Bolter
Concussive, Graviton
Name

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

Range Strength AP Type

Grav-cannon

24"

Salvo 3/5, Concussive, Graviton

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.

Full details in BRB. Rule too long to copy verbatim.


Infiltrate: Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed.
If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.
Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of
sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up
anywhere on the table more than 18" from any enemy unit, even in plain sight.
If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport.
A unit that deploys using these rules cannot charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators
that are kept as Reserves.
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special
rule.
Jamming Beacon: Enemies that scatter when Deep Striking within 12" of a model with this special rule roll double the number of dice to
determine the scatter distance.
Master-crafted: Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult
terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and
picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
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.
Poisoned: If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always wounds
on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the
Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in
close combat. Similarly, if a model makes a shooting attack with a weapon that has the Poisoned special rule, it always wounds on a fixed
number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).
Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against vehicles.
Scout: After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model
with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy
anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead
redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning players
deployment zone, but must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the
first game turn. A unit cannot embark or disembark as part of a Scout redeployment.
If both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.
If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a
disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without
this special rule is embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special
rule.
Shred: If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound
rolls in close combat.
Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.
Siege Masters: Imperial Fists models can re-roll armour penetration rolls against buildings that do not result in a glancing or penetrating hit,
and add 1 to the result when rolling on the Building Damage table. In addition, imperial Fists, Devastator Squads and Centurion Devestator
Squads have the Tank Hunters special rule.
Slow and Purposeful: A unit that contains at least one model with this special rule cannot Run, Turbo-boost, move Flat Out, perform
Sweeping Advances or fire Overwatch. However, they can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they
moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo
weapons.
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.
Twin-Linked: If a shooting weapon has the twin-linked special rule, or is described in a models wargear entry as twin-linked, it re-rolls all failed
To Hit rolls.
For a Blast weapon, if the scatter dice does not roll a hit, you can choose to re-roll the dice with a Twin-linked Blast weapon. If you choose to
do so, you must re-roll both the 2D6 and the scatter dice.
Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and armour penetration rolls.
Very Bulky: Very Bulky models instead count as three models.
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