Blood Angels Captains (HTML)
Blood Angels Captains (HTML)
Blood Angels Captains (HTML)
Supreme Command Detachment +1CP (Imperium - Blood Angels) [18 PL, 1CP, 372pts]
Rules: Defenders of Humanity
Detachment CP [1CP]
Categories: N F O S
Iron
This model has a 4+ invulnerable save.
Halo
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the
Pack battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere
Assault on the battlefield that is more than 9" away from any enemy models.
Rites of
You can re-roll hit rolls of 1 made for friendly BLOOD ANGELS units within 6" of this model.
Battle
Storm
A model with a storm shield has a 3+ invulnerable save.
shield
The
You can re-roll failed charge rolls for a model equipped with the Angel's Wing, and your opponent cannot fire
Angel's
Overwatch against them.
Wing
Grenade
Frag grenade 6" 3 0 1 -
D6
Thunder When attacking with this weapon, you must subtract 1 from the
Melee Melee x2 -3 3
hammer hit roll.
Captain [6 PL, 124pts]
Selections: Jump Pack [1 PL, 19pts], Storm shield [10pts], Thunder hammer [21pts]
Categories: C ,C ,F :A A ,F :B A ,F :I , HQ, I ,F ,
J P
Rules: And They Shall Know No Fear, The Red Thirst
Abilities: Iron Halo, Jump Pack Assault, Rites of Battle, Storm shield, Unit: Captain (Jump Pack), Weapon: Bolt pistol, Frag grenade,
Krak grenade, Thunder hammer
Iron
This model has a 4+ invulnerable save.
Halo
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the
Pack battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere
Assault on the battlefield that is more than 9" away from any enemy models.
Rites of
You can re-roll hit rolls of 1 made for friendly BLOOD ANGELS units within 6" of this model.
Battle
Storm
A model with a storm shield has a 3+ invulnerable save.
shield
Grenade
Frag grenade 6" 3 0 1 -
D6
Thunder When attacking with this weapon, you must subtract 1 from the
Melee Melee x2 -3 3
hammer hit roll.
Captain [6 PL, 124pts]
Selections: Jump Pack [1 PL, 19pts], Storm shield [10pts], Thunder hammer [21pts]
Categories: C ,C ,F :A A ,F :B A ,F :I , HQ, I ,F ,
J P
Rules: And They Shall Know No Fear, The Red Thirst
Abilities: Iron Halo, Jump Pack Assault, Rites of Battle, Storm shield, Unit: Captain (Jump Pack), Weapon: Bolt pistol, Frag grenade,
Krak grenade, Thunder hammer
Iron
This model has a 4+ invulnerable save.
Halo
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the
Pack battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere
Assault on the battlefield that is more than 9" away from any enemy models.
Rites of
You can re-roll hit rolls of 1 made for friendly BLOOD ANGELS units within 6" of this model.
Battle
Storm
A model with a storm shield has a 3+ invulnerable save.
shield
Grenade
Frag grenade 6" 3 0 1 -
D6
Thunder When attacking with this weapon, you must subtract 1 from the
Melee Melee x2 -3 3
hammer hit roll.
Force Rules
Defenders of Humanity: A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker
even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar
ability, then the objective marker is controlled by the player who has the most models within range of it as normal. (Codex: Blood Angels)
Selection Rules
6. Selfless Valour: Your Warlord can perform a Heroic Intervention if he is within 6" of an enemy unit instead of only 3", and if he does so he can move
up to 6" rather than 3". ()
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
The Red Thirst: In any turn in which a unit with this ability charged, was charged or made a Heroic Intervention, you may add 1 to its wound rolls in
the Fight phase. ()