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Blood Angels 2000pts Army Roster

The document outlines a 2000-point army roster for the Blood Angels faction in the Warhammer 40,000 universe, detailing various units, characters, and their abilities. Key characters include Astorath, Chief Librarian Mephiston, and Commander Dante, each with unique skills and weaponry. The roster also includes rules for special abilities such as Oath of Moment, Deep Strike, and various weapon types like Devastating Wounds and Lethal Hits.

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0% found this document useful (0 votes)
51 views10 pages

Blood Angels 2000pts Army Roster

The document outlines a 2000-point army roster for the Blood Angels faction in the Warhammer 40,000 universe, detailing various units, characters, and their abilities. Key characters include Astorath, Chief Librarian Mephiston, and Commander Dante, each with unique skills and weaponry. The roster also includes rules for special abilities such as Oath of Moment, Deep Strike, and various weapon types like Devastating Wounds and Lethal Hits.

Uploaded by

Carlos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Imperium - Adeptus Astartes - Blood Angels - Prueba - (2000 pts)

Army Roster (Imperium - Adeptus Astartes - Blood Angels) (2000 pts)


Rules: Oath of Moment

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment The Angelic Host

Abilities: Upon Wings of Fire

Epic Hero (480 pts)


Astorath (1) Rules: Leader, Oath of Moment, Deep Strike, Devastating Wounds, Precision
(105 pts) Unit: Astorath
Abilities: Redeemer of the Lost, Mass of Doom, Leader[1], Invulnerable Save
Melee Weapons: The Executioner's Axe

Chief Librarian Mephiston (1) Rules: Lone Operative, Fights First, Feel No Pain 4+, Oath of Moment, Hazardous, Sustained Hits, Pistol,
(135 pts) Psychic, Lethal Hits
Unit: Chief Librarian Mephiston
Abilities: The Quickening [Psychic], Transfixing Gaze [Aura, Psychic], Invulnerable Save 5+
Ranged Weapons: Fury of the Ancients - Witchfire, Fury of the Ancients - Focused Witchfire, Plasma Pistol -
Standard[1], Plasma Pistol - Supercharge[1]
Melee Weapons: Vitarus

Commander Dante (1) Warlord


(130 pts)
Rules: Leader, Deep Strike, Oath of Moment, Melta, Pistol, Sustained Hits, Lethal Hits
Unit: Commander Dante
Abilities: Death Mask of Sanguinius, Lord Regent of the Imperium Nihilus, Leader[2], Invulnerable Save
Ranged Weapons: Perdition
Melee Weapons: The Axe Mortalis

Lemartes (1) Rules: Leader, Oath of Moment, Deep Strike, Feel No Pain 6+, Lethal Hits
(110 pts) Unit: Lemartes
Abilities: Guardian of the Lost, Fury Unbound, Leader[1], Invulnerable Save
Ranged Weapons: Absolvor Bolt Pistol
Melee Weapons: The Blood Crozius

Character (100 pts)


Captain with Jump Pack (1) Melee and Pistol, Plasma Pistol, Relic Weapon, Visage of Death
(100 pts)
Rules: Deep Strike, Leader, Oath of Moment, Hazardous, Pistol
Unit: Captain with Jump Pack
Abilities: Angel's Wrath, Leader[3], Rites of Battle, Invulnerable Save, Visage of Death
Melee Weapons: Relic Weapon
Ranged Weapons: Plasma Pistol - Supercharge[2], Plasma Pistol - Standard[2]

Battleline (300 pts)


Assault Intercessor Squad (10) • Assault Intercessor Sergeant: Thunder Hammer, Plasma Pistol
(150 pts) • 9x Assault Intercessors

Rules: Oath of Moment, Hazardous, Pistol, Devastating Wounds


Unit: Assault Intercessor Squad (x2) (x2)
Abilities: Shock Assault
Ranged Weapons: Plasma Pistol - Supercharge (x5) (x5), Plasma Pistol - Standard (x5) (x5), Heavy Bolt
Pistol (x8) (x8)
Melee Weapons: Thunder Hammer (x3) (x3), Astartes Chainsword (x5) (x5)

Assault Intercessor Squad (10) • Assault Intercessor Sergeant: Thunder Hammer, Plasma Pistol
(150 pts) • 9x Assault Intercessors

Rules: Oath of Moment, Hazardous, Pistol, Devastating Wounds


Unit: Assault Intercessor Squad (x2) (x2)
Abilities: Shock Assault
Ranged Weapons: Plasma Pistol - Supercharge (x5) (x5), Plasma Pistol - Standard (x5) (x5), Heavy Bolt
Pistol (x8) (x8)
Melee Weapons: Thunder Hammer (x3) (x3), Astartes Chainsword (x5) (x5)

Infantry (680 pts)


Death Company Marines (10) • 6x Death Company Marine
(180 pts) • Death Company Marine w/ alternate weapons: Plasma Pistol, Thunder Hammer
• Death Company Marine w/ alternate weapons: Heavy Bolt Pistol, Astartes Chainsword
• 2x Death Company Marine w/Eviscerator: Heavy Bolt Pistol

Rules: Feel No Pain 6+, Oath of Moment, Pistol, Devastating Wounds, Hazardous, Sustained Hits
Unit: Death Company Marines
Abilities: An Honourable Death in Combat, Attached Unit[1], Black Rage[1]
Melee Weapons: Astartes Chainsword (x5) (x10), Thunder Hammer (x3) (x3), Eviscerator (x4) (x8)
Ranged Weapons: Heavy Bolt Pistol (x8) (x32), Plasma Pistol - Supercharge (x5) (x5), Plasma Pistol -
Standard (x5) (x5)

Death Company Marines with Jump Packs • 5x Death Company Marine


(10) • Death Company Marine w/ alternate weapons: Heavy Bolt Pistol, Power Fist
(240 pts) • Death Company Marine w/ alternate weapons: Hand Flamer, Power Fist
• Death Company Marine w/ Eviscerator: Inferno Pistol
• Death Company Marine w/ Eviscerator: Plasma Pistol
• Death Company Marine w/ Power Weapon/Fist: Plasma Pistol, Power Fist

Rules: Feel No Pain 6+, Deep Strike, Oath of Moment, Pistol, Sustained Hits, Hazardous
Unit: Death Company Marine with Jump Pack
Abilities: Savage Fury, Attached Unit[2], Black Rage[1]
Melee Weapons: Astartes Chainsword (x5) (x5), Power Fist (x3) (x9), Eviscerator (x4) (x8)
Ranged Weapons: Heavy Bolt Pistol (x8) (x16), Hand Flamer, Inferno Pistol (x3) (x3), Plasma Pistol -
Supercharge (x5) (x10), Plasma Pistol - Standard (x5) (x10)

Sanguinary Guard (6) • 2x Sanguinary Guard: Inferno Pistol, Encarmine Spear


(260 pts) • Sanguinary Guard: Angelus Boltgun, Encarmine Spear
• 3x Sanguinary Guard: Angelus Boltgun, Encarmine Blade

Rules: Deep Strike, Oath of Moment, Lance, Pistol


Unit: Sanguinary Guard
Abilities: Angelic Visage, Heirs of Azkaellon, Attached Unit[3], Invulnerable Save
Melee Weapons: Encarmine Spear (x3) (x9), Encarmine Blade
Ranged Weapons: Inferno Pistol (x3) (x6), Angelus Boltgun (x2) (x4)

Vehicle (440 pts)


Ballistus Dreadnought (1) Rules: Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked
(130 pts) Unit: Ballistus Dreadnought (x2) (x2)
Abilities: Ballistus Strike, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Feet (x2) (x2)
Ranged Weapons: Ballistus Lascannon (x2) (x2), Ballistus Missile Launcher - Frag (x2) (x2), Ballistus Missile
Launcher - Krak (x2) (x2), Twin Storm Bolter (x2) (x2)

Ballistus Dreadnought (1) Rules: Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked
(130 pts) Unit: Ballistus Dreadnought (x2) (x2)
Abilities: Ballistus Strike, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Feet (x2) (x2)
Ranged Weapons: Ballistus Lascannon (x2) (x2), Ballistus Missile Launcher - Frag (x2) (x2), Ballistus Missile
Launcher - Krak (x2) (x2), Twin Storm Bolter (x2) (x2)

Death Company Dreadnought (1) Twin Heavy Bolter, Blood Fists & Blood Fist Bolt Rifles
(180 pts)
Rules: Deadly Demise D3, Feel No Pain 6+, Anti-, Rapid Fire, Twin-linked, Sustained Hits
Unit: Death Company Dreadnought
Abilities: Driven by Fury, Black Rage[2], Damaged: 1-4 Wounds Remaining
Ranged Weapons: Twin Icarus Ironhail Heavy Stubber, Blood Fist Bolt Rifles, Twin Heavy Bolter
Melee Weapons: Blood Fists
Rules:

Oath of Moment If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army.
Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with
this ability makes an attack that targets your Oath of Moment target:
% You can reroll the Hit roll
% If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space
Wolves keywords, add 1 to the Wound roll as well.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Feel No Pain 4+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Feel No Pain 6+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the
bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Abilities

Upon Wings of Fire

At the end of your opponent's turn, you can select a number of Adeptus Astartes Jump Pack units from your army (excluding units that are within Engagement
Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:

Incursion - Up to 1 unit
Strike Force - Up to 2 units
Onslaught - Up to 3 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. In the Reinforcements step of your next
Movement phase, set each of those units up using their Deep Strike ability.

Redeemer of the Lost

While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+,
do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Mass of Doom

Each time this model’s unit makes a Charge move, until the end of the turn, melee weapons equipped by models in that unit have the [DEVASTATING
WOUNDS] ability.

Leader[1]

This model can be attached to the following unit:

% Death Company Marines with Jump Packs

Invulnerable Save

4+

The Quickening [Psychic]

This model is eligible to declare a charge in a turn which it Advanced.

Transfixing Gaze [Aura, Psychic]

While an enemy unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must
Remain Stationary this phase instead.

Invulnerable Save 5+

This model has a 5+ invulnerable save

Death Mask of Sanguinius

At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test, subtracting 1 from that test when they do

Lord Regent of the Imperium Nihilus

While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit and each time a model in that unit makes an attack, add 1 to the Hit
roll.

Leader[2]

This model can be attached to the following units:

% Assault Squad with Jump Packs


% Sanguinary Guard
% Vanguard Veteran Squad with Jump Packs
% Assault Intercessors with Jump Packs

Guardian of the Lost

While this model is leading a unit, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack.

Fury Unbound

While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.

Angel's Wrath

While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons
equipped by models in that unit.
Leader[3]

This model can be attached to the following units:

% Assault Intercessors with Jump Packs


% Vanguard Veteran Squad with Jump Packs

Rites of Battle

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
of that Stratagem by 1CP.

Visage of Death

Adeptus Astartes Jump Pack model only. In the Battle-shock step of your opponent's Command phase, each enemy unit (excluding Monsters and Vehicles)
within Engagement Range of the bearer must take a Battle-shock test.

Shock Assault

Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you
can re-roll the Wound roll instead.

An Honourable Death in Combat

Each time a model in this unit makes an attack, that attack has the [SUSTAINED HITS 1] ability if this unit is below its Starting Strength, or the [SUSTAINED
HITS 2] ability if this unit is Below Half-strength.

Attached Unit[1]

If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessor Squad, it can be attached to this unit instead.

Black Rage[1]

Each time a model in this unit makes a melee attack, you can re-roll the Hit roll. While this unit is not within 12" of one or more friendly Chaplain models, it
cannot be selected to Fall Back and the Objective Control characteristic of models in this unit is 0.

Savage Fury

You can re-roll Charge rolls made for this unit.

Attached Unit[2]

If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can be attached to this unit instead

Angelic Visage

Each time a melee attack targets this unit, subtract 1 from the Hit roll

Heirs of Azkaellon

While a Character model is leading this unit, each time a melee attack targets this unit, subtract 1 from the Wound roll.

Attached Unit[3]

If a Captain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can be attached to this unit instead.

Ballistus Strike

Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Driven by Fury

In your opponent's Shooting phase, each time an enemy unit has shot, if this model was hit by one or more of those attacks, it can make a Driven by Fury
move. To do so, roll one D6 and add 2 to the roll; this model moves a number of inches up to the result, but must finish as close as possible to the closest
enemy unit [excluding Aircraft]. A model cannot make a Driven by Fury move while it is Battle-shocked or within Engagement Range of one or more enemy
units, and can only make one Driven by Fury move per phase.

Black Rage[2]

Each time this model makes a melee attack, you can re-roll the Hit roll. While this model's unit is not within 12" of one or more friendly Chaplain models, it
cannot be selected to Fall Back and its Objective Control characteristic is 0.
Unit M T SV W LD OC

Astorath 12" 4 2+ 5 5+ 1

Chief Librarian Mephiston 7" 5 2+ 6 6+ 1

Commander Dante 12" 4 2+ 6 6+ 1

Lemartes 12" 4 3+ 4 5+ 1

Captain with Jump Pack 12" 4 3+ 5 6+ 1

Assault Intercessor Squad (x2) (x2) 6" 4 3+ 2 6+ 2

Death Company Marines 6" 4 3+ 2 6+ 1

Death Company Marine with Jump Pack 12" 4 3+ 2 6+ 1

Sanguinary Guard 12" 4 2+ 3 6+ 1

Ballistus Dreadnought (x2) (x2) 8" 10 2+ 12 6+ 4

Death Company Dreadnought 8" 10 2+ 12 6+ 4


Melee Weapons Range A WS S AP D

The Executioner's Axe Melee 6 2+ 7 -3 2

Devastating Wounds, Precision

Vitarus Melee 6 2+ 9 -3 D3

Lethal Hits, Psychic

The Axe Mortalis Melee 8 2+ 8 -3 2

Lethal Hits

The Blood Crozius Melee 5 2+ 6 -2 2

Lethal Hits

Relic Weapon Melee 6 2+ 5 -2 2

Thunder Hammer (x3) (x3) Melee 3 4+ 8 -2 2

Devastating Wounds

Astartes Chainsword (x5) (x5) Melee 4 3+ 4 -1 1

Eviscerator (x4) (x4) Melee 3 4+ 7 -2 2

Sustained Hits 1

Power Fist (x3) (x3) Melee 3 3+ 8 -2 2

Encarmine Spear (x3) (x3) Melee 3 3+ 6 -2 2

Lance

Encarmine Blade Melee 4 3+ 6 -3 2

Armoured Feet (x2) (x2) Melee 5 3+ 7 0 1

Blood Fists Melee 6 3+ 12 -2 3

Twin-linked
Ranged Weapons Range A BS S AP D

Fury of the Ancients - Witchfire 18" 3 2+ 4 -1 D3

Pistol, Psychic, Sustained Hits 1

Fury of the Ancients - Focused Witchfire 18" 3 2+ 5 -2 D3

Hazardous, Pistol, Psychic, Sustained Hits 3

Plasma Pistol - Standard[1] 12" 1 2+ 7 -2 1

Pistol

Plasma Pistol - Supercharge[1] 12" 1 2+ 8 -3 2

Hazardous, Pistol

Perdition 6" 1 2+ 9 -4 D6

Melta 2, Pistol, Sustained Hits D3

Absolvor Bolt Pistol 18" 1 2+ 5 -1 2

Pistol

Plasma Pistol - Supercharge[2] 12" 1 2+ 8 -3 2

Hazardous, Pistol

Plasma Pistol - Standard[2] 12" 1 2+ 7 -2 1

Pistol

Plasma Pistol - Supercharge (x5) (x5) 12" 1 3+ 8 -3 2

Hazardous, Pistol

Plasma Pistol - Standard (x5) (x5) 12" 1 3+ 7 -2 1

Pistol

Heavy Bolt Pistol (x8) (x8) 18" 1 3+ 4 -1 1

Pistol

Hand Flamer 12" D6 N/A 3 0 1

Ignores Cover, Pistol, Torrent

Inferno Pistol (x3) (x3) 6" 1 3+ 8 -4 D3

Melta 2, Pistol

Angelus Boltgun (x2) (x2) 12" 2 3+ 4 0 1

Pistol

Ballistus Lascannon (x2) (x2) 48" 2 3+ 12 -3 D6+1

Ballistus Missile Launcher - Frag (x2) (x2) 48" 2D6 3+ 5 0 1

Blast

Ballistus Missile Launcher - Krak (x2) (x2) 48" 2 3+ 10 -2 D6

Twin Storm Bolter (x2) (x2) 24" 2 3+ 4 0 1

Rapid Fire 2, Twin-linked

Twin Icarus Ironhail Heavy Stubber 36" 3 3+ 4 0 1

Anti-FLY 4+, Rapid Fire 3, Twin-linked


Blood Fist Bolt Rifles 24" 4 3+ 4 -1 1

Twin-linked

Twin Heavy Bolter 36" 3 3+ 5 -1 2

Sustained Hits 1, Twin-linked

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