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Option Footnotes
Special Rules
And They Shall Know Automatically pass morale tests, can test if under 50%, conditions apply (p74 WH40K)
No Fear
Black Rage The Death Company is subject to the Rage USR. The Death Company never counts as a scoring unit.
Combat Squads A ten-man unit has the option of breaking down into two five-man squads.
Fearless Automatically pass all morale tests, conditions apply (p75 WH40K 5E)
Feel No Pain If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E)
Furious Charge Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)
Independent Character (See WH40k, pg. 50.)
Rage In the Movement phase move as fast as possible towards the enemy, may choose to Run in the shooting
phase, in the Assault phase must consolidate towards the enemy, conditions apply (p76 WH40K 5E)
Relentless Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E)
The Red Thirst After forces have been deployed, but before any Scout moves are taken and the first turn begins, roll a
D6 for each unit in your army that has this special rule (includig units left in reserve). On a score of 1,
one or more members of the squad have succumbed to the Red Thirst and the entire squad is treated as
having the Furious Charge and Fearless special rules instead of the And They Shall Know No Fear
special rule for the duration of the game.
Unit Type
Unit Type: Infantry Unit Type: Infantry (p.54 WH40k)
Unit Type: Vehicle Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)
(Walker)
Wargear
Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36
WH40K 5E).
Iron Halo Confers a 4+ Invulnerable save.
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Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K)
Power Armour Confers a 3+ Armour Save.
Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The
vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as
obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
Weapons
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Chainsword If used with another close combat weapon, +1 attack in close combat.
Flamer Template; S4; AP5; Assault 1
Hand Flamer Template; S3; AP6; Pistol
Heavy Bolter 36" Range; S5; AP4; Heavy 3
Missile Launcher Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Plasmagun 24" Range; S7; AP2; Rapid Fire; Gets Hot!
Power Weapon Ignores armour saves in close combat (p42 WH40K 5E)
Thunder Hammer Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not
attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered
Crew Shaken as well as whatever else happens.
Twin Linked Lascannon 48" Range; S9; AP2; Heavy 1 Linked
Validation Report
d-1. Formatting: for AB 3.2; c-1. File Version: 1.09a For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters;
a-1. Scenario: Normal Mission; 1. Chapter: Blood Angels
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 0.0
% Fast: 0.0
% Heavy: 18.8
% HQ: 13.4
Model Count: 27
% Troops: 67.8
% Wargear: 0.0
Files version: 1.09
Faith Points: 0
Created with Army Builder® - Copyright (c) 1997-2010 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair. com!