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Son's of Sanguinius (Warhammer 40,000 10th Edition) [995pts]

Army Roster (Imperium - Adeptus Astartes - Blood Angels) [995pts]


Rules: Oath of Moment

Configuration

Battle Size
Selections: 1. Incursion (1000 Point limit)
Categories: Configuration

Detachment
Selections: Sons of Sanguinius

Categories: Configuration
Abilities: The Red Thirst

Abilities Description Ref

Each time an Adeptus Astartes unit from your army is selected to fight, if that unit made a Charge move this
The Red
turn, until the end of the phase, add 1 to the Strength and Attacks characteristics of melee weapons
Thirst
equipped by models in that unit.

Show/Hide Options
Selections: Legends are visible
Categories: Configuration

Character [145pts]

Chaplain in Terminator Armour [75pts]


Selections: Crozius Arcanum, Relic Shield, Warlord

Categories: Character, Infantry, Terminator, Chaplain, Imperium, Faction: Adeptus Astartes, Warlord
Rules: Deep Strike, Leader, Oath of Moment
Abilities: Invulnerable Save, Leader, Litany of Hate, Recitation of Faith, Relic Shield, Melee Weapons: Crozius Arcanum, Unit: Chaplain
in Terminator Armour (Relic Shield)

Abilities Description Ref

Invulnerable Save 4+

This model can be attached to the following units:


Leader
■ Terminator Assault Squad
■ Terminator Squad

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the
Litany of Hate
Wound roll.

Recitation of While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal
Faith wounds.

Relic Shield Add 1 to the bearer's wound characteristics

Melee Weapons Range A WS S AP D Keywords Ref

Crozius Arcanum Melee 5 2+ 6 -1 2

Unit M T SV W LD OC Ref

Chaplain in Terminator Armour (Relic Shield) 5" 5 2+ 6 5+ 1


Lieutenant with Combi-weapon [70pts]
Selections: Combi-weapon, Paired Combat Blades
Categories: Character, Infantry, Grenades, Imperium, Smoke, Lieutenant with Combi-weapon, Faction: Adeptus Astartes,
Phobos, Lieutenant
Rules: Anti-, Devastating Wounds, Feel No Pain 5+, Infiltrators, Lone Operative, Oath of Moment, Rapid Fire, Stealth, Sustained Hits
Abilities: Evade and Survive, Lone Survivor, Priority Objective Identified [Aura], Melee Weapons: Paired Combat Blades, Ranged
Weapons: Combi-weapon (Lieutenant with Combi-weapon), Unit: Lieutenant with Combi-weapon

Abilities Description Ref

Evade and Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if
Survive this unit is not within Engagement Range of one or more enemy units, it can make a Normal move

Lone Survivor This model cannot be Warlord

Priority At the start of the first battle round, if your army contains one or more models with this ability, you can
Objective select one objective marker on the battlefield to be the Priority Objective. Until the end of the battle, while
Identified one or more models with this ability is on the battlefield, each time a model in that unit makes an
[Aura] attack that targets an enemy unit that is within range of the Priority Target, re-roll a Wound roll of 1.

Melee Weapons Range A WS S AP D Keywords Ref

Paired Combat Blades Melee 5 2+ 4 0 1 Anti-Infantry 4+, Sustained Hits 1

Ranged Weapons Range A BS S AP D Keywords Ref

Combi-weapon (Lieutenant with Combi- Anti-infantry 4+, Devastating Wounds, Rapid


24" 1 3+ 4 0 1
weapon) Fire 1

Unit M T SV W LD OC Ref

Lieutenant with Combi-weapon 6" 4 3+ 4 6+ 1

Battleline [85pts]

Intercessor Squad [85pts]


Categories: Infantry, Battleline, Grenades, Imperium, Tacticus, Intercessor Squad, Faction: Adeptus Astartes
Rules: Oath of Moment

Abilities: Objective Secured, Unit: Intercessor Squad

Intercessor Sergeant
Selections: Bolt Pistol, Bolt Rifle, Close Combat Weapon
Rules: Assault, Heavy, Pistol
Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Bolt Rifle

4x Intercessors
Selections: 4x Bolt Pistol, 4x Bolt Rifle, 4x Close Combat Weapon

Rules: Assault, Heavy, Pistol


Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Bolt Rifle

Abilities Description Ref

If you control an objective marker at the end of your Command phase and this unit is within range of that
Objective
objective marker, that objective marker remains under your control, even if you have no models within range
Secured
of it, until your opponent controls it at the start or end of any turn.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 3 3+ 4 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Bolt Pistol 12" 1 3+ 4 0 1 Pistol

Bolt Rifle 24" 2 3+ 4 -1 1 Assault, Heavy

Unit M T SV W LD OC Ref

Intercessor Squad 6" 4 3+ 2 6+ 2

Infantry [470pts]
Inceptor Squad [110pts]
Selections: Plasma Exterminators
Categories: Infantry, Fly, Jump Pack, Imperium, Gravis, Faction: Adeptus Astartes, Inceptor Squad

Rules: Assault, Deep Strike, Hazardous, Oath of Moment, Pistol, Twin-linked


Abilities: Meteoric Descent, Ranged Weapons: ➤ Plasma Exterminators - Standard, ➤ Plasma Exterminators - Supercharge, Unit:
Inceptor Squad

2x Inceptor
Selections: 2x Close Combat Weapon
Melee Weapons: Close Combat Weapon

Inceptor Sergeant
Selections: Close Combat Weapon

Melee Weapons: Close Combat Weapon

Abilities Description Ref

When this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If
Meteoric
it does, this unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all
Descent
enemy units, but until the end of the turn, it is not eligible to declare a charge.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 3 3+ 4 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

➤ Plasma Exterminators - Standard 18" 2 3+ 7 -2 2 Assault, Pistol, Twin-linked

➤ Plasma Exterminators - Supercharge 18" 2 3+ 8 -3 3 Assault, Pistol, Hazardous, Twin-linked

Unit M T SV W LD OC Ref

Inceptor Squad 10" 6 3+ 3 6+ 1


Sanguinary Guard [175pts]
Selections: Sanguinary Banner
Categories: Infantry, Fly, Grenades, Imperium, Faction: Adeptus Astartes, Faction: Blood Angels, Sanguinary Guard, Jump
Pack
Rules: Deep Strike, Oath of Moment
Abilities: Angelic Visage, Heirs of Azkaellon, Sanguinary Banner, Unit: Sanguinary Guard

Sanguinary Guard
Selections: Encarmine Blade, Inferno Pistol
Rules: Pistol

Melee Weapons: Encarmine Blade, Ranged Weapons: Inferno Pistol

Sanguinary Guard
Selections: Encarmine Blade, Plasma Pistol
Rules: Hazardous, Pistol
Melee Weapons: Encarmine Blade, Ranged Weapons: ➤ Plasma Pistol - Standard, ➤ Plasma Pistol - Supercharge

Sanguinary Guard
Selections: Angelus Boltgun, Encarmine Blade

Rules: Pistol
Melee Weapons: Encarmine Blade, Ranged Weapons: Angelus Boltgun

Sanguinary Guard
Selections: Angelus Boltgun, Encarmine Blade
Rules: Pistol

Melee Weapons: Encarmine Blade, Ranged Weapons: Angelus Boltgun

Sanguinary Guard with Power Fist


Selections: Angelus Boltgun, Power Fist
Rules: Pistol
Melee Weapons: Power Fist, Ranged Weapons: Angelus Boltgun

Abilities Description Ref

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

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

Sanguinary
Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Banner

Melee Weapons Range A WS S AP D Keywords Ref

Encarmine Blade Melee 4 3+ 5 -2 2

Power Fist Melee 3 3+ 8 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Angelus Boltgun 12" 2 3+ 4 0 1 Pistol

Inferno Pistol 6" 1 3+ 8 -4 D3 Melta 2, Pistol

➤ Plasma Pistol - Standard 12" 1 3+ 7 -2 1 Pistol

➤ Plasma Pistol - Supercharge 12" 1 3+ 8 -2 2 Hazardous, Pistol

Unit M T SV W LD OC Ref

Sanguinary Guard 12" 4 2+ 2 6+ 1


Terminator Squad [185pts]
Categories: Infantry, Imperium, Terminator, Terminator Squad, Faction: Adeptus Astartes
Rules: Deep Strike, Oath of Moment

Abilities: Fury of the First, Invulnerable Save, Teleport Homer, Unit: Terminator Squad

Terminator Sergeant
Selections: Power Fist, Storm Bolter
Rules: Rapid Fire
Melee Weapons: Power Fist, Ranged Weapons: Storm Bolter

Terminator w/ Heavy Weapon


Selections: Assault Cannon, Power Fist

Rules: Devastating Wounds


Melee Weapons: Power Fist, Ranged Weapons: Assault Cannon

3x Terminator w/ Power Fist


Selections: 3x Power Fist, 3x Storm Bolter
Rules: Rapid Fire

Melee Weapons: Power Fist, Ranged Weapons: Storm Bolter

Abilities Description Ref

Fury of the Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the Hit
First roll.

Invulnerable
4+
Save

At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield
Teleport that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the
Homer Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3"
horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed.

Melee Weapons Range A WS S AP D Keywords Ref

Power Fist Melee 3 3+ 8 -2 2

Ranged Weapons Range A BS S AP D Keywords Ref

Assault Cannon 24" 6 3+ 6 0 1 Devastating Wounds

Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2

Unit M T SV W LD OC Ref

Terminator Squad 5" 5 2+ 3 6+ 1

Vehicle [295pts]
Baal Predator [125pts]
Selections: 2 Heavy Flamers, Armoured Tracks, Baal Flamestorm Cannon, Hunter Killer Missile, Storm Bolter
Categories: Imperium, Smoke, Vehicle, Faction: Adeptus Astartes, Baal Predator, Faction: Blood Angels

Rules: Deadly Demise D3, Ignores Cover, Oath of Moment, One Shot, Rapid Fire, Torrent
Abilities: Damaged: 1-4 Wounds Remaining, Overcharged Engines, Melee Weapons: Armoured Tracks, Ranged Weapons: Baal
Flamestorm Cannon, Heavy Flamer, Hunter Killer Missile, Storm Bolter, Unit: Baal Predator

Abilities Description Ref

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

You can re-roll Advance rolls made for this model. Each time this model Advances, until the end
Overcharged Engines of the turn, ranged weapons equipped by this model have the [ASSAULT] ability but they can only
target Infantry units.

Melee Weapons Range A WS S AP D Keywords Ref

Armoured Tracks Melee 3 4+ 6 0 1

Ranged Weapons Range A BS S AP D Keywords Ref

Baal Flamestorm Cannon 18" D6+3 N/A 6 -2 2 Ignores Cover, Torrent

Heavy Flamer 12" D6 N/A 5 -1 1 Ignores Cover, Torrent

Hunter Killer Missile 48" 1 2+ 14 -3 D6 One Shot

Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2

Unit M T SV W LD OC Ref

Baal Predator 12" 10 3+ 11 6+ 3

Deredeo Dreadnought [Legends] [170pts]


Selections: Aiolos missile launcher, Armoured feet, Hellfire plasma carronade, Twin heavy bolter
Categories: Vehicle, Walker, Smoke, Dreadnought, Deredeo Dreadnought, Faction: Adeptus Astartes, Imperium
Rules: Blast, Deadly Demise D3, Hazardous, Sustained Hits, Twin-linked

Abilities: Damaged: 1-4 wounds remaining, Deredeo Strike, Invunerable Save, Melee Weapons: Armoured feet, Ranged Weapons:
Aiolos missile launcher, Twin heavy bolter, ➤ Hellfire plasma carronade - standard, ➤ Hellfire plasma carronade - supercharge, Unit:
Deredeo Dreadnought

Abilities Description Ref

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

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

Invunerable Save This model has a 5+ invulnerable save.

Melee Weapons Range A WS S AP D Keywords Ref

Armoured feet Melee 6 3+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Aiolos missile launcher 48" D6+3 3+ 5 0 1 Blast

Twin heavy bolter 36" 3 3+ 5 -1 2 Sustained Hits 1, Twin-linked

➤ Hellfire plasma carronade - standard 36" 6 3+ 7 -2 2 -

➤ Hellfire plasma carronade - supercharge 36" 6 3+ 8 -3 3 Hazardous

Unit M T SV W LD OC Ref

Deredeo Dreadnought 6" 9 2+ 12 6+ 3

Force 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, each time a model from your army with this ability makes an attack that targets that enemy unit, you can re-roll
the Hit roll. ()

Selection Rules
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. (10th Edition Core Rules p28)
Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with
Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using
Assault weapons its models are equipped with. (10th Edition Core Rules p25)
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). (10th Edition Core Rules p26)
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"). (10th Edition Core Rules p23)
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. (10th Edition Core Rules p39)
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 (10th
Edition Core Rules p28)
Feel No Pain 5+: 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. (10th Edition Core Rules p23)
Hazardous: Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or
more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each
Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous
weapon is destroyed (selected by the controlling player), unless that model is a Character, Monster or Vehicle, in which case it suffers 3 mortal
wounds instead. Note that if you selected a Character model in an Attached unit, the mortal wounds suffered must be allocated to that model first,
even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase. (10th Edition Core Rules
p28)
Heavy: Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking
model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll. (10th Edition Core Rules p26)
Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a
weapon, the target cannot have the Benefit of Cover against that attack. (10th Edition Core Rules p25)
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is
more than 9" horizontally away from the enemy deployment zone and all enemy models. (10th Edition Core Rules p39)
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 sucessfully 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. (10th Edition Core Rules p39)
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".
(10th Edition Core Rules p19)
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, each time a model from your army with this ability makes an attack that targets that enemy unit, you can re-roll
the Hit roll. ()
One Shot: The bearer can only shoot with this weapon once per battle. ()

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. (10th Edition Core
Rules p25)
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’. (10th Edition Core Rules p25)
Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. (10th Edition
Core Rules p20)
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’ (10th Edition Core Rules p28)
Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack
automatically hits the target. (10th Edition Core Rules p25)
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. (10th Edition Core Rules p25)

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