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Crimson Saints


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The Angels of Death


 

Crimson Saints


 

Space Marines


 

Special rules


 

And they shall know no fear.


 


 

Anathema: All successful invulnerable saves must be rerolled
against wounds caused by attacks made with this special rule. Furthermore
attacks made against models with the daemon and psyker special rule are
resolved at strength 10.


 

Combat squads: A 10 man unit with this rule can break down
into two 5 man units. This is done during deployment and the two units are
considered separate units for the remainder of the game and may not re-combine
to its original composition.


 

The Faithful: The Crimson Saints possess an unshakeable faith
in the Immortal Emperor of Mankind. This faith defines and guides them. It is
also a potent power in the hands of the faithful to be used against the
faithless. They have the following rules.

                -  Shield of faith: Models in this codex
manifest their faith in the form of supernatural protection. All models with
this rule improve their invulnerable save by 1 to a limit of 2+(this means a
model with no invulnerable save gains a 6+ invulnerable save and a 5+
invulnerable save would be improved to a 4+).

                -
Conviction: Models in this codex are sure in their purpose. As such they have
the stubborn and adamantium will special rules.

                -
Faith points: At the start of each players turn you generate D6+1 faith points
that can be used in that turn. Any unused faith points are lost at the end of
the turn.

                An
act of faith may be attempted immediately before a unit with the faithful
special rule acts in any given phase or where specified in the act of faith
entry. To attempt an act of faith, deduct 1 from your faith point pool, roll a
D6 and add the following;

                            +1 if the unit has suffered at least 1
casualty

                            +1 per game turn

                            +1 if the model attempting an act
of faith is an independent character

If the dice roll is 7 or more the act of faith is successful and is immediately
carried out as stated in the respective act of faith entry. A unit may attempt
the same act of faith more than once but may only benefit from the effects of
any act of faith once in the same phase.


 

Warlord traits

A Crimson Saints warlord may select either the below table or the table from
the Warhammer 40000 rulebook to determine their warlord trait.


 

D6            Result

 1             Master
Strategist

                Through years of fighting on the front lines
directing and leading men this commander

                knows
the flows and ebbs of battle like no other
. While your warlord is alive you
may add or

                subtract
one to your reserve rolls and you may choose which board edge your reserves
come on from.

                Additionally
at the beginning of each of your own turns you may select one unit within 18”
of your warlord to

                benefit
from one of the following special rules for the duration of the turn: - counter
attack – fleet – hit and run

                -move
through cover – tank hunters –stealth.


 

2              Ancient
Defender

                Against impossible odds time and time again
your warlord has orchestrated incredible

                defences
refusing to yield and hold the line
. The warlord and all friendly units
within 10”

                gain
the feel no pain, stealth and counter attack special rules. Additionally should
the

                warlord
lose his remaining wound do not remove the model as a casualty; instead place a


                counter
to represent his last location. At the beginning of the controlling players
turn on a

                3+
the model gets back up refusing to yield with one wound remaining. *Note A
model that resurrects

                with this rule acts
normally in the turn they do so. Additionally, a model with this rule does not
award kill

                points if it is alive at
the end of the game regardless of how many times it ‘died.’


 

 


 

3              Storm of
Fire

                In a hail of righteous fury the warlord
directs the firepower of his brothers

The warlord’s

                shooting
attacks are precision shots on a 3+ and all friendly units within 12” add +1 to
the strength of and treat

                their
weapons as pinning and rending. Additionally they and the warlord may re-roll
all to hit and to wound rolls

                in
the shooting phase.


 

4              Reckoning

                With holy retribution the warlord leads his
brothers in exacting judgement on the enemies

                of
mankind
. The warlords attacks both shooting and in mêlée cause instant
death.

                In
addition the warlord adds +2 to any combat resolution he is involved and all
friendly

                models
within 8” reroll all to hit and to wound rolls in close combat and their attacks
are

                treated
as rending with the concussive special rule.


 

5              Intervention


                Through either an act of incredible faith or
by some chance miraculous intervention

                the
faithful appear to be invulnerable to harm.

               
One
Use Only
. The warlord and/or a single friendly unit are

                immune
to ALL sources of damage and cannot be removed from play for any reason for one
game phase (i.e.,

                shooting
or assault). (You may declare the use of this warlord trait at any point during
the game).


 

6              Angel of
Death

                The warlord draws on his faith to channel
incredible power making him truly one of the

                Emperor’s
Angels of Death
. The warlord adds one to his S T W I A characteristics and

                has
the fear, fearless, furious charge and preferred enemy (all) special rules.

                Additionally
he changes his unit type to (Character) Jump infantry and his shooting and
melee attacks cause

                instant
death and are treated as having the soul blaze and anathema special rules.


 

Army List               Crimson
Saints   501st Space Marine Chapter


 

                An
unshakeable faith in the Immortal Emperor of Man can overcome any enemy.


 

Company Master   WS            BS            S              T              W            I               A              Ld            Sv

                                  6            6              4              4              3              5              3              10            3+


 

Unit type: Infantry (Character)

Wargear: Power Armour, Boltgun, Bolt pistol, Close combat weapon, Frag &
Krak grenades, Iron Halo.

Special rules: The faithful, Independent Character, And they shall know no
fear, Orbital strike.

Orbital strike: Company masters command
not only their formidable warriors but the fearsome firepower of spacemarine
battle barges.
 Once per game, the
company commander can call in an orbital strike from his battle barge. It has
the following profile: Range: Unlimited S: 10 AP: 1 Type: Ordinance 1, Large
blast,  *orbital: as the strike is fired
from the bridge of the battle barge, the commanders BS has no effect. The
orbital strike ALWAYS scatters the full 2D6.

Command squad: A company master’s retinue
is made up of the best warriors in the chapter
. For each Company master
taken you may select a Command squad to be his bodyguard. The bodyguard takes up
the same force organisation slot as the Company Commander and does not
contribute toward the number of HQ slots available.


 

Act of faith: Righteous Fury.

 The
Company Master leads his battle brothers through the thick of battle with
precision striking his foes with speed and power
. This act of faith is used
in the assault phase. If successful the warlord and any unit he is attached to
receive +1 S I and the preferred enemy (all) until the end of the assault
phase.  


 

“The Emperor
is our guiding light, a beacon of hope for humanity in a galaxy of darkness. As
we serve him, he is our greatest ally. As we pray to him, he looks upon us. And
in the dark when shadows threaten, the Emperor is with us in spirit and in
fact.” ~ Castiel, 4th Company Master of the Crimson Saints.


 

Chaplains and High Chaplains 
                             WS
BS    S       T       W            I               A              Ld            Sv

 Chaplian                                                              5    4     
4       4          3              4              3              10            3+

 High Chaplain                                                      6   
5      4    4            3              5              3              10            3+



Unit type: Infantry (Character)

Wargear: Power armour, Bolt pistol, Crozius Arcanium, Rosarius, Frag & Krak
grenades.

Special rules: Independent Character, Zealot, Fear (High Chaplain only), The
faithful, And they shall know no fear.

*Army of the faithful: You may take one additional Chaplain for each used HQ
force organisation slot.

  No forgiveness, No respite (High
Chaplain only): for each unsaved wound caused by a model with this rule in
close combat, they may immediately make an additional attack.


 

Act of faith: Holy Wrath

 There can be no respite for the warriors of
the Emperor, only in death does duty end.
This act of faith may be
attempted at the end of the opponents shooting phase. If successful, the
Chaplain and any unit he is attached to may make an out of sequence charge
against an enemy unit, even if the unit would not normally be capable of doing
so. This assault is always treated as a disordered charge.


 

“Though I
travel into the eternal darkness of the Void, I shall fear not, for my Emperor
is my Light. Though I tread amongst the Heathen and the Xenos, I shall concern
myself not, for the Emperor is my Guide. Though I march into the fields of
battle, I shall worry not, for the Emperor is my Protector. Though I journey
from this world to the next I shall falter not, for only in death does duty end.”~
High Chaplain Francis Von Drake Master of the Reclusiarch prior to his last
stand against the demonic horde of Skalathrax.


 

Librarians and High Librarians                             WS            BS            S              T              W         I          A         Ld        Sv

 Librarian                                                                4                               4              4              4                2          4         2          10      3+

High Librarian                                                        5                               5              4              4              3          5         3          10       3+


 


 

~Knowledge is power, guard it well~


 

Unit type: Infantry (Character)         

Wargear: Power armour, Bolt pistol, Force weapon, Frag & Krak grenades,
Psychic hood.

Special rules: Independent character, the faithful, And they shall know no
fear.

Psyker: Librarian (1) High Librarian (2). May generate psychic abilities from
the following disciplines, -Biomancy – Pyromancy – Telekinisis – Telepethy or
from the tables below.


 

Psychic Powers


 

Choose either The Emperor’s Wrath and/or The Emperor’s
Salvation discipline then roll once on the selected table for each psyker
mastery level the Librarian has. You may substitute any rolled result for the
Primary power and any power generated twice is discarded and another selected
in its place.


 

The Emperor’s Wrath



Primary power: Smite                            warp charge cost 1

Lethal bolts of lightning tear apart the
Librarians enemies in a barrage of psychic energy.


This power is a psychic shooting attack with the following profile:

Range: 12” Strength: 4 AP: 2 Type: Assault 4.


 

D6           

 1             Holy
Terror              warp charge cost 1

Golden energy surrounds the Librarian to
form a horrifying halo
.

This power may be used in either the shooting or assault phase. If the test is
passed, a single enemy unit within 12” suffer -2 Ld and are treated as WS and
BS 1 until the beginning of the Librarians next turn.


 

 2             Malleus Maleficarum             warp charge cost 1

Hammer of the witches.

This power is used in the Librarians assault phase and lasts until the
beginning of his next turn. The Librarian doubles his base strength and his
attacks benefit from the concussive and anathema rules.


 

 3             Lance of Light         warp charge cost 1

The Librarian unleashes a brilliant beam
of light destroying all in its path.


This is a psychic shooting attack. Draw a 30” line directly away from the
librarian. All models on this line suffer a hit with the following profile. S:
8 Ap:2 Type heavy 1 Lance.


 

 4             Firestorm                                warp charge cost 1

 A
flaming inferno erupts around the Librarian, incinerating his enemies.


During the assault phase centre the large blast marker on the Librarian.
All enemy models hit by the marker suffer a single S: 4 AP: 2 hit.


 

 5             Torn Asunder          warp charge cost 2

 The Librarian unleashes his holy wrath against
the very being of his enemies destroying not only their physical bodies but
their very essence in the warp.


Torn Asunder is a psychic shooting attack that can target any model within 18”.
The Librarians controlling player rolls a D6, adding the total to the
Librarians leadership characteristic and the owner of the target model does the
same. If the total of the Librarian’s result is equal to or higher that of his
opponents, the target model must take a leadership test at -2 or be instantly
removed from play.


 

 6             Obliteration            warp charge cost 2

The Librarian strikes out with a
devastating psychic blast that engulfs huge swathes of the enemy.


It is counted as a psychic shooting attack which can be used with either
profile listed below.

Range: 36” S: 10 AP: 1 Type: Heavy 1, Large Blast.

Range: Template S: 10 AP: 1 Type: Assault 1.


 

The Emperor’s Salvation



Primary power: The Emperor Protects   Warp
charge cost 1

Invoking his power the Librarian summons
a barrier to protect his allies.


This power may be used in any given phase and lasts for that phase only. A
single friendly unit within 24” (this may be a unit the librarian has joined)
benefits from a 2+ invulnerable save and the eternal warrior special rule.


 

D6           

 1             Divine
Blessing                       warp charge cost 1

Channelling a portion of his psychic
might the Librarian uses it to heal his allies.


This power may be used in the movement phase. The Librarian targets a
single friendly model within 18”. This model immediately regains a single wound.
A slain model cannot be returned to play by this power.


 

 2             Sanctuary                warp charge cost 1

Chanting words of binding the Librarian
creates a shield of psychic turbulence to hinder his foes.


This power may be used at the start of the enemy assault phase. If the test
is successful any enemy models attempting to assault the Librarian and any unit
he is attached to may only assault D6” instead of the usual 2D6. Additionally
they treat any distance covered as dangerous terrain.


 

 3             Quick Silver             warp charge cost 1

Quickened by the Librarians formidable
mind, his allies reflexes are increased to an incredible speed.


This power may be used at the start of the Librarians movement phase and
lasts until the beginning of his next turn. If the test is successful select a
friendly unit within 6” (this may be the Librarian and a unit he has joined).
This unit removes any debuf effects (soulblaze blind strikedown concussive etc)
and has initiative, weapon skill and ballistic skill 10 and the fleet of foot and
counter-attack special rules.


 

 4             Storm of light         warp charge cost 1

The Librarian teleports He and his allies
through the warp appearing in a storm of light.


This power may be used at the beginning of any phase in the Librarians own
turn. The Librarian and any unit he is attached to immediately deep strike
anywhere on the map and do not need to roll for scatter. If the unit was in
assault, the affected unit may consolidate D6”. Additionally when the unit
arrives every enemy model within 10” suffers from the blind special rule.


 

 5             Cage of light           warp charge cost 2

Spears of burning light fall from the sky
encaging the Librarians enemies.


This power may be used in the shooting phase. Select a single enemy unit within
24”. The target immediately suffers D6 S:4 hits. In addition, if the unit moves
for any reason, every model in that unit suffers a S: 4 hit and the psychic
power ends. If the unit does not move the psychic power is assumed to still be
in effect trapping the unit.


 

 6             Consecration           warp charge cost 2

The Librarian unleashes a cataclysm of
roiling psychic energy, consecrating the earth where his enemies tread.


This power may be used in the shooting phase and targets a single enemy
unit within 36”. Roll a D6 for every model in the target unit – on a 5+ the
model has been cleansed by the librarians psychic might and is removed as a
casualty with no saves of any kind allowed. 
In addition, place a marker at the centre of the target unit, any enemy
model passing within 4” of the marker suffers from the soul blaze special
rule.  This effect lasts until the
beginning of the librarians next shooting phase and affects the target unit.


 

Purgatus (High Librarian only) warp charge cost 1   In
addition to the psychic powers he generates a High Librarian always has the
following psychic power. This power may be used in the shooting phase instead
of firing a weapon. Target an enemy character within 24”. Both players roll a
D6 and add the value to their respective leadership value. For each point the
High librarian wins by subtract 3 (to a minimum of 1) to the targets Weapon
skill, Ballistic skill, Initiative and Leadership value for the rest of the
game.  *Note this ability can only affect
an enemy character once.


 

“I can pulp
your flesh and snap your bones in an instant, and without so much as lifting a
finger. What is the power of technology compared to that?” ~ Vel’cona Faust, High
Librarian of the Crimson Saints to Imperial commander Bramm of the Eldox
Crusade.


 

Space Marines                               WS   BS            S              T              W            I               A              LD            Sv   


Space marine                                    4    4              4              4              1              4              1              8              3+

Sergeant                                            4   4              4              4              1              4              1              8              3+ 


Veteran sergeant                             4     4              4              4              1              4              2              9              3+


 


 

Unit type: Infantry (Character) Veteran sergeant

*Assault squads with jump packs are Unit type: Jump infantry.

Tactical squad wargear: Power armour, boltgun, bolt pistol, frag & krak
grenades.

Assault squad wargear: power armour, bold pistol, chainsword, frag & krak
grenades, (jumpack) ‘If upgraded.’

Devastator squad wargear: power armour, bolt pistol, boltgun, frag & krak
grenades, Signum (sergeant only).

Special rules: The faithful, combat squads, And they shall know no fear.


 

Act of faith: Divine guidance

  The
faithful call on the Emperor to direct their weapons to better destroy the
enemy.
This act of faith can be used in the shooting or assault phase. If
successful until the end of the phase, any non template weapon which rolls a 6
to wound is treated as Ap1 and inflicts a wound regardless of the targets
toughness.


 

Act of faith: Holy fusillade

  The
faithful channel their holy hatred into their weapons devastating the enemy
whose defences broke no safety from the wrath of the righteous
. This act of
faith may be used in the shooting phase. If successful the units non template
weapons gain the pinning and ignores cover rules. Additionally they gain +1 to
wound until the end of the phase.


 

Act of faith: The Emperor’s deliverance

  The
faithful advance on their foes to deliver death, laying down precise bursts of
fire, always on the move
. This act of faith may be used at the beginning of
the shooting phase. If successful the unit may either shoot and then run or run
and then shoot in the same shooting phase. The unit must complete both actions before
you move onto the next unit – otherwise the second action is forfeit.


 

Bike squads                                                 WS      BS            S              T              W            I               A              Ld            Sv

Biker                                                             4         4              4              5              1              4              1              8              3+

Sergeant                                                                      4         4              4              5              1              4              1              9              3+

Veteran Sgt.                                                 4         4              4              5              1              4              2              9              3+

Attack bike                                                                   4         4              4              5              2              4              2              9              3+



Wargear: power armour, bolt pistol, twin-lnked bolter, space marine bike,  frag & krak grenades, twin-linked heavy
bolter (attack bike only).

special rules: the faithful, combat squads, And they shall know no fear.


 

“They shall
be my finest warriors, these men who give of themselves to me. Like clay I
shall mould them, and in the furnace of war forge them. They will be of iron
will and steely muscle. In great armour shall I clad them and with the
mightiest guns will they be armed. They will be untouched by plague or disease,
no sickness will blight them. They will have tactics, strategies and machines
so that no foe can best them in battle. They are my bulwark against the Terror.
They are the Defenders of Humanity. They are my Space Marines and they shall
know no fear.” ~ The Emperor of Mankind.


 

Scouts                                        WS       BS            S              T              W            I               A              Ld            Sv

Scout                                           3          3              4              4              1              4              1              8              4+

Scout Sergeant                          4           4              4              4              1              4              1              8              4+

Veteran sergeant                       4           4              4              4              1              4              2              9              3+


 


 

Unit type: Infantry (Character) Veteran Sergeant.

Wargear: scout armour, bolt pistol, boltgun, frag & krak grenades.

Special rules: the faithful, combat squads, Infiltrate, move through cover,
scouts, And they shall know no fear.


 

Scout bike squads                   WS          BS            S              T              W            I               A              Ld            Sv

Scout biker                                 3           3              4              5              1              4              1              8              3+

Sergeant                                  3             3              4              5              1              4              1              9              3+

veteran sergeant                    4             4              4              5              1              4              2              9              3+


 

Unit type: Bike (character ) veteran sergeant

Wargear: scout armour, space marine bike, twin-linked bolter, space marine
shotgun, bolt pistol, frag & krak grenades.

Special rules: the faithful, combat squads, scouts, infiltrate, And they shall
know no fear.


 

Veteran Squads                                 WS   
BS       S              T              W            I               A              Ld            Sv

Veteran                                              4       4          4              4              1              4              2              9              3+

Veteran Sergeant                              4     4            4              4              1              4              2              9              3+


 

Unit type: Infantry (character) veteran sergeant

Wargear: Vanguard veteran squads:
Power armour, bolt pistol, chainsword, frag & krak grenades.

Sternguard veteran squads: power
armour, bolt pistol, boltgun, frag & krak grnades, special issue
ammunition.

Special rules: the faithful, combat squads, And they shall know no fear.


 

Heroic intervention (vanguard veterans only): The vanguard veterans go where the fighting
is fiercest heroically fighting off the toughest of the enemy
. Vanguard
veterans ignore the penalty for disordered charges. Furthermore a Vanguard
veteran sergeant automatically passes the leadership test if he wishes to make
a glorious intervention. If he elects to make a glorious intervention, the unit
has furious charge for that turn only.


 

Hold the line (sternguard veterans only): Sternguard veterans deploy where the battle
is most vulnerable, facing down impossible odds with icy calm and precision
.
The sternguard veterans have the stealth and feel no pain special rules and
they make precision shots on a 5+. Additionally once per game they may make a
heroic stand. For that turn only they add +1 to their feel no pain save, add 1
to the number of shots fired by their weapons and add the ignores cover and
pinning specials rules to their weapon profiles.  


 

Act of faith: There is only war

  The
faithful know there can be no peace while the enemy draws breath.
This act
of faith can be used in the movement, shooting and assault phases.  If successful the unit gains +2 strength; the
crusader and relentless special rules until the end of the turn.


 

"Fight
battles that are small enough to win, but large enough to matter" ~
Veteran Sergeant Aurelian.


 

 


 

Paladins                  WS          BS            S              T              W            I               A              Ld            Sv

Paladin                     4             4              4              4              1              4              2              9              2+           

Palatine                    5             5              4              4              2              5              2              9              2+


 

Unit type: Infantry (character) palatine

Wargear: Paladin squads: Artificer
armour, boltgun, bolt pistol, close combat weapon, frag & krak grenades.

Paladin Terminator squads: Terminator
armour, storm bolter, power fist, power sword (palatine only), frag & krak
grenades.

Paladin  Terminator assault squads:  terminator armour, two lightning claws, frag
& krak grenades.

special rules: the faithful, Righteous flame, combat squads, And they shall
know no fear.

 Righteous flame, The paladins send forth the fire in their souls incinerating the
unrighteous
.  In your own assault
phase after moves have been made but before blows are struck, all enemy models
that are a part of the same combat suffer a single wound on a 4+.      


 

Act of faith: Cleanse and purge

  The faithful abhor evil wherever they
find it. It is their holy task to cleanse and purge the galaxy of such evil.
This act of faith maybe used in the shooting or assault phase. The unit’s
weapons become bane to the unclean. All attacks, shooting and melee have the
anathema special rule.


 

“Heretics
crave the cleansing fire of absolution. They need not fear, for we shall
deliver.” ~ Palatine Constantine.


 

Terminator Squad   WS          BS            S              T              W            I               A              Ld            Sv

Terminator              4             4              4              4              1              4              2              9              2+

Terminator sgt        4             4              4              4              1              4              2              9              2+


 

Unit type: Infantry

Wargear:

Terminator squad: Terminator armour, storm bolter, power fist, power word (sgt
only)

Terminator assault squad: Terminator armour, twin lightning claws.

Special rules: and they shall know no fear, the faithful, combat squads.


 

“I tread the
path of righteousness. Though it be paved with broken glass, I will walk
barefoot; though it crosses rivers of fire, I will pass over them; though it
wanders wide, the light of the Emperor guides my step.” ~ Terminator sergeant Gideon.


 

Command Squad

you may take a command squad for each
selected HQ choice


 

Command squad                     WS          BS            S              T              W            I               A              Ld            Sv

Veteran                                   4              4              4              4              1              4              2              9              3+

Champion                                5              5              4              4              1              5              2              9              3+

Apothecary                              4              4              4              4              1              4              2              9              3+


 

Unit type: Infantry Character

Wargear: Veteran: power armour, close
combat weapon, bolt pistol, boltgun, frag & krak grenades.

Champion: power armour, bolt pistol,
power weapon, combat shield, frag & krak grenades.

Apothecary: power armour, bolt pistol, boltgun, narthecium, frag & krak
grenades.

special rules: the faithful, And they shall know no fear.


 

Company banner: All friendly units within 12” gain +1 Attack
and add 1 to their combat resolution.


 

Honour or death (champion only): A model with this rule must
always issue and accept challenges whenever possible.

For glory! (champion only):  In
challenges the champion gains +1 initiative, weapon skill and re-rolls all hit
to-hit and to-wound rolls. Additionally he gains the feel no pain special rule
and his attacks cause instant death.


 

“A foe
without honour is a foe already beaten.” ~ Luther Octavian, 3rd
company champion.


 

Ardentguard limit 0-1

you may take one unit of ardentguard for
a selected HQ slot choice.


 

Ardentguard            WS          BS            S              T              W            I               A              Ld            Sv

Ancient                    5             5              4              4              2              5              2              10            2+

Chapter Champion  6              5              4              4              2              5              3              10            2+


 

Unit type: infantry (character) Chapter champion

wargear: Plate of honour, Claymore of fire, Bolt pistol, boltgun, frag &
krak grenades.

special rules: the faithful, divine shield, And they shall know no fear.

  Plate of honour, this is a
non-restrictive plasteel and ceramite plate armour that confers a 2+ armour and
5+ invulnerable save.

Claymore of fire, this is a master-crafted 2 handed power weapon which blazes
with the fire of its forging. It grants +2 strength and the soublaze special
rule to the Ardentguard’s attacks.

Divine shield, some say the Ardentguard are blessed by the Emperor himself. This
manifests as an incredible shield allowing the Ardentguard to stroll through
the thick of battle inflicting devastation to the enemy, but protected from
even the most deadly attack. A model with this rule discards the first wound
suffered in the first round of each combat they are involved in.


 

Honour or death: see above (Chapter champion only)

For glory!: see above (Chapter champion only)


 

Chapter Banner: All friendly units within 18” gain +1 Attack,
the fearless special rule and Gain +2 to combat resolution.


 

“You need a
pure heart, A fearless mind, And an inner light that outshines all the darkness
in the world. Then and only then may you call yourself one of the Emperor’s
finest.” ~ Ancient Tirion Fording, Captain of the Ardentguard.


 

Avenging angels limit 0-1


 

Avenging Angel                      WS          BS            S              T              W            I               A              Ld            Sv

                                                 4             4              4              4              2              4              2             
-              -

Unit type: Jump Infantry

Wargear: Sword of light

Special rules: Fear, Fearless, Invulnerable, Soul blaze, Aura of fire, Divine
intervention, Souls of the fallen.


 

Sword of light: These weapons shine with the light of a 1000
suns. They have the following profile,

Range: - S: user Ap: - Type: melee, no saves of any kind may be taken against
wounds caused by this weapon.

Additionally the light emitted by the blade can be focussed and fired in the
shooting phase with the following profile:

Range: template S: 4 AP:4 Type: assault 1 soulblaze

Invulnerable: A model with this rule has a 3+ invulnerable save and the eternal
warrior special rule.

Soul blaze: attacks made by the avenging angels have the soul blaze special
rule.

Aura of fire: models with this rule are treated as having assault grenades and
are immune to attacks made by all melta and flamer type weapons.

Souls of the fallen: The avenging angels are beyond the reproach of mortals. As such any attack or rule which requires
the use of their leadership characteristic is assumed to fail.


Divine intervention: Units of avenging angels always start the game in reserve,
even in missions that do not normally allow it. When the angels become
available they arrive by deep strike but do not scatter and must be placed
within 6” of a unit with the faithful special rule. If there are no models with
this rule on the field the unit is instead placed in ongoing reserves.
Immediately after a unit of avenging angels has arrived by deep strike, all
enemy units within 12” are treated as being hit by the blind special rule.

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