Wednesday, February 27, 2008

Sons of Sanguinius (special rules)

Unique Equipment
You will find that some items of equipment are unique to particular characters or units, while others are used by more than one unit. When an item is unique, it is detailed in the entry for its owner. When an item is not unique, it is detailed in the wargear section. A good example is the Perdition pistol, which is a potent weapon carried only by Commander Dante. As such, its rules are detailed in Dante’s entry.

And They Shall Know No Fear
Space Marines automatically pass tests to regroup and can take such tests even if the squad has been reduced to less than 50% by casualties, though all other criteria apply. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens, then the unit is subject to the No Retreat! rule in that round of close combat and may therefore lose additional casualties if outnumbered. Usually troops that regroup may not move normally and always count as moving whether they do or not, but these restrictions do not apply to models with this special rule. Remember that units that include Servitors are still subject to this rule as long as the squad contains at least one Space Marine. Space Marines are still subject to Last Man Standing tests. However, they will always pass the test to regroup after each Fall Back move.

Combat Squads
A number of 10-man units in a Blood Angels army have the option of breaking down into two 5-man units, called Combat Squads. This option is clearly specified in the unit’s entry. For example, a 10-man Veteran Assault Squad can either fight as a 10-man unit or break down into two 5- man Combat Squads. The units that can be split into Combat squads are as follows.
  • Veteran Assault Squads
  • Scout Squads
  • Tactical Squads
  • Assault Squads
  • Devastator Squads
The decision to split a unit into Combat Squads, as well as which models go into each Combat Squad, must be made when the unit is deployed. Both Combat Squads are deployed at the same time but may be may be deployed in separate locations. If you decide to break the unit down, then each Combat Squad is treated as a separate unit for all game purposes from that point and counts as a scoring unit if it still has half or more of its starting models, etc. Units held in Reserve cannot be split into Combat Squads. For Victory Points purposes, each Combat Squad is worth a number of Victory Points equal to half of the points value of the unit. For example, a 10-man Tactical Squad upgraded to include a lascannon and a meltagun is worth a total of 220 points. If the squad was to be broken down into Combat Squads, each would be worth 110 Victory Points (regardless of which models were assigned to each Combat Squad). If at the end of the game, one Combat squad had been wiped out and the other was reduced to two models, the enemy would score 165 points.

Over-Charged Engines
The Baal Predator and Blood Angels Rhinos are fitted with specially modified engines. These over-charged engines allow the vehicle to attempt to go faster but at the risk of stalling the engines. You may declare that an eligible vehicle is going to use its overcharged engines in any Movement Phase just before you move it.
Roll a D6. On the roll of 1, the engine stalls, and the vehicle may not move at all this turn. On the roll of 2-3, the boosters fail to kick in, and the vehicle moves normally. On the roll of 4-6, the boosters work, and the vehicle can move as if it were a fast vehicle this turn; however, the maximum distance it can move is limited to 18".

Blood Angels Wargear and Upgrades
  • Artificer Armor: Provides 2+ armor save.
  • Assault Vehicle: Disembarking models may assault.
  • Blessing of the Omnissiah: The model may repair Immobilized or Weapon Destroyed results instead of moving. A Techmarine must be in contact with a vehicle. Roll a D6. A 6 is required to make the repair. Add +1 to the roll for each servitor equipped with a servo-arm in the Techmarine’s unit. You may reroll the die if the Techmarine is equipped with a servo-harness.
  • Chainfist: A chainfist is treated exactly as a power fist, but rolls 2D6 for its Armor Penetration value.
  • Chainsword: Close combat weapon.
  • Combat Blade: Close combat weapon.
  • Combat Shield: The combat shield does not count toward the maximum number of weapons carried and confers a 5+ Invulnerable Save in close combat.
  • Combi-Weapons: A bolter combined with a plasma gun, flamer, or meltagun. Choose which of the weapons to use in the Shooting Phase. The bolter may be fired any number of times, but the other weapon may be fired only once per battle.
  • Company Standard: Friendly Blood Angels units within 12" of the Standard Bearer may reroll failed Morale and Pinning tests.
  • Crozius Arcanum: Power weapon.
  • Dozer Blade: A vehicle equipped with a dozer blade may reroll failed Difficult Terrain tests as long as it is not moving more than 6".
  • Exsanguinator: Once per player turn, a friendly model within 6" of a model with an Exsanguinator may ignore a failed save as long as the bearer is not Falling Back, in close combat, or Pinned. It may not be used against Instant Death or a close combat attack that ignores armor saves.
  • Extra Armor: Count Crew Stunned as Crew Shaken.
  • Frag Assault Launchers: Models using a transport vehicle with this upgrade count as having frag grenades in the turn they disembark.
  • Inertial Guidance System: Fitted to Drop Pods. The Drop Pod and the unit it carries may always be placed in Reserve and enter play per the Deep Strike rules. May reduce the scatter distance by the minimum required to avoid landing in impassable terrain or on top of another model.
  • Iron Halo: Provides 4+ invulnerable save.
  • Master-Crafted Weapon: May reroll one failed roll to hit per player turn when using the weapon.
  • Power Armor: Provides 3+ armor save.
  • Power of the Machine Spirit: May still move straight ahead if Stunned. Vehicles moving 6" or less may shoot one extra weapon at a Ballistic Skill of 2, even if Stunned or Shaken.
  • Psychic Hood: Declare use after opponent uses a psychic power. Both players roll a D6 and add their model’s Leadership to the score. If the Librarian scores higher, then the power may not be used.
  • Repair: Roll D6 in Shooting Phase if immobilized instead of shooting; on a 6, no longer immobilized.
  • Rites of Battle: All other Blood Angel models in the same army may use this model’s Leadership for Morale, Pinning, and Leadership tests, but not Psychic tests.
  • Rosarius: Provides 4+ invulnerable save.
  • Searchlight: If this unit spots and fires on a target in a night fight, then any other unit can ignore the night fight rules when shooting at the same target unit.
  • Servo-Arm: May make 1 additional close combat Attack with an Initiative of 1 and Strength of 8, with no armor save allowed.
  • Servo-Harness: Counts as a twin-linked plasma pistol, a flamer, and in close combat, two servo-arms. Wearer may shoot both weapons if desired, or one weapon and a personal weapon. Wearer may reroll repair rolls.
  • Scout Armor: Provides 4+ armor save.
  • Smoke Launchers: See Warhammer 40,000 rulebook.
  • Storm Shield: Provides a 4+ invulnerable save in close combat. A model equipped with a storm shield may never claim the +1 Attack bonus for being armed with two close combat weapons. Requires one hand to use.
  • Terminator Armor: Provides 2+ armor save and 5+ invulnerable save. May move and fire heavy weapons, and assault after shooting rapid fire or heavy weapons. May not sweeping advance. May always be kept in Reserve and deployed with the Deep Strike rules.
  • Venerable Dreadnought: May force opponent to reroll the result of glancing or penetrating hits.
Blood Angel Psychic Powers
  • Might of Heroes. The power is used at the start of either player’s Assault Phase, and if successful, the Librarian (or any one other model in the same unit as the Librarian) gains +D3 attacks in that Assault Phase.
  • Transfixing Gaze. This power is used in the Assault Phase. If successful, then any enemy model in base contact with the Librarian must take a Leadership test. If the test is failed, the model may not attack in the Assault Phase and will be hit automatically by any close combat attacks that are directed against it. Enemy models without a Leadership value cannot be affected by this power.
  • Wings of Sanguinius. This power is used in the Movement Phase and lasts for the rest of the turn. It allows the Librarian to move as if he had a Jump Pack. A Librarian wearing Terminator armor can use the Wings of Sanguinius. A Librarian riding a bike that uses the Wings of Sanguinius counts as riding a jet bike.
COMMANDER DANTE
  • Inspiring. Dante is renowned for personally leading formations of Blood Angels Assault Marines in unstoppable assaults. His presence inspires these troops to acts of valor that are extraordinary even for Space Marines. As such, if Dante is included in a Blood Angels army, then any friendly unit of Blood Angels within 12" of him counts its opponents as a preferred enemy.
  • Axe Mortalis: Dante is armed with the Axe Mortalis. This ancient weapon was crafted by revered Chapter Armorer Metriculus in the days following the Horus Heresy. It counts as a master-crafted power weapon.
  • Death Mask Of Sanguinius: Dante’s Artificer Armor incorporates an incredibly lifelike golden mask, which is said to have been modeled on the features of Sanguinius. In battle, it almost appears to come to life, and a halo of golden energy plays about Dante’s head and strikes terror into the hearts of his enemies. For as long as an enemy model is within 6" of Dante, its WS and BS are each reduced by 1.
  • Perdition Pistol: The Perdition Pistol is a beautifully crafted and incredibly ancient weapon that dates back to the Dark Age of Technology. It uses similar principles to the meltagun to melt whatever it is fired at. It may be fired as if it were a meltagun. The Perdition pistol counts as a normal pistol in close combat.
  • Blood Angels Chapter Banner: If Lord Dante is included in the army, then any one Standard Bearer may carry the Blood Angels Chapter Banner in place of his normal standard, inspiring fierce devotion in any battle-brothers who look upon it. Blood Angels units within 12" of the Chapter Banner may reroll failed Morale and Pinning tests. In addition, all models in the Standard Bearer’s unit add +1 to their Attacks.
CHIEF LIBRARIAN MEPHISTON
  • Lord of Death. When Mephiston overcame the Red Thirst, he released his full psychic potential. As such, Mephiston has all three Blood Angels Psychic Powers (see below) and can use each one of them and his Force Weapon once each player turn, rather than being limited as are other Librarians. He may not use the same power more than once per turn.
CORBULO, SANGUINARY HIGH PRIEST
  • The Red Grail: The Red Grail is used to hold the blood of Sanguinary Priests during the induction rituals that are performed when a Blood Angel joins the Chapter. Its presence on the battlefield has a powerful effect on the Blood Angels, as it enhances the physical and psychological aspects that are most closely linked to their Primarch. Any Blood Angel unit within 12" of Corbulo at the start of one of its own Assault Phases receives the Furious Charge ability for the rest of the turn. In addition, the Grail generates a powerful force field that provides the model holding the Grail with a 4+ invulnerable save.
CHAPLAIN LEMARTES
  • Honor of the Chapter. Like all Chaplains, Lemartes embodies the honor of the Chapter. He and any Blood Angels squad he has joined are Fearless.
  • Litanies of Hate. On a player turn in which he charges, Lemartes and all members of any Blood Angels squad he has joined may reroll failed rolls to hit.
  • Death Mask: Any enemy unit within 6" of a model wearing the Death Mask suffers a -1 modifier to its Leadership.
THE DEATH COMPANY
  • Black Rage. Death Company warriors are so blood-crazed that they will do almost anything to get to grips with the enemy and often tear them limb from limb when the Death Company charges home. All close combat attacks made by members of the Death Company count as being Rending. In addition, unless there is a Blood Angels Chaplain (or Brother Corbulo) within 6" of the unit at the start of the Movement Phase, then the Death Company must move as far as it can toward the closest enemy unit.
FURIOSO DREADNOUGHT
  • Death Company Dreadnought. Sometimes, a badly wounded Blood Angels Space Marine will be overcome by the Black Rage. When this happens, their bodies are transferred into specially adapted Furioso Dreadnoughts, so they can fight alongside their battle brothers in the Death Company. Unless there is a Chaplain or Sanguinary High Priest within 6" of the Dreadnought at the start of the Movement Phase, then it must move as far as it can toward the closest enemy unit in the Movement Phase. In addition, a Death Company Dreadnought receives an extra D3 Attacks in close combat.

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