2000p.blood angels ludwig waldstein luie
ludwig waldstein "luie" blood angels
2000 pts
Warlord: Captain
CP: 9-2=7 (3p.+ battalion 5p.+ suprem 1p. -1 death visions of sanguinius -1 Armoury of Baal)
Quellen: Codex
## New Roster (Warhammer 40,000 8th Edition) [139 PL, 2000pts] ##
### Battalion Detachment +5CP (Imperium - Blood Angels) [107 PL, 1390pts] ###
**Rules:** *Defenders of Humanity, The Red Thirst*
#### No Force Org Slot ####
* **Armoury of Baal**
1 additional Relic of Baal, -1 CP
**Categories:** *No Force Org Slot*
* **Gametype**
Matched
**Categories:** *No Force Org Slot*
#### HQ [14 PL, 272pts] ####
* **Astorath [8 PL, 143pts]**
**Categories:** *Character, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, HQ, Infantry, Fly, Jump Pack, Chaplain, Astorath*
**Rules:** *And They Shall Know No Fear, The Red Thirst*
**Abilities:** *Jump Pack Assault, Litanies of Hate, Mass of Doom, Redeemer of the Lost, Rosarius*, **Unit:** *Astorath*, **Weapon:** *Bolt pistol, Frag grenade, Krak grenade, The Executioner's Axe*
**Jump Pack Assault:** Description😀uring deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
**Litanies of Hate:** Description:You can re-roll failed hit rolls in the Fight phase for friendly BLOOD ANGELS units within 6" of this model.|
**Mass of Doom:** Description:Once per battle, at the start of your Movement phase, Astorath may chant the Mass of Doom. Roll a D6 for each friendly BLOOD ANGELS INFANTRY unit within 6" of Astorath and apply the result below: 1 - Frenzied Death Throes: The unit suffers a mortal wound. 2-5 - Dark Wrath: You can add 1 to hit rolls made for this unit in the Fight phase until the end of your turn. 6 - Vessel of Sanguinius: You can add 1 to hit rolls made for this unit in the Fight phase until the end of your turn. In addition, the unit has a 4+ invulnerable save until the end of your turn.|
**Redeemer of the Lost:** Description:All friendly BLOOD ANGELS units within 6" of Astorath can use his Leadership instead of their own. In addition, friendly DEATH COMPANY units automatically pass Morale tests if they are within 6" of Astorath.|
**Rosarius:** Description:This model has a 4+ invulnerable save.|
**Astorath:** M:12"|WS:2+|BS:2+|S:4|T:4|W:5|A:4|Ld:9|Save:2+|
**Bolt pistol:** Range:12"|Type😛istol 1|S:4|AP:0|D:1|Abilities:-|
**Frag grenade:** Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
**Krak grenade:** Range:6"|Type:Grenade 1|S:6|AP:-1|D😀3|Abilities:-|
**The Executioner's Axe:** Range:Melee|Type:Melee|S:+2|AP:-3|D😀3|Abilities:Each time you roll a wound roll of 6+ for this weapon it causes 3 damage instead of D3.|
***Captain [6 PL, 129pts]**
5. Gift of Foresight, angelswings(replaces jump pack), Jump Pack [1 PL, 19pts], Storm shield [15pts], The Hammer of Baal (replaces thunder hammer), Thunder hammer [21pts], death visions of sanguinius, Warlord
**Categories:** *Captain, Character, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, HQ, Infantry, Fly, Jump Pack, Warlord*
**Rules:** *5. Gift of Foresight, And They Shall Know No Fear, The Red Thirst, black rage ##
**Abilities:** *Iron Halo, Jump Pack Assault, Rites of Battle, Storm shield*, **Unit:** *Captain (Jump Pack)*, **Weapon:** *Bolt pistol, Frag grenade, Krak grenade, The Hammer of Baal, Thunder hammer*
**Iron Halo:** Description:This model has a 4+ invulnerable save.|
**Jump Pack Assault:** Description😀uring deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
**Rites of Battle:** Description:You can re-roll hit rolls of 1 made for friendly BLOOD ANGELS units within 6" of this model.|
**Storm shield:** Description:A model with a storm shield has a 3+ invulnerable save.|
**Captain (Jump Pack):** M:12"|WS:2+|BS:2+|S:4|T:4|W:5|A:4|Ld:9|Save:3+|
**Bolt pistol:** Range:12"|Type😛istol 1|S:4|AP:0|D:1|Abilities:-|
**Frag grenade:** Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
**Krak grenade:** Range:6"|Type:Grenade 1|S:6|AP:-1|D😀3|Abilities:-|
**The Hammer of Baal:** Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:-|
**Thunder hammer:** Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll.|
#### Troops [12 PL, 165pts] ####
* **Scout Squad [4 PL, 55pts]**
**Categories:** *Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Scout, Scout Squad, Troops*
**Rules:** *And They Shall Know No Fear, Defenders of Humanity, The Red Thirst*
**Abilities:** *Combat Squads, Concealed Positions*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout Sergeant [11pts]**
Bolt pistol, Boltgun
**Unit:** *Scout Sergeant*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
**Combat Squads:** Description:Before any models are deployed at the start of the game, a Scout Squad containing 10 models may be split into two units, each containing 5 models.|
**Concealed Positions:** Description:When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.|
**Scout:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:1|Ld:7|Save:4+|
**Scout Sergeant:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:8|Save:4+|
**Bolt pistol:** Range:12"|Type😛istol 1|S:4|AP:0|D:1|Abilities:-|
**Boltgun:** Range:24"|Type:Rapid Fire 1|S:4|AP:0|D:1|Abilities:-|
**Frag grenade:** Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
**Krak grenade:** Range:6"|Type:Grenade 1|S:6|AP:-1|D😀3|Abilities:-|
* **Scout Squad [4 PL, 55pts]**
**Categories:** *Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Scout, Scout Squad, Troops*
**Rules:** *And They Shall Know No Fear, Defenders of Humanity, The Red Thirst*
**Abilities:** *Combat Squads, Concealed Positions*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout Sergeant [11pts]**
Bolt pistol, Boltgun
**Unit:** *Scout Sergeant*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
**Combat Squads:** Description:Before any models are deployed at the start of the game, a Scout Squad containing 10 models may be split into two units, each containing 5 models.|
**Concealed Positions:** Description:When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.|
**Scout:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:1|Ld:7|Save:4+|
**Scout Sergeant:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:8|Save:4+|
**Bolt pistol:** Range:12"|Type😛istol 1|S:4|AP:0|D:1|Abilities:-|
**Boltgun:** Range:24"|Type:Rapid Fire 1|S:4|AP:0|D:1|Abilities:-|
**Frag grenade:** Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
**Krak grenade:** Range:6"|Type:Grenade 1|S:6|AP:-1|D😀3|Abilities:-|
* **Scout Squad [4 PL, 55pts]**
**Categories:** *Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, Infantry, Scout, Scout Squad, Troops*
**Rules:** *And They Shall Know No Fear, Defenders of Humanity, The Red Thirst*
**Abilities:** *Combat Squads, Concealed Positions*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout [11pts]**
Boltgun
**Unit:** *Scout*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
* **Scout Sergeant [11pts]**
Bolt pistol, Boltgun
**Unit:** *Scout Sergeant*, **Weapon:** *Bolt pistol, Boltgun, Frag grenade, Krak grenade*
**Combat Squads:** Description:Before any models are deployed at the start of the game, a Scout Squad containing 10 models may be split into two units, each containing 5 models.|
**Concealed Positions:** Description:When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.|
**Scout:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:1|Ld:7|Save:4+|
**Scout Sergeant:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:8|Save:4+|
**Bolt pistol:** Range:12"|Type😛istol 1|S:4|AP:0|D:1|Abilities:-|
**Boltgun:** Range:24"|Type:Rapid Fire 1|S:4|AP:0|D:1|Abilities:-|
**Frag grenade:** Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
**Krak grenade:** Range:6"|Type:Grenade 1|S:6|AP:-1|D😀3|Abilities:-|
#### Elites [81 PL, 953pts] ####
* **Death Company [27 PL, 328pts]**
Jump Pack [3 PL, 42pts]
**Categories:** *Elites, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Death Company, Faction: Imperium, Infantry, Fly, Jump Pack*
**Rules:** *And They Shall Know No Fear, The Red Thirst*
**Abilities:** *Black Rage, Jump Pack Assault*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
**Black Rage:** Description:You can add 1 to this unit's Attacks characteristic in the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.|
**Jump Pack Assault:** Description😀uring deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
**Death Company Marine:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:7|Save:3+|
**Bolter:** Range:24"|Type:repfier 1|S:4|AP:0|D:1|Abilities:-|
**Chainsword:** Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.|
**Frag grenade:** Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
**Krak grenade:** Range:6"|Type:Grenade 1|S:6|AP:-1|D😀3|Abilities:-|
**Thunder hammer:** Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll.|
* **Death Company [27 PL, 328pts]**
Jump Pack [3 PL, 42pts]
**Categories:** *Elites, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Death Company, Faction: Imperium, Infantry, Fly, Jump Pack*
**Rules:** *And They Shall Know No Fear, The Red Thirst*
**Abilities:** *Black Rage, Jump Pack Assault*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
**Black Rage:** Description:You can add 1 to this unit's Attacks characteristic in the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.|
**Jump Pack Assault:** Description😀uring deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
**Death Company Marine:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:7|Save:3+|
**Bolter:** Range:24"|Type:repetfier 1|S:4|AP:0|D:1|Abilities:-|
**Chainsword:** Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.|
**Frag grenade:** Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
**Krak grenade:** Range:6"|Type:Grenade 1|S:6|AP:-1|D😀3|Abilities:-|
**Thunder hammer:** Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll.|
* **Death Company [27 PL, 297pts]**
Jump Pack [3 PL, 36pts]
**Categories:** *Elites, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Death Company, Faction: Imperium, Infantry, Fly, Jump Pack*
**Rules:** *And They Shall Know No Fear, The Red Thirst*
**Abilities:** *Black Rage, Jump Pack Assault*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [17pts]**
Bolter and chainsword
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade*
* **Death Company Marine [26pts]**
Chainsword, Inferno pistol [9pts]
**Unit:** *Death Company Marine*, **Weapon:** *Chainsword, Frag grenade, Inferno pistol, Krak grenade*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
* **Death Company Marine [33pts]**
Thunder hammer [16pts]
**Unit:** *Death Company Marine*, **Weapon:** *Frag grenade, Krak grenade, Thunder hammer*
**Black Rage:** Description:You can add 1 to this unit's Attacks characteristic in the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.|
**Jump Pack Assault:** Description😀uring deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
**Death Company Marine:** M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:7|Save:3+|
**Bolter:** Range:24"|Type:repfier 1|S:4|AP:0|D:1|Abilities:-|
**Chainsword:** Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.|
**Frag grenade:** Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
**Inferno pistol:** Range:6"|Type😛istol 1|S:8|AP:-4|D😀6|Abilities:If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.|
**Krak grenade:** Range:6"|Type:Grenade 1|S:6|AP:-1|D😀3|Abilities:-|
**Thunder hammer:** Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll.|
### Super-Heavy Auxiliary Detachment (Imperium - Astra Militarum) [26 PL, 472pts] ###
#### No Force Org Slot ####
* **Regimental Doctrine**
Valhallan
**Categories:** *No Force Org Slot*
**Abilities:** *Grim Demeanour*
**Grim Demeanour:** Description:INFANTRY units with this doctrine halve the number of models that flee, rounding up, if they fail a Morale test. VEHICLES with this doctrine that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are.|
#### Lord of War [26 PL, 472pts] ####
* **Shadowsword [26 PL, 472pts]**
Twin heavy bolter [14pts]
**Categories:** *(REGIMENT), Astra Militarum, Lord of War, Imperium, Shadowsword, Titanic, Vehicle*
**Abilities:** *Explodes (6+/2D6"/D6), Shadowsword Targeters, Smoke Launchers, Steel Behemoth*, **Stat Damage - M/BS/A:** *Baneblade 1, Baneblade 2, Baneblade 3*, **Unit:** *Shadowsword*, **Weapon:** *Adamantium Tracks, Twin heavy bolter, Volcano Cannon*
* **2 Lascannon & Twin Heavy Bolter Sponsons [68pts]**
2x Lascannon [40pts], 2x Twin heavy bolter [28pts]
**Weapon:** *Lascannon, Twin heavy bolter*
**Explodes (6+/2D6"/D6):** Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.|
**Shadowsword Targeters:** Description:Add 1 to any hit rolls you make for this model for shooting attacks that target TITANIC units.|
**Smoke Launchers:** Description:Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.|BRB
**Steel Behemoth:** Description:This model does not suffer the penalty to its hit rolls for moving and firing Heavy weapons. This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (but only its twin heavy bolter or twin heavy flamer can target units that are within 1" of it – its other guns must target other units). In addition, this model only gains a bonus to its save in cover if at least half the model is obscured from the firer.|
**Baneblade 1:** Remaining W:14-26+|Movement:10"|BS:4+|Attacks:9|
**Baneblade 2:** Remaining W:7-13|Movement:7"|BS:5+|Attacks:6|
**Baneblade 3:** Remaining W:1-6|Movement:4"|BS:6+|Attacks:3|
**Shadowsword:** M:*|WS:5+|BS:*|S:9|T:8|W:26|A:*|Ld:8|Save:3+|
**Adamantium Tracks:** Range:-|Type:Melee|S:User|AP:-2|D😀3|Abilities:|
**Lascannon:** Range:48"|Type:Heavy 1|S:9|AP:-3|D😀6|Abilities:-|
**Twin heavy bolter:** Range:36"|Type:Heavy 6|S:5|AP:-1|D:1|Abilities:-|
**Volcano Cannon:** Range:120"|Type:Heavy 3D3|S:16|AP:-5|D:2D6|Abilities:You can re-roll failed wound rolls when targeting TITANIC units with this weapon.|
### Supreme Command Detachment +1CP (Imperium - Astra Militarum) [6 PL, 138pts] ###
#### No Force Org Slot ####
* **Regimental Doctrine**
Valhallan
**Categories:** *No Force Org Slot*
**Abilities:** *Grim Demeanour*
**Grim Demeanour:** Description:INFANTRY units with this doctrine halve the number of models that flee, rounding up, if they fail a Morale test. VEHICLES with this doctrine that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are.|
#### HQ [6 PL, 138pts] ####
* **Primaris Psyker [2 PL, 46pts]**
Force Stave [8pts], Nightshroud, Psychic Barrier
**Categories:** *Astra Militarum, Astra Telepathica, Character, HQ, Imperium, Infantry, Primaris Psyker, Psyker, Scholastica Psykana*
**Abilities:** *It's For Your Own Good*, **Psychic Power:** *3) Psychic Barrier, 4) Nightshroud*, **Psyker:** *Psyker*, **Unit:** *Primaris Psyker*, **Weapon:** *Force Stave, Laspistol*
**It's For Your Own Good:** Description:If this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are executed before anything untoward can happen -- the power they were attempting still fails, but units within 6" of them do not suffer D3 mortal wounds as normal.|
**3) Psychic Barrier:** Warp Charge:6|Range:12"|Details:Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws.|
**4) Nightshroud:** Warp Charge:6|Range:12"|Details:Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls.|
**Psyker:** Cast:1|Deny:1|Powers Known:Smite & 2 Psykana|Other:|
**Primaris Psyker:** M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:5+|
**Force Stave:** Range:Melee|Type:Melee|S:+2|AP:-1|D😀3|Abilities:|
**Laspistol:** Range:12|Type😛istol 1|S:3|AP:0|D:1|Abilities:-|
* **Primaris Psyker [2 PL, 46pts]**
Force Stave [8pts], Nightshroud, Psychic Barrier
**Categories:** *Astra Militarum, Astra Telepathica, Character, HQ, Imperium, Infantry, Primaris Psyker, Psyker, Scholastica Psykana*
**Abilities:** *It's For Your Own Good*, **Psychic Power:** *3) Psychic Barrier, 4) Nightshroud*, **Psyker:** *Psyker*, **Unit:** *Primaris Psyker*, **Weapon:** *Force Stave, Laspistol*
**It's For Your Own Good:** Description:If this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are executed before anything untoward can happen -- the power they were attempting still fails, but units within 6" of them do not suffer D3 mortal wounds as normal.|
**3) Psychic Barrier:** Warp Charge:6|Range:12"|Details:Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws.|
**4) Nightshroud:** Warp Charge:6|Range:12"|Details:Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls.|
**Psyker:** Cast:1|Deny:1|Powers Known:Smite & 2 Psykana|Other:|
**Primaris Psyker:** M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:5+|
**Force Stave:** Range:Melee|Type:Melee|S:+2|AP:-1|D😀3|Abilities:|
**Laspistol:** Range:12|Type😛istol 1|S:3|AP:0|D:1|Abilities:-|
* **Primaris Psyker [2 PL, 46pts]**
Force Stave [8pts], Nightshroud, Psychic Barrier
**Categories:** *Astra Militarum, Astra Telepathica, Character, HQ, Imperium, Infantry, Primaris Psyker, Psyker, Scholastica Psykana*
**Abilities:** *It's For Your Own Good*, **Psychic Power:** *3) Psychic Barrier, 4) Nightshroud*, **Psyker:** *Psyker*, **Unit:** *Primaris Psyker*, **Weapon:** *Force Stave, Laspistol*
**It's For Your Own Good:** Description:If this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are executed before anything untoward can happen -- the power they were attempting still fails, but units within 6" of them do not suffer D3 mortal wounds as normal.|
**3) Psychic Barrier:** Warp Charge:6|Range:12"|Details:Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws.|
**4) Nightshroud:** Warp Charge:6|Range:12"|Details:Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls.|
**Psyker:** Cast:1|Deny:1|Powers Known:Smite & 2 Psykana|Other:|
**Primaris Psyker:** M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:5+|
**Force Stave:** Range:Melee|Type:Melee|S:+2|AP:-1|D😀3|Abilities:|
**Laspistol:** Range:12|Type😛istol 1|S:3|AP:0|D:1|Abilities:-|