Azreal, Keeper of the Truth

(Unit)
Type: unit
Category: HQ
Categories: HQ, Dark Angel, Dark Angel
LinkId: ab6f-8d80-f4d1-9864
Hidden: false
Costs: 213 pts

Constraints:

max(force): 1
Options (1)
Rules (6)
No Retreat
As long as Azrael is on the table all members of the Dark Angels army count as being stubborn, including members of the Ravenwing.
No Surrender
In any scenario that has a variable turn limit, you may re-roll the dice if the mission ends, if you want.
Lion Helm
Carried by helmet bearer within 2" of unit. Grants 4+ invulnerable save to all models (including enemies) within 3" against shooting attacks
Sword of Secrets
Power weapon, but can also be used with a Strength of 6
Stubborn
The unit will automatically pass any Morale checks they have to take, even if faced by a situation or opponent that would normally cause them to automatically fail. Note that they still must test for pinning as normal.
Independent Character
Individual model. Can join other units in battle

Profiles:

Unit WSBSSTWIALdSv
Azrael

5

5

4

4

4

5

4

10

3+

Abilities
Frag Grenades:

Fights simultaneously vs enemies in cover. Both sides roll to hit and wound before making saves and removing casualties

Weapon RangeSAPType
Plasma Gun

24"

7

2

Rapid Fire

If you roll a 1 to hit with a plasma weapon it has overheated and injured the model firing it. Make an armor save for the model, otherwise it will suffer a wound. Plasma weapons on vehicles are not affected by overheating.

Krak Grenades

Gives Strength 6 in Assault vs. vehicles, making their AP scores 6+D6. Cannot make bonus attacks for charging. Can also be used as a Death or Glory attack

Boltgun

24"

4

5

Rapid Fire

Modifiers:

add error 2000+ points required for Azreal
1499- limit::4ed5-2f92-9abc-2870 of any in roster (recursive)
Used By (1)
Dark Angels (1999)(Catalogue)