The Sanguinor

(Unit)
Type: unit
Category: HQ
Categories: HQ
EntryId: 7059-14e0-399d-25c2
Hidden: false
Costs: 275 Points

Constraints:

max(force): 1
Rules (1)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.

Profiles:

Unit WSBSSTWIALdSv
The Sanguinor

8

5

5

4

3

6

5

10

2+ (3+ Invulnerable)

Abilities
Avenging Angel:

As soon as the Sanguinor is placed onto the table, choose one of your opponent's HQ units. The Sanguinor re-rolls all failed To Hit and To Wound rolls against the chosen unit for the remainder of the battle.

The Sanguinor's Blessing:

When your force is deployed, randomly choose one Sergeant in your army to receive the sacred blessing of the Sanguinor - that model has +1 Weapon Skill, +1 Wound, +1 Initiative and +1 Attack for the remainder of the battle.

Aura of Fervour:

All friendly units within 6" of the Sanguinor (except for the Sanguinor himself) have +1 Attack.

Descent of Angels:

A Blood Angels unit with this rule can re-roll failed reserve rolls if arriving from Deep Strike. It also scatters D6" less (normally D6" rather than 2D6")

Eternal Warrior:

The model is immune to the effects of the Instant Death rule.

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Furious Charge:

In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances).

Melee Weapons
Glaive Encarmine:

A Glaive Encarmine is a two-handed Master-crafted power weapon.

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.