| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| 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. |