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Blood AngelsCaptain in Terminator Armour
7

Captain in Terminator Armour

NAME M WS BS S T W A Ld Sv
Captain in Terminator Armour 5" 2+ 2+ 4 4 6 4 9 2+
A Captain in Terminator Armour is a single model armed with a relic blade and a storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-
9
Relic blade
Melee
Melee
+2
-3
D3
-
WARGEAR OPTIONS
 • This model may replace its storm bolter with an item from the Terminator Combi-weapons or Terminator Melee Weapons lists.
 • This model may replace its relic blade with a power sword, a chainfist or an item from the Terminator Melee Weapons list.
 • A Captain in Terminator Armour with a power fist can also be equipped with a wrist-mounted grenade launcher.
 ◦ This model may replace its power sword with a relic blade, chainfist, storm shield or an item from the Terminator Melee Weapons list.
ABILITIES
And They Shall Know No Fear

Iron Halo: This model has a 4+ invulnerable save.

Rites of Battle: You can re-roll hit rolls of 1 made for friendly BLOOD ANGELS units within 6" of this model.

Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS
CHARACTER, INFANTRY, TERMINATOR, CAPTAIN
Does not include wargear
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Terminator Combi-weapons
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
 • Storm bolter
2
single/pair
CHARACTERS/other models
Terminator Melee Weapons
 • Lightning claw
 • Power fist
9
 • Storm Shield
 • Thunder hammer
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

You can re-roll failed Morale tests for this unit.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Army List

The CAPTAIN keyword is used in following Blood Angels datasheets:

HQ
• Captain
© Vyacheslav Maltsev 2013-2018