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Blood AngelsSanguinary Guard
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Sanguinary Guard

NAME M WS BS S T W A Ld Sv
Sanguinary Guard 12" 3+ 3+ 4 4 2 2 8 2+
This unit contains 4 Sanguinary Guard. It may contain up to 6 additional Sanguinary Guard (Power Rating +12). Each Sanguinary Guard is armed with an angelus boltgun, encarmine sword, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Angelus boltgun
12"
Assault 2
4
-1
1
-
7
Inferno pistol
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
16
Encarmine axe
Melee
Melee
+1
-2
D3
-
12
Encarmine sword
Melee
Melee
User
-3
D3
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • All models in the unit may take a death mask.
 • Any model may replace its angelus boltgun with an inferno pistol or a plasma pistol.
 • Any model may replace its encarmine sword with an encarmine axe or a power fist.
ABILITIES
And They Shall Know No Fear

Heirs of Azkaellon: You can re-roll failed hit rolls for models from this unit if they are within 6" of a BLOOD ANGELS Warlord.

Death Mask:
2
Enemy units suffer a -1 modifier to their Leadership while they are within 3" of any models wearing a death mask.

Jump Pack Assault: During deployment, you can set up this unit high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases this unit can assault from above – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS
INFANTRY, JUMP PACK, FLY, SANGUINARY GUARD
Does not include wargear
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.
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.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
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.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
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.
Army List

The FLY keyword is used in following Blood Angels datasheets:

HQ
Fast Attack
Dedicated Transport
Elites
Flyers

The JUMP PACK keyword is used in following Blood Angels datasheets:

HQ
Fast Attack
Elites

The SANGUINARY GUARD keyword is used in following Blood Angels datasheets:

Elites
© Vyacheslav Maltsev 2013-2018