| Abilities |
| And They Shall Know No Fear: May re-roll failed leadership tests |
| Black Rage: +1A in fight phase after charging. Ignore wounds on a 6+. |
| Chainsword: +1 attack with this weapon |
| Combat Squads: A 10 man squad may split into 2 5 man squads during setup. |
| Crux Terminatus: 5+ invulnerable save. |
| Explodes: On a 6+ when this model dies each unit with 6'' receives D3 mortal wounds. |
| Flamer: Hits automatically |
| Jump Pack Assault: Setup off board. In movement phase may set up 9'' away from nearest enemy. Counts as having moved. |
| Litanies of Hate: Blood Angels within 6'' re-roll failed hits in fight phase. |
| Power Fist: Subtract 1 from to hit roll. |
| Psychic Hood: Add 1 to Deny the Witch rolls against psykers within 12''. |
| Rosarius: 4+ invulnerable save. |
| Self-Repair: Regain a wound on a 6+ at the start of each turn. |
| Smoke Launchers: Once per battle instead of shooting. -1 from opponents ranged to-hit rolls against this vehicle for 1 turn. |
| Spiritual Leaders: Blood Angels within 6'' use Chaplain's Ld not their own. |
| Teleport Homer: If this unit has a telport homer place in deployment zone. If an enemy model comes with 9'' of the homer it is destroyed. Can teleport to within 6'' of a homer instead of moving. The homer is removed from the board. |
| Teleport Strike: Setup off board. In movement phase may set up 9'' away from nearest enemy. Counts as having moved. |