| Points | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Azrael | 213 | 5 | 5 | 4 | 4 | 4 | 5 | 4 | 10 | 3+ |
A Dark Angels army of over 2,000 points may be led by Azrael. If you decide to take him then he counts as an HQ choice for the army. He must be used exactly as described below and may not be given extra equipment. In addition, he may only be used in a battle where both players have agreed to the use of special characters.
Wargear: Sword of Secrets, Lion Helm, combi-weapon incorporating a bolter and plasma gun, frag grenades and krak grenades.
Special Rules
No Retreat: If Azrael is included in a Dark Angels army then all of the Dark Angels count as being stubborn, including members of the Ravenwing, as long as he is on the table.
No Surrender: Azrael never gives up and always goes that 'extra yard'. In any scenario that has a variable turn limit, you may re-roll the dice if the mission ends, if you want to.
Deathwing: Commander Azrael is a member of the Deathwing and is therefore stubborn (for details see the special rules at the start of the army list).
Independent Character: Unless accompanied by a Command squad, Azrael is an independent character and follows all the Independent Character special rules as given in the Warhammer 40,000 rulebook.
Command Squad: Azrael may be accompanied by a Command squad, see the special entry in the army list. As the Grand Master of the Chapter, Azrael may choose any of the different squad types to be his Command squad (ie, Deathwing, Ravenwing or Tactical squads).