Daniel
- Ultramarines 1
- Ultramarines 2
Daniel - Ultramarines 1 (Warhammer 40,000 9th Edition) [53 PL, 2CP, 980pts]
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Patrol Detachment 0CP (Imperium - Adeptus Astartes - Ultramarines) [53 PL, 2CP, 980pts]
Rules: And They Shall Know No Fear, Angels of Death, Armour of Contempt, Bolter Discipline, Combat Doctrines, Shock Assault
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Configuration [3CP]
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**Chapter Selector**
Selections: Ultramarines
Categories: PC: UM, Configuration
Rules: Codex Discipline
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Battle Size [3CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]
Categories: Configuration
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Detachment Command Cost
Categories: Configuration
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Gametype
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [5 PL, -1CP, 100pts]
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Primaris Techmarine [5 PL, -1CP, 100pts]
Selections: Chapter Command: Master of the Forge [1 PL, 20pts], Forge bolter, Frag & Krak grenades, Grav-pistol, Mechadendrite, Omnissian power axe, Seal of Oath, Servo-arm, Stratagem: Relic [-1CP], Warlord
Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Primaris, Techmarine, Character, HQ, Master of the Forge, Warlord
Rules: Angels of Death
Abilities: Awaken the Machine Spirits, Blessing of the Omnissiah, Master of the Forge, Seal of Oath, Stratagem: Relic, Unit: Primaris Techmarine, Weapon: Forge bolter, Frag grenades, Grav-pistol, Krak grenades, Mechadendrite, Omnissian power axe, Servo-arm
Abilities Description Ref Awaken the Machine Spirits In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn. Blessing of the Omnissiah At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn. Master of the Forge Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of D3 Seal of Oath At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, the bearer has the following ability: ‘Seal of Oath (Aura): While a friendly Ultramarines Core or Ultramarines Character unit is within 6" of the bearer, each
time a model in that unit makes an attack against the enemy unit you selected at the start of the first battle round, you can re-roll that attack’s hit roll and you can re-roll that attack’s wound roll.Stratagem: Relic Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. Select one CHARACTER model from your army that is not a named character; give that model one Relic (this must be a Relic they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament Unit M WS BS S T W A Ld Save Ref Primaris Techmarine 6" 3+ 2+ 4 4 5 4 8 2+ Weapon Range Type S AP D Abilities Ref Forge bolter 24" Assault 3 5 -1 2 Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades Frag grenades 6" Grenade D6 3 0 1 Blast. Grav-pistol 12" Pistol 1 5 -3 1 Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. Krak grenades 6" Grenade 1 6 -1 D3 - Mechadendrite Melee Melee +1 0 1 Each time the bearer fights, it makes 2 additional attacks with this weapon Omnissian power axe Melee Melee +2 -2 2 - Servo-arm Melee Melee x2 -2 3 Each time the bearer fights, no more than one attack can be made with each servo-arm.
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Troops [18 PL, 360pts]
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Infiltrator Squad [6 PL, 120pts]
Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops
Rules: Angels of Death, Combat Squads, Concealed Positions
Abilities: Omni-scramblers
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4x Infiltrator [96pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
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Infiltrator Sergeant [24pts]
Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
Abilities Description Ref Omni-scramblers Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. Unit M WS BS S T W A Ld Save Ref Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Marksman bolt carbine 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). -
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Infiltrator Squad [6 PL, 120pts]
Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops
Rules: Angels of Death, Combat Squads, Concealed Positions
Abilities: Omni-scramblers
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4x Infiltrator [96pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
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Infiltrator Sergeant [24pts]
Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
Abilities Description Ref Omni-scramblers Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. Unit M WS BS S T W A Ld Save Ref Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Marksman bolt carbine 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). -
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Infiltrator Squad [6 PL, 120pts]
Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops
Rules: Angels of Death, Combat Squads, Concealed Positions
Abilities: Omni-scramblers
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4x Infiltrator [96pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
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Infiltrator Sergeant [24pts]
Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
Abilities Description Ref Omni-scramblers Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. Unit M WS BS S T W A Ld Save Ref Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Marksman bolt carbine 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). -
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Elites [16 PL, 320pts]
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Invictor Tactical Warsuit [8 PL, 160pts]
Selections: Fragstorm Grenade Launcher, Heavy bolter, Invictor fist, Twin ironhail autocannon, Twin ironhail heavy stubber
Categories: Vehicle, Elites, Faction: Adeptus Astartes, Faction: Imperium, Invictor Tactical Warsuit
Rules: Angels of Death, Concealed Positions, Explodes (6"/D3)
Unit: Invictor Tactical Warsuit [1] (7+ wounds remaining), Invictor Tactical Warsuit [2] (4-6 wounds remaining), Invictor Tactical Warsuit [3] (1-3 wounds remaining), Weapon: Fragstorm Grenade Launcher, Heavy bolter, Invictor fist, Twin ironhail autocannon, Twin ironhail heavy stubber
Unit M WS BS S T W A Ld Save Ref Invictor Tactical Warsuit [1] (7+ wounds remaining) 10" 3+ 3+ 7 6 13 4 8 3+ Invictor Tactical Warsuit [2] (4-6 wounds remaining) 8" 4+ 4+ 7 6 N/A 4 8 3+ Invictor Tactical Warsuit [3] (1-3 wounds remaining) 6" 5+ 5+ 7 6 N/A 4 8 3+ Weapon Range Type S AP D Abilities Ref Fragstorm Grenade Launcher 18" Assault D6 4 0 1 Blast Heavy bolter 36" Heavy 3 5 -1 2 - Invictor fist Melee Melee x2 -3 3 Twin ironhail autocannon 48" Heavy 6 7 -1 2 Twin ironhail heavy stubber 36" Heavy 8 4 -1 1 - -
Invictor Tactical Warsuit [8 PL, 160pts]
Selections: Fragstorm Grenade Launcher, Heavy bolter, Invictor fist, Twin ironhail autocannon, Twin ironhail heavy stubber
Categories: Vehicle, Elites, Faction: Adeptus Astartes, Faction: Imperium, Invictor Tactical Warsuit
Rules: Angels of Death, Concealed Positions, Explodes (6"/D3)
Unit: Invictor Tactical Warsuit [1] (7+ wounds remaining), Invictor Tactical Warsuit [2] (4-6 wounds remaining), Invictor Tactical Warsuit [3] (1-3 wounds remaining), Weapon: Fragstorm Grenade Launcher, Heavy bolter, Invictor fist, Twin ironhail autocannon, Twin ironhail heavy stubber
Unit M WS BS S T W A Ld Save Ref Invictor Tactical Warsuit [1] (7+ wounds remaining) 10" 3+ 3+ 7 6 13 4 8 3+ Invictor Tactical Warsuit [2] (4-6 wounds remaining) 8" 4+ 4+ 7 6 N/A 4 8 3+ Invictor Tactical Warsuit [3] (1-3 wounds remaining) 6" 5+ 5+ 7 6 N/A 4 8 3+ Weapon Range Type S AP D Abilities Ref Fragstorm Grenade Launcher 18" Assault D6 4 0 1 Blast Heavy bolter 36" Heavy 3 5 -1 2 - Invictor fist Melee Melee x2 -3 3 Twin ironhail autocannon 48" Heavy 6 7 -1 2 Twin ironhail heavy stubber 36" Heavy 8 4 -1 1 -
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Heavy Support [14 PL, 200pts]
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Eradicator Squad [14 PL, 200pts]
Selections: Heavy melta rifle [20pts]
Categories: Primaris, Mk X Gravis, Infantry, Faction: Imperium, Faction: Adeptus Astartes, Eradicator Squad, Core, Heavy Support
Rules: Angels of Death, Combat Squads
Abilities: Total Obliteration, Weapon: Heavy melta rifle
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3x Eradicator [135pts]
Selections: 3x Bolt pistol
Unit: Eradicator, Weapon: Bolt pistol
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Eradicator Sgt [45pts]
Selections: Bolt pistol
Unit: Eradicator Sgt, Weapon: Bolt pistol
Abilities Description Ref Total Obliteration In your shooting phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration, If it does, select one enemy unit; models in this unit can shoot twice this phase, but they can only make attacks that target that enemy unit(and only if that enemy unit is an eliglbe target for those attacks) Unit M WS BS S T W A Ld Save Ref Eradicator 5" 3+ 3+ 4 5 3 2 7 3+ Eradicator Sgt 5" 3+ 3+ 4 5 3 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Heavy melta rifle 24" Heavy 1 8 -4 D6+2 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4 -
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Force Rules
And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Armour of Contempt:
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
(The Balance Dataslate p1)
Bolter Discipline:
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply
- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models) and it's unit Remained Stationary in your previous Movement Phase.
- The shooting model is a Terminator or Biker
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type.
()
Combat Doctrines: (See page 125 of Codex Space Marines) ()
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()
Selection Rules
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Codex Discipline:
- Add 1 to the Leadership characteristic of models with this tactic.
- Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack's hit roll.
()
Combat Squads: Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. ()
Concealed Positions: During Deployment when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models ()
Explodes (6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D3 mortal wounds. ()
Created with BattleScribe
Daniel - Ultramarines 2 (Warhammer 40,000 9th Edition) [54 PL, 5CP, 990pts]
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Patrol Detachment -2CP (Imperium - Adeptus Astartes - Ultramarines) [35 PL, 1CP, 690pts]
Rules: And They Shall Know No Fear, Angels of Death, Armour of Contempt, Bolter Discipline, Combat Doctrines, Shock Assault
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Configuration [1CP]
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**Chapter Selector**
Selections: Ultramarines
Categories: PC: UM, Configuration
Rules: Codex Discipline
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Battle Size [3CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [3CP]
Categories: Configuration
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Detachment Command Cost [-2CP]
Categories: Configuration
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Gametype
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [4 PL, 80pts]
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Primaris Techmarine [4 PL, 80pts]
Selections: Forge bolter, Frag & Krak grenades, Grav-pistol, Mechadendrite, Omnissian power axe, Servo-arm
Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Primaris, Techmarine, Character, HQ
Rules: Angels of Death
Abilities: Awaken the Machine Spirits, Blessing of the Omnissiah, Unit: Primaris Techmarine, Weapon: Forge bolter, Frag grenades, Grav-pistol, Krak grenades, Mechadendrite, Omnissian power axe, Servo-arm
Abilities Description Ref Awaken the Machine Spirits In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn. Blessing of the Omnissiah At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn. Unit M WS BS S T W A Ld Save Ref Primaris Techmarine 6" 3+ 2+ 4 4 5 4 8 2+ Weapon Range Type S AP D Abilities Ref Forge bolter 24" Assault 3 5 -1 2 Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades Frag grenades 6" Grenade D6 3 0 1 Blast. Grav-pistol 12" Pistol 1 5 -3 1 Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. Krak grenades 6" Grenade 1 6 -1 D3 - Mechadendrite Melee Melee +1 0 1 Each time the bearer fights, it makes 2 additional attacks with this weapon Omnissian power axe Melee Melee +2 -2 2 - Servo-arm Melee Melee x2 -2 3 Each time the bearer fights, no more than one attack can be made with each servo-arm.
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Troops [11 PL, 220pts]
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Infiltrator Squad [6 PL, 120pts]
Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops
Rules: Angels of Death, Combat Squads, Concealed Positions
Abilities: Omni-scramblers
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4x Infiltrator [96pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
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Infiltrator Sergeant [24pts]
Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
Abilities Description Ref Omni-scramblers Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. Unit M WS BS S T W A Ld Save Ref Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Marksman bolt carbine 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). -
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Intercessor Squad [5 PL, 100pts]
Selections: Bolt rifle
Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Intercessor Squad, Primaris, Core, Intercessors, Troops
Rules: Angels of Death, Combat Squads
Weapon: Bolt rifle
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4x Intercessor [80pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Intercessor, Weapon: Bolt pistol, Frag grenades, Krak grenades
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Intercessor Sergeant [20pts]
Selections: Bolt pistol, Frag & Krak grenades
Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades
Unit M WS BS S T W A Ld Save Ref Intercessor 6" 3+ 3+ 4 4 2 2 7 3+ Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Bolt rifle 30" Rapid Fire 1 4 -1 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - -
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Elites [20 PL, 390pts]
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Redemptor Dreadnought [10 PL, 195pts]
Selections: 2x Storm Bolters, Icarus Rocket Pod [5pts], Macro Plasma Incinerator, Onslaught Gatling Cannon [5pts], Redemptor Fist
Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites
Rules: Angels of Death, Explodes (6"/D3)
Abilities: Duty Eternal, Unit: Redemptor Dreadnought [1] (7+ wounds remaining), Redemptor Dreadnought [2] (4-6 wounds remaining), Redemptor Dreadnought [3] (1-3 wounds remaining), Weapon: Icarus Rocket Pod, Macro Plasma Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter
Abilities Description Ref Duty Eternal Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) Unit M WS BS S T W A Ld Save Ref Redemptor Dreadnought [1] (7+ wounds remaining) 8" 3+ 3+ 7 7 13 4 8 3+ Redemptor Dreadnought [2] (4-6 wounds remaining) 6" 4+ 4+ 7 7 N/A 4 8 3+ Redemptor Dreadnought [3] (1-3 wounds remaining) 4" 5+ 5+ 7 7 N/A 4 8 3+ Weapon Range Type S AP D Abilities Ref Icarus Rocket Pod 24" Heavy D3 7 -1 2 Blast. Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack's hit roll. Macro Plasma Incinerator, Standard 36" Heavy D6 8 -4 2 Blast Macro Plasma Incinerator, Supercharged 36" Heavy D6 9 -4 3 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting wiht this weapon. Onslaught Gatling Cannon 24" Heavy 8 5 -1 1 - Redemptor Fist Melee Melee x2 -3 D3+3 - Storm bolter 24" Rapid Fire 2 4 0 1 - -
Redemptor Dreadnought [10 PL, 195pts]
Selections: 2x Storm Bolters, Icarus Rocket Pod [5pts], Macro Plasma Incinerator, Onslaught Gatling Cannon [5pts], Redemptor Fist
Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites
Rules: Angels of Death, Explodes (6"/D3)
Abilities: Duty Eternal, Unit: Redemptor Dreadnought [1] (7+ wounds remaining), Redemptor Dreadnought [2] (4-6 wounds remaining), Redemptor Dreadnought [3] (1-3 wounds remaining), Weapon: Icarus Rocket Pod, Macro Plasma Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter
Abilities Description Ref Duty Eternal Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) Unit M WS BS S T W A Ld Save Ref Redemptor Dreadnought [1] (7+ wounds remaining) 8" 3+ 3+ 7 7 13 4 8 3+ Redemptor Dreadnought [2] (4-6 wounds remaining) 6" 4+ 4+ 7 7 N/A 4 8 3+ Redemptor Dreadnought [3] (1-3 wounds remaining) 4" 5+ 5+ 7 7 N/A 4 8 3+ Weapon Range Type S AP D Abilities Ref Icarus Rocket Pod 24" Heavy D3 7 -1 2 Blast. Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack's hit roll. Macro Plasma Incinerator, Standard 36" Heavy D6 8 -4 2 Blast Macro Plasma Incinerator, Supercharged 36" Heavy D6 9 -4 3 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting wiht this weapon. Onslaught Gatling Cannon 24" Heavy 8 5 -1 1 - Redemptor Fist Melee Melee x2 -3 D3+3 - Storm bolter 24" Rapid Fire 2 4 0 1 -
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Supreme Command Detachment +2CP (Imperium - Adeptus Astartes - Ultramarines) [19 PL, 4CP, 300pts]
Rules: And They Shall Know No Fear, Angels of Death, Armour of Contempt, Bolter Discipline, Combat Doctrines, Shock Assault
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Configuration [2CP]
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**Chapter Selector**
Selections: Ultramarines
Categories: PC: UM, Configuration
Rules: Codex Discipline
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Detachment Command Cost [2CP]
Categories: Configuration
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Primarch | Daemon Primarch | Supreme Commander [19 PL, 2CP, 300pts]
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Roboute Guilliman [19 PL, 2CP, 300pts]
Selections: Hand of Dominion, Nobility Made Manifest, Stratagem: Warlord Trait [-1CP], The Emperor's Sword, Warlord
Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Monster, Roboute Guilliman, Faction: Ultramarines, Primarch, Primarch | Daemon Primarch | Supreme Commander, Warlord
Rules: Angels of Death
Abilities: Armour of Fate, Author of the Codex, Master of Battle (Aura), Nobility Made Manifest (Aura), Stratagem: Warlord Trait, The Avenging Son, XIII Primarch (Aura), Unit: Roboute Guilliman, Weapon: Hand of Dominion (Melee), Hand of Dominion (Shooting), The Emperor's Sword
Abilities Description Ref Armour of Fate This model has a 3+ invulnerable save. The first time this model is destroyed, roll one D6 at the end of the phase. On a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D6 wounds remaining. Author of the Codex If your army is Battle-forged, you receive an additional 3 Command Points if Roboute Guilliman is your Warlord. Master of Battle (Aura) Add 1 to Advance and charge rolls made for friendly IMPERIUM units whilst they are within 12" of Roboute Guilliman. Re-roll hit rolls of 1 for attacks made by models in friendly IMPERIUM units whilst their unit is within 12" of this model. You can re-roll Morale tests taken for friendly IMPERIUM units whilst they are within 12" of Roboute Guilliman. Nobility Made Manifest (Aura) Friendly ULTRAMARINES INFANTRY units and ULTRAMARINES BIKER units can perform a Heroic Intervention as if they were CHARACTERS whilst they are within 6" of this Warlord. Stratagem: Warlord Trait Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament The Avenging Son If your army is Battle-forged, this model must be your army’s Warlord, even if another model in your army has a rule to this effect. XIII Primarch (Aura) You can re-roll hit rolls for attacks made by models in friendly ULTRAMARINES CORE and ULTRAMARINES CHARACTER units whilst their unit is within 6" of this model. Re-roll wound rolls of 1 for attacks made by models in friendly ULTRAMARINES CORE units whilst their unit is within 6" of this model. Unit M WS BS S T W A Ld Save Ref Roboute Guilliman 8" 2+ 2+ 6 6 9 6 10 2+ Weapon Range Type S AP D Abilities Ref Hand of Dominion (Melee) Melee Melee x2 -3 4 - Hand of Dominion (Shooting) 24" Rapid Fire 3 6 -1 2 - The Emperor's Sword Melee Melee +2 -4 3 If you roll a wound roll of 6+ for this weapon, it inflicts D3 mortal wounds in addition to its normal damage.
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Force Rules
And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Armour of Contempt:
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
(The Balance Dataslate p1)
Bolter Discipline:
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply
- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models) and it's unit Remained Stationary in your previous Movement Phase.
- The shooting model is a Terminator or Biker
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type.
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Combat Doctrines: (See page 125 of Codex Space Marines) ()
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()
Selection Rules
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Codex Discipline:
- Add 1 to the Leadership characteristic of models with this tactic.
- Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack's hit roll.
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Combat Squads: Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. ()
Concealed Positions: During Deployment when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models ()
Explodes (6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D3 mortal wounds. ()
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