Fabi
- Astra Militarum
- Ultramarines
Fabi - Astra Militarum (Warhammer 40,000 9th Edition) [54 PL, 1,000pts]
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Battalion Detachment 0CP (Imperium - Astra Militarum) [32 PL, 1CP, 620pts]
Rules: Defenders of Humanity, Hammer of the Emperor
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Configuration [3CP]
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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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Regimental Doctrine
Selections: Regiment: Cadian
Categories: Configuration
Abilities: Born Soldiers
Abilities Description Ref Born Soldiers Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.
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Stratagems [-1CP]
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Whiteshields [-1CP]
Categories: Stratagems
Abilities: Whiteshields
Abilities Description Ref Whiteshields Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the CADIAN keyword. Select one CADIAN Detachment from your army, All CADIAN CONSCRIPTS units in that Detachment:
• Gain the WHITESHIELDS keyword.
• Have a Leadership characteristic of 6.
• Lose their Raw Recruits ability.
If that Detachment contains two or fewer CONSCRIPTS units, this Stratagem costs ICP; if it contains three to four CONSCRIPTS units, it costs 2CP; if it contains five or more CONSCRIPTS units, it costs 3CP.
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Agents of the Imperium [4 PL, 65pts]
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Inquisitor [4 PL, 65pts]
Selections: Chainsword, Frag & Krak grenades, Inferno pistol [5pts], Malleus - Warding Incantation, Ordo Malleus
Categories: Faction: Inquisition, Inquisitor, Infantry, Faction: Imperium, Character, Psyker, Agent of the Imperium, Faction: Ordo Malleus
Abilities: Authority of the Inquisition, Quarry, Refractor Field, Unquestionable Wisdom (Aura), Psychic Power: Malleus - Warding Incantation, Unit: Inquisitor, Weapon: Chainsword, Frag grenades, Inferno pistol, Krak grenades
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Psyker
Selections: Smite
Categories: Psyker
Psychic Power: Smite, Psyker: Inquisitor
Abilities Description Ref Authority of the Inquisition INFANTRY units with this ability can embark aboard any IMPERIUM TRANSPORT model, even if that model normally only permits models with other Faction keywords to do so. All other restrictions apply normally, and INQUISITOR TERMINATOR models can only embark aboard TRANSPORTS that specifically allow TERMINATOR models to do so.
If your army is battle-forged, the following rules apply:
No more than one INQUISITOR unit can be included in any INQUISITION detachment (that is, a detachment that only includes INQUISITION units).
You can include one AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity, etc.), and it does not prevent other units from your army from benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines, etc.). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game), and when determining your Army Faction.Quarry When resolving an attack made by a model in this unit against a CHAOS or DAEMON unit, you can re-roll the hit roll and you can re-roll the wound roll. Refractor Field This model has a 5+ invulnerable save. Unquestionable Wisdom (Aura) All Friendly IMPERIUM units within 6" of an Inquisitor can use the Inquisitor's Leadership characteristic instead of their own. Psychic Power Warp Charge Range Details Ref Malleus - Warding Incantation 6 12" Warding Incantation has a warp charge value of 6. If manifested, select one friendly IMPERIUM INFANTRY or IMPERIUM BIKER unit within
12" of this psyker. Until the start of your next Psychic phase, models in that unit have a 5+ invulnerable save.Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Psyker Cast Deny Powers Known Other Ref Inquisitor 1 1 Smite & 1 power from the Telethesia discipline - Unit M WS BS S T W A Ld Save Ref Inquisitor 6" 3+ 3+ 3 3 5 4 9 4+ Weapon Range Type S AP D Abilities Ref Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Frag grenades 6" Grenade D6 3 0 1 Blast. Inferno pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. Index: Imperium 2 p157 Krak grenades 6" Grenade 1 6 -1 D3 - -
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HQ [5 PL, -1CP, 85pts]
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Company Commander [2 PL, -1CP, 35pts]
Selections: Bolt pistol, Display Astra Militarum Orders, Frag grenades, Power sword, Stratagem: Warlord Trait [-1CP], Warlord, WT (Cadia): Steel Discipline
Categories: Officer, Character, Company Commander, Faction: <REGIMENT>, Faction: Imperium, Infantry, Faction: Astra Militarum, HQ, Warlord, Cadian Warlord
Abilities: Refractor Field, Senior Officer, Steel Discipline, Stratagem: Warlord Trait, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Company Commander, Weapon: Bolt pistol, Frag grenades, Power sword
Abilities Description Ref Refractor Field This model has a 5+ invulnerable save. Senior Officer This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. Steel Discipline While a friendly CADIAN unit is performing an action within 6* of this model, that unit can shoot without that action failing 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 Voice of Command This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a <REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT> INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to: Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the Fight!; Fix Bayonets!Astra Militarum Orders Effect Ref Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. Index: Imperium 2 p10 First Rank, Fire! Second Rank, Fire! All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. Index: Imperium 2 p10 Fix Bayonets! This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. Index: Imperium 2 p10 Forwards, for the Emperor! The ordered unit can shoot this phase even if it Advanced in its Movement phase. Index: Imperium 2 p10 Get back in the Fight! The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Index: Imperium 2 p10 Move! Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. Index: Imperium 2 p10 Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Index: Imperium 2 p10 Unit M WS BS S T W A Ld Save Ref Company Commander 6" 3+ 3+ 3 3 4 3 8 5+ Codex: Astra Militarum p30 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. Power sword Melee Melee +1 -3 1 - -
Primaris Psyker [3 PL, 50pts]
Selections: Force Stave, Laspistol, Psychic Barrier, Psychic Maelstrom
Categories: Character, Faction: Astra Telepathica, Faction: Imperium, Faction: Scholastica Psykana, Infantry, Primaris Psyker, Psyker, Faction: Astra Militarum, HQ
Abilities: It's For Your Own Good, Psychic Power: 3) Psychic Barrier, 6) Psychic Maelstrom, Psyker: Psyker, Unit: Primaris Psyker, Weapon: Force Stave, Laspistol
Abilities Description Ref It's For Your Own Good If this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are executed before anything untoward can happen -- the power they were attempting still fails, but units within 6" of them do not suffer D3 mortal wounds as normal. Psychic Power Warp Charge Range Details Ref 3) Psychic Barrier 6 12" Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws. 6) Psychic Maelstrom 7 18" Select an enemy unit within 18" of the psyker. Roll a D6. On a 2+, that unit suffers a mortal wound. Unless this mortal wound is negated, you can ten roll another die. On a 3+ that enemy unit suffers another mortal wound. Continue this process, adding 1 to the die roll required each time (so the next roll would need a 4+, than 5+, etc.) until you fail to cause a mortal wound, or the enemy unit is destroyed. Psyker Cast Deny Powers Known Other Ref Psyker 1 1 Smite & 2 Psykana Unit M WS BS S T W A Ld Save Ref Primaris Psyker 6" 3+ 3+ 3 3 4 3 8 5+ Weapon Range Type S AP D Abilities Ref Force Stave Melee Melee +3 -1 D3 Laspistol 12" Pistol 1 3 0 1 -
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Troops [17 PL, 350pts]
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Conscripts [7 PL, 150pts]
Selections: Whiteshields
Categories: Conscript, Faction: <REGIMENT>, Faction: Imperium, Infantry, Faction: Astra Militarum, Troops, Whiteshields
Weapon: Frag grenades
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30x Conscript [150pts]
Selections: 30x Lasgun
Unit: Conscript (Whiteshields), Weapon: Lasgun
Unit M WS BS S T W A Ld Save Ref Conscript (Whiteshields) 6" 5+ 5+ 3 3 1 1 6 5+ Codex: Astra Militarum p36 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Lasgun 24 Rapid Fire 1 3 0 1 - -
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Conscripts [7 PL, 150pts]
Selections: Whiteshields
Categories: Conscript, Faction: <REGIMENT>, Faction: Imperium, Infantry, Faction: Astra Militarum, Troops, Whiteshields
Weapon: Frag grenades
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30x Conscript [150pts]
Selections: 30x Lasgun
Unit: Conscript (Whiteshields), Weapon: Lasgun
Unit M WS BS S T W A Ld Save Ref Conscript (Whiteshields) 6" 5+ 5+ 3 3 1 1 6 5+ Codex: Astra Militarum p36 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Lasgun 24 Rapid Fire 1 3 0 1 - -
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Militarum Tempestus Scions [3 PL, 50pts]
Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops
Abilities: Aerial Drop
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3x Scion [27pts]
Selections: 3x Frag & Krak grenades, 3x Hot-shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades
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Scion w/ Special Weapon [14pts]
Selections: Frag & Krak grenades, Hot-shot Volley Gun [5pts]
Unit: Tempestus Scion, Weapon: Frag grenades, Hot-Shot Volley Gun, Krak grenades
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Tempestor [9pts]
Selections: Frag & Krak grenades, Plasma pistol, Power sword
Unit: Tempestor, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword
Abilities Description Ref Aerial Drop During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Unit M WS BS S T W A Ld Save Ref Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ Codex: Astra Militarum p39 Tempestus Scion 6" 4+ 3+ 3 3 1 1 6 4+ Codex: Astra Militarum p39 Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Hot-shot Lasgun 18" Rapid Fire 1 3 -2 1 - Warhammer 40,000 Core Book Hot-Shot Volley Gun 24" Heavy 4 4 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. Power sword Melee Melee +1 -3 1 - -
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Heavy Support [6 PL, 120pts]
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Medusa Carriage Battery [6 PL, 120pts]
Categories: Artillery, Vehicle, Medusa Carriage, Faction: Astra Militarum, Heavy Support, Faction: <REGIMENT>, Faction: Imperium
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Medusa Carriage [6 PL, 120pts]
Selections: 5x Guardsmen Crew, Medusa Siege Cannon
Rules: Armour of Contempt
Abilities: Artillery and Crew (Medusa Carriage), Unit: Medusa Carriage, Weapon: Medusa Siege Cannon
Abilities Description Ref Artillery and Crew (Medusa Carriage) Each Medusa Carriage and its crew are treated as a single model for all rules purposes (crew models must remaining within 1" of their Medusa Carriage model). This means that the crew models cannot be targetted or attacked separately and that visibility and all ranges are measured to and from the Medusa Carriage's model, not the crew models. This unit cannot Advance, is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves. Imperial Armour: Compendium p64 Unit M WS BS S T W A Ld Save Ref Medusa Carriage - 4+ 4+ 3 6 7 5 7 4+ Imperial Armour: Compendium p64 Weapon Range Type S AP D Abilities Ref Medusa Siege Cannon 36" Heavy D6 10 -3 D6 Blast. This weapon can target units that are not visible to the bearer. Imperial Armour: Compendium p64 -
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Super-Heavy Auxiliary Detachment -3CP (Imperium - Astra Militarum) [22 PL, -1CP, 380pts]
Rules: Defenders of Humanity, Hammer of the Emperor
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Configuration []
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Detachment Command Cost [-3CP]
Categories: Configuration
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Regimental Doctrine
Selections: Regiment: Cadian
Categories: Configuration
Abilities: Born Soldiers
Abilities Description Ref Born Soldiers Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead. -
Shared Faction Bonus [3CP]
Categories: Configuration
Rules: Shared Faction Bonus
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Stratagems [-1CP]
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Tank Ace [-1CP]
Categories: Stratagems
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Lord of War [22 PL, 380pts]
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Stormblade [22 PL, 380pts]
Selections: Adamantium Tracks, Heavy bolter, Steadfast Leviathan, Stormblade Plasma Blastgun
Categories: Titanic, Stormblade, Faction: <REGIMENT>, Faction: Imperium, Vehicle, Faction: Astra Militarum, Lord of War
Rules: Armour of Contempt
Abilities: Explodes, Smoke Launchers, Steadfast Leviathan, Steel Behemoth, Unit: Stormblade [1] (14-26+ wounds remaining), Stormblade [2] (7-13 wounds remaining), Stormblade [3] (1-6 wounds remaining), Weapon: Adamantium Tracks, Heavy bolter, Stormblade plasma blastgun – standard, Stormblade plasma blastgun – supercharge
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2 Lascannons & 2 Stormblade Twin Heavy Bolters [20pts]
Selections: 2x Lascannon, 2x Stormblade Twin Heavy Bolter [20pts]
Weapon: Lascannon, Stormblade Twin Heavy Bolter
Abilities Description Ref Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Warhammer 40,000 Core Book Steadfast Leviathan “If your army is Battle-forged, this model gains the Regimental Doctrine of its <REGIMENT>even if it is in a Super-heavy Auxiliary Detachment”
Steel Behemoth This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model is selected to shoot while it is within Engagement Range of any enemy units, it can make attacks against eligible enemy units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it. Unit M WS BS S T W A Ld Save Ref Stormblade [1] (14-26+ wounds remaining) 10" 6+ 4+ 7 8 26 6 8 2+ Imperial Armour: Compendium p76 Stormblade [2] (7-13 wounds remaining) 7" 6+ 5+ 7 8 N/A D6 8 2+ Imperial Armour: Compendium p76 Stormblade [3] (1-6 wounds remaining) 4" 6+ 6+ 7 8 N/A D3 8 2+ Imperial Armour: Compendium p76 Weapon Range Type S AP D Abilities Ref Adamantium Tracks - Melee User -2 D3 Heavy bolter 36" Heavy 3 5 -1 2 - Lascannon 48" Heavy 1 9 -3 D6 - Stormblade plasma blastgun – standard 72" Heavy 2D6 9 -4 3 Blast Imperial Armour: Compendium p76 Stormblade plasma blastgun – supercharge 72" Heavy 2D6 10 -4 4 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 3 mortal wounds after shooting with this weapon. Imperial Armour: Compendium p76 Stormblade Twin Heavy Bolter 36" Heavy 6 5 -1 2 - Imperial Armour: Compendium p76 -
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Force Rules
Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal. ()
Hammer of the Emperor:
If every unit from your army has the ASTRA MILITARUM keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED), and if every <REGIMENT> unit in your army is drawn from the same regiment, then each time an ASTRA MILITARUM model from your army makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.’
Designer’s Note: MILITARUM TEMPESTUS units will benefit from this rule if they are included in an army alongside other ASTRA MILITARUM units (e.g. CADIANS units, CATACHANS units etc.) but if they are from a Tempestus Scions regiment (see Psychic Awakening: The Greater Good), they must all be from the same Tempestus Scions regiment in order to gain this rule.
(April 2022 Balance Dataslate p2)
Selection Rules
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)
Shared Faction Bonus: If a player's army includes one or more Super-Heavy Auxiliary Detachments, you can change the Command Benefits of one of them to: '+3 Command points if the unit in this Detachment is not your WARLORD, but it is from the same Faction as your WARLORD's Detachment, and that faction is not CHAOS, IMPERIUM, AELDARI , YNNARI or TYRANIDS.' (Chapter Approved 2021 p4)
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Fabi - Ultramarines (Warhammer 40,000 9th Edition) [49 PL, 1,000pts]
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Patrol Detachment 0CP (Imperium - Adeptus Astartes - Ultramarines) [49 PL, , 1,000pts]
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, -2CP, 100pts]
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Primaris Techmarine [5 PL, -2CP, 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], Stratagem: Warlord Trait [-1CP], Warden of the Ancients, 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, Stratagem: Warlord Trait, Warden of the Ancients, 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 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 Warden of the Ancients While a friendly <CHAPTER> DREADNOUGHT is within 6" of this WARLORD, add 1 to its strength and Attacks characteristics 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 [5 PL, 100pts]
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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, 380pts]
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Redemptor Dreadnought [10 PL, 190pts]
Selections: 2x Storm Bolters, 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: 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 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, 190pts]
Selections: 2x Storm Bolters, 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: 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 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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Fast Attack [7 PL, -1CP, 180pts]
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Inceptor Squad [7 PL, -1CP, 180pts]
Selections: Plasma Exterminator x2 [60pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Inceptor Squad, Infantry, Jump Pack, Mk X Gravis, Primaris, Core, Fast Attack
Rules: Angels of Death, Combat Squads, Death from Above
Unit: Inceptor, Weapon: Plasma Exterminator, Standard, Plasma Exterminator, Supercharged
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2x Inceptor [80pts]
Unit: Inceptor
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Inceptor Sergeant [-1CP, 40pts]
Selections: Stratagem: Honoured Sergeant [-1CP]
Categories: Stratagems
Unit: Inceptor Sergeant
Unit M WS BS S T W A Ld Save Ref Inceptor 10" 3+ 3+ 4 5 3 2 7 3+ Inceptor Sergeant 10" 3+ 3+ 4 5 3 3 8 3+ Weapon Range Type S AP D Abilities Ref Plasma Exterminator, Standard 18" Assault D3 7 -3 1 Blast Plasma Exterminator, Supercharged 18" Assault D3 8 -3 2 Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. -
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Heavy Support [12 PL, 240pts]
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Eliminator Squad [4 PL, 75pts]
Selections: Las Fusil
Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Phobos, Primaris, Eliminator Squad, Core, Heavy Support
Rules: Angels of Death, Concealed Positions
Abilities: Covering Fire, Weapon: Las Fusil
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Eliminator Sergeant [25pts]
Selections: Bolt pistol, Camo cloak, Frag & Krak grenades, Las Fusil
Abilities: Camo cloak, Unit: Eliminator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Las Fusil
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2x Eliminators [50pts]
Selections: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades
Abilities: Camo cloak, Unit: Eliminator, Weapon: Bolt pistol, Frag grenades, Krak grenades
Abilities Description Ref Camo cloak Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack Covering Fire In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units and contains an Eliminator Sergeant equipped with an instigator bolt carbine, it can make a Normal Move as if it were your Movement phase. Unit M WS BS S T W A Ld Save Ref Eliminator 6" 3+ 2+ 4 4 2 2 7 3+ Eliminator Sergeant 6" 3+ 2+ 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 - Las Fusil 36" Heavy 1 8 -3 3 - -
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Hellblaster Squad [8 PL, 165pts]
Selections: Plasma incinerator
Categories: Faction: Adeptus Astartes, Hellblaster Squad, Faction: Imperium, Infantry, Primaris, Core, Heavy Support
Rules: Angels of Death, Combat Squads
Unit: Hellblaster, Hellblaster Sergeant, Weapon: Plasma incinerator, Standard, Plasma incinerator, Supercharge
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4x Hellblaster [132pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Weapon: Bolt pistol, Frag grenades, Krak grenades
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Hellblaster Sergeant [33pts]
Selections: Bolt pistol, Frag & Krak grenades
Weapon: Bolt pistol, Frag grenades, Krak grenades
Unit M WS BS S T W A Ld Save Ref Hellblaster 6" 3+ 3+ 4 4 2 2 7 3+ Hellblaster 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 - Plasma incinerator, Standard 30" Rapid Fire 1 7 -4 1 - Plasma incinerator, Supercharge 30" Rapid Fire 1 8 -4 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. -
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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 ()
Death from Above: During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from 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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