Post by The Supreme Emissary on Apr 6, 2015 4:17:38 GMT -5
Ultramarines
Legiones Astartes- all models can attempt to regroup at normal Ld
Interlocking Tactics - Ultramarine units that shoot an enemy unit already hit by another ultramarine unit that phase re-roll 1s to wound/penetrate. Does not apply to snap shots or blasts. Ultramarine units that charge a unit already in close combat with another ultramarine unit must re-roll failed charge distances.
Certainty and Resolve - Ultramarines can take fear and regroup tests at an unmodified Ld10
Rigid Chain of Command - If all your HQs die, your enemy gets +1VP. If the detachment loses its warlord every unit without an independent character in it takes an immediate pinning test.
Gladius Invictus (relic) R- S+1 AP3 melee, rending, I+1 in a challenge
It ignores saves that come from 'shields'
Legatine Axe - 20p
[R- Suser AP2 Melee, Specialist Weapon, Cutting Strike (hit roll of 6 wounds automatically)]
Any Ultramarine IC can switch their CC for this.
Mantle of Ultramar - 20p
Artificer Armour (Sv2+), FNP (5+), Immune to Blind (wearer only)
An Ultramarine Praetor may exchange their armor for a Mantle.
Breacher squads may exchange their Bolters for Power Swords for +5p
Rite of War: The Logos Lectora
All ultramarines and dreadnoughts in the detachment can gain one of the following benefits each turn. Only one effect can be active at a time but each one can stay active as long as you want. Choose one of the following at the beginning of turn:
+ Full March: Re-roll run distances.
+ Hold Fast: If the unit does not move it can fire snap shots at BS2
+ Retrubitive Strike: Gain counter-attack
- Must take an additional compulsory HQ. Either a Master of Signals consul or a Damocles Rhino.
- Must take an additional compulsory Troop choice.
- Can't take more tanks or flyers than you have infantry units.
- You can't infiltrate or deep strike. Units that must use deep strike to enter play cannot be used (like drop pods).
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Invictus Suzerain Squad (elites or command squads) 200p Suzerains x5
WS5 BS4 S4 T4 W1 I4 A2 Ld10 Sv2+ Inv6+/5+
Artificer Armour, Boarding Shield, Legatine Axe, Bolt Pistol, Frag & Krak Grenades
Legiones Astartes (UM), Implacable Advance, Lords of Ultramar (Ultramarines, Allied Solar Auxilia and Imperialis Militia in 12" that is not pinned or falling back get Ld+1, to max 10), Chosen Warriors (all models can make and accept challenges), Honour Bearers (if taken as a command squad for an UM with Master of the Legion, one Suzerain MUST trade its shield for a Legion Standard and becomes an Invictarus Ancient)
+ up to 5 more Suzerains +25pe
+ Any Suzerain may trade its bolt pistol for a plasma pistol +15p
+ Any Suzerain may trade its Legatine Axe for a Thunder Hammer +15p
+ Can take a Land Raider Phobos/Proteus as a Dedicated Transport
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Honoured Telemechrus (Venerable Contemptor Dreadnought) 255p
WS6 BS5 S7 FA13 SA12 RA10 I4 A3 HP4 Invul 6+/5+
Kheres assault cannon, Dread CCW, combi-bolter, searchlight, smoke launcher, extra armor
Atomantic Shielding, Fleet, Brutal Charge (d3 HoW hits), Wrath in Betrayal (Hatred traitor legions), Resilient (venerable, can re-roll results on the Destroyer table), Living Icon of Betrayal (Ultramarine units with at least 1 model in 12" get +1 to assault results and sweeping advance rolls)
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Fulmentarus Terminator Strike Squad (Heavy Support) 225p
WS4 BS5 S4 T4 W1 I4 A2 Ld8 Sv2+ Invul4+ x4
Decurion Ld9 x1
Cataphractii Armor, Power Mauls, Combi-bolters, Petriarch Targeter
LA (UM)
+ up to 5 more 35pe
+ Any model can trade power mauls for power axe or sword (free), power fists (+5p)
+ All models can trade combi-bolter for Reaper auto cannons (20pe), combi-meltas (5pe) for whole squad.
+ If they didn't trade in their combo-bolters for Reapers they unit can add Cyclone missile Launhers 30pe
Petriarch targeter: gives a bonus depending on how many models are currently in the unit (IC don't count)
2+ models give the unit Night Fighting
5+ models give the unit Tank Hunter
8+ models reduce enemy cover saves by -1
Cyclone Missile Launcher
[Frag R48" S4 AP6 Heavy2, Blast] [Krak R48" S8 AP3 Heavy2]
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Locutarus Storm Squad (Jump squad) Fast Attack 185p 4x Locutarus + Strike Leader
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv2+
Leader A2 Ld9
Bolt Pistol, Power Sword, Jump pack, Artificer Armour, Frag & Krak Grenades
Legiones Astartes (UM), Opening Salvo (when this unit Deep Strikes, it can fire its pistols twice), Precision Intervention (When deep striking, the unit may re-roll scatter)
+ up to 5 more Locutarus +20pe
+ for every 5 models 1 Locutarus may trade their bolt pistol for a Plasma pistol +15pe / Hand Flamer +10pe
+ Strike Leader can trade power sword for power axe free / A Lightning Claw +5p / Power Fist +5p
+ Strike Leader can trade bolt pistol for plasma pistol +15p / Hand Flamer +10p
+ Strike Leader can take Melta bombs +5p / combat shield +5p
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Damocles Command Rhino 100p (HQ) Tank, TC6 (can't carry bulky) most up to date rules
BS4 FA11 SA11 RA11 HP3
TL Bolter, Geo-locator Beacon, Command Vox Relay, Searchlight, Smoke Launchers
Focused Bombardment, Special Deployment
+ can take Extra Armour 10p, Pintle mounted Heavy bolter 10p, HKM 10p, Dozer Blade 5p
Geo-Locator Beacon: friendly deep strikers don't scatter within 24"
Command Vox Relay: can +/-1 to your reserve rolls. If an enemy suffers a Deep Strike Mishap when a Damocles is in play the roll suffers -1.
Focused Bombardment: Once Per Game it can make a normal shooting attack if it did not move that turn.
[R unlimited S8 AP3 Ord1, Lance, TL, Barrage, Large Blast]
Special Deployment: 0-1 Damocles can be taken as a NON-compulsory HQ in a force of 1000p+. Ultramarines can take another Damocles as a DT for a Master of Signal Consul in a UM primary detachment
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Captain Remus Ventanus 155p
WS5 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+ Inv4+
Iron Halo, Power Sword, Bolt Pistol, Melta Bombs, Nuncio-vox, Frag & Krak, Legion Standard, Power Armour
LA (UM), Master of the Legion, IC, Adamantium Will, Cunning Strategist
Warlord: Resolute Planning (he and UM have Stubborn if they are within 3" of an objective)
Cunning Strategist: while he is alive, the enemy gets -1 to reserves. His player gets to re-roll reserves.
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Roboute Guilliman 400p
WS7 BS6 S6 T6 W6 I6 A4+MW Ld10 Sv2+ Inv4+ IWND5+
The Armour of Reason, The Gladius Incandor and the Hand of Dominion, The Arbitrator, Cognis Signum, Frag Grenades
Primarch, Sire of the Ultramarines, Preternatrural Strategy, Unyielding Will, Bulky
Sire of the UM: He and UM he joins can re-roll failed charges, ignore concussion. All UM in his army get Ld+1 when he is on the table (max Ld10)
Preternatural Strategy: If his player gets first turn. Opponents must re-roll successful seize the initiative rolls. A single unit type, these units gain 1 of the following rules (Implacable Advance, Interceptor, Tank hunter). Only one can be chosen, does not affect DT. When fighting a challenge he gets +1WS on each round of continued combat. This bonus is reset for each opponent.
Unyielding Will: His Ld can't be lowered and he can re-roll failed Deny the Witch tests.
The Armor of Reason: Sv2+, Inv4+ (the first failed invul save he makes can be re-rolled in each PHASE of the game)
Gladius Incandor and Hand of Dominon: Must choose which weapon to use in an assault phase. They give him +1A for Multiple weapons.
[Gladius R- S+1 AP2 melee, shred, murderous strike, specialist] causes Instant Death on a wound roll of 6
[Hand R- S10 AP1 melee, concussive, unwieldy, specialist]
The Arbitrator: Combi-bolter [R18" S6 AP3 Assault2, Rending]
Legiones Astartes- all models can attempt to regroup at normal Ld
Interlocking Tactics - Ultramarine units that shoot an enemy unit already hit by another ultramarine unit that phase re-roll 1s to wound/penetrate. Does not apply to snap shots or blasts. Ultramarine units that charge a unit already in close combat with another ultramarine unit must re-roll failed charge distances.
Certainty and Resolve - Ultramarines can take fear and regroup tests at an unmodified Ld10
Rigid Chain of Command - If all your HQs die, your enemy gets +1VP. If the detachment loses its warlord every unit without an independent character in it takes an immediate pinning test.
Gladius Invictus (relic) R- S+1 AP3 melee, rending, I+1 in a challenge
It ignores saves that come from 'shields'
Legatine Axe - 20p
[R- Suser AP2 Melee, Specialist Weapon, Cutting Strike (hit roll of 6 wounds automatically)]
Any Ultramarine IC can switch their CC for this.
Mantle of Ultramar - 20p
Artificer Armour (Sv2+), FNP (5+), Immune to Blind (wearer only)
An Ultramarine Praetor may exchange their armor for a Mantle.
Breacher squads may exchange their Bolters for Power Swords for +5p
Rite of War: The Logos Lectora
All ultramarines and dreadnoughts in the detachment can gain one of the following benefits each turn. Only one effect can be active at a time but each one can stay active as long as you want. Choose one of the following at the beginning of turn:
+ Full March: Re-roll run distances.
+ Hold Fast: If the unit does not move it can fire snap shots at BS2
+ Retrubitive Strike: Gain counter-attack
- Must take an additional compulsory HQ. Either a Master of Signals consul or a Damocles Rhino.
- Must take an additional compulsory Troop choice.
- Can't take more tanks or flyers than you have infantry units.
- You can't infiltrate or deep strike. Units that must use deep strike to enter play cannot be used (like drop pods).
---
Invictus Suzerain Squad (elites or command squads) 200p Suzerains x5
WS5 BS4 S4 T4 W1 I4 A2 Ld10 Sv2+ Inv6+/5+
Artificer Armour, Boarding Shield, Legatine Axe, Bolt Pistol, Frag & Krak Grenades
Legiones Astartes (UM), Implacable Advance, Lords of Ultramar (Ultramarines, Allied Solar Auxilia and Imperialis Militia in 12" that is not pinned or falling back get Ld+1, to max 10), Chosen Warriors (all models can make and accept challenges), Honour Bearers (if taken as a command squad for an UM with Master of the Legion, one Suzerain MUST trade its shield for a Legion Standard and becomes an Invictarus Ancient)
+ up to 5 more Suzerains +25pe
+ Any Suzerain may trade its bolt pistol for a plasma pistol +15p
+ Any Suzerain may trade its Legatine Axe for a Thunder Hammer +15p
+ Can take a Land Raider Phobos/Proteus as a Dedicated Transport
---
Honoured Telemechrus (Venerable Contemptor Dreadnought) 255p
WS6 BS5 S7 FA13 SA12 RA10 I4 A3 HP4 Invul 6+/5+
Kheres assault cannon, Dread CCW, combi-bolter, searchlight, smoke launcher, extra armor
Atomantic Shielding, Fleet, Brutal Charge (d3 HoW hits), Wrath in Betrayal (Hatred traitor legions), Resilient (venerable, can re-roll results on the Destroyer table), Living Icon of Betrayal (Ultramarine units with at least 1 model in 12" get +1 to assault results and sweeping advance rolls)
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Fulmentarus Terminator Strike Squad (Heavy Support) 225p
WS4 BS5 S4 T4 W1 I4 A2 Ld8 Sv2+ Invul4+ x4
Decurion Ld9 x1
Cataphractii Armor, Power Mauls, Combi-bolters, Petriarch Targeter
LA (UM)
+ up to 5 more 35pe
+ Any model can trade power mauls for power axe or sword (free), power fists (+5p)
+ All models can trade combi-bolter for Reaper auto cannons (20pe), combi-meltas (5pe) for whole squad.
+ If they didn't trade in their combo-bolters for Reapers they unit can add Cyclone missile Launhers 30pe
Petriarch targeter: gives a bonus depending on how many models are currently in the unit (IC don't count)
2+ models give the unit Night Fighting
5+ models give the unit Tank Hunter
8+ models reduce enemy cover saves by -1
Cyclone Missile Launcher
[Frag R48" S4 AP6 Heavy2, Blast] [Krak R48" S8 AP3 Heavy2]
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Locutarus Storm Squad (Jump squad) Fast Attack 185p 4x Locutarus + Strike Leader
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv2+
Leader A2 Ld9
Bolt Pistol, Power Sword, Jump pack, Artificer Armour, Frag & Krak Grenades
Legiones Astartes (UM), Opening Salvo (when this unit Deep Strikes, it can fire its pistols twice), Precision Intervention (When deep striking, the unit may re-roll scatter)
+ up to 5 more Locutarus +20pe
+ for every 5 models 1 Locutarus may trade their bolt pistol for a Plasma pistol +15pe / Hand Flamer +10pe
+ Strike Leader can trade power sword for power axe free / A Lightning Claw +5p / Power Fist +5p
+ Strike Leader can trade bolt pistol for plasma pistol +15p / Hand Flamer +10p
+ Strike Leader can take Melta bombs +5p / combat shield +5p
---
Damocles Command Rhino 100p (HQ) Tank, TC6 (can't carry bulky) most up to date rules
BS4 FA11 SA11 RA11 HP3
TL Bolter, Geo-locator Beacon, Command Vox Relay, Searchlight, Smoke Launchers
Focused Bombardment, Special Deployment
+ can take Extra Armour 10p, Pintle mounted Heavy bolter 10p, HKM 10p, Dozer Blade 5p
Geo-Locator Beacon: friendly deep strikers don't scatter within 24"
Command Vox Relay: can +/-1 to your reserve rolls. If an enemy suffers a Deep Strike Mishap when a Damocles is in play the roll suffers -1.
Focused Bombardment: Once Per Game it can make a normal shooting attack if it did not move that turn.
[R unlimited S8 AP3 Ord1, Lance, TL, Barrage, Large Blast]
Special Deployment: 0-1 Damocles can be taken as a NON-compulsory HQ in a force of 1000p+. Ultramarines can take another Damocles as a DT for a Master of Signal Consul in a UM primary detachment
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Captain Remus Ventanus 155p
WS5 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+ Inv4+
Iron Halo, Power Sword, Bolt Pistol, Melta Bombs, Nuncio-vox, Frag & Krak, Legion Standard, Power Armour
LA (UM), Master of the Legion, IC, Adamantium Will, Cunning Strategist
Warlord: Resolute Planning (he and UM have Stubborn if they are within 3" of an objective)
Cunning Strategist: while he is alive, the enemy gets -1 to reserves. His player gets to re-roll reserves.
---
Roboute Guilliman 400p
WS7 BS6 S6 T6 W6 I6 A4+MW Ld10 Sv2+ Inv4+ IWND5+
The Armour of Reason, The Gladius Incandor and the Hand of Dominion, The Arbitrator, Cognis Signum, Frag Grenades
Primarch, Sire of the Ultramarines, Preternatrural Strategy, Unyielding Will, Bulky
Sire of the UM: He and UM he joins can re-roll failed charges, ignore concussion. All UM in his army get Ld+1 when he is on the table (max Ld10)
Preternatural Strategy: If his player gets first turn. Opponents must re-roll successful seize the initiative rolls. A single unit type, these units gain 1 of the following rules (Implacable Advance, Interceptor, Tank hunter). Only one can be chosen, does not affect DT. When fighting a challenge he gets +1WS on each round of continued combat. This bonus is reset for each opponent.
Unyielding Will: His Ld can't be lowered and he can re-roll failed Deny the Witch tests.
The Armor of Reason: Sv2+, Inv4+ (the first failed invul save he makes can be re-rolled in each PHASE of the game)
Gladius Incandor and Hand of Dominon: Must choose which weapon to use in an assault phase. They give him +1A for Multiple weapons.
[Gladius R- S+1 AP2 melee, shred, murderous strike, specialist] causes Instant Death on a wound roll of 6
[Hand R- S10 AP1 melee, concussive, unwieldy, specialist]
The Arbitrator: Combi-bolter [R18" S6 AP3 Assault2, Rending]