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**Chapter Selection**
Selections: Ultramarines
Categories: N F O S
Rules: Codex Discipline
Camo
Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.
cloak
Concealed When you set up this model during deployment, it can be set up anywhere on the battlefield that is more
Position than 9" from the enemy deployment zone and any enemy models.
Omni-
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
scrambler
Rites of
You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
Battle
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Camo
Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.
cloak
Concealed When you set up this model during deployment, it can be set up anywhere on the battlefield that is more
Position than 9" from the enemy deployment zone and any enemy models.
Psychic
You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
Hood
Psychic Warp
Range Details Ref
Power Charge
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of
Smite 5 18" 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.
Adept of the Whilst your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a
Codex Stratagem; on a 5+ that CP is immediately refunded.
Armour of Marneus Calgar has a 4+ invulnerable save. In addition, all damage suffered by Marneus Calgar is halved
Heraclus (rounding up).
Chapter
You can re-roll failed hit rolls for friendly ULTRAMARINES units within 6" of Marneus Calgar.
Master
Master If your army is Battle-forged, you receive an additional 2 Command Points if Marneus Calgar is your
Tactician Warlord.
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number of
Squads models, may be split into two units each containing an equal number of models.
Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than
Positions 9" from the enemy deployment zone and any enemy models.
At the end of your Movement phase, an Infiltrator Helix Adept can attempt to heal or revive 1 model from its
unit. If the Infiltrator Helix Adept's unit contains a wounded model, that model regains 1 lost wound. If its
Helix unit contains no wounded models, bot one or more of its models have been slain during the battle, roll a D6.
Adept On a 5+ one slain model is returned to the unit with 1 would remaining. If the Infiltrator Helix Adept fails to
revive a model, he cannot shoot in your next Shooting phase as he recovers the gene-seed of the fallen
warrior.
Omni-
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
scramblers
Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its smoke
Smoke
grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made
Grenades
with ranged weapons that target this unit.
Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number of
Squads models, may be split into two units each containing an equal number of models.
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number of
Squads models, may be split into two units each containing an equal number of models.
Models in this unit can fire twice if they remained stationary during their turn (including when firing
Fire Storm
Overwatch).
Relentless
Models in this unit do not suffer the penalty their hit rolls for Advancingnd firing Assault Weapons.
Advance
Aggressor 5" 3+ 3+ 4 5 2 2 7 3+
Auto Boltstorm Gauntlets When attacking with this weapon, you must subtract 1
Melee Melee x2 -3 D3
(Melee) from the hit rolls.
Assault
Fragstorm Grenade Launcher 18" 4 0 1 -
D6
Redemptor Dreadnought [10 PL, 156pts]
Selections: 2x Storm Bolters [4pts], Macro Plasma Incinerator [31pts], Onslaught Gatling Cannon [16pts]
Categories: F :A A ,D ,F :I ,R D ,V ,E
Rules: Explodes (6"/D6)
Unit: Redemptor Dreadnought, Weapon: Macro Plasma Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Onslaught
Gatling Cannon, Redemptor Fist, Storm bolter, Wound Track: Redemptor Dreadnought 1, Redemptor Dreadnought 2, Redemptor
Dreadnought 3
Redemptor Dreadnought * * * 7 7 13 4 8 3+
Macro Plasma
Heavy For each hit roll of 1, the bearer suffers 1 mortal wound after
Incinerator, 36" 9 -4 2
D6 all of this weapon's shots have been resolved.
Supercharged
Rapid
Storm bolter 24" 4 0 1 -
Fire 2
2x Suppressor [70pts]
Selections: 2x Accelerator autocannon [30pts], 2x Grav-chute [4pts]
Abilities: Grav-chute, Unit: Suppressor, Weapon: Accelerator autocannon, Bolt pistol, Frag grenade, Krak grenade
During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At the end
Grav-chute of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more
than 9" away from any enemy models.
Once per battle, instead of shooting any weapons in the Shooting phase, a Suppressor Sergeant can use its
Smoke
smoke launcher; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks
Launcher
made with ranged weapons that target this unit.
Suppressing If this unit destroys any enemy models in your Shooting phase with its accelerator autocannons, the
Fire destroyed model's unit cannot fire Overwatch until the end of the turn.
Suppressor 12" 3+ 3+ 4 4 2 2 7 3+
2x Eliminator [48pts]
Selections: 2x Bolt sniper rifle [6pts], 2x Camo cloak [6pts]
Abilities: Camo cloaks, Unit: Eliminator, Weapon: Bolt pistol, Bolt sniper rifle, Bolt sniper rifle - Executioner round, Bolt sniper rifle -
Hyperfrag round, Bolt sniper rifle - Mortis round, Frag grenade, Krak grenade
Camo If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when
cloaks they receive the benefits of cover, instead of 1.
Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than
Positions 9" from the enemy deployment zone and any enemy models.
Eliminator 6" 3+ 3+ 4 4 2 2 7 3+
Bolt sniper
rifle - If you make a wound roll of 6+ for this weapon, it inflicts 1 mortal
36" Heavy 1 4 -2 D3
Executioner wound in addition to its normal damage.
round
Bolt sniper
rifle - Heavy
36" 4 0 1 -
Hyperfrag D3
round
Bolt sniper This weapon can target units that are not visible to the bearer. Add 2 to
rifle - Mortis 36" Heavy 1 4 -1 1 hit rolls made for this weapon. Units do not receive the benefit of cover
round to their saving throws against attacks made with this weapon.
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Hellblaster Squad [8 PL, 165pts]
Selections: Plasma incinerator [75pts]
Categories: F :A A ,H S ,F :I ,I ,P ,H S
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Unit: Hellblaster, Hellblaster Sergeant, Weapon: Plasma incinerator, Standard, Plasma incinerator,
Supercharge
4x Hellblaster [72pts]
Weapon: Bolt pistol, Frag grenade, Krak grenade
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number of
Squads models, may be split into two units each containing an equal number of models.
Hellblaster 6" 3+ 3+ 4 4 2 2 7 3+
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma incinerator, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's
30" 8 -4 2
Supercharge Fire 1 shots have been resolved.
Predator * 6+ * 6 7 11 * 8 3+
Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.
Codex Discipline: Add 1 to the Leadership characteristic of all ULTRAMARINES models with this tactic. In addition, ULTRAMARINES units with this
tactic can still shoot in a turn in which they Fall Back, but if they do so they must subtract 1 from their hit rolls in the Shooting Phase.
Explodes (6"/D3): If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark.
On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Explodes (6"/D6): If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark.
On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this models can use its smoke launchers; if it does so,
until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.