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Ultras1500 (Warhammer 40,000 8th Edition) (98 PL, 1499pts)
Ultras1500 (Warhammer 40,000 8th Edition) (98 PL, 1499pts)
**Chapter Selection**
Selections: Ultramarines
Categories: N F O S
Rules: Codex Discipline
Adept of Whilst your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a
the Codex Stratagem; on a 5+ that CP is immediately refunded.
Rites of
You can re-roll hit rolls of 1 made for friendly CHAPTER units within 6" of this model.
Battle
The Santic The bearer of the Santic Halo has a 3+ invulnerable save and can attempt to deny one psychic power in
Halo each enemy Psychic phase in the same manner as a Psyker.
Captain 6" 2+ 2+ 4 4 5 4 9 3+
Psychic
You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
Hood
The The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle, before
Armour making one of the wearer's saving throws, you can choose to activate the armour's force field. When you do
Indomitus so, the Armour Indomitus confers a 3+ invulverable save for the remainder of the turn.
Psychic Warp
Range Details Ref
Power Charge
If manifested, pick an ADEPTUS ASTARTES unit within 18" of the psyker. Until the start of
your next Psychic phase, you can re-roll charge rolls and advance rolls for that unit and they
1) Veil
6 18" always fight first in the Fight phase, even if they didn't charge. If the enemy unit also has
of Time
units that have charged, or that have a similar ability, then alternate choosing units to fight
with, starting with the player whse turn is taking place.
If manifested, select a visible enemy unit within 18". Then, roll a D6 and add the psyker's
3) Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit
Psychic 6 18" to the result. If the psyker's total score is greater than the enemy's score, the enemy unit
Scourge suffers D3 mortal wounds; if it is equal to the enemy's score, the enemy unit suffers one
mortal wound; it if is less than the enemy's score, nothing happens.
Librarian 6" 3+ 3+ 4 4 4 3 9 3+
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's
24" 8 -3 2
Supercharge Fire 1 shots have been resolved.
Auxiliary
If a model is armed with a auxiliary grenade launcher, increace the range of any Grenade weapons they
Grenade
have to 30"
Launcher
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number
Squads of models, may be split into two units each containing an equal number of models.
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Auxiliary
If a model is armed with a auxiliary grenade launcher, increace the range of any Grenade weapons they
Grenade
have to 30"
Launcher
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number
Squads of models, may be split into two units each containing an equal number of models.
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
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.
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 9"
Positions from the enemy deploymeny zone and any enemy models.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
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 9"
Positions from the enemy deploymeny zone and any enemy models.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Assault
Astartes shotgun 12" 4 0 1 If the target is within half range, add 1 to this weapon's Strength.
2
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's
24" 8 -3 2
Supercharge Fire 1 shots have been resolved.
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.
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the
Pack battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere
Assault on the battlefield that is more than 9" away from any enemy models.
Rapid Fire
Boltgun 24" 4 0 1 -
1
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak
6" Grenade 1 6 -1 D3 -
grenade
You can re-roll failed wound rolls for this weapon if the target is a
Melta bomb 4" Grenade 1 8 -4 D6
VEHICLE.
Scout Bike Squad [4 PL, 75pts]
Categories: A A ,I ,I ,S ,S B S ,B ,F A
Rules: And They Shall Know No Fear
Abilities: Combat Squads (Thirds), Turbo-boost, Unit: Scout Biker, Scout Biker Sergeant
Combat Before any models are deployed at the start of the game, this unit containing 6 models may be split into two
Squads units, each containing 3 models. A unit containing 9 models may be split into three units, each containing 3
(Thirds) models.
Turbo- When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a
boost dice.
Astartes
12" Assault 2 4 0 1 If the target is within half range, add 1 to this weapon's Strength.
shotgun
Rapid Fire
Boltgun 24" 4 0 1 -
1
Each time the bearer fights, it can make 1 additional attack with
Combat knife Melee Melee User 0 1
this weapon.
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Rapid Fire
Twin boltgun 24" 4 0 1 -
2
Once per game, after a model in this unit has fired, an Armorium Cherub can reload that model's weapons.
Armorium
When it does so, remove the ARmorium Cherub and that model can immediately shoot again. The remove of
Cherub
an Armorium Cherub (for any reason) is ignored for the purposes of morale.
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.
Before this unit shoots in the Shooting phase, you can choose one model from this unit that is within 3" of its
Signum
Sergeant; you can add 1 to hit rolls made for your chosen model's weapons this phase.
5x Hellblaster [90pts]
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.
Distanes and ranges are always measured to and from this model's hull even though it has a
Hover Tank
base.
Your opponent must subtract 2 from any charge rolls made for units that declare a charge
Repulsor Field
against a Repulor.
This model can transport 10 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the
Transport
space of 2 other models. It cannot transport JUMP PACK models.
Repulsor * 6+ * 8 8 16 * 9 3+
Fragstorm
Assault
Grenade 18" 4 0 1 -
D6
Launcher
Add 1 to all hit rolls made for this weapon against targets that can
Icarus Ironhail Heavy
36" 4 -1 1 FLY. Subtract 1 from the hit rolls made for this weapon against all
Heavy Stubber 3
other targets.
Krakstorm
Assault
Grenade 18" 6 -1 D3 -
1
Launcher
Rapid
Storm bolter 24" 4 0 1 -
Fire 2
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.
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit rolls for this weapon.
Explodes (3"/1): 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 1" suffers a 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.
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on the
model. When they do so, any restrictions or modifiers that apply to this model also apply to its passenger; for example, the passengers cannot shoot
if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.