Ultramarines (Warhammer 40,000 8th Edition) [51 PL, 848pts]

  • Battalion Detachment +5CP (Imperium - Space Marines) [51 PL, 848pts]

    • No Force Org Slot

      • **Chapter Selection**

        Selections: Ultramarines

        Categories: No Force Org Slot

        Rules: Codex Discipline

    • HQ [17 PL, 266pts]

      • Captain in Gravis Armor [7 PL, 118pts]

        Selections: Boltstorm gauntlet [22pts], Master-crafted power sword [6pts], Warlord

        Categories: Faction: Adeptus Astartes, Character, HQ, Faction: Imperium, Infantry, Captain, Mk X Gravis, Primaris, Warlord

        Rules: And They Shall Know No Fear

        Abilities: Iron Halo, Rites of Battle, Unit: Captain, Weapon: Boltstorm gauntlet (melee), Boltstorm gauntlet (shooting), Master-crafted power sword


        Abilities Description Ref
        Iron Halo This model has a 4+ invulnerable save.
        Rites of Battle You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
        Unit MWSBSSTWALdSave Ref
        Captain 5"2+2+456593+
        Weapon RangeTypeSAPDAbilities Ref
        Boltstorm gauntlet (melee) MeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit roll.
        Boltstorm gauntlet (shooting) 12"Pistol 3401-
        Master-crafted power sword MeleeMeleeUser-32-
      • Primaris Lieutenants [10 PL, 148pts]

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Primaris, Lieutenants, HQ

        Rules: And They Shall Know No Fear

        Abilities: Company Heroes, Tactical Precision, Unit: Primaris Lieutenants

        • Primaris Lieutenant [5 PL, 74pts]

          Selections: Master-crafted auto bolt rifle [4pts]

          Weapon: Bolt pistol, Frag grenade, Krak grenade, Master-crafted auto bolt rifle

        • Primaris Lieutenant [5 PL, 74pts]

          Selections: Master-crafted auto bolt rifle [4pts]

          Weapon: Bolt pistol, Frag grenade, Krak grenade, Master-crafted auto bolt rifle


        Abilities Description Ref
        Company Heroes During deployment, all models in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each Primaris Lieutenant is treated as a seperate unit.
        Tactical Precision You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6" of this model.
        Unit MWSBSSTWALdSave Ref
        Primaris Lieutenants 6"2+3+445483+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Frag grenade 6"Grenade D6301-
        Krak grenade 6"Grenade 16-1D3-
        Master-crafted auto bolt rifle 24"Assault 2402-
    • Troops [10 PL, 102pts]

      • Intercessor Squad [10 PL, 102pts]

        Selections: Bolt rifle

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Intercessor Squad, Primaris, Troops

        Rules: And They Shall Know No Fear

        Abilities: Combat Squads, Weapon: Bolt rifle

        • 5x Intercessor [85pts]

          Unit: Intercessor, Weapon: Bolt pistol, Frag grenade, Krak grenade

        • Intercessor Sergeant [17pts]

          Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenade, Krak grenade


        Abilities Description Ref
        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.
        Unit MWSBSSTWALdSave Ref
        Intercessor 6"3+3+442273+
        Intercessor Sergeant 6"3+3+442383+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Bolt rifle 30"Rapid Fire 14-11-
        Frag grenade 6"Grenade D6301-
        Krak grenade 6"Grenade 16-1D3-
    • Elites [3 PL, 55pts]

      • Apothecary [3 PL, 55pts]

        Categories: Faction: Adeptus Astartes, Apothecary, Character, Faction: Imperium, Infantry, Elites

        Rules: And They Shall Know No Fear

        Abilities: Narthecium, Unit: Apothecary, Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade


        Abilities Description Ref
        Narthecium At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a single model. Select a friendly <CHAPTER> INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If the Apothecary fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
        Unit MWSBSSTWALdSave Ref
        Apothecary 6"3+3+444383+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Chainsword MeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade 6"Grenade D6301-
        Krak grenade 6"Grenade 16-1D3-
    • Heavy Support [16 PL, 330pts]

      • Hellblaster Squad [16 PL, 330pts]

        Selections: Plasma incinerator [150pts]

        Categories: Faction: Adeptus Astartes, Hellblaster Squad, Faction: Imperium, Infantry, Primaris, Heavy Support

        Rules: And They Shall Know No Fear

        Abilities: Combat Squads, Unit: Hellblaster, Hellblaster Sergeant, Weapon: Plasma incinerator, Standard, Plasma incinerator, Supercharge

        • 9x Hellblaster [162pts]

          Weapon: Bolt pistol, Frag grenade, Krak grenade

        • Hellblaster Sergeant [18pts]

          Selections: Bolt pistol

          Weapon: Bolt pistol, Frag grenade, Krak grenade


        Abilities Description Ref
        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.
        Unit MWSBSSTWALdSave Ref
        Hellblaster 6"3+3+442273+
        Hellblaster Sergeant 6"3+3+442383+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Frag grenade 6"Grenade D6301-
        Krak grenade 6"Grenade 16-1D3-
        Plasma incinerator, Standard 30"Rapid Fire 17-41-
        Plasma incinerator, Supercharge 30"Rapid Fire 18-42On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
    • Dedicated Transport [5 PL, 95pts]

      • Razorback [5 PL, 95pts]

        Selections: Hunter-killer missile [6pts], Storm bolter [2pts], Twin heavy bolter [17pts]

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Vehicle, Transport, Razorback, Dedicated Transport

        Rules: Explodes (6"/D3), Smoke Launchers

        Transport: Transport, Unit: Razorback, Weapon: Hunter-killer missile, Storm bolter, Twin heavy bolter, Wound Track: Razorback 1, Razorback 2, Razorback 3


        Transport Capacity Ref
        Transport This model can transport 6 CHAPTER INFANTRY models. It cannot transport JUMP PACK, TERMINATORS, PRIMARIS, or CENTURION models.
        Unit MWSBSSTWALdSave Ref
        Razorback *6+*6710*83+
        Weapon RangeTypeSAPDAbilities Ref
        Hunter-killer missile 48"Heavy 18-2D6A model can only fire each of its hunter killer missiles once per battle.
        Storm bolter 24"Rapid Fire 2401-
        Twin heavy bolter 36"Heavy 65-11-
        Wound Track Remaining WCharacteristic 1Characteristic 2Characteristic 3 Ref
        Razorback 1 6-10+12"3+3
        Razorback 2 3-56"4+D3
        Razorback 3 1-23"5+1

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. ()

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. ()


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