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**Chapter Selection**
Selections: Ultramarines
Categories: No Force Org Slot
Rules: Codex Discipline
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.
Self-repair Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
Sergeant Chronus always begins the game commanding a vehicle. Whilst commanding the vehicle,
use that vehicle's normal profile, weapons, abilities, keywords, and characteristics, with the
exception of its Ballistic Skill - use Sergeant Chronus' Ballistic Skill of 2+ when firing with the
vechicle instead. If Sergeant Chronus is commanding a vehicle at the start of your turn, he can
Tank
restore one lost wounds it has suffered. If Sergeant Chronus' vehicle has been reduced to 0
Commander
wounds, set him up within 3" before removing the vehicle from the battlefield. He is treated as a
passenger disembarking from a destroyed transport. Assuming he survives, Sergeant Chronus then
uses the Infantry profile above and the keywords below. He is equipped with a bolt pistol, servo-arm,
and frag and krak grenades.
This model can tranport 10 CHAPTER INFANTRY models. It cannot transport JUMP PACK,
Transport
TERMINATOR, PRIMARIS, CENTURION models.
Rhino * 6+ * 6 7 10 * 8 3+
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Each servo-arm can only be used to make one attack each time
Servo-arm Melee Melee x2 -2 3 this model fights. When a model attacks with this weapon, you
must subtract 1 from the hit roll.
Storm Rapid
24" 4 0 1 -
bolter Fire 2
Wound
Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Track
If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the
Camo cloaks
unit when they receive the benefits of cover, instead of 1.
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Infiltrator
more than 9" from the enemy deployment zone.
Voice of In each of your Shooting phases, you can add 1 to all hit rolls made for a single friendly
Experience ULTRAMARINES SCOUT unit within 3" of Sergeant Telion.
Sergeant
7" 3+ 2+ 4 4 4 2 8 4+
Telion
Frag Grenade
6" 3 0 1 -
grenade D6
Krak
6" Grenade 1 6 -1 D3 -
grenade
Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of 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
Positions more than 9" from the enemy deployment zone and any enemy models.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Bolt
12" Pistol 1 4 0 1 -
pistol
Rapid
Boltgun 24" 4 0 1 -
Fire 1
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
Squads number of 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
Positions more than 9" from the enemy deployment zone and any enemy models.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Weapon Range Type S AP D Abilities Ref
Bolt
12" Pistol 1 4 0 1 -
pistol
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the
Camo cloaks
unit when 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
Squads number of 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
Positions more than 9" from the enemy deployment zone and any enemy models.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Bolt
12" Pistol 1 4 0 1 -
pistol
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Boltgun/Chainsword
Selections: Boltgun, Chainsword
Weapon: Boltgun, Chainsword
Boltgun/Chainsword
Selections: Boltgun, Chainsword
Weapon: Boltgun, Chainsword
Command Roll a dice each time a friendly <CHAPTER> CHARACTER loses a wound whilst they are
Squad within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the charater does
Bodyguard not lose a wound but this unt suffers a mortal wound.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Veteran
Rapid Fire
Boltgun 24" 4 0 1 -
1
Frag Grenade
6" 3 0 1 -
grenade D6
Krak
6" Grenade 1 6 -1 D3 -
grenade
Roll a D6 each tiem a friendly <CHAPTER> CHARACTER loses a wound whilst they are within 3" of
Honour
this unit; on a 2+ a model from this unit can intercept that hit - the CHARCTER does not lose a
Guard
woundbut this unit suffers a mortal wound.
Honour
6" 3+ 3+ 4 4 2 2 9 2+
Guard
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
When this model Advances, add 6" to its Move characteristic for that Movement phase instead of
Turbo-boost
rolling a dice.
Attack
14" 3+ 3+ 4 5 4 2 7 3+
Bike
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
During Deployment, you can set this model, along with any units embarked within it, in orbit instead of
placing it on the battlefield. At the end of any of your Movement phases this model can perform a drop
Drop Pod pod assault. - set it up anywhere on the battlefield that is more that 9" away from any enemy models.
Assault Any models embarked inside must immediately disembark, but they must be set up more than 9"
away from any enemy model. Any models that cannot be set up because there is not enough room
are slain.
After this model has been set up on the battlefield it cannot move for any reason, and no units can
Immobile
embark upon it.
This model can transport 10 CHAPTER INFANTRY models. It cannot transport JUMP PACK,
Transport
TERMINATOR, PRIMARIS, or CENTURION models.
Drop
0" - 3+ 6 6 8 0 8 3+
Pod
Storm
24" Rapid Fire 2 4 0 1 -
bolter
Air Wing Detachment +1CP (Imperium - Space Marines) [30 PL, 477pts]
No Force Org Slot
**Chapter Selection**
Selections: Ultramarines
Categories: No Force Org Slot
Rules: Codex Discipline
Infernum
You can re-roll save rolls of 1 for this model.
Halo-launcher
You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase
Interceptor
that can FLY.
Stormhawk
* 6+ * 6 7 10 * 8 3+
Interceptor
Weapon Range Type S AP D Abilities Ref
Heavy
Assault cannon 24" 6 -1 1 -
6
Heavy
Heavy bolter 36" 5 -1 1 -
3
Add 1 to all hit rolls made for this weapon against targets that can
Icarus Heavy
48" 7 -1 2 FLY. Subtract 1 from the hit rolls made for this weapon against all
stormcannon 3
other targets.
Stormhawk Interceptor
6-10+ 20-60" 3+ 3
1
Stormhawk Interceptor
3-5 20-40" 4+ D3
2
Stormhawk Interceptor
1-2 20-25" 5+ 1
3
Infernum
You can re-roll save rolls of 1 for this model.
Halo-launcher
You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase
Interceptor
that can FLY.
Stormhawk
* 6+ * 6 7 10 * 8 3+
Interceptor
Heavy
Assault cannon 24" 6 -1 1 -
6
Heavy
Heavy bolter 36" 5 -1 1 -
3
Add 1 to all hit rolls made for this weapon against targets that can
Icarus Heavy
48" 7 -1 2 FLY. Subtract 1 from the hit rolls made for this weapon against all
stormcannon 3
other targets.
Stormhawk Interceptor
6-10+ 20-60" 3+ 3
1
Stormhawk Interceptor
3-5 20-40" 4+ D3
2
Stormhawk Interceptor
1-2 20-25" 5+ 1
3
Stormhawk Interceptor [10 PL, 159pts]
Selections: 2x Assault cannon [44pts], Icarus stormcannon [10pts], Two Heavy Bolters [20pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Vehicle, Stormtalon Gunship, Flyer
Rules: Airborne, Crash and Burn, Hard to Hit, Supersonic
Abilities: Infernum Halo-launcher, Interceptor, Unit: Stormhawk Interceptor, Weapon: Assault cannon, Heavy bolter, Icarus
stormcannon, Wound Track: Stormhawk Interceptor 1, Stormhawk Interceptor 2, Stormhawk Interceptor 3
Infernum
You can re-roll save rolls of 1 for this model.
Halo-launcher
You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase
Interceptor
that can FLY.
Stormhawk
* 6+ * 6 7 10 * 8 3+
Interceptor
Heavy
Assault cannon 24" 6 -1 1 -
6
Heavy
Heavy bolter 36" 5 -1 1 -
3
Add 1 to all hit rolls made for this weapon against targets that can
Icarus Heavy
48" 7 -1 2 FLY. Subtract 1 from the hit rolls made for this weapon against all
stormcannon 3
other targets.
Stormhawk Interceptor
6-10+ 20-60" 3+ 3
1
Stormhawk Interceptor
3-5 20-40" 4+ D3
2
Stormhawk Interceptor
1-2 20-25" 5+ 1
3
Selection Rules
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units
that can FLY. ()
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. ()
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and
explodes, and each unit within 6" suffers D3 mortal wounds. ()
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. ()
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. ()
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. ()
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then
move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move
characteristic by 20" until the end of the phase - do not roll a dice. ()