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CODEX: ULTRAMAR PDF

Current Version: 1.0

By UnluckyGuardsman

PREFACE

Mission: To create an accurate, competitive yet balanced codex.

Objective: To reach a majority completion of the codex and rules by summer.

Call for volunteers:

Any advice/comments/suggestions/criticism is desperately wanted. I want to make this codex look good and play
well, so tell me what you think. Also, anyone who could be interested in drawings/sketches for some of the unique
units, please let me know as I am a bit lacking in the artistic genre. Playtesters are also welcome, either post here or
PM me if you are interested.

REFERENCES

C:IG- Codex Imperial Guard

C:SM- Codex Space Marines

Author’s note: All statlines for pre-exsisting units and some can be found on GW’s website.

SPECIAL RULES (All unique SRs throughout the army)


Veterans: The soldiers of the Ultramar PDF have trained with the best. They are all granted BS 4.
Never Give up!: The soldiers of the Ultramar PDF will protect their home lands at all cost. All are granted the
Stubborn special rule.

Orders System

Officers of the Ultramar PDF may use any of the following orders. Commanding Officers, Planetary Governors and
Maccrage Veteran Commanders may issue 2 orders per turn, and have a command radius of 18”.

Orders:

“Bring it Down” “Get back in the fight” “Fire on my Target” “Move! Move! Move!”

The following orders are either edited or new:

Dig in, men!: The ordered squad immediately goes to ground and receives a +2 to their cover save. However, the
squad may also shoot their weapons, counting as if they had moved.

First Rank Fire, Second Rank Fire!: This order is the same as in C:IG except it also applies to shotguns and boltguns
in squads.

Air Drop: Specialized Guardsmen are dropped from ships orbiting above the planet. They land with great force.
This is treated as a deep strike attack, except the unit must take a pinning test when the final placement is
determined. If the pinning test is failed, the unit suffers a mishap.
Aura of Discipline: Any friendly unit within 6” of the model may use its leadership for morale/pinning tests.

Planetary Governor: the Planetary Governor can issue 2 orders per turn, and has a command radius of 12”. In
addition to those orders allowed to a Commanding officer, he may issue the following unique order:
Protect your kin!: The Governor motivates his men to better actions by using personal ties. The affected
unit gains „furious charge‟ for the remainder of the player turn.”.

Standard Bearer: The Regiment‟s standard bearer plays a key role in the regiment. The sight of their standard pushes
the men on to victory, and gives them hope. The banner allows units within 12” to re-roll failed morale checks, and
units also within 6” are allowed to attempt to regroup even if normally not able to.

Help us, battle-brothers!: In their times of most dire need, the PDF may call on the Ultramarines for assistance. As
such, both 0-1 Tactical Squads and 0-1 Ultramarine Captains may be chosen. Both of those units count as “friendly
units” for the Ultramar PDF.

Self Serving: Planetary Governors are loyal to the Imperium, but they always will do what is best for themselves. If
the Planetary Governor and his retinue are the only unit left in a game, the Governor will flee the field. His retinue
must pass a leadership test to remain in the battle, or they too are removed.

Maccrage‟s Elite: If the army includes a Maccrage Veteran Commander, Maccrage Veterans are unlocked as troops.
But only they may be chosen as troops choices, no others are allowed as they are seen as untrained and unfit for
combat with Imperial Guard‟s Finest.

Strike them down!: The Ultramar PDF will never forget the Battle of Maccrage and the decimation caused by the
Tyranids. All Ultramar PDF units gain preferred enemy: Tyranids.

Summary Execution: All Commissars have this rule as detailed in C:IG. However, they will never execute a
Ultramarine of any rank, due to the repercussions of doing so.

Spotters: All good snipers have a good spotter! If a veteran is upgraded as a spotter, then the sniper he is paired with
counts his gun as twin-linked.

Dropship: The Hawk Talon Gunship carries Leman Russ tanks into the thick of battle. At the end of the movement
phase, the Gunship may opt to „land‟. The Leman Russ is then released at the back of the dropship. Once landed the
dropship may not gain any bonuses from moving and may be shot at as a normal vehicle. If the dropship is
destroyed in flight, the tank is dropped below and takes 3x S 10 hits on its side armor.

Rapid Response Force: A group of Maccrage Veterans may be designated to become a Rapid Response Force. The
lose the ability to deepstrike, but on any given turn the may opt to Rapidly Redeploy. This action is performed
during the movement phase. The squad may be moved anywhere on the board, provided they are 6” away from any
enemy units. They may shoot, but not assault on the turn the redeploy.

For the Emperor!: All Ministorum Priests have this special rule. The unit is allowed to re-roll to hit rolls in assault
on the turn they charge or are charged.

WARGEAR
Grav Chutes: +5 pts per model, allow re-roll of the scatter dice when Air Dropping.

Auxiliary grenade launcher: models with either lasguns or shotguns may take an auxiliary grenade launcher for +5
pts.. An AGL is a one-time use grenade launcher that fires only krak rounds.

Force Field: Certain leaders use force fields to keep them and their units safe from extra damage. A unit with a
force field gains FNP, but loses the ability to run as the force field is heavy to carry. One guardsman must be
upgraded to carry the generator and does not count as having a weapon. The FNP bonus has no effect in close
combat.

Sniper Pistol: 12” S X AP 2 Pistol,Sniper

Slaughterer Cannon: S 6 AP 3 Heavy 5, rending


Infrared targeters- When using the night fighting special rule, the range of sight may be re-rolled.

Servo Skulls: A model accompanied by a servo skull gains +1 close combat attack for every servo skull. The Servo
Skull counts as being armed with a hot-shot laspistol.

Hand flamer: Hand mounted flamethrower. S 4 AP 6 Template

Vanquisher AT Cannon: S 9 AP 1 Heavy 1 (extra D6 for armor penetration)

Hercules Crater Cannon: The Hercules fires shells with the intent to utterly destroy all in its path. When the blast‟s
final resting place is determined and wounds have been resolved, place a suitable sized crater in its place. The crater
is now dangerous terrain. S 9 AP 3 12”-72” Large Blast, Ordnance Barrage

Overclocked Lasgun: Any lasgun may be upgraded to be an overclocked lasgun for +5 pts. The lasguns of this unit
may become 24” S 3 AP 6 Assault 2 weapons for one turn. The unit may not fire the next turn, however.

Melta shells: All mortars may be equipped with Melta shells for 10 pts. The melta shells are S8 AP 1 48” blast,
melta, barrage.

LIST OF UNITS
HQ

Veteran Command Squad

Ultramarine Captain

Planetary Governor (and retinue)

Maccrage Veteran Commander

Techpriest Engiseer

TROOPS

Ultramar Veterans

Scout Guardsmen

Special Weapons Squads

Prisoner Kill teams

ELITE

Maccrage Veterans

Heavy Weapon Specialists

Ultramarines squads

FAST ATTACK

Hawk Talon Gunship

Veteran Bikers
Hellhound Squadron

HEAVY SUPPORT

Leman Russ

Predator

Razor Heavy Fighter

Basilisk

DEDICATED TRANSPORTS

Chimera

Scorpion AT

ULTRAMAR PDF ARMY LIST

HQ
VETERAN COMPANY COMMAND…60 pts per squad
Every regiment needs a command section to hold it together, and the Ultramar PDF has some of the best. Their
commanders must serve a minimum of 25 years in the service and be recommended by another high ranking
individual. It is also a great honor to be a veteran member of the command squad, and those selected hold their duty
as their highest calling.
WS BS S T W I A LD SV
Veteran Commander 3 4 3 3 3 3 2 10 4+
Veteran 3 4 3 3 1 3 1 8 4+
Veteran Weapons Team 3 4 3 3 2 3 2 8 4+
Commissar 3 4 3 3 1 3 2 9 4+

Type Composition Wargear Special Rules Transport Options


Carapace Armor
1 Veteran Commander Lasgun (Commander has bolt pistol) Veterans Chimera
Infantry
4 Veterans Frag & krak Grenades Never give up! Scorpion
Close-combat weapon

The Veteran Commander may replace his bolt pistol and/or chainsword with:

Bolter…1 pt

Lasgun…free

Shotgun…free

Hellpistol…free

Hand flamer… 5 pts

Power Weapon…10 pts


Storm bolter…10 pts

Plasma pistol…10 pts

Power fist…15 pts

May also take:

Power armor…15 pts

Melta bombs…5 pts

One veteran may replace his lasgun with:

Vox caster…5 pts

Heavy flamer…20 pts

Demoliton charge…20 pts

Force field…25 pts

One guardsman may become the standard bearer…20 pts

Any guardsman may replace his lasgun with:

Shotgun…free

Bolter…1 pt

Flamer, grenade launcher, sniper rifle… 5pts

Meltagun…10 pts

Plasma gun…15 pts

Replace two veterans with a Veteran Weapons Team:

Mortar…5 pts

Autocannon or heavy bolter…10 pts

Missile launcher or multi melta…15 pts

Lascannon…20 pts

The entire squad may take any of the following:

Krak grenades…10 pts

The commander may be accompanied by up to 2 servo skulls…5 pts per model

Any one of these may join the command:

Ministorum Priest…40 pts

May take eviscerator…15 pts

Commissar…35 pts (may take any wargear from the VC‟s options)
Trained Pysker…30 pts

May take Physic Hood…15 pts

Officer of the Fleet…30 pts

As C:IG

Astropath…30 pts

Demolitions Expert…30 pts

All weapons may roll 2D6 for armor penetration, and select the highest.

ULTRAMARINE CAPTAIN…95 points

To ensure that the PDF is working well in Co-operation with the Ultramarine forces, a junior captain of the
Ultramarines may be called upon to accompany a PDF regiment. He is not usually a full captain among his own
company, but among the PDF these superhuman warriors are heroes no matter their status. Most frequently the
captains will remain at the rear of the force and co-ordinate deep strikes and drop pods.

WS BS S T W I A LD SV
3+
Ultramarine Captain 4 4 4 4 2 4 2 10
(5+)

Type Composition Wargear Special Rules Transport Options


Power Armor
Aura of Discipline
Bolt pistol Chimera
Infantry 1 Ultramarine Captain Stubborn
Chainsword Scorpion
Independent Character
Frag and krak grenades

May replace Bolt Pistol and/or chainsword with the following:

Bolter…Free

Storm Bolter…5 pts

Hand flamer… 5 pts

Combi-Flamer/melta/plasma…10 pts

Plasma Pistol…10 pts

Power Sword…10 pts

Power Fist…15 pts

Relic blade…30 pts


May take

Melta Bombs…5 pts

Artificer armor…15 pts

MACCRAGE VETERAN COMMANDER…70 pts

Maccrage Veterans are some of the greatest fighters in the Ultramar PDF. Their skills are legendary. And so is
their story. The greatest of them may become the Commander of a whole company of veterans. The commander has
command over a vast array of options for his Veterans, and they are highly respected for their tactical knowledge.

WS BS S T W I A LD SV
Maccrage VC 4 5 3 3 3 3 3 9 4+(5+)

Type Composition Wargear Special Rules Transport Options


Hellpistol
Hellgun Independent Character
Carapace Armor Never give up! Chimera
Infantry 1 Maccrage VC
Close-combat weapon Air Drop Scorpion AT
Melta Bombs Aura of Discipline
Grav-chute
OPTIONS:

May replace hellpistol/close combat weapon with:

Bolt pistol…free

Boltgun…free

Hand flamer… 5pts

Combi-Flamer/melta/plasma…10 pts

Power Weapon…10 pts

Plasma pistol…10 pts

Power fist…15 pts

Planetary Governor…60 pts (plus retinue)


The individual planets in the Ultramar system have Planetary Governors to watch over the citizens and the defense
of their planet. The governors are loyal to their system and to the Imperium, but they most concerned with their
personal well being. They are easily bribed, as long as no evidence remains.
WS BS S T W I A LD SV
Planetary Governor 3 3 3 3 2 3 2 10 4+

Type Composition Wargear Special Rules Transport Options


Carapace Armor Veterans
1 Planetary Governor
bolt pistol Never give up! Chimera
Infantry 0-3 Advisors
Frag & krak Grenades Self-serving Scorpion
0-2 Servo Skulls
Close-combat weapon Planetary Governor

The Planetary Governor replace his bolt pistol/close combat weapon with:

Bolter…1 pt

Lasgun…free

Shotgun…free

Hellpistol…free

Hand flamer… 5 pts

Power Weapon…10 pts

Plasma pistol…10 pts

Power fist…15 pts

Retinue Options:

The governor may be accompanied by up to 2 servo skulls…5 pts per model

The Governor may take up to 3 Advisors from the following:

Commissar…35 pts

*May take any wargear that the planetary governor has access to)

Trained Pysker…30 pts

*Can use either „lightning arc‟ or „nightshroud‟ physic powers as in C:IG

Ministorum Priest…40 pts

May take an eviscerator…15 pts

Bodyguard…15 pts

*Has „look out…arghh‟ special rule as in C:IG

WS BS S T W I A LD SV
Commissar 4 4 3 3 1 3 2 9 4+
Trained Pysker 2 4 3 3 1 3 1 9 4+
Priest 3 4 3 3 1 3 2 7 4+
Bodyguard 3 3 3 3 1 3 1 7 4+

TECHPRIEST ENGISEER…40 pts


**0-2 Techpriests may be included in the army. They do not take up an HQ force organization slot, but otherwise
function as HQ units.
Techpriests of the Adeptus Mechanicus are essential to any mechanized force. They keep all the vehicles in smooth
running order and engines of war able to remain in battle. Accompanied by single-minded servitors and servo skulls
there are few problems Techpriests cannot solve.
WS BS S T W I A LD SV
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+
Servo Skull 0 3 2 2 1 0 0 7 --

Type Composition Wargear Special Rules Transport Options


TP:
Power Armor
Servo arm
Laspistol
1 Techpriest Power weapon Blessings of the Omnissiah
Chimera
Infantry 0-5 Servitors Frag & krak grenades Mindlock
Scorpion
0-2 Servo Skulls Servitors:
Carapace armor
Servo arm
Servo Skulls:
Laser eye

The Techpriest may take melta bombs…5 pts

May be accompanied by up to 5 servitors…10 pts per model

Up to two servitors may replace their servo arm with:

Heavy bolter…20 pts

Autocannon…20 pts

Multi melta or plasma cannon…30 pts

May be accompanied by up to two servo skulls…5 pts per model

TROOPS
ULTRAMAR VETERANS…80 pts per squad
Only the best of Ultramar’s fighters are selected to become Veterans. They have been trained since a young age and
are experts in all form of weaponry. The most renowned among them are sometimes even granted weapons found in
the Space Marine arsenal. All veterans are marked with their regimental number on their left shoulder pad, and
their squad/platoon number on the right.
WS BS S T W I A LD SV
Veteran 3 4 3 3 1 3 1 8 4+
Veteran Sergeant 3 4 3 3 1 3 2 9 4+
Veteran Weapons Team 3 4 3 3 2 3 2 8 4+

Type Composition Wargear Special Rules Transport Options


1 Veteran Sergeant Carapace Armor Veterans Chimera
Infantry
9 Veterans Lasgun (Sergeant has bolt pistol) Never give up! Scorpion
Frag & krak Grenades
Close-combat weapon
The Veteran Sergeant May replace his bolt pistol/ close-combat weapon with:

Bolter…1 pt

Lasgun…free

Shotgun…free

Hellpistol…free

Hand flamer…5 pts

Power Weapon…10 pts

Plasma pistol…10 pts

Power fist…15 pts

Any veteran may replace his lasgun with:

Shotgun …free

Bolter…1 pt

One Veteran may take:

Vox Caster…5 pts

Replace two veterans with a Veteran Weapons Team:

Mortar…5 pts

Autocannon or heavy bolter…10 pts

Missile launcher or multi melta…15 pts

Lascannon…20 pts

Up to three other veterans may replace their lasguns with:

Flamer, grenade launcher, or sniper rifle…5 pts

Meltagun…10 pts

Plasma Gun…15 pts

Demolition Charge…20 pts (limit one)

Heavy flamer…20 pts (limit one)

The entire squad may take any of the following:

Krak grenades…10 pts

SCOUT GUARDSMEN…50 pts per squad


Scouting out far ahead of the main PDF forces, scouts will provide intelligence as well as setting up kill-zones and
other methods to hinder enemy forces. They scouts are typically equipped either as long-range snipers and fire
support squads, or as close combat specialists.
WS BS S T W I A LD SV
Scout Sergeant 3 4 3 3 1 3 2 9 5+
Scout Guardsman 3 4 3 3 1 3 1 8 5+

Type Composition Wargear Special Rules Transport Options


Flak Armor Veterans
1 Scout Sergeant Shotgun Never give up! Chimera
Infantry
4 Scout Guardsmen Frag & krak Grenades Scouts Scorpion
Close-combat weapon Infiltrate
Up to five additional scouts may be added…10 pts per model

The Scout Sergeant may replace his shotgun/close combat weapon with:

Bolter…1 pt

Lasgun…free

Hand flamer… 5 pts

Power Weapon…10 pts

One scout may be upgraded to take:

Missile Launcher…10 pts

Heavy bolter…10 pts

Demolition Charge…20 pts

Any Scout Guardsmen may replace his shotgun with:

Sniper rifle…5 pts

0-2 SPECIAL WEAPONS SQUADS…50 pts per squad


Regular veterans are required to perform a varied array of tasks, but special weapons squads are very specialized
and are meant to perform one task. They are often deployed in a transport and sent deep into enemy territory to
eliminate key targets such as building, artillery or perform assassinations.
WS BS S T W I A LD SV
Veteran 3 4 3 3 1 3 1 8 4+

Type Composition Wargear Special Rules Transport Options


Carapace Armor Veterans
Lasgun Never give up! Chimera
Infantry 5 veterans
Frag & krak Grenades Infiltrate Scorpion
Close-combat weapon Tank Hunters

2-3 Veterans must be upgraded with any of the following:

Flamer, grenade launcher, or sniper rifle…5 pts


Meltagun…10 pts

Sniper Pistol…10 pts (limit one)

Plasma Gun…15 pts

Demolition Charge…20 pts (limit one)

Heavy flamer…20 pts (limit one)

If a veteran is upgraded with a sniper rifle, another veteran may become a spotter for +10 pts

*Special Weapons Squads cannot capture objectives

PRISONER KILL TEAM…50 pts per squad


The scum of the Ultramar system are placed into service during times of war. Those who show the most potential for
battlefield usefulness are placed into kill-teams. These kill-teams are meant to charge an enemy, inflict quick
casualties, then quickly retreat as the main body of the PDF advances.
WS BS S T W I A LD SV
Overseer 3 4 3 3 1 3 2 9 5+
Prisoner 4 2 3 3 1 3 1 8 5+

Type Composition Wargear Special Rules Transport Options


Flak Armor
1 Overseer Laspistol Stubborn Chimera
Infantry
4 Prisoners Frag Grenades Furious Charge Scorpion
Close-combat weapon

The Kill Team may be joined by up to 15 more prisoners…10 pts per model

The overseer may replace his laspistol/close combat weapons with:

Hellpistol…1 pt

Bolt pistol…1 pt

Hand flamer… 5 pts

Power weapon…10 pts

The entire squad may take krak grenades…10 pts

A Priest may be attached to the squad…40 pts

ELITE
HEAVY WEAPONS SPECIALISTS…75 pts

Heavy Weapons are normally found scattered throughout a force, but Specialists are the best at what they do. No
company is complete without one of these squads providing covering fire and taking out opposing heavy armor. One
member of the team is the targeter and loader, and the other is the firer, both which take years of practice to perfect.

WS BS S T W I A LD SV
Heavy Weapons Team 3 4 3 3 2 3 2 8 4+
Type Composition Wargear Special Rules Transport Options
Carapace Armor
Lasgun Veterans Chimera
Infantry 4 Heavy Weapons Teams
Mortar Never give up! Scorpion AT
Frag & Krak Grenades
OPTIONS:

Any Veteran Weapons Team may replace its mortar with:

Autocannon or heavy bolter…10 pts

Missile launcher or multi melta…15 pts

Twin linked heavy stubber…15 pts

Lascannon…20 pts

MACCRAGE VETERANS…75 pts per squad


The finest that Ultramar has to offer the PDF are the Maccrage Veterans. Initially the units were composed of solely
veterans of the battle of Maccrage, but the ranks are now being filled with other heroes as well. The Maccrage
veterans are known for their surgical strikes and Rapid Redeployment Forces.
WS BS S T W I A LD SV
MV Sergeant 4 4 3 3 1 3 2 9 4+
Maccrage Veteran 4 4 3 3 1 3 1 8 4+

Type Composition Wargear Special Rules Transport Options


Carapace Armor
1 MV Sergeant Hellpistol Veterans
Chimera
Infantry 4 MVs Hellgun Never give up!
Scorpion
Frag & krak Grenades Air drop
Close-combat weapon
The squad may be joined by up to 5 more veterans…15 pts per model

The squad may become a rapid redeployment force for +10 pts.

The MV Sergeant may replace his hellpistol/hellgun/close combat weapon with:

Bolt pistol/boltgun…free

Hand flamer… 5 pts

Power weapon...10 pts

Plasma Pistol…10 pts

Combi melta/flamer/plasma…10 pts

3 veterans may replace their hellguns with:

Flamer, grenade launcher … 5pts

Meltagun…10 pts
Plasma gun…15 pts

One veteran may take a demolition charge…20 pts

An Ultramar PDF army may include 0-1 Ultramarines Squads, at the same point cost and with the same options as a
tactical squad in C:SM.

FAST ATTACK

HAWK TALON DROPSHIP…150

The lumbering Leman Russes of the Ultramar PDF are particularly potent because of a recent invention, the Hawk
Talon Gunship. The Hawk Talon speeds to the front lines and disgorges the Battle Tanks. It can also operate as a
standalone gunship with its large output of fire.

F S R BS
Hawk talon Dropship 12 10 10 4

Type Composition Wargear Special Rules Capacity


Twin linked heavy stubber
Vehicle, skimmer 1 Hawk Talon Dropship 1 Leman Russ
Autocannon
*The Hawk Talon may only be taken with a Leman Russ as its cargo. Points must still be paid for the Leman Russ
as well as the Hawk Talon.

May replace autocannon with:

Lascannon…10 pts

May take a pair of sponsons armed with:

Heavy bolters…20 pts

VETERAN BIKERS…50 pts per squad


The Veteran Bikers of the Ultramar PDF are vicious quick assault units who protect the flanks. With the whirr of
their engines they can speedily strike an enemy, then turbo-boost in the opposite direction. Elite demolition units are
equipped with demo charges and melta weapons for an even more devastating assault.
WS BS S T W I A LD SV
Biker Sergeant 3 4 3 3 1 3 2 9 4+
Biker 3 4 3 3 1 3 1 8 4+

Type Composition Wargear Special Rules Transport Options


Carapace Armor
Lasgun (sergeant has bolt pistol) Veterans
1 Biker Sergeant
Bike Close combat Weapon Never give up!
4 Bikers
Frag & Krak Grenades Scouts
Bike has storm bolter
The Biker sergeant may replace his bolt pistol/close combat weapon with:

Bolter…free
Shotgun…free

Hand flamer…5 pts

Plasma Pistol…10 pts

Power sword…10 pts

One Biker may replace his lasgun with:

Grenade launcher or flamer…5 pts

Meltagun…10 pts

Plasma gun…15 pts

The squad may take the demolitions doctrine for +50 pts

*3 melta guns may be taken, as well as a demolition charge.

HELLHOUND SQUADRON

The fastest tanks the Ultramar PDF has at their disposal are the Hellhounds. The main variant spreads fiery death
everywhere in its path. The Devil Dog rips apart vehicles with its melta cannon, and the Slaughterer drenches the
enemy with sheer firepower output.

F S R BS
Hellound & variants 12 12 10 4

Type Composition Wargear Special Rules


Vehicle, fast 1-3 Hellhounds Heavy Bolter Veterans

*Variants

Hellhound- inferno cannon…130 pts

Devil Dog- melta cannon…120 pts

Slaughterer- slaughterer cannon…130 pts

All options as C:IG

HEAVY SUPPORT

LEMAN RUSS SQUADRON

Not sight strikes fear into the enemy like the sight of the lumbering Leman Russ tanks of the Ultramar PDF. Armed
with fearsome sponsons in addition to main cannons, the pure amount of firepower that these tanks can put out is
equal to that of some armies.

F S R BS
Leman Russ & variants 14 13 11 4
Type Composition Wargear Special Rules Transport
Heavy bolter
Lumbering Behemoth
Vehicle(tank) 1-3 Leman Russes Smoke Launchers Hawk Talon
Veterans
searchlight
*Variants
Leman Russ- battle cannon…150 pts
Vanquisher- Vanquisher AT cannon…155 pts
Leman Russ Demolisher- Demolisher Cannon…165 pts
Leman Russ Executioner- Executioner plasma cannon…190 pts

All Options as C:IG with the following exceptions:


Any model may take a pair of sponsons armed with:
Autocannons…30 pts
Lascannons…40 pts
Any model may take:
Infrared Targeters…10 pts

ORDNANCE BATTERY

“…Artillery wins wars…” The old artillery man’s saying is very true within the Ultramar PDF. Very few armies
can succeed without good backing fire and artillery bombardment. The big guns like the Basilisk pound the enemy
into near submission, then the PDF forces clean up the few remnants.

F S R BS
Ordnance Platform 12 11 10 4

Type Composition Wargear Special Rules


Heavy bolter
Vehicle(tank), open topped 1-3 Ordnance Batteries Smoke Launchers Veterans
searchlight

*Variants
Basilisk-earthshaker cannon…125 pts
Medusa-siege cannon…135 pts
Hercules- crater cannon…120 pts
Griffon-heavy mortar…75 pts
All options as C:IG

DEDICATED TRANSPORTS
CHIMERA TRANSPORT...60 pts

The armored transport of choice for most mechanized commanders is the ubiquitous Chimera. It can serve as a
quick transport or as a heavy pillbox for heavy weapons squads. Chimerae are seen on battlefields throughout the
Ultramar system, and have become synonymous with the Ultramar PDF.

F S R BS
Chimera 12 11 10 4

Type Composition Wargear Special Rules Capacity


Multi-laser 12 models
Veterans
Heavy bolter
Vehicle(tank) 1Chimera Mobile Command Vehicle
Smoke Launchers
Amphibious
searchlight
All options as C:IG with the following exceptions:

Replace multi- laser with:

Autocannon…10 pts

Missile launcher…15 pts

Replace heavy bolter with:

Multi-melta…15 pts

Heavy stubber…10 pts

SCORPION AT…45 pts

The Scorpion AT is the lightly armored backbone of the Ultramar PDF. They are easy to produce, and yield a high
production on the battlefield. Squads mounted in the Scorpion AT are quickly moved around the battlefield, allowing
for rapid response to any threat.

F S R BS
Scorpion AT 10 10 10 4

Type Composition Wargear Special Rules Capacity


Flamestorm Cannon
Fast
Vehicle, Open Topped 1 Scorpion AT Hull Heavy Flamer 12 models
Mobile Command Vehicle
Smoke Launchers
May take:
Pintle-mounted heavy stubber/storm bolter…10 pts
a hunter killer missile…10pts
extra armor…15 pts
Dozer blade…10 pts

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