0% found this document useful (0 votes)
14 views11 pages

Vanguard

The document outlines an army roster for the Adeptus Astartes Ultramarines, detailing a Vanguard Spearhead detachment totaling 1985 points. It includes various units such as characters, infantry, and vehicles, along with their abilities, weapons, and rules. Key features include the Oath of Moment ability, which allows rerolls against a selected enemy unit, and detailed descriptions of each unit's configuration and capabilities.

Uploaded by

r.graphism
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
14 views11 pages

Vanguard

The document outlines an army roster for the Adeptus Astartes Ultramarines, detailing a Vanguard Spearhead detachment totaling 1985 points. It includes various units such as characters, infantry, and vehicles, along with their abilities, weapons, and rules. Key features include the Oath of Moment ability, which allows rerolls against a selected enemy unit, and detailed descriptions of each unit's configuration and capabilities.

Uploaded by

r.graphism
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 11

Imperium - Adeptus Astartes - Ultramarines - Vanguard - (1985 pts)

Army Roster (Imperium - Adeptus Astartes - Ultramarines) (1985 pts)


Rules: Oath of Moment

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Vanguard Spearhead

Abilities: Shadow Masters

Epic Hero (200 pts)


Marneus Calgar (3) Warlord
(200 pts) • 2x Victrix Honour Guard
• Marneus Calgar

Rules: Leader, Oath of Moment, Pistol, Twin-linked


Unit: Marneus Calgar, Victrix Honour Guard
Abilities: Inspiring Leader, Master Tactician, Honour Guard of Macragge, Leader[1], Invulnerable Save
Ranged Weapons: Gauntlets of Ultramar
Melee Weapons: Gauntlets of Ultramar, Victrix Power Sword

Character (250 pts)


Apothecary Biologis (1) The Blade Driven Deep
(95 pts)
Rules: Leader, Oath of Moment, Pistol
Unit: Apothecary Biologis
Abilities: Surgical Precision, Vivispectrum, Leader[2], The Blade Driven Deep
Ranged Weapons: Absolvor Bolt Pistol
Melee Weapons: Close Combat Weapon (x2) (x2)

Lieutenant with Combi-weapon (1) Shadow War Veteran


(100 pts)
Rules: Feel No Pain 5+, Infiltrators, Lone Operative, Stealth, Oath of Moment, Anti-, Devastating Wounds,
Rapid Fire, Sustained Hits
Unit: Lieutenant with Combi-weapon
Abilities: Priority Objective Identified, Evade and Survive, Lone Survivor, Shadow War Veteran
Ranged Weapons: Combi-weapon
Melee Weapons: Paired Combat Blades

Techmarine (1) Rules: Leader, Oath of Moment, Pistol, Extra Attacks


(55 pts) Unit: Techmarine
Abilities: Techmarine, Blessing of the Omnissiah, Vengeance of the Omnissiah, Leader[3]
Ranged Weapons: Forge Bolter, Grav-pistol
Melee Weapons: Omnissian Power Axe, Servo-arm

Battleline (160 pts)


Intercessor Squad (5) Astartes Grenade Launcher
(80 pts) • Intercessor Sergeant: Thunder Hammer, Bolt Rifle
• 4x Intercessors

Rules: Oath of Moment, Pistol, Assault, Heavy, Devastating Wounds


Abilities: Objective Secured, Target Elimination
Unit: Intercessor Squad (x2) (x2)
Ranged Weapons: Astartes Grenade Launcher - Krak (x2) (x2), Astartes Grenade Launcher - Frag (x2) (x2),
Bolt Pistol (x12) (x24), Bolt Rifle (x4) (x8)
Melee Weapons: Thunder Hammer (x2) (x2), Close Combat Weapon (x10) (x10)

Intercessor Squad (5) Astartes Grenade Launcher


(80 pts) • Intercessor Sergeant: Thunder Hammer, Bolt Rifle
• 4x Intercessors

Rules: Oath of Moment, Pistol, Assault, Heavy, Devastating Wounds


Abilities: Objective Secured, Target Elimination
Unit: Intercessor Squad (x2) (x2)
Ranged Weapons: Astartes Grenade Launcher - Krak (x2) (x2), Astartes Grenade Launcher - Frag (x2) (x2),
Bolt Pistol (x12) (x24), Bolt Rifle (x4) (x8)
Melee Weapons: Thunder Hammer (x2) (x2), Close Combat Weapon (x10) (x10)

Infantry (750 pts)


Aggressor Squad (3) • Aggressor Sergeant: Auto Boltstorm Gauntlets & Fragstorm Grenade Launcher
(120 pts) • 2x Aggressors: Auto Boltstorm Gauntlets & Fragstorm Grenade Launcher

Rules: Oath of Moment, Twin-linked, Blast


Unit: Aggressors (x2) (x2)
Abilities: Close-quarters Firepower
Melee Weapons: Twin Power Fist (x4) (x8)
Ranged Weapons: Auto Boltstorm Gauntlets (x4) (x8), Fragstorm Grenade Launcher (x6) (x12)

Aggressor Squad (3) • Aggressor Sergeant: Auto Boltstorm Gauntlets & Fragstorm Grenade Launcher
(120 pts) • 2x Aggressors: Auto Boltstorm Gauntlets & Fragstorm Grenade Launcher

Rules: Oath of Moment, Twin-linked, Blast


Unit: Aggressors (x2) (x2)
Abilities: Close-quarters Firepower
Melee Weapons: Twin Power Fist (x4) (x8)
Ranged Weapons: Auto Boltstorm Gauntlets (x4) (x8), Fragstorm Grenade Launcher (x6) (x12)

Inceptor Squad (3) Plasma Exterminators


(120 pts) • 2x Inceptor
• Inceptor Sergeant

Rules: Deep Strike, Oath of Moment, Assault, Pistol, Twin-linked, Hazardous


Unit: Inceptor Squad (x2) (x2)
Abilities: Meteoric Descent
Melee Weapons: Close Combat Weapon (x10) (x20)
Ranged Weapons: Plasma Exterminators - Standard (x2) (x2), Plasma Exterminators - Supercharge (x2)
(x2)

Inceptor Squad (3) Plasma Exterminators


(120 pts) • 2x Inceptor
• Inceptor Sergeant

Rules: Deep Strike, Oath of Moment, Assault, Pistol, Twin-linked, Hazardous


Unit: Inceptor Squad (x2) (x2)
Abilities: Meteoric Descent
Melee Weapons: Close Combat Weapon (x10) (x20)
Ranged Weapons: Plasma Exterminators - Standard (x2) (x2), Plasma Exterminators - Supercharge (x2)
(x2)

Infiltrator Squad (5) Infiltrator Comms Array, Helix Gauntlet


(100 pts) • 4x Infiltrator
• Infiltrator Sergeant

Rules: Infiltrators, Oath of Moment, Feel No Pain, Pistol


Unit: Infiltrator Squad (x2) (x2)
Abilities: Omni-scramblers, Helix Gauntlet, Infiltrator Comms Array
Ranged Weapons: Bolt Pistol (x12) (x24), Marksman Bolt Carbine (x4) (x8)
Melee Weapons: Close Combat Weapon (x10) (x20)

Infiltrator Squad (5) Infiltrator Comms Array, Helix Gauntlet


(100 pts) • 4x Infiltrator
• Infiltrator Sergeant

Rules: Infiltrators, Oath of Moment, Feel No Pain, Pistol


Unit: Infiltrator Squad (x2) (x2)
Abilities: Omni-scramblers, Helix Gauntlet, Infiltrator Comms Array
Ranged Weapons: Bolt Pistol (x12) (x24), Marksman Bolt Carbine (x4) (x8)
Melee Weapons: Close Combat Weapon (x10) (x20)

Scout Squad (5) • Scout Sergeant: Astartes Chainsword


(70 pts) • Scout w/ Heavy Weapon: Missile Launcher
• Scout w/ Scout Sniper Rifle
• 2x Scouts w/ Boltgun

Rules: Scouts 6", Infiltrators, Oath of Moment, Pistol, Heavy, Blast, Precision
Unit: Scout Squad
Abilities: Guerrilla Tactics
Ranged Weapons: Bolt Pistol (x12) (x48), Missile Launcher - Frag, Missile Launcher - Krak, Scout Sniper
Rifle, Boltgun
Melee Weapons: Close Combat Weapon (x4) (x16), Astartes Chainsword

Vehicle (625 pts)


Ballistus Dreadnought (1) Rules: Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked
(130 pts) Unit: Ballistus Dreadnought
Abilities: Ballistus Strike, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Feet
Ranged Weapons: Ballistus Lascannon, Ballistus Missile Launcher - Frag, Ballistus Missile Launcher - Krak,
Twin Storm Bolter
Gladiator Lancer (1) Two fragstorm grenade launchers, Ironhail Heavy Stubber, Icarus Rocket Pod
(160 pts)
Rules: Deadly Demise D3, Oath of Moment, Anti-, Rapid Fire, Heavy, Blast
Unit: Gladiator Lancer
Abilities: Aqullon Optics, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Tracks
Ranged Weapons: Icarus Rocket Pod (x2) (x2), Ironhail Heavy Stubber, Lancer Laser Destroyer, Fragstorm
Grenade Launcher (x6) (x6)

Redemptor Dreadnought (1) Twin Fragstorm Grenade Launcher, Onslaught Gatling Cannon, Macro Plasma Incinerator, Icarus Rocket Pod
(210 pts)
Rules: Deadly Demise D3, Oath of Moment, Anti-, Hazardous, Blast, Devastating Wounds, Twin-linked
Abilities: Duty Eternal, Damaged: 1-4 Wounds Remaining
Unit: Redemptor Dreadnought
Ranged Weapons: Icarus Rocket Pod (x2) (x2), Macro Plasma Incinerator - Standard, Macro Plasma
Incinerator - Supercharge, Onslaught Gatling Cannon, Twin Fragstorm Grenade Launcher
Melee Weapons: Redemptor Fist

Storm Speeder Hammerstrike (1) Rules: Deep Strike, Deadly Demise D3, Oath of Moment
(125 pts) Abilities: Hammerstrike
Unit: Storm Speeder Hammerstrike
Melee Weapons: Close Combat Weapon (x2) (x2)
Ranged Weapons: Hammerstrike Missile Launcher, Krakstorm Grenade Launcher (x2) (x2), Melta Destroyer
Rules:

Oath of Moment If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army.
Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with
this ability makes an attack that targets your Oath of Moment target:
% You can reroll the Hit roll
% If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space
Wolves keywords, add 1 to the Wound roll as well.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Feel No Pain 5+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.
Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Feel No Pain Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Scouts 6" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Abilities

Shadow Masters

Each time a ranged attack targets an Adeptus Astartes unit from your army, unless the attacking model is within 12", subtract 1 from the Hit roll and the target
has the Benefit of Cover against that attack.

Inspiring Leader

While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Master Tactician

At the start of your Command phase, if this unit’s Marneus Calgar model is on the battlefield, you gain 1CP.

Honour Guard of Macragge

While this unit contains one or more Victrix Honour Guard models, this unit’s Marneus Calgar model has the Feel No Pain 4+ ability.

Leader[1]

This unit can be attached to the following units:

% Aggressor Squad
% Assault Intercessor Squad
% Bladeguard Veteran Squad
% Company Heroes
% Eradicator Squad
% Heavy Intercessor Squad
% Infernus Squad
% Intercessor Squad
% Sternguard Veteran Squad
% Tactical Squad

Invulnerable Save

4+

Surgical Precision

While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.

Vivispectrum

If this model’s unit destroys an enemy unit as the result of a melee attack, until the end of the battle, this model has an Objective Control characteristic of 9.

Leader[2]

This model can be attached to the following units:

% Aggressor Squad
% Eradicator Squad
% Heavy Intercessor Squad

You can attach this model to one of the above units even if one Captain or Chapter Master model has already been attached to it. If you do, and that
Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.

The Blade Driven Deep

Adpetus Astartes Infantry model only. While the bearer is leading a unit, models in that unit have the Infiltrators Ability

Priority Objective Identified

At the start of the first battle round, if your army includes one or more models with this ability, you can select one objective marker on the battlefield. Until the
end of the battle, while one or more models with this ability are on the battlefield, each time a friendly ADEPTUS ASTARTES model makes an attack that
targets an enemy unit that is within range of that objective marker, re-roll a Wound roll of 1.

Evade and Survive

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or
more enemy units, it can make a Normal move

Lone Survivor

This model cannot be Warlord

Shadow War Veteran


Phobos model only. Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that
use of that Stratagem by 1CP

Techmarine

While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability

Blessing of the Omnissiah

In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds
and, until the start of your next Command phase, each time that Vehicle model makes an attack, add 1 to the Hit roll. Each model can only be selected for
this ability once per turn.

Vengeance of the Omnissiah

If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an
Attacks characteristic of 7.

Leader[3]

This model can be attached to the following units:

% Assault Intercessor Squad


% Desolation Squad
% Devastator Squad
% Intercessor Squad
% Tactical Squad

Objective Secured

If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains
under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Target Elimination

Each time this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, add 2 to the Attacks characteristic of bolt rifles equipped by
models in this unit and you can only select one enemy unit as the target of all of this unit's attacks

Close-quarters Firepower

Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack
by 1.

Meteoric Descent

In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this unit can be
set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.

Omni-scramblers

Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.

Helix Gauntlet

Models in the bearer’s unit have the Feel No Pain 6+ ability.

Infiltrator Comms Array

Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP

Guerrilla Tactics

At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and place it into
Strategic Reserves.

Ballistus Strike

Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Aqullon Optics

Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can re-roll one Damage roll when resolving its
attacks

Duty Eternal
Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack

Hammerstrike

Each time this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the
Benefit of Cover.

Unit M T SV W LD OC

Marneus Calgar 6" 6 2+ 6 6+ 1

Victrix Honour Guard 6" 4 2+ 3 6+ 1

Apothecary Biologis 5" 6 3+ 5 6+ 3

Lieutenant with Combi-weapon 6" 4 3+ 4 6+ 1

Techmarine 6" 4 2+ 4 6+ 1

Intercessor Squad (x2) (x2) 6" 4 3+ 2 6+ 2

Aggressors (x2) (x2) 5" 6 3+ 3 6+ 1

Inceptor Squad (x2) (x2) 10" 6 3+ 3 6+ 1

Infiltrator Squad (x2) (x2) 6" 4 3+ 2 6+ 1

Scout Squad 6" 4 4+ 2 6+ 1

Ballistus Dreadnought 8" 10 2+ 12 6+ 4

Gladiator Lancer 10" 10 3+ 12 6+ 3

Redemptor Dreadnought 8" 10 2+ 12 6+ 4

Storm Speeder Hammerstrike 14" 9 3+ 11 6+ 3


Ranged Weapons Range A BS S AP D

Gauntlets of Ultramar 18" 4 2+ 4 -1 2

Pistol, Twin-linked

Absolvor Bolt Pistol 18" 1 3+ 5 -1 2

Pistol

Combi-weapon 24" 1 3+ 4 0 1

Anti-infantry 4+, Devastating Wounds, Rapid Fire 1

Forge Bolter 24" 3 2+ 5 -1 2

Grav-pistol 12" 1 3+ 4 -1 2

Anti-vehicle 2+, Pistol

Astartes Grenade Launcher - Krak (x2) (x2) 24" 1 3+ 9 -2 D3

Astartes Grenade Launcher - Frag (x2) (x2) 24" D3 3+ 4 0 1

Blast

Bolt Pistol (x12) (x12) 12" 1 3+ 4 0 1

Pistol

Bolt Rifle (x4) (x4) 24" 2 3+ 4 -1 1

Assault, Heavy

Auto Boltstorm Gauntlets (x4) (x4) 18" 3 3+ 4 0 1

Twin-linked

Fragstorm Grenade Launcher (x6) (x6) 18" D6 3+ 4 0 1

Blast

Plasma Exterminators - Standard (x2) (x2) 18" 2 3+ 7 -2 2

Assault, Pistol, Twin-linked

Plasma Exterminators - Supercharge (x2) (x2) 18" 2 3+ 8 -3 3

Assault, Pistol, Hazardous, Twin-linked

Marksman Bolt Carbine (x4) (x4) 24" 2 3+ 4 0 1

Heavy

Missile Launcher - Frag 48" D6 4+ 4 0 1

Blast, Heavy

Missile Launcher - Krak 48" 1 4+ 9 -2 D6

Heavy

Scout Sniper Rifle 36" 1 3+ 4 -2 2

Heavy, Precision

Boltgun 24" 2 3+ 4 0 1

Ballistus Lascannon 48" 2 3+ 12 -3 D6+1

-
Ballistus Missile Launcher - Frag 48" 2D6 3+ 5 0 1

Blast

Ballistus Missile Launcher - Krak 48" 2 3+ 10 -2 D6

Twin Storm Bolter 24" 2 3+ 4 0 1

Rapid Fire 2, Twin-linked

Icarus Rocket Pod (x2) (x2) 24" D3 3+ 8 -1 2

Anti-fly 2+

Ironhail Heavy Stubber 36" 3 3+ 4 0 1

Rapid Fire 3

Lancer Laser Destroyer 72" 2 3+ 14 -4 D6+3

Heavy

Macro Plasma Incinerator - Standard 36" D6+1 3+ 8 -3 2

Blast

Macro Plasma Incinerator - Supercharge 36" D6+1 3+ 9 -4 3

Blast, Hazardous

Onslaught Gatling Cannon 24" 8 3+ 5 0 1

Devastating Wounds

Twin Fragstorm Grenade Launcher 18" D6 3+ 4 0 1

Blast, Twin-linked

Hammerstrike Missile Launcher 36" 2 3+ 9 -3 D6

Krakstorm Grenade Launcher (x2) (x2) 18" 1 3+ 9 -1 D3

Melta Destroyer 18" 3 3+ 9 -4 D6

Melta 2
Melee Weapons Range A WS S AP D

Gauntlets of Ultramar Melee 6 2+ 8 -3 3

Twin-linked

Victrix Power Sword Melee 5 2+ 5 -2 2

Close Combat Weapon (x2) (x2) Melee 4 3+ 4 0 1

Paired Combat Blades Melee 5 2+ 4 -1 1

Anti-Infantry 4+, Sustained Hits 1

Omnissian Power Axe Melee 4 3+ 6 -2 2

Servo-arm Melee 1 3+ 8 -2 3

Extra Attacks

Thunder Hammer (x2) (x2) Melee 3 4+ 8 -2 2

Devastating Wounds

Close Combat Weapon (x10) (x10) Melee 3 3+ 4 0 1

Twin Power Fist (x4) (x4) Melee 3 3+ 8 -2 2

Twin-linked

Close Combat Weapon (x4) (x4) Melee 2 3+ 4 0 1

Astartes Chainsword Melee 4 3+ 4 -1 1

Armoured Feet Melee 5 3+ 7 0 1

Armoured Tracks Melee 3 4+ 6 0 1

Redemptor Fist Melee 5 3+ 12 -2 3

You might also like