Imperium - Adeptus Astartes - Ultramarines - Ferchu - (1000 pts)
Army Roster (Imperium - Adeptus Astartes - Ultramarines) (1000 pts)
Rules: Oath of Moment
Configuration
Battle Size Strike Force (2000 Point limit)
Detachment Gladius Task Force
Abilities: Combat Doctrines
Show/Hide Options
Character (125 pts)
Apothecary Biologis (1) Rules: Leader, Oath of Moment, Pistol
(70 pts) Unit: Apothecary Biologis
Abilities: Surgical Precision, Vivispectrum, Leader[1]
Ranged Weapons: Absolvor Bolt Pistol
Melee Weapons: Close Combat Weapon
Lieutenant in Phobos Armour (1) Warlord
(55 pts)
Rules: Infiltrators, Scouts 6", Deep Strike, Leader, Oath of Moment, Pistol, Sustained Hits
Unit: Lieutenant in Phobos Armor
Abilities: Strategic Dispersal, Leader[2], Tactical Precision
Ranged Weapons: Bolt Pistol, Master-crafted Scoped Bolt Carbine
Melee Weapons: Paired Combat Blades
Infantry (495 pts)
Aggressor Squad (6) • Aggressor Sergeant: Auto Boltstorm Gauntlets & Fragstorm Grenade Launcher
(240 pts) • 5x Aggressors: Auto Boltstorm Gauntlets & Fragstorm Grenade Launcher
Rules: Oath of Moment, Twin-linked, Blast
Unit: Aggressors
Abilities: Close-quarters Firepower
Melee Weapons: Twin Power Fist (x2) (x4)
Ranged Weapons: Auto Boltstorm Gauntlets (x2) (x4), Fragstorm Grenade Launcher (x2) (x4)
Eliminator Squad (3) • 2x Eliminator: Las Fusil
(85 pts) • Eliminator Sergeant: Bolt Sniper Rifle
Rules: Infiltrators, Stealth, Oath of Moment, Pistol, Heavy, Precision
Unit: Eliminator Squad
Abilities: Reposition Under Covering Fire, Mark the Target
Ranged Weapons: Bolt Pistol (x6) (x12), Las Fusil, Bolt Sniper Rifle
Melee Weapons: Close Combat Weapon (x4) (x8)
Incursor Squad (5) Haywire Mine
(80 pts) • 4x Incursor
• Incursor Sergeant
Rules: Scouts 6", Oath of Moment, Pistol
Unit: Incursor Squad
Abilities: Multi-spectrum Array, Haywire Mine
Ranged Weapons: Bolt Pistol (x6) (x12), Occulus Bolt Carbine (x2) (x4)
Melee Weapons: Paired Combat Blades (x2) (x4)
Infernus Squad (5) • 4x Infernus Marines
(90 pts) • Infernus Sergeant
Rules: Oath of Moment, Pistol, Ignores Cover, Torrent
Unit: Infernus Squad
Abilities: Purge the Foe
Ranged Weapons: Bolt Pistol (x6) (x12), Pyreblaster (x2) (x4)
Melee Weapons: Close Combat Weapon (x4) (x8)
Vehicle (380 pts)
Brutalis Dreadnought (1) Twin Multi-melta, Brutalis Talons
(160 pts)
Rules: Deadly Demise D3, Oath of Moment, Anti-, Rapid Fire, Twin-linked, Melta
Unit: Brutalis Dreadnought
Abilities: Brutalis Charge, Damaged: 1-4 Wounds Remaining
Ranged Weapons: Twin Icarus Ironhail Heavy Stubber (x2) (x2), Twin Multi-melta
Melee Weapons: Brutalis Talons - Strike, Brutalis Talons - Sweep
Repulsor Executioner (1) Heavy Laser Destroyer, Ironhail Heavy Stubber, Icarus Rocket Pod
(220 pts)
Rules: Deadly Demise D6, Oath of Moment, Devastating Wounds, Anti-, Rapid Fire, Sustained Hits,
Twin-linked, Heavy
Abilities: Transport, Executioner, Damaged: 1-5 Wounds Remaining
Unit: Repulsor Executioner
Melee Weapons: Armoured Hull
Ranged Weapons: Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Ironhail Heavy Stubber, Repulsor
Executioner Defensive Array, Twin Heavy Bolter, Twin Icarus Ironhail Heavy Stubber (x2) (x2), Heavy Laser
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.
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.
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.
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.
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’
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.
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).
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.
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.
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.
Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.
Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.
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").
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.
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’.
Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.
Deadly Demise D6 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").
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.
Abilities
Combat Doctrines
At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat
Doctrine is active and its effects apply to all Adeptus Astartes units from your army with this ability. You can only select each Combat Doctrine once per battle.
DEVASTATOR DOCTRINE
This unit is eligible to shoot in a turn in which it Advanced.
TACTICAL DOCTRINE
This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
ASSAULT DOCTRINE
This unit is eligible to declare a charge in a turn in which it Advanced.
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[1]
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.
Strategic Dispersal
In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy models, it can make a Normal move of up to D6"
Leader[2]
This model can be attached to the following units:
% Incursor Squad
% Infiltrator Squad
% Reiver Squad
You can attach this model to a unit it can lead 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.
Tactical Precision
While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
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.
Reposition Under Covering Fire
In your Shooting phase, after this unit has shot, if it contains an Eliminator Sergeant equipped with an instigator bolt carbine, this unit can make a
Normal move. If it does so, until the end of the turn, this unit is not eligible to declare a charge.
Mark the Target
Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the
[DEVASTATING WOUNDS] ability.
Multi-spectrum Array
In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the end of the
phase, each time a friendly Adeptus Astartes unit makes an attack that targets that enemy unit, add 1 to the Hit roll.
Haywire Mine
Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal
wounds, or 2D3 mortal wounds instead if it is a Vehicle unit.
Purge the Foe
In your Shooting phase, after this unit has shot, you can select one enemy Infantry unit hit by one or more of those attacks made with a pyreblaster. That
enemy unit must take a Battle-shock test, subtracting 1 from that test.
Brutalis Charge
Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal
wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds
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.
Transport
This model has a transport capacity of 7 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2
models and each Centurion model takes up the space of 3 models.
Executioner
Each time this model makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.
Damaged: 1-5 Wounds Remaining
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Unit M T SV W LD OC
Apothecary Biologis 5" 6 3+ 5 6+ 3
Lieutenant in Phobos Armor 6" 4 3+ 4 6+ 1
Aggressors 5" 6 3+ 3 6+ 1
Eliminator Squad 6" 4 3+ 2 6+ 1
Incursor Squad 6" 4 3+ 2 6+ 1
Infernus Squad 6" 4 3+ 2 6+ 1
Brutalis Dreadnought 8" 10 2+ 12 6+ 4
Repulsor Executioner 10" 12 3+ 16 6+ 5
Ranged Weapons Range A BS S AP D
Absolvor Bolt Pistol 18" 1 3+ 5 -1 2
Pistol
Bolt Pistol 12" 1 2+ 4 0 1
Pistol
Master-crafted Scoped Bolt Carbine 24" 2 2+ 4 0 2
Auto Boltstorm Gauntlets (x2) (x2) 18" 3 3+ 4 0 1
Twin-linked
Fragstorm Grenade Launcher (x2) (x2) 18" D6 3+ 4 0 1
Blast
Bolt Pistol (x6) (x6) 12" 1 3+ 4 0 1
Pistol
Las Fusil 36" 1 3+ 9 -3 D6
Heavy
Bolt Sniper Rifle 36" 1 3+ 5 -2 3
Heavy, Precision
Occulus Bolt Carbine (x2) (x2) 24" 2 3+ 4 0 1
Assault, Ignores Cover
Pyreblaster (x2) (x2) 12" D6 N/A 5 -1 1
Ignores Cover, Torrent
Twin Icarus Ironhail Heavy Stubber (x2) (x2) 36" 3 3+ 4 0 1
Anti-FLY 4+, Rapid Fire 3, Twin-linked
Twin Multi-melta 18" 2 3+ 9 -4 D6
Melta 2, Twin-linked
Heavy Onslaught Gatling Cannon 24" 12 3+ 6 0 1
Devastating Wounds
Icarus Rocket Pod 24" D3 3+ 8 -1 2
Anti-fly 2+
Ironhail Heavy Stubber 36" 3 3+ 4 0 1
Rapid Fire 3
Repulsor Executioner Defensive Array 24" 10 3+ 4 0 1
Twin Heavy Bolter 36" 3 3+ 5 -1 2
Sustained Hits 1, Twin-linked
Heavy Laser Destroyer 72" 2 3+ 16 -4 D6+4
Heavy
Melee Weapons Range A WS S AP D Keywords
Close Combat Weapon Melee 4 3+ 4 0 1 -
Paired Combat Blades Melee 5 2+ 4 -1 1 Sustained Hits 1
Twin Power Fist (x2) (x2) Melee 3 3+ 8 -2 2 Twin-linked
Close Combat Weapon (x4) (x4) Melee 3 3+ 4 0 1 -
Paired Combat Blades (x2) (x2) Melee 3 3+ 4 -1 1 Sustained Hits 1
Brutalis Talons - Strike Melee 6 3+ 12 -2 3 Twin-linked
Brutalis Talons - Sweep Melee 10 3+ 7 -2 1 Twin-linked
Armoured Hull Melee 6 4+ 8 0 1 -