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McCragges Honour

The document outlines a 2000-point army roster for the Adeptus Astartes Ultramarines faction in a tabletop game, detailing various units, their configurations, and abilities. Key characters include Marneus Calgar and Roboute Guilliman, supported by infantry and vehicles like Dreadnoughts and Vindicators. The roster includes specific rules and abilities such as Oath of Moment and various weapon types, providing a comprehensive overview of the army's capabilities and strategies.
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0% found this document useful (0 votes)
31 views9 pages

McCragges Honour

The document outlines a 2000-point army roster for the Adeptus Astartes Ultramarines faction in a tabletop game, detailing various units, their configurations, and abilities. Key characters include Marneus Calgar and Roboute Guilliman, supported by infantry and vehicles like Dreadnoughts and Vindicators. The roster includes specific rules and abilities such as Oath of Moment and various weapon types, providing a comprehensive overview of the army's capabilities and strategies.
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
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Imperium - Adeptus Astartes - Ultramarines - McCragges Honour - (2000 pts)

Army Roster (Imperium - Adeptus Astartes - Ultramarines) (2000 pts)


Rules: Oath of Moment

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Gladius Task Force

Abilities: Combat Doctrines

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Imperial Knights are
visible, Agents of the Imperium are visible

Epic Hero (555 pts)


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

Roboute Guilliman (1) Rules: Oath of Moment, Lethal Hits, Rapid Fire, Devastating Wounds
(345 pts) Unit: Roboute Guilliman
Abilities: Author of the Codex, Ultramarines Bodyguard, Armour of Fate, Supreme Commander, Invulnerable
Save
Ranged Weapons: Hand of Dominion
Melee Weapons: Hand of Dominion, The Emperor's Sword

Character (105 pts)


Captain in Gravis Armour (1) Master-crafted Heavy Bolt Rifle and Master-crafted Power Weapon, Fire Discipline
(105 pts)
Rules: Leader, Oath of Moment, Heavy, Assault
Unit: Captain in Gravis Armour
Abilities: Refuse to Yield, Leader[2], Rites of Battle, Invulnerable Save, Fire Discipline
Ranged Weapons: Master-crafted Heavy Bolt Rifle
Melee Weapons: Master-crafted Power Weapon

Battleline (190 pts)


Heavy Intercessor Squad (5) • Heavy Intercessor Sergeant
(110 pts) • Heavy Intercessor w/Heavy Bolter
• 3x Heavy Intercessors

Rules: Oath of Moment, Pistol, Heavy, Sustained Hits, Assault


Abilities: Unyielding in the Face of the Foe
Unit: Heavy Intercessor Sergeant, Heavy intercessor Squad (x4) (x8)
Ranged Weapons: Bolt Pistol (x17) (x51), Heavy Bolt Rifle (x2) (x4), Heavy Bolter[1]
Melee Weapons: Close Combat Weapon (x13) (x39)

Intercessor Squad (5) • Intercessor Sergeant: Close Combat Weapon, Bolt Rifle
(80 pts) • 3x Intercessor
• Intercessor w/ Grenade Launcher

Rules: Oath of Moment, Pistol, Assault, Heavy


Abilities: Objective Secured, Target Elimination
Unit: Intercessor Sergeant, Intercessor Squad (x4) (x8)
Ranged Weapons: Bolt Pistol (x17) (x51), Bolt Rifle (x3) (x9), Astartes Grenade Launcher - Krak, Astartes
Grenade Launcher - Frag
Melee Weapons: Close Combat Weapon (x13) (x39)

Infantry (500 pts)


Eradicator Squad (3) • Eradicator
(100 pts) • Eradicator Sergeant
• Eradicator with Multi-melta

Rules: Oath of Moment, Pistol, Heavy, Melta


Abilities: Total Obliteration
Unit: Eradicator Squad (x2) (x4), Eradicator Sergeant
Ranged Weapons: Bolt Pistol (x17) (x51), Melta Rifle (x2) (x4), Multi-melta
Melee Weapons: Close Combat Weapon (x13) (x39)
Hellblaster Squad (10) • 9x Hellblaster
(230 pts) • Hellblaster Sergeant: Bolt Pistol

Rules: Oath of Moment, Pistol, Hazardous, Heavy, Assault


Abilities: For the Chapter!
Unit: Hellblaster Squad (x9) (x9), Hellblaster Sergeant
Ranged Weapons: Bolt Pistol (x17) (x34), Plasma Incinerator - Standard (x2) (x4), Plasma Incinerator -
Supercharge (x2) (x4)
Melee Weapons: Close Combat Weapon (x13) (x26)

Infiltrator Squad (5) Infiltrator Comms Array, Helix Gauntlet


(100 pts) • 4x Infiltrator
• Infiltrator Sergeant

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


Abilities: Omni-scramblers, Helix Gauntlet, Infiltrator Comms Array
Unit: Infiltrator Squad (x4) (x4), Infiltrator Sergeant
Ranged Weapons: Bolt Pistol (x17) (x34), Marksman Bolt Carbine (x2) (x4)
Melee Weapons: Close Combat Weapon (x13) (x26)

Scout Squad (5) • Scout Sergeant: Boltgun


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

Rules: Scouts 6", Infiltrators, Oath of Moment, Pistol, Heavy, Sustained Hits, Precision
Abilities: Guerrilla Tactics
Unit: Scout Sergeant, Scout Squad (x4) (x12)
Ranged Weapons: Bolt Pistol (x17) (x68), Boltgun (x2) (x4), Heavy Bolter[2], Scout Sniper Rifle
Melee Weapons: Close Combat Weapon (x4) (x16)

Vehicle (650 pts)


Ballistus Dreadnought (1) Rules: Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked
(140 pts) Unit: Ballistus Dreadnought (x2) (x2)
Abilities: Ballistus Strike, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Feet (x2) (x2)
Ranged Weapons: Ballistus Lascannon (x2) (x2), Ballistus Missile Launcher - Frag (x2) (x2), Ballistus Missile
Launcher - Krak (x2) (x2), Twin Storm Bolter (x2) (x2)

Ballistus Dreadnought (1) Rules: Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked
(140 pts) Unit: Ballistus Dreadnought (x2) (x2)
Abilities: Ballistus Strike, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Feet (x2) (x2)
Ranged Weapons: Ballistus Lascannon (x2) (x2), Ballistus Missile Launcher - Frag (x2) (x2), Ballistus Missile
Launcher - Krak (x2) (x2), Twin Storm Bolter (x2) (x2)

Vindicator (1) Storm Bolter, Hunter Killer Missile


(185 pts)
Rules: Deadly Demise D3, Oath of Moment, Blast, One Shot, Rapid Fire
Unit: Vindicator (x2) (x2)
Abilities: Siege Shield, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Tracks (x2) (x2)
Ranged Weapons: Demolisher Cannon (x2) (x2), Hunter Killer Missile (x2) (x2), Storm Bolter (x2) (x2)

Vindicator (1) Storm Bolter, Hunter Killer Missile


(185 pts)
Rules: Deadly Demise D3, Oath of Moment, Blast, One Shot, Rapid Fire
Unit: Vindicator (x2) (x2)
Abilities: Siege Shield, Damaged: 1-4 Wounds Remaining
Melee Weapons: Armoured Tracks (x2) (x2)
Ranged Weapons: Demolisher Cannon (x2) (x2), Hunter Killer Missile (x2) (x2), Storm Bolter (x2) (x2)
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 you are using a Codex: Space Marines Detachment and 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.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

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’.

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.

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.

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.

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’

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’.
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.

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.

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").

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).

One Shot The bearer can only shoot with this weapon once per battle.
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.

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+

Author of the Codex

At the Start of your Command phase, select two Author of the Codex abilities (see left). Until the start of your next Command phase, this model has those
abilities.’

Primarch of the XIII (Aura): While a friendly Adeptus Astartes unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit
and you can re-roll Battle-shock and Leadership tests taken for that unit.

Master of Battle: After you have selected an enemy unit using the Oath of Moment ability, select a second enemy unit. Until the start of your next Command
phase, if your Oath of Moment target is destroyed, that second enemy unit becomes your Oath of Moment target until you select a new one.

Supreme Strategist: Once per turn, you can target one friendly ADEPTUS ASTARTES unit within 12" of this model with a Stratagem. If it does, reduce the CP
cost of that use of that Stratagem by 1CP.

Ultramarines Bodyguard

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

Armour of Fate

The first time this model is destroyed, roll one D6 at the end of the phase: on a 3+, set this model back up on the battlefield as close as possible to where it
was destroyed and not within Engagement Range of any enemy models, with 6 wounds remaining.

Supreme Commander

If this model is in your army, it must be your Warlord.

Refuse to Yield

Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
Leader[2]

This model can be attached to the following units:

% Aggressor Squad
% Eradicator Squad
% Heavy Intercessor Squad

Rites of Battle

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
of that Stratagem by 1CP.

Fire Discipline

Adeptus Astartes model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, , you can reroll Advance rolls made for that unit.

Unyielding in the Face of the Foe

While this unit is within range of an objective marker you control, each time an attack with a Damage characteristic of 1 is allocated to a model in
this unit, add 1 to any armour saving throw made against that attack.

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

Total Obliteration

Each time a ranged attack made by a model in this unit targets a Monster or Vehicle model, you can re-roll the Hit roll, you can re-roll the Wound roll and you
can re-roll the Damage roll.

For the Chapter!

Each time a model in this unit is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit
has finished making its attacks, and is then removed from play. When resolving these attacks, any Hazardous tests taken for that attack are automatically
passed.

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.

Siege Shield

When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly
units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls
for being within Engagement Range of one or more enemy units.
Unit M T SV W LD OC

Marneus Calgar 6" 6 2+ 6 6+ 1

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

Roboute Guilliman 8" 9 2+ 10 5+ 4

Captain in Gravis Armour 5" 6 3+ 6 6+ 1

Heavy Intercessor Sergeant 5" 6 3+ 3 6+ 2

Heavy intercessor Squad (x4) (x4) 5" 6 3+ 3 6+ 2

Intercessor Sergeant 6" 4 3+ 2 6+ 2

Intercessor Squad (x4) (x4) 6" 4 3+ 2 6+ 2

Eradicator Squad (x2) (x2) 5" 6 3+ 3 6+ 1

Eradicator Sergeant 5" 6 3+ 3 6+ 1

Hellblaster Squad (x9) (x9) 6" 4 3+ 2 6+ 1

Hellblaster Sergeant 6" 4 3+ 2 6+ 1

Infiltrator Squad (x4) (x4) 6" 4 3+ 2 6+ 1

Infiltrator Sergeant 6" 4 3+ 2 6+ 1

Scout Sergeant 6" 4 4+ 2 6+ 1

Scout Squad (x4) (x4) 6" 4 4+ 2 6+ 1

Ballistus Dreadnought (x2) (x2) 8" 10 2+ 12 6+ 4

Vindicator (x2) (x2) 9" 11 2+ 11 6+ 3


Ranged Weapons Range A BS S AP D

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

Pistol, Twin-linked

Hand of Dominion 30" 2 2+ 6 -2 2

Rapid Fire 2

Master-crafted Heavy Bolt Rifle 30" 2 2+ 5 -1 3

Assault, Heavy

Bolt Pistol (x17) (x17) 12" 1 3+ 4 0 1

Pistol

Heavy Bolt Rifle (x2) (x2) 30" 2 3+ 5 -1 2

Assault, Heavy

Heavy Bolter[1] 36" 3 3+ 5 -1 2

Assault, Heavy, Sustained Hits 1

Bolt Rifle (x3) (x3) 24" 2 3+ 4 -1 1

Assault, Heavy

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

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

Blast

Melta Rifle (x2) (x2) 18" 1 3+ 9 -4 D6

Heavy, Melta 2

Multi-melta 18" 2 4+ 9 -4 D6

Heavy, Melta 2

Plasma Incinerator - Standard (x2) (x2) 24" 2 3+ 7 -2 1

Assault, Heavy

Plasma Incinerator - Supercharge (x2) (x2) 24" 2 3+ 8 -3 2

Assault, Heavy, Hazardous

Marksman Bolt Carbine (x2) (x2) 24" 2 3+ 4 0 1

Heavy

Boltgun (x2) (x2) 24" 2 3+ 4 0 1

Heavy Bolter[2] 36" 3 4+ 5 -1 2

Heavy, Sustained Hits 1

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

Heavy, Precision

Ballistus Lascannon (x2) (x2) 48" 2 3+ 12 -3 D6+1

Ballistus Missile Launcher - Frag (x2) (x2) 48" 2D6 3+ 5 0 1

Blast
Ballistus Missile Launcher - Krak (x2) (x2) 48" 2 3+ 10 -2 D6

Twin Storm Bolter (x2) (x2) 24" 2 3+ 4 0 1

Rapid Fire 2, Twin-linked

Demolisher Cannon (x2) (x2) 24" D6+3 3+ 14 -3 D6

Blast

Hunter Killer Missile (x2) (x2) 48" 1 2+ 14 -3 D6

One Shot

Storm Bolter (x2) (x2) 24" 2 3+ 4 0 1

Rapid Fire 2

Melee Weapons Range A WS S AP D Keywords

Gauntlets of Ultramar Melee 6 2+ 8 -3 3 Twin-linked

Victrix Power Sword Melee 5 2+ 5 -2 2 -

Hand of Dominion Melee 7 2+ 14 -4 4 Lethal Hits

The Emperor's Sword Melee 14 2+ 8 -3 2 Devastating Wounds

Master-crafted Power Weapon Melee 6 2+ 5 -2 2 -

Close Combat Weapon (x13) (x13) Melee 3 3+ 4 0 1 -

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

Armoured Feet (x2) (x2) Melee 5 3+ 7 0 1 -

Armoured Tracks (x2) (x2) Melee 3 4+ 6 0 1 -

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