Genestealer surprise – Ultramarines

Ultra Marines (Warhammer 40,000 8th Edition) [116 PL, 1980pts]

    • Battalion Detachment +5CP (Imperium – Space Marines) [85 PL, 1552pts]

        • No Force Org Slot

            • **Chapter Selection**

              Selections: Ultramarines

            • Gametype

              Selections: Matched

        • HQ [24 PL, 461pts]

            • Marneus Calgar [10 PL, 200pts]

              Selections:Warlord, Terminator Armour [10 PL, 200pts]

              Categories: Adeptus Astartes, Character, Chapter Master, Imperium, Infantry, Marneus Calgar, Ultramarines, HQ, Terminator

              Rules: And They Shall Know No Fear

              Abilities: Armour of Antilochus, Chapter Master, Master Tactician, Teleport Strike, Unit: Marneus Calgar, Weapon: Gauntlets of Ultramar (melee), Gauntlets of Ultramar (shooting), Relic blade

              Abilities Description Ref
              Armour of Antilochus Marneus Calgar has a 4+ invulnerable save. In addition, all damage suffered by Marneus Calgar is halved (rounding up).
              Chapter Master You can re-roll any failed hit rolls from friendly CHAPTER units within 6″ of this model.
              Master Tactician If your army is Battle-forged, you receive an additional 2 Command Points if Marneus Calgar is your Warlord.
              Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
              Adept of the Codex Ultramarines warlords are peerless masters of tactics and strategy. Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.
              Unit M WS BS S T W A Ld Save Ref
              Marneus Calgar 5″ 2+ 2+ 4 4 7 5 9 2+
              Weapon Range Type S AP D Abilities Ref
              Gauntlets of Ultramar (melee) Melee Melee x2 -3 D3
              Gauntlets of Ultramar (shooting) 24″ Rapid Fire 2 4 -1 2
              Relic blade Melee Melee +2 -3 D3
            • Captain Sicarius [7 PL, 132pts]

              Categories: Adeptus Astartes, Captain, Character, Imperium, Infantry, Ultramarines, Sicarius, HQ, Warlord

              Rules: And They Shall Know No Fear

              Abilities: Adept of the Codex, Batte-forged Heroes, Iron Halo, Rites of Battle, Unit: Captain Sicarius, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge, Talassarian Tempest Blade

              Abilities Description Ref
              Adept of the Codex Whilst your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.
              Batte-forged Heroes Friendly ULTRAMARINEs Tactical Squads within 6″ of Captain Sicarius can always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
              Iron Halo This model has a 4+ invulnerable save.
              Rites of Battle You can re-roll hit rolls of 1 made for ULTRAMARINES units within 6″ of Captain Sicarius.
              Unit M WS BS S T W A Ld Save Ref
              Captain Sicarius 6″ 2+ 2+ 4 4 5 4 9 2+
              Weapon Range Type S AP D Abilities Ref
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
              Plasma pistol, Standard 12″ Pistol 1 7 -3 1
              Plasma pistol, Supercharge 12″ Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
              Talassarian Tempest Blade Melee Melee User -3 D3 Any wound rolls of 6+ made for this weapon cause D3 mortal wounds instead of the normal damage.
            • Librarian [7 PL, 129pts]

              Selections: 2) Might of Heroes, 4) Fury of the Ancients, Force axe [10pts], Jump Pack [1 PL, 24pts], Plasma pistol [7pts]

              Categories: Adeptus Astartes, Character, Imperium, Infantry, Psyker, Librarian, HQ, Fly, Jump Pack

              Rules: And They Shall Know No Fear

              Abilities: Jump Pack Assault, Psychic Hood, Psychic Power: 2) Might of Heroes, 4) Fury of the Ancients, Psyker: Psyker, Unit: Librarian (Jump Pack), Weapon: Force axe, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge

              Abilities Description Ref
              Jump Pack Assault During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
              Psychic Hood You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12″.
              Psychic Power Warp Charge Range Details Ref
              2) Might of Heroes 6 12″ If manifested, select an ADEPTUS ASTARTES model within 12″ of the psyker. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness, and Attacks characteristics.
              4) Fury of the Ancients 7 3D6″ If manifested, roll 3D6 and select a visible enemy unit within that many inches of the psyker (if no enemy models are within range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.
              Psyker Cast Deny Powers Known Other Ref
              Psyker 2 1 Smite & 2 Librarius
              Unit M WS BS S T W A Ld Save Ref
              Librarian (Jump Pack) 12″ 3+ 3+ 4 4 4 3 9 3+
              Weapon Range Type S AP D Abilities Ref
              Force axe Melee Melee +1 -2 D3
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
              Plasma pistol, Standard 12″ Pistol 1 7 -3 1
              Plasma pistol, Supercharge 12″ Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
        • Troops [28 PL, 480pts]

            • Intercessor Squad [5 PL, 95pts]

              Selections: Auto Bolt Rifle [5pts], 4x Intercessor [72pts], Intercessor Sergeant [18pts]

              Categories: Adeptus Astartes, Imperium, Infantry, Intercessor Squad, Primaris, Troops

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Weapon: Auto Bolt Rifle

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Unit M WS BS S T W A Ld Save Ref
              Intercessor 6″ 3+ 3+ 4 4 2 2 7 3+
              Intercessor Sergeant 6″ 3+ 3+ 4 4 2 3 8 3+
              Weapon Range Type S AP D Abilities Ref
              Auto Bolt Rifle 24″ Assault 2 4 0 1
              Bolt pistol 12″ Pistol 1 4 0 1
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
            • Intercessor Squad [5 PL, 95pts]

              Selections: Auto Bolt Rifle [5pts], 4x Intercessor [72pts], Intercessor Sergeant [18pts]

              Categories: Adeptus Astartes, Imperium, Infantry, Intercessor Squad, Primaris, Troops

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Weapon: Auto Bolt Rifle

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Unit M WS BS S T W A Ld Save Ref
              Intercessor 6″ 3+ 3+ 4 4 2 2 7 3+
              Intercessor Sergeant 6″ 3+ 3+ 4 4 2 3 8 3+
              Weapon Range Type S AP D Abilities Ref
              Auto Bolt Rifle 24″ Assault 2 4 0 1
              Bolt pistol 12″ Pistol 1 4 0 1
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
            • Tactical Squad [9 PL, 175pts]

              Categories: Adeptus Astartes, Imperium, Infantry, Tactical Squad, Troops

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Unit: Space Marine, Space Marine Sergeant

                • 7x Space Marine [91pts]

                  Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

                • Space Marine Sergeant [24pts]

                  Selections: Plasma pistol [7pts], Power sword [4pts]

                  Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword

                • Space Marine w/Heavy Weapon [34pts]

                  Selections: Plasma cannon [21pts]

                  Weapon: Bolt pistol, Frag grenade, Krak grenade, Plasma cannon, Standard, Plasma cannon, Supercharge

                • Space Marine w/Special Weapon [26pts]

                  Selections: Plasma gun [13pts]

                  Weapon: Bolt pistol, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Unit M WS BS S T W A Ld Save Ref
              Space Marine 6″ 3+ 3+ 4 4 1 1 7 3+
              Space Marine Sergeant 6″ 3+ 3+ 4 4 1 2 8 3+
              Weapon Range Type S AP D Abilities Ref
              Bolt pistol 12″ Pistol 1 4 0 1
              Boltgun 24″ Rapid Fire 1 4 0 1
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
              Plasma cannon, Standard 36″ Heavy D3 7 -3 1
              Plasma cannon, Supercharge 36″ Heavy D3 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
              Plasma gun, Standard 24″ Rapid Fire 1 7 -3 1
              Plasma gun, Supercharge 24″ Rapid Fire 1 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
              Plasma pistol, Standard 12″ Pistol 1 7 -3 1
              Plasma pistol, Supercharge 12″ Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
              Power sword Melee Melee User -3 1
            • Tactical Squad [9 PL, 115pts]

              Categories: Adeptus Astartes, Imperium, Infantry, Tactical Squad, Troops

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Unit: Space Marine, Space Marine Sergeant

                • 4x Space Marine [52pts]

                  Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

                • Space Marine Sergeant [25pts]

                  Selections: Bolt pistol, Power fist [12pts]

                  Weapon: Bolt pistol, Frag grenade, Krak grenade, Power fist

                • Space Marine w/Heavy Weapon [38pts]

                  Selections: Missile launcher [25pts]

                  Weapon: Bolt pistol, Frag grenade, Krak grenade, Missile launcher, Frag missile, Missile launcher, Krak missile

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Unit M WS BS S T W A Ld Save Ref
              Space Marine 6″ 3+ 3+ 4 4 1 1 7 3+
              Space Marine Sergeant 6″ 3+ 3+ 4 4 1 2 8 3+
              Weapon Range Type S AP D Abilities Ref
              Bolt pistol 12″ Pistol 1 4 0 1
              Boltgun 24″ Rapid Fire 1 4 0 1
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
              Missile launcher, Frag missile 48″ Heavy D6 4 0 1
              Missile launcher, Krak missile 48″ Heavy 1 8 -2 D6
              Power fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
        • Elites [17 PL, 301pts]

            • Primaris Ancient [5 PL, 69pts]

              Selections: Standard of the Emperor Ascendant

              Categories: Ancient, Character, Imperium, Infantry, Primaris, Elites

              Rules: And They Shall Know No Fear

              Abilities: Astartes Banner, Standard of the Emperor Ascendant, Unit: Primaris Ancient, Weapon: Bolt pistol, Bolt rifle, Frag grenade, Krak grenade

              Abilities Description Ref
              Astartes Banner <CHAPTER> units within 6″ of any friendly <CHAPTER> ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a <CHAPTER> INFANTRY model is destroyed within 6″ of any friendly <CHAPTER> ANCIENTS, before removing the model as a casualty. On a 4+, that model musters one last surge of stregth before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
              Standard of the Emperor Ascendant If a model has the Standard of the Emperor Ascendant, you can add 1 to the dice roll made to see if friendly CHAPTER models within 6″ of the bearer can summon the strength to make one final attack when slain. In addition, whilst within 6″ of the bearer, friendly ADEPTUS ASTARTES models automatically pass Morale tests, whilst enemy units must subtract 1 from their Leadership characteristic.
              Unit M WS BS S T W A Ld Save Ref
              Primaris Ancient 6″ 3+ 3+ 4 4 5 4 8 3+
              Weapon Range Type S AP D Abilities Ref
              Bolt pistol 12″ Pistol 1 4 0 1
              Bolt rifle 30″ Rapid Fire 1 4 -1 1
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
            • Terminator Squad [12 PL, 232pts]

              Categories: Adeptus Astartes, Imperium, Infantry, Terminator Squad, Terminator, Elites

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Crux Terminatus, Teleport Strike, Unit: Terminator, Terminator Sergeant

                • Terminator Sergeant [32pts]

                  Selections: Power sword [4pts], Storm bolter [2pts]

                  Weapon: Power sword, Storm bolter

                • 2x Terminator w/CF [100pts]

                  Selections: 2x Chainfist [44pts], 2x Storm bolter [4pts]

                  Weapon: Chainfist, Storm bolter

                • Terminator w/Heavy Weapon [60pts]

                  Selections: Assault cannon [22pts], Power fist [12pts]

                  Weapon: Assault cannon, Power fist

                • Terminator w/PF [40pts]

                  Selections: Power fist [12pts], Storm bolter [2pts]

                  Weapon: Power fist, Storm bolter

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Crux Terminatus This model has a 5+ invulnerable save.
              Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
              Unit M WS BS S T W A Ld Save Ref
              Terminator 5″ 3+ 3+ 4 4 2 2 8 2+
              Terminator Sergeant 5″ 3+ 3+ 4 4 2 3 9 2+
              Weapon Range Type S AP D Abilities Ref
              Assault cannon 24″ Heavy 6 6 -1 1
              Chainfist Melee Melee x2 -4 2 When attacking with this weapon, you must subtract 1 from the hit roll.
              Power fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
              Power sword Melee Melee User -3 1
              Storm bolter 24″ Rapid Fire 2 4 0 1
        • Heavy Support [16 PL, 310pts]

            • Devastator Squad [8 PL, 135pts]

              Categories: Adeptus Astartes, Devastator Squad, Imperium, Infantry, Heavy Support

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Signum, Unit: Space Marine, Space Marine Sergeant

                • Space Marine Sergeant [13pts]

                  Selections: Boltgun/Bolt pistol

                  Weapon: Bolt pistol, Frag grenade, Krak grenade

                • Space Marine w/Heavy Weapon [23pts]

                  Selections: Heavy bolter [10pts]

                  Weapon: Bolt pistol, Frag grenade, Heavy bolter, Krak grenade

                • Space Marine w/Heavy Weapon [23pts]

                  Selections: Heavy bolter [10pts]

                  Weapon: Bolt pistol, Frag grenade, Heavy bolter, Krak grenade

                • Space Marine w/Heavy Weapon [38pts]

                  Selections: Missile launcher [25pts]

                  Weapon: Bolt pistol, Frag grenade, Krak grenade, Missile launcher, Frag missile, Missile launcher, Krak missile

                • Space Marine w/Heavy Weapon [38pts]

                  Selections: Missile launcher [25pts]

                  Weapon: Bolt pistol, Frag grenade, Krak grenade, Missile launcher, Frag missile, Missile launcher, Krak missile

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Signum Before this unit shoots in the Shooting phase, you can choose one model from this unit that is within 3″ of its Sergeant; you can add 1 to hit rolls made for your chosen model’s weapons this phase.
              Unit M WS BS S T W A Ld Save Ref
              Space Marine 6″ 3+ 3+ 4 4 1 1 7 3+
              Space Marine Sergeant 6″ 3+ 3+ 4 4 1 2 8 3+
              Weapon Range Type S AP D Abilities Ref
              Bolt pistol 12″ Pistol 1 4 0 1
              Boltgun 24″ Rapid Fire 1 4 0 1
              Frag grenade 6″ Grenade D6 3 0 1
              Heavy bolter 36″ Heavy 3 5 -1 1
              Krak grenade 6″ Grenade 1 6 -1 D3
              Missile launcher, Frag missile 48″ Heavy D6 4 0 1
              Missile launcher, Krak missile 48″ Heavy 1 8 -2 D6
            • Hellblaster Squad [8 PL, 175pts]

              Selections: Assault Plasma Incinerator [85pts]

              Categories: Adeptus Astartes, Hellblaster Squad, Imperium, Infantry, Primaris, Heavy Support

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Unit: Hellblaster, Hellblaster Sergeant, Weapon: Assault Plasma Incinerator, Standard, Assault Plasma Incinerator, Supercharged

                • 4x Hellblaster [72pts]

                  Weapon: Bolt pistol, Frag grenade, Krak grenade

                • Hellblaster Sergeant [18pts]

                  Selections: Bolt pistol

                  Weapon: Bolt pistol, Frag grenade, Krak grenade

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Unit M WS BS S T W A Ld Save Ref
              Hellblaster 6″ 3+ 3+ 4 4 2 2 7 3+
              Hellblaster Sergeant 6″ 3+ 3+ 4 4 2 3 8 3+
              Weapon Range Type S AP D Abilities Ref
              Assault Plasma Incinerator, Standard 24″ Assault 2 6 -4 1
              Assault Plasma Incinerator, Supercharged 24″ Assault 2 7 -4 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
              Bolt pistol 12″ Pistol 1 4 0 1
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
    • Outrider Detachment +1CP (Imperium – Space Marines) [31 PL, 428pts]

        • HQ [5 PL, 74pts]

            • Primaris Lieutenants [5 PL, 74pts]

              Categories: Adeptus Astartes, Character, Imperium, Infantry, Primaris, Lieutenants, HQ

              Rules: And They Shall Know No Fear

              Abilities: Company Heroes, Tactical Precision, Unit: Primaris Lieutenants

                • Primaris Lieutenant [5 PL, 74pts]

                  Selections: Power sword [4pts]

                  Weapon: Bolt pistol, Frag grenade, Krak grenade, Power sword

              Abilities Description Ref
              Company Heroes During deployment, all models in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each Primaris Lieutenant is treated as a seperate unit.
              Tactical Precision You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6″ of this model.
              Unit M WS BS S T W A Ld Save Ref
              Primaris Lieutenants 6″ 2+ 3+ 4 4 5 4 8 3+
              Weapon Range Type S AP D Abilities Ref
              Bolt pistol 12″ Pistol 1 4 0 1
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
              Power sword Melee Melee User -3 1
        • Fast Attack [26 PL, 359pts]

            • Assault Squad [6 PL, 89pts]

              Selections: Jump Pack [1 PL, 15pts]

              Categories: Adeptus Astartes, Assault Squad, Imperium, Infantry, Fast Attack, Fly, Jump Pack

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Jump Pack Assault, Unit: Space Marine (Jump Pack), Space Marine Sergeant (Jump Pack)

                • 4x Space Marine [52pts]

                  Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade

                • Space Marine Sergeant [22pts]

                  Selections: Bolt pistol/Chainsword, Power sword [4pts]

                  Weapon: Bolt pistol, Power sword, Frag grenade, Krak grenade, Melta-Bomb

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Jump Pack Assault During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
              Unit M WS BS S T W A Ld Save Ref
              Space Marine (Jump Pack) 12″ 3+ 3+ 4 4 1 1 7 3+
              Space Marine Sergeant (Jump Pack) 12″ 3+ 3+ 4 4 1 2 8 3+
              Weapon Range Type S AP D Abilities Ref
              Bolt pistol 12″ Pistol 1 4 0 1
              Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
              Frag grenade 6″ Grenade D6 3 0 1
              Krak grenade 6″ Grenade 1 6 -1 D3
              Power sword Melee Melee User -3 1
            • Inceptor Squad [10 PL, 135pts]

              Selections: Assault bolter [60pts], 2x Inceptor [50pts], Inceptor Sergeant [25pts]

              Categories: Adeptus Astartes, Fly, Imperium, Inceptor Squad, Infantry, Jump Pack, Mk X Gravis, Primaris, Fast Attack

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Crushing Charge, Meteoric Descent, Unit: Inceptor, Inceptor Sergeant, Weapon: Assault bolter

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Crushing Charge Roll a D6 each time a model from this unit finishes a charge move within 1″ of an enemy unit; on a 6, that unit suffers a mortal wound.
              Meteoric Descent During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use a meteoric descent – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
              Unit M WS BS S T W A Ld Save Ref
              Inceptor 10″ 3+ 3+ 4 5 2 2 7 3+
              Inceptor Sergeant 10″ 3+ 3+ 4 5 2 3 8 3+
              Weapon Range Type S AP D Abilities Ref
              Assault bolter 18″ Assault 3 5 -1 1
            • Inceptor Squad [10 PL, 135pts]

              Selections: Assault bolter [60pts], 2x Inceptor [50pts], Inceptor Sergeant [25pts]

              Categories: Adeptus Astartes, Fly, Imperium, Inceptor Squad, Infantry, Jump Pack, Mk X Gravis, Primaris, Fast Attack

              Rules: And They Shall Know No Fear

              Abilities: Combat Squads, Crushing Charge, Meteoric Descent, Unit: Inceptor, Inceptor Sergeant, Weapon: Assault bolter

              Abilities Description Ref
              Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
              Crushing Charge Roll a D6 each time a model from this unit finishes a charge move within 1″ of an enemy unit; on a 6, that unit suffers a mortal wound.
              Meteoric Descent During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use a meteoric descent – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
              Unit M WS BS S T W A Ld Save Ref
              Inceptor 10″ 3+ 3+ 4 5 2 2 7 3+
              Inceptor Sergeant 10″ 3+ 3+ 4 5 2 3 8 3+
              Weapon Range Type S AP D Abilities Ref
              Assault bolter 18″ Assault 3 5 -1 1

Selection Rules

And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

Beta Rules: Units marked with “(Beta)” use rules that reflect an early version of the development process and are entirely experimental and subject to change in future publications. As such, these units are best tested with the agreement of all players involved.

Codex Discipline: Add 1 to the Leadership characteristic of all ULTRAMARINES models with this tactic. In addition, ULTRAMARINES units with this tactic can still shoot in a turn in which they Fall Back, but if they do so they must subtract 1 from their hit rolls in the Shooting Phase.

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