Ultramarines

The Ultramarines, originally known as the War-Born[50a], were the XIII Legion of the original twenty Space Marine Legions. This loyalist Legion was later re-organized and divided into Chapters according to the Codex Astartes. Their Primarch is Roboute Guilliman, whose leadership, not to mention his authorship of the Codex Astartes, were instrumental in humanity's survival following the Horus Heresy. Because their Primarch wrote the text that defines a Space Marine Chapter, the Ultramarines follow this Codex strictly; their only deviation being the recent formation of the Tyrannic War Veterans, comprised entirely of veterans of battles with the Tyranids. The Ultramarines are possibly the most important Imperial organization on the Eastern Fringe.

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.         

Character Abilities of Ultramarines

The Sanctic Halo- CAPTAIN only (in all his forms, including Primaris). Gives him a 3++ and can deny one power per turn like a Psyker. Fantastic for an Ultramarines Captain, as his most important job is staying alive so you can use Adept of the Codex. Denying psychic powers is also extremely useful since so many of them allow a Psyker to target a character and inflict mortal wounds that bypass their saves. Plus, you won't need to give up your ranged weapon for the Storm Shield, which is nice. Better than the Armour Indomitus to give your Gravis Captain a 3++ on his already sturdy frame.

Chapter Relic

The Armour Indomitus- The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle, before making one of the wearer's saving throws, you can choose to activate the armour's force field. When you do so, the Armour Indomitus confers a 3+ invulverable save for the remainder of the turn.

The Crusader's Helm- The wearer of the Crusader's Helm increases the range of any aura abilities on its datasheet by 3".

The Primarch's Wrath- Models with a boltgun or master-crafted boltgun only. The Primarch's Wrath replaces the bearer's boltgun or master-crafted boltgun.    

Strategems available to Ultramarines

Fight Like Demigods (1CP): At the start of the Fight phase, pick a VICTRIX GUARD unit within 6" of a VICTRIX GUARD CAPTAIN. That unit's attacks get +1 to hit until the end of the phase. Great with unwieldy Thunder Hammers and Power Fists, as they will remain WS3+ whilst enjoying the Captain's rerolls (instead of becoming coin-flip WS4+ and needing a Chaplain). Even with regular power weapons, becoming WS2+ for a single CP (that you can regain) is a good deal.

Strike First, for Ultramar! (3CP): At the end of the opponent's Charge phase, pick a VICTRIX GUARD unit that was charged or made a Heroic Intervention. They get to pile in and fight right away as if it was the Fight phase, AND can fight normally in the actual Fight phase as well.

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