The Ultramarines are considered one of the strongest and most honoured of all the Space Marine Chapters in the Imperium of Man, and were responsible for almost single-handedly holding the Imperium together after the Horus Heresy. Highly disciplined and courageous warriors, the Ultramarines have remained true to the teachings of their Primarch Roboute Guilliman for 10,000 standard years. The Ultramarines were originally the XIII Space Marine Legion before the reforms that initiated the Second Founding and reshaped the Imperium after the Heresy on the orders of Guilliman himself.
How This Supplement WorksThis page details additional special rules, Warlord Traits, relics and Tactical Objectives that reflect the fighting style of an Ultramarines force. You can use this to field a Detachment or even a whole army of the Ultramarines, or one of their successor Chapters, in games of Warhammer 40,000.
Books
Ultramarines DetachmentsAny Detachment with the Space Marines Faction can be an Ultramarines Detachment if all units in the Detachment with the Chapter Tactics special rule are drawn from the Ultramarines. An Ultramarines Detachment retains the Space Marines Faction and is treated in all ways as a Space Marines Detachment. Ultramarines Detachments may also use the following rules:Scions of Guilliman: You can choose to enact the Devastator, Assault and Tactical Doctrines (see Combat Doctrines in Codex: Space Marines) once each per game. When one of these Combat Doctrines is enacted, all Ultramarines models in your army are affected. Special RulesTouch of the EmperorAny attacks with this weapon with a To Hit roll of 6 are resolved at Strength D rather than Strength 10.Whirling FlameIn the Fight sub-phase, rather than making attacks normally, Guilliman can make a number of attacks with this weapon against each enemy unit engaged in his combat equal to the number of models from that unit within 1" of him.Tactical Objectives
This section describes six Tactical Objectives to use in your games that are exclusive to Ultramarines players and reflect their heroism and their singular grasp of tactics. If your Warlord is drawn from the Ultramarines, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Ultramarines player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16) the Ultramarines player instead generates the corresponding Ultramarines Tactical Objective, as shown in the table (right). Other Tactical Objectives (numbers 21-66) are generated normally. SECURE OBJECTIVE PRIMARIS You have triangulated the position of a key battlefield objective. You must cordon off the area to maintain the upper hand. 11 Score 1 Victory Point at the end of your turn if you score any Take & Hold or Storm & Defend Tactical Objective. Type: ULTRAMARINES UNFLINCHING HEROISM Meet your enemies’ onslaughts with unshakable resolve, that they may know you are the dauntless descendents of Guilliman. 12 Score 1 Victory Point if one or more of your units passed a Morale check in this turn. You can score this Tactical Objective even at the end of your opponent’s turn. Type: ULTRAMARINES CHAMPIONS OF THE IMPERIUM You have received orders to engage the enemy champions, for with their leaders eliminated the opposing army will crumble. 13 Score 1 Victory Point at the end of your turn if at least one of your Ultramarines characters issued or fought in a challenge during your turn. Type: ULTRAMARINES WE MARCH FOR MACRAGGE You are ordered to advance. Press forward and take the fight to the enemy in their own territory. 14 Score 1 Victory Point at the end of your turn if one of your units is within 12" of your opponent’s table edge. If three or more of your units are within 12" of your opponent’s table edge, score D3 Victory Points instead. Type: ULTRAMARINES FOLLOW THE CODEX A victory can be won by inches or taken in great strides. Use your discipline and training to overwhelm the enemy. 15 Score D3 Victory Points at the end of your turn if you have scored at least two other Tactical Objectives this turn. Type: ULTRAMARINES PROOF OF DOCTRINE Show the enemy the true might of the Codex Astartes. 16 Score 1 Victory Point at the end of your turn if an enemy unit was completely destroyed during your turn. If three or more enemy units were completely destroyed during that turn, score 2 Victory Points instead. If six or more enemy units were completely destroyed during that turn, score 3 Victory Points instead. Score double this number of Victory Points if you used a Combat Doctrine this turn. Type: ULTRAMARINES Warlord TraitsWhen generating his Warlord Traits, an Ultramarines Warlord may choose to roll on the table below instead of on those found in Warhammer 40,000: The Rules or Codex: Space Marines.
DetachmentsVictrix Strike ForceThe following section describes the forces used by the Ultramarines and their brethren in other Chapters that are renowned for their courage, honour and tactical brilliance. The Victrix Strike Force and special rules presented on these pages are unique to the Ultramarines and their successor Chapters. The Victrix Strike Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Victrix Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord belongs to a Formation or Army List Entry that makes up part of a Victrix Strike Force, that entire Strike Force is your Primary Detachment. Command
0-3 Core
1+ Auxiliary per Core
1-10
This Detachment must include at least one Core choice and one Auxiliary choice. It may include any number of additional Core choices, and up to three Command choices. It must also include between one and ten Auxiliary choices per Core choice taken. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must be drawn from the Ultramarines Chapter. COMMAND BENEFITS Objective Secured: All non-vehicle units in this Detachment have the Objective Secured special rule. A unit with this special rule controls objective markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule. The vaults of Ultramar have been opened, and Humanity’s greatest champions now stride to war armed with some of the finest wargear seen in ten thousand years. Only one of each of the following items may be chosen per army, and only one may be chosen per model. Units in Ultramarines Detachments that can take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of Ultramar list at the points cost shown instead. You can take items from both lists in the Detachment. In addition, one unit of Honour Guard can choose to take the Standard of Macragge Inviolate at the points cost shown instead of taking an item from the Space Marines Standards list.
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