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★ Ultramarines

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 Works

This 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


BookKindEditionVersionLast update
► Gathering Storm: Rise of the PrimarchSupplement71.0March 2017

Ultramarines Detachments

Any 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 Rules


Touch of the Emperor

Any attacks with this weapon with a To Hit roll of 6 are resolved at Strength D rather than Strength 10.

Whirling Flame

In 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

D6Result
11Secure Objective Primaris 
12Unflinching Heroism 
13Champions of the Imperium 
14We March for Macragge 
15Follow the Codex 
16Proof of Doctrine 

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 Traits

When 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.

D6Warlord Traits
1Noble Visage
The patrician features of noble Ultramar inspire all to heroism.
Your Warlord, and all friendly units within 12" of your Warlord with a Faction that is part of the Armies of the Imperium, must re-roll failed Morale checks, Pinning tests and Fear tests
2Warden of Ultramar
A hero who drives back the invading hordes.
Your Warlord has the Counter-attack special rule. 
3Paragon of War
This warrior knows just where to strike his blows.
Your Warlord has the Preferred Enemy special rule. 
4Master of Strategy
None more deadly and decisive.
You can add 4 to any roll to Seize the Initiative
5Master of Tactics
Tactics shift swiftly as the wind.
As long as your Warlord is alive, at the beginning of each of your turns, you can discard an active Tactical Objective. If you do so, you can generate a new Tactical Objective. Re-roll this result if you are not playing a mission with the Tactical Objectives special rule. 
6Adept of the Codex
Master of strategic priorities.
Your Warlord and friendly units within 6" of him have the Split Fire special rule. 

Detachments


Victrix Strike Force

The 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


STRIKE FORCE COMMAND
 • 1 of the following:
  - Roboute Guilliman
  - Marneus Calgar
  - Captain1
  - Chaplain2
 • 0-1 Honour Guard
 • 0-1 Command Squad
1 May take Captain Sicarius instead of a Captain.
2 May take Chaplain Cassius instead of a Chaplain.
 • 1 Chaplain
 • 1 Command Squad

 • 3-5 Librarians


 • Captain Sicarius
 • 1 unit of Honour Guard
 • 4 units of Sternguard Veterans or Vanguard Veterans, in any combination

 • 3-5 units chosen in any combination from the following list:
  - Terminator Squad
  - Terminator Assault Squad
  - Sternguard Veteran Squad
  - Vanguard Veteran Squad

 • 3-5 units chosen in any combination from the following list:
  - Scout Squad
  - Scout Bike Squad
 • 0-1 Sergeant Telion

 • 3 units chosen in any combination from the following list:
  - Land Raider
  - Land Raider Crusader
  - Land Raider Redeemer
 • 1 Techmarine
 • 0-3 units of Thunderfire Cannons
 • 3-5 units chosen in any combination from the following list:
  - Vindicators
  - Predators
  - Whirlwinds
 • 0-1 Sergeant Chronus

 • 1 unit of Hunters
 • 1 unit of Stalkers


 • 1 unit of Whirlwinds
 • 1 unit of Land Speeders


RESTRICTIONS
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.

Perfect Doctrine: 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. In addition, you can choose to enact any combination of Devastator Doctrine, Assault Doctrine and Tactical Doctrine in any of your turns, subject to the normal number of times you are able to use each doctrine.

Son of Ultramar: If this Detachment is your Primary Detachment, you can choose to re-roll the result on the Ultramarines Warlord Trait table.

Relics of Ultramar

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.

Sanctic Halo 15 pts
Soldier’s Blade 20 pts
Vengeance of Ultramar 20 pts
Helm of Censure 30 pts
Tarentian Cloak 35 pts
The Standard of Macragge Inviolate 60 pts

Armour of Fate

Crafted by the finest armourers of the Adeptus Mechanicus, its inner workings enhanced with advanced life-sustaining technologies, this glorious suit of armour fits Guilliman perfectly, and protects him from even the most dolorous blows.
The Armour of Fate confers a 3+ invulnerable save. In addition, if Roboute Guilliman is slain, place a marker at the spot at which he was slain. At the beginning of your next turn, roll a dice. On a 4 or more Guilliman is restored by his armour – place him as close as possible to the marker, more than 1" from any units, with D3 wounds remaining. Otherwise Guilliman is slain. If the marker is on the battlefield at the end of the game, Guilliman is considered to be slain.

Helm of Censure

Within this red helm are the complete didactic works of Thiel that lead to his great censure. The results of his pre-Heresy studies, which themselves were considered treasonous, outlined the optimal methods by which an Adeptus Astartes could kill a fellow battle-brother. Ten thousand years later, his works are still without equal.
The wearer of the Helm of Censure has the Preferred Enemy special rule. Against Chaos Space Marines he re-rolls all failed To Hit and To Wound rolls.

Sanctic Halo

The energy-field projector built into this elaborately filigreed iron halo not only deflects bullets and repels blade thrusts, it also amplifies the bearer’s mental will, allowing them to withstand devastating psychic attacks and quickly re-knit grievous wounds in the thick of battle.
Space Marine Captain only. The bearer of the Sanctic Halo has the Adamantium Will and Feel No Pain special rules.

Soldier’s Blade

This deceptively simple sword has been a treasure of the Ultramarines since the Chapter’s founding. Though it contains none of the matter-disruptive technology of a power sword, it can still carve through the thickest plates of ceramite and plasteel with little resistance. So perfectly forged is this monomolecular-edged blade that it has survived for millennia and through countless battles without every needing to be re-honed.
Replaces a melee weapon.

Range S AP Type
- User 2 Melee

Tarentian Cloak

Discovered on the agri world of Tarentus, this shroud bears all the hallmarks of the Dark Age of Technology. The micro-bio support systems and energy dispersal veins threaded throughout the cloak made it an invaluable artefact for the Ultramarines when battling Daemons in the planet’s desert wastes.
The bearer has the Eternal Warrior and It Will Not Die special rules.

The Emperor’s Sword and the Hand of Dominion

An advancement of the mighty gauntlet worn by Guilliman during the Horus Heresy, this godly fist not only allows the Primarch to crush the life from his foes, but to annihilate them in storms of armour piercing gunfire.
These weapons are used together, using the profile below.

Range S AP Type
- 10 1 Melee, Armourbane, Concussive, Soul Blaze, Touch of the Emperor, Whirling Flame

Touch of the Emperor: Any attacks with this weapon with a To Hit roll of 6 are resolved at Strength D rather than Strength 10.

Whirling Flame: In 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.

The Standard of Macragge Inviolate

When the Tyrannic Wars came to the realm of Ultramar, and Hive Fleet Behemoth descended upon Macragge, it was this glorious banner that remained flying above the swarms of xenos beasts. To all Ultramarines, it represents the unfaltering might of their capital and their Chapter. When an Ultramarine beholds this sacred standard he is gripped with a sense of unshakeable pride and determination, for he knows that no enemy can match the skills in battle passed down to him and his brothers by their Primarch.
Friendly Ultramarines units within 12" of the bearer of this standard add 1 to their Leadership characteristic. In addition, the bearer and his unit have +1 attack while the bearer is alive. Finally, roll a dice each time a friendly Ultramarines Infantry model is killed within 6" of this standard, before removing the model as a casualty; on a 5+ that Space Marine can make an out-of-sequence shooting attack if it is the Movement, Psychic or Shooting phase, or pile in and make its attacks if it is the Fight sub-phase (at the normal Initiative step).

Vengeance of Ultramar

Last used during the Tyrannic wars, this ancient storm bolter houses a machine spirit that allows for a dramatically increased rate of fire. Furthermore, though the Vengeance of Ultramar fires standard-issue bolts, the matter-reactive substance of each round is altered within the hallowed firing chamber to become bioreactive, causing living material to explode into vaporous clouds upon contact.
Replaces a ranged weapon.

Range S AP Type
24" 1 5 Assault 4, Poisoned (2+)