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Battalion Detachment +5CP (Imperium - Space Marines) [54 PL, 8CP, 1012pts]
**Chapter Selection**
Selections: Ultramarines
Categories: No Force Org Slot
Rules: Codex Discipline
Battle-forged CP [3CP]
Categories: No Force Org Slot
Detachment CP [5CP]
Categories: No Force Org Slot
Gametype
Selections: Matched
Categories: No Force Org Slot
Adept of the Whilst your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to
Codex use a Stratagem; on a 5+ that CP is immediately refunded.
Camo cloak Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.
Concealed When you set up this model during deployment, it can be set up anywhere on the battlefield that
Position is more than 9" from the enemy deployment zone and any enemy models.
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of
Omni-scrambler
this unit.
Rites of Battle You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
Captain in Phobos
6" 2+ 2+ 4 4 6 5 9 3+
Armour
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3
1
Master-crafted instigator This weapon can target a CHARACTER even if
30" Heavy 1 4 -2 2
bolt carbine it it not the closest enemy unit.
Camo cloak Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.
Concealed When you set up this model during deployment, it can be set up anywhere on the battlefield that is
Position more than 9" from the enemy deployment zone and any enemy models.
Psychic Hood You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle,
The Armour before making one of the wearer's saving throws, you can choose to activate the armour's force
Indomitus field. When you do so, the Armour Indomitus confers a 3+ invulverable save for the remainder of
the turn.
Psychic Warp
Range Details Ref
Power Charge
If manifested, select an enemy model within 18" of and visible to the psyker. That
Mind model's unit suffers a mortal wound. If your army is Battle-forged, and the model you
6 18"
Raid chose was a CHARACTER, you can then roll 3D6. If the result is equal to or higher
than that model's Leadership characteristic, you gain 1 Command Point.
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit
Smite 5 18" within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the
Psychic test was more than 10 the target suffers D6 mortal wounds instead.
Smite & 2
Psyker 2 1 -
Obscuration
Librarian in Phobos
6" 3+ 3+ 4 4 5 4 9 3+
Armour
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
During deployment, you can set up this model in low altitude instead of placing it on the battlefield.
Grav-chute At the end of any of your Movement phases this model can descend - set it up anywhere on the
battlefield that is more than 9" away from any enemy models.
Each unmodified hit roll of 6 made for attacks with this model's close combat weapon scores 2 hits
Knife Fighter
instead of 1.
Tactical
Re-roll wound rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
Precision
Lieutenant in Phobos
6" 2+ 3+ 4 4 5 4 8 3+
Armour
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Master-crafted Rapid Units do not receive the benefit of cover to their saving
24" 4 0 2
occulus bolt rifle Fire 1 throws against attacks made with this weapon.
Before any models are deployed at the start of the game, this unit when containing its maximum
Combat Squads
number of models, may be split into two units each containing an equal number of models.
Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Positions more than 9" from the enemy deployment zone and any enemy models.
At the end of your Movement phase, an Infiltrator Helix Adept can attempt to heal or revive 1
model from its unit. If the Infiltrator Helix Adept's unit contains a wounded model, that model
regains 1 lost wound. If its unit contains no wounded models, bot one or more of its models
Helix Adept
have been slain during the battle, roll a D6. On a 5+ one slain model is returned to the unit with
1 would remaining. If the Infiltrator Helix Adept fails to revive a model, he cannot shoot in your
next Shooting phase as he recovers the gene-seed of the fallen warrior.
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of
Omni-scramblers
this unit.
Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its
Smoke Grenades smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls
for attacks made with ranged weapons that target this unit.
Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+
Infiltrator Helix
6" 3+ 3+ 4 4 2 2 7 3+
Adept
Grenade
Krak grenade 6" 6 -1 D3 -
1
Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of models, may be split into two units each containing an equal number of models.
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Intercessor
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant
Auto Bolt
24" Assault 2 4 0 1 -
Rifle
Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of models, may be split into two units each containing an equal number of models.
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Intercessor
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant
Auto Bolt
24" Assault 2 4 0 1 -
Rifle
Command Roll a dice each time a friendly <CHAPTER> CHARACTER loses a wound whilst they are
Squad within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the charater does
Bodyguard not lose a wound but this unt suffers a mortal wound.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Veteran
Grenade
Frag grenade 6" 3 0 1 -
D6
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this
24" 8 -3 2
Supercharge Fire 1 weapon's shots have been resolved.
Plasma pistol,
12" Pistol 1 7 -3 1 -
Standard
Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge
2x Suppressor [70pts]
Selections: 2x Accelerator autocannon [30pts], 2x Grav-chute [4pts]
Abilities: Grav-chute, Unit: Suppressor, Weapon: Accelerator autocannon, Bolt pistol, Frag grenade, Krak grenade
During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At
Grav-chute the end of any of your Movement phases this unit can descend - set it up anywhere on the
battlefield that is more than 9" away from any enemy models.
Once per battle, instead of shooting any weapons in the Shooting phase, a Suppressor Sergeant
Smoke
can use its smoke launcher; until your next Shooting phase, your opponent must subtract 1 from hit
Launcher
rolls for attacks made with ranged weapons that target this unit.
Suppressing If this unit destroys any enemy models in your Shooting phase with its accelerator autocannons, the
Fire destroyed model's unit cannot fire Overwatch until the end of the turn.
Suppressor 12" 3+ 3+ 4 4 2 2 7 3+
Suppressor
12" 3+ 3+ 4 4 2 3 8 3+
Sergeant
Accelerator
48" Heavy 2 7 -2 2 -
autocannon
2x Eliminator [48pts]
Selections: 2x Bolt sniper rifle [6pts], 2x Camo cloak [6pts]
Abilities: Camo cloaks, Unit: Eliminator, Weapon: Bolt pistol, Bolt sniper rifle, Bolt sniper rifle - Executioner round, Bolt
sniper rifle - Hyperfrag round, Bolt sniper rifle - Mortis round, Frag grenade, Krak grenade
If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the
Camo cloaks
unit when they receive the benefits of cover, instead of 1.
Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Positions more than 9" from the enemy deployment zone and any enemy models.
Eliminator 6" 3+ 3+ 4 4 2 2 7 3+
Eliminator
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant
This weapon can target units that are not visible to the
Bolt sniper rifle - bearer. Add 2 to hit rolls made for this weapon. Units do not
36" Heavy 1 4 -1 1
Mortis round receive the benefit of cover to their saving throws against
attacks made with this weapon.
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
During Deployment, you can set this model, along with any units embarked within it, in orbit instead of
placing it on the battlefield. At the end of any of your Movement phases this model can perform a drop
Drop Pod
pod assault. - set it up anywhere on the battlefield that is more that 9" away from any enemy models.
Assault
Any models embarked inside must immediately disembark, but they must be set up more than 9" away
from any enemy model. Any models that cannot be set up because there is not enough room are slain.
After this model has been set up on the battlefield it cannot move for any reason, and no units can
Immobile
embark upon it.
This model can transport 10 CHAPTER INFANTRY models. It cannot transport JUMP PACK,
Transport
TERMINATOR, PRIMARIS, or CENTURION models.
Drop
0" - 3+ 6 6 8 0 8 3+
Pod
Storm
24" Rapid Fire 2 4 0 1 -
bolter
Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
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. ()