Wardens of Ultramar

Homebrew by Crisbobo

Ordained by the Primarch as Master of the Watch, it is now Captain Demetrian Titus' duty to oversee the protection of Ultramar. Be it from Chaos incursions to Tyranid swarms, he and his men will show no mercy to those who dare invade the 500 worlds. Courage and Honor.

100% positive
Composition

A WARDENS OF ULTRAMAR KillTeam is composed of:

  • 1 CAPTAIN TITUS Operative
  • 1 VETERAN SERGEANT METAURUS Operative
  • 1 ANCIENT GADRIEL Operative
  • 1 GAIUS SILVA Operative
  • 1 AEMELIA MINERVAS Operative
  • 1 DAINAL KORNELIUS Operative
  • 1 LUCIA VESTHA Operative
Common Abilities and Options

Astartes:
During each friendly WARDENS OF ULTRAMAR operative's activation, if the friendly operative has the ADEPTUS ASTARTES keyword, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a Master-Crafted Bolter (Focused), 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly WARDENS OF ULTRAMAR operative with the ADEPTUS ASTARTES keyword can counteract regardless of its order.

Testudo Formation:
Whenever a friendly WARDENS OF ULTRAMAR operative is within 3" of another friendly operative, Normal and Critical Damage of 4 or more inflicts 1 less damage on that operative.

CAPTAIN TITUS
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Master-Crafted Bolter
Standard (Piercing Crits 1)
4
3+
3/4
Focused (Piercing 1, Lethal +5, Heavy(Reposition))
4
3+
3/5
Master-Crafted Chainsword (Ceaseless, Rending)
5
3+
4/6
Abilities
AstartesCalgar's Trust1AP: Captain's TeachingsHalo of UltramarTestudo Formation

Calgar's Trust: As a Strategic Gambit during the first turning point roll one D3: You gain a number of free command re-rolls equal to the result to use for the rest of the battle.

Captain's Teachings (1AP): SUPPORT:Select one friendly WARDENS OF ULTRAMAR operative visible to and within 6'' of this operative:

  • Until the end of the Turning Point, add 1 to the normal and critical damage profiles of that operative's weapons whenever shooting, fighting or retaliating against an enemy operative that doesn't have the IMPERIUM keyword.
  • This operative cannot perform this action while within control Range of an enemy operative.

Halo of Ultramar: You can do each of the following once per battle:

  • When an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
  • When an enemy operative would shoot against this operative, you can ignore the Piercing weapon rule.
  • When an enemy operative is shooting against this operative and before the Roll Defence Dice step, treat this operative's Save Stat as 2+ instead of 3+.
WARDENS OF ULTRAMAR, IMPERIUM, ADEPTUS ASTARTES, LEADER, CAPTAIN TITUS
VETERAN SERGEANT METAURUS
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Piercing Crits 1, Rng 8'')
4
3+
3/4
Master-Crafted Power Weapon (Lethal +5, Rending)
4
3+
4/6
Abilities
AstartesHeadfirst ChargeStorm ShieldTestudo Formation

Headfirst Charge: If this operative has performed the Charge action during the Turning Point, its melee weapon has the Accurate 2 weapon rule until the end of the Turning Point.

Storm Shield: Whenever this operative is fighting or retaliating, after your opponent rolls their attack dice, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g., as a result of the Lethal, Rending, or Severe weapon rules).

WARDENS OF ULTRAMAR, IMPERIUM, ADEPTUS ASTARTES, VETERAN SERGEANT METAURUS
ANCIENT GADRIEL
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
2nd Company BannerAstartes2AP: Battle CryTestudo Formation

2nd Company Banner: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Battle Cry (2AP): - Inflict D3+3 damage on each enemy operative within 2'' of this operative (roll separately for each).

  • This operative cannot perform this action more than once per battle.
WARDENS OF ULTRAMAR, IMPERIUM, ADEPTUS ASTARTES, ANCIENT GADRIEL
GAIUS SILVA
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Archeotech Laspistol (Piercing Crits 1, Rng 8'')
4
3+
2/4
Power Weapon (Lethal +5)
4
4+
4/6
Abilities
Refractor ShieldTestudo Formation

Refractor Shield: You can do each of the following once per battle:

  • When an enemy operative is shooting against this operative and before the Roll Defence Dice step, treat this operative's Save Stat as 3+ instead of 4+.
  • When an enemy operative would shoot against this operative, you can ignore the Piercing weapon rule.
WARDENS OF ULTRAMAR, IMPERIUM, DEFENCE AUXILIA, GAIUS SILVA
AEMELIA MINERVAS
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Archeotech Laspistol (Piercing Crits 1, Rng 8'')
4
3+
2/4
Power Weapon (Lethal +5)
4
4+
4/6
Abilities
1AP: Codex ScholarTestudo Formation

Codex Scholar (1AP): Select one Firefight Ploy you've already used this Turning Point:

  • You can use it again during any friendly operative's activation, but they must be within 3'' of this operative.
  • This operative cannot perform this action more than twice per battle.
  • This operative cannot perform this action while within control Range of an enemy operative.
WARDENS OF ULTRAMAR, IMPERIUM, DEFENCE AUXILIA, AEMELIA MINERVAS
DAINAL KORNELIUS
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Astropathic Blast (PSYCHIC, Blast 2, Seek Light, Saturate, Rng 6'', Stun)
4
3+
2/4
Force Stave (PSYCHIC, Stun, Shock)
4
4+
3/6
Abilities
1AP: Fortress Monastery AstropathTestudo Formation

Fortress Monastery Astropath (1AP): PSYCHIC: Choose one operative visible to and within 6'' of this operative:

  • If its an enemy operative, until the end of that operative’s next activation, subtract 1 from its APL stat.
  • If its a friendly operative, until the end of that operative’s next activation, its Melee weapons have the Stun and Shock weapon rules.
  • This operative cannot perform this action while within control Range of an enemy operative.
WARDENS OF ULTRAMAR, IMPERIUM, DEFENCE AUXILIA, PSYKER, DAINAL KORNELIUS
LUCIA VESTHA
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Archeotech Laspistol (Piercing Crits 1, Rng 8'')
4
3+
2/4
Close Combat Weapon (Lethal +5)
4
4+
2/4
Abilities
1AP: Plenipotentiary1AP: Resource AdministrationTestudo Formation

Plenipotentiary (1AP): SUPPORT:During this operative's activation, choose one friendly WARDENS OF ULTRAMAR operative visible to and within 6'' of this operative:

  • If that friendly operative has the ADEPTUS ASTARTES keyword, it can perform a mission action for 1 less AP during its next activation.
  • If that friendly operative has the DEFENCE AUXILIA keyword, until the end of that operative’s next activation, add 1 to its APL stat.
  • This operative cannot perform this action while within control Range of an enemy operative.
  • This operative cannot perform this action if it performed the Resource Administration action during the Turning Point (or vice versa).

Resource Administration (1AP): - During this operative's activation, you gain 1 CP, but this operative cannot have performed the Fight or Shoot action during this Turning Point (nor can it do so afterwards).

  • This operative cannot perform this action while whithin 6'' of an enemy operative.
  • This operative cannot perform this action if it performed the Plenipotentiary action during the Turning Point (or vice versa).
WARDENS OF ULTRAMAR, IMPERIUM, DEFENCE AUXILIA, LUCIA VESTHA
Equipment

HALO OF ACHERAN:
Once per battle, one friendly WARDENS OF ULTRAMAR operative (excluding CAPTAIN TITUS) can ignore one normal attack dice.


RELIC OF SIDONUS:
Once per battle, you can activate a Firefight Ploy or Strategy Ploy for 1 less CP (Excluding Command Re-roll)


CHAIRON'S AUSPEX:
Once per turning point, when a friendly WARDENS OF ULTRAMAR operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured. If the friendly operative performing the Shoot action has the ADEPTUS ASTARTES keyword, add the Devastating 2 weapon rule to the friendly operative's ranged weapon profile until the end of the shooting sequence.


PURITY SEALS:
Once per turning point, when a friendly WARDENS OF ULTRAMAR operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Ploys

Firefight - CODEX DEVIATION:
Use this firefight ploy during any friendly WARDENS OF ULTRAMAR operative's activation/counteraction, before or after it performs an action, you can deactivate one active Strategy Ploy and activate another different one instead. Each subsequent use of this Firefight Ploy costs an additional Command Point.


Firefight - RIGHTEOUS FURY:
Use this at the beginning of a friendly WARDENS OF ULTRAMAR operative's activation:

  • This operative and any other friendly operatives within 3" of this operative regain up to D3+1 lost wounds (roll separately for each)
  • Alternatively, remove the following tokens this operative and friendly operatives within 3'' of it have (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.

You can only choose one of the above effects to use when activating this Firefight Ploy, and each subsequent use of this Firefight Ploy costs an additional Command Point.


Firefight - LETHAL PARRY:
Use this when a friendly WARDENS OF ULTRAMAR operative is fighting or retaliating, you can use one normal or critical Attack Dice to both parry an enemy attack dice and deal its damage simultaneously.


Firefight - TRANSHUMAN PHYSIOLOGY:
Use this firefight ploy when an operative is shooting a friendly WARDENS OF ULTRAMAR operative with the ADEPTUS ASTARTES keyword, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Strategic - TEACHINGS OF THE PRIMARCH:
Whenever a friendly WARDENS OF ULTRAMAR operative would shoot, fight or retaliate, if it's within 3'' of another friendly WARDENS OF ULTRAMAR operative, its weapons have the Balanced weapon rule.


Strategic - MARCH FOR MACRAGGE:
Whenever an enemy operative would end a movement action within 6'' of a friendly WARDENS OF ULTRAMAR operative, that operative can immediately perform a free Dash or Charge action. Each friendly operative can only perform the free action granted by this ploy once per Turning Point, and if they choose the Charge action, it can only move up to 3''.


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly WARDENS OF ULTRAMAR operatives from being injured if they possess the ADEPTUS ASTARTES keyword.


Strategic - TRUST OF THE CHAPTER:
Choose one:

  • Whenever a friendly WARDENS OF ULTRAMAR operative with the DEFENCE AUXILIA keyword is within 3'' of a friendly operative with the ADEPTUS ASTARTES keyword, that operative's melee weapons have the Accurate 2 weapon rule.
  • Whenever an enemy operative shoots a friendly WARDENS OF ULTRAMAR operative with the DEFENCE AUXILIA keyword, in the Roll Defence Dice step, you can retain one succesful defence dice as a critical success instead if a friendly operative with the ADEPTUS ASTARTES keyword is visible to and within 6'' of it. (This is not cumulative with improved saves from Vantage cover rules).

TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.