Wardens of Ultramar
Composition
Common Abilities and Options
Armour of Contempt:
When inflicting damage on this operative, -D3 damage inflicted on this operative for each attack dice resolved.
If an enemy operative is incapacitated within control range of this operative, regain D3+1 lost wounds.
Wardens of Ultramar:
This operative cannot be injured and ignores APL modifiers and may perform a Reposition action for -1 AP.
During each of this operative's activations, you may perform up to two shoot actions or two fight actions.
When selecting this operative to counteract, you may instead choose to ready this operative and activate as normal.
For the purposes of kill op, each operative counts as two kill grades. For the purposes of tallying tac ops VP, each WARDENS OF ULTRAMAR operative that is incapacitated adds 1VP if opponent is using tac ops SEEK AND DESTROY, or RECON.
Parry:*
Whenever this operative is using this weapon:
- Each of your blocks can be allocated to block two unresolved successes (instead of one).
- If this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).
Captain Titus
A 4
M 6"
S 3+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Relic Bolter | |||
| Exterminatus Rounds (Accurate 1, Balanced, Severe, Piercing 1, Devastating 3, Torrent 2") | 4 | 2+ | 4/4 |
| Swarm-Ripper Rounds (Accurate 1, Balanced, Saturate, Torrent 3", Piercing Crits 1) | 4 | 2+ | 3/4 |
| Relic Chainsword (Ceaseless, Rending, Shock, Brutal) | 6 | 2+ | 4/6 |
Abilities
Armour of ContemptChapter's Finest1AP: Guilliman's OrderWardens of UltramarLieutenant Titus
A 4
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt pistol | |||
| Aimed Shot (Rng 12", Accurate 1, Piercing Crits 1, Devastating 1) | 4 | 2+ | 4/4 |
| Standard (Rng 8", Piercing Crits 1, Torrent 3") | 4 | 2+ | 4/4 |
| Titus' Chainsword | |||
| Standard (Balanced, Severe, Rending) | 6 | 2+ | 5/5 |
| Heavy Strik (Accurate 1, Brutal, Rending) | 4 | 2+ | 7/8 |
Abilities
Armour of ContemptLeading the SlaughterRageWardens of UltramarVeteran Sergeant Metaurus
A 4
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt pistol | |||
| Aimed Shot (Rng 12", Accurate 1, Piercing Crits 1) | 3 | 2+ | 4/4 |
| Standard (Rng 8", Piercing Crits 1, Torrent 3") | 4 | 2+ | 4/4 |
| Master Crafted Power Weapon and Storm Shield | |||
| Defensive (Shield*, Shock, Stun) | 6 | 3+ | 4/6 |
| Offensive (Lethal 5+, Brutal) | 6 | 2+ | 4/6 |
Abilities
Armour of Contempt1AP: CleaveShield*Wardens of UltramarAncient Gardiel
A 4
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Rifle | |||
| Aimed Shot (Accurate 1, Seek Light, Balanced, Piercing Crits 1, Devastating 2) | 4 | 2+ | 4/2 |
| Standard (Accurate 1, Piercing Crits 1, Torrent 1") | 4 | 2+ | 4/4 |
| Sweep (Ceaseless, Piercing Crits 1, Torrent 3") | 4 | 3+ | 4/4 |
| Combat Blade (Balanced, Lethal 5+, Rending, Parry*) | 5 | 3+ | 3/4 |
Abilities
Armour of ContemptChapter BannerParry*Wardens of UltramarSergeant Gardiel
A 4
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Bolt Rifle | |||
| Stalker Pattern (Accurate 1, Balanced, Saturate, Piercing 1, Devastating 2) | 4 | 2+ | 4/2 |
| Standard (Ceaseless, Piercing Crits 1, Lethal 5+, Torrent 2") | 4 | 2+ | 4/4 |
| Auto Pattern (Relentless, Severe, Rending, Torrent 3") | 4 | 3+ | 3/4 |
| Combat Blade (Balanced, Lethal 5+, Rending, Parry*) | 5 | 3+ | 3/4 |
Abilities
Armour of Contempt1AP: Auspex ScanOptics MarkParry*Wardens of UltramarMeduras Chairon
A 4
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt pistol | |||
| Aimed Shot (Rng 12", Accurate 1, Piercing Crits 1) | 3 | 2+ | 4/4 |
| Standard (Rng 8", Piercing Crits 1, Torrent 3") | 4 | 2+ | 4/4 |
| Chainsword (Balanced, Brutal, Rending) | 5 | 2+ | 5/5 |
Abilities
Armour of ContemptDeadly Rage1AP: Vengeance AssaultWardens of UltramarUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Advance upon the foe
Select a friendly operative to perform a Reposition action up to 4".
Equipment
Ploys
Strategic - Advance upon the foe:
Select a friendly operative to perform a Reposition action up to 4".