Ultramarines Second Company

Ultramarines Second Company

Common Abilities and Options

Astartes:
During each friendly Infernus Sergeant operative's activation, 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 bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly AInfernus Sergeant operative can counteract regardless of its order.

Sternguard Veterans:
When this operative Shoots, Fights, or Retaliates,

If no Crits are retained, may convert a hit to a crit. If any Crit is retained and is not a result of this rule, convert a fail to a hit.

Tactical Dreadnought Armour:
Reduce the damage of each attack by 1 (to a minimum of 2). This operative cannot be moved by enemy abilities unless it chooses to be.

Squad Ability: Teleport Assault:
During deployment, this squad may be set up in Strategic Reserves.

When set up:

Must be placed more than 6" from enemy operatives If set up together, all 5 models may be placed simultaneously

Squad Ability: Unyielding Advance:
If this operative did not Charge this Turning Point:

It may treat Heavy weapons as if they were not Heavy for activation purposes (no penalty-style restriction)

Operatives

1. Captain Demetrian Titus
Captain Demetrian Titus
A 3
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Master-Crafted Bolter (Accurate 1, Balanced, PrcCrit1)
4
2+
3/4
Master-Crafted Chainsword (Balanced, Lethal 5+)
6
2+
4/5
Bolt Pistol (Rng 8")
4
4+
3/4
Abilities
Press The Attack1AP: Unbreakable AdvanceIndomitable WillMaster of the 2nd CompanyTactical Supremacy

Press The Attack: If this operative is within Engagement Range of an enemy operative:

Friendly Angels of Death operatives within 6" may ignore Shock effects.

Unbreakable Advance (1AP): Until the end of the Turning Point:

This operative can perform Charge even if it Fell Back this Turning Point Add +1 to this operative’s Move characteristic while Charging This operative cannot be selected as a valid target for Overwatch

Indomitable Will: The first time this operative would be incapacitated in a battle:

Roll one D6. On a 5+, it is not incapacitated and instead has 3 wounds remaining. Then remove all damage that would have been inflicted beyond that point.

This ability can be used once per battle.

Master of the 2nd Company: At the start of each Turning Point:

Select one friendly Angels of Death operative within 6". That operative gains +1 APL until the end of its activation.

Tactical Supremacy: Once per Turning Point:

This operative may reroll one attack die or one defence die.

ADEPTUS ASTARTES ULTRAMARINES CAPTAIN TITUS 2ND COMPANY HERO LEADER SPECIALIST
2. Lieutenant Vaelen
Lieutenant Vaelen
A 3
M 7"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Master-Crafted Combi-Weapon
Precision Fire (PrcCrit1)
4
3+
3/4
Flamer (Rng6", Torrent 1", Saturate)
4
2+
3/3
Paired Combat Blades (Relentless)
5
2+
4/5
Abilities
1AP: Sabotage Communications1AP: Target DesignationTactical PriorityVanguard Infiltrator

Sabotage Communications (1AP): Select an objective marker within 1".

Until the end of the Turning Point:

Enemy operatives controlling that objective count as having APL -1 (minimum 1).

This represents the Lieutenant disrupting battlefield communications and command structures.

Target Designation (1AP): Place a Designated Target token beside it.

Until the start of your next activation:

Friendly operatives gain Accurate 1 when attacking that operative. If the target is incapacitated, gain 1 Command Point (maximum once per Turning Point)

Tactical Priority: At the start of each Turning Point, select one enemy operative visible to this operative.

Until the end of the Turning Point:

Friendly Angels of Death operatives attacking that operative may reroll one attack die.

Only one enemy operative can be marked at a time.

Vanguard Infiltrator: During deployment, this operative can be deployed using any Infiltrate or Scout rules available to the mission.

If no such rule exists, after deployment but before the first Turning Point begins, this operative may make a free 6" Reposition.

ADEPTUS ASTARTES ULTRAMARINES PHOBOS LIEUTENANT SCOUT SPECIALIST
3. Veteran Sergeant Metaurus
Veteran Sergeant Metaurus
A 3
M 6"
S 3+
W 16/16
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Accurate 1)
4
4+
3/4
Master-Crafted Power Sword (Lethal 5+)
5
2+
4/6
Abilities
Aegis Shield Wall1AP: Defensive StanceBlademaster of Macragge1AP: Challenge the LineShielded AdvanceSecond Company Veteran

Aegis Shield Wall: While this operative is within Control Range of an enemy operative:

This operative has +1 Save (to a maximum of 2+)

Defensive Stance (1AP): Until the start of this operative’s next activation:

This operative cannot be Supressed. It retains one additional defence die as a success. Friendly Angels of Death operatives within 3" gain +1 Save against shooting attacks.

Blademaster of Macragge: Each time this operative fights:

If it retains at least one critical hit, it may convert one normal hit into a critical hit.

Challenge the Line (1AP): Select one enemy operative within 6".

Until that enemy is incapacitated or the Turning Point ends:

Metaurus gains Severe against that operative in melee. That enemy cannot fall back unless it first wins a contest roll (D6 each, higher result may Fall Back).

Shielded Advance: After this operative fights or shoots, if it is not within Engagement Range of an enemy operative, it may make a 2" Reposition.

Second Company Veteran: Once per Turning Point:

Reroll one defence die or one attack die.

ADEPTUS ASTARTES ULTRAMARINES SERGEANT VETERAN BLADEMASTER SHIELD SPECIALIST
4. Ancient Valorem Gadriel
Ancient Valorem Gadriel
A 3
M 6"
S 3+
W 17/17
Weapons
ATK
HIT
DMG
Bolt Rifle (Balanced)
4
3+
4/5
Combat Fists
4
3+
3/4
Abilities
1AP: Raise the BannerInspiring PresenceStandard of UltramarHonour of the 2nd Company

Raise the Banner (1AP): If this operative is not within Engagement Range:

Place a Banner Marker within 1" of this operative.

While active:

Friendly Angels of Death operatives within 6" of the banner gain: Reroll one defence die per defence roll Ignore the first instance of Shock each Turning Point

The banner is removed if Gadriel is incapacitated.

Inspiring Presence: When a friendly operative within 6" of this operative is incapacitated:

Roll one D6. On a 4+, that operative may immediately perform a free Shoot or Fight action before being removed.

If they already performed such an action, gain 1 Command Point instead.

Standard of Ultramar: While this operative is within Range of an objective marker it controls:

Friendly operatives within 6" of that objective gain: +1 Defence die (max 4 dice total) when being shot while contesting it

Honour of the 2nd Company: Once per Turning Point: ** Select one friendly operative within 6". That operative gains +1 APL until the end of its activation.

ADEPTUS ASTARTES ULTRAMARINES ANCIENT GADRIEL STANDARD BEARER SPECIALIST
5. Librarian Theron
Librarian Theron
A 2
M 4"
S 2+
W 19/19
Weapons
ATK
HIT
DMG
Smite (Seek, Psychic)
4
3+
4/5
Force Axe (Lethal 5+, Psychic)
5
3+
5/7
Abilities
Terminator Armour1AP: Prescient GuidancePsychic Hood1AP: Veil of the Emperor

Terminator Armour: This operative ignores the effects of AP1.

In addition, the first normal damage suffered from each attack sequence is reduced by 1 (to a minimum of 2).

Prescient Guidance (1AP): Select a friendly Angels of Death operative within 6".

Until the end of the Turning Point:

One failed hit may be rerolled whenever it shoots or fights.

Psychic Hood: Whenever an enemy operative within 8" performs a Psychic action, roll one D6.

On a 4+, that operative suffers D3 damage.

Veil of the Emperor (1AP): Select a friendly Angels of Death operative within 6".

Until the start of your next activation:

Retain one defence die as a successful normal save whenever it is attacked.

ADEPTUS ASTARTES ULTRAMARINES TERMINATOR LIBRARIAN PSYKER SPECIALIST
6. Apothecary Biologis Justinian
Apothecary Biologis Justinian
A 3
M 5"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Absolvor Bolt Pistol (Accurate 1)
4
3+
3/4
Combat Fists (Lethal 5+)
4
3+
3/4
Abilities
Gene-Seed ExtractionGravis Armour1AP: Biologis Restoration

Gene-Seed Extraction: Once per Turning Point, when a friendly Angels of Death operative within 3" is incapacitated, this operative can recover its gene-seed.

At the end of the battle, if this operative is not incapacitated, score 1VP for each recovered gene-seed marker (maximum 2VP).

Gravis Armour: This operative has exceptional durability.

The first time this operative would suffer damage from a shooting attack each Turning Point, reduce that damage by 1 (to a minimum of 2).

Biologis Restoration (1AP): Select one friendly Angels of Death operative within 3".

That operative regains D3+2 lost wounds.

Each operative can only benefit from this ability once per Turning Point.

ADEPTUS ASTARTES ULTRAMARINES GRAVIS APOTHECARY BIOLOGIS SPECIALIST
7. Infernus Marine
Infernus Marine
A 3
M 6"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Combat Knife
5
3+
4/5
Pyreblaster (Rng 12", Sat, Tor4")
4
3+
2/3
Bolt Pistol (Rng8")
4
3+
3/4
Abilities
Astartes
INFANTRY, GRENADES, IMPERIUM, TACTICUS, INFERNUS SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES
8. Infernus Sergeant
Infernus Sergeant
A 3
M 6"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Combat Knife
5
3+
4/5
Special Issue Bolt Pistol (Rng 8", Prc1)
4
3+
3/5
Pyreblaster (Rng 12", Sat, Tor4")
4
3+
2/3
Abilities
Astartes
ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, LEADER, INTERCESSOR, SERGEANT
9. Sternguard Veteran Sergeant
Sternguard Veteran Sergeant
A 3
M 6"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Combi-Flamer
Bolt Rifle (PrcCrit1)
4
3+
3/4
Flamer (Rng 6", Tor1", Sat, Hvy)
4
2+
3/3
Sternguard Bolt Pistol (Rng 9", Accurate 1)
4
3+
3/4
Abilities
Sternguard VeteransAstartesChampion

Champion: Once per battle, when an attack die inflicts Damage on this operative, you can ignore that inflicted damage. Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

ADEPTUS ASTARTES, ULTRAMARINES, STERNGUARD VETERAN, SERGEANT, ANGELS OF DEATH, SPECIALIST
10. Sternguard Veteran Warrior
Sternguard Veteran Warrior
A 3
M 6"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Sternguard Bolt Rifle (Prc1)
4
2+
3/5
Combi-Plasma
Bolt Rifle (PrcCrit1)
4
2+
3/4
Plasma - Standard (Prc1, Heavy Reposition)
4
3+
4/5
Plasma - Overcharged (Prc1, Heavy Reposition, Lethal 5+, Hot)
5
3+
5/6
Combat Fists (Lethal 5+)
4
3+
3/4
Abilities
Sternguard VeteransAstartes
ADEPTUS ASTARTES, ULTRAMARINES, STERNGUARD VETERAN, WARRIOR, ANGELS OF DEATH, SPECIALIST
11. Sternguard Veteran Heavy Gunner
Sternguard Veteran Heavy Gunner
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Sternguard Heavy Bolter
Focused (PrcCrit1, Balanced, Heavy Dash)
5
3+
4/5
Sweep (PrcCrit1, Tor1", Heavy Dash)
4
3+
3/4
Heavy Gun Bash (Brutal)
4
4+
4/5
Abilities
1AP: Rapid EngagementAstartesSternguard Veterans

Rapid Engagement (1AP): This operative makes a free Reposition action of up to 4". Ignore the Heavy rule when doing this when resolving this action.

You may not perform this action if Concealed

ADEPTUS ASTARTES, ULTRAMARINES, STERNGUARD VETERAN, HEAVY, GUNNER, ANGELS OF DEATH, SPECIALIST
12. Sternguard Veteran Marksman
Sternguard Veteran Marksman
A 3
M 6"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Sternguard Stalker Bolt Rifle
Heavy (PrcCrits1, Dev3, Heavy)
4
2+
3/3
Mobile (PrcCrits1)
4
3+
3/4
Combat Fists (Lethal 5+)
4
3+
3/4
Abilities
Sternguard VeteransAstartes
ADEPTUS ASTARTES, ULTRAMARINES, STERNGUARD VETERAN, MARKSMAN, ANGELS OF DEATH, SPECIALIST
13. Captain in Terminator Armour
Captain in Terminator Armour
A 3
M 4"
S 2+
W 20/20
Weapons
ATK
HIT
DMG
Master-Crafted Storm Bolter (Accurate 1, Rapid Fire 1)
4
3+
4/5
Master-Crafted Power Sword (Lethal 5+, Brutal)
5
3+
5/7
Abilities
1AP: Teleport Assault CoordinationMaster of the Terminator AssaultTactical Dreadnought ArmourRelentless AdvanceDeep Strike Commander

Teleport Assault Coordination (1AP): Select one friendly TERMINATOR operative within 6".

That operative may:

Immediately perform a free Dash or Charge action.

If it ends within Engagement Range of an enemy, it may immediately fight.

Master of the Terminator Assault: At the start of each Turning Point:

Select one friendly TERMINATOR operative within 6". That operative gains +1 APL until the end of its activation.

Relentless Advance: This operative can:

Shoot even if it performed a Charge or Fall Back this Turning Point.

Deep Strike Commander: During deployment, this operative may be set up in Strategic Reserves.

When it is set up:

It may be placed anywhere on the battlefield more than 6" from enemy operatives.

If it is deployed this way, friendly Terminator operatives may also be set up within 3" of this operative (if mission rules allow reserves).

ADEPTUS ASTARTES ULTRAMARINES TERMINATOR CAPTAIN COMMANDER TAC DREADNOUGHT SPECIALIST
14. Terminator Sergeant
Terminator Sergeant
A 3
M 4"
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Storm Bolter (Prc1)
5
3+
4/6
Power Sword (Lethal 5+)
5
3+
4/5
Abilities
Veteran CommandSquad Ability: Teleport AssaultTactical Dreadnought ArmourSquad Ability: Unyielding Advance

Veteran Command: Once per Turning Point:

A friendly Terminator within 3" gains +1 APL

ADEPTUS ASTARTES ULTRAMARINES TERMINATOR SQUAD ELITE TELEPORT ASSAULT ANGELS OF DEATH
15. Terminator Heavy Gunner
Terminator Heavy Gunner
A 3
M 4"
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Assault Cannon (Tor2", Brutal)
6
3+
4/5
Power Fist (Brutal, Lethal 5+)
5
3+
5/6
Abilities
Squad Ability: Unyielding AdvanceTactical Dreadnought ArmourSquad Ability: Teleport Assault
ADEPTUS ASTARTES ULTRAMARINES TERMINATOR SQUAD ELITE TELEPORT ASSAULT ANGELS OF DEATH
16. Terminator Warrior
Terminator Warrior
A 3
M 4"
S 2+
W 18/18
Weapons
ATK
HIT
DMG
Storm Bolter (Prc1)
5
3+
4/6
Power Fist (Brutal,Lethal 5+)
5
3+
5/6
Abilities
Tactical Dreadnought ArmourSquad Ability: Teleport AssaultSquad Ability: Unyielding Advance
ADEPTUS ASTARTES ULTRAMARINES TERMINATOR SQUAD ELITE TELEPORT ASSAULT ANGELS OF DEATH

Equipment

Ploys

Tac Ops

Sweep & Clear
Seek And Destroy

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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

Dominate
Seek And Destroy

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.

Track Enemy
Infiltration

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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

Retrieval
Recon

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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