Professional Documents
Culture Documents
By UnluckyGuardsman
PREFACE
Any advice/comments/suggestions/criticism is desperately wanted. I want to make this codex look good and play
well, so tell me what you think. Also, anyone who could be interested in drawings/sketches for some of the unique
units, please let me know as I am a bit lacking in the artistic genre. Playtesters are also welcome, either post here or
PM me if you are interested.
REFERENCES
Author’s note: All statlines for pre-exsisting units and some can be found on GW’s website.
Orders System
Officers of the Ultramar PDF may use any of the following orders. Commanding Officers, Planetary Governors and
Maccrage Veteran Commanders may issue 2 orders per turn, and have a command radius of 18”.
Orders:
“Bring it Down” “Get back in the fight” “Fire on my Target” “Move! Move! Move!”
Dig in, men!: The ordered squad immediately goes to ground and receives a +2 to their cover save. However, the
squad may also shoot their weapons, counting as if they had moved.
First Rank Fire, Second Rank Fire!: This order is the same as in C:IG except it also applies to shotguns and boltguns
in squads.
Air Drop: Specialized Guardsmen are dropped from ships orbiting above the planet. They land with great force.
This is treated as a deep strike attack, except the unit must take a pinning test when the final placement is
determined. If the pinning test is failed, the unit suffers a mishap.
Aura of Discipline: Any friendly unit within 6” of the model may use its leadership for morale/pinning tests.
Planetary Governor: the Planetary Governor can issue 2 orders per turn, and has a command radius of 12”. In
addition to those orders allowed to a Commanding officer, he may issue the following unique order:
Protect your kin!: The Governor motivates his men to better actions by using personal ties. The affected
unit gains „furious charge‟ for the remainder of the player turn.”.
Standard Bearer: The Regiment‟s standard bearer plays a key role in the regiment. The sight of their standard pushes
the men on to victory, and gives them hope. The banner allows units within 12” to re-roll failed morale checks, and
units also within 6” are allowed to attempt to regroup even if normally not able to.
Help us, battle-brothers!: In their times of most dire need, the PDF may call on the Ultramarines for assistance. As
such, both 0-1 Tactical Squads and 0-1 Ultramarine Captains may be chosen. Both of those units count as “friendly
units” for the Ultramar PDF.
Self Serving: Planetary Governors are loyal to the Imperium, but they always will do what is best for themselves. If
the Planetary Governor and his retinue are the only unit left in a game, the Governor will flee the field. His retinue
must pass a leadership test to remain in the battle, or they too are removed.
Maccrage‟s Elite: If the army includes a Maccrage Veteran Commander, Maccrage Veterans are unlocked as troops.
But only they may be chosen as troops choices, no others are allowed as they are seen as untrained and unfit for
combat with Imperial Guard‟s Finest.
Strike them down!: The Ultramar PDF will never forget the Battle of Maccrage and the decimation caused by the
Tyranids. All Ultramar PDF units gain preferred enemy: Tyranids.
Summary Execution: All Commissars have this rule as detailed in C:IG. However, they will never execute a
Ultramarine of any rank, due to the repercussions of doing so.
Spotters: All good snipers have a good spotter! If a veteran is upgraded as a spotter, then the sniper he is paired with
counts his gun as twin-linked.
Dropship: The Hawk Talon Gunship carries Leman Russ tanks into the thick of battle. At the end of the movement
phase, the Gunship may opt to „land‟. The Leman Russ is then released at the back of the dropship. Once landed the
dropship may not gain any bonuses from moving and may be shot at as a normal vehicle. If the dropship is
destroyed in flight, the tank is dropped below and takes 3x S 10 hits on its side armor.
Rapid Response Force: A group of Maccrage Veterans may be designated to become a Rapid Response Force. The
lose the ability to deepstrike, but on any given turn the may opt to Rapidly Redeploy. This action is performed
during the movement phase. The squad may be moved anywhere on the board, provided they are 6” away from any
enemy units. They may shoot, but not assault on the turn the redeploy.
For the Emperor!: All Ministorum Priests have this special rule. The unit is allowed to re-roll to hit rolls in assault
on the turn they charge or are charged.
WARGEAR
Grav Chutes: +5 pts per model, allow re-roll of the scatter dice when Air Dropping.
Auxiliary grenade launcher: models with either lasguns or shotguns may take an auxiliary grenade launcher for +5
pts.. An AGL is a one-time use grenade launcher that fires only krak rounds.
Force Field: Certain leaders use force fields to keep them and their units safe from extra damage. A unit with a
force field gains FNP, but loses the ability to run as the force field is heavy to carry. One guardsman must be
upgraded to carry the generator and does not count as having a weapon. The FNP bonus has no effect in close
combat.
Servo Skulls: A model accompanied by a servo skull gains +1 close combat attack for every servo skull. The Servo
Skull counts as being armed with a hot-shot laspistol.
Hercules Crater Cannon: The Hercules fires shells with the intent to utterly destroy all in its path. When the blast‟s
final resting place is determined and wounds have been resolved, place a suitable sized crater in its place. The crater
is now dangerous terrain. S 9 AP 3 12”-72” Large Blast, Ordnance Barrage
Overclocked Lasgun: Any lasgun may be upgraded to be an overclocked lasgun for +5 pts. The lasguns of this unit
may become 24” S 3 AP 6 Assault 2 weapons for one turn. The unit may not fire the next turn, however.
Melta shells: All mortars may be equipped with Melta shells for 10 pts. The melta shells are S8 AP 1 48” blast,
melta, barrage.
LIST OF UNITS
HQ
Ultramarine Captain
Techpriest Engiseer
TROOPS
Ultramar Veterans
Scout Guardsmen
ELITE
Maccrage Veterans
Ultramarines squads
FAST ATTACK
Veteran Bikers
Hellhound Squadron
HEAVY SUPPORT
Leman Russ
Predator
Basilisk
DEDICATED TRANSPORTS
Chimera
Scorpion AT
HQ
VETERAN COMPANY COMMAND…60 pts per squad
Every regiment needs a command section to hold it together, and the Ultramar PDF has some of the best. Their
commanders must serve a minimum of 25 years in the service and be recommended by another high ranking
individual. It is also a great honor to be a veteran member of the command squad, and those selected hold their duty
as their highest calling.
WS BS S T W I A LD SV
Veteran Commander 3 4 3 3 3 3 2 10 4+
Veteran 3 4 3 3 1 3 1 8 4+
Veteran Weapons Team 3 4 3 3 2 3 2 8 4+
Commissar 3 4 3 3 1 3 2 9 4+
The Veteran Commander may replace his bolt pistol and/or chainsword with:
Bolter…1 pt
Lasgun…free
Shotgun…free
Hellpistol…free
Shotgun…free
Bolter…1 pt
Meltagun…10 pts
Mortar…5 pts
Lascannon…20 pts
Commissar…35 pts (may take any wargear from the VC‟s options)
Trained Pysker…30 pts
As C:IG
Astropath…30 pts
All weapons may roll 2D6 for armor penetration, and select the highest.
To ensure that the PDF is working well in Co-operation with the Ultramarine forces, a junior captain of the
Ultramarines may be called upon to accompany a PDF regiment. He is not usually a full captain among his own
company, but among the PDF these superhuman warriors are heroes no matter their status. Most frequently the
captains will remain at the rear of the force and co-ordinate deep strikes and drop pods.
WS BS S T W I A LD SV
3+
Ultramarine Captain 4 4 4 4 2 4 2 10
(5+)
Bolter…Free
Combi-Flamer/melta/plasma…10 pts
Maccrage Veterans are some of the greatest fighters in the Ultramar PDF. Their skills are legendary. And so is
their story. The greatest of them may become the Commander of a whole company of veterans. The commander has
command over a vast array of options for his Veterans, and they are highly respected for their tactical knowledge.
WS BS S T W I A LD SV
Maccrage VC 4 5 3 3 3 3 3 9 4+(5+)
Bolt pistol…free
Boltgun…free
Combi-Flamer/melta/plasma…10 pts
The Planetary Governor replace his bolt pistol/close combat weapon with:
Bolter…1 pt
Lasgun…free
Shotgun…free
Hellpistol…free
Retinue Options:
Commissar…35 pts
*May take any wargear that the planetary governor has access to)
Bodyguard…15 pts
WS BS S T W I A LD SV
Commissar 4 4 3 3 1 3 2 9 4+
Trained Pysker 2 4 3 3 1 3 1 9 4+
Priest 3 4 3 3 1 3 2 7 4+
Bodyguard 3 3 3 3 1 3 1 7 4+
Autocannon…20 pts
TROOPS
ULTRAMAR VETERANS…80 pts per squad
Only the best of Ultramar’s fighters are selected to become Veterans. They have been trained since a young age and
are experts in all form of weaponry. The most renowned among them are sometimes even granted weapons found in
the Space Marine arsenal. All veterans are marked with their regimental number on their left shoulder pad, and
their squad/platoon number on the right.
WS BS S T W I A LD SV
Veteran 3 4 3 3 1 3 1 8 4+
Veteran Sergeant 3 4 3 3 1 3 2 9 4+
Veteran Weapons Team 3 4 3 3 2 3 2 8 4+
Bolter…1 pt
Lasgun…free
Shotgun…free
Hellpistol…free
Shotgun …free
Bolter…1 pt
Mortar…5 pts
Lascannon…20 pts
Meltagun…10 pts
The Scout Sergeant may replace his shotgun/close combat weapon with:
Bolter…1 pt
Lasgun…free
If a veteran is upgraded with a sniper rifle, another veteran may become a spotter for +10 pts
The Kill Team may be joined by up to 15 more prisoners…10 pts per model
Hellpistol…1 pt
Bolt pistol…1 pt
ELITE
HEAVY WEAPONS SPECIALISTS…75 pts
Heavy Weapons are normally found scattered throughout a force, but Specialists are the best at what they do. No
company is complete without one of these squads providing covering fire and taking out opposing heavy armor. One
member of the team is the targeter and loader, and the other is the firer, both which take years of practice to perfect.
WS BS S T W I A LD SV
Heavy Weapons Team 3 4 3 3 2 3 2 8 4+
Type Composition Wargear Special Rules Transport Options
Carapace Armor
Lasgun Veterans Chimera
Infantry 4 Heavy Weapons Teams
Mortar Never give up! Scorpion AT
Frag & Krak Grenades
OPTIONS:
Lascannon…20 pts
The squad may become a rapid redeployment force for +10 pts.
Bolt pistol/boltgun…free
Meltagun…10 pts
Plasma gun…15 pts
An Ultramar PDF army may include 0-1 Ultramarines Squads, at the same point cost and with the same options as a
tactical squad in C:SM.
FAST ATTACK
The lumbering Leman Russes of the Ultramar PDF are particularly potent because of a recent invention, the Hawk
Talon Gunship. The Hawk Talon speeds to the front lines and disgorges the Battle Tanks. It can also operate as a
standalone gunship with its large output of fire.
F S R BS
Hawk talon Dropship 12 10 10 4
Lascannon…10 pts
Bolter…free
Shotgun…free
Meltagun…10 pts
The squad may take the demolitions doctrine for +50 pts
HELLHOUND SQUADRON
The fastest tanks the Ultramar PDF has at their disposal are the Hellhounds. The main variant spreads fiery death
everywhere in its path. The Devil Dog rips apart vehicles with its melta cannon, and the Slaughterer drenches the
enemy with sheer firepower output.
F S R BS
Hellound & variants 12 12 10 4
*Variants
HEAVY SUPPORT
Not sight strikes fear into the enemy like the sight of the lumbering Leman Russ tanks of the Ultramar PDF. Armed
with fearsome sponsons in addition to main cannons, the pure amount of firepower that these tanks can put out is
equal to that of some armies.
F S R BS
Leman Russ & variants 14 13 11 4
Type Composition Wargear Special Rules Transport
Heavy bolter
Lumbering Behemoth
Vehicle(tank) 1-3 Leman Russes Smoke Launchers Hawk Talon
Veterans
searchlight
*Variants
Leman Russ- battle cannon…150 pts
Vanquisher- Vanquisher AT cannon…155 pts
Leman Russ Demolisher- Demolisher Cannon…165 pts
Leman Russ Executioner- Executioner plasma cannon…190 pts
ORDNANCE BATTERY
“…Artillery wins wars…” The old artillery man’s saying is very true within the Ultramar PDF. Very few armies
can succeed without good backing fire and artillery bombardment. The big guns like the Basilisk pound the enemy
into near submission, then the PDF forces clean up the few remnants.
F S R BS
Ordnance Platform 12 11 10 4
*Variants
Basilisk-earthshaker cannon…125 pts
Medusa-siege cannon…135 pts
Hercules- crater cannon…120 pts
Griffon-heavy mortar…75 pts
All options as C:IG
DEDICATED TRANSPORTS
CHIMERA TRANSPORT...60 pts
The armored transport of choice for most mechanized commanders is the ubiquitous Chimera. It can serve as a
quick transport or as a heavy pillbox for heavy weapons squads. Chimerae are seen on battlefields throughout the
Ultramar system, and have become synonymous with the Ultramar PDF.
F S R BS
Chimera 12 11 10 4
Autocannon…10 pts
Multi-melta…15 pts
The Scorpion AT is the lightly armored backbone of the Ultramar PDF. They are easy to produce, and yield a high
production on the battlefield. Squads mounted in the Scorpion AT are quickly moved around the battlefield, allowing
for rapid response to any threat.
F S R BS
Scorpion AT 10 10 10 4