Post by unluckyguardsman on Dec 28, 2010 11:14:46 GMT -5
So the last Codex: Ultramar PDF was a failed project, so I decided to do a complete re-make of the post. So now I present my Codex, v 1.0.
Mission: To create an accurate, competitive yet balanced codex.
Objective: To reach a majority completion of the codex and rules by summer.
Call for volunteers:
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
C:IG- Codex Imperial Guard
C:SM- Codex Space Marines
Author’s note: All statlines for pre-exsisting units and some can be found on GW’s website.
SPECIAL RULES (All unique SRs throughout the army)
Veterans: The soldiers of the Ultramar PDF have trained with the best. They are all granted BS 4. Never Give up!: The soldiers of the Ultramar PDF will protect their home lands at all cost. All are granted the Stubborn special rule.
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!”
The following orders are either edited or new:
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.
Sniper Pistol: 12” S X AP 2 Pistol,Sniper
Slaughterer Cannon: S 6 AP 3 Heavy 5, rending
Infrared targeters- When using the night fighting special rule, the range of sight may be re-rolled.
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.
Hand flamer: Hand mounted flamethrower. S 4 AP 6 Template
Vanquisher AT Cannon: S 9 AP 1 Heavy 1 (extra D6 for armor penetration)
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
Veteran Command Squad
Ultramarine Captain
Planetary Governor (and retinue)
Maccrage Veteran Commander
Techpriest Engiseer
TROOPS
Ultramar Veterans
Scout Guardsmen
Special Weapons Squads
Prisoner Kill teams
ELITE
Maccrage Veterans
Heavy Weapon Specialists
Ultramarines squads
FAST ATTACK
Hawk Talon Gunship
Veteran Bikers
Hellhound Squadron
HEAVY SUPPORT
Leman Russ
Predator
Razor Heavy Fighter
Basilisk
DEDICATED TRANSPORTS
Chimera
Scorpion AT
The actual stats are in the next post.
UG
Mission: To create an accurate, competitive yet balanced codex.
Objective: To reach a majority completion of the codex and rules by summer.
Call for volunteers:
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
C:IG- Codex Imperial Guard
C:SM- Codex Space Marines
Author’s note: All statlines for pre-exsisting units and some can be found on GW’s website.
SPECIAL RULES (All unique SRs throughout the army)
Veterans: The soldiers of the Ultramar PDF have trained with the best. They are all granted BS 4. Never Give up!: The soldiers of the Ultramar PDF will protect their home lands at all cost. All are granted the Stubborn special rule.
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!”
The following orders are either edited or new:
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.
Sniper Pistol: 12” S X AP 2 Pistol,Sniper
Slaughterer Cannon: S 6 AP 3 Heavy 5, rending
Infrared targeters- When using the night fighting special rule, the range of sight may be re-rolled.
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.
Hand flamer: Hand mounted flamethrower. S 4 AP 6 Template
Vanquisher AT Cannon: S 9 AP 1 Heavy 1 (extra D6 for armor penetration)
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
Veteran Command Squad
Ultramarine Captain
Planetary Governor (and retinue)
Maccrage Veteran Commander
Techpriest Engiseer
TROOPS
Ultramar Veterans
Scout Guardsmen
Special Weapons Squads
Prisoner Kill teams
ELITE
Maccrage Veterans
Heavy Weapon Specialists
Ultramarines squads
FAST ATTACK
Hawk Talon Gunship
Veteran Bikers
Hellhound Squadron
HEAVY SUPPORT
Leman Russ
Predator
Razor Heavy Fighter
Basilisk
DEDICATED TRANSPORTS
Chimera
Scorpion AT
The actual stats are in the next post.
UG