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18

Roboute Guilliman

NAME M WS BS S T W A Ld Sv
Roboute Guilliman 8" 2+ 2+ 6 6 9 6 10 2+
Roboute Guilliman is a single model equipped with: the Emperor’s Sword; the Hand of Dominion. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Hand of Dominion (shooting)
24"
Rapid Fire 3
6
-1
2
-
The Emperor’s Sword
Melee
Melee
+2
-4
3
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
Hand of Dominion (melee)
Melee
Melee
x2
-3
4
-
ABILITIES
Angels of Death

Armour of Fate: This model has a 3+ invulnerable save. The first time this model is destroyed, roll one D6 at the end of the phase. On a 4+ return this model to play with D6 wounds remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models.

Author of the Codex: If your army is Battle-forged, you receive an additional 3 Command Points if Roboute Guilliman is your Warlord.

Master of Battle: Add 1 to Advance and charge rolls made for friendly IMPERIUM units whilst they are within 12" of Roboute Guilliman. Re-roll hit rolls of 1 for attacks made by models in friendly IMPERIUM units whilst their unit is within 12" of this model. You can re-roll Morale tests taken for friendly IMPERIUM units whilst they are within 12" of Roboute Guilliman.

XIII Primarch: You can re-roll hit rolls for attacks made by models in friendly ULTRAMARINES units whilst their unit is within 6" of this model. Re-roll wound rolls of 1 for attacks made by models in friendly ULTRAMARINES units whilst their unit is within 6" of this model.
WARLORD TRAIT
Nobility Made Manifest: Friendly ULTRAMARINES INFANTRY units and ULTRAMARINES BIKER units can perform a Heroic Intervention as if they were CHARACTERS whilst they are within 6" of this Warlord.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS
CHARACTER, MONSTER, PRIMARCH, ROBOUTE GUILLIMAN
Includes wargear
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The ULTRAMARINES and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
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© Vyacheslav Maltsev 2013-2019