Legiones Astartes – Roboute Guilliman
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PRIMARCH

Held by some as a paragon among the Emperor’s sons, Roboute Guilliman was as much a patrician statesman as he was an indefatigable warrior. A being of preternatural intelligence, cold reason and indomitable will, Guilliman forged his Legion into a vast force of conquest and control, a weapon by which he made himself the master of a domain which spanned five hundred worlds. Guilliman was a charismatic and gifted leader, beloved of his people and singularly capable of compartmentalising incredible quantities of information. He was an organiser, a logistician, one capable of turning the wildest theories into practical reality and rendering order from chaos. Under his leadership the Ultramarines Legion became the largest and arguably the most tactically balanced of the Legiones Astartes, an elegantly structured but elaborate and highly meritocratic force that waged war with exceptional efficiency through the application of analysis and reason.

  • Roboute Guilliman 465 pts
Primarch of the Ultramarines, The Victorious, The Master of Ultramar, Ruler of Hosts, The Blade of Unity
M WS BS S T W I A Ld Sv Base
Roboute Guilliman (base: 40mm)
Roboute Guilliman 8 7 6 6 6 6 6 6 10 2+ 40mm
Unit Composition
  • 1 Roboute Guilliman
Wargear
  • The Armour of Reason
  • The Gladius Incandor and the Hand of Dominion
  • The Arbitrator
  • Cognis-signum
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Ultramarines)
  • Master of the Legion
  • Adamantium Will (3+)
  • Preternatural Strategy
  • Calculating Swordsman
  • Loyalist
  • Warlord: Sire of the Ultramarines

Preternatural Strategy

At the start of each of the controlling player’s turns as the Active player in which Roboute Guilliman is on the battlefield (including when Embarked on a model with the Transport Unit Sub-type or Building), the controlling player may select one of the following options, but may not select the same option twice in a row (however, each option may be selected more than once in a single battle as long as it is not in successive turns). The effects of this option are applied to all models in the army with the Legiones Astartes (Ultramarines) special rule (including Roboute Guilliman, but not any models with the Vehicle Unit Type) and last until the start of the controlling player’s next turn as the Active player:

  • The Fleet (2) special rule
  • The Counter-attack (1) special rule
  • The Furious Charge (1) special rule
  • The Stubborn special rule

Calculating Swordsman

Though Guilliman had not garnered the renown of some of his brothers as a red-handed lord of war, he was still one of the finest swordsmen in the Imperium. As a warrior he relied not on brute strength or raw speed, but on intelligence. When he fought, he studied his opponent, and learned and exploited the flaws he discovered.

When fighting in a Challenge, Roboute Guilliman may re-roll all failed To Hit rolls of ‘1’ on the second and all subsequent rounds of the Challenge.

Warlord: Sire of the Ultramarines

Guilliman was the paragon of controlled wisdom among his brothers, a general of supreme cunning and a visionary strategist. He valued a calm appraisal of any situation, no matter how dire and looked with little favour on overwrought grandstanding or those that allowed emotion to control their actions.

If chosen as the army’s Warlord, Roboute Guilliman automatically has the Sire of the Ultramarines Warlord Trait and may not select any other Warlord Trait.

Sire of the Ultramarines – All models with the Legiones Astartes (Ultramarines) special rule in the same army as Roboute Guilliman gain +1 to their Leadership Characteristic (to a maximum of 10) while he is on the battlefield and is not in Reserve or removed as a casualty. In addition, at the start of the battle, before any models are deployed onto the battlefield, an army with Roboute Guilliman as its Warlord must select one of the following Phases: Movement, Shooting or Assault. For the duration of the battle, an army with Roboute Guilliman as its Warlord gains an additional Reaction in the chosen Phase of the opposing player’s turn as long as Roboute Guilliman has not been removed as a casualty.

The Armour of Reason

The Armour of Reason provides a 2+ Armour Save and a 4+ Invulnerable Save and, in addition, the first Invulnerable Save failed by Roboute Guilliman in each separate Phase of the battle may be re-rolled.

The Gladius Incandor and the Hand of Dominion

Roboute Guilliman’s controlling player must choose which of these two weapons to use in any particular Assault phase, and all of the model’s attacks are made with the chosen profile, but in either case, Roboute Guilliman gains +1 Attack for using two specialist weapons in combat.
Range
Str
AP
The Gladius Incandor and the Hand of Dominion
 - Gladius Incandor
-
+1
2
Melee, Shred, Murderous Strike (5+), Master-crafted, Specialist Weapon
 - Hand of Dominion
-
10
1
Melee, Unwieldy, Brutal (2), Master-crafted, Specialist Weapon

The Arbitrator

The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.
Range
Str
AP
The Arbitrator
18"
6
3
Assault 2, Rending (5+), Master-crafted
Rapid Fire Weapons

Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots.

A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range.

If a unit attacking with Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range make two attacks, while those further away make one attack.

Models that attack with Rapid Fire weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Bolter24"45Rapid Fire
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Number of Attacks
Each engaged model makes a number of Attacks (A) as indicated on its Characteristics profile, plus the following bonus attacks:

+1 Charge Bonus: Engaged models that Charged this turn get +1 Attack this turn. Models in units that made a Disordered Charge do not get this bonus.

+1 Two Weapons: Engaged models with two single-handed weapons (often a Melee weapon and/or Pistol in each hand) get +1 Attack. Models with more than two weapons gain no additional benefit; you only get one extra attack.

Other Bonuses: Models may have other special rules and Wargear that confer extra attacks.
Melee Type
Weapons with the Melee type can only be used in close combat.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Ignores Cover

This weapon fires ammunition that cheats an enemy of their shelter.

Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.
Sniper

Sniper weapons are precision instruments, used to pick out a target’s weak points.

If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Bolt Weapons

A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Bolt pistol
12"
4
5
Pistol 1
Bolter
24"
4
5
Rapid Fire
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
Kraken bolter
30"
4
4
Rapid Fire
- Tempest rounds
18"
3
6
Assault 3, Ignores Cover
- Scorpius rounds
24"
5
4
Assault 1, Breaching (4+)
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
Heavy bolter
36"
5
4
Heavy 4
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
Avenger bolt cannon
36"
6
3
Heavy 7
Army List
Datasheets collated

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Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Counter-attack (X)

Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.

If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.

If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of power armour, these enable the wearer to co-ordinate battlefield data with blinding speed.

A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Active and Reactive player
Other rules, most notably those for the Reactions used by units in certain situations, will specify actions by the ‘Active’ or ‘Reactive’ player. The Active player is always the player whose turn is currently being played, while the Reactive player is always the player whose turn is not currently being played.

This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Re-roll
In some situations, the rules allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice you wish to re-roll and roll it again. The second roll counts even if it means a worse result than the first, and no single dice can be re-rolled more than once, regardless of the source of the re-roll.

If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice, not just some of them, unless the rules specify otherwise. Any modifiers that applied to the first roll also apply to the re-roll.

If two or more special rules combine to the effect that all failed and all successful dice results would have to be re-rolled, do not re-roll any dice; simply use the original result(s) instead.
Roll To Hit (Close combat)
Once it has been determined which models must make attacks in a given Initiative step, the controlling player makes To Hit rolls for those models.

To make a To Hit roll, roll a D6 for each attack a model gets to make and compare the WS of the attacking model to the WS of the target unit. Then, consult the To Hit chart below to find the minimum result needed on a D6 To Hit.

As the chart below shows, if the target’s WS is half or less than that of the attacker’s, they are hit on a 2+; lower than the attacker’s but more than half, they are hit on 3+; if the target’s WS is equal to the attacker’s, they are hit on 4+; if it is higher but not twice the attacker’s, they are hit on 5+; and if it is twice or more than the attacker’s, then they are hit only on a 6+.

UNITS WITH MULTIPLE WEAPON SKILLS
Some units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values.

Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Psychic Focus
Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
Adamantium Will (X)

So strong of mind is this warrior that the powers of the Warp have little grasp upon them.

Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Warlord Traits
Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.
Murderous Strike (X)

Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Furious Charge (X)

Some warriors use the impetus of the charge to fuel their own fury.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.

A model that has made a Disordered Charge that turn receives no benefit from Furious Charge.

The Armour of Reason

The Armour of Reason provides a 2+ Armour Save and a 4+ Invulnerable Save and, in addition, the first Invulnerable Save failed by Roboute Guilliman in each separate Phase of the battle may be re-rolled.

The Gladius Incandor and the Hand of Dominion

Roboute Guilliman’s controlling player must choose which of these two weapons to use in any particular Assault phase, and all of the model’s attacks are made with the chosen profile, but in either case, Roboute Guilliman gains +1 Attack for using two specialist weapons in combat.
Range
Str
AP
The Gladius Incandor and the Hand of Dominion
 - Gladius Incandor
-
+1
2
Melee, Shred, Murderous Strike (5+), Master-crafted, Specialist Weapon
 - Hand of Dominion
-
10
1
Melee, Unwieldy, Brutal (2), Master-crafted, Specialist Weapon

The Arbitrator

The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.
Range
Str
AP
The Arbitrator
18"
6
3
Assault 2, Rending (5+), Master-crafted
Legiones Astartes (Ultramarines)
All models with this special rule are subject to the following provisions:

THE STRENGTH OF WISDOM
When rolling To Hit for a model with this special rule as part of a Shooting Attack, add +1 to the result of the roll if the enemy unit targeted by the attack has already been the target of another friendly unit composed entirely of models with this special rule in the same Shooting phase, and if the attacking model is within 6" of a model from that friendly unit. This does not affect attacks made with the Blast or Barrage special rules.

The Arsenals of Ultramar
Models with this special rule gain access to unique Wargear options (see Armoury of the Ultramarines).

Lords of the 500 Worlds
A Warlord with this special rule may select a Warlord Trait from the Ultramarines Warlord Trait list.
Preternatural Strategy
At the start of each of the controlling player’s turns as the Active player in which Roboute Guilliman is on the battlefield (including when Embarked on a model with the Transport Unit Sub-type or Building), the controlling player may select one of the following options, but may not select the same option twice in a row (however, each option may be selected more than once in a single battle as long as it is not in successive turns). The effects of this option are applied to all models in the army with the Legiones Astartes (Ultramarines) special rule (including Roboute Guilliman, but not any models with the Vehicle Unit Type) and last until the start of the controlling player’s next turn as the Active player:

Calculating Swordsman

Though Guilliman had not garnered the renown of some of his brothers as a red-handed lord of war, he was still one of the finest swordsmen in the Imperium. As a warrior he relied not on brute strength or raw speed, but on intelligence. When he fought, he studied his opponent, and learned and exploited the flaws he discovered.

When fighting in a Challenge, Roboute Guilliman may re-roll all failed To Hit rolls of ‘1’ on the second and all subsequent rounds of the Challenge.
Warlord: Sire of the Ultramarines

Guilliman was the paragon of controlled wisdom among his brothers, a general of supreme cunning and a visionary strategist. He valued a calm appraisal of any situation, no matter how dire and looked with little favour on overwrought grandstanding or those that allowed emotion to control their actions.

If chosen as the army’s Warlord, Roboute Guilliman automatically has the Sire of the Ultramarines Warlord Trait and may not select any other Warlord Trait.

Sire of the Ultramarines – All models with the Legiones Astartes (Ultramarines) special rule in the same army as Roboute Guilliman gain +1 to their Leadership Characteristic (to a maximum of 10) while he is on the battlefield and is not in Reserve or removed as a casualty. In addition, at the start of the battle, before any models are deployed onto the battlefield, an army with Roboute Guilliman as its Warlord must select one of the following Phases: Movement, Shooting or Assault. For the duration of the battle, an army with Roboute Guilliman as its Warlord gains an additional Reaction in the chosen Phase of the opposing player’s turn as long as Roboute Guilliman has not been removed as a casualty.
Fleet (X)

Preternaturally agile, these warriors can cover ground more quickly than their plodding foes.

A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made.

If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
© Vyacheslav Maltsev 2013-2024