ULF VILLTUR WARGEAR

The following rules describe how all of the specialized equipment used by Space Marines works during a battle. These rules tend to be more detailed than those included in the Warhammer 40,000 rulebook, and they supersede them if they are different. Any items not listed here function exactly as described in the Warhammer 40,000 rulebook.

Artificer Armour: Artificer armour is built by master craftsmen and offers even greater protection than a normal suit of Space Marine power armour. It may be taken as an upgrade for a model wearing power armour and increases the armour's save to 2+. Note that, although this armour gives the same protection as Terminator armour, items that are 'Terminators only' cannot be used with it.

Auspex: An auspex is a short-ranged scanner used by Space Marines to detect hidden enemy troops. If enemy infiltrators set up within 4D6" of a model with an auspex, then that model is allowed to take a 'free' shot at them (or sound the alarm in a Raid scenario). If the model is part of a unit then the whole unit may shoot. These shots are taken before the battle begins, and may cause the infiltrators to fall back. The normal shooting rules apply.

Bionics: Bionics allow a Space Marine who has suffered a crippling injury to return to service, but are unlikely to improve or enhance his abilities. However there is a chance an attack or shot will hit a bionic part causing less damage, e.g. a shot that would cripple a leg will only cause mild damage to a bionic leg. To represent this, if a model with bionics is killed, instead of removing it, place the model on its side. Roll a D6 at the start of the next turn: on a roll of a 6 the model is stood back up with 1 wound, but on any other roll it is removed as a casualty.

Chainfist: A chainfist is simply a power fist fitted with an attachment designed to carve through armoured bulkheads or armoured vehicles. It is treated exactly as a power fist, but roll 2D6 for its armour penetration value.

Chapter Banner: Chapter banners combine the effect of a holy relic and a sacred standard (see their entries for details).

Combi-weapons: These are basically two weapons joined together, giving the Space Marine a choice of two weapons to fire instead of one. A Space Marine who is armed with a combi-weapon may choose which of the weapons he is going to use in the shooting phase. The bolter may be fired any number of times, but the other weapon may only be fired once per battle. Note that you may not choose to fire both weapons at once.

Crozius Arcanum: The crozius arcanum is both a Space Marine Wolf Priest's badge of office and a weapon. In game terms it is treated as a power weapon.

Cyclone Missile Launcher: The Cyclone is a specially designed missile launcher that can be used by Space Marines in Terminator armour. The weapon in the Terminator's left hand is replaced with a special targeting device, which allows him to fire the Cyclone and his storm bolter in the same shooting phase. The Cyclone otherwise counts as a missile launcher with frag and krak missiles.

Force Weapon: Force weapons are potent psychic weapons that can only be used by a trained psyker such as a Runepriest. They are treated as a power weapon, but can unleash a psychic attack that can kill an opponent outright. Roll to hit, to wound and to save as normal. Then, as long as at least one wound has been inflicted, make a Psychic test for the psyker against one opponent wounded by the weapon. The normal rules for using psychic powers apply, and you can not use another psychic ability in the same turn. If the test is passed then the opponent is slain outright, no matter how many wounds it has (but count the actual amount inflicted for determining which side won the assault).

Note that a force weapon has no special effect against targets that don't have wounds, eg Dreadnoughts, vehicles, etc. Also note that you only take one Psychic test no matter how many wounds were inflicted.

Holy Relic: A model bearing a holy relic may reveal it once per battle. This may be done at any time, as long as the model with the relic does not move during the same turn it is revealed. On the turn the relic is revealed all Space Marines within 2D6" get a +1 Attack bonus for the rest of that turn. Note that the relic may be revealed in an opposing player's turn if you wish.

Iron Halo: The Iron Halo is a special reward given to Space Marines who show exceptional initiative or bravery in battle. In game terms it has the same effect as a rosarius, giving the model a 4+ invulnerable save that may be used instead of the model's normal armour save. No more than one model per army may have an Iron Halo and any model wearing Terminator armour or who has a rosarius may not be given this piece of wargear.

Jump Packs: Jump packs allow models to move 12" per turn in the movement phase, and ignore difficult terrain as they move. Characters leading a Command squad or who are part of a unit can only use a jump pack if all models in the unit have jump packs.

Space Marine models who are wearing jump packs can be dropped from low-flying Thunderhawk Gunships, using their jump packs to swoop down on to the battlefield. To represent this tactic they can set up using the Deep Strike rules, but only if the mission allows for Deep Strike to be used. If the mission does not allow troops to use Deep Strike then the model must set up normally with the rest of the army.

Lightning Claws: Lightning claws count as a power weapon and the model wearing them may re-roll any to wound rolls that fail to wound. Models who are armed with Lightning claws only receive the +1 Attack modifier for an additional close combat weapon if the second weapon is also another Lightning claw, as they are generally used as a pair.

Master-Crafted Weapons: A master-crafted weapon follows the normal rules for the weapon, except that you may re-roll one failed to hit roll per turn. Master-crafted weapons are taken as an upgrade for a weapon that is already being carried by a model and should be represented by a suitably ornate weapon on the model itself. Please note that you may not master-craft grenades!

The cost listed in the Wargear section is in addition to the cost of the weapon itself leg a master-crafted power weapon costs 15+15=30 pts). However, only the upgrade costs are taken against the 100 points limit on wargear for a model (so the master-crafted power weapon above would count as 15 points against the 100 points limit, not 30 points).

Narthecium: Narthecium is the name given to the medi-packs used by Space Marine Apothecaries. They allow you to ignore the first failed saving throw each turn for the unit that the Wolf Priest is with. The Narthecium may not be used on any model who has been unfortunate enough to suffer 'Instant Death' (e.g., hit by a weapon with twice its Toughness) or that has been hit by a weapon that allows no save. It may also not be used if the Wolf Priest is in base contact with an enemy model.

Psychic Hood: Psychic hoods allow a Space Marine Runepriest to nullify an opposing psychic's power. Declare that you'll use the Psychic hood after an opponent has successfully made a Psychic test, but before they have used the power. Each player then rolls a D6 and adds their model's Leadership value to the score. If the Space Marine Runepriest beats the opposing model's score then the psychic power is nullified and may not be used that turn. If the opposing model's score is equal or higher, it may use its psychic power as normal.

Purity Seals: If a model who is wearing purity seals falls back, roll one extra D6 for its fall back distance, and then pick the D6 results you want in order to determine the distance fallen back. If a model with purity seals is part of a unit then this ability applies to the whole unit, not just to the model with the purity seals.

Reductor: The reductor is one of the devices used by an Wolf Priest to retrieve the progenoid gland from fallen Space Marines. These glands are vital for ensuring the continued existence of the Chapter. To represent this, when playing a scenario that uses victory points to determine the winner, you will get 1 victory point back for each slain Space Marine at the end of the battle, but only as long as the Wolf Priest is still alive

Rosarius: All Wolf Priests wear a rosarius, small amulet bestowed upon them by the Ecclesiarchy of Terra. The rosarius generates a small energy field that provides the Wolf Priest with an invulnerable 4+ save. This may be taken instead of the Wolf Priest's normal armour save.

Sacred Standard: Add +1 to the Space Marine combat resolution score of any assault that takes place within 6" of a sacred standard. However, if the model bearing the standard is slain in close combat, then the enemy model that slew him captures the standard and gets the bonus from then on. It is possible for a standard to change hands several times in a single battle, as long as the model holding the standard is slain in close combat each time.

Servo-Arm: Many Iron Priests are equipped with a powerful servo-arm that can be used to carry out hasty battlefield repairs. The servo-arm counts as a power fist in close combat. It always hits on a 4+ and is rolled separately from the Iron Priest’s own Attacks. In addition it may be used at the start of any Space Marine turn to repair an immobilized vehicle that is in base contact with the Iron Priest. On a D6 roll of a 6 the vehicle is repaired and may move normally.

Signum: The signum is a special form of communication device that allows the Iron Priest to access a myriad of useful battlefield targeting information, and then pass it on to his fellow battle brothers. In game terms it allows you, each turn, to re-roll one missed to hit shooting roll for the Command squad that the Iron Priest belongs to.

Space Marine Bike: Space Marine bikes are fitted with twin-linked bolters and increase the rider's Toughness by +1 point. Space Marine characters that have a Command squad or are part of a unit may only be given a bike if all of the models in the unit are also on bikes.

Storm Shield: A storm shield is a small metal shield that has an energy field generator built into it. The energy field is too small to be of much use against ranged attacks, but is very useful in close combat. A model that has a storm shield may take a 4+ invulnerable save in close combat, instead of its normal armour save. The save may only be used against one opponent per turn (the defender chooses who to use it against), and it may not be combined with a rosarius or iron halo save.

Teleport Homer: Teleport homers produce a signal that can be locked onto by teleporting troops. If the template used by the teleporting Terminators to make a Deep Strike is centered on the model with the homer, then they won't scatter. Note that the homer only works for troops who are teleporting, not for troops entering play using jump packs, drop pods or other means of transport. Also note that the homer must be on the table at the start of the turn it is used.

Terminator Armour: Due to the powerful exo-skeleton and power sources built into their armour, Space Marines in Terminator armour are capable of moving and firing with heavy weapons. On the other hand, this armour is somewhat heavy and cumbersome so Space Marine Terminators are not able to pursue a more lightly armoured foe when they flee. To represent this, Terminators that win a close combat may only consolidate, they will not be able to advance.

A model wearing Terminator armour has a 2+ armour save and adds +1 to its A , Attacks characteristic. Also, any model wearing Terminator armour can be teleported onto the battlefield, and set up using the Deep Strike rules, but only if the mission allows for Deep Strike to be used. If the mission does not allow troops to use the Deep Strike rules then the model must set up normally with the rest of the army.

Terminator Honours: A model with Terminator honours adds +1 to its Attacks characteristic. Note that this bonus has already been included in the characteristics of Ulf Geata Champions and any Space Marines who are equipped with Terminator armour, and therefore may not be taken again.

Thunder Hammer: Thunder hammers release a terrific blast of energy when they strike an opponent. A thunder hammer counts as a power fist, but any model wounded by it and not killed may not attack again until the end of the next assault phase. Vehicles struck by a thunder hammer are 'crew shaken', in addition to any other results they suffer.

Ulf Villtur Specific Wargear:

Frostblades/Axes: Frostblades/Axes are awesome weapons forged by the Iron Priests of the Ulf Villtur.  They contain within them the power of the planet Midgard and the savage Wulfen, and are potent weapons to use in a battle.  In game terms, Frostblades/Axes are counted as power weapons which give the bearer +1 strength.

Runestaff: Runestaffs are staffs created for use by the Runepriests of the Ulf Villturr.  They are decorated with runes, wolf skulls, wolf bones, tails, fur, etc..  Runestaffs allow a Runepriest to re-roll a 2 or 12 when casting a psychic power, and are counted as a force weapons.

 

SPACE MARINE VEHICLE UPGRADES

Just as with choosing wargear for your Space Marine troops and characters, the upgrades you choose for your vehicle should be represented on the model itself, e.g. if you choose to upgrade your vehicle with searchlights, then the model of your vehicle should have searchlights on it too. Note that when choosing upgrades no vehicle can have the same upgrade more than once.

Dozer Blade: Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test as long as they are not going to be moving more than 6" that turn.

Extra Armour: Some Space Marine vehicle crews add additional armour plating to their vehicles to provide a little extra protection, Vehicles equipped with extra armour count 'crew stunned' results on the Vehicle Damage tables as a 'crew shaken' result instead.

Hunter-Killer Missile: Hunter-killer missiles are a common upgrade for Imperial vehicles. They are treated as a krak missile with unlimited range and can only be used once per battle.

Pintle-Mounted Storm bolter: Pintle-mounted storm bolters are fixed to the outside of a vehicle and can either be used by a crewman from an open hatch or by remote control from inside the vehicle. They are treated as an extra storm bolter that can be used in addition to any other weapons the vehicle has. Note that this means that a vehicle that moves can fire one weapon and the pintle-mounted storm bolter.

Searchlight: Searchlights are only of any use in missions where the rules for night fighting are being used. They allow one enemy unit spotted by the vehicle to be fired at by any other Space Marines that are in range and have a line of fire (the enemy unit has been illuminated by the vehicle's searchlight). However, a vehicle that uses a searchlight can be fired on by any enemy units in their next turn, as they can see the searchlight shining out into the dark.

Smoke Launchers: Some vehicles have small launchers mounted onto them that carry smoke charges (or a more sophisticated equivalent in the case of skimmers). These are used to temporarily hide the vehicle behind concealing clouds of smoke especially if the vehicle is moving out in the open. Once per game, after completing its move, a vehicle with smoke launchers can trigger them (it doesn't matter how far it moved). Place some cotton wool around the vehicle to show it is concealed. The vehicle may not fire in the same turn as it used its smoke launchers, but any penetrating hits scored by the enemy in their next shooting phase count as glancing hits. After the enemy's turn the smoke disperses with no further effect.


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