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Ursa Hero

  Points WS BS S T W I A Ld Sv
Harl 50 5 5 3 4 3 5 3 10 3+
Einherr Hero 35 4 4 3 4 2 4 2 9 3+

This will be one of the great Harls chosen to lead the army for his tactical and leadership abilities. All of the harls and great nobles have trained with one of the Claws and are members of the Warrior caste.

Options: An Ursa Hero may be given any equipment allowed by the Ursa armoury.

Bodyguard: The Ursa Hero may be accompanied by a Hearth Claw as detailed below. If the Ursa Hero has an Hearth Claw then he and the Hearth Claw are treated as a single unit during the battle. Note that the Hearth Claw does not count as a separate HQ choice (it does not use up one of the HQ ‘slots’).

SPECIAL RULES

Independent Character: Unless accompanied by his Hearth Claw (see below) the Ursa Hero is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.

 

Priest

  Points WS BS S T W I A Ld Sv
Priest 50 4 4 3 4 3 4 2 9 4+

Battle Priests are Priests from the temples of the Warrior Claws who accompany the Claws into battle and sing the battle litanies and lead them in the rites of battle. They are also the healers and surgeons of the battlefield.

Options: A Priest be given any equipment allowed by the Ursa armoury.  He is always equipped with a Hammer of Toril (counts as an ion weapon) and a medi-pack.

Bodyguard: The Priest may be accompanied by a Hearth Claw as detailed below. If the Priest has an Hearth Claw then he and the Hearth Claw are treated as a single unit during the battle. Note that the Hearth Claw does not count as a separate HQ choice (it does not use up one of the HQ ‘slots’).

SPECIAL RULES

Independent Character: Unless accompanied by his Hearth Claw (see below) the Priest is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.

Leadership: All Ursa Warriors within 8" of the Priest may use his Leadership value for all Leadership tests.

 

Mentat

  Points WS BS S T W I A Ld Sv
Mentat 25 3 3 3 4 1 3 1 8 6+

These are communicators through the use of their great psychic power. Their powers of psychic communication and mental attack have been trained to a high degree by both Ursa and Eldar Warlocks. Theirs are subtle powers. They travel with the starships and use their great telepathic ability to communicate through the Warp and they use their great intuitive powers to aid the Navigators.

Options: A Mentat be given any equipment allowed by the Ursa armoury.

SPECIAL RULES

Independent Character: The Mentat is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.

Psychic Power - Smite: The Mentat can attempt to Smite his enemy in his own shooting phase.  Smite counts as a weapon and hits automatically using the following profile:

Range  12"      Strength  4      AP 2        Assault 1/Blast

 

Battle Kald

  Points WS BS S T W I A Ld Sv
Battle Kald 50 4 4 3 4 2 4 2 9 6+

These are mighty psykers who have trained their psychic powers and martial skills to work together on the battlefields in support of the Claws from which they are drawn. These are formidable Warriors, whether it be with the use of their weapons or the use of their mind as a weapon, which it truly is.

Options: A Battle Kald be given any equipment allowed by the Ursa armoury.  He may purchase only two psychic powers from the Armoury.

Bodyguard: The Battle Kald may be accompanied by a Hearth Claw as detailed below. If the Battle Kald has an Hearth Claw then he and the Hearth Claw are treated as a single unit during the battle. Note that the Hearth Claw does not count as a separate HQ choice (it does not use up one of the HQ ‘slots’).

SPECIAL RULES

Independent Character: Unless accompanied by his Hearth Claw (see below) the Battle Kald is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.

 

Hearth Claw

  Points/model WS BS S T W I A Ld Sv
Nobz 20 4 4 3 4 1 5 1 9 3+

Squad: The Ursa Hero may be accompanied by 4 to 9 Hearth Claw.

Weapons:  Particle beam pistol, close combat weapon, and frag grenades.

Options: Any Hearth Claw may be armed with a Particle beam rifle at +5 points per model.

Standard Bearer:  One Hearth Claw may become a Standard Bearer for an additional cost of +10 points.  Any Ursa squad with a model within 6" of the Standard Bearer gains +1A for the turn.

Field Tech:  One Hearth Claw may become a Field for an additional cost of +10 points.  The Field Tech may attempt to repair damage to a vehicle.  The Field Tech must be placed in contact with the vehicle to attempt repairs; on a D6 roll of 4+ the damage is repaired.


Back to Codex: Ursa

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