Regole UM
Ultramarines astartes rule
UM units that shoot at a target that has already been shot at by another UM may re-roll 1's to wound and to penetrate
UM units may re-roll charge ranges if charging a unit already in combat with another UM unit.
UM units take pinning and regrouping tests at base LD10 (still take modifers)
if all UM HQ choices are killed then all UM units must take a pinning test
Ultramarine rite of war
have a selection of abilities to pick from,
-re-roll run distances, snap fire at BS2 if stationary, or counter attack
choose at the begaining of a turn, may be used more than once, but only 1 at a time.
Ultramarine wargear
Legatine axe: power weapon thats AP2 hit at I value and auto-wounds on a 6
mantle of ultramar: artifcer armour that confers +5 FNP and immunity to blind (model only, not unit)
Ultramarine units
ultramarines gain 4 new units
invictus suzerain squads: tooled up combat gents, with boarding shields and power weapons, gives +1LD to nearby friendlies for pinning morale test
fulmentarus terminators: seige tyrants with better targeting bonuses for number of models in units
locutarus storm squad: vanguard vets with less wargear options
damocles command rhino
Ultramarine characters
honoured telemechrus: contemptor basicallys UM version of ryanlor
ventanus, cheap praetor grade charcter, some small scale boosts
Roboute guilliman, lower end of primarch power, but lots of tough bonuses, good weapons