Ultra Initiate
FrameSmall, speedy scout with a big heart.

In melee, use the SHOOT number.
Light scout frame — cheap for its size, quick on its feet.
Long before the clans fought over Emberfall, the Ultra Foundry slept beneath its mountains. Now its last six machines are awake — each piloted by the warrior spirit of a fallen hero, fighting on inside the steel. This faction is still being playtested: numbers may change!
Small, speedy scout with a big heart.

In melee, use the SHOOT number.
Light scout frame — cheap for its size, quick on its feet.
It keeps the other robots standing.

In melee, use the SHOOT number.
It's slippery — enemies find it tough to land a shot or a swing.
Enemies need +1 to hit it (shooting and melee).
Stand behind it — it blocks the shots.
If it's between a shooter and a friendly, enemies need +1 to hit that friendly.
It patches up a nearby friend — sometimes a little, sometimes not at all.
One action: target a friendly within 1" and roll one die — on 1-3, heal that many Tough (never above its start); on 4-6, it misses.
Charges like a runaway train.

When it charges, it hits like a runaway train.
When it Charges, its first hit deals +2 damage instead of +1.
Jump jets! Fights up close or far.

It can jump right over walls and people.
One action, once per turn: leap 10", over models and terrain.
It's so tall it's always attacking from above.
Always gets the High Ground damage bonus, and never gets it twice.
Every hit knocks off two health.

In melee, use the SHOOT number.
Its gun hits extra hard — and on a 6 it blasts everyone next to the target too.
Shooting hits deal +1 damage. On a 6 to hit, every enemy within 2" of the target also takes 1 damage.
The Foundry's last and greatest machine.

Its gun hits extra hard — and on a 6 it blasts everyone next to the target too.
Shooting hits deal +1 damage. On a 6 to hit, every enemy within 2" of the target also takes 1 damage.
It slams the ground and everyone standing close gets hurt.
Each Fight action: roll one die. On a hit, every enemy within 2" takes 1 damage — 2 on a 6.
When it comes crashing in at full speed, it slams the moment it lands.
After moving more than 10" in a turn, it immediately makes a Slam.
| Unit | Mv | Sht | Rng | Fgt | Tgh | Rules | Pts |
|---|---|---|---|---|---|---|---|
| Ultra Initiate | 6" | 4+ | 8" | Sht | 3 | — | 4 |
| Ultra Warden | 5" | 4+ | 8" | Sht | 4 | Hard to Hit, Shield, Heal | 7 |
| Ultra Lancer | 7" | — | — | 3+ | 5 | Crush | 8 |
| Ultra Striker | 6" | 4+ | 8" | 3+ | 4 | Leap, Towering | 8 |
| Ultra Cannon | 4" | 3+ | 12" | Sht | 4 | Heavy Cannon | 6 |
| Ultra Titan | 6" | 3+ | 12" | 3+ | 8 | Titan. Heavy Cannon, Slam, Titanfall | 15 |
"Sht" in the Fgt column means that unit uses its Shoot number to hit in melee.
Titan: activates as its own one-model squad and ignores the 10-point cap.
Tip: don't take only big robots — cheap Initiates hold the objectives!
Mv=Move Sht=Shoot Rng=Range Fgt=Fight Tgh=Tough Pts=Points
Want cards and minis for the table? Print the cards, or 3D-print the whole faction.
Print the Ultra cards (PDF) 3D-print the Ultra minis (.3mf)