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!

Ultra Initiate

Frame

Small, speedy scout with a big heart.

Ultra Initiate — a nimble white-and-teal mech with a long rifle and an orange visor
Move6" Shoot4+roll 4 or more Range8" Tough3 Pts4

In melee, use the SHOOT number.

Light scout frame — cheap for its size, quick on its feet.

Ultra Warden

Frame

It keeps the other robots standing.

Ultra Warden — a white-armored mech carrying a heavy tower shield, with glowing green vents
Move5" Shoot4+roll 4 or more Range8" Tough4 Pts7

In melee, use the SHOOT number.

Hard to Hit

It's slippery — enemies find it tough to land a shot or a swing.

Enemies need +1 to hit it (shooting and melee).

Shield

Stand behind it — it blocks the shots.

If it's between a shooter and a friendly, enemies need +1 to hit that friendly.

Heal

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.

Ultra Lancer

Frame

Charges like a runaway train.

Ultra Lancer — a sleek white mech wielding twin glowing red energy blades
Move7" Fight3+roll 3 or more Tough5 Pts8
Crush

When it charges, it hits like a runaway train.

When it Charges, its first hit deals +2 damage instead of +1.

Ultra Striker

Frame

Jump jets! Fights up close or far.

Ultra Striker — an agile white-and-orange mech with a long rifle
Move6" Shoot4+roll 4 or more Range8" Fight3+roll 3 or more Tough4 Pts8
Leap

It can jump right over walls and people.

One action, once per turn: leap 10", over models and terrain.

Towering

It's so tall it's always attacking from above.

Always gets the High Ground damage bonus, and never gets it twice.

Ultra Cannon

Frame

Every hit knocks off two health.

Ultra Cannon — a grey mech with a massive shoulder-mounted cannon and a blue visor
Move4" Shoot3+roll 3 or more Range12" Tough4 Pts6

In melee, use the SHOOT number.

Heavy Cannon

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.

Ultra Titan

Titan class

The Foundry's last and greatest machine.

Ultra Titan — a towering white-and-gold god-frame with a huge cannon arm and a glowing golden core
Move6" Shoot3+roll 3 or more Range12" Fight3+roll 3 or more Tough8 Pts15
Heavy Cannon

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.

Slam

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.

Titanfall

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.

Build your army

UnitMvShtRngFgtTghRulesPts
Ultra Initiate6"4+8"Sht3—4
Ultra Warden5"4+8"Sht4Hard to Hit, Shield, Heal7
Ultra Lancer7"——3+5Crush8
Ultra Striker6"4+8"3+4Leap, Towering8
Ultra Cannon4"3+12"Sht4Heavy Cannon6
Ultra Titan6"3+12"3+8Titan. Heavy Cannon, Slam, Titanfall15

"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