MACROMUNDA
Allegiance
Inquisition Ordo Xenos
Codex / Fighters
Codex · Ordo Xenos

Fighters 2 shown

Every fighter this House may recruit, with the full statline slate, save, special rules, skill access, starting gear, complete equipment list and flavour. Hover a highlighted rule or weapon for its codex entry; select it to open that entry.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Acolyte Marksman is the Ordo's Savant-Gunner — the fighter the whole adaptive doctrine is built around. At BS2+ this fighter is the surest shot in the retinue, and it carries the special-issue boltgun as a matter of course, loading the exact round the declared prey cannot survive. It founds its advance on Special-Issue Ammunition, so from its first battle it can answer a monster with Hellfire, armour with Kraken, cover with Dragonfire and a swarm with Vengeance. Beneath the gun it is an ordinary body — carapace 4+, a single wound of T3 flesh — and it fights from behind the Crusader's wall, not in front of it. Kept in cover, aimed, and pointed at the priority alien, it is the single most reliable killer a Xenos warband fields; caught in the open or dragged into melee, it is as fragile as any Acolyte. The Marksman is where the hunt's precision lives, and the warband shapes itself to keep it shooting.

Priced at a firm credit cost.

Derived from 3 codex citations.

Marksman Champion 86CREDITS
MWSBSSTWIALdClWilInt
5"4+2+3314+15+5+5+4+
Save carapace 4+
PrimaryCunningSavantShootingOrdo Xenos
SecondaryAgilityLeadership
Starting GearCarapace Armour
Free SkillSpecial Issue Ammunition
Equipment List
Basic
  • Special Issue Boltgun75credits
Pistol
  • Needle Pistol30credits
Special
  • Captured Xeno Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Carapace Armourworn carapace 4+ save — priced into the naked base; already in Sv, non-purchasable
Accessory
  • Special Issue Magazine20credits
  • Preysight Lean25credits

The Acolyte Marksman is the Ordo's Savant-Gunner — the fighter the whole adaptive doctrine is built around. At BS2+ this fighter is the surest shot in the retinue, and it carries the special-issue boltgun as a matter of course, loading the exact round the declared prey cannot survive. It founds its advance on Special-Issue Ammunition, so from its first battle it can answer a monster with Hellfire, armour with Kraken, cover with Dragonfire and a swarm with Vengeance. Beneath the gun it is an ordinary body — carapace 4+, a single wound of T3 flesh — and it fights from behind the Crusader's wall, not in front of it. Kept in cover, aimed, and pointed at the priority alien, it is the single most reliable killer a Xenos warband fields; caught in the open or dragged into melee, it is as fragile as any Acolyte. The Marksman is where the hunt's precision lives, and the warband shapes itself to keep it shooting.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Jokaero Weaponsmith is a bound alien artisan — an orange-furred creature that looks like a beast and tinkers like a god, kept in the retinue for the impossible gifts it works on the warband's guns. It fights only with what its own tech makes: digital finger-lasers that re-roll a wound, and an aura of the same alien craft that lets a friendly ranged weapon within Short re-roll one failed Wound each round. It carries no purchasable wargear and buys none; its worth is not its own blows but the line it sharpens around it. Between battles it performs the re-forge, banking a permanent uplift onto one gang weapon and turning the campaign itself into a slow accumulation of better guns. On the table it is fragile — a single wound behind flak 6+ — and any enemy that understands what the beast does will hunt it to silence the aura. Kept in the heart of the retinue, it makes every gun near it deadlier; lost, and the warband wounds the way everyone else does.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 4 codex citations.

Jokaero Brute 110CREDITS
MWSBSSTWIALdClWilInt
5"4+3+3313+17+5+5+2+
Save flak 6+
Special RulesThe Declared Hunt (fields inside the hunting retinue, its re-forge banking the accumulating armoury)see Special Rules
Jokaero Alien-Tech (a bound alien artisan)

Jokaero Alien-Tech is the bound artisan's whole contribution to the fight, and it is entirely its own. The Jokaero carries no purchasable wargear; it fights with digital finger-lasers of its own making, a ring of alien craft that spits a las-bolt able to core armour and re-rolls a failed Wound. Around the creature hangs an aura of the same tech: one friendly ranged weapon within Short may re-roll one failed Wound each round, the alien's impossible augmetics turning a graze into a kill for whichever gun stands nearest. Between battles the Jokaero re-forges one gang weapon, banking a permanent uplift onto a single profile value — a campaign of guns that only ever get better. The benefit is the creature's proximity and its survival both: a weapon carried away from the Jokaero loses the aura, and a Jokaero taken down takes the alien-tech with it.

PrimaryAgilityCunningSavantShootingOrdo Xenos
Free Skill
Equipment List
Pistol
  • Digital Weapons40creditsA Jokaero-built finger-laser — alien-tech ring-lasers the bound artisan sculpts from captured xeno parts, not a stock Imperial kit (Codex: Imperial Agents / Xenos-tech lore; no discrete datasheet entry).

The Jokaero Weaponsmith is a bound alien artisan — an orange-furred creature that looks like a beast and tinkers like a god, kept in the retinue for the impossible gifts it works on the warband's guns. It fights only with what its own tech makes: digital finger-lasers that re-roll a wound, and an aura of the same alien craft that lets a friendly ranged weapon within Short re-roll one failed Wound each round. It carries no purchasable wargear and buys none; its worth is not its own blows but the line it sharpens around it. Between battles it performs the re-forge, banking a permanent uplift onto one gang weapon and turning the campaign itself into a slow accumulation of better guns. On the table it is fragile — a single wound behind flak 6+ — and any enemy that understands what the beast does will hunt it to silence the aura. Kept in the heart of the retinue, it makes every gun near it deadlier; lost, and the warband wounds the way everyone else does.