MACROMUNDA
Allegiance
Space Marines Blood Angels
Codex / Equip-Legality
Codex · Space Marines

Equip-Legality14

Assault Marine equipment list
Allowed
  • Mark Power
  • Jump Pack
  • Boltgun
  • Bolt Pistol
  • Plasma Pistol
  • Hand Flamer
  • Inferno Pistol
  • Chainsword
  • Power Sword
  • Power Fist
  • Thunder Hammer
  • Frag Grenade
  • Krak Grenade
Restricted
  • The jump pack is always carried; basic weapons limited to the boltgun (this is a close Assault body, not a gunline trooper)

The Assault Marine always fights winged. The jump pack is never set aside — this is a close-assault body, built to drop and charge, with no business in a gunline. Its basic weapons stop at the boltgun. Everything else it reaches for is a pistol or a blade: any pistol from bolt to inferno, and a chainsword, power sword, power fist or thunder hammer for the melee. Frag and krak grenades finish a kit aimed squarely at whatever it lands beside.

Captain equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Mark Terminator
  • Boltgun
  • Bolt Pistol
  • Plasma Pistol
  • Power Sword
  • Power Fist
  • Thunder Hammer
  • Spear Of Telesto
  • Frag Grenade
  • Krak Grenade
  • Jump Pack
  • Iron Halo
  • Angels Wing
  • Death Mask
  • Angelus Boltgun
  • Sanguinary Standard

The Captain has the broadest reach of any fighter in the host, as befits its lord. It may draw any pistol, a boltgun, and the full close-combat range from power sword through power fist to thunder hammer, and it alone may bear the Spear of Telesto and the Death Mask of the Angel. Any armour mark is open to it, from Power through Gravis to Terminator, and it may fit a jump pack or the relic Angel's Wing to take the fight vertical. The only doors closed to it are the heavy weapons the Thirst pulls it away from.

Centurion equipment list
Allowed
  • Mark Centurion Warsuit
  • Heavy Bolter
  • Multi Melta
  • Lascannon
Restricted
  • Twin heavy weapons are warsuit Scoped (fitted to the Centurion chassis, not hand Carried); an assault build swaps to integral siege drills

The Centurion carries nothing by hand. Its weapons are fitted to the warsuit itself — a twin heavy mount that takes a heavy bolter, multi-melta or lascannon, and brings the sustained firepower the host otherwise lacks. The assault-pattern warsuit trades those guns for integral siege drills, made to crack fortifications and armour up close. No infantry kit changes hands here. The fighter is the machine, and its armament is part of its frame.

Chaplain equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Crozius
  • Bolt Pistol
  • Plasma Pistol
  • Frag Grenade
  • Krak Grenade
  • Jump Pack
Restricted
  • Close Combat restricted to the crozius arcanum only (the mace of office)

In close combat the Chaplain bears the crozius arcanum and nothing else. The mace of office is both the symbol and the weapon of his calling — he needs no other. Beyond it he may carry a bolt or plasma pistol, frag and krak grenades, and may take Terminator plate or a jump pack to reach the black-clad brothers he shepherds into the charge. Spare, purposeful, exact: the kit of a preacher who leads by fighting at the front.

Death Company equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Jump Pack
  • Boltgun
  • Bolt Pistol
  • Inferno Pistol
  • Chainsword
  • Power Sword
  • Power Fist
  • Thunder Hammer
  • Lightning Claws
  • Frag Grenade
  • Angelus Boltgun
Restricted
  • Basic weapons limited to the boltgun; the doomed take blades power fist, thunder hammer and lightning claws are their signature reach

The Death Company take blades above all. Their basic weapons are limited to the boltgun, for the lost have no patience for careful gunnery — but their close-combat access is the deepest of any line fighter, running from chainsword and power sword through power fist and thunder hammer to lightning claws. They may carry a bolt or inferno pistol, don Terminator plate or a jump pack, and take frag grenades. Everything they are given is a tool for reaching the enemy and tearing him apart.

Dreadnought equipment list
Allowed
  • Heavy Bolter
  • Multi Melta
  • Lascannon
Restricted
  • Armament is walker Scoped the twin mount and the Dreadnought fist (Furioso twin fists on the melee variant) are part of the chassis, not purchased from the shared racks

The Dreadnought's armament is part of the sarcophagus, not drawn from any rack. Its twin mount fits a heavy bolter, multi-melta or lascannon, paired with the crushing Dreadnought fist — and in the Furioso pattern the guns give way to twin fists for pure melee. The interred hero fights with what was built into its tomb; there is no loadout to choose, only the walker's own weapons brought to bear.

Librarian equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Force Weapon
  • Bolt Pistol
  • Plasma Pistol
  • Frag Grenade
  • Krak Grenade
Restricted
  • Close Combat restricted to the force weapon only (the psyker's blade of office)

The Librarian's arsenal is narrow, for his true weapon is the warp. In close combat he may carry only the force weapon, the blade of his office through which he channels his power. He may hold a bolt or plasma pistol as a sidearm and take frag and krak grenades, and he may don Terminator plate for the deepest fighting. Everything else is closed to him — the psyker fights with his mind, and the force weapon is its edge.

Lieutenant equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Boltgun
  • Bolt Pistol
  • Chainsword
  • Power Sword
  • Power Fist
  • Frag Grenade
  • Krak Grenade
  • Jump Pack

The Lieutenant equips much as its Captain does — a front-rank commander, armed for the melee. It may take a boltgun, a bolt pistol, and any of chainsword, power sword or power fist, with frag and krak grenades to hand. Terminator plate or a jump pack keeps it level with the winged tiers. Deep access in the fighting classes, deliberately spare everywhere else. A battle-leader, not a specialist.

Marine equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Mark Terminator
  • Boltgun
  • Bolt Carbine
  • Storm Bolter
  • Bolt Pistol
  • Plasma Pistol
  • Flamer
  • Meltagun
  • Plasma Gun
  • Grav Gun
  • Grenade Launcher
  • Heavy Bolter
  • Multi Melta
  • Missile Launcher
  • Lascannon
  • Plasma Cannon
  • Chainsword
  • Power Sword
  • Power Fist
  • Frag Grenade
  • Krak Grenade
Restricted
  • Heavy weapons are Devastator Spec only (requires Gravis or a set position); the Blood Angels de Emphasise the static heavies the Thirst pulls them away from

The Marine has the widest weapon access in the host, the flexible line trooper who can be armed for any task. Basic bolt weapons, every special weapon from flamer to grav-gun, the full close-combat range and all three armour marks are open to it. The heavy weapons, however, are Devastator-spec only — they demand Gravis plate or a set firing position, and this Chapter de-emphasises the static guns the Thirst forever pulls it away from. A Marine kitted heavy is a Marine fighting against his own nature.

Redemptor Dreadnought equipment list
Allowed
  • Plasma Cannon
  • Multi Melta
  • Lascannon
Restricted
  • Armament is walker Scoped the macro plasma incinerator or onslaught gatling, the Redemptor fist and secondary bolters are part of the super Heavy chassis, not purchased from the shared racks

The Redemptor's armament is fixed to its super-heavy frame. It carries a macro plasma incinerator or an onslaught gatling cannon, secondary bolters, and the crushing Redemptor fist — all part of the chassis, none purchased from the shared racks. This is the largest engine the host can field, and its guns are built into it; the walker brings its own overwhelming firepower and needs nothing more.

Sanguinary Guard equipment list
Allowed
  • Mark Power
  • Jump Pack
  • Blade Encarmine
  • Spear Of Telesto
  • Bolt Pistol
  • Plasma Pistol
  • Power Sword
  • Glaive Encarmine
  • Frag Grenade
  • Krak Grenade
Restricted
  • The jump pack is always carried (the winged honour guard); close Combat is the Encarmine relic blades, the Spear of Telesto or a power weapon

The Sanguinary Guard always fights winged — the jump pack is never set aside, for the honour guard is defined by the descent. In close combat it may bear the Encarmine relic blades, the Spear of Telesto, or a power sword; nothing lesser suits the gold-armoured elite. It may carry a bolt or plasma pistol and take frag and krak grenades. Every option is bent toward the drop and the killing stroke that follows it.

Sanguinary Priest equipment list
Allowed
  • Mark Power
  • Narthecium
  • Reductor
  • Red Grail
  • Boltgun
  • Bolt Pistol
  • Chainsword
  • Power Sword
  • Frag Grenade
  • Krak Grenade

The Sanguinary Priest carries the tools of his calling alongside his weapons. He alone may bear the narthecium and reductor to tend his brothers, and the sacred Red Grail that steadies the host and holds the Rage at bay. In the fighting line he may take a boltgun, bolt pistol, and either a chainsword or a power sword, with frag and krak grenades to hand. He is a healer who fights, and his access reflects both halves of that duty.

Scout equipment list
Allowed
  • Mark Carapace
  • Boltgun
  • Bolt Carbine
  • Astartes Shotgun
  • Bolt Sniper Rifle
  • Bolt Pistol
  • Combat Knife
  • Chainsword
  • Frag Grenade
Restricted
  • Armour restricted to Carapace only; special weapons restricted to the bolt sniper rifle (the marksman pick)

The Scout is lightly armoured and lightly armed — a neophyte, not yet trusted with the heaviest wargear. His armour is Carapace, and only Carapace. His one special weapon is the bolt sniper rifle, the marksman's pick for a fighter who works ahead of the host. Beyond that he carries a boltgun, carbine or shotgun, a bolt pistol, a combat knife or chainsword, and frag grenades. It is a skirmisher's kit, and he earns his place with it at the killing edge.

Techmarine equipment list
Allowed
  • Mark Power
  • Boltgun
  • Bolt Pistol
  • Meltagun
  • Grav Gun
  • Servo Skull
  • Signum
  • Frag Grenade
  • Krak Grenade
Restricted
  • Special weapons restricted to the meltagun and grav Gun (the artificer's anti Armour tools)

The Techmarine's special weapons are the meltagun and grav-gun alone, the artificer's anti-armour tools for cracking a walker or a warsuit. He may take a boltgun and bolt pistol, and he alone carries the servo-skull and signum that mark the Machine God's servant. Frag and krak grenades round out his kit. His access is that of a maintainer and a hunter of armour, not a line trooper.