MACROMUNDA
Allegiance
Space Marines Dark Angels
Codex / Fighters
Codex · Dark Angels

Fighters 14 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 Captain is the single will the strike force forms around — a master swordsman and marksman in power armour, striking first in the melee and rarely missing at range. Each round it declares the Combat Doctrine the whole force fights to, and once a battle it may call its Finest Hour to steady and sharpen the brothers around it. Alone among the officers it may choose a wing: take the Terminator mark to anchor the Deathwing hold, or a war-bike to ride at the head of the Ravenwing. Whichever war it chooses to lead, the strike force bends around it.

Priced at a firm credit cost.

Derived from 7 codex citations.

Captain Leader 273CREDITS
MWSBSSTWIALdClWilInt
5"2+2+4542+34+3+4+5+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 transhuman command body)Combat Doctrines (declares the gang doctrine stance each round)Finest HourThe Two Wings (may join either wing)see Special Rules
PrimaryCombatLeadershipSignature
SecondaryAgilityBrawnFerocitySavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Power Sword45credits
  • Power Fist60credits
  • Thunder Hammer70credits
  • Sword Of SecretsA named relic power sword of the Chapter Master line
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark PowerThe default mark, worn as standard
Wargear
  • Iron HaloA field-armour device
  • War BikeThe Ravenwing wing-choice - a war-bike that carries this fighter into the second company
Status
  • Inner Circle RobesA named Chapter relic robe

The Captain is the single will the strike force forms around — a master swordsman and marksman in power armour, striking first in the melee and rarely missing at range. Each round it declares the Combat Doctrine the whole force fights to, and once a battle it may call its Finest Hour to steady and sharpen the brothers around it. Alone among the officers it may choose a wing: take the Terminator mark to anchor the Deathwing hold, or a war-bike to ride at the head of the Ravenwing. Whichever war it chooses to lead, the strike force bends around it.

Origin
CDX

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

The Captain's sword-hand and second voice. A duellist quick enough to strike first and hard enough to finish what the charge begins, the Lieutenant may call its Finest Hour once a battle, lifting the fighters around it at the moment it matters most. The Captain sets the plan. The Lieutenant carries it to the part of the line that is bending, and holds it there, until the declared Doctrine turns the fight back.

Priced at a firm credit cost.

Derived from 7 codex citations.

Lieutenant Champion 232CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+5+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman command body)Combat Doctrines (fights to the declared doctrine stance)Finest Hoursee Special Rules
PrimaryLeadershipSignature
SecondaryAgilityBrawnCombatFerocitySavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark PowerThe default mark, worn as standard
Wargear
  • Iron HaloA field-armour device
  • War BikeThe Ravenwing wing-choice - a war-bike that carries this fighter into the second company

The Captain's sword-hand and second voice. A duellist quick enough to strike first and hard enough to finish what the charge begins, the Lieutenant may call its Finest Hour once a battle, lifting the fighters around it at the moment it matters most. The Captain sets the plan. The Lieutenant carries it to the part of the line that is bending, and holds it there, until the declared Doctrine turns the fight back.

Origin
CDX

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

The Librarian is the Chapter's sanctioned psyker — a transhuman mind armoured against the warp, armed with a force weapon that bites through flesh and spirit alike. In the press of melee it is measured, and dangerous. But its true weight is the will it turns on the enemy and the wards it keeps over its brothers. The First Legion trusts its psykers as it trusts few others: closely watched, bound to the declared Doctrine, and never told everything.

Priced at a firm credit cost.

Derived from 5 codex citations.

Librarian Champion 230CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman psyker body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
PrimarySavantInterromancy
SecondaryCunningFerocityLeadershipShootingSignatureSmite
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Force Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark PowerThe default mark, worn as standard
Wargear
  • Iron HaloA field-armour device

The Librarian is the Chapter's sanctioned psyker — a transhuman mind armoured against the warp, armed with a force weapon that bites through flesh and spirit alike. In the press of melee it is measured, and dangerous. But its true weight is the will it turns on the enemy and the wards it keeps over its brothers. The First Legion trusts its psykers as it trusts few others: closely watched, bound to the declared Doctrine, and never told everything.

Origin
CDX

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

The Chaplain keeps the Chapter's faith and its darkest duties both, striding into the thickest fighting with the crozius arcanum in hand. Where it stands, the line does not waver. Its brothers fight harder for its presence, and what breaks against it breaks for good. Among the First Legion the Chaplains carry a second office few will name — they alone may speak of the Fallen, and sit in judgement when one is run to ground.

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

Derived from 5 codex citations.

Chaplain Champion 188CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman zealot body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
PrimaryFerocityLeadership
SecondaryBrawnCombatShootingSignature
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Crozius40credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark PowerThe default mark, worn as standard
Wargear
  • Iron HaloA field-armour device
  • War BikeThe Ravenwing wing-choice - a war-bike that carries this fighter into the second company
Status
  • Watcher In The Dark40creditsBuilt from a robed acolyte / servo-familiar model as a bound Watcher (Dark Angels character-attendant bits) - the hooded keeper of the Chapter's secrets, bonded to the Interrogator-Chaplain who alone speaks of the Fallen. Priced above the stock servo-skull status band (~25) so it is never a free upgrade.

The Chaplain keeps the Chapter's faith and its darkest duties both, striding into the thickest fighting with the crozius arcanum in hand. Where it stands, the line does not waver. Its brothers fight harder for its presence, and what breaks against it breaks for good. Among the First Legion the Chaplains carry a second office few will name — they alone may speak of the Fallen, and sit in judgement when one is run to ground.

Origin
CDX

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

Field surgeon, gene-warden — the reason a downed brother so often rises to fight again. The Apothecary's true weapon is its narthecium, recovering the fallen where they lie and, where a body is past saving, the precious gene-seed inside it. It carries a boltgun. It fights when it must. But its place is close behind the line, keeping the veterans of the wings on their feet battle after battle after battle.

Priced at a firm credit cost.

Derived from 5 codex citations.

Apothecary Champion 171CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
PrimarySavant
SecondaryFerocityLeadershipShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark PowerThe default mark, worn as standard
Wargear
  • NartheciumMedical gear of the Apothecary's craft
  • ReductorMedical gear of the Apothecary's craft
Accessory
  • SignumA specialist battlefield accessory

Field surgeon, gene-warden — the reason a downed brother so often rises to fight again. The Apothecary's true weapon is its narthecium, recovering the fallen where they lie and, where a body is past saving, the precious gene-seed inside it. It carries a boltgun. It fights when it must. But its place is close behind the line, keeping the veterans of the wings on their feet battle after battle after battle.

Origin
CDX

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

The Techmarine is the Chapter's artificer, wedded to the Machine Spirit and trusted with the strike force's most valued war-gear. It fights with a marksman's discipline and favours the melta and grav weapons its craft understands best, its power fist standing in for the crushing grip of a servo-arm. Where the Rock's relics and the wings' vehicles need tending, the Techmarine is the hand that keeps them killing.

Priced at a firm credit cost.

Derived from 4 codex citations.

Techmarine Champion 171CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
PrimaryBrawnSavant
SecondaryCombatShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Grav Gun110credits
  • Meltagun135credits
Close-Combat
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark PowerThe default mark, worn as standard
Accessory
  • SignumA specialist battlefield accessory

The Techmarine is the Chapter's artificer, wedded to the Machine Spirit and trusted with the strike force's most valued war-gear. It fights with a marksman's discipline and favours the melta and grav weapons its craft understands best, its power fist standing in for the crushing grip of a servo-arm. Where the Rock's relics and the wings' vehicles need tending, the Techmarine is the hand that keeps them killing.

Origin
CDX

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

The Ravenwing Black Knight is the veteran head of the hawk — a master rider who crosses the field in a single turn, strikes with plasma and a power blade, and is gone before the enemy can answer. Its war-bike carries it nine inches at speed and shrugs the first bite of broken ground, and its own posture stands always a step nearer the Assault stance, so its charge and its Move outrun the line it leads. Where the Black Knight rides, the Ravenwing rides behind it.

Priced at a firm credit cost.

Derived from 6 codex citations.

Ravenwing Black Knight Champion 271CREDITS
MWSBSSTWIALdClWilInt
9"2+3+4542+35+5+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 transhuman cavalry body)Combat Doctrines (fights to the declared doctrine stance)The Two Wings (Ravenwing posture: counts one step more toward Assault for its own Move and charge)see Special Rules
PrimaryAgilityCombatCunningShootingSignature
SecondaryBrawnFerocity
Starting GearWar Bike · Mark Power
Equipment List
Basic
  • Storm Bolter65credits
Pistol
  • Plasma Pistol70credits
  • Plasma Talon75credits
Close-Combat
  • Corvus Hammer35credits
  • Power Sword45credits
  • Raven SwordA named Ravenwing Grand Master relic blade
Grenade
  • Frag Grenade30credits
Armour
  • Mark PowerThe default mark, worn as standard
Wargear
  • Iron HaloA field-armour device
  • War BikeAlways ridden by the Ravenwing elite - the bike is integral to the tier, not a separate purchase
Status
  • Sable BannerA named Ravenwing icon

The Ravenwing Black Knight is the veteran head of the hawk — a master rider who crosses the field in a single turn, strikes with plasma and a power blade, and is gone before the enemy can answer. Its war-bike carries it nine inches at speed and shrugs the first bite of broken ground, and its own posture stands always a step nearer the Assault stance, so its charge and its Move outrun the line it leads. Where the Black Knight rides, the Ravenwing rides behind it.

Origin
CDX

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

The Deathwing Terminator is the anvil the whole strike force is built to swing around — a first-company veteran sealed in Terminator plate, four Wounds of transhuman resolve behind a 2+ save. It moves slowly and it does not need to move far: it translates onto the ground that matters and holds it, storm bolter hammering and power fist ending anything that closes. Standing always one step nearer the Devastator posture, the anvil never panics and never gives way while it lives.

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

Derived from 4 codex citations.

Deathwing Terminator Ganger 310CREDITS
MWSBSSTWIALdClWilInt
4"3+3+4543+26+4+5+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 transhuman anvil body)Combat Doctrines (fights to the declared doctrine stance)The Two Wings (Deathwing posture: counts one step more toward Devastator for its own Save and hold)see Special Rules
PrimaryBrawnCombatShootingSignature
SecondaryFerocity
Starting GearMark Terminator
Equipment List
Basic
  • Storm Bolter65credits
  • Lions RoarA named Deathwing command relic - a combi-plasma storm bolter
Close-Combat
  • Lightning Claws55credits
  • Power Fist60credits
  • Chainfist65credits
  • Mace Of Absolution65creditsFrom the Deathwing Knights' great mace of absolution (Codex: Dark Angels, Deathwing Knight datasheet); kitbash the two-handed concussion maul onto a Deathwing Terminator. Priced above the stock power-fist 60 - a heavier Concussion two-hander.
  • Thunder Hammer70credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark TerminatorThe Terminator mark is integral to the Deathwing anvil, the wing's line tier
Wargear
  • Storm ShieldA field-armour device
Accessory
  • Teleport HomerA named Deathwing relic beacon

The Deathwing Terminator is the anvil the whole strike force is built to swing around — a first-company veteran sealed in Terminator plate, four Wounds of transhuman resolve behind a 2+ save. It moves slowly and it does not need to move far: it translates onto the ground that matters and holds it, storm bolter hammering and power fist ending anything that closes. Standing always one step nearer the Devastator posture, the anvil never panics and never gives way while it lives.

Origin
CDX

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

The Marine is the un-winged backbone of the strike force — a full battle-brother in power armour, T5 and three Wounds, boltgun and chainsword in hand. It is the body the two wings form up around: not the anvil's endurance nor the hawk's speed, but the disciplined line that holds the ground between them and fights to the declared Doctrine straight. Cheapest of the transhuman fighters and the most numerous, the Marines are where a strike force gains its weight.

Priced at a firm credit cost.

Derived from 6 codex citations.

Marine Ganger 206CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+26+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 - durability is the body, not the save)Combat Doctrines (un-winged backbone - fights to the declared doctrine straight)see Special Rules
PrimaryShootingSignature
SecondaryBrawnCombatFerocity
Starting GearMark Power
Equipment List
Basic
  • Bolt Carbine50credits
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Grenade Launcher65credits
  • Plasma Gun100credits
  • Grav Gun110credits
  • Meltagun135credits
  • Flamer140credits
Heavy
  • Plasma Cannon150credits
  • Lascannon155credits
  • Heavy Bolter160credits
  • Missile Launcher165credits
  • Multi Melta165credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark PowerThe default mark, worn as standard

The Marine is the un-winged backbone of the strike force — a full battle-brother in power armour, T5 and three Wounds, boltgun and chainsword in hand. It is the body the two wings form up around: not the anvil's endurance nor the hawk's speed, but the disciplined line that holds the ground between them and fights to the declared Doctrine straight. Cheapest of the transhuman fighters and the most numerous, the Marines are where a strike force gains its weight.

Origin
CDX

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

The body of the Ravenwing — a line brother on a war-bike, trading the anvil's patience for a hunter's speed. Twin bolters and a chainsword make it lethal at the moment of contact. Its posture keeps it always a step nearer the Assault stance, forever racing ahead of the declared Doctrine. Fielded in numbers, the mounted brothers are the flank that folds an enemy in and runs the broken down.

Priced at a firm credit cost.

Derived from 6 codex citations.

Mounted Marine Ganger 258CREDITS
MWSBSSTWIALdClWilInt
9"3+3+4543+26+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 transhuman cavalry body)Combat Doctrines (fights to the declared doctrine stance)The Two Wings (Ravenwing posture: counts one step more toward Assault for its own Move and charge)see Special Rules
PrimaryAgilityCunningShooting
SecondaryCombatSavantSignature
Starting GearWar Bike · Mark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
  • Twin Boltgun65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Combat Knife10credits
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
Armour
  • Mark PowerThe default mark, worn as standard
Wargear
  • War BikeAlways ridden by the Ravenwing - the bike is integral to the tier, not a separate purchase

The body of the Ravenwing — a line brother on a war-bike, trading the anvil's patience for a hunter's speed. Twin bolters and a chainsword make it lethal at the moment of contact. Its posture keeps it always a step nearer the Assault stance, forever racing ahead of the declared Doctrine. Fielded in numbers, the mounted brothers are the flank that folds an enemy in and runs the broken down.

Origin
CDX

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

The Scout is the neophyte — a brother not yet raised to the full transhuman line, T4 and two Wounds where his elders carry five and three. Lightly armoured in carapace and armed with a bolt carbine and blade, he is the strike force's cheapest body and its forward eyes, moving ahead of the line to seize position and open the way. He learns his craft in the open field, and those who survive it are in time raised into the wings.

Priced at a firm credit cost.

Derived from 4 codex citations.

Scout Juve 93CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3423+17+6+7+7+
Save 4+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T4/W2)Combat Doctrines (un-winged backbone - fights to the declared doctrine straight)see Special Rules
PrimaryAgilityCunning
SecondarySavantShootingSignature
Starting GearMark Carapace
Equipment List
Basic
  • Astartes Shotgun40credits
  • Bolt Carbine50credits
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Bolt Sniper Rifle50credits
Close-Combat
  • Combat Knife10credits
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
Armour
  • Mark CarapaceThe default mark, worn as standard

The Scout is the neophyte — a brother not yet raised to the full transhuman line, T4 and two Wounds where his elders carry five and three. Lightly armoured in carapace and armed with a bolt carbine and blade, he is the strike force's cheapest body and its forward eyes, moving ahead of the line to seize position and open the way. He learns his craft in the open field, and those who survive it are in time raised into the wings.

Origin
CDX

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

A fallen hero of the Chapter, interred in a walking sarcophagus, kept in service across the centuries so that neither its skill nor its memory is ever lost. S6, T7 and five Wounds make a slow, near-unbreakable engine of war, its chassis-fitted armament tearing through what infantry cannot stop. It knows no fear — the brother within has already died once. It grinds to the declared Doctrine as the line's ancient bulwark.

Priced at a firm credit cost.

Derived from 1 codex citation.

Dreadnought Brute 335CREDITS
MWSBSSTWIALdClWilInt
5"3+3+6754+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent)Combat Doctrines (un-winged backbone - fights to the declared doctrine straight)see Special Rules
PrimaryBrawn
SecondaryCombatFerocityShooting
Equipment List
Heavy
  • Heavy Bolterwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Lascannonwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool

A fallen hero of the Chapter, interred in a walking sarcophagus, kept in service across the centuries so that neither its skill nor its memory is ever lost. S6, T7 and five Wounds make a slow, near-unbreakable engine of war, its chassis-fitted armament tearing through what infantry cannot stop. It knows no fear — the brother within has already died once. It grinds to the declared Doctrine as the line's ancient bulwark.

Origin
CDX

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

The Redemptor is the greater walker — a modern sarcophagus of enormous size, S7, T7 and six Wounds, its macro plasma or gatling arm and Redemptor fist built to break the heaviest targets on the field. Faster and deadlier than the older pattern, it is the single most punishing body a strike force can field. Like its lesser kin it fears nothing, and advances to the declared Doctrine as the anvil the enemy has no answer for.

Priced at a firm credit cost.

Derived from 1 codex citation.

Redemptor Dreadnought Brute 450CREDITS
MWSBSSTWIALdClWilInt
6"3+3+7764+45+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent)Combat Doctrines (un-winged backbone - fights to the declared doctrine straight)see Special Rules
Equipment List
Heavy
  • Heavy Bolterwalker-scoped onslaught gatling analog fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Plasma Cannonwalker-scoped macro plasma incinerator fitted to the Redemptor chassis, not bought from the shared infantry pool
Grenade
  • Frag Grenadechassis-scoped fragstorm launcher, not a hand-thrown grenade from the shared pool

The Redemptor is the greater walker — a modern sarcophagus of enormous size, S7, T7 and six Wounds, its macro plasma or gatling arm and Redemptor fist built to break the heaviest targets on the field. Faster and deadlier than the older pattern, it is the single most punishing body a strike force can field. Like its lesser kin it fears nothing, and advances to the declared Doctrine as the anvil the enemy has no answer for.

Origin
CDX

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

The Centurion is a marine sealed into a piloted siege-warsuit — S5, T6 and a 2+ save, a walking weapons-platform that grinds forward where lighter fighters cannot stand. Its twin mount is warsuit-scoped, fitted to the frame rather than hand-carried, and its guns speak to armour and massed infantry alike. Slow and unwinged, it fights to the declared Doctrine straight, an armoured wall the line forms up behind.

Priced at a firm credit cost.

Derived from 3 codex citations.

Centurion Elite 366CREDITS
MWSBSSTWIALdClWilInt
4"3+3+5644+35+4+5+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T6/W4 heavy warsuit body)Combat Doctrines (un-winged backbone - fights to the declared doctrine straight)see Special Rules
PrimaryBrawnShooting
SecondaryCombatFerocitySignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy BolterWarsuit-scoped twin armament fitted to the Centurion chassis, not bought from the shared infantry pool
  • LascannonWarsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool
  • Multi MeltaWarsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool
Armour
  • Mark Centurion WarsuitThe integral warsuit, part of the Centurion chassis

The Centurion is a marine sealed into a piloted siege-warsuit — S5, T6 and a 2+ save, a walking weapons-platform that grinds forward where lighter fighters cannot stand. Its twin mount is warsuit-scoped, fitted to the frame rather than hand-carried, and its guns speak to armour and massed infantry alike. Slow and unwinged, it fights to the declared Doctrine straight, an armoured wall the line forms up behind.