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Space Marines Iron Hands
Codex / Fighters
Codex · Iron Hands

Fighters 11 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 Iron Council commander — the Leader the whole strike force forms around. WS and BS 2+, four Wounds on the transhuman command body, boltgun and power fist in hand. Each round it declares the gang's Doctrine; once a battle it calls its Finest Hour. Where the walkers stand by the smiths, it holds the augmetic line together. Like every son of the Chapter it carries the machine cult's inherent bionic resilience. Unlike them, it is the body the others will not let fall. Anchor it at the centre of the grind. Bolter for the enemy at range, fist for the one that closes.

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

Derived from 7 codex citations.

Captain Leader 329CREDITS
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 each round)Finest HourMachine Cult (the Iron Council commander - stands the walkers by the smiths and holds the augmetic line together)Bionic resilience (inherent - Feel No Pain 6+ and the better of two Lasting-Injury rolls)see Special Rules
PrimaryBrawnLeadershipSavantShootingSignature
SecondaryCombatFerocity
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Gorgons Chain Fragment50creditsKitbashed fragment of the Gorgon's Chain reforged into an augmetic plate (6+ field save vs the first hit + offsets a Lasting Injury) - an Iron Hands relic-craft conversion, not a stock datasheet item. Priced above the stock astartes-bionics 45.
  • Bionic Exemplarflagged master-relic augmetics (ignore a Flesh Wound, re-roll bionic-resilience once/battle) - a costing ruling is owed
  • Heavy Bionicsflagged augmetic-saturation upgrade (ignore a Flesh Wound, deepen bionic-resilience) - a costing ruling is owed

The Captain is the Iron Council commander — the Leader the whole strike force forms around. WS and BS 2+, four Wounds on the transhuman command body, boltgun and power fist in hand. Each round it declares the gang's Doctrine; once a battle it calls its Finest Hour. Where the walkers stand by the smiths, it holds the augmetic line together. Like every son of the Chapter it carries the machine cult's inherent bionic resilience. Unlike them, it is the body the others will not let fall. Anchor it at the centre of the grind. Bolter for the enemy at range, fist for the one that closes.

Origin
CDX

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

The Lieutenant seconds the Iron Council, holding a stretch of the augmetic line where the Captain cannot be. WS 2+ and three attacks on the transhuman command frame, boltgun and power sword in hand, it may call its Finest Hour once a battle and fights to the declared Doctrine straight. It carries the same inherent bionic resilience as the line it steadies. Field it to extend the command — a second officer keeping a flank of the grind from ever giving way.

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)Finest HourMachine Cult (seconds the Iron Council - holds a stretch of the augmetic line)Bionic resilience (inherent - Feel No Pain 6+ and the better of two Lasting-Injury rolls)see Special Rules
PrimaryBrawnLeadershipShootingSignature
SecondaryCombatFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Heavy Bionicsflagged augmetic-saturation upgrade (ignore a Flesh Wound, deepen bionic-resilience) - a costing ruling is owed

The Lieutenant seconds the Iron Council, holding a stretch of the augmetic line where the Captain cannot be. WS 2+ and three attacks on the transhuman command frame, boltgun and power sword in hand, it may call its Finest Hour once a battle and fights to the declared Doctrine straight. It carries the same inherent bionic resilience as the line it steadies. Field it to extend the command — a second officer keeping a flank of the grind from ever giving way.

Origin
CDX

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

The Techmarine is the machine cult made flesh — more machine than man, the smith who keeps the revered dead walking and projects the cult across the line. While it stands, friendly walkers within 6" re-roll a failed Save. The whole attrition plan turns on that one survival. WS and BS 3+ on the transhuman tech-priest body, boltgun and power fist in hand; it fights the declared Doctrine and carries the same inherent resilience as its brothers. In the tradition of Iron Father Feirros, it can be raised to command the Iron Council. Keep it close to the Dreadnoughts. Shield it from the high-AP fire that would unravel the force.

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

Derived from 7 codex citations.

Techmarine Champion 219CREDITS
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 tech-priest body)Combat Doctrines (fights to the declared doctrine)Machine Cult (the machine-cult projector - friendly walkers within 6in re-roll a failed Save while the Iron Father is near)Bionic resilience (inherent - flesh more machine than man; Feel No Pain 6+ and the better Lasting-Injury roll)see Special Rules
PrimaryBrawnSavantShootingSignature
SecondaryCombatLeadership
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Gorgons Wrathflagged named Iron Father relic bolt weapon (master-crafted, deeper AP, re-roll a Hit) - a costing ruling is owed
Pistol
  • Bolt Pistol45credits
Special
  • Grav Gun110credits
  • Meltagun135credits
Heavy
  • Heavy Bolter160credits
Close-Combat
  • Power Fist60credits
  • Medusan Lascutter70creditsKitbashed Medusan deep-mining lascutter reforged onto a power-weapon frame - Iron Hands homeworld industrial tech, the Techmarine's servo-arm made a melee weapon; not a stock datasheet profile. Priced above the stock power-fist 60.
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Servo Skullflagged accessory - the Core catalogue prices the accessory tier as a range, so a firm ruling is owed rather than a fabricated value
Accessory
  • Signumflagged accessory - the Core catalogue prices the accessory tier as a range, so a firm ruling is owed rather than a fabricated value
Status
  • Cyber Familiar35creditsKitbashed servo-skull rebuilt with salvaged mechadendrites into a bound cyber-familiar (once/round re-roll a failed To-Hit or repair/Intelligence check within 3in) - machine-cult craft, not a stock datasheet item. Priced above the stock servo-skull 25 companion band.
  • Ironstoneflagged machine-cult relic (heals walkers in-battle, repairs them after) - a costing ruling is owed
  • Servo Harnessflagged Iron Father rig (free repair or Aim each round, a second pair of arms) - a costing ruling is owed

The Techmarine is the machine cult made flesh — more machine than man, the smith who keeps the revered dead walking and projects the cult across the line. While it stands, friendly walkers within 6" re-roll a failed Save. The whole attrition plan turns on that one survival. WS and BS 3+ on the transhuman tech-priest body, boltgun and power fist in hand; it fights the declared Doctrine and carries the same inherent resilience as its brothers. In the tradition of Iron Father Feirros, it can be raised to command the Iron Council. Keep it close to the Dreadnoughts. Shield it from the high-AP fire that would unravel the force.

Origin
CDX

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

The Librarian is the Chapter's cold psyker, reading the machine cult's logic as readily as the warp. A transhuman body with a force weapon and bolt pistol, it fights to the declared Doctrine and carries the inherent bionic resilience of the line, its psychic discipline the real armament. Field it for the powers it brings to the grind — a mind of iron set among bodies of it.

Priced at a firm credit cost.

Derived from 6 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)Machine Cult (the cold psyker - reads the machine-cult's logic as readily as the warp)Bionic resilience (inherent - Feel No Pain 6+ and the better of two Lasting-Injury rolls)see Special Rules
PrimarySavant
SecondaryCunningFerocityLeadershipShootingSignature
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Force Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge

The Librarian is the Chapter's cold psyker, reading the machine cult's logic as readily as the warp. A transhuman body with a force weapon and bolt pistol, it fights to the declared Doctrine and carries the inherent bionic resilience of the line, its psychic discipline the real armament. Field it for the powers it brings to the grind — a mind of iron set among bodies of it.

Origin
CDX

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

The Chaplain is the keeper of the creed, preaching that the flesh is weak and the machine endures. Crozius and bolt pistol in hand on the transhuman body, it fights to the declared Doctrine and steadies the brothers around it with the cold resolve of the cult, carrying the same inherent bionic resilience as the line it exhorts. Field it to harden the grind — a voice that keeps the augmetic line advancing where a lesser force would break.

Priced at a firm credit cost.

Derived from 6 codex citations.

Chaplain Champion 192CREDITS
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)Machine Cult (keeper of the creed - preaches the flesh is weak and the machine endures)Bionic resilience (inherent - Feel No Pain 6+ and the better of two Lasting-Injury rolls)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 Powerincluded default mark - baked into the body cost, no separate charge

The Chaplain is the keeper of the creed, preaching that the flesh is weak and the machine endures. Crozius and bolt pistol in hand on the transhuman body, it fights to the declared Doctrine and steadies the brothers around it with the cold resolve of the cult, carrying the same inherent bionic resilience as the line it exhorts. Field it to harden the grind — a voice that keeps the augmetic line advancing where a lesser force would break.

Origin
CDX

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

The Apothecary is the flesh-smith of the strike force, the brother who fits the augmetics that turn a wound into an upgrade. Boltgun, chainsword and narthecium on the transhuman body, it recovers the fallen and rebuilds them harder than they were, carrying the line's inherent bionic resilience while it works. Its trade is not adding a gun to the grind but keeping the grind on its feet — field it to make the Iron Hands' attrition compound across a battle and across a campaign.

Priced at a firm credit cost.

Derived from 7 codex citations.

Apothecary Champion 206CREDITS
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)Machine Cult (the flesh-smith - fits the augmetics that turn a wound into an upgrade)Bionic resilience (inherent - Feel No Pain 6+ and the better of two Lasting-Injury rolls)see Special Rules
PrimarySavant
SecondaryFerocityLeadershipShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Heavy Bionicsflagged augmetic-saturation upgrade the flesh-smith fits and carries himself - a costing ruling is owed
  • Nartheciumflagged medical wargear - the Core catalogue prices the medicae tier as a range, so a firm ruling is owed rather than a fabricated value

The Apothecary is the flesh-smith of the strike force, the brother who fits the augmetics that turn a wound into an upgrade. Boltgun, chainsword and narthecium on the transhuman body, it recovers the fallen and rebuilds them harder than they were, carrying the line's inherent bionic resilience while it works. Its trade is not adding a gun to the grind but keeping the grind on its feet — field it to make the Iron Hands' attrition compound across a battle and across a campaign.

Origin
CDX

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

The Marine is the augmetic bulk of the Iron Hands line. A full battle-brother in power armour — T5, three Wounds, boltgun and chainsword in hand. Beneath the plate it is already part-iron. It fights to the declared Doctrine straight and carries the machine cult's inherent bionic resilience, shrugging off a wound the flesh could not and coming back from a crippling injury harder than it fell. Cheapest of the transhuman fighters, and the most numerous. The Marines are the body the whole grinding line is built from. They are not asked to win each exchange — only to refuse to fall while attrition does its work.

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 transhuman line body)Combat Doctrines (fights to the declared doctrine)Machine Cult (the augmetic bulk of the line - saturated with bionics)Bionic resilience (inherent - Feel No Pain 6+ and the better of two Lasting-Injury rolls)see Special Rules
PrimaryBrawnShootingSignature
SecondaryCombatFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Grav Gun110credits
  • Meltagun135credits
  • Flamer140credits
Heavy
  • Lascannon155credits
  • Heavy Bolter160credits
  • Multi Melta165credits
Close-Combat
  • Chainsword25credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Heavy Bionicsflagged augmetic-saturation upgrade (ignore a Flesh Wound, deepen bionic-resilience) - a costing ruling is owed

The Marine is the augmetic bulk of the Iron Hands line. A full battle-brother in power armour — T5, three Wounds, boltgun and chainsword in hand. Beneath the plate it is already part-iron. It fights to the declared Doctrine straight and carries the machine cult's inherent bionic resilience, shrugging off a wound the flesh could not and coming back from a crippling injury harder than it fell. Cheapest of the transhuman fighters, and the most numerous. The Marines are the body the whole grinding line is built from. They are not asked to win each exchange — only to refuse to fall while attrition does its work.

Origin
CDX

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

The Scout is the neophyte tier — a battle-brother not yet fully transhuman. T4, two Wounds under carapace plate, already taking his first augmetics. Cheap, plentiful. The Scouts range ahead of the line with boltgun and knife, infiltrating and marking targets for the heavier bodies behind. Even here the frame is part-iron; the neophyte carries the same inherent bionic resilience as his elders. Field them in numbers — the forward, expendable edge of a force that spends bodies and rebuilds them.

Priced at a firm credit cost.

Derived from 5 codex citations.

Scout Juve 98CREDITS
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 neophyte body - not yet fully transhuman)Combat Doctrines (fights to the declared doctrine)Machine Cult (the neophyte already receiving his first augmetics)Bionic resilience (inherent - even the neophyte's frame is part-iron; Feel No Pain 6+ and the better Lasting-Injury roll)see Special Rules
PrimaryAgilityCunningShooting
SecondarySavantSignature
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 Carapaceincluded default neophyte mark - the Scout's 4+ carapace, baked into the body cost

The Scout is the neophyte tier — a battle-brother not yet fully transhuman. T4, two Wounds under carapace plate, already taking his first augmetics. Cheap, plentiful. The Scouts range ahead of the line with boltgun and knife, infiltrating and marking targets for the heavier bodies behind. Even here the frame is part-iron; the neophyte carries the same inherent bionic resilience as his elders. Field them in numbers — the forward, expendable edge of a force that spends bodies and rebuilds them.

Origin
CDX

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

A fallen hero, entombed. The Dreadnought is the interred dead — sealed in a walking sarcophagus, revered above the living, kept walking by the Iron Father's craft. T7, five Wounds, a Dreadnought close-combat weapon and a heavy mount fitted to the chassis. It holds the line where flesh cannot. While a friendly Techmarine stands within 6", the machine cult lets it re-roll a failed Save each round; fear does not reach it at all. Field it as the core of the walker wall — the honoured dead the whole force forms up behind.

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 (fights to the declared doctrine)Machine Cult (the revered dead - re-rolls a failed Save each round while a friendly Techmarine is within 6in)see Special Rules
PrimaryBrawnCombatShooting
SecondaryFerocity
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, entombed. The Dreadnought is the interred dead — sealed in a walking sarcophagus, revered above the living, kept walking by the Iron Father's craft. T7, five Wounds, a Dreadnought close-combat weapon and a heavy mount fitted to the chassis. It holds the line where flesh cannot. While a friendly Techmarine stands within 6", the machine cult lets it re-roll a failed Save each round; fear does not reach it at all. Field it as the core of the walker wall — the honoured dead the whole force forms up behind.

Origin
CDX

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

The greatest of the revered dead. The Redemptor Dreadnought is a taller, fiercer sarcophagus, carrying a macro plasma incinerator or gatling and a fist that ends armour. T7, six Wounds, faster and deadlier than the classic hull — the interred hero at its most terrible. While a friendly Techmarine stands within 6", the machine cult lets it re-roll a failed Save each round. It fears nothing. This is the prohibitive centrepiece of a walker-heavy force. Field it, and build the grind around a machine the enemy cannot ignore and struggles to kill.

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 (fights to the declared doctrine)Machine Cult (the greatest of the revered dead - re-rolls a failed Save each round while a friendly Techmarine is within 6in)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 greatest of the revered dead. The Redemptor Dreadnought is a taller, fiercer sarcophagus, carrying a macro plasma incinerator or gatling and a fist that ends armour. T7, six Wounds, faster and deadlier than the classic hull — the interred hero at its most terrible. While a friendly Techmarine stands within 6", the machine cult lets it re-roll a failed Save each round. It fears nothing. This is the prohibitive centrepiece of a walker-heavy force. Field it, and build the grind around a machine the enemy cannot ignore and struggles to kill.

Origin
CDX

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

Iron over flesh, made a chassis. The Centurion is a battle-brother sealed into a heavy warsuit, and the machine cult fields it readily — the infantry expression of its whole creed. T6, four Wounds behind a 2+ save, twin heavy weapons bolted to the suit. It walks the line as a moving strongpoint. The pilot is fused to his armour; the inherent bionic resilience of the Chapter runs through him as it runs through them all. Field it to hold a lane — weight of fire, and a body that simply will not be shifted.

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 (fights to the declared doctrine)Machine Cult (the machine-cult fields the warsuit readily - iron over flesh made a chassis)Bionic resilience (inherent)see Special Rules
PrimaryBrawnShooting
SecondaryCombatFerocitySavantSignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterwarsuit-scoped twin armament fitted to the chassis (the default mount), not bought from the shared infantry pool
  • Lascannonwarsuit-scoped twin armament fitted to the chassis (mount alternative), not bought from the shared infantry pool
  • Multi Meltawarsuit-scoped twin armament fitted to the chassis (mount alternative), not bought from the shared infantry pool
Armour
  • Mark Centurion Warsuitintegral warsuit baked into the chassis cost - no standalone value

Iron over flesh, made a chassis. The Centurion is a battle-brother sealed into a heavy warsuit, and the machine cult fields it readily — the infantry expression of its whole creed. T6, four Wounds behind a 2+ save, twin heavy weapons bolted to the suit. It walks the line as a moving strongpoint. The pilot is fused to his armour; the inherent bionic resilience of the Chapter runs through him as it runs through them all. Field it to hold a lane — weight of fire, and a body that simply will not be shifted.