MACROMUNDA
Allegiance
Space Marines Legion Of The Damned
Codex / Vehicles
Codex · Space Marines

Vehicles 7 shown

Every vehicle this faction fields, on the Ash-Wastes track — facing Toughness, Hull Points, Handling and crew psychology, its locomotion, arc-bound hardpoints and flight profile. Hover a hardpoint weapon for its codex entry; select it to open that entry.

Rhino transport 110CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
8"76666+4+4+6+6+7+7+
LocomotionTracked
Hardpoints
  • Storm Bolter — Front arc (Crew)
Special Rules
  • 0-1 per gang
  • Transport (10 fighters)

The Rhino is the armoured workhorse of the Adeptus Astartes — a fast, boxy Tracked transport that every Chapter fields in one pattern or another, carrying a squad of transhumans across open ground under fire. Its armour is proof against small-arms, thin by war-engine standards. It trades protection for speed and reliability. The point is not to trade blows; the point is to get bodies into the fight. A pintle-mounted storm bolter lets the crew hose down infantry as they close, though the hull leans on Movement and its six Hull Points rather than firepower to survive. Fielded one at a time, it resolves its handling, its facing armour and its Loss of Control through the Ash-Wastes vehicle rules — the same rolling fortress the whole Chapter learns to ride.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Razorback transport 140CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
8"76666+4+4+6+6+7+7+
LocomotionTracked
Hardpoints
  • Heavy Bolter — Turret arc (Crew)
  • Storm Bolter — Front arc (Crew)
Special Rules
  • 0-1 per gang
  • Transport (6 fighters)

The Razorback is the Rhino turned gunboat — the same armoured hull, the same Tracked chassis, but with half its cargo bay given over to a 360-degree turret. It gives up carrying a full squad to gain a weapon that hammers. A gang fields it when it wants a transport that both delivers a fireteam and holds a fire-lane once the ramp drops. The default turret twin-links a heavy bolter to rake infantry; the mount swaps readily for a twin lascannon to kill armour, or a twin assault cannon to hunt fast movers. A pintle storm bolter adds close-in volume. Its facing armour and six Hull Points match the Rhino's — proof against small-arms, thin against war-engines — so it lives on Movement and its turret's reach, not on trading blows. One per gang. It resolves its handling, its facing Toughness and its Loss of Control through the Ash-Wastes vehicle rules.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Predator vehicle 210CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
7"87676+4+4+6+6+7+7+
LocomotionTracked
Hardpoints
  • Autocannon — Turret arc (Crew)
  • Heavy Bolter — Left arc (Crew)
  • Heavy Bolter — Right arc (Crew)
Special Rules
  • 0-1 per gang

The Predator is the Chapter's main battle tank. Built on the Rhino hull, then up-armoured and up-gunned until it is a different beast entirely — its heavy front facing shrugs off fire that would gut a transport, and it trades the Rhino's speed for that protection and a turret that hits hard. In its Destructor pattern the turret mounts an autocannon, reaching out to crack light armour and heavy infantry. The Annihilator twin-links a lascannon instead, to burn through the enemy's dearest assets. Sponsons on each flank carry heavy bolters — or lascannons, for a gun-line that means to kill nothing but tanks — so the machine engages across three arcs at once. Slow. Front-heavy. Expensive. It anchors a battle-line rather than flanking, and it sits deliberately below the superheavy tier. One per gang, it plugs into the Ash-Wastes vehicle rules for its facing Toughness, Hull Points and handling.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Land Speeder vehicle 115CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
10"54445+5+4+6+6+7+7+
LocomotionSkimmer
Hardpoints
  • Heavy Bolter — Front arc (Crew)
  • Multi Melta — Front arc (Crew)
Special Rules
  • Skimmer (ignores ground)
  • Fast Attack

The Land Speeder is a fast-attack anti-grav skimmer, an open-topped platform that floats over broken ground, wreckage and gullies as if they were flat road. It is tissue-thin — the lightest facing armour and only four Hull Points on the whole vehicle track — but it buys survival with speed and its Skimmer mobility, striking from an angle the enemy cannot cover and gone before the return fire lands. In its Tornado pattern it pairs a heavy bolter with a multi-melta, a flanker that rips open a tank's flank then repositions; the Typhoon pattern swaps to a missile launcher to harass from further out. It is a glass hunter, not a line unit: point it at a high-value target, let it burn through the armour, and pull it back into cover before the reprisal. It resolves its handling and its facing Toughness through the Ash-Wastes vehicle rules.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Whirlwind vehicle 150CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
8"76666+4+4+6+6+7+7+
LocomotionTracked
Hardpoints
  • Whirlwind Launcher — Turret arc (Crew)
Special Rules
  • 0-1 per gang
  • Indirect Fire

The Whirlwind is the Chapter's artillery piece, the Rhino hull with its cargo bay replaced by a raised missile battery. It keeps the transport's durable body — the same facing armour and six Hull Points — but exists to do a single thing supremely well: drop indirect ordnance on targets it cannot see. Where the rest of the roster must draw line of sight, the Whirlwind arcs its salvo over walls and ridgelines to fall on foes who thought a corner or a rooftop kept them safe, scattering massed infantry with each blast. It is slow, lightly self-defended, and best kept to the rear with a spotter feeding it targets, but a gang that fields one turns cover from a shield into a trap. One per gang, it resolves its handling, its facing Toughness and its Loss of Control through the Ash-Wastes vehicle rules.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Stormtalon gunship 230CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
18"76585+4+4+6+6+7+7+
LocomotionFlyer
Altitude accessInterceptor — reaches Low/High (cannot land)
Minimum moveMinimum move 8"
Turn captight (Interceptor)
Firing (Low)Low altitude — normal accuracy, all hardpoint arcs fire
Firing (High)High/pass — strafe corridor: forward-fixed hardpoints along the line; Turret hardpoints also reach the sides
Hardpoints
  • Assault Cannon — Front arc (Crew)
  • Lascannon — Wing arc (Crew)
Special Rules
  • 0-1 per gang

The Stormtalon is a pure interceptor gunship — a fast, forward-firing flyer built to own the airspace above a battle and nothing else. It carries no cargo and cannot land: with no Hover capability it holds no station, so it must make its minimum move every round, screaming across the field at Low or High altitude and swinging back for another firing pass. Its nose twin-links an assault cannon to shred fast movers and light armour in a single strafing run, with a wing-mounted twin lascannon — or a skyhammer missile launcher — to reach out at heavier targets. Eight Hull Points and a good handling let it survive the odd hit, but its true defence is velocity and altitude: a target it has already overflown cannot easily answer. A gang fields one to deny the sky and hunt what moves fast below it. It plugs into the Ash-Wastes vehicle rules for its facing Toughness and Hull Points, and into the Flight rules (Flying Mechanics) for its altitude, its minimum move and its passes.

Uses the Macromunda Flight rules — see Flying Mechanics.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Stormraven transport 340CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
14"76686+4+4+6+6+7+7+
LocomotionFlyer
Altitude accessHover — reaches Grounded/Low
Minimum moveHover — may hold station (no minimum move)
Turn capwide (Hover)
Firing (Low)Low altitude — normal accuracy, all hardpoint arcs fire
Firing (High)High/pass — strafe corridor: forward-fixed hardpoints along the line; Turret hardpoints also reach the sides
TransportTransport capacity: 6 (embark Grounded only)
Hardpoints
  • Assault Cannon — Turret arc (Crew)
  • Multi Melta — Front arc (Crew)
  • Missile Launcher — Hull arc (Crew)
  • Storm Bolter — Hull arc (Crew)
Special Rules
  • 0-1 per gang
  • Transport (6 fighters or 1 Brute/Dreadnought)

The Stormraven is the apex assault-transport gunship, a Hovering flyer that lifts an entire squad — or a Dreadnought slung beneath its hull — into the heart of the fight under a hurricane of guns. Its Hover keyword frees it from the interceptor's tyranny of motion: it may hold station and settle to Low or even Grounded altitude to disgorge its passengers where they are needed, then climb away. Everything about it is heavy. A turret twin-links an assault cannon, the nose mounts a twin multi-melta to gut armour on the approach, and hull hardpoints add stormstrike missiles and a storm of hurricane bolter fire, so it clears a landing zone as it arrives. Eight Hull Points and thick facing armour let it push through fire that would down a lesser craft. It is a fortune-gatekeeper, priced just below the superheavy tier and limited to one per gang. It plugs into the Ash-Wastes vehicle rules for its Hull Points and facing Toughness, and into the Flight rules (Flying Mechanics) for its altitude, its Hover station and its ingress.

Uses the Macromunda Flight rules — see Flying Mechanics.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).