MACROMUNDA
Allegiance
Space Marines Salamanders
Codex / Equip-Legality
Codex · Space Marines

Equip-Legality11

Apothecary equipment list
Allowed
  • Mark Power
  • Boltgun
  • Bolt Pistol
  • Chainsword
  • Narthecium
  • Frag Grenade
  • Krak Grenade
Restricted
  • Narthecium (the medicae tool of his office); a boltgun, bolt pistol and chainsword for self Defence; no heavy or special weapons the healer keeps the enduring line manned, he does not saturate it

The Apothecary equips to heal, not to dominate. He carries a bolt pistol, basic weapons and grenades, but no special or heavy weapon, and takes a chainsword in close combat. His defining kit is the narthecium — the healer's device that keeps the line standing and recovers the fallen. He is armed enough to hold his own in the advance, but his hands are wanted for mending, not for the heaviest guns.

Captain equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Mark Terminator
  • Boltgun
  • Storm Bolter
  • Bolt Pistol
  • Plasma Pistol
  • Inferno Pistol
  • Flamer
  • Meltagun
  • Plasma Gun
  • Master Crafted Melta
  • Chainsword
  • Power Sword
  • Power Fist
  • Pyre Blade
  • Spear Of Vulkan
  • Salamander Mantle
  • Master Crafted
  • Forgefather Relics
  • Frag Grenade
  • Krak Grenade
  • Melta Bombs
Restricted
  • No heavy weapons the Chapter Master anchors the burning advance and ranges it with melta and the Spear, not the Devastator rack; may wear any mark up to the 2+ Terminator (Firedrake) plate, bear the Spear of Vulkan and the drake Scale mantle, and carry the Forgefather's artefact Hunt relics

The Captain has the freest rack in the gang. He may take any pistol, including the inferno pistol, any basic weapon, and the melta and flame special weapons the Chapter loves; heavy weapons are beyond a Leader's role. In close combat he takes power weapons, and the bearer of the Forgefather's office alone may carry the Spear of Vulkan. He may wear any armour mark — Power, Gravis or the Terminator plate of the Firedrakes — and bear the drake-scale mantle, and he carries grenades up to and including melta bombs.

Centurion equipment list
Allowed
  • Mark Centurion Warsuit
  • Heavy Bolter
  • Heavy Flamer
  • Lascannon
  • Multi Melta
Restricted
  • The warsuit is iron over flesh made a chassis for the slow, unbreakable advance

The Centurion's armament is bound to the warsuit. It carries no pistols, basic weapons or grenades — the frame has no hands for them. Its guns are twin heavy weapons scoped to the suit, and its close-combat arms are siege drills. Its armour is the integral warsuit save, not a wearable mark. The Centurion is a walking weapon platform: what it fields is fitted to the suit at muster, and it fights with that alone.

Chaplain equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Bolt Pistol
  • Plasma Pistol
  • Crozius
  • Frag Grenade
  • Krak Grenade
Restricted
  • Crozius only in melee (the warrior Priest's mace); a bolt or plasma pistol for ranged self Defence; may take the Terminator (Firedrake) mark; no basics, specials or heavy weapons his armament is the creed he preaches

The Chaplain's rack is narrow, fixed to his office. He may carry a bolt or plasma pistol and grenades, but takes no basic, special or heavy weapon. In close combat he bears the crozius arcanum alone, the badge of his rank and his weapon both. Power plate or the Terminator mark for the body, and nothing wider than that. The zealot fights with the crozius and the creed. He needs no larger armoury.

Dreadnought equipment list
Allowed
  • Heavy Flamer
  • Multi Melta
  • Heavy Bolter
  • Lascannon
Restricted
  • Armament is walker Scoped the twin mount and the Dreadnought CCW are part of the chassis, not purchased from the shared racks; the Salamanders favour the heavy flamer and multi Melta for the burning advance

The Dreadnought equips as a walker, not a warrior. It carries no pistols, basic or special weapons and no grenades — a war-engine has no use for a soldier's kit. Its ranged arms are vehicle-scoped weapons, and its melee arm is the Dreadnought close-combat weapon. Its armour is the sarcophagus itself. What it fields is fitted to the frame; the personal armoury is not the interred hero's to draw from.

Librarian equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Bolt Pistol
  • Plasma Pistol
  • Force Weapon
  • Frag Grenade
  • Krak Grenade
Restricted
  • Force weapon only in melee (the psyker's blade); a bolt or plasma pistol for ranged work; may take the Terminator (Firedrake) mark to deep Strike into the burn; no basics, specials or heavy weapons his real armament is the psychic discipline

The Librarian's rack is narrow by discipline. He may carry a bolt or plasma pistol and grenades, but takes no basic, special or heavy weapon — his mind is the armament that matters. In close combat he bears a Force weapon and nothing else. He may wear power plate or the Terminator mark. The psyker fights with witchfire and the force blade; the rest of the armoury is not his to draw from.

Lieutenant equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Mark Terminator
  • Boltgun
  • Storm Bolter
  • Bolt Pistol
  • Inferno Pistol
  • Flamer
  • Meltagun
  • Plasma Gun
  • Chainsword
  • Power Sword
  • Power Fist
  • Salamander Mantle
  • Frag Grenade
  • Krak Grenade
  • Melta Bombs
Restricted
  • No heavy weapons the second seconds the burning advance with melta and flame, not the Devastator rack; may wear any mark up to the Terminator (Firedrake) plate and take the drake Scale mantle

The Lieutenant equips much as the Captain but a shade narrower. He may take pistols, basic weapons, and the melta and flame special weapons, but no heavy weapon and no relic spear. In close combat he takes power weapons. He may wear any armour mark — Power, Gravis or the Terminator plate of the Firedrakes — and carries frag and krak grenades. He is armed to lead a flank of the line and hold it, not to anchor it with a heavy.

Marine equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Mark Terminator
  • Boltgun
  • Storm Bolter
  • Bolt Pistol
  • Inferno Pistol
  • Flamer
  • Meltagun
  • Plasma Gun
  • Heavy Flamer
  • Multi Melta
  • Heavy Bolter
  • Drakescale Heavy Flamer
  • Chainsword
  • Power Fist
  • Salamander Mantle
  • Frag Grenade
  • Krak Grenade
  • Melta Bombs
Restricted
  • Heavy weapons are Devastator Spec (the heavy flamer, multi Melta and heavy bolter, Reputation Gated) the Salamanders favour the flame and melta hardest of any House; a sergeant may take a power fist; Power, Gravis or Terminator (Firedrake) plate rank Gated; the drake Scale mantle available to a brother who has earned it

The Marine has the broadest working rack in the line. He carries bolt and inferno pistols, basic weapons, and the flamer, meltagun and plasma gun among the special weapons — the flame and melta the Salamanders lean into hardest. A sergeant may take a power fist; the chainsword is the standard blade. Heavy weapons — the heavy flamer, multi-melta and heavy bolter — are Devastator-spec and open with Reputation. He may wear Power, Gravis or the Terminator plate of the Firedrakes and bear the drake-scale mantle once he has earned it, and carries grenades up to melta bombs.

Redemptor Dreadnought equipment list
Allowed
  • Heavy Flamer
  • Multi Melta
  • Heavy Bolter
  • Plasma Cannon
Restricted
  • Gatling and the Redemptor fist are part of the chassis, not bought from the shared racks; the Salamanders favour the flame for the burning advance

The Redemptor Dreadnought equips as the great war-engine it is. It carries no pistols, basic or special weapons and no grenades — nothing a soldier would recognise as kit. Its armament is its own: macro-scaled ranged weapons built into the frame and a Redemptor fist for the close work. Its armour is the towering hull itself. Everything it fields is fixed to the walker at muster; the personal armoury does not reach it.

Scout equipment list
Allowed
  • Mark Carapace
  • Boltgun
  • Bolt Carbine
  • Astartes Shotgun
  • Bolt Pistol
  • Bolt Sniper Rifle
  • Combat Knife
  • Chainsword
  • Frag Grenade
Restricted
  • Carapace only (the neophyte mark); the sniper rifle is the Scout's one special (the forward marksman); no heavy weapons, no power weapons the cheap forward tier whose body is only beginning its tempering

The Scout equips light for the forward role. He carries a bolt pistol, and among basic weapons the boltgun, bolt carbine or shotgun; his only special weapon is the sniper rifle. In close combat he takes a combat knife or chainsword, and he carries frag grenades. He wears the 4+ carapace alone — no power plate until he earns it. The neophyte is armed to screen, scout and skirmish, not to stand in the heavy line.

Techmarine equipment list
Allowed
  • Mark Power
  • Boltgun
  • Bolt Pistol
  • Meltagun
  • Grav Gun
  • Power Fist
  • Servo Skull
  • Signum
  • Master Crafted
  • Flame Gauntlet
  • Forge Relic Brazier
  • Frag Grenade
  • Krak Grenade
Restricted
  • Servo Arm (modelled as the power fist) in melee; the melta and grav specials for the smith's anti Armour work; bears the forge Craft gear the Signum, the master Crafting tools and the flame Gauntlet relic; no heavy weapons, no marks above Power

The Techmarine equips as the artisan he is. He carries a bolt pistol and basic weapons, and among the special weapons takes melta and grav — the forge-wright's tools. His close-combat arm is the servo-arm. His true rack is his wargear: the servo-arm, the Signum, and the master-crafted upgrade his own craft produces. He takes grenades as any brother does. His purpose is the forge, and his loadout points there before the fight.