MACROMUNDA
Allegiance
Space Marines Salamanders
Codex / Fighters
Codex · Salamanders

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 Chapter Master at the head of the burning advance. On the Salamanders roster he is the Leader who bears the Forgefather's office, and he leads from the front of the fire. His statline is the finest the strike force fields: WS and BS 2+, four Wounds, three Attacks, and the command to hold a line that will not move until the enemy is ash. And They Shall Know No Fear. The Promethean endurance of the forge-tempered body lays Feel No Pain 6+ over those four transhuman wounds, and between them they make him the anvil the whole gang forms behind. Once per battle he calls Finest Hour, gaining an extra Attack while friendlies within 6" re-roll failed Wound rolls until the next round. He fights to the declared Doctrine, and under the Promethean Cult his flame and melta weapons burn hotter at close range. He carries a power fist and boltgun by default. But the bearer of the office may take the Spear of Vulkan and lead the slow, deathless walk into melta distance.

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/W3 transhuman line body)Combat Doctrines (fights to the declared doctrine)Finest HourThe Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)see Special Rules
PrimaryBrawnCombatLeadershipShootingSignature
SecondaryFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
  • Inferno Pistol90credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
  • Master Crafted Meltaflagged forge-relic meltagun (master-crafted, re-rolls a failed Wound; Melta) - a costing ruling is owed rather than a fabricated value
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
  • Pyre Blade65creditsKitbashed Nocturne-forged master-crafted power blade wreathed in a promethean flame-sheath (Salamanders artificer relic-craft) - not a stock datasheet profile. Priced above the stock power sword 45.
  • Spear Of Vulkanflagged named Salamanders Dramatis Personae relic (Vulkan He'stan's power spear - a power weapon at +1 Damage, master-crafted) - a costing ruling is owed rather than a fabricated value
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
  • Melta Bombsflagged grenade - the Core catalogue prices melta bombs as a range, so a firm ruling is owed rather than a fabricated value
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Salamander Mantleflagged drake-scale relic field (a 5+ field save vs flame and energy and Feel No Pain 5+ vs fire) - a costing ruling is owed rather than a fabricated value
Accessory
  • Master Craftedflagged forge-craft accessory (a chosen weapon re-rolls one failed Hit each battle - the Salamanders' relic-smithing) - a costing ruling is owed rather than a fabricated value
Status
  • Forgefather Relicsflagged artefact-hunt cache (the Forgefather grants the gang one master-crafted upgrade per campaign) - a costing ruling is owed rather than a fabricated value

The Captain is the Chapter Master at the head of the burning advance. On the Salamanders roster he is the Leader who bears the Forgefather's office, and he leads from the front of the fire. His statline is the finest the strike force fields: WS and BS 2+, four Wounds, three Attacks, and the command to hold a line that will not move until the enemy is ash. And They Shall Know No Fear. The Promethean endurance of the forge-tempered body lays Feel No Pain 6+ over those four transhuman wounds, and between them they make him the anvil the whole gang forms behind. Once per battle he calls Finest Hour, gaining an extra Attack while friendlies within 6" re-roll failed Wound rolls until the next round. He fights to the declared Doctrine, and under the Promethean Cult his flame and melta weapons burn hotter at close range. He carries a power fist and boltgun by default. But the bearer of the office may take the Spear of Vulkan and lead the slow, deathless walk into melta distance.

Origin
CDX

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

The Lieutenant is the second command tier — the officer who carries the Captain's will to the far end of the line and holds a flank the Chapter Master cannot. At WS 2+, three Wounds and three Attacks he is a killer in his own right, a half-step below the Captain and a clear cut above the battle-line. And They Shall Know No Fear and the Promethean endurance make him as hard to put down as any son of Vulkan, Feel No Pain 6+ over three transhuman wounds. Like the Captain he may call Finest Hour once per battle, lending an extra Attack and letting friendlies within 6" re-roll failed Wound rolls until the next round. He fights to the declared Doctrine, and his flame and melta weapons burn hotter within half range under the Promethean Cult. He carries a power sword and boltgun into the advance. Field him to split the gang into two burning fists, each with a command that will not break.

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 line body)Combat Doctrines (fights to the declared doctrine)Finest HourThe Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)see Special Rules
PrimaryBrawnLeadershipShootingSignature
SecondaryCombatFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Inferno Pistol90credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
  • Melta Bombsflagged grenade - the Core catalogue prices melta bombs as a range, so a firm ruling is owed rather than a fabricated value
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Salamander Mantleflagged drake-scale relic field (a 5+ field save vs flame and energy and Feel No Pain 5+ vs fire) - a costing ruling is owed rather than a fabricated value

The Lieutenant is the second command tier — the officer who carries the Captain's will to the far end of the line and holds a flank the Chapter Master cannot. At WS 2+, three Wounds and three Attacks he is a killer in his own right, a half-step below the Captain and a clear cut above the battle-line. And They Shall Know No Fear and the Promethean endurance make him as hard to put down as any son of Vulkan, Feel No Pain 6+ over three transhuman wounds. Like the Captain he may call Finest Hour once per battle, lending an extra Attack and letting friendlies within 6" re-roll failed Wound rolls until the next round. He fights to the declared Doctrine, and his flame and melta weapons burn hotter within half range under the Promethean Cult. He carries a power sword and boltgun into the advance. Field him to split the gang into two burning fists, each with a command that will not break.

Origin
CDX

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

The Techmarine is the artisan of the Chapter, the forge-wright of the Promethean cult whose craft arms the whole strike force. On Nocturne every son of Vulkan is a smith. The Techmarine is the master of that tradition, the hand that tempers a relic weapon and mends armour mid-war. He fights as a Champion at T5 and three Wounds, holding the line with a power fist and boltgun while his true work is the forge. And They Shall Know No Fear and the Promethean endurance carry him, Feel No Pain 6+ over the transhuman body. He fights to the declared Doctrine, and under the Promethean Cult his flame and melta weapons burn hotter at close range. His deeper worth is master-crafting: a chosen weapon in the gang re-rolls a failed Hit each battle, the edge of a Nocturnean forge walking with the strike force. Field him where the advance grinds slow and the guns must not fail.

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 line body)Combat Doctrines (fights to the declared doctrine)The Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)see Special Rules
PrimaryBrawnSavantShooting
SecondaryCombatSignature
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 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
  • Forge Relic Brazier40creditsKitbashed censer-brazier on a backpack/vambrace mount (Salamanders forge-shrine iconography) - a portable Sanctuary-Forge brazier bonded to a fighter, once per round re-rolling a single failed flame or melta To-Hit within 3". Not a stock datasheet profile; priced at the companion floor.
  • Flame Gauntletflagged forge-relic hand flamer built into the vambrace (a Template pistol attack that needs no hand) - a costing ruling is owed rather than a fabricated value
  • Master Craftedflagged forge-craft accessory (a chosen weapon re-rolls one failed Hit each battle - the Salamanders' relic-smithing) - a costing ruling is owed rather than a fabricated value
  • Signumflagged accessory - the Core catalogue prices the accessory tier as a range, so a firm ruling is owed rather than a fabricated value

The Techmarine is the artisan of the Chapter, the forge-wright of the Promethean cult whose craft arms the whole strike force. On Nocturne every son of Vulkan is a smith. The Techmarine is the master of that tradition, the hand that tempers a relic weapon and mends armour mid-war. He fights as a Champion at T5 and three Wounds, holding the line with a power fist and boltgun while his true work is the forge. And They Shall Know No Fear and the Promethean endurance carry him, Feel No Pain 6+ over the transhuman body. He fights to the declared Doctrine, and under the Promethean Cult his flame and melta weapons burn hotter at close range. His deeper worth is master-crafting: a chosen weapon in the gang re-rolls a failed Hit each battle, the edge of a Nocturnean forge walking with the strike force. Field him where the advance grinds slow and the guns must not fail.

Origin
CDX

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

The Librarian is the Chapter's psyker — a battle-brother whose mind is a weapon as sure as the flame the line carries. He fights as a Champion at T5 and three Wounds, a force weapon in hand and a bolt pistol at his hip, his psychic powers resolved apart from his skill access. And They Shall Know No Fear and the Promethean endurance hold him, Feel No Pain 6+ over the transhuman body, and he fights to the declared Doctrine like any son of Vulkan. Under the Promethean Cult his flame and melta weapons burn hotter within half range. His force weapon cuts where mortal steel cannot, and his witchfire adds a lever the flame-line lacks — reaching a target behind cover the slow advance has not yet closed on. Field him as the mind of the burning host: a killer at the front of the line whose sanctioned gift bends a battle the guns alone cannot.

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 line body)Combat Doctrines (fights to the declared doctrine)The Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)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 psyker — a battle-brother whose mind is a weapon as sure as the flame the line carries. He fights as a Champion at T5 and three Wounds, a force weapon in hand and a bolt pistol at his hip, his psychic powers resolved apart from his skill access. And They Shall Know No Fear and the Promethean endurance hold him, Feel No Pain 6+ over the transhuman body, and he fights to the declared Doctrine like any son of Vulkan. Under the Promethean Cult his flame and melta weapons burn hotter within half range. His force weapon cuts where mortal steel cannot, and his witchfire adds a lever the flame-line lacks — reaching a target behind cover the slow advance has not yet closed on. Field him as the mind of the burning host: a killer at the front of the line whose sanctioned gift bends a battle the guns alone cannot.

Origin
CDX

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

The Chaplain is the spiritual iron of the Chapter — the keeper of the Promethean creed who drives the line forward with faith as much as fire. He fights as a Champion at T5 and three Wounds, the crozius arcanum in his fist and a bolt pistol at his side, a zealot in the front rank where the advance is hardest. And They Shall Know No Fear and the Promethean endurance make him a stubborn thing to kill, Feel No Pain 6+ over the transhuman body, and he fights to the declared Doctrine with the gang. Under the Promethean Cult his flame and melta weapons burn hotter at close range. His true worth is the creed he carries: the brothers around him stand and endure because he stands and endures, and the crozius answers the enemy that closes on him. Field him at the heart of the slow walk, the voice that keeps the burning host moving through fire that would break lesser resolve.

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 line body)Combat Doctrines (fights to the declared doctrine)The Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)see Special Rules
PrimaryCombatFerocityLeadership
SecondaryBrawnShootingSignature
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 spiritual iron of the Chapter — the keeper of the Promethean creed who drives the line forward with faith as much as fire. He fights as a Champion at T5 and three Wounds, the crozius arcanum in his fist and a bolt pistol at his side, a zealot in the front rank where the advance is hardest. And They Shall Know No Fear and the Promethean endurance make him a stubborn thing to kill, Feel No Pain 6+ over the transhuman body, and he fights to the declared Doctrine with the gang. Under the Promethean Cult his flame and melta weapons burn hotter at close range. His true worth is the creed he carries: the brothers around him stand and endure because he stands and endures, and the crozius answers the enemy that closes on him. Field him at the heart of the slow walk, the voice that keeps the burning host moving through fire that would break lesser resolve.

Origin
CDX

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

The Apothecary is the Chapter's healer — the brother who keeps the burning line on its feet and recovers the gene-seed of those it cannot save. He fights as a Champion at T5 and three Wounds, a chainsword and boltgun in hand, but his narthecium is his purpose. And They Shall Know No Fear and the Promethean endurance carry him, Feel No Pain 6+ over the transhuman body, and he fights to the declared Doctrine like any son of Vulkan. Under the Promethean Cult his flame and melta weapons burn hotter within half range. The narthecium projects a Feel No Pain 6+ aura to the brothers near him and improves their recovery once the battle is done, so a line already tempered to endure endures longer still with him among it. Field him behind the slow advance, close enough to steady the fighters holding under fire — the hand that decides which fallen brother rises to fight again.

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 line body)Combat Doctrines (fights to the declared doctrine)The Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)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
  • Nartheciumflagged medical wargear - the Core catalogue prices the narthecium tier as a range, so a firm ruling is owed rather than a fabricated value

The Apothecary is the Chapter's healer — the brother who keeps the burning line on its feet and recovers the gene-seed of those it cannot save. He fights as a Champion at T5 and three Wounds, a chainsword and boltgun in hand, but his narthecium is his purpose. And They Shall Know No Fear and the Promethean endurance carry him, Feel No Pain 6+ over the transhuman body, and he fights to the declared Doctrine like any son of Vulkan. Under the Promethean Cult his flame and melta weapons burn hotter within half range. The narthecium projects a Feel No Pain 6+ aura to the brothers near him and improves their recovery once the battle is done, so a line already tempered to endure endures longer still with him among it. Field him behind the slow advance, close enough to steady the fighters holding under fire — the hand that decides which fallen brother rises to fight again.

Origin
CDX

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

The Marine is the burning heart of a Salamanders strike force — a T5, three-wound battle-brother who walks into the range other Chapters fear and lets the fire do the rest. And They Shall Know No Fear holds him steady where lesser troops break, and the Promethean endurance of the forge-tempered body grants him Feel No Pain 6+, so the line grinds forward through punishment that would scatter a mortal squad. His boltgun and chainsword are the Codex standard, but the Sons of Vulkan arm him for the close war: meltagun and flamer saturate the kill-zone, and under the Promethean Cult his flame and melta weapons burn hotter within half range. He fights to the declared Doctrine like any Astartes, shifting one step each round as the advance closes. Field him in bulk behind the Gravis-marked heavies — not fast and not subtle, but the anvil that endures and the torch that arrives, the brother who holds his ground and burns the enemy out.

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

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)The Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)see Special Rules
PrimaryBrawnShootingSignature
SecondaryCombatFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Inferno Pistol90credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Heavy
  • Heavy Bolter160credits
  • Multi Melta165credits
  • Drakescale Heavy Flamer215creditsKitbashed drake-scale nozzle and wider promethium reservoir on a heavy-flamer frame, after the Salamanders Pyroclast's pyroclastic flame-cannon - not a stock datasheet profile. Priced above the stock heavy flamer 195 and the multi-melta 165.
  • Heavy Flamerflagged: no sibling equip rack has costed a heavy flamer, so no corpus analog exists to copy; a costing ruling is owed rather than a fabricated value
Close-Combat
  • Chainsword25credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
  • Melta Bombsflagged grenade - the Core catalogue prices melta bombs as a range, so a firm ruling is owed rather than a fabricated value
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Salamander Mantleflagged drake-scale relic field (a 5+ field save vs flame and energy and Feel No Pain 5+ vs fire) - a costing ruling is owed rather than a fabricated value

The Marine is the burning heart of a Salamanders strike force — a T5, three-wound battle-brother who walks into the range other Chapters fear and lets the fire do the rest. And They Shall Know No Fear holds him steady where lesser troops break, and the Promethean endurance of the forge-tempered body grants him Feel No Pain 6+, so the line grinds forward through punishment that would scatter a mortal squad. His boltgun and chainsword are the Codex standard, but the Sons of Vulkan arm him for the close war: meltagun and flamer saturate the kill-zone, and under the Promethean Cult his flame and melta weapons burn hotter within half range. He fights to the declared Doctrine like any Astartes, shifting one step each round as the advance closes. Field him in bulk behind the Gravis-marked heavies — not fast and not subtle, but the anvil that endures and the torch that arrives, the brother who holds his ground and burns the enemy out.

Origin
CDX

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

The Scout is the neophyte of the Chapter — the cheap, plentiful entry body that fills out a Salamanders line before a brother earns his power plate. Lighter than a full Marine at T4 and two Wounds, he wears a 4+ carapace and carries a boltgun and combat knife, trading the bulk of the line for numbers and a forward position. Even untempered by the full rites, he already bears the creed: And They Shall Know No Fear keeps his nerve, and the Promethean endurance grants him Feel No Pain 6+, so the youngest son of Nocturne still refuses to fall. He fights to the declared Doctrine with the rest of the gang. Field Scouts to screen the slow advance, hold ground the heavies are still walking toward, and put early fire on a target the flame-line will finish. He is expendable in a way no battle-brother is — and he knows it, and he stands anyway.

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 (T5/W3 transhuman line body)Combat Doctrines (fights to the declared doctrine)The Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)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 of the Chapter — the cheap, plentiful entry body that fills out a Salamanders line before a brother earns his power plate. Lighter than a full Marine at T4 and two Wounds, he wears a 4+ carapace and carries a boltgun and combat knife, trading the bulk of the line for numbers and a forward position. Even untempered by the full rites, he already bears the creed: And They Shall Know No Fear keeps his nerve, and the Promethean endurance grants him Feel No Pain 6+, so the youngest son of Nocturne still refuses to fall. He fights to the declared Doctrine with the rest of the gang. Field Scouts to screen the slow advance, hold ground the heavies are still walking toward, and put early fire on a target the flame-line will finish. He is expendable in a way no battle-brother is — and he knows it, and he stands anyway.

Origin
CDX

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

The Dreadnought is the revered war-engine of the forge — an interred hero of Nocturne, woken from the sarcophagus to walk the line one more war. A walker at T7 and five Wounds. Brute-tier armour and strength, a Dreadnought close-combat weapon in one fist and vehicle-scaled guns in the other. And They Shall Know No Fear is his by right, for the hero within knows no fear he did not conquer in life. He is not flesh to temper, so the Promethean endurance passes him by. He needs it least. A machine-tomb shrugs blows the living line cannot. He fights to the declared Doctrine, holding the ground the advance forms behind, and under the Promethean Cult he carries the burning advance as its heaviest fist. Field him as the immovable heart of the slow walk: a sacred engine the enemy must destroy outright, because it will not break and it will not tire.

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)The Promethean Cultsee Special Rules
PrimaryBrawnCombatShooting
SecondaryFerocitySavant
Equipment List
Heavy
  • Heavy Bolterwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Heavy Flamerwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Lascannonwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool

The Dreadnought is the revered war-engine of the forge — an interred hero of Nocturne, woken from the sarcophagus to walk the line one more war. A walker at T7 and five Wounds. Brute-tier armour and strength, a Dreadnought close-combat weapon in one fist and vehicle-scaled guns in the other. And They Shall Know No Fear is his by right, for the hero within knows no fear he did not conquer in life. He is not flesh to temper, so the Promethean endurance passes him by. He needs it least. A machine-tomb shrugs blows the living line cannot. He fights to the declared Doctrine, holding the ground the advance forms behind, and under the Promethean Cult he carries the burning advance as its heaviest fist. Field him as the immovable heart of the slow walk: a sacred engine the enemy must destroy outright, because it will not break and it will not tire.

Origin
CDX

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

The Redemptor Dreadnought is the greatest war-engine the strike force can field — a towering walker of T7 and six Wounds, faster and deadlier than the ancient patterns, an interred hero housed in a frame built to end battles. Four Attacks fall from a Redemptor fist, and macro-scaled guns saturate the ground ahead of the slow line. And They Shall Know No Fear is his by right, the hero within past all fear. Machine and tomb rather than flesh, he takes no Promethean endurance and needs none — the frame endures punishment the living brothers never could. He fights to the declared Doctrine, and under the Promethean Cult he is the revered engine that carries the burning advance forward, the piece the whole gang forms behind. Field him where the fight must be broken open: a sacred colossus that costs a fortune and earns it, walking into the kill-zone the enemy hoped to deny and holding the near ground while the flame arrives.

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)The Promethean Cultsee Special Rules
Equipment List
Heavy
  • Heavy Bolterwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Heavy Flamerwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Plasma Cannonwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool

The Redemptor Dreadnought is the greatest war-engine the strike force can field — a towering walker of T7 and six Wounds, faster and deadlier than the ancient patterns, an interred hero housed in a frame built to end battles. Four Attacks fall from a Redemptor fist, and macro-scaled guns saturate the ground ahead of the slow line. And They Shall Know No Fear is his by right, the hero within past all fear. Machine and tomb rather than flesh, he takes no Promethean endurance and needs none — the frame endures punishment the living brothers never could. He fights to the declared Doctrine, and under the Promethean Cult he is the revered engine that carries the burning advance forward, the piece the whole gang forms behind. Field him where the fight must be broken open: a sacred colossus that costs a fortune and earns it, walking into the kill-zone the enemy hoped to deny and holding the near ground while the flame arrives.

Origin
CDX

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

The Centurion is the man-portable siege anvil — a battle-brother sealed into a heavy warsuit that sits between the Gravis line and the Dreadnought. Slow at M4" but armoured to a 2+ warsuit save over T6 and four Wounds, he is a walking strongpoint built to soak fire and grind forward under the weight of a heavy weapon. And They Shall Know No Fear steadies the pilot within, and the Promethean endurance layers Feel No Pain 6+ over that already-punishing body, making him one of the hardest things in the gang to put down. He fights to the declared Doctrine, and under the Promethean Cult his flame and melta weapons burn hotter at close range. His heavy bolter anchors the advance, and siege drills answer whatever survives to reach him. Field him as the immovable centre of the slow walk — the piece the enemy must break and cannot, while the flame-line closes past him into range.

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 (T5/W3 transhuman line body)Combat Doctrines (fights to the declared doctrine)The Promethean Cult (the burn-and-endure overlay - flame/melta burn hotter at short range)Promethean endurance (inherent - Feel No Pain 6+, the forge-tempered body)see Special Rules
PrimaryBrawnShooting
SecondaryCombatFerocitySavantSignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterwarsuit-scoped twin armament fitted to the chassis at muster, not bought from the shared infantry pool
  • Heavy Flamerwarsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool - the Salamanders' favoured saturation option
  • 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 Warsuitintegral warsuit baked into the chassis cost - no standalone value

The Centurion is the man-portable siege anvil — a battle-brother sealed into a heavy warsuit that sits between the Gravis line and the Dreadnought. Slow at M4" but armoured to a 2+ warsuit save over T6 and four Wounds, he is a walking strongpoint built to soak fire and grind forward under the weight of a heavy weapon. And They Shall Know No Fear steadies the pilot within, and the Promethean endurance layers Feel No Pain 6+ over that already-punishing body, making him one of the hardest things in the gang to put down. He fights to the declared Doctrine, and under the Promethean Cult his flame and melta weapons burn hotter at close range. His heavy bolter anchors the advance, and siege drills answer whatever survives to reach him. Field him as the immovable centre of the slow walk — the piece the enemy must break and cannot, while the flame-line closes past him into range.