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Equip-Legality14

Blood Claw equipment list
Allowed
  • Mark Power
  • Boltgun
  • Bolt Pistol
  • Plasma Pistol
  • Chainsword
  • Jump Pack
  • Frag Grenade
Restricted
  • The young are cheap and savage, not equipped

The Blood Claw wears Power plate and nothing heavier. His choices are close and simple: the boltgun as his only basic weapon, a pistol at his hip, and a chainsword for the fight he is always rushing toward. He may take a jump pack — the Skyclaws' way of closing even faster — but no specials, no heavy weapons and no power weapons find their way into his hands. The young of the pack are given teeth enough to charge and little else; the honour of finer wargear is earned, not issued.

Captain equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Mark Terminator
  • Boltgun
  • Storm Bolter
  • Bolt Pistol
  • Plasma Pistol
  • Flamer
  • Meltagun
  • Plasma Gun
  • Chainsword
  • Power Sword
  • Power Fist
  • Frost Weapon
  • Axe Morkai
  • Frostfang
  • Fenrisian Wolf Bond
  • Wolf Helm Of Russ
  • Frag Grenade
  • Krak Grenade
Restricted
  • No heavy weapons the Wolf Lord fights at the tip of the charge, not the gunline; frost relics and the Axe Morkai are command Gated Dramatis Personae wargear

The Wolf Lord may arm himself from almost the whole Astartes rack — every armour mark up to Terminator plate, the full spread of basics, pistols and specials, and the finest close-combat weapons the Chapter can offer. The command-gated relics are his alone: a frost weapon, the legendary Frostfang, the Axe Morkai of the Great Wolf, the Wolf Helm of Russ, and the bond to a Fenrisian wolf. He carries no heavy weapon, for the Wolf Lord fights at the tip of the charge and not the gunline. Whatever he takes, it is chosen to reach the enemy and break him in the press.

Centurion equipment list
Allowed
  • Mark Centurion Warsuit
  • Heavy Bolter
  • Multi Melta
  • Lascannon
Restricted
  • Against the Space Wolves' nature fielded at zero by default

The Centurion's guns are part of the warsuit, not carried in the hands — a twin heavy mount fitted to the frame, chosen from the heavy bolter, multi-melta or lascannon. When the fight calls for the Assault stance, the mount swaps to integral siege drills for the close work. Nothing is drawn from the shared racks; the warsuit comes as it is. This chassis sits off the Space Wolves' identity, a static gun-platform among a Chapter that charges, and is fielded rarely.

Chaplain equipment list
Allowed
  • Mark Power
  • Boltgun
  • Bolt Pistol
  • Crozius
  • Chainsword
  • Narthecium
  • Fenrisian Wolf Bond
  • Frag Grenade
  • Krak Grenade
Restricted
  • Crozius or chainaxe (modelled as the chainsword) in melee; carries the narthecium (both Chaplain and Apothecary in one warrior) and may bond a Fenrisian wolf; no specials or heavy weapons

The Wolf Priest carries his crozius into melee, or a chainaxe in its place, and a boltgun or pistol for the approach. He bears the narthecium as well, for among the Wolves the priest and the healer are one warrior, and he may bond a Fenrisian wolf to run at his side. He takes no specials and no heavy weapons; his work is to fight in the press, steady the pack, and carry the fallen back to it. His gear serves all three at once.

Dreadnought equipment list
Allowed
  • Heavy Bolter
  • Multi Melta
  • Lascannon
Restricted
  • Armament is walker Scoped the twin mount and the paired Dreadnought fists (the Murderfang's savage close Combat arms) are part of the chassis, not purchased from the shared racks

The Dreadnought's armament is part of the walker, not bought from the shared racks. Its heavy mount is chosen from the heavy bolter, multi-melta or lascannon, and its close-combat arms — the paired Dreadnought fists, the savage tools of the Murderfang — are built into the chassis itself. There is nothing to select from the infantry pool; the interred hero is armed as he was entombed, a war-engine that carries its weapons the way flesh carries its fists.

Fenrisian Wolf equipment list
Allowed
  • Combat Knife
Restricted
  • Everything it brings is speed, teeth and the pack Bond

The Fenrisian Wolf is a beast, not a Marine, and its list is bare. It takes no armour mark, no bolt weapons and no wargear. Its only weapon is its rending jaws, and its only defence is its hide — a 6+ save and nothing more. Everything the wolf brings to the fight is in its blood: speed to reach the enemy, teeth to open him, and the pack-bond that lets it hunt as one of the brothers. There is nothing to equip, only a beast to loose.

Librarian equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Bolt Pistol
  • Plasma Pistol
  • Force Weapon
  • Wolf Tail Talisman
  • 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 mark and, fittingly, the wolf Tail talisman against enemy sorcery

The Rune Priest fights with a force weapon in melee — the psyker's blade, lethal to the things of the warp — and a bolt or plasma pistol for ranged work. When the war demands heavier plate, he may don the Terminator mark. And, fittingly for a Chapter that hates the witch, he may carry the wolf-tail talisman against enemy sorcery. His gear is spare and purposeful: a blade to cut, a pistol to reach, a ward to turn aside the powers he is sent to stand against.

Lieutenant equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Boltgun
  • Storm Bolter
  • Bolt Pistol
  • Plasma Pistol
  • Power Fist
  • Thunder Hammer
  • Lightning Claws
  • Fenrisian Great Axe
  • Frost Weapon
  • Wolf Helm Of Russ
  • Frag Grenade
Restricted
  • The Wolf Guard is the one veteran cleared to wear the Terminator mark (the Wolf Guard Terminators); no heavy weapons the champion is a close Combat anchor, wolf claws or frost weapon in hand

The Wolf Guard is the one veteran cleared to wear the Terminator plate — the Wolf Guard Terminators, the hardest-armoured warriors in the pack. His trade is close combat. A power fist, thunder hammer, lightning claws or an earned frost weapon, backed by a storm-bolter or pistol for the approach. He may bear the Wolf Helm of Russ to steady the brothers around him. He carries no heavy weapon; the champion is a close-combat anchor, set where the fight is hardest and expected to hold it with the blade in his hands.

Long Fang equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Boltgun
  • Bolt Pistol
  • Heavy Bolter
  • Missile Launcher
  • Lascannon
  • Plasma Cannon
  • Chainsword
  • Frag Grenade
  • Krak Grenade
Restricted
  • The heavy tier of the pack the full heavy rack (heavy bolter, missile launcher, lascannon, plasma cannon), Power or Gravis plate to bear it; a chainsword for the fight that reaches him, but no specials

The Long Fang is the heavy weapon of the pack, and his rack shows it: the heavy bolter, missile launcher, lascannon and plasma cannon are all his to bear, and he may take Power or Gravis plate to steady the weight. A chainsword waits for the fight that reaches him, but he carries no specials — his work is the long shot, not the skirmish. He is armed to break the enemy at range before the young ever close, the anchor the charge is fired from.

Marine equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Boltgun
  • Bolt Carbine
  • Storm Bolter
  • Bolt Pistol
  • Plasma Pistol
  • Flamer
  • Meltagun
  • Plasma Gun
  • Chainsword
  • Power Sword
  • Power Fist
  • Frost Weapon
  • Frag Grenade
  • Krak Grenade
Restricted
  • Hound of Morkai the Chapter fields no separate Scout tier

The Grey Hunter draws from the broad line rack — every basic and pistol, the flamer, meltagun and plasma gun among the specials, and chainswords, power swords or power fists for the melee the pack lives for. He may take Gravis plate to bear heavier fire. He carries no heavy weapon; that trade belongs to the Long Fang. A proven pack-leader may earn a frost weapon. A Grey Hunter running Tactical Infiltration is the Wolf Scout or Hound of Morkai, for the Chapter fields no separate scout tier — the line-brother simply ranges ahead when the hunt requires it.

Mounted Marine equipment list
Allowed
  • Mark Power
  • Boltgun
  • Storm Bolter
  • Bolt Pistol
  • Plasma Pistol
  • Chainsword
  • Power Sword
  • Lightning Claws
  • Frost Weapon
  • Frag Grenade
Restricted
  • The Thunderwolf mount is always ridden and integral to the 215 Credit tier (baked into the body cost, never bought or removed a living wolf, not a machine); no special or heavy weapons the rider closes and cuts

The Thunderwolf rider is always mounted — the great wolf beneath him is a living part of the fighter, never bought loose and never set aside. His weapons suit the charge: a chainsword, power sword, lightning claws or an earned frost weapon in the melee, a storm-bolter or pistol for the ride in. He takes no special or heavy weapons, for the rider's whole purpose is to close and cut. Everything he carries is chosen to land the blow at the end of a nine-inch surge.

Redemptor Dreadnought equipment list
Allowed
  • Plasma Cannon
  • Heavy Bolter
  • Multi Melta
  • Frag Grenade
Restricted
  • Armament is walker Scoped the macro plasma or gatling and the Redemptor fist are part of the chassis, not purchased from the shared racks

The Redemptor's guns are fixed to the chassis and never drawn from the shared racks. Its heavy mount is the macro plasma cannon or a gatling in its place, its off-arm the great Redemptor fist, and a chassis-mounted fragstorm launcher rounds out the frame. Nothing here is a hand-carried infantry weapon; the war-engine comes armed as one whole. The interred hero fights with what the machine gives him, and the machine gives him more than a squad could carry.

Techmarine equipment list
Allowed
  • Mark Power
  • Boltgun
  • Bolt Pistol
  • Meltagun
  • Grav Gun
  • Power Fist
  • Servo Skull
  • Cyber Wolf
  • 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; may bond a cyber Wolf, his own bionic hound; no heavy weapons

The Iron Priest fights with his servo-arm — a power fist in the press — and reaches for the melta and grav specials that suit a smith's anti-armour work. He may carry a servo-skull to range ahead, and he may bond a cyber-wolf, the bionic hound he built with his own hands. He takes no heavy weapon; his trade is the close fight and the wrecking of the enemy's machines. Everything he carries either mends the pack's iron or unmakes the foe's.

Wulfen equipment list
Allowed
  • Mark Power
  • Bolt Pistol
  • Lightning Claws
  • Thunder Hammer
  • Paired Frost Claws
  • Frost Weapon
  • Frag Grenade
Restricted
  • Power mark only no Gravis or Terminator plate on the curse Swollen body; no basic, special or heavy weapons the Wulfen is a pure melee frenzy, wolf claws or thunder hammer and nothing that slows the charge

The Wulfen wears Power plate only. No Gravis and no Terminator armour will close over the curse-swollen body. His weapons are pure melee — lightning claws, a thunder hammer, or an earned frost weapon, with a bolt pistol the only ranged option he will suffer. He takes no basic, special or heavy weapon, for the Wulfen is a frenzy given shape and wants nothing in his hands that slows the charge. He is armed to reach the enemy and tear him apart. The pack asks nothing else of him.