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

Equip-Legality11

Apothecary equipment list
Allowed
  • Mark Power
  • Narthecium
  • Reductor
  • Boltgun
  • Bolt Pistol
  • Frag Grenade
  • Krak Grenade

The Apothecary equips for the medicae's work first and the fight second. He wears power armour and bears the narthecium and reductor of his calling, the tools that recover a fallen brother and his gene-seed. For battle he carries a boltgun or bolt pistol and both grenade types. His list is deliberately plain: his worth is measured in brethren saved, not in the reach of his arsenal.

Captain equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Mark Terminator
  • Boltgun
  • Bolt Pistol
  • Plasma Pistol
  • Power Sword
  • Power Fist
  • Frag Grenade
  • Krak Grenade
  • Iron Halo
  • Gauntlets Of Ultramar
  • Banner Of Macragge
  • Tract Of The Codex
  • Tempest Blade
  • Victrix Storm Shield

As the strike force's Leader, the Captain draws on the widest list in the roster. He wears power armour as standard and may instead take Gravis or Terminator plate. His arsenal spans the full range of bolt weapons and pistols, a power sword or power fist for the close fight, and both grenade types. He alone may bear the Chapter's named relics — the Gauntlets of Ultramar, the Banner of Macragge and the Tract of the Codex — and the Iron Halo that shields a commander. These honours are reserved for his rank; no fighter beneath a Leader carries them.

Centurion equipment list
Allowed
  • Mark Centurion Warsuit
  • Heavy Bolter
  • Multi Melta
  • Lascannon
Restricted
  • Twin heavy weapons are warsuit Scoped (fitted to the Centurion chassis, not hand Carried); an assault build swaps to integral siege drills

The Centurion's arms are fixed to the warsuit, not chosen from a rack. Its armour is the integral warsuit itself, and its weapons are twin heavy mounts — heavy bolter, multi-melta or lascannon — fitted to the chassis rather than hand-carried. The Assault configuration trades those guns for integral siege drills. What the suit is built with is what it fights with; there is no shared pool to draw from.

Chaplain equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Crozius
  • Bolt Pistol
  • Plasma Pistol
  • Frag Grenade
  • Krak Grenade
Restricted
  • Close Combat restricted to the crozius arcanum only (the priest's mace of office)

The Chaplain's list is deliberately narrow, fitted to his office. He wears power armour or may take Terminator plate, and carries a bolt pistol or plasma pistol with both grenade types. In close combat he bears only the crozius arcanum, the mace of his station — no other close-combat weapon is open to him, for the priest fights with the symbol of his faith and nothing else.

Dreadnought equipment list
Allowed
  • Heavy Bolter
  • Multi Melta
  • Lascannon
Restricted
  • Armament is walker Scoped the twin heavy mount and the Dreadnought close Combat fist are part of the chassis, not purchased from the shared racks

Nothing on the Dreadnought is bought. Its armament comes fixed to the walker, configured when the war-machine is fielded rather than drawn from the shared racks — the twin heavy mount, whether heavy bolter, multi-melta or lascannon, and the close-combat fist alike are built into the sarcophagus chassis. There is nothing to add. There is nothing to swap in the field. The interred brother fights with the war-machine he is sealed within, and the war-machine does not change.

Librarian equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Force Weapon
  • Bolt Pistol
  • Plasma Pistol
  • Frag Grenade
  • Krak Grenade
Restricted
  • Close Combat restricted to the force weapon only (the psyker's blade)

The Librarian equips as a battle-psyker. He wears power armour or may take Terminator plate, and carries a bolt pistol or plasma pistol with both grenade types. His only close-combat weapon is the force weapon — the psyker's blade, through which his will is made a killing edge. No other melee arm is open to him.

Lieutenant equipment list
Allowed
  • Mark Power
  • Mark Terminator
  • Boltgun
  • Bolt Pistol
  • Chainsword
  • Power Sword
  • Frag Grenade
  • Krak Grenade

The Lieutenant equips as a fighting second, broad but a step below his Captain. He wears power armour and may upgrade to Terminator plate. His list covers boltgun and bolt pistol, a chainsword or power sword for the close fight, and both grenade types — a flexible loadout that lets him lead whichever push most needs him. He does not bear the Chapter's named relics; those remain the Captain's alone.

Marine equipment list
Allowed
  • Mark Power
  • Mark Gravis
  • Mark Terminator
  • Boltgun
  • Bolt Carbine
  • Storm Bolter
  • Bolt Pistol
  • Plasma Pistol
  • Flamer
  • Meltagun
  • Plasma Gun
  • Grav Gun
  • Grenade Launcher
  • Heavy Bolter
  • Multi Melta
  • Missile Launcher
  • Lascannon
  • Plasma Cannon
  • Chainsword
  • Power Sword
  • Power Fist
  • Frag Grenade
  • Krak Grenade
  • Mastercrafted Bolt Rifle
Restricted
  • Heavy weapons are Devastator Spec only (requires Gravis or a set position); power weapons are Sergeant Only in the shared pattern

The line brother has the deepest list of the rank-and-file, the full Codex armoury open to him. He wears power armour and may upgrade to Gravis or Terminator plate. He may take any bolt weapon or pistol, a special or heavy weapon, and close-combat arms up to the power fist, with both grenade types. Two restrictions shape the choices: heavy weapons are Devastator-spec, requiring Gravis plate or a set position to bear, and power weapons are carried only by a Sergeant in the shared pattern. Within those bounds the brother is armed for whatever the doctrine asks.

Redemptor Dreadnought equipment list
Allowed
  • Plasma Cannon
  • Multi Melta
  • Lascannon
Restricted
  • Armament is walker Scoped the macro plasma incinerator or onslaught gatling, the Redemptor fist and secondary bolters are part of the super Heavy chassis, not purchased from the shared racks

The Redemptor's armament is fixed to the super-heavy chassis, configured when the walker is fielded. Its main gun is a macro plasma incinerator or an onslaught gatling; its Redemptor fist and secondary bolters are built into the frame. None of it is drawn from the shared racks — the interred hero fights with the war-engine he is sealed within, and there is nothing to swap once he walks.

Scout equipment list
Allowed
  • Mark Carapace
  • Boltgun
  • Bolt Carbine
  • Astartes Shotgun
  • Bolt Sniper Rifle
  • Bolt Pistol
  • Combat Knife
  • Chainsword
  • Frag Grenade
Restricted
  • Armour restricted to Carapace only; special weapons restricted to the bolt sniper rifle (the marksman pick)

The Scout travels light. Speed and stealth come first, staying power second, and no heavier plate than a neophyte's Carapace is his to wear. For arms he takes a boltgun, bolt carbine or shotgun, a bolt pistol at his hip, and a knife or chainsword for when the range closes to nothing — frag grenades round out the kit. One special weapon only falls to him: the bolt sniper rifle, the marksman's pick for a warrior sent ahead of the line.

Techmarine equipment list
Allowed
  • Mark Power
  • Signum
  • Boltgun
  • Bolt Pistol
  • Meltagun
  • Grav Gun
  • Frag Grenade
  • Krak Grenade

The Techmarine's list is workmanlike, cut to the artificer's trade. Power armour, and the signum at his shoulder — that targeting device steadies the fire of the brethren around him. His guns are plain enough: boltgun and bolt pistol, a meltagun or grav-gun when armour needs cracking, both grenade types slung ready. He fights with the ranged element of the phalanx. There his tools mend and his guns tell.