MACROMUNDA
Allegiance
Space Marines Ultramarines
Codex / Fighters
Codex · Ultramarines

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's chosen commander, fielded as the strike force's single Leader. Centuries of war have honed his blade-work and marksmanship past even his brethren, and his frame carries wounds that would end another Marine outright. He fights at the heart of the line, where his word sets the doctrine for the round and his own hand ends whatever the brethren cannot. A named Chapter Master takes the field on this same body.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 5 with four Wounds — a transhuman command body. - **Combat Doctrines:** at the start of each round the controlling player declares the strike force's doctrine stance through this fighter. - **Finest Hour:** once per battle this fighter may call the decisive command surge, spending it in the crisis of the fight. - **Hold the Line:** this fighter counts as two models when contesting an objective.

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

Derived from 7 codex citations.

Captain Leader 273CREDITS
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/W4 transhuman command body)Combat Doctrines (declares the gang doctrine stance each round)Finest HourHold the Line (counts as two for objective control)see Special Rules
PrimaryCombatLeadershipSignature
SecondaryBrawnFerocitySavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Power Sword45credits
  • Tempest Blade55creditsKitbashed from a Primaris power sword and a storm-shield's lightning coils - the Talassarian Tempest Blade pattern borne by the Captains of Ultramar. Priced above the stock power sword 45.
  • Power Fist60credits
  • Gauntlets Of Ultramara named relic, restricted to Leader or Champion
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerthe included default mark - baked into the body cost, no separate charge
Wargear
  • Victrix Storm Shield45creditsKitbashed from a Victrix Honour Guard's ceremonial storm shield and combat blade. Priced above the stock combat shield 40.
  • Iron Haloa field-armour device that shields a commander
Status
  • Banner Of Macraggea named Chapter relic, restricted to Leader or Champion
  • Tract Of The Codexa relic that interacts with the Combat Doctrines signature, restricted to Leader or Champion

The Captain is the Chapter's chosen commander, fielded as the strike force's single Leader. Centuries of war have honed his blade-work and marksmanship past even his brethren, and his frame carries wounds that would end another Marine outright. He fights at the heart of the line, where his word sets the doctrine for the round and his own hand ends whatever the brethren cannot. A named Chapter Master takes the field on this same body.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 5 with four Wounds — a transhuman command body.
  • Combat Doctrines: at the start of each round the controlling player declares the strike force's doctrine stance through this fighter.
  • Finest Hour: once per battle this fighter may call the decisive command surge, spending it in the crisis of the fight.
  • Hold the Line: this fighter counts as two models when contesting an objective.
Origin
CDX

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

*The Lieutenant is the Captain's second, a champion who carries the plan into the parts of the line the commander cannot reach. His weapon-skill matches his Captain's and his three Attacks make him a genuine duellist, but his real value is command: he keeps the doctrine holding on a flank while the Captain drives the centre. Bolter, chainsword and pistol make him a flexible fighter who leads from the front of whichever push most needs a steady hand.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 5 with three Wounds — a transhuman body. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round. - **Finest Hour:** once per battle this fighter may call the decisive command surge, spending it in the crisis of the fight.

Priced at a firm credit cost.

Derived from 5 codex citations.

Lieutenant Champion 261CREDITS
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 body)Combat Doctrines (fights to the declared doctrine stance)Finest Hoursee Special Rules
PrimaryLeadershipSignature
SecondaryAgilityBrawnCombatFerocitySavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerthe included default mark - baked into the body cost, no separate charge

The Lieutenant is the Captain's second, a champion who carries the plan into the parts of the line the commander cannot reach. His weapon-skill matches his Captain's and his three Attacks make him a genuine duellist, but his real value is command: he keeps the doctrine holding on a flank while the Captain drives the centre. Bolter, chainsword and pistol make him a flexible fighter who leads from the front of whichever push most needs a steady hand.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 5 with three Wounds — a transhuman body.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
  • Finest Hour: once per battle this fighter may call the decisive command surge, spending it in the crisis of the fight.
Origin
CDX

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

*The Librarian is a battle-psyker of the Chapter, his mind a weapon as disciplined as any blade. He fights among the brethren with force weapon and bolt pistol, but his worth is the will he bends against the enemy — shattering the resolve of a foe or turning aside a blow that should have landed. He is a champion who bolsters the sequence rather than driving it, a Savant whose learning steadies the line as surely as it wounds the enemy.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 5 with three Wounds — a transhuman body. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round. - **Psyker:** this fighter picks one power of the Librarius Discipline when it is recruited and wields the universal Smite, manifesting them as Wyrd powers.

Priced at a firm credit cost.

Derived from 5 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 body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
Psyker (the sole caster - picks one Librarius power at creation and wields Smite)

A fighter with the Psyker keyword may manifest the Wyrd Powers of the Librarius Discipline it has access to. In an Ultramarines strike force that keyword rests on one body alone — the Librarian, the Chapter's sanctioned battle-psyker. Where a lesser warband scatters its witches across the rank and file, the phalanx trusts a single disciplined mind. Through the keyword the Librarian draws on the one Librarius power it learned at recruitment and on the universal witch-blast of Smite, and every working courts the warp's own price. Nothing is bought a power at a time. The gift is drawn free at creation, baked into the Librarian's cost.

PrimarySavantLibrarius
SecondaryCunningFerocityLeadershipShootingSignatureSmite
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Force Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerthe included default mark - baked into the body cost, no separate charge

The Librarian is a battle-psyker of the Chapter, his mind a weapon as disciplined as any blade. He fights among the brethren with force weapon and bolt pistol, but his worth is the will he bends against the enemy — shattering the resolve of a foe or turning aside a blow that should have landed. He is a champion who bolsters the sequence rather than driving it, a Savant whose learning steadies the line as surely as it wounds the enemy.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 5 with three Wounds — a transhuman body.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
  • Psyker: this fighter picks one power of the Librarius Discipline when it is recruited and wields the universal Smite, manifesting them as Wyrd powers.
Origin
CDX

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

*The Chaplain is the keeper of the Chapter's faith and its most relentless close-quarters champion. Crozius in hand and litanies on his lips, he drives the brethren forward where the fighting is thickest, his zeal a Ferocity that carries a wavering push through to the kill. He asks for no quarter and gives none, striking with the certainty of a warrior who fears nothing the enemy can offer. A champion of the charge and the pursuit, best pointed at the part of the line that must not break.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 5 with three Wounds — a transhuman body. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round.

Priced at a firm credit cost.

Derived from 4 codex citations.

Chaplain Champion 188CREDITS
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 body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
PrimaryFerocityLeadership
SecondaryBrawnCombatShootingSignature
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Crozius40credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerthe included default mark - baked into the body cost, no separate charge

The Chaplain is the keeper of the Chapter's faith and its most relentless close-quarters champion. Crozius in hand and litanies on his lips, he drives the brethren forward where the fighting is thickest, his zeal a Ferocity that carries a wavering push through to the kill. He asks for no quarter and gives none, striking with the certainty of a warrior who fears nothing the enemy can offer. A champion of the charge and the pursuit, best pointed at the part of the line that must not break.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 5 with three Wounds — a transhuman body.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
Origin
CDX

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

*The Apothecary is the Chapter's healer and its keeper of the gene-seed, a champion whose presence keeps the phalanx whole across a long fight. Narthecium at the ready, he moves behind the advancing line to drag brethren back from the brink and recover what makes a Marine a Marine when one falls. He is no shirker in the fight — bolter and pistol at Toughness 5 over three Wounds — but his value is measured in the brothers who rise to fight again rather than in the enemies he ends.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 5 with three Wounds — a transhuman body. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round.

Priced at a firm credit cost.

Derived from 5 codex citations.

Apothecary Champion 171CREDITS
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 body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
PrimarySavant
SecondaryFerocityLeadershipShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerthe included default mark - baked into the body cost, no separate charge
Wargear
  • Nartheciummedicae wargear of the Apothecary's calling
  • Reductormedical wargear of the Apothecary's calling

The Apothecary is the Chapter's healer and its keeper of the gene-seed, a champion whose presence keeps the phalanx whole across a long fight. Narthecium at the ready, he moves behind the advancing line to drag brethren back from the brink and recover what makes a Marine a Marine when one falls. He is no shirker in the fight — bolter and pistol at Toughness 5 over three Wounds — but his value is measured in the brothers who rise to fight again rather than in the enemies he ends.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 5 with three Wounds — a transhuman body.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
Origin
CDX

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

*The Techmarine is the Chapter's artificer, trained on Mars in the mysteries of the machine as well as the arts of war. He keeps the heavy weapons firing and the war-engines walking, and his signum feeds targeting solutions to the brethren around him so the firing line strikes truer. A champion who fights with boltgun and special-weapon options, he anchors the ranged element of the phalanx and mends what the enemy would break.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 5 with three Wounds — a transhuman body. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round.

Priced at a firm credit cost.

Derived from 5 codex citations.

Techmarine Champion 171CREDITS
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 body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
PrimaryBrawnSavant
SecondaryCombatShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Grav Gun110credits
  • Meltagun135credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerthe included default mark - baked into the body cost, no separate charge
Accessory
  • Signuma targeting accessory that steadies the brethren's fire

The Techmarine is the Chapter's artificer, trained on Mars in the mysteries of the machine as well as the arts of war. He keeps the heavy weapons firing and the war-engines walking, and his signum feeds targeting solutions to the brethren around him so the firing line strikes truer. A champion who fights with boltgun and special-weapon options, he anchors the ranged element of the phalanx and mends what the enemy would break.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 5 with three Wounds — a transhuman body.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
Origin
CDX

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

*The line brother is the whole strength of the Chapter made flesh — a transhuman warrior in power armour who advances, holds and kills exactly where the plan requires him. His statline needs no save column to be durable; Toughness 5 over three Wounds carries the weight, and the bolter-and-blade loadout lets him fight at range or in the press with equal competence. He is the body of the phalanx: cheap enough to field in number, disciplined enough to make that number tell.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 5 with three Wounds — the durability lives in the body, not the armour save. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round. - **Hold the Line:** this fighter counts as two models when contesting an objective.

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 - durability is the body, not the save)Combat Doctrines (fights to the declared doctrine stance)Hold the Line (counts as two for objective control)see Special Rules
PrimaryShootingSignature
SecondaryBrawnCombatFerocity
Starting GearMark Power
Equipment List
Basic
  • Bolt Carbine50credits
  • Boltgun55credits
  • Mastercrafted Bolt Rifle60creditsKitbashed from an Auxilia bolt rifle fitted with a relic-forged master-crafted receiver from the Fortress-Monastery armoury. Priced above the stock boltgun / bolt rifle 55.
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Grenade Launcher65credits
  • Plasma Gun100credits
  • Grav Gun110credits
  • Meltagun135credits
  • Flamer140credits
Heavy
  • Plasma Cannon150credits
  • Lascannon155credits
  • Heavy Bolter160credits
  • Missile Launcher165credits
  • Multi Melta165credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerthe included default mark - baked into the body cost, no separate charge

The line brother is the whole strength of the Chapter made flesh — a transhuman warrior in power armour who advances, holds and kills exactly where the plan requires him. His statline needs no save column to be durable; Toughness 5 over three Wounds carries the weight, and the bolter-and-blade loadout lets him fight at range or in the press with equal competence. He is the body of the phalanx: cheap enough to field in number, disciplined enough to make that number tell.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 5 with three Wounds — the durability lives in the body, not the armour save.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
  • Hold the Line: this fighter counts as two models when contesting an objective.
Origin
CDX

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

*The Scout is a neophyte of the Chapter, his implants not yet complete — the one place the transhuman line bends. Lighter than his elder brethren at Toughness 4 over two Wounds, he trades that armour of flesh for speed and stealth, ranging ahead of the phalanx to seize ground, mark targets and open the way. Carbine and knife make him a cheap, plentiful body that lets a player field the numbers the doctrine demands. He is the making of a Marine, already fighting like one.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 4 with two Wounds — the neophyte exception to the transhuman line. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round. - **Hold the Line:** this fighter counts as two models when contesting an objective.

Priced at a firm credit cost.

Derived from 4 codex citations.

Scout Juve 93CREDITS
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 (T4/W2)Combat Doctrines (fights to the declared doctrine stance)Hold the Line (counts as two for objective control)see Special Rules
PrimaryAgilityCunning
SecondarySavantShootingSignature
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 Carapacethe included default mark - baked into the body cost, no separate charge

The Scout is a neophyte of the Chapter, his implants not yet complete — the one place the transhuman line bends. Lighter than his elder brethren at Toughness 4 over two Wounds, he trades that armour of flesh for speed and stealth, ranging ahead of the phalanx to seize ground, mark targets and open the way. Carbine and knife make him a cheap, plentiful body that lets a player field the numbers the doctrine demands. He is the making of a Marine, already fighting like one.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 4 with two Wounds — the neophyte exception to the transhuman line.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
  • Hold the Line: this fighter counts as two models when contesting an objective.
Origin
CDX

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

*The Dreadnought is a fallen hero of the Chapter, his broken body interred in a sarcophagus of armour and war-machine so his skill endures beyond death. A brute of the roster at Toughness 7 over five Wounds, he strides through fire that would fell a squad and tears apart whatever he reaches with the mounted fist. His armament is part of the chassis, set when he is fielded. Where the phalanx needs a wall that also kills, the interred brother walks — patient, remorseless, and very hard to stop.* **Special Rules** - **And They Shall Know No Fear:** the interred hero knows no fear — this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round.

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 stance)see Special Rules
PrimaryBrawn
SecondaryCombatFerocityShooting
Equipment List
Heavy
  • Heavy Bolterwalker-scoped armament fitted to the sarcophagus chassis, not hand-carried or bought from the shared infantry pool - configured when the walker is fielded
  • Lascannonwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool

The Dreadnought is a fallen hero of the Chapter, his broken body interred in a sarcophagus of armour and war-machine so his skill endures beyond death. A brute of the roster at Toughness 7 over five Wounds, he strides through fire that would fell a squad and tears apart whatever he reaches with the mounted fist. His armament is part of the chassis, set when he is fielded. Where the phalanx needs a wall that also kills, the interred brother walks — patient, remorseless, and very hard to stop.

Special Rules

  • And They Shall Know No Fear: the interred hero knows no fear — this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
Origin
CDX

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

*The Redemptor is the greatest of the interred, a super-heavy sarcophagus that towers over the line and answers every threat with overwhelming force. Faster and deadlier than the older pattern at Toughness 7 over six Wounds with four Attacks, it carries a macro plasma incinerator or gatling and a crushing fist, its armament built into the chassis. It is the hammer the phalanx swings when a position must simply be broken — the single most punishing body a strike force can field, and the one the enemy learns to fear first.* **Special Rules** - **And They Shall Know No Fear:** the interred hero knows no fear — this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round.

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 stance)see Special Rules
Equipment List
Heavy
  • Lascannonwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Plasma Cannonwalker-scoped armament (macro plasma incinerator pattern) fitted to the super-heavy chassis, not bought from the shared infantry pool

The Redemptor is the greatest of the interred, a super-heavy sarcophagus that towers over the line and answers every threat with overwhelming force. Faster and deadlier than the older pattern at Toughness 7 over six Wounds with four Attacks, it carries a macro plasma incinerator or gatling and a crushing fist, its armament built into the chassis. It is the hammer the phalanx swings when a position must simply be broken — the single most punishing body a strike force can field, and the one the enemy learns to fear first.

Special Rules

  • And They Shall Know No Fear: the interred hero knows no fear — this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.
Origin
CDX

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

*The Centurion is a battle-brother sealed into a heavy warsuit, a walking weapons platform that anchors the Devastator end of the phalanx. Slow but immensely armoured at Toughness 6 behind a 2+ save, he carries twin heavy weapons fitted to the suit itself and grinds forward under their fire. Where the line needs a fixed point that will not be moved, the Centurion is set — an elite chassis that turns a section of the board into a killing ground and dares the enemy to close.* **Special Rules** - **And They Shall Know No Fear:** this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free. - **Astartes Physiology:** this fighter is Toughness 6 with four Wounds — a heavy warsuit body. - **Combat Doctrines:** this fighter fights to the doctrine stance the controlling player has declared for the round.

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 (T6/W4 heavy warsuit body)Combat Doctrines (fights to the declared doctrine stance)see Special Rules
PrimaryBrawnShooting
SecondaryCombatFerocitySignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterthe default warsuit-scoped twin armament fitted to the chassis, not bought from the shared infantry pool
  • 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 Warsuitthe integral 2+ warsuit - part of the Centurion chassis, not a purchased mark

The Centurion is a battle-brother sealed into a heavy warsuit, a walking weapons platform that anchors the Devastator end of the phalanx. Slow but immensely armoured at Toughness 6 behind a 2+ save, he carries twin heavy weapons fitted to the suit itself and grinds forward under their fire. Where the line needs a fixed point that will not be moved, the Centurion is set — an elite chassis that turns a section of the board into a killing ground and dares the enemy to close.

Special Rules

  • And They Shall Know No Fear: this fighter can never be Pinned, automatically passes any Nerve test, and once each round may Stand Up for free.
  • Astartes Physiology: this fighter is Toughness 6 with four Wounds — a heavy warsuit body.
  • Combat Doctrines: this fighter fights to the doctrine stance the controlling player has declared for the round.