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Space Marines Deathwatch
Codex / Fighters
Codex · Deathwatch

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 — a calibrated house value.

*The master of the hunt and the hand that names the prey. A Watch Captain fights at WS 2+ and BS 2+ across four wounds, guardian spear and special-issue bolt pistol in hand, drawn from one Chapter to command veterans of a dozen. He leads from the front of the strike, sets the team's stance each round, and at the start of the battle declares the alien the whole Kill Team will run down.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W4 transhuman command body carries him through blows that fell lesser warriors. - **Combat Doctrines:** he declares the gang's doctrine stance each round. - **Kill-Team Doctrine:** he names the Kill Team's prey at the start of the battle and leads the hunt against it. - **Finest Hour:** once per battle he may call the command aura, lifting the veterans who fight within reach.

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

Derived from 5 codex citations.

Captain Leader 247CREDITS
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 each round - fights to the declared stance)Finest HourKill-Team Doctrine (declares the Kill Team's prey at battle start - leads the hunt)see Special Rules
PrimaryCombatCunningLeadershipShootingSignature
SecondaryAgilityBrawnFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
  • Bolt Of Artemisin kit
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
  • Guardian Spear90credits
  • Thief Of Secretsin kit
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded
Wargear
  • Iron Haloin kit
  • Storm Shieldin kit
Accessory
  • Special Issue Ammoin kit
Status
  • Malleus Servo Skull45creditsKitbash from an Ordo Xenos / Adeptus Mechanicus servo-skull into a bound special-ammunition carrier (Deathwatch / Inquisition range) - the Watch's requisition drone; not a stock datasheet profile. Priced above the Core servo-skull / familiar band.

The master of the hunt and the hand that names the prey. A Watch Captain fights at WS 2+ and BS 2+ across four wounds, guardian spear and special-issue bolt pistol in hand, drawn from one Chapter to command veterans of a dozen. He leads from the front of the strike, sets the team's stance each round, and at the start of the battle declares the alien the whole Kill Team will run down.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W4 transhuman command body carries him through blows that fell lesser warriors.
  • Combat Doctrines: he declares the gang's doctrine stance each round.
  • Kill-Team Doctrine: he names the Kill Team's prey at the start of the battle and leads the hunt against it.
  • Finest Hour: once per battle he may call the command aura, lifting the veterans who fight within reach.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*A veteran whose Chapter and name are struck from the record, fighting the alien for a debt he will never speak. The Black Shield strikes at WS 2+, Initiative 2+ and three Attacks, Xenophase blade and bolt pistol in hand — a duellist thrown at the single hardest target the hunt turns up. Where the others hold formation, he is the wildcard at the tip of the strike.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman body absorbs punishment that would drop a mortal warrior. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey, the wildcard blade at the tip of the strike. - **Finest Hour:** once per battle he may call the command aura, steadying the veterans within reach.

Priced at a firm credit cost.

Derived from 5 codex citations.

Black Shield Champion 250CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman warrior body)Combat Doctrines (fights to the declared doctrine)Finest HourKill-Team Doctrine (hunts the declared prey)see Special Rules
PrimaryAgilityCombatCunningFerocityShootingSignature
SecondaryBrawnLeadership
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Special Issue Boltgun75credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Meltagun135credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Lightning Claws55credits
  • Xenophase Blade55credits
  • Thief Of Secretsin kit
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded
Wargear
  • Xenophase Fieldin kit
Accessory
  • Special Issue Ammoin kit

A veteran whose Chapter and name are struck from the record, fighting the alien for a debt he will never speak. The Black Shield strikes at WS 2+, Initiative 2+ and three Attacks, Xenophase blade and bolt pistol in hand — a duellist thrown at the single hardest target the hunt turns up. Where the others hold formation, he is the wildcard at the tip of the strike.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman body absorbs punishment that would drop a mortal warrior.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey, the wildcard blade at the tip of the strike.
  • Finest Hour: once per battle he may call the command aura, steadying the veterans within reach.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*The one who keeps an irreplaceable team alive. A Watch Apothecary carries the narthecium and reductor alongside a special-issue boltgun and bolt pistol, and in a force with no recruits to spend, his work is the difference between a wounded veteran and a lost one. He hunts with the team and mends it between the killing.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman warrior body keeps him standing where lesser fighters fall. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey with the rest of the team.

Priced at a firm credit cost.

Derived from 7 codex citations.

Apothecary Champion 174CREDITS
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 warrior body)Combat Doctrines (fights to the declared doctrine)Kill-Team Doctrine (hunts the declared prey)see Special Rules
PrimaryCunningSavantShooting
SecondaryFerocityLeadershipSignature
Starting GearMark Power
Equipment List
Basic
  • Special Issue Boltgun75credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded
Wargear
  • Nartheciumin kit
  • Reductorin kit
Accessory
  • Special Issue Ammoin kit

The one who keeps an irreplaceable team alive. A Watch Apothecary carries the narthecium and reductor alongside a special-issue boltgun and bolt pistol, and in a force with no recruits to spend, his work is the difference between a wounded veteran and a lost one. He hunts with the team and mends it between the killing.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman warrior body keeps him standing where lesser fighters fall.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey with the rest of the team.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*The Watch's sanctioned psyker, turned against the alien mind. A Watch Librarian bears a force weapon and bolt pistol and fights at the team's side as its answer to xenos sorcery and the will of the hive. Where the enemy reaches for the warp, he meets it there.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman psyker body carries him through wounds that would fell a mortal. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey, the Watch's witch set against the alien mind. - **Psyker:** he manifests the Watch Librarius discipline, drawing a Wyrd power against the alien through Skill Access.

Priced at a firm credit cost.

Derived from 7 codex citations.

Librarian Champion 235CREDITS
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 psyker body)Combat Doctrines (fights to the declared doctrine)Kill-Team Doctrine (hunts the declared prey)see Special Rules
Psyker (Psyker - manifests the Watch Librarius Wyrd Powers (Willpower-cast, Perils on a critical fail); access on Skill Access)

A fighter with the Psyker keyword may manifest the Wyrd Powers of the Watch Librarius it has access to. Among the Deathwatch the gift is rare. One seconded Librarian stands beside an otherwise mundane veteran Kill Team — the Chapter's single witch, turned against the alien mind — because the Watch are hunting marksmen, not a psychic order. Through the keyword the Librarian draws on the powers of his discipline and on the universal witch-blast of Smite, and every working courts the warp's own price. The powers come free when the caster is raised. The gift is carried in the Librarian's cost, not bought one working at a time.

PrimarySavantShootingWatch Librarius
SecondaryCunningFerocityLeadershipSignatureSmite
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Force Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded
Accessory
  • Special Issue Ammoin kit

The Watch's sanctioned psyker, turned against the alien mind. A Watch Librarian bears a force weapon and bolt pistol and fights at the team's side as its answer to xenos sorcery and the will of the hive. Where the enemy reaches for the warp, he meets it there.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman psyker body carries him through wounds that would fell a mortal.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey, the Watch's witch set against the alien mind.
  • Psyker: he manifests the Watch Librarius discipline, drawing a Wyrd power against the alien through Skill Access.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*The keeper of the armoury and the walkers. A Watch Techmarine carries a boltgun, bolt pistol and signum, his craft the special-issue rounds the team loads and the war-machines it wakes for the largest prey. He fights the hunt and maintains the tools that win it.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman warrior body keeps him in the fight through grievous harm. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey with the rest of the team.

Priced at a firm credit cost.

Derived from 7 codex citations.

Techmarine Champion 174CREDITS
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 warrior body)Combat Doctrines (fights to the declared doctrine)Kill-Team Doctrine (hunts the declared prey)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
Wargear
  • Servo Skullin kit
Accessory
  • Signumin kit
  • Special Issue Ammoin kit

The keeper of the armoury and the walkers. A Watch Techmarine carries a boltgun, bolt pistol and signum, his craft the special-issue rounds the team loads and the war-machines it wakes for the largest prey. He fights the hunt and maintains the tools that win it.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman warrior body keeps him in the fight through grievous harm.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey with the rest of the team.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*The line of the Kill Team and the reason it is feared. A Veteran of the Bolter carries the special-issue boltgun the whole force is built around, loading the round matched to the named alien and putting disciplined, aimed fire into it at range. His durability is in the body, not the plate — a proven veteran who simply does not fall easily.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** durability rests on the T5/W3 body, not the armour save. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey, the special-issue line of the Kill Team.

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

Derived from 6 codex citations.

Veteran Bolter Ganger 202CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+5+6+
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)Kill-Team Doctrine (hunts the declared prey)see Special Rules
PrimaryCunningShootingSignature
SecondaryBrawnCombatFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
  • Stalker Pattern Boltgun70creditsKitbash from a Deathwatch Stalker-pattern / long-vigil marksman boltgun (a Deathwatch armoury variant); onto a Bolter or Bike Veteran. Not a stock datasheet profile. Priced above the stock boltgun 55.
  • Special Issue Boltgun75credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded
Accessory
  • Special Issue Ammoin kit

The line of the Kill Team and the reason it is feared. A Veteran of the Bolter carries the special-issue boltgun the whole force is built around, loading the round matched to the named alien and putting disciplined, aimed fire into it at range. His durability is in the body, not the plate — a proven veteran who simply does not fall easily.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: durability rests on the T5/W3 body, not the armour save.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey, the special-issue line of the Kill Team.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*The heavy answer of the Kill Team. A Veteran of the Special Weapon shoulders the infernus heavy bolter or a frag cannon under Gravis plate, the gun the Watch brings when the prey is a monster. Where the line veterans pick a target apart, he brings it down.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman warrior body bears the weight of the heavy weapon and the return fire alike. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey, the heavy answer of the Kill Team.

Priced at a firm credit cost.

Derived from 5 codex citations.

Veteran Special Ganger 204CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman warrior body)Combat Doctrines (fights to the declared doctrine)Kill-Team Doctrine (hunts the declared prey)see Special Rules
PrimaryBrawnCunningShootingSignature
SecondaryCombatFerocitySavant
Starting GearMark Gravis
Equipment List
Pistol
  • Bolt Pistol45credits
Special
  • Plasma Gun100credits
  • Frag Cannon120credits
  • Meltagun135credits
Heavy
  • Infernus Heavy Bolter175credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravisincluded
  • Mark Powerin kit
Accessory
  • Special Issue Ammoin kit

The heavy answer of the Kill Team. A Veteran of the Special Weapon shoulders the infernus heavy bolter or a frag cannon under Gravis plate, the gun the Watch brings when the prey is a monster. Where the line veterans pick a target apart, he brings it down.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman warrior body bears the weight of the heavy weapon and the return fire alike.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey, the heavy answer of the Kill Team.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*The close-kill of the Kill Team. A Veteran of the Vanguard fights at WS 2+, Initiative 2+ and three Attacks, the Xenophase blade in hand and the ward field at his shoulder, built to cross the ground fast and end the prey in melee. When the hunt closes, he is the stroke that lands.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W3 transhuman warrior body carries him into the enemy and back out. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey, the close-kill of the Kill Team.

Priced at a firm credit cost.

Derived from 5 codex citations.

Veteran Vanguard Ganger 250CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman warrior body)Combat Doctrines (fights to the declared doctrine)Kill-Team Doctrine (hunts the declared prey)see Special Rules
PrimaryAgilityCombatCunningFerocitySignature
SecondaryBrawnShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Power Sword45credits
  • Lightning Claws55credits
  • Xenophase Blade55credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded
Wargear
  • Xenophase Fieldin kit
Accessory
  • Special Issue Ammoin kit

The close-kill of the Kill Team. A Veteran of the Vanguard fights at WS 2+, Initiative 2+ and three Attacks, the Xenophase blade in hand and the ward field at his shoulder, built to cross the ground fast and end the prey in melee. When the hunt closes, he is the stroke that lands.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W3 transhuman warrior body carries him into the enemy and back out.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey, the close-kill of the Kill Team.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*The anvil of the teleport strike. A Veteran in Terminator plate arrives by teleportarium with a storm bolter and power fist, a 2+ save and four wounds, and simply does not give ground once he lands. Slower than the rest of the team, he is the weight the hunt drops onto the prey from nowhere.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W4 body under Terminator plate shrugs off blows that would end a lesser warrior. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey, the teleportarium anvil of the Kill Team.

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

Derived from 5 codex citations.

Veteran Terminator Ganger 310CREDITS
MWSBSSTWIALdClWilInt
4"3+3+4543+25+4+5+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 - Terminator-plated veteran body)Combat Doctrines (fights to the declared doctrine)Kill-Team Doctrine (hunts the declared prey)see Special Rules
PrimaryBrawnCombatCunningShootingSignature
SecondaryFerocity
Starting GearMark Terminator
Equipment List
Basic
  • Storm Bolter65credits
Special
  • Meltagun135credits
Close-Combat
  • Lightning Claws55credits
  • Power Fist60credits
  • Chainfist65credits
  • Thunder Hammer70credits
  • Heavy Thunder Hammer80creditsKitbash from a Deathwatch Vanguard / Terminator veteran heavy thunder hammer (Codex: Deathwatch / Deathwatch Kill Team box); onto a Terminator or Vanguard Veteran. Not a stock datasheet profile. Priced above the stock power-fist 60.
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminatorincluded
Accessory
  • Special Issue Ammoin kit

The anvil of the teleport strike. A Veteran in Terminator plate arrives by teleportarium with a storm bolter and power fist, a 2+ save and four wounds, and simply does not give ground once he lands. Slower than the rest of the team, he is the weight the hunt drops onto the prey from nowhere.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W4 body under Terminator plate shrugs off blows that would end a lesser warrior.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey, the teleportarium anvil of the Kill Team.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*The outrider of the hunt. A Veteran on an Astartes bike crosses the battlefield at nine inches a move, special-issue boltgun and bolt pistol firing on the run, ranging ahead to find the prey and run it down before it can break contact. He is how a small team covers a wide field.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T5/W4 mounted veteran body takes the punishment a fast attack invites. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** he hunts the declared prey, the mounted recon-hunter of the Kill Team.

Priced at a firm credit cost.

Derived from 5 codex citations.

Mounted Marine Cavalry 212CREDITS
MWSBSSTWIALdClWilInt
9"3+3+4543+25+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 mounted veteran body)Combat Doctrines (fights to the declared doctrine)Kill-Team Doctrine (hunts the declared prey)see Special Rules
PrimaryAgilityCunningShootingSignature
SecondaryBrawnCombatFerocity
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Special Issue Boltgun75credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded
Accessory
  • Special Issue Ammoin kit

The outrider of the hunt. A Veteran on an Astartes bike crosses the battlefield at nine inches a move, special-issue boltgun and bolt pistol firing on the run, ranging ahead to find the prey and run it down before it can break contact. He is how a small team covers a wide field.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T5/W4 mounted veteran body takes the punishment a fast attack invites.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: he hunts the declared prey, the mounted recon-hunter of the Kill Team.
Origin
CDX

Codex-derived. Derived from your codex — a calibrated house value.

*A rarely-fielded weight of sustained fire. A Centurion pilots a heavy warsuit at Strength 5, Toughness 6 and a 2+ save, twin heavy weapons and a siege fist fitted to the chassis. He sits off the Watch's usual identity — a small veteran team seldom wants a static gun-platform — but against a monster that must simply be shot to pieces, the firepower answers.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** the T6/W4 heavy-warsuit body soaks fire that would wreck an ordinary marine. - **Combat Doctrines:** he fights to the gang's declared doctrine each round. - **Kill-Team Doctrine:** the pilot hunts the declared prey, turning warsuit firepower on the monster.

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)Kill-Team Doctrine (the pilot hunts the declared prey - warsuit firepower against the monster)see Special Rules
PrimaryBrawnFerocityShooting
SecondaryCombatSignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterincluded
  • Multi Meltain kit
Close-Combat
  • Power Fistin kit
Armour
  • Mark Centurion Warsuitincluded

A rarely-fielded weight of sustained fire. A Centurion pilots a heavy warsuit at Strength 5, Toughness 6 and a 2+ save, twin heavy weapons and a siege fist fitted to the chassis. He sits off the Watch's usual identity — a small veteran team seldom wants a static gun-platform — but against a monster that must simply be shot to pieces, the firepower answers.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: the T6/W4 heavy-warsuit body soaks fire that would wreck an ordinary marine.
  • Combat Doctrines: he fights to the gang's declared doctrine each round.
  • Kill-Team Doctrine: the pilot hunts the declared prey, turning warsuit firepower on the monster.