MACROMUNDA
Allegiance
Space Marines Imperial Fists
Codex / Fighters
Codex · Imperial Fists

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 Captain of a House of Imperial Fists is its anchor and its voice — a transhuman commander in power armour, boltgun and power fist in hand, who declares the gang's Doctrine each round and sets the whole line to it. He fights at the front of the wall, not behind it, and the ground he stands on does not change hands while he lives.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W4 transhuman command body, not the armour save. - **Combat Doctrines:** it declares the gang's Doctrine each round, and may only ever shift that stance toward Devastator. - **Finest Hour:** once per battle it may call its command aura, lending its bearing to the fighters around it. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.

Priced at a firm credit cost.

Derived from 7 codex citations.

Captain Leader 330CREDITS
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 - and may only shift it toward Devastator)Finest HourBolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)see Special Rules
PrimaryBrawnLeadershipSavantShootingSignature
SecondaryCombatFerocity
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
  • Fist Of Dornin kit
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded
Status
  • Vigil Bannerin kit

The Captain of a House of Imperial Fists is its anchor and its voice — a transhuman commander in power armour, boltgun and power fist in hand, who declares the gang's Doctrine each round and sets the whole line to it. He fights at the front of the wall, not behind it, and the ground he stands on does not change hands while he lives.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W4 transhuman command body, not the armour save.
  • Combat Doctrines: it declares the gang's Doctrine each round, and may only ever shift that stance toward Devastator.
  • Finest Hour: once per battle it may call its command aura, lending its bearing to the fighters around it.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
Origin
CDX

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

*The Lieutenant holds a stretch of the wall in the Captain's stead — a swift transhuman officer with a power sword and a bolt pistol, quicker to strike than the Captain and just as unwilling to yield. Where the Captain sets the whole line, the Lieutenant steadies the part of it the enemy leans on hardest.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman command body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, leaned toward Devastator. - **Finest Hour:** once per battle it may call its command aura, lending its bearing to the fighters around it. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.

Priced at a firm credit cost.

Derived from 6 codex citations.

Lieutenant Champion 230CREDITS
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 command body)Combat Doctrines (fights to the declared doctrine)Finest HourBolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)see Special Rules
PrimaryBrawnLeadershipShootingSignature
SecondaryCombatFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded

The Lieutenant holds a stretch of the wall in the Captain's stead — a swift transhuman officer with a power sword and a bolt pistol, quicker to strike than the Captain and just as unwilling to yield. Where the Captain sets the whole line, the Lieutenant steadies the part of it the enemy leans on hardest.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman command body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, leaned toward Devastator.
  • Finest Hour: once per battle it may call its command aura, lending its bearing to the fighters around it.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
Origin
CDX

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

*The Librarian is the gunline's warded mind — a transhuman psyker who carries a force weapon and a bolt pistol and turns his true armament inward, to the powers of the warp. On the Fists he is another stone in the wall: a witch-sight that reads the enemy's approach and a blade that answers what breaks through, holding his corner of the line by will as much as by fire.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman psyker body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, leaned toward Devastator. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1. - **Psyker:** it manifests the powers of the Librarius Discipline, and the universal Smite, through the N18 Wyrd Power rules — a gift baked into its cost, not bought a working at a time.

Priced at a firm credit cost.

Derived from 7 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 psyker body)Combat Doctrines (fights to the declared doctrine)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)see Special Rules
Psyker (manifests the Librarius Discipline (and Smite) via the N18 Wyrd Power rules - free-on-access, baked into the fighter cost)

A fighter with the Psyker keyword may manifest the Wyrd Powers of the Librarius Discipline it has access to. Among the Imperial Fists the keyword is a rare thing — the Sons of Dorn are a gunline and a fortress, not a psychic order, and the lone Librarian is the one witch in an otherwise mundane siege roster. Through the keyword he draws on the powers of his discipline and on the universal witch-blast of Smite, and every working courts the warp's own price. His powers are drawn free at creation, the gift baked into his fighter-type cost rather than bought a working at a time.

PrimarySavantLibrarius Discipline
SecondaryCunningFerocityLeadershipShootingSignatureSmite
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Force Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded

The Librarian is the gunline's warded mind — a transhuman psyker who carries a force weapon and a bolt pistol and turns his true armament inward, to the powers of the warp. On the Fists he is another stone in the wall: a witch-sight that reads the enemy's approach and a blade that answers what breaks through, holding his corner of the line by will as much as by fire.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman psyker body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, leaned toward Devastator.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
  • Psyker: it manifests the powers of the Librarius Discipline, and the universal Smite, through the N18 Wyrd Power rules — a gift baked into its cost, not bought a working at a time.
Origin
CDX

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

*The Chaplain is the resolve of the line given a voice — a transhuman zealot bearing the crozius and a bolt pistol, whose true trade is not the kill but the refusal to break. He walks the wall reciting the litanies of Dorn, and the brothers to either side of him stand a little firmer for it, holding ground they might otherwise have surrendered.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman zealot body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, leaned toward Devastator. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.

Priced at a firm credit cost.

Derived from 6 codex citations.

Chaplain Champion 190CREDITS
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 zealot body)Combat Doctrines (fights to the declared doctrine)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)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 Powerincluded

The Chaplain is the resolve of the line given a voice — a transhuman zealot bearing the crozius and a bolt pistol, whose true trade is not the kill but the refusal to break. He walks the wall reciting the litanies of Dorn, and the brothers to either side of him stand a little firmer for it, holding ground they might otherwise have surrendered.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman zealot body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, leaned toward Devastator.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
Origin
CDX

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

*The Apothecary keeps the wall manned. A transhuman medicae with the narthecium at his belt, a chainsword and a bolt pistol for his own defence, his work is not to add a gun to the line but to keep its brothers standing in it — dragging the fallen back from death and recovering the gene-seed of those beyond saving. A House that means to hold its ground fights longer with him behind it.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman medicae body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, leaned toward Devastator. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.

Priced at a firm credit cost.

Derived from 7 codex citations.

Apothecary Champion 205CREDITS
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 medicae body)Combat Doctrines (fights to the declared doctrine)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)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
Wargear
  • Nartheciumin kit

The Apothecary keeps the wall manned. A transhuman medicae with the narthecium at his belt, a chainsword and a bolt pistol for his own defence, his work is not to add a gun to the line but to keep its brothers standing in it — dragging the fallen back from death and recovering the gene-seed of those beyond saving. A House that means to hold its ground fights longer with him behind it.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman medicae body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, leaned toward Devastator.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
Origin
CDX

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

*The Techmarine is the firebase's engineer — a transhuman smith of the Machine God bearing a servo-arm and a bolt pistol, who plants the emplacements and drives the fire-control skulls that turn a held position into a fortress. His own guns matter less than the static weapons he sets: give him a corner of the board and he will make it bristle.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman tech-priest body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, leaned toward Devastator. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.

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

Derived from 6 codex citations.

Techmarine Champion 220CREDITS
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 tech-priest body)Combat Doctrines (fights to the declared doctrine)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)see Special Rules
PrimaryBrawnSavantShooting
SecondaryCombatSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Grav Gun110credits
  • Meltagun135credits
Close-Combat
  • Power Fist60credits
  • Dorns Teeth Siege Drill70creditsA power fist fitted with a breaching drill-head — the engineer's wall-breaker, +1 Damage against a target that has not moved; kitbashed above the stock power fist (60).
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded
Wargear
  • Servo Skullin kit
Accessory
  • Signumin kit
Status
  • Bastion Pavise45creditsA siege-shield mantlet mounted on a bulkhead-and-rubble base as a plantable barricade — scratch-built cover-terrain the engineer deploys, distinct from the worn siege shield.
  • Servo Skull Spotterin kit
  • Tarantula Sentryin kit

The Techmarine is the firebase's engineer — a transhuman smith of the Machine God bearing a servo-arm and a bolt pistol, who plants the emplacements and drives the fire-control skulls that turn a held position into a fortress. His own guns matter less than the static weapons he sets: give him a corner of the board and he will make it bristle.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman tech-priest body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, leaned toward Devastator.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
Origin
CDX

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

*The Devastator is the heart of the Imperial Fists gunline — a transhuman line-brother who bears the heavy weapons the rest of the roster is forbidden, a heavy bolter braced against the shoulder and a bolt pistol at the hip. He holds the Devastator stance the whole gang tips toward, and he is deadliest doing exactly what a Son of Dorn does best: standing still and firing.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, holding the Devastator lean the whole line tips toward. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1 — the core of the gunline made deadlier for holding still.

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

Derived from 4 codex citations.

Devastator Marine Ganger 205CREDITS
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, holding to Devastator like the whole gang)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)see Special Rules
PrimaryBrawnShootingSignature
SecondaryFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Phalanx Grav Cannon135creditsA Phalanx-forged heavy grav weapon — a grav-gun receiver built up on a heavy-bolter mount for the bracing gunline; kitbashed above the stock grav-gun (110) into a heavier anti-armour piece.
  • Flamer140credits
Heavy
  • Plasma Cannon150credits
  • Lascannon155credits
  • Heavy Bolter160credits
  • Missile Launcher165credits
  • Multi Melta165credits
  • The Sparteanin kit
Close-Combat
  • Chainsword25credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Powerincluded

The Devastator is the heart of the Imperial Fists gunline — a transhuman line-brother who bears the heavy weapons the rest of the roster is forbidden, a heavy bolter braced against the shoulder and a bolt pistol at the hip. He holds the Devastator stance the whole gang tips toward, and he is deadliest doing exactly what a Son of Dorn does best: standing still and firing.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, holding the Devastator lean the whole line tips toward.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1 — the core of the gunline made deadlier for holding still.
Origin
CDX

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

*The Heavy Intercessor is the wall that moves. Encased in heavy Gravis plate and carrying a siege shield, he is slower than a line Marine and harder to put down — an extra Wound of transhuman bulk traded for a stride of pace. He advances the line one braced step at a time, planting the shield and letting the guns behind him do their work, a walking strongpoint the enemy cannot simply shoot aside.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W4 Gravis siege-trooper body — an extra Wound for a lost inch of Movement — not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, leaned toward Devastator. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.

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

Derived from 4 codex citations.

Heavy Intercessor Ganger 205CREDITS
MWSBSSTWIALdClWilInt
4"3+3+4543+26+5+5+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 Gravis siege-trooper body)Combat Doctrines (fights to the declared doctrine)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)see Special Rules
PrimaryBrawnShootingSignature
SecondaryCombatFerocitySavant
Starting GearMark Gravis
Equipment List
Basic
  • Boltgun55credits
Special
  • Grav Gun110credits
Heavy
  • Heavy Bolter160credits
  • Multi Melta165credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
  • Siege Breaker Charge60creditsA thrown demolition charge kitbashed from krak and melta munitions bundled into a breacher satchel — the siege-trooper's wall-cracker; priced above the stock krak grenade (45).
Armour
  • Mark Gravisincluded
Wargear
  • Siege Shieldin kit

The Heavy Intercessor is the wall that moves. Encased in heavy Gravis plate and carrying a siege shield, he is slower than a line Marine and harder to put down — an extra Wound of transhuman bulk traded for a stride of pace. He advances the line one braced step at a time, planting the shield and letting the guns behind him do their work, a walking strongpoint the enemy cannot simply shoot aside.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W4 Gravis siege-trooper body — an extra Wound for a lost inch of Movement — not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, leaned toward Devastator.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
Origin
CDX

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

*The steady weight of the line. An Imperial Fists Marine is a transhuman battle-brother in power armour who trades bolt-fire at range and answers a charge with the chainsword — the cheapest and most numerous of the Chapter's warriors, and the body the whole gunline forms around. He is deadliest with his feet planted, and the House is built to keep them there.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T5/W3 transhuman body, not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, leaned toward Devastator. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.

Priced at a firm credit cost.

Derived from 6 codex citations.

Marine Ganger 205CREDITS
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)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)see Special Rules
PrimaryShootingSignature
SecondaryBrawnCombatFerocitySavant
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded

The steady weight of the line. An Imperial Fists Marine is a transhuman battle-brother in power armour who trades bolt-fire at range and answers a charge with the chainsword — the cheapest and most numerous of the Chapter's warriors, and the body the whole gunline forms around. He is deadliest with his feet planted, and the House is built to keep them there.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T5/W3 transhuman body, not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, leaned toward Devastator.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
Origin
CDX

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

*The Scout is the neophyte of the line — not yet the full transhuman, T4 and two Wounds behind a light carapace, carrying a bolt carbine and a combat knife. He is cheap and plentiful, the forward tier that screens the wall and holds the ground the heavier brothers have not yet reached. He fights the Doctrine like his elders, and he learns the drill of the held position early.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T4/W2 body — the neophyte's exception to the transhuman line — not the armour save. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.

Priced at a firm credit cost.

Derived from 4 codex citations.

Scout Juve 95CREDITS
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)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)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

The Scout is the neophyte of the line — not yet the full transhuman, T4 and two Wounds behind a light carapace, carrying a bolt carbine and a combat knife. He is cheap and plentiful, the forward tier that screens the wall and holds the ground the heavier brothers have not yet reached. He fights the Doctrine like his elders, and he learns the drill of the held position early.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T4/W2 body — the neophyte's exception to the transhuman line — not the armour save.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1.
Origin
CDX

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

*The Centurion is the siege chapter's own war-suit made flesh — a transhuman brother sealed into a slab of heavy armour, T6 and a 2+ save, its twin heavy weapons fitted to the chassis rather than carried. It walks slowly and hits like a bunker, built from the ground up to hold a lane and pour fire down it. On the Fists it is not an indulgence but a homecoming: the Chapter that breaks fortresses fights inside one.* **Special Rules** - **And They Shall Know No Fear:** this fighter cannot be Pinned and auto-passes Nerve tests. - **Astartes Physiology:** its durability rests on the T6/W4 heavy war-suit body, not the armour save alone. - **Combat Doctrines:** it fights to the doctrine stance the gang declares each round, leaned toward Devastator. - **Bolter Drill:** in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1 — the war-suit is built to hold and fire.

Priced at a firm credit cost.

Derived from 3 codex citations.

Centurion Elite 365CREDITS
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)Bolter Drill (gains +1 ranged Hit and re-rolls ranged 1s in a round it did not move)see Special Rules
PrimaryBrawnShootingSignature
SecondaryCombatFerocitySavant
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterincluded
  • Lascannonin kit
  • Multi Meltain kit
Armour
  • Mark Centurion Warsuitincluded

The Centurion is the siege chapter's own war-suit made flesh — a transhuman brother sealed into a slab of heavy armour, T6 and a 2+ save, its twin heavy weapons fitted to the chassis rather than carried. It walks slowly and hits like a bunker, built from the ground up to hold a lane and pour fire down it. On the Fists it is not an indulgence but a homecoming: the Chapter that breaks fortresses fights inside one.

Special Rules

  • And They Shall Know No Fear: this fighter cannot be Pinned and auto-passes Nerve tests.
  • Astartes Physiology: its durability rests on the T6/W4 heavy war-suit body, not the armour save alone.
  • Combat Doctrines: it fights to the doctrine stance the gang declares each round, leaned toward Devastator.
  • Bolter Drill: in a round it does not move, it gains +1 to ranged Hit rolls and re-rolls ranged Hit rolls of 1 — the war-suit is built to hold and fire.