A Space Marine Legion is vast and complex entity that requires hundreds of battle-commanders and officers. This role is filled by the Legion Centurion. Centurions can range from a line lieutenant that is in charge of a special strike force to commanders that lord over the various offices of the legion.
The Legion Centurion is a unique HQ choice. He covers some of the generic HQ choices such as Master of the Forge, Librarian, and Chaplin to more specialized units. He’s not particular a grand and sweeping command unit like the Legion Preator, but more of a surgical knife that is pick to do a particular job, and accompany a particular unit.
Before getting into wargear options. a basic knowledge of the Centurion’s Consul will be needed since picking a particular Consul will determine what wargear options you will be allowed to take. “What are Consuls?” you ask. Well to put it simply, a Consul is to represent a particular office or type of commander the Centurion is. Let’s take a look at what they are.
Chaplin – As the name suggests, this makes your Centurion a Chaplin, and gives the unit Fearless and Hatred rules.
Master of Signal – A very interesting unit that will probably see a lot of play. This unit grants the Night Vision rule on himself and the unit. However, in lieu of him shooting he can select a unit within in 6” to have +1 to Ballistic Skill. He also allows units arriving via Deep Strike to not scatter if the land within 6” of him. Finally, barrage weapons may draw line of sight from him.
Legion Champion – This is similar to the Emperor’s Champion and Command Squad Champion that is seen in most Space Marine armies. He has a Master Crafted close combat weapon, WS 6, and must re-roll failed attempts at Heroic Intervention.
Vigilator – A captain version of a Scout. A fun thing you can do with him is sabotage enemy units and fortification before the game begins.
Librarian – As the name suggests, you get a Librarian with this upgrade. It’s important to note that this is the only way to get a Psyker in your army beside a special character that may have the rule. The nice thing is that you can take up to 3 mastery levels, and choose powers from the Warhammer 40,000 Rulebook.
Primus Medicae – A captain version of an Apothecary, but gives you a chance to recover Victory Points from the lose of any friendly units nearby.
Forge Lord – A captain version of a Techmarine that has access to both the Centurion wargear options as well as the Techmarine wargear options.
Siege Breaker – The title says it all. This unit has the Tank Hunter and Wrecker special rules, which allows him to re-roll failed To Pin rolls on fortification and immobile terrain as well as gaining a +1 on the Building Damage table. This is given to any heavy weapon unit he joins. Much like the Master of Signal, barrage weapons can draw line of sight from him. Finally, he can take up to 3 Phosphex bombs and allow Medusa Siege Tanks to have Phosphex shells. If it’s a building and it absolutely needed to come down yesterday, use this guy.
Moritat – A special unit that is basically a coldblooded killer. He has an additional pistol and rad grenades that has the Counter-attack and Scout special rules. The nice part is the Chain Fire rule that allows him to make extra shots on any successful hits and continue until they miss. Keep in mind that this unit cannot be taken as a Compulsory HQ choice, and cannot join any unit but a Legion Destroyer squad.
Bolter For most parts you will not be able to take this
Comb-weapon Same holds true for this as with the Bolter
Volkite charger These are only effective in large numbers
May exchange his Bolt pistol or Chainsword for the following:
Volkite Serpenta Much like the charger but in pistol form; there are better options
Plasma pistol Nice option if you have the points
Heavy Chainsword Taking this will be depended on what Consul is taken
Charnabal sabre Not worth taking for a character with Initiative 5
Power weapon The best choice that can be taken for just about all Consuls
Power fist Unavailable to most Consul choices
Single lightning claw Again, largely unavailable
Thunder hammer Also largely unavailable
Replace his other close combat weapon for a Second lightning claw
Melta bombs Good option to take out high armor and toughness units
Artificer armor I would take since most Consul choices are probably going to be walking
Combat shield Good to take on builds that will be getting into close combat
Refractor field Good for units that will be walking or standing with a unit
Boarding shield Not worth the detriment to close combat
Bike These three options aren’t available to most Consul choices
May replace all wargear for:
Power fist Taking Terminator is only available to 5 Consul choices
Replace any weapon for a Second Lightning claw
As you can see depending on the Consul choice you take certain wargear option becomes limited, and others lend themselves to being the best choice. It’s probably more effective to instead go over the best wargear option for the Consul choice.
Chaplain – It’s best to outfit this guy like you would a normal chaplain. Give Artificer Armor if he is staying power armor and Refractor field to give him an invulnerable save. Give him a Jump Pack if he is going with Assault Marines or a bike with marines on bike. Finally, it goes without saying that if he’s with Terminators give him Terminator Armor.
Master of Signal – He is limited in the wargear he can have. First and foremost, he can’t have a bolter or combi-weapon. Of course given his special rules, I imagine that you just stick him in a squad of Devastators and go from there. With that in mind, it’s best to keep him simple. Give him Artifice Armor for survivability, and a power weapon for any unit that happens to assault him and the squad he’s with.
Legion Champion – This is one of the few choices where you are free to pick whatever wargear you want. You’re mainly paying the points for a WS 6 character, and his build depends on the unit you put him with. Keeping in mind that he probably won’t be able to take out Special Characters or the Legion Preator, it’s clear what options are best. Again, keeping things simple is the best approach. Give him Artificer Armor and a combat shield since you want him to get into close combat. Then take your close combat weapon of choice. It is a nice thing that you can put him in Terminator Armor.
Vigilator – This choice is limited on wargear option. You can take Scout Armor for free to gain the Move Through Cover rule. Most of the basic close combat weapons are available. To be honest, this guy doesn’t speak to me. If I had to do a build, then I guess this is what I would do: Give him a power weapon, melta bombs, and a Refractor field.
Librarian – A unit we are all familiar with, so have a good idea how to out fit. However, he has the option to take a power fist, thunder hammer, or lightning claw, which regular Librarians don’t have access to. Given that he can have up to three different powers it would be best to put him on a jet bike, so you can have a highly mobile unit that can sow hate and discontent all over the board. Give him Artificer Armor to increase survivability.
Primus Medicae – Given his special rule to recover Victory Points you will want this guy mobile. Putting him on jet bike or giving him a jet pack is the way to go. Artificer Armor and Refractor shield is also highly recommended, as he will be a high value target for your opponent.
Forge Lord – Though it maybe tempting to have a Terminator Techmarine, it would make his Battlesmith special rule useless. I would keep him mobile by putting him on a bike or jet bike, and just let him shoot things with a graviton weapon or conversion beamer.
Siege Breaker – With his special rules, it’s clear that you want to put this guy in a special weapon squad and go after tanks and fortifications. Keeping him simple and to the point is the way to go. You want to put in Artificer Armor since he’ll probably be riding around in a Rhino with his tank hunting buddies. Give him a combi-weapon to give him some range. When it comes to close combat I personally can see this guy with anything but a Thunder hammer, but it’s more cost effective to give him melta bombs and a power weapon.
Moritat – To begin with, this guy sounds awesome and fun on paper, but does not work well in game. To start, he relies solely on pistols for any ranged attacks. Second, he can only be linked to a Legion Destroyer squad, which is a squad that relies solely on pistols for ranged combat. If I built one, I would give him Artificer Armor for survivability and Refractor shield, and then give him two plasma pistols.
It’s best to think of the Legion Centurion as a support HQ choice. This unit works best when linked with another unit or with the Legion Preator. The Consul choice is also what will really determine the options and mission as well as if the Centurion is taken as your only HQ choice. The Centurion is a good choice because it will help to focus the tactics of the overall army. Is your army going for a more stand off approach and just shooting, then take the Siege Breaker or Master of Signal. Is your army more close combat oriented, then take a Legion Champion or even a Moritat. What job do you need the Centurion and you army to do and pick the Consul that would best help you achieve that goal.