The Iron Warriors once formed the Emperor’s most able body of siege troops. They fought alongside the Imperial Fists on a hundred worlds in the Great Crusade, laying siege to alien citadels and the palaces of heretics who denied the Emperor’s authority. The Iron Warriors’ Primarch, Perturabo, excelled in the planning and execution of siege and trench warfare, and his treatise on fortifications and their destruction formed the basis of several sections of the Tactica Imperium.
How This Supplement WorksOn this page you will find special rules unique to armies from the Iron Warriors that reflect their tactics on the battlefield. You will also find Warlord Traits, Chaos Artefacts and Tactical Objectives that you can use when fielding your Iron Warriors army in games of Warhammer 40,000, and an exclusive Detachment – the Grand Company.
Books
FAQTraitor Legions
Iron Warriors Special RulesAny Detachment with the Chaos Space Marines Faction can be from one of the nine Traitor Legions. An Iron Warriors Detachment retains the Chaos Space Marines Faction and is treated in all ways as a Chaos Space Marines Detachment, with the following modifications:
Blood FeudAll units with the Veterans of the Long War special rule re-roll failed To Hit rolls in every round of close combat when attacking Imperial Fists units. However, all Imperial Fists units have the Hatred (Iron Warriors) special rule.Iron Within, Iron WithoutUnits with the Veterans of the Long War special rule have the Feel No Pain (6+) special rule.Patrons of the TechnovirusUnits of Obliterators and Mutilators are Troops choices instead of Elites choices.Siege MastersUnits can re-roll armour penetration rolls against buildings that do not result in a glancing hit or penetrating hit, and add 1 to the result when rolling on the Building Damage table. In addition, units of Havocs, Obliterators and Mutilators have the Tank Hunters special rule.Special RulesSiegebreakerInstead of attacking normally, the bearer can choose to make a single Attack, resolved at Strength 10 and AP1.Tactical Objectives
Presented below are six Tactical Objectives to use in your games of Warhammer 40,000, which are exclusive to Iron Warriors players and reflect their highly destructive style of warfare. If your Warlord is from an Iron Warriors Detachment or Formation, you may replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules with the Tactical Objectives on this page.If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Iron Warriors player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), they instead generate the corresponding Iron Warriors Tactical Objective, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally. HOLD THE BATTLE LINE An Iron Warriors battle line should be unbreachable. Prove it. 11 Score 1 Victory Point at the end of your turn if, during your turn, you completely destroyed an enemy unit that was even partially within 18" of your own table edge. Type: IRON WARRIORS TACTICAL DESTRUCTION The enemy seeks to hold a valuable position against you. Attest to their folly by annihilating them. 12 Score 1 Victory Point at the end of your turn if, during your turn, you completely destroyed an enemy unit that was controlling an Objective Marker at the start of your turn. Type: IRON WARRIORS WANTON OBLITERATION Prove the superiority of the technovirus by using it to ensure the foe’s annihilation. 13 Score 1 Victory Point at the end of your turn if a friendly unit of Obliterators or Mutilators completely destroyed an enemy unit during your turn. Type: IRON WARRIORS HOLD AND FORTIFY Hold this crucial position, and let none dispute your control of it. 14 When this Tactical Objective is generated, nominate one Objective Marker. Score D3 Victory Points at the end of your next turn (or the end of the game) if, at the end of your next turn (or the end of the game), you control that Objective Marker. Type: IRON WARRIORS MASTERS OF DEMOLITION The Iron Warriors have no equal when it comes to demolition. 15 Score 1 Victory Point at the end of your turn if, during your turn, any enemy buildings or Fortifications lost a Hull Point or Wound. Score D3 Victory Points instead if any enemy buildings or Fortifications were destroyed during your turn. Type: IRON WARRIORS DESTROY THEIR ARMOURY Without vehicle support, the enemy’s strength is nothing compared to your own. 16 Score 1 Victory Point at the end of your turn if at least one enemy vehicle was destroyed during your turn. Score D3 Victory Points instead if at least 3 enemy vehicles were destroyed during your turn. If five or more enemy vehicles were destroyed during your turn, Score D3+3 Victory Points instead. Type: IRON WARRIORS Warlord TraitsWhen generating his Warlord Traits, a Warlord from an Iron Warriors Detachment or Formation may choose to roll on the table below instead of those found in Warhammer 40,000: The Rules or Codex: Chaos Space Marines.
DetachmentsIron Warriors Grand CompanyThe Grand Company allows you to represent the typical structure of an Iron Warriors army on the battlefield. Whether you wish to bring death and destruction with the full might of a Chaos invasion force, or field an elite warband tasked with some dark purpose, the choices below offer a great way to pick your army. A Grand Company is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Grand Company are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Grand Company, the entire Grand Company is your Primary Detachment. Command
0-4 Core
1+ Auxiliary
1+
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to four Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment and all units must have the Chaos Space Marines Faction. COMMAND BENEFITS Intractable Brotherhood: All non-vehicle units from this Detachment have the Stubborn special rule. Non-vehicle units from this Detachment that are on or within a Fortification have the Fearless special rule instead. The artefacts borne by the Warsmiths and lesser lords of the Iron Warriors are much like their bearers – brutish, unsubtle and designed for mass destruction. Only one of each of the following items may be chosen per army, and only one may be chosen per model. Units in an Iron Warriors Detachment or Formation that can normally take Chaos Artefacts in Codex: Chaos Space Marines can choose to take items from the Chaos Artefacts of the Iron Warriors list below at the points cost shown instead.
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