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★ Iron Warriors

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 Works

On 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


BookKindEditionVersionLast update
► Traitor LegionsCodex Supplement71.0January 2017

FAQ

Traitor Legions

 Q: Alpha Legion have the ability to bring Cultists back on a 4+ in their Insurgency Force, but the only way to take Cultists is in the Lost and the Damned Formation which already has the rule. How do these interact?
 A
These rules do not interact in any stackable way.

Iron Warriors Special Rules

Any 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:
All units in an Iron Warriors Detachment or Formation gain the following special rules:

Blood Feud

All 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 Without

Units with the Veterans of the Long War special rule have the Feel No Pain (6+) special rule.

Patrons of the Technovirus

Units of Obliterators and Mutilators are Troops choices instead of Elites choices.

Siege Masters

Units 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 Rules


Siegebreaker

Instead of attacking normally, the bearer can choose to make a single Attack, resolved at Strength 10 and AP1.

Tactical Objectives

D6Result
11Hold the Battle Line 
12Tactical Destruction 
13Wanton Obliteration 
14Hold and Fortify 
15Masters of Demolition 
16Destroy Their Armoury 

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 Traits

When 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.

D6Warlord Traits
1Iron Without
This Warlord is more machine than man.
Your Warlord has the Feel No Pain (4+) special rule, which cannot be improved by any means. 
2Cold Calculations
This Warlord has no room for emotion left in his mind – only ruthless efficiency.
Your Warlord has the Fearless special rule. 
3Master of Fortifications
Few can better this Warlord’s ingenuity for bolstering fortifications.
After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered in this way once. 
4Technoviral Manipulator
This Warlord has an innate understanding of the intricacies of the Obliterator technovirus, and can turn it to his own ends.
Friendly units of Obliterators from an Iron Warriors Formation or Detachment that are within 12" of your Warlord can choose to fire the same weapon in consecutive Shooting phases
5Steel Castellan
The presence of this inspirational Warlord within the castle walls spurs his warriors on to greater acts of defiance.
Your Warlord and his unit have the Counter-attack and Split Fire special rules whilst in cover. 
6Master of Blasphemous Machines
This Warlord can perform minor repairs to damaged vehicles with remarkable swiftness, helping to ensure his machines of war are ever ready to fight.
Friendly vehicles with the Chaos Space Marine Faction have the It Will Not Die special rule whilst they are within 6" of your Warlord

Detachments


Iron Warriors Grand Company

The 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+


LORD OF THE LEGION
 • 1 of the following:
  - Chaos Lord
  - Sorcerer
  - Dark Apostle
  - Daemon Prince

 • 1 Chaos Lord
 • 0-1 Sorcerer
 • 1-3 units chosen in any combination from the following list:
  - Chosen
  - Chaos Terminators
  - Possessed
 • 2-6 units of Chaos Space Marines
 • 1-3 units chosen in any combination from the following list:
  - Raptors
  - Warp Talons
  - Chaos Bikers
 • 1-3 units chosen in any combination from the following list:
  - Havocs
  - Helbrute

STRONGHOLDS OF CHAOS
 • 1-3 Fortifications

 • 1 Warpsmith
 • 3-5 units chosen in any combination from the following list:
  - Helbrute
  - Maulerfiend
  - Forgefiend
  - Defiler

 • 1 Warpsmith
 • 3-5 units chosen in any combination from the following list:
  - Chaos Predators
  - Chaos Vindicators
  - Chaos Land Raider

 • 1 Chaos Lord or Sorcerer
 • 3-5 units of Chaos Terminators
 • 1 Dark Apostle
 • 4-9 units of Chaos Cultists

 • 2-4 Heldrakes

 • 1-3 Warpsmiths
 • 3-5 units chosen in any combination
from the following list:
  - Obliterators
  - Mutilators

 • 1 Chaos Lord
 • 3-5 units chosen in any combination from the following list:
  - Raptors
  - Warp Talons

 • 1 Daemon Prince
 • 3-5 units of Possessed

SPAWN
 • 1-3 units of Chaos Spawn

RESTRICTIONS
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.

Masters of Annihilation: When firing Barrage and/or Ordnance weapons with models from this Detachment, you can choose to re-roll the scatter dice.

Warsmith: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Iron Warriors Warlord Traits table.

Chaos Artefacts of the Iron Warriors

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.

Nest of Mechaserpents 20 pts
Axe of the Forgemaster 25 pts
Siegebreaker Mace 25 pts
Warpbreacher 25 pts
Cranium Malevolus 30 pts
Fleshmetal Exoskeleton 30 pts

Axe of the Forgemaster

That which this cog-toothed axe creates, it can also destroy, for the masters of the Daemon forges have long had to ensure dominance over their creations with acts of might as well as cunning. An inherent authority over machines bleeds from the metallic skin of this massive greataxe. Such are the energies of unmaking that are bound into this axe’s haft that a single blow can turn an adamantium-hulled tank to a pile of rusted scrap. Even xenos war engines simply come apart when struck hard enough, disintegrating with screams of tortured materials.
Replaces one of the bearer’s Melee weapons.

Range S AP Type
- +1 2 Melee, Armourbane, Master-crafted, Unwieldy

Cranium Malevolus

This iron-clad death’s head was once a servo-skull taken from the Sainted Halls of Terra. Though intended as little more than a trophy, under the ownership of the Iron Warriors it has mutated into a mouthpiece for the mind-shattering language of the soul forges. The coded blurts of Dark Tongue it emits are potent enough to undo the machine spirits of enemy technology. Its scrapcode chant is so maddening that opposing war engines will spontaneously immolate themselves in order to avoid spending another second near the floating, anarchic device.
At the start of the bearer’s Shooting phase, enemy vehicles within 2D6" of the bearer suffer an automatic hit with the Haywire special rule. Cover saves cannot be taken against this hit.

Fleshmetal Exoskeleton

This warrior embodies the maxim ‘Iron within, Iron without’ in a quite literal sense. His body, long ago clad in the fleshmetal so prized by the Eye of Terror’s Warpsmiths, has bonded with his protective wargear so that his anatomy is metallic on the inside as well as the outside. A blade that manages to penetrate his armour will blunt itself on the hardened flesh beneath, and the return blow will not be long in coming. Even those enemies that somehow deal the warrior significant damage will see their adversary’s cabled muscles reknit in a frenzy of silvered fibres until they are rebuilt as strong as ever.
The Fleshmetal Exoskeleton confers a 2+ armour save. In addition, the bearer has the It Will Not Die special rule.

Nest of Mechaserpents

The morass of mechanical tentacles that graces the wearer’s back are possessed of an insidious and cruel consciousness. Not in fact a single relic of the Long War, but rather a collection of several small and deadly Daemon Engines, the coil is as spiteful and fierce as any mortal worshipper of Chaos, loyal only to its master. When a worthy foe comes close, the mechatendrils will snake from their master’s back to slither quickly across the battleground, whipping around legs, arms and necks to throttle the enemy so that their master might deliver the killing blow.
Warpsmith only. The Nest of Mechaserpents is an upgrade to the bearer’s mechatendrils. When fighting in a challenge, resolve two of the bearer’s Attacks separately first before resolving the remainder. If both of these initial Attacks score successful hits, the bearer’s remaining Attacks have the Instant Death special rule that turn.

Siegebreaker Mace

Though most of the Iron Warriors’ siegemasters batter the enemy’s defences to rubble with mercilessly accurate bombardments, there are those who prefer to turn the tide first hand, striding the crater-riddled field without fear. The Siegebreaker Mace is a weapon that has become legendary amongst these bombastic warriors. A vast sphere of dense starmetal bound with sigils of shattering and mounted on the wrist-thick pole of a captured Adeptus Astartes standard, the Siegebreaker Mace was created with acts of destructive symbolism in mind. When swung with sufficient force, it can blast rockcrete walls to scattering shards, allowing the wielder to stomp imperiously through the dusty remnants of a barrier that once seemed insurmountable.
Replaces one of the bearer’s Melee weapons.

Range S AP Type
- +2 4 Melee, Concussive, Master-crafted, Siegebreaker

Siegebreaker: Instead of attacking normally, the bearer can choose to make a single Attack, resolved at Strength 10 and AP1.

Warpbreacher

This complex net of mechatendrils incorporates a large, ivory-toothed claw. Every long incisor has been inscribed with a dozen runes in the Dark Tongue, each symbol no larger than a quill-tip, but potent nonetheless. The wearer of Warpbreacher can use the claw to reach into the Empyrean, plucking a Daemon attracted to the carnage of the battlefield from its voyeuristic fugue and thrusting its soul into the corporeal form of a nearby vehicle. Such a favoured mechanism will growl like a living thing as the chaotic animus within rails against its imprisonment – to the detriment of all mortal creatures nearby.
Warpsmith only. Warpbreacher is an upgrade to the bearer’s mechatendrils. At the start of each of your turns, the bearer can grant the Daemonic Possession Chaos Vehicle Equipment upgrade to a friendly vehicle within 3" of him, so long as the vehicle has the Chaos Space Marine Faction and does not already have the upgrade.