The Iron Hands Chapter comprises ten Clan Companies, each one a hundred-strong brotherhood of warriors and a formidable army in its own right. Each possesses its own unique qualities, has its own long and proud history, and has forged for itself a different role within the Chapter though ages of war in the defence of the Imperium.
How This Supplement WorksThis page details additional special rules, Warlord Traits, relics and Tactical Objectives that reflect the fighting style of an Iron Hands force. You can use this to field a Detachment or even a whole army of the Iron Hands, or one of their successor Chapters, in games of Warhammer 40,000.Books
Iron Hands DetachmentsAny Detachment with the Space Marines Faction can be an Iron Hands Detachment if all units in the Detachment with the Chapter Tactics special rule are drawn from the Iron Hands. An Iron Hands Detachment retains the Space Marines Faction and is treated in all ways as a Space Marines Detachment. Iron Hands Detachments may also use the following rules:The Flesh is Weak: Non-vehicle Iron Hands models have the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls. Machine Empathy: Iron Hands characters and vehicles have the It Will Not Die special rule. Furthermore, Iron Hands Techmarines add 1 to their Blessing of the Omnissiah rolls. March of the AncientsIn an Iron Hands Detachment, units of Dreadnoughts, Venerable Dreadnoughts, Ironclad Dreadnoughts and Contemptor Dreadnoughts may be taken as Heavy Support choices as well as Elites choices.Scions of the ForgeFor each HQ choice in an Iron Hands Detachment (not including other Techmarines) you may include up to three Techmarines. These selections do not use up a Force Organisation slot.Special RulesSevering StrikeEach time the bearer of the Axe of Medusa rolls a 6 To Hit, resolve that attack at +4 Strength instead. Any other hits are resolved at +2 Strength as normal.Tactical Objectives
Presented below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Iron Hands players, and reflect the emotionless and methodical style of warfare employed by the Sons of Medusa. If your Warlord is drawn from the Iron Hands, you must replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules either with the Tactical Objectives found in Codex: Space Marines, or with these Tactical Objectives. 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 Hands player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Iron Hands player instead generates the corresponding Iron Hands Tactical Objective, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally.METHODICAL DESTRUCTION Utilise optimised fire patterns to destroy your targets. 11 When this Tactical Objective is generated, choose three enemy units and label them ‘1’, ‘2’ and ‘3’. Score 1 Victory Point at the end of your turn if you completely destroyed unit 1. Score D3 Victory Points instead if you completely destroyed units 1 and 2 during the turn. If you completely destroyed all three units during your turn, score D3+3 Victory Points instead. Type: IRON HANDS ADVANCE AND SECURE Your objective has been identified; converge on the target coordinates and await further instructions. 12 Score 1 Victory Point at the end of your turn if you control the Objective Marker closest to the centre of the battlefield. If more than one Objective Marker is joint closest to the centre, your opponent chooses which you must control. Type: IRON HANDS MARCH OF THE MACHINES The honoured Ancients of the Chapter who have transcended their bodies of flesh shall lead us to victory. 13 Score 1 Victory Point at the end of your turn if at least one Iron Hands Walker successfully charged an enemy unit during your turn. Type: IRON HANDS DESTROY THE WEAK The weakness of the enemy forces cannot be tolerated. Purge all trace of them from the battlefield with bolter and blade. 14 Score D3 Victory Points at the end of your turn if at least one enemy unit was completely destroyed in both your Shooting phase and your Assault phase. Type: IRON HANDS THE STRENGTH OF METAL Look upon the strength of the machine and know for certain that the flesh is weak. 15 Score 1 Victory Point at the end of your turn if at least one model with the Machine Empathy rule regains a Wound or a Hull Point at the end of your turn, or if a model with the Blessing of the Omnissiah special rule successfully repaired a Vehicle. Type: IRON HANDS COLD FURY The machine spirits have been roused to war — let the enemy feel their cold fury. 16 Score 1 Victory Point at the end of your turn if any enemy units were completely destroyed by an Iron Hands Vehicle during your turn. If three or more enemy units were completely destroyed by Iron Hands Vehicles during your turn, score D3 Victory Points instead. Type: IRON HANDS Warlord TraitsWhen generating his Warlord Traits, an Iron Hands Warlord may choose to roll on the table below instead of on those found in Warhammer 40,000: The Rules or Codex: Space Marines.
DetachmentsFist of Medusa Strike ForceThe Fist of Medusa Strike Force allows you to represent the Iron Hands and the unique strengths of their way of war. Whether you wish to assemble a mechanised strike force to crush the weakling warriors of the enemy, or field a small cadre of warriors in support of a larger force, the choices below offer a number of benefits. The Fist of Medusa Strike Force 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 Fist of Medusa Strike Force 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 Fist of Medusa Strike Force, that entire Fist of Medusa Strike Force is your Primary Detachment. Command
0-3 Core
1-2 Auxiliary
1+
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one more Core choice, up to three Command choices and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must be drawn from the Iron Hands Chapter. COMMAND BENEFITS Logical Commander: If this Detachment is your Primary Detachment, your Warlord has two Warlord Traits instead of one. This extra Warlord Trait must be generated from either the Tactical or Strategic Traits table. If you roll twice on the same table, re-roll duplicate results. The Gifts of the Gorgon are revered technological artefacts, and some have been borne into battle by the Clan Companies of the Iron Hands for millennia. Only one of each of the following relics can be chosen per army - there is only one of each of these items in the entire galaxy! Units in an Iron Hands Detachment that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Gifts of the Gorgon list at the points cost shown instead. You can take items from both lists in the Detachment. Note that The Ironstone, The Gorgon’s Chain and The Tempered Helm do not replace one of the model’s weapons.
Each time the bearer suffers an unsaved Wound, or recovers a Wound as a result of the It Will Not Die rule, the effects of the Gorgon’s Chain change immediately; you should roll the bearer’s saves individually.
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