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For those of you that haven't been keeping up on discussions in the + NEWS, RUMORS, AND BOARD ANNOUNCEMENTS + forum, a debate has sprung up around the thematic influences on the Iron Hands Legion/Chapter in the discussion about the latest models and combat patrols announced for the Imperial Fists, Iron Hands, Raven Guard, Salamanders, and White Scars Chapters. If you just crawled out from under a rock, you can see the announcement, which was part of the recent Big Summer Preview, here. The issue arises from the weapon that the new Iron Hands Iron Captain, Caanok Var, is bearing. To simplify things, the image is below. (click the image to see the large version) Many hobbyists have described the weapon as a tetsubō (or kanabō), the studded/spiked war club used in Feudal Japan, both in history as well as in legend (e.g., by the mythical oni). That is not an inaccurate description, though it should be remembered that studded/spiked war clubs were not confined to the Far East, having been used by various cultures across the world, not to mention primitive post-apocalyptic settings such as Neegan's Lucille. Examples can be found in pre-Columbian Mesoamerica, sub-Saharan Africa, across Europe (including Ancient Greece), etc. More importantly, Caanok Var's club includes stylistic choices that are reminiscent of the various mauls that are used by the Adeptus Arbites. The controversy (okay, it's controversial to some, but not to others) stems from whether or not the club is accurate to the Legion's/Chapter's theme, whether you base that on the cultural influences that you perceive or from precedents from other Iron Hands models. Some people like (or accept) the club and others don't, and that's okay. The "debate" was becoming disruptive in the context of the NRBA discussion, but it's worth pursuing, so this topic has been created so that members can identify the various thematic influences they see on the Iron Hands Legion/Chapter and how those influences might be represented on models. It is important to remember that while there are a few key elements of the Legion's/Chapter's theme, the overall theme of the Iron Hands is a lot more subtle and complex than some of the more overtly themed Chapters such as the Space Wolves and Blood Angels (both of which also have myriad other subtle influences woven into the more obvious elements). Different hobbyists are going to focus on different things, emphasizing those things and de-emphasizing other things. Where one hobbyist might see the Iron Hands being X, others may see them as being Y or Z. There is no right or wrong answer here.
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It's been pretty quiet around here lately, and I'm assuming that's because my fellow Iron Captains are out purging xenos and heretics! So what has everyone been running? What tactics, combos, units, and/or army builds have been working for you? I've only played three games, but so far I'm a fan of my Venerable Dreadnoughts. The double-FNP gives them extra durability that always confounds my opponent (my one Tau opponent literally dropped f-bombs when I was saving wounds), and a pair of Thunderfire Cannons have probably sterling service in clearing away chaff units and objective holders like Fire Warriors and Tactical Marines. I've encountered lots of deep strikers though, so deploying so as to prevent a back-field drop seem very important to me, which is another reason why I like both my Hunter and the TFCs: they have 60" range and the TFCs don't need LOS, so I can stick them near enough to the table edge to close down landing zones without gimping their ability to reach across the table.
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If there is a Techmarine next to a unit of Honor Guard and the Techmarine is shot, it wounds, he fails his armor save and the 6+ "feel no pain", or whatever it is called now, but then the Honor Guard rolls for their ability to take the wound instead of the character and succeeds, do they to get the 6+ "feel no pain"? So, is that ability kinda better for the Iron Hands? Please excuse grammar, Spelling mistakes and such.
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So.....I've been wanting to challenge myself for a while now and part of this will be trying to model a viable Iron Hands army based around The Crusade of Steel. For anyone who's yet to read the codex here's the brief summary we find: " Kardan Stronos leads the full might of the Iron Hands and Brazen Claws chapters against the Necron dynasty of the Crimson King. Stronos refuses to fall back in the face of a massive counter-attack, and alongside Garrsak Clan Company he somehow fights his way to strike the Crimson King a mortal blow that shatters the Necron's command structure." I chose this excerpt to base my army around as it is a snippet with quite a open scope I think. As it's a small mention it gives me a great chance to explore some concepts. To begin with I have the new strike force box set, 2 sets of the IH upgrade packs and also I think one of the old battle forces. What I really need is your help! - what other fluff exists for the Crusade of Steel? - modelling ideas for Necron gauss blast damage on power armour? - army list ideas to reflect fluff and also be flexible enough to hold its own? Really looking forward to hearing your ideas folks! :) BCC
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So I thought I'd share some reports from playing my Iron Hands. I will add on to this thread as I go along and get interesting games in. First up is a 1000p game vs Chaos Daemons. I went with a CAD My list: Belisarus Cawl 5m Tac Squad - flamer, rhino 5m Tac Squad - melta gun, imperial marine Stormtalon - skyhammer 2x Quad Mortars Knight Warden His list: Fateweaver 11 Pink Horrors 11 Blue Horrors 7 or 8 Screamers Herald Anarcich Formation Herald on disc w grimoire Herald on disc Herald w paradox I knew his list was scary, I built it for him. Even though I took some of the cheesiest thing Marines could bring I knew it would be very tough. Recap: The knight was the weakest link this game. Too many small cheap summoned units everywhere, at one point i even had to assault a 30p unit of Brimstone Horrors that he had gotten for free from the warp storm table. The stars of the game was everything else. The mortars did good on thinning out his objective holders. The Stormtalon blew fatey out of the sky over two turns. The tactical squad with the rhino actually managed to survive 3 assault phases from a full unit of daemonettes and eventually even wipe them out. And it was the first time I tried Cawl and boy is he tough. My opponent made a mistake and came to close to me with his screamer star. I assaulted them with Cawl and his 5man tac squad tying them up for several turns. Finally he failed his grimoire and I could finish off his star. http://i300.photobucket.com/albums/nn18/mperssonbmmseifer/20170413_201432_resized_zps5ymx2ebh.jpg He had a big lead on maelstrom points up until T6 where I managed to catch up. But it was to late. Daemons won 13-12. Next game will be same opponent but 1500pts instead
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I'm trying to compile a chronology of Iron Hands stories. I know not all may not have direct references to each other, and I may be missing a few tales in this list. I began using main characters or limited appearances of them to go by. I would appreciate any input offered. Primarch Ferrus Manus: Feat of Iron -> Promethean Sun (Salamanders) -> Fulgrim Shadrak Meduson: Feat of Iron -> Meduson -> Hand Elect -> Grey Talon -> The Either Bion Henricos: Feat of Iron -> Scars -> Grey Talon (Iron Hands + White Scars) -> Little Horus Durun Atticus: Veritas Ferrum -> The Damnation of Pythos (Captains Plienus, Sabinus, & Khalybus appear briefly in a hololith conference with Atticus) Khalybus: The Noose (Iron Hands + Raven Guard) Kratoz: Deeds Endure (Iron Hands + Salamanders) Ishmal Sulnar: Unforged (Salamanders) -> Unspoken (Salamanders + Iron Hands) Crius: Riven -> Keys of Hel
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Absolutely bonkers. A minimum of four vehicles can fit in this aura.
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So I figured I'd come to you guys for a Chapter-specific painting question. I finally found the motivation to put paint to brush to model, and I started working on my Honor Guard models. No sneak peaks (I want to wait until they're finished to post any), but suffice to say that I'm using the most-techy artifcer armored models I could find, aka the new(ish) Techmarine models, with arm swaps for weapons, obviously. The question is, what color do I paint their helmets? The rest of them are the standard black, highlighted with gray, that I used on this lot: http://i62.photobucket.com/albums/h96/DTRI/Iron%20Hands/Leaders/IMAG0242_zps054babd1.jpg Each has a Mechanicus shoulder pad with red, and the Chapter pauldrons are standard metallic-lined with white iconography, but I'm stuck on how to paint the helmets. More red, to show more connection to the Mechanicus? White, as the Codex-approved helm color for veterans? Stick with black?
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Since the last thread intended to inspire hobbyists/show off your stuff is months old, it seemed best to make a new hobby image section rather than risk getting banned necroing an old work. Full disclosure, most of these models aren't painted by me. Only the Librarian and a scant handful of base-coated models are the original pieces, while the rest were made by another fan.
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Just curious if any other chapters view their own primarch with disapproval like the Iron Hands do. Anyone know? After reading the Wiki on Iron Hands I got the impression that the Iron Hands view Ferrus Manus as an example not to follow. That they feel he let his emotions get the better of him and that is why he died. So they have gone full-tilt into analytical and logical thinking. It is a really interesting view as the Iron Hands had to cope with not only losing their Primarch but realizing that the idols they held dear were fallible. Not just from their own primarch letting his emotions cause his dead but also the other primarchs and their fall to chaos. It makes me wonder how the Iron Hands reacted to Guilliman coming back. The Blood Angels revere him as seen in Devastation of Baal. But I think the Iron Hands would be kind of stand-offish. I think they would accept the primaris upgrades willingly as it would be logical to accept a better system to craft their warriors with even if it was going to be replaced with metal. But it makes me wonder. Anyone know of any canon that covers this?
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Hi all. I’ve been reading through the Space Marine codex, looking for different units that would combine well with the Iron Hands traits (beside the obvious ones). There were a few units that caught my eye, but the Whirlwind has truly peaked my interest. A Whirlwind with a Castellan launcher has 2D6 (meaning an average of 7) Str 6 and AP -1 shots on anything within 72”. And I mean anything since it ignores LOS. Then add in the Iron Hands ability to move and shoot heavy weapons with no penalties and re-rolling 1s, and the strat to fire a Whirlwind twice in one turn. And all this for a unit that costs 80 points. How is this not a thing in more Iron hands lists? 1 or 2 in any list can be a major nuisance. Am I missing something? Has this been brought up before? Let me know if I’m totally out to lunch here.
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Dear Clans of Medusa, although I am not an Iron Hands Player and probably never will be, the Clans of Medusa have special Place in the Cathedral of my Veneration of the Dark Millennium, and I am curious how you see the Arrival of the Primaris Marines. And please: Purely fluffwise! Flesh born from Machines (which is currently the common interpretation), from your Allies from Mars? Do welcome them? Do you think there are any problems in integrating them into the Clans? Questions like these wander my Mind Circuits … Thanks in advance!
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what do you guys think? we can make one or more dreads a character (stratagem) and bc they are a character we can give them a warlord trait (stratagem) like FNP 5+ not sure if a relic is allowed ive read somewhere that vehicles cant have relics. for me the obvious pick would be IronClad dread, 4 attacks + 1 double CC choice + 1 shock assault + 1 character stratagem , T8, chainfist, and 8 wounds
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Hey everyone. This is my first go with the Iron Tenth. Ill be using this to mostly as a work in progress log as the legion is largely unassembled. Hopefully ill be able to add some battle reports in here and there. Anyways, I haven't decided on a clan yet, but here's the group so far.
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This Saturday I attended a tournament under German TTM rules with modifications of no "seize the initiative" and fixed missions, deployment zones and objective markes. No Maelstrom, ("Big guns never tire"(you decide the role, instead of fixed "heavy support" about your opponent) and "Vital Intelligence(primary and secondary missions). I recently started a gatekeeping thread about Feirros and Leviathans and kinda Repulsor Castles. We were 16 people. 2nd place went to a Orga-Member who does play Iron Hands for 2 weeks (really, green sprayed Iron Hands). 4th place went to Iron Hands as well (Meta Jump for a seasoned veteran (TTM-Championship Member). Meta was VERY Knights heavy (2 + 2 ) (Imperial and Chaos), 2 Ork, 4 Iron Hands (3 copy paste lists, and my list "Tourn 2 Champs"), 2 Custodes, 1 Guard, 1 Necron, 1 Imperial Fists, 1 Ultra Marine. There were about 10 Leviathans across the hall ( I did not play one). 1st opponent against me, which also did get 1st place, to get a reference what might be "stressfull" for Iron Hands players. " ++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [48 PL, 7CP, 701pts] ++ + No Force Org Slot + Archeotech Specialist [-1CP]: Archeotech Specialist: 1 Extra Relic Battle-forged CP [3CP] Detachment CP [5CP] Forge World Choice . Forge World: Stygies VIII + HQ + Daedalosus [3 PL, 50pts] Tech-Priest Enginseer [3 PL, 30pts]: Relic: Autocaduceus of Arkhan Land + Troops + Kataphron Breachers [8 PL, 90pts] . Kataphron Breacher: Arc Claw, Heavy Arc Rifle . Kataphron Breacher: Arc Claw, Heavy Arc Rifle . Kataphron Breacher: Arc Claw, Heavy Arc Rifle Kataphron Breachers [8 PL, 90pts] . Kataphron Breacher: Arc Claw, Heavy Arc Rifle . Kataphron Breacher: Arc Claw, Heavy Arc Rifle . Kataphron Breacher: Arc Claw, Heavy Arc Rifle Kataphron Breachers [8 PL, 93pts] . Kataphron Breacher: Heavy Arc Rifle, Hydraulic Claw . Kataphron Breacher: Heavy Arc Rifle, Hydraulic Claw . Kataphron Breacher: Heavy Arc Rifle, Hydraulic Claw + Heavy Support + Skorpius Disintegrator [6 PL, 116pts]: 3x Cognis Heavy Stubber, Ferrumite Cannon Skorpius Disintegrator [6 PL, 116pts]: 3x Cognis Heavy Stubber, Ferrumite Cannon Skorpius Disintegrator [6 PL, 116pts]: 3x Cognis Heavy Stubber, Ferrumite Cannon ++ Spearhead Detachment +1CP (Imperium - Space Marines) [27 PL, , 505pts] ++ + No Force Org Slot + **Chapter Selection**: Iron Hands Successor, Master Artisans, Stealthy Detachment CP [1CP] + HQ + Captain [6 PL, -1CP, 103pts]: Chainsword, Jump Pack, Storm shield, Stratagem: Paragon of Iron, Student of History, Teeth of Terra, The Imperium's Sword, Warlord + Heavy Support + Eliminator Squad [4 PL, 72pts] . Eliminator Sergeant: Bolt sniper rifle, Camo cloak . 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak Eliminator Squad [4 PL, 72pts] . Eliminator Sergeant: Bolt sniper rifle, Camo cloak . 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak Eliminator Squad [4 PL, 72pts] . Eliminator Sergeant: Bolt sniper rifle, Camo cloak . 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak Hunter [4 PL, 83pts]: Hunter-killer missile, Storm bolter Stalker [5 PL, 103pts]: Hunter-killer missile, 2x Icarus stormcannon, Storm bolter ++ Super-Heavy Detachment +3CP (Imperium - Imperial Knights) [43 PL, 1CP, 792pts] ++ + No Force Org Slot + Detachment CP [3CP] Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom Household Choice: Questor Mechanicus . House Krast + Lord of War + Armiger Warglaives [9 PL, 162pts] . Armiger Warglaive: Heavy Stubber Armiger Warglaives [9 PL, 162pts] . Armiger Warglaive: Heavy Stubber Knight Crusader [25 PL, 468pts]: Character (Exalted Court), Character (Heirloom of the House), Character (Knight Lance), Heavy Stubber, Heirloom (Krast): The Headsman's Mark, Ironstorm Missile Pod, Thermal Cannon, Warlord Trait (Krast): First Knight . Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer ++ Total: [118 PL, 8CP, 1,998pts] ++ " I tried to play the mission, full time (3h), he won, since he stomped on "big guns never tire" objectives and won by point difference. he crushed chaos knights turn 1 and crushed Iron Hands (triple repulsor, Feirros, Leviathan) Castle turn 2. The only thing I regret with my list was to have taken Null Zone instead of Might of Heroes. So, Iron Hands are beatable, but rewarding for point and click games, list writing and THE MENTIONED rules/conditions we played at. I am interested how they fare before and after Chapter Approved. My "critisized" Iron Hands lists might have trouble against Orks, I am serious, watch out! I think "Classic Hands" might do well against purer Knights Lists and Eldar on shoot downs, but mixed with Admech is a hard push if u want to win by points. I hope you can contribute how "Classic Hands" can fare against Tau, Dark Eldar, Eldar (flying Alaitoc or other stuff), Guards etc. I had a better chance to win with "my" list than classic, since I go more midfield and wide but it is in no way an easy match up for me and you guys. Last point, be aware your Feirros can 1 turn sniped by a Vindicare (that was a fun time), Cogitated Martydom is totally worth it to burn almost every turn.
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Iron Hands in Shadow Wars?
Token posted a topic in + ADEPTUS ASTARTES / LOYALIST LEGIONES ASTARTES +
Are there any chapter that would fit as Iron Hands in the rules? Perhaps using chaos as Iron Hands, with nurgle or the one that gives inv. save counting as their bionics? -
Hi all, I'm starting an Iron Hands army and i'm looking to order my first intercessors and an upgrade set. However, am I right in thinking that you would need 2 upgrade sets to have enough shoulder pads for a 10 man squad? If so, it feels like the upgrade set is prohibitively expensive to me - 2 x £15 sprues per squad almost doubles the price of the unit. I know there will be a lot of spare parts for other units but it doesn't change the fact you would have to buy A LOT of these boxes if you wanted those shoulder pads across the whole army. Can anyone recommend any good alternatives if I choose not to go the upgrade set route please? Is the Forge World transfer sheet my best bet?
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How to you view Ferrus Manus and his personality? I was reading the thread about Ferrus's eyes and general portrayal complaints (most of which I agree with), and thought this would be an interesting discussion topic. I really like hearing other people's perspectives on the characters in the 40k lore, because we all interpret it a little differently. So, what do you imagine Ferrus to be like? Does your army view him the same way? For sake of generating interest, here's a bit of my opinion: We know that so many of the Primarchs harbored secret fears and doubts, and I think Ferrus was actually very similar to Fulgrim in this sense, plagued by a fear of inadequacy, and a growing obsession with bettering himself. Obviously different personalities meant different approaches: Fulgrim needing to be good at everything by doing everything, Ferrus needing to be the best by stripping away anything that would weaken him, but both fueled by a sense of being an "innate" failure. (It's a pretty common psychological trait in perfectionists, ofc.) I view him not as hating things that were "frivolous", and maybe even really liking art and such, but chose to reject them anyway due to their lack of practicality - and Emperor forbid if we make a slip. This would be why he and Fulgrim got along so well, of course, and why he got along well with someone who, on the surface, he should dislike. Fulgrim regularly showed him the practical value and application of things Ferrus dismissed, which I think writers have shown (more or less). Why wear fancy-pants armor? Because troops need pride and inspiration. For example. I liked the Nemurial Scrolls concept (though I too despise the overused "hoist by own bionic pertard" trope) because it was similar to my own view, and also that it showed he wasn't as cold and harsh as he carried himself and was genuinely concerned for his Legion and his brothers. One could argue that they sort of....approached this idea in Feat of Iron, I also like the idea they've touched on with a lot of the Primarchs, that each was hiding some Problem in themselves and their Legion but was putting it off instead of dealing with it. As for the Iron Hands himself, I always got the impression that, beyond strict adherence to his rules, Ferrus let them play whatever stupid squabble games they wanted to do and stayed out of it, because he felt the struggle made them stronger in the end - they weeded themselves out. And that this was general Medusan culture - that they survived harsh conditions by being dogged (and relying on their own technological creations). What I mean is, Ferrus figured that B.S. had a way of weeding itself out if one stayed focused. But, of course, this wasn't happening, and new problems started presenting themselves in the legion prior the Heresy, which surely he knew about, whether or not he blamed the "reliance on technology" or rejection of humanity or whatever. I'd actually presume he would more likely have blamed himself: failure to lead, being to soft, something he was at fault for. Like his metal arms that were something out of his control, he would blame himself for outside problems. Maybe for not being able to control everything? I also imagine him to actually be a really funny guy, in a Laconic way, which they give snippets of in some stories but I don't think they show enough. He was the Sparta to Fulgrim's Attic salt, of course. (I also don't think he was so darn mad all the time, just a grump who was quick to point out malarkey.) I liked that Iron Hands character that made dry jokes in machine voice, and people weren't sure he was joking. (I forget what his name was.) (For the Tabletop, though, I like my armies obsessive and hypocritical, because I think it's funny, but that wouldn't have been true in the year 30K.) I didn't mean to write an essay, sorry. Share your thoughts! (New to the forum but not in the game, so, hello!)
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These two short stories from the Black Library form an Iron Hands narrative revolving around the Chapter's servitors, seen through the eyes of Veteran-Sergeant Dolmech: The Blessing of Iron, by Anthony Reynolds The Memory of Flesh, by Matthew Farrer Published in 2012, they both make for short but sweet reads, and are both wonderfully bonkers in the 40k way. Warmly recommended. Farrer's penmanship is especially suited for the weird story playing out. Have you read them? What did you think?
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So there's a discussion on the IH Facebook page about submitting updated rules and a detachment concept to GW for the Iron Hands. I'm a pessimist so I don't particularly think we'll see much traction, but I figured I'd try to pull that discussion here (frankly, I dislike FB for these kinds of talks). So this is what I came up with. It's fairly minimalist, mostly because I'm afraid that submitting uber-awesome proposals are a great way of having them rejected out of hand. Iron Hands Chapter Tactics: The Flesh is Weak: Roll a dice each time an IRON HANDS model with this tactics loses a wound. On a 6, the damage is ignored and the model does not lose a wound. When rolling for CHARACTERS and VENERABLE DREADNOUGHTS, add +1 to this roll. Warlord Trait: No change. Machine Empathy: No change. Relic: Replace the Axe of Medusa with the Gorgon's Chain. Gorgon's Chain: IRON HANDS non-VEHICLE CHARACTER only. This model receives +1 Wound. In addition, add +1 to any rolls made to ignore damage when rolling for The Flesh is Weak. Iron Father Kardan Stronos. M WS BS S T W A Ld Save 5" 2+ 2+ 4 5 6 5 9 2+ Keywords: ADEPTUS ASTARTES, CHARACTER, HQ, IMPERIUM, INFANTRY, CAPTAIN, TERMINATOR, TECHMARINE, CHAPTER TACTICS, UNIQUE. IRON HALO: This model has a 4+ invulnerable save. MORE MACHINE THAN MAN: Roll a die at the end of your turn. On a roll of a 6, this model regains a wound it lost earlier in the battle. RITES OF BATTLE: You can re-roll hit rolls of 1 made for friendly IRON HANDS units within 6" of this model. TELEPORT STRIKE: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement Phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. BLESSING OF THE ONISSIAH: At the end of your Movement Phase this model can repair a single IRON HANDS VEHICLES within 3". That model regains D3 lost wounds. A model can only be repaired once per turn. This model is equipped with a servo-harness, a master-crafted Boltgun, and the Axe of Medusa. Relic: AXE OF MEDUSA: S+2. AP-2. D2. Any wound rolls of 6+ made by this weapon inflict a mortal wound in addition to their normal damage. Specialist Detachment: Fist of Medusa Strike Force. FIST OF MEDUSA ATRIKE FORCE (1 CP): Use this stratagem when choosing your army. Pick an IRON HANDS Detachment from your army to be an Iron Hands Fist of Medusa Strike Force Specialist Detachment. CHARACTERS, THUNDERFIRE CANNONS, and VEHICLES in that Detachment gain the FIST OF MEDUSA STRIKE FORCE keyword. INVIOLABLE ARMOR (1 CP): Use this stratagem when a FIST OF MEDUSA STRIKE FORCE unit is chosen as a target in the enemy Shooting Phase. Until the end of the phase, shooting attacks resolved against that unit receive a -1 to their wound rolls. INTERLACED TARGETING MATRIX (1 CP): Use this stratagem when an enemy unit is damaged by a FIST OF MEDUSA STRIKE FORCE unit. For the remainder of that phase, other FIST OF MEDUSA STRIKE FORCE units gain +1 to their hit rolls when targeting the damaged enemy unit. Warlord Trait: MASTER OF THE FORGE: Characters with this Warlord Trait gain the Blessing of the Omnissiah special ability (see: Techmarine). If this character already has the Blessing of the Omnissiah rule, then when repairing a VEHICLE, they can restore d6 wounds instead. Relic: THE IRONSTONE: TECHMARINE only. While within 6" of the bearer of the Ironstone, FIST OF MEDUSA STRIKE FORCE VEHICLES count as having the Chapter Tactics (Iron Hands) rule. If an affected VEHICLE already has Chapter Tactics, it receives +1 to its roll to ignore damage when rolling for THE FLESH IS WEAK. So that's my idea. It draws heavily on what we had in 6th/7th Edition, and I tried to keep the bonuses from being too crazy. It focuses on vehicles intentionally; because Space Marine vehicles have inexplicably not received Chapter Tactics, but we're the vehicle chapter, I wanted to reinforce the theme that our vehicles are better by making ours more durable than everyone else's. Let me know what you think.
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Hello, as I've been considering a smaller, fluffy IH detachment as addition to my AdMech (and contrast to my clean-and-reasonable Raptors), I'd prefer to just run the FW models - Gorgon terminators, Immortals, Iron Father and maybe some Mk3 guys and FW vehicles. Of the usual marine models, I've had 4 different army projects already (including IH back in 5th edition), it does become a bit uneventful. Now for the core question - how do I make these guys most useful/fitting while not straying too far from the mentioned kits? -Immortals can't be fielded as tacs, the shields make no sense. But, adding combi-bolters, they would be fitting DW veterans. The Mk3 squad would fit as regular tacs, but that's quite useless/uninspiring ingame - I have several companies worth of random PA dudes already -Gorgons have power axes, meaning I'd either play them as DW, or have to get the less awesome looking powerfists to run them as regular terminators. Points cost is slightly higher for the regular terminators, but what power they gain in CC they lose in ranged - a shame, considering SIA and beta bolter rule on terminators -Iron Father works either way as terminator captain, FW vehicles have been FAQed into DW too Considering the DW veterans can include single terminators that make them fearless, this fits perfectly the practice of handing out terminator armour to veteran sergeants in order to inspire the squad. No idea if GW has retconned it (like so many details from back in the day), but it would surely look great. Ingame, DW does not have the FnP (or techmarines), but at least the SIA is a great way to have a wall of advancing iron that just guns down anything in its way, instead of just mowing down a bit of chaff and not much else. Transports can be ignored by the DW teleport strat (for veterans), and the clavis strat even mirrors the dataspike from AdMech, which fits the theme too. Not to forget - teleporting dreads, in case TDA is not enough. Any ideas or comments? I'd have no issues building these guys just for fun (and see if I can do better than back in the day), but if they prove playable I might expand this further.
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Can IH use there 6++ against mortal wounds?