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A COMMAND CLAVE (SQUAD) is composed of 0-1 Iron Apothecaries, 2-4 Morlocks, and one Morlock Champion. Vanguard or Sternguard Veterans may replace the Morlocks.

An HONOR GUARD is composed of 0-1 Iron Apothecaries, 2-9 Morlocks, and one Morlock Champion.

These selections do not use up a Force Organization slot.

>> IRON THANE (CHAPTER MASTER), 150 points

The Crusaders' mission may require the strength of multiple Clan-Companies, forming a War Clan. The War Clan commander is an Iron Captain with the honorary rank of "Thane."
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WS 6, BS 5, S 4, T 4, W 4, I 5, A 4, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Artificer armor, bolt pistol, chainsword, frag and krak grenades, orbital strike, iron halo, target designator.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character.

Options: An Angelus bolt pistol and special issue ammunition may replace his bolt pistol (+7 points). May take mindscrambler grenades (+5 points). For other options, see Chapter Master entry in 'Codex: Space Marines'.

>> TERMINATOR THANE, 170 points
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WS 6, BS 5, S 4, T 4, W 4, I 5, A 4, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Wargear: Terminator armor, Stormfire bolter, power sword, orbital strike, iron halo, target designator.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character.

Options: Avernus armor and servo-turret (with twin-linked boltgun and flamer) may replace his Terminator armor (+40 points); a meltagun may then replace the flamer (+5 points). A shock claymore may replace his power sword (+15 points). May take special issue ammunition (+5 points). For other options, see Chapter Master entry in 'Codex: Space Marines'.

>> IRON CAPTAIN, 100 points
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WS 6, BS 5, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Artificer armor, bolt pistol, chainsword, frag and krak grenades, iron halo, target designator.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character.

Options: An Angelus bolt pistol and special issue ammunition may replace his bolt pistol (+7 points). May take mindscrambler grenades (+5 points). For other options, see Captain entry in 'Codex: Space Marines'.

>> IRON CAPT. ARDLON DARKSWORD, 195 points

"Enhanced Marines" are products of a Tech-Priest's experiments on Marine volunteers, using cybernetic implants to enhance the Marines' skills and senses. Iron Capt. Ardlon Darksword is one such Marine, given the Pattern Number 19440606 "Assault Breaker" enhancement. An adamantium lattice sheathes his bones, making them unbreakable.

Born Ardlon Darkridge, he was experimented on as a recruit in the Iron Hands Chapter. Despite concerns regarding the Marine's emotional stability, the Iron Hands considered experiment a success, and Darkridge was renamed "Darksword."

Unconfirmed rumors suggest the Traitor Primarch Angron developed the Assault Breaker enhancement.
^
WS 6, BS 5, S 5, T 5, W 5, I 5, A 3, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Artificer armor, compensated power fist, shock claymore, frag and krak grenades, iron halo, target designator.

Gift of the Gorgon: Assault Breaker.

Warlord Traits: All Flesh is Weakness, Merciless Resolve (see 'Angels of Death' supplement for 'Codex: Space Marines').

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Crusader, Feel No Pain, Furious Charge, Independent Character.

Options: A grenadier power fist may replace his compensated power fist (+10 points). May take a Space Marine bike (+7 points); an Astartes grenade launcher may then replace the twin-linked boltgun (+5 points). May take a jump pack (+15 points), mindscrambler grenades (+5 points), and special issue ammunition (+5 points).

> ASSAULT BREAKER

Once per game, Capt. Darksword may disable the limiters preventing his enhanced strength from damaging his own body. During this turn, Capt. Darksword adds 2 to his Strength and Attacks characteristics, and has the Feel No Pain (3+) special rule.

Disabling the limiters will strain even a Marine's physical and mental. In the next turn, Capt. Darksword subtracts 3 from his Strength and Attacks characteristics (to a minimum of 1), and has the Feel No Pain (6+) special rule. Capt. Darksword's profile returns to normal when this turn ends.

>> IRON CAPT. JIANG WU, 195 points

Iron Capt. Jiang Wu is an Enhanced Marine, given the Yun-Fat pattern "God of Guns" enhancement. He fights with a boltgun in one hand, a pistol in the other; his pistol may used for Point-blank Shots in close combat.

A Sergeant the Red Talons Chapter, Wu fought with distinction in the Battle for Kalevala, and was promoted above battle-brothers with greater seniority. He has since volunteered for the most dangerous missions, to prove himself worthy of this honor.

He is the only Crusader to never wear Terminator armor, claiming the suit is "hobbling."
^
WS 5, BS 6, S 4, T 4, W 4, I 6, A 4, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Artificer armor, Angelus bolt pistol, frag and krak grenades, iron halo, special issue ammunition, target designator.

Gift of the Gorgon: A Better Tomorrow with meltagun, God of Guns.

Warlord Traits: Merciless Resolve, Target Protocols.

Special Rules: And They Shall Know No Fear, Bolt Ballet, Chapter Tactics (Iron Hands), Crusader, God of Guns, Incredible Reflexes, Independent Character, Point-blank Shot (pistol), Split Fire.

Options: An Inferno pistol may replace the Angelus bolt pistol (+5 points). May replace the meltagun with a flamer (free), grav-gun (+5 points), or grenadier component (free). May take a Space Marine bike (+7 points); an Astartes grenade launcher may then replace the twin-linked boltgun (+5 points). May take a jump pack (+15 points) and mindscrambler grenades (+5 points).

> A BETTER TOMORROW (COMPENSATING BOLTER)

During the Battle for Kalevala, Wu distinguished himself by fighting harder each day; he swore to give his battle-brothers "a better tomorrow," one without the shame of defeat, each night. This compensated weapon was named to remind him of his oaths.

A Better Tomorrow is modular, able to mount auxiliary grenade launcher, flamer, grav-gun, and meltagun components in addition to a chainblade. It may be used as a RANGED WEAPON with the following profile:
^
Range 18", S 4, AP 5. Rapid Fire, Master-crafted.

It may be used as a MELEE WEAPON with the following profile:
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Range -, S User, AP 5. Melee, Point-blank shot (boltgun), Precision Strikes.

> GOD OF GUNS

Wu fires Snap Shots with Ballistic Skill 6; when serving as a designator, he grants one other shooter Ballistic Skill 6.

If Wu rolls a 6 To Hit with a ranged weapon, that shot is a Precision Shot. His shooting attacks always wound on a To Wound roll of 4+, regardless of the target's Toughness. Furthermore, any To Wound roll of 6 is resolved at AP 2, unless a melta weapon is used for this attack.

> BOLT BALLET special rule

Once per turn, Wu can perform a "Bolt Ballet" instead of his normal attacks, by spinning about with both guns blazing. Only weapons of the same type may be used, e.g., he may use an Inferno pistol with A Better Tomorrow's meltagun component, but not with the compensating bolter.

Center the Large Blast marker over Wu. All enemy models under the marker, receive one automatic hit; vehicles may be hit on any facing within a straight line from Wu. Then roll To Wound and for Armor Penetration as normal.

> INCREDIBLE REFLEXES special rule

Wu may re-roll one failed saving throw in each Assault phase.

>> TERMINATOR CAPTAIN, 120 points
^
WS 6, BS 5, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Terminator armor, Stormfire bolter, power sword, iron halo, target designator.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character.

Options: Avernus armor and servo-turret (with twin-linked boltgun and flamer) may replace his Terminator armor (+40 points); a meltagun may then replace the flamer (+5 points). A shock claymore may replace his power sword (+15 points). May take special issue ammunition (+5 points). For other options, see Terminator Captain entry in 'Codex: Space Marines'.

>> IRON CAPT. SAMU EL JAXXON, 195 points

Techmarines are rarely promoted to Captain, as few possess the charisma to make a man willingly follow one to his death; few will accept the promotion, as a Captain's duties consume time a Techmarine prefers to spend studying the Omnissiah's gifts and performing Rites of Maintenance.

Samu El Jaxxon is an exception. Born Samu Monterrey, he received a new name ("The Hammerstone" in Old Medusan) when he became a Techmarine in the Thunderchiefs Chapter. As an Iron Master (Iron Father and Master of the Forge), El Jaxxon led crusades that successfully recovered STC components, including the vertical launch flakk missile template. He defended a Mechanicus shrine during the Battle for Kalevala, preserving irreplaceable artifacts; the Fabricator-General personally thanked him afterwards.
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WS 6, BS 5, S 4, T 4, W 3, I 5, A 4, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Power axe, two (2) servo-arms, target designator.

Gifts of the Gorgon: Armor of Hephaestus and servo-turret (with Astartes grenade launcher and flamer), Ungavarr Fang.

Warlord Traits: Adept of the Omnissiah, Target Protocols.

Special Rules: And They Shall Know No Fear, Blessing of the Omnissiah (3+), Bolster Defenses, Chapter Tactics (Iron Hands), Honor the Omnissiah, Independent Character, Lord of the Armory.

Options: A conversion beamer may replace the servo-turret (+5 points). May take the Tyrannoraptor Rex as a personal transport.

> ARMOR OF HEPHAESTUS (AVERNUS ARMOR)

This suit of Avernus armor mounts two servo-arms, and a servo-turret with an Astartes grenade launcher replacing the twin-linked boltgun. If the servo-arms and servo-turret are both removed, a conversion beamer may then be mounted in their places.

Etnan Hephaestus, an Iron Master in the Thunderchiefs Chapter, designed this before his entombment in a Dreadnought sarcophagus.

> UNGAVARR FANG (TWIN-LINKED PLASMA PISTOL)

Hephaestus was unable to mount a full servo-harness on Terminator armor, due to the backplate's size and shape; to compensate, he adapted the plasma cutter to serve as a handheld tool and weapon. With the Venerable Iron Master's permission, El Jaxxon added plasma containment chambers and secondary heat sinks so the weapon will not harm its wielder.
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Range 12", S 7, AP 2. Pistol, Twin-linked.

> HONOR THE OMNISSIAH special rule

If the Iron Master gives a Blessing of the Omnissiah, his unit will gain the Zealot special rule until the end of this turn.

>> TYRANNORAPTOR REX (LAND MONSTER ARES), 345 pts

The Tyrannoraptor Rex or "Tyrant Reaver King" is named for a mythical dragon. It is the prototype for the Land Monster Ares, which combines a Land Raider chassis, bow-mounted Hellhammer cannon, two sponson-mounted compensated Flamestorm cannons, turret-mounted autocannon and coaxial boltgun. The chassis incorporates power fields protecting it and its passengers from harm.

During the Battle for Kalevala, the Dark Angels Chapter aided the Steel Confessors in exchange for a "favor," and attacked the Tyranid fleet, preventing bio-ships from supporting Tyranids on the planet. Iron Capt. Samu El Jaxxon saw a Land Raider Ares aboard the Dark Angels flagship while offering gratitude to their Captain; the Steel Confessor secluded himself for three days, emerging from his room with the Land Monster Ares' design on the fourth. The Tyrannoraptor Rex has since served on a dozen battlefields, and is seen as an icon of victory for those fighting beside it.
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BS 5, Armor F14 S14 R14, HP 4

Unit Type: Vehicle (Tank, Transport).

Wargear: Autocannon and coaxial boltgun, Hellhammer cannon and coaxial boltgun, two (2) compensated Flamestorm cannons, extra armor, ion shield (5+), searchlight, siege shield, smoke launchers, target designator.

Transport Capacity: Six (6) models.

Fire Points: One pistol port on each side.

Access Points: One on each side.

Special Rules: Devastating Bombardment, Divine Protection, Expert Driver and More, Icon of Victory, Independent Sponson Fire (2), Power of the Machine Spirit.

Options: May replace the autocannon and coaxial boltgun with a compensated heavy flamer (free), twin-linked assault cannon (+25 pts), or twin-linked lascannon (+25 pts). Frag shield launchers may replace its smoke launchers (+10 pts). May take two (2) hunter-killer missiles (+10 pts each), special issue ammunition (+5 pts), camo netting (+15 pts), and items from the Space Marine Vehicle Equipment list.

> DEVASTATING BOMBARDMENT special rule

If three (3) or more of this unit's Primary Weapons hit an enemy unit, the enemy unit must take a Morale check on 4D6, unless it has Gone to Ground.

> INDEPENDENT SPONSON FIRE special rule

This vehicle is equipped with multiple sponson-mounted, rapid-tracking weapons, which are capable of individual operation; the number of independent weapons is listed in parentheses. While the vehicle is eligible to fire a weapon in the Shooting phase, each sponson-mounted weapon may fire at its own target; these weapons do not count towards the number of weapons the vehicle may fire each turn.

>> MORLOCK (HONOR GUARD), 25 points

The Morlock is a bodyguard to a Space Marine leader, i.e., a Chapter Master or Captain. He will not voluntarily issue a challenge; such recklessness may leave a Space Marine leader unprotected.
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WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 10, Sv 2+

Unit Type: Infantry.

Wargear: Artificer armor, Angelus bolt pistol, combat shield, power weapon, frag and krak grenades.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Look Out-- Argh!

Options: A boltgun may replace the Angelus bolt pistol (free). May take a Space Marine bike (+7 points); an Astartes grenade launcher may then replace the twin-linked boltgun (+5 points). May take a jump pack (+3 points), mindscrambler grenades (+5 points), and special issue ammunition (+5 points). For other options, see Honor Guard entry in 'Codex: Space Marines'.

> LOOK OUT-- ARGH! special rule

If a Wound is allocated to a Space Marine leader, the Morlock automatically passes his Look Out, Sir test if he can make one. The Wound must be allocated to the Morlock. If there is more than one model with this special rule when a Wound is allocated to a character, the owning player chooses which model to re-allocate the Wound to.

>> MORLOCK CHAMPION, 35 points

If an enemy challenges a Space Marine leader, his Morlocks may intervene so the Space Marine leader is not distracted from his duty.
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WS 5, BS 4, S 4, T 4, W 1, I 4, A 3, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Artificer armor, Angelus bolt pistol, combat shield, power weapon, frag and krak grenades.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), No Distractions.

Options: A boltgun may replace the Angelus bolt pistol (free). A shock claymore may replace his power weapon (+15 points). May take a Space Marine bike (+7 points); an Astartes grenade launcher may then replace the twin-linked boltgun (+5 points). May take a jump pack (+3 points), mindscrambler grenades (+5 points), and special issue ammunition (+5 points). For other options, see Honor Guard entry in 'Codex: Space Marines'.

> NO DISTRACTIONS special rule

A Morlock Champion must declare a Glorious Intervention whenever possible, and will automatically pass the test to take a Space Marine leader's place in an ongoing challenge. When a Glorious Intervention is declared, add 1 to the Morlock's Weapon Skill and Initiative characteristics, until the Champion or the enemy challenger is removed as a casualty.

>> MORLOCK CHAMPION MASADA KAMPF, 100 points

Masada Kampf, named the Morlock "Champion of Champions," is authorized to wear Avernus armor. He may accompany an Iron Thane or Captain.

A member of the Brazen Claws Chapter, he was seconded to the Steel Confessors when his homeworld was destroyed, and the Chapter launched a crusade into the Eye of Terror. The Brazen Claws Chapter Master denied Kampf's request to join the crusade; the Morlock was ordered to continue protecting Steel Confessors leaders, proving the Brazen Claws remain loyal to the Emperor.
^
WS 5, BS 5, S 4, T 4, W 3, I 4, A 4, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Avernus armor and servo-turret (with twin-linked boltgun and flamer), grenadier power fist, shock claymore.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Fear, No Distractions, Look Out-- Argh!

Options: A meltagun may replace the flamer (+5 points). May take special issue ammunition (+5 points).

>> IRON APOTHECARY, 45 points

Iron Hands Apothecaries use servo-arms to pull a Marine casualty out of the line-of-fire, before tending a wound or removing the gene-seed. They do this to avoid damaging a narthecium or risking the gene-seed in their stasis tubes, not because they fear death or injury.

Iron Apothecaries are also trained to Bolster Defenses, but they cannot give a Blessing of the Omnissiah as well as Techmarines; blue crosses mark their servo-arms to distinguish them.
^
WS 5, BS 5, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 3+

Unit Type: Infantry (Character).

Wargear: Power armor, bolt pistol, chainsword, frag and krak grenades, narthecium, servo-arm.

Special Rules: And They Shall Know No Fear, Blessing of the Omnissiah (6+), Bolster Defenses, Chapter Tactics (Iron Hands).

Options: A jump pack may replace his servo-arm (+5 points); he will then be unable to Bolster Defenses or use a Blessing of the Omnissiah. May take a Space Marine bike (+7 points); an Astartes grenade launcher may then replace the twin-linked boltgun (+5 points). For other options, see Command Squad entry in 'Codex: Space Marines'.

>> EPISTOLARY ARBIN TAPRIK, 130 points

Epistolary Arbin Taprik is an Enhanced Marine, given the Stewart-Xinger pattern "Eye of Heaven" enhancement.

As a Librarian to the Sons of Medusa Chapter, Taprik was twice censured for analyzing records of the Astronomican's fluctuations. Though Taprik denies receiving any "hidden prophecies" from this method-- certainly not those that led to Moirae Schism, and the exile of the Sons of Medusa from their parent Chapter-- he seems capable of predicting enemy actions before they're taken, making him a formidable combatant.
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WS 5, BS 5, S 4, T 4, W 3, I 6, A 2, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Artificer armor, Angelus bolt pistol, combat shield, frag and krak grenades, psychic hood.

Gifts of the Gorgon: Eye of Heaven, Longinus.

Warlord Trait: Student of History.

Special Rules: Adamantium Will, And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character, Psyker (Mastery Level 3).

Psyker: Taprik generates his powers from the Daemonology, Divination, Pyromancy, Telekinesis, and Telepathy disciplines.

Options: May take a Space Marine bike (+7 points); an Astartes grenade launcher may then replace the twin-linked boltgun (+5 points). May take a jump pack (+15 points), mindscrambler grenades (+5 points), and special issue ammunition (+5 points).

> EYE OF HEAVEN

This enhancement grants Taprik the Adamantium Will special rule. In addition, if Taprik suffers Perils of the Warp, he can re-roll the result on the Perils of the Warp table; he must accept the second result, even if it is worse than the first.

> LONGINUS (FORCE LANCE)

This lance is named after Insat Longinus-- Epistolary to the Iron Hands, and later, Chief Librarian to the Sons of Medusa-- who gave his life to banish a Daemon Prince known as "The Unholy One" in M36. Former wielders claim the weapon is sentient, seeking to avenge its namesake.
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Range -, S +2/+1*, AP 2/3*. Melee, Force, Hatred (Chaos Daemons, Chaos Space Marines), Shred.

The weapon has two profiles for Strength and AP. The first is only used on a turn in which Taprik charges; the second is used at all other times.

>> IRON CHAPLAIN, 100 points

The Iron Hands know sometimes they must draw a line; their Chaplains bear servo-arms to Bolster Defenses and stop the enemy from crossing this line. Iron Chaplains cannot give a Blessing of the Omnissiah as well as Techmarines; blue crosses mark their servo-arms to distinguish them.
^
WS 5, BS 5, S 4, T 4, W 3, I 4, A 2, Ld 10, Sv 3+

Unit Type: Infantry (Character).

Wargear: Power armor, bolt pistol, crozius arcanum, frag and krak grenades, servo-arm, rosarius.

Special Rules: Blessing of the Omnissiah (6+), Bolster Defenses, Chapter Tactics (Iron Hands), Independent Character, Zealot.

Options: A jump pack may replace his servo-arm (+5 points); he will then be unable to Bolster Defenses or use a Blessing of the Omnissiah. For other options, see Chaplain entry in 'Codex: Space Marines'.

>> TERMINATOR CHAPLAIN, 120 points

The Iron Hands know sometimes they must cross a line. The servo-arm's utility is exchanged for the Terminator armor's power, allowing a Chaplain to breach enemy defenses.
^
WS 5, BS 5, S 4, T 4, W 3, I 4, A 2, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Terminator armor, crozius arcanum, Stormfire bolter, rosarius.

Special Rules: Chapter Tactics (Iron Hands), Independent Character, Zealot.

Options: Avernus armor and servo-turret (with twin-linked boltgun and flamer) may replace his Terminator armor (+40 points); a meltagun may then replace the flamer (+5 points). May take the Logic of Faith as a Dedicated Transport. For other options, see Chaplain entry in 'Codex: Space Marines'.

>> COMBAT ENGINSEER VEHICLE, 100 points

This Rhino variant has a bow-mounted servo-harness. A Techmarine commands the vehicle, which has transport capacity for accompanying servitors.

The Adeptus Arbites commonly deploy the Combat Enginseer Vehicle for bomb disposal. After Venerable Father Hephaestus' entombment, the Thunderchiefs adopted the vehicle so enemy fire would not distract a Techmarine from his work.
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WS 4, BS 4, S 4, Armor F13 S11 R10, I 4, A 2, HP 3

Unit Type: Vehicle (Tank, Character, Transport).

Wargear: Stormfire bolter, servo-harness, dozer blade, extra armor, searchlight, smoke launchers.

Transport Capacity: Six (6) models. It cannot carry models with the Bulky, Very Bulky, or Extremely Bulky special rules.

Fire Points: One pistol port on each side, two (2) pistol ports at the rear.

Access Points: One on each side, one at the rear.

Special Rules: Blessing of the Omnissiah, Bolster Defenses, Chapter Tactics (Iron Hands), Expert Driver and More, Self-repair.

Options: Frag shield launchers may replace its smoke launchers (+10 points). May take overcharged engines (+10 points), a pintle-mounted heavy bolter (+10 points) or multi-melta (+10 points), ion shield (5+) (+15 points), target designator (+10 points), and items from the Space Marine Vehicle Equipment list.

>> IRON MASTER (TECHMARINE), 100 points

A Techmarine who is elected to the Iron Council-- becoming an Iron Father, one of the Iron Hands Chapter's leaders-- is granted the title "Iron Master."
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WS 5, BS 5, S 4, T 4, W 3, I 4, A 2, Ld 10, Sv 2+

Unit Type: Infantry (Character).

Wargear: Artificer armor, bolt pistol, boltgun, frag and krak grenades, servo-harness, iron halo, target designator.

Special Rules: And They Shall Know No Fear, Blessing of the Omnissiah, Bolster Defenses, Chapter Tactics (Iron Hands), Honor the Omnissiah, Independent Character, Lord of the Armory.

Options: May select a Combat Enginseer Vehicle as a Dedicated Transport. May take mindscrambler grenades (+5 points). For other options, see Techmarine entry in 'Codex: Space Marines'.

>> VENERABLE HEPHAESTUS, 220 points

An Iron Master in the Thunderchiefs Chapter, Etnan Hephaestus was entombed during Gothic War. The Venerable Ungavarr Dreadnought seems wary of letting his mind rest; after serving on a crusade, he often volunteers for the next, instead of sleeping.

He may take a turret-mounted conversion beamer.
^
WS 5, BS 5, S 6, Armor F13 S12 R11, I 4, A 4, HP 3

Unit Type: Vehicle (Walker, Character).

Wargear: Extra armor, power fist with integral plasma cutter, chainfist with integral heavy flamer, two (2) servo-arms, searchlight, ion shield, smoke launchers, target designator.

Warlord Traits: Adept of the Omnissiah, Merciless Resolve.

Special Rules: Blessing of the Omnissiah, Bolster Defenses, Chapter Tactics (Iron Hands), Crusader, Honor the Omnissiah, Lord of the Armory, Move Through Cover, Point-blank Shot (plasma cutter), Self-repair (3+), Venerable.

Options: May replace both servo-arms with one conversion beamer (free); this will grant him Self-repair (5+).

>> SERVITOR, 10 points

A Crusader who fails to secure critical technology-- worse, allow it to fall into enemy hands-- must ritually put a bolt round in his head. Those who survive their self-lobotomy, are converted into servitors; the bolt pistols used to administer punishment, will be chained to their wrists, reminding his brothers of the consequences of failure.

Iron Fathers are known to disguise servitors as Marines, and use the slave-machines to draw attention (and gunfire), buying time to recover data or repair a machine. As the servitors march to their doom, one may pray this sacrifice will redeem them in before Machine God, though the slave-machines no longer understand this.
^
WS 3, BS 3, S 4, T 4, W 1, I 3, A 1, Ld 8, Sv 4+

Unit Type: Infantry.

Wargear: Bolt pistol, servo-arm.

Special Rules: Mindlock.

Options: May take melta bombs (+5 points). For other options, see Techmarine entry in 'Codex: Space Marines'.

>> VEHICLE COMMANDER, 35 points

In the Iron Hands and their successor Chapters, Vehicle Commanders are Tech Adepts (Techmarine trainees) who wish to better understand the machines they will service.
^
BS 5

Unit Type: Vehicle (Character).

Wargear: Extra armor, vehicle target designator.

Special Rules: Chapter Tactics (Iron Hands), Self-repair (5+), Space Marine Vehicle Commander, Expert Driver and More.

Options: May take a ion shield (5+) (+15 points), special issue ammunition (+5 points) and special issue heavy bolter ammunition (+7 points). If he commands a Rhino variant, he may then take overcharged engines (+10 points). If he commands a Flyer, he may then take an auto-targeting system (+10 points).

> SPACE MARINE VEHICLE COMMANDER special rule

A Vehicle Commander is alway bought as an upgrade, and starts the game in command of a Space Marine vehicle. This vehicle starts the game with the additional wargear listed above, but may have any upgrades usually available to it. The vehicle uses its commander's Ballistic Skill of 5.

If the vehicle is destroyed, its commander will die with it, rather than abandon the Omnissiah's gift to his Chapter.

>> JUSTICE (KNIGHT PALADIN), 455 points

Justice was a Freeblade Knight who fought beside the Iron Hands during the Occlusiad War. Originally built as a Knight Paladin, the Iron Hands replaced his heavy stubbers with heavy bolters, for ammunition commonality; added vertical launch flakk missiles; and mounted smoke launchers on his pauldrons.

The Iron Hands refuse to speak of the Freeblade's past. Unconfirmed rumors suggest the Knight armor was salvaged from a battlefield, its dead pilot buried, and a Marine put in its Throne Mechanicum-- an act impossible without the Adeptus Mechanicus' aid, and gravely insulting to the Knight Houses.
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WS 6, BS 5, S 10, Armor F13 S12 R12, I 4, A 4, HP 6

Unit Type: Vehicle (Super-heavy Walker, Character).

Wargear: Heavy bolter, Iron Thunder gauntlet and heavy bolter, vertical launch flakk missiles, auto-targeting system, ion shield (3+), smoke launchers, target designator.

Heirloom of the Knightly Houses: Bisley battle cannon and coaxial heavy bolter.

Warlord Traits: Cunning Commander, Knight Seneschal (see 'Codex: Imperial Knights').

Special Rules: It Will Not Die, Outflank, Preferred Enemy (Chaos Daemons, Chaos Space Marines).

Options: A meltagun may replace the heavy bolter (free). May replace the Iron Thunder gauntlet's heavy bolter with a heavy flamer (free), grav-cannon (+10 points), lascannon (+10 points) or meltagun (free).

> BISLEY BATTLE CANNON (RAPID-FIRE BATTLE CANNON)

This rapid-fire battle cannon's naturalized stability system allows Justice to charge into close combat immediately after firing it.
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Range 72", S 8, AP 3. Primary Weapon 2, Large Blast, Master-crafted.

<> TROOPS additions

A TACTICAL CLAVE is composed of 0-1 Iron Apothecaries, 0-10 Neophytes, 4-9 Space Marines, and one Space Marine Sergeant or Veteran Sergeant.

>> NEOPHYTE, 10 points

The Iron Hands initially followed the Codex Astartes, and employed new recruits as scouts; they soon learned these "scouts" could not perform reconnaissance, as the recruits lacked the experience to identify traps or warn the Chapter of an ambush. The Chapter adopted the Black Templars' practice of making new recruits prove their worth as Neophytes; the 10th Company was reorganized as the Neophyte Company, its officers preparing recruits to meet the enemy face-to-face.
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WS 3, BS 3, S 4, T 4, W 1, I 4, A 1, Ld 8, Sv 4+

Unit Type: Infantry.

Wargear: Scout armor, boltgun, bolt pistol, frag and krak grenades.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

Options: May replace his boltgun with a chainsword (free), close combat weapon (free), or Space Marine shotgun (free).

<> DEDICATED TRANSPORTS additions

>> HIPPO, 35 points

This Rhino variant has an open-topped passenger compartment for ten models, including Terminators and Thunderfire cannons; the cannon can fire from the vehicle.

It was developed to compensate for shortfalls in Land Raider numbers.
^
BS 4, Armor F11 S11 R10, HP 3

Unit Type: Vehicle (Tank, Transport).

Wargear: Stormfire bolter, searchlight, smoke launchers.

Transport Capacity: 10 models, or one Thunderfire cannon and its Techmarine Gunner.

Fire Points: 10 models may fire from the passenger compartment.

Access Points: The Hippo is treated as Open-topped for embarking and disembarking purposes. The +1 damage modifier for Open-topped vehicles does not apply to the Hippo itself.

Special Rules: Repair.

Options: Frag shield launchers may replace its smoke launchers (+10 points). May take a pintle-mounted heavy bolter (+10 points) or multi-melta (+10 points), camo netting (+15 points), and items from the Space Marine Vehicle Equipment List.

>> LAND SPEEDER VENOM, 55 points

This mates a Land Speeder drive system with the Rhino hull, whose armored cockpit protects its crew. It has a turret-mounted heavy bolter under the nose, and outboard benches seating three Marines on each side; the turret mount is reinforced, allowing it to mount a hunter-killer missile left of the heavy bolter.
^
BS 4, Armor F11 S11 R10, HP 2

Unit Type: Vehicle (Skimmer, Fast, Transport).

Combat Role: Attack Flyer, Pursuit 2, Agility 5 (see 'Imperial Armour-- Death from the Skies Update').

Wargear: Stormfire bolter, heavy bolter, searchlight.

Transport Capacity: Six (6) models, divided in two groups of three. There may be three (3) models in each group; one Terminator plus one model; or one Centurion.

Fire Points: Six (6) models may fire from the outboard benches.

Access Points: The Venom is treated as Open-topped for embarking and disembarking purposes. The +1 damage modifier for Open-topped vehicles does not apply to the Venom itself.

Special Rules: Anti-grav Upwash, Deep Strike, Jamming Beacon, Scout.

Options: May replace its heavy bolter with an assault cannon (+15 points), Cerberus launcher (free), heavy flamer (free), or multi-melta (+10 points). May take a hunter-killer missile (+10 points).

>> MEDUSA RAZORBACK, 75 points

This Rhino variant has reinforced front armor. It may mount two hunter-killer missiles atop the turret.

As Panthers replace Predator tanks in the Iron Hands' armories, the Predator's components are recycled for the Medusa Razorback's use.
^
BS 4, Armor F13 S11 R10, HP 3

Unit Type: Vehicle (Tank, Transport).

Wargear: Autocannon and coaxial boltgun, searchlight, smoke launchers.

Transport Capacity: Six (6) models. It cannot carry models with the Bulky, Very Bulky, or Extremely Bulky special rules.

Fire Points: One pistol port on each side, two (2) pistol ports at the rear.

Access Points: One on each side, one at the rear.

Options: May replace the autocannon and coaxial boltgun with a compensated heavy flamer (free), twin-linked assault cannon (+25 points), or twin-linked lascannon (+25 points). Frag shield launchers may replace its smoke launchers (+10 points). May take two (2) hunter-killer missiles (+10 points each), camo netting (+15 points), and items from the Space Marine Vehicle Equipment list.

<> ELITES additions

A PIONEER CLAVE (SCOUT SQUAD) is composed of 0-1 Iron Apothecaries, 4-9 Pioneers, and one Pioneer Sergeant or Veteran Sergeant.

A VANGUARD VETERAN CLAVE is composed of 0-1 Iron Apothecaries, 4-9 Vanguard Veterans, and one Vanguard Veteran Sergeant.

A STERNGUARD VETERAN CLAVE is composed of 0-1 Iron Apothecaries, 4-9 Sternguard Veterans, and one Sternguard Veteran Sergeant.

A TERMINATOR CLAVE is composed of 4-9 Terminators and one Terminator Sergeant.

>> PIONEER (SCOUT), 15 points

A Pioneer is chosen for his skills and experience, as his goal may be heavily guarded or even booby-trapped, its current master determined to destroy the technological treasure rather than let others seize it; the Mechanicus is understandably reluctant to entrust a typical, untested Marine Scout with such missions. Pioneers give their Chapter symbols subdued colors; they are exempt from the Crusaders' "color code," for stealth is demanded of their mission.
^
WS 4, BS 4, S 4, T 4, W 1, I 4, A 1, Ld 8, Sv 4+

Unit Type: Infantry.

Wargear: Scout armor, camo cloak, boltgun, bolt pistol, frag and krak grenades.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads, Infiltrate, Move Through Cover, Scouts.

Options: A designated marksman boltgun may replace his boltgun (+7 points); he may then take special issue heavy bolter ammunition (+7 points). A missile launcher may replace his boltgun (+15 points); he may then take take flakk missiles (+10 points) and Hellfire missiles (+5 points). May take mindscrambler grenades (+5 points). For other options, see Scout Squad entry in 'Codex: Space Marines'.

>> PIONEER VETERAN SGT, 25 points
^
WS 4, BS 5, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 4+

Unit Type: Infantry (Character).

Wargear: Scout armor, boltgun, bolt pistol, camo cloak, frag and krak grenades, target designator.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads, Infiltrate, Move Through Cover, Scouts.

Options: A designated marksman boltgun may replace his boltgun (+7 points); he may then take special issue heavy bolter ammunition (+7 points). May take mindscrambler grenades (+5 points). For other options, see Scout Squad entry in 'Codex: Space Marines'.

>> VANGUARD VETERAN, 25 points

Iron Hands Vanguard and Sternguard Veterans are both trained to use special issue ammunition.
^
WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 3+

Unit Type: Jump Infantry.

Wargear: Power armor, Angelus bolt pistol, chainsword, frag and krak grenades, special issue ammunition, jump pack.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads, Heroic Intervention.

Options: May remove his jump pack, changing his unit type to Infantry; may then take a drop pod or Rhino for free, as a Dedicated Transport. May take mindscrambler grenades (+5 points). For other options, see Vanguard Veteran Squad entry in 'Codex: Space Marines'.

>> VANGUARD VETERAN SGT, 35 points
^
WS 5, BS 5, S 4, T 4, W 1, I 4, A 3, Ld 9, Sv 3+

Unit Type: Jump Infantry (Character).

Wargear: Power armor, Angelus bolt pistol, chainsword, frag and krak grenades, special issue ammunition, jump pack, target designator.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads, Heroic Intervention.

Options: May remove his jump pack, changing his unit type to Infantry (Character); may then take a drop pod or Rhino for free, as a Dedicated Transport. May take mindscrambler grenades (+5 points). For other options, see Vanguard Veteran Squad entry in 'Codex: Space Marines'.

>> STERNGUARD VETERAN, 32 points

Iron Hands Sternguard Veterans bear heavy bolters instead of boltguns with special issue ammunition, finding the heavy bolter's range and strength more useful. At their request, the Adeptus Mechanicus scaled up specialist boltgun rounds to be fired from heavy bolters.
^
WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 3+

Unit Type: Infantry.

Wargear: Power armor, bolt pistol, frag and krak grenades, heavy bolter, special issue heavy bolter ammunition.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

Options: May replace his heavy bolter with a compensated flamer (free), compensated grav-gun (+5 points), compensated meltagun (free), or grenadier boltgun (free); special issue ammunition must then replace his special issue heavy bolter ammunition. May replace his heavy bolter with a heavy flamer (free), multi-melta (free), plasma cannon (+5 points), or lascannon (+10 points). A missile launcher may replace his heavy bolter (+5 points); he may then take flakk missiles (+10 points) and Hellfire missiles (+5 points). May take mindscrambler grenades (+5 points).

>> STERNGUARD VETERAN SGT, 42 points
^
WS 5, BS 5, S 4, T 4, W 1, I 4, A 3, Ld 9, Sv 3+

Unit Type: Infantry (Character).

Wargear: Power armor, bolt pistol, frag and krak grenades, heavy bolter, special issue heavy bolter ammunition.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

Options: May replace his bolt pistol with a chainsword (free), grav-pistol (+15 points), hand flamer (+5 points), Inferno pistol (+10 points), plasma pistol (+15 points), or power weapon (+15 points). May replace his special issue heavy bolter ammunition with special issue ammunition, and his heavy bolter with a compensated flamer (free), compensated grav-gun (+5 points), compensated meltagun (free), or grenadier boltgun (free). May take mindscrambler grenades (+5 points). For other options, see Sternguard Veteran Squad entry in 'Codex: Space Marines'.

>> UNGAVARR DREADNOUGHT, 160 points

The Ungavarr or "Infernal Serpent" Dreadnought has a turret-mounted missile launcher in the same position as a Terminator's Cyclone missile launcher; this allows the entombed Marine to use the weapon with the same proficiency he had in life. It uses the Centurion's gun mount, allowing a heavy bolter or lascannon to replace the forearm-mounted storm bolter.

The Ungavarr, a two-headed serpent in Medusan mythology, was an Iron Hands Clan's namesake. The Clan was exiled from Medusa during the Moirae Schism; the exiles "found" the Sons of Medusa Chapter in 011.M37.
^
WS 4, BS 4, S 6, Armor F13 S12 R11, I 4, A 4, HP 3

Unit Type: Vehicle (Walker).

Wargear: Power fist with integral heavy bolter, seismic hammer with integral meltagun, Typhoon missile launcher, extra armor, searchlight, smoke launchers.

Special Rules: Chapter Tactics (Iron Hands), Move Through Cover, Point-blank Shot (heavy bolter, lascannon, meltagun).

Options: A chainfist may replace his seismic hammer (free). May replace the heavy bolter and/or meltagun with a grav-cannon (+10 points), heavy bolter (free), heavy flamer (free), or lascannon (+10 points). May replace his power fist and heavy bolter with an assault cannon (+10 points), plasma cannon (+5 points), or twin-linked autocannon (free). May replace his seismic hammer and meltagun with an assault cannon (+10 points), plasma cannon (+5 points), or twin-linked autocannon (free). May take Hellfire missiles (+5 points), Ironclad assault launchers (+10 points), and a drop pod as a Dedicated Transport.

>> VENERABLE UNGAVARR DREADNOUGHT, 175 points

Clan Avernii developed the Ironclad Dreadnought with reinforced armor, emphasizing close combat proficiency; Clan Ungavarr modified the design, revising its armor values to improve the Dreadnought's balance.
^
WS 5, BS 5, S 6, Armor F13 S12 R11, I 4, A 4, HP 3

Unit Type: Vehicle (Walker).

Wargear: Power fist with integral heavy bolter, seismic hammer with integral meltagun, Typhoon missile launcher, extra armor, searchlight, smoke launchers.

Special Rules: Chapter Tactics (Iron Hands), Move Through Cover, Point-blank Shot (heavy bolter, lascannon, meltagun), Venerable.

Options: A chainfist may replace his seismic hammer (free). May replace the heavy bolter and/or meltagun with a grav-cannon (+10 points), heavy bolter (free), heavy flamer (free), or lascannon (+10 points). May replace his power fist and heavy bolter with an assault cannon (+10 points), plasma cannon (+5 points), or twin-linked autocannon (free). May replace his seismic hammer and meltagun with an assault cannon (+10 points), plasma cannon (+5 points), or twin-linked autocannon (free). May take Hellfire missiles (+5 points), ion shield (5+) (+15 points), Ironclad assault launchers (+10 points), special issue heavy bolter ammunition (+7 points), and a drop pod as a Dedicated Transport.

>> TERMINATOR, 40 points
^
WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 2+

Unit Type: Infantry.

Wargear: Terminator armor, Stormfire bolter, compensated power fist.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

Options: May replace his compensated power fist with a compensated chainfist (+5 points), grenadier chainfist (+15 points), or grenadier power fist (+10 points). May take a Cyclone missile launcher (+25 points); may then take Hellfire missiles (+5 points). For other options, see Terminator Squad entry in 'Codex: Space Marines'.

>> ASSAULT TERMINATOR, 40 points
^
WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 2+

Unit Type: Infantry.

Wargear: Terminator armor, two (2) compensated lightning claws.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

Options: May replace one compensated lightning claw with a grenadier lightning claw (+10 points). For other options, see Terminator Assault Squad entry in 'Codex: Space Marines'.

>> TERMINATOR SGT, 50 points
^
WS 5, BS 5, S 4, T 4, W 1, I 4, A 3, Ld 9, Sv 2+

Unit Type: Infantry (Character).

Wargear: Terminator armor, Stormfire bolter, power sword, target designator.

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

Options: Avernus armor and servo-turret (with twin-linked boltgun and flamer) may replace his Terminator armor (+40 points); a meltagun may then replace the flamer (+5 points). A shock claymore may replace his power sword (+15 points). May replace his Stormfire bolter with a compensated lightning claw (free) or grenadier lightning claw (+10 points). A compensated lightning claw may replace his power sword (free). May take a Cyclone missile launcher (+25 points); may then take Hellfire missiles (+5 points). For other options, see Terminator Squad and Terminator Assault Squad entries in 'Codex: Space Marines'.

<> DISCLAIMER

By Sidewinder (aim9snake@hotmail.com), 2009 (as "Steel Vultures"), 2010, 2014-2016. Based on the franchise created and copyrighted by Games Workshop. Reclusiam field shrine created by Brother Casman (www.bolterandchainsword.com/to…).
This is a supplement for 'Codex: Space Marines'.

Part 1 (Ranged, Melee, and Special Weapons; Special Issue Wargear; Vehicle Equipment): armamentdawg.deviantart.com/ar…

Part 3 (Fast Attack, Heavy Support, Apocalypse Formations): armamentdawg.deviantart.com/ar…

The points value of the Ungavarr Dreadnought (formerly named the "Inferno Dreadnought") is intended to remain competitive with the Deredeo described at www.forgeworld.co.uk/Warhammer…. The points value of the Land Speeders Venom and Viper are intended to remain competitive with the Javelin described at www.forgeworld.co.uk/Warhammer…. The Fireblade (Baneblade variant) was originally proposed in www.bolterandchainsword.com/to…, the Morragul gunship (Stormraven variant) in www.bolterandchainsword.com/to…, the Thunderhawk Master gunship and transporter in www.bolterandchainsword.com/to…, the Reaches of Faith (the lightning claws Iron Father Khatir wielded in 'Wrath of Iron') in www.bolterandchainsword.com/to….

EDITED 16SEP2016: Revised the Tyrannoraptor Rex and Land Monster Ares' profiles, removed the pulpit, made the twin-linked assault cannon an option (default wargear is an autocannon and coaxial boltgun), and reduced its points value.

25AUG2016: Increased the Dreadnoughts' points value and revised their armor values to reinforce the rear armor.

05MAY2016: Revised Dreadnoughts' profiles, increasing the number of attacks to match www.games-workshop.com/en-US/C…. Cyclone attack bikes now have the Hit & Run special rule.
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