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Vangrail
11-23-2013, 01:40 AM
Has some niffty rules but not was i was expecting.

1. The dread "buff" was dreads as heavy and elites so master of the forge rule.
2. Interesting relics like thunder hammer staff for librarians, Axe of medusa +2s and ap2 (but is +4s on roll hit of six). Cloak that rules depend on remaining wounds (more wounds the better example no wounds feel no pain +1. eternal warrior and +3 inv). I like this relic its a stone that all vehicles within 6 inches it will not die is passed on a 4+ also on roll of the 6 fixes a weapon or immobilized.
3. Two tech marines can be taken per hq. 3 per master of the forge.

Vangrail
11-23-2013, 01:56 AM
Also a combi melta that can be shot every turn.

Deadlift
11-23-2013, 02:30 AM
But one thing to note is if your using the supplement you can't use the relics from the main codex, so no shield eternal.

However one item called the Gorgons Chain is very good, depending on how many wounds you have depends on how good the chain is.

For 45pts you get a 3+ inv, + 1 to FNP and eternal warrior. The effects get weaker the less wounds you have but can be regained if you make your IWND saves.

No "special character" in the supplement though.

The artwork is awesome

http://i844.photobucket.com/albums/ab3/joenortonjones/4864a94d9f6eb282fc080d0c6a87bb54.jpg
http://i844.photobucket.com/albums/ab3/joenortonjones/b73e65415a101a1b1d7f754711579980.jpg

Vangrail
11-23-2013, 03:19 AM
Not sure if im going to use it yet. kinda sad captains cant get servo harnesses.

Deadlift
11-23-2013, 03:23 AM
Right then for those not lucky to have the supplement yet i will quickly run though the rules that accompany this new book

1st lets look at the rule changes.

March of the Ancients
Allows us to take Ironclads, Venerable and standard Dreadnoughts in elites and heavy support.

Scions of the Forge
For every HQ (not including other Techmarines, Servitors, Command Squads or Honour Guard) slot you use you may take a Techmarine which will not use up a FoC slot, If you take a Master of the Forge then that unlocks 3 Techmarines.

Gifts of Gorgon
Any Character in your Clan Raukaan detachment can only use the chapter relics listed in the supplement.

Warlord Traits
You can choose to either roll on the the warlord traits in the main rule book (not space marine codex) or on the traits available in the supplement.

Deadlift
11-23-2013, 03:35 AM
Warlord traits

1. Adapt of the Omnissiah
In each of the shooting phases, instead of firing his weapon, a character with this rule may choose to repair a single vehicle that he is in base contact with or embarked upon. To repair a vehicle roll a d6 and add any modifiers

servitors with servo arm +1

character has servo-harness +1

if you get a 5 or more you may either restore a hull point or repair a weapon destroyed or immobilised result immediately

2. Will of Iron
Your Warlord is fearless

3. Flesh is Weak
Warlord adds +1 to his FNP roll

4. Student of History
Your Warlord and any Clan Raukaan detachment can choose to automatically fail any morale check

5.Merciless Resolve
Your Warlord and all friendly Clan Raukaan units within 12" have the Crusader special rule

6.Target Protocols
Warlord and any Clan Raukaan unit he joins re-roll to hit rolls of a 1 in the shooting phase

Deadlift
11-23-2013, 03:58 AM
Only 1 can be taken per army and obviously for use by Clan Raukaan.

1. The Mindforge Stave, 15pts
Only Librarians
x2 Str
Ap2
Melee,Concussive,Force,Unwieldy

2. Axe of Medusa, 25pts
+2 Str
Ap2
Melee, Master-Crafted, Severing Strike, Unwieldy
Severing Strike
Each time the bearer of the Axe rolls a 6 to hit the weapon is +4 strength instead of 2

3.The Ironstone, 30pts
This isn't a weapon, its part of the armour.
Friendly Clan Raukaan Tanks and Walkers within 6" of the bearer pass their IWND rolls on a 4+. If the Bearer rolls a 6 then you also repair a weapon destroyed, or immobilised result suffered earlier in game, your choice

4. Betrayers Bane 25pts
Combi Melta that can be fired either as a boltgun or meltagun each turn. Either shots from the gun are Master Crafted.

5. The Gorgans Chain 45pts
The wearer of the chain has these special rules depending on how many unsaved wounds he has suffered during the game.

0 wounds = 3+inv, +1 to FNP and Eternal Warrior
1 wound = 3+inv and Eternal warrior
2 wounds = 3+inv
3 wounds = 4+inv

If you recover a wound from your IWND roll the effects of the chain change immediately

6. The Tempered Helm 35pts
When taking morale tests all friendly units with 24" of the bearer may use his leadership instead of their own. You can also choose a single friendly unit within 12" and at the start of their shooting phase that unit re-rolls to hit rolls of 1. This is even if the bearer is embarked on a vehicle or in a building

Deadlift
11-23-2013, 04:09 AM
The supplement itself is stacked with fluff and art and easily worth its £25 to me personally. I am disappointed that we didn't get a special character and we couldn't have TDA marines leading our squads, but I really like the rule changes myself. Every year I start a new army and next year its going to be using this supplement. I love Dreadnoughts in all their versions, and I am quite partial to Tech Marines too. Im no tactics genius so i don't really care how these rules compare to the Marine codex. I just really like this book and the fluffy nature of the rules is great.

I will be honest I haven't read the whole thing yet, but so far so good. One thing I couldn't find was who the author was.

euansmith
11-23-2013, 04:16 AM
It would be nice if things like Gorgan's Chains worked the other way round; the the character getting tougher as it loses wounds.

Deadlift
11-23-2013, 04:17 AM
It would be nice if things like Gorgan's Chains worked the other way round; the the character getting tougher as it loses wounds.

but at least with "It will not die" you get the chance to regain these rules.

Vangrail
11-23-2013, 09:17 AM
I think im going to use it. The dread rule doesnt really benefit me bc i use vaylund cal all the time. But, the bonus tech marines is a plus and could be very cool. I could do a tech marine in tac squads because they have independent character. Not sure on the relics. I do really like the axe of medusa. But what i really like is the iron stone thing.
Question? Can i use vaylund cal with this?

Patrick Boyle
11-23-2013, 09:31 AM
In the pre-release build up it sounded like there was going to be more of a boost for dreads. On going back and reading the blog post again I guess maybe I was reading too much into what was being said but I'd hoped that we'd at least see Dreadnoughts getting the Character rule. I mean, they really should have it anyway, they're entombed heroes of the chapter after all, not some anonymous vehicle pilot.

That said I mostly like the rules. The warlord traits for the most part are interesting. The relics are neat. I have a metal Librarian with a Thunder Hammer and jump pack that I got in a lot with some other models on eBay forever ago, so maybe I'll get to use him now. The 6" range on the Ironstone seems like it might be a little limiting for the bonus it gives, and I'm a little unclear on the part about the bearer rolling a 6, do you roll a second die for the bearer whenever a vehicle within 6" rolls their IWND? Betrayer's Bane is the kind of thing I wish I could get on a Sternguard model, or maybe on a Captain when you could still also buy Hellfire rounds as an upgrade in 5th. You're basically paying 10 points more than straight up buying a melta(or 15 more than a regular combi melta) to also be able to fire a boltgun, though both being master crafted counts for something I suppose.

Do they still use the regular Iron Hands chapter tactics? Sentinals of Terra had their own but I don't see anyone mentioning different ones here, so I'm assuming everyone keeps their 6+FNP and characters and vehicles still get their IWND?

Popsical
11-23-2013, 09:33 AM
Vangrail. If they use iron hands chapter tactics the cal will be legal as he uses them too.
At least he gives you an honour guard for your hq without taking a chaptermaster. That way you get the most techies too. Does the new dex have tactics clan raukaan?

Patrick Boyle
11-23-2013, 09:34 AM
I think im going to use it. The dread rule doesnt really benefit me bc i use vaylund cal all the time. But, the bonus tech marines is a plus and could be very cool. I could do a tech marine in tac squads because they have independent character. Not sure on the relics. I do really like the axe of medusa. But what i really like is the iron stone thing.
Question? Can i use vaylund cal with this?

I think that probably depends on my question about chapter tactics...but I'd lean towards no. A 'Clan Raukaan' detachment probably counts as a separate detachment from a detachment using 'Iron Hands' tactics, even if CR retains the normal IH tactics in addition to their extra rules. Given Vaylund specifies Chapter Tactics: Iron Hands I'd have to go with him not being takeable in a Clan Raukaan list. You could always ally CR and IH though in some combination.

Deadlift
11-23-2013, 09:54 AM
Do they still use the regular Iron Hands chapter tactics.

Yes.

wittdooley
11-23-2013, 12:34 PM
Really good to hear. I may have to see if any of my buddies got this, especially since I'm haphazardly throwing together an Iron Hands 30k force.

Katharon
11-25-2013, 09:25 AM
Be really fun to run six dreadnoughts in an Iron Hands primary detachment with a seventh dreadnought from an allied Codex: SM or GK detachment. I could see that hurting a lot.

Deadlift
11-25-2013, 09:34 AM
Be really fun to run six dreadnoughts in an Iron Hands primary detachment with a seventh dreadnought from an allied Codex: SM or GK detachment. I could see that hurting a lot.

Watch this space ;) I'm planning to do just this, but with Contemptors.

energongoodie
11-25-2013, 10:03 AM
I'm gonna email forge world for an FAQ regarding contemptors for real.

Contemptors are an elites choice. I'm gonna ask if you have a MotF or using Raukan, can you take them as heavy as well?
I love the contemptors!
I could just have 3 contemptors and 3 mortis as they occupy a heavy slot. thats around 1200 points ish for the 6 :)

Deadlift
11-25-2013, 10:18 AM
That's exactly what I'm planning, x 3 Contemptors in my elites and 3 Mortis in my heavy, the Mortis are heavy support anyway though aren't they ?

Not sure how I'm going to arm them all though, the Mortis work really well with the kheres and missiles, I had one in my Salamanders army and it caused mayhem, especially against flyers.

Mr Mystery
11-25-2013, 10:21 AM
Beautiful art with the Eldar there!

Deadlift
11-25-2013, 10:24 AM
Kind of on topic, look at my forum rank......ohhhhh "shiny"

DarkLink
11-25-2013, 11:06 AM
Nice.

Also, I'm pretty impressed. I think this is the most balance warlord trait table so far, in the relics are all pretty good, except for that axe of Medusa which is pretty much just a powerfist but worse.

herigonz
12-05-2013, 11:59 PM
Just curious...how does the Ironstone work on a character that is embarked in a vehicle? Does it work like the Dark Angel dakka banner or the Power Field Generator?

MajorWesJanson
12-07-2013, 01:59 AM
Nice.

Also, I'm pretty impressed. I think this is the most balance warlord trait table so far, in the relics are all pretty good, except for that axe of Medusa which is pretty much just a powerfist but worse.

The Axe is a tossup with the powerfist. The fist makes the character S8 all the time, instead of just on 6s to hit, but the Axe is both mastercrafted and not a specialist weapon, so you can get an extra attack with a pistol and one reroll for more likely hits.