Iron Hands Space Marine Army List
Forces
The Iron Hands Space Marine Army List uses the datasheets from the Iron Hands Forces section, the Imperial Navy Forces section, the Titan Legion Forces section.
Using The Army List
The following army list allows you to field an army based on one of the Iron Hands Space Marine Chapter that fought during the Invasion of Telgar VI.
Space Marines are organised into small formations called detachments. Each detachment is made up of one or more units, and may also include a number of extra units called upgrades.
The detachments that may be taken in a Iron Hands army are shown on the chart that follows. The chart also shows what units comprise the detachment, what upgrades are allowed, and its points cost.
Each upgrade that is taken adds to the cost of the detachment, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taken for, and sometimes takes the form of additional units for the detachment. Each upgrade may be taken once per formation.
Iron Hands armies may be supported by Imperial Navy aircraft and Titan Legion battlegroups. No more than two of each of these formations may be included in the army. In addition a maximum of up to a third of the points available to the army may be spent on these formations and Iron Hands aircraft formations.
Special Rules
The They Shall Know No Fear, Flesh is Weak and Cult of the Machine rules applies to all Iron Hands detachment and aircraft formations (see They Shall Know No Fear).
Iron Hands Transports
The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation, you can’t take extras along to cover any losses!
Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having plus transport
in the units section of the army list opposite.
Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so.
In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for Planetfall (see Planetfall). Note that if you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to deploy the drop pods from.
Before each game, after the opposing army is known but before objectives are placed, the Space Marine player may choose which formations with the plus transport aspect are deployed in Rhinos, Drop Pods or on foot. If the formation has any units unable to deploy in Drop Pods then that option cannot be selected.
Bionics
The extensive bionic modifications undergone by the Battle-Brothers of the Iron Hands increases their resistance to physical trauma. Units with the Bionics special ability have their armour saves increased to 3+.
Cult of the Machine
If ANY friendly Titan or an Iron Hands Venerable Dreadnought is destroyed, all formations within 30cm receive 1 blast marker marking the deep loss it represents to the chapter.
Iron Hands Space Marine Army List
Iron Hands Space Marine armies have a strategy rating of 5. All formations have an initiative rating of 1+.
Formation | Units | Upgrades | Cost |
---|---|---|---|
Dreadnought Clan |
Four Tactical units plus transport, one Veteran Sergeant and any two of the following units: Dreadnought, Hellfire Dreadnought, Siege Dreadnought |
Clan Commander, Devastators, Dreadnought, Hunter, Land Raiders, Veterans | 275 points |
Mechanized Clan |
Four Tactical units plus transport, one Veteran Sergeant and any two of the following units: Predator Annihilator, Predator Destructor or Vindicator* |
Clan Commander, Devastators, Hunter, Land Raiders, Razorbacks, Veterans, Vindicators | 300 points |
* If only Vindicators are selected, any Rhinos in the formation may be equipped with Dozer Blades (speed reduced to 25cm and the unit gains the Walker special ability) |
(Two per core detachment) | |||
Formation | Units | Upgrades | Cost |
---|---|---|---|
Dreadnought Talon | Any four of the following units: Dreadnought, Hellfire Dreadnought, Siege Dreadnought |
Dreadnought, Drop Pods, Venerable Dreadnought | 225 points |
Land Raider | Four Land Raiders | Hunter, Vindicators | 325 points |
Land Speeder | Any five of the following units: Land Speeder, Land Speeder Tornado | Typhoons | 200 points |
Predator | Any four of the following units: Predator Annihilator, Predator Destructor |
Hunter | 250 points |
Scouts | Four Scout units plus transport, and at least one Razorback upgrade | Razorbacks | 150 points + Razorback(s) |
0–1 Strike Cruiser | One Iron Hands Strike Cruiser | Battle Barge | 200 points |
Vindicator | Four Vindicators | Hunter, Vindicators | 225 points |
Whirlwind | Four Whirlwinds | Hunter | 275 points |
(Each upgrade may be taken once per detachment.) | |||
Upgrade | Units | Cost | |
---|---|---|---|
Battle Barge | Replace the Strike Cruiser with a Battle Barge | +150 points | |
Clan Commander | Choose one of the following options: | ||
Replace the Veteran Sergeant with an Iron Captain or a Techmarine | +25 points | ||
Replace one Dreadnought with a Venerable Dreadnought | +50 points | ||
Add one Venerable Dreadnought | +100 points | ||
0-1 per army: | |||
Replace the Veteran Sergeant with a Venerable Dreadnought with the Supreme Commander special ability. | +125 points | ||
Devastators | Replace all Tactical units in the formaiton with Devastators | +50 points | |
Dreadnought | Add up to two of the following in any combination: | ||
Upgrade a Dreadnought to an Ironclad Dreadnought | +25 points | ||
Add one Dreadnought, Hellfire Dreadnought or Siege Dreadnought | +50 points | ||
Add one Ironclad Dreadnought | +75 points | ||
Drop pods | The formation may deploy in a Drop Pod | +25 points | |
Hunter | Add one Hunter | +75 points | |
Land Raiders | Add any number of Land Raider variants, up to the number required to transport the formation | Land Raider | +75 points each |
+125 points per pair | |||
Land Raider Anvilarum | +50 points each | ||
Razorbacks | Add any number of Razorbacks, up to the number required to transport the formation | +25 points each | |
+75 points for four | |||
Typhoons | Replace up to five Land Speeders with an equal number of Land Speeder Typhoons | +10 points each | |
Venerable Dreadnought | Replace one Dreadnought with a Venerable Dreadnought | +50 points | |
0-1 Veterans | All infantry units in the formation get the Bionics special rule | +25 points | |
Vindicators | Add one or two Vindicators | +50 or +75 points |
(Up to a third of the points available may be spent on these formations.) | ||||||||||||||||||||||||||||||||
|
Iron Hands Forces
- EA(+1)
- MW
- Bionics
- Commander
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Bionics
- Leader
An Iron Hands Techmarine allows Hellfire Dreadnoughts, Tacticals, Razorbacks and Predator Destructors in the same formation to use Graviton weapons
- EA(+1)
- MW
- Bionics
- Leader
May only be placed in an infantry unit
- Infiltrator
- Scout
- D
Armed with either a Missile Launcher or a Graviton Gun. Graviton Guns may only be selected if the formation contains a Techmarine.
- MW
- Scout
- Skimmer
- Scout
- Skimmer
- Scout
- Skimmer
- EA(+1)
- MW
- Walker
- D
- Walker
Counts as a Dreadnought for the purposes of being transported. Armed with either a Missile Launcher or a Heavy Graviton Gun. Heavy Graviton Guns may only be selected if the formation contains a Techmarine.
- IC
- IC
- IC
- EA(+1)
- MW
- Walker
Counts as a Dreadnought for the purposes of being transported.
- EA(+1)
- EA(+1)
- MW
- Reinforced Armour
- Walker
Counts as a Dreadnought for the purposes of being transported.
- EA(+1)
- MW
- Fearless
- Inspiring
- Invulnerable Save
- Reinfirced Armour
- Walker
Counts as a Dreadnought for the purposes of being transported.
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one Terminator unit or two infantry units without Jump Packs or Mounted.
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one Dreadnought or two units of infantry without Jump Packs or Mounted. Transported units may shoot. Counts as a Land Raider for the purposes of being transported.
- D
Armed with either a Autocannon or a Heavy Graviton Gun. Heavy Graviton Guns may only be selected if the formation contains a Techmarine.
(4+)
- D
- Transport
May transport one infantry unit (except a Terminator unit) without Jump Packs or Mounted. Armed with either a Twin Lascannon, Graviton Gun or a Twin Heavy Bolter. Graviton Guns may only be selected if the formation contains a Techmarine. Razorbacks armed with a Twin Heavy Bolter have their firefight value increased to 4+.
- Transport
May transport two infantry units (except Terminator units) without Jump Packs or Mounted.
- IC
- Walker
- Ind
- FwA
- FxF
- Planetfall
- Transport
May transport one formation of only the following units: Devastator, Dreadnought, Tactical. After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pod models should be removed from the board once the formation they transport has disembarked.
- MW
- Slow and Steady
- Transport
May transport 60 infantry units, Attack Bikes, or Dreadnoughts; plus 60 armoured vehicle units (except Dreadnoughts); plus nine Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.
- MW
- Transport
May transport 12 infantry units, 8 Dreadnoughts and 20 light vehicles or armoured vehicle units (except Dreadnoughts); plus six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.
They Shall Know No Fear
Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:
- It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers).
- Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
- Space Marines formations only count half their number of Blaster markers in assault resolution (rounding down—note that assault resolution will not receive +1 for having no Blast markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines.
- When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1.
Titan Legion Forces
- EA(+3)
- TK(D3)
- TK(D3)
- FwA
- EA(+1)
- TK(D6)
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May transport ten infantry units or Dreadnoughts; Dreadnoughts count as two units each. May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- D
- FwA
- D
- FxF
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- D
- FxF
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- Slw
- FwA
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- IC
- FwA
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- FwA
- Slw
- FwA
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- Ind
- SS
- TK(D6)
- FwA
- D
- FxF
- EA(+3)
- TK(D3)
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- 6 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- TK(D3)
- FwA
- FxF
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- 6 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
Imperial Void Shields
Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.
Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.
Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).