circuitry plate — not savedThe X Legion
“The Flesh is Weak”
Descended from the gene-seed of the vanished Primarch Ferrus Manus, the Iron Hands hold to a creed of contempt for the flesh, replacing lost limbs and organs with augmetics until precious little of the man remains beneath the armour. Steeped in the doctrines of the Cult Mechanicus, they see emotion and weakness as one and the same, prizing cold logic, brutal efficiency and unrelenting firepower over passion or glory. Their Clan Companies wage war with a grim, isolated pragmatism, favouring dreadnoughts and heavy armour above all, for these are warriors that have already shed most of what made them mortal. To the Iron Hands, victory is not glorious - it is simply correct.
Army Rule
At the start of your Command phase, select one enemy unit as your Oath of Moment target. Each time an attack targets it, re-roll a Hit roll of 1, or the entire Hit roll if the attacker is Battleline or under 5 models.
Each time a friendly IRON HANDS VEHICLE or DREADNOUGHT unit is destroyed, roll one D6 before removing it: on a 4+, that unit can shoot or fight (as appropriate) one final time before being removed.
2 available
Merciless Logic
Friendly IRON HANDS VEHICLE and DREADNOUGHT units have the Feel No Pain 6+ ability, improved to 5+ while below their Starting Strength.
The bearer has the Feel No Pain 5+ ability.
Add 1 to Hit rolls for the bearer's melee attacks.
The bearer's melee weapon gains [DEVASTATING WOUNDS] and add 1 to its Strength.
Once per battle, when the bearer's unit is selected to shoot, its ranged weapons gain [SUSTAINED HITS 2].
Combat Squads
INFANTRY units of 10 models can be split into two units of 5 before the battle begins.
The first time the bearer would be destroyed, roll a D6: on 3+ it survives with 1 wound remaining.
The bearer has a 2+ Save characteristic.
The bearer has a 4+ invulnerable save.
Once per battle, when the bearer is destroyed, roll a D6: on a 2+ the attacker suffers D3 mortal wounds.
7 stratagems
BATTLE TACTIC · Any phase
A friendly IRON HANDS VEHICLE unit ignores the effects of being Below Half-strength when determining its abilities and Battle-shock.
BATTLE TACTIC · Opponent's turn phase
An IRON HANDS unit targeted this phase gains the Feel No Pain 5+ ability until the end of the phase.
STRATEGIC PLOY · Command phase
An IRON HANDS unit within 6" of a friendly CHARACTER ignores Battle-shock effects this turn.
BATTLE TACTIC · Opponent's turn phase
Subtract 1 from Damage rolls that target a friendly IRON HANDS unit this phase.
BATTLE TACTIC · Shooting phase
Rapid Fire weapons treat the target as within half range if within normal range.
STRATEGIC PLOY · Fight phase
An IRON HANDS VEHICLE or DREADNOUGHT unit fighting this phase gains [DEVASTATING WOUNDS] on its melee weapons.
STRATEGIC PLOY · Command phase
Restore up to D3 lost wounds to a friendly IRON HANDS VEHICLE or DREADNOUGHT model within 6" of a friendly CHARACTER.
39 units