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So I'm sitting here toying with some basic ideas for a homebrew Iron Hands Codex to mess around with for my upcoming army. One thing I was considering was what I call an "Iron Council" as an HQ choice. Its kind of a reference to the fact Iron Hands don't have absolute leaders necessarily, they rule by council on their major decisions, so it would allow a player to take a custom "full command squad" as their leader.
Effectively it'd be a group of 5-10 models that can consist of Iron Captains, Iron Fathers, Clan Elders, Librarians, Apothecaries, Techmarines, and Standard Bearers, each providing their own bonuses/specialties, and they can be split off and join other squads.
So my question is, does this cause any direct issues you can see right off the bat? Is the potential squad size of 10 way too large? Is 5 too high of a minimum?
Elaboration:
Iron Captains - Power armored marines, leadership/morale bonuses for squad
Iron Fathers - Chaplain-esque characters, bonuses for bionic characters in squad, maybe choice Preferred Enemy?
Clan Elders - Termie-armored warriors, potent warriors, some leadership ability
Librarians - Typical Librarians, access to special Iron Hands psyker abilities
Apothecaries - Given Bionics typically bestow FNP, maybe they improve FNP?
Techmarines - Typical Techmarines
Standard Bearers - Typical Standard Bearers
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