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![[Post New]](/s/i/i.gif) 2013/01/09 18:31:21
Subject: Codex: Iron Hands (WIP) [Heavy Feedback Requested]
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Shas'la with Pulse Carbine
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Introduction
I know this has been attempted/done a few times before. I was going to throw in my information with their lots but a lot of them seem to be outdated. I decided that since my next big army was going to be Iron Hands, I'd take a crack at writing a custom codex for them and if I'm doing it for myself I might as well release it to the public. I've always been an Iron Hands fan (my very first metal Terminator I bought years ago before I majorly got into Warhammer I painted in their colors) and their story is one of tragedy, willpower, and sheer and utter bravado and I want to do them justice. If anyone wants to throw in their help, even if its just a little feedback on a number here or there, I'd be greatly appreciative and together we can make an Iron Hands codex that'd make Ferrus (blessed be his name) proud.
Codex ( WIP)
https://docs.google.com/document/d/1C4ZaSq34soEijQgdup2wPqiBypdumm9_xmNSZvLiL_A/edit
This Docs file has comments enabled by viewers, you're welcome to comment on things you like/don't like or anything you think there should be.
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This message was edited 12 times. Last update was at 2013/01/16 20:02:43
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![[Post New]](/s/i/i.gif) 2013/01/09 19:13:46
Subject: Codex: Iron Hands (WIP)
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Warp-Screaming Noise Marine
Canada!
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What are the bionic options like?
I always assumed they would have the whackiest and most diverse vehicle options on things like the predator dread and the razorback because of their love of tinkering and close ties to mechanicus.
Is fearless a fair trade for KNF and CT? I'm not sure.
I'm also pretty sure that Neophytes don't lose their hand and start being augmented until they become Initiates in the chapter.
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2013/01/09 19:16:40
Subject: Codex: Iron Hands (WIP)
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Shas'la with Pulse Carbine
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Lucre wrote:What are the bionic options like?
I always assumed they would have the whackiest and most diverse vehicle options on things like the predator dread and the razorback because of their love of tinkering and close ties to mechanicus.
Is fearless a fair trade for KNF and CT? I'm not sure.
I'm also pretty sure that Neophytes don't lose their hand and start being augmented until they become Initiates in the chapter.
The Bionics option is a basic one, the first Bionics choice (generic Bionics) bestows FNP (also I completely forgot about KNF). Then if they take that choice (its taken as a squad choice), individual units can take individual bionics upgrades such as Hydraulic Arms (Rage), Integrated Weapon Systems (May reroll 1's on to-hit ranged attacks), Optical Replacements (night vision), etc.
Custom vehicle patterns are something I want to look into, its not something I'm extremely well versed in at the moment.
I'll look into the Neophyte/Initiate thing, might just be an oversight by me.
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![[Post New]](/s/i/i.gif) 2013/01/10 12:58:12
Subject: Codex: Iron Hands (WIP)
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Shas'la with Pulse Carbine
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Found it.
There is no Scout Company for Iron Hands Neophytes; instead, each Clan Company must recruit its own Neophytes from the Medusan clans linked to the company to remain at strength. Upon indoctrination, the left hand of each Neophyte is replaced with a cybernetic replacement, the beginning of a process of augmetic replacement that will continue for the rest of their lives.
Under Recruitment on the Wikia
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![[Post New]](/s/i/i.gif) 2013/01/10 14:10:25
Subject: Codex: Iron Hands (WIP)
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Fighter Pilot
Strasbourg France
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Loving the idea.
Sadly enough, I know next to nothing about the iron hands, afraid I can't help.
I will give you a shout if I see anything OT, looking forward to seeing how this turns out !
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![[Post New]](/s/i/i.gif) 2013/01/10 14:17:27
Subject: Codex: Iron Hands (WIP)
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Shas'la with Pulse Carbine
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mayfist wrote:Loving the idea.
Sadly enough, I know next to nothing about the iron hands, afraid I can't help.
I will give you a shout if I see anything OT, looking forward to seeing how this turns out !
Yea that's going to be where I'll need the most help, I can easily look into lore, units, special powers, all that stuff, but keeping things in line with other armies is where the problems arise considering how little I've played outside of my main ones.
Automatically Appended Next Post:
Some attempted rules/point values for the Iron Lord.
Iron Lord - 200 pts
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The Iron Lord is a reigning commander in the Iron Hands forces. For hundreds of years they've fought and valiantly defended the Imperium's holdings in the name of the Emperor, and for their valor they were interred into a rare Iron Hands dreadnought sarcophagus on death. The Iron Lords are revered in the Iron Hands for being a rare sight on the battlefield; simply having one is enough to bolster their forces onward against impossible odds.
==Stats==
==Unit Composition==
-1 Iron Lord
==Unit Type==
-Vehicle (Walker)
==Wargear==
-Dreadnought Close Combat Weapon (with underslung Storm Bolter)
-Twin-Linked Heavy Bolter
-Searchlight
-Smoke Launcher
==Special Rules==
-Purity of Steel
-Venerable
==Options==
-Replace Storm Bolter with:
--Meltagun (Free)
--Heavy Flamer (+5 pts)
-Replace Dreadnought close combat weapon with:
--Chain Fist (Free)
--Seismic Hammer (Free)
-Replace Twin-Linked Heavy Bolter with:
--Twin-Linked Heavy Flamer (Free)
--Plasma Cannon (+5 pts)
--Twin-Linked Lascannon or Twin-Linked Assault Cannon (+25 pts)
-Take Extra Armor (+15 pts)
-Take a Banner (+15 pts)
-Take an Iron Halo (+15 pts) Automatically Appended Next Post: Iron Council notes so far
=======================================
Iron Council
=======================================
An Iron Council consists of 5-10 units from the following list.
Before the battle, each member of the Iron Council has the option of being split off from his unit and assigned to lead a different unit from the following list: . Only one member of the Iron Council can join each unit in this manner, otherwise they remain a part of the Iron Council.
=======================================
Iron Captain (20 pts)
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==Stats==
5 4 4 4 1 4 2 10 3+
=Composition=
-1 Iron Captain
==Unit Type==
-Infantry (Character)
==Wargear==
-Power Armor
-Chainsword
-Bolt Pistol
-Frag and Krak Grenades
==Special Rules==
-Fearless
-Purity of Steel
-Independent Character
=Options==
-May replace his Bolt Pistol and/or Chainsword with:
--A Boltgun (Free)
--A Stormbolter (+3 pts)
--A Combi-Melta, -Flamer, or -Plasma (+10 pts)
--A Storm Shield, Power Sword, Lightning Claw, or Plasma Pistol (+15 pts)
--A Power Fist (+25 pts)
--A Relic Blade (+30 pts)
--A Thunder Hammer (+30 pts)
-May take Melta Bombs (+5 pts)
-May take Digital Weapons (+10 pts)
-May have a Jump Pack (+25 pts)
-May take any of the Bionics listed in the Bionics chart
=======================================
Iron Father (100 pts)
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==Stats==
5 4 4 4 2 4 2 10 3+
=Composition=
-1 Iron Father
==Unit Type==
-Infantry (Character)
==Wargear==
-Power Armor
-Boltgun or Bolt Pistol
-Power Weapon
-Frag and Krak Grenades
==Special Rules==
-Fearless
-Purity of Steel
-Independent Character
-Forged Hatred (This unit and all members of his squad have Preferred Enemy (Everything))
-Liturgies of Battle
=Options==
-May replace Boltgun with:
--A Stormbolter (+3 pts)
--A Combi-Flamer, -Melta, or -Plasma (+15 pts)
--A Plasma Pistol (+15 pts)
-May take Melta Bombs (+5 pts)
-May take Digital Weapons (+10 pts)
-May take a Jump Pack (+15 pts)
-May take any of the Bionics listed in the Bionics chart
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Clan Elder (40 pts)
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==Stats==
4 4 4 4 1 4 2 9 2+
=Composition=
-1 Clan Elder
==Unit Type==
-Infantry (Character)
==Wargear==
-Terminator Armor
-Power Sword
-Storm Bolter
==Special Rules==
-Fearless
-Purity of Steel
-Independent Character
=Options==
-May replace his Power Sword with:
--A Power Fist (Free)
--A Chain Fist or Lightning Claw (+5 pts)
--A Thunder Hammer (+10 pts)
-May replace his Stormbolter with:
--A Heavy Flamer, Power Fist, or Storm Shield (+5 pts)
--A Lightning Claw (+10 pts)
--An Assault Cannon (+30 pts)
-May take any of the Bionics listed in the Bionics chart
=======================================
Librarian (100 pts)
=======================================
=======================================
Apothecary (15 pts)
=======================================
=======================================
Techmarine (50 pts)
=======================================
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This message was edited 9 times. Last update was at 2013/01/10 18:57:40
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![[Post New]](/s/i/i.gif) 2013/01/11 13:28:28
Subject: Codex: Iron Hands (WIP) [Updated 1/10/2013: Iron Lord, Iron Council]
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Shas'la with Pulse Carbine
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Updated main post with the Lord/Council's info.
Some Bionics notes I'm considering:
Core Bionics (+1 Toughness, Required for other Bionics)
Cerebral Nerve Override (Unit has Feel No Pain special rule)
Optical Integration (Unit has Night Vision special rule)
Integrated Weapons (May reroll 1's on Ranged Attacks)
Hydraulic Arm (+1 Additional Attack in Close Combat)
Piston Legs (Unit has Fleet of Foot special rule)
Additional Arm (Unit may take an additional limb with additional weapon [Bolter or Flamer])
Still torn between whether players should select bionics on a per-model basis or for the entire squad at once.
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This message was edited 1 time. Last update was at 2013/01/11 15:40:06
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![[Post New]](/s/i/i.gif) 2013/01/11 18:20:31
Subject: Codex: Iron Hands (WIP) [Updated 1/10/2013: Iron Lord, Iron Council]
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Warp-Screaming Noise Marine
Canada!
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The Iron Hands are compulsively driven to replace their own biological flesh with cybernetic replacements, a practise that begins as soon as a Neophyte is initiated into the Chapter. The Initiate's left hand is surgically removed and replaced with a Bionic prosthesis I guess I tend to take that to mean after the transition to initiate from neophyte. I'll look at the new content later! Edit: When i was thinking about making this fanbook in 5th, I was considering the bionics bonus giving a couple debuffs but providing a permanent 6++ and 6+ FNP. I was also toying with the idea of giving them a limited ability to over exert themselves once per game to get a temporary boon like relentless for a turn or nightvision for a turn or a re roll on something movementy. I figured having an upgraded version of bionics or special characters/wargear would give normal FNP and maybe add more uses per game or new ways of spending the overdriven powers. In 5th I thought that a hurricane bolter razorback would be a hilariously fun idea. Was also considering finding a way to have more access to cyclone missile launchers grenade launchers and maybe multilasers. I was thinking about a FA choice that might be scoring (or maybe an unlock to be scoring) that always came in a rhino and could choose between SM Shotguns / BPCCW / Bolter and got 2 special weapon options instead of the normal 1 heavy and one special in tacticals. Maybe scout move too. A special character that was so good with his double power fists he hits at initiative 3 with them.
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This message was edited 3 times. Last update was at 2013/01/11 19:02:34
It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2013/01/11 19:08:23
Subject: Codex: Iron Hands (WIP) [Updated 1/10/2013: Iron Lord, Iron Council]
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Shas'la with Pulse Carbine
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Lucre wrote:The Iron Hands are compulsively driven to replace their own biological flesh with cybernetic replacements, a practise that begins as soon as a Neophyte is initiated into the Chapter. The Initiate's left hand is surgically removed and replaced with a Bionic prosthesis
I guess I tend to take that to mean after the transition to initiate from neophyte.
I'll look at the new content later!
Edit:
When i was thinking about making this fanbook in 5th, I was considering the bionics bonus giving a couple debuffs but providing a permanent 6++ and 6+ FNP. I was also toying with the idea of giving them a limited ability to over exert themselves once per game to get a temporary boon like relentless for a turn or nightvision for a turn or a re roll on something movementy.
I figured having an upgraded version of bionics or special characters/wargear would give normal FNP and maybe add more uses per game or new ways of spending the overdriven powers.
In 5th I thought that a hurricane bolter razorback would be a hilariously fun idea. Was also considering finding a way to have more access to cyclone missile launchers grenade launchers and maybe multilasers.
I was thinking about a FA choice that might be scoring (or maybe an unlock to be scoring) that always came in a rhino and could choose between SM Shotguns / BPCCW / Bolter and got 2 special weapon options instead of the normal 1 heavy and one special in tacticals. Maybe scout move too.
A special character that was so good with his double power fists he hits at initiative 3 with them.
Hurricane Bolters are my favorite, and there's some fun ideas to be had with them. I considered letting them take Combat Shields on normal tactical marines just for kicks honestly but it didn't seem in character for the chapter as there's nothing really to suggest it.
I honestly was thinking their "overdrive" would moreso be for vehicles, so they can attune themselves to the machine spirit of their vehicle and improve its output for a single turn or something but it has a chance to take a hull point of damage.
I'm going to limit Morlock Terminators to a single squad of 3 but they can grow to 5, if you take a special character (a Termie from the HH who survived) he increases your ability to choose them and allows more squads of them.
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This message was edited 1 time. Last update was at 2013/01/11 19:09:11
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![[Post New]](/s/i/i.gif) 2013/01/14 20:01:16
Subject: Codex: Iron Hands (WIP) [Updated 1/10/2013: Iron Lord, Iron Council]
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Shas'la with Pulse Carbine
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![[Post New]](/s/i/i.gif) 2013/01/15 02:40:22
Subject: Re:Codex: Iron Hands (WIP) [Updated 1/14/2013: Codex Document Posted]
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Fresh-Faced New User
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I believe that the iron hands need to be given some love! haha ^^ just had to sign up to help a bit
Some ideas and thoughts I was considering (sorry if these ideas were already mentioned previously, too lazy to read through, i should be studying for my exams for medicine ^^)
1. Tac Marines being able to wield 2 Bolters as suggested by the artwork of Jon Sullivan in the Wrath of Iron Novel. I guess that it is because of their bionic left hand,that they are able to do this?
2. I believe their terminators are rare so make them more expensive? I also read in the lexicanum that Tactical Squad sergeants are able wear terminator armor to provide inspirational value
3. They need to have veterans, which are the survivors of Istvaan massacre, these would be elite choices having a type of Veterans of the Long War special rule giving Hatred to Chaos Space Marines
"The Iron Hands bear a grudge against all the participants of the Heresy: the traitors, for being weak enough to become corrupted, and the other loyalists, for not being strong enough to protect the Emperor."
This may also mean that they can't be battle brothers with other Space Marines :p
but I see this as a problem of having veterans "Each Clan Company is an independent entity, responsible for its own recruitment and, as such, there are no dedicated Scout or Veteran Companies".
4. "Some battle brothers are rumored to be wholly mechanical..." it would be interesting to see a unit of these... i'd imagine they have fnp and maybe that rule of the Servitors "Mindlock" when a techmarine or iron father, etc is not nearby
5. I looked at the google docs file... I think those bionic upgrades would have to be expensive if it's going to be conferred to the entire unit
6. Basic implants for regular tactical units, advance implant only for sergeants and terminators
Sorry that my ideas are a mess and not presented well, I'm pressed for time and just saw this and got excited! Anyway, back to my studies! Will read up more on Iron Hands fluff after my exams! good luck to this and I hope it gets recognized and gets the stamp! (I believe GW should release mini codices :p)
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![[Post New]](/s/i/i.gif) 2013/01/15 11:41:42
Subject: Re:Codex: Iron Hands (WIP) [Updated 1/14/2013: Codex Document Posted]
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Shas'la with Pulse Carbine
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camacho wrote:I believe that the iron hands need to be given some love! haha ^^ just had to sign up to help a bit
Some ideas and thoughts I was considering (sorry if these ideas were already mentioned previously, too lazy to read through, i should be studying for my exams for medicine ^^)
1. Tac Marines being able to wield 2 Bolters as suggested by the artwork of Jon Sullivan in the Wrath of Iron Novel. I guess that it is because of their bionic left hand,that they are able to do this?
2. I believe their terminators are rare so make them more expensive? I also read in the lexicanum that Tactical Squad sergeants are able wear terminator armor to provide inspirational value
3. They need to have veterans, which are the survivors of Istvaan massacre, these would be elite choices having a type of Veterans of the Long War special rule giving Hatred to Chaos Space Marines
"The Iron Hands bear a grudge against all the participants of the Heresy: the traitors, for being weak enough to become corrupted, and the other loyalists, for not being strong enough to protect the Emperor."
This may also mean that they can't be battle brothers with other Space Marines :p
but I see this as a problem of having veterans "Each Clan Company is an independent entity, responsible for its own recruitment and, as such, there are no dedicated Scout or Veteran Companies".
4. "Some battle brothers are rumored to be wholly mechanical..." it would be interesting to see a unit of these... i'd imagine they have fnp and maybe that rule of the Servitors "Mindlock" when a techmarine or iron father, etc is not nearby
5. I looked at the google docs file... I think those bionic upgrades would have to be expensive if it's going to be conferred to the entire unit
6. Basic implants for regular tactical units, advance implant only for sergeants and terminators
Sorry that my ideas are a mess and not presented well, I'm pressed for time and just saw this and got excited! Anyway, back to my studies! Will read up more on Iron Hands fluff after my exams! good luck to this and I hope it gets recognized and gets the stamp! (I believe GW should release mini codices :p)
1: The "additional arm" allows them the second Bolter/Flamer pretty much, I don't know about dual wielding bolters, while its a cool idea I feel like double bolter fire could get a bit insane lol
2/3: Yea, their Sergeants are going to be able to take Terminator armor (but not required, they can come power armored), and Morlocks will be limited to a single squad of 3 or something of the sort but with extensive wargear options. Only one terminator is still alive following the Dropsite Massacre and that's the SC I'm adding Vermanus Cybrus, because he's mostly machine. I'm going to have their own ally matrix (with their only main battle brothers being Adeptus incase someone's playing one of the 50 codices for that out there). They will have a special Vet squad called the Iron Guard, which are going to be heavily heavily cybernetic marines that can take some fun wargear options like Combat Shields and such.
4: I considered doing a custom troop choice like that actually, just haven't had any good ideas about it really, the Tacs/Neophytes kinda cover most of the troop choices.
5/6: I was considering having them individual units pay for them, but it seemed like a lot of battlefield information to constantly pay attention to, and when you would go to roll dice it'd be annoying to have to roll a different colored for every freaking unit in the squad if they each had different implants. I do like the idea of having basic implants for Tacs/Neophytes and advanced for Sergeants/Terminators though.
Haha its fine, I understand, we're on the same page for a lot of it.
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This message was edited 1 time. Last update was at 2013/01/15 11:43:39
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![[Post New]](/s/i/i.gif) 2013/01/16 17:38:05
Subject: Codex: Iron Hands (WIP) [Updated 1/15/2013: HQ's]
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Shas'la with Pulse Carbine
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Put a lot of work into this mess last night, any feedback greatly appreciated. Did some nerfing here and there.
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![[Post New]](/s/i/i.gif) 2013/01/18 09:52:39
Subject: Re:Codex: Iron Hands (WIP) [Heavy Feedback Requested]
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Fresh-Faced New User
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For the dual wielding bolter option, maybe make it so that's it's either a very expensive upgrade or one 1 can take it for a 5 or 10 man?
Also appears that they have access to Razorbacks with twin-linked multi-meltas
Also saw that they have librarians with unique powers (from wikipedia, hope this is reliable - as of now am just trying to compile info and churn some ideas)
Deus Ex Ferrum - When an Iron Hands Librarian focuses his mind, he is able to link his iron will to the strength of his augmetics, bolstering himself and his allies, enabling them to shrug off dire wounds that would halt a normal Space Marine.
Betrayal of Flesh - Harnessing his hatred for weakness, the Iron Hands Librarian is able to sunder the flesh of his enemies with a blast of pure Warp energy, reducing his enemies to dust.
Punish the Weak - After fighting alongside his Iron Hands Battle-Brothers for countless battles, the Librarian has learned how to spare their mechanical bodies while assailing his enemies. He is able to summon forth a roiling tornado of force around himself, harshly tearing at the flesh of anyone not strong enough to stand against its assault.
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![[Post New]](/s/i/i.gif) 2013/01/18 12:32:13
Subject: Codex: Iron Hands (WIP) [Heavy Feedback Requested]
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Infiltrating Broodlord
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The 2 cents of a very IH lover. - Iron Hands are the typical communion between the fearless, unstoppable, freaking-uber-future-warrior and the blind, stupid, old and predictable tactical rigidity tipical of ancient Roman armies like. Their strong, resilient and sturdy but they absolutely aren't flexible. - They really do know just one combat tactic and developed every single element of their army in this sense. You know.. just like Testudo/Moenia/Cuneum and Orbiter methods. If something will pass through those lines well.. there will be others Testudo/Moenia/Cuneum and Orbiter.. - Their obsession for bionics is, of course, their "secret weapon" and their failure. This must be represented in their profile. - Their BG is pretty clear regarding little but important thing that will eventually give a clear shape at the FOC. I mean of course things like Dreads as HQ, Teminators special characters that HAS to be added to units for Fearless special rule (eventually considering to force a number for this characters, no less than 2, not more than 6, and to link them to the equivalent of Tactical sq. where the only alternative troop could be neophytes -similar to SW scouts- that couldn't be leaded by TDA sergeants and thereby wouldn't have the Fearless special rule). - I do imagine a typical IH marine, not a neophyte but really the average marine, as the perfect short-to-medium range soldier. I do imagine him being enhanced with shooting upgrades, Acute Senses, one-use-only special ammunitions, Target Lockers, one per battle unit-smoke-launchers (+1 for cover saves ie), a unit-searchlight... - In the same time I do however see them as slower than a regular Marine, more resilients of course, but slower. I don't think givin' them FNP so easily could be considered a wise choice. At a sort of Command Sq./Bodyguard/Honorguard ok but certainly not to Tactical Marines equivalent. Consider to give them T5, no FNP and a reduced I. I would add even no more than 1x CC attacks each. So, resuming: HQ - Dreads of different kind, some sort of Masters of Ordinance (shoot pro) and some sort of Masters of Attrition (CC and Siege Weapons) + why not the possibility to build up a personal Dreadnought with all the options available but obviously pricy. No particular special rules or combat tactics like things. HQ - A sort of Librarian, a sort of Reanimation protocol psychic power (not making it to over powered eh..) + a secondary power similar to Null Zone where however the enemy will must reroll every favorable to hit by shooting with a -1 applied vs him and his unit. Something that will interference with enemy weapons. HQ - A sort of Dread Chappy. Not particular strong by his own but a very force-multiplier character. Free Preferred enemy/Furious Charge at a friendly unit (like the Swarmlord) each turn and all-time for him. Lone or Attached. Secondary HQ - I will consider a sort of Command sq leaded by a Mechanicum Techpriest (a regular T4, 4+) and 4 servitors/veterans mix. T5, Sternguards upgrades like, FNP available as upgrade on the Techpriest. I will eventually consider for them Slow and Purposeful. OF course BS4 and 3+. ELITES - A sort of BS3 weaker Dradnoughts, something between Sentinels and Warwalkers. ELITES - Power Armoured CC specialist, I'm thinking at Crusaders/Death Cult Assassins. Not strong as Terminators but better than Tactical Marines in CC. 25-30 pts each is a correct price to me. ELITES - A swarm like mini-robots SCOUT unit. Necrons I'm thinking of you !! TR - minimum 2 / maximum 6 TDA characters (I would take Wolf Guards upgrade prices). They would have to be assigned to Tactical Marines (forcing so a minimum of 2 to a max of 6 units). TR - Tactical Marines - T5 - I3 - 1x base attack - Acute Senses - unit smoke launcher (+1 cover one-use-only). 2 max 12" assault weapons + 1x rapid fire OR heavy weapon, usual upgrade prices. NO FNP, pricier than Tactical Marines but slightly cheaper than Plague Marines. (access to a Chimera, Rhino and Razorback and 12 places drop pods like transport). Possibility to Combat sq. TR - Neophytes. Really something like SW scouts without the scout ability. Teams from 5 to 20. 1 special weapon (flamer/melta/plasma) after 5 and 15 models. Team leader with acces to combi-weapons, CC weapons, bla bla bla.. (acces to Chimera, Rhino and Razorback and 12 places drop pods like transports). Possibility to Combat sq. in two 10x models teams. FA - A Baal Pred./Warbuggy sort of automatic skimmer vehicle (max movement 18"). One base weapon similar to 1 single hurricane bolter + different sponson options between TL MM, TL HF, TML, TL Plasmacannon (!!). 11-10-10, 2 Hull pts, Jink save. Turbo. 80 pts average price starting from 60 more or less. FA - don't know what else.. FA - don't know what else.. HV - Land Raiders - Vindicators - Predators - Whirlwind (eventually including the plasma upgrades from forgeworld) + a MONOLITH like monstruosity armed with a Quad-Gun and 4 HB/HF/MM/PC/LC gun emplacements. A sort of moving Imperial Bastion (max 6" per turn). For him, I'm deaming about a 20x infantry places inside, Assault Vehicle, 3 if not 4 HP. Obnviously it would has to be at least 300 pts, or something along those lines. HV - A devastators/Obliterators/Jokaeros like unit. A sort of PA Obliterators, in team of 4 + leader. HV - a repairing vehicle that will generate robots from rubbles and wrecks. Friendly or not. MC, ST5, T6 with 3 wounds. Magna-grapple, DCCW. AC3, BS3, 3+. No bikes of fast things moving on the table.. a LOT of bodies. HEAVY, SLOW MOVING, well equipped vehicles. One 80% shooty weapons Army. Really a mix between Sororitas, Necrons and Vanillas. Religion, Iron and Flesh. Regarding Flyers I really have no Idea.
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This message was edited 4 times. Last update was at 2013/01/18 12:42:31
Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2013/01/18 17:25:12
Subject: Codex: Iron Hands (WIP) [Heavy Feedback Requested]
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Shas'la with Pulse Carbine
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Toban wrote:The 2 cents of a very IH lover.
- Iron Hands are the typical communion between the fearless, unstoppable, freaking-uber-future-warrior and the blind, stupid, old and predictable tactical rigidity tipical of ancient Roman armies like. Their strong, resilient and sturdy but they absolutely aren't flexible.
- They really do know just one combat tactic and developed every single element of their army in this sense. You know.. just like Testudo/Moenia/Cuneum and Orbiter methods. If something will pass through those lines well.. there will be others Testudo/Moenia/Cuneum and Orbiter..
- Their obsession for bionics is, of course, their "secret weapon" and their failure. This must be represented in their profile.
- Their BG is pretty clear regarding little but important thing that will eventually give a clear shape at the FOC. I mean of course things like Dreads as HQ, Teminators special characters that HAS to be added to units for Fearless special rule (eventually considering to force a number for this characters, no less than 2, not more than 6, and to link them to the equivalent of Tactical sq. where the only alternative troop could be neophytes -similar to SW scouts- that couldn't be leaded by TDA sergeants and thereby wouldn't have the Fearless special rule).
- I do imagine a typical IH marine, not a neophyte but really the average marine, as the perfect short-to-medium range soldier. I do imagine him being enhanced with shooting upgrades, Acute Senses, one-use-only special ammunitions, Target Lockers, one per battle unit-smoke-launchers (+1 for cover saves ie), a unit-searchlight...
- In the same time I do however see them as slower than a regular Marine, more resilients of course, but slower. I don't think givin' them FNP so easily could be considered a wise choice. At a sort of Command Sq./Bodyguard/Honorguard ok but certainly not to Tactical Marines equivalent. Consider to give them T5, no FNP and a reduced I. I would add even no more than 1x CC attacks each.
So, resuming:
HQ - Dreads of different kind, some sort of Masters of Ordinance (shoot pro) and some sort of Masters of Attrition ( CC and Siege Weapons) + why not the possibility to build up a personal Dreadnought with all the options available but obviously pricy. No particular special rules or combat tactics like things.
HQ - A sort of Librarian, a sort of Reanimation protocol psychic power (not making it to over powered eh..) + a secondary power similar to Null Zone where however the enemy will must reroll every favorable to hit by shooting with a -1 applied vs him and his unit. Something that will interference with enemy weapons.
HQ - A sort of Dread Chappy. Not particular strong by his own but a very force-multiplier character. Free Preferred enemy/Furious Charge at a friendly unit (like the Swarmlord) each turn and all-time for him. Lone or Attached.
Secondary HQ - I will consider a sort of Command sq leaded by a Mechanicum Techpriest (a regular T4, 4+) and 4 servitors/veterans mix. T5, Sternguards upgrades like, FNP available as upgrade on the Techpriest. I will eventually consider for them Slow and Purposeful. OF course BS4 and 3+.
ELITES - A sort of BS3 weaker Dradnoughts, something between Sentinels and Warwalkers.
ELITES - Power Armoured CC specialist, I'm thinking at Crusaders/Death Cult Assassins. Not strong as Terminators but better than Tactical Marines in CC. 25-30 pts each is a correct price to me.
ELITES - A swarm like mini-robots SCOUT unit. Necrons I'm thinking of you !!
TR - minimum 2 / maximum 6 TDA characters (I would take Wolf Guards upgrade prices). They would have to be assigned to Tactical Marines (forcing so a minimum of 2 to a max of 6 units).
TR - Tactical Marines - T5 - I3 - 1x base attack - Acute Senses - unit smoke launcher (+1 cover one-use-only). 2 max 12" assault weapons + 1x rapid fire OR heavy weapon, usual upgrade prices. NO FNP, pricier than Tactical Marines but slightly cheaper than Plague Marines. (access to a Chimera, Rhino and Razorback and 12 places drop pods like transport). Possibility to Combat sq.
TR - Neophytes. Really something like SW scouts without the scout ability. Teams from 5 to 20. 1 special weapon (flamer/melta/plasma) after 5 and 15 models. Team leader with acces to combi-weapons, CC weapons, bla bla bla.. (acces to Chimera, Rhino and Razorback and 12 places drop pods like transports). Possibility to Combat sq. in two 10x models teams.
FA - A Baal Pred./Warbuggy sort of automatic skimmer vehicle (max movement 18"). One base weapon similar to 1 single hurricane bolter + different sponson options between TL MM, TL HF, TML, TL Plasmacannon (!!). 11-10-10, 2 Hull pts, Jink save. Turbo. 80 pts average price starting from 60 more or less.
FA - don't know what else..
FA - don't know what else..
HV - Land Raiders - Vindicators - Predators - Whirlwind (eventually including the plasma upgrades from forgeworld) + a MONOLITH like monstruosity armed with a Quad-Gun and 4 HB/ HF/ MM/ PC/ LC gun emplacements. A sort of moving Imperial Bastion (max 6" per turn). For him, I'm deaming about a 20x infantry places inside, Assault Vehicle, 3 if not 4 HP. Obnviously it would has to be at least 300 pts, or something along those lines.
HV - A devastators/Obliterators/Jokaeros like unit. A sort of PA Obliterators, in team of 4 + leader.
HV - a repairing vehicle that will generate robots from rubbles and wrecks. Friendly or not. MC, ST5, T6 with 3 wounds. Magna-grapple, DCCW. AC3, BS3, 3+.
No bikes of fast things moving on the table.. a LOT of bodies. HEAVY, SLOW MOVING, well equipped vehicles. One 80% shooty weapons Army.
Really a mix between Sororitas, Necrons and Vanillas. Religion, Iron and Flesh.
Regarding Flyers I really have no Idea.
I do like a lot of those ideas, especially moving Fearless to Sergeants and they give it to their squads instead, as well as dropping their initiative and making them a little "slower" effectively.
So here's some changes based on your ideas I'm considering:
-Removal of Fearless for the entire army, maybe Stubborn instead or something else, regardless I do like the idea of Terminator Sergeants giving Fearless to their squad.
-I want to try to slow them down a little, make them feel like a slower army, and more shooty than normal marines.
-Bionics system is getting overhauled quite a bit, not sure exactly to what yet, but I want to allow players to have fully outfitted bionic armies that look the part and receive some small bonuses for it.
-I'm going to remove FNP from the list of things Bionics can possibly give, it can't be priced right to make it fair lol
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![[Post New]](/s/i/i.gif) 2013/03/03 06:47:57
Subject: Re:Codex: Iron Hands (WIP) [Heavy Feedback Requested]
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Fresh-Faced New User
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are you still working on this? O.o
Small update: I'm currently reading slowly through the Wrath of Iron novel and one character there is Iron Father Kathir. His wargear consists of a hand-flamer and a thunder hammer  maybe this could be added to Iron Father wargears?
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