RE: [NetEpic ML] Re: [v5.0]Iron Hands

From: Millett, George <George.Millett_at_...>
Date: Thu, 13 Jun 2002 11:04:15 +0100

> -----Original Message-----
> From: antichrist666it [mailto:seimejote_at_...]
> Sent: Thursday, June 13, 2002 10:37 AM
> To: netepic_at_yahoogroups.com
> Subject: [NetEpic ML] Re: [v5.0]Iron Hands
>
>
> --- In netepic_at_y..., <jyrki.saari_at_n...> wrote:
> > Iron Hands are the most insular of all space marine chapters. They
> have little outside contacts save with the adeptus mechanicus and
> constantly strive to overcome the weakness of their fleshy bodies by
> replacing their body parts with bionics.
> >
> > SPECIAL RULES:
> > While Blood Angels have a reputation of ferocity and savageness the
> Iron Hands have a reputation of complete ruthlessness, lack of mercy
> and burning hatred. Any morale checks made when fighting against Iron
> Hands receive a -1 modifier.
>
> This sounds new to me... where you got this fluff?

GW in their infinite wisdom have changed it again. This appeared in a White
Dwarf early part of this year as part of the Index Astartes series of
articles they are doing at the moment. The old bit of fluff that Iron hands
are good Siege defenders has gone to the Imperial fists instead.

>
> > Due to this reputation, and the fact that Iron Hands regard even
> other marine chapters as "weak" and shun nearly all outside contact,
> the benefits of Iron Hands special units apply only to Iron Hands
> units. Other Imperial troops tend to keep their distance when
> fighting alongside Iron Hands. Conversely, Iron Hands are not
> impressed at all by the weak outsiders and only gain benefits of
> their own special units.
> >
> > NEW UNITS:
> > Iron Father
> > Instead of Chaplains Iron Hands have Iron Fathers who combine the
> functions of a Chaplain and a Techmarine.
> > Move: 10 cm
> > Save: 6+ fixed
> > CAF: +4
> > Weapons: Bolt Pistol
> > Range: 25cm
> > Att. D: 2
> > To Hit: 5+
> > TSM: 0
> > Notes:Iron Hands within 15cm add +1 to morale, Iron Hands vehicles
> within 10cm save on 5+,HQ Unit, Elite.
> >
> > NEW COMPANY CARDS
> > Clan Company
> > Instead of the codex organization the Iron Hands are organized into
> ten Clan companies, which are roughly equivalent of Codex Battle
> companies but slightly larger. Each clan company is a mini-chapter in
> itself and has its own supprt troops.
> >
> > Contents: 1 Assault Detachment (8 assault stands, 4 rhinos),
> > 1 Tactical detachment (8 tactical stands, 4 rhinos),
> > 1 Devastator detachment (8 devastator stands, 4 rhinos),
> > 1 Company HQ (command stand and a rhino)
> > Break Point: 19
> > Morale: 2
> > Victory Points: 10
> > Cost: 1050
> >
> > NEW SPECIAL CARDS
> > Iron Father
> > Contents: 1 Iron Father stand and a rhino
> > Break Point: -
> > Morale: -
> > Victory Points: 2
> > Cost: 150
> >
> > PROHIBITED ARMY CARDS
> > All normal infantry company cards and chaplains.
> >
> > Jyrki Saari
> >
> > -There is no such thing as free lunch because eating takes time and
> time is money.
>
> Sounds good... I'll come back later with some other units... :P
>
> Don't you think IH chars (like the Iron Father) should have a 6+
> regeneration save due to their bionics? And the possibility for the
> chapter to field at least Basilisks?
>

May be not Basilisks but they certainly should have better access to AM
stuff like the Ordinatus and Tech guard formations.

G


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Received on Thu Jun 13 2002 - 10:04:15 UTC

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