Edit now with word file.
I do like potentially the look of the army in Epic, but I have to admit some of the fluff is pants.
The good bits Bionic enhancement - a loathing of the flesh Dreadnaught highest you can go and everyone finds you inspiring. Iron Father - a chaplain techmarine Ten independent companies - all unit types included in each one Strong links to AdMech - see below Lack of support equipment - see below
The bad bit So they lost their gear 10,000 years ago and despite all the new founding?s and them being the best pals of the adeptus - they have never resupplied!? Oh come on.
Clearly new fluff is required. A better explanation?
Yes all the gear was lost with the Primarch. As a result the legion focused inwards. Vehicles were maintained but out of respect to the lost machine spirits never replaced. Dogmatic adherence to a moment 10,000 years ago at the time of their greatest defeat has frozen their world view and this is instilled in new recruits.
Nothing new is accepted, they are determined to fight this lost battle again and again, showing that it could be won and vindicate the memory of their Primarch, a man seen as second in strength and perfection only to the Emperor himself.
As their faith was proven weak intolerance for weakness has become loathing of their own altered humanity with flagellation, scarring, disfigurement and ultimately bionic replacement. Mutations are abhorred, a recruit implanted with zygotes that prove flawed is ritually put to death by his fellows, who tear his flesh to pieces with metal claws and fingers. Physic powers are an unknown force to their logic engines and doctrine. Sometimes recruits prove to have these abilities and can either be trained as Librarians or destroyed as aberrations. As a result it is unlikely there is more than 2 or 3 in the whole legion.
As a result of using declining stocks of legion equipment many vehicles await repairs, or have become too old to reliably operate and serve as spare parts for others. Innovations such as the Annihilator, or even the Razorback, accepted by the AdMech, are Heresy in the Iron Hands eyes.
They have become a mix of ancient vehicles and self loathing battle brothers fixated on surpassing the weaknesses of the flesh and redeeming the mistake and terrible loss of their Primarch.
Organization The Iron Hands are only nominally a codex chapter. Indeed they still refer to themselves as a legion.
Each company is self contained and rarely meets its fellows, possessing its own mobile keep, armory, apothecary, fleet, scout and veteran force, with each company varying in size. Jump packs were never that common during the Heresy, but easy to maintain so dedicated formations are still fielded. Worse off are supplies of Terminator suits, now to rare to field as dedicated formations. Instead they are scattered amongst the squads, inspiring battle brothers with their mechanical magnificence and acting as a reminder of the rewards of loyal service. There is no Chapter master, instead when combined action is called for company heads meet in council to plan strategy.
There have even been instances or warfare between companies. Loathing of their own bodies extends to either admiration and awe at those more augmented than themselves, or disgust for those with less. A result of this is less co-ordination than other chapters and the recent heroes of the chapter are those with augmented skills, not innate greatness or leadership abilities.
Effects on list
No terminator or armour formations. Zip. Zero. No new equipment (razorbacks, hunters etc). Armour can be added to infantry formations. Whirlwind AA system. Only company commanders and iron father characters. Limit captains to 0-2 (in essence unless you play over 5000 points it is unlikely to have more than 2 companies co-orperating!). Possibly add a Praetorian like the Cap Imperialis if they are using ancient gear. Dreadnaughts have Inspiring. Assault, Devastator and Tactical marines have Invulnerable save. Should Land Speeders and Bikes get an invulnerable save? Not sure. Use 1st ed Land Raiders, predators and vindicators (weapon fits from those models). Suggest use rapiers, tarantulas, mole mortars and thud guns from 1st ed if you have them as devastator squads. Special rule ? multiple instances of invulnerable save in a unit stack, so two saves on a unit would give an invulnerable save of 5+.
New/Altered units
Iron Father ? I?m thinking perhaps the following? Version 1 75 points Character Power weapon, +1MW CC Gun servitors, +1 FF Inspiring, Invulnerable save, Leader
Version 2 50 points Character Power weapon, +1MW CC Gun servitors, +1 FF Invulnerable save, Leader
Mk1 Land Raider (the metal one) Speed 25cm, Save 4+, CC6+, FF5+ 2 Twin Lascannon, 45cm, AT4+ RA, Transport 2 scouts, tacticals or devastators.
Mk1 Predator Speed 30cm, Save 4+, CC6+, FF4+ 2 Lascannon, 45cm, AT5+ Autocannon, 45cm, AP5+/AT6+
Dreadnaught Gains Inspiring
Whirlwind Gains AND 45cm, AA6+
Assault, Tactical and Devastator marines gain Invulnerable Save
Note I am aware of the whirlwind balance and are trying to think of ways round it, perhaps go back to aversion similar to 1st ed.
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