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The Iron Hands are one of the First Founding Space Marine Chapters, and whilst they may

lack the litany of accolades possessed by such fellow chapters as the Ultramarines or Blood Angels, none can argue with their abilities in battle, and their devotion to mankind and the Imperium. Their beliefs of the strength of metal over the weakness of flesh have brought them close to the Adeptus Mechanicus over the millennia.

Iron Hands

Medusa

The Chapters homeworld is the nearly-hospitable planet of Medusa, located near the Eye of Terror. Its landscape is harsh and generally unstable, with massive tectonic shifts occurring on a regular basis. Medusa is not united by any single government, but instead is populated by disparate clans of miners living out of great tracked vehicles travelling in caravan. Great ranges of volcanoes criss-cross the fields of basalt and obsidian, and expansive plains of dust and rock are all the features that exist. Resources are constantly discovered due to the tectonic nature of the planet, which is how these tribes make a living. There are only two notable locations on Medusa: a volcano known as Karaashi, which was the location of the arrival of Ferrus Manus, and the Land of Shadows. The Land of Shadows is populated only by ghostly relics of ages past and is said to be haunted by the spirits of Medusans long dead; those who go there only go in order to become supplicants to the Iron Hands' recruitment process. The Lands of Shadow are rarely ever explored, and the Iron Hands maintain a strict watch over who enters them, with a boltshell through the head of anyone who isnt authorized. Strange dirges of techno-lingua can be heard on a quiet night, but no one claims to know the meaning. The organization of the Iron Hands Chapter, following the Second Founding, deviated from the Codex Astartes. The Chapter drew much of its organization from the clans of Medusa. Each of the ten Clan Companies is a single entity, possessing its own command hierarchy, veterans, beliefs and traditions. One warrior of each Clan Company is nominated to represent their peers at the Great Council of the Iron Hands. As such, there is no single Commander of the Chapter, a precaution implemented so that no one man can lead the entire Chapter astray, as happened during the Horus Heresy. A further departure from the doctrines of the Codex Astartes is the lack of Chaplains. This position is instead filled by a Marine known as the Iron Father, who combines the roles of Chaplain and Techmarine. The Iron Father is considered the religious representative of both the Emperor and the Adeptus Mechanicuss Omnissiah and sees to the spiritual health of the Chapters battler-brothers as well as the health of the machine spirits that reside in each piece of equipment.

Clan Based Society

Recruitment

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. This iron hand symbolizes the Astartes' link with his lost Primarch and is the start of the long and slow process by which Iron Hands Astartes eventually replace as much of their frail physical bodies with superior machine components as they can. If they are lucky to survive that long, the Iron Hand battlebrother may find himself in the internment of the shell of a mighty Dreadnought, the perfect blend of the organic and the machine, though few Iron Hands ever achieve that extraordinary honour. Once the left hand is replaced, then neophyte is sent to the Lands of Shadow, where he meets his brethren from the other clan companies. Whatever happens beyond the vale of darkness, only the Chapter knows; but it has a

profound impact on the life of every new warrior and forms the bonds of respect between the new warriors of each Clan Company, ensuring strong intra-Chapter loyalty.

Combat Doctrine

The hatred the Iron Hands feel towards weakness and corruption has an effect on the Chapter's doctrine and operations, a belief that even extends to their own bodies. As a body can be injured, broken, or led into temptations of the flesh, the Iron Hands seek to eliminate any perceived fault within themselves through any means possible, usually cybernetic replacement of the body part. In the minds of many Iron Hands, the machine is the ideal. The hatred of all weaknesses is harnessed and focused by the Iron Fathers for use in battle, where the Chapter will fight with renowned intensity and determination, regardless of the opponent. The bitter Marines will advance in a machine-like and relentless fashion, throwing themselves violently at the enemy. The Iron Hands have a reputation for being relatively straightforward and incredibly harsh. In the Battle of Thranx, for example, the resources of several depleted clan-companies were pooled for a full frontal assault using five Land Raiders against a facility bristling with anti-tank defenses that had made a mockery of previous attempts with whole armored companies; in the retaking of the Contqual Subsector, one third of the population was summarily executed after a successful campaign simply to demonstrate the price of weakness. Such actions put them at odds with many other Chapters, such as the Salamanders and even the Ultramarines. The Chapters mobile fortresses are not crewed by humans, for a human is a flawed creature. Instead the Iron Hands support crew is entirely servitors. The automated processes suit the Chapters needs very nicely.

Pasts

1 - Thranxian Tank Master: You took part in some way of the historic victories at Thranx which saw several battle clans pool their armour assets into a single devastating spearhead, taking the Fortress of Iron Fangs despite heavy losses. 2 - Decimator of Contqual: You are one of the Iron Hands who was present for the culling of 1/3rd of the Sanqual Subsector population in punishment for their failures to resist the enemy. It was a task that some took to with great frevour while others had doubts that would later be voiced to the Iron Fathers 3 - Martian Pilgrim: You have travelled to the site of the Machine God in the heart of Mars and have spent many years conversing with the Techpriests and aiding them in their ventures. You have learned much in the ways of the machine, but much of it cannot be told to those outside the clan due to the weaker minds not understanding what you have witnessed. 4 - Clan Lords Bodyguard: While fighting Chaos on Drendii III, you took a hit meant for you commanding officer. In recognition of your strength and bravery, your wounds were healed with hallowed bionics and you live to fight by his side once more. 5 - Attendant to the Sarcophagii: The Dreadnaughts are the most sacred of all Iron Hands relics. Your duty has been to protect them while in combat. Your conversations with these ancient warriors have granted you insight into many foes now long extinct by their actions. Contempt For Flesh is a Deameanour (pg 32 DW) unique to the Iron Hands Chapter. Iron Hands are straightforward and utterly pitiless, and are strong believers that mankind's greatest enemy is a non-unified mankind. They believe that those who would weaken man-kind with their presence must be eradicated without remorse. They will often ignore fleeing civilians that an arch-heretic is using for cover and fire into the crowd at him anyway. A planetary governor seeking to prevent discovery of his involvement with trading with the Tau by hampering their investigation may soon find himself on the wrong end of the Astartes bolt pistol. The Iron hands will not stop at simply destroying the obvious enemy. They methodically sort through all available evidence and persecute any relatives or assistants without hesitation or remorse.

Demeanour Contempt for Flesh

Attribute Bonuses Additional Talent Skills and Talents Advance

+5 Strength and 3 Bionic Implants, one of which may be of Exceptional Quality and one must replace the left hand

Marines of the Iron Hands gain the Peer (Adeptus Mechanicus) as a bonus Talent

Chem-Use Chem-Use +10 Demolitions Demolitions +10 Logic Logic +10 Logic +20 Speak Language (Techna-Lingua) Tech Use Tech Use +10 Armourmonger Binary Chatter Iron Jaw Jaded Scourge of Heretics Technical Knock The Flesh is Weak

400 400 300 400 200 300 400 200 500 600 800 500 500 500 600 500 800

Cost

Skill Skill SKill Skill Skill Skill Skill Skill Skill Skill Talent Talent Talent Talent Talent Talent Talent

Type

Prerequisites
Chem-Use Demolitions Logic Logic +10 Tech Use Int 40 T 40 Int 30

Trappings

Clan Markings Whilst a Space Marine will paint his armour black and take up the silver Pauldron of the Deathwatch upon being inducted, many marines of the Iron Hands retain some of the symbols and artefacts that identify them as belonging to certain Battle Clans. Rune Marks of the Vurgaan: +3 to all Tech Use rolls Silver Skulls of the Kaargul: +2 to WS against Space Marines of the Traitor Legions Raukaan Inscribings: Add +3 to Command Tests Alternatively, an Iron Hands character may take one extra normal quality Bionic implant as his Chapter Trapping

Requim for Santar Built in commemoration for Brother Captain Santar one of the many heroes lost in the Istvaan massacre, this Boltgun commemorates the glories of the first captain, whilst vowing revenge against the traitorous forces that took his life. This bolter is known both for its ability to penetrate armour due to a magnetically assisted rifling that forcibly adds an exceptional rotational force to the weapon, and its furious rate of fire. The hows and whys that explain how such a relic came into the Deathwatchs possession remain a mystery. Requiem: Basic - 120m Range - S/4/8 - 1d10+7X - Pen 5 - Clip 28 - Rld Full - Tearing, Razor Sharp, Rq 50, Hero

Relic

Solo Mode

Master of Mechanisms All Iron Hands have a close relationship with machinery and mechanisms, both before and after becoming a Space Marine, and as a result many have found ways to improve their weapons efficiency and reliability, either through careful use, or perhaps simple modifications. Rank 1 The character may reroll the BS roll for any attack that would result in a Jam or Overheat result. Rank 3 Any weapon chosen by the character during the Arming Phase, either through talents or Requisition expenditure count as being reliable. Rank 6 The character counts all of weapons that he personally selected with requisition at the start of the mission as being of one higher rank of craftmanship than it actually is. Master crafted weapons now add 3 to their damage, never actually jam or overheat (if the roll would indicate a jam or overheat, the weapon is unaffected, but cannot take any further shots until the characters next turn.)

Concentrated Fire Action: Half Action Cost: 3 Sustained: No Choose a Target, until the targeting marine chooses a new target as a half action (which even if the target is killed he must still do) all semi-auto and fully auto attacks made against this Target receive a +10 BS bonus to hit by the targeting marine and all other Battle Brothers within support range. Improvements: At Rank 4 or more this power no longer needs a target, all Semi-Auto or Fully Automatic attacks gain an additional +10 BS bonus regardless of who they are directed against.

Squad Mode Attack

Squad Mode Defence

Maintain Combat Action: Free Action Cost: 4 Sustained: Yes Iron Hands marines ignore the effects of grievous wounds and continue to fight on, long after they should have expired; due, in part to their extensive cybernetic improvements. Using this defensive stance allows the Battle Brother to ignore all critical hit effects until after this squad mode ability ceases or he sustains more than double his TB in critical damage. Improvements: This power cannot be improved.

As an Iron Hands gains more experience, he becomes more particular with his companions and equipment; accepting only the best and refusing to acknowledge those who show even the slightest flaws. Level 1 (Weaknesses of the Self) Any time the Battle-Brother fails any Challenging (+0) Test or easier, he will become morose, silently cursing his own weakness. He strives to improve himself and continues to doggedly pursue any challenge or test in which he can prove his worth. Level 2 (Weakness of the Equipment) This character feels uncomfortable without equipment he has personally modified for superior use. He may never use any weapon that is not of at least Exceptional quality he did not choose for this mission personally. Although he will use any other item he picks up in the field as the mission demands. Level 3 (Weakness of Others) When presented with moral weakness in people outside of the Killteam he will seek to remove this weakness. Usually this will result in him killing the offending individual(s). And he will endeavor to do just that if he fails a Challenging (+0) Fellowship test, and for his fellow Kill-Team members to persuade him otherwise, one must pass a Difficult (-20) Persuasion Test. If any member of the Killteam fails in performing a Challenging (+0) or easier skill check, he will no longer accept that characters leadership, and will not benefit from squad mode actions from that character, and if he was the leader then the Squad loses 2 coherency. This lasts until the next mission, or earlier at the GM's discretion. Skin of the Primarchs Cost: 1000 XP Prerequisites: None Action: Full Opposed: No Range: Self Sustained: Yes Description: The Librarian chants in binary, covering himself in the liquid metal of his Primarch. While this ability is active, all worn armours AP is increased by the Librarians PR. All non-armored body parts are now treated as wearing armor and is a self-contained environment, even if breached. Boon of the Machine Cult Cost: 500 XP Prerequisites: None Action: Half Opposed: No Range: 20 meters x PR Sustained: No Description: The Librarian chants specific litanies meant to bring out the best feature of any one mechanical item. This effect lasts a number of minutes equal to the Librarians PR x 10. While under the effect of this power, the weapon, armour or vehicle is treated as quality one step higher than it was crafted at. This power can only be active on one target at one time, and once it wears off the same equipment cannot be upgraded in this fashion again until the next day, due to the Machine Spirits exhaustion. Once this has been used and the equipment enhanced, the Librarian incurs one level of fatigue. Weakness of Flesh Cost: 1000 XP Prerequisites: Rank 3, WP 45+ Action: Half Opposed: Yes Range: 50 meters x PR Sustained: No Description: The Librarian forces his way into the minds of weaker creatures and increases the amount of pain they feel with impact. The Librarian may select a number of organic creatures up to his PR. Until his next turn, all attacks against the affected creatures are treated at having the Toxic property. If the weapon already has the Toxic property, its damage is increased by the Librarians PR on a failed toughness test.

Primarch's Curse The Flesh is Weak

Psychic Powers

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