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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.
The Chapter’s 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 isn’t 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 Mechanicus’s Omnissiah and sees to the spiritual health of the Chapter’s battler-brothers as well as the health of the machine spirits that reside in each piece of equipment.
Clan Based Society
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
in the retaking of the Contqual Subsector. The Iron Hands have a reputation for being relatively straightforward and incredibly harsh. Combat Doctrine The hatred the Iron Hands feel towards weakness and corruption has an effect on the Chapter's doctrine and operations. The automated processes suit the Chapter’s needs very nicely. ensuring strong intra-Chapter loyalty. broken. the Iron Hands seek to eliminate any perceived fault within themselves through any means possible. or led into temptations of the flesh. such as the Salamanders and even the Ultramarines. for example. Such actions put them at odds with many other Chapters. the machine is the ideal. 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 minds of many Iron Hands. The Chapter’s mobile fortresses are not crewed by humans. Instead the Iron Hands’ support crew is entirely servitors. In the Battle of Thranx. The hatred of all weaknesses is harnessed and focused by the Iron Fathers for use in battle. for a human is a flawed creature. where the Chapter will fight with renowned intensity and determination. usually cybernetic replacement of the body part. one third of the population was summarily executed after a successful campaign simply to demonstrate the price of weakness.profound impact on the life of every new warrior and forms the bonds of respect between the new warriors of each Clan Company. As a body can be injured. . regardless of the opponent. throwing themselves violently at the enemy. The bitter Marines will advance in a machine-like and relentless fashion. a belief that even extends to their own bodies.
Your duty has been to protect them while in combat. 5 . You have learned much in the ways of the machine. They methodically sort through all available evidence and persecute any relatives or assistants without hesitation or remorse. you took a hit meant for you commanding officer. 2 . The Iron hands will not stop at simply destroying the obvious enemy. Demeanour – Contempt for Flesh Attribute Bonuses Additional Talent Skills and Talents Advance +5 Strength and 3 Bionic Implants.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.Pasts 1 . In recognition of your strength and bravery. Contempt For Flesh is a Deameanour (pg 32 DW) unique to the Iron Hands Chapter. They believe that those who would weaken man-kind with their presence must be eradicated without remorse. Your conversations with these ancient warriors have granted you insight into many foes now long extinct by their actions.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. but much of it cannot be told to those outside the clan due to the weaker minds not understanding what you have witnessed. Iron Hands are straightforward and utterly pitiless. 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 .Attendant to the Sarcophagii: The Dreadnaughts are the most sacred of all Iron Hands relics. 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. 4 . taking the Fortress of Iron Fangs despite heavy losses.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. your wounds were healed with hallowed bionics and you live to fight by his side once more. and are strong believers that mankind's greatest enemy is a non-unified mankind. 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 .Clan Lords Bodyguard: While fighting Chaos on Drendii III. They will often ignore fleeing civilians that an arch-heretic is using for cover and fire into the crowd at him anyway.
or perhaps simple modifications. either through talents or Requisition expenditure count as being reliable. Improvements: At Rank 4 or more this power no longer needs a target. either through careful use. 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.Clip 28 . Requiem: Basic .120m Range . many marines of the Iron Hands retain some of the symbols and artefacts that identify them as belonging to certain Battle Clans. and as a result many have found ways to improve their weapons efficiency and reliability. this Boltgun commemorates the glories of the first captain. both before and after becoming a Space Marine. 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. Rank 1 – The character may reroll the BS roll for any attack that would result in a Jam or Overheat result. and its furious rate of fire.) Concentrated Fire Action: Half Action Cost: 3 Sustained: No Choose a Target. Rq 50. Razor Sharp. Improvements: This power cannot be improved. whilst vowing revenge against the traitorous forces that took his life.Rld Full . in part to their extensive cybernetic improvements. the weapon is unaffected. due. 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. 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. Rank 3 – Any weapon chosen by the character during the Arming Phase. 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. Hero Relic Solo Mode Master of Mechanisms All Iron Hands have a close relationship with machinery and mechanisms.S/4/8 . . 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.1d10+7X .Pen 5 . The hows and whys that explain how such a relic came into the Deathwatch’s possession remain a mystery. Master crafted weapons now add 3 to their damage.Trappings Clan Markings Whilst a Space Marine will paint his armour black and take up the silver Pauldron of the Deathwatch upon being inducted.Tearing. all Semi-Auto or Fully Automatic attacks gain an additional +10 BS bonus regardless of who they are directed against. 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. but cannot take any further shots until the character’s next turn. never actually jam or overheat (if the roll would indicate a jam or overheat. long after they should have expired.
even if breached. While this ability is active. Level 3 (Weakness of Others) When presented with moral weakness in people outside of the Killteam he will seek to remove this weakness. If any member of the Killteam fails in performing a Challenging (+0) or easier skill check. and if he was the leader then the Squad loses 2 coherency. the Librarian incurs one level of fatigue. This power can only be active on one target at one time. he becomes more particular with his companions and equipment. he will become morose. Primarch's Curse – The Flesh is Weak Psychic Powers . armour or vehicle is treated as quality one step higher than it was crafted at. one must pass a Difficult (-20) Persuasion Test. Until his next turn. he will no longer accept that characters leadership. or earlier at the GM's discretion. and will not benefit from squad mode actions from that character. 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. This lasts until the next mission. While under the effect of this power. Weakness of Flesh Cost: 1000 XP Prerequisites: Rank 3. 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. If the weapon already has the Toxic property. Although he will use any other item he picks up in the field as the mission demands.As an Iron Hands gains more experience. its damage is increased by the Librarian’s PR on a failed toughness test. covering himself in the liquid metal of his Primarch. Level 2 (Weakness of the Equipment) This character feels uncomfortable without equipment he has personally modified for superior use. silently cursing his own weakness. and for his fellow Kill-Team members to persuade him otherwise. He may never use any weapon that is not of at least Exceptional quality he did not choose for this mission personally. all attacks against the affected creatures are treated at having the Toxic property. Level 1 (Weaknesses of the Self) Any time the Battle-Brother fails any Challenging (+0) Test or easier. Once this has been used and the equipment enhanced. The Librarian may select a number of organic creatures up to his PR. Skin of the Primarch’s Cost: 1000 XP Prerequisites: None Action: Full Opposed: No Range: Self Sustained: Yes Description: The Librarian chants in binary. He strives to improve himself and continues to doggedly pursue any challenge or test in which he can prove his worth. due to the Machine Spirit’s exhaustion. accepting only the best and refusing to acknowledge those who show even the slightest flaws. And he will endeavor to do just that if he fails a Challenging (+0) Fellowship test. all worn armour’s AP is increased by the Librarian’s PR. Usually this will result in him killing the offending individual(s). the weapon. This effect lasts a number of minutes equal to the Librarian’s PR x 10. All non-armored body parts are now treated as wearing armor and is a self-contained environment. and once it wears off the same equipment cannot be upgraded in this fashion again until the next day.
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