Iron Warriors Codex

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 50

CODEX : IRON WARRIORS

Why collect an Iron WarrIors army?


The Iron Warriors were the Imperiums most able-bodied siege troops. Renouncing their allegiance to the Emperor and siding with Horus in a galaxy spanning civil war now known as the Horus Heresy, they took part in some of the most despicable acts of the war, notably the Istvaan V drop site massacres, and the virus bombing of Tallarn. Even though they were pushed back from the gates of the Emperors Palace they have continued to wage there war unrepentant of the choices they have made, fueled by hatred and bitterness that has lasted for over ten thousand years. Collecting an Iron Warriors Army is vastly unique from any other Chaos Legion. There is no wall or indomitable citadel they cant break. They are the masters of the siege, carrying more heavy weapons than any other Chaos Legion and are armed with specialized vehicles and equipment tailored to there way of warfare. The collector is rewarded with a variety of unique units such as Sappers, and Cybernetic Chaos Hounds, to terrible machines of war like the Forge Breaker, Centurions, and the Basilisk. Even the staunchest servant of the Imperium dreads facing an Iron Warrior force. They have two choices; Flee or be ground under their infernal machineries of war.

This Minidex is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astertes, Blood Angels, Bloodquest, Cadian, Catachan, The Chaos Devices, Citifight, The Chaos Logo, Citidel, Citidel Device, Codex, Daemon Hunters, Dark Angels, Dark Eldar, Eavy Metal, Eldar, Eldar Symbol Devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop Logo, Genestealer, Golden Demon, GorkaMorka, Great Unclean One, Inquisitor, The Inquisition Logo, The Inquisitor Device, Inquisitor: Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork Skull Devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine Chapters, Space Marine Chapter Logos, Tau, The Tau Caste Designations, Tyranid, Tzeench, Ultramarines, Warhammer, Warhammer 40K Device, White Dwarf, The White Dwarf Logo, and all associated Marks, Names, Races, Race Insignia, Characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either , TM and or Copyright Games Workshop Ltd. 2000 2008, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. This Codex is dedicated to Andy Chambers, Pete Haines, and Graham McNeill who inspired me to write this Codex.

CONTENTS
Tales of the Iron Warriors History of the Iron Warriors The Fall of Justice Rock The Scourging of Olympia The Iron Cage Forces of the Iron Warriors Warsmith Iron Magus Iron Warriors Weapon Teams Iron Warrior Sappers Iron Warrior Bikers Iron Warrior Raptors Iron Warrior Terminators Cybernetic Chaos Hounds Obliterators Iron Warrior Dreadnought Engines of War Iron Warrior Defiler Centurions Iron Warriors Rhino Command Rhino Iron Warrior Land Raider Iron Warrior Forgebreaker 4 4 6 8 12 14 15 15 16 16 17 17 17 18 18 18 19 19 20 20 21 21 22 22 Forces of the Iron Warriors (continued) Iron Warrior Predator Iron Warrior Vindicator Cabal Class Predator Iron Warrior Basilisk Axinous Daedalus Iron Wargear Weapons Armour Equipment & Upgrades Vehicle Armoury & Upgrades Iron Warrior Army List HQ Elites Troops Fast Attack Heavy Support Modeling and Painting Iron Warriors Summary 23 23 23 23 25 26 27 27 30 30 31 33 33 36 38 39 41 44 48

The creation of the Iron Warriors Minidex started almost two years ago. It has been a long and windy road dealing with codex design; as well as personal challenges. The loss of my Mother to cancer in 09, and my Father to a stroke in 2010. I couldn't have completed this project without the help and support of so many. It is to all of you I wish to give my heart felt thanks. To my friends Wayne and Andrew who helped with the initial codex layout. Krug and Cog giving me tons of feedback, and bringing my units to life with your conversions. Janus for running the numbers on unit costs to make sure they were balanced. Phil Bradley for designing the Hobby Section. Klaus, and SonofLoki for your beautiful art, and all the Freebootaz, and Playtesters. Above all I want to thank Crayolasmoker, (Nathan Herron) for standing beside me, and taking over the reigns when the world seemed to be crashed down around me til I was able to pick them back up again. Without your help my dream of an Iron Warrior Fan Dex would have come to an end. Thank You. Iron Within, Iron Without. Axinous, (Chris Miller)

TABLE OF CONTENTS

HISTORY OF THE IRON WARRIORS


Back when the Emperor of Mankind still walked among the stars He came upon the world of Olympia, a mountainous world of sheer cliffs and deep river valleys. He reunited with his long lost son Perturabo, finding him in the City-State of Lochos, and gave him the command of the Fourth Legion, which bore their Primarchs geneseed. Just like their Primarch the Legion was reputed as being dark and melancholy. Coldly efficient logic and razor sharp intellect. They mastered technology and complex calculations with ease. Expert engineers; It was said that Perturabo himself could match wits with Adeptus Mechanicus Magi, that he could read the schematics of Titans, and talk design theory of warp drive technologies. Perturabo was raised by a man named Dammekos, who was known as the Tyrant of Lochos. He ruled with his City-State with a clenched fist. When the young Perturabo was first found, he spent much time trying to earn the trust and affection of the young Primarch making him a part of his household, and treated him as his son. Perturabo never responded with any warmth towards the man, eventually deposing of the tyrant and bringing Olympia under the light of the Emperor. Dammekos spent the rest of his life trying to marshal support to retake what he felt was his. He never lived to see his dream realized, yet he did create the under current of unrest that would prove to be pivotal later. In command of the Fourth Legion and with the Great Crusade well on the way, the Iron Warriors cut their teeth on the nearby world of Justice Rock laying siege against the heretical Black Judges. Under Perturabo's leadership the Iron Warriors proved to be devastating siege troops gaining the experience he had learned on Olympia, the strategic hold of passes, bridges, and high ground for military security. Siegework proved to be back breaking work. Establishing and expanding trenchlines, protecting artillery positions, and waiting. Waiting until there was a breach in the enemies defenses that could be exploited. Then the Iron Warriors would spill through in the most savage close quaters fighting imaginable. Unfortunately the Iron Warriors were too good at their job. Initially Perturabo and the Fourth Legion were fanatical in their service to the Emperor, volunteering to break the most brutal sieges in the galaxy. Even taking garrison duty when the other Primarchs refused to divide up the strength of there Legions. This led to the Iron Warriors being typecast. Being the natural choice for siege and garrison missions the Iron Warriors were constantly engaged in one campaign after another. Without any time to rest and reorganize, the constant exposure to battle was taking its toll on morale. Perturabo began to resent the missions he was given; and the casual disdain his Legion was treated with. His Iron Warriors mirrored his sentiment. The question lies... How much can one man take, much less a Primarch, before he breaks? He watched as his Legion slowly withered and died from con-

HISTORY OF THE IRON WARRIORS

stant combat with no respite in sight. Nothing was ever said of his Legions sacrifices, or there heroic deeds. Yet the other Legions were quick to take the glory and credit that his men died for. Some say it was Rogal Dorn that antagonized his brother Primarch, his vanity like a barb constantly irritating Perturabo, each boast of his superiority like an open wound upon Perurabo's heart. Its certain when news that Olympia fell to rebellion that Perturabo was devastated. The shame of being the only Primarch whose home world turning its back from the Emperor. What transpired on Olympia has been lost to history. Though it is known that a horrible massacre happened against the populace of the planet, that the blood of innocents dripped from the Iron Warriors hands. In the aftermath of such atrocities is when Perturabo received word of Horus's rebellion. By the order of the Emperor the Iron Warriors were to join six other Legions to punish the Traitor Horus and his Legion,along with those who already sided with him: Angrons World Eaters, Fulgrim's Emperors Children, and Mortarions Death Guard. The Silver Towers of Prospero were set ablaze by Russ; everything Perturabo knew and understood was turned upside down. It was in this shattered frame of mind that the Primarch realized his Legion's excess's meant nothing. What were a few million souls compared to the whole galaxy being in civil war. What the Iron Warriors did on Istvaan V stained their name in blood throughout time. They betrayed their oaths to the Emperor. Joining with the Word Bearers, Night Lords, and the Alpha Legion. Turning

there guns on the three remaining loyalist Legions. Decimating the Salamanders, Iron Hands, and the Raven Guard almost to the man. Siding with Horus the Iron Warriors were filled with a terrible energy. Acting like titans of old being released upon the galaxy. Reducing Vanaheim's hive cities to twisted ruins, covering Thranx, and Avellorn with forests of razorwire, and virus bombing Tallarn. Finally laying siege to Holy Terra itself. The loyalists turned them back from the gates of the Imperial Palace at a terrible cost. With the death of Horus the Iron Warriors withdrew from Terra. Unlike the other traitor Legions, it took loyalist forces led by the Imperial Fists and the Ultramarines a decade long campaign to liberate worlds under the Iron Warriors dominion. Only when they had their revenge on the world of Sebastus IV did the Sons of Perturabo retire to the Eye of Terror taking the World of Medrengard. The Iron Warriors still wage their war against the Emperor to this day with their allies in the Dark Mechanicus and the Titans of the Legio Mortis. They have been pivotal in the destruction of the installation on Hydra Cordatus and the Kasr Worlds in the Cadian System. Warsmiths like Axinous and Kang lead their Grand Companies, preying upon Imperial Systems, building great fortifications to take on all challengers. While others splinter off completely from the Legion and take on new names like the Steel Brethren terrorizing isolated worlds. One thing is for certain; their hatred and bitterness against the servants of the Emperor are just as strong now as they were ten thousand years ago.

HISTORY OF THE IRON WARRIORS

THE FALL OF JUSTICE ROCK


Before the start of the Great Crusade and the Emperor of Mankinds Galactic conquest, a small barren planet was nearly driven to the brink of extinction and anarchy. Feuding warlords finally banded together, called truce to save their home world and brought law and order to those who sought to destroy their lifeblood. They slaughtered thousands who opposed their will and enslaved millions more. Once order had been restored they began building the first Correctional Facilities and the first Laws were passed. These Correctional Facilities were little more than massive prisons built by the very people that had been enslaved. They numbered in the hundreds and towered over all other edifices. Built to punish those who failed to follow the Law, the prison population swelled in the tens of thousands, while free men lived in fear. Absolute power of the planet twisted the minds and hearts of the ruling elite. The warlords now in power became the judges, juries and executioners. Anyone found guilty of treason or lesser crimes was severely punished. They declared the planet to now be called Justice Rock, a fitting name for a world now ruled by martial law. The warlords dressed themselves in a puritan manner, plain black attire and jet sheen armor. Their helms fashioned in the shape of grim reapers but void of eyes, as justice knew right without sight. They bore large caliber rifles and carried highpowered energy pistols at their side. The population began calling them the Black Judges, walking dealers of twisted retribution, clothed in black. For hundreds of years life was hell on Justice Rock. The Black Judges, now confident in their righteousness, began to pacify the entire system and brought their brand of Law and Order to less willing populations. The mass graves were seen from orbit by traders and smugglers passing through or fleeing from the Black Judges and their armies. Distress signals were sent out and the nearby world of Olympia answered the call. The Adeptus Astartes of the Iron Warriors Legion demanded that the Black Judges cease all acts of aggression and show fealty to their Lord and Primacrh, Perturabo. The Black Judges scoffed at the notion of an Emperor, blaspheming his name and disregarding the Legions mandate, they continued their madness and cut contact off. The total lack of reason was the Black Judges undoing. Perturabo had only recently taken control of his Legion and the heretical violence and arrogance of the Black Judges was the perfect target for the Iron Warriors to show their devotion to their Primarch and Emperor as well as a way for the new recruits of Olympia to prove their worth.

HISTORY OF THE IRON WARRIORS

In a matter of days the Entire Legion mobilized and invaded Justice Rock, hundreds of drop pods and storm birds slammed down onto the planets rugged surface. The Black Army caught off guard was broken into piecemeal defensive units by the sheer onslaught of the Iron Warriors. The precision and dogged manner the Iron Warriors fought with left the Black Army retreating to their Correctional Facilities, only to have the Legion demolish them to rubble with massive cannons and siege tanks. Millions of soldiers loyal to the Black Judges died in the first three days of fighting. The Iron Warriors relentless assault took the Legion to the gates of the Black Judges palace. Perturabo himself led the attack on their fortress; Iron Warriors jump troops dropped from the skies as tactical squads advanced through servitor built trench lines. The walls of the palace shook and moaned as it was bombarded every hour from orbit as well as by ground artillery. The trenches and open killing fields were flooded with the blood of the Black Judges army, bodies piled so high they had no use for sandbags. Justice Rocks three moons were clouded in smoke when Perturabo mounted his personal Land Raider and gave the order to breach the palace. The Legion stormed forward, the sound of a hundred rhinos and Land Raiders shaking the very ground and dwarfing even the most extreme of ordinance explosions.

The Iron Warriors slaughtered all who raised weapons in last defense and those who fled were ripped apart by bolter fire or stampeded by the steel boots of the Space Marines. One by one the strongholds of the Black Judges were cleansed with righteous fury. Until only three Black Judges remained, the three High Marshals. Perturabo had sent three squads of his newly formed Terminator armored Iron Warriors to apprehend the heretics, only to be cut down by the cunning and lethal Marshals. Pure rage pulsed through the Primarchs head as he exited his command tank and squared off against the last of the Black Judges. Imperial Records state that a Captain Thalza was witness to the wrath of his Primarch. A dozen Iron Warriors stood watching in awe as our Lord sidestepped a volley of gunfire and decapitated one of the Black Judges with a single blow from his power mace. Both Judges attacked the Primarch at once, their super charged combat batons not even stunning our mighty Lord. One handed he swung his mace again, swatting one Judge to the floor, his bones and innards pulverized from the impact. Perturabo charged headlong, ramming the final Judge up against a marble effigy, splintering it in two. He raised the heathen by his neck and strangled the life from him in silence, his dark eyes starring coldly as the Black Judges final breathe left his lips in a gasp of blood.

HISTORY OF THE IRON WARRIORS

THE SCOURGING OF OLYMPIA


Blooms of light faded on the darkened surface of Gugann. Bright specs of light gathering in intensity on the dark surface then dissipating into the darkness of the Gugann night and the void beyond. Silence, not a sound came with such violence that was being wrought on the world below him. It always surprised him that such elemental power had no voice in the depth of space. The darkened observation dome briefly illuminated its deepest recesses as the flash of the bombardment cannon pounded the Hrud central warren complex. The siege was going well. Hanging in space around the 'Olympian' were the bombardment ships of the Iron Warriors and the Mechanicum Ordinatus platforms that served the 18th Expeditionary fleet. A shudder passed through the deck plates as another salvo sped towards the surface like fiery comets. Rastigan stood in the armoured doorway as his master gazed out. "Has the messenger left Rastigan?" The voice quiet but like velvet thunder. "My Primarch, the Warmasters escort has left. I find his news... unsettling, what do you make of the news he brings? I... I simply cannot believe our homeworld is in open revolt my lord?" Rastigan stepped forward into the gloom of the observation dome. "The news comes from the Warmaster himself. He came for an audience with me that tells me the import of the news, I have no reason to doubt my brother, Equerry" the briefest hint of annoyance was noticeable on his sharp features as they were made visible for the flash of another fusillade. "My lord I... I have no reason to doubt the Warmasters word... but revolt on Olympia, it is unthinkable?" "Inform the fleet, I want us ready for warp jump before the next rotation. Inform Marshall Gless the Imperial Army must persecute the Xenos without the aid of the Iron Warriors." "He'll not like that my lord. The Hrud are almost broken a few..." "Immaterial Rastigan, our core purpose now is to rid our home-world of traitors. I should have seen this. With the loss of Dammekos it was only a matter of time before those that coveted his power choose to take it for themselves. I have seen it in their eyes a thousand times. Prepare us Equerry, those are my orders." Rastigan bowed as he backed away, the airlock door slid back into place and the lord of the Iron Warriors was left in the darkness again. Perturabo's thoughts passed to the comment his gene brother Rogal Dorn had made many years before on Olympia. "Be careful brother there is much avarice in these people, the order you have brought is commendable, but the veneer is thin. These nobles require constant vigilance. For I fear their allegiance to the Emperor may one day be tested." Perturabo had dismissed this as another or Dorn's arrogant taunts, the peoples of Olympia were loyal in their hearts he knew it... he knew it! As he contemplated, the ships of the Iron Warriors began to cease their bombardment and shift position towards higher orbit. *** The System Monitor ships were no more than expanding clouds of gas and debris as the lead ships of the Iron Warrior fleet moved from the jump point into the Olympian system. Brushed aside as they sped to welcome their master home. On the bridge of the Olympian all was calm efficiency, the Warsmiths of the Grand Companies had massed on the fleets command ship for final briefings. Forrix stood silently in his massive Terminator armour, to his side the other Grand Company Commanders. The doors of the Strategium to the rear of the bridge rumbled open and the Equerry addressed the massed commanders. "Brothers of iron! Enter this place." As one the Commanders stepped forwards and entered. The Strategium was a large amphitheatre with stepped sides going down to a central pit where a hololith projector was placed, a slowly spinning representation of their home- world met them. In the shadows of the amphitheatre Peturabo stood in full battle plate of polished steel and trimmed in brass and gold. The mighty war hammer Forgebreaker at rest, his hands placed on its head whilst the stave rested on the dark marble-like stone of the floor. Behind the Primarch two hooded figures barely visible

HISTORY OF THE IRON WARRIORS

in half-light. Forrix recognized the fleets' Mechanicum Equerry Locqutus. Behind his master the other figure, though unidentified, but clearly a brother of the Machine God. Rastigan joined his master as the lord of the Iron Warriors addressed the Commanders, in a place usually filled with officers of the fleet, Imperial Army and various adepts the gathering of Space Marines looked small and out of place. "We are home my brothers," stated the Primarch, a dour look on his patrician features, his voice dropped, "But this is not a happy homecoming... It has been long since we have fought as Legion. Our forces are strewn across Imperial space like the Emperor's guard dogs. Whilst we stand guard, on our home-world those that crave power have risen up to take over from those we have entrusted to keep order. How can a home-world of the Astartes fall? We cannot allow it... The instigators must pay... no quarter!" The assembled Commanders slapped their armoured fists to their breast plates in salute "No quarter!" came the call. "Return to your men and steel them for the coming conflict. This will not be a... 'palatable' operation. Make sure they know who we strike and why. You have the co-ordinates for the strikes. The Storm of Iron will rain down on its cradle world and smite those that offend us." Kang, Toramino and Daedalus glanced at each other as the other commanders turned to take their leave of the Primarch and prepare their troops. "Lord!" Daedalus enquired. Perturabo turned from his huddle with the robed Mechanicum adepts as the Ironsmith stepped forward. Kang's sideways glance at Toramino said it all "brave but foolish." "Daedalus what troubles you? Are your men not ready after their action on Gugann?" "My lord they are ready as any Astartes... to do their duty to their Primarch." "And of course... the Emperor. Lord Ironsmith, you sit at my right hand as a Lord Commander but do not

forget the master of mankind!" Perturabo added. "Indeed, but I have questions about our actions?" "Questions?" the briefest flash of violence went across the Primarchs steely eyes. Ironsmith, I was briefed by the Warmaster himself of this uprising he made special provision to inform me of this corruption! How do we know these people are ... corrupted? You question the Warmaster? A brother Primarch, commander of the Emperors armies? Daedalus you tread a fine line even for one of such rank and esteem within our Legion... I mean no insult Lord, perhaps I just need to see this for myself. Send me down to the surface. I will see the leaders of this rebellion and offer them parley. Give them the chance of realizing the slight they have made on the grace of the Emperor before the wrath of the Legion is unleashed? Your passion for you fellow Olympians is commendable Daedalus... I grant you a day to bring these fools to their senses, lay down their weapons and turn over the ring leaders to the Legion. My Lord I will not fail, there is good in our people... I know it. *** The 'Olympian' opened up a volley of widely dispersed, low yield warheads into the upper atmosphere of Olympia, those below would know the Iron Warriors had returned home and their displeasure at what they had found. Daedulus' Stormbird sat on the landing pad on the palace of Damekos as the warheads streaked overhead, he strode alone through the Olympian dusk across the walkway and down its magnificent black marble steps to the main throne room. The throne room was silent and in darkness, even Daedulus could barely penetrate the gloomy shadows with his enhanced vision. He could make out the hooded figure on the throne at the far end of the room. As he approached a dozen hooded figures bearing the symbol of the Olympian first house moved to stand behind the mighty stone

HISTORY OF THE IRON WARRIORS

seat of Olympian power. Daedulus came to a halt 10 feet from the throne, he had come under flag of truce, he carried no weapons, wore only fatigues, his head bear. "You have offended the Emperor and my Lord... But we give our brothers and sisters and ultimatum. Surrender and give us the leaders of this... affront and punishment will be swift but merciful." The figure stood from the throne. "Lord Astartes, we mean no offence. We merely have rested interests back into the hands of loyal Olympians." "Loyal Olympians! You stand and dare to justify this outrage against your ruler and the Lord of Mankind and declare yourselves loyal?" "A Lord we have not seen these past two hundred years and a ruler who takes to the stars and expects us to follow like sheep! No, it is you who are wrong Astartes there are things you do not understand!" Daedulus stepped forward, instinctively his hand going for the hilt of his power sword he no longer wore. As he did, the dart pierced the skin on his exposed neck, then another and another, he was moving forward, grabbing the hooded figure by the throat taking the figure in a choke hold, the hood fell back and Daedulus saw the face of Laninal, the high chancellor. Treachery! Traitor! Daedulus squeezed hard. As the venom in the darts started to cloud his vision he squeezed harder. The sound of bones cracked in his victim as yet more darts hit his exposed flesh. Taghe worm venom. A single dart would kill a human in 5 seconds, Daedulus had upward of twelve darts penetrating his skin. The figures behind the throne that had recoiled at his attack of Laninal stepped forward as the Astartes faltered and fell to his knees, long blades drawn. Daedulus felt the first pierce his back puncturing his primary heart. Slumping forward, Daedulus drew the vox unit on his belt and thumbed a button on it, the knives slashed and stabbed at the Astartes as the strength drained from him. A pool of quickly congealing blood flowed around him. Traitors, how could they turn on the Astartes? The Primarch had been right... The Primarch had been right... Daedulus slumped uncon-

scious. As blades continued to stab, the crowd of figures lost in their blood lust did not see the five Astartes enter the throne room. The gloom of the room was lit up with the muzzle flashes of the bolters, staccato sound of rounds being fired echoed in the grand hall. As the bolts found their mark, figures exploded in showers of gore and blood, running at the Astartes with a manic blood lust, dripping blades held above their heads screaming as they ran. The Astartes swatted them like insects. Then silence as the last of the figures were cut down or fled. The Astartes ran forward, picking up the limp body of the Ironsmith and hurrying out and back to the Stormbird. The leader of the Astartes opened a secure channel over his armour vox. "Gretfal to 'Olympian' we need an Apothecary team standing by for our return. Lord Daedulus is laid low. We are betrayed!" On the bridge of the Olympian the fury of the Primarch was barely contained at the outrage. Under flag of parley the rebels had openly attacked the Iron Warriors representative. Prepare the Iron Guard in the Teleportarium NOW! All Grand Companies are to assault their assigned targets with extreme prejudice... make the Traitors pay with their blood! The drop pods fell like leaves in autumn over the city states of Olympia as the sun started to rise. The Iron Warriors fell on their kith and kin with great vengeance and wrath. It had been five months, three weeks, two days and twenty-three hours since the first wave of Iron Warriors had hit the population centers of Olympia. The Primarch had led the wrath of the Iron Warriors on the rebellious peoples of their home-world. They had found massed insurgents in every city and had laid waste to them, on the ground and from orbit the Iron Warriors pummeled the rebels to submission. The smoke of the burning buildings and funeral pyres was visible from low orbit shrouding Olympia, wrapping the world in a cloak of death; ash fell at ground level covering the remains of the fallen. Mighty cities reduced to rubble at the fury of the Legion.

10

HISTORY OF THE IRON WARRIORS

Daedalus had been returned and for 6 weeks had been in a self induced coma whilst his advanced metabolism tried to recover, both hearts and many of his organs had been shredded by the three hundred plus knife wounds to his body, The Taghe venom had mutated in his Astartes body setting to canker in his limbs. The Apothercary had had no choice but to remove his legs and left arm. As Perturabo watched his favoured son laid low he muttered to himself. "You will have your revenge for this Ironsmith!" *** The mighty Dreadnought looked out over the smoldering, blasted cityscape. His armour scorched and blackened. In the setting sun, the mighty warrior looked out over the ruins of his home world, the proud peoples of the Iron Warriors home- world had been utterly subjugated... or destroyed. No quarter. As he turned to march back to the company command post, the setting sun glinted of the gold etch name plate on the sarcophagus... 'Daedulus' Siege engineers were erecting compounds to hold the remains of the shattered population. The Primarch had determined the peoples fate, they must atone for their falsehood, the population would work to rebuild the world they had betrayed, even if it killed them. Millions of souls were to set on this venture. Daedalus felt sorrow at the outcome but his resolve had been hardened, he felt hate instead of pity the traitors must pay. Atop the Regents palace of Lochos on the magnificently carved balcony, two mightily armoured figures stood shoulder to shoulder. Perturabos armour was dirty and scratched, his face darkened and streaked with soot and dirt. His eyes heavy as he stared out across the once mighty city-state. I grew up here you know... Dammekos... father... showed me across the city tops from here. It was magnificent; the defense walls wrapped the city. Now its all smashed. The second figure pulled closer, the massive fur cloak draping his pale green armour with the single staring eye icon, wafting out in the cool evening breeze.

We must rule the peoples of the Imperium with an iron hand my brother or they will fall and take mankind to the abyss. We have seen that here, it takes strength to rule. Strength to act, you showed that strength! The bureaucrats the Emperor sends out to the reclaimed worlds cannot control this. We need to establish order through strength. You have seen this Perturbo, first hand, the Emperor cares not what goes on here. He has his own agenda. It is up to us now, you see now brother why you have to join our cause, for the sake of Humanity! My heart is as iron Horus, heavy and cold. If such rebellion can strike here I fear for the Imperium. I see it is strength that is required. The Emperor would have my Legion as canids guarding his citizens; my men are warriors, Astartes not his goalers. Only the Astartes can provide that strength as Legion under a leader that can raise humanity up to new heights and salvation. You are that leader my brother. Peturabo turned from Horus, as the Warmaster laid a supportive hand on the shoulder guard of his brother as he walked back into the ruined palace fortress. As the massive figure of Perturabo withdrew, a dark grey armoured warrior joined the Warmaster as Olympias sun dipped below the remains of the citys defense wall. Your zealots have done magnificently whipping up the population of this rock to throw off the shackles of the Imperium. Your efforts are to be commended First Chaplain your actions have secured us a vital part of the plan. I live to serve Warmaster.. The pieces are in place it is time to move the game. Bring in my transport; we leave for the Istvaan system within the hour. We have the initiative and the weak are falling... we must press on.

HISTORY OF THE IRON WARRIORS

11

THE IRON CAGE


Nothing changed. The Iron Warriors were the first to breach the Imperial Palace, yet Angron claimed that it was the World Eaters. There was always someone else who claimed the glory. Glory paid with Iron Warrior blood. When the other Legions fled with the death of Horus. We withdrew. We withdrew because our allies were weak. Our bitterness grew hearing about Dorn The Defender, Hero of Terra. We all heard his words. He was going to dig Perturabo out of his hole, and bring him back to Terra in an iron cage. Those of us who could gathered at Sebastus IV. It was time things changed. It was Axinous, Warsmith of the 11th Grand Company who suggested we set a trap. "If he is so bent to cage you in iron My Lord. Then it should be easy to trap him with arrogance." Perturabo smiled. The work on Sebastus IV began. The Legion worked with a terrible energy transforming the tranquil world into a hell of trench works, fortifications, and razor wire forests. At its center sat The Eternal Fortress. It was a twenty-five mile square of death. Since Terra, Rogal Dorn was on a mission, an avenging son with his Imperial Fists by his side. He made it a point to attack every world held by the Fourth Legion. Crushing bastion after bastion with an overwhelming superiority of numbers. When the Primarch finally heard of Sebastus IV he gathered up all his Fists to him to make war against Perturabo himself. Against Roboute Guilliman's plea's Dorn went to attack The Eternal Fortress alone. We knew he would. The Imperial Fists fleet announced their arrival with an orbital barrage. The ground shook and heaved. We followed Perturabo's resolve. Iron Within. Patiently waiting for the bombing to stop in underground bunkers. We retaliated in kind. Remote missile silo's fired back at the loyalist fleet. Taking the bait the loyalist Thunderhawk-borne troops attacks the silos while Rogal Dorn did a full combat drop at the perimeter of the killing ground. With The Eternal Fortress sitting at its center. As the sons of Dorn breached the silo complexes we detonated the missile stockpiles. Throwing up thousands of tons of debris into the atmosphere. Disrupting communications with the loyalist fleet. Making it nearly impossible to support the landing force. The detonation signaled our fleet to attack. Our numbers were not much greater than theirs, but we had the element of surprise. The Imperial Fist fleet was deployed in low orbit to support Dorn's assault. With no room for maneuverability and the majority of its Thunderhawks on the surface, it was vulnerable to our assault boats led by Forrix, and Daedalus. Many loyalist ships were captured or sent tumbling to the surface. The Imperial Fist fleet couldn't hold against so many Iron Warriors fueled by vengeance, its surviving ships being severely crippled and forced to leave the system. Dorn was cut off and unsupported. With the escape of the imperial fleet we knew our time was limited. Someone would come to save the Primarch. From a hidden observation tower Perturabo watched. Rogal Dorn deployed his forces; four companies strong. They marched headlong toward our fortifications. With a wave of Perturabo's hand the attack began. Axinous opened up with his heavy artillery showering the Imperial Fists with air bursts sending shrapnel raining down. Herding Dorns finest into our minefields. The attack was masterful. Iron Warriors manned their trenches forcing the loyalists forward to blast away dragons teeth, and fill in vehicle pits so there armour could press on. Meanwhile several squads led by Kroegar burst forth from camouflaged bunkers attacking the tanks halted

12

HISTORY OF THE IRON WARRIORS

by the defenses. Melta Bombs and satchel charges ripped tank treads apart and set vehicles ablaze. Imperial Fists assaulting the trench lines had to fall back to protect their crippled armour only finding empty redoubts and clouds of smoke. We moved as ghosts disappearing into hidden tunnels, collapsing the way behind us so they couldn't follow. Killing them from afar with impunity. We showed them no mercy. Iron Without. So it went that we followed Perturabo's plan. We dissected them tank-by-tank, squad-by-squad. Dorn, convinced victory was in sight, kept ordering his marines forward. Initially fighting in company strength, by the sixth day each Imperial Fist was virtually alone. What I would have given to see their Primarchs face surrounded by his bodyguard when he finally breached the Eternal Fortress only to find nothing inside. We cracked their communications signal, and listened to their combat chatter. We listened as Dorn's captains plead for a breakout. We listened as his men cried out in desperation and died alone, the living piling up the bodies of their dead brothers for cover. They were done. They were broken. Perturabo gave the order for a gradual withdrawal. Still the arrogant fool rampaged around empty trenches calling out Perturabo's name demanding personal combat. We watched with grim satisfaction at Dorn's impotence, shattering his Legions morale more than we ever could. We continued our withdrawal. All the while Dorn was convinced that victory was within his grasp. And so it went for another three weeks. At the end of the third week only Axinous' 11th Grand Company was left on the surface of Sebastus IV. He was given the honor to be the last one off the field of battle. Most of the fleet had already started its journey for the Eye of Terror. Guilliman arrived like

we knew he would at the head of a large Ultramarines Armada. He didn't come to fight but to bring his brother back to Terra. We know words were spoken between Roboute and Perturabo, though we know not what was said between them. When the Ultramarine Thunderhawks descended to the surface not one shot was fired by either side. Even though Dorn was still chasing after shadows. Dorn was taken by his brother from Sebastus IV a broken man. We watched as the Ultramarines took away the injured. Perturabo's honor guard strode across the killing ground with impunity taking the geneseed from the dead and the dying of the Imperial Fists. The last of the Fourth Legion withdrew to their ships. As the last blue thunderhawk disappeared into the clouds, only Perturabo remained on the strangely serene surface. We know he performed a ritual, sacrificing the geneseed that was collected. Finally the long-standing insult was repaid. Our Primarch was elevated to being a Daemon Prince that day, though he gave no order for us to worship any power. Imperial propaganda tells a different story of what happened on Sebastus IV. It tells of the heroics of the Imperial Fists and the Ultramarines. How we were driven from the planet, sent scurrying to the Eye of Terror. I know the truth. I was there. No Son of Dorn was able to walk off the battlefield under his own power. It took almost twenty years before they could marshal for war again. You can see in there eyes the terror we brought to them at the Iron Cage. In the dark they pray to their Corpse God on his Golden Throne for solace. Fearing the words... Iron Within, Iron Without. I was there. Cylus Taur

HISTORY OF THE IRON WARRIORS

13

FORCES OF THE IRON WARRIORS


This section of the book details the forces used by the Iron Warriors - their units, weapons, vehicles and champions. Each entry gives a description of a unit along with the specific rules you will need to field them in your army list.

SPECIAL RULES
Iron With, Iron Without
Iron Warriors units are Stubborn as per the Universal Special Rule in the Warhammer 40K Rule Book.

PSYCHIC POWERS
A Psyker may only attempt to use one Psychic Power per turn.

Perturabos Wrath

Medrengrad is the home world of the Iron Warriors in the Eye of Terror. It is a world with a dead sky and a black sun dominated by mountains of impossibly high towers and dungeons plunging deep into its core. It is a place of nightmares where the laws of physics no longer apply. Underbrush cuts like razor wire and steam vents out of the earth from the slave factories down below. It is here that the Daemon Primarch Perterabo rules over his Legion.

Being the Master of a thousand sieges. The Iron Magus shows absolute disdain for the enemies defenses. Moving stone and flesh aside with his will. An Iron Magus uses the psychic power in the Shooting Phase. Every enemy unit within 18 inches of the Iron Magus that makes a successful cover save must reroll the result.

The Iron Touch

The Iron Magus use the power of the warp to reknit twisted metal and melted circuits. Keeping a vehicle in the thick of battle. It repairs one immobilized or weapon destroyed result and has a range of 12. This power is used during the Movement Phase.

Insidious Aim

The Iron Maguss will invades the weapon systems of an allied vehicle attempting to wrench control of its guns and use them to better effect. An Iron Magus uses the psychic power in the Shooting Phase on any one allied vehicle within 24. He cannot assault during the turn he is attempting to take control of a vehicle, as it takes up his complete concentration to do this. The Iron Magus is successful on a d6 roll of a 4+. If he is successful, the vehicle can then fire its weapons on using the ballistic skill of the Iron Magus during the same Shooting Phase.

14

FORCES OF THE IRON WARRIORS

WARSMITH
The Warsmith is the commander of a Grand Company of Iron Warriors, the overlord of a fortified world, or the tyrannical maniac leading a Chaos War Fleet. Masters of siege-craft for millennia, they have been tearing down the fortifications of the Imperium since the Horus Heresy, making it bleed one trench line and artillery barrage at a time. None can compare with their knowledge of siege-craft. When one of the other Chaos Legions needs to subvert an enemy defensive position it is to the Warsmiths expertise that they turn.
WS BS Warsmith 5 6 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+

SIEGE MASTER
While the Warsmith oversees an entire siege, the Siege Master supervises a portion of it, in charge of an artillery battery, a trench line or a series of bunkers. They are also responsible for the repair and maintenance of the Legions vehicles, salvaging captured enemy equipment and leading Iron Warrior units into battle.
WS BS Siege Master 5 5 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 3+

Wargear

Power Armour, Close Combat Weapon, Bolt Pistol, Frag Grenades, Krak Grenades, Servo Arm

Wargear

Power Armour, Close Combat Weapon, Bolt Pistol, Frag Grenades, Krak Grenades

Special Rules

Iron Within, Iron Without; Independent Character; Combat Engineer; Armourer Combat Engineer: Siege Masters have millennia of experience in undermining fortresses and armour giving them and any squad they join the Tank Hunters Universal Special Rule. Armourer: Can repair Weapon Destroyed or Immobilized results on a D6 roll of 5+.

Special Rules

Fearless; Independent Character; 5+ Invulnerable Save; Combat Engineer Combat Engineer: Warsmiths have millennia of experience in undermining fortresses and armour giving them and any squad they join the Tank Hunters Universal Special Rule.

IRON MAGUS
During the Heresy, Librarians of the Iron Warriors dedicated themselves to Chaos and received new psychic powers.They became the Iron Magi, masters of archaic Technomancy and binders of Data Daemons, performing rituals and making pacts to invite Daemonic entities into the chassis of Centurions, Defilers, and other vehicles. They are esoteric madmen, their minds glimpsing realms beyond mortal comprehension, se lling their souls with promises of untold power.
WS BS Iron Magus 5 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+

Wargear

Power Armour, Force Weapon, Bolt Pistol, Frag Grenades, Krak Grenades

Special Rules

Independent Character; 5+ Invulnerable Save Armourer: Can repair Weapon Destroyed or Immobilized results on a D6 roll of 5+. Combat Engineer: Siege Masters have millennia of experience in undermining fortresses and armour giving them and any squad they join the Tank Hunters Universal Special Rule.

FORCES OF THE IRON WARRIORS

15

IRON WARRIORS
The Iron Warriors are the 4th Legion of the First Founding, formed when Imperium was still young and the Emperor still walked. Implanted with the Gene-Seed of their Primarch, Perterabo, they have an affinity for technology and coldly efficient logic. When the Heresy began the Iron Warriors joined Horus on Istvaan V. They had become cold-hearted killers filled with resentment and bitterness toward the Emperor, having been used to fight the bloodiest battles of His Crusade, letting the other more favored Legions take all the glory. They have a reputation as the most heavily armed of the Chaos Legions. They are masters of siege warfare and fortification, methodically grinding down their opponents through withering salvos of fire.
WS BS Iron Warrior Aspiring Champion 4 4 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 9 10 Sv 3+ 3+

WEAPON TEAMS
Some Iron Warriors form weapon teams carrying Heavy Weapons to lay down supporting fire for their brethren. These teams provide devastating anti-infantry and anti armour firepower. They dominate large swaths of the battlefield with minimal manpower and merciless volleys of fire.
WS BS Iron Warrior 4 4 S 4 T 4 W 1 I 4 A 1 Ld 9 Sv 3+

Wargear

Power Armour, Close Combat Weapon, Bolt Pistol, Bolter, Frag Grenades, Krak Grenades

Special Rules

Iron Within, Iron Without, Weapon Teams Weapon Teams: For every ten man Iron Warrior Squad one three-man Weapon Team may be purchased. Weapon teams may take additional weapons bought from their unit entry. They are fielded as three-man teams that do not take a Troops choice and cannot hold objectives. Each threeman team counts as being worth 1 Kill Point for victory conditions in missions that use Kill Points. Also, because all Iron Warriors have extensive training with heavy weapons, if a model with a heavy weapon dies another member of the squad can pick up the weapon and resume firing. In game terms, if a model with a heavy weapon should be removed as a casualty, the player may instead choose to remove a base Iron Warrior model if one is available.

Wargear

Power Armour, Close Combat Weapon, Bolt Pistol, Bolter, Frag Grenades, Krak Grenades

Special Rules

Iron Within, Iron Without

THE GARRISONING FORCE AT THE IRON KEEP OF DELGAS II WAS A SQUAD OF TEN IRON WARRIORS AGAINST A HOSTILE POPULATION OF 130 MILLION.

16

FORCES OF THE IRON WARRIORS

IRON WARRIOR SAPPERS


The most experienced and dedicated of Iron Warriors are the Sappers. Squads of Sappers have many centuries of combat experience. They have learned how to make the best use of cover to survive the many and varied battlefields of the 41st Millennium. These highly skilled and ferocious warriors are typically in the vanguard of an attack. Sappers will use their battle skills to infiltrate enemy lines, setting up ambushes and outflanking enemy positions to undermine entrenched positions and fortifications.
WS BS Sapper Aspiring Champion 4 4 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 10 10 Sv 3+ 3+

IRON WARRIOR BIKERS


Well armed and highly mobile, Bikers make excellent reconnaissance troops and are used to launch deadly raids behind enemy lines. They are merciless in pursuit of the enemy, following a vanquished foe for miles to kill or capture them.
WS BS Iron Warrior Aspiring Champion 4 4 4 4 S 4 4 T 4(5) 4(5) W 1 1 I 4 4 A 1 2 Ld 9 10 Sv 3+ 3+

Wargear

Power Armour, Close Combat Weapon, Bolt Pistol, Frag Grenades, Krak Grenades, Chaos Bike with Twin-linked Bolter

Wargear

Power Armour, Close Combat Weapon, Bolt Pistol, Bolter, Frag Grenades, Krak Grenades

Special Rules

Iron Within, Iron Without

Special Rules

Iron Within, Iron Without; Infiltrate

IRON WARRIOR RAPTORS


Iron Warrior assault troops are known as Raptors. Such is their effectiveness as assault troops their arrival often proves to be a turning point in many a battle, overrunning trench lines and filling breaches in fortifications. They are usually held in reserve to be sent against the weakest part of the enemy line. Raptors are vicious hunters, striking swiftly and mercilessly cutting their foes down when they are the most vulnerable.
WS BS Raptor Aspiring Champion 4 4 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 9 10 Sv 3+ 3+

U seez boss, Ugmar an ez Boyz got inside an nuthin wuz dere. Da Beakies wurnt dere. Deyz went down a hole all sneakzie like. Not at all propa like for Beakies. Weglum had a worried look on his face. Soz did Ugmar goz down da hole afta dem? Yez boss. Dez riggad da hole to go boom. Ugmar iz wit Mork now. The Blood Axe tried to put a reverent look on his face. Wez still outta range ov dere Big Gunz. Nuthin iz getting close to dem.

Wargear

Power Armour, Close Combat Weapon, Bolt Pistol, Frag Grenades, Krak Grenades

Special Rules

Iron Within, Iron Without; Jump Infantry

FORCES OF THE IRON WARRIORS

17

IRON WARRIOR TERMINATORS


Many veteran Iron Warriors enter battle wearing the revered and rightly feared Tactical Dreadnought Armour. More commonly known as Terminator Armour, it is massively bulky and contains a full artificial skeleton of fiber bundles and adamantium rods to support the heavy gauge plasteel and ceramite plates that form the outer carapace. A terminator can move and operate with remarkable freedom and agility considering the sheer mass of the actual armour, which provides as much protection as an armoured tank hull. Terminators stand in great favor with their Warsmiths. They often act as his personal bodyguard.
WS BS Terminator Terminator Champion 4 4 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 3 Ld 10 10 Sv 2+ 2+

OBLITERATORS
The machineries of the Iron Warriors include many monstrous creations heaving with warp power and arcane technologies. There is a cadre of warriors who have dedicated their lives to the pursuit of alchemical and mechanical perfection through the power of Chaos and have turned their bodies into living weapons. Once Techmarines, they are obsessed with the overlap of the material and immaterial, the organic and inert. They use arcane knowledge learned from the Adepts of the Dark Mechanicus, blurring the boundaries between the biological, the technological and the Daemonic. They are the Obliterators, inhuman grotesque arcano-cyborgs. Their blood can become white-hot plasma. Their bones fused with titanium. Their brains as much machine as living flesh.
WS BS Obliterator 4 4 S 4 T 4 W 2 I 4 A 2 Ld 9 Sv 2+

Wargear

Terminator Armour, Power Weapon, Twin-linked Bolter

Wargear

Powerfist, Obliterator Weapons Obliterator Weapons: May shoot once per turn from the following selections: Lascannon, Multi-Melta, Plasma Cannon, twin-linked Plasma Gun, twin-linked Meltagun, twin-linked Flamer.

Special Rules

Iron Within, Iron Without

by eaten e bein r aid Gitz a ar afr z gjaws obbos e Scra da G eyz de . All gjaw s like. Doggiez . Skra en ned up n eat funny ed tin uv bei ar all eel wiv a a iez Dogg f st Dok got made o k like loo Jaws eyz dey howl. S ! a em cksnapp holda d boss Ne ar ge to W - messa

Special Rules

Fearless, 5+ Invulnerable Save, Slow and Purposeful, Deep Strike

CYBERNETIC CHAOS HOUNDS


thing a victim would hear is a mechanical howl before losing its life.
WS BS Cybernetic Hound 4 0 S 4 T 4 W 1 I 4 A 2 Ld 7 Sv 6+

Originally canines were used by the Iron Warriors to sniff out hidden munitions stores and tunnels of the enemy. When the Heresy began these animals faithfully served along side their masters and went with them into exile in the Eye of Terror. Just like their masters they were susceptible to mutation and the mutated limbs were replaced with cybernetic ones turning them into cruel and twisted beasts of steel. Often Iron Warriors release packs of them during a battle to run down tunnels and trench lines, stalking lone enemy troops. Usually the last

Special Rules
Feel No Pain

18

FORCES OF THE IRON WARRIORS

IRON WARRIOR DREADNOUGHT


Dreadnoughts are giant, bipedal armoured war machines that fight along side troops in battle. A Dreadnought is piloted by a single crewman installed in a fetal-like position at the machines heart, connected by nervous system implants and mind impulse units. Dreadnoughts provide invaluable support, blasting the enemy with heavy weapons or smashing opponents aside in hand-to-hand Combat with gigantic claws and blades. The secrets of building Dreadnoughts are incredibly old and virtually lost. Most Dreadnoughts of the Traitor Legions date back to the Horus Heresy. Iron Warriors consider being consigned to a Dreadnought as a living death. A torturous and mocking punishment, making most of them completely psychotic.
WS BS Obliterator 4 4 S 6 FA SA RA 12 12 10 I 4 A 3

ENGINES OF WAR
Not all Dreadnoughts fall into insanity. Some focus on their bitterness and hatred toward the Emperor. Instead of existing in self-loathing and self-pity the Engine of War has the long view. Their goals are to lead the Legion against its enemies, to one day return to Terra and tear down the gates of the Imperial Palace itself.
WS BS Engine of War 5 5 S 6 FA SA RA 12 12 10 I 5 A 3

Wargear

Smoke Launchers, Searchlight, Dreadnought Close Combat Weapon, Twin-linked Bolter

Special Rules
Crazed Crazed: Roll a D6 before activating this model. Follow the results from the table below.
D6 1 Result Fire Frenzy: The dreadnought may not move or assault this turn. At the beginning of the Shooting Phase it must pivot on the spot towards the closest visible unit (Friend or Foe!) and fires all of it weapons against it twice! If the dreadnought cannot fire any ranged weapon, treat this result as a, 2 5 sane, result instead. Sane: The player controls the model normally. Blood Rage: In the Movement Phase, the dreadnought must move as far as possible towards the nearest enemy. In the Shooting Phase the dreadnought may not shoot, but gains the Fleet Special Rule and must run towards the nearest enemy, ending its move facing this target. The dreadnought must then assault this enemy in the Assault Phase, if able. If the dreadnought is immobilized, treat the result as a, 2 5 sane, result instead.

Wargear

Smoke Launchers, Searchlight, Extra Armour, Dreadnought Close Combat Weapon, Heavy Flamer

Special Rules
Arcane Warding Arcane Warding: Engines of War are inscribed with arcane and daemonic runes to further protect the Legion champions interred within. They have a 5+ invulnerable save.

2-5 6

FORCES OF THE IRON WARRIORS

19

IRON WARRIOR DEFILER


The origins of the war machines known as Defilers are shrouded in mystery. The Defiler is not operated by a human crew. Instead it is fuelled and guided by the warp energy of a bound daemon. Using complex arcane rites, the Adepts of the Dark Mechanicus and Iron Magi to draw forth the essence of a daemon from the warp, trapping it within the rune bound hull of a Defiler. Enraged and full of immortal anger it advances across the battlefield without hesitation or fear.
WS BS IW Defiler 3 3 S 6 FA SA RA 12 12 10 I 3 A 3

CENTURIONS
Centurions are half daemon, half robotic monstrosities. Used since the time of the Horus Heresy, the advance of these daemon engines is unstoppable. They will charge anything that gets in the way, attacking ferociously until they are destroyed. Originally used exclusively by the World Eaters other Legions have taken up using Centurions. Other Legions will bind any daemons that suit their purpose. Those bound with Slaanesh daemons usually have a perfumed or sickly sweet scent, while those with Nurgle daemons are found with clouds of flies around them. Seeing such defilement of machines dedicated to Khorne has caused much outrage and conflict between the World Eaters and the other Legions.
WS BS Centurion 4 3 S 6 FA SA RA 10 10 10 I 4 A 3

Wargear

Two Dreadnought Close Combat Weapons (extra attack included in profile above), Battle Cannon, Repear Autocannon, Twin-linked Heavy Flamer, Daemonic Possession, Smoke Launchers, Searchlight

Wargear

Special Rules
Fleet

Two Dreadnought Close Combat Weapons (extra attack included in profile above), Twin-linked Hades Pattern Bolter, Daemonic Possession, Smoke Launchers, Searchlight

Special Rules
Scouts

Lorik bent down on one knee and picked up a handful of soil, rubbing it between his fingers like he did every year before planting season. This year was different. This year Loriks son was with him. Looking into the youthful eyes that mirrored his own he smiled at his son. This is good dirt. It is dark and rich soil. Full of nutrients. Good for planting. He dropped the dirt back onto the ground. Tomorrow we will begin aerating the soil and... Lorik noticed his son wasnt looking at him anymore, but up in the sky, horror across his face. Dreadclaws pierced the

clouds and started landing at the far end of the untilled fields. He grabbed his son into his arms and ran. ---------Gravix knelt down in his power armour, grabbing a handful of dirt in his gauntleted hand. There is good soil here my Lord. It is soft enough to dig a trench line and packs well to absorb incoming ordinance. We can quickly build formidable earthworks. The Warsmith smiled as he looked to the Hive City in the distance. Ygrantl Hive fell three days later.

20

FORCES OF THE IRON WARRIORS

IRON WARRIORS RHINO


The Rhino is the ubiquitous transport vehicle of the Iron Warriors. At the time of the Horus Heresy the Legion had access to hundreds of these armoured vehicles. They are relatively simple to build and maintain. Squads mounted in Rhinos can close rapidly with the enemy, protecting them from small arms fire, or they can be swiftly redeployed to another part of the battlefield to out maneuver their adversaries.
Armor BS IW Rhino 4 Front 11 Side 11 Rear 10

COMMAND RHINO
Command Rhinos give up their transport capabilities for advanced sensor and communication systems, being able to detect hidden enemy positions, lay down more accurate fire, or the coordination of reinforcements.
Armor BS Command Rhino 4 Front 11 Side 11 Rear 10

Wargear

Twin-linked Bolter, Smoke Launchers, Searchlight, Sensor Array, Communications Array

Wargear

Twin-linked Bolter, Smoke Launchers, Searchlight

Special Rules

Repair, Sensor Array, Communications Array Sensor Array: This is a long ranged scanner used to detect hidden enemy troops. If enemy infiltrators are within a friendly squads line of fire then one squad is allowed to take a free shot at them. These shots are taken before the battle begins and may cause the infiltrators to Fall Back. The normal shooting rules apply but any rolls to hit that miss may be re-rolled once. Communications Array: If the Command Rhino is on the board the Iron Warriors player may re-roll a single Reinforcement dice once per turn or have one squad Deep Strike with pinpoint accuracy. No roll for scatter is required.

Special Rules
Repair Repair: If a Chaos Rhino is immobilized. The crew may attempt a repair in the shooting phase (this stops this vehicle from shooting). To do so, roll a d6 on a 6 the immobilized damage result is repaired and the Chaos Rhino is free to move again in later turn.

FORCES OF THE IRON WARRIORS

21

IRON WARRIOR LAND RAIDER


The Land Raider is one of the heaviest ground vehicle used by the Iron Warriors and is more akin to a mobile strong point than a battle tank. It can plough into the enemy army with virtual impunity its thick adamantium and ceramite plates withstanding all but the deadliest anti- tank weaponry. The Land Raiders capacious hull can carry a full squad of Iron Warriors or a detachment of deadly Terminators. Once in position a Land Raider opens its front assault ramp to disgorge its cargo of Iron Warriors directly into combat with the foe while providing supporting fire with its multiple weapon systems. Land Raiders are highly prized by the Iron Warriors. Warsmiths often use Land Raiders as their personal transports to proclaim their status and power, adorning their mechanical behemoth with large banners and decorating its hull with the bodies of the slain and symbols of the Dark Gods, with its lascannons blazing and enemy shots sparking harmlessly off its armoured hull. A Land Raider is a bastion of strength that can spearhead an attack or form a mobile rallying point when in defense.
Armor BS IW Land Raider 4 Front 14 Side 14 Rear 14

IRON WARRIOR FORGEBREAKER


The Forgebreaker is a Land Raider variant used exclusively by the Iron Warriors Legion. Named after the hammer Horus gifted to Perturabo and armed with extra armour plating, it is used to smash through enemy defenses with is Demolisher Cannon and Siege Dozer. Once a breach has been established it rakes the enemy lines with reaper autocannon and heavy bolter fire. Its been known for entire armies to abandon a flank seeing one of these fiercesome machines on the horizon.
Armor BS IW Land Raider 4 Front 14 Side 14 Rear 14

Wargear

Two sponson-mounted Reaper Autocannons, hullmounted twin-linked heavy bolter, hull-mounted Demolisher Cannon, Siege Dozer, Extra Armour, Smoke Launchers, Searchlight

Special Rules
Siege Dozer Siege Dozer: The Siege Dozer is a reinforced dozer blade that provides an additional +1 to the strength of a Ram Attack up to a max of 10 and allows the tank a 4+ invulnerable save against any vehicle ramming its front. In addition, a Siege Dozer allows the tank to re-roll a failed Difficult Terrain test.

Wargear

Two sponson-mounted twin-linked Lascannons, hullmounted twin-linked heavy bolter, Smoke Launchers, Searchlight

Special Rules
Assault Vehicle Assault Vehicle: Models disembarking from a Chaos Land Raider may assault in the same turn.

THE IRON WARRIORS TOOK PART IN THE GREATEST TANK BATTLE IN IMPERIAL HISTORY. DURING THE HORUS HERESY THE WRECKAGE OF OVER A MILLION TRAITOR AND LOYALIST TANKS LAY STREWN ACROSS THE TALLARN SANDS.

22

FORCES OF THE IRON WARRIORS

IRON WARRIOR PREDATOR


The Predator is the main battle tank of the Iron Warriors. It can be fitted with different weapons allowing for anti-armour operations, anti-infantry firepower, or a mixed role. Based upon the versatile Rhino chassis, the Predator has an armoured turret that can sport an Autocannon or Lascannons. It can be further armed with the addition of side sponsons mounting extra heavy weaponry. By sacrificing all troop carrying capacity the Predator is also protected by a reinforced chassis within its armoured plates. Iron Warrior Predators are best used as mobile support unleashing a blaze of fire to decimate enemy formations attempting to counter attack or part of the main battle line for an assault.
Armor BS IW Predator 4 Front 13 Side 11 Rear 10

CABAL CLASS PREDATOR


The Cabal Class is a new variant of the predator pioneered by the Thousand Sons. Armed with Plasma Cannon sponsons and a Twin-linked Hades Pattern Bolter with ensorcelled ammunition. It has been increasingly seen amongst the Chaos Legions. Though relatively rare, their impact on the battlefield cannot be ignored. The Thousand Sons have been seen with squadrons of these vehicles with eldritch flames dancing across their hulls.
Armor BS Cabal Class Predator 4 Front 13 Side 11 Rear 10

Wargear

Turret-mounted twin-linked Hades Pattern Bolter, Smoke Launchers, Searchlight

Wargear

Special Rules

Ensorcelled Ammo Ensorcelled Ammo: Hades bolter shells are often enchanted by Iron Magi with warp energy. Shots from Ensorcelled Ammo use the small blast template and provide no Cover Save.

Turret-mounted Autocannon, Smoke Launchers, Searchlight

IRON WARRIOR VINDICATOR


The Vindicator is another Iron Warrior vehicle based upon the Rhino Standard Template Construct data. The Vindicator sacrifices its transport capacity in order to mount reinforced armour, additional internal bracing, and ammunition storage. This is needed for the massive demolisher cannon mounted on the front of the hull, supported by thick recoil suppressors. Protected by an enormous armoured plate at the front, the Vindicator can move into position under intensive enemy fire, approaching the walls of an enemy stronghold until its devastating armament is within range.
Armor BS IW Vindicator 4 Front 13 Side 11 Rear 10

IRON WARRIOR BASILISK


Large amounts of artillery are needed for sieges, so the Iron Warriors have learned to capture and reconstruct Imperial equipment for the job. Basilisks are just one of these tools. A fearsome piece of artillery, the basilisk is capable of elevating to angles that allow it to fire at targets out of its field of vision. Its powerful shells are capable of smashing apart both infantry and vehicles with ease. The enemies of the Iron Warriors rightly fear the shriek of its incoming shells.
Armor BS Basilisk 4 Front 12 Side 10 Rear 10

Wargear

Wargear

Hull-mounted Demolisher Cannon, Smoke Launchers, Searchlight, Dozer Blade

Earthshaker Artillery Gun, hull-mounted Heavy Bolter, Smoke Launchers, Searchlight

FORCES OF THE IRON WARRIORS

23

FORCES OF THE IRON WARRIORS

AXINOUS, SIEGE MASTER OF SEBASTUS IV


Axinous is the Warsmith of 11th company. His deeds before and during the Horus Heresy are all but forgotten. It was at the battle of Sebastus IV that he earned his infamy, personally commanding the weapon batteries that decimated the Sons of Dorn. Axinous made them pay for every trench line with blood and blasted power armour, relenting only by his Primarchs command. Since then his name has faded into history and myth. He has become a specter of that long forgotten age. Remembered by none except for the Imperial Fists. The next time he arrived was at the head of a mighty chaos war fleet during Abaddons 13th Black Crusade. Axinous, in an alliance with other Warsmiths, laid siege to and conquered the Kasr Worlds in the Cadian System. Only leaving when every last fortification was shattered. Since then he has been leading his Iron Warriors on a path of destruction across the Segmentum Obscurus. On the planet of Virilus Prime Imperial agents noticed that a daemonic force protects Axinous. The Inquisition calls it his Iron Consort. Numerous video footages show an ethereal female form putting itself between Axinous and harms way or is seen whispering is his ear standing atop of governors ruined palace. It is currently undetermined which of the Ruinous Powers Axinouss consort is aligned to. In the Treyia System near Tau space, Axinouss forces bitterly attacked a Black legion warband. Imperial agents have noted this enmity. Currently it is believed Axinouss Grand Company is terrorizing Tau systems with Legio Mortis support and having skirmishes with the Scythes of the Emperor Space Marine Chapter.
WS BS Axinous 5 6 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+

Wargear

Terminator Armour, Power Fist, Kai Gun, Personal Icon Kai Gun: A huge bolter of archaic design, it turns the hate and malice of its firer into tangible bolts of energy. The Kai gun is used as a normal range weapon with the following profile:
Weapon Kai Gun Range 24 Str. 6 AP 3 Type Assault D6

Special Rules

Fearless, Independent Character, Combat Engineer, Master Artillerist, Daemonic Consort Combat Engineer: Axinous is a Warsmith. He has millennia of experience in undermining fortresses and armour giving him and any Squad unit he joins the Tank Hunters Universal Special Rule. Master Artillerist: After a piece of ordinance on his side has fired, Axinous can adjust the drift by D6 inches in the direction of his choice. He may use this ability once per turn. Daemonic Consort: Axinous is protected a Deamonic Entity that takes the brunt of any damage aimed his way. Therefore he has the Eternal Warrior Universal Special Rule on page 74 of the Warhammer 40K Rule Book and a 4+ Invulnerable save.

If the result is a one the daemon bound in the Kai gun rebels. Axinous may not make any shooting attacks in this round. He suffers one wound with no armour saves allowed.

FORCES OF THE IRON WARRIORS

25

DAEDALUS, FAVORED OF PERTURABO


Among the Iron Warriors there is only one who has Perturabos ear. One who is favored above all the rest. His name is Daedalus. Loved by Perturabo as if he was his own son. Taught secrets that only the greatest of Techno-Magi would know. Part of Perturabos personal guard, he fell on Olympia, his body ruined by deceit. Perturabo wept. Though his body lay ruined, Daedalus did not die. His body was placed within the armoured Sarcophagus of a dreadnought. Olympia burned and suffered for its treachery. Five million civilians died by Perturabos cold anger. The people of Olympia were culled. When the Iron Warriors landed on Terra, Daedalus walked again in the body of a dreadnought chassis made by Perturabos own hand. He was a juggernaut of destruction. Smashing one Imperial fortification after another. A symbol of the legions bitterness unleashed. Only retreating after Horuss death and Perturabos order. Since that time Daedalus has been in countless engagements enforcing Perturabos will, only leaving Medrengard when the legions interest is at stake.
WS BS Daedalus 5 5 S 6 FA SA RA 13 13 10 I 5 A 3

Wargear

Dreadnought Close Combat Weapon, Heavy Flamer, Plasma Cannon, Artificers Arm, Extra Armour, Smoke Launchers, Searchlight Artificers Arm: This a highly advanced Servo Arm. At the start of each Assault Phase Daedalus can declare that he is using his Artificers Arm to perform one of the following functions:

Special Rules

Arcane Warding, Hard to Kill Arcane Warding: Daedalus is in all respects an Engine of War and is inscribed with arcane and daemonic runes to further protect him. Daedalus has a 5+ invulnerable save. Hard to Kill: Perterabo personally built the Dreadnought chassis for Daedalus. It is extremely resilient. Any Penetrating Hit against Daedalus becomes glancing instead on a d6 roll of a 5+.

Repair one Immobilized or Weapon Destroyed result on himself or an allied vehicle in base contact on a roll of a 4+. Cause one Immobilized or Weapon Destroyed result on an enemy vehicle in base contact on a roll of a 4+. Add one Dreadnought Close Combat Weapon attack during close combat.

26

FORCES OF THE IRON WARRIORS

IRON WARGEAR
This section of Codex: Iron Warriors lists the weapons and equipment used by Iron Warriors infantry, along with the rules for using them in your games of Warhammer 40,000. All of the weapon statistics found here can also be found in the Summary section at the end of this book.

WEAPONS
Autocannon
Autocannons are automatic, self- loading weapons that fire large caliber, high velocity explosive shells. A masterful unification of rate of fire and destructive power, Autocannon rounds are most effectively used against light vehicles or particularly tough infantry. They are the weapons of choice when facing the larger of the Tyranid bio-constructs, as well as the ramshackle buggies utilized by the Ok Tribes.
Range Strength AP Type

Close Combat Weapon

Chaos Space Marines utilize an array of close combat weapons. Chain-swords, Chain-Axes, and Combat Blades are among the most commonly used items.

Combi-weapons

48

Heavy 2

Bolt Pistol

A smaller version of the bolter. It fires the same ammunition. Thanks to their smaller size they are perfect side arms for Chaos Space Marines.
Range Strength AP Type

Some bolters are converted to house another weapon, usually a Meltagun, plasma gun, or flamer. This extra weapon carries limited ammunition allowing the weapon a single shot. Perfect for shots of opportunity. A model armed with a combi-weapon may choose to fire either the bolter or the other weapon. The bolter may be fired every turn, but the other weapon may only be used once per battle. You may not fire both weapons in the same turn.

Flamer

12

Pistol

Boltgun

Flame-throwers spew jets of burning promethium. Promethium is a highly volatile liquid chemical that ignites on contact with air. Flamers are perfect for scouring the enemy from any defended position, slaughtering the foe in a roaring conflagration of burning death.
Range Strength AP Type

A Boltgun or bolter is a compact weapon that fires small rockets, or bolts. Each self-propelled bolt explodes with devastating effect once it has penetrated its target, blowing the enemy apart from the inside.
Range Strength AP Type

Template

Assault 1

Force Weapon

24

Rapid Fire

Chain-Fist

A power-fist fitted with a chain-blade attachment designed to carve through armoured bulkheads or vehicles with its whirring adamantine teeth. A chain-fist can be affixed to a suit of terminator armour and have been found to make deadly weapons against any form of armoured target. A Chain-Fist is treated exactly as a power-fist, but rolls strength +2D6 (rather than +D6) for armor penetration.

A potent psychic weapon used exclusively by trained Psykers. They have the same effects as power weapons, but also confer to the wielder one additional psychic power used in close combat. This power can instantly extinguish the life force of any opponent. Roll to hit and wound as normal, allowing any invulnerable saving throws the victim might have. The Psyker may then take a psychic test to use the weapons power against anyone opponent that suffered an unsaved wound in the players turn. The normal rules for psychic powers apply. If the test is passed, the enemy model suffers instant death, regardless of toughness value. Remember that a Psyker may normally us only one power per turn.

IRON WARGEAR

27

Frag Grenade

This is hurled at the enemy prior to an assault, causing a storm of shrapnel that drives opponents further under cover. See WarHammer 40,000 Rulebook for details of using Frag grenades (pg. 36, 63).

Lighting Claws

Hades Pattern Bolter

A modified, stripped down heavy bolter, it has become increasingly popular with Chaos Space Marines. What it lacks in range, it makes up in mobility. It is an assault weapon with the following profile:
Range Strength AP Type

Consisting of heavily armored gloves, reinforced and fitted with long slashing talons sheathed in a rippling power field. Used effectively in pairs, lighting claws slices through armour, flesh, and bone with the same terrifying effectiveness. A model armed with lighting claws only receives the additional close combat weapon bonus if it is armed with a pair of lighting claws. Lighting claws ignore armour saves and re-roll any to wound dice that fail to cause a wound.

Melta bomb

18

Assault 3

Heavy Bolter

Larger versions of the Boltgun, Heavy Bolters are deadly weapons that fire fist- sized bolts at the enemy. With a staggering rate of fire and shells even more lethal than the standard Boltgun, Heavy Bolters put the fear of the Dark Gods into enemy infantry.
Range Strength AP Type

A deadly type of demolition powered by a subatomic charge capable of melting through even the most heavily armoured targets. They are much bulkier than Krak grenades with a more sophisticated detonation mechanism. Chaos space marine sometimes carry Melta bombs to destroy enemy tanks and bunkers. See WarHammer 40,000 Rulebook for details of using Melta bombs.

Meltagun

36

Heavy 3

Heavy Flamer

A larger version of the flamer, a Heavy Flamer is the ultimate weapon for sweeping fortifications clear and destroying the ranks of the enemy at close quarters. Used by Terminator squads, Sapper squads, Defilers and Dreadnoughts, only the best armored and most resilient foes can withstand the fiery blasts of a Heavy Flamer.
Range Strength AP Type

These are lethal anti-armour weapons. They are also used when undertaking assaults against heavily fortified defense lines and bunkers. A marvel of technology, Meltaguns super-heat their target with sub-molecular thermal agitation. Literally cooking and melting away armour plate. Most effective at very short range, the Meltagun is capable of reducing rock, metal, and living matter to molten slag or ash.
Range Strength AP Type

12

Assault 1, Melta

Missile Launcher

Template

Heavy 2

Krak Grenade

Anti-tank explosive designed to disable lightly armoured vehicles such as enemy walkers. See WarHammer 40,000 Rulebook for details of using Krak grenades (pg. 36, 63).

Lascannon

A weapon system that can fire either Super-Krak or Frag missiles. Frag missiles are designed to wreak havoc in lightly armoured infantry formations, while Super-Krak missiles can break open all but the most heavily armoured targets. Supplied with both types of ammunition, the missile launcher is one of the most versatile weapons available. Each time a missile launcher fires the controlling player may choose the type of missile being used. Frag Missile
Range Strength AP Type

These are enormous heavy weapons made to destroy heavily armoured targets. At long range there are few finer weapons for tank hunting than the Lascannon. The gun houses a laser chamber that charges an explosive energy blast capable of piercing enemy armour.
Range Strength AP Type

48 Krak Missile
Range

4
Strength

6
AP

Heavy 1, Blast
Type

48

Heavy 1

48

Heavy 1

28

IRON WARGEAR

Multi-Melta

A larger, more destructive version of the Meltagun, a Multi-Melta has a greater range than its smaller cousin. Multi-Meltas are perfict for destroying bunkers and enemy tanks.
Range Strength AP Type

Power Fist

24

Heavy 1, Melta

Plasma Cannon

A powered armoured gauntlet surrounded by a disruptive energy field, it is used to deliver crushing blows to the enemy. A power fist is a power weapon, and also doubles the users strength. (Up to a maximum of 10) power fists however are difficult and cumbersome to use. Attacks with a power fist are always delivered at initiative 1 (ignore initiative bonuses from special Rules, war gear, etc.)

Weapons that are deadly to both their targets and to those that risk using them, Plasma Weapons fire a plasma bolt that explodes on impact, generating the destructive heat of a small sun. Because of the deadly energies contained within them, Plasma Weapons are prone to misfire and overheating.
Range Strength AP Type

Power Weapon

Sheathed in a lethal haze of a disruptive energy field, power weapons cuts through armor, flesh, and bone with ease. Models wounded in close combat by the attacks of a model armed with a power weapon are not allowed armour saves.

Reaper Autocannon

36

Heavy 1, Blast, Gets Hot!

Smaller than the Plasma Cannon, a plasma gun does not fire a blast in quite the same fashion. Rather several smaller pulses of plasma are fired instead. Despite the risks it poses to the bearer, Chaos Space Marines often select plasma guns from the armoury, willing to take the risk in exchange for their devastating power.
Range Strength AP Type

Plasma Gun

A type of double-barreled Autocannon called the Reaper; the forces of the Emperor no longer employ it. It is mostly used by Chaos Terminators to allow them to lay down a hail of shots giving them a much greater chance of hitting their target.
Range Strength AP Type

36

Heavy 2, Twin-Linked

Satchel Charge

24

Rapid Fire, Gets Hot!

Plasma Pistol

The variant in the plasma weapon family, each shot from a plasma pistol contains all the destructive fury of a large plasma gun, although the range and rate of fire are less. A plasma pistol can be used as a close combat weapon. Though it confers no strength bonus or particular armour penetration advantages.
Range Strength AP Type

Comprised of a high yield explosive, the destructive power of a satchel charge is focused into a shaped blast. Iron Warriors utilize them to breach fortifications or destroy armour. They are also used to flush out dug in pockets of resistance.
Range Strength AP Type

10

Assault 1, Blast, Special Equipment

Twin-Linked Bolter

12

Pistol, Gets Hot!

The inclusion of Terminator Armour in the Pre-Heresy Space Marine arsenal brought the ability to bring more firepower to the battlefield. The first weapon designed for Terminators was the Twin-Linked Bolter. Since the Horus Heresy, Traitor Legions have made wide spread use of this weapon.
Range Strength AP Type

24

Rapid Fire, Twin-Linked

IRON WARGEAR

29

ARMOUR
Power Armour
The standard protection of Chaos Space Marines, its distinctive outline casts fear into the enemies of the ruinous powers. Made of thick ceramite plate and electrically motivated fibre bundles that replicate and enhance the movements of the wearer. Power Armour offer some of the best protection armour can provide. Models equipped with power armour receive a 3+ armour save.

EQUIPMENT & UPGRADES


Chaos Space Marine Bike
A bike fitted with powerful engine, bulletproof tires, and Made to be incredibly durable. Each bike is a versatile fighting platform, capable of firing its armament on the move and launching devastating charges into combat. Models equipped with chaos space marine bikes follow all of the rules for bikes, as described in the WarHammer 40,000 Rulebook. Chaos Space Marine bikes are fitted with twin- linked bolters as standard.

Terminator Armour

Originally designed for close fighting aboard space hulks and in other confined areas, Terminator Armour is capable of withstanding almost any attack. A model wearing Terminator Armour has a 2+ armour save and a 5+ invulnerable save. Models in terminator armour are capable of moving and firing heavy weapons. On the other hand, models in terminator armour may not sweeping advance after assaults. Also, any model wearing terminator armour can be teleported onto the battlefield. They may always start the game in reserve and arrive using Deep Strike Rules, even if it is not part of the mission being played.

Familiar

A Familiar may be a small creature made of psychic energy, or a living being invested with the power of the warp. They can any form. From small imps, evil-looking mannequins or twisted, dwarfish, mutants. A Sorcerer with a familiar may be given one psychic power more than normal. The familiar is always assumed to be on the same base as its master, although it is permissible to represent it separately for modeling purposes. It does not count as an extra model and is only removed if its master is killed.

Jump Pack

Containing jets or turbines that can lift even heavy power armour from the ground, a warrior equipped with a jump pack can make great bounding leaps across the battlefield. A jump pack allows the wearer to travel incredibly quickly. Passing over obstructions and racing swiftly into close combat. Models equipped with jump packs are jump infantry as described in the WarHammer 40,000 Rulebook. In addition models that are wearing jump packs can be dropped from low-flying gun-ships. Using their jump packs to swoop down onto the battlefield. To represent this they can be kept in reserve and arrive using the Deep Strike Rules (see the mission Special Rules section of the WarHammer 40,000 Rulebook).

Personal Icon

A staff used to simply guide teleporting models. See the Chaos Space Marine codex, (Icons and Deep Strike) for details.

Servo-Arm

Mechanical arms used for battlefield repairs or even put to use as weapons, a servo-arm grants the model a single extra close combat attack made separately at initiative 1 and strength 8, ignoring armour saves.

30

IRON WARGEAR

VEHICLE ARMOURY & UPGRADES


Iron Warriors have a wealth of choices when it comes to enhancing their vehicles combat abilities. Iron Warrior vehicles may be fitted with the following equipment. When possible, all upgrades should have visible representation on the model. If an upgrade is not listed in a vehicle entry, it may not be taken by that vehicle. All upgrades may only be taken once per vehicle.

Battle Cannon

Earth-shaker Artillery Gun

An ordnance weapon system placed in the turret of a Leman Russ tank, mounted on the front of a vehicle hull, or in a weapon placement, Chaos space marine use such a weapon on a Chaos variant Russ tank or other vehicles that may take the battle cannon.
Range Strength AP Type

A weapon system where the terror of unseen and unheard ordnance rains death upon its enemies. This weapon is mounted on an open top vehicle, such as the Basilisk tank or by semi-mobile instillation.
Range Strength AP Type

36-120

72

Ordinance 1, Large Blast

Ordinance Barrage 1, Large Blast

Extra Armour

Deamonic Possession

The vehicles crew has been replaced by a daemon, bounded within the warped, rune-inscribed hull. The vehicle ignores crew shaken and stunned results altogether (though transporting passengers are affected normally). But its BS is reduced to a 3.

Some vehicle crews add additional armour plating to they vehicles to provide a little extra protection. Vehicles equipped with extra armour count crew-stunned results on the vehicle damage tables as a crew shaken result instead.

Havoc Launcher

Demolisher Cannon

Another Leman Russ tank weapon variant that servers the Chaos Space Marine interest.
Range Strength AP Type

A missile launcher that fires a cluster of high explosive missiles.


Range Strength AP Type

48

24

10

Ordinance 1, Large Blast

Heavy 1, Blast, Twin-Linked

Pintle-Mounted Combi-weapon

Dirge Caster

This device emits terrifying screams and wails to demoralize the enemy. When the vehicle tank shocks, the enemy suffer an extra -1 modifier to their leadership.

Dozer Blade

A heavy plough, ram, blade, or scoop is an up-grade to tank hulls. They are used to clear obstacles from the vehicles path. A vehicle equipped with a dozer blade can re-roll a failed difficult terrain test as long as it is not going to be moving more then 6 that turn.

Used by Chaos Space Marines to provide additional close range firepower to their vehicles, pintle-mounted weapons are treated as an additional weapon with the profile of a normal combi-weapon that can always be fired in addition to other weapons as if the vehicle did not move more than 6. See the combi-weapon war gear entry for details.

IRON WARGEAR

31

Pintle-Mounted Twin-linked Bolters

A weapon system fitted to Chaos Space Marine vehicles to provide additional firepower. Pintle- mounted twin-link bolters are treated as an additional weapon with the profile of a normal twin-link bolter which can always be fired in addition to other weapons if the vehicle did not move more than 6. See the twin-link bolter war gear entry for details.
Range Strength AP Type

= = Transmission Intercepted = = = = Recording... = = ...eLa Astartes nalfahl ek! ++ Initiate translation matrix.I wish to hear what these vermin are squealing. ++ ...y again Shasui. Your last statement was garbled. I repeat. The human Astartes are pulling back. They were on the verge of over running our position when they just stopped firing and withdrew. Hold on. They have just fired artillery. I am tracking the ballistic trajectory. It is not heading for us? Evacuate the base! The artillery is heading for you! I think they have cracked our comm. ne... = = Transmission lost = = = = End Recording = = ++ Report. ++ ++ My Lord, the Tau have used their drones to intercept most of the incoming shells. However, our spotters are reporting that enough have made it through to inflict heavy damage. Their forward base is neutralized. ++ ++ Excellent. ++ ++ Begin the second phase. ++

24

Rapid Fire, Twin-Linked

Searchlight

Of use when the night fighting rules are in effect. If a vehicle has a searchlight it must still use the night fighting rules to pick a target, but having fired at that unit, will illuminate it with the searchlight. For the rest of the Shooting Phase, any other unit that fires at the illuminate unit does not use the night fighting rules. However, a vehicle using a searchlight can always be targeted during the following enemy turn. Ignoring the night fighting rules as the enemy see the searchlight.

Smoke Launcher:

Bolt-on grenade launchers used to obscure the vehicle, allowing it to cross open area. See WarHammer 40,000 Rulebook for details of using Smoke Launchers.

Siege Hammer

An industrial sized jackhammer used to undermine fortified structures or enemy vehicles. It counts as a dreadnought close combat weapon that adds an additional d6 to armour penetration rolls. Such is the force of being hit by a siege hammer that any damage result also inflicts a crew shaken result. In addition all models that suffer an unsaved wound from a siege hammer and not killed will be knocked reeling. Reducing their initiative to a value of 1 until the end of the next player turn.

32

IRON WARGEAR

HQ
AXINOUS, THE SIEGE MASTER OF SEBASTUS VI
WS BS Axinous 5 6 S 4 T 4 W 3 I 5 A 3

215 POINTS
Ld 10 Sv 2+

Unit Composition: 1 Axinous (Unique)

Unit Type: Infantry

Wargear Terminator armour Power fist Kai gun Personal icon

Special Rules: Fearless Independent Character Combat Enginseer Master Artillerist Daemonic Consort

DAEDALUS, FAVORED SON OF PERTURABO


WS BS Daedalus 5 6 S 6 FA SA RA 13 13 10

240 POINTS Wargear


I 5 A 3

Unit Composition: 1 Daedalus

Unit Type: Walker (Unique)

Smoke Launcher Searchlight Dreadnaught Close Combat Weapon w/ Heavy Flamer Extra Armour Plasma Cannon Artificers Arm

Special Rules: Arcane Warding Hard to Kill

WARSMITH, POWER ARMOUR


WS BS Warsmith 5 6 S 4 T 4 W 3 I 5 A 3

100 POINTS Options:


Ld 10 Sv 3+

Unit Composition: 1 Warsmith

Unit Type: Infantry Wargear Power armour Bolt pistol Close combat weapon Frag grenades Krak grenades

Special Rules: Fearless Independent Character Combat engineer 5+ Invulnerable save

May replace bolt pistol with: - plasma pistol +15 points May replace CCW with one of the following: - power weapon +15 points - power fist +25 points - single lightning claw +25 points - pair of lightning claws +30 points May take one of the following: - twin-linked bolter +5 points - combi-weapon +10 points May take any of the following: - melta bombs +5 points - personal icon +5 points - servo arm +30 points May take one of the following: - jump pack +20 points - bike +30 points May have a command rhino +45 points

IRON WARRIORS ARMY LIST

33

HQ
WARSMITH, TERMINATOR ARMOUR
WS BS Warsmith 5 6 S 4 T 4 W 3 I 5 A 3

130 POINTS Options:


Ld 10 Sv 2+

Unit Composition: 1 Warsmith

Unit Type: Infantry Wargear Terminator armour Twin-linked bolter Power weapon

Special Rules: Fearless Independent Character Combat engineer 5+ Invulnerable save

May replace twin-linked bolter with: - combi-weapon +5 points May replace power weapon with: - power fist +10 points - chain fist +15 points - single lightning claw +10 points May replace TL bolter and power weapon with: - pair of lightning claws +10 points May have a personal icon +5 points May have a command rhino +45 points

IRON MAGUS
WS BS Warsmith 5 5 S 4 T 4 W 3 I 5 A 3

100 POINTS Options:


Ld 10 Sv 3+

Unit Composition: 1 Iron Magus

Unit Type: Infantry Wargear Power armour Bolt pistol Force weapon Frag Grenades Krak Grenades

Special Rules: Independent Character 5+ Invulnerable save Sorcerer

An Iron Magus must take one of the following: - perturabos wrath +15 points - the iron touch +20 points - insidious aim +25 points May replace bolt pistol with: - plasma pistol +15 points May take any of the following: - melta bombs +5 points - personal icon +5 points - familiar +5 points May take one of the following: - jump pack +20 points - bike +30 points May replace all wargear with terminator armour, twin-linked bolter, and force weapon: +15 points - Must take one of the psychic powers as above. - May replace twin-linked bolter with: combi-weapon +5 points - May take any of the following: personal icon +5 points familiar +5 points

34

IRON WARRIORS ARMY LIST

HQ
ENGINE OF WAR
WS BS Engine of War 5 5 S 6 FA SA RA 12 12 10

165 POINTS Options:


I 5 A 3

Unit Composition: 1 Engine of War

Unit Type: Walker

Wargear Smoke launcher Searchlight Dreadnought close combat weapon w/ heavy flamer Extra armour

Must take a second arm with one of the following: - twin-linked autocannon +20 points - twin-linked lascannon +35 points - twin-linked heavy bolter +15 points - multi-melta +10 points - plasma cannon +15 points - dreadnought CCW w/ heavy flamer +15 points (will add +1 to number of attacks on profile) One Dreadnought CCW may be upgraded to a Siege
Hammer w/ heavy flamer for 10 points.

Special Rules: Arcane Warding

SIEGE MASTER, ENGINEERS


WS BS Siege Master 5 5 S 4 T 4 W 2 I 4 A 2

80 POINTS Options:
Ld 10 Sv 3+

Unit Composition: 0-3 Siege Masters

Unit Type: Infantry Wargear Power armour Bolt pistol Close combat weapon Frag grenades Krak grenades Servo arm

Special Rules: Iron Within, Iron Without Independent Character Combat engineer Armourer

May replace bolt pistol with: - plasma pistol May replace close combat weapon with: - power weapon - power fist May take any of the following: - melta bombs - personal icon May take one of the following: - jump pack - bike

+15 points +15 points +25 points +5 points +5 points +20 points +30 points

COMMAND RHINO
Armor BS Command Rhino 4 Front 11 Side 11 Rear 10

Unit Composition: 1 Command Rhino

Unit Type: Vehicle (Tank)

Wargear Sensor array Communications array Twin-linked bolter Smoke launchers Searchlight

Special Rules: Repair Sensor array Communication array

IRON WARRIORS ARMY LIST

35

ELITES
IRON WARRIOR TERMINATORS
WS BS Terminator Terminator Champion 4 4 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 3

105 POINTS Options:


Ld 10 10 Sv 2+ 2+

Unit Composition: 3 Terminators

Unit Type: Infantry

Wargear Terminator armour Twin-linked bolter Power weapon

Special Rules: Iron Within, Iron Without

May add up to 7 Terminators at +35 points each. May upgrade one Terminator to an Aspiring Champion for +10 points. Any model may replace power weapon with: - power fist +15 points - chain fist +15 points - single lightning claw +10 points Any model may replace TL bolter with: - combi-weapon +5 points Any model may replace TL bolter and power weapon with a pair of lightning claws: +10 points One model may replace TL bolter with: - reaper autocannon +25 points - hades pattern bolter +15 points - heavy flamer +15 points If a unit of Terminators is 10 models strong, a second
Terminator may replace his TL bolter with one of the special weapons at the cost detailed above.

IRON WARRIOR SAPPERS


WS BS Sapper Aspiring Champion 4 4 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2

100 POINTS Options:


Ld 10 10 Sv 3+ 3+

Unit Composition: 5 Sappers

Unit Type: Infantry

Wargear Power armour Close combat weapon Bolt pistol Bolter Frag grenades Krak grenades

Special Rules: Iron Within, Iron Without Infiltrate

May add up to 5 Sappers at +20 points each. Any number of Sappers may take Meltabombs at +5 points per model. Up to four models may choose one of the following: - satchel charge +10 points - heavy flamer +15 points - hades pattern bolter +20 points May upgrade one Sapper to an Aspiring Champion for +10 points. The Champion may replace his bolt pistol with: - plasma pistol +15 points The Champion may replace his bolter with: - twin-linked bolter +5 points - combi-weapon +10 points The Champion may replace his CCW with: - power weapon +15 points - power fist +25 points The squad may take a Chaos Rhino as dedicated
transport for +35 points plus upgrades.

36

IRON WARRIORS ARMY LIST

ELITES
IRON WARRIOR DREADNOUGHT
WS BS Dreadnought 4 4 S 6 FA SA RA 12 12 10

90 POINTS Options:
I 4 A 3

Unit Composition: 1 Dreadnought

Unit Type: Vehicle (walker)

Wargear Smoke launcher Searchlight Dreadnought close combat weapon w/ twin-linked bolter

Must take a second arm with one of the following: - twin-linked autocannon +20 points - twin-linked lascannon +35 points - twin-linked heavy bolter +15 points - multi-melta +10 points - plasma cannon +15 points - siege hammer w/ heavy flamer +20 points

Special Rules: Crazed

OBLITERATOR CULT
WS BS Obliterator 4 4 S 4 T 4 W 2 I 4

75 POINTS EACH Wargear


A 2 Ld 9 Sv 2+

Unit Composition: 1-3 Obliterators

Unit Type: Infantry

Power fist Obliterator weapons (one per turn from lascannon, multimelta, plasma cannon, twin-linked plasma gun, twinlinked meltagun, twin-linked flamer)

Special Rules: Fearless 5+ Invulnerable save Slow and Purposeful Deep strike

IRON WARRIORS ARMY LIST

37

TROOPS
IRON WARRIORS
WS BS Iron Warrior Aspiring Champion 4 4 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2

105 POINTS Options:


Ld 9 10 Sv 3+ 3+

Unit Composition: 5 Iron Warriors

Unit Type: Infantry

Wargear Power armour Close combat weapon Bolt pistol Bolter Frag grenades Krak grenades

Special Rules: Iron Within, Iron Without

May add up to 5 Iron Warriors at +17 points each. One Iron Warrior may replace his bolt pistol with: - plasma pistol +15 points One Iron Warrior may replace his bolt pistol with: - flamer +5 points - melta gun +10 points - plasma gun +15 points If the squad numbers 10 models, a second iron warrior may replace his botler with: - flamer +5 points - melta gun +10 points - missile launcher +10 points - auto cannon +10 points - heavy bolter +10 points - plasma gun +15 points - lascannon +20 points May upgrade one Iron Warrior to an Aspiring Champion for +15 points. The Champion may replace his bolt pistol with: - plasma pistol +15 points The Champion may replace his bolter with: - twin-linked bolter +5 points - combi-weapon +10 points The Champion may replace his CCW with: - power weapon +15 points - power fist +25 points The Champion may take melta-bombs for +5 points. The squad may take a Chaos Rhino as a dedicated
transport for +35 points plus upgrades. Options: A Chaos Rhino may have any of the following: dozer blade +5 points extra armour +15 points daemonic possession +20 points A Chose Rhino may pintle mount one of the following: twin-linked bolter +5 points combi-weapon +10 points havoc launcher +15 points

CHAOS RHINO
Armor BS Command Rhino 4 Front 11 Side 11 Rear 10

Unit Composition: 1 Chaos Rhino

Special Rules: Repair

Unit Type: Vehicle (Tank) Wargear Twin-linked bolter Smoke launchers Searchlight

Transport Capacity: 10 models


(Obliterators and models in Terminator Armour may not be transported.)

38

IRON WARRIORS ARMY LIST

TROOPS
IRON WARRIOR WEAPONS TEAM
WS BS Iron Warrior 4 4 S 4 T 4 W 1 I 4 A 1

50 POINTS Options:
Ld 9 Sv 2+

One Iron Warrior may replace his bolter with a fire -

Unit Composition: 3 Iron Warriors

Unit Type: Infantry

Wargear Power armour Close combat weapon Bolt pistol Bolter Frag grenades Krak grenades

support weapon or anti-tank weapon from the following: heavy bolter +15 points autocannon +20 points missile launcher +20 points lascannon +35 points

Special Rules: Iron Within, Iron Without Weapons Team

You may field one Iron Warrior Weapons Team for each 10 man squad of Iron Warriors in your army. Weapons Teams do not take up a force organization slot, do not count as Troops, and may not hold objectives.

FAST ATTACK
IRON WARRIOR RAPTORS
WS BS Raptor Aspiring Champion 4 4 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2

110 POINTS Options:


Ld 9 10 Sv 3+ 3+

Unit Composition: 5 Raptors

Unit Type: Jump infantry

Wargear Power armour Close combat weapon Bolt pistol Bolter Frag grenades Krak grenades

May add up to 5 Raptors at +22 points each. Up to two Raptors may replace: - bolt pistol with plasma pistol + 15 points - bolter with flamer +5 points - bolter with melta-gun +10 points - bolter with plasma gun +15 points One model may be upgraded to an Aspiring Champion for +15 points. The Champion may replace his CCW with: - power weapon +15 points - power fist +25 points The Champion may replace his bolt pistol and CCW
with a pair of lightning claws for +25 points.

IRON WARRIORS ARMY LIST

39

FAST ATTACK
CYBERNETIC CHAOS HOUNDS
WS BS Cybernetic Chaos Hound 4 0 S 4 T 4 W 1 I 4 A 2

70 POINTS Options:
Ld 7 Sv 6+

May add up to 5 Cybernetic Chaos Hounds at +14


points each.

Unit Composition: 5 Cybernetic Chaos Hounds

Unit Type: Beast

Special Rules: Feel No Pain

You may field any number of Cybernetic Chaos Hound units. They do not use any force organization slots, but are otherwise considered fast attack units.

IRON WARRIOR BIKERS


WS BS Iron Biker Aspiring Champion 4 4 4 4 S 4 4 T 4(5) 4(5) W 1 1 I 4 4 A 1 2

105 POINTS Options:


Ld 9 10 Sv 3+ 3+

Unit Composition: 3 Iron Bikers

Unit Type: Bike Wargear Power armour Close combat weapon Bolt pistol

Wargear (cont.) Bolter Frag grenades Krak grenades Chaos bike with twin-linked bolter

Special Rules: Iron Within, Iron Without

May add up to 7 Iron Bikers at +35 points each. Up to two bikers may replace their close combat weapons with: - flamer +5 points - melta-gun +10 points - plasma gun +15 points One model may be upgraded to an Aspiring Champion for +15 points. The Champion may replace his bolt pistol with: - plasma pistol +15 points The Champion may replace his CCW with: - power weapon +15 points - power fist +25 points The Champion may take melta-bombs for +5 points.

CENTURIONS
WS BS Centurion 4 3 S 6 FA SA RA 10 10 10

70 POINTS Options:
I 4 A 3

May add up to 2 Centurions at +70 points each.

Unit Composition: 1 Centurion

Unit Type: Vehicle (Walker) Wargear Two dreadnought close combat weapons (attack included in profile)

Wargear (cont.) Twin-linked hades pattern bolter Daemonic possession Smoke launchters Searchlight

Special Rules: Scout

40

IRON WARRIORS ARMY LIST

HEAVY SUPPORT
CHAOS PREDATOR
Armor BS IW Predator 4 Front 13 Side 11 Rear 10

70 POINTS Options:

Unit Composition: 1 Chaos Predator

Unit Type: Vehicle (Tank)

Wargear Turret-mounted autocannon Smoke launchers Searchlight

May replace the turret autocannon with a twin-linked lascannon for +35 points. May add a pair of side sponsons armed with: - heavy bolters +30 points - lascannons +60 points May have any of the following: - dozer blade +5 points - extra armour +15 points - daemonic possession +20 points - dirge caster +5 points May pintle-mount one of the following: - twin-linked bolter +5 points - combi-weapon +10 points - havoc missile launcher +15 points May add a pair of side sponsons armed with: - heavy bolters +30 points - plasma cannons +40 points May have any of the following: - dozer blade +5 points - extra armour +15 points - daemonic possession +20 points - dirge caster +5 points May pintle-mount one of the following: - twin-linked bolter +5 points - combi-weapon +10 points - havoc missile launcher +15 points

CABAL CLASS CHAOS PREDATOR


Armor BS Cabal Class Predator 4 Front 13 Side 11

80 POINTS Options:
Rear 10

Unit Composition: 1 Cabal Class Chaos Predator

Unit Type: Vehicle (Tank)

Wargear Turret-mounted twin-linked hades pattern bolters Smoke launchers Searchlight

Special Rules: Ensorcelled Ammo

CHAOS VINDICATOR
BS Vindicator 4 Front 13 Side 11

125 POINTS Options:


Armor Rear 10

Unit Composition: 1 Vindicator

Unit Type: Vehicle (Tank)

Wargear Hull-mounted demolisher cannon Smoke launchers Searchlight Dozer blade

May have any of the following: - extra armour - daemonic possession - dirge caster May pintle-mount one of the following: - twin-linked bolter - combi-weapon - havoc missile launcher

+15 points +20 points +5 points +5 points +10 points +15 points

IRON WARRIORS ARMY LIST

41

HEAVY SUPPORT
IRON WARRIORS DEFILER
WS BS IW Defiler 3 3 S 6 FA SA RA 12 12 10

150 POINTS Options:


I 3 A 3

Unit Composition: 1 Iron Warriors Defiler

Unit Type: Vehicle (Walker) Wargear Two dreadnought close combat weapons (attack included in profile) Battle cannon

Wargear (cont.) Reaper autocannon Twin-linked heavy flamer Daemonic possession Smoke launchters Searchlight

May replace twin-linked heavy flamer with: - close combat arm (+1 attack) free - havoc missile launcher +5 points May replace reaper autocannon with: - twin-linked bolters free - close combat arm (+1 attack) free - twin-linked lascannon +20 points

Special Rules: Fleet

IRON WARRIORS LAND RADIER


BS IW Land Raider 4 Front 14 Side 14

220 POINTS Transport Capacity:

10 models (Models in terminator armour count as two

Armor Rear 14

models for the purpose of being transported. Obliterators cannot be transported.)

Unit Composition: 1 Iron Warriors Land Raider

Unit Type: Vehicle (Tank)

Wargear Hull-mounted twinlinked heavy bolter Two sponson mounted twin-linked lascannons Smoke launchers Searchlight

Options: May have any of the following: dozer blade extra armour daemonic possession dirge caster May pintle-mount one of the following: twin-linked bolter combi-weapon havoc missile launcher

+5 points +15 points +20 points +5 points +5 points +10 points +15 points

Special Rules: Assault vehicle

42

IRON WARRIORS ARMY LIST

HEAVY SUPPORT
LAND RADIER FORGEBREAKER
BS Forgebreaker 4 Front 14 Side 14

250 POINTS Special Rules:

Siege dozer +20 points +5 points +10 points +15 points

Armor Rear 14

Unit Composition: 1 Land Raider Forgebreaker

Unit Type: Vehicle (Tank) Wargear Hull-mounted twinlinked heavy bolter

Wargear (cont.) Two sponson mounted reaper autocannons Hull-mounted demolisher cannon Siege dozer Extra armour Smoke launchers Searchlight

Options: May have daemonic possession: May pintle-mount one of the following: twin-linked bolter combi-weapon havoc missile launcher

IRON WARRIOR BASILISK


Armor BS IW Basilisk 4 Front 12 Side 10

135 POINTS Options:


Rear 10

Unit Composition: Iron Warrior Basilisk

Unit Type: Vehicle (Tank, Open-topped)

Wargear Earth-shaker artillery gun Hull-mounted heavy bolter Smoke launchers Searchlight

May have any of the following: - dozer blade - extra armour - daemonic possession - dirge caster

+5 points +15 points +20 points +5 points

Ordinator Rumantus prepared the Basilisk 'Revenge' for firing, callously squeezing the life out of two ammunition bearer slaves to entice the daemon spirit that infested it ancient targeting cogitator. He discarded the bodies aside as he would a ration pack. "Remove those now" Rumantus waved at two sniveling, cowering bearer slaves who warily moved forward to remove their crushed brothers not wishing to share the same fate. The Ordnance servitor looked on blankly as the mighty load arm picked up a pallet of Earthshaker rounds. Rumantus walked up to the flank of the mighty artillery piece, wiped the blood of the sacrifices against the flanks of his ancient charge. A shudder emanated from deep within the vehicle and the visibly infected daemon flesh around the sealed hatches writhed and shivered.

IRON WARRIORS ARMY LIST

43

MODELING AND PAINTING IRON WARRIORS


As an army, Iron Warriors are probably the most powerful Chaos army for firepower and the easiest to paint! GW even gives you a quick '5 minute' guide on painting Iron Warriors in the original 3rd edition Codex: Chaos Space Marines. My method isn't '5 minute' but it's quite easy to miss out some of the detailing steps below to get a usable good looking Iron Warriors army on the gaming table in just a few days. So I've set out here a step-by-step way of painting Iron Warriors. I've used my methods for painting rank and file troops rather than characters. I'll put some extra notes in the areas that I'd concentrate more on if painting to a character level model.

STEP 1: BUILDING AN IRON WARRIOR


I've delved into my bits box to make up this guy. Build list is as follows: Khorne Berzerker legs Arms, backpack, bolter, pouches, knife and right shoulder pad are straight from the plastic Chaos Space Marine set. ''Tusked' helmet is from the Chaos Havocs set. Left shoulder pad is a metal Iron Warrior item from GW mail-order. Torso is from the Iron Warriors Index Astartes set. Base is a scenic resin 10mm base from EPICAST with deck plating detail. I'd normal use these for champion models but I'm all out of GW blank bases! All the parts are clipped off their sprues and trimmed and cleaned with a fine file and scalpel. Once cleaned the parts are glued using super glue. I've also drilled out he end of the boltgun using a pin vice and 1mm drill bit. Unlike a number of gamer/modelers I know I do this for every gun-wielding model in my armies. Pistols, rifles and some heavy weapons. Its quick and simple and adds realism to your models.

STEP 2: PAINTING AN IRON WARRIOR


Before painting, some modelers do it before building, wash the mini in soapy water. This helps get off the release agents GW use in their metal and plastic molding process, also it helps get the grease from your fingers you apply to the mini whilst handling it during building. This agent and the grease if kept on can stop paint adhering to your minis. If not done the slightest knock will ensure a scratch on your mini. I tend to do my minis as a batch. Carefully pat dry them with a light towel or kitchen towel and then leave to air dry. If youve ever wondered why the paint wont apply evenly on you mini and runs off the surface its because of this. I tend to paint troops in squads or batches, its a lot quicker to run a production line of a number of figures doing the same painting stage at a time rather than doing one completely... then the next... All colours I use for painting are from the GW range. Colours: Chaos black, Skull white, Boltgun metal, Dwarf bronze, Burnished gold, Shining gold, Golden yellow, Sunburst yellow,

44

MODELING & PAINTING

Bestial brown, Bleached bone, Vomit brown, Bubonic brown. Chainmail, Mithril Silver Washes: Black, brown, chestnut, red, flesh

PAINTING STAGE 1
Very simply a good undercoat is vital. I predominantly use GW Chaos black spray paint. As above. A couple of light coats to get as much of the figure covered as possible. Once done I go over my minis with Chaos black thinned with black wash using a large(ish) brush to ensure all the nooks and crannies are filled and the undercoat is nice and even. This process also gives the mini a slightly semi gloss appearance.

Wipe the brush until its virtually dry and then brush the mini up and down. As there isnt that much liquid paint on the brush it will settle on the higher mould points of the model leaving the crevices (in this case) black and picks the detail up nicely. With the above model I didnt brush too much of the paint off as Im trying to cover a fairly large area. But this method can be applied to any model with different sized brushes and different loads of paint to do everything from picking out fine details on chest plates to brushing mud on the track of Land Raiders. Its simple and quick.

PAINTING STAGE 3
To pick out the detail on my models I use a method known as lowlight-highlight. This can be done several times in specific areas to really build up the detail. LOWLIGHT - To give the armour really aged and ancient feel I use GWs Devlan Mud wash using a paint brush, I add clean water to the washes to thin them we dont want anything too heavy at the moment. When this is dry its followed by a further wash of GW Badab Black wash... Be careful not to use a heavily loaded brush as the wash will pool excessively in crevices, if too heavy it can obliterate detail. If you find the wash pooling either a) brush with clean water thinning the wash out and distribute it around the model. b) Use a small piece of kitchen/toilet towel to soak up the excess. The result when dried should be a dark matt base with an oily/ dirty look to it. If it looks simply black you might want to try another cost of thinned Devlan mud to give a brown tint to the armour plate. The mix of dark brown and black washes gives the armour a look like its been around for 10,000 years. After the washes are dry see what you think of the appearance. As the washes can take a couple of hours to

PAINTING STAGE 2
Now we start to add some colour. The base colour is GWs Boltgun Metal. This is dry brushed* all over the body of the mini in an even coat. I find GWs metallics are the best. Dont worry about painting over areas that you dont want to be Boltgun Metal, this is a base colour and detail can be painted over at later.

* Dry brushing - To dry brush, take a paintbrush loaded with the colour required, not too much though. Wipe the excess off the brush onto some kitchen towel (I use this rather than cloth rag, as it doesnt pick up hair and lint.)

MODELING & PAINTING

45

dry, you shouldnt paint on a model with wet wash still on it, the colours run! If you wish to make the lowlight darker repeat the process until the armour is as dark as you require. Should you wish, you could simply use a brown or black wash for the armour. The former will give a rusted appearance. Dont overdo this though. Use a small brush and paint it around the tops of the armour plates where the armour and banding join. GWs Gryphonne Sepia wash is good for rusted detailing; dont go too mad with this. Black wash will pick out the detail the stage 2 dry brushing may have gone over, be careful not to make the wash too heavy. For characters I may apply a couple of thinned Black washes then a Devlan wash, this really darkens the armour giving a very ancient look done in conjunction with the highlight process, described further down. I also keep a wash of my own concoction, which is half Gryphonne Sepia and half Badab black this makes for a nice mid tone dirt brown wash which isnt as dark as Devlan mud. Repeated a couple of times you can build the colour up on a figure to look very malevolent. In all counts its better to apply two or three thinned coats rather than one heavy coat.

of Boltgun metal GW list Chainmail and Mithril silver as the highlight colours. Each is slightly lighter than the previous shade. Ill do a last highlight coat using a light dry brush of Chainmail.

PAINTING STAGE 5
Time to look at adding the detailing I use for special units and characters . BOLTER The bolter side casings were first painted skull white, then Iyanden yellow as a base coat for the Golden yellow. Then the black cross hatch lines were painted on next with detail brush, you could then wash with either yellow wash to enhance the yellow or with brown wash to give an aged look. A thin line of sunburst yellow was put on the left hand edge of the Iyanden yellow to give a highlight.

PAINTING STAGE 4
This stage gives us the highlight part of the lowlighthighlight method mentioned above. Its much easier to apply a dark base colour and add details using a lighter colour than applying the light colour and trying to darken areas, this method Ive tried and looks far more artificial. Stage 4 is very similar to stage 2. Ive lightly dry brushed the model with Boltgun metal using an old medium sized paintbrush to apply the paint but the dry brush is much lighter than stage 2. If you are careful you can do a few very light dry brushes to add depth to the colour. If you wish repeat stage 3 and stage 4 to add real metallic depth to the effect. The finished result is very much like lots of carbon build up on steel/iron which is what Im looking for. The basic colour is now done. You can add to stage 4 to accentuate the colour with further light dry brushings with lighter shades of the highlight colour. In the case You can use Bubonic brown in place of Iyanden yellow to give a more brown appearance. Next the bolter shells, feed mechanism, bolter arrow trims and cocking handles were painted with dwarf bronze, then lightly washed with Devlan mud wash. The metal areas of the bolter were washed with black wash and the edges of the side casing were lined with Mithril silver to give a worn look to the sides of the bolter. The tips of the bolter shells and the rangefinder on the muzzle end of the bolter were painted red. BACKPACK The backpack was painted as per the rest of the figure, part of the rear plating was painted Dwarf bronze, washed with Devlan Mud wash and then highlights dry brushed using Dwarf bronze thinned with Mithril silver. The pipes on the top of the backpack could be painted black and then highlighted with a dry brush of Boltgun metal. However I simply washed them with black wash, this sinks into the recesses leaving the tips of the ribbing on the pipes with its original colour (the dry brushed Boltgun metal) still shining through. The same method was used on the flexible joints on the elbows, hips and knees. The backpack

46

MODELING & PAINTING

vents were trimmed with dwarf bronze and the lower exhaust ports were highlighted with Mithril Silver. I equipped this model with a combat knife from the Chaos Space Marines plastic sprue. The handgrip was painted bestial brown and washed with a mix of black and brown washes. The hilt and guard were painted dwarf bronze and also washed with the Devlan Mud wash. The blade was then dry brushed with Boltgun metal and highlights of Mithril silver used along the blade edge. SHOULDER PADS The right hand shoulder pad was a plastic item from the kit. The center of the pad was painted black and the trim and arrow & skull icon painted dwarf bronze. The trim & icons were washed with Devlan Mud wash. The same was done on the Iron Warrior icon shoulder pad. The iron skull was painted Boltgun metal, washed with black wash and then dry brushed highlights applied with Mithril silver. Around the moulded rivets on these shoulder pads, I put a small drop of black wash onto the rivet and left it to dry. Once dried I carefully add a spot of Shining gold this accentuates the rivet detail.

acter models I sometimes follow these methods, however I use a simpler and quicker way. Paint the eye lens area in white. Using a thinned wash of the colour you require over the lens, you can achieve a natural highlight. The wash will naturally pool in the corners of the eye socket leaving the domed center area of the lens with the white undercoat shining through more than the corners. The mouth grille is the painted with a light wash of black wash. Mithril silver was used to highlight around the lens sockets, mouth grille and ear pieces. The horns/tusks were first painted bestial brown and washed with a mix of black/brown wash. The area above the base the horn is then painted Bubonic brown, then Bleached bone and finally white at the tip of the horn. This gives a stripped effect of colour progressing up the horn/tusk. I then wash lightly with brown wash and then re-emphasize the white tip of the horn/tusk. On larger models this is best done with multiple stripes of mixed colour graduating from the dark base to the white tip. Then using black or dark brown and a fine brush paint vertical ridges up the length of the horn to give the illusion of grain and gouges in the horn. PACKS & POUCHES Lastly we have the packs and pouches, although this also applies to holsters. Use Bestial brown as the base colour and wash with the Gryphonne Sepia wash. This will give your lowlights, highlights need to go on the edges of the pouches and high spots of the fleshy base the Chaos Marines have them put on. To highlight I use firstly Bestial brown and then Bestial brown mixed with some Bleached bone. Clasps are done in with Boltgun metal or Shining gold. This guy has a frag grenade hanging from his belt, to paint this I wash the grenade with black wash, then carefully dry brush Goblin green on to the fragmentation plates of the grenade. I wash this then with Thraka green wash and pick out the pin with Boltgun metal

HELMET, TUSKS & HORNS The basic helmet is painted as per the rest of the armour; trim is done with Dwarf bronze as per the other pieces of armour. Helmet lenses are first painted black to fill out the lens area, next a stripe of white is applied on top of the black leaving a black border around the white area. GW has published in White Dwarf magazine on several occasions articles on painting gems and lenses. For char-

There you have it! As mentioned above, Ive included some detailing tips I would probably skip over if painting up regular troop units. But thats essentially the way I paint my Iron Warriors. Lots of the details can be applied to other forces/legion/chapters as well as Chaos Marines. For speed you might want to drop some of the highlighting techniques, using a wash can give you a quick lowlight with the high points of the base colour giving you a natural highlight doesnt require further highlighting. Bolters can be painted Boltgun metal, washed with black ink/wash and then the side casing picked out in simple black. Eye lenses can simply be a single painted colour with no highlight. But you can see what can be down with a limited palette or colours. Try to keep the palette down to as few colours as possible as this gives a much more uniform look to your forces. So there ya go... now get paintin!

MODELING & PAINTING

47

SUMMARY: IRON WARRIORS


UNITS
INFANTRY Axinous Aspiring Champion (Biker) Aspiring Champion (Terminator) Aspiring Champion (All Others) Cybernetic Hounds Iron Magus Iron Warrior IW Biker IW Havoc IW Raptor IW Sapper Iron Warrior Terminator IW Weapons Team Obliterator Siege Engineer Warsmith WS BS 5 4 6 4 S 4 4 T 4
4(5)

W 3 1

I 5 4

A 3 2

Ld 10 10

Sv 2+ 3+

WALKER Centurion Daedalus Defiler Engine of War


Iron Warrior Dreadnought

WS BS 4 5 3 5 4 3 5 3 5 4

S 6 6 6 6 6

FA SA RA 10 13 12 12 12 10 13 12 12 12 10 10 12 10 10

I 4 5 3 5 4

A 3 3 3 3 3

10

2+

10

3+

VEHICLE 4 5 4 4 4 4 4 4 4 4 5 5 0 5 4 4 4 4 4 4 4 4 5 6 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
4(5)

BS 4 4 4 4 4 4 4 4

FA 13 14 13 11 13 11 12 14

SA 11 14 11 11 11 11 10 14

RA 10 14 10 10 10 10 10 14

1 3 1 1 1 1 1 1 1 2 2 3

4 5 4 4 4 4 4 4 4 4 4 5

2 3 1 1 1 1 1 2 1 2 2 3

7 10 9 9 9 9 9 10 9 9 10 10

6+ 3+ 3+ 3+ 3+ 3+ 3+ 2+ 3+ 2+ 3+ 3+

Cabal Predator Chaos Land Raider Chaos Predator Chaos Rhino Chaos Vinidcator Command Rhino Iron Warrior Basilisk Land Raider Forgebreaker

4 4 4 4 4 4 4 4

RANGED WEAPONS
Weapon Autocannon Bolt pistol Boltgun Combi-bolter Flamer Melta Plasma Flamer Hades pattern bolter Heavy bolter Heavy flamer Kai Gun Range 48 12 24 24 Template 12 24 Template 18 36 Template 24 Str. 7 4 4 4 4 8 7 4 4 5 5 6 AP 4 5 5 5 5 1 2 5 4 4 4 3 Type Heavy 2 Pistol Rapid Fire Rapid Fire Assault 1 (1 shot) Assault 1, Melta (1 shot) Rapid Fire, Gets Hot! Assault 1 Assault 3 Heavy 3 Assault 1 Assault D6 Satchel Charge 8 10 2 Weapon Lascannon Meltagun Missile launcher Frag Krak Multi-melta Plasma cannon Plasma gun Plasma pistol Reaper autocannon 48 48 24 36 24 12 36 4 8 8 7 7 7 7 6 3 1 2 2 2 4 Heavy 1, Blast Heavy 1 Heavy 1, Melta Heavy 1, Blast, Gets Hot! Rapid Fire, Gets Hot! Pistol, Gets Hot! Heavy 2, twinlinked Assault 1, Blast Range 48 12 Str. 9 8 AP 2 1 Type Heavy 1 Assault 1, Melta

SUMMARY

SUMMARY: IRON WARRIORS


IRON WARRIORS SPECIAL RULES
Arcane Warding Confers a 5+ Invulnerable Save. Armourer Can repair Weapon Destroyed or Immobilized results on a single D6 roll of 5+. Assault Vehicle Models exiting this vehicle may assault in the same turn they disembark. Combat Engineer Confers Tank Hunters Universal Special Rule on unit. Communications Array If the Command Rhino is on the board the Iron Warriors player may choose to re-roll a single Reinforcement dice once per turn or have one squad Deep Strike without scatter. Crazed Text goes here. Daemonic Consort Confers Eternal Warrior and a 4+ Invulnerable Save. Ensorcelled Ammo Shots from Ensorcelled Ammo use the small blast template and provide no Cover Save. Hard to Kill Penetrating hits against Daedalus become glancing hitson a single D6 roll of 5+. Iron Within, Iron Without Confers Stubborn to the model/unit. Master Artillerist After a piece of ordinance on his side has fired, Axinous can adjust the drift by D6 inches in the direction of his choice. He may use this ability once per turn. Repair Instead of shooting, may attempt to repair an immobilized result during the shooting phase. On a single D6 roll of 6+, the vehicles is no longer immobilized and may move as normal in subsequent turns. Sensor Array If enemy infiltrators begin the game within a friendly squads line of fire then one squad is allowed to make a shooting attack at them before the battle begins. Normal shooting rules apply with any missed rolls to hit being able to be re-rolled once. This may cause the infiltrators to Fall Back. Siege Dozer Provides an additional +1 to the strength of a Ram Attack up to a max of 10 and allows the tank a 4+ invulnerable save against any vehicle ramming its front. Also allows the tank to re-roll failed Difficult Terrain tests. Weapons Team If a model with a heavy weapon should be removed, the player may instead choose to remove a base Iron Warrior model (from the Weapons Team squad) if one is available.

IRON WARRIORS PSYCHIC POWERS


Perturabos Wrath
Being the Master of a thousand sieges. The Iron Magus shows absolute disdain for the enemies defenses. Moving stone and flesh aside with his will. An Iron Magus uses the psychic power in the Shooting Phase. Every enemy unit within 18 inches of the Iron Magus that makes a successful cover save must reroll the result.

Insidious Aim

The Iron Touch

The Iron Magus use the power of the warp to reknit twisted metal and melted circuits. Keeping a vehicle in the thick of battle. It repairs one immobilized or weapon destroyed result and has a range of 12. This power is used during the Movement Phase.

The Iron Maguss will invades the weapon systems of an allied vehicle attempting to wrench control of its guns and use them to better effect. An Iron Magus uses the psychic power in the Shooting Phase on any one allied vehicle within 24. He cannot assault during the turn he is attempting to take control of a vehicle, as it takes up his complete concentration to do this. The Iron Magus is successful on a d6 roll of a 4+. If he is successful, the vehicle can then fire its weapons on using the ballistic skill of the Iron Magus during the same Shooting Phase.

SUMMARY

IRO ITH N IN! WI TH OU T!

IRO

NW

You might also like