MACROMUNDA
Allegiance
Space Marines Iron Hands
Codex / Alliances
Codex · Space Marines

Alliances2

The Cult Of The Machine alliance
Whothe Cult of the Machine (the Adeptus Mechanicus and the disciplined Imperial forces that fight beside the iron - a forge-world's tech-priesthood, a Cadian or Death Korps line regiment, any cold, ordered Imperial force that reveres function over flesh and shares the Iron Hands' contempt for weakness)
Termscampaign-level alliance: while it holds, the Mechanicus keeps the Iron Hands' iron running - the ally may repair one friendly walker for free each post-battle phase and furnish augmetic parts (a discount on bionics purchases), and once per campaign phase lends a disciplined fire-support asset (a free off-board heavy attack in one battle). In return the Iron Hands lend their unbreakable line to hold the ally's ground; the alliance runs until the forge-pact is broken or the war moves on

The Cult of the Machine are the natural allies of the Iron Hands — the Adeptus Mechanicus and the disciplined Imperial forces that fight beside the iron: a forge-world's tech-priesthood, a Cadian or Death Korps line regiment, any cold and ordered force that reveres function over flesh and shares the Chapter's contempt for weakness. While the alliance stands, the Mechanicus keeps the Iron Hands' iron running: the ally may repair one friendly walker for free each post-battle phase and furnish augmetic parts as a discount on bionics, and once per campaign phase lends a disciplined fire-support asset — a free off-board heavy attack in one battle. In return the Iron Hands lend their unbreakable line to hold the ally's ground. The pact runs until the forge-alliance is broken or the war moves on.

The Melta And Plasma Answer alliance
Whothe melta-and-plasma answer (a force built on high-AP anti-armour fire - a melta-heavy raiding gang, a plasma-line shooting force, any enemy whose whole game is cracking hard targets before they can bring their weight to bear; the one matchup that beats the Iron Hands by bursting the walkers and the Iron Father before the machine-cult can compound)
Termscampaign-level feud: while it stands, the Iron Hands gain bonus Reputation for a decisive win in which they reached the late rounds intact and ground the anti-armour force out (proving resilience beats burst); but the enemy gains Reputation for every battle in which it destroyed a friendly walker OR took the Techmarine Out of Action before round four, whatever the result - proving the iron can be cracked. The feud runs until one side is driven off the contested world

The melta-and-plasma answer is the one enemy the Iron Hands truly fear — a force built on high-AP anti-armour fire, a melta-heavy raiding force or a plasma gun-line, the matchup that beats the Chapter by bursting the walkers and the Iron Father before the machine cult can compound. It is a standing feud. While it holds, the Iron Hands gain bonus reputation for a decisive win in which they reached the late rounds intact and ground the anti-armour force out — proof that resilience beats burst. But the enemy gains reputation for every battle in which it destroyed a friendly walker or took the Techmarine Out of Action before round four, whatever the result — proof that the iron can be cracked. The feud runs until one side is driven off the contested world.