MACROMUNDA
Allegiance
Space Marines Iron Hands
Codex / Gang Tactics
Codex · Space Marines

Gang Tactics36

RollTacticTiming
11The Flesh Is Weak. Play at the start of the battle. Until the end of the first round, every friendly fighter gains Feel No Pain 6+, or improves an existing resilience by one step — the creed spoken over the whole line as it deploys.Start of battle
12Iron Within. Play at the start of the round. Until the next round, every friendly fighter's bionic resilience improves to Feel No Pain 5+ — the whole line hardening at once, the iron within answering the pressure of the grind.Start of round
13Machine Cult. Play at the start of the round if a friendly Techmarine is on the field. Until the next round, all friendly walkers re-roll a failed Save regardless of their range to the Techmarine — the cult projected across the whole board.Start of round
14Revere The Fallen. Play when a friendly fighter is taken Out of Action. Friendly fighters within 6" of the fallen do not take Nerve tests for the rest of the round; the Iron Hands do not mourn, they close ranks and grind on.When a friendly fighter is taken Out of Action
15Augmetic Recovery. Play during the post-battle sequence. One friendly fighter that suffered a Lasting Injury this battle rolls twice on the recovery and takes the better result, the wound made into an augmetic upgrade rather than a scar.During the post-battle sequence
16The Iron Council. Play at the start of the battle if your Captain and a Techmarine are both on the field. Until the end of the first round, all friendly walkers re-roll failed Saves — the Iron Council musters, and the machine cult stands at its height.Start of battle
21Bionic Reflex. Play when a friendly fighter is targeted by a ranged attack. Until the end of the phase that fighter gains a 6+ Feel No Pain against the attack, or improves an existing bionic resilience to 5+ — the iron flinching faster than the flesh could.When the bearer is targeted
22Cold Logic. Play at the start of the round. Choose a friendly fighter; until the next round it ignores any penalty to its Cool and Willpower, the machine cult's emotionless logic leaving no room for fear. It reacts as iron, not as a man.Start of round
23Unfeeling. Play at any time a friendly fighter would suffer the effect of being Pinned or the penalty of a Flesh Wound. Ignore it until the end of the phase. The augmetic body logs the harm and files it — data, not pain. The fighter does not flinch. It fights on.Any time
24Servo Assisted. Play at the start of a friendly fighter's activation. If it carries a servo-arm or servo-harness, it may make a free Aim action this turn, the machine steadying the smith's hand.Start of fighter's activation
25The Gorgons Endurance. Play at the start of the battle. Choose one friendly fighter; the first time it would be taken Out of Action this battle it is Seriously Injured instead, the endurance of Ferrus Manus's sons made manifest in one body.Start of battle
26Reinforced Frame. Play at the start of the round. Choose a friendly fighter; until the next round it treats its Toughness as one higher against ranged attacks, the augmetic frame shrugging the fire the flesh could not.Start of round
31Walkers Aegis. Play at the start of the round. Until the next round, one friendly walker extends its machine-cult Save re-roll to any friendly fighter within 3" of it, the aegis of the revered dead spread over the line beside it.Start of round
32The Interred Hero. Play at the start of a friendly walker's activation. Until the end of its turn it gains +1 Attack and re-rolls a failed Hit in melee, the interred hero waking fully to the fight.Start of a walker's activation
33Deathless Machine. Play when a friendly walker loses its last Wound. Roll a D6; on a 4 or higher the walker survives on a single Wound instead of being destroyed, the machine cult refusing to let the revered dead fall.When a friendly walker loses its last Wound
34Repair Protocol. Play at the start of the round if a friendly Techmarine is on the field. It makes a free repair action on a walker within 3", restoring a lost Wound, without spending its activation — the smith's work folded into the grind.Start of round
35Ironstone Blessing. Play during the post-battle sequence if you control an Ironstone or the Iron Forge. One friendly walker that would carry a lasting damage result is fully repaired instead. The smiths take it back. The machine cult works it whole and stands it ready for the next war.During the post-battle sequence
36Sanctified Augmetics. Play at the start of the battle. Choose one friendly fighter; once this battle it may re-roll a failed bionic-resilience save, its augmetics blessed at the forge-shrine before the march.Start of battle
41Grinding Advance. Play at the start of the round. Friendly fighters that make a standard Move toward the nearest enemy this round cannot be targeted by Overwatch — the line comes on regardless, iron and unhurried.Start of round
42No Retreat No Feeling. Play at any time a friendly fighter would take a Bottle test. That fighter automatically passes and stays on the field — the Iron Hands do not feel the urge to run, only the logic of the fight still to finish.Any time
43Attrition Wins. Play at the end of the battle if your gang has more standing fighters than the enemy did at its end. You gain a bonus to a single reputation gain, and one Lasting Injury a fighter suffered this battle may be re-rolled — the grind rewarded, the survivors made harder.End of battle
44Out Endure. Play at the start of the round, from round four onward. Until the next round, friendly fighters re-roll a failed bionic-resilience save — the longer the war runs, the harder the iron is to kill.Start of round
45The Long War. Play at the start of a battle fought in the second half of a campaign. Until the end of round two, friendly fighters re-roll a failed bionic-resilience save — the survivors of a long war are the hardest of all to kill.Start of battle
46Weather The Storm. Play when a friendly fighter is hit by a template or blast weapon. It gains a 5+ Feel No Pain against that attack, the augmetic frame weathering the storm of fire that would break a lesser body.When the gang is shot by a template or blast
51Bolter Precision. Play at the start of a friendly fighter's activation. Until the end of its turn, its bolt weapons re-roll a failed Hit roll at half range or less — the cold, methodical marksmanship of a line that never wastes a round.Start of a fighter's activation
52Concentrated Fire. Play at the start of the round. Nominate one enemy fighter; friendly fighters re-roll a failed Wound roll of 1 when they shoot it this round, the whole line grinding a single target down together.Start of round
53Devastator Doctrine. Play at the start of the round while your gang holds the Devastator Doctrine. Until the next round, friendly heavy and special weapons gain +1 Accuracy at long range — the gun-line settling into the grind and reaching out to kill.Start of round
54Heavy Discipline. Play at the start of a friendly fighter's activation while it carries a heavy weapon. It ignores the penalty for having moved when it shoots this turn, the warsuit or braced frame holding the weapon dead steady.Start of a fighter's activation
55Mark Of The Machine. Play at the start of the battle. Choose one friendly fighter; for this battle it gains heavy bionics, ignoring the penalty of one Flesh Wound. The Techmarine has blessed its augmetics before the muster marched.Start of battle
56Terminator Vigil. Play at any time a friendly Terminator-marked fighter is targeted. Until the end of the phase it re-rolls a failed armour save, the master-crafted plate turning the blow the augmetics did not need to answer.Any time
61Feirros Command. Play at the start of the round if your Techmarine is on the field. Until the next round, friendly walkers within 9" of it, rather than 6", re-roll a failed Save — the Iron Father's command projected further over the revered dead.Start of round
62The Iron Fathers Word. Play at the start of the battle. Choose one friendly walker; for this battle it counts as always within command of a Techmarine, re-rolling a failed Save each round wherever it stands. The Iron Father's word carries the length of the field.Start of battle
63Master Of The Forge. Play during the post-battle sequence. You may make one additional walker repair or bionic upgrade this phase at no cost, the master smith working through the night to ready the iron.During the post-battle sequence
64Contempt For Frailty. Play when a friendly fighter makes a Nerve or Willpower test. It automatically passes — the Iron Hands feel no fear their augmetics cannot answer, holding where a lesser warrior would break.When making a Nerve or Willpower test
65Rise Again. Play during the Recovery phase. One friendly fighter making a Recovery test rolls twice and takes the better result, the augmetics dragging it back to its feet where flesh alone would have stayed down.During the Recovery phase
66The Tenth Legions Wrath. Play at the start of the battle. Until the end of the first round, friendly fighters re-roll failed Hit rolls of 1 against enemy Leaders and Champions — the cold wrath of the Tenth Legion turned on the ones who matter.Start of battle