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===Clan Raukaan=== *'''March of the Ancients:''' Dreadnoughts ''(which are now taken in squads of 1-3)'' can be taken as either Heavy or Elite Choices for a potential total of 18 in a combined arms detachment! *'''Scions of the Forge:''' Now for every HQ you take that isn't a Techie, you can grab up to 3 Techies as FOC-free choices. This will ensure that every tank won't be utterly helpless if one Techmarine can't make it. ====Warlord Traits==== #'''Adept of the Omnissiah''' - Gain Blessing of the Omnissiah or a re-roll if they already have it. #'''Will of Iron''' - Warlord becomes Fearless...But why would you even want this, you have ATSKNF already. #'''FLESH IS WEAK''' - +1 to FNP roll. This is the pick you want when using [[Chapter Master Smashfucker]]. And why wouldn't you be using him when running an Iron Hands list? #'''[[Drop Site Massacre|Student of History]]''' - In an attempt to avoid [[Ferrus Manus|winding up without heads]], the Warlord and Clan Raukaan unit can auto-fail Morale checks. #'''Merciless Resolve''' - Warlord and friendly Clan Raukaan units within 12" get Crusader USR. #'''Target Protocols''' - Warlord and Clan Raukaan units can re-roll To Hits of 1 in shooting phase. Definitely a way to make them Fists and Smurfs jelly of your sexy augmetics. ====Tactics==== With this supplement the Iron Hands chapter master went from ded killy an' ded 'ard to even more killy and even 'arder. The Gorgon Chain doesn't replace a weapon so your chapter master can now wield a thunder hammer and a lightning claw for an additional attack and the option to strike at initative, with access to 4+, 3+ or 2+ FNP through lucky warlord trait rolls, the Iron Hands' Chapter Tactics, and a Psyker with Endurance or the Gorgon Chain (4+ from Endurance, +1 from the warlord trait, + 1 from the chain, +1 From the CT). Add Grey Knight Allied Detachment (or play unbound) for a guaranteed little-to-no-perilling Sanctuary from Daemonology - Santic powers to give <b>the psyker and his unit (YES, THIS INCLUDES SMASHFUCKER) +1 TO HIS INVULNERABLE.</B> That is a 2+ Armour, 2+ Invulnerable, and a 2+ FNP, with IWND and EW. NOTHING SHORT OF THE ALMIGHTY D CAN KILL HIM NOW. Not exactly fluffy, buuuut, since you've got all those tech marines, all of which have bolster defenses, you could stick a bunch of scouts in the bolstered cover. A bit more fluffy, Raptors as allies would go nicely for your Sons of Medusa. If you don't care about fluff, then Eldar will love your bolstered cover. Other than that, you can stick techmarines in squads as special weapon toting seargents or you can have them take along servitors for repair work. Take along some Inquisitorial allies, and use the arco-flagellants as failed aspirants. If you feel bad, simply kit bash the bikers to be extremely augmented marines; use Terminators (especially Forge World's Gorgon Termies), add tech marine crap and done. The +1 toughness it easily explain because of how they're basically robots. Their speed, again their legs can move faster, or they have wheels for legs. Jink saves; because their sensors detect incoming fire, and they dodge out of the way. ====Drop Pod Spam==== Perhaps a silly tactic, but it may work. Multiple Drop Pods with Deathwind Launchers and It Will Not Die plus multiple Techmarines which repair at +4 are annoying. Take two Techmarines and give them combi-weapons. Now add four tactical squads with only five members, a plasma gun and another combi-weapon. Join each techmarine to each squad and deploy them in Pods with Deathwind Launchers. Fill the list with Ironclad Dreadnoughts in Pods. At 1600 points you will have 8 Drop Pods with Deathwind Launchers with IWND, 4 Ironclad Dreadnoughts with IWND and 4 squads with +6 FNP, a plasma weapon, two combis and an indepedent character with +2 save who can tank wounds and repair Dreadnoughts and Pods. Take a captain and a squad on bikes for a fast scoring unit.
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