Dominion of the Iron Watchers
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Introduction
What happens when a rogue Man of Iron, survivor of the fall of the Dark Age of Technology, escapes to the galactic core and builds up a cyborg empire based on SCIENCE! and all that is glorious about it? /TG/ once again figures it out.
Fluff
Background
The AI
Culture of Dominion Worlds
The Iron Watchers
Crunch
Dominion forces focus on tactics that involve speed and getting in close to the enemy as quickly as possible in order to generate test tokens and buff themselves. They are strong in assault, but fragile, meaning that they depend on inflicting as much damage as possible, as quickly as possible, before the enemy can deal significant levels of damage to their forces. Unlike other assault focused armies that depend on numerous hordes or toughness in order to get themselves into assault, Dominion has many tricks and abilities that focus on speed and rearranging the positioning of units on the board to their advantage.
Special Rules
Loose Coherency: Dominion Models need only remain within 3 inches of each other to retain unit coherency.
Test Tokens: Certain Units may produce special Tokens called "Test Tokens". With few exceptions, a unit may only store 1 test token at any time. Expending a test token can provide one of the following bonuses
- Gain Preferred Enemy (Current Enemy)
- Boost WS for the unit by 1
- Allow the unit to activate a War Protocol if the prerequisite conditions are met.
- Allow a unit to activate certain powerful types of wargear.
- All Test Token activated abilities last for a single turn.
Teleport-Switch Effects: When a non Dominion unit's coherency is broken by abilities that cause a dominion model to switch positions with a nondominion model on the board, the nondominion model is not destroyed due to loss of coherency. Instead they form a new unit regardless of force organization. It can be recombined with it's unit if possible. Dominion units that break unit coherency due to a teleport-switch effect are destroyed as normal.
War Protocols: These are special rules activated when test tokens are expended when prerequisite conditions are met. If the conditions are not met, the test token cannot be expended to activate the War Protocol
Sequenciary fire REQUIREMENTS: Unit must move into base contact. LIMITATIONS: UNIT may not move except to move into base contact. May not declare an assault. May not run on there next turn GAINS: may fire twice there weapons that turn.
Evisceration Wedge REQUIREMENTS: UNIT must form a wedge shaped formation with coherency at 1" LIMITATIONS: UNIT may not fire any weapons this turn. GAINS: Unit gains Crusader USR and may charge after running
Combat Spread REQUIREMENTS: UNIT must move into maximum coherency LIMITATIONS: UNIT may not take cover saves GAINS: Subtract 1d3 if small blast and 2d3 for a large blast from the total hits by a blast template to a minimum of 1.
Defensive Square REQUIRMENTS: UNIT must form into a square or rectangle that is as close as possible to a square LIMITATIONS: UNIT may not move except to move into formation. Unit may only fire snap snots GAINS: The unit may fire overwatch twice this turn. May fire overwatch even if they are locked in combat provided that they were assaulted earlier this turn. Unit also gains Counter Attack USR.
Release Inhibition Circuts REQURMENTS: More than 3 wounds remaining in the unit, 1 test token Limitations: UNIT may only snap fire this turn MUST move as far as possible to the closest and charge it if in range, running if it is not in range. Must consolidate towards the closest enemy Gains: Unit gains Rampage USR, +1 bonus to their FNP.
Army
HQ
Iron Watcher: Cyborg based on an incomplete STC of a Man of Iron, made partially biological to make up the difference. Powerful leader and CC unit. Satellite Permutation: Psyker that has been fused into a mechanical frame in order to act as a direct FTL connection to the AI that runs the dominion. Neat buff based psyker abilities.
Elites
Iron Lancers?: heavy shock troopers, one of only 2 ranged focused infantry in the entire army. Use Freeze-Rays as standard issue (kills turn enemy units into cover?), but can also buy expensive upgrades for Dark Age of Technology (preheresy or archeotech) weaponry. 0-1 per army.
Raid Disruptor: Knock back tank. Units shot by this light tank with a Low S 'troll' gun, that either pins, slows, or otherwise forces them to move away from the unit that shot them as if hit by a knock-back effect.
Connection Relay: (Tentative name, alternatives: Lesser Derivateev, Compiler) Special, noncombat unit. Generates a field of 18-21". Any units within this range can freely trade Test Tokens between themselves rather than shooting (or perhaps before movement) as long as it doesn't surpass their Test Token Limit (usually 1). May not carry test tokens.
Slip Jubilant?: Assassiny type unit that can teleport into BtB contact with a specific model when conditions are met. Counts as a charge, and ignores anything that would be triggered by a charge (but doesn't cause them to be expended if limited use)
Troops
Vivisector: Special assault monster unit. Can carry more than the normal amount of test tokens, and capable of generating them. Can trade them to other units within 6". A solo unit, but can buy 3 per force organization slot. Any Dominion force must have at least one model.
Harvest Compliant: Fast skittery, drudge type guys. Scalpels and harvesting tools, meant to herd potential subjects into kill/capture zones for Vivisectors and other test token generating groups.
Tactical Compliant: Basic ranged troop for this army. Same basic design as the group above, but armed with short-med range 'Telefrag' Muskets. Not incredibly accurate, not incredibly killy, but higher AP than average, and meant to act as guards for experimental units, driving off those who would hinder the goal of gathering new information.
Pacifier Compliant: Like the basic 'ranged troop choice' for this army, but armed with crazy teleportation based flamers.
Fast Attack
Entropic Striker: Special group that can use their shooting phase to "switch" with models in enemy group, breaking their units up and getting in very deep to the enemy to allow them to charge immediately.
Raid Eye: walker vehicle that teleports and jinks. Equipped with either anti-infantry or anti-vehicular CC weaponry.
Clap Excesseev?: Special artillery unit. When it fires, place an ordinance template centered on it. Every model under the template besides the firing unit is "teleported". Place a new ordinance template within range of the artillery unit's gun. Roll to hit as normal (auto hit for full cover, 4+ hit for partial cover). All models that are 'hit' move to within the boundries of the ordinance template centered on the artillery model. All units originally under the first ordinance template move to under the second ordinance template and take all actions as normal. Uses scatter dice. If you scatter off the board then the units under the first template are destroyed.
Blinkhawk: Special Flyer that gets within range of an enemy flyer, then teleports both of themselves around the map. Goal is to teleport itself, and the enemy flyer off the board entirely in order to 'crash' them.
Mobile Nanoswarm: Nanite swarm unit that can break unit coherency to transform one of the models into a special thing.
- Teleport Gate that works like a transport. Move to within 3" or whatever of the 'entrance' of the teleport gate, using your move action, you move to any other teleport gate on the board.
- Stasis mine, use an ordinance template in BtB contact with this model during the shooting phase. Any models caught under the template take a very low S, low AP hit, then take a pinning test.
- Spy unit: whenever a unit moves within X" of this model, generate a test token on this unit. Test Token is automatically teleported to the nearest Mobile Nanoswarm model without a test token on it. If there are no Mobile Nanoswarms with test tokens on, the Spy unit retains the token and cannot generate new tokens until it is removed by a Connection Relay.
- Warp Beacon: Teleportation effect targeting within X inches do not use scatter dice.
Heavy Support
Discordant Manifesteev?: Special unit that produces suicide bombs much like the spore launcher. These probes teleport around (2d6" plus normal movement). Assaults to activate it's blast type attack. Assaults like the assassiny type above (eg: teleports into BtB contact, not triggering special abilities triggered by charges).
Dismantler: Special immobile unit with tons of choppy blades. Comes with 2-3 drones that assault enemy units, and survive until their next movement phase, are able to switch with the immobile base unit, putting it automatically into assault.
Unnamed: Slow moving, hard to shoot down unit with a short range, ground only, attack that 'teleports' enemy units back to some base if they are killed by it. Generates test tokens and can hold multiple test tokens.
Heroes
We got several of these, but nothing fully stat'd just yet. Will need to pick out 3 to start off with. Look through the second thread.
Wargear
Weapons
Equipment
Threads
First Thread. Also has some stuff about a crystaline venitian style empire of mantle dwelling psionic xenos.
Second Thread. Where more rules are hashed out.