Preview: Sons of Ferrus Manus

Rejoice, scions of Medusa, for the Iron Hands are about to become more formidable than ever before thanks to their shiny new codex supplement. Today, we’re taking a look at what awaits the mighty Sons of the Gorgon…

This article was originally published on the Warhammer-community site.

Who Are The Iron Hands?

The Iron Hands are a First Founding Chapter, gene-wrought sons of the Gorgon, Ferrus Manus. Since the earliest days of the Great Crusade, the Iron Hands have sought to perfect their physical forms by replacing the frail flesh they deem so weak with the inviolable metal of bionic and cybernetic enhancements.* Their dedication to this cause has led the Iron Hands to become the most mercilessly efficient and enduring of all the Adeptus Astartes. They are unfaltering, unyielding and unstoppable.

On the Battlefield

As one might expect from a Chapter of Space Marines who replace their limbs and body parts in order to make themselves as tough as possible, the Iron Hands are hard as nails.* Their codex supplement takes this principle and dials it up to 11, as well as demonstrating their natural affinity for machinery.

The cold, almost mechanical focus displayed by the Iron Hands in battle is exemplified by their Calculated Fury ability – gained by fielding an army made exclusively of Iron Hands.

With this bonus to the Devastator (Combat) Doctrine, you’ll have no need to rely on the aura ability of a Captain to earn those handy re-rolls for you shootiest units!

Whether you want to include an allied Detachment of Iron Hands to your force or are planning to go ‘full Gorgon’ with an entire army of them, the codex supplement offers loads of awesome new rules and thematic, tactical options. Let’s take a look at some highlights…

The officers of the Iron Hands read the ebb and flow of battle with a cold detachment, directing their warriors to crush any opposition with ruthless efficiency. There are six Warlord Traits unique to the Iron Hands Chapter. One of the most interesting and tactically flexible is Student of History.

This enables your Warlord to press the attack with great speed or withdraw to the relative safety of cover or your own lines. Give this Warlord Trait to a Primaris Captain in Phobos Armour to keep your opponent guessing as to your intentions.

Iron Hands psykers have an affinity for machinery and can manipulate machine spirits to do their bidding through force of mental will. Their Librarians can, therefore, master powers from their very own psychic discipline, Technomancy, enabling them to commune with the machine spirits or attack those of their enemies. For example, Blessing of the Machine God will all but guarantee an undamaged vehicle will hit its mark – especially when you consider that you’ll be able to re-roll 1s to hit with your Calculated Fury ability!

There’s still loads more! As a First Founding Chapter, the Iron Hands have vaults filled with ancient and powerful Relics, some of which date back to the birth of the Imperium and beyond. The Ironstone is a perfect option for a Techmarine supporting either a vehicle squadron or a host of Dreadnoughts, enabling you to reduce incoming damage and repair any that your beloved war machines do suffer!

In addition to the Relics of Medusa and the Special-issue Wargear options available to the Iron Hands (and their successor Chapters), there are another 16 bespoke Iron Hands Stratagems that can be used in addition to those found in Codex: Space Marines. One of these is Mnemonic Auto-savant – used at the right time and with the right Tactical Objective in a Maelstrom of War mission, it can be an absolute game-winner.

Believe it or not, we’ve barely scratched the surface of what’s in the codex supplement. Seriously, just look at the contents…

Codex Supplement: Iron Hands will be available to pre-order this weekend, along with their brand-new Character, Iron Father Feirros. We’ll have more on this awesome new Character later in the week. Until then, check back with us tomorrow for a sneak peek inside the Raven Guard codex supplement (after all, sneaking is very much their thing). If you haven’t already picked up your copy of Codex: Space Marines, grab it today – as any son of Ferrus Manus will tell you, it’s the logical thing to do!


* When your Primarch has GIANT METAL HANDS, you have a lot to live up to!
** Assuming that the nails in question are made of pure adamantium. After all, thanks to their Chapter Tactics, Iron Hands ignore any wounds they suffer on the roll of a 6, and their models count as having double their current number of wounds for the purposes of the characteristics used on their damage tables. I guess what we mean to say is, they’re actually considerably tougher than nails. 

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

secondhandhsop

Tags:

About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

15 Responses to “Preview: Sons of Ferrus Manus”

  1. Xerxus September 9, 2019 9:37 am #

    So do I halve damage to my Leviathan Dreadnought before or after I reduce the damage by one?

    • abusepuppy September 9, 2019 6:19 pm #

      BRB covers this. Always halve/double before adding/subtracting.

  2. Reecius
    Reecius September 9, 2019 9:47 am #

    Iron Hands are so powerful, it’s crazy.

    • Michael Corr
      Michael Corr September 9, 2019 10:08 am #

      They do seem crazy good. That “Calculated Fury” looks amazing.

      Making me feel bad for my White Scars, in all honesty.

      • Zweischneid September 9, 2019 10:18 am #

        Really? Feel back for White Scars?

        Just go and play Space Wolves or Dark Angels instead 😉

        • Reecius
          Reecius September 9, 2019 10:23 am #

          lol, true story. Poor Dark Angels have taken the mantle of worst army in the game by tournament data from Grey Knights! Poor guys.

        • Michael Corr
          Michael Corr September 9, 2019 10:35 am #

          I do play Dark Angels as well, but I was thinking in terms of the codex Space Marine chapters.

      • Reecius
        Reecius September 9, 2019 10:23 am #

        This isn’t even the whole picture, lol. They are IMO the strongest chapter for sure. And it’s going to be super easy to play them, with a low model count army as well so I think they’ll be very popular.

        White Scars are amazing and have the tools to take on any other Chapter actually, but just in general Iron Hands are so strong.

        • Michael Corr
          Michael Corr September 9, 2019 10:36 am #

          I’m looking forward to trying out the combinations with the White Scars that you have been talking about on Signals. I just think it sucks that you need to wait till turn 3 to get the most of their chapter bonus.

          • Reecius
            Reecius September 9, 2019 11:00 am
            #

            That bit is annoying, I agree but they have so many other cool things they can do I think it’s OK. I mean, a chapter like Iron Hands that is best in the first doctrine makes it more appealing for sure, but Scars have a lot of tricks up their sleeve that gives them stuff to be excited about, IMO.

          • AJShadowhawk September 9, 2019 9:28 pm
            #

            Yeah it sucks about having to wait till t3 to get the bang. But honestly, they work pretty well even without it. There’s so much utility in the book regarding bikes and jump units, that even turn 2 charges are going to be brutal. And t1 charges out of a few units aren’t impossible either.

          • Reecius
            Reecius September 10, 2019 11:59 am
            #

            Yeah, they have amazing strats/special rules that are more than worth taking them.

      • WestRider September 9, 2019 2:02 pm #

        The fact that the Iron Hands are better at using Land Speeders than the White Scars are seems particularly egregious.

        • Dakkath September 9, 2019 7:28 pm #

          How about the fact that white scars are better users of jetpacks than blood angels?

          • WestRider September 10, 2019 12:07 pm
            #

            Yep, that one’s up there, too. I was only thinking about WS/IH comparisons at the time.

            Actually, now I think of it, it would be cool if the Raven Guard got something that made them better at using Jump Packs for maneuver than the BA, but not as good as the BA when using them for Assaulting. Not sure how that would work out mechanically, and I’ve already seen the preview so I know they’re not getting anything like that, but it seems like it could be cool if someone figured out how to make it work.

Leave a Reply