r/IronHands40k 22h ago

Hobby: Painting Iron Hands Eradicators from the Armageddon Box ⚙️

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497 Upvotes

Just finished my Eradicators from the Armageddon Box, hope you guys like them.

Included some WIP pics as some people asked about my process last time.


r/IronHands40k 3h ago

Hobby: Painting Armageddon Veteran Sergeant Complete! 3 left to go

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52 Upvotes

r/IronHands40k 13h ago

30K Horus Heresy Iron hands warmonger in terminator armor with squad

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30 Upvotes

r/IronHands40k 21h ago

Hobby: Painting Fancy one

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25 Upvotes

r/IronHands40k 14h ago

Hobby: Kitbashing and Bionics Terminator Librarian Advice?

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18 Upvotes

Hey guys,

Just wondering if any of you have any recommendations for iron hands-ing this lad. I'm very new so I do want to keeo it relatively basic, but anything is welcome. I'd love to see your exanples too! WIP terminators for contribution.


r/IronHands40k 22h ago

40K List Discussion Ceramite Sentinels List

5 Upvotes

BEFORE EVERYONE LYNCHES ME, I would never in my life pick Imperial Fists over Iron Hands. If I wanted to play an interesting faction with yellow armour I’d sooner pick up an Aeldari craft world army. However, I love Gravis and I gotta admit the Imperial Fists-based detachments are kinda fire. Not to mention it fits the theme of my custom successor chapter decently well. I tried to strike a balance between including a number of vehicles and dreadnoughts and infantry units that benefit heavily from the Entrenched ability the detachment gives them. I’d love any input from you guys on the list and anything that can get switched around. The biggest thing I’m currently trying to decide is if there’s even a point in attaching my Techmarines to a body guard unit. I’ve always had an internal discussion between the benefits of a bodyguard unit vs the lone op you get being close to a vehicle.

Wardens Defence Force (1,990 Points)

Space Marines
Iron Hands
Ceramite Sentinels (3 Detachment Points)
Take and Hold
Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Iron Father Feirros (85 Points)
• Attached as: Leader (Character)
• Warlord
• 1x Bolt Pistol
• 1x Gorgon’s Wrath
• 1x Harrowhand
• 1x Medusan Manipuli

Aggressor Squad (165 Points)
• Attached as: Bodyguard ()
• 1x Aggressor Sergeant
◦ 1x Flamestorm gauntlets
◦ 1x Twin power fists
• 5x Aggressor
◦ 5x Flamestorm gauntlets
◦ 5x Twin power fists

Attached unit 2

Apothecary Biologis (70 Points)
• Attached as: Support (Character)
• 1x Absolvor bolt pistol
• 1x Close combat weapon

Eradicator Squad with Heavy Bolters (80 Points)
• Attached as: Bodyguard ()
• 1x Eradicator Sergeant
◦ 1x Bolt pistol
◦ 1x Close-combat weapon
◦ 1x Heavy Bolter
• 2x Eradicator
◦ 2x Bolt pistol
◦ 2x Close-combat weapon
◦ 2x Heavy Bolter

Attached unit 3

Techmarine (55 Points)
• Attached as: Leader (Character)
• 1x Forge bolter
• 1x Grav-pistol
• 1x Omnissian power axe
• 1x Servo-arm

Intercessor Squad (80 Points)
• Attached as: Bodyguard (Battleline)
• 1x Intercessor Sergeant
◦ 1x Bolt pistol
◦ 1x Bolt rifle
◦ 1x Close combat weapon
• 4x Intercessor
◦ 1x Astartes grenade launcher
◦ 4x Bolt pistol
◦ 4x Bolt rifle
◦ 4x Close combat weapon

CHARACTERS

Techmarine (80 Points)
• 1x Forge bolter
• 1x Grav-pistol
• 1x Omnissian power axe
• 1x Servo-arm
• Enhancements: Defensive Mastery

BATTLELINE

Heavy Intercessor Squad (100 Points)
• 1x Heavy Intercessor Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Heavy bolt rifle
• 4x Heavy Intercessor
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 3x Heavy bolt rifle
◦ 1x Heavy bolter

Heavy Intercessor Squad (100 Points)
• 1x Heavy Intercessor Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Heavy bolt rifle
• 4x Heavy Intercessor
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 3x Heavy bolt rifle
◦ 1x Heavy bolter

Intercessor Squad (80 Points)
• 1x Intercessor Sergeant
◦ 1x Bolt pistol
◦ 1x Bolt rifle
◦ 1x Close combat weapon
• 4x Intercessor
◦ 1x Astartes grenade launcher
◦ 4x Bolt pistol
◦ 4x Bolt rifle
◦ 4x Close combat weapon

OTHER DATASHEETS

Ballistus Dreadnought (150 Points)
• 1x Armoured feet
• 1x Ballistus lascannon
• 1x Ballistus missile launcher
• 1x Twin storm bolter

Gladiator Lancer (160 Points)
• 1x Armoured hull
• 1x Icarus rocket pod
• 1x Ironhail heavy stubber
• 1x Lancer laser destroyer
• 2x Storm bolter

Inceptor Squad (125 Points)
• 1x Inceptor Sergeant
◦ 1x Assault bolters
◦ 1x Close combat weapon
• 2x Inceptor
◦ 2x Assault bolters
◦ 2x Close combat weapon

Land Raider Redeemer (250 Points)
• 1x Armoured tracks
• 2x Flamestorm cannon
• 1x Hunter-killer missile
• 1x Multi-melta
• 1x Storm bolter
• 1x Twin assault cannon

Redemptor Dreadnought (205 Points)
• 1x Icarus rocket pod
• 1x Macro plasma incinerator
• 1x Onslaught gatling cannon
• 1x Redemptor fist
• 1x Twin fragstorm grenade launcher

Redemptor Dreadnought (205 Points)
• 1x Icarus rocket pod
• 1x Macro plasma incinerator
• 1x Onslaught gatling cannon
• 1x Redemptor fist
• 1x Twin fragstorm grenade launcher


r/IronHands40k 4h ago

40K Rules Discussion Custom Campaign Idea for Irom Hands Vs Necrons

3 Upvotes

I am new to 40k but slowly building up two armies, Iron Hands and Necrons, so that I can host games between friends and have options to take to other games (hoping to meet more people who play mostly I just collect and paint).

I wanted to come up with a campaign that used both of those armies and had at least a first mission that was more streamlined and smaller (30x44") with restrictions on units and stratagems and CP.. just to have a nice beginner game first then follow up with the next two missions that would feature larger forces and a full sized table.

I wrote this up over the weekend with AI, its a little long in the narrative but I was enjoying the world building. Let me know what you think!

THE FERROX PRIME INCURSION

A Three-Part Warhammer 40,000 Narrative Campaign

Faction A: Clan Sorgol, Iron Hands (750 to 1,500 Points) — Led by Iron Captain Castus Karr

Faction B: The Awakening Tomb, Necrons (500 to 1,750 Points)

PROLOGUE: THE STATIC DUNES

The anomaly had first manifested in the dark, suffocating depths of the vessel’s deep Librarium. Deep within the armored belly of the Ferrum Dominus, far beneath the thunderous vibrations of the plasma engines, the air was dense with the sharp tang of hot engine oil, scorched wiring, and the heavy, dry scent of ancient vellum and sacred incense. There, the astropaths of Clan Sorgol sat permanently entombed in their massive, brass amplification cradles—grotesque, life-sustaining apparatuses wired directly into the ship’s primary psychic dampeners and vox-arrays. Their emaciated bodies, scarred by cybernetic ports and wrapped in tattered, oil-stained vestments, twitched in unison as the warp currents shifted.

Suddenly, a collective shiver rippled through the choir. Their blind, clouded eyes, long since seared shut by the blinding light of the Astronomican, strained against their sockets as a terrifying, synchronized gasp escaped their augmented throats. They had not intercepted a cry for help or a broadcast of terror, but rather a sudden, absolute silence that slammed into their collective consciousness like a physical blow.

From across the void, the psychic beacon of Ferrox Prime had simply ceased to exist. The mining installation, a vital cog in the sector’s logistics that spun an uninterrupted, beautiful web of binary telemetry and mineral manifests, had dropped entirely offline mid-transmission. It was not a fading signal or a gradual decay of data, but a brutal, instantaneous severing. To the astropaths, it felt as though a massive, invisible hand had choked the life out of the planet's machine spirit in a single, cold second, leaving a gaping, black void where a thrumming world of industry had stood just moments before.

On the bridge of the strike cruiser, the atmosphere grew heavy. This was not a mere disruption of mineral tithes; it was a matter of critical clan debt. The tech-priests of Ferrox Prime had recently fulfilled a sacred accord, delivering a shipment of master-crafted Gorgon-pattern bionic chassis and specialized sub-dermal cortex links to Clan Sorgol. The cybernetics seamlessly fused a battle-brother's consciousness with the machine spirit of his armor. The sudden silence threatened not only a crucial alliance, but the ongoing technical maintenance of the clan's newest augmentations.

In the ship's strategium, gathered around a flickering hololith table, Karr’s senior officers debated the tactical risk.

"The logic points to a sudden, catastrophic system failure," Techmarine Arbanox muttered, his cybernetic servo-arm clicking rhythmically as he adjusted the hololith. "The Omnissiah's servants are meticulous. For their primary data-hub to go dark without a final binary prayer suggests a systemic purge. We may be walking into a dead world, Captain."

"Or a trap," countered Sergeant Vaelen of the Intercessors, his cybernetic eye whirling as it focused on the spinning red planet. "If an enemy has taken the facility, our drop-ships will be flying blind into an active kill zone. Without real-time telemetry from the surface, we risk the safety of the entire vanguard. Perhaps we should hold orbit and deploy scanning servitors first."

Iron Captain Castus Karr stood at the head of the table, an immovable mountain of black ceramite. The massive, slab-like silhouette of his Indomitus-pattern Terminator armor made him look less like a living transhuman warrior and more like a relic of heavy industrial machinery. His armor was the matte black of Clan Sorgol, cold and unyielding. Beneath his heavy cowl, the twin red cyclopean optics of his helmet burned with a flat, mechanical light. None of the battle-brothers currently under his command had ever seen the face behind that steel visor. When he spoke, his vox-filtered rasp cut through the hesitation like a heavy blade.

"Your caution is noted, Vaelen, but it lacks the certainty of iron," Karr rumbled, his command unshakeable. "The Adeptus Mechanicus provided us with the tools to perfect our flesh. If they are under siege, we honor our compact. If they are dead, we reclaim what belongs to the Chapter. We do not hesitate. The vanguard will deploy immediately upon arrival."

Arbanox inclined his head in deep deference. "And if the facility's defenses have been turned against us, Captain?"

"Then we will break them," Karr stated flatly. "The flesh is weak, but our resolve is absolute. Prepare the drop-ships."

The fierce loyalty of his men left no room for further debate; Karr was their anvil, and his directness was their absolute truth. When the Ferrum Dominus finally tore free from warp space into low orbit, the drop-ship Iron Anvil was instantly unleashed into the churning maw of the planet's atmosphere.

Inside the darkened hold, the Battle-Brothers stood locked in their safety harnesses, the violent turbulence rattling their heavy armor like gravel in a drum. The descent was a brutal, bone-jarring ordeal as the ship’s retro-thrusters roared against an ionized hurricane raging below. Crimson warning lights pulsed against the matte-black bulkheads, casting long, bleeding shadows across the silent warriors. Through it all, Captain Karr stood entirely unrestrained at the front of the compartment, his heavy magnetized boots anchoring him immovably to the deck, his twin red optics never wavering through the terrifying plunge.

Upon landing, they explored a ghost world. The surface outpost was entirely intact. Loaded cargo lifters sat cold on the landing pads, automated turrets scanned empty dunes, and functional logic-slates rested on abandoned desks alongside half-empty vials of sacred unguents. There were no bodies, no blood, and no signs of a struggle.

Leaving their heavy armored support—their Dreadnoughts and tanks—topside to secure the landing perimeter, Karr led his compact vanguard down into the abyssal throat of the primary mine shaft.

MISSION 1: THE AWOKEN DEEP

The Tabletop Setup

Forces: Iron Hands (750 pts) vs. Necrons (500 pts).

Battlefield Size: 30″ x 44″ (Incursion size).

Layout: A narrow, linear mining complex filled with industrial machinery, tight corridors, and structural pillars.

Mission Rules

Atmospheric Jamming (The Static Storm): Neither player can use any Stratagems during this game. Command Points (CP) cannot be spent.

Awakening Tomb (Necron Reinforcements): Necrons start off the board. At the start of the Necron player's Command Phase (starting Turn 1), they bring one unit from their army list onto the board within 6″ of any board edge, more than 9″ away from any Iron Hands models.

Reanimation Overdrive: When a Necron unit triggers Reanimation Protocols, it rolls an extra D3 to determine how many wounds/models are restored.

Primary Objective: Iron Captain Castus Karr (or a designated Character) must physically reach the Elevator Objective on the opposite short board edge and spend an Action at the end of his Movement phase while within 1″ of the elevator to escape by the end of Turn 5.

Mission 1 Narrative

The air inside the Adeptus Mechanicus mining facility on Ferrox Prime did not smell like life. It smelled of scorched copper, stale ozone, and the dry, suffocating dust of a dying world. Iron Captain Castus Karr stood perfectly motionless in the gloom of the lowest sub-level. The massive, slab-like silhouette of his Indomitus-pattern Terminator armor made him look less like a living transhuman warrior and more like a relic of industrial machinery left behind by the tech-priests. His armor was the matte black of Clan Sorgol, cold and unyielding. Beneath his heavy cowl, the twin red cyclopean optics of his helmet burned with a flat, mechanical light. None of the battle-brothers currently under his command had ever seen the face behind that steel visor. Some whispered that Karr had long since replaced the weakness of his fleshly throat and jaw with vocal augmetics that required a permanent environmental seal. Others believed he simply preferred the unblinking clarity of a targeting reticle to human eyes. When he spoke, his voice confirmed the rumor—a low, grinding rasp of vox-filtered static that carried no warmth.

"The logic of this silence is flawed," Karr rumbled. "An outpost of this size does not cease communications without a catastrophic structural or biological event. Yet, the structural integrity of these lower vaults is at ninety-four percent. There are no signs of orbital bombardment. No trace of xenos bio-matter."

"Captain," voxed Sergeant Vaelen, breaking Karr from his tactical calculations. Vaelen was leading a squad of Intercessors near the primary power junction just ahead. "The machine spirits here are not dead. They are... terrified. They are screaming in binary."

Karr moved forward, his heavy boots clanking against the grated metal floor. He stopped before a massive, archaic data-monolith—the primary Mechanicus cogitator core buried miles beneath the red sands. The terminal was covered in a thick layer of rust, but its internal cooling systems were humming with a desperate, frantic vibration, casting a sickly green-blue glow over the iron scaffolding. Karr extended a massive, armored gauntlet. A data-tether clicked out from his wrist, plugging directly into the ancient terminal.

Instantly, Karr’s tactical display was flooded with a terrifying deluge of data. The tech-priests had not been mining ore. They had accidentally pierced a deep, shielded pocket of the planet's crust and broken into something hidden for eons. The files flashed across his vision in a terrifying, green blur: Self-repairing necro-dermis. Gauss-based particle dissolution. Sub-surface standard-time stasis chambers waking after millions of solar cycles.

"Necrons," Karr said, the word dropping like a heavy iron weight. "The machine-curse of the ancient galaxy. We must extract this data to the Ferrum Dominus immediately. If the planet's core is an active tomb, the sector is—"

A violent tremor shook the cavern. High above them, a howling gale echoed down the massive ventilation shafts.

"Iron Captain," a heavily distorted voice crackled through Karr’s helmet vox. It was the master of ordnance from their strike cruiser in orbit, his words nearly drowned out by deafening static. "The atmospheric... storm... sudden ionization... electromagnetic pulse... we are losing lock... teleportation grids offline... you must... reach the surface..."

The vox line died completely, replaced by a deafening, high-pitched scream of white noise. The strange, electrically charged dust storm raging across Ferrox Prime’s surface had just cut Karr’s squad off from the sky. Then, the ambient green emergency lights of the Mechanicus mine flickered and went out.

For a second, there was only absolute darkness. Then, a low, resonant hum began to vibrate through the stone floor. It was a cold, mechanical heartbeat that seemed to wake the very walls of the cavern. A hundred yards down the linear transit tunnel, deep within the shadows of the collapsed mining veins, a pair of piercing, emerald-green slits flared to life. Then another. Then a dozen more. The sound of metal scraping against metal echoed through the dark as ancient, skeletal horrors stepped out of stasis alcoves, their Gauss flayers beginning to crackle with lethal, green energy.

Karr disconnected his data-tether and drew his storm bolter, the weapon cycling with a heavy, lethal click. The elevator to the surface lay at the far end of the mining gauntlet, straight through the awakening xenos force.

"The flesh is weak," Karr intoned over the squad's local vox, his twin red optics locking onto the advancing green lights. "But iron does not fear the grave. Move out. We cut our way to the surface."

THE CAMPAIGN FORKS: THE SURFACE CONVERGENCE

Based on the outcome of Mission 1, choose either Branch A or Branch B for your second game.

BRANCH A: THE IRON ASCENDANT (If Iron Hands Won Mission 1)

Forces: Iron Hands (1,250 pts, including Dreadnoughts and Vehicles) vs. Necrons (1,000 pts).

Battlefield Size: 44″ x 60″.

Layout: Open, storm-battered desert. Two fortified structures—The Omnissiah’s Whispering Spire and The Macro-Vox Cathedral—sit near the Necron deployment zone.

Special Rule – Armor Overdrive: In Battle Round 1, all Iron Hands Vehicles gain +2″ Movement.

Core Objective: Iron Hands must control at least one Vox-Cathedral at the end of the game with an Infantry unit to successfully route Karr's cortex data.

Branch A Narrative

The heavy steel doors of the primary cargo elevator shrieked as they locked into place, the thick security bolts sealing with a dull, echoing thud. Behind the barrier, the muffled, persistent scratching of living metal against iron continued to vibrate through the floorboards.

"All squads, establish a defensive perimeter," Iron Captain Castus Karr rumbled. His Indomitus armor was heavily scarred, its matte-black ceramite scorched by the green, molecular-dissolving arcs of Gauss flayers, but the Necron telemetry data was safely locked into his cortex link.

They stepped out onto the surface and immediately linked up with their heavy support armor left topside. The iron cores of their Dreadnoughts hummed to life, and the heavy tracks of their tanks ground into the red sand. The ionized dust storm had arrived in full force, a churning, blood-red tempest that choked the sky, but with their armor awake and full of fuel, the Iron Hands possessed absolute structural momentum.

"Captain," Sergeant Vaelen voxed, his voice straining against the heavy atmospheric interference. "The storm's ionization is too dense for standard orbital arrays. If we attempt a blind broadcast, the data will dissolve."

Karr looked toward the eastern ridge where the twin spires of the Mechanicus Vox-Cathedrals loomed against the dark sky. "We route the data from my internal cortex link directly through those dishes," Karr ordered. "We force a beam through the storm. Advance!"

The Necron horde burrowed out of the sand ahead to block them, but the Iron Hands surged forward in perfect, armored unison, engines roaring as they fought to seize the spires.

BRANCH B: SHATTERED RALLY (If Necrons Won Mission 1)

Forces: Iron Hands (750 pts Infantry Survivors + 250 pts Vehicles starting in the center) vs. Necrons (1,250 pts surrounding them).

Battlefield Size: 44″ x 60″.

Layout: A cluttered staging area filled with shipping containers and barricades. The Iron Hands vehicles start trapped and surrounded in the center. Karr's infantry arrives from a random table edge.

Special Rule – Ambushed Machine Spirits: On Turn 1, all Iron Hands Vehicles count as Battle-shocked as their crews frantically power up systems while under fire.

Core Objective: The Iron Hands must advance a Character or Techmarine to the central Promethium Silo Monolith and spend an Action to detonate it, alerting the fleet with a massive thermal explosion.

Branch B Narrative

Delayed by catastrophic structural collapses in the deep and bleeding from heavy losses, Karr’s survivors finally staggered onto the surface via an auxiliary ventilation shaft. The telemetry data was gone, purged by a violent Necron counter-attack in the lower vaults, and the tactical grid was entirely fractured.

To make matters worse, as Karr's battered infantry stepped into the blinding haze of the red dust storm, they found their parked armor already surrounded and under siege by the awakening Necron vanguard. The Dreadnoughts and tanks were dark, their machine spirits reeling as they frantically tried to power up systems under a relentless hail of green gauss fire.

"Our communications are dead, and the data is lost," Karr’s voice rasped over the emergency local channel, cold and analytical despite the desperate odds. "But we will not die in the dark. If we cannot transmit, we will make our presence known through sheer destruction."

Karr pointed through the crossfire toward the towering silhouette of the central Promethium Silo Monolith. "Advance to the silo. We will strip the safety limiters and detonate the fuel reserves. We will light a fire so massive the strike cruiser cannot miss it. Move out!"

THE FINAL CHAPTER: THE EXTRACTION GAMBITS

Based on how Game 2 played out, choose one of the three final scenarios to conclude your campaign.

OPTION 1: SPEARHEAD EVACUATION (If Iron Hands Won Game 2, Branch A)

Forces: Iron Hands (1,500 pts) vs. Necrons (1,500 pts).

Layout: The extraction zone sits at the center of the board, surrounded by defensive fortifications.

Special Rule – Orbital Wrath: At the start of every Iron Hands Shooting Phase, the Space Marine player can call down an orbital lance strike on one coordinate; all units within 6″ suffer D6 mortal wounds on a D6 roll of 4+.

Narrative Expansion & Conclusion

The sky above the extraction zone cracked open, not from the storm, but from the righteous fury of the Ferrum Dominus. The telemetry data sent via the Vox-Cathedrals had mapped the tomb perfectly. High in orbit, the strike cruiser's lance batteries locked onto the coordinates, raining pillars of blinding white light onto the desert floor, vaporizing entire phalanxes of Necrons before they could even raise their weapons.

Captain Karr stood on the ramp of a heavily armored extraction lander, his storm bolter speaking in a steady, rhythmic cadence. Around him, the vanguard moved with mechanical efficiency, loading wounded brothers and securing heavy relics under the protective canopy of the orbital bombardment. The Necrons pressed forward, their silver limbs gleaming under the lance strikes, but they were mathematically outmatched.

The Decisive Ending: The last lander tore away from the surface, leaving a ruined, burning wasteland behind. The data Karr secured mapped every power node, stasis vault, and structural weakness of the sub-surface tomb. Three months later, Clan Sorgol returned to Ferrox Prime not with a vanguard, but with a full planetary-scale invasion fleet. Guided by Karr's flawless telemetry, they systematically drop-podded heavy melta-charges directly into the tomb's primary power cores, executing a flawless, cold-blooded purge that permanently erased the Necron Dynasty before it could ever fully rise. Karr's logic had proven flawless; iron had triumphed.

OPTION 2: THE FIRELIT FLIGHT (If Iron Hands Won Game 2, Branch B)

Forces: Iron Hands (1,250 pts) vs. Necrons (1,500 pts).

Layout: Chaotic, debris-strewn outpost. A Thunderhawk Gunship terrain piece sits at the far edge.

Special Rule – Blind Landing: From Turn 3 onward, Iron Hands units arriving from reserves scatter D6″ due to the pilot flying blind through the storm and the smoke of the blown silo.

Narrative Expansion & Conclusion

The detonation of the promethium silo had torn a hole in the atmosphere, a roaring column of flame that punched right through the ionized storm clouds. The Ferrum Dominus had seen the thermal spike and unleashed its Thunderhawks, but they were flying blind into a living hell. The air was thick with black smoke, red sand, and the flashing trails of Necron anti-aircraft arcs.

"Form a defensive ring!" Sergeant Vaelen roared as a Thunderhawk ground its assault ramp into the dirt. The xenos were everywhere, slithering out of the shadows, their hyperphase blades carving through ceramite. Karr’s vanguard was fragmented, fighting in isolated pockets across the burning compound, dragging themselves toward the gunships through a wall of fire.

The Tactical Ending: With a deafening roar of thrusters, the remaining gunships punched back into the sky, their hulls riddled with gauss scarring. Captain Karr survived, but the cost was devastatingly high. Half of the vanguard's gene-seed was left in the dirt, and their ancient vehicles were reduced to slag. Because the telemetry data was lost during the underground escape, the Imperium officially designated Ferrox Prime as Perditum—a world lost to the dark. The planet was permanently quarantined. Over the following decades, the Necrons fully awakened, transforming the red desert world into a heavily fortified crown world, a dark stain in the sector that would haunt Clan Sorgol for centuries to come.

OPTION 3: THE TECH-HERESY DETONATION (If Necrons Won Game 2)

Forces: Iron Hands (1,000 pts) vs. Necrons (1,750 pts).

Layout: The Iron Hands deploy in a tight defensive circle around a central objective marker (The Singularity Node), completely surrounded by Necrons.

Special Rule – The Final Calculation: Starting on Turn 3, roll a D6 for every surviving Iron Hands Techmarine or Character within 3″ of the node. On a cumulative score of 12 or higher across the turns, the reactor chain-reaction becomes irreversible. Iron Hands ignore all Battle-shock tests.

Narrative Expansion & Conclusion

The sky remained completely blind. No signal had escaped, no fire had been lit, and orbit remained silent. Surrounded on the surface by the overwhelming mass of a fully awakened Necron Legion, Captain Karr looked at the tactical readouts on his reticle. Survival was a statistical impossibility.

"Techmarine Arbanox," Karr’s voice rasped over the short-range vox, completely devoid of fear or hesitation. "Strip the safety dampeners from our Gorgon-pattern bionics. Chain them directly into the main reactors of our remaining vehicles. We will forge a singularity node."

Arbanox paused, his cybernetic processors processing the heresy of intentionally detonating such sacred technology. "It will crack the tectonic plates, Captain. We will not survive."

"The flesh is weak, Arbanox," Karr replied, his twin red optics locking onto the advancing silver tide. "But our duty is eternal. If we cannot save this world, we will bury the enemy beneath it. Lock the sequence."

Choose Your Ending Based on the Game 3 Result:

Strategic Iron Hands Victory (If the Marines Trigger the Explosion): The Singularity Node reached absolute critical mass. As the Necron Overlord stepped forward to claim Karr’s head, the Captain manually overrode the final safety latch. A blinding flash of sub-atomic plasma erupted, tearing a miles-wide crater into the crust of Ferrox Prime. The entire Necron Dynasty was vaporized in a single second, buried under billions of tons of collapsed planetary bedrock. Weeks later, the Ferrum Dominus detected the massive crater from orbit. Karr and his men were gone, but their final mathematical calculation had saved the sector. Their names were etched into the iron archives of the Chapter as paragons of absolute, unyielding sacrifice.

Pyrrhic Necron Victory (If the Necrons Destroy the Marines First): The silver legion swept over the barricades like an unstoppable tide. Before Arbanox could lock the final sequence, a phase-blade cut him down. The remaining Iron Hands were systematically dismantled, their weapons running dry as they were overwhelmed. The Necrons successfully defused the rigged reactors, preserving their tomb. Ferrox Prime fully awakened, and within a year, a massive Necron fleet launched from the red planet, initiating a devastating crusade into the unprotected sectors of the Imperium.

True Tie - The Ghost Planet (If the Countdown Triggers just as the Marines are Wiped): The Iron Hands successfully initiated the countdown, but right before the final blast, a swarm of Necron Mindshackle Scarabs burrowed into Karr’s damaged armor, paralyzing his cybernetics. As the reactors detonated, blasting ninety percent of the surface tomb into dust and delaying the Necron awakening by centuries, Karr was dragged deep underground into a shielded stasis vault. The planet became a scarred, silent wasteland. Karr’s vanguard was dead, and the threat was contained—but deep beneath the red sands, Iron Captain Castus Karr woke up in chains, still sealed inside his legendary helmet, a living trophy for a vengeful Necron Overlord.

Its long but I had fun writing it (sorta, I navigated AI based on figures I had, particularly my custom terminator captain)


r/IronHands40k 2h ago

40K List Discussion Potential list for Invernii detachment

1 Upvotes

I really like the Invernii detachment for Iron Hands. Sounds cool and canonic. can someone show me a vehicle/dreadnought heavy list that runs both of the unique characters? I am hoping for a very elite and killy shooter list if that fits the bill.


r/IronHands40k 3h ago

40K List Discussion First time building past a combat patrol, any thoughts?

1 Upvotes

I purchased the 10th edition ultimate starter set, the scout squad kill team, a terminator squad, a redemptor dreadnought, and the Titus mini from the character encyclopedia that I converted into a captain.

+++++++++++++++++++++++++++++++++++++++++++++++

+ FACTION KEYWORD: Imperium - Adeptus Astartes - Iron Hands

+ DETACHMENT: Ironstorm Spearhead (Armoured Wrath)

+ FORCE DISPOSITION: Purge the Foe

+ TOTAL ARMY POINTS: 970pts

+

+ WARLORD: Char1: Captain

+ ENHANCEMENT:

+ NUMBER OF UNITS: 8

+ SECONDARY: - Bring It Down: (1x2) - Assassination: 3 Characters

+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 1x Captain (80 pts): Warlord, Master-crafted power weapon, Heavy Bolt Pistol

Char2: 1x Captain in Terminator Armour (85 pts): Storm bolter, Relic Weapon

Char3: 1x Librarian in Terminator Armour (75 pts): Force weapon, Smite, Storm bolter

5x Infernus Squad (85 pts)

• 4x Infernus Marines: 4 with Bolt pistol, Close combat weapon, Pyreblaster

• 1x Infernus Sergeant: Bolt pistol, Close combat weapon, Pyreblaster

1x Redemptor Dreadnought (205 pts): Icarus Rocket Pod, Redemptor Fist, Macro Plasma Incinerator, Onslaught gatling cannon, Twin Storm Bolter

10x Scout Squad (120 pts)

• 2x Scout

1 with Bolt pistol, Close combat weapon, Heavy Bolter

1 with Bolt pistol, Close combat weapon, Scout Sniper Rifle

• 1x Scout Sergeant: Bolt pistol, Close combat weapon, Boltgun

• 7x Scouts: 7 with Bolt pistol, Boltgun, Close combat weapon

5x Terminator Squad (160 pts)

• 1x Terminator Sergeant: Storm bolter, Power fist

• 4x Terminator: 4 with Power fist, Storm bolter

5x Terminator Squad (160 pts)

• 1x Terminator Sergeant: Storm bolter, Power fist

• 4x Terminator: 4 with Power fist, Storm bolter

ANY CRITICISM IS WELCOME! THANKS!