Iron Warriors Chaos Space Marine Army List
Iron Within, Iron Without!
Forces
The Iron Warriors Chaos Space Marine Army List uses the datasheets from the Iron Warrior Forces section.
Using The Army List
The following army list allows you to field an Iron Warriors army.
Iron Warrior formations come in three types: retinues, siege support formations and siege assault formations. Each retinue you include in the army allows you to field any two siege support formations and any one siege assault formation. Although you can only take a siege support or assault formation if you first take a retinue, they are treated as separate independent formations during the battle and do not have to move around together.
In addition, formations may be given up upgrades but each upgrade may only be taken once per formation. Which upgrades a formation may be given are listed in the Upgrades
column. Upgrades are added to the formation and are not a separate formation. Each upgrade that is taken adds to the cost of the formation, as shown on the upgrade chart.
Iron Warrior armies may be supported by Chaos Navy and War Engine formations. Up to a third of the points available to the army may be spent on these formations.
Finally, Iron Warrior Individuals includes the Warsmith special character. Each individual may only be taken once by the army. The rules for using each individual are listed in the Notes
column.
Fortified Positions
Fortified positions must be set up after objectives have been placed but before spacecraft and garrisons are set up. The only exception to this are fortified positions that are listed as part of a formation’s units
. While they are not actually units, they are set up with the formation they are part of.
Fortified positions may be set up anywhere a vehicle may deploy on the player’s half of the table. They may not be transported. Each group of fortified positions (whether part of a formation or not) must be set up so every piece is within 5cm of another piece from the same group, and so all pieces from the same group form a chain
without any gaps of more than 5cm. Additionally, if a group of fortified positions is part of a formation then at least one piece must be within 5cm of a unit from the formation when they are set up.
Once set up, fortified positions may be used by any unit (including enemy units).
Iron Warriors Chaos Space Marine Army List
Iron Warrior armies have a strategy rating of 4. Chaos Navy formations have an initiative rating of 2+. All other formations have an initiative rating of 1+.
Formation | Units | Upgrades | Cost |
---|---|---|---|
Armoured Assault Company | Six Chaos Vindicators | Vindicators | 250 points |
Defiler Assault Pack | Six Defilers | Defilers, Dreadnoughts, Siege Dreadnoughts | 425 points |
Grand Battery | 9 Chaos Basilisks | Emplacements, Stalker | 650 points |
Retinue | Six Chaos Space Marines, two Havocs and one Iron Warriors Lord | All but Defilers, Dreadclaws and Emplacements | 300 points |
(Any two siege support formations may be fielded per each retinue.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
Artillery Battery | Four Chaos Basilisks | Emplacements, Stalker | 325 points |
Armoured Company | Between four and eight of any of the following units: Chaos Predator, Chaos Land Raider | Stalker, Vindicators |
50 points each per Chaos Predator 75 points each per Chaos Land Raider |
Daemonic Artillery | Three Daemonic Artillery | Emplacements, Stalker | 325 points |
Super Heavy Company | Up to three Decimators | None | 225 points each |
(Any one siege assault formation may be fielded per each retinue.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
Chaos Terminators | Between four and six Chaos Space Marine Terminators, and one Iron Warriors Lord | Daemon Prince, Land Raiders, Obliterators |
275 points for four +60 points per extra |
Chosen | Four Chaos Space Marine Chosen | Dreadclaws, Dreadnoughts, Rhinos | 125 points |
Dreadnought Assault Pack | Five Chaos Dreadnoughts | Dreadclaws, Siege Dreadnoughts | 225 points |
Havocs | Four Havocs, two Chaos Land Raiders, and one Iron Warriors Lord | Daemon Prince, Dreadnoughts, Defilers, Havocs, Land Raiders, Stalker | 325 points |
0–1 Obliterator Cult | Four Obliterators | None | 350 points |
Raptor Cult | Between four and eight Raptors, and one Iron Warriors Lord | None |
175 points for four +35 points per extra |
Siege Hammer Company | Six Chaos Assault Marines and one Iron Warriors Lord | Assault Marines, Daemon Prince, Dreadclaws, Dreadnoughts, Rhinos, Siege Dreadnoughts, Stalker | 225 points |
(Each upgrade may be taken once per formation.) | ||
Upgrade | Units | Cost |
---|---|---|
Assault Marines | Add four Chaos Assault Marines | +125 points |
0–1 Daemon Prince | Replace a unit with a Iron Warriors Lord with a Daemon Prince | +50 points |
Defilers | Add up to three Defilers | +75 points each |
Dreadclaws | Transport a formation containing only infantry units and Chaos Dreadnoughts in Dreadclaws | +5 points per unit |
Dreadnoughts | Add up to three Chaos Dreadnoughts | +50 points each |
Emplacements | Add one gun emplacement for every armoured vehicle unit | +25 points |
Havocs | Add four Havocs | +150 points |
Land Raiders | Add up to four Chaos Land Raiders | +75 points each |
Obliterators | Add up to three Obliterators | +75 points each |
Rhinos | Add one Chaos Rhino for every two infantry units | +10 points each |
Siege Dreadnought | Add one Chaos Siege Dreadnought | +50 points |
Stalker | Add one Stalker | +50 points |
Vindicators | Add up to three Chaos Vindicators | +35 points each |
(Up to a third of the points available may be spent on these formations.) | |||||||||||||||||||||||||||||
|
(Up to one of each type of individual may be taken per army.) | ||
Type | Notes | Cost |
---|---|---|
0–1 Warsmith | Replace an Iron Warriors Lord with a Warsmith | +50 points |
Add a Warsmith to a Daemon Prince | +50 points | |
Add a Warsmith to a Dreadnought Assault Pack | +100 points |
Iron Warrior Forces
- EA(+1)
- MW
- EA(+2)
- Commander
- Invulnerable Save
- Leader
Armed with either a Daemon Weapon or a Servo Arm.
- EA(+1)
- MW
- EA(+2)
- Commander
- Supreme Commander
Armed with either a Daemon Weapon or a Servo Arm.
- Scout
- IC
- IC
- EA(+1)
- MW
- Reinforced Armour
- Teleport
- Thick Rear Armour
Counts as a Chaos Space Marine Terminators for the purposes of being transported.
(30cm) 3+
(4+) 3+ 3+
- EA(+1)
- MW
- EA(+2)
- MW
- Commander
- Fearless
- Leader
- Reinforced Armour
- Teleport
A Daemon Prince may have wings, the unit gains Jump Packs and a move of 30cm, while its armour value is reduced to 4+.
- Fearless
- Reinforced Armour
- Teleport
- Thick Rear Armour
- Jump Packs
- Ind
- EA(+1)
- MW
- Fearless
- Walker
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one unit of Chaos Space Marine Terminators or Obliterators, or two infantry units (except Daemon Princes) without Jump Packs or Mounted.
- Transport
May transport two infantry units (except Chaos Space Marine Terminators, Daemon Princes and Obliterators) without Jump Packs or Mounted.
- EA(+1)
- MW
- EA(+2)
- Fearless
- Walker
Counts as a Chaos Dreadnought for the purposes of being transported.
- IC
- Walker
- IC
- Ind
- Fearless
- Invulnerable Save
- IC
- EA(+1)
- MW
- Fearless
- Infiltrator
- Invulnerable Save
- Walker
- FxF
- IC
- MW
- Left
- Right
- Damage Capacity 3
- Fearless
- Reinforced Armour
Critical Hit Effect: Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a hit on a roll of 6+.
- FxF
- D
- Ind
- Damage Capacity 4
- Reinforced Armour
- 4 Void Shields
Critical Hit Effect: Destroyed. All units within 15cm of the model suffer a hit on a roll of 4+.
- FxF
- IC
- TK(D3)
- FwA
- EA(+2)
- EA(+1)
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that are lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FxF
- IC
- MW
- EA(+3)
- TK(D3)
- FxF
- IC
- TK(D3)
- EA(+1)
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- Transport
- 6 Void Shields
- Walker
May transport ten infantry units without Jump Packs or Mounted, Chaos Dreadnoughts; Chaos Terminators, Obliterators and Chaos Dreadnoughts count as two units each. May step over units and pieces of terrain that are lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FxF
- Left
- Right
- FxF
- IC
- Damage Capacity 4
- Invulnerable Save
- Reinforced Armour
Critical Hit Effect: The unit is destroyed.
- FxF
- FxF
- IC
- FxF
- FxF
- MW
- TK(D3)
- Slow and Steady
- Transport
May transport 40 infantry units or Chaos Dreadnoughts; plus nine Chaos Thunderhawks and enough Dreadclaws to transport any other units being carried.
- MW
- TK(D3)
- Transport
May transport 20 infantry units or Chaos Dreadnoughts; plus six Chaos Thunderhawks and enough Dreadclaws to transport any other units being carried.
- Planetfall
- Transport
May transport one formation of infantry units (except Chaos Space Marine Bikes) and Chaos Dreadnoughts. The Dreadclaw does not scatter 2d6cm after being placed within 15cm of the drop zone co-ordinates recorded at the start of the game (see Planetfall). Any troops carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the Dreadclaw. Dreadclaw models should be removed from the board once the formation they transport has disembarked.
Iron Warrior Fortified Positions
- Gun Emplacement
- Provides vehicles with a Cover Save that works in the same manner as an infantry cover save (see Infantry Cover Saves). Can hold one unit. Units in a gun emplacement may not be barged by a war engine.
Terrain | Infantry | Vehicle | War Engine |
---|---|---|---|
Gun Emplacement | 4+ Cover Save | 5+ Cover Save | No Effect |