Legiones Astartes – Iron Circle Maniple
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ELITES

With the dawn of the Horus Heresy, the fetters of obedience to the Emperor’s dictates and the customs of military convention were lifted from those Primarchs who followed Horus into rebellion. For some this meant freedom to revert to savagery or follow the lure of the Ruinous Powers, but for the Primarch Perturabo it was freedom of a different kind as well; the freedom to pursue his genius for technology shorn of the restrictions of Mars if he willed it. One of the most visible fruits of this was the development of battle-automata of his own variation and design, and the first and most famous of these were the Iron Circle, or the Domitar-Ferrum as they became known, first deployed as a bodyguard for their Primarch after the Battle of Phall, where he judged his own sons had failed him. Variants of the Domitar/Conqueror pattern, they were built as unyielding instruments of their creator’s will, and designed for the kind of warfare their master favoured first and foremost. First limited to deployment by their master’s side, as the Age of Darkness went on, more were constructed and found service elsewhere in the Legion.

  • Iron Circle Maniple 150 pts
M WS BS S T W I A Ld Sv Base
Domitar-ferrum (base: 60mm)
Domitar-ferrum 8 4 3 7 7 5 3 3 8 3+ 60mm
Unit Composition
  • 1 Domitar-ferrum
Wargear
  • Shrapnel cannon
  • Graviton maul
  • Karceri Battle Shield
Unit Type
Special Rules
  • Legiones Astartes (Iron Warriors)
  • Relentless
  • Hammer of Wrath (3)
  • Moving Bulwark
  • The Shield of the Iron Tyrant
Options
  • The unit may include:
  • - Up to five additional Domitar-ferrum
    +135 points each

Moving Bulwark

Some warriors and war machines are equipped to form a moving wall of steel, intended to maximise their defences as they advance.

When a model with this special rule is in base contact with another friendly model that also has the Moving Bulwark special rule, both models increase their Invulnerable Saves by one step (i.e., from 5+ to 4+) to a maximum of a 4+ Invulnerable Save.

The Shield of the Iron Tyrant

The first deployment of the ‘Iron Circle’ was as a bodyguard for their Primarch after the Battle of Phall, and these war machines Perturabo continuously sought to tamper with and improve as the whim took him.

An Iron Circle Maniple composed of at least three models may be selected as a Retinue Squad in a Detachment that includes Perturabo, instead of as an Elites choice. An Iron Circle Maniple selected as a ‘Retinue Squad’ counts Perturabo as its Leader for the purposes of this special rule. An Iron Circle Maniple selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as Perturabo. An Iron Circle Maniple selected as a Retinue Squad must be deployed with Perturabo deployed as part of the unit and Perturabo may not voluntarily leave the Retinue Squad during play. Domitar-ferrum that are a part of an Iron Circle Maniple chosen as a ‘Retinue Squad’ for Perturabo gain the Feel No Pain (5+) special rule.

Karceri Battle Shield

This huge power field-augmented auto-reactive armoured shield offers the Domitar-Ferrum an extraordinary resilience to attack.

A model with a Karceri battle shield gains a 5+ Invulnerable Save and any model with a Karceri battle shield that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, any Charge that targets a unit that includes one or more models equipped with a Karceri battle shield which is not already locked in combat is always resolved as a Disordered Charge.
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Melee Type
Weapons with the Melee type can only be used in close combat.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
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Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Haywire

Haywire weapons send out powerful electromagnetic pulses.

For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:

D6Result
1No Effect.
2-5A model with the Vehicle Unit Type that is part of the target unit suffers 1 Glancing Hit. Any other model suffers 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Glancing Hits or Wounds inflicted by this result.
6A model with the Vehicle Unit Type that is part of the target unit suffers 1 Penetrating Hit. Any other model suffers 1 Wound. No Saves or Damage Mitigation rolls may be taken against Penetrating Hits or Wounds inflicted by this result.
Instant Death

Some blows can slay an enemy outright, no matter how hardy they may be.

If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Hammer of Wrath (X)

Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe.

If a model with this special rule ends its Charge Move in base contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight sub-phase at Initiative step 10, but do not grant the model an additional Pile-in Move.

If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
Feel No Pain (X)

Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.

When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).

Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.

For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound.
Disordered Charge
In certain situations, a Charge may be deemed to be Disordered. The most common occurrence of this is when a Charging unit contacts more than one enemy unit, or when a special rule or item of Wargear dictates that a Charge is Disordered. A unit making a Disordered Charge does not gain the +1 Charge Bonus to its number of Attacks usually gained from a Charge, or any other bonus granted by special rules that require the unit or model to have successfully Charged an enemy unit.
Elites
Elites units are, as the name suggests, the best soldiers an army has to offer, but there are rarely ever as many of them as a commander would like. In some cases, they will be specialists, while, at other times, they will be more experienced versions of regular soldiers.
Locked in Combat
If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model.

Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal.

Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned.
Legiones Astartes (Iron Warriors)
All models with this special rule are subject to the following provisions:

WRACK & RUIN
When a model with this special rule makes a Shooting Attack or Melee Attack targeting a model with the Dreadnought, Automata, Vehicle or Building Unit Type, it gains +1 to the Strength of that attack.

The Armoury of Ruin
Models with this special rule gain access to unique Wargear options (see The Armoury of the Iron Warriors).

Warsmiths
A Detachment with this special rule may choose to upgrade a Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor to a Warsmith.

Iron Within, Iron Without
A Warlord with this special rule may select a Warlord Trait from the Iron Warriors Warlord Trait list.
Shrapnel cannon

Range
Str
AP
Shrapnel cannon
24"
5
6
Heavy 4, Pinning

Graviton maul

Range
Str
AP
Graviton maul
-
+2
2
Melee, Brutal (2), Haywire

Karceri Battle Shield

This huge power field-augmented auto-reactive armoured shield offers the Domitar-Ferrum an extraordinary resilience to attack.

A model with a Karceri battle shield gains a 5+ Invulnerable Save and any model with a Karceri battle shield that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, any Charge that targets a unit that includes one or more models equipped with a Karceri battle shield which is not already locked in combat is always resolved as a Disordered Charge.
Moving Bulwark

Some warriors and war machines are equipped to form a moving wall of steel, intended to maximise their defences as they advance.

When a model with this special rule is in base contact with another friendly model that also has the Moving Bulwark special rule, both models increase their Invulnerable Saves by one step (i.e., from 5+ to 4+) to a maximum of a 4+ Invulnerable Save.
The Shield of the Iron Tyrant

The first deployment of the ‘Iron Circle’ was as a bodyguard for their Primarch after the Battle of Phall, and these war machines Perturabo continuously sought to tamper with and improve as the whim took him.

An Iron Circle Maniple composed of at least three models may be selected as a Retinue Squad in a Detachment that includes Perturabo, instead of as an Elites choice. An Iron Circle Maniple selected as a ‘Retinue Squad’ counts Perturabo as its Leader for the purposes of this special rule. An Iron Circle Maniple selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as Perturabo. An Iron Circle Maniple selected as a Retinue Squad must be deployed with Perturabo deployed as part of the unit and Perturabo may not voluntarily leave the Retinue Squad during play. Domitar-ferrum that are a part of an Iron Circle Maniple chosen as a ‘Retinue Squad’ for Perturabo gain the Feel No Pain (5+) special rule.
© Vyacheslav Maltsev 2013-2024