TROOPS

Tactical Squad

Troop Type Points WS BS S T W I A Ld Sv
Space Marine 15 4 4 4 4 1 4 1 8 3+
Veteran Decurion +15 4 4 4 4 1 4 2 9 3+

Squad: The Tactical Squad consists of between four and nine Tactical Marines and a Decurion.

Weapons: Bolters.  The Decurion may replace his bolter with a bolt pistol and close combat weapon at no extra cost.

Options: One of the Marines may can have one of the following:   heavy bolter at +5 pts; missile launcher at +10 pts; Magnetic Guass Cannon at +15 pts.

One of the Marines in the Squad can have: flamer at +6 pts; plasma gun at +6 pts; meltagun at +10.

The entire Squad can have frag grenades at an additional cost of +1 pt per model and krak grenades at an additional cost of +2 pts per model.

The Decurion may be upgraded to a Veteran Decurion at an additional cost of +15 pts.

Transport Vehicle: The entire Squad may be mounted in a Rhino at an additional cost of +50 pts, or a Razorback (if the Squad numbers six models or less) at an additional cost of +70 pts.

Scouts

Troop Type Points WS BS S T W I A Ld Sv
Scout 13 4 4 4 4 1 4 1 8 4+
Veteran Decurion +13 4 4 4 4 1 4 2 9 4+

Squad: The Scouts Squad consists of between four and nine Scouts and a Decurion.

Weapons: Bolt pistol and close combat weapon.

Options: Any model in the squad may replace their bolt pistol and close combat weapon with a sniper rifle at +5 points, or a bolter or shotgun at no additional points cost.

One of the Scouts may can have one of the following:  heavy bolter at +15 pts; autocannon at +20 pts; missile launcher at +20 pts.

The entire Squad can have frag grenades at an additional cost of +1 pt per model and krak grenades at an additional cost of +2 pts per model.

One of the Scouts may be upgraded to a Veteran Decurion at an additional cost of +13 points.

SPECIAL RULES

Infiltrators: In the right circumstances Scouts can work their way into a forward position on the battlefield.   To represent this they may set up using the Infiltrators rule, but only if the mission allows Infiltrators.  If it does not then they set up normally with the rest of the army.

Move Through Cover: Scouts roll an extra D6 when rolling to move through difficult terrain.  In most cases this will mean that they roll 3D6 and pick the dice with the highest score.

Auxilia

Troop Type Points WS BS S T W I A Ld Sv
Auxilia 11 3 4 4 4 1 4 1 8 4+
Decurion 15 4 4 4 4 1 4 1 8 3+
Veteran Decurion +15 4 4 4 4 1 4 2 9 3+

Squad: The Auxilia Squad consists of between four and nine Auxilia and a Decurion.

Weapons: Bolter or bolt pistol and close combat weapon.

Options: One of the Auxilia may can have one of the following: heavy bolter at +5 pts; missile launcher at +10 pts; Magnetic Guass Cannon at +15 pts.

One of the Auxilia in the Squad can have: flamer at +6 pts; plasma gun at +6 pts; meltagun at +10.

The entire Squad can have frag grenades at an additional cost of +1 pt per model and krak grenades at an additional cost of +2 pts per model.

Transport Vehicle: The entire Squad may be mounted in a Rhino at an additional cost of +50 pts, or a Razorback (if the Squad numbers six models or less) at an additional cost of +70 pts.

 

Transporting Troops

Certain Iron Claws squads (as indicated in their army list entry) can use Rhinos and Razorbacks to move rapidly across a battlefield.  Neither vehicle counts as part of a squad or use up any choices on the force organization chart.

 

Transport: RHINO

Vehicle Points Front Armour Side Armour Rear Armour BS
Rhino 50 11 11 10 4

Type: Tank

Crew: Space Marines

Weapons: The Rhino is armed with a storm bolter.

Options: The Rhino may be equipped with any of the following vehicle upgrades for the cost listed in the Iron Claws Armoury:  dozer blades, extra armour, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers.  No upgrade may be chosen more than once per vehicle.

Transport: The Rhino can carry up to ten Space Marines but may not carry Terminators.

 

Transport: RAZORBACK

Vehicle Points Front Armour Side Armour Rear Armour BS
Razorback 70 11 11 10 4

Type: Tank

Crew: Space Marines

Weapons: The Razorback turret is armed with twin-linked heavy bolters.

Options: The twin-linked heavy bolters may be upgraded to one of the following: twin-linked twin Magnetic Guass Cannon +20 pts; multi-melta +5 pts; Magnetic Guass Cannon and twin-linked plasma guns +15 pts.  The Razorback may be equipped with any of the following vehicle upgrades for the cost listed in the Iron Claws Armoury:  dozer blades, extra armour, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers.  No upgrade may be chosen more than once per vehicle.

Transport: The Razorback can carry up to six Space Marines but may not carry Terminators.


Back to Codex: Iron Claws

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