Custom chapter help - Iron Hands

By craigpearson81, in Deathwatch

I'm using the custom chapter rules in Rites of Battle to create an Iron Hands character and hoped for some input to what I've come up with so far. Once I've got something that looks realistic pinned down, I will put it to our GM. He's keen about the idea as we both feel an Iron Hands marine could add something totally different to the group.

Gene-stock: Pure
Codex Demeanour: Scions of Mars
Gene-seed Deficiency: ?
Chapter Flaw: We Stand Alone?
Chapter Modifiers: +5 Toughness and +5 Willpower (to represent their abhorence of weakness)
Home World: Civilised, Wasteland?
Relations with Home World: Direct Rule
Organisation: Unique Organisation?
Combat Doctrine: ?
Solo Mode Ability: ?
Squad Mode Attack Pattern: ?
Squad Mode Defensive Pattern: Only in Death...?
Beliefs: Steel Over Flesh
Chapter Friends: Adeptus Mechanicus
Chapter Enemies: Chaos Space Marines (Emperor's Children)

I wasn't too sure any of the custom chapter advance tables fit the Iron Hands that well, so thought I'd put my own together. Some may need adding, some removed, but here's what I have so far.

Common Lore (Adeptus Mechanicus) – 200
Forebidden Lore (Adeptus Mechanicus) – 200
Tech-Use – 200
Tech-Use +10 – 200
Tech-Use +20 – 400
Hatred (Emperor's Children) – 400
Iron Jaw?
Peer (Adeptus Mechanicus) – 300
The Flesh is Weak 1 – 800
The Flesh is Weak 2 – 800
The Flesh is Weak 3 – 1000

I would also like to come up with a chapter trapping, but haven't had any ideas just yet.

Thanks in advance for any help. gran_risa.gif

After looking into the chapter on Lexicanum, it sounds like their homeworld is Feral and highly volcanic with many earthquakes also. For primarch's curse it sounds like Ferrus was a fan of inter chapter competition to strengthen the chapter. Maybe go with this idea and make them slowly feel the need to eventally challenge leadership of the chapter for surpremecy.

Craig, if you check the Dark Reign website, or search around this site, you will find a very solid Iron Hands chapter build that may be of great help to you. My own group is using the Dark Reign rules, and they seem to work quite well:

http://www.darkreign40k.com/drjoomla/index.php/component/docman/cat_view/46-career-paths

By all means build them out however you and your group most prefer, but this may save you some pain. :)

Thanks for the replies. I never saw that fan made articles, but its a great help. :D

I wasn't completely happy with the DR fan-written one, so I changed a few bits. All bits I haven't addressed should be considered as 'norm':

Statistics
Iron hands consider steel to be stronger than flesh. Iron Hands gain +5 Toughness, but have their Fellowship reduced by 5 to reflect their lack of humanity.
As well as these statistic modifiers, the character may start play with three cybernetic implants of normal quality. These may be upgraded to exceptional quality, though the part is then considered to be two choices. Additionally, all iron hands have a cybernetic hand. If the character wishes the same arm as the hand to be cybernetic, it may be of exceptional quality for only one cybernetic ‘pick’.

Chapter advances
Speak language (Techna-Lingua) 200
Tech-use 400
Tech-use +10 400
Tech-use +20 400
Binary chatter 500
Cybernetic implant (1) 500 Rank 3
Cybernetic implant (2) 500 Rank 6
Die Hard 500
Rapid reload 200
The flesh is weak (1) 800
The flesh is weak (2) 800 The flesh is weak (1)
Technical knock 500 Int 30
Weapon-tech 600

Cybernetic implant talent
The player may an additional cybernetic implant. It is considered to be of exceptional quality.

Chapter trappings I've also changed to:

Rune Marks of the Vurgaan Clan: +3 to all Tech Use rolls
Silver Skulls of the Kaargul: +1 to WS
Raukaan Inscribings: If the Marine’s weapon ever jams or over-heats, roll d10. On a ‘1’ the effect is ignored.

Alternatively, an Iron Hands character may take one extra normal quality Bionic implant as his Chapter Trapping.