Spitespitter- Replaces a Combi Bolter with a 24”, Rapid Fire 2, Strength 5, AP-3, Damage D3 weapon. Insidium- This Relic makes the bearer a DAEMON, and gives them +1 Strength, Toughness, and Wounds.Īxe of the Forgemaster- Replaces a power axe or daemonic axe, it’s a Strength +3, AP-3, Damage 2 weapon that does D3 Mortal Wounds on unmodified hit rolls of 5+ against VEHICLES. If that D6 is a 6, it instead does 3 Mortal Wounds. It’s a Strength +2, AP-2, Damage 2 Weapon that you can optionally trade all of your attacks in for two Strength X2, AP-3, Damage “Roll 2D6 and discard one of your choice”Ĭranium Malevolus- This Relics allows your Warlord to trade out their shooting attacks for the ability to fry enemy Vehicles within 9” for D3 Mortal Wounds on a D6 roll of 4+. Siegebreaker Mace- This replaces a power maul or crozius only. Therefore, the only reason to really look at Siege Master is if you are using a lot of Havocs and Vehicles that aren’t Daemon’s, since Daemonsmith doesn’t affect those units but Siege Master does. Regardless of what your Ballistic Skill is, a +1 to hit is a bigger damage hike than re-rolling 1’s to Wound. Re-rolling 1’s to Wound works out to about a 17% boost in damage, while 6’s counting as 2 hits instead of 1 is (math wise) the same as getting +1 to hit on average dice. You have too many powerful Aura’s to pick from and build around here to squander all of them and take a simple 5+ Feel No Pain to shrug off damage on your Warlord, while Siege Master mostly comes down to math. There’s really only two Warlord Traits here that don’t make the cut, and that would be Iron Without and Siege Master. If you want to play with some large units, Cold and Bitter guarantees that you won’t have to worry about any pesky Morale Checks. Bastion is really powerful if you bring along an Aegis Defense Line for your models in Power Armor, while Stoic Advance can instead let your army stay on the move without sacrificing accuracy. Iron Warriors instead have a variety of different aura buffs that make your Warlord a more efficient leader, and most of these traits are very good at what they do. Normally, CSM Warlord Traits typically revolve around buffing the Warlord in some way. The Iron Warriors have a really unusual suite of Warlord Traits compared to the rest of CSM. Stoic Advance- Friendly IRON WARRIORS units within 6” ignore the penalty for moving and firing Heavy weapons. Any IRON WARRIORS HAVOC or VEHICLE within 6” of your Warlord can re-roll 1’s to Wound. Siege Master- This was the first preview for Iron Warriors. Any IRON WARRIORS unit in cover and within 6” of your warlord treats AP-1 as AP0. Iron Without- Your Warlord gets a 5+ Feel No Pain roll to negate damage.īastion- This one is copied straight from Imperial Fists. We’re going over all of their Warlord Traits, Relics, and Stratagems along with a breakdown of how it all ties together.Ĭold And Bitter- Just like it is in the Codex, your Warlord broadcasts a 6” aura that makes IRON WARRIORS automatically pass Morale Tests.ĭaemonsmith- Your Warlord broadcasts a 6” aura that makes IRON WARRIORS DAEMON ENGINE or CULT OF DESTRUCTION units score 2 hits instead of 1 for any unmodified hit roll of 6. The Iron Warriors are the undisputed masters of siege warfare, and today we’re going to be looking at their upcoming rules in Faith and Fury.