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Hawk Lords Chapter Codex

Successor of Ravenwings Chapter

By Nick Young

Forces of the Hawk Lords


And They Shall Know No Fear- Units with this special rule automatically pass tests to
regroup, and can take such tests even if the squad has been reduced to below than
half strength. Also units caught in sweeping advances are not killed but instead,
take No Retreat! For the rest of this close combat round.

Combat Squads- Units that has this special rule that have taken squads of 10 can
split the squad in half. This can be done before the forces are deployed or after the
unit has left the transport (this means coming out of a drop pod and deep striking
too!)

Chapter Tactic- All units in the codex now are allowed to have “Final Vengeance”
also have Fleet and relentless for additional points which is added into the units
point cost. Also over the years the Hawk Lords have lost many forms of fast attack
and have retired that section of the chapter. To show this there is no Fast Attack
slots in the Force organization chart but instead 4 Elites and, 4 Heavy Support.

Final Vengeance- Units with this special rule may chose to teleport while the game
is being played. The unit will scatter 2d6 but can subtract 1d6 to their roll. If the roll
being subtracted is lower than the 2d6 roll the model counts as a hit. The unit can
deep strike as along as a unit with a teleporter is within 8” of the area they deep
strike. If the unit scatters farther than the 8” bubble the unit takes a mishap roll on
the deep strike chart. The player with the controlling units may chose to reroll the
chart but must keep the roll. In addition to this rule, units can teleport normally
while being held in reserve.
Chapter Champion- Bragging rights are very big in the homeworld of “Agile” and to
be the Champion is a very high honour in the roll of a Hawk Lord.

WS BS S T W I A LD Sv

Chapter Champion 6 5 4 4 3 5 3 10 +3 190 points HQ

Chapter Lord 6 5 4 4 2 5 2 10 +3 150 points HQ

Special Rules

And They Shall Know No Fear, Final Vengeance, Chapter Tactics, and Independent
Character

Honour Bearer- No marine would ever live to be disgraced by the Champion any
unit within 6” may reroll failed leadership and morale checks. Along with that any
unit within 12” may use his leadership value instead of their own.

Journey of Fates- For 20 points the Chapter Champion may be upgraded to a


librarian. Allowed 2 powers.

Wargear- Frag and Krak grenades, Bolt Pistol, Sword of Fear (See below) Iron Halo
(4+ invulnerable) Also having a physic hood when upgraded to a librarian.

Sword of Fear- This sword grants a +2 Strength to the Chapter Champions original
strength value also every wound it gives a morale test must be taken by the
opposing side. (This is only for the first wound it grants) When he is a Librarian his
sword becomes a force sword. (This is a two handed weapon)

Hawk Guards- These marines are the protectors of a Chapter Champion and/or
other HQ independent characters

Ws BS S T W I A LD Sv Point Cost: 110 points

Hawk Guard 5 4 4 4 1 4 2 9 +3 HQ (Does not take up a spot on the


Force Org.)

Special Rules

And They Shall Know No Fear, Final Vengeance, Chapter Tactics

Apothecary- For no extra cost the squad and any unit within 6” gets feel no pain
and ignores the first wound.

Company Standard- Any unit within 12” may reroll fleet rule, 20 points

Chapter Standard- Is the same as a company standard except it also grants unit
within 6” the model +1 Attack, 25 points
Wargear: Frag and Krak grenades, bolt pistol and close combat weapon, Power
Armor.

Night Hawk- Forged in blood with their Dark Ruinic armor the Night Hawk is a
gruesome and feared warrior of the night.

Night Hawk Lord WS5 BS4 S4 T4 I5 W2 A3 LD 10 Sv +3 125 points HQ

Night Hawk Warrior WS5 BS4 S4 T4 W1 I4 A2 LD10 Sv +3 20 points Elites/ Troops

Special Rules

And They Shall Know No Fear, Final Vengeance, Chapter Tactics, Feel No Pain,
Infiltrators

Night Hawk Lord: Master of the Night: When this model is taken, Night Hawk
warriors can now be taken as troops.

Wargear: (Night Hawk Lord) Fist of Power (See below) Bolt Pistol Iron Halo; (Night
Hawk Warrior) Bolt Pistol, Close Combat Weapon, (both) Frag and Krak Grenades,
Power Armor.

Fist of Power: This is weapon rolls 2d6 for armor penetration, and counts as a power
weapon on infantry.

Marine Squad- These are the backbone to any lethal fighting force of the Hawk
Lords

Tactical Squad: WS 4, BS 4, S 4, T 4, W1, I4, A1, LD8, Sv +3 17 points Troops

Assault Squad: WS 4, BS 4, S 4, T 4, W1, I4, A1, LD8, Sv +3 18 points Troops

Devastator Squad: WS 4, BS 4, S 4, W1, T 4, I4, A1, LD8, Sv +3 17 points Heavy


Support

Special Rules:

And They Shall Know No Fear, Final Vengeance, Chapter Tactics, Combat Tactics

Wargear: All, Frag and Krak grenades; Tactical and Devastator squads: Bolter, Bolt
Pistol, Close Combat weapon; Assault Squad: Close Combat Weapons, Bolt Pistols,
Power Armor.

Terminator Squads- The most scary and elite of all the chapters in the space
marines, the terminators in their tactical dreadnought armor make a force to be
reckon with.

Terminator Squad WS 4 BS 4 S 4 T 4 W2 I4 A2 LD9 Sv +2(5) 42 points Elites/ Troops


Special Rules:

And They Shall Know No Fear, Final Vengeance, Chapter Tactics, Combat Tactics

Wargear: Terminator Squad, Power fist and Storm bolter, Power weapon; Terminator
Assault Squad: Thunder Hammer, Storm Shields.

Destructor Dreadnought- A divine soldier encased so he can live and fight another
day, “Kick Butt and Take Names”

Destructor Dreadnought WS 6 BS 4 S 6 FA 13 SA 12 RA 10 165 points Elites

Special Rules:

Final Vengeance, Chapter Tactics, Divine Hero

Divine Hero- When a model has the special ability it allows you to reroll you
penetration roll

Admanlente Protection: When a model has this special rule the model makes all
meltas roll a single d6 instead of 2d6

Wargear: Dreadnought Close Combat Weapon, Assault Cannon

Rhino- “I hope this armor 11 holds us”, 3 minutes before the marines explodes

Rhino BS 4 FA12 SA 11 RA10 55 points Didicated Transport

Special Rules: Over Charged engines: At the beginning of the game before any
models are deployed roll a d6 on a 3, 4, 5, 6 the Rhino now becomes a fast vehicle.

Wargear: Stormbolter

2 Shooting Points, 3 Access Hatches. Transport Capacity: 10 models not terminators

Razorback BS4 FA 12 SA11 RA10 Transport

Wargear: Twin Linked Heavy Bolter

Special Rule: Overcharged Engines. Transport Capacity: 6 models, not terminators

Land Raider- The most sacred of all tanks in the 40k and the most dangerous too!
The Hawk Lords have only employed two Land Raider Variants due to the lack and
rebellions on the forge worlds.

Land Raider Strom Hammer BS4 FA14 SA14 RA14 265 points Heavy Support

Wargear: Twin Linked Lascannon, Twin Linked Auto Cannon Sponsons (These have
been duely improved to become +1 strength and an extra shot) Blessed Armor
(Nothing is allowed to drop the armor value for examples lance weapons will still
have to penetrate on armor 14.) Transport Capacity: 14 models

Special Rules: Power of the machine spirit (Even if the model has moved 6-18” it
can fire a weapon while still moving at BS4. This can fire on different targets then
the land raider.)

Upgrade: Land Raider Lance Striker

Land Raider Lance Striker BS4 FA14 SA14 RA14 275 points Heavy Support

Wargear: Twin link Blade-Lance (24” Strength 8 AP1 Lance Heavy 1), 2x Twin Linked
Plasma Cannon (Dose not get hot because of the relic protection), Blessed Armor,
Transport Capacity: 12

Veteran Squad- As the heroic marines descended from the sky the whole chapter
new that if not the veterans the plant would have fallen and those reinforcements
would be measly a strike force.

Veteran Trooper WS4 BS4 S4 T4 W1 I4 A2 LD 8 Sv +3 +19 points Elites

Veteran Sergeant WS4 BS4 S4 T4 W1 I4 A3 LD 9 Sv +3 +20 points

Special Rules: Pistol Special Ammunition (Marine Codex except the range is split in
half, but if using normal bolters the range stays the same) Heroic Intervention And
They Shall Know No Fear, Final Vengeance, Chapter Tactics, Combat Tactics

Heroic Intervention: This is declared before the model is placed, you must declare
you are using a heroic intervention which allows you to assault the turn you come
in. The trade-off is that the unit may not run [this includes fleet] or shoot that turn.

Wargear: Frag and Krak Grenades, Close Combat Weapons, Bolt Pistols

Brother-Captain Antony “Go home or face the wraith, xenos scum” HQ Special
Character

Brother-Captain Antony WS 5 BS 5 S 4 T 4 I5 W3 Ad3+1 LD 10 Sv +2 (+4) 205

Special Rules

Fearless, Final Vengeance, Chapter Tactics, Eternal Warrior, Let Them See No
Mercy, Independent Character

Let Them See No Mercy: This allows terminators to be trained to have sweeping
advances [On a 4+] and lets them be scoring units)

Wargear: Lighting Talons of Furry (Counts as a lighting claw which is master crafted)
Storm Bolter, Frag and Krak Grenades, Iron Halo, Terminator Armor.
Medical Officer of The Chapter Zaellon

Zaellon WS5 BS 4 S 4 T 4 I 4 W2 A2 LD9 Sv +3 125 points Elite Special Character

Special Rules

And They Shall Know No Fear, Final Vengeance, Chapter Tactics, Independent
Character

Wargear- Master Crafted Storm Bolter, Golden Rune, Power Armor, Frag and Krak
Grenades, Power Sword.

Golden Rune- Any unit within 12” of this model now has feel no pain and in addition
to this models within 6” gets a twink linked armour save.

Chief Librarian Hectorus I was chosen not because of my doing, but because it was
the Emperors will.

Hectorus WS 5 BS 5 S 4 T 4 I 5 W 3 A 2 LD 10 Sv +3 195 HQ Special Character

Special Rules

And They Shall Know No Fear, Final Vengeance, Chapter Tactics, Independent
Character, Master physic

Master Physic- Grants Hectorus all physic powers and he may use 3 per player
round.

Wargear: Frag and Krak grenades, Physic Hood, Force Weapon, Power Armor, Storm
Bolter with Hell fire rounds.

Physic Powers:

Sickle of Power- During either player’s assault phase: The librarian and his squads’
weapons glow a dark aura and now the librarian and his squad have thunder
hammers but the squad now counts as slow and purposeful except they are not
relentless.

Disappeared in thin air- At the beginning of the either player’s phase, the librarian
can teleport his squad 4d6 and using a scatter die (if you roll a hit just reroll until
you get a scattered roll)

Emperor Protects- During the opponents shooting phase at anytime the Librarian
creates a 5+ cover save to any unit within 6”

Smite- As a physic shooting attack, the librarian fire a s4 ap2 assault 4 shoot 12” at
an enemy unit.
Machine Curse- As a physic shooting any tank within 12” has been cursed, roll a d6
on a 1-4 it is treated as a glance, but on a 5-6 it is treated as an ap1 pen.

Fear the Night- As a Librarian shooting attack the librarian can fire a lance of fear
which goes 4d6+6” any model caught in the line of fire does not stop the shot it
continues until the shot has been fully carried out. On infantry models without
toughness it does a single s8 ap1 lance and for models with a toughness it does s5
ap2 small blast (for each base it hits it sets off a small blast). Then the model that
was fired takes a pinning check. This automatically hits its target and only rolling to
wound and invulnerable saves may be taken.

Chapter Master Kaolin- Even in death we are still strong. As the fall of Ryiin is great
my vengeance is greater.

Kaolin WS 6 BS 5 S4 T 5 W4 I6 A4 LD10 Sv +2 (+3) 255 points HQ Special Character

Special Rules

Fearless, Final Vengeance, Chapter Tactics, Independent Character, Eternal Warrior,


Differential Idealist, Storm the Land, Fear not the darkness.

Differential Idealist- Due to the after math of the Civil War of Agile part XXVII, With
much distrust Kaolin and Antony cannot be fielded together in a 1500point battle or
less. (In case of a betrayal they have their army).

Fear not the enemy- All models on the board are granted leadership value 10 whilst
Kaolin is still alive.

Storm the Land- The controlling player can nominate one elite or heavy support
choice as a scoring unit. (These cannot be tanks.) Also in a kill point game one
enemy unit which is picked by the opponent will count as 2 kill points. But Kaolin
counts as two kill points too.

Wargear: Artificer Armor, Wreath of protection, Gauntlets of Fear, Bolts of The


raven, Frag and Krak grenades.

Wreath of Protection- The model who has this now has a +3 invulnerable save.

Gauntlets of Fear- The model using this now has a twin-linked power fist that rerolls
successful armor saves.

Bolts of Raven: The Bolts of Raven has the following stats 18” S4 AP 1 Assault 2

Predator Tank Varient- All Heavy Support 1-3 Squads

Agile Predator BS4 FA13 SA11 RA10 145 points

Devatation Predator BS4 FA 13 SA11 RA10 145 points


Harkion Predator BS4 FA13 SA12 RA10 115 points

Spook Predator BS4 FA12 SA12 RA10 135 points (Troop, Cannot hold objectives, not
a squad)

Agile Predator Wargear: Twin Linked Plasma Cannon, Autocannon Sponsons, Smoke
Launchers, Seachlight.

Devatation Predator Wargear: Demolisher Cannon, Cyclone Missle Launchers


(Sponsons), Smoke Launchers.

Harkion Predator- AutoCannon, Lascannon sponsons, Smoke Launchers, Search


Light

Spook Predator- Bozer Cannon, Night Blasters Sponsons, Smoke Launchers. Special
Rules: Scout

Twin linked plasma cannon- treats over heats as a glancing hit. But if this glancing
hit is taken the tank can never be wrecked or immobilized in any way. If this
happens then the crew is just stunned.

Bozer Cannon- S7 AP4 Heavy 2 Blast

Night Blasters- s5 ap3 Heavy 2d6

Brother Davous –walker dreadnought HQ Unique

WS:8 BS:6 S:8 FA: 14 SA: 13 RA:11 I:5 A:4(5) 280 points

Wargear: Ryiins Immortal Dreadnought, 2 War Claws [Dreadnought close combat


weapons Twin Linked]. Master Crafted Melta gun, Master Crafted heavy Flamer.

Special Rules:

Fearless, Chapter Tactics, Divine Hero

Ancient Reckage- All stunneds and shakens on the damage table are ignored.

Runes within- When a psychic hood is being used on any model within 24” of
Davous they must roll 3d6 and add these together.

Dark Shadowing- This grants Davous a 4+invun save.

Destructor Relic: If Brother Davous is immoblizied instead of being hit on rear armor
he is hit on side armor.
Armoury-

Tacical Squad- 2 models may replace their weapons with…..Plasma guns 10 points,
Meltagun for 10 points Flamer free. 1 Model may replace his weapon with…..Heavy
Bolter, Missile Launcher, Multi-Melta all for 10 points, Lascannon and, Plasma
cannon for 15 points. The squad sergeant may replace his bolt pistol for…plasma
pistol, combi-melta, combi-plasma, combi-flamer for 15 points. he may also replace
his chainsword with a power fist for 25 points, a thunder hammer for 30 points,
power weapon for 10 points.

Veteran Squad- Any model can take any of the weapons from a tactical squad (Yes
this does include the sergeant.) But these models not have a 2 point discount for
being a higher ranking. Also they can take bolt guns for free, and jump packs for 10
per model, with this all veterans

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