Hawk Lords Chapter Codex
Hawk Lords Chapter Codex
Hawk Lords Chapter Codex
By Nick Young
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
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.
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
Special Rules
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.
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
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.
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”
Special Rules:
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
Rhino- “I hope this armor 11 holds us”, 3 minutes before the marines explodes
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
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.)
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.
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
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
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.
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.
Special Rules
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.
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
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.
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.
WS:8 BS:6 S:8 FA: 14 SA: 13 RA:11 I:5 A:4(5) 280 points
Special Rules:
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.
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