Beruflich Dokumente
Kultur Dokumente
Version 1.0.1
CONTENTS
This book details the history and organisation of the Storm Hawks Space Marine chapter, a chapter of unknown origin with close links to the Mechanicum of Mars. You will also find rules for Special Characters and their personal background, as well as specialist units only available to the Storm Hawks chapter.
Introduction Homeworld Beliefs Recruitment Chapter Organisation Storm Hawks Heraldry Legends of the Storm Hawks The Fall of Zephyr The Battle for Cestus V The Defence of Tarsis Forces of the Storm Hawks
2 2 2 3 3 4 5 5 6 7 8
Chapter Master Falco Captain Denath Moorei Captain Rubus Incarnus Sentinel Squad Tech Novitiate Firestorm Assault Transport Zephyr-Pattern Razorback Storm Hawk Jetbike Squad Storm Hawks Equipment Storm Hawks Army List
8 9 9 10 10 11 11 12 13 14
Codex Storm Hawks is an unofficial supplement for use with the 5th edition of Warhammer 40,000, to use this supplement you must possess a copy of Codex Space Marine. Both are registered trademarks of Games Workshop and are referenced without permission or challenge. This supplement is in no way endorsed by Games Workshop Limited. Chapter Logo from the Bell of Lost Souls Raptors Decal Sheet, which can be found here: http://www.belloflostsouls.net/2009/02/raptors-logo-sheet.html Storm Hawks Heraldry images created using the Bolter and Chainsword Space Marine painter, which can be found here: http://www.bolterandchainsword.com/smpbeta.php
INTRODUCTION
A thirst for knowledge and a strong bond with the Adeptus Mechanicus allow the Storm Hawks Space Marine chapter to wield the mightiest weapons against the enemies of the Emperor.
The Storm Hawks have a history shrouded in mystery, the precise Founding in which the chapter was created is unknown, but records of their existence go back to at least the 35th millennium. With no knowledge of their primogenitor legion or primarch, the Storm Hawks have devoted their existence to seeking out ancient relics, and recover worlds that may harbour knowledge lost since the Dark Age of Technology. reluctant to adopt the new technology preferring to rely on millennia tested designs. The Storm Hawks however are not so suspicious and fully utilise the Firestorm in their combat doctrine.
BELIEFS
The Storm Hawks value technology greatly. They are known to seek out sites of lost ancient technology to learn from them and deny them to the enemy. As their quest for technology echoes many tenants of the Adeptus Mechanicus, the chapter maintains close ties with the Priests of the Machine God, often joining forces with fleets of Explorators in their conquest of the unknown quarters of the galaxy. Feverous is their hunger for technology, the Storm Hawks have access to, and can maintain, highly sophisticated equipment. This is most evident in the numbers of Terminators in their armies, as well as a greater proportion of vehicles and armour which is supplemented by regular trading of relics with the Adeptus Mechanicus. Over the millennia of gathering ancient knowledge, the Storm Hawks have come to revere the Emperor as the mysterious Machine God. Why the Storm Hawks have taken on the Mechanicum belief is unknown, but records of this go back as far as the 37th millennium. It is detailed in records that during the recapture of the forge world Telaris from the Eldar the Storm Hawks found an ancient relic from the Golden Age. This tome revealed astonishing truths to the Storm Hawks, which were shared only to the Mechanicum. Coincidently, the special relationship between the two began at approximately the same period.
HOMEWORLD
Although the planet of Zephyr is the Storm Hawks official homeworld, the planet is a lifeless rock obliterated during the 12th Black Crusade. Since then, the Storm Hawks have primarily become a fleet-based chapter, living on board of several Battle Barges and Strike Cruisers that orbit the planet instead. Many of these ships are incredibly ancient vessels, most recovered space hulks from the great crusade, re-commissioned so as to examine their characteristics under normal operation. Their Fortress Monastery is the Battle Barge Buteo Imperialis, a grand ship predating the Horus Heresy, but the truth to its origin is lost in time. The Storm Hawks fleet is also accompanied by a mighty Ark Mechanicus class vessel named The Omnissiahs Blessing, which acts as the chapters armoury and manufactorum. Containing the productive capacity of a small forge world, this ship ensured the Storm Hawks rarely lack the equipment needed to prosecute their campaigns. The vessel was given to the Storm Hawks as trade for the Standard Template Construct design of the mysterious Firestorm Assault Carrier found on a reclaimed lost forge world. This precious STC is still not completely understood by the Mechanicum and therefore not in regular use across the Imperium, with other Chapters
RECRUITMENT
The Storm Hawks gather recruits from the systems surrounding their home system of Zephyr. While the Inner Planets of the Zephyr system are inhospitable volcanic rocks, they are rich in the resources that the chapter greatly needs. Recruitment starts very young for the Storm Hawks, with a hopeful coming to work as an apprentice to a veteran Artificer during pre-pubescence. They will then spend several decades steeping themselves in rites of the Machine God, how to call forth a machine spirit or placate its wrath. From these apprentices, the most able will then be judged by the Chapter's Lord Master of the Forge and the worthy will be taken by the Storm Hawks to undergo the biosurgery required to make them into Space Marines.
CHAPTER ORGANISATION
The organisation of the Storm Hawks follows the standard practices laid down in the Codex Astartes, with ten Companies each with ten squads. Each of these companies is led by a Company Captain and his Command Squad. Techmarines are not tied to one particular company, as their knowledge and experience is widely used on different expeditions. One exception to the Codex Astartes is the 1st Company of the Storm Hawks. The Master of the Forge leads the veterans of the chapter into battle. Usually reserved for securing relics and reclaiming ancient technology, the 1st Company is rarely seen in full, with its veterans usually sent to support the battle companies.
CHAPTER COMMAND Master Nathanial Falco Lord of Zephyr, Master of the Storm Hawks Chief Librarian Ornatus 23 Librarians Chief Apothecary Bartelsi 12 Apothecaries
ST
nd
rd
th
th
th
th
th
th
th
Reserve
Devastator Company 10 Devastator Squads
7 Dreadnoughts
WS 6
BS 5
S 4
T 4
W 4
I 5
A 4
Ld 10
Save 2+3+
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Save 2+4+
SPECIAL RULES:
Independent Character, And They Shall Know No Fear, Scions of Mars, Blessing of the Omnissiah, Bolster Defences, Master of the Forge. Master of the Forge: If you take Captain Moorei in your army you cannot take a standard Master of Forge from Codex Space Marines as well. Captain Moorei counts as a Master of the Forge for Mindlock purposes.
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Save 3+4+
UNIT TYPE: Infantry (Character). WARGEAR: The Mors Certa, Advanced Storm
Bolter, Purity Seals, Iron Halo, Frag and krak grenades, Power armour. The Mors Certa: Incarnus is armed with the late Captain Tilions sword, the Mors Certa. 9
SPECIAL RULES:
Independent Character, And They Shall Know No Fear, Scions of Mars, Charismatic Presence, Artificer. Charismatic Presence: All friendly units within 12 of Captain Incarnus count as having the Stubborn special rule, and may re-roll any failed Leadership tests.
SENTINEL SQUAD
Sentinels are mighty warriors of the Storm Hawks, veterans of hundreds of years of warfare and the chapter's never ending struggle against its enemies. They are equipped with the finest weapons and armour the Storm Hawk's legendary artificers can produce. To be chosen to have the chance to become a Sentinel, a Storm Hawks battle brother has to prove himself capable of keeping his nerve through the toughest of battles, as well as being a formidable fighter. When a battle brother is selected by his captain to become a Sentinel, he is sent to the Mechanicum of Mars for a decade to study under a tech priest, learning both the ways of the Omnissiah and how to master to the machine spirit. In his time as a student, the battle brother modifies his power armour, adorning it with ornate detailing and scripts devoted to the Omnissiah. Once he has completed his study, his tutor will give him a quest that he must complete alone. Quests can vary considerably: from ridding a hive world of an upstarting chaos cult, to retrieving an ancient relic now in the hands of the Eldar. All are gruelling challenges that only a few have the required level of ability to return from alive. If he returns home, the battle brother is honoured personally by the Chapter Master and is given his Blade of Piety, a master forged power sword denoting his rank of Sentinel.
WS 5 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 10 Save 3+6+
TECH NOVITIATE
Every ten years, the Chapters Techmarines walk amongst the battle brothers, gauging which amongst the assembled ranks have the talent and skill to join the brotherhood of Mars. Once they are chosen, the novitiates are sent to Mars, where they are immersed in tuition by the Adeptus Mechanicus. When his initial training is complete, the battle brother returns to Zephyr as a Tech Novitiate. Not yet a true Techmarine, but a formidable presence non-the-less. Tech Novitiates complete their training on the battlefield accompanying squads of Storm Hawks.
WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Save 3+
Tech Novitiates are purchased as an upgrade to regular unit sergeants and use any wargear and special rules that the sergeant used. In all aspects but name, they are treated as Space Marine Sergeants.
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territory without raising alarm, a prototype Stealth Field Generator may be fitted. This ancient and mostly distrusted technology throws out distorting images in both visual; and magnetic spectra, making it hard to target at range. Weapon firing at the Firestorm from more than 12 count the vehicle as an Obscured Target. Firestorm Bolter: Wing-mounted on the Firestorm, the Firestorm Bolters are heavy calibre, high velocity dogfighting weapons, designed to take down fast moving enemy sentries.
Range 36 S 5 AP 4 Type Heavy 4
TRANSPORT:
The Firestorm has a transport capacity of six models. It cannot carry models in Terminator armour. Fire Points: None Access Points: A Firestorm has one access point on each side of the hull.
UNIT TYPE: Vehicle (Skimmer, Fast) WARGEAR: Two firestorm bolters, Stealth
Field Generator, Twin-linked heavy bolter. Stealth Field Generator: In times where the assault transport needs to enter enemy
ZEPHYR-PATTERN RAZORBACK
When in battle, Storm Hawks are known to hastily adapt their transports to whatever enemy they expect to face. Some Techmarines go even far as to sacrifice the transport capabilities of Razorbacks for improved firepower. Although not as versatile, an 'upgraded' Razorback can act as a mobile gun platform, unleashing as much hell on the enemies of mankind as any battle tank.
BS 4 Front 11 Side 11 Rear 10
11
UNIT TYPE: Bike (Jetbike). WARGEAR: Bolt pistol, Space Marine Jetbike,
Frag and krak grenades, Power armour.
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Crozius Mechanicum The Crozius Mechanicum is a Chaplains rod of office, stylised with the Adeptus Mechanicus iconography. It is a master-crafted Power Weapon. EMP Missiles An EMP Missile is an experimental technology utilised by the Storm Ravens and fitted to their Stormraven Gunships and Firestorm Assault Transports. If an EMP Missile hits a vehicle, roll a d6. On a 4+ the model is automatically Stunned. Personal Teleporter Personal teleporters are backpack sized devices that allow a Space Marine to teleport without the need to massive devices usually employed. The Storm Hawks close links with Mars have allowed them to field test these experimental devices, and only with the most trusted of the chapter. Units with personal teleporters count as Jump Infantry exactly in the same way as if they were equipped with a Jump Pack. Also, once per game they may teleport into reserve. They are then rolled for at the start of every turn using the normal reserve rules. Purity Seals Purity seals are bestowed upon Storm Hawks who have proven their bravery and virtue. Any model within 12 of the model with Purity Seals may use his Leadership value for any Leadership test. Space Marine Jetbike A priceless relic from the days before the Horus Heresy, only the most trusted and competent battle-brother may hope to ride one of these rare artefacts into battle. Models equipped with Space Marine jetbikes follow the rules for Jetbikes as described in the Warhammer 40,000 rulebook. Space Marine jetbikes are fitted with a twin-linked bolter.
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HQ
CHAPTER MASTER FALCO .. 200 Points
WS 6 BS 5 S 4 T 4 W 4 I 5 A 4 Ld 10 Save 2+3+
Page 8
Special Rules: Independent Character And They Shall Know No Fear Scions of Mars Orbital Bombardment
Wargear: Tempests Wrath Hawk Shield Harness of Zephyr Adamantine Mantle Frag and krak grenades Terminator armour
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Special Rules: Independent Character And They Shall Know No Fear Scions of Mars Blessing of the Omnissiah Bolter Defences Master of the Forge
Wargear: Servo-harness Omnissiahn Axe Gaze of Accipiter Iron Halo Frag and krak grenades Artificer armour
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Special Rules: Independent Character And They Shall Know No Fear Scions of Mars Charismatic Presence
Wargear: The Mors Certa Advanced Storm Bolter Iron Halo Purity Seals Frag and krak grenades Power armour
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HQ
STORM HAWKS CAPTAIN
A Storm Hawks Captain is both a master of war and a talented artificer in his own right. A Storm Hawk Captain gains the Artificer special rule (see page 10) but otherwise uses the rules and entry from the Space Marine Captain from Codex Space Marines, with the following additional options:
Page 54 C:SM
A Space Marine Captain may take any of the following additional options: - Purity Seals 10 points - Servo-arm 25 points - Personal Teleporter 30 points - Adamantine Mantle 35 points - Space Marine Jetbike 40 points A Space Marine Captain may replace his Power Armour with: - Armour of Alacrity 10 points A Space Marine Captain may make any of his weapons master-crafted for 5 points.
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Librarian and any unit he has joined can re-roll any Scions of Mars roll he makes this turn. Awaken the Machine Spirit: This power can be used at the start of the Movement phase. If successful, choose one vehicle within 24. This vehicle now recovers from any crew shaken and crew stunned results already affecting it. Shackle the Machine Spirit: This power is a psychic shooting attack that automatically hits an enemy vehicle within 12. If the effected vehicle moves at all during its following turn it becomes Immobilised. Steel Skin: This power is used at the start of the opponents assault phase. For the rest of that phase, the Librarian has a 5+ invulnerable save.
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and exchange their Crozius Arcanum with a Crozius Mechanicum. A Chaplain otherwise uses the rules and entry from Codex Space Marines.
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A Master of the Forge may take any of the following additional options: - Signum 10 points - Personal Teleporter 30 points - Space Marine Jetbike 40 points A Master of the Forge may make any of his weapons master-crafted for 5 points.
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ELITES
SENTINEL SQUAD.. 200 Points
WS 5 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 10 Save 3+6+
Page 10
Unit Composition: 5 Sentinels Unit Type: Infantry Wargear: Blade of Piety Storm Pistol Bionics Frag and krak grenades Armour of Alacrity
Special Rules: And They Shall Know No Fear Scions of Mars Stubborn Artificer Dedicated Transport: May select a Drop Pod, Rhino or a Razorback (see C:SM page 135 for points costs).
Options: Any Sentinel may replace their Blade of Piety with one of the following: - Power Fist 5 points - Relic Blade 10 points - Thunder Hammer 10 points Any Sentinel may replace their Storm Pistol with one of the following: - Plasma Pistol 10 points - Storm Shield 10 points All Sentinels in the unit may be equipped with personal teleporters: 60 points
TECHMARINE
A Storm Hawks Techmarine increases in cost by 5 points, and gains the Bionics wargear. A Techmarine otherwise uses the rules and entry from Codex Space Marines, with the following additional options:
Page 71 C:SM
A Techmarine may take any of the following additional options: - Personal Teleporter 30 points - Space Marine Jetbike 40 points A Techmarine may make any of his weapons master-crafted for 5 points.
Page 63 C:SM
You may upgrade the Space Marine Sergeant to a Tech Novitiate for 10 points. The Tech Novitiate may take any options available to the Space Marine Sergeant. The Tech Novitiate may also take the following: - Bionics 5 points - Servo-arm 25 points A Tech Novitiate may make any of his weapons master-crafted for 5 points. Up to three models in the squad may replace their bolter with: - Chaffgun 10 points
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TROOPS
TACTICAL SQUAD
The Tactical Squad uses the rules and entry from Codex Space Marines, with the following additional options:
Page 59 C:SM
You may upgrade the Space Marine Sergeant to a Tech Novitiate for 10 points. The Tech Novitiate may take any options available to the Space Marine Sergeant. The Tech Novitiate may also take the following: - Bionics 5 points - Servo-arm 25 points The Tech Novitiate may replace his bolter with: - Chaffgun 10 points A Tech Novitiate may make any of his weapons master-crafted for 5 points.
FAST ATTACK
VANGUARD VETERAN SQUAD
The Vanguard Veteran Squad uses the rules and entry from Codex Space Marines, with the following additional options:
Page 62 C:SM
You may upgrade the Space Marine Sergeant to a Tech Novitiate for 10 points. The Tech Novitiate may take any options available to the Space Marine Sergeant. The Tech Novitiate may also take the following: - Bionics 5 points - Servo-arm 25 points A Tech Novitiate may make any of his weapons master-crafted for 5 points. If the squad has a Tech Novitiate, the entire squad may have personal teleporters at 12 points per model.
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Unit Composition: 1 Firestorm Unit Type: Vehicle (Fast, Skimmer) Wargear: Two firestorm bolters Stealth Field Generator Twin-linked heavy bolter
Special Rules: Deep Strike Transport Capacity: Six models (may not transport models in terminator armour)
Options: Replace twin-linked heavy bolter with: - Twin-linked heavy flamer 5 points - Twin-linked multi-melta 10 points - Twin-linked assault cannon 30 points May take any of the following: - Locator Beacon 15 points - Two EMP Missiles 20 points
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FAST ATTACK
STORM HAWKS JETBIKE SQUAD (0-1).. 145 Points
WS BS S T W I A Ld Save Tech Novitiate: 4 4 4 4(5) 1 4 2 9 3+
Page 12
Unit Composition: 1 Tech Novitiate 2 Space Marine Jetbikers Unit Type: Bike (Jetbike)
Wargear: Bolt pistol Space Marine Jetbike Frag and krak grenades Power armour Special Rules: And They Shall Know No Fear Scions of Mars Deep Strike
Options: May include up to two additional Space Marine Jetbikers for 40 points per model. The Tech Novitiate may replace his bolt pistol with: - Power Fist 25 points - Relic Blade 30 points The Tech Novitiate may also take the following: - Bionics 5 points - Melta bombs 5 points - Servo-arm 25 points A Tech Novitiate may make any of his weapons master-crafted for 5 points. Any model may replace his bolt pistol with: - Storm Shield 15 points - Plasma Pistol 15 points - Power Weapon 15 points - Lightning Claw 15 points
HEAVY SUPPORT
ZEPHYR-PATTERN RAZORBACK .. 70 Points
BS 4 Front 11 Side 11 Rear 10
Page 11
Wargear: Twin-linked heavy bolter Heavy bolter sponsons Smoke Launchers Searchlight
Options: Replace twin-linked heavy bolter with: - Twin-linked heavy flamer Free - Twin-linked lascannon 35 points - Twin-linked assault cannon 35 points Replace heavy bolter sponsons with: - Heavy flamers Free - Hurricane bolters Free - Lascannons 35 points May take any of the following: - Dozer blade 5 points - Storm bolter 10 points - Extra Armour 15 points
STORMRAVEN GUNSHIP
The Stormraven Gunship is a relatively new addition to the Space Marine Armoury, seamlessly combining the roles of dedicated gunship, dropship, and strike aircraft. Never shying away from utilising new technology, the Storm Hawks quickly assimilated the Stormraven into their battle doctrine.
Page 38 C:BA
A Storm Hawks army may use a Stormraven Gunship from Codex Blood Angels. Use the rules and entry from Codex Blood Angels, but exchange the four Bloodstrike Missiles with four EMP Missiles.
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