User:Kamaluq/Void Hawks

From 1d4chan

TO DO

  • fleet-based fluff
  • Expand combat doctrine to mention heavy aerial cover for shock & awe
    • Land Speeder Tempest
    • Stormtalon gunship
    • Storm Eagle & Fire Raptor
    • Thunderhawk dropship
  • Chapter Master is Master of Fleet; several 30k relic carriers housing:
    • Xiphon Pattern Interceptor (!): Atmo-Void capable, twin-linked lascannon and Xiphon rotary missile launcher
    • Dreadclaw Droppods
  • Redo advancement table
    • switch Concealment track to Pilot (Flyer), include Tactics (Air Combat)
  • Friends with Rogue Trader house and/or Navigators
  • Dropchutes as standard wargear


Void Hawks
A golden hawk's head on dark blue
Voidhawks colours.png
Battle Cry "Void Hawks, HO!"
Founding 13th, The Dark Founding (ca. M34)
Successors of White Scars
Successor Chapters None
Chapter Master Archarus
Primarch Jaghatai Khan
Homeworld Crusading
Strength Over Strength
Allegiance Imperium
Colours Silver and Blue

History[edit]

Homeworld[edit]

Gene-Seed[edit]

Void Hawks Characters
Blah

A Space Marine of the Void Hawks chapter gains the following benefits: +5 to Agility and Perception and the The Quick and the Silent Solo Mode ability.

Demeanor: Watcher in the Dark
Watcher in the Dark is a Demeanour (see page 32 of the Deathwatch Core Rulebook) unique to Space Marines from the Void Hawks Chapter.

Description goes here.

Philosophy[edit]

Combat Doctrine[edit]

Void Hawks Pasts[edit]

1 –
2 –
3 –
4 –
5 –

Void Hawk Primarch's Curse[edit]

'xxx'

Level 1 – Strike Unseen
The Veiled Sentinel makes no move to hide his dislike of battle tactics that favor open engagements over ambushes and shock tactics. He must make a Challinging (+0) Willpower Test not to resist orders to strike directly at enemies.
Level 2 – Terror Without Mercy
Striking terror into the hearts of Mankind's enemies is impossible if one feels compelled to leniency at the wrong moment. Accordingly, the Sentinels' motto of "None Shall Live" has become the character's second nature. He must pass a Difficult (-10) Willpower Test not to kill enemies even if they surrendered, possess valuable intel, or are not themselves combatants.
Level 3 – Who Watches the Watchers
At this point, the chapter's doctrines of observation have become an obsession for the character, and he meets even the forces of the Imperium with suspicion and paranoia. All Codex Squad Modes cost 1 additional Cohesion if the Sentinel participates; he cannot at all participate in Chapter Squad Modes outside those of his own chapter.
Chapter Advances
Skill or Talent XP Cost Requirements
Pilot (any) 200 -
Pilot (any) +10 300 Concealment
Pilot (any) +20 300 Concealment +10
Navigate (any) 200 -
Navigate (any) +10 300 Silent Move
Navigate (any) +20 300 Silent Move +10
Tactics (Air) 100 -
Tactics (Air) +10 100 Tactics (Recon & Stealth)
Tactics (Air) +20 100 Tactics (Recon & Stealth) +10
Talented (Pilot (any)) 500 Tactics (Recon & Stealth)
Talented (Navigate (any)) 500 Silent Move
Eye of Vengeance 1000 Astartes Weapon Training, BS 50
Guerilla Warfare 500 -
Sudden Attack 1500 -
Scornful Aim† 1500 Hatred (any one)
 
New Talent: Scornful Aim

The Veiled Sentinels have learned to pour their hatred for the alien, the
heretic and the traitor into every single shot. The benefits of Hatred, Hunter
of Aliens, Scourge of Heretics and Slayer of Daemons apply to a Sentinel's
attacks with Ranged weaponry.

Void Hawk Solo Mode Ability[edit]

The Quick and the Silent
Mode: Passive
Required Rank: 1
Effect: The Veiled Sentinels are unmatched in dexterity and fine motor control. Beginning at Rank 1, a Sentinel may reroll any failed test of Agility and its derived Skills (once per test), but must take the second result.
At Rank 4, he receives a bonus of +10 to all tests of Agility and its derived Skills. (This does not count as an increase of the Characteristic, but does increase movement ranges.)
At Rank 8, he gains +1 Degree of Success with all tests of Agility and its derived Skills.

Veiled Sentinels Squad Mode Abilities[edit]

Sudden Death
Action: Reaction
Cost: 2
Sustained: No
Effect: At the start of any combat where neither side is surprised, the Sentinel may activate this ability before initiative is rolled or either side has acted. The Sentinel and all allies in Support Range gain a Surprise Round, just as if they had surprised the enemy.
If the Sentinel is Rank 3, when rolling for initiative, he and all allies in Support Range may roll twice and choose their result for the following combat.
Unassailable Grace
Action: Free Action
Cost: 1
Sustained: Yes
Effects: So quickened are the Sentinels' reflexes that even when cornered in melee, they slip away gracefully to return to the shadows, ready to strike anew. The Battle-Brother and all participating allies within Support Range do not suffer Attacks of Opportunity when leaving melee with an opponent while this Squad Mode is sustained.
If the Battle-Brother is Rank 4 or higher, the Battle-Brother and all allies within Support Range gain a +20 to Agility while this Squad Mode is sustained in addition to the aforementioned bonus. This improves their Movement Speed, as well as any Agility-based Tests.
Psychic Powers
Power XP Cost Requirements
Impenetrable Watchtower 1500 WP 40+
And They Shall Know Fear 500
Sow Confusion 750 Concealment +10, Silent Move +10
Harbinger of Fate 2000 Rank 5, WP 50+
Sight Unseen 1000
Reign of Terror 2000 Rank 5, WP 50+

Veiled Sentinels Psychic Powers[edit]

Impenetrable Watchtower
Full Action
Not Opposed
Self only
Sustainable
When not moving, gain additional AP of 3 × PR to all locations; when used with PR 5+, ranged attacks are regarded as having Pen 0
And They Shall Know Fear
Half Action
Opposed
Radius of 5 × PR meters
Sustainable
Enemies in range reduce WP by 5 × PR, to minimum 01
Sow Confusion
Half Action
Opposed
Radius of 5 × PR meters
Not Sustained
Opposed Focus Power test against all Surprised enemies, on failure count as Surprised for additional round
Harbinger of Fate
Full Action
Not Opposed
Self
Sustainable
Fear 3 against enemies, +1d5 Cohesion
Sight Unseen
Half Action
Not Opposed
Radius of 200 × PR meters
Sustainable
Perspective shifts to any point within radius, up to 100 × PR meters above or below current position; +30 PER for duration, but unaware of own surroundings (unless in line of sight of new perspective)
Reign of Terror
Full Action
Not Opposed
Radius of 50 × PR meters
Sustainable
Channeling the essence of the Warp, the Librarian manipulates all combatants' perception of the battlefield. For enemies, it turns into the stuff of nightmares. This might mean that they perceive colors to bleed from the world, see shadows grow deeper, and the noises they hear may be eerily muffled or echoing where they should not. Even creatures of the warp are not immune, though their perception might be vastly different from that of mortals.
Whatever their exact nature, the effects exude such an otherworldly malevolence that terror strikes all enemies, causing them to falter. At the same time, the Librarian's allies are in turn heartened, for they might see everything illuminated by the Throne's golden light, or some other effect that lessens the horrors of battle. While enemies suffer a malus of 2 × PR to all actions, the Librarian and his allies instead add that number to all their actions.
The Librarian can even turn the warp essence he channels into an actual weapon, smiting foes with what might resemble deepest shadow for them but appears as bolts of angelic light for his brothers. Whenever this power is sustained, the Librarian can choose one enemy in range to suffer 2d10+PR Energy damage with a Penetration of 4 and the Shocking quality as part of the same action. (This attack counts as a ranged attack for the purpose of dodging.)

Veiled Sentinels Trappings[edit]

Dreamcatcher
Aiming provides +12/+24 to Ballistic Skill instead of +10/+20.
Ritual Veil
When the Kill-Team successfully kills an enemy of the Master tier (such as a Hive Tyrant or Tau Commander), they gain 1 extra point of Renown.

Veiled Sentinels Relics[edit]

The Gaze of Terror
Las-weapons are rarely found in the hands of the Astartes: too strong is their stigma as unseemly for the Imperium's warrior elite. The Gaze of Terror is an exception to this rule, though it retains little resemblance to its kin. The product of centuries of refinement and calibrations, it was only raised to Relic status in M38, when its creator, Forge-Master Cassius, was cleared of the accusation of tech-heresy by a high conclave of the cult of Mars. The Gaze had been one of his earliest works, and remains his most praised one.
At its core, the Gaze is a lascannon stripped down to the size and weight of a longlas at the cost of stopping power and penetration. To compensate, Cassius twin-linked the weapon and refurbished it with dedicated cogitator arrays, granting pinpoint accuracy more in keeping with a sniper's weapon than most heavy weaponry. The wielder has the benefit of a built-in Omni-Scope, which combines the benefits of a Red-Light, Preysense and Telescopic sight. The data acquired through the scope is then wired back into the machine spirits' calculations, where dedicated routines analyze the environmental conditions and adjust the weapon's fire accordingly to afford the user optimum performance. These routines take time to run their course, so the benefit is not felt immediately, but with patient aiming the Gaze matches the benchmarks set by standard las-cannons almost effortlessly.
Unlike standard las-weapons, the Gaze of Terror utilizes the non-visible spectrum of light: firing it does not give away the position of the shooter. The increased power draw necessary to still generate a viable discharge makes the Gaze prone to overheating, and it needs a few seconds to vent its heat sinks after every shot, but the benefit of remaining hidden and impossible to locate by audio-visual means even after attacking is deemed well worth these drawbacks.
The genius of Cassius was the chimeric merger of the twin machine spirits, combining them without reducing them to merely two parts of the whole. The exact means of this were his best-kept secret, and he took the method to his grave – much to the chagrin of the Mechanicum. Though the know-how was lost with its creator, the effects of having two machine spirits work in tandem make the weapon extremely accurate, and can turn what would otherwise be a solid but unremarkable hit into a devastating blow: When the Gaze generates an additional hit from the Twin-Linked quality, the boni from the Accurate and Lance qualities apply to the second hit as well.
Force Bow
Drawing on the native practice of archery, the Librarium of the Veiled Sentinels has developed a special Force weapon that replaces the mor ecommon swords and staves among its ranks: the Force Bow. In secret rites, a flatbow carved by the Librarian's own hands is inscribed with markings of mystic might that allow him to channel his power into the arrow as he loosens it upon his target.
As per the Force weapon rule, damage and penetration of the Force Bow is increased by +1 for every level of Psy Rating its wielder has, while in the hands of any other person, it is merely a (still very powerful) bow. It is Master-Crafted, and cannot Jam; the increased damage is already accounted for in its profile.
Librarians of the Veiled Sentinels can choose to use a Force Bow instead of their standard Force weapon at character creation. Crafting arrows for their personal bow is a common method of active meditation for many members of the Sentinels' librarium, and as such they come at no cost.
Relic table
Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown
Gaze of Terror Basic 250 S/–/– 1d10+7E 3 20 2 Full Accurate, Felling (1), Lance†, Overheat, Recharge, Twin-Linked 9 30 Distinguished
Force Bow Basic 75m S/–/– 1d10+3 1 1 Half Accurate, Force 2 25 Respected
For every Degree of Success, this quality adds the weapon's penetration again. (1 DoS = Pen +3, 2 = Pen +6, etc.)