Order of the Hawk

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Order of the Hawk (Militant Wing)
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The Order of the Hawk's Coat of Arms
General
Playstyle Quality over Quantity
Faction Colour Black
Type Blue Alert 3 Paradox Faction
Dev. Status Conceptual

At A Glance

Faction Color Black
Playstyle Small-scale armies.
Theatre of Operations Raiding
Strengths Peerless teamwork, heavily reduced macro game, tough expansions, incredible durability.
Weaknesses Long build times and production bottleneck, units useless on their own, firepower is generally anemic.
Intended Players DotA/MMO players.
Motives Preserving Order, Ancient feuds, Divergent Catholic Christianity

Background

Chamber Militant of the Order of the Hawk

Crawlers

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Master Crawler Every Talon player starts off with a Master Crawler; a giant machine part tank, part castle, part factory and part clockwork computer. When deployed, it produces Mini-Crawlers, defences, and units. The Master Crawler is armed at the start of the game, and gains more weapons and abilities as you tech up. If you lose your Master Crawler, you lose the game.
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Abbot Mini-Crawlers are produced from the Master Crawler. Each is a combination tech building and refinery, and when deployed to an ore node will produce a clockwork collector to collect ore. Mini-Crawlers are specialised (see below) to tech up, which also adds new features to the mini-crawler. The Pawn's Abbot automatically creates some pawn units for free to provide some desperately needed bulk to the Hawk.
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Temple Mini-Crawlers are produced from the Master Crawler. Each is a combination tech building and refinery, and when deployed to an ore node will produce a clockwork collector to collect ore. Mini-Crawlers are specialised (see below) to tech up, which also adds new features to the mini-crawler. The Crusader's Temple draws in enemy fire, and is heavily armoured.
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Tribunal Mini-Crawlers are produced from the Master Crawler. Each is a combination tech building and refinery, and when deployed to an ore node will produce a clockwork collector to collect ore. Mini-Crawlers are specialised (see below) to tech up, which also adds new features to the mini-crawler. The Inquisition Tribunal is armed with a flamethrower by default.
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Reliquary Mini-Crawlers are produced from the Master Crawler. Each is a combination tech building and refinery, and when deployed to an ore node will produce a clockwork collector to collect ore. Mini-Crawlers are specialised (see below) to tech up, which also adds new features to the mini-crawler. The Evangelical Reliquary heals those around it.
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Monastery Mini-Crawlers are produced from the Master Crawler. Each is a combination tech building and refinery, and when deployed to an ore node will produce a clockwork collector to collect ore. Mini-Crawlers are specialised (see below) to tech up, which also adds new features to the mini-crawler. The Monastic Monastery makes Hawk units near it unbreakable with regards to morale.
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Forge Crawler A special case for a Crawler, the Forge Crawler does not produce anything. Instead its smiths and training personnel are responsible to keep infantry and units in top shape and full knowledge about the weaknesses of the enemy. Due to this, any Talon units that are trained while a Forge Crawler is in deployed mode will start off as veterans.
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Ultimatum The Ultimatum Crawler is the final word in the Hawk's devastating ability to make war; where it can call forth both the Order's greatest warriors and the almighty cataphract to make war upon the enemies of civilization.

Ultimate Weapons

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Shield of Faith A massive, mobile magnetic field which makes those within nearly invincible.
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Hammer of God A pillar of fire smites your enemies.
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Ambiaric Cannon A pulse of light that will disable any enemy struck by it.

Defenses

All turrets are built as small, mobile devices. Once deployed, they cannot undeploy, and they do not gain experience.

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Clockmines An unusual sort of minefield, Clockmines will unburrow or rise from the depths of the ocean and charge at enemy units before trying to tear them apart in melee combat until their cores run dry.
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Winged Clock Mine These clock-mines have wings that they can use as they burst out of the ground to ambush flying units.
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Hawk Tunnel Make use of the underground with a Hawk tunneler! Disguised as an ordinary mining shaft to most enemies, this will let you build a tunnel and extend existing ones from the comfort of your own base.
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Flame Turret Two heavy flamethrowers on a clockwork frame, this turret deals flame damage and also clears out garrisons. It can also switch to spraying oil on enemies instead, weakening them.
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Machine-Gun Turret Four heavy machine-guns on a clockwork frame. Deals gun/bullet damage to ground and air targets.
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Cannon Turret A sixty pounder gun on a clockwork mount. Deals burst damage to ground targets.
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Pom-Pom Turret Two auocannons on a clockwork frame. Deals autocannon damage to ground and air targets.
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Winch Turret Fires out grappling hooks and makes use of a powerful winch system to pull enemy units closer to other Hawk defences or units.
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Mirror Tower A reflective mirror combined with an ambiaric generator, the Mirror Tower can blind infantry and force aircraft to crash in wide focus mode, or melt vehicles and ships in narrow focus mode.
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Jericho Turret Making use of a powerful Jericho Sonic Cannon, the Jericho Turret is the default end game Talon ground defense turret; piercing through multiple units at a time.
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Lance Turret A thermobaric lance on a heavy clockwork mount. Deals cannon/missile damage to ground and air units. Unlocks with Inquisition mini-crawler.
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Shield Turret Forces enemies to target it, and absorbs the blows with heavy Talon Steel. Unlocks with Crusader mini-crawler.
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Ambriaric Turret The Ambriaric Turret's energies fry enemy systems and deal moderate damage to enemy units caught within the blast, stopping the enemy advance dead in its tracks. Unlocks with Evangelical mini-crawler.
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Hypnosis Turret A clockwork music box and a mesmerizing visual pattern stuns, disorients and eventually turns enemy units. Unlocks with Monastic mini-crawler.
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Rocket Turret A multi-purpose artillery turret that can target air and surface units with equal lethality, the Rocket Turret saturates wide areas of the battlefield with destructive munitions to prevent the enemy from advancing properly. They also can attack submerged warships with depth charges
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Bombard Turret A turret that provides long ranged fire with their heavy artillery guns, pounding the enemy from a distance with consistent rates of fire; though they can seem lackluster compared to more grandiose turrets. Unlocks with Forge mini-Crawler.

Basic Units

These units are available immediately from the Master Crawler.

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Hawk A massive breed of the supposedly-extinct Galapagos Hawk, this creature can easily kill an animal or a human with its talons.
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Steller's Sea-Cow Thought to be extinct by the world at large, these massive relatives of the Dugong have been bred and trained for use by the Hawk to be comfortable with carrying a miniature Jericho cannon and to designate enemy ships for the Hawk to concentrate extra fire on.
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Footman A member of the Hawk's hereditary servant/warrior class, the Footman fights with cherished heirlooms of Hawk Steel passed down for centuries. The clockwork crossbow can punch through infantry and light vehicles, and their mace can kill infantry and battlesuits in one hit.
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Fanatic A crazed, robed nutjob with a heated sword, Fanatics deal energy damage to those who cross them. They can winch themselves to enemy vehicles to close the distance, and when they die they pull the cord on their bomb vest, killing any foolish enough to be nearby.
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Men at Arms Soldiers of the Hawk who fight in close quarters where others would fear to tread with shields and stabbing spears to rush enemies in cramped assault conditions, with cover and garrison clearing firebombs being thrown ahead of them to give their foes something else to think about as they approach.
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Clocket squad While they don't fire very often due to the expense of their special clockwork guided rockets, their rockets are highly resistant to interception and baffling efforts and will pursue an enemy until they are either shot down or make impact, releasing miniature clockroaches to try and rip the target aircraft apart. Clocket squads can also dig special shelters for their comrades to hide in when the going gets tough.
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Fanatic A crazed, robed nutjob with a heated sword, Fanatics deal energy damage to those who cross them. They can winch themselves to enemy vehicles to close the distance, and when they die they pull the cord on their bomb vest, killing any foolish enough to be nearby.
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Yeomen Cavalry Riding horses fitted with some barding armour and packing special arbalest bows, Yeomen Cavalry offer harassing to the Hawk in the early stages of a conflict as well as fast scouting capabilities, and their hawk steel sabres can cut through soft targets with ease. The Yeomen Cavalry can also throw Jericho grenades that will debilitate enemies and cause substantial harm to harder targets struck by them.
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Craftsman The Hawk engineer, Craftsmen are unique in that they can repair defences, the Crawler and other structures by contact instead of having to enter the structure. They can create a free clockroach to supplement the advance on command.
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Clockroach These tiny, insect like clockwork contraptions will latch onto your vehicles and repair them. However, their spring cores will wind down after a short period of time.
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Charger Assault Transport Used to carry soldiers into the heart of an enemy encampment, the Charger’s evacuation system smashes its battering-ram like prow forward, clearing the immediate area and allowing safe disembarking of troops.
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Cuirassier Used by Hawk forces to infiltrate modern society, these vehicles have a dashboard, water-cooled machine-gun and can carry a squad of soldiers. When not moving or attacking, they appear to the enemy as a generic car prop.
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Choirist Light Track While certainly slow for a Light Tank, the Choirist is also incredibly durable by light tank standards and can win engagements with most other light tanks through sheer stubborn refusal to fall. The Choirist is also able to activate a small Jericho device that stuns and reveals units in a line in front of it.
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Barracuda Similar to the Cuirassier, this light boat, with a single 17 pounder gun, appears to be a small boat prop when stationary. A dumb-fire anti-ship missile launcher allows it to harass larger ships and vehicles.
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Sea-Crusader Sea-Crusaders offer quick and dirty anti-air capabilities to the Hawk's navy with a brace of pom-pom guns that will fill the air with lead, as well as a net launcher that can lock up enemy infantry and leave them vulnerable to the Hawk's other warriors.
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Q-Ship Subhunter With the reliance of submarines that their enemies have, the Q-Ship was an inevitable development, disguised as a civilian ship until an enemy submarine gets within range before releasing torpedoes and rocket propelled depth charges to send it to the bottom and also being able to ferry Hawk units at the same time. The Q-Ship can also cast supplies forward for the Hawk's soldiers to make use of.
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Rebirth Helicopter A relatively conventional looking helicopter, the Rebirth offers early scouting capabilities and the ability to detect stealthed units, and may also send out a clockroach that will dig into an enemy vehicle to deal damage and spot the target as long as it lasts.

Pawn Units

These units are available from the Abbot Crawler.

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Civilian informant Unarmed simple civilians going about their daily lives and jobs, Civilian informants can provide vision and will usually be ignored by the enemy, and are able to designate a civilian vehicle as theirs and drive it around to get vision more quickly.
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Cat's Paw A member of local military forces duped into serving the interests of the Order. They fight with an assault rifle and can lob a basic frag grenade that deals fairly meaty but low armour piercing damage given the opportunity. Generally, they are rubbish troops, and are not effected by buffing or healing from Hawk units.
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Page A member of local military forces equipped with anti-tank and anti-air weapons, Pages can cheaply offer cover to Hawk forces and can use the scopes on their launchers to spot long distance targets when asked.
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Squire A simple machine gun team for offering suppressive fire, the Squire needs to deploy before firing but will do a good enough job with their sand bags and machine gun, and can load up tracer rounds that make it easier for other Hawk units to fire on their targets, especially at night or in dark conditions.
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Forlorn Hope Sometimes a position is too secure for the Hawk alone to seize it. Sometimes they need a little bit extra to breach the enemy. The Forlorn Hope's job is to do and die for causes they don't understand or even know but they can make a good show of it with grenade launchers as they rush on into the enemy with a furious charge that thanks to Hawk hypno-indoctrination, they can't die until they complete.
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Recruited Mechanic Recruited mechanics work from civilian or military tow vehicles that can drag off damaged assets and work to fix them back into working condition, or at the very least bring them to be broken down for resources. Recruited Mechanics are unarmed but are able squeeze more power out of their engines to get a speed boost, especially useful when towing a heavy vehicle.
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Assistant Medic The Hawk is not so heartless as to leave its helpers without some means of taking care of them, and so recruits these medics to offer them medicine, healing and recovery of the wounded. Assistant medics operate from ambulances to cut down response times, and can ask for medical sanctity to get enemy troops to stop firing in a small area around them.
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Unenlightened Clergy The Hawk has deep ties to the religious community that has offered it many favours it can call in from religious figures around the world. Unelightened Clergy offer significant morale benefits for allies and start a sermon to greatly boost morale recovery in an area, and are generally untargetable.
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Mook Tank A basic Scorpion tank duped to the service of the Hawk, the Mook Tank lacks the durability of proper Hawk Units but it has better punch on average than most vehicles in service to the Talon, making it a valuable expendable sort of attacker.
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Borrowed Transport A transport vehicle borrowed by the Hawk for its use, the Borrowed Transport has only a single machine gun to defend it but it moves quickly and has smoke grenades to use to cover soldiers exiting the vehicle.
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Deniable Copter A basic combat helicopter with unremarkable weapons, the Deniable Copter's primary use is to keep the heads of enemies down and when pushed, is able to try and dodge incoming shots by using the recoil of its weapons to assist its turning.
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Beguiled Media Media crews fooled into the service of the Hawk can offer the Hawk some early scouting capabilities with little notice drawn to themselves and are able to tie up enemies in a pointless, meandering interview that essentially stuns the target.
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Hazmat Crew Many of the Hawk's worst enemies make use of foul, and extremely dangerous chemicals, radiological hazards, land mines, or other dangers. These hazmat crews can clear out all of these dangers with a combination of trained professionals, drones and sophisicated equipment. Hazmat Crews also can remove negative status effects in an area.
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Donation Driver A vehicle that drives around seeking to gather donations of resources or money to help the Hawk cause, the Donation Driver serves as the Hawk's secondary economic unit and can deploy into a charity mission that will line the Hawk's pockets.
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Volunteered Boat An ordinary patrol boat with ordinary weapons, the Volunteered boat offers quick and dirty combat capabilities to the Hawk without endangering their small fleet. The Volunteered Boat can launch a spread of torpedoes to do some extra damage.
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Loaned Ship A stealthy form of sea transport; these unarmed civilian ferries can slip past submarines without being questioned and can fire off sonar pulses ostensibly mean to check for underwater terrain that can reveal hidden foes.

Crusaders

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Knight-Errant Young members of the Templars eager to prove themselves, these soldiers are armed with high-powered rechambers of the single-shot Martini-Henry rifle, as well as pyrotechnic grenades that stun enemy units briefly. The short hops allowed by his thermobaric jets cannot clear terrain, but can shift him out of danger.
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Chevalier Female warriors carrying morale boosting banners, Chevaliers attract enemy fire and boost the offensive powers of all Talon units around them, while using their hand mortars to suppress foes. They can also plant their banner, becoming immobile but improving the damage, armour, and health regeneration of nearby Order units.
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Champion A soldier in a heavy suit of armour, the Champion's shield allows him to weather enemy fire with ease while he closes to use his sword. He can rapidly close the distance with his thermobaric jets, which send enemies flying on impact.
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Templar Lord Experienced members of the Templar Order entrusted with thermobaric cannons, Templar Lords can destroy any enemy that challenges them. Their thermobaric jets allow them to escape danger, and burn those around them when they take off.
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Dragoon Battle Armour Encased in Talon Steel, this stubby-legged walker uses a pom-pom gun to keep the enemies' head down before engaging with its steel claw. Any attempt to shoot over this unit will result in hitting it, and it can deploy steam canisters to prevent enemies from firing.
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Cleric Track Armed with a 32 pounder gun doing light burst damage and thick plates of armour, the Cleric track is vital to successfully protecting friendly units. Activating its magnetic field will slow the tank to a fraction of its top speed, but increase its defences considerably while active.
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Jager Walker Slow and heavy-set, the Jager can absorb ground-based damage like a sponge while unloading dozens of rockets against air targets. When these rockets are expended, the Jager has a very long reload time, so it has a targeted harpoon that can immobilize any target, and it can attack ground units with swipes of its arms.
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Thunder-Knight Battle Armour The Thunder-Knight is a heavier melee combatant that sprays the area with a powerful gatling cannon and then smashes them to pieces with a massive claw or using its gun as a club, and they also have thermobaric rockets to obliterate dug in positions.
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Seraph Gyrodyne An exceedingly well armored armour hunting helicopter equivalent, the Gyrodyne blasts into armour from above with three 20 pounder guns or a deadly unguided rocket barrage
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Father Heavy Track The Father Heavy Track packs a QF 60 pounder main gun on a chassis based on the French Char 2C heavy tank. Slower than the Cleric but even better armoured, the Father Heavy Track can begin a prayer hymn to inspire other units to push through even the worst weapons fire.
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Chaplain Supertrack A modification of the German K-Wagen design, the Chaplain rolls into battle with a quartet of sponson mounted fortress cannons and a turret mounted super fortress cannon to deal with tanks and sixteen(!) water cooled machine guns (seven of which serve for anti-air as well as anti-infantry purposes) to hack down enemies, with an addition forward hull mounted super fortress gun to provide more firepower. A slow and plodding superheavy tank, the Chaplain is nevertheless one of the most durable mass produced vehicles ever built, with generously applied Talon steel allowing it to deflect most shots; though it cannot match a Gotterdammerung in a head on engagement, it is amazingly well suited to dealing with large numbers of enemies all at once and can start a fire storm by having its two forward most sponson guns and its turret and hull mounted gun fire all at once with incendiery shells; immediately beginning a firestorm.
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Leo Air Transport A muscular and exceedingly durable transport aircraft, the Leo is more than tough enough to simply ram its way through other aircraft or cut through them with its tiltscrews, and packs 25 pounder guns and rockets to ensure that its payload of infantry or vehicles makes it to where they're supposed to go.
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Ecclesiarch Air Cruiser The Ecclesiarch Air Cruiser protects the Hawk air fleet from more mobile units with rapid firing guns and rockets to shred through lighter ground and air units. The Ecclesiarch AIr Cruiser can saturate areas with thermobaric dust to ignite spectacularly.
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Nathaniel Air Battleship A highly durable air vehicle armed with powerful batteries of guns meant to punch through the armour of other heavy air combatants and slower moving ground units, the Nathaniel accompanies the Lazarus as an escort against other craft and can vent steam to shred enemy aircraft in the vicinity.
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Ophan Gun Platform A round, seagoing machine with anti-air and anti-ground capabilities, the Ophan can take massive amounts of damage and uses an electromagnet to draw in enemy fire.
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Bishop Ironclad A large ship which places itself in between your forces and the enemy to fire a broadside. You can't shoot past it; you have to look around it, which is hard because it's so big. The rows upon rows of cannons will give enemies pause, too.

Inquisitors

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Priest of Judas A member of the clergy who has taken the Iscariot Vow, these gun-slingers use a pair of matched pistols to deal truly unholy amounts of gun damage. This goes well with their stealth abilities, allowing them to leap out of the shadows and engage. As they seek death in battle, they are completely willing to activate their C4 vests and take everyone around them with them.
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Crimson Cardinal Ringleader of a cell of the Priests of Judas, Crimson Cardinals are armed with a themobaric lance; a cannon that fires a molten bolt of copper at vehicles or aircraft. He can also attach bombs to anything, friendly or enemy, which go off after a short amount of time, or when the unit is killed, and do devastating blast damage. When mortally wounded, he'll activate his themobaric bomb, spraying molten copper everywhere and destroying vehicles in the radius.
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Hospitaller Senior Iscariot Priests, the Hospitaller uses a flamethrower and trades stealth for a degree of armour. Their flame-throwers smoke out enemies with ease from structures, and in order to increase their effectiveness, they can empty their fuel tank in a single huge burst of flame, which will kill large number of enemy units but leave the Hospitaller reloading for several seconds. On death, they explode in a massive burst of flame.
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Hussar Trike A fast, low to the ground cavalry unit with a pair of light flame-throwers and a superheated sword wielding rider, the Hussar can engage multiple targets, or switch to using the flame-throwers as speed-boosting rockets.
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Archangel Anti-Air Track A light frame mounting four flak cannons, the Archangel keeps the skies clear for other units to operate. It can disguise itself as another Talon unit, to hide the fact that this group has anti-air defense.
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Jericho Cannon A complex network of pipes and valves centered around an enormous trumpet-like horn and attached to a tracked base, the Jericho Cannon projects sonic blasts at extremely low frequencies that literally shake apart any structure in the wave's straight-line path, while leaving infantry and vehicles unharmed. In an emergency, the Jericho can vent steam through its valves, char-broiling nearby infantry.
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Lucifer Track A large machine mostly made up of fuel tanks, the Lucifer Track uses a thermobaric lance to destroy enemy vehicles.
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Zealot Torpedo Boat Armed with a large explosive on the end of a spar, the Zealot runs the torpedo into enemy targets. The Zealot has just one shot, then it must activate its reload function to replace the torpedo, which immobilises it and takes a great deal of time.
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Metatron Gunboat A light support boat with an oversized rack of rockets, the Metatron is perfect for warding off enemy fliers. By using the clockwork loader, the Metatron can exchange movement for a literally endless rain of missiles, automatically loading the empty tubes as they fire.
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Tempest Torpedo Ram In addition to torpedo tubes, the Tempest can use a thermobaric ram to accelerate into and destroy any target.
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Samael Assault Plane This well armoured triplane is armed with a pair of machine guns good against both air and ground targets, and can also launch a barrage of phosphorus rockets effective against light vehicles and infantry. Thanks to its large ammunition reserves, the Samael never needs to reload.
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Volley Caster Strategic Artillery Essentially a walking cruiser turret, Volley Casters fire incendiery shells that devastate massed units for the order of the Hawk and can hit a foe from nearly the entire map away, but they must root themselves into the groound to withstand their own recoil.
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Abraham Submersible Light Carrier Carrying up to two squadrons of Eternal Mercy triplane fighters, Sky Angel interceptor biplanes, Omnibenevolence Bomber biplanes, and Lightbringer Attack Triplanes, the Abraham Submersible Light Carrier carries a swarm of clockroach drones that will rip aircraft flying over it when it deploys them apart and keep Hawk aircraft in the air.
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Friar Air Carrier Carrying wings of Ariel, Uriel, Sophia, and Yeshua aircraft within its spacious hull, the Friar Air Carrier forms a crucial component of the Hawk's airborne military and can release an ambriaric pulse to shut down enemy units nearby
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Regis Regum Submarine Firing a powerful ambriaric warhead that fries units of all stripes and shuts down structures, the Regis Regum strategic submarine offers sea based strategic artillery to the needy Hawk fleet.
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Ark Royal Carrier Huge vessels launching Eternal Mercy triplane fighters, Sky Angel interceptor biplanes, Omnibenevolence Bomber biplanes, and Lightbringer Attack Triplanes, these durable carriers defend themselves with heated ballistae and twenty pounder guns and can carry other aircraft to have shorter attack times when assaulting the enemy. And if needed, they can activate special guardian angel systems that draw all enemy attention onto themselves.

Evangelicals

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Rogue A charming and guileful figure, Rogue is also the Talon infiltrator. The composite longbow he uses allows the Rogue to snipe enemy units indirectly, such as behind buildings or walls, and he lays down spotting flares for artillery. WIP
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Thief Thieves can steal just about anything that isn't bolted down. Thieves can steal ore from harvesters to acquire additional funds and are also able to hijack vehicles to control them for the Hawk.
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Bowman A stealthy sniper armed with a long bow, the Bowman doesn't fire as quickly as the Rogue but they fire with significantly greater range and can convert their bows into a crossbow and lie down to assume better cover and be harder to discover.
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Sneak Stalker Armed with a very high powered crossbow that can punch through multiple targets at a time, the Sneak Stalker is a stealthed killer unit that can attach bombs to targets that their gun cannot deal with.
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Calliope Track A steam-powered pipe organ mounted on a tank frame, the Calliope raises the defensive and offensive abilities of nearby friendlies with uplifting music, or dampens enemies' abilities with deep, ominous tones. Fully amphibious.
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Virtue Attack Helicopter Attacking with twin flamethrowers, the Virtue Attack Helicopter is a highly valuable gunship that can destroy enemy infantry and structure assets, and if needed; drop its flamethrower fuel tanks for a massive incendiary bomb that lets it escape more quickly.
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Wraith Mortar Track A light armoured frame mounting a phosphorous mortar, the Mortar Track provides light, fast moving AoE artillery blasts with great effect against buildings, light vehicles, and infantry. Though shorter ranged than most artillery, it can use the target flares of the Rogue to fire at extreme ranges.
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Emissary Track This light vehicle has been rigged with a sophisticated catapult, capable of deploying a variety of munitions. By default, launches poisonous censers at the enemy, poisoning and demoralizing anything near the point of impact. A single infantry unit can board the Emissary at a time. Secondary fire uses the catapult to launch the passenger, inflicting light damage on the infantry unit when they land and briefly stunning them.
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Altar of Light A complex arrangement of mirrors and lenses atop of a mobile frame, the Altar of Light can stun groups of vehicles and infantry with blasts of light, and can also use its equipment to spy on enemies. Fully amphibious.
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Consecrator Track With a massive tank of crude oil and a spray nozzle, the Consecrator sprays oil onto enemy targets, lowering their defenses against flame-based weapons. Firing into water allows the Consecrator to kill infantry in the water, force subs to surface, and slow enemy ships. By reversing the nozzle, it can lay down a trail of burning fuel that damages enemies chasing it, or create a wall of burning fuel. Fully amphibious.
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Sky-Knight Flying Talon warriors who use an integrated chain gun and an underslung grenade launcher against enemy targets, Sky-Knights can land to evade enemy anti-aircraft fire, though they move quite slowly on land
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Prestor Tilt-screw Interceptor VTOL capable craft that use both tiltscrews and rockets to bring their seemingly endless volley of rockets to bear on targets, Prestors are very valuable for taking out heavy aircraft and suppress enemy units on the ground; with their rockets being especially deadly to defenses
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Francis Bomber Based on the Gotha Bomber, the Francis packs incendiery and high explosive bombs to smash open targets and pom-pom guns to guard it while in flight. The Francis Bomber can
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Angus Dei Archangel The greatest air to air combatant of the Order of the Hawk save for its aerial ace commando, the Angus Dei makes use of Ramjets to bring its propellor driven airframe to the speeds needed to engage with the best the enemy has to offer. The Angus Dei makes use of "shatered sky" missiles that explode in massive areas of effect and "megalith" autocannons that will punch through even the best armour if given even half the chance.
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Pilate Submersible A versatile submarine armed with a pneumatic drill and deck gun. The Pilate must surface to engage surface units with its deck gun, but can use the drill to attack enemy submarines while submerged. Additionally, the Pilate can also fire off a special magnetic torpedo that causes its victim to generate a magnetic singularity, drawing nearby units in.
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Apostle Bombard Ship This massive vessel fires huge rocket-assisted projectiles that can crush buildings flat in a single shot, with an unusual weapon configuration. The barrel of the cannon is broken into two parts, which are used as nacelle covers for the engines. When they reach the target, the engines are retracted in favour of stablising pontoons, and the barrel sections fold up and lock around the reloading mechanism to await loading.

Monastics

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Genoese Crossbowmen Armed with a special rapid fire Hawk Steel Crossbow and a pavise, the Genoese Crossbowmen can offer vital suppressive fire to the Order of the Hawk and are extremely stubborn about being removed from where they entrench.
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Exorcist Priest Exorcist Priests can save those under the effect of hallucinogens, rage gas, mind control, or PHS, instantly breaking such effects in an area around them and can recite litanies that offer nearby units added protection against these effects.
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Hypnomystic Making a combination of the Hawk's research into psionics as well as their traditional hypnotic methods, Hypnomystics can slowly take over enemy uits targeted by them to brainwash them into the Hawk's service, and can focus all of its efforts on one unit to make the process go faster.
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Saint Relics Containing the bones and personal effects of the Hawk's martyrs, saints and other warriors, Saint Relics make Hawk units unbreakable in an aura around them and disturb enemies who get to watch the Hawk parade a skeleton in full regalia around. Saint Relics can button up to be nearly indestructible but provide a simple morale boost instead of awing the Hawk's fighters into fighting to the last man.
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Caretaker Clearance Track The Caretaker Clearance Track automatically cleans out mines, IEDs, and other traps that it runs over and is able to dig into the ground to open up tunnels for the Hawk to make use of.
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Oblate Sister These nuns are specialists in healing and repair; equipped with a pair candles made of a special medicinal substance containing Hawk steel. When lit, these candles can heal units over a wide radius but takes longer than other medics.
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Archivist Archivists carry the information the Hawk has on a foe with them to give advice, tips and point out weaknesses; helping the Hawk preform better against the enemies they're studying. Archivists can also start offering sagely advice for where to go in life, speeding up the gaining of experience.
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Battle Brother Battle Brothers (and sisters) ride on bikes to offer mobile, quick moving support to Hawk forces with Jericho weapons and powerful maces to clear out large numbers of enemies and can charge through enemies in their way, reversing their Jericho weapons to augment their speed and running through enemies with lances.
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Riding Mystic Riding Mystic ride around the battlefield armed with divine revelations and sacred mysteries, contemplating life as they make use of psychic effects to throw enemies with nothing but their minds and are also able to read the minds of enemies to see what they have seen and make it easier for the soldiers of the Hawk to dodge fire from them.
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Jairus Recovery Vehicle An engineering vehicle adapted to be able to recover the hulls of heavy Talon vehicles, the Jairus can use its crane to resurrect fallen Talon units and restore them to fighting shape. Fully amphibious.
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Pyromancer Firestarter The Pyromancer FIrestarter's job is to make the Hawk's many flame units' job a lot easier. A quick tiltscrew, the Pyromancer sprays accelerants all over the enemy and has an incendiery gun to ignite those fires, or it can drop an accelerant bomb that will; when ignited, explode like a thermobaric warhead.
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Sanctuary Cart Surrounded by buzzing clockwork drones, this cart can keep large numbers of units in good repair, though the Alchemist is better at rapid combat repairs. They can switch to aggressive mode as well; the cart's drones will shine bright lights onto enemy units, blinding them. Fully amphibious.
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Hymnal Airship Hymnal airships offer peace of mind and confidence to the Hawk's fighters with hymnal services, liturgies, and other methods of steeling themselves, making them unafraid of suppressive fire and willing to get back into fights if routed. Hymnal airships are also equipped with jericho devices and can concentrate the energies of these weapons into a catastrophic sonic bombardment.
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Wandering Minstrel These flying vehicles release sonic effects at special frequencies that humans can't quite hear but are made nauseus, afraid, and unnerved by; greatly affecting most of their soft stats and making them easy to send scattering, and a Minstrel can focus its burst to shatter the morale of selected targets and send them fleeing for the hills.
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Sea-Yeoman Submarine The Sea-Yeoman covers other submarines in the Hawk fleet with a special Jericho shockwave cannon that can pulse through either the water or the air to shoot down aircraft and moderately damage large numbers of ships or heavily damage many structures in a row. Sea-Yeomen can also fire winch cables to try and drag ships to their doom.
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Harrow Covenant Ship Harrow Covenant Ships are powerful enough combatants with their Jericho weapons, even submarines; who are especially at risk when powerful ambriarically charged chains are lowered into the water to entangle and strangle them.
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Hallower Hypnoship A sea based hypnotic unit, the Hallower Hypnoship offers vital support while fighting at sea and when enemy aircraft try to bypass them, will show a substantial armament of clockrockets to shoot them down.

Assassination Target

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Eden Superheavy Track A colossus of engineering and space for a Hawk Crusader to think (and crush his foes with three huge ambriaric guns, four twin 3.7 inch guns and four bunkers considered separate sections of the vehicle or just roll them over with the forge to break them into raw materials), these vehicles signify that the order of the Hawk considers the battle in question to be something won at all costs.

Heroes and Epic Units

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Lady Maria The armor clad savior of the Hawk and the proclaimed reincarnation of Jeanne D'arc, this Arabian girl is as tough and resilient as they come with the finest talon steel armor the artificers of the order could make. Capable of stunning those who would think to flee her with a burst of radiant light from her halo and making for a sprint aided by the wings on her powered armorsuit; she can ensure that she's not long evaded on the battlefield.
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Lady Gabriel Part of the Hawk since birth, the Latina Lady Gabriel has felt a connection to the (often depicted as female) Archangel that she is named for, and does her best to live up to the glory of God's messenger. Swift and fast with her flight capable suit, soaring with her thermobaric jets and her wings, she is actually faster than most Talon Aircraft and brings the message of redemption through flame via her quick firing grenade launcher and wrist mounted flamethrowers that burn hot enough to melt tank armour; nevermind human flesh or aircraft aluminum. If engaged in melee, she brings forth her fiery superheated sword, though she's not quite as skilled with it as Maria (or for that matter, as durable; as her armour is of lighter construction to allow her flight). She can also flex open the wings to reveal incendiery rockets inside to bombard a wide area, leaving none to be spared of fire and flame.
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Lord Lazarus Dubbed for his skill at the healing arts, Lazarus is a generally kindly African man who goes about with all the tools and tricks for mending the wounds of his fellows and repairing the machines of the Talon; always accompanied by his personally modified clockroaches that can bring even the worst damaged tanks to full function, but don't let that fool you. He has his armour for a reason and he is not unarmed. Those who make the mistake of assuming he is find themselves met with one of his odder contraptions, a rocket propelled mace that can crumple in a tank's frontal plate with ease. He can also leave behind Hawk Candles to leave some long lasting healing behind as he goes about his work.
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Lord Mark A young but very promising addition to the inquisitors, Mark is highly skilled in the art of silent death. Preferring a Bow and Arrow, Lord Mark grew up in Italy and has an abiding hatred of the Syndicate. His skill with his bow is positively absurd, easily firing multiple arrows at a time to strike multiple opponents at once to compensate for the shorter range of his arrows compared to other sniper weapons, shooting slower projectiles like missiles out of the air, shooting men out of bunkers, and hitting people without even looking at them when they're safely behind a wall or in a trench or unerringly striking something important in a vehicle and even hitting aircraft. He can also fire a trickshot arrow that explodes in an ambriaric burst that disables most electronics and damages everything caught by it. In melee he prefers a pair of short superheated swords, though he's obviously no match for more dedicated melee specialists.
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Lord Micheal Interested in planes since his very youth in the Philippines, Lord Micheal is more of a tinkerer than a warrior; which may be why he chose to take up the skills and talents of the Order's air corps instead of fighting on the ground. Remarkably successful, Lord Micheal's swept-wing triplane is distinctive and eye catching, and the dashing sky knight has garnered some chastisement for using his plane to impress the sisters of the order. His plane is of his own design, and can compete with the very best jet fighters with an arsenal of autocannons and machine guns and missiles fashioned from working the intelligence powering clockroaches into the usual rockets; though these are expensive and he will only use them for a limited time before going back to his autocannons. He also provides an aura that moderately improves the capabilities of Hawk Pilots all around him as he passes on his skills and coordinates the Hawk's flying circus.
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Lady Deborah Serving as the Hawk's vehicular ace, Lady Deborah operates a "Contemplator" pattern Dragoon walker. Much taller and less boxy than the boxy and stubby legged dragoon, the Contemplator comes into battle with a formidable pair of thermobaric lance cannons with a wicked supeerheated bayonet attached to them on the right arm and a crushing powered claw on the left arm fitted with an ambriaric blaster to lock down enemy vehicles as she tears them open with her potent weapons. Batteries of congrieve rockets sit on the "shoulders" of her machine to deal with aircraft, and to protect her own vehicle, she can start up a personal "shield of faith" that protects her and a few other units, greatly reducing damage to them until it expires. Though it goes both ways if she is engaged in melee.
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Cataphract Land Ironclad An armoured battle station on four legs, itself nearly as large as a Crusader Crawler, the Cataphract bristles with dozens of potent weapons, is large enough to crush almost any enemy vehicle, and can take a vicious beating before falling. In addition to its regular weapons, it is a mobile, automated factory capable of producing Automatons.

Sub-Unit - Automaton : Delicately crafted clockwork war machines in the shapes of men, Automatons are difficult to damage, and use their gatling guns to great effect. Their spring core will run down eventually, limiting their combat lifetime, but once deactivated they can be collected by a Talon Harvester for a portion of the resources used to create them.

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Dies Irae Sea-Crawler The most powerful warship available to the Hawk, the Dies Iraes are rare but pack virtually unbeatable armour and volleys of heavy cannons and lighter weapons while the massive ambriaric weapon the DIes Irae is built around charges up to unleash a devastating blast that shuts down enemy ships and targets, and can harpoon enemy ships to drag them towards the Dies Irae to be smashed against its essentially unbreakable ram prow.
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Lazarus Air Dreadnought A massive, armoured zeppelin, the Lazarus transports Talon units by air and rains death with its many weapons and complement of biplanes. If shot down, the unit turns into a fortress on the ground, and must be finished off, or it will eventually turn back into a zeppelin.

Protocols

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