Codex: Sangheili

April 5, 2018 | Author: LordRadical | Category: Factions Of Halo, Infantry, Unrest, Armed Conflict
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Short Description

This is a fan-made Warhammer 40,000 codex for the Swords of Sanghelios faction of the Halo franchise. This is free to us...

Description

1

Introduction………………………………

3

History of the Sangheili

7

Sangheili Wargear List

44

Early Sangheili Civilization………………

7

Tactical Objectives

45

The Covenant

8

Apocalypse

48

The Fall of the Arbiter…………………….

8

Scarabs

49

War With Humanity

8

Liches

50

War With the Brutes………………………

9

Tyrants

51

Civil War and Human Involvement

9

Weevils

52

Forces of the Sangheili Warlord Traits…………………………... Sangheili Special Rules Allies Compatibilities………………….. Blade of Sanghelios detachment

11 11 11 12 13

Phantom Gunboat

53

Seraphs

54

Field Officers Fleet Officers High Officers Political Officers Honor Guard

14 15 16 17 18

Gundan Detachment

56

Sohay Formation

57

Battle Command Formation

57

Minor Lances Hunters Stealth Elites Spec Ops Ultras Rangers

19 20 21 22 23 24

Methanophile Formation

58

Hammer of Righteousness

58

Wrath of Sanghelios

58

High Court-Artesans of the Arbiter

59

Phantoms Shadows Spirits Banshees Revenants Specters Wraiths Ghosts

25 26 27 28 29 30 31 32

Hunter Bond-Swarm

59

Will of the Wisp

59

Helioskrill For mation

60

Orzil Formation

60

Ripa „Moramee Rtas „Vadum Thel „Vadam

33 34 35

Krun‟Qodon Formation

60

Sangheili Armory Weapons Armor Armor Abilities Vehicle Armory Legendary Armory Variant Weapons

38 38 39 40 40 41 42

Reference

62

Credits

65

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Introduction Betrayed by the Prophets, repelling the Brutes, scouring the Flood, w aging a civil war, and needless to say decades of war with the Hum ans have exhausted the Elites. They are the second strongest force in the galaxy behind the Hum ans now, and treat them as equals. Newfound “peace” with the Brutes has made rebuilding easier, and the Elites are almost as strong as they ever were.

MACTO COGNATUS

THE SWORDS OF SANGHELIOS

The Sw ords of Sanghelios are the primary government of the Elite race in the 26th Century after the Human-Covenant War. They mean to root out the Covenant, make peace amongst all races of the galaxy, and strengthen their bond w ith Humanity. They consider themselves the true continuation of the Covenant, and have the most support from other races to this claim.

The Elites are the greatest warrior race in the galaxy today. Not as smart as Humans, strong as Brutes, or numerous as Grunts, the Elites have the best balance of these three traits. Elites are made for war. Elites can bring powerful weapons and vehic les to the fore. To win, an Elite offic er needs to know what to apply where.

HOW THIS CODEX WORKS Codex: Sangheili contains everything you need to play a game of Warhammer 40,000 w ith your army. Within these pages you will find the history of the Elites, their military, their many battles, and their place in the galaxy today as symbols for a peaceful exis tence. You will also find rules to use the powerful heroes, units, vehicles, and even legendary items at your disposal. There is als o an army list that enables you to organize your collection of purchased, converted, or user-created miniatures into a worthy army. Finally, you will find an author‟s note section telling the rationale behind unit strength, abilities, point values, and future projects.

3

4

5

6

History of the Elites Were It So Easy The Elites were once a proud race united in purpose and bound in faith. Now , they struggle to maintain stability between Jul „Mdama‟s new Covenant, various opportunists staking their own claims, and the Hum ans trying to keep them divided behind the scenes. The Elites w ishing to rem ain one people have rallied behind their Arbiter, as they always have. His job is more important than ever.

Early Sangheili Civilization The Elites w ere one of the races saved by the Lifeworker preservation protocols, catalogued and reseeded to their planet Sanghelios. This saved them from the Flood and allow ed them to continue their civilization.

The Elites had colonized dozens of worlds, but still w aged war against one another regularly on Sanghelios for dominance. 3,400 years ago, the Elites encountered an alien race called the San‟Shyuum. The San‟Shyuum had also discovered Forerunner technology, but placed no religious restrictions upon studying it. Know ledge of this infuriated the Elites and led to war betw een the two races.

They eventually dis covered that the Forerunners had left behind some of their technology, far beyond their comprehension. They worshipped the Forerunners as gods and considered the technology to be sacred. They considered tampering with these relics to be heresy, but even so, some Elite scientists studied it. The desire to understand the nature of their gods was too great to resist. Their research into Forerunner weapons would be instrumental in times to come, but their capacity for space travel was independent of their “gods.”

The Elites had the upper hand in numbers and physical ability, but the San‟Shyuum had possession of a Forerunner Dreadnought Keyship. This made the San‟Shyuum the clear choice in who would w in a total war. This made the Elites compromise their beliefs concerning Forerunner technology, and subsequently surrender to the San‟Shyuum. The conditions of surrender w ere that the Keyship be decommissioned and the two races form a pact.

7

The Covenant The San‟Shyuum informed the Elites of the Great Journey: discovering the seven Halos and using them w ould make them into gods, just as the Forerunners did. They drew up the Writ of Union in 852 BCE to codify their new Covenant. The San‟Shyuum w ould from thenceforth be called the Prophets: the leaders of their religion w hile the Elites w ould be their escort on the Great Journey.

Arbiters became the Will of the Prophets and saviors to the lesser races like the Grunts. The rank is held only in times of great conflict, such as the Taming of the Hunters (the recruiting of the Hunters into the Covenant) or during the Grunt Rebellion , and are held with great respect by those races. The Arbiters alw ays died during their assignments, and they are all given graves and memorials in a mausoleum where the armor of the Arbiter is kept.

Many Elites considered this surrender dishonorable, and Ussa „Xellus even led a rebellion against the new Covenant based in a broken Shield World the Forerunners left behind. For a time, the Elites and the Prophets were equals, absorbing, subjugating, or hiring other aliens to them in the Great Journey. This prosperous relationship was not to last.

Among the Elites, the rank of Arbiter is still respected. They believe the rank as one last chance to restore their honor instead of being put to death immediately.

The Fall of the Arbiter Arbiters have been part of Elite society since their prestellar history. Part king, part judge, they were the best warriors Sanghelios ever produced. They led the Elites in their w ar with the Prophets, and an Arbiter decapitating numerous Prophets for heresy was what started the war in the first place. In the Covenant‟s earlier days, the Arbiter was the highest rank in the Covenant military, answering only to the highestranking Councilors. Should he declare such, the Elites would follow an Arbiter against the Prophets at a word.

War with Humanity The Elites did not question when the Prophets declared genocide upon the new ly discovered race called “Humanity.” They simply did w hat they did best. Over time, how ever, the Elites began to question why such a brave and honorable (although physically weak compared to the Elites) race was not allow ed to enter the Covenant like the other races. Some Elites even considered Humanity to be their equals in a sense. This w as unthinkable to most races in the Covenant, but some Elites even respected Humanity more than they did the Prophets. In the early days of the war, the Prophets called upon another Arbiter. This w as not lost on the Prophets. 400 years before the 9th Age of Reclamation, the Arbiter Fel „Chavamee w as branded a heretic by the Prophets for not accepting the Covenant Religion. In fairness to the Covenant, they were correct. The Covenant recruited the kinsman Haka to eliminate „Chavamee, leading to the deaths of them both and Fal‟s w if e Han. The result of this duel changed the dynamic of the Covenant for the rest of its exis tence. The rank of Arbiter became a mark of shame and a glorified death sentence. The Hierarchs als o rearranged the hierarchy of the covenant to make the Prophets explicitly superior to the Elites. The rank w as kept for two reasons: firstly, to prevent an Elite uprising. Secondly, to assign an Elite with too great a power base from rising against the Hierarchs.

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Ripa „Moramee w as a violent, brutal Elite w ho led a failed coups against his clan. His punishment was to become an Arbiter at the urging of the Prophet of Regret, tasked with attacking the Human world Harvest and excavating the Forerunner artifacts there. While on Harvest, „Moramee discovered and attempted to activate a dormant fleet of Forerunner spaceships. He ran into diffic ulty, as apparently only Humans can activ ate Forerunner technology. The Engineers excepting, of course. He held no respect for Humans, considering them w eak and pathetic beings. This Arbiter met his end against a normal Human soldier.

War with the Brutes The news of this was met with pure dis belief. The Grunts, Drones, Jackals, even the Hunters did not believe a Human could defeat an Arbiter. A Demon, perhaps, but not a Human. The Brutes were eager to believe this, however, and the Prophets had no choice but to believe it. The role of the Elites as the Prophet‟s escorts had been called into question for the first time ever.

The Brutes and the Elites never got along. They were almost equals physically, w ith Brutes being the hardier while the Elites w ere more disciplined and w ell-trained. The problem was that both were highly violent and assertive in nature. This came to a head when the Prophets demanded the Elite race be exterminated w ith the Brutes replacing them. The Elites w ere caught off guard at first, and no longer had the full logistical power of the Covenant behind them. „Vadamee knew that the only way for the Elites to survive the cleansing and the Flood w as to ally with the Humans. This alliance saved not only the Elites and the Humans, it saved the entire galaxy. „V adamee learned the truth of Halo: a w eapon array of pan-galactic destruction to stop the Flood.

The possibility of a Human defeating an Elite w as low, but believable. They were weak but crafty, and powerful in large numbers. Alternatively, Demons were more than a match for Elites one on one. The Covenant believed that Demons were in fact cyborgs created from the remains of multiple dead Humans, because no living Human could do what they do. Were an Elite felled by a Demon or Human, there w ould be little problem. The know ledge of this Arbiter‟s death at the hands of a Human hardened the Elites. They hated Humans nearly as much as the Prophets did. They also feared the Demons, so much so that the Elites w ould sometimes create powerful and elaborate diversions to lure Demons to slaughter, with varying results. The Elites destroyed the Humans, planet by planet. The Humans were consis tently beaten, all the way until the fall of the military outpost known as Reach at the hands of Supreme Commander Thel „Vadamee. „Vadamee destroyed an entire Human fleet at the planet, save for a handful of vessels that fled the planet. The last to leave was a ship called Pillar of Autumn. „Vadamee follow ed it w ith his fleet and found the Humans at a Halo. He fought he Humans there and his forces unleashed the Flood, forcing a Demon there to destroy it. „Vadamee w as disgraced. He was responsible for the irreplaceable loss of a sacred ring, to Humans no less. He was tried and found guilty of heresy by the Covenant Council, sentenced to death. It as the decision of the High Prophet of Truth to make him into an Arbiter, and assign him to root out heretics at a gas mine near the destroyed ring. This group of heretic s learned from an Oracle of the Forerunners that the Great Journey is a lie, the Covenant is a lie, and the Humans were the true inheritors to the galaxy. In reality, Truth knew ever since the dis covery of Humans at Harvest. He even took the name Truth because he was the only one at the time to know it. When the new ly-appointed to Arbiter „V adamee encountered the heretic leader Sesa „Refumee, the heretic wanted to tell him the truth

„Vadamee and The Demon w orked together to rid the Human home planet of the Flood infestation and the Brute invasion. They then used a portal on the planet to travel to the Ark of the Forerunners and stop Truth from using all of the Halos at once. Collaboration w ith the Flood Gravemind led them to victory, and the Arbiter killed the Prophet of Truth himself, changing his name to „Vadam at the same time to signify his separation from the Prophets once and for all. As this happened, Shipmaster Rtas „Vadum (formerly „Vadumee) commanded the Elite fleet against the Brutes. Despite being outnumbered three to one, the Elites defeated the Brute fleet with little diffic ulty.

Major: “Brute ships. Staggered line! Shipm aster, they out number us three -to-one!” „Vadum : “Then it is an even fight. All cruisers, fire at will! Burn their mongrel hides!”

The Covenant w as no more, a Great Schism splintering it into dozens, if not hundreds of factions. They still fought the Brutes, even as they fought themselv es. They were at peace with Humans, but neither race really accepted the other. The constant war was not the problem, though. The real problem w as the Elites w ere now w ithout leaders. They were w ithout agriculture, scientists, diplomats, anything that was unrelated to war was now lost to the Elites.

but considered it a lost cause to sway the Will of the Prophets.

Civil War and Human Involvement

The Elites had their greatest failure when fighting Humans at another sacred ring. The Demon that destroyed the first ring had managed to kill the Prophet of Regret. This was unacceptable. The Eiltes‟ honor was forever tarnis hed and the Prophets no longer felt safe. The Prophets saw this as an opportunity to get rid of the Elites once and for all. The Prophets demanded a changing of guard: the Elites would lay down their arms and the Brutes would take them up again. The Prophets later demanded the extermination of the Elites. The Great Journey would begin, and the Elites w ould be left behind.

Various groups w ithin the Elite race did not want to be at peace with the Humans. They were still outraged at the loss of their brothers and especially Ripa „Moramee, and believed the Arbiter to be a weak ruler. One group that wis hed for the Arbiter to be overthrown was the Servants of the Abiding Truth. They, w ith the help of secretiv e Human organizations, began arming themselves for a rebellion on Sanghelios against „Vadam.

9

Humans are officially allies with the Elites, but both races knew that meant nearly nothing in the shadows that the secretive organizations of Humanity hide in. The Servants of the Abiding Truth were repelled by „Vadam‟s forces with help from Humanity‟s most pow erful vessel, but the terrorist Jul „Mdama escaped from the Humans and began his ow n Covenant built around the Forerunner Didact. „Mdama and his Covenant Remnant w ant Humanity and Human sympathizers within Elite society extinguished. It was no religious issue, merely a personal one. Jul‟s w if e Raia w as killed during the Elite uprising, and Jul promised he w ould not rest until „Vadam and the Humans w ere all dead. Over the years, the Elites would take in refugees and asylum-seekers in a new Covenant built on principles of equality. Grunts would be citizens, and everyone would be allowed to hold whatever religion they chose. Elites and Humans w ould exchange information w ith one another, and one Elite engineer even designed a MJOLNIR armor system for Spartans to use. Elites are currently in negotiations of peace with Brute Chieftains to prevent both races from destroying each other, with Humans as mediators. The Humans may be the true heir to the Forerunners‟ Mantle of Responsibility, but the Elites are likely to be the most important race in the galaxy today.

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Forces of the Sangheili This section of the book details the forces used by the Sangheili- their vehicles, their units, and the special characters that lead them to war. Each entry describes the unit and gives specific rules you w ill need in order to use them in your games. The Swords of Sanghelios section (pg. ) refers back to these entries as well as the armory of weapons and equipment that each Sangheili unit can use. The exceptions are unique rules and items of wargear, which will be outlined in their specific unit section.

Sangheili Special Rules

Warlord Traits Table

Sangheili use a number of special rules that are common to several units. These are denoted in their unit entries. On the Blood of Our Fathers

D6

Warlord Trait

1

Shadow of Intent

The Elites made an oath to the Prophets when the Covenant was formed. Even with the Covenant gone, ancestral oaths are no less important. As long as you have a Character model w ith this rule on the field, your opponent does not gain vic tory points for Slay the Warlord. After they are all gone, your opponent gains the Slay the Warlord victory point and one extra victory point.

This Warlord benefits from a bird’s-eye view of the Battlefield. From a vessel with glassing capacities. Your Warlord benefits from one usage of a Ventral Beam. If your Warlord already has a Ventral Beam, he gets another one. 2

Glorious Advance The Elite is relentless in the pursuit of his opponents. You Warlord and his unit gain the Crusader and Rage special rules. They may also re-roll Sw eeping Advance rolls.

3

Master of Swordsmanship After many decades of training, this Warlord has discovered the weak points of every sentient race and vehicle known.

On the Blood of Our Sons The Elites made another oath to themselves when the Covenant was formed, this one to all Elites who followed in their footsteps.

The Warlord adds 1 to wounding and armor penetration rolls in close combat. 4

Retribution‟s Thunder

Units w ith this rule may re-roll tests to resist Pinning and gain the And They Shall Know No Fear universal special rule.

The Warlord has a formation of ships in orbit to harass opposing vessels.

Dual-Wield

Your opponent‟s reserve rolls are decreased by 1 and you Seiz e the Initiative on a 5+.

Elites are strong enough to dual-wield weapons that most other races consider difficult enough to keep one balanced.

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Models w ith this rule and two different ranged weapons may only fire one in the shooting phase. If they are the same, they may both be fir ed as one twin-linked weapon. If the weapon is already tw in-linked, it may also re-roll failed to-wound rolls.

Vengeful Vitality He will not die unless he sees his opponent up close. Your Warlord gains the It Will Not Die special rule.

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Sw ord of Sanghelios The will of Sanghelios is carried in its warriors.

Warlord Traits

Your Warlord can re-roll three failed to-hit, to-wound, or saving rolls per player turn. These three re-rolls may be allocated however you w is h.

The Elites are led in battle by various officers. Political officers, Field Officers, Fleet Officers, and High Officers. All of them are veterans in many battles and the determinant factor of advancement in their hierarchy is kill tally. Your Warlord can roll on the Command and Personal Warlord Traits tables in the Warhammer 40,000 rulebook or on the table at right.

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Allies Compatibilities The Elites m ay be beset by foes on all sides, but strangely they are the most diplom acy-capable race in the galaxy. Most races utterly detest one another, but they all recognize the Elites as a capable fighting force.

Brute s

Covenant Remnant

Flood

Insurrection

Battle BrothersAllies of ConvenienceArmies of the Imperium, Eldar, Tau Empire Desperate AlliesDark Eldar, Orks, ONI Come the ApocalypseChaos Daemons, Chaos Space Marines, Necrons, Tyranids

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Sentinels

UNS C

Blade of Sanghelios Instead of the standard Combined Arms Detachment, the Sangheili can take a special battleforged detachment to better represent their forces on the tabletop as though they were portray ed in a Halo video game campaign level.

Mandatory

Optional

1 HQ

1 HQ

1 Troops

5 Troops

1 Elites

5 Elites

Restrictions:

2 Heavy Support

All units must have the Sangheili Faction, or no Faction.

3 Fast Attack 1 Lord of War

Command Benefits:

1 Fortification

Solemn Penance: If your Warlord is in this faction, you may re-roll the warlord trait from the Codex: Sangheili warlord trait table. Infinite Succor: All units that can charge have the Feel no Pain (6+) special rule when charging.

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Field Officers ”Victory is secured not from the throne, but from the front lines.”

The purpose of a Field Master is to hold authority roughly equivalent to that of a general or colonel in UNSC ter ms. They generally lead their battalions from the front, and not just because they want to instill courage in their warriors. In the Covenant and now the Swords of Sanghelios, Elites advance in rank purely through killing their opponents. Field Masters are in direct command of their warriors, their armor, their air support, and any other supplies utilized by the army they command. It is possible that Field Masters are not a formal rank. It is believed that the post can be assumed by the highestranking Elite on the field, like Generals or Zealots. This is supported by the coloration of Elite Generals and Field Masters. They are both gold-colored with nearly no exception. Field Masters wear gold-colored combat harnesses with pow erful energy shields for protection. To attack, they use energy swords, plasma weapons, grenades, and any other weaponry the Elites use. Other ranks on the field include the Field Marshal and Zealot. Zealots are a catch-all for the most devout worshippers of the Forerunners, which surpris ingly is still a large number considering the revelation of Halo. They are used on high-risk raids in the Swords of Sanghelios. Field Marshals command teams meant to find Forerunner artifacts. Both tend to wear rust-colored, ornamental armor.

Field Officers Field Marshal Field Master General Zealot Wargear:  Energy Sw ord  Plas ma grenades  Plas ma rifle  Zealot harness

Unit: 1 Model WS BS S T W I A Ld Sv Unit Type Point Cost 5 5 4 3 3 4 3 10 3+ Infantry (Character) 60 points 4 5 4 3 3 4 3 10 3+ Infantry (Character) 57 points 5 4 4 3 2 4 2 9 3+ Infantry (Character) 50 points 5 5 4 3 2 4 2 9 3+ Infantry (Character) 55 points Options:  May take items from the Legendary Armoury.  May take one item from the Special Weapons, Power Weapons, or Variant weapons list.  May take items from the Armor Abilities list.

Special Rules:  On the Blood of Our Fathers  On the Blood of Our Sons  Dual-Wield  Independent Character  Zealot (Zealot only )

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Fleet Officers “Forward, warriors, and fear not pain or death.”

Fleet offic ers are high-ranking Elites in command of warships or entir e fleets. The highest rank in the Swords of Sanghelios is now Supreme Commander, a step down from Imperial Admiral of the Covenant Empire days. Fleet officers are generally more of a role than a rank, similar to how the highest-ranking officer on a ship is called “captain” instead of their formal rank should it be different. Shipmasters can command ships of any design, and most of them have a ventral beam to glass large areas from orbit. Fleet Masters can do the same w ith entir e fleets of ships.

Fleet Officers Fleet Master Shipm aster Wargear:  Energy Sw ord  Plas ma grenades  Plas ma rifle  Zealot harness  Ventral Beam

Unit: 1 Model WS BS S T W I A Ld Sv Unit Type Point Cost 5 5 4 3 3 4 3 10 3+ Infantry (Character) 70 points 5 4 4 3 2 4 2 10 3+ Infantry (Character) 55 points Options:  May exchange their zealot harness for a Mantle of Heroes………….. 5 pts  May equip a second energy sword 10 pts

Special Rules:  On the Blood of Our Fathers  On the Blood of Our Sons  Dual-Wield  Independent Character  Master of the Fleet (Fleet Master Only)

Master of the Fleet: A model w ith this rule may use tw o ventral beams per game, but may not have the Shadow of Intent Warlord Trait. Re-roll as necessary.

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High Officers

“Your victories are your own, but your failures will forever be mine.”

The highest-ranking members of the Sangheili military, the Imperial Admiral and Supreme Commander are nigh-irreplaceable and unmatched soldiers. Supreme Commanders and Imperial Admirals are selected by the political-military leaders such as the Covenant Council, the Hierarchs, and most recently the Arbiter. These ranks are holdovers from the Covenant Empire, and Imperial Admiral is the highest rank attainable in all Covenant and post-Covenant militaries. These warriors are veterans of decades –possibly over a century- of warfare. They have mastered long-range, close-range, and melee combat. They have commanded lances, battalions, wings, ships, and fleets with unerring success. They are afforded whatever wargear they wis h and are tactic ally brilliant individuals on their own. They most commonly equip themselves with the Mantle of Heroes (should one be physically available to them) and energy swords. An Imperial Admiral‟s armor is silver (more likely platinum) in contrast to the gold that most Elite officers wear. The armor is covered in gold-etched Forerunner gly phs of unspecif ied meaning. The last Imperial Admiral before the end of the Great Schis m w as Xytan „Jar Wattinree.

High Officers

Unit: 1 Model

WS BS S T W I A Ld Sv Unit Type Point Cost 6 5 4 4 3 5 4 10 3+ Infantry (Character) 140 points 6 5 4 4 3 4 3 10 3+ Infantry (Character) 110 points Options:  May take items from the Legendary Armoury.  May take items from the Support Gear list.  May take a unit of Lights of Sanghelios or Honor Guardsmen without consuming a Force Organization slot.  May replace their plasma rifle or plasma pistol w ith a Special Weapon, Power Weapon, or Variant weapon. Only one may be replaced in this way. Special Rules:  May take a second energy sword……………………………………. 10 pts  On the Blood of Our Fathers  On the Blood of Our Sons  Dual-Wield  Independent Character Im perial Adm iral Supreme Commander Wargear:  Energy Sw ord  Plas ma grenades  Plas ma rifle  Mantle of Heroes  Ventral Beam

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Political Officers Arbiters Arbiters are an ancient, honored, and dishonored leader of the Elites. The title Arbiter is the highest possible honor, the highest rank in the old Covenant Religion an Elite can hold, and once was a delayed death sentence. The Hierarchs used to appoint influential Elites accused of heresy to the rank of Arbiter in times of great crisis to prevent the Covenant from falling apart. The Taming of the Hunters, the Grunt Rebellion; w ithout the Arbiters the Covenant would have fractured long before it did. The rank of Arbiter was meant for suic ide missions in the time of the Covenant after the heresy of Fal „Chavamee, and w as formally shamed as a result. The reality is the Elites never lost their respect for it, the Hunters respect it greatly, and the Grunts believe the rank of Arbiter to be a sign of coming salvation. Thel „Vadam made good on all of those beliefs during the Great Schism.

Ascetics Prior to the Covenant‟s formation, the Ascetics were an order of monks w ho studied and interpreted religious and historic al texts. The Ascetics were disbanded when the Prophets assumed the role of religious leaders, but the Great Schism reopened the niche.

High Councilors The High Councilors were the highest political rank the Elites could hold in the Covenant proper. They were delegates in the High Council, voting on political matters. The only time the Elite Councilors were ignored was for the Changing of the Guard, when the Brutes replaced the Elites as the guards of the Prophets. Now , they are the highest political office of the Elite government.

Political Officers

Unit: 1 Model

WS BS S T W I A Ld Sv Unit Type Point Cost 6 5 4 4 2 4 3 10 3+ Infantry (Character) 95 points 5 5 4 3 2 4 3 9 3+ Infantry (Character) 60 points 6 5 4 3 3 5 3 10 3+ Infantry (Character) 65 points Options:  May take items from the Support Gear list.  May take a unit of Lights of Sanghelios or Honor Guardsmen without consuming a Force Organization slot.  May replace their plasma rifle or plasma pistol w ith a Special Weapon or Power Weapon. Only one may be replaced in this way. Special Rules:  May replace their energy sword with an energy pike.  On the Blood of Our Fathers  On the Blood of Our Sons Arbiter Wargear:  Dual-Wield Armor of the Arbiter  Independent Character Arbiter Special Rules:  Fearless  Fleet  Relentless Fury, Office of Shame, Honor Before All Else Arbiter Ascetic High Councilor Wargear:  Energy Sw ord  Plas ma grenades  Plas ma rifle  Zealot harness

Honor Before All Else: An Arbiter must alw ays issue and accept challenges. If your opponent refuses, an Arbiter adds d3+3 attacks to his profile. Relentless Fury: Every roll of 6 to hit grants an additional attack. These new attacks do not generate more. Office of Shame: An Arbiter cannot be your Warlord if there are any other HQ choic es in your detachment. If an Arbiter is removed as a casualty, you gain a Vic tory Point and your opponent does not, ev en for Slay the Warlord or winning a challenge.

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Honor Guard “According to our station. All without exception!” Honor Guard

115 pts

WS BS S T W I A Ld Sv Unit Type Composition 5 4 4 4 2 4 2 10 3+ Infantry 5 5 4 4 2 4 3 10 3+ Infantry (Character) 4 4 4 4 1 4 2 9 3+ Infantry 2 Honor Guardsmen 5 4 4 4 1 4 2 9 3+ Infantry (Character) 1 Guardsman Ultra Options:  May include up to three more models in the unit………………………. 35 pts/model  May upgrade the entire unit of Honor Guardsmen and Guardsman Ultra to Light of Sanghelios and Light Ultra………………………………………………… 7 pts/model  May replace their plasma rifle or plasma pistol w ith a Special Weapon, Power Weapon, or Variant weapon. Only one may be replaced in this way. Special Rules:  Lights of Sanghelios and Light Ultras may exchange their energy swords for energy  On the Blood of Our Fathers pikes………………………..……………………………………. 6 pts  On the Blood of Our Sons  May take Elite shield gauntlets 8 pts/model  Dual-Wield  The unit may take a Shadow , Spirit, or Phantom as a dedicated transport. Light of Sanghelios Light Ultra Honor Guardsman Guardsm an Ultra Wargear:  Energy Sw ord  Plas ma grenades  Plas ma rifle  Mantle of Heroes

Light of Sanghelios special rules:   

Give Them Nothing: If the entire unit (excluding Independent Characters attached to it) is equipped with Elite Shield Gauntlets, their invulnerable save is improved by 1 whenever an enemy unit charges them. Take From Them, Everything: Units w ith this rule count as having charged when charged against. Sw orn Protector: Light Ultras may accept challenges in lieu of any attached unit.

When the Prophets led the Covenant, they held an honor guard made of Elites. They w ere trusted to protect the Hierarchs as much as the stars were trusted to come out at night. They are among the most skilled w arriors the Elites can offer.

The honor guard are no longer a ceremonial offic e in the Sw ords of Sanghelios. They are now a completely military force to protect Kaidons, Rtas „V adum, and any political diplomats the Elites are harboring.

The standard honor guardsmen wear ornate armor as symbols of offic e, but they wear more practical armor when necessary. The honor guard are equipped with energy swords and they may trade these for their signature energy staves.

The Lights of Sanghelios are the Custodian Guard of the Elites. Each one able to best an entire Lance by themselves. The Lights of Sanghelios are the guard of the Arbiter himself, when once they were the guard of the High Prophet of Truth.

The Elites w ere the guards of the Prophets until the changing of the guard, where the Brutes replaced the Elites. They took the ceremonial helmets and staves to demonstrate the finality of this.

18

Minor Lances The Lance is the backbone of all Covenant militaries. To be a minor or major in a standard Lance is an underappreciated position. It has the highest amount of danger but the least respect among most militaries. The Sw ords of Sanghelios understand the necessity of the Lance, however, and make sure that the warriors in them are ready to face whatever may come. The Grunts form most Lances and were meat shields in the Covenant. Their position has changed little, but Elites do recogniz e and respect what the Grunts are put through. They are generally led by Grunt Majors, but it is common for Elite Minors or even Majors to lead Grunts into battle. Grunts wear their old combat harnesses because they are too small as a species to wear something heavy enough to protect them better and shield generators light enough for them to wear constantly are incredibly rare. Their arms are also too short to use large weapons like the plasma rifle, except in the case of shoulder-carrying weapons such as the fuel rod gun. They are better trained than they used to be in that they are trained in their weapons. They are no longer meatshields, they are now ultralight infantry. Elite Minors and Majors are used when discretion is more suitable to their assignment. They wear the standard combat harness and carry standard weaponry of the Elites.

Minor Lance

35 points WS BS S T W I A Ld Sv

Grunt Minor Grunt Major Grunt Heavy Elite Minor Elite Major Elite Storm Elite Wargear:  Plas ma pistol  Plas ma grenades  Plas ma rifle  Elite combat harness  Close combat w eapon Grunt Wargear:  Grunt harness  Plas ma pistol  Plas ma grenades Elite Special Rules:  On the Blood of Our Sons  Dual-Wield

2 2 2

2 2 3 1 2 1 5 6+ 3 2 3 1 2 1 6 6+ 3 2 3 1 2 1 6 6+

3 3 4

3 4 3

Unit Type

Composition

Infantry Infantry Infantry

10 Grunt Minors 1 Grunt Major

4 3 1 4 1 7 4+ Infantry 4 3 1 4 1 8 4+ Infantry 4 3 1 4 1 8 4+ Infantry Options:  May include up to ten more Grunt Minors in the unit………………….. 3 pts/model  May upgrade up to ten models to Elite Minors 7 pts/model  May upgrade any Elite Minor to an Elite Major or Elite Stor m………….3 pts/model  May upgrade up to two Grunt Minors to Grunt Heavies 1 pt/model  Grunt Heavies may take a Special weapon or Power weapon.  If the unit numbers less than ten Elites, one Elite replace their plasma rifle or plasma pistol w ith a Special Weapon or Power Weapon. Only one may be replaced in this way.  If the unit numbers ten Elites, one Elite may replace their plasma rifle with a Special Weapon and one may replace their plasma rifle with a Special Weapon or a Power Weapon.  All Elites in the unit may take Elite shield gauntlets……………………… 8 pts/model  All Elites may exchange their close combat weapons for energy daggers 1 pt/model  Any model may exchange their plasma pistol for a Needler for 2 pts/model  The unit may take a Shadow , Spirit, or Phantom as a dedicated transport.

19

Hunters “The Hunters have come to our aid, Arbiter! They will fight by our side.”

The Hunters are a race of worm-like organisms from the Te planetary system, appropriated into the Covenant under threat of genocide by the Prophets by word of the Arbiter at the time. They agreed and revealed their hidden power to him: they are able to colonize and use ambient material to create armor. The Arbiter proposed using Hunters as heavy shock troops to the Hierarchs, and they agreed.

The greatest advantage of the Hunters is their hive nature. The Hunters have no central nervous system, so neural shock weapons and Flood infection are ineffective. Almost all of the Hunters sided w ith the Elites in the Great Schism out of respect and stayed w ith the Swords of Sanghelios when the various Covenant Remnants began. They do not w orship the Forerunners, but respect the Arbiter.

They are afforded special heavy weaponry, heavy alloy shields, and armor made of the same nanolaminate hull plating that Elite starships are made of.

A quirk of Hunters is after they kill their opponents, they recite poetry to one another.

Hunter Bonded Pair Hunter Golden Hunter Wargear:  Hunter armor  Fuel rod cannon  Hunter shield Special Rules:  Fearless  Relentless  Smash  Very Bulky

160 Points

WS BS S T W I A Ld Sv 4 3 6 5 3 3 2 9 3+ 4 3 6 5 4 3 2 9 3+

Unit Type Infantry Infantry

Unit Composition 2 Hunters

Options:   

This unit may take a Phantom as a Dedicated Transport. The w hole unit may be upgraded to Golden Hunters………………………. 30 pts The w hole unit may take Assault Cannons 20 pts

Em pathic Bond: When there is only one model in the unit, the remaining Hunter gains the Feel No Pain, Furious Charge, and Rage special rules. It may also make two shooting attacks per shooting phase. Assault Cannons: An assault cannon has the capacity to fire a fuel rod beam, a fuel rod cannon, and a fuel rod storm. It may only fire one per shooting phase, and you must declare which before you do. Seismic Sight: This unit ignores any non-flying, non-skimmer unit‟s special rule, wargear, or psychic power that forces any shots a Hunter makes against it to be resolv ed as Snap Shots (ex. if shooting a target that benefits from the Invisibility psychic power, Hunters still shoot at their full ballistic skill). This unit is immune to Blind. This unit counts as in line of sight during deployment.

20

Stealth Elites

Fleet Security often calls in Stealth Elites in order to infiltrate enemy vessels and assassinate high-priority targets. Their true purpose is to gather information and develop strategic countermeasures to enemy formations. All are carried out w ith unparalleled effic iency.

Stealth Elites tend to use light, small, easy to carry weapons such as the plasma rifle and the energy sword. On occasion they use the energy staves that the honor guard use when distance is a factor in short-range fights.

The stealth harnesses they wear allow them to be invisible to the naked eye, but specialized equipment like VISR and Promethean vision w ill still see them.

Stealth Elite Lance

90 points

WS BS S T W I A Ld Sv Unit Type Composition 4 3 4 3 1 4 1 8 4+ Infantry 5 Stealth Elites Options:  May include up to fiv e more models in the unit………………….. 18 pts/model  Any Elite may take a second plasma rifle………………………… 3 pts/model  The w hole unit may trade their close combat weapons for energy daggers 1 pt/model  Any Elite may replace his plasma rifle/s for Plasma repeater………………….. free Special Rules: Plasma pistol free  On the Blood of Our Sons Energy sword……………………... 20 pts/model  Dual-Wield  Scout  Infiltrate Stealth Elite Wargear:  Plas ma grenades  Plas ma rifle  Stealth harness  Close combat w eapon

21

Spec Ops “Out of the darkness, these blades will light our way.”

To be a Spec Ops Elite is to be the low est rank in the Special Operations group of the Special Warfare divis ion. Even the low liest of them is a seasoned and effective warrior, ready and able to undertake the most dangerous and diffic ult operations the Sw ords of Sanghelios can offer them.

The position of Spec Ops is even open to Grunts who prove themselves, granting them a higher office than most Grunts ever get to see. Spec Ops use active camouflage to get into position. This differs from Stealth operatives using stealth harnesses who desire to not be shot at.

Their operatives come from the Majors and Ultras of the standard Elite military, selecting individuals who think outside the box and understand the price of failure.

Spec Ops Elite Lance Spec Ops Grunt Spec Ops Elite Spec Ops Officer Spec Ops Commander Elite Wargear:  Plas ma grenades  Plas ma rifle  Plas ma pistol  Active camouflage  Zealot harness  Close combat w eapon Grunt Wargear:  Grunt Harness  Plas ma pistol  Plas ma grenades

0 points

WS BS S T W I A Ld Sv Unit Type Composition 2 4 2 3 1 2 1 7 6+ Infantry 4 4 4 3 1 4 1 8 3+ Infantry 4 4 4 3 1 4 1 8 3+ Infantry (Character) 4 4 4 3 1 4 2 9 3+ Infantry (Character) Options:  May include up to 20 Spec Ops Grunts in the unit……………… 5 pts/model  May exchange up to 10 Spec Ops Grunts for Spec Ops Elites.. 15 pts/model  May exchange a Spec Ops Elite for a Spec Ops Officer 3 pts May exchange a Spec Ops Officer for a Spec Ops Commander. 10 pts  Any Elite may take a second plasma rifle………………………… 3 pts/model  Any Elite may take a second plasma pistol………………………. 2 pts/model  Any Elite may replace his plasma rifle/s for an energy sword.... 20 pts/model  Any Elite may replace one or both of their plasma rifles for one of the Standard Weapons each.  Any Spec Ops Grunt may exchange their plasma pistol for a needler… 2 pts/model  Up to three models in the unit may replace their plasma rif le or plasma pistol with a Special Weapon.

Special Rules:  On the Blood of Our Fathers  On the Blood of Our Sons  Dual-Wield

22

Ultras “On the blood of our fathers. On the blood of our sons.”

The rank of Ultra is the highest that can be achieved in the Elite military w ithout becoming an officer. They serve command roles, but only when their superior officer is incapable of doing so. They are sent on highpriority missions, often alone. Scarabs are often commanded by Elite Ultras.

They wear more ornate armor than most other ranks, and bring more heavy weapons to the field than most.

Grunts can also become Ultras should they prove their worth. They are afforded more ornate armor than most other Grunts to symbolize their office. This makes them the closest thing the Grunts have to “celebrities.” Famous, untouchable, and short-lived.

Elite Ultra Lance Grunt Ultra Elite Ultra Elite Wargear:  Plas ma grenades  Plas ma pistol  Concussion rifle  Zealot harness  Close combat w eapon Grunt Wargear:  Grunt harness  Plas ma pistol  Plas ma grenades

40 points WS BS S T W I A Ld Sv Unit Type Composition 3 4 2 3 1 3 1 7 6+ Infantry 4 Grunt Ultras 4 4 4 3 1 4 2 8 3+ Infantry 1 Elite Ultra Options:  Any Grunt Ultra may be exchanged w ith an Elite Ultra 15 pts/model  Any Elite may replace his concussion rif le with a fuel rod gun…… 5 pts/model  One Elite may exchange his concussion rif le for a plasma launcher…. 20 pts  May take a Shadow or deployment carapace as a dedicated transport.  Any Elite exchange their close combat w eapon with an energy sword… …. 20 pts/model  One Elite may exchange their concussion rif le for a variant weapon.  Any Grunt Ultra may replace their plasma pistol w ith a needler……….. 2 pts/model  All Elites may replace their close combat weapons with energy daggers 1 pt/model

EliteSpecial Rules:  On the Blood of Our Sons

23

Rangers To be a Ranger is one of the most hazardous roles in the Sw ords of Sanghelios. The assignments themselves are dangerous less in the fact of opposing forces (though those are incredibly dangerous) but the fact that Rangers have to operate in vacuum environments is what gives Rangers an operational life expectancy in the minutes. Only Elites form the Rangers in the Swords of Sanghelios as opposed to the Covenant Remnant employing Grunts and Jackals. They wear EVA-capable harnesses and thrust packs to perform boarding actions, space insertion, and demolitions. Alternativ e uses for the Rangers are the defense of the interior and exterior of ships. When opponents attempt boarding actions, Rangers wait and are sent to places the opposing force is attacking. In battle, Elite Rangers favor suppression in favor of direct damage w hen choosing weapons. Since their thruster packs allow them greater mobility than most other warriors, those suppressing weapons have a much greater psychological effect than when used by normal Elites.

Elite Ranger Lance Elite Ranger Wargear:  Plas ma grenades  Plas ma rifle  Ranger harness  Jet pack  Close combat w eapon

90 points

WS BS S T W I A Ld Sv Unit Type Composition 4 4 4 3 1 4 1 8 4+ Jetpack Infantry 5 Elite Rangers Options:  May include up to fiv e more models in the unit……………………. 18 pts/model  Any Elite may replace his plasma rifle with a Standard Weapon.  One Elite may replace his plasma rifle or close combat weapon w ith a variant weapon.  The w hole unit may trade their close combat weapons for energy daggers 1 pt/model  Any Elite may take a second plasma rifle………………………….. 2 pts/model

Special Rules:  On the Blood of Our Sons  Dual-Wield

24

Phantoms

Every race of the Covenant is familiar w ith the Phantom. The Elites and the Brutes make use of the type-52 Phantom, a more up-to-date version of the Type-44 that the Covenant Remnant uses. The major differences betw een the two are the new er variant has a more modular design that allows it to replace its weapons and also has surface-to-vacuum capacities.

Elites repainted their Phantoms during the Great Schis m to the olive drab of UNSC vehicles to signif y and communicate their alliance w ith Humanity. The Sw ords of Sanghelios appreciate the Phantom as a small-time savior since its weapons and relative durability make extraction and rapid insertion more survivable than most other aircraft.

Phantom Phantom Wargear:  Turret-mounted heavy plasma cannon 

Special Rules: Deep Strike

150 Points ┌--Armor--┐ BS F S R 3 12 11 11

HP 3

Unit Type Vehic le (Flyer, Hover, Transport)

Unit Composition 1 Phantom

Transport capacity: 30 infantry models.  May also transport a Wraith, two Mgalekgolo or tw o Banshees.  May not transport Very Bulky or Extremely Bulky models except for the two Hunters mentioned in the profile.  May replace the heavy plasma cannon w ith a concussion cannon…… free  May take a searchlight 1 pt  May take tw o sponson-mounted plasma cannons………………………. 30 pts

25

Shadows

Elites once made extended use of the Type-29 Shadow . This changed when it was revealed that Humans could easily counter it, so it was discontinued and simply placed on the front lines until very few now remain. The Shadow was used to transport infantry and Ghosts to the front lines, though its limited protection made Phantoms a better option in non-enclosed spaces when transporting infantry.

It is lightly armored (like most Covenant vehicles) and armed w ith a heavy plasma cannon for protection.

Shadow Shadow Wargear:  Heavy plasma cannon

55 Points ┌--Armor--┐ BS F S R HP Unit Type Unit Composition 3 10 10 10 2 Vehicle (Skimmer, Open-topped) 1 Shadow Transport Capacity: 12 models. Cannot carry models w ith Bulky, Very Bulky, or Extremely Bulky special rules.

26

Spirits

Spirits are one of the oldest dropship models in the Covenant armory. First sighted by the UNSC in 2525, it w as later replaced by the newer Phantom series in 2544. Nevertheless, many Elites prefer or are forced into using these old models. They are rather large and lightly armed for dropships, but are durable and just fast enough to survive its purpose.

Spirits are still seen in use by the Swords of Sanghelios and Covenant remnants well into the 2550s. They are armed w ith heavy plasma cannons.

Spirit Spirit Wargear:  Turret-mounted heavy plasma cannon 

155 Points ┌--Armor--┐ BS F S R 4 11 11 11

HP 4

Unit Type Vehicle (Flyer, Hover, Transport)

Unit Composition 1 Spirit

Transport capacity: 30 infantry models or tw o non-Flyer vehicles. 

May take a searchlight

1 pt

Special Rules: Deep Strike

27

Banshees

The Sangheili have used the Banshee for so incredibly long that their ancient fighter the Tarasque has been nearly completely forgotten. It has gone through countless redesigns and its evolution has branched since the Great Schism. The Sw ords of Sanghelios have made their new Banshees more dedicated air support and escort whereas the Brutes use them as strike craft and the Covenant Remnant use them as harassment units.

Banshees are equipped w ith a pair of plasma cannons and a fuel rod cannon to stave off opponents, infantry and vehicle alike.

Banshee Lance Banshee Sw ord Banshee Banshee Ultra Wargear:  Tw in-linked plasma cannon  Fuel rod gun  

Special Rules: Aerial Dodge Scout

65 Points BS 3 3 4

   

┌--Armor--┐ F S R 10 10 10 11 10 10 11 11 10 Options:

HP 2 2 3

Unit Type Vehic le (Flyer) Vehicle (Flyer) Vehicle (Flyer)

Unit Composition 1 Banshee

May add up to two additional Banshees……………………………………… 65 pts/model May upgrade the whole unit to Sword Banshees 10 pts/model May upgrade the whole unit to Banshee Ultras……………………………… 25 pts/model The unit may take space shielding 15 pts/model Aerial Dodge: After performing a jink, the BS of a Banshee is 2, not 1. Space Shield: Acts as a Void Shield, w ith an armor value of 11 instead of 12 and does not protect against Destroyer weapons or penetrating hits.

Ultra Pilot: Banshee Ultras may fire at their full ballistic skill the turn after jinking and may fire snapshots immediately after jinking. The strength of the plasma cannon on a Banshee Ultra is increased by 1. The fuel rod gun inflicts three hits per model under the blast when fired by a Banshee Ultra. Only one unit may include Ultra variants per army.

28

Revenants “And lo, were we brought low by a floating piece of cardboard.”

The Merchants of Qikost designed the Revenant to counter the UNSC‟s increased usage of Warthogs. It is lightly armored, fast, and armed w ith a single weapon and possibly a passenger. In reality, the Revenant was originally a civilian vehicle repurposed by the Covenant war machine. The thin, blurry line between civilian and military in Sangheili society made this an easy matter.

The reason the Revenant was drawn from civilian vehicles was discovered after the war‟s end. As it turns out, the Covenant were running low on supplies for their soldiers and could barely arm their soldiers. This is als o the reason Brutes didn‟t wear armor until the Schism. The resources were simply too few for everyone.

The cargo compartment w as removed to make room for a plasma mortar similar to that used by Wraiths, simply on a smaller scale. The armor added to the frame was minimal to maintain speed.

Revenant Revenant Wargear:  Plas ma mortar

55 Points ┌--Armor--┐ BS F S R 3 10 10 10

HP 2

Unit Type Vehicle (Skimmer, Fast, Open-topped)

May include up to two more models in the unit…………….. 55 pts/model May take a sponson-mounted weapon. Concussion rif le- 5 pts Fuel rod gun - 15 pts Plasma launcher- 25 pts

29

Unit Composition 1 Revenant

Specters

Spectres were introduced in 2545, not reported by human forces for an entire year before the Battle of Sargasso. Its design purpose is to be an intermediary betw een the Ghost and the Wraith, a general anti-infantry platform. Many Sangheili became so fond of the design and effectiveness of Spectres that they still used them in keeps after the war. Its advanced anti-gravity engine allows it to be stable as it fires its plasma cannon and its passengers can comfortably fire their own weapons.

What makes the Spectre truly special to the Elites is its racial significance. Spectres were in direct competition with Brute Prow lers for their role. They were both phased out before the Battle of Reach, wherein the Sangheilidesigned Revenant took both of their places. The Spectre is the pride of Sangheili light support, a sign of racial superiority over the Brutes and their Prow ler, holding out for the day the Revenant (and Elites) would triumph.

Spectre Spectre Wargear:  Plas ma cannon

60 Points ┌--Armor--┐ BS F S R 3 10 10 10

HP 2

Unit Type Vehicle (Skimmer, Fast, Open-topped)

May include up to two more models in the unit…………….. Each model take a pair of sponson-mounted weapons. Concussion rif leFuel rod gun Plasma launcher-

30

60 pts/model 10 pts 30 pts 50 pts

Unit Composition 1 Spectre

Wraiths “Brother, we have plasma like the Forerunners have never seen!”

The Type-26 Wraith and its Type-52 anti-air sis ter are the mainstay of all Covenant mortar, Elite and Brute alike. It‟s more of a self-propelled gun than a tank, fir ing star-hot plasma at its targets. Those targets tend to melt rather quickly. The vehicle itself is rather durable, but a good hit from an enemy tank of equal weight class will destroy it. To protect itself , Wraiths are armed w ith one or tw o plasma cannons to pick off infantry that tries to destroy it.

Wraiths have been in service to Covenant races for over a century, and show no sign of being replaced any time soon. Its combination of heavy armor and firepower make it a highly valuable weapons platform, its low speed being easily overlooked when taken in formation. Generally, only Spartans, highly elite Sangheili, and the occasional ODST can destroy a Wraith before it has made return on investment.

Wraith Lance Light Wraith Heavy Wraith Sw ord Wraith Wraith Ultra Wargear:  Heavy plasma mortar  Plas ma cannon

90 Points BS 3 3 3 4

 

  

┌--Armor--┐ F S R 11 11 10 12 11 10 12 11 10 13 11 11 Options:

HP 3 3 3 3

Unit Type Vehicle (Tank, Skimmer) Vehicle (Tank, Skimmer, Heavy) Vehicle (Tank, Skimmer) Vehic le (Tank, Skimmer)

Unit Composition 1 Light Wraith

May include up to two more models in the unit………………………………… 90 pts The entire unit may upgrade to: Heavy Wraith 10 pts/model Sword Wraith 15 pts/model Wraith Ultra 40 pts/model Any heavy wraith may replace the heavy plasma mortar w ith a tw in-linked fuel rod launcher 10 pts/model May tw in-link its plasma cannon 10 pts/model The entire unit may take scout shields………………………………………….. 15 pts/model

Ultra Pilot: Ultra Wraiths may fire at their full ballistic skill the turn after jinking and may fire snap shots immediately after jinking. The heavy plasma mortar inflicts three hits per model hit by the blast when fired by a Wraith Ultra. Wraith Ultras may fire the heavy plasma mortar after moving combat speed. Only one unit may include Ultra variants per army.

31

Ghosts

Ghosts are the fast attack platform of choice for the Elites, Grunts and sometimes even the Jackals. They are composed of a driver‟s seat and an attached hovercraft nose, armed w ith a pair of plasma cannons to attack targets. The Elites share the Covenant Remnant‟s philosophy of using them f or recon and rapid response.

The only strategic downside of the Ghosts is now that nearly every military in the galaxy uses one and know s how to counter them. Only the humans don‟t have them but are the most w ell-versed in destroying Ghosts, making using them against humans an exercise in frustration. The Sw ords of Sanghelios put heavier armor on their Ghosts.

Ghost Lance

75 Points WS BS S T W 4 4 4 4 1 4 4 4 4 1 4 4 4 5 1

Ghost Sw ord Ghost Ghost Ultra Ghost Wargear:  Tw in-linked medium plasma cannon  Close combat weapon



Sv 4+ 3+ 3+

Unit Type Jetbike Jetbike Jetbike

Unit Composition 3 Ghosts

Options:   

Ghost Ultra Wargear: 

I A Ld 4 1 8 4 1 8 4 1 8

May include up to four more models in the unit………………. 25 pts/model May take scout shields 5 pts/model The entire unit may upgrade to: Sword Ghosts 5 pts/model Ghost Utlras 20 pts/model

Tw in-linked heavy plasma cannon Scout shield

Special Rules:  On the Blood of Our Sons  Furious Charge Ultra Pilot: Ghost Ultras may fire at their full ballistic skill the turn after jinking, and may fire snap shots immediately after jinking. Only one unit may include Ultra variants per army. Ghost Ultras may not take a second scout shield.

32

Ripa ‘Moramee “I feel the joy of doing what I was born to do. I have no regrets, save that I will not die fighting.”

Ripa „Moramee w as the Arbiter in charge of the military forces in the beginning of the Human-Covenant War. After failing a coup upon his Kaidon, he was sentenced to death before the Prophet of Regret urged the Council to make him an Arbiter. Regret deemed it necessary to appoint an Arbiter after the current Grunt Rebellion had gotten out of hand and needed the respect the title demanded of Grunts. He w as later assigned to attack a human colony world shortly after the fir st contact with them. The humans gave him trouble for years before he had to personally intervene on the battlefield, and even then he eventually was killed by a human soldier. „Moramee‟s combat style is one that eschews any subtlety and favors direct attacks. He considers it more honorable to been seen by his foes and use a sword than to use his armor‟s cloaking abilities or a gun.

Ripa „Moramee

180 Points WS BS S T W I A Ld Sv 7 3 4 4 3 5 4 10 3+

Ripa „Moramee Wargear:  Armor of the Arbiter  Tw o energy swords

Unit Type Unit Composition Infantry (Character) 1 (Unique)

Options:    

A Sangheili Warrior may take an individual breaching carapace …………. 3 pts A Sangheili Warrior may replace his storm rifle with a carbine for free. A Sangheili Warrior may replace his plasma pistol w ith a needler for free. A Sangheili Warrior may replace his storm rifle or plasma pistol w ith a special weapon, power weapon, or variant weapon.

Special Rules:  Independent Character  Fearless Warlord Trait: Glorious Advance  Feel No Pain  Fleet  Honor Before All Else  Relentless Fury  Office of Shame  On the Blood of Our Fathers  On the Blood of Our Sons  Preferred Enemy (Humans)

33

Rtas ‘Vadum

250 Points

“These are my Elites. Their lives matter to me, yours does not.”

Know n as Half-Jaw to friend and foe alike, Rtas „Vadum is the de-facto second in command of the Swords of Sanghelios, second only to the Arbiter himself. He is the Master of an entire Fleet of Retribution, „Vadum prefers to make commands from his throne on the Shadow of Intent. He w as the strategic allied commander of the Sangheili during the alliance w ith humanity at the end of the Human-Covenant War. Since then, he has led Sangheili military actions around the galaxy to root out Covenant Remnant activity and keep the Flood from returning. Before the Great Schism, „Vadum w as a special operations offic er and commander during the Raid on the Threshold gas mine w ith the current Arbiter as an aide. The name “half-jaw” came about as a testament to his shameful injury in combat. He fought an infected comrade who cut off his left mandible w ith an energy sword. He has embraced the nickname and made it a point of pride. Few have engaged in single combat w ith a Flood infectee and lived to tell the tale. He prefers to wear his pre-Schis m harness and use the energy sword he loaned to Thel „Vadam at the Threshold gas mine. They aren‟t unique or enhanced, but he holds an emotional attachment to them. Rtas „Vadum

WS 6

BS 4

S 4

T 4

W 3

I 5

A 3

Ld 10

Sv 3+

Unit Type: Infantry (Character), Unique.

Wargear: Energy sword, mantle of heroes, plasm a grenades, plasma pistol, plasma rifle,

Warlord Trait: Shadow of Intent.*

ventral beam .

Special Rules: On the Blood of Our Fathers, On the Blood of Our Sons, Independent Character, Master of the Fleet, Dual-Wield.

We Swore to Uphold the Covenant! : A Detachment w ith Rtas „Vadum as the Warlord may take Spec Ops units as Troops choices.

Sw ordmaster: To-wound rolls of 6 in close combat have the Instant Death special rule. *Shadow of Intent‟s effects are independent of Rtas „Vadum‟s w argear and special rules. Options: May take a unit of Honor Guard/Lights of Sanghelios that does not take up a Force Organization Slot.

34

Thel ‘Vadam 200 Points “The Arbiter. Maybe more than any other figure, a symbol of what the galaxy could one day become.”

Thel „Vadam (formerly „V adamee) is likely the most important being in the galaxy today. Chieftain Lydus is a great leader open to peace, Fleetmaster Hood understands the galactic climate, and the Master Chief is merely a savior. The Arbiter is the central figure and cause for peace among all species, and the largest opponent of Jul „Mdama‟s terroris t organization. Where others would incinerate planets and call it a day, „V adam offers understanding and compromise. He is a soldier with but one peer.

Once the Supreme Commander of the Fleet of Particular Justice, „Vadam w as the favorite of the Covenant races. This is why he was selected for increasingly suicidal missions by the Prophets, until he finally failed to safeguard Halo and w as made Arbiter. Even as Arbiter –a position that was explicitly for suicide missions- „V adam emerged victorious over his foes, until finally he killed the Prophet of Truth himself, dissolv ing the Covenant once and for all.

Since then, the Arbiter has returned to act as Kaidon in his keep on Sanghelios to quell rebellions by groups such as the Servants of the Abiding Truth and the Covenant Remnant. He has brokered peace w ith Fleetmaster Hood, who has informed him that there are individuals w ithin Humanity that desire and are perfectly capable of making attempts on his life. He bears no ill w ill towards humans, for he knows all he has done is unforgiv able in the eyes of others. Thel „Vadam

WS 6

BS 5

S 4

Unit Type: Infantry (Character), Unique.

T 4

W 3

I 5

A 4

Ld 10

Sv 3+

Wargear: Energy sword, mantle of heroes, plasm a grenades, plasma pistol, plasma rifle.

Warlord Trait: Sword of Sanghelios. Special Rules: Sw ordmaster, Honor Before All Else , Relentless Fury,

On the Blood of Our Fathers, On the Blood of Our Sons, Fearless, Fleet, Independent Character, Dual-Wield, Eternal Warrior, It Will Not Die. Options: May take a Lich as a dedicated transport.

May replace his plasma rifle/s w ith a Special Weapon, Power Weapon, Variant weapon, or Standard Weapon.

May take a second plasma rifle- 2 pts

May take Legendary Armory items.

35

36

37

Sangheili Armory This section of Codex: Sangheili lists the weapons and equipment used by the soldiers of the Elites , along with the rules for using them in your games of Warhammer 40,000. Equipment that is unique to an individual unit is detailed in the appropriate entry in the Forces of the Sangheili section (pages 10 to 34), while weapons and equipment used by all the other types of units are detailed here. Profiles for weapons are also found in the reference section (pg. 58).

Ranged Weapons Fuel Rod Weapons

Plasma Grenades

This series of Covenant weapons uses fuel rods and with exception of the carbine, are anti-vehicle weapons.

Plasma grenades are a tried and true Covenant weapon. the Their unique ability to stick to surfaces is invaluable.

Name

Name

Range

S

AP

Type

Plas ma Grenade

Melee

4

4

Hayw ire, Rending

Range

S

AP

Carbine Fuel Rod Beam Fuel Rod Cannon Fuel Rod Gun Fuel Rod Launcher

30” 48” 48” 48” 48”

4 8 9 7 7

6 2 4 4 4

Fuel Rod Stor m Needle Weapons

36”

5

5

Type Rapid Fire Heavy 1, Melta Heavy 1, blast Heavy 2 Heavy 3, Skyfire, Interceptor Assault 4

Ventral Beam

Once called a Cleansing Beam, ventral beams are fired from Sangheili spaceships on the worlds below.

Once reserved only for Grunts, the usefulness of needle weapons has made it a nearly-standard-is sue weapon variety.

Name

Range

S

AP

Name

Ventral Beam

Infinite

10

1

Type

Range

S

AP

Type

18” 30”

3 3

6

Assault 2,Rending, Tw in-linked Rapid Fire,Rending (5+)

Range

S

AP

Type

36”

X

4

Concussion Cannon 36” Concussion Rifle 18”

5 4

5 6

Focus Rifle Plas ma Cannon Medium Plas ma Cannon Heavy Plasma Cannon

36” 36” 36”

4 5 5

5 5 5

*A weapon w ith a Charged profile can only use its charged Heavy 1, profile once per game. Sniper Heavy 2, Concussiv e, Blast Assault 1, Blast, Concussiv e Rapid Fire, Pinning Heavy 3 Heavy 5

36”

6

4

Heavy 3

Plas ma Caster Charged* Plas ma Launcher Plas ma Mortar Heavy Plasma Mortar Plas ma Pistol Standard Charged* Plas ma Repeater Charged Plas ma Rifle Standard Charged*

18”

3 4 6 5 8

5 4 4 5 2

Assault 3 Assault 1, Rending, Blast, Caster Heavy 4, Tw in-linked Heavy 1, Blast, Barrage Ordnance 1, Barrage, Large Blast

3 4 3

5 6

3 3

6 6

Needler Needle rifle

Ordnance 1, Large Blast, Ignores Cover

Plasma Weaponry Name Beam Rifle

36” 24” 48” 12”

24”

Pistol Hayw ire, Tw in-linked Rapid Fire Salvo 2/4

18” Assault 2 Assault 3

38

Caster: Any unit under the blast template takes 3 hits more than the number of units under the blast marker.

Melee Weapons Energy Weapons Elites believe close combat to be the pinnacle of war, and have embraced white-hot plasma weapons to cut and cleanse anyone in their way. Name

S

AP

Type

Energy dagger

User

6

Melee, Rending

Energy Sw ord

User+1

3

Melee, Rending

Energy Pike

User +2 User +3

4 3

Melee, Rending Lunge- This profile may only be used when charging. Melee, Lunge, Rending

Armor Elite Combat Harness

Ranger Harness

In use for hundreds of years, the Elites use this well-armored body suit and energy shielding in war.

These harnesses are made to operate in zero-gravity vacuum environments.

Confers a 4+ armour save and a 6+ invulnerable save.

Confers a 4+ armour save and a 6+ invulnerable save. Is Void-Hardened for Zone Mortalis missions.

Hunter Armor

Hunter Shield

Hunter wear a specialized armor that can withstand tremendous punishment.

These shields are made of an unknown alloy that is also used in Covenant starships.

Hunter armor confers a 3+ armour save.

Hunter shields allow failed armour saves to be re-rolled. It also allows the wielder to roll armour saves against AP 3 weapons, but those may not be re-rolled.

Stealth Harness Available to Swords of Sanghelios and whoever else can scavenge it, these harnesses forgo energy shielding to use cloaking technology.

Zealot Harness

Any model w ith a stealth harness benefits from a 4+ armour save. In addition, they gain the Stealth and Shrouded special rules.

The second tier of Elite armor, zealot harnesses are given to Zealot-class soldiers such as special operations soldiers and commanding officers.

Mantle of Heroes

Confers a 3+ armour save and a 5+ invulnerable save.

This harness is only worn by the greatest of warriors of the old Covenant and the greatest or most opportunistic of those out of it.

Elite Shield Gauntlet

The Mantle of Heroes confers unto the model that w ears it a 3+ armour save and a 5+ invulnerable save. In addition, it increases the toughness of the model that wears it by 1. Grunt Harness The Grunts have always been cannon fodder, and as of now there is nothing more effective to protect Grunts in existence. This will likely change in the near-future. A Grunt harness confers a 6+ armour save.

39

An improved version of the Jackal shield, it is a multiplier an existing energy shield. An Elite shield gauntlet improves the invulnerable save of the model using it by 1 (6+ becomes 5+, 5+ becomes 4+, etc.). Models equipped with shield gauntlets may not make sweeping advances.

Armor Abilities

Active Camouflage Covenant light-bending technology is invaluable, and has led many an Elite to victory. No one has addressed the hypocrisy of maintaining an honorable demeanor while being invisible. Models w ith activ e camouflage gain the infiltrate and deep strike special rules. You choose which is used at the beginning of the game. When deep striking, the model does not scatter and the unit may choose to charge instead of shooting, but it can‟t do both.

Armor Lock This armor ability amplifies the energy shielding of the user to the point of near-invincibility, but leaves the user immobile. To mitigate this, the armor lock also inflicts electrical discharge on close targets. You may only use this at the beginning of your assault phase. The model or unit that uses this ability has a re-rollable 2+ invulnerable save until your next shooting phase. When armor lock‟s effect ends, any enemy unit that is in close combat w ith the user must take an initiative test. If they fail, the model/s using armor lock may break combat and move d6” away from the enemy unit. This ability is only usable two times per game.

Jet Pack The jet pack is by Elites for atmospheric flight. It functions via antigravity boosters to propel and keep aloft its user. Models w ith jet packs become jet pack infantry.

Vehicle Armory Scout Shield A larger and more advanced variety of energy shielding that foot soldiers use. Models w ith scout shields benefit from one 2+ invulnerable save per game turn. It may be activated whenever you wis h.

40

Legendary Armory Not necessarily (although quite possibly) sacred relics from throughout the history of the Elites, these items are things of incredible power and only the most responsible and capable of Elites may carry them. Only one of each of the following items may be chosen per game.

Armor of the Arbiter A veritable relic compared to modern harnesses, this is a serial one-of-a-kind harness that is only remade when its last user dies. The Armor of the Arbiter confers a 3+ armour save and a 5+ invulnerable save to its wearer. Once per game, at the beginning of your movement phase, the wearer may benefit from the Stealth and Shrouding special rules until the beginning of your next turn. The wearer is granted the Feel No Pain rule and their toughness is increased by 1. Replaces the user‟s armor.

Haka‟s Helm The helmet of Haka, the killer of Arbiter Fal ‘Chavamee. Its glowing eyes and kuwagata-like appearance make him look like an otherworldly monster. This confers the Fear, Fleet, and Furious Charge special rules to the user.

Kaidon Battleplate of Ther „Vadam Another relic of Sanghelios, this is a truly one-of-a-kind armor that only a Kaidon from Sanghelios may use. It is the single best harness the Elites have, having been improved upon gradually and consistently since time immemorial. It once belonged to Ther ‘Vadam himself. This confers a 3+ re-rollable armour save and a 4+ invulnerable save to its wearer. It increases the toughness characteristic of the wearer by 1. Replaces the user‟s armor.

The Prophet‟s Bane The blade of Thel ‘Vadam, he carries it as a symbol both of freedom from the Prophets and as a symbol of hope for the Elites to once again find their place in the galaxy. Name Prophet‟s Bane

S User+1

AP

Type

Special Rules

3

Melee

Prophet‟s Bane

Prophet‟s Bane: This w eapon is Master Crafted. It also benefits from the Blind and Rending special rules. It grants its w ielder the Crusader and Fleet special rules –expanding them to whatever unit the w ielder is in. The w eapon Rends on a 5+. Finally, the user benefits from the Invisibility psychic power as long as they make no shooting attacks.

41

Variant Weapons Hailstorm

Krith‟s Left Hand

A pre-Covenant Elite needler that fires faster and better needles.

This beam rifle once belonged to the pirate prince Krith.

Name Hailstorm

Range

S

AP

Type

Name

21”

3

6

Assault 3, Rending Tw in-linked

Krith‟s Left Hand

Range

S

AP

Type

36”

X

4 Heavy 1, Krith‟s Left Hand

Krith‟s Left Hand: One hit becomes D3 hits.

Pool of Radiance

Scourge of Fire

Once forbidden, this fuel rod cannon fires lingering combustibles.

This plasma caster has been improved to not overheat.

Name

Name

Pool of Radiance

Range

S

48”

7

AP

Type

4 Heavy 1, Blast Pool of Radiance Pool of Radiance: Leave the blast marker where it hits. For the next game turn, this blast marker continues to do damage to w hatever touches it using this weapon‟s profile each movement phase.

Scourge of Fire

Range

S

AP

18”

3

5

Type

Assault 3, Scourge of Fire 4 4 Assault 1, Rending, Blast, Caster, Scourge of Fire

Scourge of Fire: Make two damage rolls per successful hit.

Void‟s Tear

Vorpal Talon

As it turns out, plasma pistols can fire black holes. Who knew?

A blue-to-orange energy sword meant for rangers.

Name Void‟s Tear Charged

Range

S

AP

Type

Name

Range

S

12”

3 4

6 5

Pistol, tw in-linked Pistol, tw in-linked Hayw ire, Blast Vortex

Vorpal Talon

Melee

User+1 3 Melee, Rending, Vorpal Talon

42

AP

Type

Vorpal Talon: Jet pack infantry may re-roll their jet pack movement distances if a model in the unit is equipped w ith this weapon.

43

Sangheili Wargear List These lists detail the point values of various items of wargear available to units in your arm y. Many unit entries in the arm y list that follows may include w argear options from one or more of these lists - in each instance, the army list entry will tell you (in bold) exactly which of these lists you m ay use.

Standard Weapons Carbine Focus rif le Needle rifle Needler Plas ma Repeater

Special Weapons Free 5 pts 3 pts 2 pts Free

Beam rifle Concussion rifle Plas ma Caster

Power Weapons Fuel rod gun Plas ma cannon Plas ma launcher Legendary Armory Armor of the Arbiter Haka‟s Helm Kaidon Battleplate of Ther „Vadam The Prophet‟s Bane

10 pts 5 pts 7 pts

Support Gear 12 pts 14 pts 25 pts

Active camouflage Armor lock Jet Pack

8 pts/model 10 pts/model 3 pts/model

Variant Weapons* 5 pts 7 pts 15 pts 50 pts

*Only one variant weapon may be taken per army.

44

Hailstorm Krith‟s Left Hand Pool of Radiance Scourge of Fire Void‟s Tear Vorpal Talon

5 pts 15 pts 16 pts 10 pts 5 pts 25 pts

Tactical Objectives Codex: Sangheili describes six Tactical Objectives to use in your games that are exclusive to Swords of Sanghelios players and help reflect their martial ability and ability to prioritize. If your Warlord has the Sangheili faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules. If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Sangheili player generates a Capture & Cont rol objective (numbers 11, 12, 13, 14, 15, or 16), generate the corresponding Sangheili Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally. D66

Result

11

Ninja

12

Fear the Pink Mist

13

Up Close and Personal

14

11

Blades of Fury

15

If They Came to Hear Me Beg

16

Mortardom

Ninja Type: Sangheili It might be considered dishonorable to sneak up to an opponent, and in some ways it is. But meeting your opponent is worth the momentary dishonor. Gain a Victory Point at the end of your turn if you successfully deep strike an infantry unit. Gain D3 if you deep strike two, and D3+3 if you deep strike 3 in the same turn.

12

Fear the Pink Mist Type: Sangheili Purple haze, up in my brain. Lately things just don’t seem the same. Gain a Victory Point at the end of your turn if one of your Needler or Needle rifle weapons rolls a 6 to wound. Gain D3 if tw o roll 6es to wound, and gain D3+3 if three or more roll 6es to wound.

13

Up Close and Personal Type: Sangheili Any time an Elite meets their foe in melee is a great victory in itself, and few opponents defeat an Elite in melee. Gain a Victory Point at the end of your turn if an infantry unit successfully charges into close combat, D3 if two charge into close combat, and D3+3 if three charge into close combat successfully.

45

14

Blades of Fury Type: Sangheili Elites will hack their opponents to pieces, both to intimidate foes and to prove their prowess with energy blades. Sometimes, they land particularly good hits. Gain a Victory Point at the end of your turn if you roll a 6 to wound in close combat w ith an energy dagger, sword, or pike. Gain D3 if you roll two or more 6es, and D3+3 if you roll three or more.

15

If They Came to Hear Me Beg Type: Sangheili They will be sorely mistaken. If one of your units passes or has passed a Leadership test in this game turn, gain a Victory Point. Add one Victory Point for each passed Leadership test beyond the first.

16

Mortardom Type: Sangheili Even the best-armored vehicles will melt before the might of plasma mortars, and Elites can put them exactly where they need them. For each “Hit” you roll on scatter for blast weapons during this turn, gain a victory point.

46

47

Apocalypse This section details units generally reserved for games of 3000 or more points.

48

Scarabs “This, brother. This is what makes the Elites the greatest fighting force in the galaxy today!”

Scarabs have been in the Covenant excavation lot for decades, digging for Forerunner artif acts or terraforming w orlds to produce plasma forever. Governments around the galaxy still use them, and the Swords of Sanghelios are no different. They prefer the Type-47 Scarabs, which come in two forms. The Protos is a machine of uncertain origin, and the Deuteros is an enormous colony of Hunter w orms, given a large suit of armor. Both are armed w ith focus cannons and it is possible for them to deploy from orbit as well as heavy plasma cannons to defend themselves from flying vehicles. They are nearly unstoppable weapons of war, capable of withstanding MAC strikes from human accelerator weapons.

Scarab Protos Scarab Deutoros

Point Cost:

WS

BS

S

I

A

2 2

3 3

10 10

1 1

3 3

Scarab Protos- 1300 points.

┌---------Armor ---------┐ F S R 13 13 11 13 13 11

HP 24 30

Scarab Deuteros- 1550 points.

Unit Type: Vehicle (Super-heavy Walker) Wargear: Focus cannon, heavy plasm a cannon.

Scarab Protos Wargear: A second heavy plasma cannon.

Special Rules: Super-heavy Walker, Towering Monstrosity..

Scarab Deutoros Special Rules: Deep Strike, It Will Not Die, Tow ering Monstrosity.

Options: May take a searchlight- 1 pt Focus Cannon

S

AP

Range

Type

D

1

96”

Prim ary Weapon 1, Plasma

Towering Monstrosity (Scarab): This unit is completely immune to dangerous terrain, non-Witchfire psychic powers (Witchfire must damage it w ith its strength profile), and may not be locked in combat. Any unit that is not a Gargantuan Creature or SuperHeavy Walker may only hit Scarabs on a 6, and Super-heavy walkers and Gargantuan Creatures hit on a 5 or 6. Scarabs do not mishap w hen deep striking, and w ill alw ays move the minimum safe dis tance necessary to enter. The Scarab Deutoros does not qualify as a vehicle for the purposes of Haywire. Plasma: Weapons with this rule deplete D3 void shields instead of just one.

49

Liches “Lich? Looks like a flying trilobite.”

Liches are an oddity in the galaxy. Achoem only started making them after the Human-Covenant War was over, but nearly every Covenant splinter faction of Elites uses them. Some factions of Jackals use them as well, having acquired them on the black market.The most famous user of these is the Covenant Remnant, led by Jul „Mdama, but the manufacturer is nominally loyal to the Sw ords of Sanghelios (and based on Sanghelios). Lic hes are technically made to be landing craft and beachheads unto themselves, but they are sometimes called to be fighter-bombers in space due to their payload. Liches are armed with focus cannons like the Scarabs, with the addition that they can carry infantry to and from the battlefield. ┌-----------------Armor ------------------┐ F S R 13 12 12

BS Lich

4

HP 40

Unit Type: Super-heavy Vehicle (Flyer, Hover, Transport)

Transport:

Points Cost: 2000 points.

Transport capacity: 40 models and a Phantom.

Special Rules: Super-heavy Vehicle.

Access points: All sides.

Options: May take a searchlight for free.

Fire points: 5 on left, 5 on right.

Hovering Behemoth: Liches are immune to non-Witchfire psychic powers (and those must attempt to damage it normally). The Lich is so large that units without the Skyfire special rule may fire upon it w ith their full ballistic skill, but blast weapons still cannot target it.

Wargear: Plasm a autocannon, four sponson-mounted heavy plasma cannons, gravity lift. Gravity lift: Any infantry type may deploy from the Lich.

Plasma Autocannon

S

AP

Range

Type

D

1

96”

Prim ary Weapon 2, Plasma

Plasma: Weapons with this rule deplete D3 void shields instead of just one.

50

Tyrants

One of the most oft-used artillery pieces the Covenant and post-Covenant militaries use is the Type-38 Tyrant. It is signific antly heavier and more difficult to transport than the Mantis but its higher damage output is considered a fair tradeoff. The Tyrant is not only an artillery piece; it is also a fortif ication unto itself with multiple levels and cover for the troops stationed there. The Tyrant is pow ered by a pinch fusion reactor that gives it unlimited ammunition. The cost of this is that if the reactor core is destroy ed, the artillery will explode.

Composi tion: 1 m ain strongpoint.

Point Cost: 110 points

Acce ss Points/Fire Points: As per model.

Terrain Type: Large Building (AV 14).

Special Rules: Massive Fortification.

Weapons: Tyrant gun.

Tyrant Gun

S

AP

Range

Type

9

2

96”

Heavy 3, Melta, Skyfire, Interceptor

Fully Autom ated: The Tyrant Gun can only fir e using Automated Fire. Power Core: If an enemy unit captures the Tyrant, it is destroyed.

51

Weevils

Composi tion: 1 m ain strongpoint.

Point Cost: 150 points

Acce ss Points/Fire Points: As per model.

Super-heavy plasm a mortar

Terrain Type: Sm all Building (Armor Value 13).

S

AP

Range

Type

8

2

84”

Ordnance 1, 5” blast, melta

Fully Autom ated: The Weevil can only fire using Automated Fire. The Weevil cannot be captured.

52

Phantom Gunboat

A space variant of the Type-52 Phantom, gunboats are capable of carrying troops to and from ships as necessary. Their most common purpose is to provide fighter support and form “beachheads” in space to make w ay for the capital ships when Seraphs fail at their jobs. Gunboats are armed w ith a heavy plasma cannon like their planetary cousins but also come w ith fiv e more plasma cannons to protect themselv es from enemy fighters.

Phantom Gunboat

BS 4

┌-----------------Armor ------------------┐ F S R 12 12 12

HP

Void Shields

6

3

Point Cost: 400 points.

Unit Type: Vehicle (Flyer, Hover).

Special Rules: Supersonic, Strafing Run.

Wargear: Heavy plasma cannon, five medium plasm a cannons.

Options:  May take up to tw o more Phantom Gunboats…………………………… 300 pts/model

53

Seraphs

The Type-31 Seraph is a teardrop-shaped starfighter known for wreaking havoc to human spacecraft through a combination of its energy shielding and high-energy plasma w eaponry. It is a sturdy craft capable of fly ing through hurricanes on gas giant planets and still agile enough to keep pace w ith Longsword craft. Due to the vastness of space and its capacity to “power down” to slip past sensors, Seraphs are a rare sight from human perspectiv es. Seraphs are armed w ith heavy plasma cannons, puls e lasers, and plasma charges, all of which make strafing runs a deadly encounter for the party being attacked. Only recently have the UNSC been able to effectively counter Seraphs in a similar w eight class w ith their new strike fighters. BS Seraph

4

┌-----------------Armor ------------------┐ F S R 11 11 10

HP

Void Shields

4

2

Point Cost: 235 points.

Unit Type: Vehicle (Flyer).

Special Rules: Supersonic, Strafing Run.

Wargear: Heavy plasma cannon (pg. 26), plasm a charge, pulse laser.

Options:  May take up to tw o more Seraphs…….…………………………………… 235 pts/model Plasma Charge Pulse Laser

S

AP

Range

Type

9

2

-

Heavy 1, Bom b, 7” Blast

9

2

60”

Heavy 1, Lance

54

55

Elite Gundan

The Elite Gundan detachment allows you to represent something resembling the typical structure of a preCovenant Sangheili force on the Warhammer 40,000 battlefield. The choices below offer a way for the most straightforward warrior race in Halo to mobilize.

RESTRICTIONS: Battle Command Formation This detachment must conform to the numbers of Core, Command, and Auxiliary formations shown below. Only the unit entries listed here may be in this detachment. Allunits in this detachment must have the Sangheili Faction.

   

1-3 Field Officers 1-2 Fleet Officers 1 0-2 High Officers 0-3 Political Officers

COMMAND BENEFITS:

Council of Kaidons

Particular Justice: If your Warlord is part of this detachment, you may re-roll your warlord trait from the Codex: Sangheili warlord traits table.



Triumphant Declaration: All units in the detachment gain +1 Initiative or the Feel no Pain special rule on any turn in which they charge until that game turn is over. Sacred Promise: An y unit in the detachment may choose to automatically fail any Leadership test.

2-8 HQ choices

Sohay Formation     

1-2 Minor Lances 0-1 Stealth Elite Lances 0-1 Ranger Lances 0-1 Spec Ops Lances 0-1 Ultra Lances

Undiminished Entelechy: All Elite units capable of charging may move, run, and charge in the same turn on a per-unit basis.

Methanophile Formation 

1

2+ Minor Lances

Ma y be replaced with Thel „Vadam or Rtas „Vadum.

Hammer of Righteousness

Hunter Bond-Swarm  

 

3-6 Hunter bonded pairs 0-2 Scarabs

1 Shadow 3 Wraith lances

Wrath of Sanghelios 

Core

Auxiliary

Command

1+

1-4

0-1

High Court-Artesans of the Arbiter  

56

3-5 Phantoms or Spirits

3-5 High Councilors 3-5 Honor Guard

Will of the Wisp   

Helioskrill Formation    

1-3 Ghost Lances 1-2 Banshee Lances 0-2 Wraith Lances

1-3 Phantoms 2 1-2 Revenant units 0-1 Ghost Lances 0-1 Seraph units

Orzil Formation   

Kryn’Qodon Formation

1-3 Wraith Lances 1-2 Specter units 0-2 Hunter bonded pairs

   

1-3 Banshee Lances 0-2 Phantoms 2 0-2 Spirits 0-1 Liches

2

Ma y be replaced with Phantom Gunboats

Sohay Formation Composi tion: Minor Lance

1-2

Ranger Lance

0-1

Spec Ops Lance

0-1

Stealth Elite Lance

0-1

Ultra Lance

0-1

Restrictions: No Grunts are allowed in the Form ation. Special Rules: The Way of the Sword: The w eapon skill of all units in the Formation is increased by 1. A Thousand Barbs: All w eapons in the formation have the Rending special rule. If they already did, it is improved by 1.

Battle Command Formation Composi tion: 1

Field Officer

1-3

High Officer

Fleet Officer

1-3

Political Officer

Restrictions: None. Special Rules: Will of Sanghelios: Units in the formation may re-roll 1s to hit in close combat. Cut off the Head: All models in the Formation have the Precision Strike special rule. 1

Ma y be replaced with Thel „Vadam or Rtas „Vadum.

57

0-2 0-2

Methanophile Formation

Composi tion: Minor Lances

2+

Restrictions: You may have a maximum of two Elite models per minor lance. Special Rules: Duty Unending: If an entire unit in the Formation is destroyed, you may replace it with a unit of equal initial size and loadout at the beginning of your next turn. All models in the For mation gain the And They Shall Know No Fear special rule.

Hammer of Righteousness

Composi tion: Shadow

1

Wraith lance

3

Restrictions: Each Wraith unit must have at least two Wraiths, and all of them must have heavy plasma mortars. Special Rules: Pounding Barrage: If all Wraiths in the formation are w ithin 6” of the Shadow, they may all forgo their shooting phases to fire a Pounding Barrage. Its profile is listed below, and is fir ed by the Shadow itself. Name

Range

S

AP

Type

Pounding Barrage 12”-48”

8

2

Ordnance W, Apocalyptic Barrage, Ignores Cover, Pinning

W = the number of Wraiths in the formation at the time of firing.

Wrath of Sanghelios

Composi tion: Phantoms or Spirits

3-5

These are interchangeable

Restrictions: None. Special Rules: Wrath of Sanghelios : Once per game, the Formation leading vehicle may forgo shooting and instead use a Cleansing Beam, the profile of which is listed below. Name

Range

S

AP

Type

Cleansing Beam

Infinite

D

1

Ordnance D3, Apocaly ptic Barrage, Ignores Cover

58

High Court-Artesans of the Arbiter

Composi tion: High Councilor

3-5

Honor Guard

3-5

Restrictions: Each High Councilor must be in their own unit of Honor Guard, and m ay not leave it. Special Rules: The Passion: All Elites w ithin 12” of any High Councilor has the Preferred Enemy and Hatred (Everything!) special rules.

Hunter Bond-Swarm Composi tion: Hunter Bonded Pair

3-6

Scarab

0-2

Restrictions: None. Special Rules: Bonded Swarm: If one unit in the formation successfully hits a target in the shooting phase, all further shooting attacks from units in this formation are twin-linked for the rest of the turn.

Will of the Wisp Composi tion: Ghost Lance

1-3

Wraith Lance

0-2

Banshee Lance

1-3

Restrictions: None. Special Rules: By Suban and By Qikost: This Formation may include one unit of Ultras for each unit type (Ghost, Banshee, Wraith).

59

Helioskrill Formation Composi tion: Phantoms 1

1-3

Revenant units

1-2

Ghost lance

0-1

Seraph units

0-1

Restrictions: None. Special Rules: Imitating a Rock : If a unit in the Formation does not move in the movement phase, it may instead make normal movement actions in the assault phase. 1

May be replaced with Phantom Gunboats.

Orzil Formation Composi tion: Wraith Lance

1-3

Hunter Bonded Pairs

0-2

Specter unit

1-2

Restrictions: None. Special Rules: Low to the Gr ound: If a unit in the Formation does not move, it may re-roll whatever saving throw it may have. In the case of Hunters, they gain a 4+ cover save.

Krun‟Qodon Formation Composi tion: Banshee Lance

1-3

Phantoms

0-2

Spirits

0-2

Lich

0-1

Restrictions: None. Special Rules: Carrion Flyers: If one of your units deals an unsaved wound or hull point of damage to an enemy unit, units in this Formation have a +1 to hit that unit.

60

61

Profiles HQ WS

BS

S

T

W

I

A

Ld

Sv

Unit Type

Pg

Ripa „Moramee

7

3

4

4

3

5

4

10

3+

In (Ch)

33

Thel „Vad am

6

5

4

4

3

5

4

10

3+

In (Ch)

35

Arbiter

6

5

4

4

2

4

3

10

3+

In (Ch)

17

Ascetic

5

5

4

3

2

4

3

9

3+

In (Ch)

17

Field Marshal

5

5

4

3

3

4

3

10

3+

In (Ch)

14

Field Master

4

5

4

3

3

4

3

10

3+

In (Ch)

14

Fleetmaster

5

5

4

3

3

4

3

10

3+

In (Ch)

15

General

5

4

4

3

2

4

2

9

3+

In (Ch)

14

High Councilor

6

5

4

3

3

5

3

10

3+

In (Ch)

17

Imperial Admiral

6

5

4

4

3

5

4

10

3+

In (Ch)

16

Shipmaster

5

4

4

3

2

4

2

10

3+

In (Ch)

15

Supreme Commander

6

5

4

4

3

4

3

10

3+

In (Ch)

16

Zealot

5

5

4

3

2

4

2

9

3+

In (Ch)

14

WS

BS

S

T

W

I

A

Ld

Sv

Unit Type

Pg

Elite Major

3

4

4

3

1

4

1

8

4+

In

19

Troops

Elite Minor

3

3

4

3

1

4

1

7

4+

In

19

Elite Storm

4

3

4

3

1

4

1

8

4+

In

19

Grunt Heavy

2

3

2

3

1

2

1

6

6+

In

19

Grunt Major

2

3

2

3

1

2

1

6

6+

In

19

Grunt Minor

2

3

2

3

1

2

1

5

6+

In

19

WS

BS

S

T

W

I

A

Ld

Sv

Unit Type

Pg

Guardsman Ultra

5

4

4

4

2

4

2

9

3+

In

18

Elites

Honor Guardsman

4

4

4

4

1

4

2

9

3+

In (Ch)

18

Light of Sanghelios

5

4

4

4

2

4

2

10

3+

In

18

Light Ultra

5

5

4

4

2

4

3

10

3+

In (Ch)

18

Hunter

4

3

6

5

3

3

2

9

3+

In

20

9

3+

In

20

6+

In

22

Golden Hunter

4

3

6

5

4

3

2

Spec Ops Grunt

2

4

2

3

1

2

1

Spec Ops Elite

4

4

4

3

1

4

1

8

3+

In

22

Spec Ops Off icer

4

4

4

3

1

4

1

8

3+

In (Ch)

22

Spec Ops Commander

4

4

4

3

1

4

2

9

3+

In (Ch)

22

Stealth Elite

4

3

4

3

1

4

1

8

4+

In

21

WS

BS

S

T

W

I

A

Ld

Sv

Unit Type

Pg

Elite Ultra

4

4

4

3

1

4

2

8

4+

In

23

Grunt Ultra

2

4

2

3

1

3

1

7

6+

In

23

Heavy Support

62

Fast Attack WS

BS

S

T

W

I

A

Ld

Sv

Unit Type

Pg

Ghost

4

4

4

4

1

4

1

8

3+

Jb

32

Ghost Ultra

4

4

4

4

1

4

1

8

3+

Jb

32

Elite Ranger

4

4

4

3

1

4

1

8

4+

Jp In

24

Sword G host

4

4

4

5

1

4

1

8

3+

Jb

32

Vehicles Armor BS

F

S

R

HP

Unit Type

Pg

Banshee

3

10

10

10

2

Fl

28

Banshee Ultra

4

11

11

10

3

Fl

28

Heavy Wraith

3

12

11

10

3

T, Sk, Hv

31

Light Wraith

3

11

11

10

3

T, Sk

31

Phantom

3

12

11

11

3

FL, T, H

25

Rev enant

3

10

10

10

2

Sk, O

29

Shado w

3

10

10

10

2

Sk, H, O

26

Spectre

3

10

10

10

2

Sk, F, O

30

Spirit

4

11

11

11

4

Fl, H, T

27

Sword Ba nshee

3

11

10

10

2

Fl

28

Sword Wraith

3

12

11

10

3

T, Sk

31

Wraith Ultra

4

13

11

10

3

T, Sk

31

Lord of War Rtas „Vadum

WS

BS

S

T

W

I

A

Ld

Sv

Unit Type

Pg

6

4

4

4

3

5

3

10

3+

In (Ch)

34

63

Ranged Weapons Weapon

Range

S

AP

Type

Beam Rif le

48”

X

4

Heavy 1, Sniper

Carbine

30”

4

6

Rapid Fire

Concussion Cannon

36”

5

5

Heavy 2, Concussiv e, Blast

Concussion Rif le

18”

4

6

Assault 1, Blast, Concussiv e

Focus Rif le

30”

4

5

Rapid Fire, Pinning

Fuel Rod Beam

48”

8

2

Heavy 1, Melta

Fuel Rod Cannon

48”

8

2

Heavy 1, melta

Fuel Rod Gun

36”

7

4

Heavy 1, Blast

Fuel Rod Launcher

48”

7

4

Heavy 3, Skyf ire, Interceptor

Fuel Rod Storm

36”

5

5

Assault 4

Heavy Plasma Cannon

36”

6

4

Heavy 3

Heavy Plasma Mortar

48”

8

2

Ordnance 1, Barrage, Large Blast

Medium Plasma Cannon

36”

5

5

Heavy 3

Needler

18”

3

-

Assault 2, Rending, Twin-l inked

Needle Rif le

30”

3

6

Rapid Fire, Rending (5+)

Plasma Cannon

36”

5

5

Heavy 3

Plasma Caster

18”

5

4

Salv o ½, Rending, Blast

Plasma Grenade

Melee

4

4

Hay wire, Rending

Plasma Launcher

36”

6

4

Heavy 4, Twin-li nked

Plasma Mortar

24”

5

5

Heavy 1, Barrage, Blast

Plasma Pistol Standard Charged

12”

3 4

5

Pistol Pistol, twin-linked, Hay wire

24”

3

6

Plasma Repeater

Rapid Fire

Charged

Salv o 2/4

Plasma Rif le Standard Charged

18”

Ventral Beam

Inf inite

3

6 Assault 2 Assault 3

10

1

Ordnance 1, Barrage, Large Blast, Ignores Cov er

Melee Weapons Weapon

S

AP

Type

Energy dagger

User

6

Melee, Rending

Energy Pike

User+2 User+3

4 3

Melee, Rending Melee, Lung e, Rending

Energy Sword

User+1

3

Melee, Rending

64

Credits Halo created by Bungie Warhamme r 40,000 is created and owned by Games Workshop Halo is owned by Microsoft Codex: Sangheili created by Lord Radical

Special Thanks Conceptual consultants, balance consultants, fellow players and Halo and/or Warhammer 40,000 enthusiasts. (In no particular order) | SckizoBoy | Marik2 | YoungMadden | Yoff -Ge | TheDukeOfRawesome | Copyright ©Halo, ONI, Covenant, Flood, UNSC, Sangheili, Elites, the foregoing marks’ respective logos, weaponry,

and all associated marks, logos, creatures, character, races, and race insignia/devices/logos/symbols, vehicles, locations, weapons, Soldiers, and Soldier insignia, products, and Illustrations from the Halo universe and entertainment series are either ® ™ and/or © Microsoft. This is not a published form of media, and is not registered for purchase or for sale. This edition published has not been paid for or sold in any way, and is free to the public by download. This is a fan project that is not, in any way, affiliated with, Bones, 343 Industries, Microsoft Studios, Microsoft, or Bungie. All rights reserved to their respective owners. No part of this publication may be reproduced physically, sold, or redistributed physically, without the prior permission of the publishers or respective owners of the used material. Copyright © Warhammer 40,000 is owned by Games Workshop.

Used without permission. No challenge to the status Bungie, Games Workshop, or Micros oft’s intellectual property is intended and All Rights Reserved to the r espective owners. This is NOT a Games Workshop, Bungie, or Microsoft product.

65

Image Credits All images, unless otherwise noted here, are from official sources such as but not limited to, Bones, Bungie, Dark Horse Comics, Ensemble Studios, Games Workshop, and TOR Media Tie- In. Halo-related images found at Halo Nation and Halopedia. Games Workshop-related images found on Google images.

Page 4 image- Halo: the return w allpaper 02 by Scourge darkheart. Found at deviantart.com Page 5 image- Elite General by Ghilliedninja. Found at deviantart.com Page 6 image- Close Combat by Marschel Arts. Found at deviantart.com Field Officer image- Pilar of Autumn by kawassass. Found at deviantart.com Honor Guard image- Elite Honor Guard by benevoak. Found at deviantart.com Hunter image- Point Blank by Ruskul. Found at deviantart.com Stealth Elites image- Erle Ginosee by azakachi rd 17. Found at deviantart.com Spec Ops image- Halo Elite by h e n. Found at deviantart.com Ultras image- Elite by jose144. Found at deviantart.com Rangers image- Elite Ranger by pyro59. Found at deviantart.com Phantom image- Phantom For mation by CorruptRecluse. Found at deviantart.com Thel „Vadam image- my friend‟s trust is not the issue today by winterspectrum. Found at deviantart.com Page 56 image- Halo Zealot by VesperxthexDamned. Found at deviantart.com

66

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