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1

Introduction

History of the Sangheili

Sangheili Wargear List

44

Early Sangheili Civilization

Tactical Objectives

45

The Covenant

Apocalypse

48

The Fall of the Arbiter.

Scarabs

49

War With Humanity

Liches

50

War With the Brutes

Tyrants

51

Civil War and Human Involvement

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

KrunQodon 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

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 authors
note section telling the rationale behind unit strength, abilities,
point values, and future projects.

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 Mdamas 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 SanShyuum. The SanShyuum 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 SanShyuum had possession of a
Forerunner Dreadnought Keyship. This made the SanShyuum 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
SanShyuum. The conditions of surrender w ere that the
Keyship be decommissioned and the two races form a pact.

The Covenant
The SanShyuum 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
SanShyuum 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 Covenants 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 Fals 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.

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 Prophets 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 Arbiters 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.

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 Vadams forces with help from Humanitys 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. Juls 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.

10

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

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 birds-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.

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

Retributions 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 opponents 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.

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.

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.

11

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

12

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.

13

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 )

14

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.

15

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 Admirals 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

16

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 Covenants 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.

17

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 units 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


UNSCs 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 wars 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 didnt 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. Its
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 drivers seat and an attached hovercraft nose, armed w ith
a pair of plasma cannons to attack targets. The Elites share
the Covenant Remnants 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 dont 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.
Moramees 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 armors 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 arent 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 Intents effects are independent of Rtas Vadums 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 Mdamas 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

AP

Type

Plas ma Grenade

Melee

Hayw ire,
Rending

Range

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

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

AP

Name

Ventral Beam

Infinite

10

Type

Range

AP

Type

18
30

3
3

Assault 2,Rending, Tw in-linked


Rapid Fire,Rending (5+)

Range

AP

Type

36

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

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

AP

Type

Energy dagger

User

Melee, Rending

Energy Sw ord

User+1

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 cant 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 locks 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 users armor.

Hakas 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 users armor.

The Prophets 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
Prophets Bane

S
User+1

AP

Type

Special Rules

Melee

Prophets Bane

Prophets 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

Kriths 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

AP

Type

Name

21

Assault 3, Rending
Tw in-linked

Kriths Left Hand

Range

AP

Type

36

4
Heavy 1,
Kriths Left Hand

Kriths 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

48

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 weapons profile each movement phase.

Scourge of Fire

Range

AP

18

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.

Voids 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
Voids Tear
Charged

Range

AP

Type

Name

Range

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
Hakas Helm
Kaidon Battleplate of Ther Vadam
The Prophets 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
Kriths Left Hand
Pool of Radiance
Scourge of Fire
Voids 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 dont 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

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

AP

Range

Type

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

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

AP

Range

Type

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

AP

Range

Type

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).

AP

Range

Type

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

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

-----------------Armor ------------------
F
S
R
11
11
10

HP

Void Shields

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

AP

Range

Type

Heavy 1, Bom b,
7 Blast

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

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

KrynQodon 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

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

Wraith lance

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

AP

Type

Pounding Barrage 12-48

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

AP

Type

Cleansing Beam

Infinite

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.

KrunQodon 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

Ld

Sv

Unit Type

Pg

Ripa Moramee

10

3+

In (Ch)

33

Thel Vad am

10

3+

In (Ch)

35

Arbiter

10

3+

In (Ch)

17

Ascetic

3+

In (Ch)

17

Field Marshal

10

3+

In (Ch)

14

Field Master

10

3+

In (Ch)

14

Fleetmaster

10

3+

In (Ch)

15

General

3+

In (Ch)

14

High Councilor

10

3+

In (Ch)

17

Imperial Admiral

10

3+

In (Ch)

16

Shipmaster

10

3+

In (Ch)

15

Supreme Commander

10

3+

In (Ch)

16

Zealot

3+

In (Ch)

14

WS

BS

Ld

Sv

Unit Type

Pg

Elite Major

4+

In

19

Troops

Elite Minor

4+

In

19

Elite Storm

4+

In

19

Grunt Heavy

6+

In

19

Grunt Major

6+

In

19

Grunt Minor

6+

In

19

WS

BS

Ld

Sv

Unit Type

Pg

Guardsman Ultra

3+

In

18

Elites

Honor Guardsman

3+

In (Ch)

18

Light of Sanghelios

10

3+

In

18

Light Ultra

10

3+

In (Ch)

18

Hunter

3+

In

20

3+

In

20

6+

In

22

Golden Hunter

Spec Ops Grunt

Spec Ops Elite

3+

In

22

Spec Ops Off icer

3+

In (Ch)

22

Spec Ops
Commander

3+

In (Ch)

22

Stealth Elite

4+

In

21

WS

BS

Ld

Sv

Unit Type

Pg

Elite Ultra

4+

In

23

Grunt Ultra

6+

In

23

Heavy Support

62

Fast Attack
WS

BS

Ld

Sv

Unit Type

Pg

Ghost

3+

Jb

32

Ghost Ultra

3+

Jb

32

Elite Ranger

4+

Jp In

24

Sword G host

3+

Jb

32

Vehicles
Armor
BS

HP

Unit Type

Pg

Banshee

10

10

10

Fl

28

Banshee Ultra

11

11

10

Fl

28

Heavy Wraith

12

11

10

T, Sk, Hv

31

Light Wraith

11

11

10

T, Sk

31

Phantom

12

11

11

FL, T, H

25

Rev enant

10

10

10

Sk, O

29

Shado w

10

10

10

Sk, H, O

26

Spectre

10

10

10

Sk, F, O

30

Spirit

11

11

11

Fl, H, T

27

Sword Ba nshee

11

10

10

Fl

28

Sword Wraith

12

11

10

T, Sk

31

Wraith Ultra

13

11

10

T, Sk

31

Lord of War
Rtas Vadum

WS

BS

Ld

Sv

Unit Type

Pg

10

3+

In (Ch)

34

63

Ranged Weapons
Weapon

Range

AP

Type

Beam Rif le

48

Heavy 1, Sniper

Carbine

30

Rapid Fire

Concussion Cannon

36

Heavy 2, Concussiv e, Blast

Concussion Rif le

18

Assault 1, Blast, Concussiv e

Focus Rif le

30

Rapid Fire, Pinning

Fuel Rod Beam

48

Heavy 1, Melta

Fuel Rod Cannon

48

Heavy 1, melta

Fuel Rod Gun

36

Heavy 1, Blast

Fuel Rod Launcher

48

Heavy 3, Skyf ire, Interceptor

Fuel Rod Storm

36

Assault 4

Heavy Plasma Cannon

36

Heavy 3

Heavy Plasma Mortar

48

Ordnance 1, Barrage, Large Blast

Medium Plasma Cannon

36

Heavy 3

Needler

18

Assault 2, Rending, Twin-l inked

Needle Rif le

30

Rapid Fire, Rending (5+)

Plasma Cannon

36

Heavy 3

Plasma Caster

18

Salv o , Rending, Blast

Plasma Grenade

Melee

Hay wire, Rending

Plasma Launcher

36

Heavy 4, Twin-li nked

Plasma Mortar

24

Heavy 1, Barrage, Blast

Plasma Pistol
Standard
Charged

12

3
4

Pistol
Pistol, twin-linked, Hay wire

24

Plasma Repeater

Rapid Fire

Charged

Salv o 2/4

Plasma Rif le
Standard
Charged

18

Ventral Beam

Inf inite

6
Assault 2
Assault 3

10

Ordnance 1, Barrage, Large Blast,


Ignores Cov er

Melee Weapons
Weapon

AP

Type

Energy dagger

User

Melee, Rending

Energy Pike

User+2
User+3

4
3

Melee, Rending
Melee, Lung e, Rending

Energy Sword

User+1

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 ofts 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 friends 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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