Introduction
44
Tactical Objectives
45
The Covenant
Apocalypse
48
Scarabs
49
Liches
50
Tyrants
51
Weevils
52
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
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
59
Phantoms
Shadows
Spirits
Banshees
Revenants
Specters
Wraiths
Ghosts
25
26
27
28
29
30
31
32
Hunter Bond-Swarm
59
59
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 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.
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.
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 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.
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
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.
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.
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.
Dual-Wield
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
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
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
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.
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 one item from the Special Weapons, Power Weapons, or Variant
weapons list.
Special Rules:
Dual-Wield
Independent Character
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:
Special Rules:
Dual-Wield
Independent Character
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 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:
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 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:
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 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
Dual-Wield
Energy Sw ord
Plas ma grenades
Plas ma rifle
Mantle of Heroes
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 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
Grunt harness
Plas ma pistol
Plas ma grenades
Elite Special Rules:
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 upgrade any Elite Minor to an Elite Major or Elite Stor m.3 pts/model
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
19
Hunters
The Hunters have come to our aid, Arbiter! They will fight by our side.
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:
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
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:
The w hole unit may trade their close combat weapons for energy daggers 1 pt/model
Dual-Wield
Scout
Infiltrate
Stealth Elite
Wargear:
Plas ma grenades
Plas ma rifle
Stealth harness
21
Spec Ops
Out of the darkness, these blades will light our way.
Plas ma grenades
Plas ma rifle
Plas ma pistol
Active camouflage
Zealot harness
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 exchange up to 10 Spec Ops Grunts for Spec Ops Elites.. 15 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:
Dual-Wield
22
Ultras
On the blood of our fathers. On the blood of our sons.
Plas ma grenades
Plas ma pistol
Concussion rifle
Zealot harness
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 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
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:
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.
Plas ma grenades
Plas ma rifle
Ranger harness
Jet pack
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:
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
Special Rules:
Dual-Wield
24
Phantoms
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
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
25
Shadows
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
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
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.
Banshee Lance
Banshee
Sw ord Banshee
Banshee Ultra
Wargear:
Tw in-linked
plasma cannon
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
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.
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)
29
Unit Composition
1 Revenant
Specters
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)
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.
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
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.
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
Tw in-linked
heavy plasma cannon
Scout shield
Special Rules:
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:
Special Rules:
Independent
Character
Fearless
Warlord Trait: Glorious Advance
Feel No Pain
Fleet
Relentless Fury
Office of Shame
33
Rtas Vadum
250 Points
These are my Elites. Their lives matter to me, yours does not.
WS
6
BS
4
S
4
T
4
W
3
I
5
A
3
Ld
10
Sv
3+
ventral beam .
Special Rules:
On the Blood of Our Fathers, On the Blood of Our Sons,
Independent Character, Master of the Fleet, Dual-Wield.
34
Thel Vadam
200 Points
The Arbiter.
Maybe more than any other figure, a symbol of what the galaxy could one day become.
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
T
4
W
3
I
5
A
4
Ld
10
Sv
3+
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
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
36
Type
Rapid Fire
Heavy 1, Melta
Heavy 1, blast
Heavy 2
Heavy 3, Skyfire,
Interceptor
Assault 4
Ventral Beam
Name
Range
AP
Name
Ventral Beam
Infinite
10
Type
Range
AP
Type
18
30
3
3
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
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
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
Hunter Armor
Hunter Shield
Stealth Harness
Available to Swords of Sanghelios and whoever else can
scavenge it, these harnesses forgo energy shielding to use
cloaking technology.
Zealot Harness
Mantle of Heroes
39
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.
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.
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
Name
Hailstorm
Range
AP
Type
Name
21
Assault 3, Rending
Tw in-linked
Range
AP
Type
36
4
Heavy 1,
Kriths Left Hand
Pool of Radiance
Scourge of Fire
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
Voids Tear
Vorpal Talon
As it turns out, plasma pistols can fire black holes. Who knew?
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
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
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
13
14
11
Blades of Fury
15
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
13
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
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
---------Armor ---------
F
S
R
13
13
11
13
13
11
HP
24
30
AP
Range
Type
96
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
Transport:
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
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.
Tyrant Gun
AP
Range
Type
96
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
Super-heavy
plasm a mortar
AP
Range
Type
84
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
Options:
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
Options:
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.
COMMAND BENEFITS:
Council of Kaidons
2-8 HQ choices
Sohay Formation
Methanophile Formation
2+ Minor Lances
Hammer of Righteousness
Hunter Bond-Swarm
1 Shadow
3 Wraith lances
Wrath of Sanghelios
Core
Auxiliary
Command
1+
1-4
0-1
High Court-Artesans
of the Arbiter
56
Helioskrill Formation
1-3 Phantoms 2
1-2 Revenant units
0-1 Ghost Lances
0-1 Seraph units
Orzil Formation
KrynQodon Formation
Sohay Formation
Composi tion:
Minor Lance
1-2
Ranger Lance
0-1
0-1
0-1
Ultra Lance
0-1
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
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
Wrath of Sanghelios
Composi tion:
Phantoms or Spirits
3-5
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
58
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.
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
Orzil Formation
Composi tion:
Wraith Lance
1-3
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
3+
In
22
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
Concussion Rif le
18
Focus Rif le
30
48
Heavy 1, Melta
48
Heavy 1, melta
36
Heavy 1, Blast
48
36
Assault 4
36
Heavy 3
48
36
Heavy 3
Needler
18
Needle Rif le
30
Plasma Cannon
36
Heavy 3
Plasma Caster
18
Plasma Grenade
Melee
Plasma Launcher
36
Plasma Mortar
24
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
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