codex: sangheili

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This is a fan-made Warhammer 40,000 codex for the Swords of Sanghelios faction of the Halo franchise. This is free to use, view, and download.Within this document you will find a description of various soldiers, vehicles, and weapons that the Elites use and have used, as well as the history of the Elites as a species. It will be updated periodically as I see fit.

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  • 1

  • 2

    Introduction 3

    History of the Sangheili 7 Sangheili Wargear List 44

    Early Sangheili Civilization 7 Tactical Objectives 45

    The Covenant 8 Apocalypse 48

    The Fall of the Arbiter. 8 Scarabs 49

    War With Humanity 8 Liches 50

    War With the Brutes 9 Tyrants 51

    Civil War and Human Involvement 9 Weevils 52

    Forces of the Sangheili 11 Phantom Gunboat 53

    Warlord Traits... 11

    Sangheili Special Rules 11 Seraphs 54

    Allies Compatibilities.. 12

    Blade of Sanghelios detachment 13

    Field Officers 14 Gundan Detachment 56

    Fleet Officers 15

    High Officers 16 Sohay Formation 57

    Political Off icers 17

    Honor Guard 18 Battle Command Formation 57

    Minor Lances 19 Methanophile Formation 58

    Hunters 20

    Stealth Elites 21 Hammer of Righteousness 58

    Spec Ops 22

    Ultras 23 Wrath of Sanghelios 58

    Rangers 24

    High Court-Artesans of the Arbiter 59

    Phantoms 25

    Shadows 26 Hunter Bond-Swarm 59

    Spirits 27

    Banshees 28 Will of the Wisp 59

    Revenants 29

    Specters 30 Helioskrill Formation 60

    Wraiths 31

    Ghosts 32 Orzil Formation 60

    Ripa Moramee 33 KrunQodon Formation 60

    Rtas Vadum 34

    Thel Vadam 35

    Sangheili Armory 38

    Weapons 38

    Armor 39

    Armor Abilities 40

    Vehicle Armory 40 Reference 62

    Legendary Armory 41

    Variant Weapons 42 Credits 65

  • 3

    Introduction

    Betrayed by the Prophets, repelling the Brutes, scouring the Flood, waging a civil war, and needless to say decades of war

    with the Humans have exhausted the Elites. They are the second strongest force in the galaxy behind the Humans 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 The Elites are the greatest warrior race in the galaxy today.

    of the Elite race in the 26th Century after the Human-Covenant Not as smart as Humans, strong as Brutes, or numerous

    War. They mean to root out the Covenant, make peace amongst as Grunts, the Elites have the best balance of these three

    all races of the galaxy, and strengthen their bond w ith Humanity. traits. Elites are made for war. Elites can bring powerful

    They consider themselves the true continuation of the Covenant, weapons and vehicles to the fore. To win, an Elite off icer

    and have the most support from other races to this claim. 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 f ind the history of the Elites, their military, their many

    battles, and their place in the galaxy today as symbols for a

    peaceful existence. You will also f ind rules to use the powerful

    heroes, units, vehicles, and even legendary items at your

    disposal. There is also an army list that enables you to organize

    your collection of purchased, converted, or user-created

    miniatures into a worthy army. Finally, you will f ind an authors

    note section telling the rationale behind unit strength, abilities,

    point values, and future projects.

  • 4

  • 5

  • 6

  • 7

    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 Humans trying to keep them divided

    behind the scenes. The Elites w ishing to remain 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 The Elites had colonized dozens of worlds, but still w aged

    preservation protocols, catalogued and reseeded to their war against one another regularly on Sanghelios for

    planet Sanghelios. This saved them from the Flood and dominance.

    allow ed them to continue their civilization.

    3,400 years ago, the Elites encountered an alien race

    They eventually discovered that the Forerunners had called the SanShyuum. The SanShyuum had also

    left behind some of their technology, far beyond their discovered Forerunner technology, but placed no

    comprehension. They worshipped the Forerunners as religious restrictions upon studying it. Know ledge of this

    gods and considered the technology to be sacred. infuriated the Elites and led to war between the two races.

    They considered tampering with these relics to be heresy, The Elites had the upper hand in numbers and physical

    but even so, some Elite scientists studied it. The desire to ability, but the SanShyuum had possession of a

    understand the nature of their gods was too great to Forerunner Dreadnought Keyship. This made the San-

    resist. Their research into Forerunner weapons would be Shyuum the clear choice in who would w in a total war.

    instrumental in times to come, but their capacity for space This made the Elites compromise their beliefs concerning

    travel was independent of their gods. Forerunner technology, and subsequently surrender to the

    SanShyuum. The conditions of surrender were that the

    Keyship be decommissioned and the two races form a pact.

  • 8

    The Covenant

    The SanShyuum informed the Elites of the Great Arbiters became the Will of the Prophets and saviors to the

    Journey: discovering the seven Halos and using lesser races like the Grunts. The rank is held only in times of

    them w ould make them into gods, just as the great conflict, such as the Taming of the Hunters (the recruit-

    Forerunners did. They drew up the Writ of Union ing of the Hunters into the Covenant) or during the Grunt

    in 852 BCE to codify their new Covenant. The Rebellion , and are held with great respect by those races.

    SanShyuum w ould from thenceforth be called The Arbiters always died during their assignments, and

    the Prophets: the leaders of their religion w hile the they are all given graves and memorials in a mausoleum

    Elites w ould be their escort on the Great Journey. where the armor of the Arbiter is kept.

    Many Elites considered this surrender dishonorable, Among the Elites, the rank of Arbiter is still respected. They

    and Ussa Xellus even led a rebellion against the new believe the rank as one last chance to restore their honor

    Covenant based in a broken Shield World the Forerunners instead of being put to death immediately.

    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.

    The Fall of the Arbiter

    Arbiters have been part of Elite society since their pre-

    stellar 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 f irst place.

    In the Covenants earlier days, the Arbiter was the highest

    rank in the Covenant military, answering only to the highest-

    ranking 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 Ripa Moramee w as a violent, brutal Elite w ho led a failed

    Age of Reclamation, the Arbiter Fel Chavamee w as branded coups against his clan. His punishment was to become an

    a heretic by the Prophets for not accepting the Covenant Arbiter at the urging of the Prophet of Regret, tasked with

    Religion. In fairness to the Covenant, they were correct. The attacking the Human world Harvest and excavating the

    Covenant recruited the kinsman Haka to eliminate Chavamee, Forerunner artifacts there. While on Harvest, Moramee

    leading to the deaths of them both and Fals w ife Han. discovered and attempted to activate a dormant f leet of

    Forerunner spaceships. He ran into diff iculty, as apparently

    The result of this duel changed the dynamic of the Covenant only Humans can activate Forerunner technology. The

    for the rest of its existence. The rank of Arbiter became a mark Engineers excepting, of course.

    of shame and a glorif ied death sentence. The Hierarchs also

    rearranged the hierarchy of the covenant to make the Prophets He held no respect for Humans, considering them w eak and

    explicitly superior to the Elites. The rank w as kept for two reasons: pathetic beings. This Arbiter met his end against a normal

    f irstly, to prevent an Elite uprising. Secondly, to assign an Elite Human soldier.

    with too great a power base from rising against the Hierarchs.

  • 9

    War with the Brutes

    The news of this was met with pure disbelief. The Grunts, The Brutes and the Elites never got along. They were almost

    Drones, Jackals, even the Hunters did not believe a Human equals physically, w ith Brutes being the hardier while the

    could defeat an Arbiter. A Demon, perhaps, but not a Human. Elites w ere more disciplined and w ell-trained. The problem

    The Brutes were eager to believe this, however, and the was that both were highly violent and assertive in nature.

    Prophets had no choice but to believe it. The role of the Elites

    as the Prophets escorts had been called into question for the This came to a head when the Prophets demanded the Elite

    f irst time ever. race be exterminated w ith the Brutes replacing them. The

    Elites w ere caught off guard at f irst, and no longer had the

    The possibility of a Human defeating an Elite w as low, but full logistical power of the Covenant behind them. Vadamee

    believable. They were weak but crafty, and powerful in large knew that the only way for the Elites to survive the cleansing

    numbers. Alternatively, Demons were more than a match for and the Flood w as to ally with the Humans. This alliance

    Elites one on one. The Covenant believed that Demons were saved not only the Elites and the Humans, it saved the entire

    in fact cyborgs created from the remains of multiple dead galaxy. Vadamee learned the truth of Halo: a w eapon array

    Humans, because no living Human could do what they do. of pan-galactic destruction to stop the Flood.

    Were an Elite felled by a Demon or Human, there w ould be

    little problem. Vadamee and The Demon w orked together to rid the

    Human home planet of the Flood infestation and the Brute

    The know ledge of this Arbiters death at the hands of a Human invasion. They then used a portal on the planet to travel

    hardened the Elites. They hated Humans nearly as much as to the Ark of the Forerunners and stop Truth from using

    the Prophets did. They also feared the Demons, so much so all of the Halos at once. Collaboration w ith the Flood

    that the Elites w ould sometimes create powerful and elaborate Gravemind led them to victory, and the Arbiter killed the

    diversions to lure Demons to slaughter, with varying results. Prophet of Truth himself, changing his name to Vadam

    at the same time to signify his separation from the Prophets

    The Elites destroyed the Humans, planet by planet. The Humans once and for all.

    were consistently beaten, all the way until the fall of the military

    outpost known as Reach at the hands of Supreme Commander As this happened, Shipmaster Rtas Vadum (formerly

    Thel Vadamee. Vadamee destroyed an entire Human fleet at Vadumee) commanded the Elite f leet against the Brutes.

    the planet, save for a handful of vessels that f led the planet. The Despite being outnumbered three to one, the Elites defeated

    last to leave was a ship called Pillar of Autumn. Vadamee follow ed the Brute f leet with little diff iculty.

    it w ith his f leet 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. The Covenant w as no more, a Great Schism splintering it

    into dozens, if not hundreds of factions. They still fought

    This group of heretics learned from an Oracle of the Forerunners the Brutes, even as they fought themselves. They were at

    that the Great Journey is a lie, the Covenant is a lie, and the Humans peace with Humans, but neither race really accepted the

    were the true inheritors to the galaxy. In reality, Truth knew ever other. The constant war was not the problem, though. The

    since the discovery of Humans at Harvest. He even took the name real problem w as the Elites w ere now w ithout leaders.

    Truth because he was the only one at the time to know it. They were w ithout agriculture, scientists, diplomats, anything

    When the new ly-appointed to Arbiter Vadamee encountered the that was unrelated to war was now lost to the Elites.

    heretic leader Sesa Refumee, the heretic wanted to tell him the truth

    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 Various groups w ithin the Elite race did not want to be at

    sacred ring. The Demon that destroyed the f irst ring had managed peace with the Humans. They were still outraged at the

    to kill the Prophet of Regret. This was unacceptable. The Eiltes loss of their brothers and especially Ripa Moramee,

    honor was forever tarnished and the Prophets no longer felt safe. The and believed the Arbiter to be a weak ruler. One group that

    Prophets saw this as an opportunity to get rid of the Elites once and wished for the Arbiter to be overthrown was the Servants

    for all. The Prophets demanded a changing of guard: the Elites would of the Abiding Truth. They, w ith the help of secretive Human

    lay down their arms and the Brutes would take them up again. The organizations, began arming themselves for a rebellion on

    Prophets later demanded the extermination of the Elites. The Great Sanghelios against Vadam.

    Journey would begin, and the Elites w ould be left behind.

    Major: Brute ships. Staggered line! Shipmaster, they out number us three-to-one!

    Vadum: Then it is an even fight. All cruisers, fire at will! Burn their mongrel hides!

  • 10

    Humans are off icially 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 ife 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.

  • 11

    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 will 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

    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

    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 f ield,

    your opponent does not gain victory points for Slay the Warlord.

    After they are all gone, your opponent gains the Slay the Warlord

    victory point and one extra victory point.

    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.

    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

    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

    f ire one in the shooting phase. If they are the same, they may

    both be f ired as one twin-linked weapon. If the weapon is already

    tw in-linked, it may also re-roll failed to-wound rolls.

    Warlord Traits

    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.

    Warlord Traits Table

    D6 Warlord Trait

    1 Shadow of Intent 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. 3 Master of Swordsmanship

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

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

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

    Your opponents reserve rolls are decreased by 1 and you Seize the Initiative on a 5+.

    5 Vengeful Vitality He will not die unless he sees his opponent up close.

    Your Warlord gains the It Will Not Die special rule. 6 Sword of Sanghelios

    The will of Sanghelios is carried in its warriors. 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 ish.

  • 12

    Allies Compatibilities

    The Elites may be beset by foes on all sides, but strangely they are the most diplomacy-capable race in the galaxy. Most

    races utterly detest one another, but they all recognize the Elites as a capable fighting force.

    Brutes Covenant Remnant

    Flood Insurrection Sentinels UNSC

    Battle Brothers-

    Allies of Convenience-

    Armies of the Imperium, Eldar, Tau Empire

    Desperate Allies-

    Dark Eldar, Orks, ONI

    Come the Apocalypse-

    Chaos Daemons, Chaos Space Marines, Necrons, Tyranids

  • 13

    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 portrayed 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.

  • 14

    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 terms.

    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 highest-

    ranking Elite on the f ield, 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 f ield include the Field Marshal and

    Zealot. Zealots are a catch-all for the most devout

    worshippers of the Forerunners, which surprisingly 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 f ind Forerunner

    artifacts. Both tend to wear rust-colored, ornamental armor.

    Field Officers

    Field Officers Unit: 1 Model WS BS S T W I A Ld Sv Unit Type Point Cost Field Marshal 5 5 4 3 3 4 3 10 3+ Infantry (Character) 60 points Field Master 4 5 4 3 3 4 3 10 3+ Infantry (Character) 57 points General 5 4 4 3 2 4 2 9 3+ Infantry (Character) 50 points Zealot 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.

    Wargear: Energy Sw ord

    Plasma grenades

    Plasma rif le

    Zealot harness

    Special Rules: On the Blood of Our Fathers

    On the Blood of Our Sons

    Dual-Wield

    Independent Character

    Zealot (Zealot only)

  • 15

    Forward, warriors, and fear not pain or death.

    Fleet off icers are high-ranking Elites in command of warships or entire f leets. The highest rank in the Swords of Sanghelios is now

    Supreme Commander, a step down from Imperial Admiral of the Covenant Empire days. Fleet off icers are generally more of a role

    than a rank, similar to how the highest-ranking off icer 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 entire f leets of ships.

    Fleet Officers

    Fleet Officers Unit: 1 Model WS BS S T W I A Ld Sv Unit Type Point Cost Fleet Master 5 5 4 3 3 4 3 10 3+ Infantry (Character) 70 points

    Shipmaster 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

    Wargear: Energy Sw ord

    Plasma grenades

    Plasma rif le

    Zealot harness

    Ventral Beam

    Special Rules:

    On the Blood of Our Fathers Master of the Fleet: A model w ith this rule may use two ventral beams per game,

    On the Blood of Our Sons but may not have the Shadow of Intent Warlord Trait. Re-roll as necessary.

    Dual-Wield

    Independent Character

    Master of the Fleet (Fleet Master Only)

  • 16

    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 f leets with unerring success. They are afforded

    whatever wargear they wish and are tactically 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 off icers wear. The armor is covered

    in gold-etched Forerunner glyphs of unspecif ied meaning. The last Imperial Admiral before the end of the Great Schism w as Xytan

    Jar Wattinree.

    High Officers

    High Officers Unit: 1 Model

    WS BS S T W I A Ld Sv Unit Type Point Cost Imperial Admiral 6 5 4 4 3 5 4 10 3+ Infantry (Character) 140 points Supreme Commander 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 rif le or plasma pistol w ith a Special Weapon, Power

    Weapon, or Variant weapon. Only one may be replaced in this way.

    May take a second energy sword. 10 pts

    Wargear:

    Energy Sw ord

    Plasma grenades

    Plasma rif le

    Mantle of Heroes

    Ventral Beam

    Special Rules: On the Blood of Our Fathers

    On the Blood of Our Sons

    Dual-Wield

    Independent Character

  • 17

    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 suicide 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 historical 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 off ice of the Elite government.

    Political Officers

    Political Officers Unit: 1 Model WS BS S T W I A Ld Sv Unit Type Point Cost Arbiter 6 5 4 4 2 4 3 10 3+ Infantry (Character) 95 points Ascetic 5 5 4 3 2 4 3 9 3+ Infantry (Character) 60 points High Councilor 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 rif le or plasma pistol w ith a Special Weapon or Power

    Weapon. Only one may be replaced in this way. May replace their energy sword with an energy pike.

    Wargear:

    Energy Sw ord

    Plasma grenades

    Plasma rif le

    Zealot harness

    Special Rules: 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

    Honor Before All Else: An Arbiter must always 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 choices in your detachment. If an Arbiter is removed as a casualty, you gain a Victory Point and your opponent does not, even for Slay the Warlord or winning a challenge.

  • 18

    According to our station. All without exception!

    When the Prophets led the Covenant, they held an honor guard The honor guard are no longer a ceremonial off ice in the

    made of Elites. They w ere trusted to protect the Hierarchs as Sw ords of Sanghelios. They are now a completely military

    much as the stars were trusted to come out at night. They are force to protect Kaidons, Rtas Vadum, and any political

    among the most skilled w arriors the Elites can offer. diplomats the Elites are harboring.

    The standard honor guardsmen wear ornate armor as symbols The Lights of Sanghelios are the Custodian Guard of the

    of off ice, but they wear more practical armor when necessary. Elites. Each one able to best an entire Lance by themselves.

    The honor guard are equipped with energy swords and they may The Lights of Sanghelios are the guard of the Arbiter himself,

    trade these for their signature energy staves. 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 f inality of this.

    Honor Guard

    Honor Guard 115 pts

    WS BS S T W I A Ld Sv Unit Type Composition Light of Sanghelios 5 4 4 4 2 4 2 10 3+ Infantry Light Ultra 5 5 4 4 2 4 3 10 3+ Infantry (Character)

    Honor Guardsman 4 4 4 4 1 4 2 9 3+ Infantry 2 Honor Guardsmen Guardsman Ultra 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 rif le or plasma pistol w ith a Special Weapon, Power

    Weapon, or Variant weapon. Only one may be replaced in this way. Lights of Sanghelios and Light Ultras may exchange their energy swords for energy

    pikes... 6 pts May take Elite shield gauntlets 8 pts/model

    The unit may take a Shadow , Spirit, or Phantom as a dedicated transport.

    Wargear: Energy Sw ord

    Plasma grenades

    Plasma rif le

    Mantle of Heroes

    Special Rules: On the Blood of Our Fathers

    On the Blood of Our Sons

    Dual-Wield

    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.

    Sworn Protector: Light Ultras may accept challenges in lieu of any attached unit.

  • 19

    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 recognize 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 rif le, 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 Lances

    Minor Lance 35 points

    WS BS S T W I A Ld Sv Unit Type Composition Grunt Minor 2 2 2 3 1 2 1 5 6+ Infantry 10 Grunt Minors Grunt Major 2 3 2 3 1 2 1 6 6+ Infantry 1 Grunt Major

    Grunt Heavy 2 3 2 3 1 2 1 6 6+ Infantry Elite Minor 3 3 4 3 1 4 1 7 4+ Infantry

    Elite Major 3 4 4 3 1 4 1 8 4+ Infantry Elite Storm 4 3 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 Storm.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 rif le 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 rif le with a Special

    Weapon and one may replace their plasma rif le 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.

    Elite Wargear: Plasma pistol

    Plasma grenades

    Plasma rif le

    Elite combat harness

    Close combat w eapon

    Grunt Wargear: Grunt harness

    Plasma pistol

    Plasma grenades

    Elite Special Rules: On the Blood of Our Sons

    Dual-Wield

  • 20

    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 The greatest advantage of the Hunters is their hive nature.

    planetary system, appropriated into the Covenant under threat The Hunters have no central nervous system, so neural

    of genocide by the Prophets by word of the Arbiter at the time. shock weapons and Flood infection are ineffective.

    They agreed and revealed their hidden power to him: they are

    able to colonize and use ambient material to create armor. Almost all of the Hunters sided w ith the Elites in the Great

    The Arbiter proposed using Hunters as heavy shock troops to Schism out of respect and stayed w ith the Swords of

    the Hierarchs, and they agreed. 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 A quirk of Hunters is after they kill their opponents, they

    starships are made of. recite poetry to one another.

    Empathic 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 f ire a fuel rod beam, a fuel rod cannon, and a fuel rod storm. It may only

    f ire 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 resolved 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.

    Hunters

    Hunter Bonded Pair 160 Points WS BS S T W I A Ld Sv Unit Type Unit Composition Hunter 4 3 6 5 3 3 2 9 3+ Infantry 2 Hunters Golden Hunter 4 3 6 5 4 3 2 9 3+ Infantry

    Wargear:

    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

    Hunter armor

    Fuel rod

    cannon Hunter shield

    Special Rules: Fearless

    Relentless

    Smash

    Very Bulky

  • 21

    Fleet Security often calls in Stealth Elites in order to Stealth Elites tend to use light, small, easy to carry weapons

    infiltrate enemy vessels and assassinate high-priority such as the plasma rif le and the energy sword. On occasion

    targets. Their true purpose is to gather information and they use the energy staves that the honor guard use when

    develop strategic countermeasures to enemy formations. distance is a factor in short-range f ights.

    All are carried out w ith unparalleled eff iciency.

    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 Elites

    Stealth Elite Lance 90 points

    WS BS S T W I A Ld Sv Unit Type Composition Stealth Elite 4 3 4 3 1 4 1 8 4+ Infantry 5 Stealth Elites

    Options: May include up to f ive more models in the unit.. 18 pts/model Any Elite may take a second plasma rif le 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 rif le/s for

    Plasma repeater.. free Plasma pistol free Energy sword... 20 pts/model

    Wargear: Plasma grenades

    Plasma rif le

    Stealth harness

    Close combat w eapon

    Special Rules: On the Blood of Our Sons

    Dual-Wield

    Scout

    Infiltrate

  • 22

    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 The position of Spec Ops is even open to Grunts who

    Operations group of the Special Warfare division. Even the prove themselves, granting them a higher off ice than

    low liest of them is a seasoned and effective warrior, ready and most Grunts ever get to see.

    able to undertake the most dangerous and diff icult operations

    the Sw ords of Sanghelios can offer them. Spec Ops use active camouflage to get into position.

    This differs from Stealth operatives using stealth

    Their operatives come from the Majors and Ultras of the harnesses who desire to not be shot at.

    standard Elite military, selecting individuals who think outside

    the box and understand the price of failure.

    Spec Ops

    Spec Ops Elite Lance 0 points WS BS S T W I A Ld Sv Unit Type Composition Spec Ops Grunt 2 4 2 3 1 2 1 7 6+ Infantry Spec Ops Elite 4 4 4 3 1 4 1 8 3+ Infantry Spec Ops Officer 4 4 4 3 1 4 1 8 3+ Infantry (Character) Spec Ops Commander 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 rif le 3 pts/model Any Elite may take a second plasma pistol. 2 pts/model Any Elite may replace his plasma rif le/s for an energy sword.... 20 pts/model

    Any Elite may replace one or both of their plasma rif les 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.

    Elite Wargear: Plasma grenades

    Plasma rif le

    Plasma pistol

    Active camouflage

    Zealot harness

    Close combat w eapon

    Grunt Wargear: Grunt Harness

    Plasma pistol

    Plasma grenades

    Special Rules: On the Blood of Our Fathers

    On the Blood of Our Sons

    Dual-Wield

  • 23

    On the blood of our fathers. On the blood of our sons.

    The rank of Ultra is the highest that can be achieved They wear more ornate armor than most other ranks,

    in the Elite military w ithout becoming an off icer. They and bring more heavy weapons to the f ield than most.

    serve command roles, but only when their superior

    off icer is incapable of doing so. They are sent on high- priority missions, often alone. Scarabs are often

    commanded by Elite Ultras. Grunts can also become Ultras should they prove their

    worth. They are afforded more ornate armor than most other Grunts to symbolize their off ice. This makes them

    the closest thing the Grunts have to celebrities. Famous,

    untouchable, and short-lived.

    Ultras

    Elite Ultra Lance 40 points WS BS S T W I A Ld Sv Unit Type Composition Grunt Ultra 3 4 2 3 1 3 1 7 6+ Infantry 4 Grunt Ultras Elite Ultra 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

    Elite Wargear: Plasma grenades

    Plasma pistol

    Concussion rif le

    Zealot harness

    Close combat w eapon

    Grunt Wargear: Grunt harness

    Plasma pistol

    Plasma grenades

    EliteSpecial Rules: On the Blood of Our Sons

  • 24

    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 demolit ions.

    Alternative 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.

    Rangers

    Elite Ranger Lance 90 points WS BS S T W I A Ld Sv Unit Type Composition Elite Ranger 4 4 4 3 1 4 1 8 4+ Jetpack Infantry 5 Elite Rangers

    Options: May include up to f ive more models in the unit. 18 pts/model Any Elite may replace his plasma rif le with a Standard Weapon.

    One Elite may replace his plasma rif le 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 rif le.. 2 pts/model

    Wargear:

    Plasma grenades

    Plasma rif le

    Ranger harness

    Jet pack

    Close combat w eapon

    Special Rules: On the Blood of Our Sons

    Dual-Wield

  • 25

    Every race of the Covenant is familiar w ith the Phantom. Elites repainted their Phantoms during the Great Schism

    The Elites and the Brutes make use of the type-52 Phantom, to the olive drab of UNSC vehicles to signify and

    a more up-to-date version of the Type-44 that the Covenant communicate their alliance w ith Humanity. The Sw ords of

    Remnant uses. The major differences between the two are the Sanghelios appreciate the Phantom as a small-time savior

    new er variant has a more modular design that allows it to since its weapons and relative durability make extraction

    replace its weapons and also has surface-to-vacuum and rapid insertion more survivable than most other aircraft.

    capacities.

    Phantoms

    Phantom 150 Points --Armor-- BS F S R HP Unit Type Unit Composition Phantom 3 12 11 11 3 Vehicle (Flyer, Hover, Transport) 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

    Wargear: Turret-mounted

    heavy plasma cannon

    Special Rules:

    Deep Strike

  • 26

    Elites once made extended use of the Type-29 Shadow. It is lightly armored (like most Covenant vehicles)

    This changed when it was revealed that Humans could and armed w ith a heavy plasma cannon for protection.

    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.

    Shadows

    Shadow 55 Points --Armor-- BS F S R HP Unit Type Unit Composition Shadow 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.

    Wargear: Heavy plasma

    cannon

  • 27

    Spirits are one of the oldest dropship models in the Covenant Spirits are still seen in use by the Swords of Sanghelios

    armory. First sighted by the UNSC in 2525, it w as later replaced and Covenant remnants well into the 2550s. They are

    by the newer Phantom series in 2544. Nevertheless, many Elites armed w ith heavy plasma cannons.

    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

    Spirit 155 Points --Armor-- BS F S R HP Unit Type Unit Composition Spirit 4 11 11 11 4 Vehicle (Flyer, Hover, Transport) 1 Spirit

    Transport capacity: 30 infantry models or two non-Flyer vehicles.

    May take a searchlight 1 pt

    Wargear: Turret-mounted

    heavy plasma

    cannon Special Rules:

    Deep Strike

  • 28

    The Sangheili have used the Banshee for so incredibly long that Banshees are equipped w ith a pair of plasma cannons

    their ancient f ighter the Tarasque has been nearly completely and a fuel rod cannon to stave off opponents, infantry

    forgotten. It has gone through countless redesigns and its evolution and vehicle alike.

    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.

    Ultra Pilot: Banshee Ultras may f ire at their full ballistic skill the turn after jinking and may f ire 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.

    Banshees

    Banshee Lance 65 Points --Armor-- BS F S R HP Unit Type Unit Composition Banshee 3 10 10 10 2 Vehicle (Flyer) 1 Banshee Sword Banshee 3 11 10 10 2 Vehicle (Flyer) Banshee Ultra 4 11 11 10 3 Vehicle (Flyer)

    Options:

    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.

    Wargear: Tw in-linked

    plasma cannon Fuel rod gun

    Special Rules:

    Aerial Dodge

    Scout

  • 29

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

    The Merchants of Qikost designed the Revenant to counter the The reason the Revenant was drawn from civilian

    UNSCs increased usage of Warthogs. It is lightly armored, fast, vehicles was discovered after the wars end. As it turns out,

    and armed w ith a single weapon and possibly a passenger. In the Covenant were running low on supplies for their soldiers

    reality, the Revenant was originally a civilian vehicle repurposed and could barely arm their soldiers. This is also the reason

    by the Covenant war machine. The thin, blurry line between Brutes didnt wear armor until the Schism. The resources

    civilian and military in Sangheili society made this an easy matter. 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.

    Revenants

    Revenant 55 Points --Armor-- BS F S R HP Unit Type Unit Composition Revenant 3 10 10 10 2 Vehicle (Skimmer, Fast, Open-topped) 1 Revenant

    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

    Wargear: Plasma mortar

  • 30

    Spectres were introduced in 2545, not reported by human forces What makes the Spectre truly special to the Elites is

    for an entire year before the Battle of Sargasso. Its design purpose its racial signif icance. Spectres were in direct competition

    is to be an intermediary between the Ghost and the Wraith, a with Brute Prow lers for their role. They were both phased

    general anti-infantry platform. Many Sangheili became so fond of out before the Battle of Reach, wherein the Sangheili-

    the design and effectiveness of Spectres that they still used them designed Revenant took both of their places. The Spectre

    in keeps after the war. Its advanced anti-gravity engine allows it is the pride of Sangheili light support, a sign of racial

    to be stable as it f ires its plasma cannon and its passengers can superiority over the Brutes and their Prow ler, holding out

    comfortably f ire their own weapons. for the day the Revenant (and Elites) would triumph.

    Specters

    Spectre 60 Points --Armor-- BS F S R HP Unit Type Unit Composition Spectre 3 10 10 10 2 Vehicle (Skimmer, Fast, Open-topped) 1 Spectre

    May include up to two more models in the unit.. 60 pts/model Each model take a pair of sponson-mounted weapons. Concussion rif le- 10 pts

    Fuel rod gun - 30 pts Plasma launcher- 50 pts

    Wargear: Plasma cannon

  • 31

    Brother, we have plasma like the Forerunners have never seen!

    The Type-26 Wraith and its Type-52 anti-air sister are the Wraiths have been in service to Covenant races for over

    mainstay of all Covenant mortar, Elite and Brute alike. It s a century, and show no sign of being replaced any time

    more of a self-propelled gun than a tank, f iring star-hot soon. Its combination of heavy armor and f irepower make

    plasma at its targets. Those targets tend to melt rather it a highly valuable weapons platform, its low speed being

    quickly. The vehicle itself is rather durable, but a good hit easily overlooked when taken in formation. Generally,

    from an enemy tank of equal weight class will destroy it. only Spartans, highly elite Sangheili, and the occasional

    To protect itself, Wraiths are armed w ith one or two plasma ODST can destroy a Wraith before it has made return on

    cannons to pick off infantry that tries to destroy it. investment.

    Ultra Pilot: Ultra Wraiths may f ire at their full ballistic skill the turn after jinking and may f ire 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 f ire the heavy

    plasma mortar after moving combat speed. Only one unit may include Ultra variants per army.

    Wraiths

    Wraith Lance 90 Points --Armor-- BS F S R HP Unit Type Unit Composition Light Wraith 3 11 11 10 3 Vehicle (Tank, Skimmer) 1 Light Wraith

    Heavy Wraith 3 12 11 10 3 Vehicle (Tank, Skimmer, Heavy) Sw ord Wraith 3 12 11 10 3 Vehicle (Tank, Skimmer) Wraith Ultra 4 13 11 11 3 Vehicle (Tank, Skimmer)

    Options:

    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

    Wargear: Heavy plasma

    mortar Plasma cannon

  • 32

    Ghosts are the fast attack platform of choice for the Elites, The only strategic downside of the Ghosts is now that

    Grunts and sometimes even the Jackals. They are composed nearly every military in the galaxy uses one and know s how

    of a drivers seat and an attached hovercraft nose, armed w ith to counter them. Only the humans dont have them but are

    a pair of plasma cannons to attack targets. The Elites share the most w ell-versed in destroying Ghosts, making using

    the Covenant Remnants philosophy of using them for recon them against humans an exercise in frustration.

    and rapid response. The Sw ords of Sanghelios put heavier armor on their Ghosts.

    Ultra Pilot: Ghost Ultras may f ire at their full ballistic skill the turn after jinking, and may f ire snap shots immediately after jinking.

    Only one unit may include Ultra variants per army. Ghost Ultras may not take a second scout shield.

    Ghosts

    Ghost Lance 75 Points WS BS S T W I A Ld Sv Unit Type Unit Composition Ghost 4 4 4 4 1 4 1 8 4+ Jetbike 3 Ghosts

    Sw ord Ghost 4 4 4 4 1 4 1 8 3+ Jetbike Ghost Ultra 4 4 4 5 1 4 1 8 3+ Jetbike

    Ghost Wargear:

    Options:

    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

    medium plasma cannon

    Close combat

    weapon

    Ghost Ultra Wargear:

    Tw in-linked

    heavy plasma cannon Scout shield

    Special Rules: On the Blood of Our Sons

    Furious Charge

  • 33

    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 f irst 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

    Ripa Moramee 180 Points

    WS BS S T W I A Ld Sv Unit Type Unit Composition Ripa Moramee 7 3 4 4 3 5 4 10 3+ Infantry (Character) 1 (Unique)

    Options:

    A Sangheili Warrior may take an individual breaching carapace. 3 pts A Sangheili Warrior may replace his storm rif le 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 rif le or plasma pistol w ith a special weapon, power

    weapon, or variant weapon.

    Wargear: Armor of the

    Arbiter Tw o energy

    swords

    Special Rules:

    Independent

    Character Fearless Warlord Trait: Glorious Advance

    Feel No Pain

    Fleet

    Honor Before All Else

    Relentless Fury

    Off ice of Shame

    On the Blood of Our Fathers

    On the Blood of Our Sons

    Preferred Enemy (Humans)

  • 34

    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 off icer 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-Schism 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.

    Unit Type: Infantry (Character), Unique. Wargear: Energy sword, mantle of heroes, plasma 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, We Swore to Uphold the Covenant! : A Detachment w ith

    Independent Character, Master of the Fleet, Dual-Wield. Rtas Vadum as the Warlord may take Spec Ops units as

    Troops choices.

    Swordmaster: To-wound rolls of 6 in close combat have the

    Instant Death special rule.

    *Shadow of Intents effects are independent of Rtas Vadums wargear and special rules.

    Options: May take a unit of Honor Guard/Lights of Sanghelios that does not take up a Force Organization Slot.

    Rtas Vadum

    Rtas Vadum WS BS S T W I A Ld Sv

    6 4 4 4 3 5 3 10 3+

  • 35

    200 Points

    The Arbiter.

    Maybe more than any other figure, a symbol of what the galaxy could one day become.

    Thel Vadam (formerly Vadamee) is likely the most important Once the Supreme Commander of the Fleet of

    being in the galaxy today. Chieftain Lydus is a great leader Particular Justice, Vadam w as the favorite of the Covenant

    open to peace, Fleetmaster Hood understands the galactic climate, races. This is why he was selected for increasingly suicidal

    and the Master Chief is merely a savior. The Arbiter is the central missions by the Prophets, until he f inally failed to safeguard

    f igure and cause for peace among all species, and the largest Halo and w as made Arbiter. Even as Arbiter a position that

    opponent of Jul Mdamas terrorist organization. Where others was explicitly for suicide missions- Vadam emerged

    would incinerate planets and call it a day, Vadam offers victorious over his foes, until f inally he killed the Prophet of

    understanding and compromise. He is a soldier with but one peer. Truth himself, dissolving 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 unforgivable in the eyes of others.

    Unit Type: Infantry (Character), Unique. Wargear: Energy sword, mantle of heroes, plasma grenades, plasma pistol, plasma rifle.

    Warlord Trait: Sword of Sanghelios.

    Special Rules: Swordmaster,

    On the Blood of Our Fathers, On the Blood of Our Sons, Honor Before All Else,

    Fearless, Fleet, Independent Character, Dual-Wield, Relentless Fury,

    Eternal Warrior, It Will Not Die.

    Options: May take a Lich as a dedicated transport. May replace his plasma rif le/s w ith a Special Weapon, Power

    Weapon, Variant weapon, or Standard Weapon.

    May take a second plasma rif le- 2 pts May take Legendary Armory items.

    Thel Vadam

    Thel Vadam WS BS S T W I A Ld Sv

    6 5 4 4 3 5 4 10 3+

  • 36

  • 37

  • 38

    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 Plasma grenades are a tried and true Covenant weapon. the

    exception of the carbine, are anti-vehicle weapons. Their unique ability to stick to surfaces is invaluable.

    Name Range S AP Type Name Range S AP Type

    Carbine 30 4 6 Rapid Fire

    Fuel Rod Beam 48 8 2 Heavy 1, Melta Plasma Grenade Melee 4 4 Hayw ire,

    Fuel Rod Cannon 48 9 4 Heavy 1, blast Rending

    Fuel Rod Gun 48 7 4 Heavy 2

    Fuel Rod Launcher 48 7 4 Heavy 3, Skyfire, Ventral Beam

    Interceptor

    Fuel Rod Storm 36 5 5 Assault 4

    Needle Weapons 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-issue weapon variety. Name Range S AP Type

    Name Range S AP Type Ventral Beam Infinite 10 1 Ordnance 1,

    Large Blast,

    Needler 18 3 - Assault 2, Rending, Tw in-linked Ignores Cover

    Needle rif le 30 3 6 Rapid Fire,Rending (5+)

    Plasma Weaponry

    Name Range S AP Type

    *A weapon w ith a Charged profile can only use its charged

    Beam Rifle 36 X 4 Heavy 1, profile once per game.

    Sniper

    Concussion Cannon 36 5 5 Heavy 2, Concussive, Blast

    Concussion Rif le 18 4 6 Assault 1, Blast,

    Concussive

    Focus Rif le 36 4 5 Rapid Fire, Pinning

    Plasma Cannon 36 5 5 Heavy 3

    Medium Plasma 36 5 5 Heavy 5

    Cannon

    Heavy Plasma 36 6 4 Heavy 3

    Cannon

    Plasma Caster 18 3 5 Assault 3

    Charged* 4 4 Assault 1, Rending, Blast, Caster Caster: Any unit under the blast

    Plasma Launcher 36 6 4 Heavy 4, Tw in-linked template takes 3 hits more than the

    Plasma Mortar 24 5 5 Heavy 1, Blast, Barrage number of units under the blast marker.

    Heavy Plasma 48 8 2 Ordnance 1, Barrage, Large Blast

    Mortar

    Plasma Pistol 12 Pistol

    Standard 3 -

    Charged* 4 5 Hayw ire, Tw in-linked

    Plasma Repeater 24 3 6 Rapid Fire

    Charged Salvo 2/4

    Plasma Rif le 18

    Standard 3 6 Assault 2

    Charged* 3 6 Assault 3

    Sangheili Armory

  • 39

    Melee Weapons

    Energy Weapons

    Elites believe close combat to be the pinnacle of war,

    and have embraced white-hot plasma weapons to cut

    and cleanse anyone in their way.

    Name S AP Type

    Energy dagger User 6 Melee, Rending

    Energy Sw ord User+1 3 Melee, Rending

    Energy Pike User +2 4 Melee, Rending Lunge- This profile may only be used when charging.

    User +3 3 Melee, Lunge, Rending

    Armor

    Elite Combat Harness Ranger Harness

    In use for hundreds of years, the Elites use this well-armored These harnesses are made to operate in zero-gravity

    body suit and energy shielding in war. 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 These shields are made of an unknown alloy that is also

    tremendous punishment. 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

    Stealth Harness weapons, but those may not be re-rolled.

    Available to Swords of Sanghelios and whoever else can

    scavenge it, these harnesses forgo energy shielding to use Zealot Harness

    cloaking technology.

    The second tier of Elite armor, zealot harnesses are given

    Any model w ith a stealth harness benefits from a 4+ armour save. to Zealot-class soldiers such as special operations soldiers

    In addition, they gain the Stealth and Shrouded special rules. 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 Elite Shield Gauntlet

    Covenant and the greatest or most opportunistic of those out of it.

    An improved version of the Jackal shield, it is a multiplier

    The Mantle of Heroes confers unto the model that w ears it a 3+ an existing energy shield.

    armour save and a 5+ invulnerable save. In addition, it increases

    the toughness of the model that wears it by 1. An Elite shield gauntlet improves the invulnerable save of

    the model using it by 1 (6+ becomes 5+, 5+ becomes 4+,

    Grunt Harness etc.). Models equipped with shield gauntlets may not make

    sweeping advances.

    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.

  • 40

    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 active 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 wish.

  • 41

    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 t