codex: sangheili
DESCRIPTION
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.TRANSCRIPT
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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
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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.
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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.
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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.
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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!
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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.
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Forces of the Sangheili
This section of the book details the forces used by the Sangheili- their vehicles, their units, and the special characters that
lead them to war. Each entry describes the unit and gives specific rules you 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.
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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
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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.
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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)
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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)
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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
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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.
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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)
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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+
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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+
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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
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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.
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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.
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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