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Single Handed Weapons
Plasma Pistol (5)
Plasma Rifle (15)
Energy Sword (15)
Brute Plasma Rifle+ (20)
Double Handed Weapons
Brute Shot+ (Brutes Only, 20)
Thruster Pack (Zealot Only, 20)
Active Camouflage Generator (Zealot Only, 20)
Overshield Generator (35)
Ghost Combat Vehicle+ (30)
Force Augmentation (20) (0-1)
Agility Augmentation (15) (0-1)
Bane Augmentation (15) (0-1)
Covenant Weapons - Not 40k Weapons
Plasma Pistol: S 4, AP 4, 12", Pistol*
Plasma Rifle: S 5, AP 4, 24", Assault 2
Needler: S 5, AP 5, 18", Assault 4*
Brute Plasma Rifle: S 6, AP 3, 24", Rapid Fire
Carbine: S 6, AP 3, 24", Assault 1
Brute Shot: S 6, AP 4, 24", Assault 1 Blast
Fuel Rod Cannon: S 8, AP 2, 48", Assault 1 Blast
Plasma Cannon: S 6, AP 4, 24", Assault 2
Plasma Mortar: S 10, AP 2, G48", Heavy 1
Hunter Cannon: S 9, AP 2, Heavy 1
Thruster Pack: Works the same way as a Jump Pack.
Active Camouflage Generator: See Sangheili Infiltrators.
Overshield Generator: Grants the wearer a 3+ Invulnerable save.
Ghost Combat Vehicle: Works the same as a Jetbike with twin-linked Plasma Cannons.
Plasma Pistol: Any turn in which you choose to fire 2 shots (see Pistols, Warhammer 40k rulebook) you may choose instead to fire a single overcharged shot. If the enemy model is hit, no armour saves are allowed.
Needler: If all 4 Needler shots hit the enemy, then no armour saves are allowed. In turn, if the model has multiple wounds it kills them outright as long as one Needle wounds.
Energy Sword: Counts as a Power Weapon, however, roll a d6 for each hit you score. On a d6 roll of a 4+ Invulnerable saves are also ignored, due to the sword's ability to simply cut through energy.
Force Augmentation: +1 Strength.
Agility Augmentation: +1 Initiative.
Bane Augmentation: Wounds on a 4+ regardless of Strength/Toughness ratio.
Sangheili (Elite) Zealot (Gold)
WS 5, BS 5, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 3+
Options: The Sangheili Zealot may select any equipment from the Covenant Armoury.
Retinue: The Sangheili Zealot may be accompanied by a Retinue of Sangheili, chosen from the Elites section (not Spec-Ops). If chosen this way, the Retinue does not count as one of your three Elites choices and instead counts as a single HQ choice combined with the Sangheili Zealot.
Independent Character: If the Sangheili Zealot is not accompanied by a Retinue he is an Independent Character and follows all the rules for Independent Characters in the Warhammer 40k rulebook.
Blessing of the Covenant: The Sangheili Zealot inspires courage throughout all of his ranks. He and any squad he is attached to are Fearless and may re-roll any failed to-hit rolls on the turn they charge into close combat.
Special: If a Sangheili Zealot is chosen as your HQ, Jiralhanae squads and Yanme'e squads become 0-1.
Jiralhanae (Brute) Chieftain
WS 5, BS 4, S 6, T 5, W 4, I 4, A 4, Ld 9, Sv 5+
Options: The Jiralhanae Chieftain may select any items from the Covenant Armoury marked with a +.
Retinue: The Jiralhanae Chieftain may be accompanied by a Retinue of Jiralhanae, chosen from the Elites section. If chosen this way, the Retinue does not count as one of your three Elites choices and instead counts as a single HQ choice combined with the Jiralhanae Chieftain.
Independent Character: Unless accompanied by a Retinue, the Jiralhanae Chieftain is an Independent Character and follows all the rules for Independent Characters from the Warhammer 40k rulebook.
Master of the Brutes: The Jiralhanae Chieftain inspires fear and awe in the ranks of the Brutes. Any Brute squad within 12" of the Chieftain, including his own retinue or any squad he is attached to, gains +1 attack when in close combat.
Special: The Jiralhanae Chieftain uses all of the special rules for Brutes. In addition, if he is chosen as your HQ choice, all Sangheili squads become 0-1. Any squads led by a Sangheili is now led by a Jiralhanae, using the points costs accordingly. Ghost Squadrons are now 0-1 and pilotted by Jiralhanae, using their statline. Ghosts now cost 60 points.
You may never take a Sangheili Zealot and a Jiralhanae Chieftain in the same force. You may only take one Zealot or one Chieftain.
Sangheili (Elite) Minor (Blue)
WS 4, BS 4, S 4, T 4, W 1, I 4, A 1, Ld 8, Sv 3+
Sangheili (Elite) Major (Red)
WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 3+
Squad Size: Sangheili Major and 4-9 Sangheili Minor.
Weapons: All Sangheili are equipped with Plasma Rifles.
Options: The Sangheili may replace their Plasma Rifles with Needlers at no additional cost. In addition, one in three Sangheili may replace their Plasma Rifle/Needler with a Plasma Pistol and an Energy Sword for +10 points. The Sangheili Major has access to the Covenant Armoury.
Points: Each Sangheili costs 16 points. The Sangheili Major costs 20 points.
Transport: If the squad numbers 8 models or less, it may select a Shadow Troop Carrier as a transport. See the appropriate section for Shadow rules.
Spec-Ops Sangheili (Elite; Black/White)
WS 4, BS 4, S 4, T 4, W 1, I 5, A 2, Ld 9, Sv 3+
Spec-Ops Unggoy (Grunts; Black/White)
WS 2, BS 3, S 2, T 3, W 1, I 4, A 1, Ld 7, Sv 4+
Squad Size: 1-3 Sangheili and 3-7 Unggoy.
Weapons: Each Sangheili is equipped with a Plasma Rifle. Each Unggoy is equipped with a Plasma Pistol.
Options: Any Sangheili may replace his Plasma Rifle for a Plasma Pistol and Energy Sword at +10 points. Any Sangheili may wield an additional Plasma Rifle (counts as twin-linked) for +5 points. Any Sangheili may replace his Plasma Rifle for a Needler for no additional cost. Sangheili with Needlers may wield an additional Needler for +5 points. Up to two Unggoy may replace their Plasma Pistols with Fuel Rod Cannons for +10 points each. Any Unggoy may replace his Plasma Pistol with a Needler at +5 points.
Special: The Spec-Ops team may be deployed in an Orbital Insertion Pod and enter the game via Deep Strike rules. See the appropriate section for details.
Transport: If the Spec-Ops team numbers 8 or fewer models and do not enter the game via an Orbital Insertion Pod, they may be transported by a Shadow Troop Carrier.
Points: Each Sangheili costs 20 points. Each Unggoy costs 10 points.
Infiltrator Sangheili (Elite; Grey/Light Blue)
WS 4, BS 4, S 4, T 4, W 1, I 5, A 1, Ld 8, Sv 4+
Squad Size: 4-8 Sangheili.
Weapons: Each Sangheili is equipped with a Plasma Rifle and Active Camouflage generator.
Options: Each Sangheili may replace his Plasma Rifle with a Needler at no additional cost. Up to 2 Sangheili may replace his Plasma Rifle for a Plasma Pistol and Energy Sword at +10 points each.
Special: Active Camouflage - The Sangheili are equipped with generators allowing them to be all but invisible to the naked eye. Sangheili may Infiltrate if the mission permits. In addition, any unit choosing to shoot at the Sangheili must use Night Fighting rules. On a turn that the Sangheili do not move, shoot, or assault, no enemy more than 6" away may shoot or assault them. If an enemy is within 6" and assaults or shoots them, they count as being in cover (5+ cover save, Initiative 10 when charged).
Points: 18 points per Sangheili.
Kig-Yar (Jackal) Snipers
WS 2, BS 3, S 2, T 3, W 1, I 5, A 1, Ld 7, Sv 5+
Squad Size: 4-10 Kig-Yar.
Weapons: Each Kig-Yar is equipped with a Plasma Pistol and a Particle Beam Rifle. They no longer have the energy shields.
Special: The Kig-Yar snipers are trained huntsmen and may Infiltrate if the mission allows it. They get +1 to their cover save to represent their nimble, agile reflexes.
Points: 12 points each.
WS 4, BS 3, S 5(6), T 5, W 2, I 3, A 2, Ld 8, Sv 5+
Jiralhanae (Brute) Captain
WS 4, BS 3, S 6, T 5, W 2, I 3, A 3, Ld 9, Sv 5+
Squad Size: Jiralhanae Captain and 2-5 Jiralhanae.
Weapons: Each Jiralhanae is equipped with a Brute Plasma Rifle. The Jiralhanae Captain is equipped with a Brute Shot.
Options: The entire squad may replace their Brute Plasma Rifles for a Brute Shot at +10 points each. The Jiralhanae Captain has access to the Covenant Armoury but is restricted to items with a +.
Special: The Jiralhanae can use the Brute Shot to surprising effect in close combat. To represent this, when the entire squad is equipped with Brute Shots they gain +1 to their strength. The Jiralhanae may enter a rage as they take damage. Any time that a Brute is taken off the board as a casualty, inflict one automatic S5 (6 if wielding Brute Shots) wound on the opposing unit (in CC), then remove the Brute as a casualty. Saves may be taken as normal.
Transport: The Jiralhanae may be mounted in a Shadow Troop Carrier.
Points: Each Jiralhanae costs 40 points. The Jiralhanae Captain costs 55 points.
WS 2, BS 3, S 2, T 3, W 1, I 3, A 1, Ld 6, Sv 5+
Sangheili (Elite) Minor (Blue)
WS 4, BS 4, S 4, T 4, W 1, I 4, A 1, Ld 8, Sv 3+
Squad Size: Sangheili Minor and 5-20 Unggoy
Weapons: Unggoy are equipped with Plasma Pistols. Sangheili equipped with a Plasma Rifle.
Options: One in three Unggoy may replace their Plasma Pistols with Needlers for +5 points each. The Sangheili may replace his Plasma Rifle with a Needler at no additional cost.
Points: Unggoy cost 6 points each. The Sangheili costs 16 points.
WS 2, BS 3, S 2, T 3, W 1, I 5, A 1, Ld 7, Sv 5+/3+*
Squad Size: 4-10
Weapons: Each Kig-Yar is equipped with a Plasma Pistol and an energy shield.
Special: The Energy Shield that Jackals carry is extremely large in proportion to their body and therefore allows them to take cover behind it. All Kig-Yar carrying an Energy Shield is granted a 4+ cover save at all times, even when they are not in cover. When being assaulted, Kig-Yar carrying Energy Shields count as in cover for the purposes of determining who strikes in what order. Frag grenades have the normal effect on Kig-Yar.
Points: Kig-Yar cost 10 points each.
WS 3, BS 3, S 2, T 2, W 1, I 3, A 1, Ld 7, Sv 6+
Squad Size: 10-20 Drones.
Weapons: Each Drone is equipped with a Plasma Pistol.
Options: Up to half of the Drones in a squad may replace his Plasma Pistol with a Needler for +5 points each.
Special: Drones are capable of flying short distances with their wings, but must rest them afterwards. Drones have the Fleet special rule, however this bonus to movement is used in the Movement phase instead of the Shooting phase and the Drones may still shoot.
Points: Each Drone costs 8 points.
Sangheili (Elite) Rangers
WS 4, BS 4, S 4, T 4, W 1, I 4, A 1, Ld 8, Sv 3+
Squad Size: 4-8 Sangheili.
Weapons: Each Sangheili is equipped with either two Plasma Rifles or two Needlers. Each Sangheili is equipped with Anti-Gravity Thruster Packs.
Special: Anti-Gravity Thruster Packs are treated in the exact same way as Jump Packs.
Points: 35 points per Sangheili.
Ghost Combat Vehicle
WS 4, BS 4, S 4, T 4(5), W 1, I 4, A 1, Ld 8, Sv 3+
Crew: One Sangheili
Squad Size: 3-10 Ghosts
Weapons: Twin-Linked Plasma Cannons. Riders are armed with Plasma Rifles.
Special: Ghosts follow all of the same rules as normal Jetbikes.
Points: 40 points per Ghost.
Spectre Combat Vehicle
Front 10, Side 10, Back 10
Crew: 4 Sangheili - driver, gunner, and two passengers.
Type: Skimmer, Open Topped.
Weapons: Plasma Cannon, 2x Plasma Rifles (Not Twin-Linked)
Squad Size: 1-3 Spectre Combat Vehicles
Points: 45 points per Spectre.
Front 12, Side 10, Back 10
Crew: 1 Sangheili
Type: Skimmer, Fast, Open Topped.
Squad Size: 1-3 Banshees
Weapons: Twin-Linked Plasma Cannons, Fuel Rod Cannon
Special: May Deep Strike if the mission allows it.
Points: 65 points each.
Lekgolo (Hunter) Pair
WS 5, BS 4, S 6, T 6, W 3, I 2, A 2, Ld 7, Sv 2+
Squad Size: 2 Lekgolo
Weapons: Hunter Cannon, Hunter Shield
Special: Whenever a Lekgolo is hit, roll a d6. On a 4+ the weapon/attacker hitting the Lekgolo halves it's strength before rolling to wound. They never have to take Morale tests for the sake of Last Man Standing or casualties. If one of them is killed, the other is entered into a rage and charges at the closest enemy unit. On the turn that it charges (unless it gets shot! it counts as having S10 and +1 attack. The heavy metal shields in which the Lekgolo attack with count as Heavy weapons, therefore the best armour save allowed against them is a 4+.
Points: 60 per Lekgolo.
Wraith Mortar Tank
Front 14, Side 13, Back 11
Weapons: Plasma Mortar and Twin-linked Plasma Cannons
Special: In the Shooting Phase, instead of firing, it may boost 6" in any direction in addition to it's normal move.
WS 6, BS 5, S 4(5), T 4(5), W 3, I 5, A 3, Ld 10, Sv 3+
If taken, the Arbiter counts as the HQ choice for your army. No other HQ choice may be selected.
The Arbiter must be joined by a Retinue of Spec-Ops, as chosen from the Elites section. This unit does not count as one of your three Elites choices, but instead as a single HQ choice along with the Arbiter.
Weapons: Energy Sword, Plasma Rifle
Wargear: Sacred Armour of the Arbiter
Options: The Arbiter must be used exactly as described, and may not take any additional items from the armoury.
Special: The Spec-Ops unit that accompanies the Arbiter is Fearless and may re-roll any failed to-hit rolls in the turn they charge.
Sacred Armour of the Arbiter: This ancient armour has been passed from Arbiter to Arbiter throughout the ages. Though old, it contains upgrades as modern as those incorporated into modern Sangheili armour. The armour gives the Arbiter a +1 to Strength and Toughness, already included in the profile above. In addition, the ancient energy shield of the Arbiter armour gives the Arbiter a 3+ Invulnerable save.
Kiss of the Arbiter: The Arbiter is always the most suicidal, and yet highly trained Sangheili amongst the Covenant army. To represent his fanatical desire to kill his opponent, for every wound he scores it counts as two wounds inflicted upon the enemy unit.
WS 6, BS 4, S 6(10), T 5(6), W 4, I 4, A 4, Ld 9, Sv 5+
If taken, Tartarus counts as the HQ choice for your army. No other HQ chocie may be selected. All of the standard rules for Brutes apply to Tartarus.
Tartarus must be joined by a Retinue of Brutes. These Brutes do not count towards the limit of three Elite choices, but instead count as a single HQ choice along with Tartarus.
Weapons: Fist of Rukt (Gravity Hammer)
Options: Tartarus must be used exactly as described, and may not take any additional items from the armoury.
Special: Master of the Brutes.
Fist of Rukt: Counts as a Thunder Hammer. It also emits a gravity field around Tartarus, adding 1 to his Toughness characteristic and making his armour save Invulnerable.
Shadow Troop Carrier
Front 12, Side 11, Back 12
Crew: 2 Sangheili (gunner, driver)
Weapons: Plasma Cannon
Type: Transport, Skimmer
Transport: May transport up to eight models.
The Human Forces
Master Chief could equal a Grey Knights Grand Master. Nemesis Force Weapon could be a stolen energy sword, Storm Bolter could be his assault rifle, something like that. He has great armour, etc. and can take hits. Just don't give him anti-Demon stuff - or, you could make the anti-Demon stuff in the armoury count as anti-Covenant stuff?
I dont play 40k, but you really shouildn't unclude needlers, only grunts use them. and if you do, just make it like +2 to hit, and they should have balistic skill of 1 or 2, and you should use the artillery dice twice (the one that has 10 and then make it half, because they do have 20 shots a clip so it's max) (1 misfire means no hits and 2 misfire means 3d6 needles in the direction of the artillery dice roll, halfed towards the target)(so if it's completely facing away from the enemy and at ur own squad u do 4+ to see which direction it goes and you half it so it's 90 degrees from baddies. if you get misfire AGAIN then he hits his own squad as normal and if he misfires AGAIN the grunt gets 20 hits and kills the allied model he is closest to shooting.) and the hits are divided amongs the chosen model and any models within 2''. thus if the model is alone he takes all the hits. the models take an initiative test for each hit to avoid them, but if the model is in cover like a doorway or can duck behind the bunker he is in he takes no hits on a 2+.) if one model is hit 7 times it is Killing Blow. just like in halo, 7 in one and ur gone. if it's less you do it at strength 1 armour saves as normal.(I forgot, also when dividing hits, one model may not have 7 or more hits than a model that was hit and has the least hits in the squad, E.I.- divided by 3 men you canot have 16 hits on one and 3 on the other 2, althought 5,5 and 9 would be acceptable.) the needler does not effect tanks or anything with 2+ save. do all the hits from all the needlers in a squad at the same time. and SOOO lets try it with the dice i have here.
G1- 8 G2- 4 G3- 14 =26/60 total possible
So we'll say those hit 4 deifferent models. so i would if i were the opponent chose 5,5,5,11 hits
so one explodes in a firey purple explotion and we'll do the damage on the other 3.
ok so we'll do the initiative- at 4+ (there slow people) 2,5,1.
So strength one... we'll say toughness 4 so acording to fantasy, u need 6. So they need to amke 2 saves on one model. 4+? i got 5 and 3 so one person dies.
So those 3 grunts killed 2 people. Make Grunts more expendsive and needlers more expendsive. only unit champion may have 2 needlers. The champion MUST be an Elite. if the elite is killed take a Leadership test or the whole unit flees.
50 points?? Make Honor guards able to have swords: Swords get KILLING BLOW Strength 7 no armour saves allowed. and if your within 4'' of enemy unit at end of movment phase you get to lunge in and get into combat, which your attacks autuomatically hit. you get four attacks . if you lunge in the squad takes the 40k equivelent of a panic check or canot attack back. the honor guard must ONLY have this weapon if he choses it. if you charge it counts as lungeing.
Shields: you know who so i'll skip it. first total of 12 strength hits a are obsorbed by the shield. WHAT I MEAN IS if your hit twice at strength 5 then your reduced by 10. at the staert of your turn roll 1d6, if 6 the shield has time to recharge between being hit, if 5 then they recharge partially, giveing +5 hits untill shields run out. if not hit during any player's whole turn, recharges instantly. If hit by shooting TWICE or more during your opponents turn, you will not automatically recharge shields on your turn, but must check on 1d6 ,3+ automatic, 2 shields go up by 4. for each time hit increase the roll needed by 1. I.E. 4 hits, so 5+ automatic etc.
Plasma or energy based weapons do DOUBLE damage against shields. so if normaly strength3, it would be strength 6.
Damage to shield charge: Strength-shild damage. 1-1 2-2 3-4 4-6 5-8 6-10 7-12 8-16 9-20 10-25.
Reduce toughness of elites etc to make them very easy to kill once shields are down. Give the Arbitor Camouflage or invisibility or what ever it is in 40k.
you may upgrade 1 unit of elites to White Elites (Paint them whit!!! instead of blue (or whatever normal colour) they gain +1 BS, T, +1 attack at +15 each??
The Arbitor and the unit he is with is the equivilenet of Fantasy's Immune to Spychology.
Increase the Shield cap on arbitor to 20. increase point value of arbitor. The Arbitor must have a sword, and increase the cost of him respectfully.
GOD that was a long time to type. i made it all up now. Please someone comment, i'm going to use your ideas Captain strong, i mean print em up show em to 40k obsessed friend and make a rule thing. COMMENTS AND SUGGESTOINS EVERYONE!!! comon say something!!
Only grunts? :blink: Do you even play Halo?Originally posted by FragerZ@Feb 13 2005, 18:47
I dont play 40k, but you really shouildn't unclude needlers, only grunts use them.[snapback]328680[/snapback]
Elites and Marines both use Needlers as well as grunts. In Halo 2 there are Elites with two of them. Not just grunts...
Marines only get them if they take it from a grunt, you may as well say that anyone can use any weapon. and i cant really remember ever seeing an elite using a needler... i'm thinking about it and .... nope.... only seen grunts.Originally posted by Lost Nemesis@Feb 13 2005, 18:48
Only grunts? :blink: Do you even play Halo?
Elites and Marines both use Needlers as well as grunts. In Halo 2 there are Elites with two of them. Not just grunts...[snapback]328681[/snapback]
Then you must've shot the Elites really fast, because half the time I face them they're using Needlers.Originally posted by FragerZ@Feb 13 2005, 18:54
Marines only get them if they take it from a grunt, you may as well say that anyone can use any weapon. and i cant really remember ever seeing an elite using a needler... i'm thinking about it and .... nope.... only seen grunts.[snapback]328687[/snapback]
yep, he's right, they're worse than those flying ones with plasma rifles...Originally posted by Lost Nemesis@Feb 14 2005, 00:54
Then you must've shot the Elites really fast, because half the time I face them they're using Needlers.[snapback]328689[/snapback]
I've just completed the oracle level on Legendary, and i can say i really really hate lots of elites with needlers more.
Yeah, this is excellent! TY Angel of Rust!
Graktoof the vile, victor of 1000 battles, partial credit to 1000 more, and sore loser about the other 8000...
Sweet rules man! :lol:
And ya I've faught many a elites with dual needlerz...and died many a times at their hands...
Hope Is The First Step On The Road To Dissapointment.
hmm okay... OH and The Arbitor may join a squad at the start of the game of a mix of elites and grunts. they are a specialized squad called "SpecOps" (it says that in my H2 manual.) the ENTIRE group may go the 40k equivelent of invislble. and if your shot it turns off. THE BAD SIDE: every other turn the unit reduces to half movment while they wait for the arbitor who is hiding, for his invisibility to come back. the Specops are all the 40k equivelent of champions and are increased by the cost it takes to get a champion, per guy. I.E. +8 a grunt champion in a normal squad, then each grunt will cost Base + 8 +15.
The +15 pays for the camo. you may not have only 1 honour guard in this unit. the upgraded elites are what i call: "white" elites.
So.... can anyone think of anything else? i'm gona take this to school tomorrow for when i'm bored. you know... jot down nots when i come up with something...
Because i do not play 40k, can someone tell me if you think the needlers are 2 powerful and should cost more or anything like that... is a whole invisible squad too good?
Oh and if you shoot or get shot you arn't invisible anymore untill... ummm beginning of your turn? anyone got a better idea of a time?
Remember i dont know about 40k so tell me if that's completely illegal.
and maybe another special rule, if one model becomes visible out of the unit, they may split the unit in half and the main unit with the arbitor can continue on leaving the remaining half to start fighting (kind of like a distraction)
Tell me if this is really dumb or kind of smart.