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Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

HQ
Sangheili commander
points] [WS][BS][S][T][W][I][A][LD][SV]
Sangheili] 170 6 4 4 3 4 7 5 10 4+/4++
Unit type: infantry
Wargear: Energy sword, Type-25 Directed Energy Rifle, plasma grenades, fire bombs, clocking device.
Options: may replace the Type-25 Directed Energy Rifle for an additional energy sword for +25 points, Type-51 Carbine for free, Type-33 Guided Munitions Launcher for +5 points, Type-31 Rifle for +10 points. May replace the energy sword for an additional Type-25 Directed Energy Rifle for +5 points, or a Type-33 Guided Munitions Launcher for free. May take a body guard of between 2 and 15 Sangheili Honor Guardsmen for +45 points each, Lights of Sanghelios for +55 points. May be deployed in a Orbital Insertion Pod for +10 points if alone, Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, Heavy Orbital Insertion Pod +20 points
Lord of the Sangheili: Sangheili squads may be taken as troops instead of elites

San 'Shyuum
points] [WS][BS][S][T][W][I][A][LD][SV]
San 'Shyuum] 65 2 3 2 2 2 3 1 10 3++
Unit type: jump infantry
Wargear: holographic emitters, teleportation device, Gravity Cannon
Options: may take a body guard of between 2 and 15 Sangheili Honor Guardsmen for +70 points each, Lights of Sanghelios for +125 points each, Jiralhanae Honor Guards for +90 points each. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points
Indominatable Leader: all Covenant forces within 18” are stubborn, have counter-attack and hit and run

Jiralhanae Chieftain
points] [WS][BS][S][T][W][I][A][LD][SV]
Jiralhanae Chieftain] 195 8 4 6 5 6 4 6 10 3+/4++
Unit type: infantry
Wargear: Type-2 Energy Weapon/Hammer, Type-2 Antipersonnel Fragmentation Grenade, Type-25 Carbine, Power Drain
Options: may take a body guard of between 2 and 15 Jiralhanae Honor Guards for +50 points each. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points
Special rules
Lord of the Jiralhanae: Jiralhanae squads may be taken as troops instead of elites
Feel no pain, Fearless, fleet, Acute senses, preferred enemy, furious charge



Jiralhanae Honor Guard
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Jiralhanae Honor Guard] 90 7 3 5 5 4 4 4 9 2+/4++
Unit type: infantry
Unit composition: between 2 and 15 Jiralhanae Honor Guard
Wargear: Energy Stave, Type-25 Carbine, Type-2 Antipersonnel Fragmentation Grenade, Type-1 Antipersonnel Grenade
Options: may replace Type 25 carbine for a Type-25 Directed Energy Rifle/Jiralhanae Variant for +20 points, Type-52 Pistol for +5 points, Type-51 Carbine for +10 points, Type-25 Grenade Launcher for +15 points, Type-50 Sniper Rifle System for +40 points, Type-33 Light Anti-Armor Weapon for +50 points. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points, Spectre for +35 points
Special rules:
Furious charge, Move threw cover, feel no pain

Sangheili Honor Guardsmen
[ Points] [WS][BS][S][T][W][I][A][LD][SV]
Sangheili Honor Guardsmen] 70 6 4 4 3 3 6 4 10 2+/3++
Unit type: infantry
Unit composition: between 2 and 15 Sangheili Honor Guardsmen
Wargear: Energy Stave, Type-25 Directed Energy Rifle, plasma grenades, cloaking device
Options: may replace Type-25 Directed Energy Rifle for Type-33 Guided Munitions Launcher for free, Type-51 Carbine for +5 points, Type-31 Rifle for +5 points, Type-25 Directed Energy Pistol for free,Type-51 Directed Energy Rifle/Improved for +20 points, Type-50 Sniper Rifle System for +40 points, Type-50 Directed Energy Rifle/Heavy for +20 points, Type-52 Guided Munitions Launcher/Explosive for +30 points, Type-42 Directed Energy Support Weapon for +45 points, Type-52 Directed Energy Support Weapon for +50 points, or Type-33 Light Anti-Armor Weapon for +60 points. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points, Heavy Orbital Insertion Pod +20 points

Lights of Sanghelios
[points] [WS][BS] [S][T] [W] [I] [A] [LD] [SV
Lights of Sanghelios] 125 7 5 4 3 4 7 4 10 2+/2++
Unit type: infantry
Unit composition: between 2 and 15 Lights of Sanghelios
Wargear: Energy Stave, Type-25 Directed Energy Rifle, plasma grenades, cloaking device
Options: may replace Type-25 Directed Energy Rifle for Type-33 Guided Munitions Launcher for free, Type-51 Carbine for +5 points, Type-31 Rifle for +5 points, Type-25 Directed Energy Pistol for free,Type-51 Directed Energy Rifle/Improved for +20 points, Type-50 Sniper Rifle System for +40 points, Type-50 Directed Energy Rifle/Heavy for +20 points, Type-52 Guided Munitions Launcher/Explosive for +30 points, Type-42 Directed Energy Support Weapon for +45 points, Type-52 Directed Energy Support Weapon for +50 points, or Type-33 Light Anti-Armor Weapon for +60 points. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points, Heavy Orbital Insertion Pod +20 points

Elites
Kig-yar Sniper
points] [WS][BS][S][T][W][I][A][LD][SV]
Kig-yar Sniper] 14 1 7 2 2 1 2 1 6 6+
Unit type: infantry
Unit composition: between 1 and 5 Kig-yar Snipers
Wargear: Type-51 Carbine, plasma grenades
Options: may replace the Type-51 Carbine for Type-31 Rifle for +5 points, Type-50 Sniper Rifle System for +25 points, Type-52 Special Applications Rifle for +30 points. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points
Special Rules
Infiltrate, acute senses, stealth, scouts

Sangheili Squad
points] [WS][BS][S][T][W][I][A][LD][SV]
Sangheili] 30 5 4 4 3 2 5 3 9 4+/4++
Unit type: infantry
Unit composition: between 1 and 12 Sangheili
Wargear: Type-25 Directed Energy Rifle, plasma grenades, cloaking device
Options: may replace Type-25 Directed Energy Rifle for an energy sword for +25 points, Type-33 Guided Munitions Launcher for free, Type-51 Carbine for +5 points, Type-31 Rifle for +5 points, Type-25 Directed Energy Pistol for free,Type-51 Directed Energy Rifle/Improved for +20 points. One may have a Type-50 Sniper Rifle System for +40 points, Type-50 Directed Energy Rifle/Heavy for +20 points, Type-52 Guided Munitions Launcher/Explosive for +30 points, Type-42 Directed Energy Support Weapon for +45 points, Type-52 Directed Energy Support Weapon for +50 points, or Type-33 Light Anti-Armor Weapon for +60 points. May be deployed in a Orbital Insertion Pod for +10 points if alone, Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points, Heavy Orbital Insertion Pod +20 points. The entire squad may have Type-3 Antipersonnel/Antimaterial Incendiary Grenade for +12 points per model

Jiralhanae Squad
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Jiralhanae] 50 6 3 5 5 3 3 3 8 -
Unit type: infantry
Unit composition: between 3 and 10 Jiralhanae
Wargear: Type-25 Carbine, Type-2 Antipersonnel Fragmentation Grenade
Options: the whole squad may have power armor for +10 points per model (grants a +3 armor save), may also have a shield generator for +10 points (grants a 4+ invulnerable save). The Type 25 Carbine may be exchanged for a Type-25 Directed Energy Rifle/Jiralhanae Variant for +20 points, Type-52 Pistol for +5 points, Type-51 Carbine for +10 points, Type-25 Grenade Launcher for +15 points. One Jiralhanae may exchange his type 25 carbine for Type-50 Sniper Rifle System for +40 points,Type-2 Energy Weapon/Hammer for +35 points, or Type-33 Light Anti-Armor Weapon for +50 points. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points, Spectre for +35 points. The entire squad may have Type-3 Antipersonnel/Antimaterial Incendiary Grenade for +8 points per model
Special rules:
Furious charge, Move threw cover, feel no pain

Jiralhanae Stalker
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Jiralhanae Stalker] 80 5 4 5 5 3 3 3 9 3+/4++
Unit type: infantry
Unit composition: between 2 and 10 Jiralhanae
Wargear: Type-25 Carbine, Type-2 Antipersonnel Fragmentation Grenade, cloaking device, Type-3 Antipersonnel/Antimaterial Incendiary Grenade
Options: The Type 25 Carbine may be exchanged for a Type-25 Directed Energy Rifle for +15 points, Type-52 Pistol for +5 points, Type-25 Grenade Launcher for +15 points.
Special rules:
Furious charge, Move threw cover, feel no pain

Kig-yar Zealot
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Zealot] 20 4 0 3 3 1 3 2 9 5+/2++
Unit type: infantry
Unit composition: between 1 and 3 Kig-yar Zealots
Wargear: Master Point Defense Gauntlets, Energy Cutlass

Unggoy Ultra
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Unggoy Ultra] 15 1 3 3 3 1 1 1 7 5+
Unit type: infantry
Unit composition: between 2 and 5 Unggoy Ultras
Wargear: Type-25 Directed Energy Rifle, cloaking device
Special rules
Vulnerable to blasts

Huragok
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Huragok] 30 1 0 4 6 1 1 1 10 3++
Unit Type: Jump Infantry
Wargear: shield modifier
Unit Composition: between 1 and 10 Huragok, does not follow squad coherency
May be added to any squad. Increases invulnerable save by +1, or gives a 6+ invulnerable save if unit did not originally have one and to all units within 12”

Troops
Kig-yar
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Kig-yar] 7 2 3 2 3 1 2 1 6 6+/3++
Unit type: infantry
Unit composition: between 4 and 20 Kig-yar
Wargear: Point Defense Gauntlets, Type-25 Directed Energy Pistol
Options: may replace Type-25 Directed Energy Pistol with Type-33 Guided Munitions Launcher for +3 points, Type-25 Directed Energy Rifle for +8 points. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points

Kig-yar Skirmisher
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Skirmisher] 4 3 3 2 3 1 2 1 6 6+
Champion] +15 3 3 3 3 1 3 2 7 6+/4++
Unit type: infantry
Unit composition: between 4 and 20 Kig-yar Skirmishers
Wargear: Type-25 Directed Energy Pistol
Options: may replace Type-25 Directed Energy Pistol with Type-33 Guided Munitions Launcher for +3 points, Type-31 Rifle for +6 points. One may replace Type 25 direct energy pistol for a Type-52 Special Applications Rifle for +33 points. One Kig-yar Skirmisher may upgrade to a Kig-yar Skirmisher champion for +15 points, he has a Type-25 Directed Energy Pistol and small Point Defense Gauntlets. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points

Unggoy
[[points] [WS][BS][S][T][W][I][A][LD][SV]
Unggoy] 10 1 2 3 2 1 1 1 5 5+
Unit type: infantry
Unit composition: between 5 and 30 Unggoy
Wargear: Type-25 Directed Energy Pistol, Type-1 Antipersonnel Grenade
Options: may replace Type-25 Directed Energy Pistol with Type-33 Guided Munitions Launcher for +3 points. One Unggoy may replace his type 25 directed energy pistol for a Type-42 Directed Energy Support Weapon for +50 points or Type-52 Directed Energy Support Weapon for +65 points. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points
Special rules: Vulnerable to blasts

Troop transports
Type-52 Troop Carrier Phantom
[points] [Front] [Side] [Rear] [BS]
Phantom] 200 13 10 10 4
Type: Skimmer/ flyer
Wargear: Heavy plasma auto-cannon, two side mounted Plasma cannons
Transport Capacity: 27 passengers, and 2 ghosts or one wraith

Type-25 Troop Carrier Spirit
[Points] [Front] [Side] [Rear] [BS]
Spirit] 75 10 10 10 3
Type: Skimmer/ flyer
Wargear: Heavy plasma auto-cannon, hull mounted fuel rod cannon
Transport Capacity: 30 passengers and 2 ghosts

Shadow
[Points] [front] [side] [rear] [BS]
Shadow] 50 11 10 10 3
Type: Skimmer/ tank
Wargear: Plasma cannon
Transport Capacity: 8 passengers and a ghost

Orbital Insertion Pod
[Points] [Front] [Side] [Rear]
Orbital Insertion Pod] 10 [12] 9 [12] 9 [12] 9
Type: Drop pod
Transport Capacity: 1
Special rules:
Drop pod assault, internal guidance system

Heavy Orbital Insertion Pod
[Points] [Front] [Side] [Rear]
Heavy Orbital Insertion Pod] 20 [12] 9 [12] 9 [12] 9
Type: Drop pod
Transport Capacity: 5
Special rules:
Drop pod assault, internal guidance system

Spectre
[Points] [Front] [Side] [Rear] [BS]
Spectre] 35 10 10 10 3
Type: Skimmer/ tank
Wargear: Plasma cannon
Transport Capacity: 3

Type 72 Boarding Craft
[Points] [Front] [Side] [Rear] [BS]
Type 72 Boarding Craft] 345 13 12 10 4
Type: Skimmer/ flyer
Wargear: Heavy plasma auto-cannon
Transport Capacity: 75
Special Rules:
Front assault ramp: passengers may assault after disembarking

Fast attack
Type-31 XMF Seraph
[Points] [Front] [Side] [Rear] [BS]
Seraph] 250 11 11 10 4
Type: Skimmer/ flyer
Wargear: Heavy plasma cannon, pulse laser turret, Plasma Charge, shield generator

Type-26 Ground Support Aircraft Banshee
[points] [Front] [Side] [Rear] [BS]
Banshee] 100 10 10 10 3
Type: Skimmer/ flyer
Wargear: Twin linked plasma cannons, hull mounted fuel rod gun
Options: may be crewed by Sangheili for +25 points, thus increasing BS to 4
Special rules
Booster: May opt not to fire weapons and move an extra 2D6 inches

Vampire
[Points] [Front] [Side] [Rear] [BS]
Vampire] 300 12 12 10 4
Type: Skimmer/ flyer
Wargear: Heavy Needler, 2 Type-52 Directed Energy Support Weapon, Stasis Cannon

Type-25 Rapid Assault Vehicle Chopper
[Points] [Front] [Side] [Rear] [BS]
Chopper] 30 11 9 9 3
Type: Fast Tank, opened topped
Wargear: two twin linked 35mm Semi-Auto cannon
Special rules
Booster: May opt not to fire weapons and move an extra 2D6 inches

Type-32 Rapid Assault Vehicle Ghost
[Points] [Front] [Side] [Rear] [BS]
Ghost] 25 10 9 9 3
Type: Fast skimmer, opened topped
Wargear: Twin linked Plasma Cannons
Options: may be crewed by Sangheili for +25 points, thus increasing BS to 4
Special rules
Booster: May opt not to fire weapons and move an extra 2D6 inches

Type-52 Infantry Support Vehicle Prowler
[Points] [Front] [Side] [Rear] [BS]
Prowler] 80 12 12 9 3
Type: Fast skimmer, opened topped
Wargear: Type-52 Directed Energy Support Weapon, 4 spike rifles
Special rules
Booster: May opt not to fire weapons and move an extra 2D6 inches

Yanme'e
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Yanme'e] 17 2 3 3 2 1 4 3 8 -
Unit type: Jump Infantry
Unit composition: between 5 and 15 Yanme’e
Wargear: Type-25 Directed Energy Pistol
Options: May replace Type-25 Directed Energy Pistol for Type-33 Guided Munitions Launcher for +5 points or Type-25 Directed Energy Rifle/Jiralhanae Variant for +23 points
Special Rules
Acute senses, scout, move threw cover

Sangheili Ranger
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Sangheili Ranger] 55 5 4 4 3 2 5 2 9 3+/4++
Unit type: Jump Infantry
Unit composition: between 1 and 12 Sangheili
Wargear: Type-25 Directed Energy Rifle, plasma grenades, cloaking device, Antimatter Charge
Options: may replace Type-25 Directed Energy Rifle for an energy sword for +25 points, Type-33 Guided Munitions Launcher for free, Type-51 Directed Energy Rifle/Improved for +20 points, Type-50 Directed Energy Rifle/Heavy for +20 points, Type-52 Directed Energy Support Weapon for +50 points, Type-52 Special Applications Rifle for +35 points.

Protector Sentinels
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Protector Sentinels] 80 1 4 2 3 2 1 1 10 3+/6++
Unit type: Jump Infantry
Unit composition: between 1 and 3 Protector Sentinels
Wargear: Pulse laser
Special rules:
Lock up: at the start of each turn roll a D6. On a 1 they may do nothing that turn. On a 6 they start to shoot both friend and foe alike, meaning the closest unit is shot that turn.
shield modifier: Increases invulnerable save by +1 to any models within 6”
Health Boost: Increases Feel no pain by +1 to any units within 6”, or if squads did not have a feel no pain rule gives a 6+ feel no pain rule

Jump Pack Jiralhanae
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Jump Pack Jiralhanae] 75 6 3 5 5 3 3 3 9 -
Unit type: Jump Infantry
Unit composition: between 3 and 10 Jiralhanae
Wargear: Type-25 Carbine, Type-2 Antipersonnel Fragmentation Grenade
Options: the whole squad may have power armor for +10 points per model (grants a +3 armor save), may also have a shield generator for +10 points (grants a 4+ invulnerable save). The Type 25 Carbine may be exchanged for a Type-25 Directed Energy Rifle/Jiralhanae Variant for +20 points, Type-25 Directed Energy Rifle for +15 points, Type-51 Carbine for +10 points, Type-25 Grenade Launcher for +15 points. Two Jiralhanae may exchange his type 25 carbine for Type-33 Light Anti-Armor Weapon for +50 points. The entire squad may take Type-3 Antipersonnel/Antimaterial Incendiary Grenades for +8 points.
Special rules:
Furious charge, Move threw cover, feel no pain

Heavy Support
Mgalekgolo
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Mgalekgolo] 200 5 4 8 7 4 3 2 10 2+
Unit type: Monstrous Creature
Unit composition: between 1 and 3 Mgalekgolo
Wargear: Assault Cannon
Options: May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points

Sangheili Zealot
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Sangheili Zealot] 40 5 4 4 3 3 5 3 9 3+/4++
Unit type: infantry
Unit composition: between 1 and 12 Sangheili
Wargear: Type-50 Directed Energy Rifle/Heavy, plasma grenades, cloaking device
Options: replace Type-50 Directed Energy Rifle/Heavy for Type-33 Light Anti-Armor Weapon for +60 points, Type-52 Directed Energy Support Weapon for +50 points
May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points

Jiralhanae War Chieftain
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Jiralhanae War Chieftain] 80 6 3 5 5 3 3 3 8 -
Unit type: Infantry
Unit composition: between 3 and 10 Jiralhanae
Wargear: Type-52 Directed Energy Support Weapon, Type-2 Antipersonnel Fragmentation Grenade
Options: may replace Type-52 Directed Energy Support Weapon for Type-33 Light Anti-Armor Weapon for +60 points. the whole squad may have power armor for +10 points per model (grants a +3 armor save), may also have a shield generator for +10 points (grants a 4+ invulnerable save). May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, shadow for +50 points, Spectre for +35 points
Special rules:
Furious charge, Move threw cover, feel no pain

Covenant Air Artillery
[Points] [Front] [Side] [Rear] [BS]
Covenant Air Artillery] 400 13 13 11 3
Unit type: skimmer/ tank
Wargear: 3 Plasma Mortar
Options: may upgrade to Sangheili for +20 points thus increasing BS to 4

Gorgon
[Points] [Front] [Side] [Rear] [BS] [WS] A][I]
Gorgon ] 275 12 12 12 4 4 2 5
Unit Type: walker
Wargear: Heavy Needler

Locust
[Points] [Front] [Side] [Rear] [BS] [WS] A][I]
Locust] 435 13 13 12 4 3 5 3
Unit Type: walker
Wargear: Plasma Beam

Type-25 Assault Gun Carriage Wraith
[Points] [Front] [Side] [Rear] [BS]
Wraith] 330 13 13 10 3
Unit type: skimmer/ tank
Wargear: Twin linked Plasma Mortar, Type-52 Directed Energy Support Weapon
Options: may upgrade to Sangheili for +20 points thus increasing BS to 4

Type-48 Light Assault Gun Carriage Revenant
[Points] [Front] [Side] [Rear] [BS]
Revenant] 165 11 10 10 4
Unit type: skimmer/ tank opened topped
Wargear: Light Plasma Mortar

Type-52 Anti-Aircraft Artillery AA Wraith
[Points] [Front] [Side] [Rear] [BS]
AA Wraith] 300 13 13 10 3
Unit type: skimmer/ tank
Wargear: Twin Linked Class-2 Projectile, Type-52 Directed Energy Support Weapon
Options: may upgrade to Sangheili for +20 points thus increasing BS to 4

Type-26 Anti-Infantry Stationary Gun Shade
[Points] [Front] [Side] [Rear] [BS]
Shade] 130 11 10 10 3
Unit type: immobile emplacement
Wargear: 2 Twin Linked Plasma cannons
Options: May replace Plasma cannons for 2 twin linked fuel rod guns for +90 points

Sentinels
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Sentinels] 105 1 7 3 6 3 1 1 10 2+/5++
Unit Type: Jump Infantry
Unit composition: between 1 and 15 Sentinels
Wargear: Sentinel Beam
Options: one may upgrade to a type 2 Sentinel Beam for +30 points
Special Rules
Lock up: at the start of each turn roll a D6. On a 1 they may do nothing that turn. On a 6 they start to shoot both friend and foe alike, meaning the closest unit is shot that turn.

Enforcers
[ Points] [WS][BS][S][T][W][I][A][LD][SV]
Enforcers] 220 1 9 5 9 6 1 1 10 1+/3++
Unit Type: Jump Infantry
Unit composition: between 1 and 3 Enforcers
Wargear: 6 Pulse Beams, 10 Forerunner Missile Launchers, 1 Type 2 Sentinel Beam
Options: may replace any Pulse Beam for a Heavy Needler for +5 points
Special Rules
Lock up: at the start of each turn roll a D6. On a 1 they may do nothing that turn. On a 6 they start to shoot both friend and foe alike, meaning the closest unit is shot that turn

Onyx Sentinel
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Onyx Sentinel] 210 1 7 4 7 3 1 1 10 2+/4++
Unit Type: Jump Infantry
Unit composition: between 1 and 5 Onyx Sentinel
Wargear: Type 3 Sentinel Beam
Special Rules
Lock up: at the start of each turn roll a D6. On a 1 they may do nothing that turn. On a 6 they start to shoot both friend and foe alike, meaning the closest unit is shot that turn

Gatherers
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Gatherer] 215 8 1 7 4 4 3 8 10 2+/4++
Unit Type: Jump Infantry
Unit composition: between 1 and 7 Gatherers
Wargear: Type 4 Sentinel Beam
Special Rules
Lock up: at the start of each turn roll a D6. On a 1 they may do nothing that turn. On a 6 they start to shoot both friend and foe alike, meaning the closest unit is shot that turn and must be assaulted
Tendrils: all attacks in close combat are rending and gains D6 attacks for charging rather then the normal +1.

Small Spire
[Front] [side] [rear] [BS]
Spire] 14 14 14 3
Type: Immobile Tank
Wargear: Small Disruptor, 2 Type-52 Directed Energy Support Weapons
Special Rules
Small Disruptor: any enemy vehicle may not come within 18” of the small spire. Any vehicle attempting to suffers a penetrating hit with a +1 to the damage table

Super heavies
Type-47 Ultra Heavy Assault Platform Scarab
[Points] [Front] [Side] [Rear] [BS][WS][I][A]
Scarab] 1750 14 13 11 5 4 2 5
Type: super heavy walker
Structure points: 5
Shields: 3
Wargear: Scarab Plasma Beam, 2 Anti-Aircraft Turrets, 3 Type-52 Directed Energy Support Weapon
Transport: 105 infantry (Mgalekgolo count as 5)

Type-47 Ultra Heavy Assault Platform Super Scarab
[Points] [Front] [Side] [Rear] [BS][WS][I][A]
Super Scarab] 3500 14 14 12 5 3 1 7
Type: super heavy walker
Structure points: 8
Shields: 5
Wargear: Super Scarab Plasma Beam, 6 Anti-Aircraft Turrets, 10 Type-52 Directed Energy Support Weapon
Transport: 215 infantry (Mgalekgolo count as 5)

Automated Plasma Turret
[Points] [Front] [Side] [Rear] [BS]
APT] 300 14 13 10 2
Type: super heavy emplacement
Structure points: 3
Shields: 2
Wargear: 6 Large Type-52 Directed Energy Support Weapon

Type-38 Anti-Aircraft Cannon Tyrant
[Points] [Front] [Side] [Rear] [BS]
Tyrant] 210 12 12 12 3
Type: super heavy emplacement
Structure points: 3
Shields: 2
Wargear: twin linked Anti-Aircraft Cannon

Super Sentinel
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Super Sentinel] 1500 1 10 6 10 8 1 4 10 1+/2++
Type: Gargantuan Jump Infantry
Wargear: Heavy Sentinel Beam
Special Rules
Lock up: at the start of each turn roll a D6. On a 1 they may do nothing that turn. On a 6 they start to shoot both friend and foe alike, meaning the closest unit is shot that turn

Guardian Sentinel
[Points] [front] [Side] [Rear] [BS]
Guardian Sentinel] 3755 14 14 14 10
Type: super heavy skimmer
Structure points: 14
Shields: 8
Wargear: Eye Beam cannon, 1 Type 2 Heavy Sentinel Beam, 5 Type 4 Sentinel Beams, 7 Type 3 Sentinel Beams, 12 type 2 Sentinel Beams, 18 Pulse Beams, 25 Forerunner Missile Launchers, 20 Sentinel Beams
Special Rules
Lock up: at the start of each turn roll a D6. On a 1 they may do nothing that turn. On a 6 they start to shoot both friend and foe alike, meaning the closest unit is shot that turn

War Strato-Sentinel
[Points] [WS][BS][S][T][W][I][A][LD][SV]
War Strato-Sentinel] 1840 1 9 5 5 6 1 1 10 2+/3++
Type: Gargantuan Jump Infantry
Wargear: Type 2 Heavy Sentinel Beam
Special Rules
Lock up: at the start of each turn roll a D6. On a 1 they may do nothing that turn. On a 6 they start to shoot both friend and foe alike, meaning the closest unit is shot that turn

Spire
[Front] [Side] [rear] [BS]
Spire] 14 14 14 4
Type: super heavy Immobile Tank
Structure points: 14
Shields: 8
Wargear: Disruptor, 8 Type-52 Directed Energy Support Weapons
Special Rules
Disruptor: any enemy vehicle may not come within 48” of the small spire. Any vehicle attempting to suffers a penetrating hit with a +2 to the damage table

Special Characters
High Prophet of Truth
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Truth] 220 4 4 2 2 5 1 2 10 3++
Unit type: jump infantry
Wargear: holographic emitters, teleportation device, Gravity Cannon
Options: may take a body guard of between 2 and 15 Sangheili Honor Guardsmen for +45 points each, Lights of Sanghelios for +55 points each, Jiralhanae Honor Guards for +50 points each. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points
Special Rules
Indominatable Leader: all Covenant forces within 36” are stubborn, have counter-attack and hit and run
Eternal warrior, acute senses
Lord of the Covenant: Huragok may be taken as troops and elites, and Sentinels may also be taken as troops instead of heavy support

The Arbiter Ripa 'Moramee
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Arbiter] 199 8 5 5 4 5 9 5 10 3+/4++
Unit type: infantry
Wargear: 2 Energy swords, plasma grenades, fire bombs, clocking device.
Options: may take a body guard of between 2 and 15 Sangheili Honor Guardsmen for +45 points each, Lights of Sanghelios for +55 points each. May be deployed in a Orbital Insertion Pod for +10 points if alone, Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points, Heavy Orbital Insertion Pod +20 points
Special rules:
Eternal warrior, acute senses, 5+ feel no pain, Fleet, Furious charge, Infiltrate, scout
Arbiter of the Sangheili: Sangheili Zealots may be taken as troops as well as heavy support

Tartarus Chieftain of the Jiralhanae
[Points] [WS][BS][S][T][W][I][A][LD][SV]
Tartarus] 445 10 4 7 5 7 4 9 10 3+/ 2++
Unit type: infantry
Wargear: Type-25 Carbine, plasma grenades, fire bombs, Fist of Rukt
Options: may take a body guard of between 2 and 15 Jiralhanae Honor Guards for +50 points each. May be deployed in a Type-52 Troop Carrier Phantom for +200 points or a Type-25 Troop Carrier for +75 points
Special Rules
Rage, Fearless, Eternal warrior, acute senses, 2+ feel no pain, Fleet, Furious charge
Fist of Rukt: counts as a master crafted Type-2 Energy Weapon/Hammer
Supreme lord of the Jiralhanae: Jiralhanae stalkers may be taken as troops instead of elites

Wargear list
Plasma Grenade/ Type-1 Antipersonnel Grenade: count as krak. May also be thrown with the following profile; range 8” strength 6 AP 2

Spike Rifle/ Type-25 Carbine: Range 12” Strength 5 AP 4 Assault 2 ignores invulnerable saves of 5+

Plasma Rifle/ Type-25 Directed Energy Rifle: Range 24” Strength 6 AP 3 Assault 4. May fire twice in one turn but if it does and rolls to hit that are a one or two mean the weapon over heats. Models suffer wounds for each over heat, no saves allowed

Gravity Hammer/ Type-2 Energy Weapon/Hammer: power weapon. Any rolls to hit of 4, 5, or 6 the enemy is stunned next turn and may do nothing

Energy Sword/ Type 1 energy weapon: Counts as a rending power weapon. And rolls to hit that are 6 add one additional attack

Spike grenade/ Type-2 Antipersonnel Fragmentation Grenade: Counts as assault and defensive grenades

Plasma Pistol/ Type-25 Directed Energy Pistol: Range 12” Strength 6 AP 4 assault 1

Brute Plasma Rifle/ Type-25 Directed Energy Rifle/Jiralhanae Variant: Range 18” Strength 6 AP 2 Assault 3. May fire twice in one turn but if it does and rolls to hit that are a one or two mean the weapon over heats. Models suffer wounds for each over heat, no saves allowed

Brute Shot/ Type-25 Grenade Launcher: Range 24” Strength 7 AP 5 Assault 2, 3” blast. Models wounded are stunned on a D6 roll of 5+. If stunned they may not do anything next turn.

Needle Rifle/ Type-31 Rifle: Range 30” Strength X AP 4 assault 1, rending, sniper, 3+ poisoned. If rending is achieved a 3” blast is placed and all models under it are struck by a strength 4 AP 6 hit.

Needler/ Type-33 Guided Munitions Launcher: Range 18” Strength X AP 4 assault 5, rending, 4+ poisoned. If rending is achieved a 3” blast is placed and all models under it are struck by a strength 3 AP 6 hit.

Fuel Rod Gun/ Type-33 Light Anti-Armor Weapon: Range 54” Strength 8 AP 3 Heavy 2, 3” blast, poisoned 5+, melta

Plasma Cannon/ Type-42 Directed Energy Support Weapon: Range 48” Strength 6 AP 2 Heavy 3. May fire twice in one turn but if it does and rolls to hit that are a one or two mean the weapon over heats. Models suffer wounds for each over heat, no saves allowed

Concussion Rifle/ Type-50 Directed Energy Rifle/Heavy: 30” Strength 4 AP 6 assault 1, blast. Models wounded are stunned on a D6 roll of 3+. If stunned they may not do anything next turn.

Beam Rifle/ Type-50 Sniper Rifle System: Range 120” Strength 9 AP 1 Heavy 1, sniper, lance

Covenant Carbine/ Type-51 Carbine: Range 36” Strength 5 AP 5 Assault 2, sniper

Plasma Repeater/ Type-51 Directed Energy Rifle/Improved: Range 30” Strength 6 AP 4 Assault 6. May fire twice in one turn but if it does and rolls to hit that are a one or two mean the weapon over heats. Models suffer wounds for each over heat, no saves allowed

Plasma Cannon/ Type-52 Directed Energy Support Weapon: Range 60” Strength 7 AP 2 Heavy 3. May fire twice in one turn but if it does and rolls to hit that are a one or two mean the weapon over heats. Models suffer wounds for each over heat, no saves allowed

Plasma Launcher/ Type-52 Guided Munitions Launcher/Explosive: range 48” strength 7 AP 2 Heavy 3, 3” blast

Mauler/ Type-52 Pistol: Range 12” strength 6 AP 5 Assault 4. May fire twice in one turn but must spend a turn reloading after

Focus rifle/ Type-52 Special Applications Rifle: Range 120” Strength 7 AP 1 Heavy 1, sniper, lance, roll a D6 for every model wounded. If a 4+ is rolled models suffer instant death.

Assault Cannon: Range 240” Strength 10 AP 1 Heavy 1, 3” blast, poisoned 4+, melta. Draw line from barrel of weapon, all models struck are hit by the full strength. Trees and buildings stop the shot.

Fuel Rod Cannon/ Class-2 Projectile: Range 120” Strength 9 AP 2 Heavy 2, 3” blast, poisoned 5+, melta

Gravity Cannon: Range 36” Strength 8 AP 1 assault 2, 3” blast, sniper

Heavy Needler: Range 60” Strength X AP 3 assault 1, rending, sniper, 3+ poisoned. If rending is achieved and 3” blast is placed and all models under it are struck by a strength 4 AP 5 hit.

35mm Semi-Auto cannon: Range 54” Strength 6 AP 4 Assault 3

Plasma Mortar: Range 164” Strength 8 AP 2 Heavy 2, 5” blast

Light Plasma Mortar: Range 60” Strength 7 AP 2 Heavy, 3” blast

Scarab Plasma Beam: Range 720” Strength 10 AP 1 heavy 1, 5” blast, lance, melta. Draw line from barrel of weapon, all models struck are hit by the full strength. Trees and buildings stop the shot.

Super Scarab Plasma Beam: Range 1200” Strength D AP 1 heavy 1, 10” blast, lance, melta. Draw line from barrel of weapon, all models struck are hit by the full strength. Trees and buildings stop the shot.

cloaking device: confers infiltrate, hit and run, scout, and stealth

holographic emitters: may leave combat before blows are struck. Enemy models may only consolidate.

Energy Stave: Counts as a rending power weapon that rends on a 4+.

Plasma Beam: Range 360” Strength 9 AP 1 Heavy, 3” blast, lance, melta. Draw line from barrel of weapon, all models struck are hit by the full strength. Trees and buildings stop the shot.

Energy Cutlass: Rending close combat weapon

Stasis Cannon: Immobilizes vehicles

Antimatter Charge: counts as a melta bomb that rolls 4D6 +8 for armor piercing

pulse laser turret: Range 96” Strength 9 AP 3 Heavy 3, lance

Heavy plasma auto-cannon: Range 72” Strength 7 AP 3 Heavy D6

Anti-Aircraft Cannon: Range 264” strength 7 AP 5 Heavy 7. Skimmers do not get bonuses for moving fast. Aircraft are hit with normal BS rather then on a 6

Firebomb/ Type-3 Antipersonnel/Antimaterial Incendiary Grenade: Range 12” Strength X AP 1 5” blast, ignores invulnerable saves and cover saves, always wounds on a 2+.

Type 1 Sentinel Beam: Range 48” Strength 5 AP 3 assault 1

Type 2 Sentinel Beam: Range 48” Strength 5 AP 2 assault 1, ignores invulnerable saves

Type 3 Sentinel Beam: Range 48” Strength 6 AP 2 assault 1, ignores invulnerable saves

Type 4 Sentinel Beam: Range 72” Strength 8 AP 2 assault 1, ignores invulnerable saves

Heavy Sentinel Beam: Range 120” Strength D AP 1 Ordnance 1

Type 2 Heavy Sentinel Beam: Range 96” Strength D AP 3 Ordnance 1, fluedic blast

Pulse Beam: Range 240” Strength X AP 1 assault 8, rending, 2+ poisoned

Forerunner Missile Launcher: Range 120” Strength 7 AP 5 Heavy 4

Eye Beam cannon: Range Unlimited Strength D AP 1 Ordnance 4, fluedic blast

Heavy plasma auto-cannon: Range 72” Strength 8 AP 2 heavy 4, 3” blast

Fluidic blasts templetes are 35 and a half by 24 inches big

This message was edited 1 time. Last update was at 2011/12/11 13:49:18


"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Elite Commander is WS 17, and the Prophet should NOT be WS6

 
   
Made in gb
Lord of the Fleet






London

The Type-25 Spirit makes me laugh: for only 70pts I can get a Fast transport, which can carry 30 passengers, and can fire 4 S7 Ap2 Blasts!! Absolute joke.
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

Lord Magnus wrote:Elite Commander is WS 17, and the Prophet should NOT be WS6

the elite commander is WS 6 and the prophet is WS 2 BS 3. as for the spirit it is balanced, i play tested it using a Valkyrie model against world eaters

This message was edited 1 time. Last update was at 2011/12/13 13:51:04


"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Oh Sorry I misread the points cost in the stat line.

 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

1500 Point List
HQ-
San'shyuum-65
Elites-
Huragok (4)- 120
Kig-yar Snipers-Beam Rifle-39
Kig-yar Snipers (2)- Beam Rifles (2)-78
Troops-
Kig-yar (20)- Needlers (20)- 200
Kig-yar (20)- Needlers (20)- 200
Kig-yar (20)- Needlers (20)- 200
Kig-yar (20)- Needlers (20)- 200
Heavy Support-
Shade-130
Shade-130
Shade-130

For troops, I've got eighty infantry models with a 2++ save, leadership 10 wth stubborn, and counter-attack. For shooting, each block puts out 100 rending, 4+ poisoned shots at 18".

I'm a bit leery about the relative weakness of the shades, but they each put out twelve twin-linked S7 AP2 shots.

The snipers give me three S9 AP1 shots to pick on land raiders.

The War Sentinel automatically wins Apocalypse games. Seriously, that eye cannon hits half a 6x4 four times. It basically gets to pick a player every turn and kill everything he brought.

2500 Elite Deathstar List
HQ-
Elite Commander- 170
Bodyguard- Light of Sanghelios (10)- A bunch of ranged weapons to differentiate- 715
Elite Commander- 170
Bodyguard- Light of Sanghelios (10)- A bunch of ranged weapons to differentiate- 715
Elites-
Kig-yar Snipers (3)-117
Kig-yar Snipers (3)-117
Kig-yar Snipers (3)-117
Troops-
Kig-yar (5)- 35
Kig-yar (5)- 35
Kig-yar (4)- 28
Kig-yar (4)- 28
Kig-yar (4)- 28
Kig-yar (4)- 28
Fast Attack
Ghost-25
Ghost-25
Ghost-25
Heavy Support-
Elite Zealot- 40
Elite Zealot- 40
Elite Zealot- 40

The elites all infiltrate as close as possible to the enemy. To hell with cover, they've got 2++ saves. The zealots just run around trying to grenade vehicles for the deathstars.

Nine S9 AP1 snipers for anti-tank, plus all the ghosts.

All the regular jackals reserve and hide.

2000 Razorback lists are for chumps!
HQ-
San'shyuum-65
Type-25 Spirit- 75
Elites-
Kig-yar Sniper- Beam Rifle- 39
Type-25 Spirit- 75
Kig-yar Sniper- Beam Rifle- 39
Type-25 Spirit- 75
Kig-yar Sniper- Beam Rifle- 39
Type-25 Spirit- 75
Troops-
Kig-yar (4)- 28
Type-25 Spirit- 75
Kig-yar (4)- 28
Type-25 Spirit- 75
Kig-yar (4)- 28
Type-25 Spirit- 75
Kig-yar (4)- 28
Type-25 Spirit- 75
Kig-yar (4)- 28
Type-25 Spirit- 75
Kig-yar (4)- 28
Type-25 Spirit- 75
Fast Attack-
Ghost- 25
Ghost- 25
Ghost- 25
Heavy Attack-
Hunter-200
Type-25 Spirit- 75
Hunter-200
Type-25 Spirit- 75
Hunter-200
Type-25 Spirit- 75

It's like this list saw the rumors about Coteaz's chimera spam and got jealous. Just look at the weapons carried by the Spirits! Those bad boys will wreck anything regardless of which weapon profiles used.

All the infrantry just walks across the table while the Spirits sit and blast things. The Ghosts ram things for fun since they won't need to shoot weapons.

This message was edited 2 times. Last update was at 2011/12/13 19:43:37


DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
 
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