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Warhammer 40k Codex: UNSC
Posted By: turel <djberesford@aol.com>Date: 12/18/04 9:59 a.m.

To go with the Halo miniatures I made - http://carnage.bungie.org/haloforum/halo.forum.pl?read=526727 - I have been working on a Codex for each of the Halo armies. For those unfamiliar with Warhammer 40k, a Codex is a book which details the rules for best representing an army within the game. Codex Covenant can be found here: http://carnage.bungie.org/haloforum/halo.forum.pl?read=527034

Codex: United Nations Space Command

The UNSC has a Strategy Rating of 1

UNSC Special Rules

Corps to the Core:
All UNSC Marines are brave men and women at heart, and will do whatever it takes to get the job done, even in the face of defeat and death.
To represent this, whenever UNSC Marines control any scenario objective they may re-roll any failed leadership test they are required to take. This ability only effects UNSC models on or in base to base contact with the objective, but does not effect Starship Captains or Spartan II units.

Lines of Communication:
Years of defeat at the hands of the Covenant juggernaut have taught the UNSC that only unity will overcome this very deadly enemy. Communications, particularly within the Marine Corps, is especially vital to the survival of the UNSC, and has resulted in all Marine units being issued with a Comm. Set.
Comm. Sets grant the following special rules:

Knowledge of Foresight:
Comm. Sets allow UNSC units to relay battlefield information to each other, allowing for more accurate fire. To represent this, an officer with a Comm. Set may choose to relay information in the shooting phase instead of firing a weapon. Any UNSC unit equipped with a Comm. Set with at least one model within 24"(or anywhere on the battlefield if the army's Comms. Officer is alive) of the relaying model may add +1 to their BS when firing at any enemy unit within range and Line of Sight of the relaying unit. All normal shooting rules still apply.

Airstrike:
Once per game a model with a Comm. Set may call in for air support from Longsword fighter-bombers. Place the large blast template on any enemy unit within line of sight to a model with a Comm. Set. Roll a scatter dice and 2 D6 and pick the highest result, this is how far and in which direction the template will scatter.
Any model under the template, friend or foe, will take a single strength 6, AP4 hit, rolling for partials as normal.

Pinpoint Drops:
Any UNSC unit with a Comm. Set may re-roll the dice to determine how far it scatters when deep striking.

UNSC Armoury

Single Handed Weapons

Close Combat Weapon – 1pt
M6D Pistol – 10pts
Magnum – 5pts
Stun Baton - 5pts
Sub Machine Gun – 5pts

Two Handed Weapons

Battle Rifle – 5pts
MA5B Assault Rifle – 3pts
Shotgun – 3pts

Wargear

A.I. – 40pts (Starship Captains, Marine Commanders, and Spartans only, one per army)
Flak Armour – 3pts
Frag Grenades – 1pt
Krak Grenades – 2pts
Scanner – 2pts
Targetter – 8pts
Trademark Item – 5pts

Veteran Abilities

Counter Attack - 10pts
Furious Charge - 10pts
Move through Cover - 10pts
Night Vision/Acute Senses - 10pts
Skilled Rider - 10pts
Tank Hunter - 10pts

A.I.: A.I., or Artificial Inteligence, is a tool used extensively throughout the UNSC. A.I.'s have access to all the knowledge the UNSC possesses, and are capable of performing computing tasks in mere nanoseconds. As such, they grant the user +1 Initiative (as their vast knowledge can keep their user one step ahead of their enemies), and any model will an A.I. may also re-roll any single dice roll per turn. In addition, when any enemy unit deep strikes within 24" of a model with an A.I., that model, and any squad they are a part of, may make a free shooting attack against the deep striking unit.

Stun Baton: The stun baton counts as a close combat weapon. In addition, any enemy model wounded by the model weilding the stun baton but not killed will not be able to attack until the end of the next assault phase.

United Nations Space Command Army List

HQ

0-1 Starship Captain

Captain
Pts - 35
Ws - 4
Bs - 4
S - 3
T - 3
W - 2
I - 3
A - 3
Ld - 8
Sv – 6+

Admiral
Pts - 50
Ws - 4
Bs - 4
S - 3
T - 3
W - 3
I - 3
A - 3
Ld - 10
Sv – 6+

Equipment: M6D Pistol, Trademark Item

Options: A Starship Captain may be equipped with 75pts of Wargear from the UNSC armoury, but may not replace any equipment he/she already carries. This is due to the fact that all Starship Captains carry an M6D Sidearm as standard, and are such highly respected individuals that not all of the UNSC protocols apply to them (such as the prohibition of smoking tobacco onboard a UNSC vessel).

Special Rules:
Stubborn: Starship Captains are Stubborn, as detailed on page of the Warhammer 40,000 rulebook.

Strong Willed: Starship Captains are privy to important information regarding the UNSC, which must not be allowed to fall into the hands of the enemy. To ensure this they have been trained with a high level of resistance to any technique of extracting said information, including psychic. As such any psychic power used on a Starship Captain that effects psychology (i.e. not physical attacks) will not take effect on a D6 roll of 4+

UNSC Marine Commander

Commander
Pts 40
Ws – 3
Bs – 4
S - 3
T - 3
W - 2
I - 4
A - 3
Ld - 9
Sv - 4+

General
Pts 60
Ws – 4
Bs – 5
S - 3
T - 3
W - 3
I - 4
A - 3
Ld - 10
Sv - 4+

Equipment: Carapace Armour.

Options: A Marine commander may be equipped with 100pts of Wargear from the UNSC armoury.

Special Rules:
Stubborn: Marine Commanders are Stubborn, as detailed on page of the Warhammer 40,000 rulebook.

One Tough Son of a Biatch: Marine Commanders have not reached their current rank easily, and as such tend to be hard as iron veteran leathernecks who can take a real ass kicking and ask for seconds. As such Marine Commanders benefit from a 5+ invulnerable save, due to their sheer refusal to die.

0-1 Marine Command Staff
Pts – 80

Marine
Ws – 3
Bs – 3
S - 3
T – 3
W - 1
I - 3
A - 1
Ld - 7
Sv - 5+

Marine Sergeant
Ws – 3
Bs – 3
S - 3
T – 3
W - 1
I - 3
A - 2
Ld - 8
Sv - 5+

Executive Officer
Ws – 3
Bs – 4
S - 3
T – 3
W - 2
I - 3
A - 2
Ld - 9
Sv - 5+

Squad: Marine Command Staff consists of 7 Marines, a Communications Officer, an Executive Officer, and a Marine Sergeant.

Weapons: MA5B Assault Rifle. Any Marine may replace its Assault Rifle for a Battle Rifle at +2pts per model.

Options: One Marine may exchange its MA5B for a Flamer at +5pts, or an S2 Sniper Rifle at +10pts.

In addition, one Marine may exchange its MA5B for a Heavy Machine Gun at +5pts, or a Jackhammer at +15pts

The Executive Officer may choose up to 50pts of wargear from the UNSC armoury.

The Sergeant is equipped with a Comm. Set, and may exchange its MA5B for a SMG or Shotgun at no extra cost, a battle rifle at +2pts or an S2 Sniper Rifle at +15pts

Communications Officer: the Comm. Officer co-ordinates all units with a Comm. Set, Boosting the power of all Comm. Frequencies and providing an unlimited battlefield range. The presence of a Communications Officer on the battlefield removes the range restriction of the Knowledge of Foresight special rule. Obviously, if the Comm. Officer is killed then the boost is forfeit.
The Comm. Officer is equipped with a single M6D Pistol.

Elites

Orbital Drop Shock Troopers

Helljumper
Pts – 12 per model
Ws – 3
Bs – 4
S - 3
T - 3
W - 1
I - 3
A - 1
Ld - 7
Sv - 4+

Helljumper Lt.
Pts - +10
Ws – 3
Bs – 4
S - 3
T - 3
W - 1
I - 3
A - 2
Ld - 8
Sv - 4+

Squad – Helljumpers are fielded in Drop Platoons of between 10 and 20 models.

Weapons: Assault Rifle or Shotgun, Carapace Armour, Scanners

Options: Up to 2 Helljumpers may exchange their Assault Rifles or Shotguns for a Flame-thrower at + 5pts, or a S2 Sniper Rifle at +10pts
In addition, up to 1 Helljumper may exchange its Assault Rifle or Shotgun for a Jackhammer Missile launcher at + 20pts, or a MAC Rifle at +30pts.

One Helljumper may be upgraded to a Helljumper Lt. at +10pts. A Helljumper Lt. Is equipped with a Comm. Set and may take up to 50pts of wargear from the UNSC armoury.

The entire squad may be equipped with Frag Grenades at +1pt per model, and/or Krak Grenades at + 2pts per model.

Special Rules:
Deep Strike: A squad of Orbit Drop Shock Troopers MUST be deployed via the Deep Strike rules, regardless of whether or not the scenario permits it.

0-1 Spartan II Team

Spartan
Pts – 32 per model
Ws – 4
Bs – 4
S - 4
T - 4
W - 2
I - 4
A - 2
Ld - 9
Sv - 3+

Squad – Spartan II’s are fielded in squads of 5-10

Equipment: MJOLNIR battle armour, Frag grenades and Krak grenades. The entire Squad may be armed with any of the following:

Battle Rifle at +3pts
Covenant Plasma Blade at +20pts
Covenant Plasma Pistol at +10pts
Covenant Plasma Rifle at +10pts
Covenant Needler at +10pts
M6D Pistol at +5pts
MA5B Assault Rifle at +2pts
Magnum at +5pts
Shotgun at +2pts
Sub Machine Gun at +5pts

Instead of selecting a weapon from the above list, up to 2 Spartan II’s may be armed with one of the following:

Flamer at +5pts
Jackhammer Missile Launcher at +10pts
MAC Rifle at +20pts
S2 Sniper Rifle at +5pts

A single Spartan II may be upgraded to a Chief Petty Officer at +10pts

The entire squad may be equipped with Covenant plasma grenades at +3 points per model.

Transport: The Squad may ride in a Pelican Dropship at + 200pts

Special Rules:
And they shall know no fear...: Spartan II units follow all the rules for And they shall know no fear... as described in the Warhammer 40,000 rulebook.

Dual Wielding: Spartans are trained in firing a weapon with each hand, and as such may Dual Wield any single-handed weapon. A Spartan may fire both Dual Wielded weapons in one turn. If a Spartan Dual Wields two of the same weapon then it counts as having a single twin-linked weapon rather than two different weapons.
A Dual Wielding Spartan has a +1 attack bonus in close combat due to having two close combat weapons.

MJOLNIR Battle Armour: MJOLNIR Battle Armour was named after the legendary Hammer of Thor, and designed specifically to enhance the performance of a Spartan II super soldier. As such, MJOLNIR confers the following benefits:

+1 S, T, and I (already included in profile)

Grants the wearer a 5+ Invulnerable save

Recoil Suppressors – Allow for Heavy weapons to be fired on the move.

Troops

1+ UNSC Marine Platoon
Pts – 60 per squad

Marine
Ws – 3
Bs – 3
S - 3
T – 3
W - 1
I - 3
A - 1
Ld - 7
Sv - 5+

Marine Sergeant
Ws – 3
Bs – 3
S - 3
T – 3
W - 1
I - 3
A - 2
Ld - 8
Sv - 5+

Squad: Marines are fielded in squads of 9 Marines and a Marine Sergeant. Between 2-5 squads may be fielded as a single troops choice.

Weapons: MA5B Assault Rifle. Any Marine may replace its Assault Rifle for a Battle Rifle at +2pts per model.

Options: One Marine may exchange its MA5B for a Flamer at +5pts, or an S2 Sniper Rifle at +10pts.

In addition, one Marine may exchange its MA5B for a Heavy Machine Gun at +5pts, or a Jackhammer at +15pts

The Sergeant is equipped with a Comm. Set, and may exchange its MA5B for a SMG or Shotgun at no extra cost, a battle rifle at +2pts or an S2 Sniper Rifle at +15pts

Recon Teams
Pts – 30pts per team

Marine
Ws – 3
Bs – 3
S - 3
T – 3
W - 1
I - 3
A - 1
Ld - 7
Sv - 5+

Squad: 1 Spotter and 1 Marksman. 1-3 Recon Teams may be fielded as a single troops choice.

Equipment: The Spotter is armed with a Battle Rifle, and Comm. Set, the Marksman has an S2 Sniper Rifle.

Special Rules:

Scouts: Recon Teams are scouts and may infiltrate as detailed in the Warhammer 40,000 rulebook.

Hide and Seek: It is the Spotters job to choose the best target for the Sniper to hit, and as such, so long as the Spotter is still alive the Recon Team need not pass a leadership test to shoot at any enemy unit that is not the closest. In addition, Recon teams are experts at remaining hidden, and as such add +1 to all cover saves.

Fast Attack

Warthog Squadron

Warthog
Pts 50
BS 3
Armour
Front: 10
Side: 10
Rear: 10

Crew: 2 (Driver, Gunner)
Type: Tank, Open Topped
Weapons: None

Squadron: Warthogs may be fielded in groups of three, but are free to move independently of each other.

Options: Any Warthog in a squadron may replace its passenger bay with a L.A.A.G. at no extra cost, a Multi-Launcher at +15pts, or a Gauss Gun at + 15pts

Transport: When not equipped with a weapon, Warthogs have a passenger bay capable of transporting 10 models.

ATV Squadron

Biker
Pts - 20
WS - 3
BS - 3
S - 3
T – 4(3)
W - 1
I - 3
A - 1
Ld - 7
Sv – 3+

Biker Sergeant
Pts - +10
WS - 3
BS - 3
S - 3
T – 4(3)
W - 1
I - 3
A - 2
Ld - 8
Sv – 3+

Squadron: 3-8 models.

Weapons: Twin-Linked Bike Mounted 30 cal. Machine Gun, M6D Pistol

Options: a single biker may replace its M6D Pistol with a Jackhammer at +15pts

Heavy Support

Scorpion Main Battle Tank

Scorpion
Pts 150
Bs - 4
Armour
Front: 13
Side: 11
Rear: 10

Type: Tank
Crew: 2 Marines (Pilot, Gunner)
Weapons: Battle Cannon with Co-axial Autocannon
Special Rules:
Stabilisers: the Scorpion is fitted with weapon stabilisers, and as such it CAN fire its Autocannon at the same time as its Battle Cannon (as it is a Co-axial weapon). This is an exception to the normal Ordnance rules, although all other rules apply.

Track Pods: the Scorpion mounts four track pods which all move independently to each other, allowing it to travel over all but the most severe of terrain. To represent this a Scorpion may re-roll all difficult terrain checks it is required to take.

Pelican Drop Ship

Pelican
Pts 200
Bs - 3
Armour:
Front - 12
Side - 10
Rear - 10

Type: Flyer
Crew: 2 Marines (Pilot, Co-Pilot)
Weapons: Twin-Linked LAAG Chain Gun, Multi-Launcher, 30. cal machine gun.

Special Rules:
VTOL: the Pelican is a VTOL craft, and follows the VTOL rules put forth in the rules for the Valkyrie Drop Ship. (obviously I can’t include them, for IP reasons)

Transport: A Pelican is a transport vehicle, and can carry a total of 12 Models (Bikers count as 2 Models) and/or a Warthog ATV OR a single Scorpion MBT

UNSC Weapons Summary

30. cal Machine Gun
Range: 24"
Strength: 5
AP: 5
Notes: Heavy 3

Autocannon
Range: 48"
Strength: 7
AP: 4
Notes: Heavy 2

Battle Rifle
Range: 24"
Strength: 4
AP: 6
Notes: Assault 1/Sharpshooter/AP5 at 12"

Flamethrower
Range: Template
Strength: 4
AP: 5
Notes: Assault 1

Gauss Gun
Range: 36"
Strength: 10
AP: 1
Notes: Heavy 1

Jackhammer Missile Launcher
Range: 36"
Strength: 8
AP: 3
Notes: Heavy 1/Sharpshooter

Light Anti-Aircraft Gun
Range: 24"
Strength: 5
AP: 4
Notes: Heavy D6/Anti Aircraft

Magnum
Range: 12"
Strength: 4
AP: 4
Notes: Pistol

M6D Pistol
Range: 12"
Strength: 3
AP: 5
Notes: Pistol

-OR-

Range: 24"
Strength: X
AP: -
Notes: Assault 1/*1

MA5B Assault Rifle
Range: 24"
Strength: 3
AP: 6
Notes: Rapid Fire/AP5 at 12"

M.A.C. Rifle
Range: 36"
Strength: 6
AP: 1
Notes: Heavy 1

Multi Launcher
Range: 24"
Strength: 9
AP: 2
Notes: Heavy 3/Blast

S2 Sniper Rifle
Range: 48"
Strength: X
AP: -
Notes: Heavy 1/Sniper

Shotgun
Range: 12"
Strength: 3
AP: -
Notes: Assault 2

Sub Machine Gun
Range: 12"
Strength: 3
AP: 6
Notes: Assault 3

*1: When fired in this manner the M6D follows the rules for Sniper Rifles as dictated in the Warhammer 40,000 rulebook.

----------------

I have not written the Special Characters for this Codex yet, although they will be John-117, Sergeant Johnson, and probably Captain Keyes.



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