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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:
Lines of Communication:
Knowledge of Foresight:
Airstrike:
Pinpoint Drops:
UNSC Armoury Single Handed Weapons Close Combat Weapon 1pt
Two Handed Weapons Battle Rifle 5pts
Wargear A.I. 40pts (Starship Captains, Marine Commanders, and Spartans only, one per army)
Veteran Abilities Counter Attack - 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
Admiral
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:
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
General
Equipment: Carapace Armour. Options: A Marine commander may be equipped with 100pts of Wargear from the UNSC armoury. Special Rules:
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
Marine
Marine Sergeant
Executive Officer
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.
Elites Orbital Drop Shock Troopers Helljumper
Helljumper Lt.
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
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:
0-1 Spartan II Team Spartan
Squad Spartan IIs 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
Instead of selecting a weapon from the above list, up to 2 Spartan IIs may be armed with one of the following: Flamer 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:
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.
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
Marine
Marine Sergeant
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
Marine
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
Crew: 2 (Driver, Gunner)
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
Biker Sergeant
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
Type: Tank
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
Type: Flyer
Special Rules:
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
Autocannon
Battle Rifle
Flamethrower
Gauss Gun
Jackhammer Missile Launcher
Light Anti-Aircraft Gun
Magnum
M6D Pistol
-OR- Range: 24"
MA5B Assault Rifle
M.A.C. Rifle
Multi Launcher
S2 Sniper Rifle
Shotgun
Sub Machine Gun
*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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