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{{delete|No point in this being here.}} '''Halo: The Sentinels Codex''' I did not make this codex. For those who want to know the person who made it is known as LordRadical and the original codex is on Scribd. I just saw that someone else made it and though it was pretty cool and deserved more attention so I decided to put it up here. With that out of the way, the Sentinels are a pretty cool bunch with a lot of interesting weapons and units. Hopefully they're balanced because if they're not I can't change it. If you want to see the original one click this link ->http://www.scribd.com/doc/255489396/Codex-Sentinels#scribd Discussion is welcome with this codex. It's nice to see people talking about something new and how it works in the original game. Anyway without further ado, Codex Sentinels. ==Army Special Rules== '''Sentinel'''- ''Sentinels. The holy warriors of the Sacred Rings.'' Any units with this rule are immune to the Poisoned and Fleshbane rules and have the Fearless special rule '''Hovering Drone'''- ''Robotic Sentinels are capable of hovering as their means of locomotion. Many are capable of breaking orbit.'' Models with this rule have a cover save in open ground equal to that specified in the unit profile as well as the Move Through Cover special rule. They also pass whatever initiative tests they are called upon to make. At the beginning of your turn, you may choose for models with this rule to have the Skyfire special rule, and may only be attacked as though they were Flyers. It is possible to disengage melee combat this way. This lasts for one game turn. '''Hardlight'''- Wounds dealt by weapons with this rule cannot be recovered or ignored. This includes rules such as Inferi Redivivus, It Will Not Die, Feel No Pain, and Psychic Powers. '''Composer'''- If a weapon with this rule deals an unsaved wound, roll a d6 before any Feel No Pain rolls are made. On a 3+, the model suffers Instant Death, ignoring Feel No Pain and Reanimation Protocols. '''Splinter'''-After resolving a hit, place a blast template (3”) on the model hit and roll to wound for all models under the template. ===Warlord Traits=== D6 Warlord Trait #1 Seeker of Dead Masters:-''Somewhere in the heavens, they are waiting.'' The move, run, and charge distances of your Warlord are increased by 1. #2 Installation Keeper:-''The Sentinel is in charge of a major installation. It considers some sections of it more important than others.'' Your Warlord may take and hold objectives. It may also be deployed within 3" of any objective on the board if it is not attached to a unit. #3 Meta-Stable Intelligence:-''An artificial intelligence goes through rampancy if it lives long enough. Very few achieve the state of meta-stability before thinking themselves to death.'' Your Warlord gains one wound. In addition, your Warlord ignores the Rampancy special rule if it has it. #4 Prime Servitor:-''Some Sentinels are tactically brilliant, given trillion s if possible combat scenarios and winning strategies for almost all of them.'' You can Sieze the Initiative on a 4+ and your Warlord has the Scout special rule. #5 Traveler:-''Some constructs travel from system to system, hoping to aid what races they come across. Their arrival changes those races forever.'' Every turn during your movement phase, choose one friendly unit. All models in that unit may re-roll one saving roll each that turn. #6 Holder of the Mantle:-''Since the Forerunners are gone and the Reclaimers are not ready, the Sentinels hold the Mantle for the time being.'' Your Warlord gains the It Will Not Die special rule. If it has this rule already, it is improved by +1, to a maximum of 3+. ===Allies Matrix=== {| border="10" cellspacing="0" ! |- | '''Imperium''' | Allies of Convenience |- | '''Eldar''' | Allies of Convenience |- | '''Necrons''' | Allies of Convenience |- | '''Tau Empire''' | Allies of Convenience |- | '''Orks''' | Desperate Allies |- | '''Dark Eldar''' | Desperate Allies |- | '''Chaos Daemons''' | Come the Apocalypse |- | '''Chaos Space Marines''' | Come the Apocalypse |- | '''Tyranids''' | Come the Apocalypse |} <br style="clear: both; height: Opx;" /> ==Sentinel Wargear== The weapons of the Promethean hardlight soldiers. These are some of the weakest weapons the Warrior-Servants ever used, but the strongest the Librarian let them keep. Thankfully, even the Reclaimers do not yet have widely available combat skins to protect against them for very long. {| border=10 cellspacing=0 cellpadding=4 |- valign=top ! Weapon Table!! Range !! S!! AP!! Type |- | Boltshot || 12" || 4 || -|| Pistol, Hardlight |- | Boltshot|| 9" || 5 || 3|| |- | Binary Rifle || 48" || 7 || 1 || Heavy 1, Sniper, Hardlight, Composer |- | Incineration Cannon || 48" || 9 || 1 || Heavy 1, Blast, Hardlight, Composer, Ignores Cover |- | Light Rifle || 30" || 4 || 5 || Rapid Fire, Hardlight |- | Scattershot || 12" || 4 || 5 || Assault 2, Hardlight, Shred, Rending |- | Suppressor || 18" || 4 || 5 || Assault 2, Hardlight |- | Enforcer Missile Launcher || 48" || 7 || 3 || Ordnance 5 |- | Mining Laser || 36" || 8 || 1 || Heavy 2, Melta |- | Pulse Beam || 36" || 5 || 5 || Heavy 5 |- | Monitor Beam || 18” || 4 || 5 || Assault 3 |- | Monitor Beam || 36” || 7 || 3|| Heavy 2 |- | Monitor Beam || 72" || 10 || 1|| Heavy 1 |- | Blade Arm || Melee || User || 2|| Melee, Hardlight |- | Pick || Melee || User || 2 || Melee |- | Tentacles || Melee || User || 4 || Melee |- | Sentinel Beam || 18" || User || AP* || Assault** |- | Splinter Turret || 18" || 5 || 4|| Assault 1, Hardlight, Splinter |} * The AP value of the Sentinel Beam is determined by the table below using the strength of the Sentinel Beam as a basis. ** The number of shots a Sentinel Beam has is equal to the number of attacks the model using it gas in its profile. {| border="10" cell spacing="0" ! S!! AP!! |- | 1-2 || - || |- | 3-4 || 6 || |- | 5-6 || 5 || |- | 7 || 4 || |- | 8 || 3 || |- | 9 || 2 || |- | 10 || 1 || |- |} ===Ranged Weaponry=== '''Hardlight Weapons'''- ''The Sentinels employ a large amount of Hardlight weapons. These weapons are particle dilators that convert light mass into a solid form. This gives them the kinetic force of solid projectiles combined with the high energy output of energy weapons. They are particularly effective at destroying organic material.'' These weapons have the Hardlight Special Rule. ===Miscellaneous Equipment=== '''Pulse Grenades'''-''These grenades were designed to cauterize Flood hives, nests, and otherwise Flood-infected ground.'' Pulse Grenades are Plasma Grenades (see Warhammer 40,000 rulebook) that force the opposing unit to re-roll successful invulnerable saves and ignores cover. '''Battlewagon Carapace'''-''Knight Battlewagons have the strongest carapace allotted to Promethean forces.'' A Battlewagon Carapace confers a 2+ armor save and a 3+ invulnerable save. '''Enriched Hardlight Carapace'''- Commanders on Requiem use stronger carapaces than most knights in the unavoidable event opponents start breaching Promethean Knight shells.'' An enriched Hardlight carapace confers a 2+ armor save and a 4+ invulnerable save. '''Hardlight Shell'''-''Crawlers are given weaker versions of the hardlight carapace because they are too small to use the full version.'' A harlight shell confers a 4+ armor save and a 6+ invulnerable save. '''LifeWorker Chassis'''-"LifeWorkers have different propitiates than Warrior-Servants. They believe a tool should not be damaged at all, rather than a tool should be able to withstand damage." A LifeWorker chassis confers a 5+ invulnerable save. In the event a Gatherer Sentinel becomes Immobilized, it instead loses the Skimmer rule and gains the Walker rule. '''Onyx Chassis'''-"Onyx Sentinels are built with a stronger chassis to maintain a cohesive, rigid structure when creating architecture." Onyx chassis confer a 2+ armor save and a 5+ invulnerable save. '''Hardlight Carapace'''-"Promethean Knights use these weak carapaces for basic protection against opponents." A hardlight carapace confers a 3+ armor save and a 5+ invulnerable save. '''Enforcer Shield'''-"Sentinel Enforcers have a shield on their fronts to protect from head-on attacks." An Enforcer shield confers a 4+ invulnerable save to the front facing side of the Sentinel Enforcer. '''Hardlight Chassis'''-"Watcher Sentinels use hardlight shells. Their weakness is offset by a watchers maneuverability." A hardlight chassis confers a 5+ armor save and a 6+ invulnerable save. '''Heavy Chassis'''-"Super Sentinels are better protected than Aggressors in the case the flood gain access to anti-infantry weapons." A heavy chassis confers a 3+ armor save and a 6+ invulnerable save. '''Monitor Shell'''-"Monitors are give incredibly powerful self-restorative shells because they are irreplaceable assets to facilities." A Monitor shell confers a 2+ armor save and a 4+ invulnerable save. The armor save can be re-rolled. '''Sentinel Chassis'''-"A sentinel chassis is simply a structure designed to keep the mechanical components within a structure. It has limited protective capabilities." A Sentinel chassis confers a 5+ armor save and a re-rollable 6+ invulnerable save. '''Autosentry'''-"A Promethean knight sometimes summons a small mechanical drone to protect itself from peripheral threats." An autosentry operates as a unit with BS 4, T 3, W 1, and a 5+ armour save. It cannot attack in close combat. It cannot move, run, or assault. It has a S3, AP–Assault 2 gun with a 24” range.While an Autosentry cannot move, a unit with one equipped can summon it to its position if not locked in close combat. They are summoned whenever the player using them wishes. '''Autoturret'''-"Installations often have autoturrets to guard places Sentinels are too busy to guard or choke points that need little strategic oversight.As Autosentry (see above), but the weapon is Strength 4 and invulnerable saves granted from equipment against it must be re-rolled." '''Hardlight Shield'''-"The Z-90 photonic coalescence emitter/Aegis is a hardlight device meant to protect the front of the user from incoming attacks, and possibly reflect them back." A hardlight shield confers a 4+ invulnerable save. On a roll to save of 6 against shooting attacks, the attack is reflected back to the unit that attacked. '''Promethean Vision'''-"Promethean Knights use the Z-5080 spectrum augmenter to detect concealed opponents." Attacks from models using this armor ability ignore the Shrouded and Stealth special rules. They also cause cover saves against them to take a -1 penalty and gain the Night Vision Rule. '''Teleport'''-"All Promethean Knights can teleport to either approach their opponents faster or retreat when severely damaged."Teleport confers the Fleet and Hit and Run Universal Special Rules. The model also counts as Jetpack infantry but do not gain the Relentless Special Rule. Models using this can pass through terrain and cover as though it were open ground as long as they can completely move past it within their allotted distances. '''Constructor Sentinels'''-"Robotic Sentinels often make use of Constructors to maintain facilities and themselves." These grant the It Will Not Die special rule to models with multiple wounds. If the model already has that rule, it is improved by 1 (5+ becomes a 4+, 4+ becomes a 3+, etc.). For models with one wound it grants the Feel no Pain special rule. ==Sentinels Formations== ===The Didact’s Revenge=== Points Cost: 5 + models. Formation Type: High Command Composition: Shadow-of-Sundered-Star, 5+ units of Promethean Knights, 1 Composer or Particle Cannon Restrictions: You may not include any Lord of War options except Shadow-of-Sundered Star and the Composer/Particle Cannon in your army. Special Rules: Fear, Preferred Enemy (Flood, Humans) The Forerunners Have Returned: For every Promethean Knight unit in the Formation destroyed, you may place one Promethean Knight unit in your deployment zone at the beginning of your turn. ===The Master Builder ’s Secret Project=== Points Cost: 30 + models Formation Type: Armoured Spearhead Composition: 3-5 Retriever Sentinels Special Rules: Strip Mine: Two or more models in this Formation may combine their shooting or close combat attacks into one attack. Nominate one Retriever Sentinel as the user, and nominate up to four other Retriever Sentinels within line of sight of the user for shooting attacks or in close combat as the same unit as the user. Their attacks have the twin-linked rule and refer to the table below for the effect, using the number of contributing Retriever Sentinels as a guide. Strip Mine: Ignores Power Fields, Void Shields, and Invulnerable saves. ===The Lifeshaper’s Fallback Plan=== Points Cost: 10 + models. Formation Type: Battle Formation Composition: 6 or more Sentinel Hordes, 3 or more Gatherer Sentinels Special Rules: Desperate Measures: The attacks (and thus Sentinel beam shots) of all models in the Formation are increased by 2. ==Unique HQ units== ===343 Guilty Spark-120 pts=== “A long time ago, I was a living, breathing being. I went mad. I served my enemies. They became my only friends.” 343 Guilty Spark was once the Monitor assigned to protect Installation 04. Thus far he is the second most incompetent Monitor ever constructed, surpassed only by 2401 Penitent Tangent. This is not entirely his fault, however. He was in the early stages of Rampancy when he failed his charge, and his opponent was unpredictably violent. 343 Guilty Spark was once a Human named Chakas, from Erde-Tyrene itself. He escorted the Forerunner Bornstellar Makes Eternal Lasting to the Didact’s Cryptum on the planet using a geas implanted into his DNA by the Librarian.The final chapters of Chakas’ mortal life took him to the Ecumene capital, a Halo, and the Arks. He encountered warriors, ghosts, monsters, and even animals that are now extinct. Chakas was mortally wounded and put on life support by the Isodidact after reaching the Ark. He would never recover from the removal of his imprints, so the Isodidact put him into a mind transfer unit and implanted Chakas’ memories and personality into a Monitor shell. This was the birth of 343 Guilty Spark. 343 Guilty Spark was placed in charge of Installation 04 and oversaw the research facilities and nearby gas mines while they were being constructed. He regularly interacted with other Halo Monitors in a neural area for some time before their transportation systems failed. It was not until the Reclaimers stumbled across his facility It was during this isolation that 343 Guilty Spark began to that Guilty Spark had company. Unfortunately, primitive go rampant. He started violent experiments using the Halo aliens and a destructive Reclaimer led to the destruction of he was stationed on simply to pass time, ejecting entire Installation 04. After this, he recruited aliens and explained sections of terrain into space. the nature of the Forerunners to them in the hopes they would help him. There were the odd crashed ships and received transmissions, but Spark never had more than his own Without his facility, Spark went to another Installation to thoughts for company.help Reclaimers activate Halo 05. After it failed to activate, Spark helped the Reclaimers journey to the Ark and its replacement for Installation 04. When the Reclaimers told him of their plan to activate (and destroy) this one, Spark killed one of them and was in turn killed by the Reclaimer with low-power Monitor beam of Reclaimer design. 343 Guilty Spark was quickly rebuilt in a Monitor factory, intercepted by yet more Reclaimers, escaped, and began his journey to locate the Lifeshaper.
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