Promethean Knight

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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.

Warlord Traits

D6 Warlord Trait

  1. 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. 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. 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. 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. 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. 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

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


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.

Weapon Table Range S AP Type
Boltshot 12" 4 -

Pistol, Hardlight

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**
  • 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.
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."