Codex - The Banished
Halo: The Banished Codex
The Banished is a interesting army to build upon as its fluff creates a interesting relationship to the Covenant. If you don't know who they are, it is because they are relatively new to the Halo universe. Essentially they are a breakaway group of Brutes (And their subordinates) lead by Atriox who has a reputation for being formidable and cunning.
The Banished offer a completely different perspective on the Brutes and how they function as a whole.
Like its bigger cousin, The Covenant Codex, discussions are more than welcome for this codex too. The Codex is currently under construction and more updates will be added in the near future.
Army Special Rules
Atriox's Wrath- The feelings of betrayal and resentment channels through not only Atriox but through his subjects as well, his ideology comprised of racial nationalism and Jiralhanae pride creates unrelenting fury against all those who stand in the Banished' way, smashing and crushing those whose hubris got the better of them. Any unit with this rule or that contains a model with this rule must take a Leadership test during each fight sub-phase before attacks are made. On a success, that unit can re-roll failed To Hit rolls for that fight sub-phase.
Dual-Wielding- Like the Covenant, numerous weapons from the Banished can be wielded by Elites and Brutes one-handed, allowing them to fire two weapons at once. A model with two different ranged weapons with this special rule may only choose to fire one in the Shooting phase. If the weapons are the same they may be fired as a single twin-linked weapon of that type. If the weapon is already twin-linked to begin with it may also re-roll failed rolls to wound.
Banished Warlord Traits
- Martial Training: Through discipline and more unorthodox of combat, your Warlord will have keen intellect and knowledge on the battlefield. Any time your Warlord or its unit must make rolls for movement of any sort (running, charging, consolodation, etc), roll an extra dice and discard one of your choice.
- With Extreme Prejudice: In an attempt to exterminate his foes, a Warlord may order his subordinates to fire without regard for ammo. Your warlord and the unit he is attached to may use the Charged Profile of their weapons twice per game.
- Combat Philosopher: Philosophy and war can go hand in hand among the more spiritual aspects of Warriors. The Warlord has the Stubborn and And They Shall Know No Fear special rules.
- Master of Melee: After many decades of training, this Warlord has discovered the weakpoints of every sentient species and race known. The Warlord adds +1 to its To Wound and armor penetration rolls in close combat.
- Into the Fray: There is no greater motivation than the assurance that you're doing what's right. Your warlord and the unit your warlord is in have the Crusader and Fleet special rules.
- Dirty Fighter: The Warlord has abandoned the constraints of honor and will use any means at his disposal to distract and hamper his opponents. Before making their normal attacks, the Warlord may attempt to blind or distract the enemy. Roll one dice To Hit, using the Warlords weapon skill. If this attack Hits, then the enemy unit will suffer -1 to their Weapon Skill for the remainder of the turn. Roll the rest of your attacks as normal afterwards.
Allies Matrix
| The Banished | |
|---|---|
| Imperium (Except Deathwatch) | Allies of Convenience |
| Deathwatch | Desperate Allies |
| Chaos Daemons | Come the Apocalypse |
| Chaos Space Marines | Allies of Convenience |
| Covenant | Desperate Allies |
| Dark Eldar | Desperate Allies |
| Eldar | Allies of Convenience |
| Harlequins | Allies of Convenience |
| Necrons | Come the Apocalypse |
| Orks | Allies of Convenience |
| Tau Empire | Allies of Convenience |
| Tyranids | Come the Apocalypse |
Banished Equipment
Like the Covenant, the Banished incorporate a wide variety of technology and weapons. Whilst the majority of the Banished lack the advantage of Forerunner derived technology as the Covenant, they compensate this with their own brand of Brute ingenuity and resource.
| Weapon Table | Range | S | AP | Type |
|---|---|---|---|---|
| Plasma Pistol | 12" | 3 | 6 | Pistol, Overcharge |
| Overcharged Pistol | 12" | 4 | 5 | Pistol, Haywire, Twin-linked |
| Plasma Rifle | 18" | 3 | 6 | Assault 1, Overcharge, Dual-Wielding |
| Overcharged Rifle | 18" | 3 | 6 | Assault 3, Dual-Wielding |
| Brute Plasma Rifle | 18" | 3 | 6 | Assault 2, Dual-Wielding, Rapid Fire |
| Overcharged Brute Plasma Rifle | 18" | 3 | 6 | Assault 3, Dual-Wielding, Rapid Fire |
| Plasma Cannon | 36" | 5 | 5 | Heavy 3 |
| Heavy Plasma Cannon | 36" | 6 | 4 | Heavy 3 |
| Needler | 18" | 3 | - | Assault 1, Twin-linked, Rending, Dual-Wielding |
| Heavy Needler | 24" | 6 | 5 | Heavy 4, Twin-linked, Rending |
| Needle Rifle | 30" | 3 | - | Rapid Fire, Rending |
| Covenant Carbine | 30" | 4 | 6 | Rapid Fire |
| Focus Rifle | 36" | 4 | 5 | Rapid Fire, Pinning |
| Beam Rifle | 48" | X | 4 | Heavy 1, Sniper |
| Concussion Rifle | 18" | 4 | 6 | Assault 1, Concussive, Blast |
| Concussion Cannon | 36" | 5 | 5 | Heavy 2, Concussive, Blast |
| Brute Shot (Shooting) | 24" | 3 | 6 | Assault 1, Blast |
| Brute Shot (Melee) | - | +1 | 6 | Melee, Two-Handed |
| Spiker | 12" | 3 | 6 | Assault 2, Bladed, Dual-Wielding |
| Mauler | 6" | 4 | - | Pistol, Pinning |
| Fuel Rod Gun | 48" | 7 | 4 | Heavy 2 |
| Fuel Rod Pod | 48" | 7 | 4 | Heavy 3, Skyfire, Interceptor |
| Fuel Rod Cannon | 48" | 9 | 4 | Heavy 1, Blast |
| Fuel Rod Beam | 36" | 8 | 2 | Heavy 1, Lance |
| Fuel Rod Storm | 36" | 5 | 5 | Assault 4 |
| Plasma Launcher | 36" | 6 | 4 | Heavy 4, Twin-Linked |
| Plasma Mortar | 48" | 5 | 5 | Heavy 1, Barrage, Blast |
| Firebomb | 8" | 4 | 5 | Assault 1, Blast, Ignores Cover |
| Plasma Beam | 96" | D | 1 | Primary Weapon 2 |
| Tyrant Gun | 96" | 9 | 2 | Primary Weapon 3, Melta, Skyfire, Interceptor |
Ranged Weaponry
Banished Plasma Weapons- Like the Covenant, the Banished employ a wide variety of plasma weapons in their arsenal, however their plasma weapons are seldom used in contrast to the large supply of Brute weaponry. Banished plasma weapons have tweaked and modified it to the degree to be considered sacrilege by the Covenant Empire, thus Banished plasma weapons have a wide range of unique or powerful properties in contrast to the mainstream Covenant. A large number of Banished plasma weapons will have a secondary Overcharged profile that can be used instead of the normal profile given. If you choose to fire the Overcharged profile, the whole squad armed with the same exact weapon must do so as well. You may only use the Overcharged profile once per game, for each weapon with this rule.
Banished Needler Weapons- Like the Covenant, the Banished utilize these specialized weapons in the their armory which fire armor piercing crystal shards that have a limited tracking intelligence that allows for fired needles to hit targets unerringly. When these shards manage to penetrate armor they then explode, causing massive trauma similar to that of an Imperial bolt weapon, though a reaction between a cluster of needles causes a much larger explosion more akin to a frag grenade. However they are in lesser quantities due to being cut off from the main production industry found in one of the moons of Sanghelios; the Elite's homeworld. As such, all Needle weapons have the Rending special rule.
Brute Weapons- Brutes tend to use their own special brand of firearms, all of which features sharp blade attachments to make them more suitable for the melee of close combat that most Brutes favor. A ranged weapon with the Bladed special rule counts as a close combat weapon in melee combat. Brute Shots have two profiles. One for shooting and one for melee.
Melee Weaponry
Energy Sword- While the blade is composed of plasma, the sword‘s hilt is a magnetic field generator that projects two envelopes of magnetic energy, which contain the sword‘s plasma. With sufficient momentum and force an energy sword can cut into the thickest of armor. An energy sword is a power sword that grants +1 Strength and has the Rending special rule.
Gravity Hammer- A large hammer that excels as a powerful melee weapon and is a highly symbolic Jiralhane weapon that is analogous to the Sangheili's Energy Sword. The Gravity Hammer can also be used to manipulate gravity, allowing it to push opponents away or pull them towards the wielder, as well as deflecting incoming projectiles and in some cases, create a localized gravity well. The Gravity Hammer counts as a Two-Handed Thunder Hammer.
Miscellaneous Equipment
Plasma Grenades- These are timed devices that can stick to enemy vehicles or infantry and explode with in burst of super-heated plasma. Covenant Plasma Grenades function as Plasma Grenades when used for shooting attacks and Krak Grenades when used for melee attacks.
Spike Grenades- The primary fragmentary armament of choice for Jiralhanae infantry, these explode in a hail of heated spikes that only the most foolhardy of enemies would take on directly. Counts as Frag grenades as described in the Warhammer 40,000 rulebook with the Pinning special rule.
Firebombs- Primary used by Jiralhanae elite infantry, these explode in a gout of flames that make a mockery of cover. Counts as offense grenades as described in the Warhammer 40,000 rulebook and may be thrown in the Shooting phase with the profile given in the equipment stats table above.
Guardian Shield- A shield that is equipped to high ranking Unggoy, Kig-Yar and some light or immobile weapons and vehicles. It grants a 5++ invulnerable save.
Sangheili Combat Harness- Worn by most ranks of Sangheili squad leaders and units, the regenerative energy shielding of the armor grants superb protection against most small arms fire, and even limited protection against heavier weaponry. It grants a 4+ armor save and 6++ invulnerable save.
Jiralhanae Combat Harness- While most Jiralhanae prefer to rely on their natural toughness to ignore enemy firearms, a coming shift in power dictated that they don their armor once more. While lacking a more durable form of energy shielding, it provides a generous modicum of protection to its bearer. It grants a 4+ armor save.
Jiralhanae Assault Harness- Worn by higher ranking Jiralhanae units, it still notably lacks a cohesive energy shield system, but is comparatively more durable and perfect for close-combat assaults. It grants a 3+ armor save.
Heroes Harness- This harness is worn by the greatest of the Covenant. Only the War Chieftans and Warlords of the Jiralhanae are granted these privileges. It grants a 2+ armor save, a 4++ invulnerable save and +1 toughness.
Stealth Harness- Available in both Sangheili and Jiralhanae versions, this is granted to Covenant special forces and incorporates a cloaking field that renders the wearer nearly invisible. The Sangheili version does not have an energy shield since there is not enough power to maintain both an energy shield and cloaking mechanism. It grants a 4+ armor save and the Stealth and Shrouded special rules. Note that the bonuses from these special rules only apply to the models wearing the armor, it does not benefit models such as Independent Characters that have joined the unit.
Unggoy Harness- A simplistic design, it integrates a methane re-breather system for Grunts. Provides a 6+ armor save.
Bonded Armor- This armor is made from the same material that starship hulls are made from, only the Megalekgolo from the Banished can carry its weight. Grants a 3+ armor save.
Active Camouflage- Unlike the Stealth Harness, active camouflage is not meant to be used in combat. Merely to get into position. A unit with Active Camouflage has the Deep Strike and Infiltrate special rules and does not Scatter when Deep Striking. In addition the unit may Deep Strike into area terrain (though not impassable terrain) and may charge rather than shooting on the turn they Deep Strike.
Ironclad Armor- The lack of Covenant resources meant that the Banished are forced to improvise. One of the most formidable armors are centermeters thick molecular enhanced iron, steel and titanium wielded together by high pressurized lasers. Aptly named ironclads, these pieces of armor could shrug off even the most heaviest of firepower. Certain Banished infantry and vehicles are granted a 4++ invulnerable save.
Vehicle Wargear
Vehicular Energy Shielding- A powerful energy field protects the vehicle. Grants a 2++ invulnerable save. Each layer of Vehicular Energy Shielding only protects against a single glancing or penetrating hit per shooting phase and has no effect against melee attacks.
Salvaged Armor- Whilst rickety and unpleasant to look at, what the Banished lacks in grace and finesse, it comes with weight and defense. Wielded together with random bits of sharp metal, blades and spikes, these armor pieces are just as dangerous to fight up close as it is afar. Vehicles are granted a 2++ invulnerable save, any melee attacks would force the respective assaulting unit to take a wound each turn.