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 |
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.
Banished Shock Weapons- The Banished are far more liberal and pragmatic than whatever dogma is plaguing the Covenant system. Facing against numerically superior armour from both the Covenant and the Imperium, the Banished had begun in the construction of shock weapons - analogous to the Arc weaponry used by the Imperium. Weapons designed to unleash a bolt of lightning. Shock weapons are powered by batteries and is used primarily to disable and destroy vehicles. As such, if the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
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.
Siphon Weapons- By reverse engineering the Vampire's stasis beam into a mobile and practical usage, Banished weapon smith have created a slew of 'Siphon' Weapons designed to steal the life of enemy units and then return the vampiric powers into a healing equipment among allies. Units or vehicles equipped with these weapons gain the ability to steal the life force of an enemy infantry (Vehicles are unaffected). If they inflict at least one wound using Siphon weaponry, then a single unit within 6" gains the Feel No Pain special rule (or improves their Feel No Pain rolls by 1 if they already have it) until the start of the controlling players next shooting phase.
Human Weapons- While Covenant dogma considers non-covenant weapons to be unclean, which sometimes leads to the most dogmatic warriors preferring to fight with an empty weapon rather than picking up foreign weapons, the Banished's abandonment of the Covenant religion has meant that they've eagerly scavenged weapons created by any other faction whenever possible. Most of the time, these weapons are relegated to being tropies after battle due to being unable to resupply the weapon with ammunition, but the Banished have seized some of the simpler mobile manufactorums from the Imperium and thus are able to create shotguns, autoguns and missile launchers as well as the ammo that these weapons fire for their own use.
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.
Shrapnel Mines- Used by the Banished as a growing replacement for Plasma Grenades, throw-able mines that causes severe laceration and physical damage. After your army deploys, scouts redeploy and infiltrators deploy, but before the roll to Seize the Initiative, you may booby-trap a single piece of battlefield terrain in your deployment zone for each unit with Shrapnel Mines. The piece of area terrain should be marked with a small marker to remind both players that it has been booby-trapped. Enemy models treat booby-trapped pieces of area terrain as dangerous terrain. Note that booby-traping the same piece of area terrain multiple times has no additional effect. Models with the Infiltrate or Scout special rules may equipped with Shrapnel Mines may booby-trap a single piece of area terrain anywhere on the table.
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 and reflect even the most heaviest of firepower. Models wearing Ironclad Armor have a 2+ armor save and the Slow and Purposeful special rule.
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. Every model that rolls a one on it’s To Hit rolls when attacking the vehicle in melee combat suffers a S4 AP- hit.
Banished Formations
Though these are all given a formation type, they only benefit from being a formation type in games of apocalypse.
Atriox's Retribution
Composition:
- 1 Atriox's Chosen
- 2-4 Jiralhanae Chieftans
- 5 Jiralhanae Pack Members
Rage of Decimus
Composition:
- 1-2 Jiralhanae Warlord
- 2-4 Jiralhanae Jumppack Veterans
- 4 Jiralhanae Jumppack Squad
- 2 Prowlers
Iron Storm
Composition:
- 4 Ironclad Wraiths
- 4-6 Ironclad Mgalekgolo
The Shipmaster's Honor
Composition: 10 Retribution Guards
Colony Drop
Composition:
- 8 Mgalekgolo Pack
- 4 Ironclad Mgalekgolo
- 4 Goliaths
Yam-Blim's Madness
Composition:
- 14 Unggoy Suicide Squad
- 10 Unggoy Mobs
- 6-8 Unggoy Heavy Weapons Team
- 4-6 Bloodfuel Unggoys
Locust Horde
Composition:
- 4-5 Banished Locusts
- 4-5 Bloodfuel Locusts
Armored Wave
Composition:
- 4-6 Marauders
- 4-6 Banished Wraiths
- 4 Reavers
- 4 Banished Ghosts
- 4 Choppers
- 2 Terror Choppers
- 2 Blisterbacks
Total Banishment
Composition:
- 2 Blisterbacks
- 6-8 Reinforced Banshees
- 2 Shrouds
- 1 Spirit
Bugs that Talks
Composition: 1-2 Salvaged Scarabs
Unique HQ Characters
Atriox - 230pts
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"Tell your leaders that it is Atriox himself who made your little demons to flee in fear. Tell them that the harbinger have come to knock on their doors. For I am Atriox, fear me or die trying" ~Atriox upon capturing a Space Marine Scout after slaughtering an entire squad of Adeptus Astartes.
Atriox is the leader of the Banished and a cunning and ruthless one indeed. Wielding the the infamous Gravity Mace known as 'Chainbreaker' which was crafted from the pieces of a Gravity Hammer and a enhanced power gauntlet which increased his notorious strength of his kind to obscene levels. Atriox is a tactical genius even among the most respected Covenant leaders. His armor is custom built and decorated with trophies of those he has defeated. His deep level cunning has earned him infamy in much of the galaxy. Imperial, Covenant and Eldar commanders have learned well to stay away from him lest they invite his wrath.
Decimus - 275pts
"Hehehehehehe.....You're a stubborn one Greenskin. Lets satiate our hunger for war and blood with a warm toast!" ~Decimus fighting Warboss Back Breaka on Concordia IV.
Decimus is the right hand man of Atriox and a monster indeed. Whilst Atriox stays behind to command his troops, Decimus is the one who leads his troops into battle (Or kills them if they dare defy his orders) and ensues victory for the Banished. Decimus is a frightening beast to fight. Donning in a powered exo-skeleton not unlike those of the fabled Grey Knight Dreadknights, albeit in a smaller and more mobile form. Decimus crushes and maims his opponent into a bloodied stain. Equipped with a Gravity Claw and a giant Gravity Mace, it is known that even Terminator Armor is pried open like canned meat only to have the occupant torn to shreds by the gravitational impulses released from Decimus. The confidence of Decimus are such that, if need be, he will call a Glassing strike upon himself to obliterate his foes, surviving the intense orbital bombardment with a enhanced personal energy shield. His loyalty to Atriox is second to none and only through intense artillery would it stop Decimus in his tracks.
Let 'Volir - 150pts
"On my mark...eradicate their worthless souls!" ~The Shipmaster unleashing a Glassing Beam on the planet HR-42g1.
Let 'Volir or more commonly known as the Shipmaster is the leader of the Banished Navy and commander of the Assault Carrier, Enduring Conviction. Unlike other members of the Banished, the Shipmaster went rogue after a heretical revelation spoken through a psychic prophecy which made him and his men to abandon the Covenant. Likewise the Covenant accused him as a heretic and traitor and demand his capture and immediate public execution. With no where to go, the Shipmaster met Atriox and reluctantly pledge allegiance to him in exchanged for protection. Despite him and his men being Sangheili, the Shipmaster quickly grew to become a valuable asset to the Banished growing navy and armada. Whilst he does not like ground combat as it is out of his expertise, the Shipmaster is still capable and proven combatant on the ground. Armed with an Energy Sword, a Plasma Rifle and a specialized communication set. Where he falls in mediocrity, he exceeds in commanding pin-point orbital bombardments under his command of his ship, quickly turning the tables and ensuing ruthless and merciless victory under the Banished.
Colony - 290pts
"Quaking Growl......" ~Colony's main form of communication.
The unknown and mysterious Mgalekgolo pair known only as Colony is believed to either be a representative for all Lekgolo within the Banished or is charged with the command and operations of all the Lekgolo within the Banished army. Colony served under Atriox not out of any religious or ideological creed, but out of necessity in achieving its own agenda on the Ark, focusing much of their attention on the activities near the resting place of the Forerunner Keyships. Colony undertook various missions to investigate this site outside the knowledge of other Banished leaders, though Atriox is apparently aware of Colony's motivations. As the defacto leader of the entire Lekgolo swarm in the Banished, Colony is equipped with highly advance communication array, granting all nearby Lekgolo units to gain a boost in their defenses and gifting allied vehicles with the aid of Lekgolo worms, increasing the vehicle's defense capabilities. Furthermore, Colony is armed with a modified sensor array that allows Colony to drop down living barriers and obstructions, blocking enemy vehicles for the price of sacrificing a few Lekgolo worms. When pressed into combat, Colony dress themselves in highly flexible but powerful armor and a modified Assault Cannon that has been fused with Forerunner technology from Colony's past ambitions in experimenting in the Ark's surroundings. Colony is a powerful commander on the battlefield and it shows.
Yam-Blim - 25pts
Okey Dokey, my Grunty intuition says that I am gonna survive this one! ~Yam-Blim reading his inner magic ball on prophesies, or as most Humans call it, Paranoia.
Yam-Blim was just a normal Unggoy Thrall-Taskmaster working under the Banished until a fateful event in which an Eldar Guardian blew parts of his brain off. Due to unknown circumstances, Yam-Blim survived the incident and now has a cybernetic brain to replace the one he lost. However, this has led Yam-Blim to become paranoid and eccentric and his strange survival spewed superstition among the Unggoy which later proclaimed him as a prophet. Thus whilst, Yam-Blim still wields a standard Needler, his reputation has sowed a mysterious aura that makes allied troops around him to become...strange. Suffice to say, his aura can go from making the lowliest Unggoy into killing machines to making the mightiest Jiralhanae reduced into a uncontrollable sexual beast in heat....much to the trauma of many women (And men!) on the battlefield. Due to this, Atriox has been interested in the development of Yam-Blim and his 'specialness', sending him on near suicidal missions to test on newfound abilities.
Yapyap THE DESTROYER - 120pts
And so proclaimed the Throne of Woe that it is I, Yapyap THE DESTROYER shall be the supreme overlord of all sentient beings in the Galaxy and the true heir of the Food Nipple Empire! ~Yapyap self-proclaiming himself as supreme dictator of the entire universe.
Yapyap THE DESTROYER is the self-proclaimed supreme leader of an entire Unggoy army. But before this he was simply known as Yapyap, a low ranking Deacon in the Covenant's Ministry of Sanitation before the ill-fated kidnapping by the Banished. Yapyap rose through the chain of command within the Banished due to being slower than the other Grunts at avoiding eye contact when a job needed to be filled. He remained under the ruthless mercy of the Banished until his fateful chance of discovering the legendary Throne of Woe. Empowered by the Throne's power (Whether by benign benevolence or malicious malevolence), Yapyap matured into a strong and independent Unggoy who need no Brute and proceed to open a large rebellion against the Banished in favor of locating the fabled Golden Methane Hydrate Mines of Sabator, hidden somewhere on the Ark. However, despite the 'rebellion', the Banished did not officially recognized Yapyap's blue-blooded independence. Atriox saw the benefit of Yapyap's 'ingenuity' and has on occasion persuaded the rebellious Unggoy to temporarily assist the Banished by waving a golden food nipple dyed in food coloring. In battle, Yapyap often sits upon the Throne of Woe which has been modified with several methane cannons to both buff fellow Unggoys and choke/cripple enemy infantry via 'explosive methane parties'. Yapyap is also notorious for loosing more Unggoy than it is conceivably possible, yet somehow the Throne of Woe manages to produce more Unggoy reinforcements for Yapyap after he argued with and kicked the Throne in the process.
Voridus - 250pts
Brothers...Prepare yourselves.... ~Voridus warning his troops of the coming Flood.
Voridus along with his brother Pavium form the chief overseer of the Banished raiding parties. Brash, reckless and arrogant, Voridus has inadvertently pulled his brother into more trouble with Atriox than it's worth. Nevertheless, Voridus has proven himself to be a capable and highly dangerous warrior. Unlike most Jiralhanae, Voridus has been quite keen on experimenting with prototypical substances on live test subjects. Called as Infusion Gel, these highly corrosive and flammable substance breaks down and burn their victims alive whilst Voridus and his pack laugh maniacally as their enemies suffer a slow and excruciating death. Curiously, Voridus and the rest of the Banished are immune to this volatile chemical substance with some Banished units even incorporating these chemicals in their bodies, perhaps genetic engineering was the result from from this madness? Though he takes to the field with a standard gravity hammer, once he acquires enough resources he replaces it with an Infused Hammer, which creates energy pools with each strike and synergizes with his armor. Voridus can also intentionally release the gel from his tanks when he activates his Salt the Earth ability, leaving wide energy pools in his wake, creating a area of denial affect from advancing or surrounding enemies.
Pavium - 250pts
Voridus you fool! Listen to Atriox's orders or the next we would end up as trophies around his neck! ~Pavium berating his brother over the Vitek Incident.
Pavium along with his brother Voridus form the chief overseer of the Banished raiding parties. Pavium is a veteran of countless battles with both the Covenant and the dreaded Flood. Unlike his brother, Pavium is more calm, more methodical in thinking. His age in war has made him 'tame' and weary for Jiralhanae standards. Yet his calm demeanor masks a formidable and merciless character. Whilst Voridus specialize in line breaking and crowd control, Pavium excels in defenses and siege warfare. On the battlefield, Pavium is a walking tank armed with a Heavy Mortar System for direct bombardment and a Target Designator for calling out high-value targets for combined fire; allowing the ability to overwatch. Targets 'painted' by Pavium’s designator cannot benefit from stealth and take decrease defenses. Pavium is also armed with a massive Tower Shield, a gift from Atriox that allows formidable defense up to and including tanks.
Heavy Support
Blisterback
Power 10, Points per model 150
Name | M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Blisterback | * | 6+ | * | 7 | 6 | 12 | * | 7 | 4+ |
Remaining W | M | BS | A |
---|---|---|---|
7-12+ | 13" | 4+ | 3 |
4-6 | 9" | 5+ | D3 |
1-3 | 5" | 6+ | 1 |
- This unit contains one Blisterback equipped with six Annihilator Siege Missiles (artillery mode) and a Medium Plasma Cannon (flyer mode).
- Wargear:
Name | Range | S | AP | Damage | Type | Abilities |
---|---|---|---|---|---|---|
Annihilator Siege Misssiles | 100" | 10 | -2 | D4 | Heavy 2D6 | This weapon can target units that are not visible to the bearer. Any targeted unit with Keywords VEHICLE and BUILDING that has been hit on a successful wound roll of a 6, must take one mortal wound. |
Medium Plasma Cannon | 28" | 6 | -2 | 4 | Heavy 4 |
- Wargear Options:
- May take a layer of Vehicular Energy Shielding
- Abilities:
- Transform: This model can transform from a static artillery piece to a heavy flyer and vice versa. Transformation can only be done during the Movement Phase. When the model transforms, it is unable to participate in the Shooting Phase until the next turn. In artillery mode, the model's Keywords are VEHICLE and GUN EMPLACEMENT and it cannot move. In flyer mode, the model's Keywords are VEHICLE and FLY.
- Airborne: In flyer mode, this model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Flight phase by units that can FLY.
- Crash and Burn: In flyer mode, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers a D3 mortal wounds.
- Explodes: In artillery mode, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
- Faction Keywords: BANISHED
- Keywords: VEHICLE, GUN EMPLACEMENT, FLY, BLISTERBACK
Info on Banished Vehicles
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Banished Land Vehicles
Skitterer: A small Banished walker, the development of A.I. within the Covenant Empire has been restricted due to religious dogma and paranoia among the upper echelons of the Covenant hierarchy. Thus, development in implementing Lekgolo worms into a machine's mainframe was seen as an alternative to A.I. research. The Banished under the guidance of Colony was more liberal in their tinkering of such techniques and their innovation paid off in the form of the Skitterer. The Skitterer is a diminutive walker resembling miniature Scarabs, they are armed with devastating Twin-linked Beam Cannons that is effective against both infantry and vehicles. Cheap and easy to manufacture, the Skitterer is unique in that it can link with allied infantry and vehicles by transforming into a hovering turret that allows it to Overwatch.
Banished Ghost: Under the leadership of Atriox, all Ghosts that was salvaged during the war with the Covenant was outfitted with Salvaged Armor, greatly increasing its defense and health. However, the increased defense comes at a cost and Banished Vehicles are thus more expensive and harder to maintain then the mainstream counterpart.
Banished Wraith: In a similar vain to the Banished Ghost, the Banished Wraith offers a more superior defense rating than its Covenant counterpart in trade with cost and reliability. Banished Wraiths are also given the Scroched ability like the Covenant's, which shoots out a flaming sticky plasma gel that ignores cover saves. Due to its increased defense, it is more encouraged for a Banished Wraith to be used as a more mobile artillery in contrast to those of other factions.
- Ironclad Wraith: An upgraded Wraith equipped with Ironclad Armor, boosting its defenses even more. Unlike conventional Wraiths, the high defense of an Ironclad Wraith offers it to act as a mobile shield for infantry and even act as a main battle tank despite being an artillery; reflecting a certain number of enemy projectiles right back to the attacker due to its Ironclad Armor. The increased weight has changed the classification of Ironclad Wraiths as heavy artillery. Ironclad Wraiths are so notorious that Imperial Commanders had issued a standard order to use heavy anti-tank weaponry to ward it off.
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Wraith Invader: Under Pavium's guidance, the Wraith Invader is a Banished exclusive vehicle scavenged from damaged and destroyed Wraiths. Whilst the Covenant and its religious dogma has led to technological stagnation and bureaucratic breakdown of creative thought, the Banished are far more liberal on practicality and efficiency. Thus the Wraith Invader is the byproduct of Banished pragmatism and ingenuity. Essentially an armored IFV (Infantry Fighting Vehicle), the Wraith Invader is a analogue of the Imperium's Chimera. It is armed with a Siphoning Beam like the Bloodfuel Locusts and can carry up to 10 units of infantry in which they can fire out of the Wraith Invader.
Marauder: Marauders are the Banished front line tank and the first vehicle in the heat of the battlefield. Marauders are in some aspects, a larger cousin to the Prowler, boasting a modified Class-2 Medium Plasma Mortar that can tear apart both infantry, vehicle and air units at will. Marauders offer high defense at the front and side armors but is weak at the rear, they are fast tanks that can be upgraded with a missile launcher for further anti-air firepower or with active camo to provide better stealth and ambush attacks.
Chopper: A Brute made vehicle, it is primitive, crude, but incredibly effective, have mostly the same stats as a Ghost but is slower, comes with two light anti-vehicle cannons and has a special ability called "Charged" which can instantly destroys lighter vehicles, and heavily damage tanks.
- Terror Choppers: Terror Choppers are a distinct pattern of Brute Choppers that are even more geared towards ripping and maiming apart infantry and light vehicles. They are armed with several abnormally large blades that are sharp enough to slice through power armor and cut open the side of enemy tanks with impunity, these Terror Choppers earned their namesake for the bloody carnage they cause, becoming into a violent battering ram for the Banished forces.
Prowler: The Brutes version of the Covenant main-line Spectre and Imperium Tauros, like anything made from the Brutes they are crude, primitive and brutish in both design and affect. Shaped like a angler fish for psychological warfare, they have similar stats as the Spectre, but has more armor on both the front, left and right sides, however they are slow and sluggish compared to other Race's reconnaissance vehicles.
Banished Locust: Unlike the Covenant's Locusts, those from the Banished have a decrease shield power to compensate for a more powerful mining laser. Thus, the inefficient power means that the Banished Locusts are at severe risk of termination when not sufficiently covered by infantry and tanks. To go around this, Banished Locusts are equipped with Salvaged Armor to deter any would be assault units and offer the vehicle a more better chance at survival.
- Bloodfuel Locust: Bloodfuel Locusts are specialized vehicles armed with a Siphon cannon. As such, Bloodfuel Locusts are meant for a more anti-infantry role, draining the life force of enemy units and replenishing allied troops with its "Siphon" special ability. The combination of the Locust's fantastic range and its vampiric effects makes this a dangerous vehicle to face against. Fortunately, its Siphon cannon makes the Bloodfuel Locust useless against vehicles and it still suffers from the vulnerability of most conventional Locusts. Best to use it as a support vehicle.
Reaver: Reavers are the Banished main anti-air walker that is analogue to the Imperial Guard's Sentinels. Reavers are fast and nimble vehicles that uses its speed and agility to get out of harms way. It lacks sufficient armor, thus Reavers must be on the move and avoid direct confrontation against enemy armor. They are all armed with twin-linked missile launchers that could also function as a jump pack, allowing the Reavers to attain terrain advantage, create a devastating ground slam or offer a great escape against overwhelming firepower. For self defense, Reavers are also equipped with a single plasma cannon, however it is still inadequate to fight ground troops. Reavers can be upgraded with active camo to enable stealth.
Blisterback (Land): The Blisterback is a specialized Banished artillery offering a superior range, firepower and homing capabilities then the conventional Wraith battle tanks. The Blisterback is unique as it can transform from a highly mobile air unit into a sturdy but static artillery platform. On land, the Blisterback is supported by six legs and uses its six powerful Annihilator Siege Missiles to break apart vehicles and mulch infantry apart. As such, Blisterbacks on land are one of the most threatening and adaptable elements of the Banished as its high fire rate, long range and powerful attacks makes an enemy think twice about the situation. Fortunately Blisterbacks on land are vulnerable to air vehicles as it lacks any anti-air defense systems and its missile cannot lock on to air unit. Additionally, Blisterbacks cannot counter ground infantry if it is too close to its minimum firing distance, turning the Blisterback into a sitting duck against demolition experts and guerilla soldiers.
Methane Wagon: The Methane Wagon is a bizarre contraption crafted from the likes of Yapyap THE DESTROYER. Essentially a heavily modified Covenant Shadow, the Methane Wagon is seen by some as nothing more then compensation for Yapyap's lack of a fleet of gold-plated warships, nevertheless the Methane Wagon proves to be a essential weapon for the Banished as its three methane fuel tanks buffs fellow Unggoy's toughness and WS by +1 within 8" of the vehicle. Although the Methane Wagon is armed with two Plasma Cannon sponsons, its main armament is the infamous Methane Cannon; shooting a specialized missile that buffs selected Unggoys with a +2 to toughness and WS for one turn, whilst choking and damaging enemy infantry in a cloud of Balaho's famous 'Mama Yip-Lop's Enriched Methane Packs with Several Secret Herbs and Spices'. Just don't fire it at enemy vehicles and aircraft as it is completely useless.
Goblin: After decades of research in secrecy and rumored technological heresy, a group of lowly Unggoys have developed a diminutive bipedal walker that, under the supervision and approval of the Great Heirarchs have become the Covenant's key answer to the Tau Crisis Battle Suits which was plaguing Covenant logistics with their heavy armaments and quick speed. Named the Goblin due to their small size of a walker, these machines are not to be underestimated as their duty as an anti-walker has befallen countless Tau weapons of war that took it for granted. The Goblin is armed with a Heavy Needler, an EMP Pulse and a Power Fist which makes this one of the best anti-vehicle unit in the Covenant as well as an in built grenade launcher and Shardstorm Launcher for anti-infantry purposes. Additionally, the Goblin can be retrofitted with a modified and miniaturized Focus Cannon found typically on larger Covenant walkers and a Plasmablaster Launcher which replaces the Shardstorm Launcher's Needles with homing Plasma Grenades. It is armed with a powerful jump pack that enables the machine to traverse anywhere and have a special ability called "Needle Barrage" which allows the Goblin to fire a barrage of Needles from its Shardstorm Launcher on eight specific targets; main downfalls include its relatively weak shields on the canopy, making it vulnerable to Artillery.
Banished Air Vehicles
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Reinforced Banshee: The main aerial vehicle for the Banished. Similar to the Covenant counterparts, Reinforced or Banished Banshees are fast, nimble and agile, however they are also refitted with heavier armor known as Salvaged Armor which adds weight and slows it down a little but is compensated for a higher defense. Other than its usual weapons and shields found in regular Banshees, Reinforced Banshees also carries a compartment of explosive charges enabling the Reinforced Banshee to use a unique rule called "Divine Charge" which allows a Reinforced Banshee to go on a suicide dive and taking out whatever it hits with it.
Spirit: A light Banished troop transport of Covenant origin, nothing has changed other then a more vicious appearance, it still retains a large cargo hold which causes it to be classified as a Super-Heavy, only equipped with one Heavy Plasma Cannon.
Phantom Gunship: A heavily modified version of the Covenant's Phantom. The Banished has stripped down the size and armor of the Phantom in order to create a more nimble variant that is able to house six Banished Infantrymen to act as an airborne Imperial Guard Chimera. Considered as sacrilege and heresy by the mainstream Covenant, the Banished ignored such threats and continued in the manufacturing of Phantom Gunships to help support ground troops. Armed with one frontal Heavy Plasma Cannon, the Phantom Gunship's six side-mounted Plasma Turrets is only usable if six corresponding Banished units is chosen to man the weapons.
Shroud: A unusual Banished support vehicle that envelopes itself and a large army of Banished forces under a almost undetectable cloaking field, any allied unit or vehicle chosen by the Shroud will be given the Infiltrate and Move Through Cover Special Rules (Units or vehicles already having those special rules will remain unaffected). The Shroud is only equipped with the most minimal of point-defense systems meaning that protection of the Shroud is absolute if to guarantee its survival, a Shroud could use its point-defense systems against enemy aircraft, infantry and vehicles as a last resort weapon, but fleeing is still encouraged to extend its lifespan.
Blisterback (Air): The Blisterback is a specialized Banished artillery offering a superior range, firepower and homing capabilities then the conventional Wraith battle tanks. The Blisterback is unique as it can transform from a highly mobile air unit into a sturdy but static artillery platform. On air, the Blisterback identifies as a heavy aircraft, although despite having a considerable defense rating, it lacks sufficient firepower for an aircraft its size unless it transforms into artillery mode. Despite only equipped with a single medium plasma cannon and being slow, the Blisterback still offers a nimble and highly mobile mode of transportation and unlike most artillery units from other factions, the Blisterback's ability to fly enables it to reach and land on impossible or difficult terrain.
Banished Drop Pods
Single-Occupant Insertion Pod: A light and small orbital drop pod meant to carry one Banished individual, most notably a Sangheili into the midst of battle. Its small size and usage of one unit means these pods can be launched into orbit without any noticeable trace, making it useful during stealth approach. Furthermore, its small size means that it is much more cheaper then conventional multi-occupant drop pods. Like most drop pods is has the Deep Strike special rules.
Multiple-Occupant Insertion Pod: A much more larger orbital drop pod meant to ferry a entire lance or group of Banished units into the battle, usually has the capacity to house 5 or more models of any unit type making it akin to a Space Marine drop pod. Like most drop pods, it has the Deep Strike special rules, however these drop pods are split into three identifiable classes. The lack of any armament means that it has little tactical use after deploying its cargo.
- Individual Breaching Carapace: The Banished' mainstay conventional multi-occupant insertion pod and the most common type, its use of a gravitational rocket propellant located at the bottom of the pod makes for a much safer journey then that of other drop pods, preventing unwanted casualties. Is capable of carrying 5 models.
- Squad Breaching Carapace: Similar to the Individual Breaching Carapace although only able to house only 3 models at a time. They are much more smaller in regard and thus, only used when trying to achieve a tactical advantage.
- Mass Deployment Carapace: The largest of the multi-occupant drop pod family and the most valuable, being only used to overwhelm the enemy by sheer force of numbers, surprise and shock. These drop pods are fitted with an advance form of gravitational rockets, allowing it to re-embark and be a reusable source of troop deployment. Its large housing space allows it to carry up to 15-20 models at once, making it highly valuable in the battlefield.
Banished Apocalypse Units
Salvaged Scarab: Salvaged Scarabs are heavily modified Scarabs that, despite its crude appearances, are tougher and more advanced then its mainstream cousin. Whilst the Banished forgo the Scarab's single Heavy Anti-Air Cannon for six heavy Thrasher Missile Pods modified with even more advance targeting trajectory to home against enemy aircraft and ground units. The Salvaged Scarab boasts a much more potent Heavy Focus Cannon which deals considerable more damage and is equipped with Salvaged Armor. Additionally, Salvaged Scarabs unlike conventional Scarabs are equipped with a powerful energy shield that could take considerable punishment and even survive a few direct hits from an Imperial Titan.
- Volatile Scarab: A heavily modified Scarab commissioned, overseen and approved by Voridus himself. These Scarabs replaces its Focus Cannon with a Infusion Cannon that sprays its deadly and toxic ichor towards their enemies. Infantry burns and tanks corrode under the miasma of volatility from this weapon. The Volatile Scarab retains its Thrasher Missile Pods but also gains two giant tanks of Infusion Gel on its side that can release its contents if the Scarab is surrounded by a horde of enemies, showering them in a rain of burning acidic gel.
Grave-Maker: Grave-Makers are a Jiralhanae made Superheavy Siegework Gunship that rose to prominence after the split between the Banished and the Covenant. Whilst not exclusively a Banished vehicle, its designation as a unsanctioned and thus, heretical machine by the Covenant meant that the Banished and its ilk are probably the biggest users of these flying Titans. Grave-Makers are rugged, nest-shaped gun platforms that are capable of carrying a modest group of individuals for surface deployment. These planes consists of a main body and arms which are crudely fused together and is plated over with heavy armored shielding. As such, due to their nature, Grave-Makers are heavily armed with several heavy-grade Spiked Autocannons that can shred infantry into mulch and a layer of heavy Thrasher Missile Pods that can turn other vehicles into twisted wreckage.
Lich: An Air Titan utilized by both the Covenant and Banished, same size as a Scarab but is armed with four heavy Plasma Cannons and a giant Electrical Impulse Cannon which like the Vampire has a massive EMP strike on any vehicle. Each vehicle hit by the EMP Laser has to wait 8 turns, heavily armored and share no vulnerability at the rear. Could carry over 40 troops but is slow, cumbersome and expensive to produce. Acts as a Support Titan.
Banished Fortifications
Tyrant: One of the most oft-used triple A pieces the Banished and Covenant use is the Type-38 Tyrant. The giant cannon fires powerful plasma bolts in three round bursts that are powerful and long-ranged enough for it to even be capable of acting as ground to space defences. The Tyrant is not only an artillery piece; it is also a fortification unto itself with multiple levels and cover for the troops stationed there. The Tyrant is powered by a pinch fusion reactor that gives it practically unlimited ammunition. The cost of this is that if the reactor core is destroyed, the artillery will explode.
Weevil: The Weevil is the heaviest artillery piece in the Banished/Covenant that can lob plasma over impressive distances. The differences between it and the Tyrant are only in the gun, they are both built on the same chassis design. Unlike the Tyrant it can only be used for ground engagements but is still capable of devastating anything that is in its range.
Lekgolo Barriers: Under the command of Colony, Lekgolo Barriers are living fortifications used to prevent enemy vehicles from traversing an important or strategic location. Enemy infantry passing though the barricades suffer a difficult terrain test as the Lekgolo worms will try and hinder and harm the movements of enemy forces.
Deployable Watchtower: One of the staple of any temporary fortification built by the Banished is the deployable watchtower. It can be placed and carried by spirits and provides high ground for snipers and troops equipped with heavy weapons.
Plasma Turret: A more permanent fortification is the automated plasma turret that comes in small, medium and large sizes. Each size is tougher and has more firepower than the last. It is also a modular piece of defense that can be outfitted against infantry, vehicle, and aircraft as needed.
Mega Turret: A giant, static turret used by both Banished and Covenant forces. These behemoths act as defensive artillery by lobbing giant and devastating Plasma Torpedoes that can destroy super-heavy vehicles or a large platoon of infantry in a single shot. They can switch into two firing modes, "Lingering Death" which ignores cover and creates an area denial affect that lasts two turns, reducing infantry to ash and "Compound Detonators" which creates a high strength explosion that can turn even the strongest vehicles inside out.
Shield Generator: A deployable Banished fortification that protects allied infantry and vehicles with a strong energy shield within a radius of 24". An opponent who roles anything lower than a 5+ automatically fails to wound no matter the BS.
Banished Command Base: Banished Command Bases unlike the Covenant are constructed in the long term for resource mining, government building and communications, it is equipped with communications equipment, weapon and ammunition stockpiles, barracks, a war room and even a teleporter so that leaders can be rapidly reinforced in combat.
Temporary Strongpoint: The Temporary Strongpoint is built whenever the Banished needs to quickly fortify an important area but does not have the time to erect more permanent fortifications or the need to stay in that area for a prolonged period. The Strongpoint consists of multiple Deployable Watchtowers, deployable cover, emplaced plasma cannons and sometimes a landing pad.
Banished Fortress The Banished likes to employ more siegecraft defenses into their buildings and it shows. Banished Fortresses are an upgrade to the Banished Command Base and are used as military training grounds, manufacturing of advance and heavy vehicles and is defended by multiple energy shields, walls, traps such as a minefield and defensive turrets that can shoot a low orbiting ship out of the sky.
Banished Star fighters
Seraph: A specialized star fighter of the Banished Armada that is only in limited numbers, boasting several pulse lasers and medium plasma cannons, as well as several plasma charges for bombing runs, couples with a relatively strong shields. Usually accompanied with several Space Banshees or three extra Seraphs as wing-mans and scouts. Can enter Slipspace for scouting purposes.
Space Banshee: Just like their aerial cousins, but is much more faster and much more agile. Could also do Slipspace jumps for scouting and reconnaissance purposes.
Tarasque: The Banished lack of sufficient resources in contrast to the Covenant means that they are forced to use much more obsolete star fighters. Tarasques are an out-dated and archaic star fighter that is being made to act as a placeholder for the Banished' lack of Seraphs. Boasting four Plasma Pulse Lasers and six Plasma Missles, their compact shape and size allow it to suffer the worse of damage.
Gigas: The Gigas-class Fighter Bomber is the oldest archaic star fighter still being used by both the Banished Armada and the Covenant Navy since their time in their home universe, although out-dated they still boast over a dozen Plasma Charges for bombing runs and three Pulse Lasers for both self-defense and anti-infantry.
Banished Star-ships
Brief Summary: Though the Banished Armada is smaller then the Covenant, they still make enough of an impression to cause caution and second thoughts towards foes standing in the way of Atriox. The Banished Armada's flaghsip is the Enduring Conviction accompanied by at least five CCS-class battlecruisers, and at one point a captured SDV-class heavy corvette Elegy's Lament. Similar to the Covenant, the Banished use Slipspace technology which is still considered a baffling, dangerous and revolutionary piece of technology of the Tech-Priests of Mars.
However the greatest piece of technology the Banished has allegedly claimed is a super-megastructure dwarfing everything in sheer size and weight. Called the Ark, the Banished has laid claims of ownership on this marvel of technological engineering of the long lost Forerunners. Despite the claims however, it seems that the defense systems of the Ark has not yet identified the Banished as friendly occupiers and multiple reports of conflicts between the Ark's defenses and the Banished has created an awkward and complicated relationship.
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Banished Corvettes: Banished Corvettes are used to provide a much more supportive role to Banished ground forces, although equipped with a mediocre amount of medium Plasma Torpedoes and a few Pulse Lasers, they nonetheless do their job competently.
Banished Cruisers: Come in both light, medium and heavy types, the most numerous but also one of the weakest. Banished Cruisers are often hybrids of different classes and thus their weapon and structural blueprints are complicated at best. Banished Cruisers are used to offer support from their larger ships with Plasma Torpedoes and Energy Projectors as well as harassing enemy ships with swarms of combat fighters.
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Banished Assault Carrier: Banished Assault Carriers are no different from that of the Covenant Navy. Banished Assault Carriers have a flotilla of Plasma Torpedoes, Multiple Pulse Lasers and five Energy Projectors, with stronger shields as well. Usually at the length of 5km, weaker then their Imperium counterpart carriers but comes in somewhat better numbers to compensate. Like the name suggests, Assault Carriers prefer not to engage directly, but instead prefer to hang back and let their fighters and bombers do the work.
Banished Destroyers: Banished Destroyers are almost identical to that of the Covenant and as such, provides assisting support to their Cruisers and Carriers into battle. Like the Covenant Destroyer, Banished Destroyers are usually regulated to Glassing once a battle is over.
Installation 00: Whilst the Banished do not have complete control of the Ark, it still retains one of the most vital and strategic space installations in the Galaxy. As such, the ownership of the Ark is of the upmost importance to Atriox as its capability to create the devastating Halos may make a sufficient bargaining chip to any rival that stands in Atriox's way.
Info on Banished Infantry
Light Infantry
Unggoy Cannon Fodders: Small, mean and all teeth, the Unggoy Cannon Fodders are perhaps at the lowest of the totem pole in the Banished hierarchy (Unggoy Suicide Squads debated). Whilst they may lack any actual firearms or weapons, Unggoy Cannon Fodders are still not to be underestimated as they swarm unsuspecting enemy units in a wave of five-foot methane breathers. Cheap and easily disposable, a large number of Unggoy Cannon Fodders are noted to even tarpit and take down a Carnifex through the sacred martial arts of knee-biting.
Unggoy Mob: Unlike conventional Unggoy Lances, the Banished has trained and utilized their Unggoy as effective swarm units, these Unggoy Mobs are only kept together by the ruthlessness of the Jiralhanae, if their leader falls then the entire mob must pass a leadership check to continue fighting. These Grunts are armed with the common and standard issue Plasma Pistols which have a special ability called "Overcharged" which causes an EMP and disables enemy vehicles. Can be upgraded with a Needler which allows for better accuracy due to its homing function and more power through rending or equipped with a Spiker for better close combat effectiveness. Instead of the more common Plasma Grenades, Unggoy Mobs are armed with Shrapnel Mines that can maim and hinder the movement speed of enemy infantry, however the lack of Deacons within the more secular Banished means that the regular Unggoy are less likely to be riled up and used as suicide fodder.
Unggoy Suicide Squad: Due to the lack of Deacons to persuade the regular Unggoy to go on a suicide charge, the Banished has instead decided to use a form of Social Darwinism. Unlike the more common breed of Unggoy most seen by enemy forces, the Banished has instead chose come select breeds of Unggoy they deemed as even more expendable, thus these different looking Grunts are forced to be equipped with a specialized methane back pack set to explode violently when close to enemy infantry or vehicles. They are armed with a simple Plasma Pistol to slightly extend their limited lives. To compensate for this, Unggoy Suicide Squads number at a dozen each and are relatively cheap to boot. Unlike the special ability "Zeal" found with the benefit of Deacons, these Suicide Squads instead have their own unique rule called "Selfless Charge" which sends the entire squad on a suicide run, increasing their movement speed and granting them Fearless special rules.
Thanolekgolo Swarm: The weakest form of Lekgolo is the Lekgolo themselves, these meter long worms, while individually weak on their own, makes up their disadvantages by overwhelming the enemy with numbers and voracity, these forms are called Thanolekgolo. What's more, their unstoppable appetite of metal, plastic and technology makes them a threat to the machinery and vehicles of their opponents by not only consuming the vulnerable wires or components, but also causing it to malfunction or even take complete control over their unfortunate targets, causing chaos and mayhem within the enemy's ranks. These swarms have a special ability called "Technological Consumption" which grants them either the ability to cause significant damage to a targeted machine, however they are vulnerable towards flame and melta-based weaponry and are completely useless against air units.
Sangheili Tactical Rangers: Whilst conventional Elite Rangers have a Jetpack to provide mobility advantage, these Tactical Rangers instead forgo their Jetpacks for more scouting and anti-infantry purposes. They have Move Through Cover special rules and are equipped with Plasma Grenades and a Carbine for free but can swap for a Beam Rifle.
Jiralhanae Pack: As the Banished are predominantly made of Brutes, it is of no surprise that their most common front line infantry save the Unggoy are the Jiralhanae themselves. Due to their viciousness and love of violence, they have earned a place in some Ork societies, often used as Mercenaries and Bodyguards among famous Ork Warbosses. Armed with a Brute Spiker, Spike Grenades or Brute Shot, and has a special ability called "Berserk" which grants them Feel No Pain and RAEG.
Heavy Infantry
Mgalekgolo Pack: These heavily armoured walking behemoths are the Banished answers to a Spacemarine Terminator and Eldar Wraith-Guard. Standing at 13 feet tall and weighing 5 tons, they easily dwarf any enemy short of a tank. Ridiculously fast and agile for their size, armed and with an Assault Cannon which is a heavily modified Fuel Rod Cannon. This Assault Cannon can be switched in three modes, a single shot blast, a beam to destroy armor and a machine gun mode. Furthermore it comes with a special ability called "Bond-Brothers" which once a single Hunter dies the other Hunter RAGES getting the Furious Charge, Rage, and Feel No Pain special rules.
Goliath: A Goliath is the result of a Mgalekgolo colony refusing to split up into two separate and independent bodies. These hulking brutes forego all forms of range combat in favor of ripping, crushing and maiming whatever poor soul who is forced to face them. Unlike normal Hunters Goliaths are quadrupedal, resembling a giant ancient Terran ape known as the Gorilla. Inside the Goliath’s armored shell most of the Lekgolo in the gestalt adapt to function as corded pseudo-muscle and thick-skinned protective bands, with a minimum of sensory and cognitive function. Due to their ravenous hunger for nutrients and minerals, Goliaths are typically unstable. However, those under Colony's leadership has managed to take form indefinitely under unknown circumstances. Goliaths are only armed with two Starship-plated fists that can shatter Plasteel like splintered wood and crush even a noble Space Marine with a simple grapple. Goliaths are more heavily armed and resilient then the normal Hunter pair and automatically gets the Furious Charge, Rage, Fearless and Feel No Pain special rules.
Augmented Heavy Unggoys: Seen as a major improvement of the regular Unggoy Heavy Weapons Team from the Covenant, the Augmented Heavy Unggoy use strange machinery found on the Ark, hence making them part Grunt, part machine, all awesome. Even without their new battle armor the Augmented Heavy Unggoy are bad to the bone, and their chainmail undervests, mirrorshade lenses, and bad attitude proves it. Augmented Heavy Unggoy are armed with a EMP-enhanced Fuel Rod Cannons that has a special ability which immobilizes a vehicle for one turn. Augmented Heavy Unggoy do not falter in close combat unlike their kin, if anything they are known to hold their own as they are taught the ancient martial arts of Balaho and a number of useful rope knot tricks.
Jiralhanae Grenadiers: A elite heavy unit crafted from Voridus himself. These Brute Grenadiers duel-wields Banished Grenade Launchers that is packed with Infusion Gel that showers enemy units in a pool of toxic chemicals. Units targeted must pass a roll of 4+ to avoid loosing a wound for two turns. The Grenadiers are protected with a specially modified iatrochemically-enhanced armor which grants the Grenadiers a unique ability called Gep Siphon, which by passing a roll of 5+, temporarily boosts AP +1, toughness +1 and regains any lost wounds by +1.
Brute Rider: Another unit spawned from the megalomaniacal ideas of Yapyap THE DESTROYER. As its name implies, it is a Brute with a Grunt Jockey riding upon it. Of course the oddity of a Grunt and Brute pairing is not a perfect match with frequent 'accidents' at the fists of the Brutes if they get too bossy. Among other quirks, some Brute Riders have a tendency to develop an obsession with biofuels, power management, and gladiatorial fights, still this odd pairing does have its benefits as the Unggoy's superior senses goes well with the Jiralhanae's strength and resilience. Brute Riders are excellent melee units due to the fact that the Jiralhanae is armed with two Plasma Fists that can vaporize ceramite in a single punch and crush tank armor with a single swing, the Unggoy is also armed with a large crate of Plasma Grenades to lob at hard-to-reach enemies and can be upgraded with a Plasma Launcher for +5 pts; the unit gets the Furious Charge and Rage special rules.
Shade: A stationary gun that can either be equipped with a Heavy Plasma Cannon, Fuel Rod Cannon or an Anti-Air Plasma Charge. Cannot move but is tough and has heavy suppressive firepower.
Spike Turrets: Spike Turrets are the Banished analogues to the Covenant Plasma Turret but is cheaper to offset a decrease in toughness, they are a stationary gun that can be equipped with a Heavy Shrapnel Cannon, Fuel Rod Cannon or an Anti-Air Plasma Charge. Cannot move but is tough and has heavy suppressive firepower.
Specialized Infantry
Bloodfuel Unggoys: Certain Unggoys are given privileged access to Siphon Weapons, becoming a potent anti-infantry team dedicated to draining the life force of the enemy whilst healing wounded allies at the same time. Bloodfuel Unggoys come in a group of three and have the "Siphon" special ability.
Jiralhanae Jumppack Squad: Highly trained Jiralhanae that master in the arts of the Jumppacks. These flying brutes soar through the air, and crashes down in vengeful fury. Armed with Brute shots and a Giant Machete, these beasts are trained in both psychological and physical warfare. They are however, lightly armored for a specialized unit.
Huragok Squad: A very useful support unit, dubbed as Engineers in Low Gothic, these Xenos are an anomaly among the Universe, studied by Xenologists they are regarded as "Living Computers" and are noted to be created entirely artificially, despite their appearance. Although weak and fragile, these units are vital in the Banished army as it gives them two unique abilities called "Flatuence Harmony" which allows them to repair vehicles, and "Protection of the Hierarchs" which gives ALL units a powerful energy shield, granting or improving their invulnerable save.
- Infused Huragok: Under constant experiments by Voridus, these new type of Engineers have adapted and incorporated Infusion Gel within its own bodies. Whilst they still act as regular Huragoks, these Infused Engineers have replaced their "Flatuence Harmony" and "Protection of the Hierarchs" with a weapon called "Infusion Spit" which works on a similar level with the Jiralhanae Grenadiers.
Elite Infantry
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Sangheili Enforcers: These battle-hardened Sangheili are used to both enforce and patrol Banished encampments for any signs of ill-discipline and unruly behavior. Ironically despite their position, they are viewed as nothing more then a step-up from your regular disgraced Sangheili within the Banished, nevertheless they are still a force to be reckoned with. The Enforcers are incredibly fast-moving, battle-hardened Sangheili armed with plasma rifles, plasma casters, and plasma grenades, they excel in hit-and-run attacks where they can rush in to attack with their plasma weapons and then disengage to allow their energy shields to regenerate. They can also use their special Stasis Grenade ability which forces the targeted enemy units (Vehicles exempted) to be unusable for a single turn.
Jiralhanae Captains: These Captains of the Jiralhanae show skill and brutal cunningness that can impress Ork Kommandos. Glimmering in gold and bronze, these brutes show authority to their lesser brethren and inspire them to fight more violently, giving them feel no pain, or improving it by one if they already have it. Armed with a Brute shot, Spike Grenades, Fire Bombs and the infamous Gravity Hammer, these lieutenants can break infantry squads and vehicles alike.
Ironclad Mgalekgolos: The Banished has saw the wasted potential of the Covenant and has decided that there should no longer be any weak points to the mighty Hunters. Sacrificing flexibility with the fabled Ironclad Armor that covers all exposed points. Ironclad Hunters are a juggernaut to be reckoned with. Boasting to be a rival to Terminators, its armor means that there will be a chance that all ranged weapons being fired upon these beasts will be reflected back to the attacker. Ironclad Hunters share the same equipment and rules as regular hunters, the only downside is that they are significantly slower and less agile then their other brethren as they are meant to act as a mobile defensive wall for allied infantry.
HQ Infantry
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Retribution Guards: Fallen Sangheili Honor Guards who have found new purpose serving under Atriox and Let 'Volir, these Honor Guards have found a new purpose in defending the Banished after their disillusionment from the Covenant's religion and has instead repurposed their skills and combat prowess to fight foes whom they deemed as worthy of a challenge. These Retrubution Guards still bear the uniform of the Honor Guards, but it is more scarred and worn down from countless fighting due to lack of maintenance. Despite this, they still inspire fear and awe within the Banished. Retribution Guards gain the Infiltrate special rules and are equipped with Energy Swords to strike terror from the shadows.
Jiralhane Chieftains: These are the Alpha males of the pecking order in Jiralhanae society. These lumbering brutes carry authority and might over others, and carry skill and cunning that would make even an Astartes think twice about their situation. Strong and immensely powerful in both close and range combat, it is quite common for these monsters to rip apart vehicles with their bare hands and powerful enough to challenge Nobz and Bosses. These Patriarchs can be either armed with a Light Plasma Cannon, Fuel Rod Cannon or a Gravity Hammer.
Jiralhane Warlords: Jiralhane Warlords are leaders of the Banished armies and are given considerable command over their troops. They differ from conventional Chieftans in that Warlords are both spiritual leaders and veterans in warfare, thus Warlords are considered as a major threat towards Imperial authorities as their unique equipment makes them a danger to even the elite Adeptus Astartes. Warlords are armed with a specially modified Gravity Hammer with the "Siphon" ability allowing the Warlord to steal the health from enemy units and replenish loss health on allied troops. He also has a unique rule called "Gravity Shockwave" which stuns both infantry and ground vehicles and cause them to lose a turn.
Atriox's Chosen: These Jiralhane are given the honor to defend and fight for Atriox himself. Handpicked by Atriox, these Chosen are frighteningly powerful Brutes armed with highly sophisticated and tough energy shields and a highly modified and powerful Brute Shot that has the "Scorch" ability found in Covenant and Banished Wraiths. Indeed it is of no surprise that these Chosen have the capability to rip apart a Thunderhawk or even a Baneblade to pieces. Atriox's Chosen are skilled and lethal combatants given the full trust from Atriox and only a fool would there challenge them in a duel.
Mgalekgolo Captain: Mgalekgolo Captains are Mgalekgolo 'officers' deployed by Colony to locations where some element of its plan or Banished operations requires direct intervention from overwhelming force. In a sense, Mgalekgolo Captains hold the line against innumerable odds. Captains make sure Banished Lekgolo colonies and gestalts operate at full efficiency during battles. Each Captain is linked directly to "Colony" and its distant bond-brother over a specially modified battlenet relay, often going into battle without its Bond-Brother. Thus, Mgalekgolo Captains share the privilege of acting independently and not flying into a uncontrollable rage if its Bond-Brother dies. Their high ranks means that Captains gets to wear Ironclad Armor like the elite Ironclad Mgalekgolo, they are also equipped with energy shielding increasing the already ludicrous defense from up to 2+ armor save, 4++ invulnerable save and a 3+ cover save but is offset with the Slow and Purposeful rule. Additionally, Captains are armed with a modified Siphon Assault Cannon which is a Assault Cannon with the Siphon ability healing nearby allies in the process. Captains gain the unique ability called "Taunt" which grants all nearby enemy units with the Hatred special rules, turning the Captain into a hardy distraction.
Gallery
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A Retribution Guard, an exiled and disgraced Honor Guard
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Terror Choppers ripping apart infantry.
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A rampaging Goliath charging through Imperial Guardsmen during the Skirmish of Ophelia.