Vous êtes sur la page 1sur 43

1

Introduction

Section Zero..

Section One...

Section Two...

Section Three.

REAP-X and other Minor Branches

Forces of ONI
Warlord Traits..
ONI Special Rules

6
6
6

ONI Operatives.
ONI Security

8
9

Spartan BLACK Team.

10

NOBLE Team

11

Jameson Locke....
Robert Joyeuse
Veronica Dare..

12
13
14

Siege Bike
Kestrel.
Quad Walker
Kodiak.

15
16
17
18

ONI War Assets


Weapons
Armor..
Armor Abilities
Vehicle Gear..
Gear
Special Issue.

19
19
21
22
24
25
26

The Office of Naval Intelligence

27

ONI Wargear List..

30

HQ

31

Elites..

33

Formations

36

Tactical Objectives...

38

Reference

40

Credits

42

Introduction
The UNSC Office of Naval Intelligence is a highly secretive, off-record organization in the UNSC Navy. Their official public
purpose is to gather and analyze intelligence for UNSC Naval Command, but their operations also include propaganda,
espionage, reconnaissance, advanced technological research, and a variety of other things that call for the immediate
disposal of whoever learns of them.

The Black Box

Hunt the Truth

The Office of Naval Intelligence are the shadiest organization


Humanity has ever put together, outcompeting the other intelligence
organizations and castrating them into what they are now.
Everything they do, they do for reasons known only to them. We can
only hope they have Humanitys best interests at heart.

ONI Operatives (also called Spooks) are fine soldiers, but


not career soldiers. They operate as force multipliers and
intel gatherers to supplement UNSC forces. Their weapons,
armor, and skills make their allies better prepared for what is
to come.

HOW THIS CODEX WORKS


Codex: ONI contains a variety of supplemental units and rules to
add to your primary detachment. Within these pages you will find the
primary sections of ONI, the names of more public operatives, and
what they have done over the years. You will also find rules to use
the heroes, units, vehicles, and restricted ONI wargear they keep
to themselves.

This Codex is designed to be taken as an allied detachment


for Codex: UNSC. It uses the same Allies chart as the UNSC
Codex, can be allied with other armies as though it was the
UNSC Codex, and theoretically may be taken as a primary
detachment. If taken as a primary detachment, use the ONI
detachment Force Organization chart. This Codex is battle
brothers with Codex: UNSC. If this Codex forms your
primary detachment, then ONI Security units count as
scoring units.

Section Zero
Section Zero is the Department of Internal Affairs. Their
purpose is to root out and eliminate illegal programs
conducted by other ONI branches. They are discreet,
so much so that people dont really know what they
really do outside of the ONI hierarchy. Other departments
of ONI know of their existence and with the exception of
Section Two are quite capable of hiding their activities.

Section One
Section One are the intelligence branch of ONI. Their
operations are the closest thing to public that ONI do,
and these operations often help other UNSC forces.
Section Ones claim to fame is issuing evacuation notices
to UNSC planets when Covenant forces were incoming.
Simultaneously, they are responsible for covering up all
information about the planet Onyx.

Section Two
This branch is in charge of propaganda and psychological
warfare. They were the ones responsible for keeping morale
during the Human-Covenant War and declassified the Spartan II
program. They also monitored and suppressed information
transmissions to reduce the spread of rumors and information
that might damage morale.

Section Three
Section Three is paradoxically the most famous and one of the
most under-wraps Sections. They are responsible for the topsecret projects such as the Spartan II and III programs, black ops,
reversed-engineering shielding technology, and some of the
Spartan IV program. Other branches of the UNSC treat Section
Three and everything related to it with the utmost contempt.

REAP-X and other Minor Branches


The Reverse Engineering and Prototyping- Xenotechnology
department was created to develop advanced technology from
Covenant, Forerunner, and miscellaneous sources. They are
granted an unlimited budget and are completely unknown
outside ONIs command structure. They develop vehicles, weapons,
and utilities to improve the UNSC technological base. Their
greatest achievement is the discovery of an operational Forerunner
slipspace drive that is now used on the UNSC Infinity.
Strategic Response is a board of three ONI higher-ups that make
major decisions during crises such as war.
Materials Group develops military hardware such as MJOLNIR armor,
HRUNTING/YGGDRASIL exoskeletons, and prototype weapons.
Signal Corps are meant to confuse incoming fleets and troops so
civilians can evacuate the area.
The Prowler Corps use Prowler frigates to go on stealth space
operations to gather electronic intelligence.

The Department of Colonial Security employs agents within


UNSC space to gather information about possible
Insurrectionist movements.
ONI Security are formed from Army and Marine candidates
reassigned to guard ONI operatives.

Forces of ONI
This section of the book details the forces used by ONI- their vehicles, their units, and the special characters that lead
them on operations. Each entry describes the unit and gives specific special rules you will need in order to use them in
your games. The Office of Naval Intelligence Section (pg. ) refers back to these entries as well as the armory of weapons
and equipment that each ONI unit can use. The exceptions are unique rules and items of wargear, which will be outlined in
their specific unit section.

ONI Special Rules

Warlord Traits Table

ONI uses a number of special rules that are common to several


units. These are denoted in their unit entries. In addition, some
ONI units use UNSC special rules. Refer to Codex: UNSC for
details.

D6

Warlord Trait

Semper Primus

Semper Vigilans
Always first.
ONI agents are always vigilant, maintaining alertness and cold
behaviors at all times.

You seize the initiative on a 4+ or may redeploy d3


units before the battle starts.

Units with this rule ignore Pinning and automatically pass


Leadership tests to suspend Go To Ground rules.

Semper Paratus
Always prepared.

Spook
The Warlord and one infantry unit may exchange
their armor and ranged weapons for Nightfall armor
and battle rifles. This is done before purchasing
wargear options outlined in the unit profile and
comes at no points cost.

Oni, Youkai, Gyuuki, its all bad news.


Enemy units within 18 of units with this rule have to use their
lowest Leadership value when making Leadership tests.
3

Section 1 Operative
ONI agents often interfere with enemy
communications and sensors.
Enemy Reserve entry rolls are reduced by 1.

Section 2 Operative
Other agents manipulate the morale of friend and foe
alike.
Your Warlord has the Fear special rule and it can
only be ignored by the Fearless special rule. In
addition, your Warlord and their unit choose to pass
or fail any Leadership-based test it makes.

Silenced Weapons

Hundreds of years of development have finally made the term


silencer a reality.

Section 3 Operative
Operatives in Section 3 do the top-secret things no
one else can ever know about. Truly, Section 3 are
unpredictable.

Units with this rule add the Pinning rule to all shooting attacks.

The Warlord and the unit they are in may bypass


rolling to enter from Reserves and may auto-enter
after turn 1 but before turn 4.
6

REAP-X Operative
REAP-X operatives collect and keep Covenant,
Forerunner, and possibly other alien technology.
Your Warlord gets a 4+ invulnerable save. Choose a
ranged weapon your Warlord is equipped with. That
ranged weapons Strength is increased by 1 and has
the Rending special rule.

ONI Detachment

RESTRICTIONS:
All units in this Detachment must have the ONI faction (or have no faction).

COMMAND BENEFITS:
Preparation Time: If this Detachment is your Primary
Detachment, you can re-roll a Warlord Trait from the
table in this codex.

Well Do it Ourselves: If all of your units have


the ONI faction, all units in your detachment/s
have the Objective Secured rule.

Ceaseless Monitoring: All models from this


Detachment count as having full line of sight in
all directions at all times after the game begins.
This does not allow units to shoot through terrain.

ONI Operatives
The Office of Naval Intelligence inspires dread in everyone and
everything capable of the reaction. Their presence means
every law will be broken, safety and privacy are suspended
until further notice, and everything youve ever worked for
could be destroyed. The only consolation is that ONI
themselves might not be the ones responsible for those things.
ONI Operatives are trained to know the difference between
right and wrong, and then do either at a moments notice. The
perfect combination of loyal and ruthless, always manipulating
events to their favor, ONI personnel always seem to have the
advantage.
They have unlimited clearance to non-ONI facilities and can
requisition anything up to -and including- the planet youre
standing on for the next week if they had the permission from
High Command. This isnt to say Operators are wasteful, or
even corrupt. They do everything to be as efficient, discreet,
and effective to fulfill their mission. If they have permission to
command a planet, they will always have a good reason to.
And its not like anyone would ever find out if they did.
We have intel suggesting theres a Spook in the system.
You know the drill, were on high alert gentleme-
-Richard Brook, final words

ONI Operative

WS
4

BS
4

S
3

T
3

Unit Type: Infantry (Character).

W
2

I
3

A
3

Ld
10

Sv
4+

Wargear: ODST BDU (pg. 21), assault rifle (pg.19 ),


Magnum (pg. 20), frag grenades (pg. 19), carbon
nanotubes (pg. 25).

Special Rules: Stubborn, Semper Vigilans, Spook,


Hit and Run, Silenced Weapons.

ONI Security
Just when I think Ive hit rock bottom, ONI drafts me.
ONI Security are selected from military branches in the
UNSC, largely the Marines and the Army. The selection
process is generally as follows. Step 1: an ONI agent
nominates a candidate. Step 2: said candidates identity is
stricken from all records and made into a guard for an
ONI Operative.
With any subtlety and a little luck, ONI Security Agents
become full Operatives themselves after a few years of
distinguished service. They go on assignments such as
assassination, recon, abduction, and other things to do
whatever it is CINCONI needs of them.
They are assigned to warzones and civilian areas alike,
given specialized equipment and uniforms for both. The
equipment is drawn from ODST wargear while the civilian
uniforms make them look like anonymous black ghosts.
In post-war operations, Security are often stationed at
ONI research facilities such as Trevelyan and Ivanoff
Station. Theyre prepared for anything theyve seen
before and a few things they havent.

ONI Security Agent

WS
4

BS
4

S
3

T
3

Unit Type: Infantry.

W
1

I
3

A
1

Ld
8

Sv
4+

Wargear: ODST BDU (pg. 21), assault rifle (pg. 19),


Magnum (pg. 20), frag grenades (pg. 19),
carbon nanotubes (pg. 25).

Special Rules: Spook, Hit and Run, Stubborn, Silenced


Weapons.

Spartan BLACK Team


Spartan BLACK Team was composed of Spartan II
commandoes that were selected to go on missions for
ONI. While ONI is responsible for the creation of all
Spartans, BLACK Team was the only group of Spartan IIs
that did not report to the UNSC Navy.
BLACK Teams training was typical for Spartan IIs, but
they were given special BLACK MJOLNIR armor, a
prototype/intermediary for the Mk V and Mk VI armors.
They also received Interrogator translation software,
advanced HUDs, and the artificial intelligence Iona to go
on assignments.
They encountered a wide variety of opponents over the
years like the Drone Unmutual, Gatherer Sentinel, and
even the Ur-Didact.
BLACK Team was killed in 2557 by the Ur-Didact on
assignment to locate him.

Spartan BLACK
BLACK One

WS
5
5

BS
5
5

Unit Type: Infantry (Character).

S
4
4

T
4
4

W
2
3

I
4
5

A
3
4

Ld
10
10

Sv
3+
3+

Wargear: MJOLNIR Armor (pg. 21), assault rifle (pg. 19),


Magnum (pg. 20), frag grenades (pg. 19), Smart AI
(BLACK One only), Interrogators.

Special Rules: Spook, Hit and Run, Fearless, Fear,

Interrogators: Any units your opponent uses with the


Infiltrate or Outflank special rules have to be deployed as
though they didnt.

Silenced Weapons.

10

NOBLE Team

Noble Teams final deployment as a unit was during the Fall


of Reach where Nobles One, Two, Four, Five, and Six gave
their lives to give the UNSC time to evacuate and find Halo.

NOBLE Team was composed of six Spartan IIIs specially


selected by ONI before any deployments and a Spartan II.
It was after the death of their sixth member Thom-A293 that
the team had to take on a new member. While none of them
liked Spartan B312 at first, they were all impressed by the
new Noble 6s skills and accepted the new member.

Noble Three survived Reach and went on to help the UNSC


by hand-selecting candidates for the Spartan IV program.

They were never more effective.

Noble One
Noble Two
Noble Three
Noble Four
Noble Five

WS
4
4
4
5
5

BS
5
5
6
4
5

S
4
4
4
4
4

T
4
4
4
4
4

Unit Type: Infantry (Character).

W
3
2
2
2
3

I
4
4
4
4
4

A
3
2
2
4
3

Ld
10
10
9
9
10

Sv
3+
3+
3+
3+
3+

Special Rules: Fleet, Preferred Enemy (Xenos),


Wolf Pack, Fearless.

Wargear: MJOLNIR Armor (pg. 21),Magnum (pg. 20),


frag grenades (pg. 19), armor lock (pg. 22).

Wolf Pack: Every model in the unit is an Independent


Character.

Noble 1 Wargear: DMR (pg. 19), close combat weapon.


Noble 1 special rules: Feel No Pain.
Noble 2 Wargear: assault rifle (pg. 19).
Noble 2 special rules:

Feel No Pain, Fleet.

Noble 3 special rules:

Feel No Pain.

Noble 3 Wargear: sniper rifle (pg. 20).


Noble 4 Wargear: shotgun (pg. 20), close combat weapon.
Noble 4 special rules: Feel No Pain, Rage.
Noble 5 Wargear: HMG (pg. 20).
Noble 5 special rules: Relentless.

11

Jameson Locke
All hail the conquering hero.

Lieutenant Commander Jameson Locke is a high-ranking


ONI Operative with an impressive record. He joined ONI
when he was a child after demonstrating out of the
ordinary behavior and effectiveness as a mercenary.
One of the more interest parts of his career was his
assignment to a fragment of the destroyed Alpha Halo
during an investigation of Covenant activity. He took a
team to the fragment to find an anthrocidal element the
Covenant were using and destroy its source.
Locke works for Section 3 as an acquisitions specialist. His
duties include retrieval of high-value items, tracking, and
assassination.
Agent Locke is currently one of ONIs most important
Operatives. Most recently, he was deployed on the Elite
homeworld Sanghelios to enlist the Arbiters help to
retrieve the Master Chief.
He is equipped with whatever he needs in addition to his
special-issue Hunter variant MJOLNIR armor.

Agent Locke
Spartan Locke

WS
4
5

BS
4
5

S
3
4

T
3
4

W
2
3

I
3
4

A
2
3

Ld
9
10

Sv
4+
3+

Unit Type: Infantry (Character).

Wargear: Magnum (pg. 20), frag grenades (pg. 19).

Special Rules: Spook, Hit and Run, Stubborn, Semper

Agent Lockes Wargear: Nightfall armor (pg. 21), DMR


(pg. 19)
Spartan Lockes Wargear: MJOLNIR armor (pg. 21), battle
rifle (pg. 19), ATS (pg. 26).

Vigilans, Independent Character.

Warlord Trait: Section 3 Operative.

12

Robert Joyeuse
Robert Joyeuse is what the UNSC call a traveler. He was
born on the Reyes-McLees shipyards and has spent more
or less his entire life in space, only rarely going planetside.
He is an ONI security operative with a good reputation for
being friendly with naval personnel and astounding combat
prowess.
This prowess came at great cost to himself in his past.
During a Covenant boarding action in the UNSC Say My
Name, Joyeuse was shot and hacked to pieces, legally
classified as dead for 16 seconds, and reassembled with
limbs collected from the scene and extensive cybernetics to
keep him together, keep him alive, and make him better
than he was before.
Ever since this event, Joyeuse has rivaled and sometimes
even surpassed Spartans of every variety in battle. He is
better, stronger, faster, and his ONI file classifies him as a
weapon of mass destruction on par with NOVA bombs. He
wears and is permanently bound to a suit of MJOLNIR Mk.
IV Security armor and uses a variety of weapons to protect
his charge.
Joyeuse cannot remember his life before the incident.
Going to places he has previously been do strike him as
oddly familiar, as if from an old dream, but he cant exactly
remember what their relevance to him is. This is
exacerbated by the AI of the Say My Name, which has long
since gone rampant but has ceased to exhibit rampancys
symptoms. No one knows where his personality ends and
the AIs begins.
He was most recently assigned to the UNSC Canberra to
investigate Covenant activity.

Robert Joyeuse

WS
5

BS
6

Unit Type: Infantry (Character).

S
4

T
4

W
3

I
5

A
4

Ld
10

Sv
3+

Wargear: Magnum (pg. 20), frag grenades (pg.19 ), smart AI


pg. (26), Mk IV armor.

Special Rules: Spook, Hit and Run, Eternal Warrior.


Mk. IV armor: This provides a 3+ armour save.
Destiny: Robert Joyeuse can only lose one wound per turn.
In addition, units containing this Character may choose to
pass or fail morale tests.
Note: The Smart AIs Initiative bonus for Robert Joyeuse is already included in his statline.

13

Veronica Dare
Orders are orders.
Captain Veronica Dare is an intelligence officer for Section 1 and
semi-ODST. Her relationship with ODSTs is strained, but they will
follow her orders all the same. This strain is most noticeable with
Edward Buck, whom she has worked with multiple times over the
years.

Dare is an investigator first and a soldier second. She has


an intellect to be envious of, but people of similar age have
more direct experience in battle whereas she is more of a
strategist making plans on maps. This is for the better, as
is far more useful as a strategist than anyone short of a
Spartan can be in the field.

Dare has served in a variety of theaters throughout her career in


ONI, notably the Battle of Sargasso and Battle of Mombasa. Both
engagements involved taking command of ODST units led by
Edward Buck.
Her experience at New Mombasa proved to be a valuable intelgathering mission, showing the Engineers are friendly to Humans
and investigating the events immediately after the slipspace event
halfway through the battle.
More recently, Dare has been investigating rebel activity for ONI.
She discovered that the United Rebel Front was taking over Draco
III and sent Buck to put it down. She also discovered that a rebel
became a Spartan IV, but didnt know who.

Veronica Dare

WS
4

BS
4

S
3

T
3

W
2

I
3

A
2

Ld
9

Sv
4+

Unit Type: Infantry (Character).


Wargear: ODST BDU (pg. 21), pistol (pg. 20), SMG (pg. 20),
frag grenades (pg. 19).

Special Rules: Spook, Hit and Run, Stubborn, Silenced


Weapons, Independent Character.
Alpha-Nine: ODST units have the Objective Secured rule. Your
Reserve rolls are improved by +1.

Warlord Trait: Section 1 Operative.

14

Siege Bikes

The mono-track siege bike was designed by ONI to target


well-fortified positions and barricades. They were originally
designed with modular weaponry but mechanical limitations
demanded compromises. Currently, the heaviest weapon
siege bikes can fire is the heavy machine gun, which is
enough.

Siege Bike

WS
4

BS
4

REAP-X designed the siege bike with special scanning


equipment to compensate for its relatively light weapons.
Only Spartans are capable of handling siege bikes.

S
4

T
5

W
1

I
4

A
1

Unit Type: Bike.


Wargear: MJOLNIR armor (pg. 21), Light Autocannon (pg. 19), spectrum tracker (pg. 25).
Special Rules: Spook, Hit and Run, Stubborn,
Move Through Cover.

15

Ld
9

Sv
3+

Kestrels

REAP-X designed the Kestrel to mirror the Ghosts and Choppers


that the Covenant used, in an attempt to better understand the
technology that allows them to hover.
The design was revised, scrapped, and restarted countless times
before finding a design that was both lethal and survivable enough to
produce.
It is lifted and propelled by three turbofans. It is armed with rocket pods
and heavy autocannons.

BS
Kestrel

-----------------Armor------------------
F
S
R
10
10
10

Unit Type: Vehicle (skimmer, open-topped).


Wargear: Two heavy autocannons (pg. 19).

16

HP
2

Quad Walkers

ONIs REAP-X division has recently reverse-engineered the


plasma weaponry used by Covenant races (as opposed to human
plasma) and the Forerunner hardlight technology to create this
quadruped single-user vehicle. The driver is protected by hardlight
to provide ease of sight and the plasma is comparable to the plasma
mortar used by Covenant Wraiths.

-----------------Armor------------------
F
S
R
11
10
10

BS
Quad-Walker

Quad-Walkers are designed to be deployed from orbit and


are equipped with retrothrusters to ease descent.

Unit Type: Vehicle.


Wargear: Two plasma drivers, retrothrusters.
Special Rules: Deepstrike.
Retrothrusters: Quad-Walkers do not mishap on deepstrike.
Instead, any mishap is treated as a failure to enter.

Plasma
Driver

AP

Range

48

17

Type
Heavy 1,
5 Blast

HP
2

Kodiaks

The M577 Kodiak APC was once the mainstay of the UNSC transportation force. Heavily armored and heavily armed, its de-facto
purpose was to deliver a small team of highly qualified individuals deep into enemy territory (preferably without being found before it
was too late). The generous budget the UNSC had at the time allotted the Kodiak to have heavier armor than the Scorpion did
during the Human-Covenant War, with weapons to match.
Famously, it often transported Spartan IIs on Insurrectionist planets while Pelicans were used as decoys for extraction from
operations. Innies could scarcely damage whatever weapon it decided to bring due to its collapsible weapon mount. Kodiaks often
fought against rebel tanks outnumbering them and still manage to secure victory on a regular basis.
The Covenant, as usual, made short work of the Kodiaks. The heavy armor it used actually made the plasma damage on the APC
worse, melting through it and launching slag into the crew compartments. Paired with its high cost of production and maintenance, it
was gradually phased out and replaced with the Warthog. However, with the war against the Covenant over the Kodiak is starting to
be produced again, with heat-resistant materials and new weapons technology. Among its weapons are the LAAG, the Scorpion
tank cannon, four autocannons, mass drivers, and most recently an EMP mortar much like the Gremlin uses.

Unit Type: Vehicle (Tank, Transport).

Special Rules:
Folding Weapon: This unit ignores the Weapon Destroyed
result on the vehicle damage table, unless your opponent
chooses one of the HMGs.

Wargear: 2 HMGs (pg. 20)


Transport:
Transport Capacity: 6 models.

All-Terrain APC: All failed Dangerous Terrain tests involving


this unit can be re-rolled.

May not transport bulky, very bulky, or extremely bulky models.

Amphibious: This unit treats water as open terrain.

Kodiak

-----------------Armor------------------
F
S
R
12
12
11

BS
4

EMP
Cannon

AP

Range

Type

120

Heavy 1, EMP

HP
3

EMP: The EMP Cannon has an effective Strength of 0. When shooting, it has the Haywire special rule. On a Penetrating Hit, skip
rolling on the Vehicle Damage table and inflict an Immobilized result on the target. This ignores invulnerable saves. On Void
Shielded targets, it removes D3+2 Void Shields. Against Warlord Titans and similarly Haywire-resistant units, the Haywire still works
with the caveat that Haywire glances on a 6.

18

ONI War Assets


This section of Codex: ONI lists the weapons and equipment used by the soldiers of the Office of Naval Intelligence, along
with the rules for using them in your games of Warhammer 40,000. Equipment that is unique to an individual unit is
detailed in the appropriate entry in the Forces of ONIsection (pages 8 to 18), while weapons and equipment used by all the
other types of units are detailed here.

Ranged Weapons
Profiles for the ranged weapons in this section are also
listed in the reference section (pg. 38). The full rules for
flamers, assault grenades, heavy flamers, and krak
grenades can be found in the Warhammer 40,000
rulebook.

Gauss Cannon
Name
Gauss Cannon

Range

AP

Type

60

Range S

AP

Type

Heavy 4

Heavy 1

Standard Issue Weapons


ONI uses largely the same standard weapons that the rest of the
UNSCDF does.
Name

Range

AP

Assault Rifle
Battle Rifle
Carbine

18
24
15

3
4
3

6
6
6

DMR

30

Type
Assault 3
Rapid Fire
Assault 4,
Pinning
Rapid Fire

Autocannons
Autocannons have been part of the human arsenal for over 600
years, but the calibers have increased in size since the 1900s.
Name

Range

Light Autocannon
48
Medium Autocannon 48
Heavy Autocannon
48

AP

6
7
8

4
4
4

Type
Heavy 4
Heavy 2
Heavy 2

Frag Grenades
These high-explosive grenades can be used against infantry and
vehicles alike.
Frag grenades are assault grenades against infantry and
krak grenades against vehicles.

Grenade Launchers

LAAG

A series of grenade launchers meant to flush opponents out


of cover or kill them outright. They do their jobs just fine.
Name
Range S
Grenade Launcher
24
4
Sticky Detonator
18
5

AP
Type
5 Assault 1, blast
5 Assault 1, blast

Name
LAAG

19

48

Machine Guns

Sniper Rifle

In service for over 600 years, the humble machine gun is a


simple and effective weapon to kill swathes of infantry.

Firing a 14.5x114mm APFSDP bullet makes the 99D series


deal more damage than the LAAG that is used to fight
aircraft. One of these sniper rifles can down a Warthog in as
few as four shots.

Name
LMG
MMG
HMG
SAW

Range
36
36
36
18

S
3
4
5
3

AP
6
6
6
6

Type
Heavy 3
Heavy 3
Heavy 3
Assault 5

Name
Sniper Rifle

Missile Weaponry

Range
36

S
X

AP
4

Type
Heavy 1, Sniper
Anti-Materiel

Various missile systems firing self-guiding, precisionTargeted or straight dumb missiles of varying payloads.

Anti-Materiel: For shooting against vehicles, add 1d6 to the


AP value of the sniper rifle for armor penetration. Otherwise,
the Rending rule works as normal. This weapon wounds on
a 3+ and has Rending on a 4+ to wound.

Name

Sub-Machine Gun

Hydra
Rocket Launcher
Rocket Pod

Range

36
48
36

5
8
8

AP Type

4
3
3

Rapid Fire, Ignores Cover


Heavy 1, lock-on
Assault 2

SMGs fire caseless bullets with combustible adhesives as


propellant. Most are silenced.
Name
SMG

Range
12

S
3

AP
-

Lock-on: The firer of this weapon fires at Flyers at BS 3. On a 6 to


hit, counts as hitting side armor unless already hitting side or rear
armor.

Type
Assault 4,
Pinning

Pistols
The M6 series of pistol has been in service for over 140 years
and has changed very little in that time. The rounds they fire
wreak havoc on both shielded and unshielded targets.
Name
Magnum
Pistol

Range
15
12

S
4
3

AP
5
6

Type
Pistol
Pistol

Rail Weaponry

Tank Cannon

UNSC rail weapons use both kinetic force and high explosives
To deal damage. These weapons fire explosive slugs at high
velocity to down the thickest of armor and toughest of foes.

ONI sometimes appropriates the 90mm tank cannon used by


Scorpion tanks for their Kodiak battalions.

Name
Railgun

Name
Range
Tank Cannon
60
Grapeshot

Range
30

S
6

AP
1

Type
Assault 1

Shotgun
The M48 series shotgun is a short-range, high-damage
firearm. The UNSC Infinitys guards use it as a standard issue
deck-clearing weapon.
Name
Shotgun

Range
12

S
4

AP
-

Type
Assault 2,
Rending

Spartan Laser
Think of it as a laser pointer- that points things into oblivion.
Name
Spartan Laser

Range
48

S
9

AP
2

Type
Heavy 1

20

S
8
5

AP
2
4

Type
Heavy 1
Heavy 1,
Large Blast

Armor

MJOLNIR Armor
Now in its second generation after the successful testing
of the Mk. VII prototype, MJOLNIR armor is the best the
UNSC can offer at this time.
MJOLNIR armor confers a 3+ armour save and a 5+ invulnerable
save. It is Void Hardened for Zone Mortalis missions.
Nightfall Armor
A variant of ODST BDUs that is used in hazardous environments.
Nightfall armor confers a 4+ armour save, is Void-Hardened, and
models equipped with it may re-roll 1s when traversing dangerous
terrain.
ODST BDU
ONI security and operatives often use ODST BDUs because they
were once ODSTs themselves.
An ODST BDU confers a 4+ armour save.

21

Armor Abilities

Jet Pack
The jet pack is used by Spartans and ODSTs for
atmospheric flight. It must be strong to lift a suit of
MJOLNIR armor.
Models with jet packs become jet pack infantry.

Armor Lock
This armor ability amplifies the energy shielding of the user
to the point of near-invincibility, but leaves the user immobile. To
mitigate this, the armor lock also inflicts electrical discharge on close
targets.
You may only use this at the beginning of your assault phase. The model
or unit that uses this ability has a re-rollable 2+ invulnerable save until
your next shooting phase. When armor locks effect
ends, any enemy unit that is in close combat with the user must
take an initiative test. If they fail, the model/s using armor lock may
break combat and move d6 away from the enemy unit. This ability
is only usable three times per game.

Drop Shield

Thruster Pack

The drop shield is mechanically similar to the bubble shield, with


the added benefit of healing the people inside of it. Unlike the
Bubble shield, its integrity can be compromised.

Thruster packs were developed for vacuum operations, but


are used in atmosphere to increase mobility.

Only usable during your assault phase. All models within 3 of


The drop shield user have a 3+ invulnerable save until the end
of your opponents turn and multiple wound models have the It
Will Not Die special rule. If shot at with a S 8 or higher weapon
and the 3+ invulnerable save fails, the shield stops working. If the
drop shield stops working, it may still be used in future turns.
This ability is only usable three times per game.

Models with thruster packs are conferred a 5+ cover save


in open ground. This does not affect units in cover.

Hologram
This creates an extremely realistic hologram of the user and is
even programmed with simple A.I. to give it locomotion. It was
reverse engineered from Covenant technology.
Only usable during your opponents movement phase. All shooting
attacks against the unit using hologram are made at half ballistic
skill, rounding up for their entire turn. This ability is only usable
three times per game.

Overshield
After examining the equipment the Covenant employed for decades, the
UNSC found a way to make the energy-shield enhancing device
MJOLNIR-compatible.
The invulnerable save of the unit using this is improved by +1 for one game
turn. It is only usable every other game turn but may activate whenever you
desire so long as it is before making the improved save you wish to roll.

22

Regeneration Field
While ONI refuses to declassify where this comes
from or how it works, this comes in handy for a
Spartan in a pinch.
Any negative modifier on Wargear-based invulnerable
saves is negated for all friendly models in the unit this
is equipped to. Additionally, all models in said unit have
the Feel No Pain (6+) special rule.

Stun Blast
No good in crowds? Fret not, for the stun blast is the ideal
reaction to being swarmed by opponents.
Three uses per game. Any opposing unit within 7 has its
Initiative and charge distance reduced by 1, to a minimum of
1. It can be activated during your assault phase.

Teleport
One of the smallest slipspace-translocation devices in
existence, the teleport module is a relatively new armor ability
that the UNSC developed.
Four uses per game. The unit using this armor ability may move
up to 7 in any direction during your assault phase. They are allowed
to disengage combat this way.

23

Vehicle Gear

Air Traffic Control


In order to fight Banshees and other Covenant aircraft
the UNSC created targeting software specifically to
counter highly maneuverable aircraft.
Any unit with this upgrade makes all shooting
attacks against Flyers at BS 3. This does not affect shooting
at non-Flyer units.

Improved Shock Absorbers

Photoreactive Panels

Many vehicles have improved suspension and shock


absorbers to improve movement over rough terrain.

Normally reserved for the Prowler Corps., ONI sometimes


use these to camouflage vehicles when nets arent enough.

A vehicle with this upgrade has the Move Through Cover


special rule. It also ignores a crew shaken vehicle damage
result. May not be taken by Flyers.

Vehicles equipped with this gear gain the Shrouding


special rule.

Reinforced Hull
Improved titanium-a alloy that is generally reserved for
UNSC space ships.
Vehicles with this upgrade treat a crew stunned vehicle
damage result as a crew shaken result.

Tracer Rounds
Rounds with a small pyrotechnic charge to help the gunner
make aim corrections.
A vehicle with this upgrade may re-roll 1s to hit in the shooting
phase.

24

Gear

Bubble Shield

VISR

In order to defend soldiers in the open or against artillery,


the bubble shield was developed. It is unknown whether the
UNSC or The Covenant developed it first.

The Visual Intelligence System, Reconnaissance is


integrated into ODST helmets to provide tactical data
and night vision capabilities.

One use only. The bubble shield may only be activated


during your opponents movement phase. The unit that uses
this device cannot be harmed by shooting attacks until the end
of your opponents turn. They may still be assaulted and tank
shocked, but may not fire overwatch.

Any unit with a VISR may re-roll night fighting distance and
failed blind tests.

Jet Pack
Theyre sometimes called bullfrogs.

Carbon Nanotubes

Units equipped with jet packs become Jetpack infantry.

Carbon nanotubes have been -until recently- the best stealth camouflage
ONI could provide its agents. Photoreactive panels have rendered them
obsolete, but nanotubes do not require nuclear packs to generate and as
such are used by agents to this day.
Carbon nanotubes confer the Stealth special rule to users.

Flare
A flare that produces a bright light to disorient opponents.
One use only. Only usable in your opponents moving phase. Causes
Blind to any unit within 24 that targets the unit that used the flare until the
end of the turn.

HEV
ODSTs and Spartans use these insertion vehicles to deploy from orbit
quickly. Each soldier is given their own HEV in the case that one gets shot
down they are not all destroyed at the same time.
Any unit using an HEV is a deep strike unit in reserve. If there is a mishap
and the unit were to die, simply remove the deepstriking models that
caused the mishap instead of the whole unit with the rest of the unit
entering as a normal deep strike entry where you originally intended them
to enter.

Regenerator

Cryo Bomb

This restores a players shield and somehow recovers the soldiers


inside its area of effect. It may be related to sterile field generators.

This air-dropped ordnance freezes a small area


and causes impressive damage to things caught
in the blast.

One use only. Only usable in your opponents moving phase. All models
within 6 get the Feel No Pain special rule until the end of the turn. If the
unit already has this rule, improve it by +1 (5+ becomes 4+, 4+ becomes 3+,
etc.).

One use only. Nominate an enemy unit within


line of sight of the user of this equipment. Place a
large blast template over it and roll as a shooting
attack with a BS of the user of this equipment.
The Cryo Bomb is a S5, AP weapon. Any unit
wounded by the Cryo Bomb is only able to do one
action (move, shoot, assault) per turn for the rest
of the game.

Spectrum Tracker
Enemy units targeted by a unit with this gear have a -2 to their cover saves.

25

Special Issue Wargear

ATS

Ecoreclamation Subsystems

The Artemis Tracking System is a wrist-mounted device that aids


users in investigation. It can identify genetic sequences, fingerprints,
software recognition, etc.

UNSC ships carry these to repair environmental damage on


glassed planets. ONI likes to use them to sabotage enemy
fortifications.

A unit equipped with an ATS can identify one Mysterious Objective


within Line of Sight per turn and may choose what it is.

Choose one building or Fortification in your opponents


deployment zone. Its armor value and/or its cover save
are worsened by 1.

Hard Sound Rifle


ONI reserves this very rare weapon for special occasions. Only
Smart AI
100 exist at any time and are only used when they want assassination
to look like an accident.
An artificial intelligence is an indispensable asset, capable
of making trillions of calculations per second and relaying
Name
Range S
AP
Type
them to users.
Hard Sound Rifle

48

Sniper, Hard Sound


A unit with a Smart AI counts as being 3 closer to an
objective than it is physically. Equipped to a model with
MJOLNIR armor, it increases the Initiative of that model by 1.

Hard Sound: This rule confers the Fleshbane and Instant Death
special rules. Weapons with this rule ignore invulnerable saves.

STARS
Star drones are baseball-sized satellites that monitor battlefields for weeks
before the battle begins, giving the drone user the tactical advantage.
Infiltrating units you use count as not being within line of sight of enemy
units. In addition, you may use two of these actions per turn:
Hunker Down: All cover saves in your army are increased by 1 until the
beginning of your next turn.

Infrastructure Study: Cover saves taken by


enemy units in cover are reduced by 1.

Target Priority: One unit in your army has its Ballistic Skill increased by
1 until the beginning of your next shooting phase.

Communication Scrambling: Your opponents


deep strike entry rolls can be increased or
decreased by 1.

Objective Identifiied: Reveal an Mysterious Objective and roll


to identify them as normal.
Rapid Engagement: One unit in your army gains the Fleet and Crusader
special rules, if they didnt have them already.
Anti-Air: One unit in your army gains the Skyfire special rule for the rest
of your turn.

Target Locator
This is a compact laser pointer designed to designate targets for a
merciless missile strike launched from orbiting spacecraft.
The target locator may only be used three times per game.
Name

Range

AP

Target Locator

Infinite

Type
Heavy 7, Blast,
Missile Lock

26

27

The Office of Naval


Intelligence
The following army list enables you to field an ONI army and fight battles using the missions included in the Warhammer
40,000 rulebook and a list that will be provided on page .

USING THE ARMY LIST


The ONI army list is split into two sections: HQ and Elites.
All of the squads, vehicles, and characters in the army are placed
into one of these categories depending upon their role on the
battlefield. Each model is also given a points value, which
varies depending on how effective that model is in battle.

Before you choose an army, you will need to agree with your
opponent upon the type of game you are going to play and
the points limit you may both spend. Then you can build it
following the guidelines set forth by the Warhammer 40,000
rulebook.

ONI Security Crew 1

5 Wargear:
ODST BDU
Assault rifle
Frag grenades
Magnum
Carbon
Nanotubes
.

6 Special Rules:

Spook
Semper
Vigilans
Stubborn
Silenced Weapons

3 Unit Type

WS BS S T W I A Ld Sv
4 4 3 3 1 3 1 8 4+

2 ONI Security

1 60 Points
Infantry

4 Unit Composition
5 Security Agents

Page
9

7Options:

May include up to five additional Security Guards..


12 pts/model
Any model may exchange their assault rifle for a battle rifle....
1 pts/model
Any model may exchange their assault rifle for a DMR.
Free
If the squad numbers less than ten models, one Security Guard may take one item from either
the Special Weapons or Power Weapons list.
If the squad numbers ten models, a Security Guard may take one item from either the Special
Weapons list each, one Marine may take one item from either the Special Weapons or
Power Weapons list, and one Marine may take one item from the Emplacements list.
The unit may select a Kodiak as a Dedicated Transport.

Each unit entry in the ONI army list contains the


following information:

6 Special Rules: Any special rules that apply to the models


in the unit are listed here. The rules are either explained in
this Codex or the Warhammer 40,000 rulebook.

1 Unit Name: At the start of each unit profile you will find the name
of the unit as well as its points cost without any upgrades.

7 Options: This section lists all upgrades you may add to


the unit if you desire, alongside the points cost per weapon
per model. Pts means points and pts/model means points
per model.

2 Unit Profile: This section shows the profile of any and all models
the unit can include, including upgrades.
3 Unit Type: This indicates what unit type rules to use in the
Warhammer 40,000 rulebook. For example, a unit may be classed
as infantry, Cavalry, or vehicle, which will subject it to a number of
rules regarding movement, shooting, assaults, etc.
4 Unit Composition: When relevant, this section will show the
number and type of models that make up the basic unit, before
upgrades. If the unit composition includes the word Unique, then
only one may be taken per army.
5 Wargear: This section details the weapons and equipment the
models in the unit are armed with. The cost for all these models
and their equipment is included in the points cost next to the unit
name.

Dedicated Transport: Where applicable, this option lists


any Transports the unit may take. They have their own army
list entries, and do not use up Force Organization slots, but
otherwise act as separate units. The Transports section of
the Warhammer 40,000 rulebook explains how Dedicated
Transports work.
Warlord Traits: Sometimes an entry will have a specific
Warlord Trait, in which case it will be listed here in its
army list entry.
Unique Wargear: Some entries have unique Wargear,
listed here. These are either already included in the units
points cost or given its own points value for purchase.

28

Foes and Conflicts


In a galaxy recovering from war, attempting to root out a
plague, and most recently, witnessing the return of its former
masters, there is surprisingly little in the way of full war.
Nevertheless the UNSC is constantly fighting a battle in some
part of its territory. Listed below are the factions the UNSC
fights or has fought with and some justifications for doing so.

Brutes:

Sentinels:

Brutes are a belligerent and violent race. Simply being


there is justification enough to be attacked by them.

The Sentinel or Monitors programming has become faulty


and believes the Humans are not the Reclaimers.

The UNSC has found or is escorting an Engineer and


the Brutes want it.

The Sentinels or Monitor have been re/programmed by


Shadow-of-Sundered-Star.

The UNSC wants to reclaim a world lost to the Brutes.

The Human gave the wrong authorization response to the


Sentinel.

A Forerunner or Precursor artifact has been discovered


and both the UNSC and the Brutes want it.

Covenant Remnant:
The Covenant Remnant still believes in the Forerunners
being their Gods and as such believe Humanity is a pest
to be extinguished at any cost.
A Forerunner or precursor artifact has been discovered
and both the UNSC and The Covenant Remnant want it.

Sangheili:
Some Elites and/or Humans have not let old hostilities die.
The Elites or Humans did not yet receive word of the ceasefire.
The Elites and Humans are contesting borders or a planet.

Flood:
Theyre a parasite bent on assimilating all life in the galaxy into
itself in order to make everything suffer for all eternity. What more
reason do you need?

Insurrection:
The UNSC wants its colonies back.
The Insurrection wants to press the offensive against their oppressors.
The rebels in question are a gang of paramilitary pirates.

29

ONI Wargear List


These lists detail the point values of various items of wargear available to units in your army. Many unit entries in the army
list that follows may include wargear options from one or more of these lists- in each instance, the army list entry will tell
you (in bold) exactly which of these lists you may use.
All points values are estimates based upon comparison with units and wargear in the 7th Edition Warhammer 40,000
rulebook, Space Marines Codex, 4th and 6th Edition Tau Codexes, and 7th Edition Astra Militarum Codex. They have not
been playtested.
Standard Issue Weapons. Page 18/19
-Battle Rifle
1 pt
-DMR. Free
-Magnum
1/2 pts*
-SMG 2/4 pts*
-Pistol
1 pt

Armor Abilities
Armor Lock
Drop Shield
Hologram
Jet Pack.
Overshield
Regeneration Field...
Stun Blast
Teleport..
Thruster Pack

Armor.. Page 52
Nightfall Armor
1 pt

Special Weapons.. Page 18/19


Flamer
5 pts.
Grenade Launcher 5 pts
Hydra
8 pts
Railgun
10 pts
SAW.. 2 pts
Shotgun
6 pts
Sticky detonator.. 7 pts

Power Weapons. Page 18/19


Rocket Launcher.
15 pts
Sniper Rifle
12 pts
Spartan Laser..
20 pts
Gear..
Bubble Shield
Flare....
Regenerator
Spectrum Tracker.
Carbon Nanotubes
HEV.
Jet Pack
VISR.
Cryo-bomb

Page 54
10 pts/model
5 pts/model
5 pts/model
3 pts/model
10 pts/model
2 pts/model
5 pts/model
4 pts/model
3 pts/model

Vehicle Gear

Page

Air Traffic Control


Photoreactive Panels
Improved Shock Absorbers
Reinforced Hull.
Tracer Rounds
VISR..

12 pts
20 pts
7 pts
12 pts
5 pts
1 pt

Emplacements.
Page 18/19
Heavy Flamer
10 pts
HMG
10 pts
LMG
6 pts
MMG.
8 pts

Page 52
20 pts
10 pts
15 pts
5 pts
6 pts/model
1 pt/model
3 pts/model
1 pt
15 pts

Special Issue Gear** Page 25


ATS
10 pts
Hard Sound Rifle
70 pts
Ecoreclamation Subsystems
20 pts
Smart AI
7 pts
STARS
45 pts
Target Locator
50 pts

*The first point value for these options are for an upgrade
while the second point value is for taking a separate weapon.

** Only one of each selection of Special Issue Wargear may


be taken per detachment.

30

HQ
Jameson Locke
Agent Locke
Spartan Locke

Wargear:
Frag grenades
Magnum

Agent Lockes Wargear


DMR
Nightfall Armor

Spartan Lockes
Wargear:
MJOLNIR Armor
Battle rifle
ATS

Special Rules:
Independent Character
Spook
Hit and Run
Stubborn
Semper Vigilans

Warlord Trait:
Section 3 Operative

70 Points
WS BS S T W I A Ld Sv
4
4 3 3 2 3 2 9 4+
5
5 4 4 3 4 3 10 3+

Unit Type
Infantry (Character)

Unit Composition
1 (Unique)

Options:

May upgrade Agent Locke to Spartan Locke 30 pts


May replace his assault rifle with one item from either the Special Weapons or
Power Weapons list.
May take one piece of equipment.
Spartan Locke take one armor ability.
May take an HEV independently of other equipment.
May take items from the Special Issue Gear list.

Veronica Dare
Veronica Dare

Wargear:
Frag grenades
Pistol
ODST BDU
SMG

Special Rules:
Independent Character
Spook
Hit and Run
Stubborn
Semper Vigilans
Alpha-Nine

Warlord Trait:
Section 1 Operative

Page
12

50 Points
WS BS S T W I A Ld Sv
4
4 3 3 2 3 2 9 4+

Unit Type
Infantry (Character)

Unit Composition
1 (Unique)

Options:

May replace her SMG with one item from either the Standard Issue, Special
Weapons or Power Weapons list.
May take one piece of equipment.
May take an HEV independently of other equipment.
May take items from the Special Issue Gear list.

31

Page
14

ONI Operative
ONI Operative

Wargear:
Frag grenades
Magnum
ODST BDU
Assault rifle
Carbon nanotubes

Special Rules:
Independent Character
Spook
Hit and Run
Stubborn
Semper Vigilans
Silenced Weapons

70 Points
WS BS S T W I A Ld Sv
4
4 3 3 2 3 3 10 4+

Unit Type
Infantry (Character)

Unit Composition
1 ONI Operative

Options:

May replace their assault rifle with one item from either the Standard Issue or
Special Weapons list.
May take items from the Gear list.
May take items from the Special Issue Gear list.

32

Page
8

Elites
Black Team
Spartan BLACK
BLACK One

Wargear:
Frag grenades
Magnum
MJOLNIR Armor
Assault rifle
Interrogators
Smart AI (BLACK One
Only)

Special Rules:
Independent Character
Spook
Hit and Run
Fearless
Fear
Semper Vigilans

200 Points
WS BS S T W I A Ld Sv
5
5 4 4 2 4 3 10 3+
5
5 4 4 3 5 4 10 3+

Unit Type
Infantry (Character)
Infantry (Character)

Unit Composition
4 (Unique)
1 (Unique)

Page
10

Options:

May take Robert Joyeuse as a squad attachment


Up to two models replace their assault rifle with one item from either the Special
Weapons or Power Weapons list.
May take one piece of equipment.
May take an HEV independently of other equipment

Robert Joyeuse
Robert Joyeuse

Wargear:
Frag grenades
Magnum
Mk IV Armor
Smart AI

Special Rules:
Spook
Hit and Run
Eternal Warrior
Destiny

WS BS S T W I A Ld Sv
5
6 4 4 3 5 4 10 3+

Unit Type
Infantry (Character)

Unit Composition
1 (Unique)

Page
13

Options:

May take Robert Joyeuse as a squad attachment.. 90 pts


May take up to six items from the Standard Issue, Special Weapons, or Power
Weapons list.

33

Elites
Noble Team

200 points
WS BS S T W I A
4
5 4 4 3 4 3
4
5 4 4 2 4 2
4
6 4 4 2 4 2
5
4 4 4 2 4 4
5 5 4 4 3 4 3

Noble One
Noble Two
Noble Three
Noble Four
Noble Five

Ld
10
10
9
9
10

Sv
3+
3+
3+
3+
3+

Unit Type
Infantry (Character)
Infantry (Character)
Infantry (Character)
Infantry (Character)
Infantry (Character)

Unit Composition
1 (Unique)
1 (Unique)
1 (Unique)
1 (Unique)
1 (Unique)

Wargear:
Frag grenades
Magnum
MJOLNIR Armor
Armor Lock

Noble One:
DMR, Close Combat
Weapon, Feel No Pain

Noble Two:
Assault rifle, Feel No Pain

Noble Four:
Shotgun, Close Combat Weapon, Feel No Pain, Rage

Noble Three:
Sniper rifle, Feel No Pain

Noble Five:
HMG, Relentless

Special Rules:
Wolfpack
Fleet
Fearless
Fear
Preferred Enemy (Xenos)

Page
13

Options:

Up to two models replace their assault rifle with one item from either the Special
Weapons or Power Weapons list.
May take one piece of equipment.
May take an HEV independently of other equipment
May take a Kodiak as a dedicated transport.

ONI Security Crew


ONI Security Agent

Wargear:
Frag grenades
Magnum
Assault rifle
ODST BDU

Special Rules:
Spook
Hit and Run
Stubborn
Silenced Weapons

60 pts
WS BS S T W I A Ld Sv
4
4 3 3 1 3 1 8 4+

Unit Type
Infantry

Unit Composition
5 ONI Security Agents

Options:

May include up to five more models in the unit


12 pts/model
May take Robert Joyeuse as a squad attachment.. 90 pts
The unit may exchange their ODST BDUs for Nightfall Armor
1 pt/model
May take up to three items from the Special Weapons or Power Weapons list.
Any model may trade their assault rifle for a Standard Issue Weapon.
May take a Kodiak as a dedicated transport.

Kodiak
Kodiak
Wargear:

2 HMGs

Transport Capacity:
6 models.

Special Rules:
Folding weapon
All-terrain APC
Amphibious

Page
9

65 Points
--Armor--
BS F S R
4 12 12 11

HP
3

Unit Type
Vehicle (Tank, Transport)

Unit Composition
1 Kodiak

Options:

May take items from the Vehicle Gear list.

Must take one of the following:


Tank Cannon 30 pts
Two twin-linked medium autocannons
40 pts
EMP cannon. 35 pts
Twin-linked LAAG
20 pts
Gauss Cannon..30 pts

34

Page
18

Elites
Kestrel
Kestrel
Wargear:

2 Heavy Autocannons

60 Points
--Armor--
BS F S R
4 10 10 10

HP Unit Type
2 Vehicle (Skimmer, Open-topped)
Options:

Wargear:
MJOLNIR Armor
Light autocannon
Spectrum tracker

Special Rules:
Spook
Hit and Run
Stubborn
Move Through Cover

200 Points
WS BS S T W I A Ld Sv
4
4 4 5 1 4 1 9 3+

Unit Type
Bike

Unit Composition
5 Bikers

Special Rules:
Deepstrike

Page
15

Options:

May include up to five more models in the unit. 40 pts/model

Quad Walker
Quad Walker
Wargear:

2 plasma drivers

Retrothrusters

Page
16

May take items from the Vehicle Gear list.


May include up to two more models in the unit. 60 pts/model
Any model may take a twin-linked rocket pod 35 pts/model

Siege Bike Crew


Siege Bike

Unit Composition
1 Kestrel

55 Points
--Armor--
BS F S R
4 11 10 10

HP
2

Unit Type
Vehicle (Tank)

Unit Composition
1 Quad Walker

Options:

May take items from the Vehicle Gear list.


May include up to two more models in the unit 55 pts/model

35

Page
17

Formations
Extraterrestrial Combat Unit
Composition:
ONI Operative

1-2

ONI Security

1-4 units

Quad Walker

1-2 units

Siege Bike

1-2 units

Kestrel

1-2 units

Restrictions: The Kestrel, Quad Walker, and Siege Bike units must be equal in number.
Special Rules: Preferred Enemy (Xenos)
Warlord Trait: Your Warlord gains the REAP-X Operative Warlord Trait.
The Last Suit Youll Ever Wear: Non-Special Issue Gear selections on your infantry are free. All armor in the
Formation is Void Hardened.
Prototype Hoard: The Quad-Walkers plasma drivers have the Melta rule, Siege Bikes ignore difficult terrain, and
Kestrels can move an extra d6 per flat-out action.
Xenotoxin: All shooting attacks by units in this formation have the Poisoned (3+) rule against units from the Dark Eldar,
Eldar, Ork, Tau Empire, Tyranids, Covenant Remnant, Sangheili, and Brutes Codexes.

Noble Actual
Composition: Noble Team, Spartan B312.
Restrictions: Spartan B312 must be in Noble Team at least until it suffers a casualty. If the unit suffers a casualty, the
Formation is disbanded.

Special Rules:
The Strength of the Pack is the Wolf: Spartan B312 confers their Hyper Lethal special rule unto Noble Team as long as
they are attached.
The Strength of the Wolf is the Pack: All saves made by this Formation are improved by 1 as long as the entirety of
Noble Team and Spartan B312 are in the same unit.
Law of the Wild: All models in this Formation have the Objective Secured rule. Whenever a model from this Formation is
removed as a casualty, the unit responsible loses d3 wounds or hull points with no saves allowed.

A Sleuth of Sleuths
Composition:
ONI Security

1+ units

Kodiaks

1+ units

Restrictions: All ONI Security Crews cannot be embarked in their Kodiaks, which must be in equal number to the
number of ONI Security units.

Special Rules: Infiltrate (Kodiaks only).


The Sleuth: All Kodiaks in the Formation can take Vehicle Gear for free. This does not include their weapons. The
Infiltrate rule on the Kodiaks allows them to Infiltrate to within 18 if not in line of sight or 24 if within line of sight.
The Sleuths: ONI Security units in the Formation have the Outflank special rule. They enter on a 2+ on a table edge of
your choice starting at turn 2. You must inform your opponent that your Security units are embarked upon their Kodiaks
until they enter or until the Kodiaks are destroyed, whichever comes first.
This means you will have to lie to your opponent, to remove any uncertainty of the matter.

36

Beta Company
Composition:
Spartan III Unit

3+

Restrictions: All Spartan III units in the Formation must be using SPI armor. This Formation must be your primary
detachment.

Special Rules:
STARS: You count as having the STARS Special Issue Wargear and may use all of its functions every turn. In cases
where your own units are affected, the STARS must target units in this Formation and nothing else. All units in
this Formation are affected by the STARS when friendly units can be targeted.

The Men in Black


Composition:
ONI Operative

ONI Security

2+ units

Spartan IV

1-2 units

Rhino

1-4 units

Restrictions: The ONI Operatives must each be attached to different ONI Security units. They must both take Smart AIs.
Special Rules:
Keep It Clean: Both ONI Operatives are to equip Smart AIs. Their Objective proximity effects are conferred to the whole
Formation. All Infantry units in this Formation have the Objective Secured rule.
Rhino Stampede: The Rhinos in this Formation ignore Weapon Destroyed damage results and their Zeus cannons have
the Armorbane special rule.

37

Tactical Objectives
Codex: ONI describes six Tactical Objectives to use in your games that are exclusive to ONI
players and help reflect their merciless pursuit of maintaining Humanitys safety among the stars
and the destruction of those who would undermine them.
If your Warlord has the ONI faction, these Tactical Objectives replace the Capture & Control Tactical
Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.
If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for
using Tactical Objectives with the following exception: when an ONI player generates a Capture & Control
objective (numbers 11, 12, 13, 14, 15, or 16), generate the corresponding ONI Tactical Objective instead,
as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.
D66

11

Result

11

Fear is Freedom

12

Subjugation is Liberation

13

Contradiction is Truth

14

Technological Study

15

It Was Never Theirs

16

Leave a Witness

Fear is Freedom
Type: ONI
ONI Operatives all understand that peace is in knowing who the strongest fighter is, and beating them within an inch of
their life.
You gain a Victory Point if an enemy unit fails a Leadership test. You gain D3 Victory Points if two fail, and you gain D6
Victory Points if three or more fail.

12

Subjugation is Liberation
Type: ONI
ONI operatives take care to rid the galaxy of terrorist vectors, even if those vectors merely want independence to oppress
worlds themselves.
You gain D3 Victory Points for slaying your enemys Warlord.

13

Contradiction is Truth
Type: ONI
The most indispensible skill ONI operatives can have is the ability to feed false information to enemy vectors.
You gain a Victory Point if you lose a Challenge, for every Challenge you lose in the game.

38

14

Technological Study
Type: ONI
REAP-X and other ONI branches tirelessly study tech that they disable in the field, which has allowed them incredible
leaps and bounds in research and development.
You gain a Victory Point if you destroy an enemy vehicle during your turn. If you destroy more than one on the same turn,
gain D3 Victory Points. If you destroy a Super-heavy vehicle, gain D3+3 Victory Points. This only qualifies under the
condition the vehicles did not suffer an Explodes! or similar vehicle damage result.

15

It Was Never Theirs


Type: ONI
The reality is that ONI planted false information into the enemy plans. The thing they were guarding is just a briefcase.
Secretly nominate (and write down) one objective in your enemys deployment zone. You gain a Victory Point if your
opponent controls it at the end of the game. Your opponent does not gain the Victory Point associated with said objective.

16

Leave a Witness
Type: ONI
All of the scariest horror stories about ONI have one thing in common: theyre all true.
You gain a Victory Point if you destroy an enemy unit within 18 of another enemy unit. It does not matter if the victim unit
or the ONI unit is within 18 of the witness unit. Gain one extra Victory Point for each enemy unit to witness this
destruction.

Section One Briefing: You are under absolutely no obligation to make any Tactical
Cards you draw public to other players until the end of the game.

39

Profiles
HQ
WS

BS

Ld

Sv

Unit Type

Pg

Jameson Locke

4+

In (Ch)

12

Spartan Locke

10

3+

In (Ch)

12

Veronica Dare

4+

In (Ch)

14

ONI Operative

4+

In (Ch)

WS

BS

Ld

Sv

Unit Type

Pg

BLACK One

10

3+

In (Ch)

10

Noble 1

10

3+

In (Ch)

11

Noble 2

10

3+

In (Ch)

11

Noble 3

3+

In (Ch)

11

Noble 4

3+

In (Ch)

11

Noble 5

10

3+

In (Ch)

11

ONI Security
Agent

4+

In

Robert
Joyeuse

10

3+

In (Ch)

13

Siege Bike

3+

In

15

Spartan
BLACK

10

3+

In

10

Elites

Vehicles
Armor
BS

HP

Unit Type

Pg

Kestrel

10

10

10

Sk, Op

16

Kodiak

12

11

11

Tk, T

18

Quad-Walker

11

10

10

40

17

Ranged Weapons
Weapon

Range

AP

Type

Assault rifle

18

Assault 3

Battle rifle

24

Rapid fire

Carbine

15

Assault 4, pinning

DMR

30

Rapid FIre

Flamer

Template

Assault 1

Gauss Cannon

60

Heavy 1

Grenade Launcher

24

Assault 1, blast

Hard Sound Rifle

48

Sniper, Hard Sound

Heavy autocannon

49

Heavy 2

HMG

36

Heavy 3

Hydra

36

Salvo 1/3, Ignores cover

LAAG

42

Heavy 4

Light autocannon

49

Heavy 4

LMG

36

Heavy 3

Magnum

15

Pistol

Medium autocannon

49

Heavy 2

MMG

36

Heavy 3

Pistol

12

Pistol

Plasma Driver

48

Heavy 1, Large Blast

Railgun

30

Assault 1

Rocket Launcher

49

Heavy 1, lock-on

Rocket Pod

36

Assault 2

SAW

18

Assault 5

Shotgun

12

Assault 2

SMG

18

Assault 4, Pistol

Sniper rifle

36

Heavy 1, sniper,
anti-materiel

Spartan laser

49

Heavy 1

Sticky detonator

18

Assault 1, blast

Tank cannon
Grapeshot

60

8
5

2
4

Heavy 1
Heavy 1, Large Blast

Target Locator

Infinite

Heavy 7, Blast, Missile Lock

41

Credits
Halo created by Bungie
Warhammer 40,000 is created and owned by Games Workshop
Halo is owned by Microsoft
Codex: UNSC created by Lord Radical

Special Thanks
Conceptual consultants, balance consultants, fellow players and Halo and/or Warhammer 40,000 enthusiasts.
(In no particular order)
| SckizoBoy | Marik2 | YoungMadden | Yoff-Ge | TheDukeOfRawesome |
Copyright Halo, ONI, Covenant, Flood, UNSC,

the foregoing marks respective logos, weaponry, and all associated


marks, logos, creatures, character, races, and race insignia/devices/logos/symbols, vehicles, locations, weapons,
Soldiers, and Soldier insignia, products, and Illustrations from the Halo universe and entertainment series are
either and/or Microsoft. This is not a published form of media, and is not registered for purchase or for sale.
This edition published has not been paid for or sold in any way, and is free to the public by download. This is a fan
project that is not, in any way, affiliated with, Bones, 343 Industries, Microsoft Studios, Microsoft, or Bungie. All
rights reserved to their respective owners. No part of this publication may be reproduced physically, sold, or
redistributed physically, without the prior permission of the publishers or respective owners of the used material.
Copyright Warhammer 40,000 is owned by Games Workshop.

Used without permission. No challenge to the status Bungie, Games Workshop, or Microsofts intellectual property
is intended and All Rights Reserved to the respective owners.
This is NOT a Games Workshop, Bungie, or Microsoft product.

42

Image Credits
All images, unless otherwise noted here, are from official sources such as but not limited to, Bones, Bungie, Dark Horse Comics,
Ensemble Studios, Games Workshop, and TOR Media Tie-In. Halo-related images found at Halo Nation and Halopedia. Games
Workshop-related images found on Google images.
ONI Operative image- Motoko Kusanagi, by hawooe han. Found at danbooru
Robert Joyeuse image- Official Marathon artwork. Copyright under Bungie.
Siege Bike image- Command and Conquer: Tiberium series official art. Copyright under Electronic Arts.
Quad-Walker imageTo the artist of the Quad-Walker image. I offer my sincerest apologies, but I am unable to find the picture online, in my
computer library, and am unable to extract the picture from the document to search it online. I am unable to credit you. If you see
this or know who made this picture, please say so. I will alter the document to credit the artist as soon as I can. Thank you.

43

Vous aimerez peut-être aussi