Académique Documents
Professionnel Documents
Culture Documents
Introduction
Section Zero..
Section One...
Section Two...
Section Three.
Forces of ONI
Warlord Traits..
ONI Special Rules
6
6
6
ONI Operatives.
ONI Security
8
9
10
NOBLE Team
11
Jameson Locke....
Robert Joyeuse
Veronica Dare..
12
13
14
Siege Bike
Kestrel.
Quad Walker
Kodiak.
15
16
17
18
19
19
21
22
24
25
26
27
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.
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.
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.
D6
Warlord Trait
Semper Primus
Semper Vigilans
Always first.
ONI agents are always vigilant, maintaining alertness and cold
behaviors at all times.
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.
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
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.
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.
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
W
2
I
3
A
3
Ld
10
Sv
4+
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.
WS
4
BS
4
S
3
T
3
W
1
I
3
A
1
Ld
8
Sv
4+
Spartan BLACK
BLACK One
WS
5
5
BS
5
5
S
4
4
T
4
4
W
2
3
I
4
5
A
3
4
Ld
10
10
Sv
3+
3+
Silenced Weapons.
10
NOBLE Team
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
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+
Feel No Pain.
11
Jameson Locke
All hail the conquering hero.
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+
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
S
4
T
4
W
3
I
5
A
4
Ld
10
Sv
3+
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.
Veronica Dare
WS
4
BS
4
S
3
T
3
W
2
I
3
A
2
Ld
9
Sv
4+
14
Siege Bikes
Siege Bike
WS
4
BS
4
S
4
T
5
W
1
I
4
A
1
15
Ld
9
Sv
3+
Kestrels
BS
Kestrel
-----------------Armor------------------
F
S
R
10
10
10
16
HP
2
Quad Walkers
-----------------Armor------------------
F
S
R
11
10
10
BS
Quad-Walker
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.
Special Rules:
Folding Weapon: This unit ignores the Weapon Destroyed
result on the vehicle damage table, unless your opponent
chooses one of the HMGs.
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
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
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
AP
Type
5 Assault 1, blast
5 Assault 1, blast
Name
LAAG
19
48
Machine Guns
Sniper Rifle
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.
Name
Sub-Machine Gun
Hydra
Rocket Launcher
Rocket Pod
Range
36
48
36
5
8
8
AP Type
4
3
3
Range
12
S
3
AP
-
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.
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
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
Photoreactive Panels
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
Any unit with a VISR may re-roll night fighting distance and
failed blind tests.
Jet Pack
Theyre sometimes called bullfrogs.
Carbon Nanotubes
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
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.).
Spectrum Tracker
Enemy units targeted by a unit with this gear have a -2 to their cover saves.
25
ATS
Ecoreclamation Subsystems
48
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.
Target Priority: One unit in your army has its Ballistic Skill increased by
1 until the beginning of your next shooting phase.
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
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.
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:
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.
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.
28
Brutes:
Sentinels:
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
Armor Abilities
Armor Lock
Drop Shield
Hologram
Jet Pack.
Overshield
Regeneration Field...
Stun Blast
Teleport..
Thruster Pack
Armor.. Page 52
Nightfall Armor
1 pt
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
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
*The first point value for these options are for an upgrade
while the second point value is for taking a separate weapon.
30
HQ
Jameson Locke
Agent Locke
Spartan Locke
Wargear:
Frag grenades
Magnum
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:
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:
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:
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.
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:
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:
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:
Quad Walker
Quad Walker
Wargear:
2 plasma drivers
Retrothrusters
Page
16
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:
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.
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.
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
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
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
48
Heavy autocannon
49
Heavy 2
HMG
36
Heavy 3
Hydra
36
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
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
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,
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