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| '''Imperium'''
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Revision as of 11:37, 2 June 2015

Halo: The Sentinels Codex


I did not make this codex. For those who want to know the person who made it is known as LordRadical and the original codex is on Scribd. I just saw that someone else made it and though it was pretty cool and deserved more attention so I decided to put it up here.

With that out of the way, the Sentinels are a pretty cool bunch with a lot of interesting weapons and units. Hopefully they're balanced because if they're not I can't change it.

Discussion is welcome with this codex is welcome. It's nice to see people talking about something new and how it works in the original game. Anyway without further ado, Codex Sentinels.

Army Special Rules

Sentinel- Sentinels. The holy warriors of the Sacred Rings. Any units with this rule are immune to the Poisoned and Fleshbane rules and have the Fearless special rule

Hovering Drone- Robotic Sentinels are capable of hovering as their means of locomotion. Many are capable of breaking orbit. Models with this rule have a cover save in open ground equal to that specified in the unit profile as well as the Move Through Cover special rule. They also pass whatever initiative tests they are called upon to make. At the beginning of your turn, you may choose for models with this rule to have the Skyfire special rule, and may only be attacked as though they were Flyers. It is possible to disengage melee combat this way. This lasts for one game turn.

Warlord Traits

D6 Warlord Trait

  1. 1 Seeker of Dead Masters:-Somewhere in the heavens, they are waiting. The move, run, and charge distances of your Warlord are increased by 1.
  2. 2 Installation Keeper:-The Sentinel is in charge of a major installation. It considers some sections of it more important than others. Your Warlord may take and hold objectives. It may also be deployed within 3" of any objective on the board if it is not attached to a unit.
  3. 3 Meta-Stable Intelligence:-An artificial intelligence goes through rampancy if it lives long enough. Very few achieve the state of meta-stability before thinking themselves to death. Your Warlord gains one wound. In addition, your Warlord ignores the Rampancy special rule if it has it.
  4. 4 Prime Servitor:-Some Sentinels are tactically brilliant, given trillion s if possible combat scenarios and winning strategies for almost all of them. You can Sieze the Initiative on a 4+ and your Warlord has the Scout special rule.
  5. 5 Traveler:-Some constructs travel from system to system, hoping to aid what races they come across. Their arrival changes those races forever. Every turn during your movement phase, choose one friendly unit. All models in that unit may re-roll one saving roll each that turn.
  6. 6 Holder of the Mantle:-Since the Forerunners are gone and the Reclaimers are not ready, the Sentinels hold the Mantle for the time being. Your Warlord gains the It Will Not Die special rule. If it has this rule already, it is improved by +1, to a maximum of 3+.

Allies Matrix

Imperium Allies of Convenience