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Transcript of Codex: ONI
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Introduction 3
Section Zero.. 5
Section One... 5
Section Two... 5
Section Three. 5
REAP-X and other Minor Branches 5
Forces of ONI 6
Warlord Traits.. 6
ONI Special Rules 6
ONI Operatives. 8
ONI Security 9
Spartan BLACK Team. 10
NOBLE Team 11
Jameson Locke.... 12
Robert Joyeuse 13
Veronica Dare.. 14
Siege Bike 15
Kestrel. 16
Quad Walker 17
Kodiak. 18
ONI War Assets 19
Weapons 19
Armor.. 21
Armor Abilities 22
Vehicle Gear.. 24
Gear 25
Special Issue. 26
The Office of Naval Intelligence 27
ONI Wargear List.. 30
HQ 31
Elites.. 33
Formations 36
Tactical Objectives... 38
Reference 40
Credits 42
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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 ONI Operatives (also called Spooks) are fine soldiers, but
Humanity has ever put together, outcompeting the other intelligence not career soldiers. They operate as force multipliers and
organizations and castrating them into what they are now. intel gatherers to supplement UNSC forces. Their weapons,Everything they do, they do for reasons known only to them. We can armor, and skills make their allies better prepared for what is
only hope they have Humanitys best interests at heart. to come.
HOW THIS CODEX WORKS
Codex: ONIcontains a variety of supplemental units and rules to This Codex is designed to be taken as an allied detachment
add to your primary detachment. Within these pages you will find the for Codex: UNSC. It uses the same Allies chart as the UNSC
primary sections of ONI, the names of more public operatives, and Codex, can be allied with other armies as though it was the
what they have done over the years. You will also find rules to use UNSC Codex, and theoretically may be taken as a primary
the heroes, units, vehicles, and restricted ONI wargear they keep detachment. If taken as a primary detachment, use the ONI
to themselves. 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.
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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 reallyknow 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 informationthat 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 top-
secret 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 The Department of Colonial Security employs agents withindepartment was created to develop advanced technology from UNSC space to gather information about possible
Covenant, Forerunner, and miscellaneous sources. They are Insurrectionist movements.
granted an unlimited budget and are completely unknown
outside ONIs command structure. They develop vehicles, weapons, ONI Security are formed from Army and Marine candidates
and utilities to improve the UNSC technological base. Their reassigned to guard ONI operatives.
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.
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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
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: UNSCfor
details.
Semper Vigilans
ONI agents are always vigilant, maintaining alertness and cold
behaviors at all times.
Units with this rule ignore Pinning and automatically pass
Leadership tests to suspend Go To Ground rules.
Spook
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.
Silenced Weapons
Hundreds of years of development have finally made the term
silencer a reality.
Units with this rule add the Pinning rule to all shooting attacks.
Warlord Traits Table
D6 Warlord Trait
1 Semper Primus
Always first.
You seize the initiative on a 4+ or may redeploy d3units before the battle starts.
2 Semper Paratus
Always prepared.
The Warlord and one infantry unit may exchangetheir armor and ranged weapons for Nightfall armorand battle rifles. This is done before purchasingwargear options outlined in the unit profile andcomes at no points cost.
3 Section 1 Operative
ONI agents often interfere with enemycommunications and sensors.
Enemy Reserve entry rolls are reduced by 1.
4 Section 2 Operative
Other agents manipulate the morale of friend and foealike.
Your Warlord has the Fear special rule and it canonly be ignored by the Fearless special rule. Inaddition, your Warlord and their unit choose to passor fail any Leadership-based test it makes.
5 Section 3 Operative
Operatives in Section 3 do the top-secret things noone else can ever know about. Truly, Section 3 areunpredictable.
The Warlord and the unit they are in may bypassrolling to enter from Reserves and may auto-enterafter 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 aranged weapon your Warlord is equipped with. Thatranged weapons Strength is increased by 1 and hasthe Rending special rule.
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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 Ceaseless Monitoring:All models from thisDetachment, you can re-roll a Warlord Trait from the Detachment count as having full line of sight in
table in this codex. all directions at all times after the game begins.
This does not allow units to shoot through terrain.
Well Do it Ourselves: If all of your units have
the ONI faction, all units in your detachment/s
have the Objective Secured rule.
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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 betweenright 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 suggestingtheres a Spook in the system.You know the drill, were on high alert gentleme-
-Richard Brook, final words
Unit Type: Infantry (Character). 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 OperativeWS BS S T W I A Ld Sv
4 4 3 3 2 3 3 10 4+
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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 IvanoffStation. Theyre prepared for anything theyve seen
before and a few things they havent.
Unit Type: Infantry. 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, SilencedWeapons.
ONI Security AgentWS BS S T W I A Ld Sv
4 4 3 3 1 3 1 8 4+
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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, aprototype/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.
Unit Type: Infantry (Character). 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 theSilenced Weapons. Infiltrate or Outflank special rules have to be deployed as
though they didnt.
Spartan BLACKWS BS S T W I A Ld Sv
5 5 4 4 2 4 3 10 3+BLACK One 5 5 4 4 3 5 4 10 3+
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NOBLE Team
NOBLE Team was composed of six Spartan IIIs specially Noble Teams final deployment as a unit was during the Fall
selected by ONI before any deployments and a Spartan II. of Reach where Nobles One, Two, Four, Five, and Six gave
It was after the death of their sixth member Thom-A293 that their lives to give the UNSC time to evacuate and find Halo.
the team had to take on a new member. While none of them
liked Spartan B312 at first, they were all impressed by the Noble Three survived Reach and went on to help the UNSC
new Noble 6s skills and accepted the new member. by hand-selecting candidates for the Spartan IV program.
They were never more effective.
Unit Type: Infantry (Character). 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 Wargear: sniper rifle (pg. 20).
Noble 3 special rules: Feel No Pain.
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.
Noble OneWS BS S T W I A Ld Sv
4 5 4 4 3 4 3 10 3+Noble Two 4 5 4 4 2 4 2 10 3+
Noble Three 4 6 4 4 2 4 2 9 3+Noble Four 5 4 4 4 2 4 4 9 3+Noble Five 5 5 4 4 3 4 3 10 3+
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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 helptoretrieve the Master Chief.
He is equipped with whatever he needs in addition to his
special-issue Hunter variant MJOLNIR armor.
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
Vigilans, Independent Character. (pg. 19)Spartan Lockes Wargear: MJOLNIR armor (pg. 21), battle
rifle (pg. 19), ATS (pg. 26).
Warlord Trait: Section 3 Operative.
Agent LockeWS BS S T W I A Ld Sv
4 4 3 3 2 3 2 9 4+Spartan Locke 5 5 4 4 3 4 3 10 3+
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Robert Joyeuse
Robert Joyeuse is what the UNSC call a traveler. He was
born on the Reyes-McLeesshipyards 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.
Unit Type: Infantry (Character). Wargear: Magnum (pg. 20), frag grenades (pg.19 ), smart AIpg. (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.
Robert Joyeuse
WS BS S T W I A Ld Sv
5 6 4 4 3 5 4 10 3+
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Veronica Dare
Orders are orders.
Captain Veronica Dare is an intelligence officer for Section 1 and Dare is an investigator first and a soldier second. She has
semi-ODST. Her relationship with ODSTs is strained, but they will an intellect to be envious of, but people of similar age have
follow her orders all the same. This strain is most noticeable with more direct experience in battle whereas she is more of a
Edward Buck, whom she has worked with multiple times over the strategist making plans on maps. This is for the better, as
years. is far more useful as a strategist than anyone short of aSpartan 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 intel-
gathering 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.
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, SilencedWeapons, Independent Character.
Alpha-Nine: ODST units have the Objective Secured rule. Your
Reserve rolls are improved by +1.
Warlord Trait: Section 1 Operative.
Veronica DareWS BS S T W I A Ld Sv
4 4 3 3 2 3 2 9 4+
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Siege Bikes
The mono-track siege bike was designed by ONI to target REAP-X designed the siege bike with special scanning
well-fortified positions and barricades. They were originally equipment to compensate for its relatively light weapons.
designed with modular weaponry but mechanical limitations
demanded compromises. Currently, the heaviest weapon Only Spartans are capable of handling siege bikes.
siege bikes can fire is the heavy machine gun, which is
enough.
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.
Siege BikeWS BS S T W I A Ld Sv
4 4 4 5 1 4 1 9 3+
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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.
Kestrel
BS-----------------Armor------------------
HPF S R
3 10 10 10 2
Unit Type: Vehicle (skimmer, open-topped).
Wargear:Two heavy autocannons (pg. 19).
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Quad Walkers
ONIs REAP-X division has recently reverse-engineered the Quad-Walkers are designed to be deployed from orbit and
plasma weaponry used by Covenant races (as opposed to human are equipped with retrothrusters to ease descent.
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.
Quad-Walker
BS-----------------Armor------------------
HPF S R
4 11 10 10 2
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.
PlasmaDriver
S AP Range Type
6 2 48Heavy 1,5 Blast
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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:
Wargear: 2 HMGs (pg. 20) Folding Weapon: This unit ignores the Weapon Destroyed
result on the vehicle damage table, unless your opponent
Transport: chooses one of the HMGs.
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.
KodiakBS
-----------------Armor------------------HP
F S R4 12 12 11 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.
EMPCannon
S AP Range Type
* 1 120 Heavy 1, EMP
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This section of Codex: ONIlists 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
Gauss Cannon
Name Range S AP Type
Gauss Cannon 60 8 1 Heavy 1
Standard Issue Weapons
ONI uses largely the same standard weapons that the rest of the
UNSCDF does.
Name Range S AP Type
Assault Rifle 18 3 6 Assault 3
Battle Rifle 24 4 6 Rapid Fire
Carbine 15 3 6 Assault 4,
Pinning
DMR 30 3 6 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 S AP Type
Light Autocannon 48 6 4 Heavy 4
Medium Autocannon 48 7 4 Heavy 2
Heavy Autocannon 48 8 4 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 AP Type Name Range S AP TypeGrenade Launcher 24 4 5 Assault 1, blast
Sticky Detonator 18 5 5 Assault1, blast LAAG 48 5 5 Heavy 4
ONI War Assets
Profiles for the ranged weapons in this section are alsolisted in the reference section (pg. 38). The full rules forflamers, assault grenades, heavy flamers, and krakgrenades can be found in the Warhammer 40,000rulebook.
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Machine Guns Sniper Rifle
In service for over 600 years, the humble machine gun is a Firing a 14.5x114mm APFSDP bullet makes the 99D series
simple and effective weapon to kill swathes of infantry. deal more damage than the LAAG that is used to fight
aircraft. One of these sniper rifles can down a Warthog in as
Name Range S AP Type few as four shots.
LMG 36 3 6 Heavy 3
MMG 36 4 6 Heavy 3 Name Range S AP Type
HMG 36 5 6 Heavy 3 Sniper Rifle 36 X 4 Heavy 1, Sniper
SAW 18 3 6 Assault 5 Anti-Materiel
Missile Weaponry Anti-Materiel:For shooting against vehicles, add 1d6 to the
Various missile systems firing self-guiding, precision- AP value of the sniper rifle for armor penetration. Otherwise,Targeted or straight dumb missiles of varying payloads. the Rending rule works as normal. This weapon wounds on
a 3+ and has Rending on a 4+ to wound.
Name Range S AP Type Sub-Machine Gun
SMGs fire caseless bullets with combustible adhesives as
Hydra 36 5 4 Rapid Fire, Ignores Cover propellant. Most are silenced.
Rocket Launcher 48 8 3 Heavy 1, lock-on
Rocket Pod 36 8 3 Assault 2 Name Range S AP Type
SMG 12 3 - Assault 4,
Lock-on: The firer of this weapon fires at Flyers at BS 3. On a 6 to Pinning
hit, counts as hitting side armor unless already hitting side or rear
armor.
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 Range S AP Type
Magnum 15 4 5 Pistol
Pistol 12 3 6 Pistol
Rail Weaponry Tank Cannon
UNSC rail weapons use both kinetic force and high explosives ONI sometimes appropriates the 90mm tank cannon used by
To deal damage. These weapons fire explosive slugs at high Scorpion tanks for their Kodiak battalions.
velocity to down the thickest of armor and toughest of foes.
Name Range S AP Type Name Range S AP Type
Railgun 30 6 1 Assault 1 Tank Cannon 60 8 2 Heavy 1
Grapeshot 5 4 Heavy 1,
Shotgun Large Blast
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 Range S AP Type
Shotgun 12 4 - Assault 2,
Rending
Spartan Laser
Think of it as a laser pointer- that points things into oblivion.
Name Range S AP Type
Spartan Laser 48 9 2 Heavy 1
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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.
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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 Thruster packs were developed for vacuum operations, but
the added benefit of healing the people inside of it. Unlike the are used in atmosphere to increase mobility.
Bubble shield, its integrity can be compromised.
Only usable during your assault phase. All models within 3 of Models with thruster packs are conferred a 5+ cover save
The drop shield user have a 3+ invulnerable save until the end in open ground. This does not affect units in cover.
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.
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.
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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.
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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 Normally reserved for the Prowler Corps., ONI sometimes
absorbers to improve movement over rough terrain. use these to camouflage vehicles when nets arent enough.
A vehicle with this upgrade has the Move Through Cover Vehicles equipped with this gear gain the Shrouding
special rule. It also ignores a crew shaken vehicle damage special rule.
result. May not be taken by Flyers.
Reinforced Hull
Improved titanium-a alloy that is generally reserved forUNSC 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.
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Gear
Bubble Shield VISR
In order to defend soldiers in the open or against artillery, The Visual Intelligence System, Reconnaissance is
the bubble shield was developed. It is unknown whether the integrated into ODST helmets to provide tactical data
UNSC or The Covenant developed it first. and night vision capabilities.
One use only. The bubble shield may only be activated Any unit with a VISR may re-roll night fighting distance and
during your opponents movement phase.The unit that uses failed blind tests.
this device cannot be harmed by shooting attacks until the end
of your opponents turn. They may still be assaulted and tank Jet Pack
shocked, but may not fire overwatch.
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 shotdown 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 This air-dropped ordnance freezes a small area
inside its area of effect. It may be related to sterile field generators. and causes impressive damage to things caught
in the blast.
One use only. Only usable in your opponents moving phase. All models One use only. Nominate an enemy unit within
within 6 get the Feel No Pain special rule until the end of the turn. If the line of sight of the user of this equipment. Place a
unit already has this rule, improve it by +1 (5+ becomes 4+, 4+ becomes 3+, large blast template over it and roll as a shooting
etc.). attack with a BS of the user of this equipment.
The Cryo Bomb is a S5, APweapon. Any unit
Spectrum Tracker wounded by the Cryo Bomb is only able to do one
action (move, shoot, assault) per turn for the rest
Enemy units targeted by a unit with this gear have a -2 to their cover saves. of the game.
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Special Issue Wargear
ATS Ecoreclamation Subsystems
The Artemis Tracking System is a wrist-mounted device that aids UNSC ships carry these to repair environmental damage on
users in investigation. It can identify genetic sequences, fingerprints, glassed planets. ONI likes to use them to sabotage enemy
software recognition, etc. fortifications.
A unit equipped with an ATS can identify one Mysterious Objective Choose one building or Fortification in your opponents
within Line of Sight per turn and may choose what it is. deployment zone. Its armor value and/or its cover saveare 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 3 2 Sniper, Hard Sound
A unit with a Smart AI counts as being 3 closer to an
Hard Sound:This rule confers the Fleshbane and Instant Death objective than it is physically. Equipped to a model with
special rules. Weapons with this rule ignore invulnerable saves. MJOLNIR armor, it increases the Initiative of that model by 1.
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 Infrastructure Study: Cover saves taken by
beginning of your next turn. enemy units in cover are reduced by 1.
Target Priority: One unit in your army has its Ballistic Skill increased by Communication Scrambling: Your opponents
1 until the beginning of your next shooting phase. 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 S AP Type
Target Locator Infinite 8 4 Heavy 7, Blast,
Missile Lock
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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. Before you choose an army, you will need to agree with youropponent upon the type of game you are going to play and
All of the squads, vehicles, and characters in the army are placed the points limit you may both spend. Then you can build it
into one of these categories depending upon their role on the following the guidelines set forth by the Warhammer 40,000
battlefield. Each model is also given a points value, which rulebook.
varies depending on how effective that model is in battle.
Each unit entry in the ONI army list contains the 6 Special Rules:Any special rules that apply to the models
following information: 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 7 Options:This section lists all upgrades you may add to
of the unit as well as its points cost without any upgrades. the unit if you desire, alongside the points cost per weapon
per model. Pts meanspoints and pts/model means points
2 Unit Profile: This section shows the profile of any and all models per model.
the unit can include, including upgrades.
3 Unit Type: This indicates what unit type rules to use in the Dedicated Transport:Where applicable, this option lists
Warhammer 40,000 rulebook. For example, a unit may be classed any Transports the unit may take. They have their own army
as infantry, Cavalry, or vehicle, which will subject it to a number of list entries, and do not use up Force Organization slots, but
rules regarding movement, shooting, assaults, etc. otherwise act as separate units. The Transports section of
the Warhammer 40,000 rulebook explains how Dedicated4 Unit Composition: When relevant, this section will show the Transports work.
number and type of models that make up the basic unit, before
upgrades. If the unit composition includes the word Unique, then Warlord Traits: Sometimes an entry will have a specific
only one may be taken per army. Warlord Trait, in which case it will be listed here in its
army list entry.
5Wargear: This section details the weapons and equipment the
models in the unit are armed with. The cost for all these models Unique Wargear: Some entries have unique Wargear,
and their equipment is included in the points cost next to the unit listed here. These are either already included in the units
name. points cost or given its own points value for purchase.
ONI Security Crew 1 1 60 Points
WS BS S T W I A Ld Sv 3 Unit Type 4 Unit Composition Page2 ONI Security 4 4 3 3 1 3 1 8 4+ Infantry 5 Security Agents 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 eitherthe Special Weapons or Power Weapons list.
If the squad numbers ten models, a Security Guard may take one item from either the SpecialWeaponslist each, one Marine may take one item from either the Special Weapons orPower Weaponslist, and one Marine may take one item from the Emplacementslist.
The unit may select a Kodiak as a Dedicated Transport.
5 Wargear: ODST BDU
Assault rifle Frag grenades
Magnum
CarbonNanotubes
.
6 Special Rules: Spook
SemperVigilans
Stubborn
Silenced Weapons
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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 The Sentinel or Monitors programming has become faulty
there is justification enough to be attacked by them. and believes the Humans are not the Reclaimers.
The UNSC has found or is escorting an Engineer and The Sentinels or Monitor have been re/programmed by
the Brutes want it. 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.
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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 7 thEdition Warhammer 40,000
rulebook, Space Marines Codex, 4thand 6thEdition Tau Codexes, and 7thEdition Astra Militarum Codex. They have not
been playtested.
Standard Issue Weapons. Page 18/19 Armor Abilities Page 54
-Battle Rifle 1 pt Armor Lock 10 pts/model
-DMR.Free Drop Shield 5 pts/model
-Magnum 1/2 pts* Hologram 5 pts/model
-SMG 2/4 pts* Jet Pack. 3 pts/model
-Pistol 1 pt Overshield 10 pts/model
Regeneration Field... 2 pts/model
Armor.. Page 52 Stun Blast 5 pts/model
Nightfall Armor 1 pt Teleport.. 4 pts/model
Thruster Pack 3 pts/model
Special Weapons.. Page 18/19
Flamer 5 pts. Vehicle Gear Page
Grenade Launcher 5 ptsHydra 8 pts Air Traffic Control 12 pts
Railgun 10 pts Photoreactive Panels 20 pts
SAW.. 2 pts Improved Shock Absorbers 7 pts
Shotgun 6 pts Reinforced Hull. 12 pts
Sticky detonator.. 7 pts Tracer Rounds 5 pts
VISR.. 1 pt
Power Weapons. Page 18/19 Emplacements. Page 18/19
Rocket Launcher. 15 pts Heavy Flamer 10 pts
Sniper Rifle 12 pts HMG 10 pts
Spartan Laser.. 20 pts LMG 6 pts
MMG. 8 pts
Gear.. Page 52
Bubble Shield 20 pts Special Issue Gear**Page 25Flare.... 10 pts ATS 10 pts
Regenerator 15 pts Hard Sound Rifle 70 pts
Spectrum Tracker. 5 pts Ecoreclamation Subsystems 20 pts
Carbon Nanotubes 6 pts/model Smart AI 7 pts
HEV. 1 pt/model STARS 45 pts
Jet Pack 3 pts/model Target Locator 50 pts
VISR. 1 pt
Cryo-bomb 15 pts
*The first point value for these options are for an upgrade ** Only one of each selection of Special Issue Wargear may
while the second point value is for taking a separate weapon. be taken per detachment.
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HQ
Jameson Locke 70 Points
WS BS S T W I A Ld Sv Unit Type Unit Composition PageAgent Locke 4 4 3 3 2 3 2 9 4+ Infantry (Character) 1 (Unique) 12Spartan Locke 5 5 4 4 3 4 3 10 3+
Options:
May upgrade Agent Locke to Spartan Locke 30 pts
May replace his assault rifle with one item from either theSpecial Weapons orPower Weapons list.
May take one piece ofequipment.
Spartan Locke take one armor ability.
May take an HEV independently of other equipment.
May take items from the Special Issue Gearlist.
Wargear:
Frag grenades Magnum
Agent Lockes Wargear DMR
Nightfall Armor
Spartan LockesWargear:
MJOLNIR Armor
Battle rifle
ATS
Special Rules:
Independent Character
Spook
Hit and Run
Stubborn
Semper Vigilans
Warlord Trait:
Section 3 Operative
Veronica Dare 50 Points
WS BS S T W I A Ld Sv Unit Type Unit Composition PageVeronica Dare 4 4 3 3 2 3 2 9 4+ Infantry (Character) 1 (Unique) 14
Options:
May replace her SMG with one item from either the Standard Issue, SpecialWeapons orPower Weapons list.
May take one piece ofequipment.
May take an HEV independently of other equipment.
May take items from the Special Issue Gearlist.
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
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ONI Operative 70 Points
WS BS S T W I A Ld Sv Unit Type Unit Composition PageONI Operative 4 4 3 3 2 3 3 10 4+ Infantry (Character) 1 ONI Operative 8
Options:
May replace their assault rifle with one item from either the Standard Issue orSpecial Weapons list.
May take items from the Gearlist.
May take items from the Special Issue Gearlist.
Wargear:
Frag grenades
Magnum
ODST BDU
Assault rifle
Carbon nanotubes
Special Rules: Independent Character
Spook
Hit and Run
Stubborn
Semper Vigilans
Silenced Weapons
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Elites
Black Team 200 Points
WS BS S T W I A Ld Sv Unit Type Unit Composition PageSpartan BLACK 5 5 4 4 2 4 3 10 3+ Infantry (Character) 4 (Unique) 10BLACK One 5 5 4 4 3 5 4 10 3+ Infantry (Character) 1 (Unique)
Options:
May take Robert Joyeuse as a squad attachment
Up to two models replace their assault rifle with one item from either theSpecialWeapons orPower Weapons list.
May take one piece ofequipment.
May take an HEV independently of other equipment
Wargear:
Frag grenades Magnum
MJOLNIR Armor
Assault rifle
Interrogators
Smart AI (BLACK OneOnly)
Special Rules:
Independent Character
Spook
Hit and Run
Fearless
Fear
Semper Vigilans
Robert Joyeuse
WS BS S T W I A Ld Sv Unit Type Unit Composition PageRobert Joyeuse 5 6 4 4 3 5 4 10 3+ Infantry (Character) 1 (Unique) 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 PowerWeapons list.
Wargear:
Frag grenades
Magnum
Mk IV Armor
Smart AI
Special Rules:
Spook
Hit and Run
Eternal Warrior Destiny
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Elites
Noble Team 200 points
WS BS S T W I A Ld Sv Unit Type Unit Composition PageNoble One 4 5 4 4 3 4 3 10 3+ Infantry (Character) 1 (Unique) 13Noble Two 4 5 4 4 2 4 2 10 3+ Infantry (Character) 1 (Unique)Noble Three 4 6 4 4 2 4 2 9 3+ Infantry (Character) 1 (Unique)Noble Four 5 4 4 4 2 4 4 9 3+ Infantry (Character) 1 (Unique)Noble Five 5 5 4 4 3 4 3 10 3+ Infantry (Character) 1 (Unique)
Options:
Up to two models replace their assault rifle with one item from either theSpecialWeapons orPower Weapons list.
May take one piece ofequipment.
May take an HEV independently of other equipment
May take a Kodiak as a dedicated transport.
Wargear:
Frag grenades
Magnum
MJOLNIR Armor
Armor Lock
Noble One:
DMR, Close CombatWeapon, Feel No Pain
Noble Two: Noble Four:
Assault rifle, Feel No Pain Shotgun, Close Combat Weapon, Feel No Pain, Rage
Noble Three: Noble Five:
Sniper rifle, Feel No Pain HMG, Relentless
Special Rules:
Wolfpack
Fleet
Fearless
Fear
Preferred Enemy (Xenos)
ONI Security Crew 60 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition PageONI Security Agent 4 4 3 3 1 3 1 8 4+ Infantry 5 ONI Security Agents 9
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.
Wargear:
Frag grenades
Magnum
Assault rifle
ODST BDU
Special Rules:
Spook
Hit and Run
Stubborn
Silenced Weapons
Kodiak 65 Points--Armor--
BS F S R HP Unit Type Unit Composition Page
Kodiak 4 12 12 11 3 Vehicle (Tank, Transport) 1 Kodiak 18Options:
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
Wargear:
2 HMGs
Transport Capacity:
6 models.
Special Rules:
Folding weapon
All-terrain APC
Amphibious
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Elites
Kestrel 60 Points--Armor--
BS F S R HP Unit Type Unit Composition PageKestrel 4 10 10 10 2 Vehicle (Skimmer, Open-topped) 1 Kestrel 16
Options:
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
Wargear:
2 Heavy Autocannons
Siege Bike Crew 200 Points
WS BS S T W I A Ld Sv Unit Type Unit Composition PageSiege Bike 4 4 4 5 1 4 1 9 3+ Bike 5 Bikers 15
Options:
May include up to five more models in the unit. 40 pts/model
Wargear:
MJOLNIR Armor
Light autocannon
Spectrum tracker
Special Rules: Spook
Hit and Run
Stubborn
Move Through Cover
Quad Walker 55 Points--Armor--
BS F S R HP Unit Type Unit Composition PageQuad Walker 4 11 10 10 2 Vehicle (Tank) 1 Quad Walker 17
Options:
May take items from the Vehicle Gear list.
May include up to two more models in the unit 55 pts/model
Wargear:
2 plasma drivers Retrothrusters
Special Rules:
Deepstrike
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Extraterrestrial Combat Unit
Composition:
ONI Operative 1-2 ONI Security 1-4 units Kestrel 1-2 units
Quad Walker 1-2 units Siege Bike 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, theFormation 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 thenumber 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.
Formations
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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 primarydetachment.
Special Rules:
STARS: You count as having the STARS Special Issue Wargear and may use all of its functions every turn. In caseswhere 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 2 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.
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Tactical Objectives
Codex: ONIdescribes 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 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
11 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.
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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 vict im 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.
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Profiles
HQWS BS S T W I A Ld Sv Unit Type Pg
Jameson Locke 4 4 3 3 2 3 2 9 4+ In (Ch) 12
Spartan Locke 5 5 4 4 3 4 3 10 3+ In (Ch) 12
Veronica Dare 4 4 3 3 2 3 3 9 4+ In (Ch) 14
ONI Operative 4 4 3 3 2 3 2 9 4+ In (Ch) 8
Elites
WS BS S T W I A Ld Sv Unit Type Pg
BLACK One 5 5 4 4 3 5 4 10 3+ In (Ch) 10
Noble 1 4 5 4 4 3 4 3 10 3+ In (Ch) 11
Noble 2 4 5 4 4 2 4 2 10 3+ In (Ch) 11
Noble 3 4 6 4 4 2 4 2 9 3+ In (Ch) 11
Noble 4 5 4 4 4 2 4 4 9 3+ In (Ch) 11
Noble 5 5 5 4 4 3 4 3 10 3+ In (Ch) 11
ONI Security
Agent
4 4 3 3 1 3 1 8 4+ In 9
RobertJoyeuse
5 6 4 4 3 5 4 10 3+ In (Ch) 13
Siege Bike 4 4 4 5 1 4 1 8 3+ In 15
SpartanBLACK
5 5 4 4 2 4 3 10 3+ In 10
Vehicles
Armor
BS F S R HP Unit Type Pg
Kestrel 4 10 10 10 2 Sk, Op 16
Kodiak 4 12 11 11 3 Tk, T 18
Quad-Walker 4 11 10 10 2 17
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Ranged Weapons
Weapon Range S AP Type
Assault rifle 18 3 6 Assault 3
Battle rifle 24 4 6 Rapid fire
Carbine 15 3 6 Assault 4, pinning
DMR 30 3 6 Rapid FIre
Flamer Template 4 5 Assault 1Gauss Cannon 60 8 1 Heavy 1
Grenade Launcher 24 4 5 Assault 1, blast
Hard Sound Rifle 48 3 2 Sniper, Hard Sound
Heavy autocannon 49 8 4 Heavy 2
HMG 36 5 6 Heavy 3
Hydra 36 5 4 Salvo 1/3, Ignores cover
LAAG 42 5 5 Heavy 4
Light autocannon 49 6 4 Heavy 4
LMG 36 3 6 Heavy 3
Magnum 15 4 5 Pistol
Medium autocannon 49 7 4 Heavy 2MMG 36 4 6 Heavy 3
Pistol 12 3 6 Pistol
Plasma Driver 48 6 2 Heavy 1, Large Blast
Railgun 30 6 1 Assault 1
Rocket Launcher 49 8 3 Heavy 1, lock-on
Rocket Pod 36 8 3 Assault 2
SAW 18 3 6 Assault 5
Shotgun 12 4 - Assault 2
SMG 18 3 - Assault 4, Pistol
Sniper rifle 36 X 4Heavy 1, sniper,
anti-materiel
Spartan laser 49 9 2 Heavy 1
Sticky detonator 18 5 5 Assault 1, blast
Tank cannonGrapeshot
6085
24
Heavy 1Heavy 1, Large Blast
Target Locator Infinite 8 4 Heavy 7, Blast, Missile Lock
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Credits
Halocreated by Bungie
Warhammer 40,000 is created and owned by Games Workshop
Halois 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 propertyis intended and All Rights Reserved to the respective owners.
This is NOTaGames Workshop, Bungie, or Microsoft product.
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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 image-
To 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.