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Codex - The Covenant
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==HQ Units== ===Sangheili Councillor=== Power 5, Points per model 70 ''"Only the faithful lives"'' ~Motto of the Councillors. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Councillor|| 6" || 2+ || 2+ || 4 || 4 || 5 || 4 || 9 || 3+ |} <br style="clear: both; height: 0px;" /> :A Councillor is a single model armed with 2 Plasma Rifles and Plasma Grenades :'''Wargear Options''': The Councillor may replace one or more of his Plasma Rifles for an item from the Standard Weapons or Special Weapons list. :'''Abilities''': *For the Great Journey! *Councillor: You can re-roll hit rolls of 1 made for friendly SANGHEILI units within 6" of this model. *Heroes Harness: Grants a 5+ invulnerable save. :'''Faction Keywords''': COVENANT :'''Keywords''': CHARACTER, SANGHEILI, COUNCILLOR, INFANTRY ===Sangheili Zealot=== Power 4, Points per model 55 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Zealot|| 6" || 2+ || 3+ || 4 || 3 || 4 || 3 || 8 || 3+ |} <br style="clear: both; height: 0px;" /> :A Zealot is a single model armed with 2 Plasma Rifles and Plasma Grenades :'''Wargear Options''': The Zealot may replace one or more of his Plasma Rifles for an item from the Standard Weapons, Precision Weapons or Special Weapons list. :'''Abilities''': *For the Great Journey! *Assault Harness: Grants a 5+ invulnerable save. *Zealot: You can re-roll wound rolls of 1 for friendly SANGHEILI units that are within 6" of this model. *Active Camouflage: During deployment, you may setup the Zealot as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself β set him up anywhere on the battlefield that is more than 9" from any enemy models. :'''Faction Keywords''': COVENANT :'''Keywords''': CHARACTER, SANGHEILI, ZEALOT, INFANTRY ===Brute Chieftain=== Power 4, Points per model 55 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | War Chieftain|| 5" || 2+ || 3+ || 4 || 5 || 5 || 5 || 9 || 3+ |- | Chieftain|| 5" || 2+ || 4+ || 4 || 4 || 4 || 4 || 8 || 3+ |} <br style="clear: both; height: 0px;" /> :A Chieftain is a single model armed with 2 Spikers, a Guardian Shield and Spike Grenades. The Chieftain may be replaced with a War Chieftain (Power Rating +1/Points Cost +20) :'''Wargear Options''': The Chieftain may replace one or more of his Spikers for an item from the Standard Weapons or Special Weapons list. :'''Abilities''': *For the Great Journey! *Chieftain: Friendly JIRALHANAE INFANTRY units within 6" of this model may re-roll failed Charge rolls. :'''Faction Keywords''': COVENANT :'''Keywords''': CHARACTER, JIRALHANAE, CHIEFTAIN, INFANTRY ===San'Shyuum Enforcer=== Power 2, Points per model 30 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Enforcer|| 4" || 5+ || 5+ || 2 || 2 || 3 || 1 || 9 || - |- | Prelate|| 4" || 2+ || 3+ || 3 || 4 || 4 || 3 || 9 || 3+ |} <br style="clear: both; height: 0px;" /> :An Enforcer is a single model armed with a Plasma Pistol and Guardian Shield. The Enforcer may be replaced with a Prelate (Power Rating +3/Points Cost +35) armed with a two Plasma Rifles and a Guardian Shield. :'''Wargear Options''': Prelates may replace one or more of his Plasma Rifles for an item from the Standard Weapons or Special Weapons list. :'''Abilities''': *For the Great Journey! *The Prophet's Grace: Friendly COVENANT units within 6" of PROPHET may use his Leadership characteristic instead of their own when taking Morale tests. :'''Faction Keywords''': COVENANT :'''Keywords''': CHARACTER, PROPHET, ENFORCER, INFANTRY ===Deacon=== Power 1, Points per model 15 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Deacon|| 5" || 4+ || 3+ || 2 || 3 || 3 || 2 || 7 || 6+ |} <br style="clear: both; height: 0px;" /> :A Deacon is a single model armed with a Plasma Pistol and Plasma Grenades. :'''Wargear Options''': *May replace it's Plasma Pistol with a Needler *May take a Guardian Shield :'''Abilities''': *Deacon: This model cannot be your Warlord. *For the Great Journey! *Zeal: Friendly UNGGOY infantry units within 6" of this model during the charge phase can activate their Plasma Grenades and hurl themselves at the enemy in a suicidal charge. The enemy can Overwatch early to gun the Grunt(s) down but cannot Overwatch later on in the phase if they do so. For each Grunt that successfully reaches within 1" of the enemy unit, inflicts an attack as if they were using their Plasma Grenades that automatically hits. The Grunts chosen to assault the enemy are now removed from play, even if they did not reach the enemy. :'''Faction Keywords''': COVENANT :'''Keywords''': CHARACTER, UNGGOY, DEACON, INFANTRY ===Honor Guard=== Power 2, Points per model 45 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Elite Guard|| 6" || 3+ || 3+ || 4 || 4 || 2 || 2 || 8 || 3+ |- | Brute Guard|| 5" || 3+ || 4+ || 4 || 5 || 2 || 3 || 8 || 3+ |} <br style="clear: both; height: 0px;" /> :This unit contains 2 Elite Guards or 2 Brute Guards. The unit may contain 2 additional Guards (the entire unit must be the same species, Power Rating +2). All guards are armed with Honor Pikes (count as Energy Swords). Elite Guards are also armed with Plasma Rifles and Plasma Grenades and Brute Guards are also armed with Spikers and Spike Grenades. :'''Wargear Options''': *Any Elite Guard may replace its Plasma Rifle with an item from the Standard Weapons list. *Any Brute Guard may replace its Spiker with an item from the Standard Weapons list. *Any Brute Guard may take Firebombs: +2pts each :'''Abilities''': *For the Great Journey! *Heroes Harness (Elite Guard): Grants a 5+ invulnerable save. *'''You Will Not Lay A Hand Upon Him!''': Roll a D6 each time a friendly COVENANT CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit β the CHARACTER does not lose a wound but this unit suffers a mortal wound. :'''Faction Keywords''': COVENANT :'''Keywords (Elite Guard)''': SANGHEILI, INFANTRY, HONOUR GUARD :'''Keywords (Brute Guard)''': JIRALHANAE, INFANTRY, HONOUR GUARD ===Honor Guard Ultra=== Power 4, Points per model 70 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Elite Guard Ultra|| 6" || 2+ || 3+ || 4 || 4 || 4 || 4 || 8 || 3+ |- | Brute Guard Ultra|| 5" || 2+ || 4+ || 4 || 5 || 4 || 5 || 8 || 3+ |} <br style="clear: both; height: 0px;" /> :The Honor Guard Ultra is a single model armed with an Honor Pike (count as a Energy Sword). Elite Guard Ultras are also armed with Plasma Rifles and Plasma Grenades and Brute Guard Ultras are also armed with Spikers and Spike Grenades. :'''Wargear Options''': *Any Elite Guard Ultra may replace its Plasma Rifle with an item from the Standard Weapons list. *Any Brute Guard Ultra may replace its Spiker with an item from the Standard Weapons list. *A Brute Guard Ultra may take Firebombs: +2pts each :'''Abilities''': *For the Great Journey! *Heroes Harness (Elite Guard): Grants a 5+ invulnerable save. *'''You Will Not Lay A Hand Upon Him!''': Roll a D6 each time a friendly COVENANT CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit β the CHARACTER does not lose a wound but this unit suffers a mortal wound. :'''Faction Keywords''': COVENANT :'''Keywords (Elite Guard Ultra)''': CHARACTER, SANGHEILI, INFANTRY, HONOUR GUARD :'''Keywords (Brute Guard Ultra)''': CHARACTER, JIRALHANAE, INFANTRY, HONOUR GUARD ===Jackal (Kig'yar) Champion=== Power 2, Points per model 25 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Jackal Champion|| 6" || 4+ || 2+ || 2 || 3 || 3 || 2 || 7 || 5+ |- | Skirmisher Champion|| 8" || 3+ || 2+ || 3 || 3 || 3 || 2 || 7 || 5+ |} <br style="clear: both; height: 0px;" /> :The Jackal Champion is a single model armed with a Plasma Pistol. It may be replaced with a Skirmisher Champion :'''Wargear Options''': *Any Champion may take an item from the Jackal Weapons list. *A Jackal Champion armed with a Plasma Pistol, Needler or Energy Sword may take a Point Defense Gauntlet. *A Skirmisher Champion armed with a Plasma Pistol, Needler or Energy Sword may take a Skirmisher Gauntlert. :'''Abilities''': *Champion: You can re-roll hit rolls of 1 made for friendly KIG'YAR units within 6" of this model. *Sneaky (Jackal Champion): During deployment, you may setup the Jackal Champion as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself β set him up anywhere on the battlefield that is more than 9" from any enemy models. *Swift (Skirmisher Champion): At the start of the first battle round but before the first turn begins, you can move this unit up to 8". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. :'''Faction Keywords''': COVENANT :'''Keywords''': CHARACTER, INFANTRY, KIG'YAR, CHAMPION
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