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Codex - The Covenant
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==Flyers== ===Banshee=== Power 4, Points per model 90 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Banshee|| 20-35" || 6+ || 4+ || 4 || 6 || 6 || 2 || 7 || 4+ |} <br style="clear: both; height: 0px;" /> :This unit contains one Banshee equipped with a Twin Plasma Cannon and a Fuel Rod Cannon. It can include 1 additional Banshee (Power Rating +4) or 2 additional Banshees (Power Rating +8). :'''Wargear Option''': Any Banshee may take a layer of Vehicular Energy Shielding: +20pts :'''Abilities''': *Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. *Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice. *Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. *Strafing Run: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY. *Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. *Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds. *Banshee Squadron: The first time this unit is setup, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. :'''Faction Keywords''': COVENANT :'''Keywords''': VEHICLE, FLY, AIRCRAFT ===Vampire=== Power 9, Points per model 120 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Vampire|| * || 6+ || * || 6 || 7 || 10 || * || 7 || 3+ |} <br style="clear: both; height: 0px;" /> {| class="wikitable" |- ! Remaining W ! M ! BS ! A |- | 6-10+ | 20-60" | 3+ | 3 |- | 3-5 | 20-40" | 4+ | D3 |- | 1-2 | 20-25" | 5+ | 1 |} :This unit contains one Vampire equipped with a Stasis Cannon, Heavy Needler and two Plasma Cannons. :'''Weapons''': {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! S !! AP !! Damage !! Type !! Abilities |- | Stasis Beam|| 36" || 5 || -2 || 2 || Heavy D6 || Blast. This weapon gains +1 to hit against AIRCRAFT units. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the attack inflicts 2 mortal wounds on the target. |} <br style="clear: both; height: 0px;" /> :'''Abilities''': *Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. *Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice. *Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. *Vampire: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY. *Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. *Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds. :'''Faction Keywords''': COVENANT :'''Keywords''': VEHICLE, FLY, AIRCRAFT ===Phantom=== Power 10, Points per model 185 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Phantom|| * || 6+ || * || 8 || 7 || 14 || * || 8 || 3+ |} <br style="clear: both; height: 0px;" /> {| class="wikitable" |- ! Remaining W ! M ! BS ! A |- | 8-14+ | 20-45" | 4+ | 3 |- | 4-7 | 20-30" | 5+ | D3 |- | 1-3 | 20" | 6+ | 1 |} :This unit contains one Phantom equipped with a Heavy Plasma Cannon. :'''Wargear Options''': May take two sponson-mounted: *Plasma Cannons: +20pts *Heavy Plasma Cannons: +30pts :'''Abilities''': *Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. *Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice. *Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. *Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. *Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. *Heavy Transport: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved. :'''Transport Capacity''': This model can transport 16 COVENANT INFANTRY models and 1 COVENANT VEHICLE model. Each MEGALEKGOLO takes the space of three infantry models. TITANIC and AIRCRAFT models cannot be transported. :'''Faction Keywords''': COVENANT :'''Keywords''': VEHICLE, FLY, AIRCRAFT ===Spirit Dropship=== Power 12, Points per model 315 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Spirit|| * || 6+ || * || 8 || 7 || 20 || 3 || 8 || 3+ |} <br style="clear: both; height: 0px;" /> {| class="wikitable" |- ! Remaining W ! M ! BS |- | 11-20+ | 20-45" | 4+ |- | 5-10 | 20-30" | 5+ |- | 1-4 | 20" | 6+ |} :This unit contains one Spirit equipped with a Heavy Plasma Cannon. :'''Abilities''': *Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. *Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice. *Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. *Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. *Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. *Heavy Transport: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved. :'''Transport Capacity''': This model can transport 30 COVENANT INFANTRY models and 2 COVENANT VEHICLE models. Each MEGALEKGOLO takes the space of three infantry models. TITANIC and AIRCRAFT models cannot be transported. :'''Faction Keywords''': COVENANT :'''Keywords''': VEHICLE, FLY, AIRCRAFT
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