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==Covenant Equipment== The united forces of the Covenant employ a wide variety of technology and weapons, either that gleaned from study of Forerunner artifacts or by separate development through constant war. {| border=1 cellspacing=0 cellpadding=4 align=right |- valign=top ! Weapon Table!! Range !! Type !! S !! AP !! D !! Abilities |- | Plasma Pistol || || || || || || When attacking with this weapon, choose one of the two profiles below. |- | Standard Pistol || 12" || Pistol 1 || 4 || 0 || 1 || |- | Overcharged Pistol || 12" || Pistol 1 || 5 || -1 || 2 || This weapon re-rolls failed To Hit rolls. This profile can only be used once per battle. |- | Plasma Repeater || 24" || Rapid Fire 1 || 4 || 0 || 1 || Two-Handed |- | Spike Grenade || 6" || Grenade D3 || 5 || -1 || 1 || Blast |- | Plasma Rifle || 18" || Assault 2 || 4 || 0 || 1 || One-Handed |- | Concussion Rifle || 24" || Assault D6 || 4 || -1 || 1 || Two-Handed, Blast |- | Plasma Caster || || || || || || When attacking with this weapon, choose one of the two profiles below. |- | Standard Caster || 24" || Assault 3 || 4 || -1 || 1 || Two-Handed |- | Overcharged Caster || 24" || Assault D6+D3 || 5 || -1 || 2 || Two-Handed, Blast. This profile can only be used once per battle. |- | Plasma Cannon || 36" || Heavy 3 || 5 || -1 || 2 || Two-Handed |- | Twin Plasma Cannon || 36" || Heavy 6 || 5 || -1 || 2 || - |- | Heavy Plasma Cannon || 36" || Heavy 3 || 6 || -2 || 2 || - |- | Heavy Plasma Repeater || 72" || Heavy 3 || 6 || -2 || 2 || Add 1 to all hit rolls made for this weapon against AIRCRAFT units. |- | Needler || 18" || Assault 2 || 3 || 0 || 1 || One Handed. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled. |- | Heavy Needler || 24" || Heavy 4 || 6 || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled. |- | Needle Rifle || 30" || Rapid Fire 1 || 3 || -1 || 1 || Two-Handed. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. |- | Covenant Carbine || 30" || Rapid Fire 1 || 4 || 0 || 1 || Two-Handed |- | Focus Rifle || 36" || Rapid Fire 1 || 4 || 0 || 1 || Two-Handed. This weapon may target a CHARACTER even if it is not the closest enemy unit. |- | Beam Rifle || 48" || Heavy 1 || 6 || -2 || 1 || Two-Handed. This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. |- | Concussion Cannon || 36" || Heavy 2D6 || 5 || -1 || 1 || Blast |- | Brute Shot (Shooting) || 24" || Assault D6 || 3 || 0 || 1 || Two-Handed, Blast |- | Brute Shot (Melee) || Melee || Melee || +2 || -1 || 1 || - |- | Spiker (Shooting) || 12" || Assault 2 || 3 || 0 || 1 || One-Handed |- | Spiker (Melee) || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon. |- | Mauler || 12" || Pistol 1 || 3 || 0 || 1 || If the target is within half range, add 1 to this weapon’s Strength. |- | Fuel Rod Gun || 36" || Assault D3+3 || 5 || -2 || 1 || Two-Handed, Blast |- | Twin Fuel Rod Pods || 36" || Heavy 6D6 || 6 || -2 || 1 || Blast. Add 1 to all hit rolls made for this weapon against AIRCRAFT units. |- | Fuel Rod Cannon || 36" || Heavy D3+3 || 6 || -2 || 2 || Blast |- | Fuel Rod Beam || 48" || Heavy 1 || 8 || -4 || D3+3 || - |- | Fuel Rod Storm || 36" || Assault 10 || 4 || -1 || 1 || This weapon re-rolls failed To Hit rolls. |- | Plasma Grenade || 6" || Grenade D6 || 5 || -1 || 1 || Blast |- | Plasma Launcher || 36" || Heavy 4 || 6 || -1 || D3 || Two-Handed. All failed hit rolls with this weapon may be re-rolled. |- | Plasma Mortar || 48" || Heavy D6 || 5 || -2 || 2 || Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack. |- | Firebomb || 6" || Grenade 2D3 || 4 || 0 || 1 || Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack. |- | Plasma Beam || 72" || Heavy 2D3 || 16 || -4 || D6+3 || Blast |- | Tyrant Gun || 120" || Heavy 3 || 18 || -5 || D6+6 || Add 1 to all hit rolls made for this weapon against AIRCRAFT units. |- | Energy Sword || Melee || Melee || +1 || -3 || 2 || Each time the bearer fights, it makes 1 additional attack with this weapon. |- | Gravity Hammer || Melee || Melee || x2 || -2 || 4 || When attacking with this weapon, you must subtract 1 from the To Hit roll. |- | Titanic Stride || Melee || Melee || User || -3 || 3 || Make 2 hit rolls for each attack made with this weapon instead of 1. |- | Greater Titanic Stride || Melee || Melee || User || -4 || 4 || Make 2 hit rolls for each attack made with this weapon instead of 1. |} ===Miscellaneous Equipment=== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Equipment !! Effect |- | Guardian Shield|| Grants a 5+ invulnerable save. |- | Point Defense Gauntlet|| Add 2 to Armour Saving throws for a model equipped with a Point Defense Gauntlet (invulnerable saving throws are not affected). |- | Skirmisher Gauntlet|| Add 1 to Armour Saving throws for a model equipped with a Skirmisher Gauntlet (invulnerable saving throws are not affected). |- | Vehicular Energy Shielding|| Each layer of Vehicular Energy Shielding has 3 shield points. While this model has any layers of Vehicular Energy Shielding, it has a 5+ invulnerable save against ranged attacks. Each time a saving throw is failed for this model against ranged attacks, if it has Vehicular Energy Shielding, it does not suffer any damage. Instead, for each point of damage inflicted, one of its Vehicular Energy Shields loses a shield point. Once a layer of Vehicular Energy Shielding has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a layer of Vehicular Energy Shielding to be reduced to 0 shield points, that layer collapses, the model loses that layer and any excess damage inflicted is lost. Vehicular Energy Shielding can never be used to prevent mortal wounds, the bearer takes damage as normal. At the start of your command phase all layers of Vehicular Energy Shielding have their shield points restored, including the ones that have collapsed. |- |} <br style="clear: both; height: 0px;" />
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