Codex - The Covenant: Difference between revisions

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I decided to do this instead of a Aprori Guard codex b/c a Guard 'dex is hard enough to make.  If you really want to play them, use Tau and take your Heavy support and such from the Guard codex.   
I decided to do this instead of a Aprori Guard codex b/c a Guard 'dex is hard enough to make.  If you really want to play them, use Tau and take your Heavy support and such from the Guard codex.   


Anyway, The Covenant are a really interesting bunch and bring a whole slew of new weapons, units, and tactics to the game so I'm making a codex that represents them well enough.  I've seen some crazy excuses for <s>Elites to beat entire armies</s> (It is actually true, look at [[Animu|Halo: The Duel]], [[Awesome|Fal"I can bitch slap Titan-Size Hunters for Tuesday" Chuvamee]] can make the [[Ultramarine|Ultrasmurfs]] shit themselves, but then again their [[FAIL|smurfs]]) and <s>Covenant warships to be able to break the back of a Segmentum fleet but I call bullshit on all that fan-boyism.</s> Depends on the calcs for both sides really.   
Anyway, The Covenant are a really interesting bunch and bring a whole slew of new weapons, units, and tactics to the game so I'm making a codex that represents them well enough.  I've seen some crazy excuses for <s>Elites to beat entire armies</s> (It is actually true, look at [[Animu|Halo: The Duel]], [[Awesome|Fal "I can bitch slap Titan-Size Hunters for Tuesday" Chuvamee]] can make the [[Ultramarine|Ultrasmurfs]] shit themselves, but then again their [[FAIL|smurfs]]) and <s>Covenant warships to be able to break the back of a Segmentum fleet but I call bullshit on all that fan-boyism.</s> Depends on the calcs for both sides really.   


Discussion is more than welcome for this codex
Discussion is more than welcome for this codex

Revision as of 04:17, 28 August 2013

Halo: The Covenant Codex I decided to do this instead of a Aprori Guard codex b/c a Guard 'dex is hard enough to make. If you really want to play them, use Tau and take your Heavy support and such from the Guard codex.

Anyway, The Covenant are a really interesting bunch and bring a whole slew of new weapons, units, and tactics to the game so I'm making a codex that represents them well enough. I've seen some crazy excuses for Elites to beat entire armies (It is actually true, look at Halo: The Duel, Fal "I can bitch slap Titan-Size Hunters for Tuesday" Chuvamee can make the Ultrasmurfs shit themselves, but then again their smurfs) and Covenant warships to be able to break the back of a Segmentum fleet but I call bullshit on all that fan-boyism. Depends on the calcs for both sides really.

Discussion is more than welcome for this codex

Army Special Rules

For the Great Journey!- The near insane religious zeal of almost all Covenant forces stems from the belief that by achieving the goals of the Prophets, such as firing the Halo array, they will become like gods themselves. Armed with this faith, they will gladly throw away their lives to see the Great Journey come to fruition. Any unit with this rule or that includes a model with this rule counts as Stubborn and may regroup even if below 50% unit strength

Favor of the Prophet- Elites and Brutes share a fierce rivalry that borders on infighting constantly in order to be the dominant militant arm of the Prophets. Elites detest being led by Brutes, and vice versa. An army that has an Elite Overlord as an HQ may take Elites as Troops choices. An army that has a Brute Chieftain as HQ may take Brute squads as Troops chocies. If you have both as HQ's you lose the Troops benefit for both.

Warlord Traits

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.

Weapon Table Range S AP Type
Plasma Pistol 12" 4 6 Pistol, Overcharge
Overcharged Pistol 18" 5 5 Pistol, Haywire
Plasma Rifle 24" 4 6 Rapid Fire, Overcharge
Overcharged Rifle 24" 4 6 Salvo 2/4
Plasma Repeater 18" 4 6 Assault 2, Overcharge
Overcharged Repeater 18" 4 6 Assault 4
Plasma Cannon 36" 5 5 Heavy 3
Needler 18" 3 6 Assault 2, Twin-linked, Super-Combine
Heavy Needler 36" 6 5 Heavy 2, Twin-linked, Super-Combine
Needle Rifle 30" 3 6 Rapid Fire, Sniper, Super-Combine
Covenant Carbine 30" 3 5 Rapid Fire, Sniper
Beam Rifle 36" 3 3 Heavy 1, Sniper
Concussion Rifle 18" 4 - Assault 1, Concussive, Blast
Brute Shot 24" 3 6 Assault 1, Blast, Bladed
Spiker 18" 4 5 Assault 2, Pinning, Bladed
Fuel Rod Cannon 48" 8 4 Heavy 2
Fuel Rod Beam 36" 8 3 Heavy 1, Lance
Plasma Launcher 36" 7 3 Heavy 3, Twin-linked, Blast

Ranged Weaponry

Covenant Plasma Weapons- The Covenant chiefly employs a wide variety of plasma weapons in their arsenal, although not quite as destructive as their 40,000 counterparts. Complex force containment chambers gleaned from the Forerunners, however, allow their weapons to be wielded much more safely, with no risk of harm to the user. A large number of Covenant plasma weapons will have a secondary Overcharged profile that can be used instead of the normal profile given. If you choose to fire the Overcharged profile, the whole squad armed with similar weapons must do so. You may only use the Overcharged profile once per game, for each unit armed with such weapons.

Covenant Needler Weapons- More specialized weapons in the Covenant armory fire armor piercing crystal shards that have a limited tracking intelligence that allows for fired needles to hit targets unerringly. When these shards manage to penetrate armor they then explode, causing massive trauma similar to that of an Imperial bolt weapon, though a reaction between a cluster of needles causes a much larger explosion more akin to a frag grenade. If the model suffers an unsaved wound from a weapon with the Super-Combine special rule, resolve an additional hit with the Blast template centered over the model

Brute Weapons- Brutes tend to use their own special brand of firearms, all of which features sharp blade attachments to make them more suitable for the melee of close combat that most Brutes favor. A ranged weapon with the Bladed special rule counts as an additional close combat weapon.

Melee Weaponry

Energy Sword- While the blade is composed of plasma, the sword‘s hilt is a magnetic field generator that projects two envelopes of magnetic energy, which contain the sword‘s plasma. With sufficient momentum and force a plasma sword can cut into the thicket of armor. A plasma sword is a power sword that is AP 2 on the charge.

Gravity Hammer- is a large hammer that serves as an excellent and powerful melee weapon. It is a highly symbolic Brute weapon that is analogous to the Elite's Energy Sword. This powerful weapon can also be used to manipulate gravity, allowing it to push opponents away orpull them towards the wielder, as well as deflecting incoming projectiles. The Gravity Hammer is a Power weapon that doubles the user‘s strength but reduces its initiative by 2

Miscellaneous Equipment

Vehicle Wargear

Elite Shielded Armor- 4+ armor save, 6++ invulnerable save

Brute Armor- 4+ armor save

Grunt Armor- integrates a methane breather system for Grunts, and provides a 5+ armor save

Jackal Shield- Provides a 3+ cover save at all times. However each time the unit is called upon to make a save in any phase, it takes a cumulative -1 save modifier until the next player turn

Jackal Major Shield- Provides a 2+ cover save at all times. However each time the unit is called upon to make a save in any phase, it takes a cumulative -1 save modifier until the next player turn