Codex - The Covenant

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Revision as of 14:10, 3 September 2013 by 1d4chan>Remoon101 (The Arbiter - 175pts)
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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 we shall try to make a pastiche that represents them fairly without making them either too weak or too strong.

Discussion is more than welcome for this codex. We are trying to streamline rules as much as possible as previous iterations tended to overload the codex with rules for every Grunt and his uncle.

More Info for Covenant Weapons can be seen here--->Halo Covenant Weaponry

Info on the Covenant

First sighted at the furthest reaches of Ultima Segmentum, this Xenos civilization is theorized to come from outside the universe by method of wormhole in rapid numbers, having emerged somewhere in the Ultima segmentum and taken some time to hide and build enough strength, ascertaining their surroundings before emerging in their earnest, where they have become yet another problem for an already dying galaxy.

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

Hated Rivals- 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 Leader as an HQ may take Elites as Troops choices. An army that has a Brute Chieftain as HQ may take Brute squads as Troops choices. If both are selected as HQ's, neither elites nor brutes may be selected as troops choices to represent the difficulty in cooperation.

Dual-Wielding- Numerous weapons in the Covenant armory can be wielded by Elites and Brutes one-handed, allowing them to fire multiple weapons at once. A model with two different single handed ranged weapons may only choose to fire one in the Shooting phase. If the weapons are the same they may be fired as a single twin-linked weapon of that type. If the weapon is already twin-linked to begin with it may also re-roll failed rolls to wound.

Warlord Traits

A Covenant warlord can roll his warlord trait from Command traits and Personal traits (but not Strategic traits) charts from core rulebook or from the specific Covenant traits chart below

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" 3 6 Pistol, Overcharge
Overcharged Pistol 18" 4 5 Heavy 1, Haywire
Plasma Rifle 24" 3 6 Rapid Fire, Overcharge
Overcharged Rifle 24" 3 6 Salvo 2/4
Plasma Repeater 18" 3 6 Assault 2, Overcharge
Overcharged Repeater 18" 3 6 Assault 4
Plasma Cannon 36" 5 5 Heavy 3
Heavy Plasma Cannon 36" 6 4 Heavy 3
Needler 18" 4 6 Assault 2, Twin-linked, Rending
Heavy Needler 36" 6 4 Heavy 2, Twin-linked, Rending
Needle Rifle 30" 4 6 Rapid Fire, Sniper, Rending (5+)
Covenant Carbine 30" 3 5 Rapid Fire, Sniper
Beam Rifle 36" 3 4 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
Mauler 12" 4 - Pistol
Fuel Rod Gun 48" 7 4 Heavy 2
Fuel Rod Cannon 48" 9 4 Heavy 1, Blast
Fuel Rod Beam 36" 8 3 Heavy 1, Lance
Plasma Launcher 36" 6 3 Heavy 3, Twin-linked, Blast
Firebomb 8" 4 5 Assault 1, Blast, Ignores Cover

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, somewhat like Tau pulse and plasma weaponry. 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 as well. 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. As such, all Needle weapons have the Rending special rule, with the Needle Rifle rending on a 5+.

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 Jiralhane weapon that is analogous to the Sangheili's Energy Sword. This powerful weapon can also be used to manipulate gravity, allowing it to push opponents away or pull them towards the wielder, as well as deflecting incoming projectiles and in some cases, create a miniature Black Hole for the lulz. The Gravity Hammer counts as a Thunder Hammer that only reduces the Initiative of the wielder by 2.

Energy Garrote- Quite and lethal tools of assassination often utilized by Special Operations Units, once cinched in place the plasmatic wires burn through the target's neck within a few moments. Models must take a Strength test against this weapon if it hits. If they fail they take a wound with no armor saves allowed.

Honor Pike- The primary weapon of choice for Honor Guard units, with a long reach and penetrating tip, it is an elegant tool used to defend the Prophets. Counts as a Power Lance and as such is such horrendously terrible.

Miscellaneous Equipment

Plasma Grenades- These are timed devices that can stick to enemy vehicles or infantry and explode with in burst of super-heated plasma. These count as Plasma Grenades against infantry and Krak grenades against vehicles with the Twin-Linked special rule.

Spike Grenades- The primary fragmentary armament of choice for Jiralhanae infantry, these explode in a hail of heated spikes that only the most foolhardy of enemies would take on directly. Counts as Frag grenades as described in the Warhammer 40,000 rulebook with the Pinning special rule

Firebombs- Primary used by Jiralhanae elite infantry, these explode in a gout of flames that make a mockery of cover. Counts as offense grenades as described in the Warhammer 40,000 rulebook.

Sangheili Combat Harness- Worn by most ranks of Sangheili squad leaders and units, the regenerative energy shielding of the armor grants superb protection against most small arms fire, and even limited protection against heavier weaponry. It grants a 4+ armor save, 6++ invulnerable save

Sangheili Assault Harness- Only worn by high-ranking Sangheili officers, this incorporates stronger materials into the base armor, as well as a more powerful energy shield with a faster recharge rate. It grants a 3+ armor save, 5++ invulnerable save

Jiralhanae Combat Harness- While most Jiralhanae prefer to rely on their natural toughness to ignore enemy firearms, a coming shift in power dictated that they don their armor once more. While lacking a more durable form of energy shielding, it provides a generous modicum of protection to its bearer. It grants a 4+ armor save

Unggoy Harness- A simplistic design, it integrates a methane re-breather system for Grunts, and provides a 6+ armor save

Skirmisher Armor- The Kig-Yar species prefer to wear light armor that allows a greater freedom of movement for both frontline units using Point Defense Gauntlets and Marksmen squads sneaking into position. It provides a 6+ armor save

Point Defense Gauntlet- The signature equipment of Kig-Yar, it is a powerful energy shield in a more traditional form. Provides a 4+ cover save. However each additional 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

Enhanced PD Gauntlet- A stronger form of the Point Defense Gauntlet that also features a faster recharge rate. Provides a 3+ cover save. However each additional 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

Jump packs- Used extensively by the Jiralhanae and to a lesser extent the Sangheili, it allows a normally slow infantry unit to close the gap to an enemy within a few short leaps and bounds. A unit equipped with jump packs are jump pack infantry and may choose to Deep Strike from reserves.

Grav Lift- used in the movement phase, lay a marker near the model deploying it (3"). If a unit moves over this marker, they count as gaining one free jump pack move, moving 12” in the same direction they moved over the marker. It remains until it is destroyed automatically by shooting.

Bubble Shield- Used in the enemy's shooting phase, it provides a 2+ Invulnerable save against shooting to models within 3" of the marker. It lasts until the end of the enemy's next shooting phase.

Shield Drain- Used in the shooting phase, it can be thrown 12" and lays down a marker with a 3" radius of effect. Any unit within it's range must re-roll successful Invulnerable saves, if the unit already has a rerollable invulnerable save, it may no longer reroll failed saves. It lasts until the end of the next player turn.

Trip Mine- Places a marker on the field, which can only be activated by Skimmers or Tanks. It deals a single Strength 8 hit to the rear armor of any Skimmer or Tank that comes within 3".

Vehicle Wargear

Vehicular Energy Shielding- A powerful energy field protects the vehicle. Whenever the vehicle suffers a glancing or penetrating hit you may roll a d6 to see if the vehicle does not lose a Hull Point on a 4+. This can only be done for one glancing or penetrating hit per Shooting phase

Unique HQ Characters

Prophet of Regret

Rash, Violent, Immature, the High Prophet of Regret is an oddity among San'Shyuum in that he indulges in the Culture and respect of the Sangheili. Being a High Prophet he is granted 8+Leadership value, due to his respect among his Elite Subordinates the High Prophet of Regret also comes equipped with two very powerful Gravity Cannons as well as a Shield that gives it 4+armour save, furthermore he is allowed to have two Sentinel Protectors which gives him 2+attack power, two Sentinel Defenders which further boost his armor save by 2+, and two Sentinel Healers which restores 1d3 wounds every 2 turns. He has two special abilities, one is called "The Prophets Grace" which inspires and give every Covenant Unit and Vehicle within a 12' bubble FNP (for infantry) and IWND (for vehicles) and relentless, the other ability is called the "Regret's Wrath" which enables him to call down the infamous Glassing beam that calls down 1d3 orbital bombardment pieplates once per game. His main Disadvantage is that he is expensive, and that once he is taken down, every Covenant Unit loses morale.

The Arbiter - 175pts

A highly skilled but dishonoured Elite, called The Arbiter when translated from the Covenant's common tongue, this once respected Supreme Commander is now shamed and must bear the weight of his title. It is required that any Arbiter must die in battlefields or missions to seek redemption in death. Clad in ritualistic armor in the coloring of silver, that is equipped with a ancient cloaking field which are then blessed from the sacred language and wards of the Holy Forerunners. Showing no pity nor mercy, The Arbiter uses his skill of over a thousand battles and a hundred wars to slaughter and kill any enemy that stands in his way.

Name WS BS S T W I A Ld Sv
The Arbiter 7 5 4 4 3 5 3 10 3+/4++





Unit Composition: 1 Arbiter
Unit Type: Infantry (Unique)
Wargear: Dual Energy Swords, Plasma Pistol, Covenant Carbine, Plasma Grenades
  • Armor of the Arbiter: Provides a 3+ armor save and a 4++ Invulnerable save. In addition, once per game at the beginning of the enemy Shooting phase, he benefits from invisibility, as per the psychic power.
Special Rules: Fearless, Fleet, Hated Rivals, Independent Character, Rage
  • Honor Before All Else: The Arbiter must always challenge an enemy Character when in close combat. If an enemy refuses to fight him, he will immediately gain an additional D3 Attacks as he attempts to hack his way to the offending "leader"
  • Relentless Fury: Every roll of 6 to hit immediately generates an additional attack. These attacks may generate further additional attacks.

Rtas 'Vadum

Leader of the entire Spec-Ops division and ship master of the Shadow of Intent and de-facto commander of the Fleet of Retribution, Rtas Vadum or more commonly known to his troops and enemies as "Half jaw" has seen multiple wars, some of which can drive even the most harden veteran into insanity. Mastering every weapon in the Covenant arsenal, even the brutish and crude Jiralhanae weapons, as well as being the most skilled Spec-Ops Commander to date. Rtas Vadum has been known to be so skilled in the Energy Sword that he once challenged and won against two Dark Eldar Succubi from the Poisoned fang Kabal in a Duel over the Planet Bushurn III, to protect his men from being stolen away by the alien witches. It is said he lost part of his jaw after a clash with another Sangheili who has been infected by the Great Parasite, a long time ago. His ability includes making the armor save of specialized infantry rerollable and providing stubborn.

Tartarus - 225pts

Often called in formality as the Chieftain of the Jiralhanae, Tartarus possesses skill and power unlike anything fought in the Covenant, strong, arrogant, brutish but cunning, Tartarus uses dirty tricks to fool his enemies into making a fatal mistake. Shielded by an Energy Barrier unlike anything seen by the Imperium, this shield grants him all but immunity to all but the most powerful Imperial Weapons, vulnerable to only a very few weapons. Armed with but a single Ancient Gravity Hammer called "Fist or Ruckt" by his soldiers, this old but very powerful weapon was reported to create vortexes and miniature black holes as it manipulate and uses the power of Gravity.

Name WS BS S T W I A Ld Sv
Tartarus 6 4 5 5 4 4 4 10 2+/4++





Unit Composition: Tartarus
Unit Type: Infantry (Unique)
Wargear: Juggernaught Armor (2+/4++), Spike Grenades
  • The Fist of Rukt: Is a Master-crafted Gravity Hammer that has the Knock Down special rule
Special Rules: Eternal Warrior, Fearless, For the Great Journey!, Hammer of Wrath, Hated Rivals, Independent Character
  • Our Time Is Now!: All Jiralhanae infantry and models may use Tartarus' Leadership for Morale and Pinning checks as long as he is alive and on the field
  • Gravitic Flux Vortex: At the beginning of each Assault phase, Tartarus may target D3 models in base contact to be caught in his hammer's Flux Vortex if he passes a leadership check. These models count as WS 1 for the duration of the Assault phase.

Elite Councillors

One of the Highest Ranks Elites, these Elite of the Elite of the Elites hold high position in the Covenant Politics, and when the need for battle is called onto them, they will respond without hesitation. Harnessing the skill and power that not even Spacemarine Chapter Masters could match, these monsters are noted to cause entire armies to lose morale just by being there. Infamous among the Imperial outer sector for its large and elongated head-dress, and are armed with shields so powerful that not even Krak Missiles and Plasmacannons could touch it, already tripling an already dangerous foe of the Imperium. Has a special ability called "Great Journey is with you", which can triple all attributes and stats of every Elite on the Battlefield and a +2 Leadership value.

Dadab - 200pts

One of the most influential Unggoy, Dadab may lack the skill or firepower in a battlefield, but his inspiring aspect and influence is enough to change the tide of battles. Garbed in ceremonial white tunic that is more formal then even an average Deacon, and armed with a Legendary Plasma Pistol named "The Call of Balaho", Dadab carries around several Holy Chimes and a Covenant Holy Mural. Even the most humble of Unggoy become something fiercer in the presence of his oratory. He is one of the best supportive HQ Characters, and could be essential in changing the tide of wars and battles, and might even save someone from certain defeat.

Name WS BS S T W I A Ld Sv
Dadab 3 4 3 3 3 3 1 10 6+/4++





Unit Composition: Dadab
Unit Type: Infantry (Unique)
Wargear: Master-crafted Plasma Pistol, Unggoy Harness, Guardian Shield (4++ Invulnerable save), Plasma Grenades
Special Rules: For the Great Journey!, Independent Character

HQ Units

Prophets (San'Shyuum) - 100pts

Name WS BS S T W I A Ld Sv
Prophet 2 3 2 2 3 2 1 10 2++





Unit Composition: San'Shyuum
Unit Type: Jetpack Infantry
Wargear: Twin-linked Plasma Guns
  • Command Throne- Provides a 2+ Armor save which can be converted into a 2++ Invulnerable save if the Prophet doesn't fire in the Shooting phase. It is equipped with a Twin-linked Plasma gun
Options:
  • May replace his Twin-linked Plasma Gun for:
-a Twin-linked Plasma Cannon: +10pts
-a Twin-linked Fuel Rod Gun or Fuel Rod Cannon: +20pts
Special Rules: For the Great Journey!
  • Cleansing Beam- Once per game the Prophet may call down a glassing beam from an orbiting Covenant Cruiser, provided he did not move the preceding Movement phase. It has the following profile:
Name Range S AP Type
Cleansing Beam Unlimited 9 1 Ordnance 1, Large Blast, Barrage, Ignores Cover





  • Instrument of the Gods

Troops

Grunt (Unggoy) Squad - 30pts

Name WS BS S T W I A Ld Sv
Grunt Minor 2 2 2 3 1 2 1 5 6+
Grunt Major 2 3 2 3 1 2 1 6 6+
Elite 4 4 4 3 1 4 1 8 4+/6++
Brute 4 3 4 4 1 3 2 8 4+









Unit Composition: 9 Grunt Minors
Unit Type: Infantry
Wargear: Unggoy Harnesses, Plasma Pistols, Plasma Grenades
Options:
  • May upgrade all Grunt Minors to Grunt Majors for: +10pts
  • Must be led by one of the following Characters:
-Elite, armed with an Elite Combat Harness, Plasma Rifle, Plasma Grenades
-Brute, armed with a Brute Combat Harness, Spiker, Spike Grenades
  • Any Grunt may replace his Plasma Pistol for:
-a Needler: +3pts
  • An Elite may replace his Plasma Rifle for:
-a Plasma Repeater: Free!
-a Needler: +4pts
-a Concussion Rifle: +5pts
  • An Elite may take:
-a Plasma Pistol: +2pts
-an additional Plasma Rifle: +2pts
-an additional Needler: +4pts
  • A Brute may replace his Spiker for:
-a Brute Shot: +5pts
  • A Brute may take:
-a Mauler: +1pt
-an additional Spiker: +3pts
-Flame Grenades: +1pts
  • Fear the Horde!- You may combine up to three Grunt squads as a single Troops choice, though they may deploy and act separately for all game purposes.
Special Rules: For the Great Journey! (Elite and Brute only), Furious Charge (Brute only)
  • Merciless Tenacity- A Grunt squad that manages to successfully disengage from close combat may choose to nominate a Grunt to stay behind in base contact and ignite his plasma grenades. Resolve a hit with the Blast template centered over the Grunt at Strength 5 AP - . The enemy unit may not consolidate and does not take Morale checks inflicted as a result of this suicide attack

Jackal (Kig-Yar) Squad - 35pts

Name WS BS S T W I A Ld Sv
Jackal Minor 2 4 3 3 1 4 1 7 6+
Jackal Major 2 5 3 3 1 4 1 8 6+






Unit Composition: 5 Jackal Minors
Unit Type: Infantry
Wargear: Skirmisher Armor, Plasma Pistols, Point Defense Gauntlet (Enhanced for Major)
Options:
  • May include up to five additional Jackal Minors for: +7pts per model
  • May upgrade all models in the unit to Jackal Majors for: +5pts per model
  • May grant the unit's Plasma Pistols the ability to Overcharge twice in a game for: +20pts
  • May replace all Plasma Pistols and Jackal Shields for:
-Covenant Carbine: +1pt per model
-Needle Rifle: +2pts per model
-Beam Rifle: +10pts per model
Special Rules: Move Through Cover, Night Vision, Scout, Infiltrate

Dedicated Transports

Phantom Rapid Airdrop - 30pts

Transport Capacity: 16 models
Special Rules:
  • Rapid Deployment- The unit is rapidly airdropped in before the enemy has a chance to shoot down the heavily armored Phantom. The unit must come from reserves via Deep Strike anywhere 12" away from all enemy units. Interceptor shots cannot target the Phantom.

Phantom - 175pts

Name BS FA SA RA HP
Phantom 4 13 12 12 3





Unit Composition: 1 Phantom
Unit Type: Flyer (Zooming)
Wargear: Heavy Plasma Cannon, two side-mounted Plasma Cannons (must be manned by passengers)
Transport Capacity: 16 models
Options:
  • May take two Grunt crewmen to man the side Plasma Cannons for: +5pts
Special Rules:

Elites

Hunter (Mgalekgolo) Bonded Pair - 200pts

Name WS BS S T W I A Ld Sv
Hunter 5 4 6 5 3 4 2 9 3+





Unit Composition: 2 Hunters
Unit Type: Monstrous Creature
Wargear: Fuel Rod Cannon, Bonded Armor (3+ save)
  • Hunter's Shield- Counts as a Dreadnought close combat weapon
Options:
  • Upgrade both Hunter's Fuel Rod Cannons to Fuel Rod Assault Cannons, which can fire both as a Fuel Rod Cannon and a Fuel Rod Beam for: +20pts
Special Rules: Bulky, Fearless
  • Empathic Bond- The last Hunter alive in a Bonded Pair gains the Furious Charge, Rage, and Feel No Pain special rules.
  • Guard Mode- The Hunter pair may choose to hunker down behind their massive shield and move cautiously as to protect their weak points. At the beginning of each of the controlling player's turn declare whether the pair is going into Guard Mode. If they do, they count as having a 2+ armor save and the Slow & Purposeful special rule until the beginning of the player's next turn.

Elite (Sangheili) Squad - 80pts

Name WS BS S T W I A Ld Sv
Elite Minor 4 4 4 3 1 4 1 8 4+/6++
Elite Major 4 4 4 3 1 4 2 9 3+/5++






Unit Composition: 4 Elite Minors, 1 Elite Major (Character)
Unit Type: Infantry
Wargear: Elite Combat Harness (Assault Harness for Major), Plasma Rifles, Plasma Pistols, Plasma Grenades
Options:
  • May include up to 5 additional Elite Minors for: +14pts each
  • Any Elite may replace his Plasma Rifle for:
-a Plasma Repeater: Free!
-a Covenant Carbine: +3pts
-a Needler: +4pts
-a Concussion Rifle: +5pts
  • Any Elite may take:
-an additional Plasma Rifle: +2pts
-an additional Needler: +4pts
  • Elite Major make take ONE of the following:
-an Energy Sword: +15pts
-a Fuel Rod Gun: +15pts
-a Plasma Launcher: +25pts
Special Rules: For the Great Journey!

Brute Jiralhanae) Pack - 80pts

Name WS BS S T W I A Ld Sv
Brute Minor 4 3 4 4 1 3 2 8 4+
Brute Major 4 3 4 4 1 3 3 9 3+






Unit Composition: 4 Brute Minors, 1 Brute Major (Character)
Unit Type: Infantry
Wargear: Brute Combat Harness (Assault Harness for Major), Spiker, Mauler Pistols, Spike Grenades
Options:
  • May include up to 5 additional Brute Minors for: +14pts each
  • Any Brute may replace his Spiker for:
-a Covenant Carbine: +3pts
-a Brute Shot: +5pts
  • Any Brute may take:
-a Mauler: +1pt
-an additional Spiker: +3pts
-Flame Grenades: +1pts
  • Brute Major make take ONE of the following:
-a Fuel Rod Gun: +15pts
-a Plasma Launcher: +25pts
Special Rules: For the Great Journey!, Furious Charge

Special Operations Unit - 120pts

Name WS BS S T W I A Ld Sv
SpecOps Grunt 2 4 2 3 1 2 1 7 6+
SpecOps Elite 4 4 4 3 1 4 2 9 3+/5++






Unit Composition: 5 SpecOps Grunts, 5 SpecOps Elites
Unit Type: Infantry
Wargear: Grunt Harnesses, Elite Assault Harnesses, Needlers (Grunts), Dual Plasma Rifles (Elites), Plasma Grenades
Options:
  • Any SpecOps Grunt may replace their Needler for Plasma Pistols with the ability to Overcharge twice per game: Free!
  • Any SpecOps Elite may replace one or more of his Plasma Rifle(s) for:
-a Plasma Repeater: Free!
-a Covenant Carbine: +1pt
-a Needler: +2pts
-a Concussion Rifle: +5pts
-an Energy Sword: +15pts
  • Any SpecOps Elite may take:
-an Energy Garrote: +5pts
Special Rules: For the Great Journey!, Deep Strike, Split Fire

Fast Attack

Drone (Yan'Me) Swarm - 60pts

Name WS BS S T W I A Ld Sv
Drone 3 3 3 3 1 4 1 8 6+





Unit Composition: 10 Drones
Unit Type: Jetpack Infantry
Wargear: Skirmisher Armor, Plasma Pistols, Wings (Jetpack)
Options:
  • May include up to ten additional Drones for: +6pts per model
  • Any Drone may replace their Plasma Pistol for:
-a Plasma Rifle: +2pts
-a Needler: +3pts
  • The whole unit may take:
-Plasma Grenades for: +2pts per model
-an additional Plasma Pistol for: +1pt per model
Special Rules: Deep Strike, Hit & Run, Shrouded
  • One with Their Wings- Drones may begin or end their move in difficult terrain without any penalties

Ghost Squadron - 80pts

Name WS BS S T W I A Ld Sv
Grunt Rider 2 3 2 3(4) 1 3 1 6 6+
Elite Rider 4 4 4 3(4) 1 4 1 8 4+/6++






Unit Composition: 5 Grunt Riders
Unit Type: Jetbike
Wargear: Ghost Jetbike with Twin-linked Plasma Cannons
Options:
  • May include up to 5 additional Grunt Riders for: +13pts per model
  • Replace all Grunt Riders with Elite Riders for: +12pts per model

Banshee Squadron - 75pts

Name BS FA SA RA HP
Banshee 4 11 11 10 2





Unit Composition: 1-3 Banshees
Unit Type: Flyer (Hover)
Wargear: Twin-linked Plasma Cannons, Fuel Rod Cannon
Options:
  • Any Banshee may exchange their Fuel Rod Cannon for a twin-linked Fuel Rod Gun: +5pts
Special Rules: Sky Fire, Interceptor, Jink
  • Atmospheric Vehicle- Cannot be assaulted

Heavy Support

Heavy Grunt Squad - 65pts

Name WS BS S T W I A Ld Sv
Heavy Grunt 2 3 2 3 1 2 1 6 6+





Unit Composition: 5 Heavy Grunts
Unit Type: Infantry
Wargear: Fuel Rod Guns, Plasma Grenades
Options:
  • The whole unit may have Plasma Pistols: +5pts
  • One Grunt may replace his Fuel Rod Gun for a Plasma Launcher: +30pts
Special Rules: For the Great Journey!

Wraith - 125pts

Name BS FA SA RA HP
Wraith 4 13 12 10 3





Unit Composition: 1 Wraith
Unit Type: Tank
Wargear: Heavy Plasma Mortar, Forward Mounted Plasma Cannon, Twin-linked Plasma Rifles
Name Range S AP Type
Heavy Plasma Mortar 12"-48" 8 2 Ordinance 1, Barrage, Large Blast





Options:
  • May take Vehicular Energy Shielding: +20pts
Special Rules:

Locust - 125pts

Name WS BS S FA SA RA I A HP
Locust 4 3 6 12 12 12 3 2 3





Unit Composition: 1 Locust
Unit Type: Walker
Wargear: Vehicular Energy Shielding, Boring Laser
Options:
Special Rules:

Vampire - 225pts

Name BS FA SA RA HP
Vampire 4 13 12 12 3





Unit Composition: 1 Vampire
Unit Type: Flyer (Zooming)
Wargear: Heavy Needler, Stasis Beam, Vehicular Energy Shielding
Options:
  • May take an additional Heavy Needler for: +20pts
Special Rules:
  • Vampiric Repair- If a vehicle lost a Hull Point to the Stasis Beam, the Vampire may regain a Hull Point lost previously in battle up to its starting amount

Info on Covenant Vehicles

Covenant Land Vehicles

Ghost:A light recon vehicle, akin to a Imperial Bike. Fast, quiet and maneuverable. Comes with two light-Plasma Cannons that does as much damage as a Bolter (Fluff wise), have a unique ability that will do ramming damage when its boosters are boosted. However it is weak and vulnerable.

Wraith:Covenant MBT, but functions more akin to a Mobile Artillery, can come equipped with shields that gives it 3+ armor save. Has a unique special ability called "Scorched" which allows the Wraith to shoot out a flaming sticky plasma gel that does the same damage as a Meltagun but with the ignore cover save ability. Has a slightly lower range then a Basilisk and has a boost function making it faster. Main disadvantage however is that like all Covenant vehicle, it is based on quantity rather then quality, thus is weaker then most WH40K tanks and artillery.

  • Anti-Air Wraith:This specially modified Wraith has their Heavy Plasma Mortar replaced by two Heavy Fuel Rod Cannons that can home in and destroy almost any enemy aircraft with relative ease, however the Covenant can also re-purpose the Fuel Rods for anti-vehicle, causing immense damage to any light to medium tanks. Just like most Vehicles from the Covenant, they have a vast practicality use for each one, earning them the nickname of Jack-of-all-Trades and Master-of-None.

Locust:Covenant Mining vehicle converted into a anti-building and anti-tank weapon. Automatically comes with a very strong energy shield that gives it 6+ armor save. Armed with a single but very powerful Mining Laser that has an incredible range, equal to that of an Imperial Basilisk, this gives it very high damage against tanks, heavy tanks and mechs. Has a special ability called "Overdrive" which sacrifices its shield strength but boost its AP value by 3+ Main disadvantage is that it cannot fire on the move, making it vulnerable to flanking.

Spectre:A covenant light troop transport, armed with a medium plasma cannon, has mostly similar stats of a Imperial Tauros.

Revenant:Medium anti-heavy infantry vehicle from the Covenant. Combines the speed of a Spectre with the firepower of a AT gun. Armed with a light plasma mortar, that although slow, once it hits a target, does as much damage as a plasma-cannon. However they are as vulnerable as a Spectre or Ghost.

Shadow:Covenant troop transport, can carry up to 10 models, slower then WH40K counterparts but is much more tougher and its equipped with a Heavy Plasma Cannon, dealing massive damage over a short time.

Chopper:A Brute made vehicle, have mostly the same stats as a Ghost but is slower, comes with two light anti-vehicle cannons and has a special ability called "Charged" which does 25% damage to tanks, and instantly destroys lighter vehicles.

Covenant Air Vehicles

Banshee:Main Covenant scout plane, weak and slow but comes in obscene numbers and could be produced cheaply and quickly. Armed with two light plasma cannons and a single Fuel Rod Cannon for added anti-tank damage. If equipped with a Phantom or Lich, their damage output almost doubles.

Vampire:Covenant anti-air vehicle, armed with one Heavy Needler Cannon, Stasis cannon and two medium plasma cannons. Slow, but dangerous to all air vehicles, its Needler Cannon does obscene damage and never misses, furthermore its special ability called "Stasis" uses its stasis beam to both trap and drain Enemy air vehicles until it blows up, dealing massive damage to any units below. Main disadvantage is that it can only target one enemy at a time.

Phantom:Heavy Covenant troop transport that can carry over 15 models as well as a tank or artillery such as the Wraith. Armed with three Heavy Plasma Cannons that does massive damage, but is also very vulnerable to enemy aircraft.

Spirit:A light Covenant troop transport, only equipped with one Heavy Plasma Cannon, but could carry more then double the troops as a Phantom as well as a tank or artillery.

Covenant Apocalypse Unit

Scarab:A Covenant Heavy Battle Tank, often confused as a Titan. Is armed with a Heavy Mining Laser that does considerable damage to anything, other Titans included. Further armed with a single Heavy Anti-Air Cannon that also does serious damage to any enemy aircraft and the fact it could come in numbers. Main Disadvantage is that is has a very weak backspot, making it very vulnerable at the rear, furthermore sustain damage can cripple the Scarab for 4 turns before it repairs itself.

Super-Scarab:The Covenants answer to an Imperial Titan, armed with two medium Anti-Air turrets that does serious damage to enemy aircraft, and is armed with a massive Heavy Plasma Laser that does more damage then their smaller brethren, with multiple Plasma Cannons located on its body. Could carry troops of up to 50, and is fast and mobile for something its size. Furthermore it has none of its disadvantages of its smaller brethren.

A Super-Scarab under construction.

Harvester:A Covenant Walking Colossal around the size of an Imperium Imperator-Class Titan. Only Armed with a Single but heavily specialized Heavy Mining Laser. Does even more damage then the Super-Scarab but is very costly and incredibly slow and awkward.

Lich:The only Covenant Air Titan, same size as a Scarab but is armed with a giant Focus Cannon which like the Vampire has a massive EMP strike on any vehicle. Each vehicle hit by the EMP Laser has to wait 8 turns, heavily armored and share no vulnerability at the rear. Could carry over 40 troops but is slow, cumbersome and expensive to produce. Acts as a Support Titan

Mgalekgolo Behemoths:These giant behemoths are one of the largest of them all. Quaking and shattering the very ground they walk, and standing tall enough to dwarf even a Reaver-Class Titan. If it was not for their organic appearance, they would have been mistaken as Titans by the Imperium. Armed with a enormous version of an Assault Cannon, once fired it can create explosions that would vaporize and raise entire Hive-Cities, and in some cases turning an entire Warlord-Class into molten slag. They are a threat that can not be ignored by the Imperium, and are often first to be targeted.

Covenant Star fighters

Seraph:Main star fighter of the Covenant Empire, boasting several pulse lasers and medium plasma cannons, as well as several plasma charges for bombing runs, couples with a relatively strong shields. Usually accompanied with several Space Banshees or three extra Seraphs as wing-mans and scouts. Can enter Slipspace for scouting purposes.

Space Banshee:Just like their aerial cousins, but is much more faster and much more agile. Could also do Slipspace jumps for scouting and reconnaissance purposes.

Phantom Gunboat:A larger and more heavily armored version of their aerial cousins. Armed with six heavy plasma cannons and could carry up to 20 troops and has very decent speeds as well as having a special ability like all Covenant Star fighters to do pinpoint slipspace jumps, making it very independent from its Star-ship.

Tarasque:An out-dated and archaic star fighter that is still being used in limited production in the Covenant Empire. Boasting four Plasma Pulse Lasers and six Plasma Missles, their compact shape and size allow it to suffer the worse of damage.

Gigas:The Gigas-class Fighter Bomber is the oldest archaic star fighter still being used by the Covenant Navy since their time in their home universe, although out-dated they still boast over a dozen Plasma Charges for bombing runs and three Pulse Lasers for both self-defense and anti-infantry.

Covenant Star-ships

Brief Summary: Covenant Star-ships are noted throughout Ultima Segmentum to be weaker then the Imperium counterparts in both offense and defense, but what makes them dangerous is their sheer numbers (Usually numbering in the dozens of hundreds) and speed of their ships. Xenologists and Tech-priests researching in the specialized section of Xeno tech, discovered that the main FTL drives are on a completely different scale, dubbed Slipspace by a captured Kig-Yar. Slipspace according of what has been studied, is an entire different Universe with its own set of dimensions, Xenologists found out that the Covenant are one of a few Xeno Race they encountered to use a non-Warp base FTL, what is more concerning is their size. Although still smaller then the Imperium, the Covenant Empire is big enough to cover the entire Orion Arm, larger than the Tau and definitely big enough to be seen from Imperial Space, though their Empire in this universe is significantly smaller due to only having what they can spare after sending it through the wormhole, their Size, Industry, Speed and Aliens causes the Imperium to be wary of their moves.

Notably, Covenant naval doctrine disdains the usage of large battleships in favor of carriers, as Covenant admirals believe that strike craft in the end make for superior weapons than any amount of turrets. A theory shared by some Imperial naval strategists, but is typically considered eccentric at best.

Covenant Fleet of Harmonious Justice during the "Damnation of Hyperios"

Covenant Cruisers:Come in both light, medium and heavy types, the most numerous but also one of the weakest. Equipped with several dozen Plasma Torpedoes and three Glassing Beams/Energy Projectors. Each Plasma Torpedo impacts at forces that can crack cities or cause mass extinction events depending on their size. Energy Projectors could be dialed up or down, and can go from merely making furrows in the ground to devastating continents

Covenant Assault Carrier:Command ships for the Covenant Navy, has even more Plasma Torpedoes, Multiple Pulse Lasers and five Energy Projectors, with stronger shields as well. Usually at the length of 5km, weaker then their Imperium counterpart carriers but comes in somewhat better numbers to compensate. Like the name suggests, Assault Carriers prefer not to engage directly, but instead prefer to hang back and let their fighters and bombers do the work.

Covenant Destroyers:Covenant ships that are slightly stronger then Cruisers (contrary to standard naval naming where Cruisers are somewhat larger than Destroyers) but is usually situated in Glassing.

Covenant Super Carrier:At 28km long, it is truly the largest ship in the Covenant Navy. This Leviathan of a ship, dwarfs the largest Imperium Ship the Retribution-Class at 21km, though it is primarily, as the name suggests, a carrier for strike craft, though it certainly has teeth of it's own. Armed with over hundreds of Plasma Torpedoes and Pulse Lasers as well as seven Energy Projectors, it is far from helpless despite being mainly a command ship.

High Charity:Covenant Holy City, comparable to Holy Terra, no Imperium ship could manage to find it due to it's mobile nature, its speed and its defenses that not even a medium crusade fleet could penetrate. Surrounded by literally hundreds of Assault Carriers and Super Carries, rumors around the Imperium Sub-sector of Zargos-Prime were spread that the Xeno City itself has weapons that range from mere-anti fighter weapons to exterminatus grade munitions. With even worse rumors stating they have a ship of a design considerably in excess of their standard vessels.

The only photo of High Charity captured by the Imperial Cruiser Light of Benevolence shortly before it was atomized by a Covenant Super Carrier, here seen a squadron of Phantoms inspecting the Cruiser before its sudden demise.

Covenant HQ Vehicles

Honor Guard Wraith:A Special type of Wraith, situated and used only by the highly respected and honored Sangheili Honor Guards. Identified by its gold and red trimmings similar to the Honor Guards themselves, these specially modified Wraiths is armed with energy shields so powerful that a direct hit from a Baneblade Main Cannon still could not dent it. Its Heavy Plasma Mortar is also modified, to have range of double then that of a Imperial Basilisk, that fires a unique goldish colored Plasma that deals massive damage to all Super-Heavy tanks. Have a special ability called " Hierarch's Light" which shoots out the "Scorched" ability in 5 consecutive shots. However it is slow and expensive to use, which leads it to be classified as a Super-Heavy artillery.

Reaper Air-Artillery:This Super-Heavy Covenant Artillery Tank that can be re-purposed as a Titan-hunter, has three massive Plasma Mortars, although lacking in defence guns, these heavily modified mortars are powerful enough that three shots are enough to fell even a mighty Titan. Large, heavy and slow, these large moving landships would have pose a huge threat to even the biggest Super-heavies and Titans. Has a special ability called "Diving Intervention" which locks the giant down, making it immobile, and boosting its range to double than that of a Basilisk.

Info on Covenant Infantry

Light Infantry

Unggoy Squad:The lowest of the low, this walking meat shields are use as cannonfodder by the Covenant. Useless in almost everything except for numbers, as expected, morale in these xenos are always low but can be risen if a nearby Deacon or Elite is passed on as leader. Cheap and easy to produced, the Grunts are usually armed with a Plasma Pistol in which (Fluff wise) it causes around the same damage as a Imperial Hotshot Lasgun, have a special ability called "Overcharged" which causes an EMP and disables enemy vehicles. Can be upgraded with a Needler which gives it the ignore cover ability and has a special ability called "Supercombine" which deals massive damage to all light infantry. Also equipped with a Plasma Grenade which is a Frag Grenade that always stick to the target. When equipped with a Deacon, they receive a new ability called "Zeal" which is essentially an Unggoy suicide charge, sacrificing one model, but the effects would be devastating to the opposing infantry or vehicle.

Unggoy Heavy Weapons Team:A few lucky Unggoy get to be trained as Heavy Weapons Team, with one Grunt carrying a Light Plasma Cannon that have the suppress ability while the other four is to defend the gunner. Their Plasma Cannon can be swapped with a Fuel Rod Cannon.

Kig-Yar Squad:Used as scouts and reconnaissance, these mean snarly pirates carry around Energy Shields similar to an Elite, but is shaped like a shield. Can be either armed with a Plasma Pistol or Needler, are very good shots and could be re-purposed as a make-shift anti-light infantry squad. They are however, vulnerable to flanking and has low toughness.

  • Skirmisher Squad:An upgrade of the Kig-Yar, these cousins of the more common Kig-Yar are faster, stronger and tougher. Used as scouts and assassins, these Xenos kill their prey in lightning speed, so quick that not even Astartes could keep up. Armed with a Needle Rifle and Focus Rifle and can be equipped with a Skirmisher Commando boosting their BS by one, they are a very good anti-infantry squad and have move through cover and stealth. However despite these benefits they lack the Kig-Yar defence gauntlets, therefore they are one of the most vulnerable units in the Covenant army.

Yanme'e Swarm:As weak as Grunts but as equally numerous with addendum of flight, and fearlessness. Can choose a range of weapons including the Plasma Pistol, Plasma Rifles and Needlers, naturally armed with razor sharp rending claws. Can be equipped with a Drone "Patriarch" that grants it preferred enemy (EVERYTHING!) and feel no pain.

Sangheili Squad:Cocky, arrogant and naive. These youngbloods are sent into battle to test and harness their skill that is still in infancy. But don't let their age fool you, a single Sangheili Minor is still a worthy adversary. Akin to an Eldar Guardian, but slower but stronger in Melee range. Can be armed with a wide variety of weapons such as Plasma Pistols, Plasma Rifles, Needlers, Needle Rifle, Concussion Rifle, Fuel Rod Cannon and many more.

Jiralhanae Pack:These young, thuggish brutes are more akin to Ork Boys but hairier, this has earned them a nickname among the Imperial Guard as Bearded Ogryns, Brutes, or more commonly as Hairy Orks. Due to their viciousness and love of violence, they have earned a place in some Ork societies, often used as Mercenaries and Bodyguards among famous Ork Warbosses. Armed with a Brute Spiker, Spike Grenades or Brute Shot, and has a special ability called "Berserk" which grants them feel no pain and RAEG.

Heavy Infantry

Mgalekgolo Pack:These heavily armoured walking behemoths are the Covenant answers to a Spacemarine Terminator and Eldar Wraith-Guard. Standing at 13 feet tall and weighing 5 tons, they easily dwarf any enemy short of a tank. Ridiculously fast and agile for their size, armed and with an Assault Cannon which is a heavily modified Fuel Rod Cannon. This Assault Cannon can be switched in two modes, the single-shot variant which is aimed for anti-tank and anti-armor and the beam variant which is aimed at anti-infantry. Furthermore it comes with a special ability called "Bond-Brothers" which once a single Hunter dies the other Hunter share the same ability as the Brutes "Berserk" ability but with an added Stubbornness ability. However one major flaw for the Hunter is its exposed weak spot at the back, this means they suffer more damage from the rear, like a vehicle.

Sharquoi: With the height of around 50 feet and weighing around 60 tons, this is one of the biggest force in the Covenant, second to that of a Mgalekgolo Behemoth. Armed with two massive "Spike Fists" that could rip and tear most heavy vehicles with ease, coupled with its incredibly tough hide that could suffer the worst damage, but is slow and stubborn. This makes a nice addition to an apocalypse game as a gargantuan creature, though sadly the current state of apocalypse means that Titans always LOLstomp Gargantuan creatures. God damn D-strength weapons.

A Sharquoi in action, by a Grunt painter. Yap-dap draw good!

Sangheili Heavy Weapons team:Like their Unggoy brethren, these Specialised Elites carry a Light Plasma Cannon, but unlike the Grunts, the other three Sangheilies are equipped with Fuel Rod Cannons. The powerful nature of both weapons make the Sangheili Heavy Weapons Team a formidable opponent.

Shade:A stationary gun that can either be equipped with a Medium Plasma Cannon, Fuel Rod Cannon or an Anti-Air Plasma Charge. Cannot move but is tough and has heavy suppressive firepower.

Specialized Infantry

Spec-Ops Team:A group of highly trained "Special Operation" Sangheilies and Unggoys. Used for missions that is highly dangerous and risky, these elites uses a wide range of Covenant Weaponry to execute their job in the most efficient way possible. Infamous for their black coloring, these Spec-Op teams have Sangheili skilled enough to give Astartes a tough challenge while their Unggoy are no slouches either who are more akin to a Imperial Guard Stormtrooper. Have a Cloaking Ability which enables the Spec-Ops to become invisible, and has a 50% chance of instantly killing an unexpected enemy, depending on the rolls.

Sangheili Rangers:Specialized group of Sangheili that is equipped with a Jetpack, enabling to cross distances quickly and is armed with a Plasma Repeater that have the Suppress ability and could be swapped with a Concussion Rifle that has the same stats as an Imperial Plasma Gun.

Sangheili Stealth Squad:Although these elites lack shields making them very vulnerable, they are equipped with a heavily specialized cloaking ability however. These benefit from invisibility at all times.

Jiralhanae Jumppack Squads:Highly trained Jiralhanae that master in the arts of the Jumppacks. These flying brutes soar through the air, and crashes down in vengeful fury. Armed with Brute shots and a Giant Machete, these beasts are trained in both psychological and physical warfare. They are however, lightly armored for a specialized unit.

Kig-Yar Snipers:When veteran Kig-Yars are promoted, they are trained and given the highly deadly beam rifle. These Kig-Yars are so deadly and efficient with the rifle, that they can pick off entire squads of Infantry And in some cases, shooting pilots of their Aircraft despite moving at top-speed.

Huragok Squad:A very useful support unit, dubbed as Engineers in Low Gothic, these Xenos are an anomaly among the Universe, studied by Xenologists they are regarded as "Living Computers" and are noted to be created entirely artificially, despite their appearance. Although weak and fragile, these units are vital in the Covenant army as it gives them two unique abilities called "Flatuence Harmony" which grants IWND, and "Protection of the Hierarchs" which gives ALL units a powerful energy shield, letting them reroll one failed save a turn.

Elite Infantry

Represents the highest and most powerful combatant in the Covenant Army, these elites all have Fearless.

Zealot Squad:A squad of highly ranked Sangheilies, their skills and mastery of weaponry and warfare makes them a threat to even the toughest of Spacemarines. These Sangheili shimmer in the battlefield in their golden colored armor, butchering every enemy that stands in their way. All of them are armed with Energy Swords which counts as power weapons, making them incredibly deadly in Melee, capable of being worthy adversaries for a Khorne bezerker.

A Sangheilie Zealot, suppressing a minor Jiralhanae Uprising.

Sangheili Field Marshall:Comes only with a single unit, but incredibly powerful. These Field Marshalls are the commanders of entire armies and often lead groups of Zealots in the battlefield. They are the Zealot of the Zealots, the same way the Zealots are to Unggoy. Very few enemies comes close to the sheer martial prowess in the battlefield and very few survive their first encounter with them. Armed with everything their pick of covenant weaponry and is equipped with a shield that can withstand heavy fire, have an aura that any nearby Covenant Units within 10 squares of the Field Marshall gets stubborn, relentless, and RAEG.

Honor Guards:Comes in both Sangheili and Jiralhanae forms, these elite of the elites are the very protectors of the High Prophets themselves, and they are the gateway and barrier between a lowly Unggoy to the highest San-Shyuum. Showing skill that very few can match, these elites are known to be able to overmatch Khorne Bezerkers. Glowing with intelligence, strength, skill, cunningness and tactical brilliance, they are a force to be reckon with.

Jiralhanae Captians:These Captains of the Jiralhanae show skill and brutal cunningness that can impress Ork Kommandos. Glimmering in gold and bronze, these brutes show authority to their lesser brethren and inspire them to fight more violently, giving them feel no pain, or improving it by one if they already have it. Armed with a Brute shot, Spike Grenades, Fire Bombs and the infamous Gravity Hammer, these lieutenants can break infantry squads and vehicles alike.

HQ Infantry

Deacon Squads:Only the very few "Intelligent" Unggoy are given the honour to uphold the title as Deacon. Although still regarded as the lowest position in the Covenant Politics, these Unggoys are often needed to help and inspire other Covenant troops on the Battlefield. Lacking the firepower and health to be in the front lines, these support units are instead used by the Covenant as Missionaries or Preachers. Standing out among Covenant troops with their white garments, these Unggoys have an ability called "Zeal" which turns normal Unggoy into Suicidal, Zealotry units

San 'Shyuum Enforcers:Although not meant to be situated in Warfare, and definitely not meant to fight. These low-ranking San 'Shyuum instead use their faith and inspiring aspect at the very back-lines. Frail and fragile, these preachers are protected by four entire squads of Honor Guards, making them incredibly costly and expensive. However they are eventually worth the cost, these Enforcers are automatically equipped with a few unique abilities, "Enforcing" which enforces the Covenant religion preventing every infantry from losing morale, "Prophets path" that raise morale by 50%, "Faithful followers" that lower costs for everything at 25% and a +4 Leadership value. Armed with only a Self Defence Sword and Covenant Holy Mural, these are one of the best supportive units in the Covenant Army.

Sangheili Councillors:One of the Highest Ranks Elites, these Elite of the Elite of the Elites hold high position in the Covenant Politics, and when the need for battle is called onto them, they will respond without hesitation. Infamous among the Imperial outer sector for its large and elongated head-dress, and are armed with shields so powerful that it is usually best to bring out large quantities of heavy weapons to down them. Has a special ability called "Great Journey is with you", which offers preferred enemy (EVERYTHING), hatred (EVERYTHING) to all elites on the Battlefield and hands out the rule to rule all rules, And they shall know no fear.

Honor Guard Ultras:Often called the "Light of Sanghelios", one of the highest rank Sangheili, above the already impressive status of a typical Honor Guard. These living guardians carry a typical Energy Stave, but is so skilled that it is unheard of for them to kill four entire Stormtrooper squads, all of them with their eye-piece pierced and shattered with such precision. Have the almost the same stats and abilities as a Sangheili Councilor, but has a worse WS, compensated by a slightly better I score.

Honor Guards:Comes in both Sangheili and Jiralhanae forms, these elite of the elites are the very protectors of the High Prophets themselves, and they are the gateway and barrier between a lowly Unggoy to the highest San-Shyuum. Showing skill that very few can match, these elites are known to handle entire squads of Acolytes. Glowing with intelligence, strength, skill, cunningness and tactical brilliance, they are a force to be reckon with.

Jiralhane Chieftains:These are the Alpha males of the pecking order in Jiralhanae society. These lumbering brutes carry authority and might over others, and carry skill and cunning that would make even an Astartes think twice about their situation. Strong and immensely powerful in both close and range combat, it is quite common for these monsters to rip apart some vehicles with their bare hands and power enough to challenge Nobz and Bosses. These Patriarchs can be either armed with a Light Plasma Cannon, Fuel Rod Cannon or a Gravity Hammer and has the special ability called "Packmanship" which allows ALL Jiralhanae within 10 squares to turn into their "Berserk" state, accompanied with their Stubbornness buff.

Glassing of Djangoris Alpha IV

Info of Djangoris Alpha IV

Before its demise, the Djangoris system, or more formally known as the Djangoris Constellation of the Djangoris Sub-Sector, were a cluster of Stars around a dozen, located in the furthest reaches of Ultima Segmentum. The five main habitable Planets around the local Star cluster, was Djangoris Alpha IV, Djangoris Alpha II, Djangoris Minor Stella, Djangoris Prime XI and Djangoris Prime Tyrannicae. One of the most important Worlds were Djangoris Alpha IV which was a Forge-Agri World which is more famous for its SPARTAN-Pattern power armor, and Djangoris Prime Tyrannicae which is a Forge-Civ World who had the STC to build Baneblades and Warlord-Class Titans. Although noted among the Ad-Mech to be a very advance and efficient Sub-Sector, they were an oddity among the Imperium for its mass usage of Auto-weaponary over Las-weaponary, whatever was the case, it was mainly due to the intense radiation of the Djangoris Stars that made the circuits of Las-weaponary to short circuit and die off. The Djangoris systems were also noted to have a strong reliance on advance, radiation proof A.I. for most of their technology, in-order to compensate for the massive RDP (Radiation Pulse) that hamper their electronic circuitry. Because of their mass use of A.I., they were at once repeatedly filed for Heresy by the Tech-Priest of Mars, but such threats are pardoned due to the large amounts of resources and STC their Worlds carry. However their most notable product was their SPARTAN-Pattern power armor, which was meant to be a cheap alternative to Astartes power armor since their Star systems are so independent and spread far from Imperium Proper. The SPARTAN-Pattern is noted among Tech-Priests of Djangoris to borderline on what would call as in between Astartes power armor and Astartes Scout armor. Sacrificing strength and resilience over speed, agility and reliability, these so called SPARTAN II's are not yet considered as true Spacemarines, but by the people of Djangoris, they still get the job done.

Life in Djangoris varies a lot. On the very small planet of Djangoris Minor Stella, life is very easy-going and care free, since Djangoris Minor Stella is an Agri-World, the farming of Groxes and Bread is usually paid in high price in taxes when the deeds will come. However on Djangoris Prime XI, life is a direct opposite, being classified as a Death-world, Prime XI is noted to only have a few million in population, bristling with hostile life, the most infamous is the Djangoris Storm Lizard, a massive colossal that if fully grown, dwarfs a Void Whale several times over. Djangoris Alpha II in comparison, is a very quiet World, the citizens here are known to be timid and shy, because of this there are very little social contact with the other Planets. The two main planet are most known of course, is Djangoris Alpha IV and Djangoris Prime Tyrannicae. Both Planets are bustling with city life, showing Sky-scrapers that are so tall that it could reach its home Stars, have massive Bucket Wheel Excavators that are 15km long, massive Science Laboratories and Forge Factories so large, an entire Legion of Warlord-Class Titans would fit in one of its rooms with ample space to spare.

The First Battle of Haven's Deep, Covenant forces with Scarab Legions invading the Imperial outskirts of Djangoris Alpha IV

The Main Imperial Guard Regiments were called by the Imperium as the Djangorian Hell-Jumpers with their famous battle cry "First feet into Hell" and the 468th Shock Troopers. The Djangorian Hell-Jumpers were unique in that they specialized in orbital drop shock maneuvers from orbital insertion pods, and are meant to be dropped in the middle of an opposing army, causing chaos, destruction, mass-panic and crushing any unfortunate scum in its way, only the most insane dare try to enlist in the Hell-Jumpers. The Djangoris 468th Shock Troopers on the other hand, are usually the main line of defense and offense, with nothing more then Flak Armor, few grenade and a Auto-Gun, these men stride into battle knowing the Emperor is with them. What is odd for the Djangoris Guard Regiments is their apparent lack of Commissars, this has lead their soldiers to become immature, gun-ho, and trigger happy, which is unfortunately disdained by other Imperial forces, but to the stubborn and thick soldiers of Djangoris, they simply don't care.

The Fall of Majectis City, here seen the last batch of Imperial Shock Troopers of the 468th Djangoris Regiment, attempting to flank the Covenant invaders with a Valshnurt-Pattern Tauros and Djangoris-Pattern Lascannon.



The Covenant and other factions

Chaos: Chaos frightens the Covenant, Chaos is the antithesis of everything the Covenant stands for, and ever since their first encounter with the ruinous powers, the Covenant has been doing everything it can to counteract Chaos. Noting that Chaos seems to be kept at bay by displays of faith, the Covenant has been taking to increasing the amount of deacons among it's soldier's ranks to keep the morale of the Covenant's soldiers strong in the face of such unrelenting horror. Still, it often does not prove to be enough, as there are reports of Chaos heretics splitting off from the Covenant, twisted and warped by the taint of Daemons. The Covenant is turning to it's faith to find answers to the question of Chaos, hoping to find a way to stop the Daemons from corrupting the great journey.

The Tau: Given the separation between the Covenant's entry point and the Tau Empire, contact between the two is minimal if not nonexistent. The only reported contact from this two eerily similar Aliens, even though they are at the core very different was near the infamous Damocles Gulf, in which a few Tau Water-cast vessels accompanied by several Fire-cast cruisers, met a Covenant scouting fleet. As expected from the Covenant, things led to the worst, and the Covenant lost half of their light-cruisers while the Tau lost half of their Fire-cast cruisers and one Water-cast vessel. They would probably would try to recruit one another anyway if they find each other again, leading to hilarity.

Eldar: The Eldar are so far content to simply move out of the way of the Covenant or subtly drive the newcomers into directions they wish to go. As of yet, the Covenant has yet to actually engage any of the Craftworld Eldar, but some do report beings of ethereal grace and beauty darting at the very corners of their vision, seeming to only watch rather than fight, as they are more curious on what this beings from another universe would bring.

Dark Eldar: The Covenant has been around long enough to be well acquainted with the Terror of the Dark Eldar and the suffering they can inflict. Many of the covenant's soldiers take to always keeping enough plasma grenades to kill themselves if there are reports of the Dark Eldar in the area rather than allow themselves to be captured and be made into the Dark Eldar's newest play things. The Dark Eldar so far prove to be frustratingly quick and darting opponents, as well as extremely frightening, to the point that the Covenant's forces have released primers on how to steel oneself against the Dark Eldar's terror tactics. Others of the covenant though, find the Dark Eldar to be thrilling opponents and often gladly seek combat with them.

Necrons: What little the Covenant knows of Necrons is enough to make the Covenant want to disturb their rest as little as possible after losing four entire fleets to a Dynasty they inadvertently disturbed the slumber of. This same Dynasty also coincidentally, destroyed three entire Imperium fleets who were chasing the Covenant scouting fleets earlier on. Some relics of ancient times are best left to slumber undisturbed. If the Forerunners are their gods, then the Necrons are another pantheon, uncaring, indifferent, and best left alone.

Tyranids: The Great Devourer cometh and it hungers, as the new primers on the Tyranids state. Not an infection like the Parasites, the Covenant has picked up the term Great Devourer for the menace from beyond the galaxy. So far the covenant prefers to avoid fights with the Tyranids, but in the great defense of one of their new fortress worlds, Rtam Oldo'ra the Covenant managed to drive back a tendril of Hive Fleet after much spectacular bravery. Bravery that culminated in the Super-carrier "Hand of Retribution" making a final, desperate suicide run into the largest hive ship, a behemoth nearly twice as large as the super carrier, having partaken on the consumption of over a thousand worlds, and disgorging everything it could to destroy it even after it's engines were damaged beyond the ability to self destruct and boarding organisms overran multiple decks to disrupt the synaptic web of the Tyranids long enough for reinforcements to arrive and obliterated the Tyranids in a vise. This victory has been heavily propagandized by the Covenant, but the Devourer is still a threat on a truly Gargantuan scale to the WH40K Galaxy, and losing a tendril or two does little but slow it down slightly.

Orks: Initial attempts to recruit the Orks into the Covenant proved hard and difficult beyond offerings of large quantities of sharp teeth and interesting new guns to serve as temporary mercenaries. The Orks as always are a nuisance who are incredibly eager for a fight, making them favored opponents of the Sangheili and Jiralhanae. It has been learned that the average Ork is stronger than most anything short of the average Jiralhanae and in case of a Warboss, might even challenge a M'galekgolo, and that in close quarters, the Greenskins will nearly always hold the advantage. As such the Covenant prefers long range, leaving melee only to specialist Elites, Brutes, and Hunters while everyone else holds back. As for the Orks, new tech or loot is always welcome so long if the Covenant decides to give them in trade of something the Orks consider a "GOOD FITE", even if it reminds them of the Panzees a bit. However due to their cultural similarities, it is not uncommon to see both Jiralhanae and Orks incorporating and trading their lifestyle and weaponry in their respective societies, much to the Covenants dismay.

Hrud: Unlike the Orks, the Covenant has made some headway into Prolyesterizing the Hrud, and has found to their surprise, just how potent the warp is as a power source. That these scavengers and verminous people can use it to bend and warp the very fabric of time intrigues the covenant greatly, and efforts are being made to draw Hrud clans into their empire.

Rak'gol: Brutal pirates, murderers and mercenaries, the Rak'Gol seem like they would make the ideal new additions to the covenant, and so an effort to pacify and subsume at least some of them into the structure is being made, and it is already quite well under way.

Slaugth: Like the Mgalekgolo in many ways, except infinitely more sinister. The Slaugth are a race from beyond the galaxy, masses of worms that come to walk like men and dress like bringers of death with sciences far in excess of what mankind knows. They are in many ways, like twisted parodies of the Necrons. Whereas the Necrons represent slumbering death, the Slaugth are waking undeath, twisting and altering other life with their mastery of Biology to create soldiers and monsters to fight for them. Utilizing unknown methods of faster than light travel, the Slaugth arrived from the Calixis sector sometime in M41 to join the ever growing parade of Xenos and the uprising of Chaos that seems to circle ever tighter around the Imperium of Man like sharks that have smelled blood. The few encounters with the Slaugth that the Covenant have had is enough to file the Slaugth under the same categories as such ancient and powerful races as the Forerunners and Necrons, powerful, best avoided, and perhaps to be appeased.

Enslavers: The Enslavers remind the Covenant far too much of the Flood from back home for their liking, and now that the Psyker gene is beginning to express itself amongst the Covenant, they too must worry about a potential return of the Enslavers.

C'tan: As bad as the Necrons are, the C'tan are worse. Nobody wants the C'tan to return, and the newcomers are no exceptions, and the Covenant, after poking around with the Outsider's Dyson sphere, have stamped the C'tan "Heretical" as many times as possible in their records. Fortunately for the Covenant, most of the C'tan are all but shattered during the Great Betrayal of the Necrons. However their influence is still at large, and they need to thread carefully still.

Covenant Ki-psyniotics

Curiously, ever since the Covenant entered the Wormhole on their Pilgramage, they found that there was a mutation going through their ranks. A mutation that grants incredible power, but also invites new horrors from the Warp. This was the Ki-psyniotics gene. After some deliberation, the Prophets declared it to be a holy gift from the gods that must be trained and cultivated, and had it's members rifle through stolen imperial documents, or documents handed by strange and oddly dressed and very entrancing performers on how to care for the Ki-psyniotics users developing in their ranks. However they are not regarded as "True" Psykers by the Imperium, the Covenant unlike the Imperium uses slight but subtle Warp manipulation which either slightly enhance strength and durability or just plain telepathy. This is called "Ki-psyniotics" and compared to the Imperium who uses the brute force of the Warp as a weapon, the Covenant uses the "Flow" of the Warp to enhance their bodies.

Sangheilies and Jiralhanaes prefer biomancy, for it strengthens the flesh and primarily serves to aid in glorious close quarters combat. The Prophets prefer telepathy, for it allows them to better profer their sermons and maintain a greater grip on their empire though Divinitation is also a favorite as they believe it helps them commune with the gods through visions. The Unggoy, most specifically the Deacon class also employ Telepathy, albeit on a lower grade then a Prophets, this allows them to "Inspire" other Covenant troops in the battlefield. The Mgalekgolo again prefer Telepathy, to strengthen the bonds between their collective, with their psykers forming a rudimentary hive mind to ward themselves against Chaos through group thinking. The Kig-Yar have no preference for any particular school, being the opportunists that they are. The Yamne have a noted preference for telekinesis and telepathy, and Ki-psyniotic users are now highly desired mates.

Of course, this has not gone off without a hitch. The Covenant, now with respectfully new knowledge of Chaos, has formed a new sect of priests whose job is to closely monitor Ki-psyniotics and make sure that the disastrous first effects on the Warp by over dosage of Ki-psyniotics among the covenant is never repeated, for they still cannot reclaim the dozens of new daemon worlds formed out of their initial overenthusiasm and ignorance.