Codex - The Covenant

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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.

There also includes a separate page for the fluff section (To keep it more in line of a Codex) which is nothing more than a "what if" scenario of GeeDubs and Microsoft doing a crossover collaboration, so if there's any arguments about inaccuracies, take it with a grain of salt. This is 40k's Covenant after all.

Abilities

The following abilities are common to several Covenant units.

For the Great Journey!- You can re-roll failed Morale tests for this unit.

Dual-Wielding- A model with two different ranged weapons with this Ability may only choose to fire one in the Shooting phase. If the weapons are the same they may be fired twice in a shooting phase.

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 Type S AP D Abilities Points Cost
Plasma Pistol When attacking with this weapon, choose one of the two profiles below. 0
Standard Pistol 12" Pistol 1 3 0 1 -
Overcharged Pistol 12" Pistol 1 4 -1 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. This weapon also re-rolls failed To Hit rolls. This profile can only be used once per battle.
Plasma Repeater When attacking with this weapon, choose one of the two profiles below. 0
Standard Repeater 24" Rapid Fire 1 3 0 1 -
Overcharged Repeater 24" Rapid Fire 2 3 0 1 -
Plasma Rifle When attacking with this weapon, choose one of the two profiles below. 0
Standard Rifle 18" Assault 1 3 0 1 Dual-Wielding, This profile can only be used once per battle.
Overcharged Rifle 18" Assault 3 3 0 1 Dual-Wielding, This profile can only be used once per battle.
Concussion Rifle/Plasma Caster 18" Assault D6 4 -1 1 - 5
Plasma Cannon 36" Heavy 3 5 -1 1 - 10
Heavy Plasma Cannon 36" Heavy 4 6 -2 2 - 5
Needler 18" Assault 1 3 0 1 Dual-Wielding. 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. 2
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. 21
Needle Rifle 30" Rapid Fire 1 3 0 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. 2
Covenant Carbine 30" Rapid Fire 1 4 0 1 - 1
Focus Rifle 36" Rapid Fire 1 4 0 1 This weapon may target a CHARACTER even if it is not the closest enemy unit. 4
Beam Rifle 48" Heavy 1 5 -1 1 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. 8
Concussion Cannon 36" Heavy 2D6 5 -1 1 - 0
Brute Shot (Shooting) 24" Assault D6 3 -1 1 - 9
Brute Shot (Melee) Melee Melee +1 -1 1 - 9
Spiker (Shooting) 12" Assault 2 3 0 1 - 0
Spiker (Melee) Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 0
Mauler 12" Pistol 1 4 0 1 If the target is within half range, add 1 to this weapon’s Strength. 0
Fuel Rod Gun 48" Heavy 2 7 -1 2 - 15
Fuel Rod Pod 48" Heavy 6 7 -1 2 Add 1 to all hit rolls made for this weapon against targets that can FLY. 0
Fuel Rod Cannon 48" Heavy D6 8 -2 1 - 20
Fuel Rod Beam 36" Heavy 1 9 -4 D6 - 0
Fuel Rod Storm 36" Assault 2D6 4 -1 1 - 0
Plasma Grenade 6" Grenade D6 4 -1 1 - 0
Plasma Launcher 36" Heavy 4 6 -1 D3 All failed To Hit rolls with this weapon may be re-rolled. 20
Plasma Mortar 48" Heavy D6 5 0 1 This weapon can target units that are not visible to the bearer. 0
Firebomb 6" Grenade D6 4 0 1 Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
Plasma Beam 96" Macro 3D3 10 -3 2D6 Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target. 0
Tyrant Gun 120" Macro 3 16 -4 D3+6 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 0
Energy Sword Melee Melee +1 -4 2 - 20
Gravity Hammer Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the To Hit roll. 25

Miscellaneous Equipment

Equipment Effect Points Cost
Guardian Shield Grants a 5+ invulnerable save. 3
Point Defense Gauntlet Models with a Point Defence Gauntlet have a +3 bonus to their saves against shooting attacks. However each additional time the unit is called upon to make a save in any phase, it takes a cumulative -1 save modifier (up to -3) until the next player turn. 5
Vehicular Energy Shielding Each layer of Vehicular Energy Shielding grants an additional 3 wounds. These wounds are restored at the start of each turn and cannot be used to absorb the damage from melee attacks. 20


Weapon Options

Standard Weapons

  • Plasma Pistol(*)
  • Plasma Repeater
  • Mauler(**)
  • Covenant Carbine
  • Needle Rifle
  • Needler
  • Concussion Rifle/Concussion Caster(*)
  • Brute Shot(**)

(*)May only be taken by Elites and Prophets.

(**)May only be taken by Brutes.

Precision Weapons

  • Focus Rifle
  • Beam Rifle

Special Weapons

  • Fuel Rod Gun
  • Plasma Cannon(*)
  • Energy Sword(**)
  • Plasma Launcher
  • Gravity Hammer(***)

(*)Only available to Grunts and HQ choices.

(**)Only available to Elites and Prophets.

(***)Only available to Brutes.

Jackal Weapons

  • Needler
  • Plasma Repeater
  • Covenant Carbine
  • Needle Rifle
  • Focus Rifle
  • Beam Rifle
  • Energy Sword(*)

(*)Champions only.

Unique HQ Characters

Prophet of Regret

"I will light the holy rings! release its cleansing flame! and burn a path TO THE DIVINE BEYOND!" ~Prophet of Regret giving a speech that would cause the most devoted of Ecclesiarchs to descend into a weep of envy.

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. Specifically he disobeys the Writ of Union and fights alongside the Sangheili in battle. Despite this he does not go unprotected. His throne has powerful shields that make him nearly invulnerable to attack and Sentinels protect him at all costs.

Power 9, Points Cost 170

Name M WS BS S T W A Ld Sv
Regret 8" 5+ 4+ 2 4 4 1 10 -
Sentinel 8" 5+ 5+ 3 4 1 1 10 4+
The Prophet of Regret is a single model armed with a Twin Fuel Rod Beam. Only one of this model may be included in your army.
  • Regrets unit may include up to two Sentinel Healers (Power Rating +1/Points Cost +15)
  • Regrets unit may include up to two Sentinel Protectors (Power Rating +1/Points Cost +15)
  • Regrets unit may include up to two Sentinel Defenders armed with Sentinel Lasers (Power Rating +1/Points Cost +15)
Weapons:
Weapon Range Type S AP D Abilities
Twin Fuel-Rod Beam 36" Heavy 2 9 -4 D6 -
Sentinel Laser 24" Assault 4 5 0 1 -
Cleansing Beam 72" Heavy D3 10 -4 D6 This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6.


Abilities:
  • For the Great Journey!
  • Command Throne - Provides a 4+ invulnerable save.
  • Protector - The Sentinel Protector grants a 6+ invulnerable save to the whole unit or improves its invulnerable save by 1 if it already has one.
  • Healer - At the end of any of your Movement phases, the Sentinel Healer can attempt to heal or revive a single model. Select a friendly COVENANT unit within 3" of the Sentinel Healer. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. A unit can only be the target of the Healer ability once in each turn.
  • Supreme Instrument of the Gods: Friendly COVENANT units within 12" of THE PROPHET OF REGRET may use his Leadership characteristic instead of their own when taking Morale tests.

Faction Keywords: COVENANT Keywords (The Prophet of Regret): CHARACTER, FLY, PROPHET, THE PROPHET OF REGRET Keywords (Sentinels): FLY, SENTINELS

The Arbiter

"My life matters not, only my skill in battle and the amount of terror I put in my foes would my death be forgiven" ~The Arbiter just before a war.

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. He would then be gruesomely marked with the mark of shame, feeling all the pain, misery and shame he has bought to the Covenant. 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.

Power 8, Points Cost 150

Name M WS BS S T W I A Ld Sv
The Arbiter 6" 2+ 2+ 4 4 5 5 9 3+


The Arbiter is a single model armed with a Energy Sword, Plasma Rifle and Plasma Grenades. Your army may only include one ARBITER.
Wargear Options: May replace his Plasma Rifle with an item from the Standard Weapons, Special Weapons or Precision Weapons lists.
Abilities:
  • For the Great Journey!
  • Armor of the Arbiter: Grants a 5+ invulnerable save.
  • Honor Before All Else: You can re-roll failed wound rolls of 1 for this model when attacking a CHARACTER or MONSTER in the Fight phase.
  • Relentless Fury: : Roll a D6 each time this model loses his final wound; on a roll of 4+ that wound is not lost. In addition, if this model is slain in the Fight phase, once the unit that slew him has made its attacks, you can attack with him before removing his model as casualty, even if he has already attacked that phase.
  • Active Camouflage: During deployment, you may setup The Arbiter as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9" from any enemy models.

Faction Keywords: COVENANT Keywords: CHARACTER, ARBITER, SANGHELI

Jiazah 'Thogamee

"Afraid of a little thunder, Child? Then crawl underneath your wretched hole for the thunder will strike you DEAD!" ~Jiazah 'Thogamee to Imperial Lord, Algaezy Calriso

The Supreme Grandmaster of the Ki-psyniotics and the Supreme Lieutenant of Darchron's Eternal Crusaders, clad in a ritualistic silver armor of archaic origin and armed with an equally ornamental energy sword called Blight's Edge. Jiazah 'Thogamee made his infamy throughout both Heltorous and Albameous sectors for his his mastery over Ki-psyniotics, so much so that he makes it an art-form. According to some Imperial reports, during a Chaos siege, Jiazah 'Thogamee manage to completely alter his Warp flow, so much so that he completely sucked the Warp powers like a "Psykic vampire" out of Chaos Champion, Alkazon the Lier, turning the Chaos Champion into a shriveled old man before being ripped apart by the Supreme Grandmaster himself.

Power 8, Points Cost 160

Name M WS BS S T W A Ld Sv
Jiazah 'Thogamee 6" 2+ 2+ 4 4 5 4 9 3+


Jiazah 'Thogamee is a single model armed with Blight's Edge, a Plasma Rifle and Plasma Grenades. Your army may only include one JIAZAH 'THOGAMEE.
Wargear Options: May replace his Plasma Rifle with an item from the Standard Weapons, Special Weapons or Precision Weapons lists.
Wargear:
Weapon Range Type S AP D Abilities
Blight's Edge Melee Melee +1 -4 2D3 -


Abilities:
  • For the Great Journey!
  • Councillor: You can re-roll hit rolls of 1 made for friendly SANGHEILI units within 6" of this model.
  • Heroes Harness: Grants a 4+ invulnerable save.
Psyker: Jiazah 'Thogamee can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. He knows the Smite power.

Faction Keywords: COVENANT Keywords: CHARACTER, JIAZAH 'THOGAMEE, SANGHELI, COUNCILLOR

Rtas 'Vadumee

"Ship-Master! they outnumber us three to one!"- "Then it is an even fight. All cruisers, fire at will! Burn their mongrel hides!" ~Rtas 'Vadumee over a minor Jiralhanae uprising.

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 Vadumee 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 Vadumee 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.

Power 7, Points 140

Name M WS BS S T W I A Ld Sv
Rtas 'Vadumee 6" 2+ 2+ 4 3 3 5 3 10 3+/5++


Rtas 'Vadumee is a single model armed with a Energy Sword, Plasma Rifle and Plasma Grenades. Your army may only include one RTAS 'VADUMEE.
Wargear Options: May replace his Plasma Rifle with an item from the Standard Weapons, Special Weapons or Precision Weapons lists.
Abilities:
  • For the Great Journey!
  • Active Camouflage: During deployment, you may setup Rtas 'Vadumee as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9" from any enemy models.
  • Spec-Ops Commander of the Covenant: A detachment containing Rtas 'Vadumee may take Special Operations units as Troops choices.
  • Swordmaster: Melee attacks with a roll of 6 To Wound inflict an additional Mortal Wound.
  • Zealot: You can re-roll wound rolls of 1 for friendly SANGHEILI units that are within 6" of this model.

Faction Keywords: COVENANT Keywords: CHARACTER, RTAS 'VADUMEE, SANGHELI, ZEALOT

Tartarus

Tartarus in all his Mohawk Glory.

"*Growls* Your head would make a good trophy Angelos, *Sniffs* and your flesh would fill the bellies of my brothers"- "Then hurry up and take my flesh if you so need it Xeno, but I warn you that I won't go down easily"- "With pleasure" ~Tartarus towards Chapter Master of the Blood Ravens, Gabriel Angelos, before their fight in Hyphurus III...what an Ass.

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 of Ruckt" by his soldiers, this old but very powerful weapon was reported to create vortexes and miniature black holes as it manipulates and uses the power of gravity. He was also known as the king of assholes, and in a place where leaders would kill other leaders for the lulz and where supposed "Friends" would send your entire family to death because it is funny, that is saying something.

Power 9, Points 180

Name M WS BS S T W A Ld Sv
Tartarus 5" 2+ 3+ 5 5 6 4 9 2+




Tartarus is a single model armed with The Fist of Rukt, a Spiker and Firebombs. Your army may only include one TARTARUS.
Wargear Options: May replace his Spiker with an item from the Standard Weapons or Special Weapons lists.
Wargear:
Weapon Range Type S AP D Abilities
The Fist of Rukt Melee Melee x2 -4 5 When attacking with this weapon, you must subtract 1 from the hit roll.


Abilities:
  • For the Great Journey!
  • Heroes Harness: Grants a 4+ invulnerable save.
  • Our Time is Now!: Friendly JIRALHANAE INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn and re-roll failed charges.

Faction Keywords: COVENANT Keywords: CHARACTER, TARTARUS, JIRALHANAE, WAR CHIEFTAIN

Dadab - 50pts

"Preach, yes, a good thing! But sometimes me head says that too much preaching can leave the rest of the runts sleepy..." ~Dadab and one of his many "Influential" Speeches...

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. Ironically, he is one of the select few in the Covenant who can use his powers for the most part without restraint and free from fear of suffering like the likes of undisciplined Elites and even Brutes.

Power 2, Points Cost 30

Name M WS BS S T W A Ld Sv
Dadab 5 4+ 3+ 2 3 2 3 1 9 6+


Dadab is a single model armed with a Plasma Pistol and Plasma Grenades. Your army may only include one Dadab.
Wargear Options: May replace his Plasma Pistol with a Needler or an item from the Special Weapons list.
Abilities:
  • For the Great Journey!
  • Guardian Shield: Grants a 5+ invulnerable save.
  • Litanies of Fury!: Friendly UNGGOY INFANTRY units within 6" of this model can re-roll To Hit and To Wound rolls of 1.
  • Deacon: This model cannot have a Warlord Trait.
  • Zeal: Friendly UNGGOY infantry units within 6" of this model during the charge phase can activate their Plasma Grenades and hurl themselves at the enemy in a suicidal charge. The enemy can Overwatch early to gun the Grunt(s) down but cannot Overwatch later on in the phase if they do so. For each Grunt that successfully reaches within 1" of the enemy unit, inflicts an attack as if they were using their Plasma Grenades that automatically hits. The Grunts chosen to assault the enemy are now removed from play, even if they did not reach the enemy.

Faction Keywords: COVENANT Keywords: CHARACTER, UNGGOY, DEACON, DADAB

HQ Units

Sangheili Councillor - 110pts

"Only the faithful lives" ~Motto of the Councillors.

Name WS BS S T W I A Ld Sv
Councillor 6 5 4 4 3 5 3 10 2+/4++


Unit Composition: 1 Councillor
Unit Type: Infantry (Character)
Wargear: 2 Plasma Rifles, CCW, Heroes Harness, Plasma Grenades
Special Rules: For the Great Journey!, Independent Character, Hated Rivals
Options:
  • The Councillor may replace one or more of his Plasma Rifles for an item from the Standard Weapons or Special Weapons list.
  • May be upgraded to a Psyker (Mastery Level 1). The Councillor may generate its powers from the Pyromancy, Biomancy or Daemonology tables: +25pts

Sangheili Zealot - 50pts

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


Unit Composition: 1 Zealot
Unit Type: Infantry (Character)
Wargear: 2 Plasma Rifles, CCW, Sangheili Assault Harness, Plasma Grenades
Special Rules: For the Great Journey!, Independent Character, Hated Rivals
Options:
Options:
  • May replace his Plasma Rifle with an item from the Standard Weapons, Special Weapons or Precision Weapons lists.
  • May take Active Camouflage: +15pts
  • May be upgraded to a Psyker (Mastery Level 1). The Zealot may generate its powers from the Pyromancy, Biomancy or Daemonology tables: +25pts
  • May replace both Plasma Rifles and Plasma Grenades with a Ghost Jetbike with a Twin-linked Plasma Cannon and the Skilled Rider special rule: +25pts

Brute Chieftain - 65pts

Name WS BS S T W I A Ld Sv
War Chieftain 6 4 4 5 3 4 4 10 2+/4++
Chieftain 5 4 4 4 2 4 3 9 3+/5++


Unit Composition: 1 Chieftain
Unit Type: Infantry (Character)
Wargear: 2 Spikers, Heroes Harness (War Chieftain), Assault Harness (Chieftain), Guardian Shield (Chieftain), Spike Grenades
Special Rules: For the Great Journey!, Furious Charge, Independent Character, Hated Rivals
Options:
  • May upgrade the Chieftain to a War Chieftain: +60pts
  • May take Flame Grenades: +5pts
  • May replace one or more of his Spikers for an item from the Standard Weapons or Special Weapons lists.
  • May be upgraded to a Psyker (Mastery Level 1). The Chieftain may generate its powers from the Pyromancy, Biomancy or Daemonology tables: +25pts
  • A Chieftain (not War Chieftain) may replace both Spikers and Spike Grenades with a Chopper Bike with a Twin-linked 35mm Autocannon and the Skilled Rider special rule: +25pts

Temple Pilot - 55pts+cost of vehicle

Name BS FA SA RA HP
Temple Pilot 5 - - - -


Unit Composition: 1 Temple Pilot
Unit Type: As per assigned vehicle
Options: The Temple Pilot has no specific options. Their vehicle may receive options as normal.
Special Rules: Skilled Rider
  • Temple Vehicle: The Temple Pilot must be attached to either a Wraith or Banshee (not the Ultra Variants) which is also present in the army. Note that this means that there must be at least one available for each Temple Pilot in order for them to be taken as part of the army. The temple vehicle piloted by the temple pilot has the profile of the vehicles Ultra variant and may fire Overwatch with any weapons eligible to do so.

San'Shyuum Enforcer - 25pts

Name WS BS S T W I A Ld Sv
Enforcer 2 2 2 2 2 2 1 10 5++
Prelate 5 5 3 4 3 4 3 10 2+/4++


Unit Composition: 1 Enforcer
Unit Type: Infantry (Character)
Wargear: Plasma Pistol, Guardian Shield
Special Rules: For the Great Journey!, Independent Character
  • Writ of Union: This historical writ divides the various species of the covenant into specified roles. Since the San'Shyuum are specified as being religious leaders they are not supposed to fight. A unit may still use the Enforcers leadership even if he refuses a challenge.
  • Instrument of the Gods: The San'Shyuum, as the religious leaders of the covenant, are considered closest to the forerunners. All models from Codex: The Covenant within 12" of the Enforcer may use his leadership for Morale, Pinning and Regroup tests. If the Enforcer is removed as a casualty in a game with victory points then your opponent gains 1 additional victory point.
  • The Prophets Grace: All allied units within 12" have the Relentless and Preferred Enemy special rules.
Options:
  • May be upgraded to a Psyker (Mastery Level 1). The Enforcer may generate its powers from the Divination, Telepathy or Daemonology tables: +25pts
  • May be upgraded to a Prelate, exchanging his Plasma Pistol and Guardian Shield for a Heroes Harness and two Plasma Rifles: +100pts
    • A Prelate may replace one or more of its Plasma Rifles for an item from the Standard Weapons, Special Weapons or Precision Weapons lists.

Deacon - 15pts

You may include one Deacon for every filled HQ choice or Troops choice in a Covenant detachment. They do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection. Before the battle, immediately after determining Warlord Traits, each Deacon must be assigned to a different unit from the following list, which they then cannot leave: Grunt Lances, Heavy Grunt Squads, Special Operations Unit and Shade Turrets. Only one Deacon can join each unit in this manner.

Name WS BS S T W I A Ld Sv
Deacon 3 4 2 3 1 3 2 8 6+


Unit Composition: 1 Deacon
Unit Type: Infantry (Character)
Wargear: Plasma Pistol, Unggoy Harness, Plasma Grenades
Special Rules: For the Great Journey!
  • Zeal: If a Grunt Lance or Special Operation unit has a Deacon present, then in the Shooting phase, you may sacrifice any number of Grunts to activate his Plasma Grenades and charge at an enemy unit. The enemy unit may choose to Overwatch early in order to gun the Grunt(s) down but cannot Overwatch in the following Assault phase if they do so. For each Grunt that successfully charges, resolve two S6 AP4 hits on the unit, allocated as if this was a shooting attack. The Grunts chosen to assault the enemy are now removed from play, even if they did not reach their opponent.
  • Deacon: The rank of Deacon is the highest rank an Unggoy can have but is still lower than the lowest ranks of all the other species. A Deacon may never be your warlord.
Options:
  • May replace it's Plasma Pistol with a Needler: +3pts
  • May take any of the following:
-Guardian Shield: +15pts
-Active Camouflage: +15pts
  • May be upgraded to a Psyker (Mastery Level 1). The Deacon may generate its powers from the Telekinesis, Telepathy or Daemonology tables: +25pts

Honor Guard - 105pts

A unit of Honor Guard may be taken for each Sangheili Councilor, San'Shyuum Enforcer or Brute Warchieftan (including the Prophet of Regret, Jiazah 'Thogamee and Chieftain Tartarus) taken as an HQ choice. The Honor Guard unit counts as an HQ choice but does not take up a slot on the FOC.

Name WS BS S T W I A Ld Sv
Elite Guard 4 4 4 4 1 4 2 9 3+/5++
Elite Guard Ultra 5 4 4 4 1 4 3 9 3+/5++
Brute Guard 4 3 4 5 1 3 3 9 3+
Brute Guard Ultra 5 3 4 5 1 3 4 9 3+


Unit Composition: 3 Elite Guards or 3 Brute Guards (They must be Elites if taken to guard a Sangheili Councillor)
Unit Type: Infantry (Ultras are Characters)
Wargear: Honor Pike, Plasma Rifle (Elites), CCW (Elites), Plasma Grenades (Elites), Spiker (Brutes), Spike Grenades (Brutes)
  • Honor Armor: Counts as an improved version of each race's respective Assault Harness, that also grants +1 Toughness (included in the given profiles)
  • 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. Honor Pikes are Two-Handed weapons that grant +2 strength and is AP4. When charging or Counter-Attacking the Honor Pike grants +3 strength and is AP3.
Options:
  • May take up to 2 additional Elite Guards or Brute Guards (Same species as the rest of the squad): +35pts each
  • One Elite Guard or Brute Guard may be upgraded to it's respective Ultra which also makes it's Honor Pike Master-crafted: +15pts
  • Any Elite Guard may replace its Plasma Rifle with an item from the Standard Weapons list.
  • Any Elite Guard may replace its Plasma Rifle with a Energy Sword: +20pts
  • Any Brute Guard may replace its Spiker with an item from the Standard Weapons list.
  • Any Brute Guard may replace its Spiker with a Gravity Hammer: +30pts
  • Any Brute Guard may take Firebombs: +1pt
  • May take a Shadow as a dedicated transport.
Special Rules: For the Great Journey!, Counter-Attack, Hated Rivals, Furious Charge (Brutes Only)
  • You Will Not Lay A Hand Upon Him!: Any member of an Honor Guard automatically pass Look Out Sir! tests and may accept challenges issued to the Prophet. They may not do that for a Sangheili Councillor as that would be a great insult.

Huragok (Engineer) - 25pts

Each Covenant detachment may include 0-3 Engineers. They do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection.

Name WS BS S T W I A Ld Sv
Engineer 1 0 3 4 1 3 1 5 4++


Unit Composition: 1 Engineer
Unit Type: Jetpack Infantry (Character)
Wargear: Guardian Shield
Special Rules: Independent Character, Bulky
  • Protection of the Hierachs: Any allied model within 6" of the Engineer has a 6++ invulnerable save. If the model (including itself which is already represented in its profile) already has an invulnerable save then it is improved by 1.
  • State of Grace: During the Shooting Phase, the Engineer may repair a single friendly vehicle that it is within base contact or embarked upon. To repair a vehicle, roll a D6. If the result is 3 or more, you may either restore a hull point lost earlier in the battle or repair a Weapon Destroyed or an Immobilized result instead; this is effective immediately.

Jackal (Kig'yar) Champion - 45pts

Name WS BS S T W I A Ld Sv
Kig'yar Champion 3 6 2 3 2 4 2 9 5+
Skirmisher Champion 4 6 3 3 2 5 3 9 5+


Unit Composition: 1 Kig'yar Champion
Unit Type: Infantry (Character)
Wargear: Plasma Pistol, T'voan Harness
  • Champion PD Gauntlet (Kig'yar Champion): Provides a 2+ 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.
Special Rules: Independent Character, Night Vision, Move Through Cover, Infiltrate (Kig'yar Champion), Scout (Skirmisher Champion), Hit and Run (Skirmisher Champion), Fleet (Skirmisher Champion)
Options:
  • Any Champion may take an item from the Jackal Weapons list.
  • A Kig'yar Champion may be replaced with a Skirmisher Champion: Free!
  • Any Champion may be upgraded to a Psyker (Mastery Level 1). The Champion may generate its powers from the Telekinesis, Telepathy, Divination or Daemonology tables: +25pts

Troops

Grunt (Unggoy) Lance - 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 Minor 3 3 4 3 1 4 1 7 4+/6++
Elite Major 3 4 4 3 1 4 1 7 4+/6++
Brute Minor 3 2 4 4 1 3 2 7 4+
Brute Major 4 2 4 4 1 3 2 7 4+


Unit Composition: 10 Grunt Minors
Unit Type: Infantry (Elites and Brutes are Characters)
Wargear: Unggoy Harnesses, Plasma Pistols, Plasma Grenades (Grunts and Elites), Elite Combat Harness (Elites only), Plasma Rifle (Elites), CCW (Elites), Brute Combat Harness (Brutes), Spiker (Brutes), Spike Grenades (Brutes)
Options:
  • May include up to twenty additional Grunt Minors: +3pts per model
  • Any Grunt Minor may be upgraded to a Grunt Major: +1pt per model
  • For every 10 Grunts, one Grunt may take an item from the Heavy Weapons list.
  • May take up to three Elite or Brute minors: +10pts per model
  • Any Elite or Brute Minor may be upgraded to a Major: +5pts
  • Any Grunt may replace his Plasma Pistol with a Needler: +2pts
  • Any Elite may replace his Plasma Rifle with an item from the Standard Weapons list.
  • Any Elite may take an additional Plasma Rifle: +3pts
  • Any Brute may replace his Spiker with an item from the Standard Weapons list.
  • Any Brute may take:
-an additional Spiker: +3pts
-Flame Grenades: +1pts
  • May take a Shadow or Phantom as a Dedicated Transport.
Special Rules: , Hated Rivals (Elites and Brutes only), For the Great Journey! (Elite Majors and Brute Majors only), Furious Charge (Brutes only)

Jackal (Kig-Yar) Lance - 35pts

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


Unit Composition: 5 Jackal Minors
Unit Type: Infantry
Wargear: T'vaoan Armor, Plasma Pistols, Point Defense Gauntlet (Enhanced for Major)
Options:
  • May include up to fifteen additional Jackal Minors for: +7pts per model
  • May upgrade all models in the unit to Jackal Majors for: +5pts per model
  • Any model may take an item from the Jackal Weapons list.
  • May take a Shadow as a dedicated transport.
Special Rules: Move Through Cover, Night Vision, Infiltrate

Elite (Sangheili) Squad - 45pts

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


Unit Composition: 5 Elite Minors
Unit Type: Infantry (Ultra is a Character)
Wargear: Elite Combat Harness (Assault Harness for Ultra), CCW, Plasma Rifle, Plasma Grenades
Options:
  • May include up to 10 additional Elite Minors for: +9pts each
  • Any Elite Minor may be upgraded to a Elite Major for: +3pts each
  • Any Elite may replace his Plasma Rifle for an item from the Standard Weapons list.
  • Any Elite may take an additional Plasma Rifle: +3pts
  • A single Elite may be upgraded to an Elite Ultra for: +20pts
  • The Elite Ultra may replace his Plasma Rifle for an item from the Special Weapons list.
  • May take an Orbital Insertion Pod, Shadow or Phantom as a Dedicated Transport.
Special Rules: Hated Rivals, For the Great Journey! (Elite Majors and Ultras only)

Brute (Jiralhanae) Pack - 45pts

Name WS BS S T W I A Ld Sv
Brute Minor 3 2 4 4 1 3 2 7 4+
Brute Major 4 2 4 4 1 3 2 7 4+
Brute Captain 4 3 4 4 1 3 3 8 3+


Unit Composition: 5 Brute Minors
Unit Type: Infantry (Captain is a Character)
Wargear: Brute Combat Harness (Assault Harness for Captain), Spiker, Spike Grenades
Options:
  • May include up to 10 additional Brute Minors for: +9pts each
  • Any Brute Minor may be upgraded to a Brute Major for: +3pts each
  • Any Brute may replace his Spiker for an item from the Standard Weapons list.
  • Any Brute may take:
-an additional Spiker: +3pts
-Flame Grenades: +1pts
  • A single Brute may be upgraded to a Brute Captain for: +20pts
  • The Brute Captain may replace his Spiker for an item from the Special Weapons list.
  • May take an Orbital Insertion Pod, Shadow or Phantom as a Dedicated Transport.
Special Rules: For the Great Journey! (Brute Majors and Captains only), Furious Charge, Hated Rivals

Thanolekgolo Swarm - 30pts

Name WS BS S T W I A Ld Sv
Thanolekgolo Swarm 2 0 3 3 3 2 3 5 -


Unit Composition: 3 Thanolekgolo Swarms
Unit Type: Infantry
Special Rules: Fearless, Swarms
  • Technological Consumption: During the assault phase, the Thanolekgolo Swarm may exchange all of its attacks to make a single attack with the following profile:
Range S AP Type
- 1 - Melee, Haywire


Options: May add up to 6 additional Thanolekgolo Swarms: +10pts per base

Shade Turrets - 35pts

Name WS BS S T W I A Ld Sv
Shade Turret - - - 7 2 - - - 3+
Heavy Grunt 2 3 2 3 1 2 1 6 6+


Unit Composition: 1 Shade Turret, 1 Heavy Grunt
Unit Type: Artillery
Wargear: Unggoy Harness (Heavy Grunt), Plasma Pistol (Heavy Grunt), Fuel Rod Gun (Shade Turret)
Options:
  • May add up to two additional Shade Turret (each one comes with a Heavy Grunt): +35pts per model
  • Each Shade turret may include an additional Heavy Grunt: +5pts per model
  • Any Shade Turret may exchange its Fuel Rod Gun for a:
-Heavy Plasma Cannon: +5pts
-Twin-linked Plasma Cannon: +10pts
-Fuel Rod Cannon: +10pts
  • Any Shade Turret may be equipped with a Guardian Shield: +5pts
Special Rules: The Shade Turret has the Interceptor, Night Vision, AA Mount and Immobile special rules.
  • AA Mount: Weapons that are AA mounted roll to hit vehicles with the Flyers special rule using their normal BS rather than requiring a 6 to hit.
  • Immobile: The Shade Turret can not be moved and may never start the game in reserves.

Dedicated Transports

Orbital Insertion Pod - 25pts

Name BS FA SA RA HP
Orbital Insertion Pod - 11 11 11 2


Unit Composition: 1 Orbital Insertion Pod
Unit Type: Vehicle (Open-Topped)
Transport Capacity: 5 models (Once the Orbital Insertion Pod has arrived all models must disembark. They may not re-embark.)
Special Rules: Deep Strike
  • Immobile: Can not move.
  • Unarmed: Can not contest objectives.
  • Inertial Guidance System: Should a Orbital Insertion Pod scatter on top of impassable terrain or another model (friend or foe) then reduce the scatter distance by the minimum required to avoid the obstacle. If the Pod scatters off the board it suffers a Deep Strike mishap.

Elites

Hunter (Mgalekgolo) Bond- 130pts

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


Unit Composition: 2 Hunters
Unit Type: Infantry
Wargear: Fuel Rod Cannon, Bonded Armor
  • Hunter's Shield- The Hunter re-rolls failed armor saves against shooting attacks.
Options:
  • May add up to two additional Hunter Pairs (130pts each)
  • Any Hunter may replace its Fuel Rod Cannon with a
-Fuel Rod Beam: Free!
-Fuel Rod Storm: Free!
  • Any Hunter may take a:
-Fuel Rod Beam: +20pts
-Fuel Rod Storm: +20pts
Special Rules: Very Bulky, Smash
  • Empathetic Bond: A Hunter Bond reduced to half strength gains the Fearless, Feel No Pain and Rage special rules.
  • Seismic Sight: Mgalekgolo are immune to Blind. If a Mgalekgolo were to be forced to fire snapshots for any reason other than overwatch or firing upon a Flying unit, they ignore that effect.

Special Operations Unit - 25pts

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 8 3+/5++


Unit Composition: 5 SpecOps Grunts
Unit Type: Infantry (If the unit contains a single SpecOps Elite then that Elite is a Character)
Wargear: Grunt Harnesses (Grunts), Elite Assault Harnesses (Elites), Plasma Pistol (Grunts), Plasma Rifle (Elites), CCW (Elites) Plasma Grenades
Options:
  • May take additional SpecOps Grunts up to a maxiumum of 15: +5pts each
  • Up to 10 SpecOps Grunts may be upgraded to SpecOps Elites (these upgraded models do not count towards the maximum number of Grunts): +12pts each
  • The whole unit may take Active Camouflage: +3pts per model
  • Any SpecOps Grunts may replace their Plasma Pistol with a Needler: +2pts
  • Up to two SpecOps Grunts may take an item from the Heavy Weapons list.
  • Any SpecOps Elite may replace his Plasma Rifle with a:
-Plasma Repeater: Free!
-Plasma Pistol: Free!
-Covenant Carbine: +1pts
-Needle Rifle: +2pts
-Beam Rifle: +10pts
-Energy Sword: +20pts
  • Any SpecOps Elite may take an additional Plasma Rifle: +3pts
Special Rules: For the Great Journey!, Hated Rivals (SpecOps Elites only)

Brute (Jiralhanae) Captain Pack - 85pts

Name WS BS S T W I A Ld Sv
Brute Captain 4 3 4 4 1 3 3 8 3+


Unit Composition: 5 Brute Captains
Unit Type: Infantry
Wargear: Jiralhanae Assault Harness, Spiker, Spike Grenades
Options:
  • May include up to 5 additional Brute Captains for: +17pts each
  • Any Captain may replace his Spiker for an item from the Standard Weapons or Special Weapons list.
  • Any Brute Captain may take:
-Flame Grenades: +1pt
-an additional Spiker: +3pts
  • May take an Orbital Insertion Pod, Shadow or Phantom as a dedicated transport.
Special Rules: For the Great Journey!, Furious Charge, Hated Rivals

Brute (Jiralhanae) Stalker Pack - 90pts

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


Unit Composition: 5 Brute Stalkers
Unit Type: Infantry
Wargear: Stealth Harness, Spiker, Spike Grenades
Options:
  • May include up to 5 additional Brute Stalkers for: +18pts each
  • Any Brute may replace his Spiker for:
-a Plasma Rifle: Free!
-a Plasma Repeater: Free!
-a Mauler: Free!
-a Brute Shot: +5pts
  • Any Brute may take:
-an additional Spiker: +3pts
-Flame Grenades: +1pts
Special Rules: For the Great Journey!, Furious Charge, Infiltrate, Hated Rivals

Stealth Elite (Sangheili) Squad - 90pts

Name WS BS S T W I A Ld Sv
Stealth Elite 4 4 4 3 1 4 1 8 4+


Unit Composition: 5 Stealth Elites
Unit Type: Infantry
Wargear: Stealth Harness, Plasma Rifle, CCW, Plasma Grenades
Options:
  • May include up to 5 additional Stealth Elites for: +18pts each
  • Any Elite may replace his Plasma Rifle for:
-a Plasma Repeater: Free!
-a Plasma Pistol: Free!
-an Energy Sword: +20pts
  • Any Elite may take an additional Plasma Rifle: +3pts
Special Rules: For the Great Journey!, Scout, Infiltrate, Hated Rivals

Fast Attack

Drone (Yanme'e) Swarm - 60pts

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


Unit Composition: 10 Drones
Unit Type: Jump Infantry (Patriarch is a Character)
Wargear: Unggoy Armor, Plasma Pistol, Wings (Jumppack), Guardian Shield (Drone Patriarch)
Options:
  • May include up to ten additional Drones for: +6pts per model
  • One Drone may be upgraded to a Drone Patriarch for: +25 points.
  • Any Drone may replace their Plasma Pistol with a:
-Plasma Rifle: +1pt
-Needler: +2pts
  • Any Drone may take Plasma Grenades for: +2pts
Special Rules: Hit & Run, Move Through Cover, For the Great Journey! (Drone Patriarch)

Skirmisher (T'vaoan) Lance - 60pts

Name WS BS S T W I A Ld Sv
Skirmishers 3 4 3 3 1 4 1 7 5+
Skirmisher Commando 3 5 3 3 1 4 2 8 5+


Unit Composition: 5 Skirmishers
Unit Type: Infantry
Wargear: T'vaoan Armor, Plasma Pistol
Options:
  • May include up to ten additional Skirmishers for: +12pts per model
  • May upgrade any Skirmisher to a Skirmisher Commandos for: +4pts each
  • Any Skirmisher may take an item from the Jackal weapons list.
Special Rules: Move Through Cover, Night Vision, Scout, Fleet, Hit and Run

Brute (Jiralhanae) Jumppack Squad - 80pts

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


Unit Composition: 5 Jumppack Brutes
Unit Type: Jump Infantry
Wargear: Brute Combat Harness, Jump Pack, Spiker, Spike Grenades
Options:
  • May include up to 5 additional Jump Pack Brutes for: +16pts each
  • Any Brute may replace his Spiker for an item from the Standard Weapons list.
  • Any Brute may take:
-an additional Spiker: +3pts
-Flame Grenades: +1pts
Special Rules: For the Great Journey!, Furious Charge, Hated Rivals

Elite (Sangheili) Ranger Squad - 80pts

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


Unit Composition: 5 Elite Rangers
Unit Type: Jetpack Infantry
Wargear: Jet Pack, Plasma Rifle, Plasma Grenades
  • Sangheili Ranger Harness: Grants a 4+ armour save, a 6++ invulnerable save and counts as Void Hardened in applicable Zone Mortalis missions.
Options:
  • May include up to 5 additional Elite Rangers for: +16pts each
  • Any Elite may replace his Plasma Rifle for a:
-Plasma Repeater: Free!
-Plasma Pistol: Free!
-Covenant Carbine: +1pts
-Needle Rifle: +2pts
-Focus Rifle: +5pts
  • Any Elite may take an additional Plasma Rifle: +3pts
Special Rules: For the Great Journey!, Hated Rivals

Ghost Squadron - 65pts

Name WS BS S T W I A Ld Sv
Grunt Rider 2 3 2 4 1 3 1 6 6+
Elite Rider 3 4 4 4 1 4 1 7 4+/6++
Ghost Ultra 4 4 4 4 1 4 2 8 3+/5++


Unit Composition: 5 Grunt Riders
Unit Type: Jetbike
Wargear: Ghost Jetbike with Twin-linked Plasma Cannon
Special Rules: Hated Rivals (Elite Riders and Ghost Ultra only), For The Great Journey (Elite Riders only), Scout
Options:
  • May include up to 5 additional Grunt Riders for: +13pts per model
  • Any Grunt Rider may be replaced with Elite Riders for: +8pts
  • Ghost may be equipped with a Guardian Shield for: +2pts
  • A single Ghost may be upgraded to a Ghost Ultra, replacing its Twin-linked Plasma Cannon with a Twin-linked Heavy Plasma Cannon: +35pts

Chopper Squadron - 105pts

Name WS BS S T W I A Ld Sv
Brute Rider 4 2 4 5 1 3 2 7 4+


Unit Composition: 5 Brute Riders
Unit Type: Bike
Wargear: Chopper Bike with Twin-linked 35mm Autocannon
Name Range S AP Type
35mm Autocannon 24" 7 5 Heavy 4


Special Rules: For The Great Journey, Furious Charge, Scout, Hated Rivals
  • Ramming Targe: The Choppers Hammer of Wrath attacks are resolved at S7 and are AP4.
Options:
  • May include up to 5 additional Brute Riders for: +21pts per model
  • Any Chopper may upgrade to a 3+ armor save for: +2pts

Rapid Assault Squadron - 60pts

Name BS FA SA RA HP
Revenant 3 11 10 10 2
Spectre 3 10 10 10 2


Unit Composition: 1 Spectre
Unit Type: Vehicle (Open-topped, Fast, Skimmer)
Wargear: Turret Mounted Plasma Cannon (Spectre), Hull Mounted Plasma Mortar (Revenant)
Options:
  • May add up to four additional Spectres: +60pts per model
  • Any Spectre may be upgraded to a Revenant: +5pts
  • Any Spectre may take two side gunners (counts as sponson-mounted), each armed with a:
-Concussion Rifle: +10pts
-Fuel Rod Gun: +20pts
-Plasma Launcher: +50pts
  • Any Revenant may take a passenger gunner (counts as pintle-mounted) armed with a:
-Concussion Rifle: +5pts
-Fuel Rod Gun: +10pts
-Plasma Launcher: +25pts

Prowler Squadron - 50pts

Name BS FA SA RA HP
Prowler 2 11 11 10 3


Unit Composition: 1 Prowler
Unit Type: Vehicle (Open-Topped, Fast)
Wargear: Turret-mounted Plasma Cannon
Options:
  • May add up to four additional Prowlers: +50pts per model
  • Any Prowler may take two side gunners (counts as sponson-mounted), each armed with a:
-Brute Shot: +5pts
-Fuel Rod Gun: +20pts
-Plasma Launcher: +50pts

Banshee Squadron - 65pts

Name BS FA SA RA HP Combat Role Pursuit Agility
Banshee 3 10 10 10 2 Attack Flyer 2 4
Banshee Ultra 4 11 11 10 2 Attack Flyer 3 5


Unit Composition: 1 Banshee
Unit Type: Flyer (Hover)
Wargear: Hull-mounted Twin-linked Plasma Cannon (Banshee), Hull-mounted Twin-linked Heavy Plasma Cannon (Banshee Ultra), Hull-mounted Twin-linked Fuel Rod Gun
Special Rules: Strafing Run
  • Multi-Detonation Fuel Rods (Banshee Ultra): Fuel Rod Cannons and Fuel Rod Guns used by a Banshee Ultra have the Rending, Shred and Sunder special rules.
Options:
  • May add up to two additional Banshees: +65pts each
  • When the Burning Skies rules are used, the Banshee unit may be upgraded to a Flyer Wing with up to three additional Banshees: +65pts each
  • Any Banshee may exchange their Twin-Linked Fuel Rod Gun for a Fuel Rod Cannon: Free!
  • Any Banshee may take a layer of Vehicular Energy Shielding: +15pts
  • A single Banshee may be upgraded to a Banshee Ultra: +25pts

Shadow - 55pts

Name BS FA SA RA HP
Shadow 3 12 10 10 3


Unit Composition: 1 Shadow Troop Transport
Unit Type: Vehicle (Open-Topped)
Transport Capacity: 12 Models (May not carry models with the Bulky, Very Bulky or Extremely Bulky special rules.)
Wargear: Turret-mounted Fuel Rod Gun
Options: May exchange its Fuel Rod Gun for a:
-Heavy Plasma Cannon: +5pts
-Twin-linked Plasma Cannon: +10pts
-Fuel Rod Cannon: +10pts

Heavy Support

Heavy Grunt Squad - 15pts

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: Plasma Grenades
Options:
  • May include up to 5 additional Heavy Grunts: +3pts per model
  • The whole unit may have Plasma Pistols: +1pt per model
  • Every model MUST take a weapon from the Special Weapons list.
  • May take an Orbital Insertion Pod or Shadow as a Dedicated Transport.

Heavy Elite Squad - 110pts

Name WS BS S T W I A Ld Sv
Elite Ultra 4 4 4 3 1 4 2 8 3+/5++


Unit Composition: 5 Elite Ultras
Unit Type: Infantry
Wargear: Assault Harness, Concussion Rifle, Plasma Pistol, Plasma Grenades
Special Rules: For the Great Journey!, Hated Rivals
Options:
  • Any Elite may replace their Concussion Rifle with a:
-Fuel Rod Gun: +5pts
-Plasma Caster: +5pts
  • One Elite may replace his Concussion Rifle with a Plasma Launcher: +20pts
  • May take an Orbital Insertion Pod or Shadow as a Dedicated Transport.

Wraith - 100pts

Name BS FA SA RA HP
Wraith 3 13 11 10 3
Wraith Ultra 4 14 12 10 4


Unit Composition: 1 Wraith
Unit Type: Vehicle (Tank, Skimmer, Heavy)
Wargear: Hull-mounted Heavy Plasma Mortar
Name Range S AP Type
Heavy Plasma Mortar 48" 8 2 Ordinance 1, Barrage, Large Blast
Scorched 48" 7 3 Ordinance 1, Barrage, Large Blast, Ignores Cover


Special Rules:
  • Cluster Plasma (Wraith Ultra): Heavy Plasma Mortars (both firing modes) of a Wraith Ultra are Ordinance 3, Apocalyptic Barrage weapons. The Scorched profile still Ignores Cover.
  • Multi-Detonation Fuel Rods (Wraith Ultra): Fuel Rod Pods fired by a Wraith Ultra have the Rending, Shred and Sunder special rules.
Options:
  • May add up to two additional Wraiths: +100pts each
  • Any Wraith may replace its Heavy Plasma Mortar with a Twin-linked Fuel Rod Pod: Free!
  • Any Wraith may take a Pintle-Mounted:
    • Plasma Cannon: +10pts
    • Twin-linked Plasma Cannon: +20pts
  • May take a layer of Vehicular Energy Shielding: +20pts
  • A single Wraith may be upgraded to a Wraith Ultra: +40pts

Locust - 145pts

Name WS BS S FA SA RA I A HP
Locust 3 4 6 11 11 10 3 2 3


Unit Composition: 1 Locust
Unit Type: Walker
Wargear: x2 Layers of Vehicular Energy Shielding, Hull-Mounted Boring Laser
Name Range S AP Type
Boring Laser 48" 7 2 Ordnance 1, Lance


Options:
  • May add up to two additional Locusts: +145pts each
  • May take Extra Armor for: +10pts
  • May take one more layer of Vehicular Energy Shielding for: +20pts
Special Rules:
  • Overdrive- The Locust pilot may drain energy from the vehicle's shields in order to increase the strength of the laser. For every layer of shielding the player disables until his next shooting phase, increase the strength of the shot by 1.

Vampire - 225pts

Name BS FA SA RA HP Combat Role Pursuit Agility
Vampire 4 12 11 10 3 Strike-Fighter 3 3


Unit Composition: 1 Vampire
Unit Type: Flyer
Wargear: Hull-mounted Heavy Needler, Hull-mounted Stasis Beam, two sponson-mounted Plasma Cannons
Name Range S AP Type
Stasis Beam 36" 2 - Heavy 1, Haywire, Skyfire


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.
Options: When the Burning Skies rules are used, the Vampire unit may be upgraded to a Flyer Wing with up to three additional Vampires: +225pts each

Phantom - 175pts

Name BS FA SA RA HP Combat Role Pursuit Agility
Phantom 3 12 12 10 4 Attack Flyer 3 2


Unit Composition: 1 Phantom
Unit Type: Flyer (Hover)
Wargear: Turret-mounted Heavy Plasma Cannon, Searchlight
Transport Capacity: 16 models and/or 1 Vehicle
Access Points: 2 Side Transport Ramps
Options:
  • When the Burning Skies rules are used, the Phantom unit may be upgraded to a Flyer Wing with up to three additional Phantoms: +225pts each
  • May replace the Heavy Plasma Cannon with a Concussion Cannon: Free
  • May take two sponson-mounted Plasma Cannons: +30pts
Special Rules: Deep Strike

Sharquoi - 135pts

Name WS BS S T W I A Ld Sv
Sharquoi 3 0 7 6 4 2 3 8 3+


Unit Composition: 1 Sharquoi
Unit Type: Monstrous Creature
Wargear: Bonded Armor
Options: May add up to two additional Sharquoi: +135pts each

Goblin - 100pts

Name WS BS S FA SA RA I A HP
Goblin 2 3 5 11 11 10 2 2 2


Unit Composition: 1 Goblin
Unit Type: Jet Pack Walker
Wargear: Two Fuel Rod Beams, Shardstorm Launcher
Name Range S AP Type
Shardstorm Launcher 12" 6 5 Ordinance 8, Rending, Twin-linked
Plasmablaster Launcher 12" 4 4 Ordinance 8, Blast, Twin-linked


Special Rules:
  • EMP Field: In the assault phase, the Goblin may release an EMP pulse. This pulse causes a S2 AP- hit with the Haywire special rule on any vehicle within base contact of the Goblin.
Options:
  • May take up to two additional Goblins: +100pts
  • The Goblin may swap any of its Fuel Rod Beams for a:
    • Power Fist with built-in Concussion Rifle: +10pts
    • Heavy Needler: +20pts
  • The Goblin may swap its Shardstorm Launcher with a Plasmablaster Launcher: Free!

Lords of War

Spirit Dropship - 280pts

Name BS FA SA RA HP Combat Role Pursuit Agility
Spirit 4 11 11 11 6 Attack Flyer 4 1


Unit Composition: 1 Spirit
Unit Type: Super-Heavy Flyer (Hover)
Wargear: Turret-mounted Heavy Plasma Cannon, Searchlight
Transport Capacity: 30 models and/or 2 Vehicles
Access Points: 2 Side Ramps
Options: May replace the Heavy Plasma Cannon with a Concussion Cannon: Free
Special Rules: Deep Strike

Lich - 1600pts

Name BS FA SA RA HP Combat Role Pursuit Agility
Lich 3 13 12 12 39 Air Leviathan 4 1


Unit Composition: 1 Lich
Unit Type: Super-Heavy Flyer (Hover)
Wargear: Hull-mounted Plasma Beam, 4 sponson-mounted Plasma Cannons, Searchlight
Transport Capacity: 40 models
Access Points: All sides
Firing Points: 5 points on the left and right sides
Special Rules:
  • Gravity Lift: Up to four units may disembark on the same turn.
  • Hovering Behemoth: Liches are immune to non-Witchfire psychic powers (and those must attempt to damage it normally). The Lich is so large that units without the Skyfire special rule may fire upon it with their full ballistic skill, but blast weapons still cannot target it.

Scarab - 900pts

Name WS BS S FA SA RA I A HP
Protos Scarab 2 3 10 13 13 11 1 3 24
Deutoros/Devastator Scarab 2 3 10 13 13 11 1 3 30


Unit Composition: 1 Scarab
Unit Type: Super-Heavy Walker
Wargear: Hull-mounted Plasma Beam, 3 Plasma Cannons (Deutoros/Devastator) (Mounted on the back and sides), Turret-mounted Twin-linked Fuel Rod Pod (Deutoros), Searchlight, 2 Heavy Plasma Cannons (Protos) (Mounted on the front and back), Tyrant Gun (Devastator)
Transport Capacity: 20 models
Access Points: 1 Rear Ramp
Special Rules: It Will Not Die (Deutoros/Deavastator), Deep Strike
  • Towering Monstrosity (Scarab): This unit is completely immune to dangerous terrain, non-Witchfire psychic powers (Witchfire must damage it with its strength profile), and may not be locked in combat. Any unit that is not a Gargantuan Creature or Super-Heavy Walker may only hit Scarabs on a 6, and Super-heavy walkers and Gargantuan Creatures hit on a 5 or 6. Scarabs do not mishap when deep striking, and will always move the minimum safe distance necessary to enter. Haywire attacks only glance on a 6, and any non-Witchfire psychic powers are ineffective. Weapons with the Skyfire special rule may fire upon it with their full ballistic skill.
  • Anti-Air Mounting: The Heavy Plasma Cannons on the Protos Scarab have the Skyfire special rule.
  • Reactor Meltdown: If the Scarab suffers an Apocalyptic Explosion on the Catastrophic Damage Chart, the range of the explosion is 3D6 and strength D.
Options: May upgrade the Protos Scarab to a:
-Deutoros Scarab: +350pts
-Devastator Scarab: +350pts

Harvester - 2200pts

Name WS BS S FA SA RA I A HP
Harvester 2 4 D 14 14 13 1 4 55


Unit Composition: 1 Harvester
Unit Type: Super-Heavy Walker
Wargear: Hull-mounted Harvester Beam, Searchlight
Name Range S AP Type
Harvester Beam 96" D 1 Primary Weapon 1, Large Blast, Harvester


Special Rules: It Will Not Die, Reactor Meltdown
  • Harvester: Each hit from the Harvester Beam is multiplied into D6 hits. When shooting buildings and fortifications, re-roll 1s on the destroyer damage chart.
  • Towering Monstrosity (Harvester): The Harvester cannot fire upon units closer than 36” unless they are Monstrous Creatures, Flying Monstrous Creatures, Gargantuan Creatures, Flyers, Super-heavy vehicles or a vehicle with more than 2 hull points. This unit cannot be locked in assault. Infantry, Walkers, and Flying/Monstrous Creatures only hit in assault on a 6. Super-heavy Walkers and Gargantuan Creatures only hit on a 5 or 6 in assault. Haywire attacks only glance on a 6, and any non-Witchfire psychic powers are ineffective. Weapons with the Skyfire special rule may fire upon it with their full ballistic skill.

Kraken - 2220pts

Name WS BS S FA SA RA I A HP
Kraken 3 3 D 15 15 15 1 3 45


Unit Composition: 1 Kraken
Unit Type: Super-Heavy Walker (Transport, Skimmer)
Wargear: 12 Fuel Rod Guns, Guardian Shield, Searchlight
Transport Capacity: 260 models
Access Points: All sides
Firing Points: 30 models may fire from the Kraken on any side.
Special Rules: It Will Not Die, Reactor Meltdown
  • AA Mount: Any weapons fired by the Kraken roll to hit vehicles with the Flyer special rule using their normal BS rather than requiring a 6 to hit.
  • Towering Monstrosity (Kraken): This unit is immune to Haywire, non-Witchfire psychic powers, and melee attacks from infantry and bikes. Monstrous Creatures, Gargantuan Creatures, and Super-heavy vehicles of any variety may only hit a Kraken on a 5+. Krakens may not be locked in combat. Krakens cannot fire upon units closer than 24” away unless they are Monstrous or Gargantuan Creatures, Super-heavy Vehicles, or Flyers of any variety. The Kraken makes one Stomp attack per attack in its profile (see Super-heavy Walker rules). Said Stomp attacks use the Large Blast template instead of the Blast template to Stomp. Should the Kraken ever suffer an Immobilized or Drive Damaged vehicle damage result, it loses the Skimmer rule instead. Weapons with the Skyfire special rule may fire upon it with their full ballistic skill.
Options:
  • Any Fuel Rod Gun may be replaced with a:
-Heavy Plasma Cannon: +5pts
-Twin-linked Plasma Cannon: +10pts
-Fuel Rod Cannon: +10pts

Super Scarab - 2500pts

Name WS BS S FA SA RA I A HP
Super Scarab 3 4 D 15 15 13 1 6 52


Unit Composition: 1 Super Scarab
Unit Type: Super-Heavy Walker
Wargear: Hull-mounted Super-Heavy Plasma Beam
Transport Capacity: 50 models
Name Range S AP Type
Super-Heavy Plasma Beam 120" D 1 Primary Weapon 1, Large Blast, Harvester


Special Rules: It Will Not Die, Reactor Meltdown
  • Towering Monstrosity (Super Scarab): This unit is immune to Haywire, non-Witchfire psychic powers, and melee attacks from infantry and bikes. Monstrous Creatures, Gargantuan Creatures, and Super-heavy vehicles of any variety may only hit a Super Scarab on a 5+. Super Scarabs may not be locked in combat. Super Scarabs cannot fire upon units closer than 36” away unless they are Monstrous or Gargantuan Creatures, Super-heavy Vehicles, or Flyers of any variety. The Super Scarab makes one Stomp attack per attack in its profile (see Super-heavy Walker rules). Said Stomp attacks use the Large Blast template instead of the Blast template to Stomp. Weapons with the Skyfire special rule may fire upon it with their full ballistic skill.

Khantolekgolo Behemoth - 570pts

Name WS BS S T W I A Ld Sv
Khantolekgolo 4 3 10 8 7 1 5 9 3+


Unit Composition: 1 Khantolekgolo Behemoth
Unit Type: Gargantuan Creature
Wargear: Heavy Assault Cannon, Bonded Armor
Name Range S AP Type
Heavy Assault Cannon
Cannon 48" 9 4 Primary Weapon 1, Massive Blast
Beam 36" 8 2 Primary Weapon 3, Lance
Storm 36" 5 5 Primary Weapon 12


Deployment Carapace - 210pts

Name BS FA SA RA HP
Deployment Carapace - 12 12 12 6


Unit Composition: 1 Deployment Carapace
Unit Type: Super-Heavy Vehicle (Transport)
Transport Capacity: 20 models (Once the Orbital Insertion Pod has arrived all models must disembark. They may not re-embark.)
Special Rules: Deep Strike, Inertial Guidance System, Immobile, Unarmed
  • Orbital Redeployment: A Deployment Carapace can, at any point during its Movement phases from the second game turn onwards, elect to return to orbit. If it does so, remove it from the table and place it into Ongoing Reserves. Each time the Deployment Carapace arrives by Deep Strike, it may carry a different set of units that are in ongoing Reserves unless they have already been assigned to a Dedicated Transport.

Fortifications

Tyrant/Weevil - 110pts

Composition: 1 main strongpoint
Terrain Type: Large Building (Armour Value 14) with battlements
Access Points and Fire Points: As per model.
Weapons: 1 Tyrant Gun
Special Rules: Mighty Bulwark

  • Fully Automated: The Tyrant Gun and Weevil Mortar can only fire using automated fire even if it is occupied. If an enemy unit manages to capture the building its control does not transfer to them, they'll instead destroy the reactor powering the gun making it unusable for the rest of the game.

Options:

  • May add up to 4 emplaced Plasma Cannons: +10pts each
  • May take options from the Buildings, Obstacles and Battlements & Battlefield (may not take either gun-emplacement options) lists.
  • May replace the Tyrant Gun with a Weevil Mortar: +20pts
Name Range S AP Type
Weevil Mortar 12"-96" 9 2 Primary Weapon 1, Barrage, Large Blast, Armourbane
Weevil Scorch 12"-96" 8 3 Primary Weapon 1, Barrage, Large Blast, Ignores Cover, Fleshbane


Plasma Turrets - 40pts

Composition: 1 Light Plasma Turret. If an additional Plasma Turret is purchased (see below), each is deployed as a separate fortification.
Terrain Type: Small Impassable Building (Armour Value 10)
Access Points and Fire Points: None
Weapons: 1 Plasma Cannon
Special Rules:

  • Sentry Defence System: A building with this special rule can use automated fire against enemy units, even if it is unoccupied. In addition, enemy units can shoot at and charge a building with this special rule, even if it is unoccupied.
  • AA Mount: Weapons that are AA mounted roll to hit Flyers and Flying Monstrous Creatures using their normal BS rather than requiring a 6 to hit.

Options:

  • May add one additional Light Plasma Turret: +40pts
  • Any Light Plasma Turret may be upgraded to a:
-Medium Plasma Turret, increasing the Armour Value to 11 and twin-linking its Plasma Cannon: +15pts
-Heavy Plasma Turret, increasing the Armour Value to 12 and replacing the Plasma Cannon with a Heavy Plasma Cannon: +25pts
  • Any Plasma Turret may take a:
    • Twin-Linked Plasma Mortar: +20pts
    • Twin-Linked Fuel Rod Gun: +20pts
    • Twin-Linked Fuel Rod Cannon: +30pts
    • Heavy Needler: +30pts
  • Each Plasma Turret may take items from the Obstacles list.

Deployable Watchtower - 20pts

Composition: 1 Deployable Watchtower. If an additional Deployable Watchtower is purchased (see below), each is deployed as a separate fortification.
Terrain Type: Small Building (Armour Value 10) with battlements
Access Points and Fire Points: None
Special Rules:

  • Watchtower: A Deployable Watchtower does not have any transport capacity. Instead, models can move from outside the Watchtower directly onto the battlement without entering the building.

Options:

  • May take an additional Deployable Watchtower: +20pts
  • Any Deployable Watchtower may take up to 3 emplaced Plasma Cannons: +10pts each
  • May take options from the Obstacles and Battlements & Battlefield (may not take either gun-emplacement options) lists.

Covenant Command Center - 40pts

Composition: 1 Outpost
Terrain Type: Large Building (Armour Value 14)
Access Points and Fire Points: As per Model
Special Rules:

  • Teleporter: The Command Center treats any point within 6" of any allied Warlord from Codex - The Covenant as an access point for the purposes of disembarking but not embarking. Your Warlord may embark into the Covenant Command Center from any point on the map.

Options:

  • May be upgraded to a:
    • Keep, granting the Mighty Bulwark special rule: +10pts
    • Citadel, granting the Mighty Bulwark special rule and increasing the armour value to 15: +20pts
  • May take options from the Buildings, Obstacles and Battlements & Battlefield (may not take either gun-emplacement options) lists.

Temporary Strongpoint

Composition:

  • 0-3 Deployable Watchtowers
  • 1-5 Aegis Defense Lines
  • 0-1 Skyshield Landing Pad

Please refer to each fortification’s individual datasheet entry for its Terrain Type, Fire & Access Points, Weapons, Special Rules, Options and Weapon Profiles. These fortifications must be represented appropriately to show that it is constructed by the covenant, simply borrowing a fortification from the Imperium is not allowed.
Options: Aegis Defense Lines in this fortification network may not take Emplaced Weapons from the Battlements and Battlefields list but may take up to 3 emplaced Plasma Cannons: +10pts each

Covenant Base

Composition:

  • 1 Covenant Command Center (must be upgraded to either a Keep or Citadel)
  • 0-3 Void Shield Generators
  • 0-2 Plasma Turrets
  • 0-2 Skyshield Landing Pads

Please refer to each fortification’s individual datasheet entry for its Terrain Type, Fire & Access Points, Weapons, Special Rules, Options and Weapon Profiles. These fortifications must be represented appropriately to show that it is constructed by the covenant, simply borrowing a fortification from the Imperium is not allowed.

Info on Covenant Vehicles

Covenant Land Vehicles

Ghost: A light recon vehicle, akin to a Imperial Bike. Fast, quiet and maneuverable. Comes with two Plasma Cannons that does as much damage as a Heavy Bolter (Fluff wise). However it is weak and vulnerable.

  • Ghost Ultra: A improved Ghost with silver armor and rapid firing high-explosive plasma cannons, shredding infantry and light to medium vehicles with ease, tougher but more expensive with an added 70+ point cost.
  • Temple Ghost: Master-crafted Ghost in shining gold alloy. Rewarded to Zealots who have proven to the Hierarchs of their zeal and absolute selflessness towards the Great Journey.

Wraith: Covenant MBT, but functions more akin to a Mobile Artillery, can come equipped with shields that gives it 4+ invulnerable save. Has a unique special ability called "Scorched" which allows the Wraith to shoot out a flaming sticky plasma gel that ignores cover saves. 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.
  • Wraith Ultra: A silvery Wraith with advanced systems and armaments, this improved Wraith designed is meant for the most accomplished drivers in the Covenant army. It's a standard Wraith with an improved mortar that breaks apart like plasma cluster bombs creating several blast templates; balanced with a more expensive point cost.
  • Temple Wraith: A Golden Master-crafted Wraith meant for only the most loyal of Sangheili Zealots. These Wraiths are distinguished from others in its technological and defensive improvements.
Covenant Locust in action

Locust: Covenant Mining vehicle converted into a anti-building and anti-tank weapon. Automatically comes with a very strong energy shield that gives it 2+ invulnerable save for a single glancing or penetrating hit each phase. Armed with a single but very powerful Mining Laser that 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 S value by 1. Main disadvantage is that it cannot fire on the move, making it vulnerable to flanking.

Spectre: A covenant light troop transport, armed with a plasma cannon, has mostly similar stats of a Imperial Tauros, although the main difference is that the Spectre contains a boost function like most Covenant vehicles, enabling it to move faster then normal and can enable re-rolls.

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 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 that is often nicknamed "The Covenant Bus", can carry up to 12 models, slower than WH40K skimmer counterparts but is much tougher and its equipped with a Heavy Plasma Cannon, dealing massive damage over a short time.

Chopper: A Brute made vehicle, it is primitive, crude, but incredibly effective, 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 can instantly destroys lighter vehicles, and heavily damage tanks.

Prowler: The Brutes version of the Covenant main-line Spectre and Imperium Tauros, like anything made from the Brutes they are crude, primitive and brutish in both design and affect. Shaped like a angler fish for psychological warfare, they have similar stats as the Spectre, but has more armor on both the front, left and right sides, however they are slow and sluggish compared to other Race's reconnaissance vehicles.

Goblin: After decades of research in secrecy and rumored technological heresy, a group of lowly Unggoys have developed a diminutive bipedal walker that, under the supervision and approval of the Great Heirarchs have become the Covenant's key answer to the Tau Crisis Battle Suits which was plaguing Covenant logistics with their heavy armaments and quick speed. Named the Goblin due to their small size of a walker, these machines are not to be underestimated as their duty as an anti-walker has befallen countless Tau weapons of war that took it for granted. The Goblin is armed with a Heavy Needler, an EMP Pulse and a Power Fist which makes this one of the best anti-vehicle unit in the Covenant as well as an in built grenade launcher and Shardstorm Launcher for anti-infantry purposes. Additionally, the Goblin can be retrofitted with a modified and miniaturized Focus Cannon found typically on larger Covenant walkers and a Plasmablaster Launcher which replaces the Shardstorm Launcher's Needles with homing Plasma Grenades. It is armed with a powerful jump pack that enables the machine to traverse anywhere and have a special ability called "Needle Barrage" which allows the Goblin to fire a barrage of Needles from its Shardstorm Launcher on eight specific targets; main downfalls include its relatively weak shields on the canopy, making it vulnerable to Artillery.

Covenant Air Vehicles

Banshee: Main Covenant scout plane, weak and vulnerable but comes in obscene numbers and speed, as well as being able to 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 vehicular energy shielding they are decent at resisting hits.

  • Ultra Banshee: A more advanced and tougher variation of the common Banshee, these silver harpies are the Covenant's ace, handpicked by the finest and capable of dog fighting the more durable aircraft the Covenant often face. They are more expensive but come with a improved rapid-firing Fuel Rod Cannon and High Damaging Plasma Cannons.
  • Temple Banshee: Rewarded towards esteemed Zealots who are also aces in the sky. These Master-crafted golden Banshees are highly agile vehicles that are crafted lovingly by hand.

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 almost 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.

Covenant Vampire with early prototypes.

Phantom: Heavy Covenant troop transport that can carry over 16 models as well as a tank or artillery such as the Wraith. Armed with three Plasma Cannons (one heavy and two light) that does massive damage, but is also very vulnerable to enemy aircraft.

Spirit: A light Covenant troop transport, although its large cargo hold causes it to be classified as a Super-Heavy, 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 Drop Pods

Single-Occupant Insertion Pod: A light and small orbital drop pod meant to carry one Covenant individual, most notably a Sangheili into the midst of battle. Its small size and usage of one unit means these pods can be launched into orbit without any noticeable trace, making it useful during stealth approach. Furthermore, its small size means that it is much more cheaper then conventional multi-occupant drop pods. Like most drop pods is has the Deep Strike special rules.

Multiple-Occupant Insertion Pod: A much more larger orbital drop pod meant to ferry a entire lance or group of Covenant units into the battle, usually has the capacity to house 5 or more models of any unit type making it akin to a Space Marine drop pod. Like most drop pods, it has the Deep Strike special rules, however these drop pods are split into three identifiable classes. The lack of any armament means that it has little tactical use after deploying its cargo.

  • Individual Breaching Carapace: The Covenant's mainstay conventional multi-occupant insertion pod and the most common type, its use of a gravitational rocket propellant located at the bottom of the pod makes for a much safer journey then that of other drop pods, preventing unwanted casualties. Is capable of carrying 5 models.
  • Squad Breaching Carapace: Similar to the Individual Breaching Carapace although only able to house only 3 models at a time. They are much more smaller in regard and thus, only used when trying to achieve a tactical advantage.
  • Mass Deployment Carapace: The largest of the multi-occupant drop pod family and the most valuable, being only used to overwhelm the enemy by sheer force of numbers, surprise and shock. These drop pods are fitted with an advance form of gravitational rockets, allowing it to re-embark and be a reusable source of troop deployment. Its large housing space allows it to carry up to 15-20 models at once, making it highly valuable in the battlefield.

Covenant Apocalypse Units

Khantolekgolo Behemoths: These giant Lekgolo behemoths are one of the largest of them all. Quaking and shattering the very ground they walk, and standing tall enough to dwarf a Warhound-Class Titan. If it was not for their organic origins, 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 raze entire fortresses, and in some cases turning an entire Imperial Knight into molten slag. They are a threat that can not be ignored by the Imperium, and are often first to be targeted.

Scarab: A Covenant Super-Heavy Battle Tank, often confused as a Titan; since it borderlines on what the Imperium would consider as a Super-Heavy and a Titan. It has two different models.

  • Deutoros Scarab: The first and most common model of Scarabs. Unlike conventional pilots, these beasts are controlled by an entire hive of Lekgolo worms, creating an unnerving and almost natural or animalistic behavior to a otherwise mechanical machine. Is armed with a Heavy Focus Cannon 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, three Light Plasma Cannons for anti-infantry. Main disadvantage is that is has a very weak backspot, making it very vulnerable at the rear. Despite being smaller than the Protos Scarab, the Deutoros Scarab is a far more resilient vehicle. This can be attributed to its differing design with stronger better armored legs, a decentralized piloting system that makes it more difficult to slay the drivers and its unconventional piloting system allowing it to be better armored.
  • Protos Scarab: The second and less common model is the Protos model. Far more ancient and archaic then the newer Deutoros equivalent, this ancient excavator is still a wrecking behemoth when used in the right hands. At around 50 meters high, the Protos Scarab is both larger and more powerful then the Deutoros Scarab, unlike its more common cousin the Protos scarab is piloted in a conventional sense then the usual Lekgolo hive, armed with two medium Anti-Air turrets that does serious damage to enemy aircraft, and the same Super-Heavy Focus Cannon as their smaller brethren. These monsters are only used in the most heated engagements in the Covenant front line. However unlike their Deutoros cousin, the Protos Scarab is more vulnerable to boarding and retaliation due to its dependence on an actual crew.

Devastator Scarab: Another separate variant of the Scarab family known formally as the Type-36 Scarab, these beasts are armed with a specialized Class-4 Plasma Cannon which are analogous to those fitted on a Type-27 Mantis, allowing it to be a threat to most aerial vehicles, capable in vaporizing entire swarms of fighters and even damaging a Tau Manta in the appropriate distance. However its overspecialization causes this Scarab to be particularly vulnerable to other Titans and its lack of close range weaponry makes it an Achilles heel against smaller and more numerous vehicles.

A Super-Scarab under construction.

Super-Scarab: The Covenants answer to an Imperial Titan, these living legends are so large that it needs to be constructed on land then the usual orbital drops used by its smaller cousins. Although armed with a single Focus Cannon; its power is unmatched and so far remains the most powerful Covenant land-based weaponry known by Imperial records, able to tune its intensity that could rival even a star-based Energy Projector from a Covenant ship they are a force to be reckoned with. 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.

Harvester: A Covenant Walking Colossal dwarfing even a Imperium Imperator-Class Titan. Similar to the much smaller Scarab, these towering monsters are piloted by a Lekgolo hive on a massive scale, so much so that it is given an entirely different class called a "Sbaolekgolo Colony". Only Armed with a Single but heavily specialized Plasma Drill that could eat its way through a mountain, let alone a Titan. Does less damage then the Super-Scarab but is compensated for its quicker recovery.

Kraken: A Covenant Super-Heavy Siege Tower, the Kraken is aptly named due to its close resemblance of the legendary sea monster of ancient Terran myths. This towering monstrosity boast a large complement of housing space large enough to fit a few Phantoms and over 250 troops for potential boarding. Additionally, its three large legs are powerful enough to crush mountains and toss smaller Titans into oblivion, creating a large blast template whenever it lands its feet. Its ability to hover for a limited time further increases its mobility and enables it to deep strike into enemy territory. However despite these advantages, the Kraken's long range weaponry is pitifully weak for a Titan-class unit, carrying only a few dozen Shade turrets to defend itself from smaller air units and ground units, forcing the Kraken in a very dangerous CQC range to effectively combat other Titans. This weakness is further compounded for its relatively unprotected and hollow mid section, which means any well placed shot from a rival Titan may effectively destroy the majority of the Kraken's troops. The Kraken's specialized role makes it highly effective against fortified positions but exceedingly poor within large open spaces.

Lich: The only Covenant Air Titan, same size as a Scarab but is armed with four heavy Plasma Cannons and a giant Electrical Impulse 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.

Covenant Fortifications

Tyrant: One of the most oft-used triple A pieces the Covenant use is the Type-38 Tyrant. The giant cannon fires powerful plasma bolts in three round bursts that are powerful and long-ranged enough for it to even be capable of acting as ground to space defences. The Tyrant is not only an artillery piece; it is also a fortification unto itself with multiple levels and cover for the troops stationed there. The Tyrant is powered by a pinch fusion reactor that gives it practically unlimited ammunition. The cost of this is that if the reactor core is destroyed, the artillery will explode.

Weevil: The Weevil is the heaviest artillery piece in the Covenant that can lob plasma over impressive distances. The differences between it and the Tyrant are only in the gun, they are both built on the same chassis design. Unlike the Tyrant it can only be used for ground engagements but is still capable of devastating anything that is in its range.

Deployable Watchtower: One of the staple of any temporary fortification built by the Covenant is the deployable watchtower. It can be placed and carried by any phantom or spirit and provides high ground for snipers and troops equipped with heavy weapons.

Plasma Turret: A more permanent fortification is the automated plasma turret that comes in small, medium and large sizes. Each size is tougher and has more firepower than the last. It is also a modular piece of defense that can be outfitted against infantry, vehicle, and aircraft as needed.

Covenant Command Base: Though a Covenant invasion will usually prefer to eliminate targets by glassing the area, digging up artifacts and then moving on there are sometimes situations where the Covenant will wish to stay in an area for a prolonged period of time. The Command Base is built for these purposes, it is equipped with communications equipment, weapon and ammunition stockpiles, barracks, a war room and even a teleporter so that leaders can be rapidly reinforced in combat.

Temporary Strongpoint: The Temporary Strongpoint is built whenever the Covenant needs to quickly fortify an important area but does not have the time to erect more permanent fortifications or the need to stay in that area for a prolonged period. The Strongpoint consists of multiple Deployable Watchtowers, deployable cover, emplaced plasma cannons and sometimes a landing pad.

Covenant Base: These permanent networks are built as a main military base to rally behind whenever the Covenant intends to permanently settle an area. They are stocked with enough supplies to withstand a long siege, are incredibly tough, can contain entire platoons, can be used as landing pads for ships and have powerful turrets to support its defenders. Enemies wishing to take this fortress will expect to have to invest considerable resources in its destruction and suffer heavy losses in the process.

Covenant Star fighters

A Covenant Construction Spire. They are known to build both aerial and space-born Covenant vessels.

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 Alieness 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.

Xeno painting (From Ya'gurian decent) depicting a Covenant Assault Fleet destroying an entire La'vesh (Also known as Reapers) tentacle fleet, during a "Holy Conquest".
Covenant Fleet of Harmonious Justice during the "Damnation of Hyperios"

Covenant Corvettes: Covenant Corvettes are small and relatively unimpressive ships armed with a few dozen low grade Plasma Torpedoes, Pulse Lasers and a single Energy Projector. Therefore, Covenant Corvettes are regulated into supporting Covenant ground forces to achieve some form of aerial superiority. In space, Corvettes are used to harass enemy ships when in sufficient numbers and covered by the larger ships in the Covenant Navy.

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

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 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 even the largest Imperium Ship the Retribution-Class, 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 Carriers, 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.

Info on Covenant Infantry

A Covenant artistic propaganda poster incorrectly depicting the Unggoys and Kig-Yars as more grotesque and fearsome then in real life, this was meant to frighten and scare the Civilian population and make the local Imperial Guardsmen feel nervous and intimidated in the Ultima Segmentum regions. A perfect psychological weapon.

Light Infantry

Unggoy Lance: The lowest of the low, these walking meat shields are used 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 rapidly reproducing, 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 allows for better accuracy due to its homing function and more power through rending. Also equipped with a Plasma Grenade which is a Plasma 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 a few models, 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 every Grunt carrying a heavy weapon of some sort. However, despite their formidable arsenal, these are still Unggoy and are thus, highly prone to flee if the battle does not go their way as intended.

Kig-Yar Lance: 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. Occasionally in situations that forces the Kig-Yars to fight in CQC, they are allowed to trade their range weapons with an Energy Cutlass, an energy blade made from the exotic material of the Needler, which in turn causes any unfortunate victim to violently explode if slashed. They are however, vulnerable to flanking and have low toughness.

  • T'vaoan Squad:Also known as "Skirmishers", 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 upgraded to a T'vaoan 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. Each Yanme'e swarm is lead by a Yanme'e Patriarch which can be identified by its more regal colors and horns. These Patriarch act as the commanding officer or leader of an entire swarm. Can choose a range of weapons including the Plasma Pistol, Plasma Rifles and Needlers, and are naturally armed with razor sharp claws.

Thanolekgolo Swarm: The weakest form of Lekgolo is the Lekgolo themselves, these meter long worms, while individually weak on their own, makes up their disadvantages by overwhelming the enemy with numbers and voracity, these forms are called Thanolekgolo. What's more, their unstoppable appetite of metal, plastic and technology makes them a threat to the machinery and vehicles of their opponents by not only consuming the vulnerable wires or components, but also causing it to malfunction or even take complete control over their unfortunate targets, causing chaos and mayhem within the enemy's ranks. These swarms have a special ability called "Technological Consumption" which grants them either the ability to cause significant damage to a targeted machine, however they are vulnerable towards flame and melta-based weaponry and are completely useless against air units.

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 albeit 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 three modes, a single shot blast, a beam to destroy armor and a machine gun mode. Furthermore it comes with a special ability called "Bond-Brothers" which once a single Hunter dies the other Hunter RAGES getting the Furious Charge, Rage, and Feel No Pain special rules.

Sharquoi: With the height of around 5 meters and weighing around 10 tons, this is one of the biggest infantry in the Covenant, second to that of a Khantolekgolo 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.

A Sharquoi in action, sketched by an Imperial Xenobiologist.

Sangheili Heavy Weapons Team: Like their Unggoy brethren, these Specialised Elites carry a Concussion Rifle but could also swap it for a Plasma Launcher or a Fuel Rod Cannon. The powerful nature of such weapons make the Sangheili Heavy Weapons Team a formidable opponent.

Shade: A stationary gun that can either be equipped with a Heavy 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.

Sangheili Rangers: Specialized group of Sangheili that is equipped with a Jetpack, enabling to cross distances quickly and have the move through cover ability; armed with a Plasma Repeater and could be swapped with a Focus Rifle.

Sangheili Stealth Squad: Although these elites lack shields making them very vulnerable, they are equipped with a heavily specialized cloaking ability. These benefit from invisibility at all times. They are all armed with Energy Swords, which makes their attacks very close ranged, but their attacks are devastating since they have the same stats as a Power Sword.

Jiralhanae Jumppack Squad: 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.

Jiralhanae Stalker Squad: They are the Jiralhanae answers to a Sangheili Stealth Squad, since they are Jiralhanae they share their stats to that of their brethren, and because they have cloaking technology, it enables them to become invisible. They are usually armed with two Maulers which makes them Twin-Linked, can carry Firebombs which ignores cover saves and count as offense grenades. However they are quite expensive for a specialized unit and their weapons are incredibly short ranged, with the Mauler having the range of 12" and the Firebomb with the range of 8".

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 allows them to repair vehicles, and "Protection of the Hierarchs" which gives ALL units a powerful energy shield, granting or improving their invulnerable save.

Elite Infantry

Zealots: 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 berzerker.

A Sangheilie Zealot, suppressing a minor Jiralhanae Uprising.

Sangheili Field Marshall: Comes only with a single model, 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 the same unit as the Field Marshall gets the Relentless, and RAEG special rules.

Jiralhanae Captains: 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

Deacons: 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 an entire squads of Honor Guards, making them incredibly costly and expensive. However they are eventually worth the cost, these Enforcers are equipped with a few abilities, "Instrument of the Gods" which allows Covenant units to use his leadership and Prophet's Grace which grant nearby units the Relentless and Preferred Enemy special rules. Armed with only a Prophet Staff and Covenant Holy Codex, these are one of the best supportive units in the Covenant Army.

San'Shyuum Prelates: While most San'Shyuums are weak and frail, certain remarkable individuals are noted either for their brilliance in both physical and martial prowess. Such is the case of the Prelates, gifted San'Shyuum children given the honor to have their bodies augmented by holy Forerunner machinery within the Sacred Promissory. Being trained in martial combat since childhood, these elite warriors are unlike their fragile and unaugmented brothers and sisters. Equipped with a specialized power armor that comes with an anti-grav belt to glide along the battlefield, energy shields of superb strength, and a Forerunner hardlight projection on their arm that doubles as a shield and a melee weapon. These magnificent soldiers of holy virtue can strike fear among lesser mortals and even match Space Marines in combat.

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 "The Passion", which offers Hatred to nearby elites on the Battlefield and hands out the rule to rule all rules, And They Shall Know No Fear.

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.

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 not unheard of them to kill an entire Stormtrooper squad, all of them with their eye-piece pierced and shattered with such precision. Have almost the same stats and abilities as a Sangheili Councilor, but has a worse WS.

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 vehicles with their bare hands and powerful enough to challenge Nobz and Bosses. These Patriarchs can be either armed with a Light Plasma Cannon, Fuel Rod Cannon or a Gravity Hammer.

The Covenant:Great Journey and Beyond

This next section talks about the Covenant in the WH40K Galaxy, and is mostly fluff while this page is mostly crunch. You can read the Fluff from the link below...

->Link:Covenant

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