Setting:Halo/Covenant: Difference between revisions

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''"On the blood of our fathers, on the blood of our sons! We swore to uphold the Covenant!"'' ~'''Rtas 'Vadumee''', saying the Holy Murals of the Covenant.
''"On the blood of our fathers, on the blood of our sons! We swore to uphold the Covenant!"'' ~'''Rtas 'Vadumee''', reciting the holy mantra of the Sangheili Evocati.


[[File:Halo__faith___hunters_by_apneicmonkey-d3g0oii.jpg|450px|thumb|right|The walking pillars of [[Rape|RAPE]], [[Rip and Tear|RIP AND TEAR]] AND [[Rage|RAEG!]]]]
''"You are, all of you, vermin. Cowering in the dirt, wondering, what, I wonder? That you might escape the coming fire?! No. Your world will burn until its surface is but glass, and not even your demon will be able to creep, blackened from its hole to mar the reflection of our passage. For your destruction is the will of the Gods, and I? '''I AM THEIR INSTRUMENT!'''"''
- '''Ord Casto, High Prophet of Truth''', and sole '''Hierarch of the Covenant''' following the deaths of Mercy and Regret.
[[File:Halo__faith___hunters_by_apneicmonkey-d3g0oii.jpg|450px|thumb|right|The walking pillars of [[Rape|RAPE]], [[Rage|RAEG]], [[Rip and Tear|RIP AND TEAR!]]]]
For more than forty millennia, the Covenant has endured amongst the stars. They are a relic empire, a mere remnant, with a few thousand worlds scattered across Segmentum Solar. Still, unlike most governments, the Covenant is unusually a fleet based empire; highly nomadic and constantly on the move to acquire new prey to conquer. Although their remaining planets are used for political and industrial purposes, the reality is that the highly mobile fleets of the Covenant make them extremely difficult to intercept. It is for this reason that Covenant astro-territories are constantly in flux. Thus, although the Covenant claim they encompass a vast majority of space, their physical planetary territories are spread thinly.


First sighted at the furthest reaches of Ultima Segmentum, this Xenos civilization is theorized to come from outside the universe by method of wormhole in rapid numbers, having emerged somewhere in the Ultima segmentum and taken some time to hide and build enough strength, ascertaining their surroundings before emerging in their earnest, where they have become yet another problem for an already dying galaxy. While the Imperium represents Ignorance, the Tau represents Naivety, and the Eldar represent Arrogance; the Covenant represents Religious Zealotry, Paranoia and Blind Superstition, making the Covenant the analogue of the Spanish Empire cirque Renaissance period in space.
According to the legends of the Covenant, their gods - the Forerunners - rose from primordial chaos long ago to rule the universe for many strange aeons. Then, the hated enemy, the Parasite, arose to wage war upon the ancient gods. In their last act, the Forerunners ascended from this materium of mortality and decay to the true eternity. They left behind them the way of holiness, Halo, so that their children might follow their ascension. The most ancient histories of the Covenant record that Mankind in his wickedness annihilated Halo and for this reason they have sworn war unending with the race of Man.


The Covenant, like the Tau, are a empire made up of a coalition of different Xenos, however unlike those of the Tau most of the Xenos were forced into joining their empire, either by force or threat of extermination. The main religion the Covenant enforced on other Xenos, is their aspect of the "Great Journey" in which they must venerate an old and extinct race of near God-like beings called the Forerunners, those who oppose worshiping are faced with the crimes of Heresy, similar to that of the Imperium. Furthermore just like the Imperium the Covenant consider tinkering and improving the tech of their so called "Gods" is a crime of treason, thus the technology of the Covenant, in contrast their advance look, are actually stagnating in progress and have in return, invented or improved very little over the centuries. Xenologists such as Aaron Harplouch suggested that the Covenant usually go to a war of religion, rather then the war on ideology such as the Tau or a war on resources and space such as the Imperium. Furthermore unlike certain races like the Tau for example, the Covenant has been space-faring for multiple millenia long before Humanity has even tinkered with fire, and are thus identified as an "Old-Race" by Imperium Xenologists. Life in the Covenant is noted to be strifed with brutality, inequality coupled with extremely harsh punishments, as well as extreme racism and jealousy among Xeno races, and with the added caste system placed in the empire; this often leave Xenologists scratching their heads in absolute surprise that their empire has not fragmented yet. What is most interesting in the Covenant is how overly-zealous and ignorant they really are, so much so that they make even the most fanatical of the Imperial Ecclesiarch look tame in comparison, examples include throwing an entire swarm of Jiralhanae at a Imperial Baneblade without hesitation or fear. Furthermore with the Covenant's hostile and violent reactions to all things considered as "Blasphemy" to their religion, it is not uncommon to see the Covenant enacting "Holy Conquest" and exterminating entire swathes of Xenos even if they are innocent or peaceful. Such aggressive tendencies and overzealousy has lead to border clashes or even total war with Imperium and Covenant forces, either due to land, resources, living space or religion, such wars usually accumulate into the hundreds of billions at best, on both sides.
At the time of the Great Crusade, the Covenant encompassed tens of thousands of worlds. Nearly all fell before the might of the Space Marine legions. Only the betrayal of Horus prevented the extinction of the Xenos alliance. To this day, the Covenant fears to openly challenge the Imperium and have fortified each of their planets with a formidable defensive network. The Covenant is 'closed.' It has since antiquity included a number of Xenos species but considers all others impure and unworthy of fellowship. It may tolerate a conquered race for the slave labour provided but, when practical, it prefers to cleanse outsiders. It operates on a rigid hierarchical basis, with the San 'Shyuum and Sangheili ruling over the other castes. Infrequently, the Sangheili must crush Jiralhanae uprisings. The Kig-Yar often operate independently as merchants, privateers and mercenaries. They have been known to work in conjunction with human pirates. During the battle for Hyperion Hive, Imperial governor Laslo Feldt hired an army of Kig-Yar which successfully repulsed the Orkish invaders. Unfortunately for Feldt, the Inquisition executed him for this ten years later, by which time the Kig-Yar had long moved on.


However, relationships with the Imperium and Covenant are not always hostile, sometimes Imperium Rogue Traders and Diplomats would come and ask for either peace talks or trade. If the Covenant are in a good mood, such trade or peace talks would be accepted; of course the Imperium being the Imperium, such trade between Xeno tech are highly restricted by the Inquisition, and only a certain few deemed as "Safe" could be passed on in Imperial space. However they will truly unite if an even greater threat comes looming over the corner, such as the case of ''The Storm of Highkhoest'' where both Imperium and Covenant forces united against a massive Dark Eldar raiding party, crushing their opposition that included over a trillion dead. In a sense, the Covenants relationship with the Imperium are more rivalry then actual enemies, and the Covenant only attack Imperium space only if they are in the way of the Covenants "Holy Conquest".
The Covenant exhibits a fatalistic outlook. Having long believed that Humanity destroyed the way to paradise, they are merely waiting for the apocalypse which will, at last, grant them oblivion. They know of Chaos, but no client species within the Covenant exhibits psychic ability. The prophecies say their ruin will not come from the powers of the long night but with the return of the most ancient enemy. They see in the arrival of the Tyranids, not a new force, but the most ancient of all evils returned in a yet deadlier form: the Parasite. Hive Fleet Kraken devoured the last known Covenant planets in Ultima Segmentum and the surviving splinter fleets crawl unflinchingly towards Segmentum Solar. The last Arbiter has been anointed in New High Charity and the Covenant stands ready for the end.


==Covenant Faction and Army List==
There will be no hesitation. There will be no surrender. There will be only death.


When the Covenant first came to this Galaxy, the already struggling Imperium was shocked and dis-heartened at the arrival of a new, but at the same time, very old Xeno Empire. Larger then any known Xeno race, and big enough that it could cover 1/8th of the entire Imperium. This so called Covenant are bristiling with numbers and intimidation, and only time will tell if the other races from this Galaxy would react so kindly to this utterly Alien Horde.
==Covenant Client Races==
If you want to go back to the Crunch, here is the '''link:'''--> [[Codex - The Covenant|Codex - The Covenant]]


Because of their size, there a numerous amounts of different Covenant Command Armies, Regiments, Clans-tribe and Marks-section. The lists includes...
[[File:Covenant_Army.png|400px|thumb|center|Most of the species, sub-species and client members in the Covenant]]
The Covenant coalition unites several different Xenos under one banner. The Covenant teems with brutality and cruelty, with the strong lording over the weak and the weak serving the strong. This by no means ensures a life of ease for the upper castes, for they must be at the forefront of every battle and the war grows more desperate every century. The Jiralhanae and the Sangheili consist almost exclusively of warrior societies, with labour either automated or performed by slaves of the lower castes. Covenant doctrine teaches that all the species must serve. Any rebellion or splinter group earns swift punishment. Indeed, the Covenant has waged many campaigns to track down and eliminate secessionists.


*Yagaron Dark-Diciples
'''San'Shyuum:''' Once the foremost power in the Covenant, this fabled species vanished long before the rise of the Imperium. A special class of priestly Elites study their many prophecies in an attempt to divine things past, passing and not yet passed. Some of these priests receive dreams and visions of the San'Shyuum whilst ordinary pilgrims hope to glimpse their ghosts at holy sites.
*Regret's Chosen
*Councils of the Hierarchs
*Doisac Flesh-Eaters
*Sangheilios Blood-Born
*Guardians of Sanctity
*Guardians of High Charity
*Purifiers of the Flesh
*Darchron's Eternal Crusaders
*Eayn Pirate Infantry
*Do'our Plasma Soldiers
*Truth's High-Zealots
*Fanatics of the Gods
*Warriors of the Doomed
*Gonju'Dom Death Company


==Covenant Planets and Colonies==
'''Sangheili:''' The saurian warrior-caste which dominates the Covenant, noted for the four pairs of mandibles that comprise their lower jaw structure. Taller, stronger and more agile than a human, they are consumed by a ritualistic honour code of combat. They have been known both to spare a worthy defeated foe (though few are counted as such) and to throw away their lives rather than commit craven acts. Their tradition of taking trophies leaves them keen to engage with the most dangerous foes, such as the Adeptus Astartes. One-on-one, a Sangheili has little hope of besting a Space Marine, but their concept of honour does not depend on fairness. Rather, it revolves around a warrior displaying utmost courage and skill and respecting his enemies who do likewise. Thus, the Sangheili often 'soften up' Astartes with artillery bombardments and waves of lesser troops before moving in for the kill.
'''Jiralhanae:''' These ruthless savages have earned such moniker as Brutes, Kongs and Hairy Ogryns amongst those Imperial Forces which they have encountered. They are tougher, more cunning and better armed than Ork Boyz, if nowhere near as numerous. In such Imperial Stormtrooper schools that cover the Covenant in their curriculum, the Jiralhanae are considered comparable to Ork Nobs. They revel in carnage and fail in every artistic instinct except for crude tribal insignias and totems. They award importance only to those in their packs and status in Jiralhanae packs centres around constant brawls, so none of the other Covenant races (all physically weaker) can join. For this reason, they often despise the Sangheili, even sometimes rebelling against them, but never successfully. Their rivals simply understand warfare better.


When the Covenant first entered the mysterious portal, they also accidentally carried almost half of their total planets and colonies along the portal rift, most of these planets inadvertently contain the Covenant's most vulnerable and therefore most highly defended homeworlds and planets. Here is just a list showing the several important worlds and events taking place that make up the Covenants gargantuan-sized empire.
Jiralhanae often strike out from the Covenant to find new worlds free from the rigid ritualistic influences of their peers. New High Charity sanctions many of these expeditions, with the theoretical understanding that the new holdings will rejoin the main Covenant when support fleets arrive. Other expeditions set out without permission and will fight to keep their independence.


'''High Charity:''' The most well known Covenant base, city and mobile moon. High Charity is one of the most heavily defended worlds in the Covenant as it carries the last known Forerunner ship called a Dreadnought-Class, that uses its mighty engines to power the moon itself. Bristling with over hundreds of Covenant Assault and Super Carriers, and armed with weapons so ferocious that it can eat through an entire Imperium Crusade fleet. The city itself resembles a flying giant purple mushroom, and is in-fact, constructed on the last rocks of the former homeworld of the San'Shyuum, called Janjur Qom.
For protracted conflicts, Covenant commanders often seed rugged regions with Jiralhanae warbands, expecting them to rampage, loot and generally disrupt the enemy over a wide terrain. Their opportunistic feeding patterns and durable constitution allows them to operate long term in such theatres.  


'''Janjur Qom:''' The former homeworold of the San'Shyuum, Janjur Qom before its inevitable doom, used to be a sight of the greatest San'Shyuum civil war ever recorded in Covenant history. The most common perception was that it was destroyed some several dozen millennial before when its own Star went supernova; the other perception of its destruction however, was rumored to be discovered on a Forerunner planet by a group of San'Shyuum explorers, nothing was known during its discovery other then the explorers destroyed the evidence as it was deemed so heretical, so sinister, that not even Chaos could could muster it.
'''Huragok:''' Although seemingly organic, these silicon-based lifeforms are in fact artificial living computers. Covenant doctrine teaches they were gifts from the gods in ancient days and accords them religious reverence. The Huragok maintain the Covenant's technological base, even repairing equipment in of battle. They will not fight in any circumstances so deployed units require bodyguards. In the Nova Terra Interregnum, the Ordo Xenos procured a number of these strange creatures but learned they can only work with Covenant technology.


'''Sanghelios:''' Homeworld and base planet for the Sangheilies, a dry, arid and hot wasteland. Sanghelios is reported as a Death-World that only the toughest can survive. Reports on the planet shows that temperatures could go from 42 degrees, right up to 90 degrees Celsius. This is the most visited place for Imperial Diplomats when they try to have peace talks or deals with the Covenant empire.
[[File:Hunter3.jpg|240px|thumb|right|M'galekgolo assaulting a enemy position]]


'''Doisac:''' The Jiralhanae's homeworld and a classified Death-World, the planet suffers from extreme gravity, unpredictable magnetism, mass volcanism and massive tidal waves that engulfs half the planet every month or so. Infamous to the Tau, since it was the sight of the ''Kroot Blood-Massacre'', where five entire Kroot War-Spheres crash landed on the planet. Within moments, all the Kroots saved for seven Kroot Shapers, were butchered, slaughtered and eaten by the planets violent and carnivorous natives.
'''Lekgolo:''' These armoured behemoths fulfil both a long-ranged support role and a close-quarters attack role. Schola Progenium War Manuals recommend engaging these xenos with meltas, plasma weapons and flamers. Xenologist dissections reveal that the creatures consist of a bundle of worm-like creatures fused together by foul flesh alchemy to create a single sentient organism. They carry plasma cannons into battle--earlier classified as fuel rod weapons. Yeest's Apocrypha Aliena (M34) suggests the Sangheili created the Lekgolo from worm creatures rich in neural matter as a servant race but Covenant legend tells of them already having their own culture at the time of their introduction to the Xenos alliance.
'''Sharquoi:''' Coming from an unknown world, the Sharquoi is a large massive behemoth of unimaginable strength. These Xenos have an uncanny appearance similar to that of the ancient, monstrous lizards called Dinosaurs of ancient Terra long passed by. What makes them stand out from the usual Covenant infantry, however, is their colossal size, massive natural occurring 'spike fists', a jaw-less head and one massively stubborn hide that could even shrug off blows from a [[Tyranid Bio-Weapons|Tyranid Bone-Scythe.]] Because of these attributes, the Covenant use them as living, breathing battering rams and walking siege-engines of gargantuan strength that could crumple an Imperial Tank without much impunity. However don't let their savage appearance fool you, they are still as intelligent as a fully grown man.
[[File:Yanme_e_queen.png|240px|thumb|right|The Yanme'e Queen sketched by a Imperial Xenobiologist]]


'''Te:''' This is where the Lekgolo and M'galekgolo originated from, although it looks like a gas-giant at first, it is in fact a planet with solid ground. This was also the site of the ''Taming of the Hunters'' where the Covenant subdued the Lekgolo after they found out that they were eating the artifacts of the Holy Forerunners. Nowadays crossing the surface of Te is considered so dangerous, that not even the [[Catachan Jungle Fighters]] can survive in.
'''Yanme'e:''' These aliens appear insectoid in nature but possess an internal skeletal 'lattice' structure. The exoskeleton only develops after the organism reaches maturity. In their natural state, they are capable of short hops but can attain flight when bolstered by carapace-mounted anti-gravity pods. Airborne drones will soar over the battlefield in teeming swarms, attacking and disorienting the enemy from multiple vertical directions. Their eusocial mental patterns tend towards extreme dogmatism and group mentality, making them easily the most fanatical race in the Covenant.


'''Eayn:''' The homeworld or more accurately the homemoon of the Kig-Yars and Skirmishers, as expected it is a planet sized moon orbiting the gas-giant '''Chu'ot'''. Ruled by one huge massive Super-continent that covers almost the entire surface of the moon, and surrounded by asteroids the size of mountains. Any Imperial or Tau ships entering its area are often terrorized and raided with pirates and scum, this is after all, the home turf of the most notorious pirate Aliens in the Galaxy.  
'''Kig-Yar:''' Opportunistic, aggressive and self-reliant--only extreme practicality keeps Kig-Yar within the Covenant, for they realize that without the muscle and technology of the upper castes, their kind faces ill odds in a hostile galaxy. The Kig-Yar practice terror attacks and an offensive version of scorched earth wherein they raze territory after looting as much as possible. They particularly seek out civilians for the slaughter, with the logic that 'burning the seed is easier than burning the stalk.' Many Kig-Yar set out as pirates or mercenaries where they have achieved several notable successes. Warlord Torrin Darkchance summoned the aliens to help him overthrow the Agri-World of Castor VI but, after executing the Imperial Governor, failed to pay the agreed price. The aliens responded by storming the governor's bliss-palace, kidnapping the new despotic administration (including Torrin), and selling them to the Dark Eldar. Like the Hyena species of Ancient Terra, Kig-Yar live in a female-dominated society, with females ruling as Queens, or Pirate Capitans in charge of raiding ships, Covenant, or Banished fleets. Males are never tolerated long by their female superiors, and most Males work as the soldiers encountered by the Imperial Guardsmen. Their gender differentiation is found on their heads and elbows, with males having feathers and quills that can change colour with their mood on the back of their heads and elbows. Females are taller than males, and have scales and bony plates on the back of their heads and elbows, as males are known to aggressively bite these areas during mating. The xenobiologist who gained this information has since been executed.


'''Balaho:''' Homeworld of the humble Unggoy that is ironically the most dangerous and hostile Death-World in the Covenant. While Balaho may lack the giant beasts and poisonous insects found in typical Death-Worlds, it is the weather that is what makes it a killer. Possessing two global winters that drops down to below zero and its natural "pillars of fire" (Which are literally fire tornadoes that randomly erupt from the planets crust), so harsh that even the native Unggoy barely escaped extinction. It is also infamous for several sights of ''The Grunt Rebellion'' where it almost got Glassed.
In combat, the Kig-Yar employ their species' natural agility and heightened senses to serve a litany of combat roles, be it scout, front-line defender, shock trooper or Sniper. The majority of Kig-Yar infantry are equipped with gauntlet-mounted energy shields, which provide protection analogous to carapace armour. Adjutants of the Ordo Xenos have documented the existence of three distinct Kig-Yar subspecies:


'''Palamok:''' The Yanme'e Hive-World (Quite literally), over twice the size and gravity of Holy Terra, Palamok may resemble the old Terran records of the Ancient Carboniferous-era. This planet teems with hostile insects and amphibians, some large enough to crush a [[Hierophant|Tyranid Hierophant]] with but a single step.
*'''Ruuhtian:''' Native to the supercontinent Ruuht, and the mainline Kig-Yar subspecies within the Covenant. Their comparatively frail biology has seen them gradually withdrawn from frontline combat in favour of the hardier Ibei'shan and T'vaoan, though they hold value as specialist infiltrators and marksman. A Ruuhtian Sniper armed with a Beam Rifle is considered a terrifying prospect for any regiment of the Imperial Guard, as the whisper-quiet operation of the weapon combined with the Ruuhtian's lithe frame makes it virtually impossible to track the Sniper with the naked eye, beyond the purple contrail of each undoubtedly lethal shot they take.
*'''Ibei'shan:''' Hailing from the isolated, volcanic continent of Ibie'sh, these Kig-Yar exhibit the more primitive traits of their ancient predecessors, sporting a more saurian appearance that one could easily confuse for a pygmy Sangheili. As such, their greater resilience has seen them subsume the Ruuhtians as frontline troops, and are most often seen accompanying Covenant patrols and assaults.
*'''T'vaoan:''' A distant Kig-Yar subspecies hailing from the asteroid-moon of T'vao, the T'vaoans have evolved to be much stronger, tougher and faster than their homeworld cousins, making them more arrogant in that regard. Sprouting a mane of feathers and plumage which covers their entire heads and bodies, as well as achieving a more well-formed beak with eagle-like eyes, they resemble more like actual Aves then the more saurian Kig-Yar; the resemblance in turn, cause some Xenobiologists to compare the T'vaoans with [[Dinosaur|Ancient Terra's earliest evolution of birds]] to the divergence of [[Abhuman|Abhumans]] from the evolutionary norm. Due to this, the T'vaoans are often nicknamed by Imperial Guardsmen as "Vultures", analogous to the Kig-Yar's "Turkeys". However, such 'humorous' nicknames are often not to be underestimated, being much more physically superior to the Kig-Yar, the T'vaoans are notorious for their blinding speed and agility, so much so that they can run circles around even the obscenely fast Astartes. This, coupled with the fact that T'vaoans are usually situated in infiltration and covert warfare within the Covenant, will cause chaos and distraught if they are not located and caught immediately.


'''Joyous Exultation:''' Once a major Sangheili base, it was later destroyed when the Imperium dropped a prototype Nova Bomb which shattered its moon, vaporized all 750 Covenant ships and ignited and caused super massive tidal blasts, wiping all life on the planet.
'''Unggoy:''' Feeble-minded, cowardly and mentally weak, this slave race occupies the lowest place in the caste system. Little more than cannon fodder, Covenant commanders deploy vast numbers of Unggoy as meat shields to distract the attention of the enemy. Their natural cowardice leads them to prefer defensive combat. The Unggoy breed rapidly but more are always needed for the eternal war. They must wear complicated breathing apparatus to fulfil their unique methane respiration needs. In accordance with their honour code, Sangheili have been known to adopt the most promising Unggoy as 'shield-bearers,' in this way even allowing the slave race to rise to the rank of Special Operations. This distracts enemy fire from the Elites.


'''Pegasi Delta:''' A Covenant refueling planet, an Ocean-World containing rich in Deuterium and Tritium. Can also construct Covenant ships, but is not the most efficient in the empire. Was once attacked and invaded by over 300 Spacemarines from the [[Red Scorpions|Red Scorpions Chapter,]] the Astartes were trying to destroy a Covenant refinery to cripple the Covenant, the mission was a success, however only Brother Avius and Brother-Captain Diodictus survived.
==Covenant Planets and Colonies==


'''K7-49:''' An asteroid that was the Covenant Shipyard complex, which enabled it to construct up to a hundred Covenant ships at a time. Considered as a massive threat by the Imperium, they enact a task force of over 200 [[Knights Inductor|Knights Inductors]] of both 5th and 8th Company lead by Brother-Captain Raegious Inactos; their plan was to not destroy the asteroid but to shut down the facility to slow down the Covenants rigorous growth in their navy. The plan was a success as the Spacemarines managed to shut down the generators, cooling the asteroids, thus forcing the Covenant to shut the facility down. Unfortunately it came with a terrible price, all Knights Inductors including Brother-Captain Raegious Inactos, died in the campaign.
Only a few dozen Covenant worlds remain. The Great Crusade saw them reduced to three worlds, each of which believed itself the last survivor, saved only by the outbreak of the Horus Heresy. During this titanic conflict, Covenant fleet elements regathered and reconquered two hundred worlds, strategically falling upon planets that had sent their Imperial Army contingents elsewhere or to planets crippled by Traitor-Loyalist infighting. During the Forging, the Hierarchs swore a secret deal with Roboute Guilliman that they would go to war with the Ork Empire of Gorgarok if he spared them the vengeance of the Space Marines. The agreement lasted two thousand years. Since then, the fortunes of the Covenant have both waxed and waned, but the prophecies have clearly shown that the end is very soon.


'''Decided Heart:''' A Sangheili Base-World and colony, homeworld and birthplace of the infamous Ripa 'Moramee. The Sangheilies here are notorious for their violent and disrespectful attitude to anyone not native on the planet, including fellow Sangheilies as well.
'''High Charity:''' The most well known Covenant base, city and mobile moon. High Charity is one of the most heavily defended worlds in the Covenant as it carries the last known Forerunner ship called a Dreadnought-Class, that uses its mighty engines to power the moon itself. Bristling with over hundreds of Covenant Assault and Super Carriers, and armed with weapons so ferocious that it can eat through an entire Imperium Crusade fleet. The city itself resembles a flying giant purple mushroom, and is in fact, constructed on the last rocks of the former homeworld of the San'Shyuum, called Janjur Qom.


'''Weeping Shadows of Sorrow:''' A Covenant Prison-World that have high gravity with very little water, infamous for the imprisonment of the Covenants greatest assholes right behind Tartarus, he is Ripa 'Moramee.
'''Janjur Qom:''' The lost homeworld of the San'Shyuum, Janjur Qom is said to hold the great secrets of the gods or, in some tales, to be the place of paradise for all who find it, of any species.
[[File:Sanghelios.jpg|200px|thumb|right|The Sangheili's capital city, home and planet. '''Sanghelios''']]


'''Heian:''' [[File:Obsidius10.jpg|210px|thumb|right|'''Obsidius''' shown here, along with the remnants of the Imperial Fleet]]A Covenant colony and an important Covenant Logistic-Base. This was the sight of the assassination of the High Prophet of Change, who was secretly a Tzeentch worshiper and champion and had corrupted his Honor Guards. The assassination teams include a squad of Imperial Stormtroopers, a Vindicare Assassin and a couple of Sangheili Loyalist who had saw through the corruption.
'''Sanghelios:''' Sanghelios was the homeworld of the Sangheili, a dry and arid wasteland. It fell to human forces in the Dark Age of Technology. The Covenant regained it during the Age of Strife, only to lose it again to the Iron Warriors. Presently, it hosts a thriving Imperial Hive world, but, with the return of the Parasite, the Sangheili are mustering an apocalyptic armada to take it back.


'''[[Obsidius:]]''' A Forerunner Shield-World that has been colonized and "reclaimed" by the Covenant. Being of Forerunner design, '''Obsidius''' boast one of the most highly protected security systems and defense fleet of the Covenant. It is infamous throughout the Exidom sector where an entire [[Imperial Fists]] and Inquisition fleet opened fire at the Artificial planet, believing it as a grave threat if the Covenant got their hands on it. Unfortunately for the Imperium, the highly advance shielding and materials used to built '''Obsidius''' was powerful enough to absorb multiple hits from a fleet of Nova Cannons, even tanking over a dozen Cyclonic Torpedoes without a scratch. In response to the attack, the Forerunner planet unleashed a torrent of Forerunner Obsidius-Class Super-Sentinels to deter the attackers. Although classified as a light defense force by their creators, to the Imperium and the Imperial Fists, they were considered a devastating nightmare beyond the realms of even the worst of Necrons. [[Rape|Each of the beam-like weapons from the Sentinels, cut and slice through entire swathes of Imperial Fleets, like a Power-Sword through Flak-Armor.]] [[FATAL|In just seconds all but a single Imperial Fist Escort, were obliterated, reduced to stardust and proto-matter.]] Ever since that tragic incident, the Inquisition and [[Ordo Xenos]] put down a sign to warn ALL Imperial Ships to stay clear of any Forerunner related technology, and for the Imperial Fists, they are slowly recovering their loss of over 400 Battle-Brothers.
'''Doisac:''' The Jiralhanae's homeworld and a classified Death-World, the planet suffers from extreme gravity, unpredictable magnetism, mass volcanism and massive tidal waves that engulfs half the planet every month or so. Infamous to the Tau, since it was the sight of the ''Kroot Blood-Massacre'', where five entire Kroot War-Spheres crash-landed on the planet. Within moments, all the Kroots saved for seven Kroot Shapers were butchered, slaughtered and eaten by the planets violent and carnivorous natives.
'''Te:''' This is where the Lekgolo and M'galekgolo originated from, although it looks like a gas-giant at first, it is in fact a planet with solid ground. This was also the site of the ''Taming of the Hunters'' where the Covenant subdued the Lekgolo after they found out that some of them were eating the artifacts of the Holy Forerunners, and others were not. Nowadays crossing the surface of Te is considered so dangerous, that not even the [[Catachan Jungle Fighters]] can survive it.


'''Rtam Oldo'ra:''' A Sangheili Fortress-World and Recruiting-World, well known as the place where the first contact and war between Tyranids and Covenant were established. The aftermath of the battle was costly as not only did the Covenant lost a vast amount of hardened warriors, but they also lost their central city ''Zargo 'Delios''. Ever since that unfortunate attack, the Covenant have buffed their defense filled with Cleansing Beams, such beams of pure heat is enough to incinerate and vaporize any unfortunate Tyranids that cross their path. However the newly defended '''Rtam Oldo'ra''' was again hit by another Tyranid wave, but this time the Covenant are ready, with their new defenses their Cleansing Beams incinerated an entire Hive Fleet in one swoop, such devastation is so destructive, that not even the rapid evolution of the Tyranids could adapt to it.
'''Eayn:''' The homeworld or, more accurately, the homemoon of the Kig-Yar, is a Terra-sized body orbiting the gas-giant Chu'ot. It is dominated by the two massive supercontinents of Ruuht and Ah'lomet that cover almost the entire surface of the moon and is surrounded by asteroids the size of mountains. The Imperium attempted to take the world in the Righteous and Harmonious Fists Campaign, grinding over 95% of the population with the inexorable might of the Imperial Guard. Due to circumstances elsewhere, the Imperium had to withdraw and Eayn has since been repopulated. The system is more than ever a lair of alien pirates and a menace to the regions surrounding it.


'''Sheal 'Onis:''' Covenant Forge-World that is responsible for the creation of the monstrous walkers well known in the Imperium such as the Scarabs and Super-Scarabs. It is also a birthing place for the hundreds of trillions of Lekgolo worms residing in the chambers. This world was once invaded by Dark Eldar, however because of their arrogance, the Dark Eldar raiding parties were suddenly swamped and crushed by a tsunami of Lekgolo worms, which [[Awesome|metamorphose into a 5km long behemoth of grotesque orange-colored, metal-eating worms.]]
*'''T'vao:''' An asteroid and Kig-Yar colony that is orbiting the same home-system as Eayn, this is where all T'vaoans, offshoots of the Eayn Kig-Yar subspecies, can trace their ancestry here. Because of their different gravity and environment, the T'vaoan has evolved to be tougher, faster and stronger than their lightweight cousins.


==The Covenant and other factions==
'''Balaho:''' A chill, dreary and poisonous world--home of the Unggoy. Aggravating its native harsh clime, reckless pollution has so stained the surface that corrosive storms now scourge the atmosphere. The industrial resources have been mostly depleted, with the surviving Unggoy clinging to life vast underground shelter complexes. Orks arrived in M39 and have occupied large stretches of the planet ever since. With little value on Balaho, the Covenant does not wish to expend its resources taking it back. Instead, it sends raw troops there to 'blood their claws.' The Orks have largely gone feral and are endemic rather than a serious threat, but should another Waaaagh arrive, will likely overwhelm the defences.


'''Chaos:''' Chaos frightens the Covenant, Chaos is the antithesis of everything the Covenant stands for, and ever since their first encounter with the ruinous powers, the Covenant has been doing everything it can to counteract Chaos.  Noting that Chaos seems to be kept at bay by displays of faith, the Covenant has been taking to increasing the amount of deacons among it's soldier's ranks to keep the morale of the Covenant's soldiers strong in the face of such unrelenting horror.  Still, it often does not prove to be enough, as there are reports of Chaos heretics splitting off from the Covenant, twisted and warped by the taint of Daemons.  The Covenant is turning to it's faith to find answers to the question of Chaos, hoping to find a way to stop the Daemons from corrupting the great journey. 
'''Palamok:''' The Yanme'e Hive-World (Quite literally), over twice the size and gravity of Holy Terra, Palamok may resemble the old Terran records of the Ancient Carboniferous-era. This planet teems with hostile insects and amphibians of tremendous size.
*'''Chaos Space Marines:''' At first just mistaken for another branch of the Imperium, the Chaos Space Marines fought the Covenant as eagerly as they did anything else.  Putting down the black legion warband they encountered proved to be a monstrous challenge due to the horrors the Chaos Space Marines utilized, as was difficulties with madness and defection among the ranks of those who spent too much time near such power.  The Covenant also found to their annoyance that the Chaos Space Marines preferred to hold up on unassailable Daemon worlds or Warp Rifts, where no amount of conventional force did more than provide the inhabitants with amusement.  So the Covenant has largely resigned itself to defensive action as far as the Chaos Space Marines go. 
*'''Chaos Heretics/Lost and the Damned:'''  Now joined by the increasing problem of Chaos Heretics among the covenant, the footsoldiers of Chaos are ever present where their masters demand them. In a way, the Lost and the Damned are a dark mirror of the Covenant, groups of wildly different beings bound together by faith.  But the faith of Chaos is an evil, mutative, powerful thing.  It makes monsters out of men, it can turn even the most honorable elite into a raving madman and mutated monstrosity through little more than extended contact with the relics and icons of Chaos.
*'''Chaos Daemons:'''  The Covenant much rather preferred it when Demons were purely metaphysical entities rather than trying to tear out their throats, seduce them, spread rot, or bring about unwanted change to them.  Even the Covenant is not immune to the wiles of Daemons, and due to the fact that Daemons lair in warp rifts, storms, daemon worlds, or the warp itself, there is no way to counterattack.  Attempts at sending a fleet into the Maelstrom where many Chaos Raiders and incursions originated from to say the least, ended in tragedy.  To keep them at bay, the Covenant has used Slipspace Dimensional Barriers to shield themselves from the corruption, since the Chaos Daemons have a hard time penetrating this utterly alien Universe in which even Chaos must obey their rules and physics. When those does not work, the Covenant in a ironic twist, [[Grimdark|use captured Human Psykers as a "bait" to "fish" the Demons, and then trap them in a Slipspace Prisons; like a demented Fishermen fishing for prey, unfortunately sometimes the Psykers may not be enough to deter, and would have disastrous results.]]


'''The Tau:''' [[File:1-2-610x402.jpg|320px|thumb|right|Jiralhanae Chieftain during the "Butcher of Sha'to"]] Given the separation between the Covenant's entry point and the Tau Empire, contact between the two is minimal if not nonexistent. The only reported contact from this two eerily similar Aliens, even though they are at the core very different was near the infamous Damocles Gulf on the Tau Agri-World called Sha'to, in which a small Covenant pirate fleet filled with Kig-Yars and Jiralhanae landed on the World, as expected from all things Tau, first contact with the Covenant met for the worst. [[Grimdark|Within a few months the Covenant pirate crew rape, pillage and ate the population of Sha'to, ripping apart and eating the sinew and flesh of pregnant Tau while they were still alive, using their babies as blood-games for their entertainment and scattering their intestines across the fields. When the Tau Navy returned to the planet, they were horrified at what had happened, towards this day the Tau Empire named this event "The Butcher of Sha'to"]]. Guaranteeing that the Covenant made -another- enemy, and one whose ships are based around firepower, compared to the Covenants rapid assault strikes, range and numbers. To most Imperium Xenologist, the Covenant are a striking contrast compared to the Tau, both of their ideologies and doctrine are almost the direct mirror opposite of each other. And in some cases, the Covenant can be seen as the more malevolent and brutal of the two.
'''Joyous Exultation:''' This airless moon was once an important mining facility and Imperial Navy shipyard. During the Righteous and Harmonious Fists Campaign, the Imperium invaded the Kig-Yar homeworld of Eayn. Rather than reinforcing Eayn, the Hierarchs elected to strike at the campaign staging point and supply line. A Covenant Armada descended upon this moon, pulverized the garrison fleet and engaged in mass warfare with the Imperial Navy's CCCVIXth Lunar Vacuum Corps across the lifeless rocks. Even before the conclusion of the war, the Shipmasters had already converted the facilities to manufacturing Covenant vessels. Using Joyous Exultation as their own staging point, the Covenant have waged wars of wrath upon several Imperial planets, reducing them to feral worlds void of any industrial capacity. For its part, the Imperium considers the reconquest of Joyous Exultation necessary to security in the sub-sector and will launch an attack as soon as is practical.  


'''Eldar:''' The Eldar are so far content to simply move out of the way of the Covenant or subtly drive the newcomers into directions they wish to go. As of yet, the Covenant has yet to actually engage any of the Craftworld Eldar, but some do report beings of ethereal grace and beauty darting at the very corners of their vision, seeming to only watch rather than fight, as they are more curious on what this beings from another universe would bring.  
'''[[Obsidius:]]''' A timeless world brought into being by the will of the gods, Obsidius boasts incomparable weapons built into the very skin of the planet. Many Covenant took refuge here during the Great Crusade, as the Emperor's minions were utterly unable to approach without being vaporized. To this day, Imperial star charts label the system as Perditus, so that none may approach upon pain of ex-communication and death. Seven times in history, Ork Waaaghs have attempted to make planetfall, each time suffering incineration before even touching the atmosphere. In 958M41, a Necron Blight Swarm fell upon the system. Although the ancient weapons wreaked ruin upon their fleet, their weapons also rained down ruination from orbit and numerous phalanxes teleported to the surface. Unprepared for anyone getting past their 'divine defences,' the Covenant nonetheless mustered an army to challenge the invaders. War scourged the surface for months, with the Necrons sabotaging every piece of pre-Covenant technology they encountered. With the ancient mysteries wrecked, the metallic invaders departed. Obsidius is no longer protected by incomparable weapons but the Imperium does not know this and the Covenant have rebuilt it into a daunting conventional stronghold-world.


'''Dark Eldar:''' The Covenant has been around long enough to be well acquainted with the Terror of the Dark Eldar and the suffering they can inflict.  Many of the covenant's soldiers take to always keeping enough plasma grenades to kill themselves if there are reports of the Dark Eldar in the area rather than allow themselves to be captured and be made into the Dark Eldar's newest play things.  The Dark Eldar so far prove to be frustratingly quick and darting opponents, as well as extremely frightening, to the point that the Covenant's forces have released primers on how to steel oneself against the Dark Eldar's terror tactics.  Others of the covenant though, find the Dark Eldar to be thrilling opponents and often gladly seek combat with them.
[[File:Hive_hub.jpg|200px|thumb|left|'''Sheal 'Onis''' as seen from Imperial Orbit.]]


'''Necrons:''' What little the Covenant knows of Necrons is enough to make the Covenant want to disturb their rest as little as possible after losing four entire fleets to a Dynasty they inadvertently disturbed the slumber of. This same Dynasty also coincidentally, destroyed three entire Imperium fleets who were chasing the Covenant scouting fleets earlier on. Some relics of ancient times are best left to slumber undisturbed.  If the Forerunners are their gods, then the Necrons are another pantheon, uncaring, indifferent, and best left alone. Some odd gestures of grudging respect are given, but generally "out of sight, out of mind" is the order of the day.
'''Rtam 'Oldo'ra:''' This Sangheili garden-world and recruiting post lay on the fringes of Ultima Segmentum. Hive Fleet Kraken swept in in 988M41, brushing aside the few cruisers and orbital platforms which opposed them. The Tyranids descended upon the surface, devouring all opposition. On land, the Covenant army won several victories but the great devourer encircled and choked them out. The remaining Covenant ships retreated to the world of Musk Angelos, where they hid in the outer system out of range of Imperial batteries. Having consumed Rtam 'Oldo'ra, the Tyranids followed and fell upon Musk Angelos. At this moment, the Shipmasters struck, catching the devourer between the defensive batteries and their own weapons. It was not enough. All the Covenant vessels were torn apart.


'''Tyranids:''' The Great Devourer cometh and it hungers, as the new primers on the Tyranids state.  Not an infection like the Parasites, but rather a great swarm like locusts or army ants that devour all in their path, the Covenant has picked up the term Great Devourer for the menace from beyond the galaxy.  So far the covenant prefers to avoid fights with the Tyranids, but in the great defense of one of their new fortress worlds, Rtam Oldo'ra the Covenant managed to drive back a tendril of Hive Fleet after much spectacular bravery and losing billions. Bravery that culminated in the Super-carrier "Hand of Retribution" making a final, desperate suicide run into the largest hive ship, a behemoth nearly as long as the super carrier from horrific front to terrifying back and much thicker and heavier with tentacles that extended for three times it's body length that was already helping itself to the tasty contents of several ships.  The colossal creature was said to have partaken in the consumption of over a thousand worlds, and the outmatched and damaged Super-carrier everything it could to destroy it even after it's engines were damaged beyond the ability to self destruct and boarding organisms overran multiple decks to disrupt the synaptic web of the Tyranids long enough for reinforcements to arrive and obliterated the Tyranids in a vise. This victory has been heavily propagandized by the Covenant, but the Devourer is still a threat on a truly Gargantuan scale to the WH40K Galaxy, and losing a tendril or two does little but slow it down slightly. Tyranid genestealers are classified as grave moral threats to the Covenant, not only for the fact that they lure the Devourer in, but also infiltrate, subsume, and corrupt the societies they touch from within.  Any who are bitten by genestealers are to be shot upon discovery and their corpses burned.
Having received a message about the terror of the Parasite's return, a much greater Covenant armada arrived to find both Rtam Oldo'ra and Musk Angelos as lifeless husks. The fleetmaster had been born upon Rtam 'Oldo'ra and he swore sure vengeance upon the great devourer. The armada hunted the splinter fleet, at last catching it in empty tracts of the vast void, and fighting a vast hit-and-run battle over months, whittling down the Tyranids where they could not replenish themselves. When they were down to ten hive ships, the Tyranids responded by scattering each in a different direction. The fleetmaster split the armada into three, with orders to rendezvous after destroying their prey.


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


'''Hrud:'''  Unlike the Orks, the Covenant has made some headway into Prolyesterizing the Hrud, and has found to their surprise, just how potent the warp is as a power source. The first encounter of the Covenant involved an encounter with a great Hrud migration where the Hrud in their large numbers caused massive breaks in the fabric of space and time, vehicles, soldiers, and equipment aging and crumbling into dusts before their commander's own rapidly aging eyes while their fantastic fusil tech and mastery of stealth and cloaking proved to be an unpleasant surprise. After such an encounter, the Prophets, wishing to exploit this awesome power of Hrud in large groups, has sent missionaries to the Hrud, for their untapped intrigues the covenant greatly, and efforts are being made to draw Hrud clans into their empire.  
The Weaponry of the Covenant Army has been known and studied throughout the Imperium. However, the alien nature of their weaponry still eludes even the top Imperium Xenologist and Tech-Seers. One major difference in the Covenant Weaponry is their main use of Plasma Weaponry, though unlike certain races such as the [[Tau|Tau]] or even the Imperium themselves who uses actual Plasma, the Plasma utilized by the Covenant is completely different. Dubbed as "Arcano-Plasma" by Tech-Priests, this unnatural state of matter has been shown to 'eat' through objects and materials rather than the instant vaporization more commonly seen from other plasma weapons employed by other Xenos. These are the list of Covenant weapons recovered by the Imperium for study.


'''Rak'gol:'''  Brutal pirates, murderers and mercenaries, the Rak'Gol seem like they would make the ideal new additions to the covenant, and so an effort to pacify and subsume at least some of them into the structure is being made, and it is already quite well under way.  Already several Rak'Gol clans have become valued members of the Covenant, and the Prophet of Truth has taken a liking to their brutal nature, loyalty, already existing technological and industrial base to minimize strain on logistics, and ability to make do with whatever is at hand.  One Rak'Gol clan even resides in High Charity, where their quarters are infamous for committing every possible sin of aesthetics imaginable to make a dwelling so hideous that the Engineers wept bitter, bitter tears upon seeing it.
===Weapon-Families Listed===
*[[Covenant Plasma Rifle]]: One of the most common family weapons of the Covenant Army and the most iconic.


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


'''Enslavers:'''  The Enslavers remind the Covenant far too much of the Flood from back home for their liking, and now that the Psyker gene is beginning to express itself amongst the Covenant, they too must worry about a potential return of the Enslavers.  
*[[Beam Rifle]]: Covenant Particle Accelerators, includes other weapons in the same category such as the Focus Rifle.


'''C'tan:'''  As bad as the Necrons are, the C'tan are worse.  Nobody wants the C'tan to return, and the newcomers are no exceptions, and the Covenant, after poking around with the Outsider's Dyson sphere, have stamped the C'tan "[[Heresy|Heretical]]" as many times as possible in their records. Fortunately for the Covenant, most of the C'tan are all but shattered during the Great Betrayal of the Necrons. However their influence is still at large, and they need to thread carefully still.  And the Outsider is rumoured to be very much intact, though imprisoned in a Russian Doll like array of Dyson spheres, each as formidable as any comparable construct by the Forerunners in an attempt to ensure that the mad god never unleashes a terrible vengeance for the sins of an era sixty million years past.  Any ships found to be near the Dyson sphere at any point without direct orders from the Hierarchs themselves are to be assumed to have fallen to the C'tan's control and are to be destroyed and blasted into pieces no larger than a grunt's fist.
*[[Covenant Carbine]]: Uses highly concentrated radiation rounds, launched at hypersonic speed.


'''La'vesh:''' Also called the Reapers, these xenos of robotic like intelligence and origin, came into the WH40K universe similar to that of the Covenant. Because of their dangerous telekinesis and mind-control called Indoctrination, the Covenant enact a Holy-Conquest in the extermination of the La'vesh. Fortunately for the Covenant, the weaponry and defense of the La'vesh was both weak and primitive, after several decades, the Covenant had finally subdued and exterminated all La'vesh trying to enter the portal, with some help of the Imperial Navy who also have the same cause.  A second fleet also attempted entry, but had the misfortune of meeting the Imalsep Dynasty, and was taught what it really meant to be an "Old Machine".  Rumors of Yapyap taking the time to urinate on the gaussed and electrically burned remnants of the reapers are unconfirmed.
*[[Covenant Mortars]]: The Plasmic mortars used by the Covenant.


==Covenant Ki-psyniotics== 
*[[Jiralhanae Guns]]: The list of rifles, pistols and grenade launchers used by the Jiralhanae.
''"We are nothing more then the instruments of the Gods! Spare us your pitiful plea for mercy, cowardly scum, for we will smite the unbelievers whether innocent or guilty. Mark my words Tou'Aun'Vol of Tau, your kind dare try to meddle with our thinking, our words of truth and we the Covenant will bring your entire race into doom and suffering."'' -'''Jiazah 'Thogamee''' addressing the final speech to the Tau Ethereal '''Tou'Aun'Vol''', rightly before executing him.


[[File:Ki-Psyniotics_user.jpg|342px|thumb|right|The Grandmaster of the Ki-psynioticus and the Supreme Lieutenant of ''Darchron's Eternal Crusaders'', he is the one and only '''Jiazah 'Thogamee''']]
*[[Covenant Hand-Held Weapons]]: The multiple close-combat weapons used by the Covenant.
Curiously, ever since the Covenant entered the Wormhole on their Pilgramage, they found that there was a mutation going through their ranks.  A mutation that grants incredible power, but also invites new horrors from the Warp.  This was the Ki-psyniotics gene.  After some deliberation, the Prophets declared it to be a holy gift from the gods that must be trained and cultivated, and had it's members rifle through stolen imperial documents, or [[Harlequin|documents handed by strange and oddly dressed and very entrancing performers]] on how to care for the Ki-psyniotics users developing in their ranks. However they are not regarded as "True" Psykers by the Imperium, the Covenant unlike the Imperium uses slight but subtle Warp manipulation which either slightly enhance strength and durability or just plain telepathy. This is called "Ki-psyniotics" or "Ki-psynioticus" and compared to the Imperium who uses the brute force of the Warp as a weapon, the Covenant uses the "Flow" of the Warp to enhance their bodies. The Grandmaster of the Ki-psyniotics and Supreme Lieutenant of ''Darchron's Eternal Crusaders'', '''Jiazah 'Thogamee''' is infamous throughout both Heltorous and Albameous sectors for his brutal skill in his ornamental energy sword called '''Blight's Edge''', and his mastery over Ki-psyniotics, so much so that he makes it an art-form.


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


Of course, this has not gone off without a hitch.  Even using a relatively small amount of Warp energy the risks of possession and perils of the Warp are still the same if not even greater than that of human Psykers due to the newness of the gene.  Prophets have gone senile trying to push their powers too hard or led their armies to ruin whilst foreseeing fortune.  Jiralhanae fall into a blood-rage and slaughter their fellow pack mates until they are put down.  Yan'Me and Mgalekgolo turn against each other as telepathic powers tainted with whispers of the Warp twist the natural connections the species have.  Those who do survive using their powers often succumb to madness with repeated use.  The majority of Ki-psyniotic power users lack the ability to control their powers in the long run and devolve into rambling messes of their former selves. Fortunately the Covenant quickly learned of this, and these disastrous affects of the Warp is largely negated. New members of the Ki-psyniotics are forced to go into the "Trial by Faith", which are multi-Slipspace prisms in which the new members practice their powers. Those that succumb to the Warp would have their bodies and soul instantly vaporize by the Slipspace continuum, reducing Warp and Demon danger, those that pass however are granted un-imaginable powers of vast Stella scale.
*[[Covenant Plasma Launcher]]: Shoots out four homing Plasma Grenades.


The Covenant, now with respectfully new but unfortunately (or fortunately) limited knowledge of Chaos, has formed a new sect of priests whose job is to closely monitor Ki-psyniotics and make sure that the disastrous first effects on the Warp by over dosage of Ki-psyniotics among the covenant is never repeated, for they still cannot reclaim the dozens of new daemon worlds formed out of their initial over-enthusiasm and ignorance.  But for all their caution, the temptations of power and glory tantalize those with the gene, and more often than not they abuse their powers even when they have proved to not be worthy by the priests.  Only time will tell whether the Covenant either tears itself apart due to the use of Ki-psyniotics or whether they'll overcome themselves and grow even more powerful and potent as a result.
*[[Covenant Apocalypse and Starship weaponry]]: Weapons found on the most massive Covenant machines.
[[File:Pimpin-01.jpg|243px|thumb|left|'''Zanoth 'Sharumee''', a very rare Alpha level Ki-psyniotic user and an Arbiter, and wears a Abolisher-Grade Ki-psyniotic armor.]]
==The Covenant and its Children==


Ki-psyniotics are organized into their own hierarchy much as how priests are.  Here, rank is determined by a combination of power, success, and control. Control is deemed the most important due to how flagrantly wrong things can go with such power at work, and it is better to have a soldier who is perhaps less potent but reliable than one who is more powerful but ends up giving into lunacy midway through a battle.  Success of course, is perhaps the most objective way to measure skill, and the feats and deeds of one seeking promotion are analyzed by both more experienced Ki-psyniotics and those who have taken to studying them. Power of course, matters, but not as much as one would think. An Alpha level Ki-psyniotic isn't much use if he's stark raving mad and as liable to rip apart his allies as he is his friends after all.  
Covenant technology has progressed since antiquity. Just as the bolter far surpasses the puny slug-weapons of M2, so do Needlers, Fuel Rod Guns and Plasma Rifles far exceed their obsolete historical counterparts. Covenant warp-drives skim the edge of the immaterium, making short hops from place to place and avoiding most of the danger. However, their drives rapidly recharge, allowing for a succession of quick hops across vast spans of lightyears. Their ships pose a danger even to Imperial warcraft, although naval admirals have often argued they should be considered slightly inferior on account of armaments and shielding.


Those who pass a trial of faith are apprenticed out to a more experienced Psyniotic who helps further guide their new gifts.  Usually, one of these "Tutors" has multiple apprentices, who in battle acts as sort of a sergeant for the ad hoc squad, and if need be, a secondary executioner should the guardians of sanctity be unavailable to immediately terminate a rogue Ki-psyniotic. If the Tutor himself has been gripped by madness, the apprentices are expected to do what is necessary with their former master and aid the guardians of sanctity in saving his soul.  Once an apprentice has attained a higher status, they pass on to higher ranks, and are placed into rotating schedules where they may be called upon for teaching duties.  
Unlike Mankind, none of the Covenant species display any psychic ability, so those few who would bend the knee to the Ruinous Powers must travel to places like the Eye of Terror or collect warp artifacts. 'Yagaron's Dark Disciples, a Sangheili cabal, have laid their energy swords at the feet of Huron Blackheart and he has set them to lead one of his many armies of human cultists. The Unggoy have also been known to form secret rites based on the worship of chaos, on occasion even summoning daemons to 'deliver' them.


===Guardians of Sanctity===
As a tiny Empire, the Tau have made no contact with the Covenant. However, the Tau hired a roving band of Kig-Yar mercenaries during their 3rd Sphere Expansion and incorporated them into the Sept of Ksi'm'yen. The reptilian xenos accepted the greater good and flourished for several decades. When a Genestealer cult broke out in Sept, the Kig-Yar abandoned their oath, disobeyed the Ethereal's orders to suppress the rebellion and fought their way through both sides to the spaceport, where they commandeered a ship and escaped from the planet. They resumed their old thieving ways and have been a scourge to Tau shipping routes ever since.
''"I.AM.DEATH!"'' -motto of the Guardians of Sanctity.


The Guardians of Sanctity are those special priests whose sacred duty is to ensure that the perils of the mind do not overcome the Psyniotic. Some are themselves, psyniotic, but all have what psychic wards and defenses that the covenant can spare them, with higher ranking ones having greater defense. They take more extreme methods of saving the soul than other priests and are deployed en masse wherever Chaos or Psyker heavy foes are involved.  To be chosen for this sacred sect is to mean that the Covenant has recognized the individual as having peerless prowess, unshakeable faith, and all surpassing loyalty.
Many of the Covenant species have established independent enclaves across the galaxy. The Hateful Haven is based in Ultima Segmentum around the accretion disk of a young star. A motley assemblage of Jiralhanae, Kig-Yar, Tarellian Dog-Soldiers and Kroot band together to conduct raids and harass shipping. They are feared in five sectors. Recently, Genestealers have infected numerous asteroids in the system and piratic attacks on shipping have decreased as the Hateful Haven seeks to cleanse itself of the infestation.


They are then trained and further indoctrinated, with the Ki-psyniotics apprenticed to their greaters within the ranks of the Guardians and all are trained to have their minds, souls, and bodies be that of steel.  No weakness is to be tolerated, no doubt to be harbored. For the nature of their task is as such that weakness will only lead to ruin. It is they who are expected to form the vanguard against the Daemon, to be the knife that cuts into the new breed of warped heretic.
The Imperium is unsure of the extent of the Covenant. Official Departmento Munitorum documents indicate that they may have only a few dozen worlds remaining. Inquisitor Czevak of the Ordo Xenos believes this entirely wrong and states the xenos still possess a few thousand planets. The possibility remains also that a great amount of their strength may be fleet-based and they do turn up in unexpected places. Macharius stumbled upon a Covenant pocket empire in the course of his crusade. When the Covenant do attack, they do so in force, with armies comparable in size to the Imperial Guard, although they lack the corresponding ability to reinforce.


[[File:Halo___covenant_gravity_weapons-2.jpg|200px|thumb|left|Incredibly rare Fracture-Cannon and a Gravity Cannon seen in the Guardians of Sanctity.]]
==Theme==
The Covenant fill the blank role in 40k of 'ordinary alien species.' The galaxy is full of undead robots, Cthulu gods and evil space elves with poisoned lasers, but it lacks a playable 'SciFi-staple' xenos force. Even the Tau show extreme technological aptitude and uncharacteristic dynamism. In essence, the Covenant are the steady guys whose presence highlights the madness found everywhere else. Why they shouldn't have psykers.


Though they are priests, their primary duty is not to give sermons or litanies, though some of them do indeed give out such to strengthen resolve among their brethren, but to be the ultimate tool of war against the new breed of horror that strikes at the mind and soul as much as it does the body. They do not know fear, their bodies are honed to perfection, their souls are warded against the supernatural.  Their equipment includes one of the most advance and powerful in the Covenant armory, this includes Gravity Cannons, Gravity Rifles, Slipspace grenades, Anti-Matter Swords and Forerunner Neural Guns which are weapons that can destroy thought and emotion; something Demons from the Warp are mostly comprise of. Their education on their foe is as thorough as can be managed, and each are expected to be able to recite the abilities and weaknesses of the most common forms of daemon off by heart. 
The galaxy is an enormous place. Quite easy to retcon in the Covenant rather than use that hideous Spacebattles cliche about colliding universes. If the Covenant have always been present, this also allows us to scale their weapons to the universe, rather than being grossly under/overmatched.
 
[[File:Cr_elite_high_priest.jpg|200px|thumb|right|A High Priest from the Guardians of Sanctity]]
 
Perhaps the closest comparison would be the Ordo Malleus and Grey Knights of the Imperium, ARCs (Advanced reconnaisance Cadre) 9-12 of the Tau Empire, or the Harlequins and White Seers of the Eldar.  Specialists and the cream of the crop.  Due to the variety of enemies in this new galaxy, similar formations are formed to focus on other specific foes, such as the Purifiers of the Flesh who deal with the Tyranid and Genestealer menace, but such are tales for another time.
 
===Presence of the Blank gene===
While the mutation of Psykers inevitably came from the initial of the Wormhole immigration and the subsequent exposure to the stuff of the Warp, there are no instances of a single Pariah within the Covenant faction.  The most likely explanation is that the Necrons were the first to implant the incredibly rare gene in humanity long ago, for their own nefarious reasons.  No other race besides the humans and the Necrons themselves possess the Blank gene. 
 
As Covenant Ki-psyniotics are incredibly varied to begin, the presence of a single Blank can sometimes be enough to unhinge the target's mind or just makes them feel irritated, making them a high priority target in the Covenant forces.


==See Also==
==See Also==
You can look at fan-made shot stories for the Covenant, right now there is only one, and is still under-construction.
You can look at fan-made short stories for the Covenant, right now there is only one, and is still under construction.


*[[The Glassing of Djangoris Alpha IV]]
*[[The Glassing of Djangoris Alpha IV]]


==Codex - The Covenant==
If you want to go back to the Crunch, here is the '''link:'''--> [[Codex - The Covenant|Codex - The Covenant]]
==Gallery==
==Gallery==
<gallery>
Image:640px-Solace_Destroyed.jpg|A Covenant Super-Carrier is destroyed when Tau Cruiser ''The Chalice of Vol'', sacrificed itself by using its Warp-Drives to overload.


<gallery>
Image:640px-Solace_Destroyed.jpg|Covenant Super-Carrier is destroyed when Tau Cruiser ''The Giver of life'', sacrificed itself by using its Warp-Drives to overload.
Image:Halo__fistful_of_arrows_58_59_by_levihoff-d4aa3ln.jpg|Djangorian Hell-Jumpers, dying by the hundreds.
Image:Halo__fistful_of_arrows_58_59_by_levihoff-d4aa3ln.jpg|Djangorian Hell-Jumpers, dying by the hundreds.
Image:Charge-vs-Covenant-Sangheili-1280x720.jpg|
Image:Charge-vs-Covenant-Sangheili-1280x720.jpg|
Image:Halo-the-jackal-20090921022809902-000.jpg|Kig-Yar pirate patrols, raiding a Tyranid infested planet.
Image:Halo-the-jackal-20090921022809902-000.jpg|Kig-Yar pirate patrols, raiding a Tyranid infested planet.
Image:Anniversary,_flood_outbreak.jpg|Members of the Imperial Xenologists, attacked by something worse then the Covenant.
 
Image:Anniversary,_flood_outbreak.jpg|Members of the Imperial Xenologists, attacked by something worse than the Covenant.
 
Image:Flood_Images.jpg|A sketch of the Great Parasite.
Image:Flood_Images.jpg|A sketch of the Great Parasite.
Image:Half_Jaw_and_His_Command_Crew.jpg|
Image:Sangheilis_Spacebattle.jpg|A border skirmish between Sangheili and Jiralhanae rebels.
Image:Sword_of_sanghelios-d4gctwy.jpg|Covenant battle fleet, ''Sword of Sanghelios'' with a Warpstorm behind them.


</gallery>
</gallery>


[[Category:Stories]] [[Category:Video Games]] [[Category:Awesome]] [[Category:Warhammer 40,000]]
[[Category:Stories]] [[Category:Video Games]]

Latest revision as of 19:56, 24 June 2023

"On the blood of our fathers, on the blood of our sons! We swore to uphold the Covenant!" ~Rtas 'Vadumee, reciting the holy mantra of the Sangheili Evocati.

"You are, all of you, vermin. Cowering in the dirt, wondering, what, I wonder? That you might escape the coming fire?! No. Your world will burn until its surface is but glass, and not even your demon will be able to creep, blackened from its hole to mar the reflection of our passage. For your destruction is the will of the Gods, and I? I AM THEIR INSTRUMENT!" - Ord Casto, High Prophet of Truth, and sole Hierarch of the Covenant following the deaths of Mercy and Regret.

The walking pillars of RAPE, RAEG, RIP AND TEAR!

For more than forty millennia, the Covenant has endured amongst the stars. They are a relic empire, a mere remnant, with a few thousand worlds scattered across Segmentum Solar. Still, unlike most governments, the Covenant is unusually a fleet based empire; highly nomadic and constantly on the move to acquire new prey to conquer. Although their remaining planets are used for political and industrial purposes, the reality is that the highly mobile fleets of the Covenant make them extremely difficult to intercept. It is for this reason that Covenant astro-territories are constantly in flux. Thus, although the Covenant claim they encompass a vast majority of space, their physical planetary territories are spread thinly.

According to the legends of the Covenant, their gods - the Forerunners - rose from primordial chaos long ago to rule the universe for many strange aeons. Then, the hated enemy, the Parasite, arose to wage war upon the ancient gods. In their last act, the Forerunners ascended from this materium of mortality and decay to the true eternity. They left behind them the way of holiness, Halo, so that their children might follow their ascension. The most ancient histories of the Covenant record that Mankind in his wickedness annihilated Halo and for this reason they have sworn war unending with the race of Man.

At the time of the Great Crusade, the Covenant encompassed tens of thousands of worlds. Nearly all fell before the might of the Space Marine legions. Only the betrayal of Horus prevented the extinction of the Xenos alliance. To this day, the Covenant fears to openly challenge the Imperium and have fortified each of their planets with a formidable defensive network. The Covenant is 'closed.' It has since antiquity included a number of Xenos species but considers all others impure and unworthy of fellowship. It may tolerate a conquered race for the slave labour provided but, when practical, it prefers to cleanse outsiders. It operates on a rigid hierarchical basis, with the San 'Shyuum and Sangheili ruling over the other castes. Infrequently, the Sangheili must crush Jiralhanae uprisings. The Kig-Yar often operate independently as merchants, privateers and mercenaries. They have been known to work in conjunction with human pirates. During the battle for Hyperion Hive, Imperial governor Laslo Feldt hired an army of Kig-Yar which successfully repulsed the Orkish invaders. Unfortunately for Feldt, the Inquisition executed him for this ten years later, by which time the Kig-Yar had long moved on.

The Covenant exhibits a fatalistic outlook. Having long believed that Humanity destroyed the way to paradise, they are merely waiting for the apocalypse which will, at last, grant them oblivion. They know of Chaos, but no client species within the Covenant exhibits psychic ability. The prophecies say their ruin will not come from the powers of the long night but with the return of the most ancient enemy. They see in the arrival of the Tyranids, not a new force, but the most ancient of all evils returned in a yet deadlier form: the Parasite. Hive Fleet Kraken devoured the last known Covenant planets in Ultima Segmentum and the surviving splinter fleets crawl unflinchingly towards Segmentum Solar. The last Arbiter has been anointed in New High Charity and the Covenant stands ready for the end.

There will be no hesitation. There will be no surrender. There will be only death.


Covenant Client Races[edit]

Most of the species, sub-species and client members in the Covenant

The Covenant coalition unites several different Xenos under one banner. The Covenant teems with brutality and cruelty, with the strong lording over the weak and the weak serving the strong. This by no means ensures a life of ease for the upper castes, for they must be at the forefront of every battle and the war grows more desperate every century. The Jiralhanae and the Sangheili consist almost exclusively of warrior societies, with labour either automated or performed by slaves of the lower castes. Covenant doctrine teaches that all the species must serve. Any rebellion or splinter group earns swift punishment. Indeed, the Covenant has waged many campaigns to track down and eliminate secessionists.

San'Shyuum: Once the foremost power in the Covenant, this fabled species vanished long before the rise of the Imperium. A special class of priestly Elites study their many prophecies in an attempt to divine things past, passing and not yet passed. Some of these priests receive dreams and visions of the San'Shyuum whilst ordinary pilgrims hope to glimpse their ghosts at holy sites.

Sangheili: The saurian warrior-caste which dominates the Covenant, noted for the four pairs of mandibles that comprise their lower jaw structure. Taller, stronger and more agile than a human, they are consumed by a ritualistic honour code of combat. They have been known both to spare a worthy defeated foe (though few are counted as such) and to throw away their lives rather than commit craven acts. Their tradition of taking trophies leaves them keen to engage with the most dangerous foes, such as the Adeptus Astartes. One-on-one, a Sangheili has little hope of besting a Space Marine, but their concept of honour does not depend on fairness. Rather, it revolves around a warrior displaying utmost courage and skill and respecting his enemies who do likewise. Thus, the Sangheili often 'soften up' Astartes with artillery bombardments and waves of lesser troops before moving in for the kill.

Jiralhanae: These ruthless savages have earned such moniker as Brutes, Kongs and Hairy Ogryns amongst those Imperial Forces which they have encountered. They are tougher, more cunning and better armed than Ork Boyz, if nowhere near as numerous. In such Imperial Stormtrooper schools that cover the Covenant in their curriculum, the Jiralhanae are considered comparable to Ork Nobs. They revel in carnage and fail in every artistic instinct except for crude tribal insignias and totems. They award importance only to those in their packs and status in Jiralhanae packs centres around constant brawls, so none of the other Covenant races (all physically weaker) can join. For this reason, they often despise the Sangheili, even sometimes rebelling against them, but never successfully. Their rivals simply understand warfare better.

Jiralhanae often strike out from the Covenant to find new worlds free from the rigid ritualistic influences of their peers. New High Charity sanctions many of these expeditions, with the theoretical understanding that the new holdings will rejoin the main Covenant when support fleets arrive. Other expeditions set out without permission and will fight to keep their independence.

For protracted conflicts, Covenant commanders often seed rugged regions with Jiralhanae warbands, expecting them to rampage, loot and generally disrupt the enemy over a wide terrain. Their opportunistic feeding patterns and durable constitution allows them to operate long term in such theatres.

Huragok: Although seemingly organic, these silicon-based lifeforms are in fact artificial living computers. Covenant doctrine teaches they were gifts from the gods in ancient days and accords them religious reverence. The Huragok maintain the Covenant's technological base, even repairing equipment in of battle. They will not fight in any circumstances so deployed units require bodyguards. In the Nova Terra Interregnum, the Ordo Xenos procured a number of these strange creatures but learned they can only work with Covenant technology.

M'galekgolo assaulting a enemy position

Lekgolo: These armoured behemoths fulfil both a long-ranged support role and a close-quarters attack role. Schola Progenium War Manuals recommend engaging these xenos with meltas, plasma weapons and flamers. Xenologist dissections reveal that the creatures consist of a bundle of worm-like creatures fused together by foul flesh alchemy to create a single sentient organism. They carry plasma cannons into battle--earlier classified as fuel rod weapons. Yeest's Apocrypha Aliena (M34) suggests the Sangheili created the Lekgolo from worm creatures rich in neural matter as a servant race but Covenant legend tells of them already having their own culture at the time of their introduction to the Xenos alliance.

Sharquoi: Coming from an unknown world, the Sharquoi is a large massive behemoth of unimaginable strength. These Xenos have an uncanny appearance similar to that of the ancient, monstrous lizards called Dinosaurs of ancient Terra long passed by. What makes them stand out from the usual Covenant infantry, however, is their colossal size, massive natural occurring 'spike fists', a jaw-less head and one massively stubborn hide that could even shrug off blows from a Tyranid Bone-Scythe. Because of these attributes, the Covenant use them as living, breathing battering rams and walking siege-engines of gargantuan strength that could crumple an Imperial Tank without much impunity. However don't let their savage appearance fool you, they are still as intelligent as a fully grown man.

The Yanme'e Queen sketched by a Imperial Xenobiologist

Yanme'e: These aliens appear insectoid in nature but possess an internal skeletal 'lattice' structure. The exoskeleton only develops after the organism reaches maturity. In their natural state, they are capable of short hops but can attain flight when bolstered by carapace-mounted anti-gravity pods. Airborne drones will soar over the battlefield in teeming swarms, attacking and disorienting the enemy from multiple vertical directions. Their eusocial mental patterns tend towards extreme dogmatism and group mentality, making them easily the most fanatical race in the Covenant.

Kig-Yar: Opportunistic, aggressive and self-reliant--only extreme practicality keeps Kig-Yar within the Covenant, for they realize that without the muscle and technology of the upper castes, their kind faces ill odds in a hostile galaxy. The Kig-Yar practice terror attacks and an offensive version of scorched earth wherein they raze territory after looting as much as possible. They particularly seek out civilians for the slaughter, with the logic that 'burning the seed is easier than burning the stalk.' Many Kig-Yar set out as pirates or mercenaries where they have achieved several notable successes. Warlord Torrin Darkchance summoned the aliens to help him overthrow the Agri-World of Castor VI but, after executing the Imperial Governor, failed to pay the agreed price. The aliens responded by storming the governor's bliss-palace, kidnapping the new despotic administration (including Torrin), and selling them to the Dark Eldar. Like the Hyena species of Ancient Terra, Kig-Yar live in a female-dominated society, with females ruling as Queens, or Pirate Capitans in charge of raiding ships, Covenant, or Banished fleets. Males are never tolerated long by their female superiors, and most Males work as the soldiers encountered by the Imperial Guardsmen. Their gender differentiation is found on their heads and elbows, with males having feathers and quills that can change colour with their mood on the back of their heads and elbows. Females are taller than males, and have scales and bony plates on the back of their heads and elbows, as males are known to aggressively bite these areas during mating. The xenobiologist who gained this information has since been executed.

In combat, the Kig-Yar employ their species' natural agility and heightened senses to serve a litany of combat roles, be it scout, front-line defender, shock trooper or Sniper. The majority of Kig-Yar infantry are equipped with gauntlet-mounted energy shields, which provide protection analogous to carapace armour. Adjutants of the Ordo Xenos have documented the existence of three distinct Kig-Yar subspecies:

  • Ruuhtian: Native to the supercontinent Ruuht, and the mainline Kig-Yar subspecies within the Covenant. Their comparatively frail biology has seen them gradually withdrawn from frontline combat in favour of the hardier Ibei'shan and T'vaoan, though they hold value as specialist infiltrators and marksman. A Ruuhtian Sniper armed with a Beam Rifle is considered a terrifying prospect for any regiment of the Imperial Guard, as the whisper-quiet operation of the weapon combined with the Ruuhtian's lithe frame makes it virtually impossible to track the Sniper with the naked eye, beyond the purple contrail of each undoubtedly lethal shot they take.
  • Ibei'shan: Hailing from the isolated, volcanic continent of Ibie'sh, these Kig-Yar exhibit the more primitive traits of their ancient predecessors, sporting a more saurian appearance that one could easily confuse for a pygmy Sangheili. As such, their greater resilience has seen them subsume the Ruuhtians as frontline troops, and are most often seen accompanying Covenant patrols and assaults.
  • T'vaoan: A distant Kig-Yar subspecies hailing from the asteroid-moon of T'vao, the T'vaoans have evolved to be much stronger, tougher and faster than their homeworld cousins, making them more arrogant in that regard. Sprouting a mane of feathers and plumage which covers their entire heads and bodies, as well as achieving a more well-formed beak with eagle-like eyes, they resemble more like actual Aves then the more saurian Kig-Yar; the resemblance in turn, cause some Xenobiologists to compare the T'vaoans with Ancient Terra's earliest evolution of birds to the divergence of Abhumans from the evolutionary norm. Due to this, the T'vaoans are often nicknamed by Imperial Guardsmen as "Vultures", analogous to the Kig-Yar's "Turkeys". However, such 'humorous' nicknames are often not to be underestimated, being much more physically superior to the Kig-Yar, the T'vaoans are notorious for their blinding speed and agility, so much so that they can run circles around even the obscenely fast Astartes. This, coupled with the fact that T'vaoans are usually situated in infiltration and covert warfare within the Covenant, will cause chaos and distraught if they are not located and caught immediately.

Unggoy: Feeble-minded, cowardly and mentally weak, this slave race occupies the lowest place in the caste system. Little more than cannon fodder, Covenant commanders deploy vast numbers of Unggoy as meat shields to distract the attention of the enemy. Their natural cowardice leads them to prefer defensive combat. The Unggoy breed rapidly but more are always needed for the eternal war. They must wear complicated breathing apparatus to fulfil their unique methane respiration needs. In accordance with their honour code, Sangheili have been known to adopt the most promising Unggoy as 'shield-bearers,' in this way even allowing the slave race to rise to the rank of Special Operations. This distracts enemy fire from the Elites.

Covenant Planets and Colonies[edit]

Only a few dozen Covenant worlds remain. The Great Crusade saw them reduced to three worlds, each of which believed itself the last survivor, saved only by the outbreak of the Horus Heresy. During this titanic conflict, Covenant fleet elements regathered and reconquered two hundred worlds, strategically falling upon planets that had sent their Imperial Army contingents elsewhere or to planets crippled by Traitor-Loyalist infighting. During the Forging, the Hierarchs swore a secret deal with Roboute Guilliman that they would go to war with the Ork Empire of Gorgarok if he spared them the vengeance of the Space Marines. The agreement lasted two thousand years. Since then, the fortunes of the Covenant have both waxed and waned, but the prophecies have clearly shown that the end is very soon.

High Charity: The most well known Covenant base, city and mobile moon. High Charity is one of the most heavily defended worlds in the Covenant as it carries the last known Forerunner ship called a Dreadnought-Class, that uses its mighty engines to power the moon itself. Bristling with over hundreds of Covenant Assault and Super Carriers, and armed with weapons so ferocious that it can eat through an entire Imperium Crusade fleet. The city itself resembles a flying giant purple mushroom, and is in fact, constructed on the last rocks of the former homeworld of the San'Shyuum, called Janjur Qom.

Janjur Qom: The lost homeworld of the San'Shyuum, Janjur Qom is said to hold the great secrets of the gods or, in some tales, to be the place of paradise for all who find it, of any species.

The Sangheili's capital city, home and planet. Sanghelios

Sanghelios: Sanghelios was the homeworld of the Sangheili, a dry and arid wasteland. It fell to human forces in the Dark Age of Technology. The Covenant regained it during the Age of Strife, only to lose it again to the Iron Warriors. Presently, it hosts a thriving Imperial Hive world, but, with the return of the Parasite, the Sangheili are mustering an apocalyptic armada to take it back.

Doisac: The Jiralhanae's homeworld and a classified Death-World, the planet suffers from extreme gravity, unpredictable magnetism, mass volcanism and massive tidal waves that engulfs half the planet every month or so. Infamous to the Tau, since it was the sight of the Kroot Blood-Massacre, where five entire Kroot War-Spheres crash-landed on the planet. Within moments, all the Kroots saved for seven Kroot Shapers were butchered, slaughtered and eaten by the planets violent and carnivorous natives.

Te: This is where the Lekgolo and M'galekgolo originated from, although it looks like a gas-giant at first, it is in fact a planet with solid ground. This was also the site of the Taming of the Hunters where the Covenant subdued the Lekgolo after they found out that some of them were eating the artifacts of the Holy Forerunners, and others were not. Nowadays crossing the surface of Te is considered so dangerous, that not even the Catachan Jungle Fighters can survive it.

Eayn: The homeworld or, more accurately, the homemoon of the Kig-Yar, is a Terra-sized body orbiting the gas-giant Chu'ot. It is dominated by the two massive supercontinents of Ruuht and Ah'lomet that cover almost the entire surface of the moon and is surrounded by asteroids the size of mountains. The Imperium attempted to take the world in the Righteous and Harmonious Fists Campaign, grinding over 95% of the population with the inexorable might of the Imperial Guard. Due to circumstances elsewhere, the Imperium had to withdraw and Eayn has since been repopulated. The system is more than ever a lair of alien pirates and a menace to the regions surrounding it.

  • T'vao: An asteroid and Kig-Yar colony that is orbiting the same home-system as Eayn, this is where all T'vaoans, offshoots of the Eayn Kig-Yar subspecies, can trace their ancestry here. Because of their different gravity and environment, the T'vaoan has evolved to be tougher, faster and stronger than their lightweight cousins.

Balaho: A chill, dreary and poisonous world--home of the Unggoy. Aggravating its native harsh clime, reckless pollution has so stained the surface that corrosive storms now scourge the atmosphere. The industrial resources have been mostly depleted, with the surviving Unggoy clinging to life vast underground shelter complexes. Orks arrived in M39 and have occupied large stretches of the planet ever since. With little value on Balaho, the Covenant does not wish to expend its resources taking it back. Instead, it sends raw troops there to 'blood their claws.' The Orks have largely gone feral and are endemic rather than a serious threat, but should another Waaaagh arrive, will likely overwhelm the defences.

Palamok: The Yanme'e Hive-World (Quite literally), over twice the size and gravity of Holy Terra, Palamok may resemble the old Terran records of the Ancient Carboniferous-era. This planet teems with hostile insects and amphibians of tremendous size.

Joyous Exultation: This airless moon was once an important mining facility and Imperial Navy shipyard. During the Righteous and Harmonious Fists Campaign, the Imperium invaded the Kig-Yar homeworld of Eayn. Rather than reinforcing Eayn, the Hierarchs elected to strike at the campaign staging point and supply line. A Covenant Armada descended upon this moon, pulverized the garrison fleet and engaged in mass warfare with the Imperial Navy's CCCVIXth Lunar Vacuum Corps across the lifeless rocks. Even before the conclusion of the war, the Shipmasters had already converted the facilities to manufacturing Covenant vessels. Using Joyous Exultation as their own staging point, the Covenant have waged wars of wrath upon several Imperial planets, reducing them to feral worlds void of any industrial capacity. For its part, the Imperium considers the reconquest of Joyous Exultation necessary to security in the sub-sector and will launch an attack as soon as is practical.

Obsidius: A timeless world brought into being by the will of the gods, Obsidius boasts incomparable weapons built into the very skin of the planet. Many Covenant took refuge here during the Great Crusade, as the Emperor's minions were utterly unable to approach without being vaporized. To this day, Imperial star charts label the system as Perditus, so that none may approach upon pain of ex-communication and death. Seven times in history, Ork Waaaghs have attempted to make planetfall, each time suffering incineration before even touching the atmosphere. In 958M41, a Necron Blight Swarm fell upon the system. Although the ancient weapons wreaked ruin upon their fleet, their weapons also rained down ruination from orbit and numerous phalanxes teleported to the surface. Unprepared for anyone getting past their 'divine defences,' the Covenant nonetheless mustered an army to challenge the invaders. War scourged the surface for months, with the Necrons sabotaging every piece of pre-Covenant technology they encountered. With the ancient mysteries wrecked, the metallic invaders departed. Obsidius is no longer protected by incomparable weapons but the Imperium does not know this and the Covenant have rebuilt it into a daunting conventional stronghold-world.

Sheal 'Onis as seen from Imperial Orbit.

Rtam 'Oldo'ra: This Sangheili garden-world and recruiting post lay on the fringes of Ultima Segmentum. Hive Fleet Kraken swept in in 988M41, brushing aside the few cruisers and orbital platforms which opposed them. The Tyranids descended upon the surface, devouring all opposition. On land, the Covenant army won several victories but the great devourer encircled and choked them out. The remaining Covenant ships retreated to the world of Musk Angelos, where they hid in the outer system out of range of Imperial batteries. Having consumed Rtam 'Oldo'ra, the Tyranids followed and fell upon Musk Angelos. At this moment, the Shipmasters struck, catching the devourer between the defensive batteries and their own weapons. It was not enough. All the Covenant vessels were torn apart.

Having received a message about the terror of the Parasite's return, a much greater Covenant armada arrived to find both Rtam Oldo'ra and Musk Angelos as lifeless husks. The fleetmaster had been born upon Rtam 'Oldo'ra and he swore sure vengeance upon the great devourer. The armada hunted the splinter fleet, at last catching it in empty tracts of the vast void, and fighting a vast hit-and-run battle over months, whittling down the Tyranids where they could not replenish themselves. When they were down to ten hive ships, the Tyranids responded by scattering each in a different direction. The fleetmaster split the armada into three, with orders to rendezvous after destroying their prey.

Covenant Weaponry[edit]

The Weaponry of the Covenant Army has been known and studied throughout the Imperium. However, the alien nature of their weaponry still eludes even the top Imperium Xenologist and Tech-Seers. One major difference in the Covenant Weaponry is their main use of Plasma Weaponry, though unlike certain races such as the Tau or even the Imperium themselves who uses actual Plasma, the Plasma utilized by the Covenant is completely different. Dubbed as "Arcano-Plasma" by Tech-Priests, this unnatural state of matter has been shown to 'eat' through objects and materials rather than the instant vaporization more commonly seen from other plasma weapons employed by other Xenos. These are the list of Covenant weapons recovered by the Imperium for study.

Weapon-Families Listed[edit]

  • Covenant Needler: Specialized weapons that use ammunition of unknown property, homes on targets and explodes.
  • Beam Rifle: Covenant Particle Accelerators, includes other weapons in the same category such as the Focus Rifle.
  • Covenant Carbine: Uses highly concentrated radiation rounds, launched at hypersonic speed.
  • Jiralhanae Guns: The list of rifles, pistols and grenade launchers used by the Jiralhanae.

The Covenant and its Children[edit]

Covenant technology has progressed since antiquity. Just as the bolter far surpasses the puny slug-weapons of M2, so do Needlers, Fuel Rod Guns and Plasma Rifles far exceed their obsolete historical counterparts. Covenant warp-drives skim the edge of the immaterium, making short hops from place to place and avoiding most of the danger. However, their drives rapidly recharge, allowing for a succession of quick hops across vast spans of lightyears. Their ships pose a danger even to Imperial warcraft, although naval admirals have often argued they should be considered slightly inferior on account of armaments and shielding.

Unlike Mankind, none of the Covenant species display any psychic ability, so those few who would bend the knee to the Ruinous Powers must travel to places like the Eye of Terror or collect warp artifacts. 'Yagaron's Dark Disciples, a Sangheili cabal, have laid their energy swords at the feet of Huron Blackheart and he has set them to lead one of his many armies of human cultists. The Unggoy have also been known to form secret rites based on the worship of chaos, on occasion even summoning daemons to 'deliver' them.

As a tiny Empire, the Tau have made no contact with the Covenant. However, the Tau hired a roving band of Kig-Yar mercenaries during their 3rd Sphere Expansion and incorporated them into the Sept of Ksi'm'yen. The reptilian xenos accepted the greater good and flourished for several decades. When a Genestealer cult broke out in Sept, the Kig-Yar abandoned their oath, disobeyed the Ethereal's orders to suppress the rebellion and fought their way through both sides to the spaceport, where they commandeered a ship and escaped from the planet. They resumed their old thieving ways and have been a scourge to Tau shipping routes ever since.

Many of the Covenant species have established independent enclaves across the galaxy. The Hateful Haven is based in Ultima Segmentum around the accretion disk of a young star. A motley assemblage of Jiralhanae, Kig-Yar, Tarellian Dog-Soldiers and Kroot band together to conduct raids and harass shipping. They are feared in five sectors. Recently, Genestealers have infected numerous asteroids in the system and piratic attacks on shipping have decreased as the Hateful Haven seeks to cleanse itself of the infestation.

The Imperium is unsure of the extent of the Covenant. Official Departmento Munitorum documents indicate that they may have only a few dozen worlds remaining. Inquisitor Czevak of the Ordo Xenos believes this entirely wrong and states the xenos still possess a few thousand planets. The possibility remains also that a great amount of their strength may be fleet-based and they do turn up in unexpected places. Macharius stumbled upon a Covenant pocket empire in the course of his crusade. When the Covenant do attack, they do so in force, with armies comparable in size to the Imperial Guard, although they lack the corresponding ability to reinforce.

Theme[edit]

The Covenant fill the blank role in 40k of 'ordinary alien species.' The galaxy is full of undead robots, Cthulu gods and evil space elves with poisoned lasers, but it lacks a playable 'SciFi-staple' xenos force. Even the Tau show extreme technological aptitude and uncharacteristic dynamism. In essence, the Covenant are the steady guys whose presence highlights the madness found everywhere else. Why they shouldn't have psykers.

The galaxy is an enormous place. Quite easy to retcon in the Covenant rather than use that hideous Spacebattles cliche about colliding universes. If the Covenant have always been present, this also allows us to scale their weapons to the universe, rather than being grossly under/overmatched.

See Also[edit]

You can look at fan-made short stories for the Covenant, right now there is only one, and is still under construction.

Codex - The Covenant[edit]

If you want to go back to the Crunch, here is the link:--> Codex - The Covenant

Gallery[edit]