Codex - The Covenant: Difference between revisions

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===Prophet of Regret===
===Prophet of Regret===


Rash, Violent, Immature, the High Prophet of Regret is an oddity among San'Shuum in that he indulges in the Culture and respect of the Sangheili. Due to his respect among his Elite Subordinates the High Prophet of Regret comes equipped with two very powerful Gravity Cannons as well as a Shield that gives it 4+armour save, furthermore he is allowed to have two Sentinel Protectors which gives him 2+attack power, two Sentinel Defenders which further boost his armor save by 2+, and two Sentinel Healers which heals his health every 2 turns. He has two special abilities, one is called "The Prophets Grace" which inspires and give every Covenant Unit and Vehicle 2+armor save, 2+attack power and gives them Fearless, the other ability is called the "Regret's Wrath" which enables him to call down the infamous Glassing beam that does enormous damage to all units including Titans. His main Disadvantage is that he is expensive, and that once he is taken down, every Covenant Unit loses morale.
Rash, Violent, Immature, the High Prophet of Regret is an oddity among San'Shyuum in that he indulges in the Culture and respect of the Sangheili. Due to his respect among his Elite Subordinates the High Prophet of Regret comes equipped with two very powerful Gravity Cannons as well as a Shield that gives it 4+armour save, furthermore he is allowed to have two Sentinel Protectors which gives him 2+attack power, two Sentinel Defenders which further boost his armor save by 2+, and two Sentinel Healers which heals his health every 2 turns. He has two special abilities, one is called "The Prophets Grace" which inspires and give every Covenant Unit and Vehicle 2+armor save, 2+attack power and gives them Fearless, the other ability is called the "Regret's Wrath" which enables him to call down the infamous Glassing beam that does enormous damage to all units including Titans. His main Disadvantage is that he is expensive, and that once he is taken down, every Covenant Unit loses morale.


===The Arbiter===
===The Arbiter===
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===Tartarus===
===Tartarus===


Often called in formality as the Chieftain of the Brutes, Tartarus possesses skill and power unlike anything fought in the Covenant, strong, arrogant, brutish but cunning, Tartarus uses dirty tricks to fool his enemies into making a fatal mistake. Shielded by an Energy Barrier unlike anything seen by the Imperium, this shield grants him all but immunity to all but the most powerful Imperial Weapons, not even Power Weapons could penetrate this anomaly, special caution must be made in order to avoid such Brute. Armed with but a single Ancient Gravity Hammer called by Xenologist as the "Fist or Ruckt", this old but very powerful weapon was reported to create vortexes and miniature black holes as it manipulate and uses the power of Gravity. Imperial Sergeant Archios Benedict reported that the Hammer was powerful enough that it once shattered a mighty Titan, uses its shattered body as projectiles and then launching them at a Imperial Hive city causing immense damage able to be seen from orbit.
Often called in formality as the Chieftain of the Jiralhanae, Tartarus possesses skill and power unlike anything fought in the Covenant, strong, arrogant, brutish but cunning, Tartarus uses dirty tricks to fool his enemies into making a fatal mistake. Shielded by an Energy Barrier unlike anything seen by the Imperium, this shield grants him all but immunity to all but the most powerful Imperial Weapons, not even Power Weapons could penetrate this anomaly, special caution must be made in order to avoid such Brute. Armed with but a single Ancient Gravity Hammer called by Xenologist as the "Fist or Ruckt", this old but very powerful weapon was reported to create vortexes and miniature black holes as it manipulate and uses the power of Gravity. Imperial Sergeant Archios Benedict reported that the Hammer was powerful enough that it once shattered a mighty Titan, uses its shattered body as projectiles and then launching them at a Imperial Hive city causing immense damage able to be seen from orbit.


===Elite Councillors===
===Elite Councillors===
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==Covenant Infantry==
==Covenant Infantry==
==Glassing of Djangoris Alpha IV==

Revision as of 02:45, 29 August 2013

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

Anyway, The Covenant are a really interesting bunch and bring a whole slew of new weapons, units, and tactics to the game so I'm making a codex that represents them well enough. I've seen some crazy excuses for an Elite to beat an entire army on his own. (It is actually true, look at Halo: The Duel, Fal "I can bitch slap Titan-Size Hunters for Tuesday" Chuvamee can make the Ultrasmurfs shit themselves, but then again their smurfs). You see, the animu has tons of ridiculous things going for the Haloverse (with the exception of Origin b/c it's just telling a story) such as showing three Spartans blast through ~9001 Covenant in one sitting.

  • But the thing is, with 343 new canon policy, this is as equal canon as the Games, thus the characters have those animu superpowers as legit canon 0_o
    • Fixed your cannon to canon. And screw that. This is a codex attempting to address the overpowered BS that is seen in other codex emulating such animu powers. Also, when did 343 ever know

what they were doing? See: Halo

      • But the thing is, 343 have no idea what they are doing with the cannon for Halo...

Also Covenant warships to be able to break the back of a Segmentum fleet but I call bullshit on all that fan-boyism. Depends on the calcs for both sides really.

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

Army Special Rules

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

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

Warlord Traits

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

Covenant Equipment

The united forces of the Covenant employ a wide variety of technology and weapons, either that gleaned from study of Forerunner artifacts or by separate development through constant war.

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

Ranged Weaponry

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

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

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

Melee Weaponry

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

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

Miscellaneous Equipment

Plasma Grenades- Work exactly as described in the Warhammer 40,000 rulebook, though in close combat against a vehicle they count as Krak grenades with a re-roll to hit.

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

Brute Armor- 4+ armor save

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

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

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

Vehicle Wargear

Vehicular Energy Shielding

Unique HQ Characters

Prophet of Regret

Rash, Violent, Immature, the High Prophet of Regret is an oddity among San'Shyuum in that he indulges in the Culture and respect of the Sangheili. Due to his respect among his Elite Subordinates the High Prophet of Regret comes equipped with two very powerful Gravity Cannons as well as a Shield that gives it 4+armour save, furthermore he is allowed to have two Sentinel Protectors which gives him 2+attack power, two Sentinel Defenders which further boost his armor save by 2+, and two Sentinel Healers which heals his health every 2 turns. He has two special abilities, one is called "The Prophets Grace" which inspires and give every Covenant Unit and Vehicle 2+armor save, 2+attack power and gives them Fearless, the other ability is called the "Regret's Wrath" which enables him to call down the infamous Glassing beam that does enormous damage to all units including Titans. His main Disadvantage is that he is expensive, and that once he is taken down, every Covenant Unit loses morale.

The Arbiter

A heavily skilled but dishonoured Elite, called The Arbiter by Imperial Slang, this once respected Supreme Commander is now shamed and bear the agony of this title. It is required that any Arbiter must die in battlefields or missions deemed suicidal by even Spacemarine Captains. Showing no pity nor mercy, The Arbiter uses his skill of over a thousand battles to slaughter and kill any enemy that stands in his way. One Imperial Scout reported that he single-handidly slaughtered an entire Kroot Army which also includes Greater Knarlocs and Krootox, "All of them butchered like wild animals, by this, this monster!" said the Scout in frantic fear. He is armed with an ancient Energy Sword which has the same stats as a Artificer Power Sword but ignore Cover saves, has an inbuilt cloak which makes him unseeable for more than 6 rolls. Has a special ability called "Rage" which makes him invincible and enables him to one-hit kill or types of infantry and vehicles over a short time.

Tartarus

Often called in formality as the Chieftain of the Jiralhanae, Tartarus possesses skill and power unlike anything fought in the Covenant, strong, arrogant, brutish but cunning, Tartarus uses dirty tricks to fool his enemies into making a fatal mistake. Shielded by an Energy Barrier unlike anything seen by the Imperium, this shield grants him all but immunity to all but the most powerful Imperial Weapons, not even Power Weapons could penetrate this anomaly, special caution must be made in order to avoid such Brute. Armed with but a single Ancient Gravity Hammer called by Xenologist as the "Fist or Ruckt", this old but very powerful weapon was reported to create vortexes and miniature black holes as it manipulate and uses the power of Gravity. Imperial Sergeant Archios Benedict reported that the Hammer was powerful enough that it once shattered a mighty Titan, uses its shattered body as projectiles and then launching them at a Imperial Hive city causing immense damage able to be seen from orbit.

Elite Councillors

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

HQ Units

Troops

Grunt Squad - 40pts

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









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

Dedicated Transports

Elites

Fast Attack

Heavy Support

Info on Covenant Vehicles

Covenant Land Vehicles

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

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

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

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

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

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

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

Covenant Air Vehicles

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

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

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

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

Covenant Apocalypse Unit

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

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

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

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

Covenant Star fighters

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

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

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

Covenant Star-ships

Brief Summary: Covenant Star-ships are noted throughout the Orion Arm to be weaker then the Imperium counterparts in both offense and defense, but what makes them dangerous is their sheer numbers (Usually numbering in the hundreds or thousands) and speed of their ships. Xenologists and Tech-priests researching in the specialized section of Xeno tech, discovered that the main FTL drives are on a completely different scale, dubbed Slipspace by a captured Kig-Yar. Slipspace according of what has been studied, is an entire different Universe with its own set of dimensions, Xenologists found out that the Covenant are the only Xeno Race they encountered to use a non-Warp base FTL, what is more concerning is their size. Although still smaller then the Imperium, the Covenant Empire is big enough to cover the entire the Orion Arm, much bigger then any Xeno Empire and definitely big enough to be seen from Imperial Space, even though they are located in furthest reaches of Ultima Segmentum, their Size, Industry, Speed and Alieness causes the Imperium to be wary of their moves.


Covenant Cruisers:Come in both light, medium and heavy types, the most numerous but also one of the weakest. Equipped with several dozen Plasma Torpedoes and three Glassing Beams/Energy Projectors. Each Plasma Torpedo impacts at the force of over 500 Megatons for planetary bombardments to 910 Gigatons for space combat. Energy Projectors could be dialed up or down, and depending on their power levels, could easily reach Terratons.

Covenant Assault Carrier:Command ships for the Covenant Navy, has even more Plasma Torpedoes, Multiple Pulse Lasers and five Energy Projectors, with stronger shields as well. Usually at the length of 5km, weaker then their Imperium counterpart but comes in numbers to compensate.

Covenant Destroyers:Covenant ships that are slightly stronger then Cruisers but is usually situated in Glassing.

Covenant Super Carrier:At 28km long, it is truly the largest ship in the Covenant Navy. This Leviathan of a ship, dwarfs the largest Imperium Ship the Retribution-Class at 21km, and it usually takes several Retribution-Class in order to fight the ship evenly. Armed with over hundreds of Plasma Torpedoes and Pulse Lasers as well as seven Energy Projectors, it has shields comparable to the Unyielding Heirophant a Covenant Station powerful enough that even a small moon would bounce of the defences without scratching it.

High Charity:Covenant Holy City, comparable to Holy Terra, no Imperium ship could manage to find it due to the size of the Covenant Empire, its speed and its defenses that not even a medium crusade fleet could penetrate. Surrounded by literally hundreds of Assault Carriers and Super Carries, rumors around the Imperium Sub-sector of Zargos-Prime were spread that the Xeno City itself has weapons that outmatch even Exterminatus weapons. With even worse rumors stating they have a ship not unlike their own, a ship so powerful that the Inquisition and the people studying in Xenology even speculated that it dwarfs the Necrons in both tech and might, but thankfully such rumors are considered heretical, and the Inquisition are quickly trying to decipher its messages.

Covenant Infantry

Glassing of Djangoris Alpha IV