Codex - The Covenant: Difference between revisions
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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. | 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. | ||
===Dadab=== | |||
One of the most influential Unggoy, Dadab may lack the skill or firepower in a battlefield, but his inspiring aspect and influence is enough to change the tide of wars. A Unggoy Deacon, Dadab can turn all Unggoy on the map with the "Zeal" ability, furthermore he is automatically granted an unique ability called "Great Speech" which raises the morale of ALL Covenant units by triple, gives ALL Covenant Infantry both the Feel no Pain, Stubbornness and Fearless ability as well as doubling their Attack Power and gives ALL of them the Rage Ability. A very useful tactical and support Hero and can be vital in a battlefield. | |||
==HQ Units== | ==HQ Units== |
Revision as of 23:10, 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 cannnnn for Halo...
- 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
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.
Dual-Wielding- Numerous weapons in the Covenant armory can be wielded by Elites and Brutes one-handed, allowing them to fire multiple weapons at once. A model with two different single handed ranged weapons may only choose to fire one in the Shooting phase. If the weapons are the same they may be fired as a single twin-linked weapon of that type. If the weapon is already twin-linked to begin with it may also re-roll failed rolls to wound.
Warlord Traits
A Covenant warlord can roll his warlord trait from Command traits and Personal traits (but not Strategic traits) charts from core rulebook or from the specific Covenant traits chart below
Covenant Equipment
The united forces of the Covenant employ a wide variety of technology and weapons, either that gleaned from study of Forerunner artifacts or by separate development through constant war.
Weapon Table | Range | S | AP | Type |
---|---|---|---|---|
Plasma Pistol | 12" | 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 |
Heavy Plasma Cannon | 36" | 6 | 4 | 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 |
Mauler | 12" | 5 | - | Pistol |
Fuel Rod Gun | 48" | 7 | 4 | Heavy 2 |
Fuel Rod Cannon | 48" | 9 | 4 | Heavy 1, Blast |
Fuel Rod Beam | 36" | 8 | 3 | Heavy 1, Lance |
Plasma Launcher | 36" | 6 | 3 | Heavy 3, Twin-linked, Blast |
Firebomb | 8" | 4 | 5 | Assault 1, Blast, Ignores Cover |
Ranged Weaponry
Covenant Plasma Weapons- The Covenant chiefly employs a wide variety of plasma weapons in their arsenal, although not quite as destructive as their 40,000 counterparts. Complex force containment chambers gleaned from the Forerunners, however, allow their weapons to be wielded much more safely, with no risk of harm to the user. 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. Additional wounds caused by Super-Combine do not repeat this effect.
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
Energy Garrote- Models must take a Strength test against this weapon if it hits. If they fail they take a wound with no armor saves allowed.
Honor Pike- Counts as a Power Lance
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.
Spike Grenades- Counts as Frag grenades as described in the Warhammer 40,000 rulebook with the Pinning special rule
Firebombs- Counts as defensive grenades as described in the Warhammer 40,000 rulebook. They can be thrown in the shooting phase with the profile shown in the equipment table.
Elite Combat Harness- 4+ armor save, 6++ invulnerable save
Elite Honor Guard Armor- 3+ armor save, 5++ invulnerable save
Brute Combat Harness- 4+ armor save
Grunt Harness- integrates a methane breather system for Grunts, and provides a 5+ armor save
Skirmisher Armor= 6+ armor save
Jackal Shield- Provides a 4+ cover save. However each additional time the unit is called upon to make a save in any phase, it takes a cumulative -1 save modifier until the next player turn
Jackal Major Shield- Provides a 3+ cover save. However each additional time the unit is called upon to make a save in any phase, it takes a cumulative -1 save modifier until the next player turn
Jump packs- a unit equipped with jump packs are jump pack infantry and may choose to deep strike
Grav Lift- used in the movement phase, lay a marker near the model deploying it (3"). If a unit moves over this marker, they count as gaining one free jump pack move, moving 12” in the same direction they moved over the marker. It remains until it is destroyed automatically by shooting.
Bubble Shield- Used in the enemy's shooting phase, it provides a 2+ Invulnerable save against shooting to models within 3" of the marker. It lasts until the end of the enemy's next shooting phase.
Shield Drain- Used in the shooting phase, it can be thrown 12" and lays down a marker with a 3" radius of effect. Any unit within it's range must re-roll successful Invulnerable saves. It lasts until the end of the next player turn.
Trip Mine- Places a marker on the field, which can only be activated by Skimmers or Tanks. It deals a single Strength 8 hit to the rear armor of any Skimmer or Tank that comes within 3".
Vehicle Wargear
Vehicular Energy Shielding- A powerful energy field protects the vehicle. Whenever the vehicle suffers a glancing or penetrating hit you may roll a d6 to see if the vehicle does not lose a Hull Point on a 4+. This can only be done for one glancing or penetrating hit per Shooting phase
Unique HQ Characters
Prophet of Regret
Rash, Violent, Immature, the High Prophet of Regret is an oddity among San'Shyuum in that he indulges in the Culture and respect of the Sangheili. 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, 4+leadership value 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 all types of infantry and vehicles over a short time.
Rtas 'Vadum
Leader of the entire Spec-Ops division and ship master of the Shadow of Intentand de-facto commander of the Fleet of Retribution, Rtas Vadum all more commonly known in the Imperium as 'Half-Jaw' has seen multiple wars, some of which can drive even the most harden veteran into insanity. Mastering every weapon in the Covenant arsenal, even the brutish and crude Jiralhanae weapons, as well as being the most skilled Spec-Ops Commander to date. Rtas Vadum has been known to be so skilled in the Energy Sword that he once challenged and won against two Spacemarine Captains from the Mantis Warriors Chapter in a Duel over the Planet Bushurn III, quarreled over on who has the rights to own the planet by both Imperial forces and the Covenant Navy. His ability includes a 3+armor save to ALL Covenant Specialized Infantries, as well as automatically equipped with 2 squads of Spec-Op teams that act as bodyguards.
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. He can grant the Stubbornness ability as well as a 3+Damage boost and 5+armor save to ALL Jiralhanae infantry.
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.
Dadab
One of the most influential Unggoy, Dadab may lack the skill or firepower in a battlefield, but his inspiring aspect and influence is enough to change the tide of wars. A Unggoy Deacon, Dadab can turn all Unggoy on the map with the "Zeal" ability, furthermore he is automatically granted an unique ability called "Great Speech" which raises the morale of ALL Covenant units by triple, gives ALL Covenant Infantry both the Feel no Pain, Stubbornness and Fearless ability as well as doubling their Attack Power and gives ALL of them the Rage Ability. A very useful tactical and support Hero and can be vital in a 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
- A Elite may replace his Plasma Rifle for:
- -a Plasma Repeater: Free!
- -a Needler: +3pts
- -a Concussion Rifle: +5pts
- A Elite may take:
- -a Plasma Pistol: +2pts
- -an additional Plasma Rifle: +2pts
- -an additional Needler: +3pts
- A Brute may replace his Spiker for:
- -a Brute Shot: +5pts
- A Brute may take:
- -a Mauler: +1pt
- -an additional Spiker: +3pts
- -Flame Grenades: +1pts
- Fear the Horde!- You may combine up to three Grunt squads as a single Troops choice, though they may deploy and act separately for all game purposes.
- Special Rules: For the Great Journey! (Elites and Brutes only), Furious Charge (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
Jackal Infantry Squad - 35pts
Name | WS | BS | S | T | W | I | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Jackal Minor | 2 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 6+ |
Jackal Major | 2 | 5 | 3 | 3 | 1 | 4 | 1 | 8 | 6+ |
- Unit Composition: 5 Jackal Minors
- Unit Type: Infantry
- Wargear: Skirmisher Armor, Plasma Pistols, Jackal Shields (Major has a Jackal Major Shield)
- Options:
- May include up to five additional Jackal Minors for: +7pts per model
- May upgrade all models in the unit to Jackal Majors for: +5pts per model
- May grant the unit's Plasma Pistols the ability to Overcharge twice in a game for: +20pts
- May replace all Plasma Pistols and Jackal Shields for:
- -Covenant Carbine: +1pt per model
- -Needle Rifle: +2pts per model
- -Beam Rifle: +10pts per model
- Special Rules: Move Through Cover, Night Vision, Scout, Infiltrate
Dedicated Transports
Phantom Rapid Airdrop - 30pts
- Transport Capacity: 16 models
- Special Rules:
- Rapid Deployment- The unit is rapidly airdropped in before the enemy has a chance to shoot down the heavily armored Phantom. The unit must come from reserves via Deep Strike anywhere 12" away from all enemy units. Interceptor shots cannot target the Phantom.
Phantom - 175pts
Name | BS | FA | SA | RA | HP |
---|---|---|---|---|---|
Phantom | 4 | 13 | 12 | 12 | 3 |
- Unit Composition: 1 Phantom
- Unit Type: Flyer (Zooming)
- Wargear: Heavy Plasma Cannon, two side-mounted Plasma Cannons (must be manned by passengers)
- Transport Capacity: 16 models
- Options:
- May take two Grunt crewmen to man the side Plasma Cannons for: +5pts
- Special Rules:
Elites
Hunter Bonded Pair - 200pts
Name | WS | BS | S | T | W | I | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Hunter | 5 | 4 | 6 | 5 | 3 | 4 | 2 | 9 | 3+ |
- Unit Composition: 2 Hunters
- Unit Type: Monstrous Creature
- Wargear: Fuel Rod Cannon, Bonded Armor (3+ save)
- Hunter's Shield- Counts as a Dreadnought close combat weapon
- Options:
- Upgrade both Hunter's Fuel Rod Cannons to Fuel Rod Assault Cannons, which can fire both as a Fuel Rod Cannon and a Fuel Rod Beam for: +20pts
- Special Rules: Fearless
- Empathic Bond- The last Hunter alive in a Bonded Pair gains the Furious Charge, Rage, and Feel No Pain special rules.
- Guard Mode- The Hunter pair may choose to hunker down behind their massive shield and move cautiously as to protect their weak points. At the beginning of each of the controlling player's turn declare whether the pair is going into Guard Mode. If they do, they count as having a 2+ armor save and the Slow & Purposeful special rule until the beginning of the player's next turn.
Elite Squad - 80pts
Brute Pack - 80pts
Fast Attack
Drone Assault Swarm - 60pts
Name | WS | BS | S | T | W | I | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Drone | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 8 | 6+ |
- Unit Composition: 10 Drones
- Unit Type: Jetpack Infantry
- Wargear: Skirmisher Armor, Plasma Pistols, Wings (Jetpack)
- Options:
- May include up to ten additional Drones for: +6pts per model
- Any Drone may replace their Plasma Pistol for:
- -a Needler: +3pts
- The whole unit may take:
- -Plasma Grenades for: +2pts per model
- -an additional Plasma Pistol for: +1pt per model
- Special Rules: Deep Strike, Hit & Run, shrouded
- One with Their Wings- Drones may begin or end their move in difficult terrain without any penalties
Ghost Squadron - 45pts
Name | WS | BS | S | T | W | I | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Grunt Rider | 2 | 3 | 2 | 3(4) | 1 | 3 | 1 | 6 | 5+ |
Elite Rider | 4 | 4 | 4 | 3(4) | 1 | 4 | 1 | 8 | 4+/6++ |
- Unit Composition: 3 Grunt Riders
- Unit Type: Jetbike
- Wargear: Ghost Jetbike with Twin-linked Plasma Cannons
- Options:
- May include up to 7 additional Grunt Riders for: +15pts per model
- Replace all Grunt Riders with Elite Riders for: +10pts per model
Banshee Squadron - 75pts
Name | BS | FA | SA | RA | HP |
---|---|---|---|---|---|
Banshee | 4 | 11 | 11 | 10 | 2 |
- Unit Composition: 1-3 Banshees
- Unit Type: Flyer (Hover)
- Wargear: Twin-linked Plasma Cannons, Fuel Rod Cannon
- Options:
- Any Banshee may exchange their Fuel Rod Cannon for a twin-linked Fuel Rod Gun: +5pts
- Special Rules: Sky Fire, Interceptor, Jink
- Atmospheric Vehicle- Cannot be assaulted
Heavy Support
Heavy Grunt Squad - 75pts
Name | WS | BS | S | T | W | I | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Heavy Grunt | 2 | 4 | 2 | 3 | 1 | 3 | 1 | 7 | 5+ |
- Unit Composition: 5 Heavy Grunts
- Unit Type: Infantry
- Wargear: Fuel Rod Guns, Plasma Grenades
- Options:
- The whole unit may have Plasma Pistols: +1pt per model
- One Grunt may replace his Fuel Rod Gun for a Plasma Launcher: +30pts
- Special Rules: For the Great Journey!
Wraith - 125pts
Name | BS | FA | SA | RA | HP |
---|---|---|---|---|---|
Wraith | 4 | 13 | 12 | 10 | 3 |
- Unit Composition: 1 Wraith
- Unit Type: Tank
- Wargear: Heavy Plasma Mortar, Forward Mounted Plasma Cannon, Twin-linked Plasma Rifles
Name | Range | S | AP | Type |
---|---|---|---|---|
Heavy Plasma Mortar | 12"-48" | 8 | 2 | Ordinance 1, Barrage, Large Blast |
- Options:
- May take Vehicular Energy Shielding: +20pts
- Special Rules:
Locust - 125pts
Name | WS | BS | S | FA | SA | RA | I | A | HP |
---|---|---|---|---|---|---|---|---|---|
Locust | 4 | 3 | 6 | 12 | 12 | 12 | 3 | 2 | 3 |
- Unit Composition: 1 Locust
- Unit Type: Walker
- Wargear: Vehicular Energy Shielding, Boring Laser
- Options:
- Special Rules:
Vampire - 225pts
Name | BS | FA | SA | RA | HP |
---|---|---|---|---|---|
Vampire | 4 | 13 | 12 | 12 | 3 |
- Unit Composition: 1 Vampire
- Unit Type: Flyer (Zooming)
- Wargear: Rending Heavy Needler, Vehicular Energy Shielding
- Options:
- Special Rules:
- Vampiric Repair- If a vehicle lost a Hull Point to the Vampiric Beam, the Vampire may regain a Hull Point lost previously in battle up to its starting amount
Info on Covenant Vehicles
Covenant Land Vehicles
Ghost:A light recon vehicle, akin to a Imperial Bike. Fast, quiet and maneuverable. Comes with two light-Plasma Cannons that does as much damage as a Bolter (Fluff wise), have a unique ability that will do ramming damage when its boosters are boosted. However it is weak and vulnerable.
Wraith:Covenant MBT, but functions more akin to a Mobile Artillery, can come equipped with shields that gives it 3+ armor save. Has a unique special ability called "Scorched" which allows the Wraith to shoot out a flaming sticky plasma gel that does the same damage as a Meltagun but with the ignore cover save ability. Has a slightly lower range then a Basilisk and has a boost function making it faster. Main disadvantage however is that like all Covenant vehicle, it is based on quantity rather then quality, thus is weaker then most WH40K tanks and artillery.
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 accompanied with several Space Banshees or three extra Seraphs as wing-mans and scouts. Can enter Slipspace for scouting purposes.
Space Banshee:Just like their aerial cousins, but is much more faster and much more agile. Could also do Slipspace jumps for scouting and reconnaissance purposes.
Phantom Gunboat:A larger and more heavily armored version of their aerial cousins. Armed with six heavy plasma cannons and could carry up to 20 troops and has very decent speeds as well as having a special ability like all Covenant Star fighters to do pinpoint slipspace jumps, making it very independent from its Star-ship.
Covenant Star-ships
Brief Summary: Covenant Star-ships are noted throughout Ultima Segmentum to be weaker then the Imperium counterparts in both offense and defense, but what makes them dangerous is their sheer numbers (Usually numbering in the 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 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.
Info on Covenant Infantry
Light Infantry
Unggoy Squad:The lowest of the low, this walking meat shields are use as cannonfodder by the Covenant. Useless in almost everything except for numbers, as expected, morale in these xenos are always low but can be risen if a nearby Deacon or Elite is passed on as leader. Cheap and easy to produced, the Grunts are usually armed with a Plasma Pistol in which (Fluff wise) it causes around the same damage as a Imperial Hotshot Lasgun, have a special ability called "Overcharged" which causes an EMP and disables enemy vehicles. Can be upgraded with a Needler which gives it the ignore cover ability and has a special ability called "Supercombine" which deals massive damage to all light infantry. Also equipped with a Plasma Grenade which is a Frag Grenade that always stick to the target. When equipped with a Deacon, they receive a new ability called "Zeal" which is essentially an Unggoy suicide charge, sacrificing one model, but the effects would be devastating to the opposing infantry or vehicle.
Unggoy Heavy Weapons Team:A few lucky Unggoy get to be trained as Heavy Weapons Team, with one Grunt carrying a Light Plasma Cannon that have the suppress ability while the other four is to defend the gunner. Their Plasma Cannon can be swapped with a Fuel Rod Cannon that ignores set-up time and has a high AT damage, but is vulnerable to fast attack infantry.
Kig-Yar Squad:Used as scouts and reconnaissance, these mean snarly pirates carry around Energy Shields similar to an Elite, but is shaped like a shield. Can be either armed with a Plasma Pistol or Needler, are very good shots and could be re-purposed as a make-shift anti-light infantry squad. They are however, vulnerable to flanking and has low HP akin to a Grunt.
Yanme'e Swarm:As weak as Grunts but as equally numerous with the aspects that they could fly and have the Fearless ability as an automatic start. Can choose a range of weapons including the Plasma Pistol, Plasma Rifles and Needlers, naturally armed with razor sharp Claws that could ripped apart almost all types of armor which includes Astartes Power armor. Can be equipped with a Drone "Patriarch" that boosts its Damage value by 1+ and Defence points by 3+.
Sangheili Squad:Cocky, arrogant and naive. These youngbloods are sent into battle to test and harness their skill that is still in infancy. But don't let their age fool you, a single Sangheili Minor is still equal to two entire Squads of Imperial Guards. Akin to an Eldar Guardian, but slower but stronger in Melee range. Can be armed with a wide variety of weapons such as Plasma Pistols, Plasma Rifles, Needlers, Needle Rifle, Concussion Rifle, Fuel Rod Cannon and many more.
Jiralhanae Pack:These young, thuggish brutes are more akin to Ork Boys but hairier, this has earned them a nickname among the Imperial Guard as Gorillas, Baby Kongs, Bravo Kilos, Bearded Ogryns, Brutes, or more commonly as Hairy Orks. Due to their viciousness and love of violence, they have earned a place in some Ork societies, often used as Mercenaries and Bodyguards among famous Ork Warbosses. Armed with a Brute Spiker, Spike Grenades or Brute Shot, and has a special ability called "Berserk" which enables them to have a +2 Invulnerable save and boosts their melee damage by 3+ and gain the Feel No Pain ability.
Heavy Infantry
Mgalekgolo Pack:These heavily armoured walking behemoths are the Covenant answers to a Spacemarine Terminator and Eldar Wraith-Guard. Standing at 13 feet tall and weighing 5 tons, they easily dwarf any enemy short of a tank. Ridiculously fast and agile for their size, armed and with an Assault Cannon which is a heavily modified Fuel Rod Cannon. This Assault Cannon can be switched in two modes, the single-shot variant which is aimed for anti-tank and anti-armor and the beam variant which is aimed at anti-infantry. Furthermore it comes with a special ability called "Bond-Brothers" which once a single Hunter dies the other Hunter share the same ability as the Brutes "Berserk" ability but with an added Stubbornness ability. However one major flaw for the Hunter is its exposed weak spot at the back, this means they suffer more damage from the rear, like a vehicle.
Sangheili Heavy Weapons team:Like their Unggoy brethren, these Specialised Elites carry a Light Plasma Cannon, but unlike the Grunts, the other three Sangheilies are equipped with Fuel Rod Cannons. The powerful nature of both weapons make the Sangheili Heavy Weapons Team a formidable opponent.
Shade:A stationary gun that con either be equipped with a Medium Plasma Cannon, Fuel Rod Cannon or an Anti-Air Plasma Charge. Cannot move but is tough and has heavy suppressive firepower.
Specialized Infantry
Spec-Ops Team:A group of highly trained "Special Operation" Sangheilies and Unggoys. Used for missions that is highly dangerous and risky, these elites uses a wide range of Covenant Weaponry to execute their job in the most efficient way possible. Infamous for their black coloring, these Spec-Op teams have Sangheili skilled enough to give Astartes a tough challenge while their Unggoy are no slouches either who are more akin to a Imperial Guard Stormtrooper. Have a Cloaking Ability which enables the Spec-Ops to become invisible, and has a 50% chance of instantly killing an unexpected enemy, depending on the rolls.
Sangheili Rangers:Specialized group of Sangheili that is equipped with a Jetpack, enabling to cross distances quickly and is armed with a Plasma Repeater that have the Suppress ability and could be swapped with a Concussion Rifle that has the same stats as an Imperial Plasma Gun.
Sangheili Elite Squad:Although these elites lack shields making them very vulnerable, they are equipped with a heavily specialized cloaking ability however. These literally makes them invisible even in death, and that every strikes from them has a 50% chance of critical hit on all types of infantry.
Jiralhanae Jumppack Squads:Highly trained Jiralhanae that master in the arts of the Jumppacks. These flying brutes soar through the air, and crashes down in vengeful fury. Armed with Brute shots and a Giant Machete, these beasts are trained in both psychological and physical warfare. They are however, lightly armored for a specialized unit.
Elite Infantry
Represents the highest and most powerful combatant in the Covenant Army, these elites all have the Stubbornness and Fearless ability.
Zealot Squad:A squad of highly ranked Sangheilies, their skills and mastery of weaponry and warfare makes them a threat to even the toughest of Spacemarines. These Sangheili shimmer in the battlefield in their golden colored armor, butchering every enemy that stands in their way. All of them are armed with Energy Swords which counts as power weapons, making them incredibly deadly in Melee, and only a Khorne Berserker could stand toe-to-toe with these veterans. All of them have the Stubbornness and Fearless strait.
Sangheili Field Marshall:Comes only with a single unit, but incredibly powerful. These Field Marshalls are the commanders of entire armies and often lead groups of Zealots in the battlefield. They are the Zealot of the Zealots, the same way the Zealots are to Unggoy. Very few enemies comes close to the sheer martial prowess in the battlefield and very few survive their first encounter with them. Armed with everything they like in the Covenant army and is equipped with a shield that not even a Lascannon could penetrate, have an aura that any nearby Covenant Units within 10 squares of the Field Marshall gets of boost of 2+ in both offense and defense.
Honor Guards:Comes in both Sangheili and Jiralhanae forms, these elite of the elites are the very protectors of the High Prophets themselves, and they are the gateway and barrier between a lowly Unggoy to the highest San-Shyuum. Showing skill that very few can match, these elites are known to handle entire squads of Spacemarines. Glowing with intelligence, strength, skill, cunningness and tactical brilliance, they are a force to be reckon with.
Jiralhanae Captians:These Captains of the Jiralhanae show skill and brutal cunningness that not even Ork Kommandos could match. Glimmering in gold and bronze, these brutes show authority to their lesser brethren and inspire them to fight more violently, giving them 1+armor save. Armed with a Brute shot, Spike Grenades, Fire Bombs and the much dreaded Gravity Hammer, these lieutenants can rip apart entire infantry squads and even tanks.