Codex - The Covenant: Difference between revisions

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Revision as of 14:15, 23 March 2021

Halo: The Covenant Codex


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

Anyway, The Covenant are a really interesting bunch and bring a whole slew of new weapons, units, and tactics to the game so we shall try to make a pastiche that represents them fairly without making them either too weak or too strong.

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

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

See Codex - The Banished for the Covenant's more heretical and rebellious cousins.

Abilities

The following abilities are common to several Covenant units.

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

Two-Handed- A weapon with this ability requires two hands to wield, as such, an INFANTRY model making a shooting attack with it cannot make a shooting attack with any other weapon during that Shooting phase.

Hand of the Gods

In this section you’ll find rules for Battle-forged armies that include Covenant Detachments –that is, any Detachment which only includes units with the COVENANT Faction keyword. These rules include the ability below and a series of Stratagems. This section also includes the Covenants’ unique Warlord Traits, Relics and Tactical Objectives. Together, these rules reflect the character and fighting style of The Covenant in your games of Warhammer 40,000.

Breath of Annihilation: If your army is Battle-forged, all Troops units in Covenant Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.
Taking Our Due: If your army is Battle Forged then any objective in your deployment zone that is not held by any side counts as being held by you.

Covenant Warlord Traits

If a COVENANT CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s battlefield objectives.

  1. With Extreme Prejudice: In an attempt to exterminate his foes, a Warlord may order his subordinates to fire without regard for ammo. Your Warlord and any unit within 6" can fire weapons that can only be used once per game twice per game.
  2. Into the Fray: There is no greater motivation than the assurance that you're doing what's right. When your Warlord and a single friendly unit within 3" of them Advances, they may both add 6" to their Move characteristic for that Movement phase instead of rolling a dice.
  3. Master of Melee: After many decades of training, this Warlord has discovered the weakpoints of every sentient species and race known. Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord.
  4. To Retreat is Heresy: A high-ranking leader is often the only thing keeping the others from retreating. You can re-roll failed Morale tests for friendly COVENANT INFANTRY units within 6" of your Warlord in the Morale phase.
  5. Servant of the Abiding Truth: Faith can inspire warriors and foster courage. Add 3" to the range of any abilities on your Warlord’s datasheet.
  6. Hand of the Forerunners: All servants of the Covenant wish to claim Forerunner technology, but only the greatest among them can claim it. Your Warlord has a 6+ invulnerable save. If your warlord already has an invulnerable save then add 1 to invulnerable saving throws made for your Warlord.

Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.

Prophet of Regret The Arbiter Jiazah 'Thogamee Rtas 'Vadumee Tartarus
Servant of the Abiding Truth Into the Fray Hand of the Forerunners Master of Melee To Retreat is Heresy


Legendary Armory

If your army is led by a COVENANT Warlord, then before the battle you may give one of the following Legendary Arms to a COVENANT CHARACTER. Named characters such as The Prophet of Regret already have one or more artefacts, and cannot be given any of the following relics. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Legendary Arms your characters may have on your army roster.

  • Haka's Helm: The helmet of Haka, the killer of Arbiter Fal ‘Chavamee. Its glowing eyes and kuwagata-like appearance make him look like an otherworldly monster. A model wearing the Helm of Haka causes a -1 penalty to Leadership to all enemy units within 6", has +2" Movement and +1 Strength on the turn they charge.
  • Kaidon Battleplate: Another relic of Sanghelios, this is a truly one-of-a-kind armor. It is the single best harness the Covenant has, having been improved upon gradually and consistently since time immemorial. It once belonged to Ther ‘Vadam himself. Prelates, Councillors, Zealots and Chieftains only. A model wearing the Kaidon Battleplate has a 2+ save and 4+ invulnerable save.
  • Light of Urs: This fuel rod gun shoots faster and stronger bolts than usual. Model with Fuel Rod Gun only. The Light of Urs replaces the models Fuel Rod Gun and has the following profile:
Name Range S AP Damage Type Abilities
Light of Urs 54" 8 -2 3 Heavy 2 -


  • Talon of the Lost: Carefully crafted blamite needles can embed themselves even in Mgalekgolo‟s armor. Model with Needler only. The Talon of the Lost replaces the models Needler and has the following profile:
Name Range S AP Damage Type Abilities
Talon of the Lost 18" 4 -4 1 Assault 1 All failed To Hit rolls made with this weapon may be re-rolled.


  • Hailstorm: A pre-Covenant Elite needler that fires faster and better needles. Model with Needler only. Hailstorm replaces the models Needler and has the following profile:
Name Range S AP Damage Type Abilities
Hailstorm 24" 4 -1 1 Assault 3 Each time you make a wound roll of 5+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled.


  • Spitfire: Spitfire is a Plasma Pistol with an expanded power cell, allowing it to make charged shots as often as a Plasma Pistol makes regular shots. Model with Plasma Pistol only. Spitfire replaces the models Plasma Pistol and has the following profile:
Name Range S AP Damage Type Abilities
Spitfire 12" 4 -1 2 Pistol 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. This weapon also re-rolls failed To Hit rolls.


  • Void's Tear: As it turns out, plasma pistols can fire black holes. Who knew? Model with Plasma Pistol only. Void's Tear replaces the models Plasma Pistol and has the following profile:
Name Range S AP Damage Type Abilities
Void's Tear When attacking with this weapon, choose one of the two profiles below.
Standard 12" 3 0 1 Pistol D3 -
Overcharged 12" 4 -1 2 Pistol D3 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. This weapon also re-rolls failed To Hit rolls.


  • Sword of the Faithful: This beam rifle once belonged to Lod Mron‟s bodyguard. Model with a Beam Rifle only. The Sword of the Faithful replaces the models Beam Rifle and has the following profile:
Name Range S AP Damage Type Abilities
Sword of the Faithful 48" 6 -2 1 Rapid Fire 1 Two-Handed, This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.


  • Krith's Left Hand: This beam rifle once belonged to the pirate prince Krith. Model with a Beam Rifle only. Krith's Left Hand replaces the models Beam Rifle and has the following profile:
Name Range S AP Damage Type Abilities
Krith's Left Hand 48" 5 -1 D3 Rapid Fire 1 Two-Handed, This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.


  • White Scar: This plasma caster fires superhot blamite. Model with a Plasma Caster only. White Scar replaces the models Plasma Caster and has the following profile:
Name Range S AP Damage Type Abilities
White Scar 18" 4 -1 1 Assault D6 Two-Handed, Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.


  • Scourge of Fire: This plasma caster has been improved to not overheat. Model with a Plasma Caster only. Scourge of Fire replaces the models Plasma Caster and has the following profile:
Name Range S AP Damage Type Abilities
Scourge of Fire 18" 4 -1 1 Assault 2D6 Two-Handed


  • Demon's Bane: The blade of Thel ‘Vadam, and the one that slayed a 1st Company Captain during the Glassing of Djangoris Alpha. Model with an Energy Sword only. Demon's Bane replaces the models Energy Sword and has the following profile:
Name Range S AP Damage Type Abilities
Demon's Bane Melee +2 -4 2 Melee Hit Rolls of 1 with this weapon must be re-rolled, your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from Demon's Bane until the end of the turn.


Stratagems

If your army is Battle-forged and includes any COVENANT Detachments, you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by The Covenant on the battlefield.

  • A Spoonful of Blamite (1C): The Supercombine nature of a Needler weapon inflicts horrific injuries in the soft flesh of biological targets. Use this Stratagem before a COVENANT unit from your army attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s needle weapons and increase the damage inflicted by any needle weapon by 1. For the purposes of this Stratagem, a needle weapon is any weapon profile whose name includes the word ‘Needle’ or 'Needler' (e.g. Heavy Needler ,Needle Rifle) or is a relic that replaces a Needler.
  • Anger (1CP): Even the lowly Grunt can be pushed too far, when the warriors of the Covenant get angry, they will fire relentlessly, cutting their foes down in a hail of plasma. Use this Stratagem when you select one of your COVENANT units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit.
  • Assassins (3CP): The COVENANT launch their assault from multiple directions, fixing the enemy in a lethal crossfire and throwing them into a terrified confusion. Use this Stratagem during deployment. Choose up to three COVENANT units to setup in ambush instead of placing them on the battlefield. At the end of any of your Movement phases these units can strike from hiding – set each of them up wholly within 7" of any battlefield edge and more than 9" from any enemy models.
  • Black Eye (3CP): Even in an age of guns, many of the Covenant favor the opportunity to batter and bruise the enemy into submission. Use this Stratagem at the end of the Fight phase. Select a COVENANT unit from your army – that unit can immediately fight for a second time.
  • Catch (1CP): Against packed formations of enemy infantry, a favoured tactic of The Covenant is to hurl an opening salvo of grenades en masse. Use this Stratagem before a COVENANT INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.
  • Excavate (1CP): When Locusts focus their fire, nothing can withstand their might. Use this Stratagem when you select a target for a Locust's Boring Laser. Do not resolve that weapon’s attacks until the end of the phase. Until then, any Locusts from your army can link fire with that Locust if it is visible to and within 60" of them; if they do so, when firing their Boring Laser they must target the unit that the first Locus targeted with its Boring Laser, ignoring range and visibility, and re-rolling failed hit and wound rolls. At the end of the phase, resolve the Boring Laser shots from the first Locus ,re-rolling failed hit and wound rolls if at least one other Locus linked fire with it.
  • Eye Patch (1CP): Sometimes, a unit displays phenomenal luck. Use this Stratagem when a COVENANT INFANTRY unit is targeted by a shooting attack. For the rest of the phase, your opponent must subtract 1 from all hit rolls that target that unit.
  • Fog (1CP): Under cover of active camo and radar jammers, the warriors of The Covenant confound their foes. Use this Stratagem during deployment. You can setup a COVENANT unit from your army in ambush instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit is revealed – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
  • Grunt Funeral (2CP): Unggoy breed explosively, allowing the Covenant to crush their enemies under the sheer weight of Unggoy bodies. Use this Stratagem at the end of your Movement phase. Select a UNGGOY INFANTRY unit from your army (excluding CHARACTERS) that was destroyed earlier in the battle. Set up this unit wholly within your deployment zone, within 6" of the edge of the battlefield and more than 9" from any enemy models.
  • Mythic (1CP): Time and time again has the faith of the Covenant allowed its warriors to fight on despite the deadly wounds suffered. Use this Stratagem when a COVENANT unit loses a wound. Roll a D6 for that wound, and for each wound lost by the unit for the rest of the phase; on a 6, that wound is not lost.
  • Plasma Bombardment (3CP): A ship hovering above the battlefield fires its Plasma Bombardment Mortar against a high value target as designated by the Warlord. This Stratagem can be used once per battle, in the Shooting phase, if you have a COVENANT Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.
  • Relics of the Forerunners (1CP/3CP): Scouring the Covenant's armories, a high-ranking Covenant leader can call forth potent relics with which to slay his foes. Use this Stratagem before the battle. Your army can have one extra relic from the Legendary Armory for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different COVENANT CHARACTERS. You can only use this Stratagem once per battle.
  • Swarm (2CP): The Lekgolo and its myriad forms are one of the most formidable in the Covenant, whether a tiny Thanolekgolo or piloting a mighty Scarab. Use this Stratagem after a LEKGOLO unit from your army has inflicted an unsaved wound on an enemy unit in the Shooting or Fight phase. You can add 1 to hit rolls for any other LEKGOLO units from your army that target the same enemy unit during that phase.
  • That's Just... Wrong (2CP): Covenant motion trackers detect enemy movements, warning them of impending ambushes. Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your COVENANT Infantry units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
  • Thunderstorm (1CP): Veteran Covenant have their faith tempered by their survival in battle. Use this Stratagem at the start of the Morale phase. Pick a COVENANT INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test.
  • Tough Luck (1CP): A lot of Covenant races are surprisingly agile, quick to dive out of the way of incoming fire. Use this Stratagem in your opponents Shooting phase when your opponent selects one of your units as a target. You can add 1 to saving throws you make for this unit until the end of the phase.

Covenant Tactical Objectives

If your army is led by a COVENANT Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Covenant player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Covenant Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11. Remove this Filth: With this sacrament of blood, we journey into the Divine Beyond. Score 1 victory point at the end of your turn if an enemy unit was forced off an objective by either completely destroying it or forcing it to fall back. If 3 or more units were forced off an objective than score D3 victory points instead.

12. Artifact Located: Station and Salvation both command a heavy price. When this Tactical Objective is generated, roll a D6. Score 1 Victory Point at the end of your turn if you control the corresponding Objective Marker. If your Warlord controls the corresponding Objective Marker, score D3 Victory Points instead.

13. Smite the Demon: The true devotee honours our name with actions, not words. Score 1 victory point if at least 1 enemy CHARACTER was slain by one of your COVENANT units in the Fight phase of this turn. Score D3 victory points instead if the enemy Warlord was slain in the Fight phase of this turn by an attack made by one of your COVENANT units.

14. For the Great Journey: Victory is secured, not from the throne, but from the front lines. Score 1 victory point if, during your turn, a friendly Covenant unit successfully charged an enemy unit. If 3 or more friendly Covenant units made successful charges, score D3 victory points instead.

15. If They Came to Hear Me Beg: On the blood of our fathers. On the blood of our sons. We swore to uphold the Covenant! If one of your units passes or has passed a Morale test in this game turn, gain a Victory Point. Add one Victory Point for each passed Leadership test beyond the first.

16. Momentary Dishonour: Out of the darkness, these blades will light our way. Score 1 victory point at the end of your turn if one or more friendly COVENANT units arrived as reinforcements using the Active Camouflage or Sneaky ability and were setup within 12" of any enemy units.

Covenant Equipment

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

Weapon Table Range Type S AP D Abilities Points Cost
Plasma Pistol When attacking with this weapon, choose one of the two profiles below. 0
Standard Pistol 12" Pistol 1 3 0 1 -
Overcharged Pistol 12" Pistol 1 4 -1 2 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. This weapon also re-rolls failed To Wound rolls against vehicles. This profile can only be used once per battle.
Plasma Repeater When attacking with this weapon, choose one of the two profiles below. 0
Standard Repeater 24" Rapid Fire 1 3 0 1 Two-Handed
Overcharged Repeater 24" Rapid Fire 2 4 0 1 Two-Handed. This profile can only be used once per battle.
Spike Grenade 6" Grenade D3 5 -1 2 - 0
Plasma Rifle When attacking with this weapon, choose one of the two profiles below. 0
Standard Rifle 18" Assault 2 3 0 1 -
Overcharged Rifle 18" Assault 4 3 0 1 This profile can only be used once per battle.
Concussion Rifle/Plasma Caster 18" Assault D6 4 -1 1 Two-Handed 5
Plasma Cannon 36" Heavy 3 5 -1 1 Two-Handed 8
Twin Plasma Cannon 36" Heavy 6 5 -1 1 - 14
Heavy Plasma Cannon 36" Heavy 3 6 -2 1 - 12
Heavy Plasma Repeater 36" Heavy 3 6 -2 1 - 0
Needler 18" Assault 1 3 0 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled. 2
Heavy Needler 24" Heavy 4 6 -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled. 28
Needle Rifle 30" Rapid Fire 1 3 -1 1 Two-Handed, Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. 2
Covenant Carbine 30" Rapid Fire 1 4 0 1 Two-Handed 1
Focus Rifle 36" Rapid Fire 1 4 -2 1 Two-Handed, This weapon may target a CHARACTER even if it is not the closest enemy unit. 4
Beam Rifle 48" Heavy 1 5 -1 1 Two-Handed, This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. 8
Concussion Cannon 36" Heavy 2D6 5 -1 1 - 12
Brute Shot (Shooting) 24" Assault D6 3 -1 1 Two-Handed 9
Brute Shot (Melee) Melee Melee +1 -1 1 - 9
Spiker (Shooting) 12" Assault 2 3 0 1 - 0
Spiker (Melee) Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 0
Mauler 12" Pistol 2 3 0 1 If the target is within half range, add 1 to this weapon’s Strength. 0
Fuel Rod Gun 48" Heavy 2 7 -1 2 Two-Handed 15
Fuel Rod Pod 48" Heavy 6 7 -1 2 Add 1 to all hit rolls made for this weapon against targets that can FLY. 0
Fuel Rod Cannon 48" Heavy D6 8 -2 1 - 20
Fuel Rod Beam 36" Heavy 1 9 -4 D6 - 20
Fuel Rod Storm 36" Assault 2D6 6 -1 1 - 20
Plasma Grenade 6" Grenade D6 4 -1 1 - 0
Plasma Launcher 36" Heavy 4 6 -1 D3 Two-Handed, All failed hit rolls with this weapon may be re-rolled. 20
Plasma Mortar 48" Heavy D6 5 0 1 This weapon can target units that are not visible to the bearer. 8
Firebomb 6" Grenade D6 4 0 1 Add 1 to wound rolls for this weapon when targeting an INFANTRY unit. Every successful hit roll instead inflicts 3 hit rolls. 2
Plasma Beam 96" Macro 3D3 10 -3 2D6 Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target. 0
Tyrant Gun 120" Macro 3 16 -4 D3+6 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 0
Energy Sword Melee Melee +2 -3 2 A model equipped with an energy sword can add 2 to the charge roll. 25
Gravity Hammer Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the To Hit roll. 25
Titanic Stride Melee Melee User -3 3 Make 3 hit rolls for each attack made with this weapon instead of 1. 0
Greater Titanic Stride Melee Melee User -4 3 Make 4 hit rolls for each attack made with this weapon instead of 1. 0

Miscellaneous Equipment

Equipment Effect Points Cost
Guardian Shield Grants a 5+ invulnerable save. 3
Point Defense Gauntlet Models with a Point Defense Gauntlet have a +3 bonus to their saves against shooting attacks. However each additional time the unit is called upon to make a save in any phase, it takes a cumulative -1 save modifier (up to -3) until the next player turn. 0
Vehicular Energy Shielding Each layer of Vehicular Energy Shielding grants an additional 3 wounds. These wounds are restored at the start of each turn and cannot be used to absorb the damage from melee attacks. 20


Weapon Options

Standard Weapons

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

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

(**)May only be taken by Brutes.

Precision Weapons

  • Focus Rifle
  • Beam Rifle

Special Weapons

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

(*)Only available to Grunts and HQ choices.

(**)Only available to Elites and Prophets.

(***)Only available to Brutes.

Jackal Weapons

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

(*)Champions only.

Unique HQ Characters

Prophet of Regret

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

Rash, Violent, Immature, the High Prophet of Regret is an oddity among San'Shyuum in that he indulges in the culture and respect of the Sangheili. Specifically he disobeys the Writ of Union and fights alongside the Sangheili in battle. Despite this he does not go unprotected. His throne has powerful shields that make him nearly invulnerable to attack and Sentinels protect him at all costs.

Power 9, Points per model 170

Name M WS BS S T W A Ld Sv
Regret 8" 5+ 4+ 2 4 4 1 9 -
Sentinel 8" 5+ 5+ 3 4 1 1 9 4+


The Prophet of Regret is a single model armed with a Twin Fuel Rod Beam. Only one of this model may be included in your army. Regret's unit may include up to two Sentinel Healers (Power Rating +2/Points Cost +30), two Sentinel Protectors (Power Rating +2/Points Cost +30) and two Sentinel Defenders (Power Rating +2/Points Cost +30) Sentinel Defenders are armed with Sentinel Lasers.
Weapon:
Weapon Range Type S AP D Abilities
Twin Fuel-Rod Beam 36" Heavy 2 9 -4 D6 -
Sentinel Laser 24" Assault 4 5 0 1 -
Cleansing Beam 72" Heavy D3 10 -4 D6 This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6.


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

The Arbiter

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

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

Power 8, Points per model 150

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


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

Jiazah 'Thogamee

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

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

Power 8, Points per model 160

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


Jiazah 'Thogamee is a single model armed with Blight's Edge, a Plasma Rifle and Plasma Grenades. Your army may only include one JIAZAH 'THOGAMEE.
Weapon:
Weapon Range Type S AP D Abilities
Blight's Edge Melee Melee +1 -4 2D3 -


Wargear Options: May replace his Plasma Rifle with an item from the Standard Weapons, Special Weapons or Precision Weapons lists.
Abilities:
  • For the Great Journey!
  • Councillor: You can re-roll hit rolls of 1 made for friendly SANGHEILI units within 6" of this model.
  • Heroes Harness: Grants a 4+ invulnerable save.
Psyker: Jiazah 'Thogamee can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. He knows the Smite power.
Faction Keywords: COVENANT
Keywords: CHARACTER, JIAZAH 'THOGAMEE, SANGHELI, COUNCILLOR, INFANTRY

Rtas 'Vadumee

"Shipmaster! They outnumber us three to one!"- "Then it is an even fight. All cruisers, fire at will! Burn their mongrel hides!" ~A Sangheili tactical officer and 'Vadumee, just before the battle of Installation 00.

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

Power 7, Points per model 140

Name M WS BS S T W A Ld Sv
Rtas 'Vadumee 6" 2+ 2+ 4 3 3 3 9 3+/5++


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

Tartarus

Tartarus in all his Mohawk Glory.

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

Often called in formality as the Chieftain of the Jiralhanae, Tartarus possesses skill and power unlike anything fought in the Covenant, strong, arrogant, brutish but cunning, Tartarus uses dirty tricks to fool his enemies into making a fatal mistake. Shielded by an Energy Barrier unlike anything seen by the Imperium, this shield grants him all but immunity to all but the most powerful Imperial Weapons, vulnerable to only a very few weapons. Armed with but a single Ancient Gravity Hammer called "Fist of Ruckt" by his soldiers, this old but very powerful weapon was reported to create vortexes and miniature black holes as it manipulates and uses the power of gravity. He was also known as the king of assholes, and in a place where leaders would kill other leaders for the lulz and where supposed "Friends" would send your entire family to death because it is funny, that is saying something.

Power 9, Points per model 180

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




Tartarus is a single model armed with The Fist of Rukt, a Spiker and Firebombs. Your army may only include one TARTARUS.
Weapon:
Weapon Range Type S AP D Abilities
The Fist of Rukt Melee Melee x2 -3 D6 When attacking with this weapon, you must subtract 1 from the hit roll. Each time you make a wound roll of 6+ with this weapon, that hit is resolved with a Damage of 6.


Wargear Options: May replace his Spiker with an item from the Standard Weapons or Special Weapons lists.
Abilities:
  • For the Great Journey!
  • Heroes Harness: Grants a 4+ invulnerable save.
  • Our Time is Now!: Friendly JIRALHANAE INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn and re-roll failed charges.
  • Chieftain: Friendly JIRALHANAE INFANTRY units within 6" of this model may re-roll failed Charge rolls.
Faction Keywords: COVENANT
Keywords: CHARACTER, TARTARUS, JIRALHANAE, WAR CHIEFTAIN, INFANTRY

Dadab

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

One of the most influential Unggoy, Dadab may lack the skill or firepower in a battlefield, but his inspiring aspect and influence is enough to change the tide of battles. Garbed in ceremonial white tunic that is more formal then even an average Deacon, and armed with a Legendary Plasma Pistol named "The Call of Balaho", Dadab carries around several Holy Chimes and a Covenant Holy Mural. Even the most humble of Unggoy become something fiercer in the presence of his oratory. He is one of the best supportive HQ Characters, and could be essential in changing the tide of wars and battles, and might even save someone from certain defeat. Ironically, he is one of the select few in the Covenant who can use his powers for the most part without restraint and free from fear of suffering like the likes of undisciplined Elites and even Brutes.

Power 2, Points per model 30

Name M WS BS S T W A Ld Sv
Dadab 5" 4+ 3+ 2 3 3 1 7 6+


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

HQ Units

Sangheili Councillor

Power 5, Points per model 70

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

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


A Councillor is a single model armed with 2 Plasma Rifles and Plasma Grenades
Wargear Options: The Councillor may replace one or more of his Plasma Rifles for an item from the Standard Weapons or Special Weapons list.
Abilities:
  • For the Great Journey!
  • Councillor: You can re-roll hit rolls of 1 made for friendly SANGHEILI units within 6" of this model.
  • Heroes Harness: Grants a 5+ invulnerable save.
Faction Keywords: COVENANT
Keywords: CHARACTER, SANGHEILI, COUNCILLOR, INFANTRY

Sangheili Zealot

Power 4, Points per model 55

Name M WS BS S T W A Ld Sv
Zealot 6" 2+ 3+ 4 3 4 4 8 3+


A Zealot is a single model armed with 2 Plasma Rifles and Plasma Grenades
Wargear Options: The Zealot may replace one or more of his Plasma Rifles for an item from the Standard Weapons, Precision Weapons or Special Weapons list.
Abilities:
  • For the Great Journey!
  • Assault Harness: Grants a 5+ invulnerable save.
  • Zealot: You can re-roll wound rolls of 1 for friendly SANGHEILI units that are within 6" of this model.
  • Active Camouflage: During deployment, you may setup the Zealot as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9" from any enemy models.
Faction Keywords: COVENANT
Keywords: CHARACTER, SANGHEILI, ZEALOT, INFANTRY

Brute Chieftain

Power 4, Points per model 55

Name M WS BS S T W A Ld Sv
War Chieftain 5" 2+ 3+ 4 5 5 4 9 3+
Chieftain 5" 2+ 4+ 4 4 4 4 8 3+


A Chieftain is a single model armed with 2 Spikers, a Guardian Shield and Spike Grenades. The Chieftain may be replaced with a War Chieftain (Power Rating +1/Points Cost +20)
Wargear Options: The Chieftain may replace one or more of his Spikers for an item from the Standard Weapons or Special Weapons list.
Abilities:
  • For the Great Journey!
  • Chieftain: Friendly JIRALHANAE INFANTRY units within 6" of this model may re-roll failed Charge rolls.
Faction Keywords: COVENANT
Keywords: CHARACTER, JIRALHANAE, CHIEFTAIN, INFANTRY

San'Shyuum Enforcer

Power 2, Points per model 30

Name M WS BS S T W A Ld Sv
Enforcer 4" 5+ 5+ 2 2 3 1 9 -
Prelate 4" 2+ 3+ 3 4 4 3 9 3+


An Enforcer is a single model armed with a Plasma Pistol and Guardian Shield. The Enforcer may be replaced with a Prelate (Power Rating +3/Points Cost +35) armed with a two Plasma Rifles and a Guardian Shield.
Wargear Options: Prelates may replace one or more of his Plasma Rifles for an item from the Standard Weapons or Special Weapons list.
Abilities:
  • For the Great Journey!
  • The Prophet's Grace: Friendly COVENANT units within 6" of PROPHET may use his Leadership characteristic instead of their own when taking Morale tests.
Faction Keywords: COVENANT
Keywords: CHARACTER, PROPHET, ENFORCER, INFANTRY

Deacon

Power 1, Points per model 15

Name M WS BS S T W A Ld Sv
Deacon 5" 4+ 3+ 2 3 3 2 7 6+


A Deacon is a single model armed with a Plasma Pistol and Plasma Grenades.
Wargear Options:
  • May replace it's Plasma Pistol with a Needler
  • May take a Guardian Shield
Abilities:
  • Deacon: This model cannot be your Warlord.
  • For the Great Journey!
  • Zeal: Friendly UNGGOY infantry units within 6" of this model during the charge phase can activate their Plasma Grenades and hurl themselves at the enemy in a suicidal charge. The enemy can Overwatch early to gun the Grunt(s) down but cannot Overwatch later on in the phase if they do so. For each Grunt that successfully reaches within 1" of the enemy unit, inflicts an attack as if they were using their Plasma Grenades that automatically hits. The Grunts chosen to assault the enemy are now removed from play, even if they did not reach the enemy.
Faction Keywords: COVENANT
Keywords: CHARACTER, UNGGOY, DEACON, INFANTRY

Honor Guard

Power 2, Points per model 45

Name M WS BS S T W A Ld Sv
Elite Guard 6" 3+ 3+ 4 4 2 2 8 3+
Brute Guard 5" 3+ 4+ 4 5 2 3 8 3+


This unit contains 2 Elite Guards or 2 Brute Guards. The unit may contain 2 additional Guards (the entire unit must be the same species, Power Rating +2). All guards are armed with Honor Pikes (count as Energy Swords). Elite Guards are also armed with Plasma Rifles and Plasma Grenades and Brute Guards are also armed with Spikers and Spike Grenades.
Wargear Options:
  • Any Elite Guard may replace its Plasma Rifle with an item from the Standard Weapons list.
  • Any Brute Guard may replace its Spiker with an item from the Standard Weapons list.
  • Any Brute Guard may take Firebombs
Abilities:
  • For the Great Journey!
  • Heroes Harness (Elite Guard): Grants a 5+ invulnerable save.
  • You Will Not Lay A Hand Upon Him!: Roll a D6 each time a friendly COVENANT CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit – the CHARACTER does not lose a wound but this unit suffers a mortal wound.
Faction Keywords: COVENANT
Keywords (Elite Guard): SANGHEILI, INFANTRY, HONOUR GUARD
Keywords (Brute Guard): JIRALHANAE, INFANTRY, HONOUR GUARD

Honor Guard Ultra

Power 4, Points per model 70

Name M WS BS S T W A Ld Sv
Elite Guard Ultra 6" 2+ 3+ 4 4 4 4 8 3+
Brute Guard Ultra 5" 2+ 4+ 4 5 4 4 8 3+


The Honor Guard Ultra is a single model armed with an Honor Pike (count as a Energy Sword). Elite Guard Ultras are also armed with Plasma Rifles and Plasma Grenades and Brute Guard Ultras are also armed with Spikers and Spike Grenades.
Wargear Options:
  • Any Elite Guard Ultra may replace its Plasma Rifle with an item from the Standard Weapons list.
  • Any Brute Guard Ultra may replace its Spiker with an item from the Standard Weapons list.
  • Any Brute Guard Ultra may take Firebombs
Abilities:
  • For the Great Journey!
  • Heroes Harness (Elite Guard): Grants a 5+ invulnerable save.
  • You Will Not Lay A Hand Upon Him!: Roll a D6 each time a friendly COVENANT CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit – the CHARACTER does not lose a wound but this unit suffers a mortal wound.
Faction Keywords: COVENANT
Keywords (Elite Guard Ultra): CHARACTER, SANGHEILI, INFANTRY, HONOUR GUARD
Keywords (Brute Guard Ultra): CHARACTER, JIRALHANAE, INFANTRY, HONOUR GUARD

Huragok (Engineer)

Power 2, Points per model 25

Name M WS BS S T W A Ld Sv
Engineer 8" 6+ - 3 4 4 1 4 7+


The Engineer is a single model armed with a Guardian Shield.
Abilities:
  • Protection of the Hierachs: Any allied model within 6" of the Engineer has a 6+ invulnerable save. If the model already has an invulnerable save then it is improved by 1.
  • State of Grace: At the end of your Movement phase this model can repair a single friendly COVENANT VEHICLE within 3". That model regains D3 lost wounds. A model may not be the target of the State of Grace ability more than once per turn, regardless of the source.
Faction Keywords: COVENANT
Keywords: CHARACTER, ENGINEER, FLY

Jackal (Kig'yar) Champion

Power 2, Points per model 25

Name M WS BS S T W A Ld Sv
Jackal Champion 6" 4+ 2+ 2 3 3 2 7 5+
Skirmisher Champion 8" 3+ 2+ 3 3 3 2 7 5+


The Jackal Champion is a single model armed with a Plasma Pistol. It may be replaced with a Skirmisher Champion
Wargear Options:
  • Any Champion may take an item from the Jackal Weapons list.
  • A Jackal Champion armed with a Plasma Pistol or Needler may take a Point Defense Gauntlet
Abilities:
  • Champion: You can re-roll hit rolls of 1 made for friendly KIG'YAR units within 6" of this model.
  • Sneaky (Jackal Champion): During deployment, you may setup the Jackal Champion as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9" from any enemy models.
  • Swift (Skirmisher Champion): At the start of the first battle round but before the first turn begins, you can move this unit up to 8". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Faction Keywords: COVENANT
Keywords: CHARACTER, INFANTRY, KIG'YAR, CHAMPION

Troops

Grunt (Unggoy) Lance

Power 2, Points per model 3

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


This unit contains 10 Grunts armed with Plasma Pistols and Plasma grenades. The unit may contain 10 additional Grunts (Power Rating +1) or 20 additional Grunts (Power Rating +2)
Wargear Options:
  • For every 10 Grunts, one Grunt may take an item from the Special Weapons list.
  • Any Grunt may replace his Plasma Pistol with a Needler
Abilities - Mob Up: If a unit of Grunts includes 20 or more models, you can add 1 to their hit rolls.
Faction Keywords: COVENANT
Keywords: INFANTRY, UNGGOY

Jackal (Kig-Yar) Lance

Power 2, Points per model 7

Name M WS BS S T W A Ld Sv
Jackal 6" 5+ 3+ 2 3 1 1 6 5+


This unit contains 5 Jackals armed with Plasma Pistols. The unit may contain 5 additional Jackals (Power Rating +2) or 10 additional Jackals (Power Rating +4) or 15 additional Jackals (Power Rating +6).
Wargear Options:
  • Any model replace their Plasma Pistol with an item from the Jackal Weapons list.
  • Any model armed with a Plasma Pistol or Needler may take a Point Defense Gauntlet
Abilities:
  • Sneaky: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9" from any enemy models.
Faction Keywords: COVENANT
Keywords: INFANTRY, KIG'YAR

Elite (Sangheili) Squad

Power 4, Points per model 10

Name M WS BS S T W A Ld Sv
Elite 6" 4+ 4+ 4 3 1 1 6 4+
Elite Ultra 6" 4+ 4+ 4 3 1 2 7 3+


This unit contains 4 Elites and 1 Elite Ultra armed with Plasma Rifles and Plasma Grenades. The unit may contain 5 additional Elites (Power Rating +2) or 10 additional Elites (Power Rating +2).
Wargear Options:
  • Any model may replace their Plasma Rifle with an item from the Standard Weapons list.
  • Any Elite may take an additional Plasma Rifle: +3pts
Abilities:
  • For the Great Journey!
  • Combat Harness (Elite): Grants a 6+ invulnerable save.
  • Assault Harness (Elite Ultra): Grants a 5+ invulnerable save.
Faction Keywords: COVENANT
Keywords: INFANTRY, SANGHEILI

Brute (Jiralhanae) Pack

Power 4, Points per model 10

Name M WS BS S T W A Ld Sv
Brute 5" 4+ 5+ 4 4 1 2 6 4+
Brute Captain 5" 3+ 4+ 4 4 1 3 7 3+


This unit contains 4 Brutes and 1 Brute Captain armed with Spikers and Spike Grenades. The unit may contain 5 additional Brutes (Power Rating +2) or 10 additional Brutes (Power Rating +2).
Wargear Options:
  • Any model may replace their Spiker with an item from the Standard Weapons list.
  • Any Brute may take an additional Spiker: +3pts
  • Any Brute may take Flame Grenades
Abilities: For the Great Journey!
Faction Keywords: COVENANT
Keywords: INFANTRY, JIRALHANAE

Thanolekgolo Swarm

Power 2, Points per model 11

Name M WS BS S T W A Ld Sv
Thanolekgolo Swarm 6" 5+ - 3 3 3 3 4 7+


This unit contains 3 Thanolekgolo Swarms. The unit may contain 3 additional Thanolekgolo Swarms (Power Rating +2) or 6 additional Thanolekgolo Swarms (Power Rating +4).
Abilities:
  • Technological Consumption: Against VEHICLES, this unit gains a +2 bonus to hit and wound rolls.
Faction Keywords: COVENANT
Keywords: SWARMS, LEKGOLO

Shade Turrets

Power 3, Points per model 20

Name M WS BS S T W A Ld Sv
Shade Turret 0" - 4+ 4 4 3 - 5 3+


This unit contains 1 Shade Turret. The unit may contain 1 additional Shade Turret (Power Rating +3) or 2 additional Shade Turrets (Power Rating +6). Each Shade Turret is armed with a Fuel Rod Gun.
Wargear Options:
  • Any Shade Turret may exchange its Fuel Rod Gun for a:
-Heavy Plasma Cannon
-Twin Plasma Cannon
-Fuel Rod Cannon
  • Any Shade Turret may be equipped with a Guardian Shield
Abilities:
  • Artillery Battery: The first time this unit is setup, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
  • Skyfire: Add 1 to all hit rolls made for this model against targets that can FLY. Subtract 1 from the hit rolls made for this model against all other targets.
Faction Keywords: COVENANT
Keywords: VEHICLE, ARTILLERY

Dedicated Transports

Orbital Insertion Pod

Power 1, Points per model 30

Name M WS BS S T W A Ld Sv
Orbital Insertion Pod 0" - - 5 5 6 - 8 3+


A Orbital Insertion Pod is a single model.
Abilities:
  • Strategic Insertion: During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a strategic insertion – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any models embarked inside must immediately disembark, but they must be set up more than 9" away from any enemy models. Any models that cannot be setup because there is not enough room are slain.
  • Immobile: After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
Transport Capacity: This model can transport 5 COVENANT INFANTRY models with the exception of MEGALEKGOLO.
Faction Keywords: COVENANT
Keywords: VEHICLE, TRANSPORT

Shadow

Power 5, Points per model 75

Name M WS BS S T W A Ld Sv
Shadow * 6+ * 6 7 10 * 7 3+


Remaining W M BS A
6-10+ 12" 4+ 3
3-5 8" 5+ D3
1-2 4" 6+ 1
A Shadow is a single model equipped with a Fuel Rod Gun.
Options: May exchange its Fuel Rod Gun for a:
-Heavy Plasma Cannon
-Twin Plasma Cannon
-Fuel Rod Cannon
Abilities:
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Transport Capacity: This model can transport 12 COVENANT INFANTRY models with the exception of MEGALEKGOLO.
Faction Keywords: COVENANT
Keywords: VEHICLE, TRANSPORT

Deployment Carapace

Power 6, Points per model 100

Name M WS BS S T W A Ld Sv
Deployment Carapace 0" - - 7 7 10 - 8 3+


A Deployment Carapace is a single model.
Abilities:
  • Strategic Insertion: During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a strategic insertion – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any models embarked inside must immediately disembark, but they must be set up more than 9" away from any enemy models. Any models that cannot be setup because there is not enough room are slain.
  • Immobile: After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
  • Return to Ship: During the movement phase the Deployment Carapace may return to its ship, in which another unit in reserves then embarks on it and it can then perform another strategic insertion.
Transport Capacity: This model can transport 20 COVENANT INFANTRY models. MEGALEKGOLO take up 3 models.
Faction Keywords: COVENANT
Keywords: VEHICLE, TRANSPORT

Elites

Hunter (Mgalekgolo) Bond

Power 7, Points per model 45

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


This unit contains 2 Hunters. It may contain up to two additional Hunters (Power +7) or up to four additional Hunters (Power +14). Each Hunter is armed with a Fuel Rod Cannon and Hunter's Shield.
Weapon:
Weapon Range Type S AP D Abilities
Hunter Shield Melee Melee +2 -1 2 -


Wargear Options:
  • Any Hunter may replace its Fuel Rod Cannon with a
-Fuel Rod Beam
-Fuel Rod Storm
  • Any Hunter may take a:
-Fuel Rod Beam
-Fuel Rod Storm
Faction Keywords: COVENANT
Keywords: INFANTRY, MEGALEKGOLO, LEKGOLO

Special Operations Grunts

Power 2, Points per model 5

Name M WS BS S T W A Ld Sv
SpecOps Grunt 5" 5+ 3+ 2 3 1 1 6 6+


This unit contains 5 SpecOps Grunts armed with Plasma Pistols and Plasma grenades. The unit may contain 5 additional SpecOPs Grunts (Power Rating +1) or 10 additional Grunts (Power Rating +2)
Wargear Options:
  • For every 5 Grunts, one Grunt may take an item from the Heavy Weapons list.
  • Any Grunt may replace his Plasma Pistol with a Needler
Abilities - Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 9" from any enemy models.
Faction Keywords: COVENANT
Keywords: INFANTRY, UNGGOY, SPECIAL OPERATIONS

Special Operations Elites

Power 8, Points per model 19

Name M WS BS S T W A Ld Sv
SpecOps Elite 6" 3+ 3+ 4 3 1 2 7 3+


This unit contains 5 SpecOps Elites armed with Plasma Rifles and Plasma Grenades. The unit may contain 5 additional SpecOps Elites (Power Rating +7)
Wargear Options:
  • Any SpecOps Elite may replace his Plasma Rifle with a:
-Plasma Repeater
-Plasma Pistol
-Covenant Carbine
-Needle Rifle
-Beam Rifle
-Energy Sword
  • Any SpecOps Elite may take an additional Plasma Rifle: +3pts
Abilities:
  • For the Great Journey!
  • Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 9" from any enemy models.
  • Assault Harness: Models from this unit have a 5+ invulnerable save.
Faction Keywords: COVENANT
Keywords: INFANTRY, SANGHEILI, SPECIAL OPERATIONS

Brute (Jiralhanae) Captain Pack

Power 7, Points per model 16

Name M WS BS S T W A Ld Sv
Captain 5" 3+ 4+ 4 4 1 3 7 3+


This unit contains 5 Brute Captains armed with Spikers and Spike Grenades. The unit may contain 5 additional Brute Captains (Power Rating +7).
Wargear Options:
  • Any Captain may replace his Spiker for an item from the Standard Weapons or Special Weapons list.
  • Any Captain may take:
-Flame Grenades
-an additional Spiker: +3pts
Abilities: For the Great Journey!
Faction Keywords: COVENANT
Keywords: INFANTRY, JIRALHANAE

Brute (Jiralhanae) Stalker Pack

Power 5, Points per model 18

Name M WS BS S T W A Ld Sv
Brute Stalker 5" 3+ 4+ 4 4 1 2 7 4+


This unit contains 5 Brute Stalkers armed with Spikers and Spike Grenades. The unit may contain 5 additional Brute Stalkers (Power Rating +6).
Wargear Options:
  • Any Brute may replace his Spiker for:
-a Plasma Rifle
-a Plasma Repeater
-a Mauler
-a Brute Shot
  • Any Brute may take:
-an additional Spiker: +3pts
-Flame Grenades
Abilities:
  • For the Great Journey!
  • Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 12" from any enemy models.
  • Stealth Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit.
Faction Keywords: COVENANT
Keywords: INFANTRY, JIRALHANAE

Stealth Elite (Sangheili) Squad

Power 7, Points per model 16

Name M WS BS S T W A Ld Sv
Stealth Elite 6" 3+ 3+ 4 3 1 1 7 4+


This unit contains 5 Stealth Elites armed with Plasma Rifles and Plasma Grenades. The unit may contain 5 additional Stealth Elites (Power Rating +7)
Wargear Options:
  • Any Elite may replace his Plasma Rifle for:
-a Plasma Repeater
-a Plasma Pistol
-an Energy Sword
  • Any Elite may take an additional Plasma Rifle: +3pts
Abilities:
  • For the Great Journey!
  • Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 12" from any enemy models.
  • Stealth Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit.
Faction Keywords: COVENANT
Keywords: INFANTRY, SANGHEILI

Fast Attack

Drone (Yanme'e) Swarm

Power 4, Points per model 6

Name M WS BS S T W A Ld Sv
Drone 12" 4+ 4+ 3 3 1 1 7 6+


This unit contains 10 Drones armed with Plasma Pistols. The unit may contain 10 additional Drones (Power Rating +4) or 20 additional Drones (Power Rating +8)
Wargear Options: Any Drone may replace their Plasma Pistol with a:
  • Plasma Rifle
  • Needler
Abilities:
  • Swarm: If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots or fights.
Faction Keywords: COVENANT
Keywords: INFANTRY, FLY, YAN'ME

Skirmisher (T'vaoan) Lance

Power 4, Points per model 11

Name M WS BS S T W A Ld Sv
Skirmishers 7" 4+ 3+ 3 3 1 1 6 5+


This unit contains 5 Skirmishers armed with Plasma Pistols. The unit may contain 5 additional Skirmishers (Power Rating +4) or 10 additional Skirmishers (Power Rating +8).
Wargear Options: Any Skirmisher may take an item from the Jackal weapons list.
Abilities:
  • Swift: At the start of the first battle round but before the first turn begins, you can move this unit up to 8". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Faction Keywords: COVENANT
Keywords: CHARACTER, INFANTRY, KIG'YAR

Brute (Jiralhanae) Jumppack Squad

Power 6, Points per model 16

Name M WS BS S T W A Ld Sv
Jumppack Brute 12" 3+ 4+ 4 4 1 2 7 4+


This unit contains 5 Jumppack Brutes armed with Spikers and Spike Grenades. The unit may contain 5 additional Jumppack Brutes (Power Rating +5).
Wargear Options:
  • Any Jumppack Brute may replace his Spiker for an item from the Standard Weapons list.
  • Any Jumppack Brute may take:
-Flame Grenades
-an additional Spiker: +3pts
Abilities:
  • For the Great Journey!
  • Phantom Strike: During deployment, you can set up a unit of Jumppack Brutes in a Phantom, instead of placing them on the battlefield. If you do so, they can Phantom Strike at the end of any of your Movement phases – set them up anywhere that is more than 9" from any enemy models.
Faction Keywords: COVENANT
Keywords: INFANTRY, JIRALHANAE, FLY, JUMP PACK

Elite (Sangheili) Ranger Squad

Power 6, Points per model 16

Name M WS BS S T W A Ld Sv
Elite Rangers 8" 3+ 3+ 4 3 1 1 7 4+


This unit contains 5 Elite Rangers armed with Plasma Rifles and Plasma Grenades. The unit may contain 5 additional Elite Rangers (Power Rating +5).
Wargear Options:
  • Any Elite may replace his Plasma Rifle for a:
-Plasma Repeater
-Plasma Pistol
-Covenant Carbine
-Needle Rifle
-Focus Rifle
  • Any Elite may take an additional Plasma Rifle: +3pts
Abilities:
  • For the Great Journey!
  • Phantom Strike: During deployment, you can set up a unit of Elite Rangers in a Phantom, instead of placing them on the battlefield. If you do so, they can Phantom Strike at the end of any of your Movement phases – set them up anywhere that is more than 9" from any enemy models.
  • Ranger Harness: Grants a 6+ invulnerable save.
Faction Keywords: COVENANT
Keywords: INFANTRY, SANGHEILI

Ghost Squadron

Power 3, Point per model 45

Name M WS BS S T W A Ld Sv
Ghost 16" 4+ 4+ 4 4 2 1 6 4+


This units contains 3 Ghosts armed with a Twin Plasma Cannon. They unit may contain 3 additional Ghosts (Power Rating +3) or 6 additional Ghosts (Power Rating +6).
Wargear Options:
  • Any Ghost may be equipped with a Guardian Shield
Abilities:
  • For The Great Journey
  • Scouting Vehicle: During deployment, you can set up a unit of Ghosts on the army’s flanks instead of placing it on the battlefield. At the end of any of your Movement phases, the Ghosts can race in to encircle the foe – set them up so that each model is touching a battlefield edge and is more than 9" away from any enemy models.
Faction Keywords: COVENANT
Keywords: BIKER, SANGHEILI

Chopper Squadron

Power 3, Points per model 55

Name M WS BS S T W A Ld Sv
Chopper 14" 4+ 5+ 4 5 2 2 6 4+


This units contains 3 Choppers armed with a 35mm Autocannon and Ramming Targe. They unit may contain 3 additional Choppers (Power Rating +3) or 6 additional Choppers (Power Rating +3).
Name Range S AP Damage Type
35mm Autocannon 24" 7 -1 2 Heavy 4
Ramming Targe Melee +3 -1 2 Melee


Abilities:
  • Ramming Speed!: At the end of a movement phase where this unit advanced, it can declare ramming speed. This unit cannot shoot in the shooting phase, but in the charge phase it may add 5” to the total charge distance.
  • Steady in the Saddle: This unit ignores penalties for moving and firing heavy weapons.
  • For the Great Journey!
  • Outriders: During deployment, you can set up a unit of Choppers on the army’s flanks instead of placing it on the battlefield. At the end of any of your Movement phases, the Choppers can race in to encircle the foe – set them up so that each model is touching a battlefield edge and is more than 9" away from any enemy models.
Faction Keywords: COVENANT
Keywords: BIKER, JIRALHANAE

Rapid Assault Squadron

Power 3, Points per model 37

Name M WS BS S T W A Ld Sv
Revenant/Spectre 15" 4+ 4+ 4 5 6 2 7 4+


This unit contains 1 Revenant or Spectre. It can include 1 additional Revenant or Spectre (Power Rating +3) or 2 additional Revenants or Spectres (Power Rating +6). Revenants are armed with a Plasma Mortar and Spectres are armed with a Plasma Cannon.
Wargear Options:
  • Any Spectre may take two side gunners, each armed with a:
-Concussion Rifle
-Fuel Rod Gun
-Plasma Launcher
  • Any Revenant may take a passenger gunner armed with a:
-Concussion Rifle
-Fuel Rod Gun
-Plasma Launcher
Abilities:
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers 1 mortal wound.
  • Evasive: If this model moved over 10" in its last Movement phase, it gains a 5+ invulnerable save.
Faction Keywords: COVENANT
Keywords: VEHICLE

Prowler Squadron

Power 3, Points per model 46

Name M WS BS S T W A Ld Sv
Prowler 12" 4+ 5+ 4 6 7 4 7 3+


This unit contains 1 Prowler. It can include 1 additional Prowler (Power Rating +3) or 2 additional Prowlers (Power Rating +6). Prowlers are armed with a Plasma Cannon.
Options:
  • Any Prowler may take two side gunners, each armed with a:
-Brute Shot
-Fuel Rod Gun
-Plasma Launcher
Abilities:
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers 1 mortal wound.
Faction Keywords: COVENANT
Keywords: VEHICLE

Flyers

Banshee

Power 4, Points per model 56

Name M WS BS S T W A Ld Sv
Banshee 20-35" 6+ 4+ 4 5 4 2 7 4+


This unit contains one Banshee equipped with a Twin Plasma Cannon and a Fuel Rod Cannon. It can include 1 additional Banshee (Power Rating +4) or 2 additional Banshees (Power Rating +8).
Wargear Option: Any Banshee may take a layer of Vehicular Energy Shielding: +15pts
Abilities:
  • Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
  • Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice.
  • Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  • Strafing Run: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY.
  • Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
  • Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
  • Banshee Squadron: The first time this unit is setup, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
Faction Keywords: COVENANT
Keywords: VEHICLE, FLY

Vampire

Power 9, Points per model 85

Name M WS BS S T W A Ld Sv
Vampire * 6+ * 6 7 10 * 7 3+


Remaining W M BS A
6-10+ 20-60" 3+ 3
3-5 20-40" 4+ D3
1-2 20-25" 5+ 1
This unit contains one Vampire equipped with a Stasis Cannon, Heavy Needler and two Plasma Cannons.
Weapons:
Name Range S AP Damage Type Abilities
Stasis Beam 36" 6 -2 D6 Heavy 2 This weapon can only be used against targets that can FLY. All wound inflicted by the Vampire restore wounds lost previously in the battle.


Abilities:
  • Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
  • Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice.
  • Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  • Vampire: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY.
  • Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
  • Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
Faction Keywords: COVENANT
Keywords: VEHICLE, FLY

Phantom

Power 10, Points per model 172

Name M WS BS S T W A Ld Sv
Phantom * 6+ * 8 7 14 * 8 3+


Remaining W M BS A
8-14+ 20-45" 4+ 3
4-7 20-30" 5+ D3
1-3 20" 6+ 1
This unit contains one Phantom equipped with a Heavy Plasma Cannon.
Wargear Options: May take two sponson-mounted Plasma Cannons.
Abilities:
  • Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
  • Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice.
  • Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  • Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
  • Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Transport Capacity: This model can transport 16 COVENANT INFANTRY models and 1 COVENANT VEHICLE model. Each MEGALEKGOLO takes the space of three infantry models.
Faction Keywords: COVENANT
Keywords: VEHICLE, FLY

Spirit Dropship

Power 12, Points per model 300

Name M WS BS S T W A Ld Sv
Spirit * 6+ * 8 7 20 3 8 3+


Remaining W M BS
11-20+ 20-45" 4+
5-10 20-30" 5+
1-4 20" 6+
This unit contains one Spirit equipped with a Heavy Plasma Cannon.
Abilities:
  • Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
  • Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice.
  • Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  • Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
  • Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
  • Heavy Transport: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved.
Transport Capacity: This model can transport 30 COVENANT INFANTRY models and 2 COVENANT VEHICLE models. Each MEGALEKGOLO takes the space of three infantry models.
Faction Keywords: COVENANT
Keywords: VEHICLE, FLY

Heavy Support

Heavy Grunt Squad

Power 2, Points per model 4

Name M WS BS S T W A Ld Sv
Heavy Grunt 5" 5+ 4+ 2 3 1 1 5 6+


This unit consists of 5 Heavy Grunts armed with Plasma Pistols. It may include 5 additional Heavy Grunts (Power Rating +2).
Wargear Options: Every model MUST take a weapon from the Special Weapons list.
Faction Keywords: COVENANT
Keywords: INFANTRY, UNGGOY

Heavy Elite Squad

Power 7, Points per model 13

Name M WS BS S T W A Ld Sv
Elite Ultra 6" 3+ 3+ 4 3 1 2 7 3+


This unit consists of 5 Elite Ultras armed with Concussion Rifles.
Wargear Options:
  • Any Elite may replace their Concussion Rifle with a Fuel Rod Gun
  • One Elite may replace his Concussion Rifle with a Plasma Launcher
Abilities:
  • For the Great Journey!
  • Assault Harness: Grants a 5+ invulnerable save.
Faction Keywords: COVENANT
Keywords: INFANTRY, SANGHEILI

Wraith

Power 11, Points per model 172

Name M WS BS S T W A Ld Sv
Wraith * 6+ * 7 7 12 * 7 3+


Remaining W M BS A
7-12+ 10" 4+ 3
4-6 7" 5+ D3
1-3 4" 6+ 1
This unit contains one Wraith equipped with a Heavy Plasma Mortar.
Wargear:
Name Range S AP Damage Type Abilities
Heavy Plasma Mortar 48" 8 -3 2 Heavy D6 This weapon can target units that are not visible to the bearer.


Wargear Options:
  • Any Wraith may replace its Heavy Plasma Mortar with Two Fuel Rod Pods
  • Any Wraith may take a Pintle-Mounted:
    • Plasma Cannon
    • Twin Plasma Cannon
  • May take a layer of Vehicular Energy Shielding
Abilities:
  • Heavy Skimmer: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Faction Keywords: COVENANT
Keywords: VEHICLE

Locust

Power 10, Points per model 100

Name M WS BS S T W A Ld Sv
Locust 6" 4+ 3+ 5 7 8 2 7 3+


This unit contains one Locust equipped with a Boring Laser and two Layers of Vehicular Energy Shielding.
Name Range S AP Damage Type Abilities
Boring Laser 48" 7 -2 3 Heavy 3 -


Wargear Options: May take one more layer of Vehicular Energy Shielding
Abilities:
  • Overdrive: The Locust pilot may drain energy from the vehicle's shields in order to increase the strength of the Boring Laser. For every layer of shielding the player disables until his next shooting phase, improve the Strength, AP and Damage of the shot by 1.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Faction Keywords: COVENANT
Keywords: VEHICLE

Sharquoi

Power 6, Points per model 82

Name M WS BS S T W A Ld Sv
Sharquoi 6" 4+ - 6 7 8 4 7 3+


This unit contains one Sharquoi. It may include 1 additional Sharquoi (Power Rating +6) or 2 additional Sharquoi (Power Rating +12). Each Sharquoi is equipped with Spike Fists.
Name Range S AP Damage Type Abilities
Spike Fists Melee x2 -3 3 Melee When attacking with this weapon, you must subtract 1 from the hit roll.


Faction Keywords: COVENANT
Keywords: MONSTER

Goblin

Power 6, Points per model 91

Name M WS BS S T W A Ld Sv
Goblin 8" 5+ 4+ 5 5 5 3 5 3+


This unit contains one Goblin armed with a Power Fist, Concussion Rifle, Fuel Rod Beam and Shardstorm Launcher. It may include 1 additional Goblin (Power Rating +6) or 2 additional Goblins (Power Rating +12)
Wargear:
Name Range S AP Damage Type Abilities
Shardstorm Launcher 12" 6 -1 1 Heavy 8 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled.
Plasmablaster Launcher 12" 4 -1 1 Heavy 8D3 All failed To Hit rolls made with this weapon may be re-rolled.
Power Fist Melee x2 -3 D3 Melee -


Wargear Options:
  • The Goblin may swap any of its Fuel Rod Beams for a Heavy Needler
  • The Goblin may swap its Shardstorm Launcher with a Plasmablaster Launcher
Abilities - Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Faction Keywords: COVENANT
Keywords: VEHICLE, FLY, JET PACK

Lords of War

Lich

Power 90, Points per model 2000

Name M WS BS S T W A Ld Sv
Lich * 5+ * 8 8 72 5 8 3+


Remaining W M BS
37-72+ 20-60" 2+
25-36 20-45" 3+
13-24 20-30" 3+
1-12 20-25" 4+
This unit contains one Lich equipped with a Plasma Beam and four Plasma Cannons.
Abilities:
  • Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
  • Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice.
  • Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
  • Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
  • Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 4+ it explodes, and each unit below the Lich and within 1" suffers D6 mortal wounds.
  • Colossal Flier: When targeting this model with Shooting and Psychic attacks, always measure to the hull where it would be at tabletop level. In addition, unless the attacking unit can FLY, add 12" to the measured distance to determine the range when making shooting attacks against it. Note that this means many short ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Also, this vehicle may move and shoot Heavy weapons without any penalty.
Transport Capacity: This model can transport 40 COVENANT INFANTRY. Each MEGALEKGOLO takes the space of three infantry models.
Faction Keywords: COVENANT
Keywords: VEHICLE, FLY, TITANIC, TRANSPORT

Protos Scarab

Power 50, Points per model 1000

Name M WS BS S T W A Ld Sv
Protos Scarab * * * 10 9 80 4 8 3+


Remaining W M WS BS
61-80+ 36" 5+ 2+
41-60 30" 5+ 3+
21-40 24" 6+ 4+
1-20 18" 6+ 5+
This unit contains one Protos Scarab equipped with a Plasma Beam and two Heavy Plasma Repeaters. It may also crush its enemies beneath its Titanic Stride.
Abilities:
  • Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6" suffers D6 mortal wounds.
  • Flank Speed: When this model Advances, increase its Move characteristic by 12" instead of rolling a dice.
  • Towering Monstrosity: A Protos Scarab can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Protos Scarab Falls Back, it can move over enemy INFANTRY models, though at the end of its move it must be more than 1" away from all enemy units. A Protos Scarab can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are TITANIC. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, a Protos Scarab can move and fire Heavy weapons without any penalty to its hit rolls. Finally, a Protos Scarab only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
Faction Keywords: COVENANT
Keywords: VEHICLE, TITANIC

Deutoros Scarab

Power 80, Points per model 1600

Name M WS BS S T W A Ld Sv
Deutoros/Devastator Scarab * * * 10 10 100 5 9 3+


Remaining W M WS BS
81-100+ 36" 4+ 2+
61-80 31" 4+ 3+
41-60 26" 5+ 4+
21-40 22" 5+ 5+
1-20 18" 6+ 6+
This unit contains one Scarab. Deutoros Scarabs are equipped with a Plasma Beam, Heavy Plasma Repeater and three Plasma Cannons. Devastator Scarabs are equipped with a Tyrant Gun. Either variant may also crush its enemies beneath its Titanic Stride.
Abilities:
  • Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6" suffers D6 mortal wounds.
  • Flank Speed: When this model Advances, increase its Move characteristic by 12" instead of rolling a dice.
  • Towering Monstrosity: A Scarab can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Scarab Falls Back, it can move over enemy INFANTRY models, though at the end of its move it must be more than 1" away from all enemy units. A Scarab can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are TITANIC. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, a Scarab can move and fire Heavy weapons without any penalty to its hit rolls. Finally, a Scarab only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
Faction Keywords: COVENANT
Keywords: VEHICLE, TITANIC, LEKGOLO

Harvester/Super Scarab

Power 130, Points per model 2600

Name M WS BS S T W A Ld Sv
Harvester/Super Scarab * * * 16 16 140 5 10 2+


Remaining W M WS BS
121-140+ 30" 4+ 2+
81-120 27" 4+ 3+
41-80 23" 5+ 4+
21-40 18" 5+ 5+
1-20 15" 6+ 6+
This unit contains one Harvester or Super Scarab. Harvesters are equipped with a Harvester Beam. Super Scarabs are equipped with a Heavy Plasma Beam. Either variant may also crush its enemies beneath its Greater Titanic Stride.
Wargear:
Name Range S AP Damage Type Abilities
Heavy Plasma Beam 96" 16 -3 2D6 Macro 2D3 Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Harvester Beam 48" 16 -4 6 Macro 2D6 -


Abilities:
  • Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6" suffers 2D6 mortal wounds.
  • Titanic Gait: When this model Advances, increase its Move characteristic by 8" instead of rolling a dice.
  • Towering Monstrosity: This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When it Falls Back, it can move over enemy INFANTRY models, though at the end of its move it must be more than 1" away from all enemy units. The model can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are TITANIC. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. Finally, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
Faction Keywords: COVENANT
Keywords: VEHICLE, TITANIC

Kraken

Power 130, Points per model 2600

Name M WS BS S T W A Ld Sv
Kraken * * 4+ 16 16 140 5 10 2+


Remaining W M WS
121-140+ 27" 5+
81-120 21" 5+
41-80 18" 6+
21-40 15" 6+
1-20 12" 7+
This unit contains one Kraken equipped with 16 Fuel Rod Guns. It may also destroy enemies with a Focused Kick or crush them under its Greater Titanic Stride.
Wargear:
Name Range S AP Damage Type Abilities
Focused Kick Melee x2 -5 10 Melee Any wound roll of a 6 made with this attack on any VEHICLE, MONSTER or BUILDING automatically inflicts an additional 2D6 mortal wounds on the target.


Wargear Options:
  • Any Fuel Rod Gun may be exchanged for a:
-Heavy Plasma Cannon
-Twin Plasma Cannon
-Fuel Rod Cannon
Abilities:
  • Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6" suffers 2D6 mortal wounds.
  • Titanic Gait: When this model Advances, increase its Move characteristic by 8" instead of rolling a dice.
  • Towering Monstrosity: A Kraken can Fall Back in the Movement phase and still shoot and/or charge during its turn. When it Falls Back, it can move over enemy INFANTRY models, though at the end of its move it must be more than 1" away from all enemy units. The Kraken can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are TITANIC. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. Finally, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
Transport Capacity: This model can transport 250 COVENANT INFANTRY models and 16 COVENANT VEHICLE models. Each MEGALEKGOLO takes the space of three infantry models.
Faction Keywords: COVENANT
Keywords: VEHICLE, TITANIC, TRANSPORT

Khantolekgolo Behemoth

Power 21, Points per model 350

Name M WS BS S T W A Ld Sv
Khantolekgolo * * * 10 8 35 8 9 3+


Remaining W M WS BS
20-35+ 10" 3+ 3+
9-19 8" 4+ 4+
1-8 6" 6+ 6+
A Khantolekgolo Behemoth is a single model equipped with a Heavy Assault Cannon. It may also crush enemies under its huge feet.
Wargear:
Name Range S AP Damage Type Abilities
Heavy Assault Cannon
Cannon 48" 8 -2 1 Heavy 3D6 -
Beam 36" 9 -4 D6 Heavy 3 -
Storm 36" 6 -1 1 Heavy 6D6 -
Huge Feet Melee User -4 D6 Melee -


Abilities - Stampede!: Each time this model finishes a charge move, roll a D6 for each enemy unit within 1" of it; on a 2 that unit suffers D6 mortal wounds.
Faction Keywords: COVENANT
Keywords: MONSTER, TITANIC, LEKGOLO

Fortifications

Tyrant/Weevil

Power 9, Points per model 190

Name M WS BS S T W A Ld Sv
Tyrant/Weevil 0" - 5+ - 9 20 - - 3+


This unit contains one Tyrant or Weevil. Tyrants are equipped with a Tyrant Gun and Weevils are equipped with a Weevil Mortar.
Wargear:
Name Range S AP Damage Type Abilities
Weevil Mortar 72" 8 -3 2 Heavy 2D6 This weapon can target units that are not visible to the bearer.


Abilities:
  • Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
  • Automated Weapons: Unless a friendly unit is embarked inside this model, each of its weapons can only target the nearest visible enemy. If two or more units are equally close, you may choose which is targeted.
  • Fire Points: 10 models embarked in this model can shoot in their Shooting phase, measuring range and drawing line of sight from any point on this model. They can do this even if enemy models are within 1" of this model.
  • Plasma Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 4+ its plasma core explodes, and each unit within D6" suffers D6 mortal wounds.
Transport Capacity: This model can transport 20 COVENANT INFANTRY models. Each MEGALEKGOLO takes the space of three infantry models.
Faction Keywords: COVENANT
Keywords: VEHICLE, BUILDING, TRANSPORT

Plasma Turrets

Power 6, Points per model 80

Name M WS BS S T W A Ld Sv
Plasma Turret 0" - 5+ - 8 10 - - 3+


A Plasma Turret is a single model equipped with a Twin Plasma Cannon. It can include one additional Plasma Turret (Power Rating +6).
Wargear Options:
  • May take one of the following:
-Two Plasma Mortars
-Two Heavy Needlers
-Two Fuel Rod Cannon
Abilities:
  • Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
  • Automated Weapons: This models weapons can only target the nearest visible enemy unit. If two or more units are equally close, you may choose which is targeted.
  • Magazine Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 its magazine explodes, and each unit within 2D6" suffers D3 mortal wounds.
Faction Keywords: COVENANT
Keywords: VEHICLE, BUILDING

Deployable Watchtower

Power 3, Points per model 70

Name M WS BS S T W A Ld Sv
Deployable Watchtower 0" - - - 7 10 - - 4+


A Deployable Watchtower is a single model. It can include an additional Deployable Watchtower (Power Rating +3).
Abilities:
  • Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
  • Open Topped: Models embarked on a Deployable Watchtower can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Transport Capacity: This model can transport 10 COVENANT INFANTRY models. Each MEGALEKGOLO takes the space of three infantry models.
Faction Keywords: COVENANT
Keywords: VEHICLE, BUILDING, TRANSPORT

Info on Covenant Vehicles

Covenant Land Vehicles

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

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

Wraith: Covenant MBT, but functions more akin to a Mobile Artillery, can come equipped with shields that gives it 4+ invulnerable save. Has a unique special ability called "Scorched" which allows the Wraith to shoot out a flaming sticky plasma gel that ignores cover saves. Main disadvantage however is that like all Covenant vehicles, it is based on quantity rather than quality, thus is weaker then most WH40K tanks and artillery.

  • Anti-Air Wraith: This specially modified Wraith has their Heavy Plasma Mortar replaced by two Heavy Fuel Rod Cannons that can home in and destroy almost any enemy aircraft with relative ease, however the Covenant can also re-purpose the Fuel Rods for anti-vehicle, causing immense damage to any light to medium tanks. Just like most Vehicles from the Covenant, they have a vast practicality use for each one, earning them the nickname of Jack-of-all-Trades and Master-of-None.
  • Wraith Ultra: A silvery Wraith with advanced systems and armaments, this improved Wraith designed is meant for the most accomplished drivers in the Covenant army. It's a standard Wraith with an improved mortar that breaks apart like plasma cluster bombs creating several blast templates; balanced with a more expensive point cost.
  • Temple Wraith: A Golden Master-crafted Wraith meant for only the most loyal of Sangheili Zealots. These Wraiths are distinguished from others in its technological and defensive improvements.
Covenant Locust in action

Locust: Covenant Mining vehicle converted into a anti-building and anti-tank weapon. Automatically comes with a very strong energy shield that gives it 2+ invulnerable save for a single glancing or penetrating hit each phase. Armed with a single but very powerful Mining Laser that gives it very high damage against tanks, heavy tanks and mechs. Has a special ability called "Overdrive" which sacrifices its shield strength but boost its S value by 1. Main disadvantage is that it cannot fire on the move, making it vulnerable to flanking.

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

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

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

Chopper: A Brute made vehicle, it is primitive, crude, but incredibly effective, have mostly the same stats as a Ghost but is slower, comes with two light anti-vehicle cannons and has a special ability called "Charged" which can instantly destroys lighter vehicles, and heavily damage tanks.

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

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

Covenant Air Vehicles

Banshee: Main Covenant scout plane, weak and vulnerable but comes in obscene numbers and speed, as well as being able to be produced cheaply and quickly. Armed with two Light Plasma Cannons and a single Fuel Rod Cannon for added anti-tank damage. If equipped with vehicular energy shielding they are decent at resisting hits.

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

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

Covenant Vampire with early prototypes.

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

Spirit: A light Covenant troop transport, although its large cargo hold causes it to be classified as a Super-Heavy, only equipped with one Heavy Plasma Cannon, but could carry more then double the troops as a Phantom as well as a tank or artillery.

Covenant Drop Pods

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

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

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

Covenant Apocalypse Units

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

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

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

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

A Super-Scarab under construction.

Super-Scarab: The Covenants answer to an Imperial Titan, these living legends are so large that it needs to be constructed on land then the usual orbital drops used by its smaller cousins. Although armed with a single Focus Cannon; its power is unmatched and so far remains the most powerful Covenant land-based weaponry known by Imperial records, able to tune its intensity that could rival even a star-based Energy Projector from a Covenant ship they are a force to be reckoned with. Could carry troops of up to 50, and is fast and mobile for something its size. Furthermore it has none of its disadvantages of its smaller brethren.

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

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

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

Covenant Fortifications

Mantis: The Mantis is the largest and most powerful Anti-Aircraft Cannon produced by the Covenant Empire. The sheer size of the Mantis means that only certain areas is doable enough to support the structure and only the largest of Covenant landcraft is able to support it such as the Scarab. As the Mantis is designated towards aircraft and low-orbiting spacecraft, it is thus, incredibly effective at destroying anything from Thunderhawks to even light Corvettes.

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

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

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

Deployable Energy Shield: A deployable energy shield covers a wide area in a spherical bubble that helps protects Covenant infantry and vehicles from artillery barrages, orbital bombardment and aircraft assaults. These fortifications is incredibly mobile and can be carried by either a phantom or spirit.

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

Shrike Turret: The Shrike Turret is a medium, automated anti-aerospace weapon emplacement system utilized at sites of significant strategic importance. Shrike Turrets are larger and more powerful than normal Shades that is armed with two high-powered plasma cannons. Shrike Turrets unlike conventional Covenant military assets is actually controlled by an A.I., although these artificial intelligence is relatively 'feral' and simple-minded, which is sanctioned and approved by the upper echelons of the Covenant.

Mega Turret: A giant, static turret used by both Banished and Covenant forces. These behemoths act as defensive artillery by lobbing giant and devastating Plasma Torpedoes that can destroy super-heavy vehicles or a large platoon of infantry in a single shot. They can switch into two firing modes, "Lingering Death" which ignores cover and creates an area denial affect that lasts two turns, reducing infantry to ash and "Compound Detonators" which creates a high strength explosion that can turn even the strongest vehicles inside out.

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

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

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

Covenant Star fighters

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

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

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

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

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

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

Covenant Star-ships

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

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

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

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

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

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

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

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

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

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

Info on Covenant Infantry

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

Light Infantry

Unggoy Lance: The lowest of the low, these walking meat shields are used as cannonfodder by the Covenant. Useless in almost everything except for numbers, as expected, morale in these xenos are always low but can be risen if a nearby Deacon or Elite is passed on as leader. Cheap and rapidly reproducing, the Grunts are usually armed with a Plasma Pistol in which (Fluff wise) it causes around the same damage as a Imperial Hotshot Lasgun, have a special ability called "Overcharged" which causes an EMP and disables enemy vehicles. Can be upgraded with a Needler which allows for better accuracy due to its homing function and more power through rending. Also equipped with a Plasma Grenade which is a Plasma Grenade that always stick to the target. When equipped with a Deacon, they receive a new ability called "Zeal" which is essentially an Unggoy suicide charge, sacrificing a few models, but the effects would be devastating to the opposing infantry or vehicle.

Unggoy Heavy Weapons Team: A few lucky Unggoy get to be trained as Heavy Weapons Team, with every Grunt carrying a heavy weapon of some sort. However, despite their formidable arsenal, these are still Unggoy and are thus, highly prone to flee if the battle does not go their way as intended.

Kig-Yar Lance: Used as scouts and reconnaissance, these mean snarly pirates carry around Energy Shields similar to an Elite, but is shaped like a shield. Can be either armed with a Plasma Pistol or Needler, are very good shots and could be re-purposed as a make-shift anti-light infantry squad. Occasionally in situations that forces the Kig-Yars to fight in CQC, they are allowed to trade their range weapons with an Energy Cutlass, an energy blade made from the exotic material of the Needler, which in turn causes any unfortunate victim to violently explode if slashed. They are however, vulnerable to flanking and have low toughness.

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

Yanme'e Swarm: As weak as Grunts but as equally numerous with addendum of flight, and Fearlessness. Each Yanme'e swarm is lead by a Yanme'e Patriarch which can be identified by its more regal colors and horns. These Patriarch act as the commanding officer or leader of an entire swarm. Can choose a range of weapons including the Plasma Pistol, Plasma Rifles and Needlers, and are naturally armed with razor sharp claws.

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

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

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

Heavy Infantry

Mgalekgolo Pack: These heavily armoured walking behemoths are the Covenant answers to a Spacemarine Terminator and Eldar Wraith-Guard. Standing at 13 feet tall and weighing 5 tons, they easily dwarf any enemy short of a tank. Ridiculously fast and agile for their size, armed and with an Assault Cannon which is a heavily modified Fuel Rod Cannon. This Assault Cannon can be switched in three modes, a single shot blast, a beam to destroy armor and a machine gun mode. Furthermore it comes with a special ability called "Bond-Brothers" which once a single Hunter dies the other Hunter RAGES getting the Furious Charge, Rage, and Feel No Pain special rules.

Sharquoi: With the height of around 5 meters and weighing around 10 tons, this is one of the biggest infantry in the Covenant, second to that of a Khantolekgolo Behemoth. Armed with two massive "Spike Fists" that could rip and tear most heavy vehicles with ease, coupled with its incredibly tough hide that could suffer the worst damage, but is slow and stubborn.

A Sharquoi in action, sketched by an Imperial Xenobiologist.

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

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

Specialized Infantry

Spec-Ops Team: A group of highly trained "Special Operation" Sangheilies and Unggoys. Used for missions that is highly dangerous and risky, these elites uses a wide range of Covenant Weaponry to execute their job in the most efficient way possible. Infamous for their black coloring, these Spec-Op teams have Sangheili skilled enough to give Astartes a tough challenge while their Unggoy are no slouches either who are more akin to a Imperial Guard Stormtrooper.

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

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

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

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

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

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

Elite Infantry

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

A Sangheilie Zealot, suppressing a minor Jiralhanae Uprising.

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

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

HQ Infantry

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

San'Shyuum Enforcers: Although not meant to be situated in Warfare, and definitely not meant to fight. These low-ranking San 'Shyuum instead use their faith and inspiring aspect at the very back-lines. Frail and fragile, these preachers are protected by an entire squads of Honor Guards, making them incredibly costly and expensive. However they are eventually worth the cost, these Enforcers are equipped with a few abilities, "Instrument of the Gods" which allows Covenant units to use his leadership and Prophet's Grace which grant nearby units the Relentless and Preferred Enemy special rules. Armed with only a Prophet Staff and Covenant Holy Codex, these are one of the best supportive units in the Covenant Army.

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

Sangheili Councillors: One of the Highest Ranks Elites, these Elite of the Elite of the Elites hold high position in the Covenant Politics, and when the need for battle is called onto them, they will respond without hesitation. Infamous among the Imperial outer sector for its large and elongated head-dress, and are armed with shields so powerful that it is usually best to bring out large quantities of heavy weapons to down them. Has a special ability called "The Passion", which offers Hatred to nearby elites on the Battlefield and hands out the rule to rule all rules, And They Shall Know No Fear.

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

Honor Guard Ultras: Often called the "Light of Sanghelios", one of the highest rank Sangheili, above the already impressive status of a typical Honor Guard. These living guardians carry a typical Energy Stave, but is so skilled that it is not unheard of them to kill an entire Stormtrooper squad, all of them with their eye-piece pierced and shattered with such precision. Have almost the same stats and abilities as a Sangheili Councilor, but has a worse WS.

Jiralhane Chieftains: These are the Alpha males of the pecking order in Jiralhanae society. These lumbering brutes carry authority and might over others, and carry skill and cunning that would make even an Astartes think twice about their situation. Strong and immensely powerful in both close and range combat, it is quite common for these monsters to rip apart vehicles with their bare hands and powerful enough to challenge Nobz and Bosses. These Patriarchs can be either armed with a Light Plasma Cannon, Fuel Rod Cannon or a Gravity Hammer.

The Covenant:Great Journey and Beyond

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

->Link:Covenant

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