Codex - The Covenant
Halo: The Covenant Codex
Army Special Rules
For the Great Journey!- The near insane religious zeal of almost all Covenant forces stems from the belief that by achieving the goals of the Prophets, such as firing the Halo array, they will become like gods themselves. Armed with this faith, they will gladly throw away their lives to see the Great Journey come to fruition. Any unit with this rule or that includes a unit with this rule counts as Stubborn and may regroup even if below 50% unit strength
Favored of the Prophet- Elites and Brutes share a fierce rivalry that borders on infighting constantly in order to be the favored militant arm of the Prophets. Elites detest being led by Brutes, and vice versa. An army that has an Elite Overlord as an HQ may take Elites as Troops choices. An army that has a Brute Chieftain as HQ may take Brute squads as Troops chocies. If you have both as HQ's you lose the Troops benefit for both.
Warlord Traits
The Covenant Armory
Elite Shielded Armor- 4+ armor save, 6++ invulnerable save Brute Armor- 4+ armor save Grunt Armor- integrates a methane breather system for Grunts, and provides a 5+ armor save Jackal Shield- Provides a 3+ cover save at all times. However each time the unit is called upon to make a save in any phase, it takes a cumulative -1 save modifier until the next player turn Jackal Major Shield- Provides a 2+ cover save at all times. However each time the unit is called upon to make a save in any phase, it takes a cumulative -1 save modifier until the next player turn
Covenant Plasma Weapons- The Covenant chiefly employs a wide variety of plasma weapons in their arsenal, although not quite as destructive as their 40,000 counterparts. Complex force containment chambers gleaned from the Forerunners, however, allow their weapons to be wielded much more safely, with no risk of harm to the user. A large number of Covenant plasma weapons will have a secondary Overcharged profile that can be used instead of the normal profile given. If you choose to fire the Overcharged profile, the whole squad armed with similar weapons must do so. You may only use the Overcharged profile once per game, for each unit armed with such weapons.
Covenant Needler Weapons- More specialized weapons in the Covenant armory fire armor piercing crystal shards that have a limited tracking intelligence that allows for fired needles to hit targets unerringly. When these shards manage to penetrate armor they then explode, causing massive trauma similar to that of an Imperial bolt weapon, though a reaction between a cluster of needles causes a much larger explosion more akin to a frag grenade. If the model suffers an unsaved wound from a weapon with the Super-Combine special rule, resolve an additional hit with the Blast template centered over the model
Brute Weapons- Brutes tend to use their own special brand of firearms, all of which features sharp blade attachments to make them more suitable for the melee of close combat that most Brutes favor. A ranged weapon with the Bladed special rule counts as an additional close combat weapon.
Plasma Pistol- Range: 12" Strength: 4 AP: 6 Type: Pistol, *Overcharge
Range: 18" Strength: 5 AP: 5 Type: Pistol, Haywire
Plasma Rifle- Range: 24" Strength: 4 AP: 6 Type: Rapid Fire, *Overcharge Range: 24" Strength: 4 AP: 6 Type: Salvo 2/4, Plasma Repeater- Range: 18" Strength: 4 AP: 6 Type: Assault 2, *Overcharge
Range: 18" Strength: 4 AP: 6 Type: Assault 4
Plasma Cannon- Range: 36" Strength: 5 AP: 5 Type: Heavy 3
Concussion Rifle- Range: 18" Strength: 4 AP: - Type: Assault 1, Concussive, Blast
Brute Shot- Range: 24" Strength: 4 AP: 6 Assault 1, Blast, *Bladed
Needler- Range: 18" Strength: 3 AP: 6 Type: Assault 2, Twin-linked, *Super-Combine
Needle Rifle- Range: 30" Strength: 3 AP: 6 Type: Rapid Fire, Sniper, *Super-Combine
Spiker- Range: 18" Strength: 4 AP: 5 Type: Assault 2, Pinning, Blast
Covenant Carbine- Range: 30" Strength: 3 AP: 5 Type: Rapid Fire, Sniper
Beam Rifle- Range: 36" Strength: 4 AP: 3 Type: Heavy 1, Sniper
Fuel Rod Cannon- Range: 48" Strength: 6 AP: 4 Type: Heavy 2, +D3 Armor Penetration, Blast
Fuel Rod Beam- Range: 48" Strength: 8 AP: 2 Type: Heavy 1, +D3 Armor Penetration
Plasma Launcher- Range: 36" Strength: 7 AP: 2 Type: Heavy 3, Twin-linked, Sticky* roll to hit target model, place Blast template over model and then resolve the hit