CODEX COVENANT
CODEX Covenant
HQ
Prophets: The leaders and co-founders of the Covenant faith. All members of the Covenant, from drones to Elites, look to the prophets for guidance. Each member is prepared to give their life at the whim of a prophet. Special Rules: Independent Character Honor Guard: A prophet is always accompanied by his honored protectors. 2 to 4 Spec Ops Elites or Brute Captains may be added to his squad as his Honor Guard. Defies Gravity: A prophet s chair is equipped with the most advanced technology the Covenant has mastered. A prophet moves like a jetbike, and ignores dangerous or difficult terrain. Weapons: The chair in which a prophet sits is armed with twin-linked fuel rod cannons. Dedicated Transport: A prophet may take a phantom as a dedicated transport.
CODEX Covenant
The Prophet of Truth: Truth is the central figure, and often the ruling voice of the Covenant hierarchs. His presence on the battlefield inspires and invigorates the troops he leads. Special Rules: Prophet: Truth is a Prophet, and follows all Prophet rules as listed above. Inspirational Speech: Even in the most dire and chaotic of circumstances, Truth bellows out across the battlefield his grandiose speeches and promises of reward and Paradise. As long as Truth is on the field, all Covenant Ld is 10. (Before other modifiers) Orbital Strike: Truth s status as a hierarch gives him access to all of the technology available to the Covenant to use as he sees fit. Truth my call forth a Covenant cruiser from low orbit to fire on his enemies. The shot is S 9, AP 1, Large Blast. Because of the highly advanced targeting systems the Covenant have developed, if the shot scatters, roll 3 dice and take the lowest 2. Once per game. I am Truth! The voice of the Covenant! The Prophet of Truth
CODEX Covenant
The Prophet of Regret: The second of the three Covenant hierarchs, Regret often finds himself at ends with Truth in matters involving protocol and religious ceremony. Special Rules: Prophet: Regret is a Prophet, and follows all Prophet rules as listed above. Teleportation: Regrets chair was specially designed for him, and as such utilizes special prototype teleportation technology. As such, he never really moves from point to point; instead he vanishes and reappears a short distance away. Regret ignores all terrain, and can even pass through solid objects or otherwise impassable terrain. "Every member of the Covenant shall walk the path. None will be left behind when our Great Journey begins. Regret, giving his sermon on Delta Halo
CODEX Covenant
Elite Councilor: The highest ranking, most respected of the Elite race earn their spot on the Council. Councilors don t always see battle, but when they do they are often found in the midst of the enemy, sword drawn. Special Rules: Independent Character Active Camo: Elite Councilors armor comes equipped with active camouflage, as detailed on page 21. Dual Wield: Elite Councilors may dual wield weapons, as detailed on page 21. Weapons: Councilors may take Plasma Rifles, Plasma Pistols, Needlers, or Carbines. May also carry a Plasma Sword. Dedicated Transport: May take a Phantom as a dedicated transport
CODEX Covenant
Brute Chieftain: Tribal pack leaders, Brute Chieftains dual their way into rank, proving themselves as the most vicious and strongest in their pack. Special Rules: Independent Character, Fearless, Relentless Dual Wield: Brute Chieftains may dual wield weapons, as detailed on page 21. Weapons: Besides Gravity Hammers, may also carry Brute Plasma Rifles, Plasma Pistols, Needlers, or Carbines. Gravity Hammers are Assault and Power weapons. Dedicated Transport: May take a Phantom as a dedicated transport
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CODEX Covenant
Arbiter: The chosen leader of the Elites. His presence inspires those around him, and his skill with a plasma sword is unmatched. Special Rules: Independent Character, Honor: Because of a sense of loathing and superiority towards Brutes, if the Arbiter is included in your army, you may not take Tartarus or any Brute unit. Active Camo: The Arbiters armor comes equipped with active camouflage, as detailed on page 21. Dual Wield: The Arbiter may dual wield his weapon, as detailed on page 21. The Arbiter may also dual wield Plasma Swords, granting him an additional close combat attack. Weapons: The Arbiter may take any two weapons from the Armory. In addition to that, he may also take a Plasma Sword. (Can only fire one weapon per turn, players choice) Transport: May take a Phantom or Specter as dedicated transport If they came to hear me beg, then they will be disappointed. before being branded The Arbiter,
CODEX Covenant
Tartarus: Head chieftain of the Brutes. His ruthlessness and brutality have led him to many victories and earned him the respect of not only his pack, but many others in the Covenant as well. Special Rules: Independent Character, Fearless Terrifying: Any unit that assaults Tartarus does not receive a bonus attack, and must roll a morale test. If successful, combat proceeds as normal. If failed, the unit freezes in fear, and cannot attack that turn. Pride: Tartarus resents the Elites for their undeserved superiority. An army with Tartarus cannot include the Arbiter or any Elite unit. Weapons: Because of Tartarus pride, he will only use a Brute Plasma Rifle or a Brute Shot. He also carries the fearsome Fist of Rukt, his modified Gravity Hammer. In addition to being a Power weapon and Assault weapon, the Fist of Rukt counts as AP1, and can roll 2 dice for armor penetration against vehicles. "A bloody fate awaits you and the rest of your incompetent race, and I, Tartarus, Chieftain of the Brutes will send you to it!" Tartarus,
CODEX Covenant
Elite:
Brute Captains: Brutes that have proven themselves through combat. They are vicious, very dangerous adversaries. Squad Size: 3-5 models Special Rules: Fleet of Foot Berserker Rage: Brute Captains follow the Berserker Rage rule, pg 21 Dual Wield: Brute Captains may dual wield some weapons, pg 21 Sprint: A Brute Captain s unit may move an additional 6 in the shooting phase. Counts as having fired its currently equipped weapon. Heightened Senses: Brutes sense of smell far exceeds any other in the galaxy. Brute Captains ignore Stealth and Night Fighting rules, attacking as normal against Stealth units or in Night Fighting. Weapons: Brute Captains may take a Brute Shot, Brute Plasma Rifle, Carbine, or Plasma Pistol. Transport: May take a Specter as a dedicated transport
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CODEX Covenant
Spec Ops Elites: Highly trained Elites, usually adorned in silver armor, these Elites are usually reserved for black ops and assassinations. Squad Size: 3-5 Models Special Rules: Active Camo: Spec Ops Elites are equipped with Active Camo, pg 21 Berserker Rage: Spec Ops Elites follow the Berserker Rage rule, pg 21 Dual Wield: Spec Ops Elites may dual wield some weapons, pg 21 Jump Jets: Spec Ops Elites may equip Jump Jets, which follow jet pack rules Weapons: Spec Ops Elites may take a Plasma Rifle, Plasma Pistol, Carbine, or Fuel-Rod Cannon. Transport: May take a Specter as a dedicated transport
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CODEX Covenant
R Tas Vadumee: Strong and loyal, R tas Vadumee is the commander of the Spec Ops Elites. His natural instinct is unrivaled, and his quick thinking has turned the tide of many a battle. Special Rules: Fleet of Foot, Independent Character Active Camo: R Tas Vadumee is equipped with Active Camo, pg 21 Sprint: R Tas Vadumee may move an additional 6 in the shooting phase. Counts as having fired his currently equipped weapon Dual Wield: R Tas Vadumee may Dual Wield some weapons, pg 21 Intuition: R Tas Vadumee is an extremely skilled fighter and has survived many battles. Because his experience he has an almost psychic ability to read his enemies. When initiating an assault, R Tas Vadumee and any Elite unit he is attached to gain +1 to their WS. Weapons: R Tas Vadumee may take any 2: Plasma Rifle, Plasma Pistol, Carbine, or Fuel-rod Cannon. Transport: May take a Specter as a dedicated transport "If it takes my death, so be it. You will not defeat the Covenant." Vadumee R Tas
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CODEX Covenant
Jackal Sniper: Skilled marksman, these highly trained assassins never miss twice. Squad Size: 1-4 models Special Rules: Infiltrate, Scout Weapons: Jackal Snipers may take Carbines, and a maximum of 2 Beam Rifles.
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CODEX Covenant
Troops:
Grunts: Grunts are small, pig-like creatures that are rather frail and cowardly on their own. In large groups, though, Grunts can be dangerous and formidable opponents. Squad Size: 5-15 models Special Rules: Righteous End: If a unit of Grunts is reduced to 1 Grunt model, and he fails his morale check, he doesn t retreat. Instead, the Grunt activates several plasma grenades and immediately moves towards the nearest enemy unit. At the end of his move, the grenades detonate at S 4, AP -, Small Blast. Sheep: A Grunt unit may take 1 Elite or Brute model. This adds 1 to the Grunts initiative, and allows the Grunts to use the Elites or Brutes Ld as long as the unit contains the Elite or Brute. Weapons: Grunts may take Plasma Rifles, Brute Plasma Rifles, Plasma Pistols, Needlers, and up to 2 Fuel-rod Cannons per unit.
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CODEX Covenant
Jackals: Ranked just above Grunts, these birdlike creatures are quick to retreat if outnumbered. They often abuse their rank over the Grunts to feel superior. Squad Size: 5-10 models Special Rules: Protection: Jackals sport an arm-mounted energy shield that is incredible obstructive. Jackals receive a +1 to their cover save, or a 5+ cover save if not in cover. Weapons: Jackals carry Plasma Pistols. They can also upgrade to Carbines, at the cost of the shield.
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CODEX Covenant
Drones: Though mindless, Drones are quick, capable, and accurate shots who s deadliness increases exponentially with their numbers. Squad Size: 5-20 models Special Rules: Fearless, Swarm Sprint: Drones may move an additional 6 during the shooting phase. Counts as having fired currently equipped weapon. Weapons: Drones may take Plasma Pistols or Needlers
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CODEX Covenant
Elites: The second of the two races that founded the Covenant, Elites are intelligent, strong, and fervently loyal to their honor, and to one another. Squad Size: 3-7 models Special Rules: Berserker Rage: Elites follow the Berserker Rage rule, pg 21 Veterancy: One Elite in the unit may be promoted to veteran, adding +1 to his initiative, and allowing him to carry a Plasma Sword in addition to the normal weapons. Weapons: Elites may take a Plasma Rifle or Plasma Pistol Brutes: Once technologically advanced, the Brutes all but destroyed themselves in a series of civil wars. They are strong and bloodthirsty, and stop at nothing to win. Squad Size: 3-7 models Special Rules: Berserker Rage: Brutes follow the Berserker Rage rule, pg 21 Veterancy: One Brute in the unit may be promoted to veteran, adding +1 to his Attack, and allowing him to equip a Brute Shot instead of a standard weapon. Weapons: Brutes may carry either a Brute Plasma Rifle or Plasma Pistol
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CODEX Covenant
Fast Attack:
Specter: Specters are small, light-weight transports that utilize Covenant antigravity technology and a 360o turret to quickly deploy troops to strategic areas, and cover those same troops as they advance. Special Rules: Skimmer Transport: A Specter may carry 1 unit of Elites, Brutes, Spec Ops Elites, or Brute Captains. Weapons: Specters carry the Specter Turret.
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CODEX Covenant
Zealots: Purist Elites who feel that the only honorable combat is hand to hand. Their most apparent feature being their immaculate golden armor, Zealots have forgone any ranged weaponry to live and die solely by their sword. Squad Size: 1-3 models Special Rules: Fearless, Fleet of Foot Sprint: Zealots may move a full 6 in the shooting phase Shock Troops: Zealots are often dropped straight into battle from orbit, Zealots may enter the game from reserves via Deep Strike Weapons: Zealots use only their Plasma Sword Ghost: Small, quick reconnaissance vehicles. Ghosts rely on Covenant anti-gravity technology to zip from one end of the battlefield to the other. Squad Size: 1-3 models. Special Rules: Skimmer, Open-topped Weapons: Ghosts are equipped with twin-linked Ghost Cannons.
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CODEX Covenant
Heavy Support:
Hunters: Hunters are not a single creature; rather, they are a hive of large, eel-like creatures that reside within a Hunter s armor. Squad Size: 2 models. Hunters do not have to be placed together, and each model may move and shoot independently. Special Rules: Berserker Rage: Hunters follow the Berserker Rage rule, pg 21 Weapons: Hunters are armed with a Fuel-Rod cannon that is grafted to their arm.
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CODEX Covenant
Wraith: The backbone of the Covenants ground-based vehicles. The Wraith is a devastating artillery tank capable of launching focused plasma great distances. Special Rules: Tank Weapons: A Wraith sports the Wraith Arc, and a twin-linked Wraith Turret.
Phantom: The flying transport craft of the Covenant. It is a versatile, capable craft usually deployed to the frontlines to quickly ferry troops around the battlefield. Special Rules: Skimmer Transport: Phantoms may carry any 2 Covenant units. Weapons: Phantoms are equipped with 3 Phantom Turrets.
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CODEX Covenant
Special Rules:
Berserker Rage: For a unit that follows the Berserker Rage rule, at the start of your next turn, roll a D6 if there is only one model left in the unit. On a 4+, the unit acts as normal. On a 1-3, the unit flies into a rage, casts away his firearms, and charges the enemy full tilt. The enraged unit gains +1 attack, and becomes fearless. The unit must move as far as possible towards the nearest enemy unit, and must assault if possible. Active Camo: Units equipped with Active Camo count as stealth as long as the camo is active. Active Camo can be activated or deactivated in the Movement Phase, but will automatically deactivate if the unit attacks in any way. Dual Wield: A unit that has the dual wield rule can carry an additional weapon of the same type. Dual wielded weapons count as 1 twin-linked weapon. Only Plasma Rifles, Brute Plasma Rifles, Plasma Pistols, and Needlers can be dual wielded. **Burnout: After extended use, some Covenant weapons require time to cool down. In the shooting phase, a unit with a Burnout weapon may fire an additional shot that turn, but cannot fire that weapon on the next turn. Weapons that Burnout are Plasma Rifles, Brute Plasma Rifles, Plasma Pistols, and Beam Rifles. * Invulnerability Save Plasma Swords are Assault Weapons and Rending
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CODEX Covenant
Unit Prophet Truth Regret Elite Councilor Brute Chieftain Arbiter Tartarus Hunter R Tas Vadumee Spec Ops Elite Brute Captain Jackal Sniper Grunts Jackals Drones Elites Brutes Zealots
WS 2 2 2 4 4 4 5 4 5 4 4 2 2 3 3 3 4 4
BS 5 5 5 4 4 5 3 4 5 4 4 5 3 3 4 4 3 -
S 3 4 4 4 5 5 6 5 4 4 4 3 2 3 2 4 4 4 Front 11 12 13 12 AP 4 5 3 4 3 4 5 2 5 5 4 6
T 6 6 5 5 4 6 6 4 4 4 5 3 3 3 3 4 4 4
W 2 3 3 2 2 3 3 2 1 1 1 1 1 1 1 1 1 1 Side 11 11 12 11 Range 24 24 24 24 36 12 18 24 18 -72 12 24 24 12
I 7 8 8 7 7 6 6 4 6 4 4 2 2 2 2 5 5 5
A 2 2 2 2 2 3 3 2 2 1 2 1 1 1 1 1 1 1
Ld 10 10 10 10 10 10 10 10 10 10 10 8 6 8 10 10 10 10
Sv 2+ 2+ (5+*) 2+ (5+*) 3+ 3+ 3+ 3+ (4+*) 3+ 3+ 4+ 4+ 6+ 5+ 5+ 6+ 4+ 4+ 4+
Vehicle BS Ghost 4 Specter 4 Wraith 4 Phantom 3 Armory Strength Plasma Rifle** 4 Brute Rifle** 5 Needler 4 Carbine 5 Beam Rifle** X Plasma Pistol** 3 Fuel-rod Cannon 7 Brute Shot 6 Wraith Arc 9 Wraith Turret 4 Ghost Cannon 5 Specter Turret 5 Phantom Turret 5
Rear 11 11 12 12 Type Rapid Fire Rapid Fire Rapid Fire Assault 2 Heavy 1, Sniper Assault 2 Heavy 2 Heavy 3 Ordinance 1 Heavy 2 Heavy 3 Heavy 4 Heavy 2
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CODEX Covenant
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