Codex Covenant1 Contents Introduction…………………………… pag. 3 Sangheili Honor Guard……………………. pag. 30 The Covenant Empire Timeline. pag. 4 Covenant Forces…………………….. pag. 6 Unggoy…………………………………………….. pag. 6 Unggoy Heavy………………………………….. pag. 7 Kig-Yar and Kig-Yar Explorers……………. pag. 8 Promethean Crawler………………………. pag. 10 Jiralhanae………………………………………. pag. 11 Sangheili………………………………………… pag. 13 Huragok…………………………………………. pag. 15 Sentinels………………………………………… pag. 17 Promethean Knight………………………… pag. 18 Yanme’e…………………………………………. pag. 19 Promethean Watchers…………………….. pag 20 Ghost Squadron……………………………… pag. 21 Chopper Squadron…………………………. pag. 22 Banshee Squadron…………………………. pag. 23 Locust Squadron…………………………….. pag. 24 Wraith……………………………………………. pag. 25 Phantom…………………………………………. pag 26 Hunters Team…………………………………. pag. 27 San’Shyuum……………………………………. pag. 28 Sangheili General……………………………. pag. 31 Arbiter……………………………………………. pag. 32 Unggoy Deacon………………………………. pag. 33 Jiralhanae Chieftain……………………….. pag. 34 Spirit……………………………………………….. pag 35 Prowler…………………………………………… pag 36 Spectre……………………………………………. pag.37 Covenant Army List………………. pag. 38 HQ……………………………………………….… pag. 38 Elites………………………………………………. pag. 40 Troops……………………………………………. pag. 42 Dedicated Transports……………………… pag. 43 Fast Attack……………………………………… pag. 44 Heavy Support……………………………….. pag. 46 Covenant Armory…………………. pag. 48 Armor Abilities……………………… pag. 51 Vehicles Armory…………………… pag. 52 Allies Chart…………………………… pag. 53 Weapon Profiles……………………. pag 55 2 Introduction This work is aimed at those fans of both the “Warhammer 40.000” and the “Halo” franchises that have always dreamed of merging those two science-fiction masterpieces together. This codex is still in need of playtesting, but the point costs and the rules should be balanced enough (hopefully, since the author has all the official codexes at hand... Yes, he is a madman) to grant you a pleasant experience fielding such a peculiar army against any of the “official” armies out there. Some important clarifications are necessary before starting to read: - This work tries to merge the history of the Covenant Empire into the existing storyline of the 41th Millennium, so no Spartans for you! The UNSC is not and will never be included into this project, simply because it never existed in this timeline (or maybe not in the same “shape”. Who knows, the Golden Age of Mankind is reduced to just a big blur in the grim darkness of the far future…). - The “General Background” section of the Codex is still missing, as well as its final layout, a fact that the author hopes to correct as soon as possible, real life issues permitting. - Some of the events and information described into “Halo 4” have been utilized into this work, so beware of minor spoilers if you still have not played it, you odd person… - The rule set used is the one for the 8th edition of WH40K. - English is not the mother tongue of the author, that apologizes in advance for any mistake and/or convoluted phrase that you may find in the following pages. Also, many thanks to all the contributors to the Halopedia, from where many background extracts and images were shamelessly taken and/or adapted. This work would have been much more time-consuming without them, so really: Thank You! Enjoy your read! AveImperator Disclaimer All of this remains the intellectual property of Microsoft, Bungie, and Games Workshop. Support those companies by buying their products from their respective websites. Everything has been used without permission. No challenge to their respective statuses intended. All Rights Reserved to their respective owners. I will immediately modify/remove this document if deemed necessary by the parties involved. 3 The Covenant Empire Timeline 60 millions years B.C. The War in Heaven. The Old Ones battle the Necron Empire and its C’Tan allies in an hopeless struggle. Two members of this ancient race, the Didact and the Librarian, escape to the corner of the galaxy in order to find a counter against the mechanical hordes. Construction of the eight Halo Stations as anti-C’Tan defenses. The Sentinel Project fails. The Didact, in desperation, starts the Promethean project using as test subjects both the first exemplars of the races nurtured by his wife and other young races still in their early development stage. Death of the Didact at the battle of the Gulf. The Librarian hides the surviving Prometheans together with the genetic samples of the future Covenant races in the Halo stations, but dies shortly after. All the Covenant races are finally engineered and sent to inhabit their respective worlds. Conflict sparks among the research team members about how to interact with their creations’ development process. 60 millions years B.C. Having known about the Enslavers appearance, the Librarian tries to develop new races without psychic potential to counter the Necrons. At the same time, the Didact starts the Sentinel Project for the same reasons. 60 millions years B.C. 60 millions years B.C. The Promethean Project succeed, but only at a terrible cost. The victories won by the Promethean constructs and the power of the Halo Stations ensure the safety of the Halo Stars for a while. Eldar archeologists find the first of the Halo Stations. In the following years, all the stations are discovered and occupied. Researches to revive the Covenant races are made. A pirate raid organized by one of the Eldar team members to “remove the competition” goes too far and becomes an orgy of violence and gratuitous murder: all the members of the research team are killed, and a lot of records damaged. The Halo stations and the civilizations developing in their shadows are quickly dismissed as uninteresting by the arrogant and capricious corsair leader. The Horus Heresy. The Emperor is entombed into the Golden Throne. 60 millions years B.C. M27 End of M29 End of M29 End of M30 780 M37 050 M38 Fall of the Eldar. The Emperor of Mankind begins the Great Crusade. The Halo Stars, being at the very galactic hedge, are not reached by the Space Marine Legions. The first Covenant race to reach space faring technology, the San’Shyuum, discovers the Halo stations and the fragmented records about their creation. Birth of the “Forerunners” veneration. First war against the Orks. A minor infestation on the planet XXX is utterly eradicated by the Sangheili. Beginning of M31 870-877 M37 The Sangheili are met by the San’Shyuum. After a dire conflict between the two races, an alliance is formed and the Covenant is created. During this time period, all the “Chosen Races” are united under the Covenant banner, some peacefully, some after brief conflicts. Many other planets are also colonized. First contact with the Human race, specifically the Humoyan Protectorate, a trio of planets never rediscovered by the Imperium. The San’Syhuum decree to consider them as potential allies/mercenaries, due to their slight resemblance with the “Forerunners”. A small Tyranid hive fleet enters Covenant space. The ensuring fights are costly, but again the Prometheans warriors ensure victory for the Covenant in the end. The few bio-ships that survives attempt to infest Halo installation 04, but are sucked into a strange warp gate and scattered away. Unfortunately, the same phenomena catch also the Covenant pursuing fleet, catapulting it on the other side of the galaxy, near Tau controlled space. 100 M38 – 035 M39 156 M39 031 M40 With the unification of the entire knowledge contained into all the Halo stations, a massive breakthrough in space travelling technology is made. Production of the “Slipspace Engine” starts, making Galactic expansion a concrete possibility. Start of the first true Great Expansion. The first major test for the Covenant: a massive Necron fleet appears in a newly discovered star system. The Covenant forces are initially repelled, but when the Necrons follow them to Halo Installation 06, the Promethean warriors rise from their slumber. Together, Promethean and Covenant utterly defeat the skeletal enemy. Only a small fraction of the original Necron ships manage to escape. 187 M39 930 M41 4 937 M41 945 M41 976 M41 980 M41 The remaining Tyranids appear near the Imperial planet of Carcasson Fortress. They are so disoriented by the experience and weakened by the previous fights that a single regiment of Cadian Imperial Guard (the 9th) is able to destroys the entire fleet without losing a single company. The Covenant Enclave in the OOO System is officially recognized as an ally by the Tau Empire. The Covenant forces however refuse to fully submit to the Greater Good philosophy and maintain their own dogmas and believes. For now, the Tau let them maintain a greater degree of independence than even the Kroots, some says because the Enclave acts as a useful cushion against the near Ork empires in the Red Stars. A Kig-Yar corsair fleet reaches the frontier world of Deimar. First contact with the human Imperium. Hostilities on a small scale starts due to the xenophobia of this human realm. An exploration fleet is launched to gather more information about Imperial Space. The Time of Doubt. The fleet sent to explore Imperial space is lost due to a massive Dark Eldar raid. The few survivors tell that those cruel aliens closely resembled the Forerunners. They are quickly executed as heretics, but the video feeds of the attack somehow start circulating among the masses. 940 M41 Arbiter Ba’Alaam defeats an Ork Waaagh! trying to capitalize on the destruction path carved by the Tyranid. His deeds during the campaign are so heroic that he is among the few Arbiters to be granted an official pardon by the High Council of the Prophets. The Jiralhanae Chieftain Tar’Trus discovers and conquers the Necron tomb world of Therax. The still slumbering occupants are unable to recover in time to effectively counter the brutal assault of the Jiralhanae and Promethean forces combined. 960 M41 979 M41 The Imperial observatory stations near Ultima Macharia records an unidentified fleet entering Imperial Space. A Dauntless Light Cruiser is lost while investigating the treat. 980-985 M41 986 M41 992 M41 Harvest, a small undefended agriworld, is the first planet to be attacked and subsequently glassed over by the Covenant Fleet. No survivors escape the sudden attack. In the following years, more than 20 other Imperial planets suffer similar fates. The Space Marines and the Imperial Navy together manage to defeat the Covenant Fleet at the border of the Reach system. Without support, the majority of the Covenant ground forces still in the system are defeated by the Imperials. Space Marines become known as “Daemons” among the Covenant races, supposedly another failed experiment of the humans to copy the Forerunners. A Chaos raiding fleet menace to destroy the Lekgolo home world of Te, but the timely return of the veterans of the war against the Imperium turns the tide in favor of the Covenant. 991 M41 993 M41 994 M41 999 M41 In order to avoid a massive crisis of faith among their people, the High Council takes drastic measures: it identifies the Dark Eldar as “False Forerunners”, created by the jealous humans as a mockery to their Gods, since they could not fully emulate them. The subsequent outrage keep the Covenant races together, giving them a new common enemy. A Crusade is quickly launched against the Humoyans and then the Imperium. Battle of Reach. The recruitment world of the Adeptus Astartes known as Reach is lost to the Covenant. However, the defenders gain enough time to let the Aeneis Draconis, the Chapter owning the world, muster their forces to prepare a counter offensive. Having witnessed some of the true strength of the Imperium, the remains of the Covenant invasion fleet retreat beyond the reach of the Astronomican Light to regroup. Without a way to pursue their foe, the Imperials are forced to halt their advance. Fortifications of the area is however impossible, since the start of the Third Armageddon War and the appearance of Hive Fleet Leviatan absorb all the Segmentum Command resources. Under the leadership of a new Arbiter and with the blessing of the Prophets, the Covenant army is reorganized and a new, much bigger Crusade is launched against the Imperium. Many human planets are conquered anew or simply glassed by orbital bombardments, while rebellions in the entire Segmentum Pacificus make the arrival of reinforcement almost impossible. 5 to ensure that their tendency to flee from dangers is kept in check. The Magos Biologis theorize that this can be a result of methane-based proteins in the blood to facilitate methane-based respiration. and because of their inherent physical weakness and general distaste for battle. oxygen-rich environments. and geronticide is no longer a necessity for survival. They are referred to as “Grunts” by the soldiers of the Imperial Guard. Unggoy also have thick. except in those cases when it affected the overall performance of an army on the battlefield. Among the unified races of the Covenant. mainly because of their weakness compared to both humans and to their own superiors. but also because they perform the majority of the labor required by the Covenant. Membership in the Covenant granted the Unggoy freedom from risk of extinction during Balaho's harsh winters.Covenant Forces Unggoy Unit Name Unggoy Unggoy Ultra WS 2 2 BS 3 3 S 2 2 T 3 3 W 1 1 I 2 2 A 1 2 Ld 6 7 Sv 5+ 5+ The Unggoy ( “Monachus frigus” in High Gothic) are a species of squat bipedal vertebrates coming from Balaho. Unngoys need to wear rebreathes to operate in more conventional. light-blue blood. as they now have access to sufficient supplies of food. Large Unggoy units are also often lead in battle by a Sangheili or a Jiralhanae non-com officer. The average life expectancy for non-combatant Unggoy has doubled (even if. admittedly. who are also low-ranked. They are usually sent to the battlefield in huge numbers. This is only due to the need to protect the methane tank that each Unggoy carries on his back: due to the particular atmosphere of their home world. bio-luminescent. The higher-ranking races of the Covenant have often ignored this rivalry. This status is due both because they were one of the latest races to be introduced into the Covenant. cannon fodder. and are frequently mistreated by almost every higher-ranking race. the true irony is that the Unggoy's entry into the Covenant has ensured their species' survival. the opposite could be said for conscripts…). swampy planet with a methane atmosphere and naturally occurring pillars of fire. Being the lowest-ranked species of the Covenant. Despite this. Infant mortality has decreased to below fifty percent. they are bitter rivals with the Kig-Yar. 6 . they are the lowest-ranking species in the hierarchy. a temperate. in combat situations. usually armed with low-level war gear: simple plasma pistols and armor a bit thicker than the vests commonly wore by other infantry units. Unggoy are primarily used as laborers or. However. Special Rules: Expendables. The Unggoy Ultra. more powerful weapons are usually only issued to those who have proved themselves more disciplined and experienced. 7 . Unggoy Armor. stocky. and lacking in agility. Special Rules: Expendables (If an allied unit is gaining a cover save against enemy fire due to the presence of the unit with this rule in-between. are Infantry (Character). For these reason.Unit Type: Infantry. units of “Heavy Grunts” as they are called by the Covenant’s enemies. able to carry a fuel rod gun without toppling from the weapon’s recoil. D3” Unggoy must be removed as casualties each time this ability is activated. although certain Unggoy of higher ranks appear to be surprisingly strong. First Line Duty (the mission compulsory troop choices must be filled with Unggoy units). the cover save is increased to 4+. most may be weak. Wargear: Covenant Plasma Pistol. or any Sangheili/Jiralhanae chosen as unit leader. Defensive Grenades. Defensive Grenades. Additionally. physical strength does not always go along with rank. The Unggoy Ultra. Unggoy Armor. However. or any Sangheili/Jiralhanae chosen as unit leader. but if they are killed the squad count as having automatically failed a moral check and must flee at the end of the phase in which the character has been killed). are more likely to be led by a member of the same race compared to their less trustworthy companions. seeming unable to carry a weapon heavier than a plasma pistol. Unit Type: : Infantry. Wargear: Fuel Rod Gun. Unggoy Heavy Unit Name Unggoy Unggoy Ultra WS 2 2 BS 3 3 S 2 2 T 3 3 W 1 1 I 2 2 A 1 2 Ld 6 7 Sv 5+ 5+ While Unggoy as a race are small. are Infantry (Character). as rank-and-file Unggoy are clumsy and tactically inept. they are quite sturdy. Sangheili and Jiralhanae leaders attached to the squad pass their “Look out Sir!” tests on 3+. Kig-Yar and Kig-Yar Explorers Unit Name Kig-Yar Kig-Yar Skirmisher WS 2 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 4 A 1 2 Ld 7 8 Sv 6+ 6+ Unit Name Kig-Yar Explorer Kig-Yar Skirmisher WS 2 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 4 A 1 2 Ld 7 8 Sv 6+ 6+ 8 . Special Rules (Kig-Yar): Night Vision. The Skirmishers are Infantry (Character) Wargear (Kig-Yar): Needler. the more common of these races are known to the Imperium rank-and-files as Jackals. Wargear (Explorers): Covenant Carbine. coupled with their better vessels . Special Rules (Explorers): Night Vision. the clans united. Kig-Yar captains are set to extract revenge against the “False Forerunners” and their supposed human creators. quickly becoming experts in hit-and-run space tactics. In combat. The Skirmisher is armed with a Particle Beam Rifle and a Reinforced Vest. There are two distinct races of Kig-Yar. Skirmishers. Stealth. their behavior and general lack of religious pietas are considered dishonorable by the Sangheili. Recently they have found their true foe in Dark Eldar raiders: their similar tactics. raiding the encampments and settlements of rival clans. This position is cause of conflict with the Unggoy. the lower ranked member of the specie serve as infantry units. brethren are instead employed as snipers. role in which they naturally excel. Their more skilled. Move Trough Cover. and hearing. Since then. but now their objective were the merchant starships and isolated planets held by the enemies of the Covenant. Many Kig-Yar decided to continue their ancient ways of life and became pirates once more. Kig-Yar typically serve as snipers and scouts within the Covenant due to their excellent senses of sight. Move Trough Cover. even if with better equipment. in a role similar to Unggoy units. On the battlefield. second only to the Sangheili in naval engagements. Scout. Force Shield and Reinforced Vest. caused the complete annihilation of a Kig-Yar corsair fleet near the recently colonized world of Chu’Ot. less common specimens are called Skirmishers. During their early history. In this endeavor they often clashed with ork and human raiders.Kig-Yar (High Gothic designation: “Perosus Latrunculus”) are a bird-like saurian species which serve the Covenant as mercenaries and privateers. more out of spite than actual religious belief. the only race lower than them in that hierarchy and the only one upon which the Kig-Yar have any sort of power. Eventually. Kig-Yar society was divided into clans that sailed across their home world Eayn's large seas as pirates. The Skirmisher is armed with a Covenant Plasma Rifle. They had just started to explore their own star-system and the Halo device at its border when the Covenant fleet discovered and indoctrinated them into the alliance. Despite their expertise. and the Kig-Yar species worked together in developing spacetravel technology. that asked and obtain to relegate them to the lower ranks of the Covenant Hierarchy. due to their low number but stronger physiology. smell. 9 . usually acts as unit leaders. while the larger. Arm Shields and a Reinforced Vest. and less hot-blooded. Unit Type: Infantry. Reinforced Vest. the melee capability of the Crawlers. using a built-in Boltshot or Suppressor as their primary weapon. Crawlers are ferociously aggressive. They travel in large packs and work together to destroy enemies by overwhelming them from every conceivable angle. Their agility was meant as an advantage against the average slowness of Necron constructs. Furious Charge. like the barbarian Orks.Promethean Crawlers Unit Name Promethean Crawler WS 3 BS 3 S 3 T 3 W 1 I 4 A 1 Ld 10 Sv 4+ The most common (and expendable) form of the Promethean Warriors. are truly a blessing against foes relying on close combat to overwhelm the Covenant lines. until the elite fighters of the Covenant army can close in for the kill. Unit Type: Beasts. The enemies is tied up by the ferocious charge of these metal beasts. Also. having been specifically designed to hunt down and eliminate any foreign threats. Crawlers are small. Unlike the majority of the automatons found aboard the Halo space stations. while not exceptional. they lack anti-gravity capabilities of any kind and instead rely on their four legs for locomotion. 10 . Special Rules: Night Vision. relying on skirmishing tactics. but is also a much appreciated boost to the slowness of the rest of “basic” Covenant infantry. quadrupedal machines capable of both ranged and close-quarters combat. Protective Forerunners’ Alloy. Fearless. Wargear: Boltshot. The Jiralhanae came to occupy a fairly prominent role in the Covenant military. As part of the Covenant. Exceedingly strong and surpassing the strength of even the Sangheili. the species had just discovered radio and basic space rocketry. they are rarely chosen. due to the cyclical loss and recover of knowledge. they were quickly defeated. With the discovery of the seventh and last Halo near their home world of Doisac. Although they do theoretically have access to Plasma Rifles. somewhat primitive and brutal. the unification of the Children of the Gods was completed. the Jiralhanae (“Servus Ferox” in High Gothic) are the most recent addition to the Covenant army. serving as heavy infantry and shock troops. who regarded the Jiralhanae with universal disdain due to their general lack of strategic coordination in their actions on the field of battle. they remained subordinate to the Sangheili. In general. They are now the most fanatical adherents to the Prophet's faith. Jiralhanae troops are starting to be present during all the most vicious battles throughout the recent Covenant wars against the Orks. They prefer to use weapons from their home world. their culture revolved around the worship of totems and idols. although they seem to hold little understanding of the more theological aspects of the faith. and always featuring a blade attachment for use in hand-to-hand combat. The continuous state of warfare caused the extremely slow advancement of Jiralhanae society. Jiralhanae were required as a prerequisite to convert to the Prophets' religion of worshiping the Forerunners. indoctrinated and absorbed into the Covenant. the Jiralhanae place a greater emphasis on brutality than wisdom and are on the whole a savage species. “Brute” weapons are notable for being extremely dangerous. Jiralhanae have a pronounced dislike of the Sangheili. In their primitive state. including the first conflict against the Imperium. Previously. coupled with the general low interest of the population into scientific breakthroughs void of military value. Tyranids and Necrons menaces. rather than the Covenant standard-issue plasma-based firearms. especially on the planets Harvest and Reach. and the time of the Great Journey began. While effective combatants. believing themselves to be better 11 .Jiralhanae Unit Name Jiralhanae Jiralhanae Ultra WS 3 4 BS 3 3 S 4 4 T 4 4 W 2 2 I 3 3 A 3 3 Ld 7 8 Sv 6+ 4+ Also known as Brute for their barbaric appearance. By the time the Covenant found them. but they made swift converts. Furious Charge.protectors of the Prophets than them and depositaries of a “purer” form of the faith compared to the complex rituals favored by the Sangheili. Unit Type: Infantry. Reinforced Vest. Special Rules: Rage. 12 . it must be moved 2D6” in the direction of the closest enemy unit. Wargear: Spiker. The Jiralhanae Ultra is Infantry (Character). it counts as a successful charge (the enemy cannot choose to overwatch). A unit with this rule is also Stubborn when in close combat). If this movement brings it in base contact with said enemy unit. Frag Grenades. Blind Fury (when a unit with this rule passes a moral check that it was forced to make. due to their adeptness and skill in military strategy. a race who also worshiped the Eldar (known to them as “The Forerunners”) as gods. By 876 M37 even the most devout had to admit their survival depended on the reverse-engineering of their own “Forerunner Technology”. the Sangheili discovered artifacts left by the Eldar on their planet. This Great Journey would culminate in the finding of their Gods. Known to humans as Elites. In the year 870 M37 they encountered the San 'Shyuum (who would later be known as "Prophets" by Xenos and Humans alike). This change of mind led both sides to an agreement that ended with a shaky alliance. Their primitive ways are looked down by Sangheili warriors. This rivalry is strong. that eventually expanded into the Covenant. they suffered extreme casualties under the sheer power of the San 'Shyuum's superior fleet. At the dawn of their civilization. a Great Journey would begin. with some of them going so far as labeling the Jiralhanae as “Orks who learned to aim”. Sangheili are named after their home planet. but it has not developed into open confrontation… yet. being one of the first species to achieve space-faring capabilities. The San 'Shyuum helped assuage the Sangheili by informing them of the Great Journey: by seeking out the Holy Rings scattered throughout the Halo Stars and uniting the races developing behind their protection.Sangheili Unit Name Sangheili Sangheili Ultra WS 4 5 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 9 9 Sv 4+ 3+ A founding species of the unified conglomerate of races known as the Covenant. the Sangheili had formed the military backbone of the Covenant for the entirety of its existence. warrior race recently introduced to the Covenant. This sparked a war between the two races over how to treat the relics. strong and agile. Proud. a belief reinforced in later years by the discovery of the Halo station in their solar system. and considered tampering with them a heresy beyond any other. if less civilized. another proud. Even though the Sangheili were much more physically imposing and numerous. but had utilized a mix of Eldar’s and Old Ones’ technology for their own needs. the Sangheili (High Gothic: “Macto Cognatus”) are a saurian species of fierce and intelligent warriors and strategists. They have a very strong rivalry with the Jiralhanae. Sanghelios. they are more than a match for the strongest alien warriors. believing it had been left behind by the gods as gifts for their children. which will 13 . The Sangheili revered the objects these "gods" had left. twin-linked rifle).transform believers into godlike beings. The Ultra has a single Covenant Plasma Rifle and a Plasma Sword. Wargear: Combat Harness. two Covenant Plasma Rifles (count as a single. the Sangheili became the best fighters of the Covenant Army. 14 . Energy Shield. has proven enough to reliably stop an assault led by these skilled warriors. Plasma and Haywire Grenades. Since then. The Sangheili Ultra is Infantry (Character). Plasma and Haywire Grenades. Unit Type: Infantry. Only the might of the Adeptus Astartes. Special Rules: Fleet. the tip of the spear in every assault and the shield against which the enemy assault would crumble. Relentless. And They Shall Know No Fear. the legendary Space Marine. On one occasion. the few surviving Huragok emerged again. assembling it into various other working configurations. They float via bladders that contain a mixture of gas lighter than air. when the Covenant reached the Halo stations. they managed to be recognized as the legitimate inheritors awaited for so long. an Engineer was observed by an Imperial Servoskull dismantling a Chimera's engine. or simply as “Engineers”. Anyway. coming back to their original task. are a race originally created by the Old One known as the Didact to maintain the Halo stations and their technology into combat efficiency.Huragok Unit Name Huragok WS 1 BS 2 S 2 T 4 W 2 I 2 A 1 Ld 9 Sv 3+ A sentient labor-saving device with the ability to self-repair and self-replicate. When the Eldar found them. the program codes installed into every Engineer inhibits them to use the technology under their care against a race created by their original masters. together with translation errors. and then returning it to its original state. maintenance and archaeological specialists. Caught in between two conflicting orders (protecting the stations and not arming the Eldar) the Huragok were almost completely wiped out. Now these remarkably helpful and docile entities are used to retrieve and dissect “Forerunner” artifacts. all in a matter of minutes. When the Eldar left and the various races that where going to compose the Covenant started to develop on their own. as well as to repair spacecraft and machinery . encountering surprisingly low resistance in doing so: unknown to the Eldar. After being discovered by the San 'Shyuum. the Huragok were employed as the Covenant's science. Huragok are also capable of quickly learning the functionality of new technology. worst. Huragok have little interest in taking sides in conflict. and their four tentacles are able to split into many fine cilia. to the data contained within. the biomechanical construct known as Huragok. This. But they were so few (and in many cases so damaged) that the amount of errors and “hectic behavior” displayed skyrocketed. they 15 . they considered their race an abomination. with which they are able to manipulate machinery on a near-microscopic level. is the main reason why the Covenant races knowledge about their creation and past is so flawed. due to their artificial nature giving them a lack of presence in the warp. They proceed to exterminate them. causing many damage to the structures themselves and. and thus progressively allowed access to the hidden robotic legions of the Didact. they just “tag along”). Then remove the Huragok from the game). preferring to spend their time inspecting or repairing technology. touched by it takes a single S6 AP4 hit. it can repair a single “weapon destroyed” or “immobilized” result that said vehicle has previously suffered.appear to draw no real distinction between friend and foe. Alternatively. friend or foe. Technology-Obsessed (friendly units can never use the Ld value of an attached Huragok: they are not commanders. Field Repairs (if the Huragok is in base contact with a friendly vehicle in the shooting phase. and tend to just float along with a single goal: to fix things. 16 . Unit Type: Jet Pack Infantry. although they will react with agitation if Old Ones’ derived technology is damaged or compromised in any way. They are apathetic to any sort of combat. Centre the large blast on the model: any other model. Self-Destruction (If it fails a moral check for any reason or the moment it lose its last wound. even one belonging to an allied contingent. it can restore a single lost Hull Point). Shield Generator. the Huragok will explode. Wargear: Reinforced Forerunners’ Alloy. Special Rules: Independent Character. Defenders (Sentinel units count as Scoring. referred by the Covenant as "Holy Warriors of the Sacred Rings". Unit Type: Jet Pack Infantry. The failure of the Sentinel Project forced the Didact’s hand in the creation of the Promethean. at maximum performance. These factories were not limited to just the Halo stations: manufacturing facilities were also located on every planet-based construct that relied on Sentinels for guarding. although these facilities were different in appearance and are today largely lost due to the passing of time. 17 . Sentinels are the only completely robotic warriors created by the Old One known as the Didact. Special Rules: Fearless. They were then relegated to second line duty due to the ability displayed by some of the Necron Overlords to seize control of the Sentinel’s core programs and use them against each other.Sentinels Unit Name Sentinel WS 1 BS 3 S 3 T 4 W 1 I 2 A 1 Ld 10 Sv 3+ Sentinels. Sentinel Beam. the first prototype created to fight the Necron menace at even terms. massive airborne platforms that are located on every Halo Installation. Wargear: Reinforced Forerunners’ Alloy. These facilities produce Sentinels when the Huragok guardians face an external threat to their local installation. The massive assembly lines. can produce Sentinels at a very fast rate to either supplement existing defenses or to replace those destroyed for whatever reason. but only for objectives situated into their owner’s deployment zone). Sentinel are created at special manufacturing facilities. are Old Ones’ automatons programmed to act as security and maintenance drones and protect the Halo installations. allowing them to either swiftly retreat from the battlefield or to flank their enemies. Displacer Field. carried in the back of their armored carapace. till a maximum value of 10). they have also access to various powerful options for ranged combat. They also frequently employ pulse grenades in combat. Suppressor. Unit Type: Infantry. The God’s Legacy (every Covenant unit within 6” of a Promethean Knight adds 1 to its leadership. such as Scattershots. woken again in the modern galaxy. a Promethean Watcher can use this digitalized remnants to recreate and revive the Knight. not even the amazing abilities of the Knights could save the Didact. a small ball of swirling light is left behind for a brief period. After disintegration. In the end. and are able to deploy Watcher drones. Light Rifles. Very Bulky. this time they are determined to not fail in the duty forever imprinted in their processors. The Knights are bipedal. another way to replicate one of the more fearsome abilities of the Old Ones’ hated foes. The Knight Commander is Infantry (Character). Their dedicated armament largely depends on their class and role. since in addition to using their limbs for conventional movement they are also capable of teleporting over moderate distances. and even the mighty Incineration Cannons. They utilize a broad arsenal of weapons: in addition to a hard light blade on one hand. This capability was first used during the war against the Necrons. Hard Light Sword. Knights can also be deployed directly from warships and are equipped with thruster engines for maneuvering in the vacuum of space. Knights are remarkably agile. Although not commonly employed that way. fully weaponized mechanical warriors designed to operate and eliminate threats in a wide variety of environments. for combat support. Special Rules: Night Vision. Fearless. 18 . when Knights were deployed to board and destroy enemy ships from within. Suppressors. Wargear: Reinforced Forerunners’ Alloy. Upon taking critical damage. Pulse Grenades. Knights completely disintegrate: their bodies erode away from where the fatal shot was received and dissolve into glowing particles.Promethean Knights Unit Name Promethean Knight Promethean Knight Commander WS 4 BS 4 S 5 T 5 W 2 I 3 A 2 Ld 10 Sv 3+ 5 5 5 5 2 3 2 10 3+ Promethean Knights are the strongest class of mechanized Forerunner Promethean warriors discovered by the Covenant. Deep Strike. Scouts. Their home world is Palamok. as the hives provide a constant supply of Yanme'e to reinforce occupying Covenant troops. reproductive males and non-reproductive female workers and soldiers. Yanme’e society consists of reproductive queens. This can make them a persistent threat. They can also be seen lifting their enemies off the ground to impressive heights despite their frail appearance. Unit Type: Jump Infantry. Wargear: Reinforced Vest. or as scouts and ambushers on the ground. but have little concept of religion and do not partake in social norms due to communication difficulties with other species. Yanme'e have a tendency to entrench themselves and establish hives within enemy territory.0 G environments. with the following exceptions: they receive a 5+ CS if the unit has moved more than 6” in the movement phase. They refer to the Prophets as "Queens". This gives them the ability to fly quite well in 1. and a 4+ CS if they have chosen to run in the shooting phase).Yanme’e Unit Name Yanme’e Yanme’e Ultra WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 5 5 A 1 1 Ld 7 8 Sv 6+ 6+ The Yanme'e (“Turpis Rex” in High Gothic) are an insectoid species capable of flight. Special Rules: Hit and Run. they can be extremely dogmatic and hive-minded. a trait that may have made for an easy conversion into the Covenant hierarchy and earn them the nickname “Drones” (Imperial troopers appear to prefer the term “Buggers”). a planet similar to the ancient Holy Terra. Fleet. Yanme'e obey the commands of the higher castes without question. and depending on their rank may wield plasma pistols. but twice the size with over twice the gravity. Because of their eusocial nature. with a hive-minded social structure. During large-scale ground engagements. Jink (the unit can use this rule even if they are jump infantry. where they typically serve as mechanics and repair crews on warships (they are highly skilled with technology. They do not interact with other Covenant member races except to trade resources and to serve in the military. although not nearly as effective as Huragok). needlers and plasma rifles. 19 . two Covenant Plasma Pistols. Yanme'e are quite capable of using most light Covenant weaponry. a remnant of their former hive lifestyle. as seen during the Siege of Reach or during the conflicts against the Stratocracy on Elthari. the Watcher was designed as a countermeasure against the Necron Empire. with a gravity-displacement field. Like the other Promethean constructs. Technical Support (if all the Watcher in the unit do not open fire in the shooting phase. Watchers typically accompany mechanical Promethean ground units. and represented a sort of middle way between the massed Crawlers and the powerful. Protective Forerunners’ Alloy. 20 . Knights. Energy Shield. and can be deployed from the armored carapace of their Promethean Knight commanders. they can restore a maximum of D3” previously lost wounds in a unit of Promethean Crawlers or Knights within 6” for every 5 Watchers in the unit). Wargear: Suppressor. but fewer in number. Fearless. Unit Type: Jet Pack Infantry. Gravity-Displacement Field (grenades of any kind cannot be used against a unit containing at least one Watcher. developed to fulfill a similar role more efficiently. such as grenades. neither in the shooting phase nor in the assault phase). Watchers are also capable of healing and augmenting damaged allies and can catch and return enemy small ordnance. assisting them with aerial combat screening and often forcing opponents to engage the Watchers first.Promethean Watchers Unit Name Watcher WS 1 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 10 Sv 4+ The Promethean Watcher is a Sentinel variant. Special Rules: Night Vision. Open-Topped). a multi-joint piece of the vehicle connected to the pilot's seat and the fuselage by a ball joint that aids the pilot in maintaining the intended flight course. is the Covenant's standard reconnaissance and rapid attack vehicle. imaging. the Ghost's use on the battlefield is varied. as the vehicle is controlled as much by weight distribution as it is by conventional steering.Ghost Squadron Unit Name Ghost BS 3 F 11 S 10 R 10 HP 2 The Type-32 Rapid Attack Vehicle. control and guidance systems and fuel as well as its two stabilizing fins. Known for its speed and maneuverability as well as its near silent anti-gravity propulsion system. The Ghost is composed of two major components: first is the fuselage. Unit Type: Vehicle (Fast. reasonably hard-hitting vehicles that can destroy enemy infantry formations. Their flexible role make Ghosts great tactical asset for Covenant ground force commanders as fast. These directed energy weapons serve as powerful anti-infantry and are moderately effective even against light vehicles. Actually. more commonly identified as Ghost. Wargear: Twin-linked Plasma Repeater. Special Rules: Scouts. The second part of the vehicle is the seating and guidance section. Skimmer. From a design standpoint the Type-32's design is a sleek winged vehicle design more akin to an aircraft then a ground vehicle. which contains the Type-32's hardware including its energy weapon system. while at the same time serving as superb reconnaissance and scout units. 21 . Acute Senses. its anti-gravity propulsion system. Boosters. The fact that Ghosts can be deployed much faster and in greater numbers on the field than Wraiths makes them advantageous as the first attack crafts to be launched during an operation. its main advantage is exactly the easiness with which this vehicle can fulfill any role required to it at a moment’s notice. The vehicle is armed with a set of twin-linked forward firing plasma repeaters. it is capable of short bursts of increased speed up to 120 kph. commonly simply known as Chopper. Special Rules: Ramming Charge (the vehicle can attempt to Tank Shock and to Ram even if it is not a Tank. a boosted impact may inflict severe damage anyway. it is never used for recognizance missions like the Ghost. The Chopper is a heavily-armored. The Chopper is designed for a variety of roles. When ramming. Jiralhanae love close combat. that gives the vehicle a maximum travel range close to a quarter of the average one of a Ghost. Open-Topped). Wargear: Twin-linked Brute Autocannon.Chopper Squadron Unit Name Chopper BS 3 F 11 S 11 R 10 HP 2 The Type-25 Rapid Assault Vehicle. Robust (the vehicle automatically pass any dangerous terrain test it has to take). is a Covenant ground assault vehicle used exclusively by the Jiralhanae. but only for the purpose of calculating the strength of the hit against the enemy vehicle. it considers its front armor value as 14. Ork Battlewagons or Necron Monoliths. 22 . kept aloft by a repulsor array on its rear seating and propelled by a massive pair of wheels in the front. from reconnaissance to anti-armor assaults. a behavior that brings to peculiar fights when the likeminded Orks are involved… While potentially a very fast and robust vehicle. normally 11).except large ones like Wraiths. Even if it does not destroy the vehicle. so the pilots try to use ramming tactics at every opportunity. The blades on the wheel are strong enough to take down and cut through any vehicle when coupled with the boost . Its powerful autocannons can take down most light ground vehicles with ease. and the large blades on the front can instantly destroy any light armored vehicle by ramming into it. Unit Type: Vehicle (Fast. one-man assault vehicle. The hit taken by the Chopper is resolved against its real armor value. thanks to a pair of booster vents located on either side of the wheel. both due to the pilot’s mentality and to the relatively small fuel tank. For this reason. such as aileron rolls and flips. 23 . each of which terminates in a boosted gravity propulsion drive. one bolt can instantly kill a medium-armored target. while at the same time remaining capable of performing complex maneuvers. piloted either by Sangheili or Jiralhanae. is the Covenant's standard ground assault aircraft. The cockpit. simply known as Banshee fuel rod cannon. these leave a vaporous exhaust trail behind the Banshee. The Banshee sports two weapon pods attached underneath the fuselage. more commonly known as Banshee. Banshee Fuel Rod Cannon. it is often used against other flyers. reflective cowling with no discernible windscreen. The craft is capable of achieving extremely high velocity. Special Rules: Supersonic. one version features an enclosed cockpit and thus is capable of space flight. the other a Class-2 fuel rod cannon.Banshee Squadron Unit Name Banshee BS 3 F 10 S 10 R 10 HP 2 The Type-26 Ground Support Aircraft. Even heavily armored targets like the Space Marines can withstand only a limited number of bolts before being killed. in which the pilot rests prone. It has two wing canards. High Maneuverability. A direct hit from the Banshee's fuel rod cannon is almost always fatal. The plasma repeaters are deadly to infantry. even to armored infantry and light tanks. Indeed. is encased in a curved. making the apparently fragile Banshee a fearsome opponent against other aerial targets. Unit Type: Vehicle (Flyer). including a jet and an anti-gravity pod. one pod contains two plasma repeaters linked together for an increased rate of fire. Wargear: Twin-linked Plasma Repeater. The Banshee is a versatile single-pilot aerial assault craft in the Covenant's vehicular arsenal. Wargear: Excavator Ray. The Locust is a smaller. Unit Type: Vehicle (Walker). which is very similar in appearance to a Banshee's cockpit. Energy Shield. which is also a repurposed mining platform. The turret houses a single focused plasma cannon that fires a linear pink beam. giving the pilot time to destroy the target first or to retreat to a more covered position. usually piloted by a Sangheili or Jiralhanae rather than by a Lekgolo colony “infesting” it. being derived from the devastating lance technology of the Eldar. It does not share the Scarab's spiked 'feet'. Unlike the Scarab. Special Rules: Move Through Cover. the main super-heavy “vehicle” employed by Covenant Forces. 24 . more commonly known as Locust. is a quadrupedal Covenant vehicle used for mining and combat purposes. the Locust is a completely mechanical unit. The Locust possesses one rotating turret. tank-sized counterpart to the Scarab. though it is capable of using its legs to climb over obstacles in a similar manner to its larger cousin.Locust Squadron Unit Name Locust WS 2 BS 3 S 5 F 11 S 11 R 10 I 3 A 2 HP 2 The Type-30 Light Excavation/Anti-Fortification Platform. Locusts employed on direct battlefield duty are also equipped with a regenerating shield that is capable of protecting the vehicle from a limited amount of time against the majority of weapons fire. this beam is effective against both heavy infantry and vehicles. the bolt is magnetically guided in a ballistic trajectory until it strikes the ground or target. which propels the Wraith and keeps it suspended a short distance above the ground. Wargear: Heavy Plasma Mortar. Skimmer). Special Rules: - 25 . Unit Type: Vehicle (Tank. The wide. the magnetic bubble collapses and the plasma rapidly expands from its compressed state. The Type-52 Anti-Aircraft Artillery is a variant of the standard Wraith tank. and is highly effective against nearby air targets. can withstand the force of such an attack. Underneath the cockpit is a boosted gravity propulsion drive. When the bolt hits. meaning that a Wraith must be facing its target in order to hit it. is the Covenant's main heavy assault vehicle for ground engagements. Plasma Repeater. creating a superheated explosion that will vaporize everything within the area of impact. triple barreled heavy fuel rod cannons as its main armament. Once fired. this port is one of the more vulnerable spots on the tank.Wraith Unit Name Wraith BS 3 F 13 S 12 R 10 HP 3 The Type-26 Assault Gun Carriage. nicknamed Wraith. The Wraith's firepower also makes it ideal for destroying structures in the way of ground forces attempting to advance in an area. The mortar works by creating a magnetically encapsulated blob of superheated plasma and firing it at a relatively low velocity. Like all Covenant ground vehicles. Only the strongest armor. The Covenant Army deploys Wraiths in tactical ground engagements. where they serve in both anti-infantry and anti-armor roles. It is attached to a fixed mounting. and even that sometimes it is not enough. bulbous and more reminiscent of an aircraft than a traditional ground vehicle. The main weapon of the Wraith is its heavy plasma mortar. Holographic control surfaces and displays show the pilot a 360-degree view outside the Wraith. sweeping fins at the front of the vehicle stabilize the vehicle on uneven terrain. differing only in its primary armament: the Type-52 model is in fact equipped with two rapid firing. the Wraith is sleek. such as the Terminator suits of the Adeptus Astartes. The Wraith's engine vents excess heat and plasma through an exhaust port at the rear of the vehicle. two Plasma Repeaters. is a Covenant troop carrier and gunship. but their durability allows them to be used also as air superiority fighters. flying into combat zones and deploying infantry while providing suppressing fire. Assault Vehicle. Phantoms are more heavily armed than the older Spirit dropship. and are also better armored. The Phantom can carry up to thirty passengers in its troop bay: soldiers are deployed from the ventral gravity lift and/or from the doors located on either side. which are carried in cases and swing from the Phantom's underside. Transport). Phantoms are really the main choice for the deployment of Covenant forces near hostile ground and many races of the galaxy are now exceptionally familiar with their sleek shape and powerful armament. Phantoms are also capable of carrying vehicles such as Ghosts and Wraiths. but to deploy them directly on a warzone in this way is considered risky by the majority of pilots. 26 . Unit Type: Vehicle (Flyer.Phantom Gunship Unit Name Phantom BS 3 F 12 S 12 R 12 HP 4 The Type-52 Troop Carrier. Fire Points: none Access Points: one on each side and one on the “back” (actually the belly). due to the lesser speed and higher vulnerability that such maneuver inevitably cause. Wargear: Heavy Plasma Cannon. They are used primarily as troop transports. In short. even if with mixed results. otherwise known as Phantom. sporting three defensive weapons with wide covering arcs. They have also been seen to transport teams of Hunters or even Huragoks. Special Rules: Hover Mode. if less focused on its original orders. The collection of eels that make up a Hunter's body are unintelligent at the most basic level. which employs them as heavy infantry. becoming even more dangerous to the enemy. the other will go into a frenzied state. When a single colony of Lekgolo becomes too big.Hunters Team Unit Name Hunter WS 4 BS 4 S 4 T 5 W 3 I 2 A 2 Ld 10 Sv 2+ An Hunter (“Ophis Congregatio” in High Gothic) is not a single organism. eel-like creatures called Lekgolo. much like the berserk state of a Jiralhanae. that they digest through extremely powerful acids. but can form complex thoughts and emerge as a conscious individual when they combine into larger masses that communicate through both psychical and electrical means. except for Psychic Fires). the consumption of some Eldar Wraithbone structures left behind on their home planet Te gave Lekgolo those capabilities. Special Rules: Bonded (if one of the Hunters of the unit is killed. The “Hunter” is the most common Mgalekgolo seen in combat. 27 . These colonies will share an extremely close and mysterious bond. referred to as "bond brothers". Hundreds of individual Lekgolo may bond with one another both physically and neurologically to form a single "hive-minded" community. Unit Type: Infantry. Hunter’s Shield. The composite nature of the “individual” formed is peculiar enough that the risks of demonic possession are almost nonexistent. equipped with powerful weapons and the thickest armor available. These xenos follow a peculiar diet based on inorganic alloys. Extremely Bulky. Wargear: Hunter’s Assault Cannon. Those are the ones preferred for battle duty by the Covenant army. to provide anti-tank support at the ground level. but rather a collective of small. Slow and Purposeful. Apparently. Fear. or "mates". Collective Conscience (Hunters have an improved 4+ “Deny the Witch” roll against all psychic powers targeting them. orange. the other one gains the rules “Rage” and “Preferred Enemy”). called Mgalekgolo. but is actually one of the rarest forms in the Lekgolo society. These forms are capable of manifesting in several different shapes according to what goal they are striving to achieve and the amount of Lekgolo worms that are present. it will divide itself in half to create two independent Lekgolo colonies. The reason for this preference is that if one of the bonded colonies is killed. most San 'Shyuum elders wear some form of anti-gravity device. Prophets derive their legitimacy as leaders from this stronger connection with the work of their gods. creating at the same time the dogma of the “Great Journey”. as they called them.San’Shyuum Unit Name San’Shyuum WS 2 BS 4 S 2 T 3 W 2 I 3 A 1 Ld 10 Sv 5+ San 'Shyuum (“Perfidia vermis” in High Gothic). exerting complete control over the alliance's religious and political affairs. that clearly showed their trust upon the San ’Syhuum race with the greater amount of relics and “guidance” left behind on their home planet. even if due to the degradation of the data it was still incredibly confused and fragmented. misinterpreting the information contained within it. As a result. earning reverential titles such as "Holy One" and "Eminence". the first one built by the Didact and his base of operation for the creation of the other six stations and of all the main species now comprising the Covenant. As the representatives of the gods. if only for a brief period of time. they are capable of moving unaided. The High Council. would later revere the mysterious “Forerunners”. as their gods. San 'Shyuum are a gangly. Although young San 'Shyuum are significantly stronger and more mobile. and tend to have some degree of difficulty moving in higher-gravity environments. are a species native to Janjur Qom that serve as the leadership caste of the Covenant. the presence of two different “layers” of records and previous tampering with the data themselves could not help clarity. The contemporary San 'Shyuum civilization developed on a planet covered in artifacts left behind by their Old One and Eldar creators. with very long necks and limbs. The San’Shyuum. Also. the highest level of government of the 28 . However. precisely the one closely shadowed by the Halo Installation 01. the majority of San'Shyuum in the Covenant are very elderly. The amount of information stored into this station was the greatest and the most complete. commonly referred to as “Prophets” by Covenant and other races alike. and this combined with a life of physical inactivity leaves most of them withered and weak. bipedal species. They evolved on a planet with low gravity. The high regard in which those technological wonder were already kept skyrocketed when the first explorers sent foot upon Installation 01. the boost in technological progress that such devices granted to the San ’Shyuum made them the first space-faring race among their brethren. Anyway. the Prophets held a great amount of power over the other races of the Covenant. Additionally. Unit Type: Jet Pack Infantry (Character). Zealot. Moral. devices. Wargear: Anti-gravity Throne. Should such action become necessary. as a last line of defense. Furthermore. and the three Hierarchs that preside it are always San’Shyuums.Covenant Empire. 29 . a Prophet must be the Army General. any Covenant unit that can trace a line of sight to the Prophet may reroll failed Fear. with only a few token members of the Jiralhanae race). orbital relays.they are fitted with comm. they are able to defend themselves quite well thanks to them. the Enemy gains 3 Victory Points instead of 1 for having killed the enemy’s General). handpicked Sangheili elite warriors. Regrouping or Pinning tests). In the event of assassins getting past their guards. These however. and rarely involve themselves in combat. preferring to dedicate themselves to studying Forerunner artifacts. Masters of The Covenant (if chosen. Special Rules: Adamantium Will. an energy shield generator and builtin plasma assault cannons. are not so much for support as they are for personal defense . However. They are protected at all times by the mighty Legions of Honor Guards. the majority of the San 'Shyuum use antigravity thrones to reach the frontlines. Prophets are sometimes accompanied by small groups of robotic Sentinels. important campaigns usually see at least some highranking Prophets present. re-programmed to protect the throne user (instead of just the throne itself) after a very despicable incident happened during the Trivulus campaign. Price of Failure (If the Prophet is slain. is composed for two thirds by San’Shyuum (with the last third composed almost entirely by Sangheili. There could be as many as 300 Honor Guardsmen assigned to each of the High Prophet at any time. Honor Guard (they must deploy together with the Prophet.Sangheili Honor Guard Unit Name Sangheili Honour Guard WS BS S T W I A Ld Sv 5 4 4 4 1 4 2 10 3+ The members of the Honor Guard serve as personal protection for the San'Shyuum members of the High Council. 30 . The highly ornate armor of the Honor Guard consists of a red-and-black combat harness adorned with glowing orange panels. and he cannot leave the unit until it is entirely destroyed). They are the most skilled of warriors and are hand-picked for the duty of protecting the Prophets. And They Shall Know No Fear. Wherever a Prophet is located on the battlefield. as well as the members of the High Council. handpicked bodyguards. are permitted to use them in battle. from any danger. Energy Shield. Haywire Grenades. No one outside the members of the Honor Guard. Special Rules: Fleet. such is the fear of desecrating the holy items. but usually the number of such warriors assigned to the lesser Prophets is much smaller. Relentless. They are always armed with bladed Energy Staves. Energy Staves. Plasma Grenades. who still prefer their own. ranging from five to ten on average. at least some Honor Guardsmen are always by his side. Member of the lesser Covenant races are not even allowed to touch them. sacred weapons created by reverseengineering the weapons of the god themselves. The only known exceptions to this rule are the few Jiralhanae delegates. In accordance with their duties. not even Sangheili Generals. Unit Type: Infantry. they are unwaveringly loyal to the individuals they protect and will defend them to the death. Wargear: Master-Crafted Combat Harness. Sangheilim (allows to take a single unit of Sangheili as Troops). And They Shall Know No Fear. Generals are the highest rank normally seen on the battlefield. They lead the armies of the Covenant from the front. Fleet. Special Rules: Independent Character. and the number of casualties they inflict upon their enemy. Unit Type: Infantry (Character). Plasma Grenades. Sangheili are promoted based upon their skills.Sangheili General Unit Name Sangheili General WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+ Within the military. and even fewer are able to best them in combat. Covenant Plasma Rifle. searching for the enemies strongest warriors and commanders to issue them a challenge that usually ends with their swift demise and the crumble of their army’s moral. who have slayed countless foes on dozens of different planets. Relentless. as honor dictates. abilities. proficient in both ranged and hand-to-hand combat. Enhanced Energy Shield. Haywire Grenades. Plasma Sword. Few enemies can stand their wrath. 31 . Bitter Rivalry (Cannot join any Jiralhanae unit). They are warriors with decades of fighting experience. Wargear: Master-Crafted Combat Harness. their honor posthumously restored. The rank of Arbiter is still considered a prized reward. the Council of the Prophets may give him a full pardon. the title of Arbiter was given to the commander of the Sangheili military. Fal 'Chavamee. If these are deemed not enough to earn rehabilitation. arrested and then condemned to a dishonorable death. As a rule. depending on the valor of the Arbiter’s own actions and on the level of completion of the mission. in order for them to regain their honor by way of suicidal missions of great importance to the Covenant as a whole. In the center of this room is a floating pod that contains all the armors of the Arbiter currently possessed by the Covenant. After the treaty between the two races. Haywire Grenades. he and his closest followers were branded as heretics by the Prophets. another almost-suicide assignment will soon follow. was the leader of the progressively smaller Sangheili faction that refused to use Forerunner’s technology in battle until the very end of the war. The rank of the Sangheili prior to becoming Arbiter theoretically has no effect on the chance of receiving the title. though in reality higher-ranked individuals have better chances due to their more extensive experience and superior combat skills making them far more useful alive than dead. two Plasma Swords. Cloaking Field. Wargear: Arbiter Armor. Plasma Grenades.Arbiter Unit Name Arbiter WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+ Originally. Crusader. he has the authority to give orders to other Covenant soldiers in the pursuit of the mission. Zealot. becoming another great martyr of the Covenant on their path to the Great Journey. The title was thereafter given to disgraced Sangheili as an alternative to the death penalty. are fully functional in battle. Their corpses . Unit Type: Infantry (Character). However. Relentless.or memorials in some cases – are then housed in identical caskets in the Mausoleum of the Arbiter on Sanghelios. 32 . while highly decorative. and was considered the greatest privilege among them. especially as it allows the individual to die honorably rather than be shamefully executed. the contemporary Arbiter. This chain of events led to the Prophets and the loyalist Sangheili changing the role of the Arbiter significantly. Should an Arbiter unexpectedly survive after completing the assigned task. Rampage. the Arbiter’s missions are always so difficult that he is expected to die. Special Rules: Fleet. Although the Arbiter is a singular warrior. when the fleet of the San’Syhuum first made planetfall on Sanghelios. This armors. Covenant Plasma Pistol. Some Deacons are so skilled (or maybe some regular Unggoy infantrymen so desperate) that they can inspire a suicidal devotion into their followers. All hits are AP. used to consider Unggoys as nothing more than a nuisance at close quarter.Unggoy Deacon Unit Name Unggoy Deacon WS 3 BS 3 S 2 T 3 W 2 I 3 A 2 Ld 8 Sv 4+ Normally. the highest political rank available to an Unggoy is the one of Deacon. Defensive Grenades. Combat Harness. an Unngoy unit lead by a Deacon can choose to sacrifice D3” members as “Suicide Grunts” in order to automatically inflict a certain amount of damage to the charging unit. It is not a strictly military role. Non-Unggoy unit leaders or other attached characters do not benefit from this rule). Unit Type: Infantry (Character). Religious Fervor (as long as the Deacon is attached to an Unggoy unit he gives to every member the Feel No Pain special rule. Special Rules: Independent Character.). inspiring them with their oratory to greater deeds in the name of the Thrice Blessed Forerunners. 3= 2D6”S5 hits. but Covenant commanders have observed that the presence of a Deacon on the battlefield as the ability to turn the common Unggoy into an almost competent fighter. The exact number of hits and the strength of the attack depend on the number of “Suicide Grunts” rolled: 1= D6”S4 hits. Wargear: Pastoral Rod (close combat weapon). These individuals are responsible for maintaining the faith among their less religious kinsmen. This behavior usually comes as a surprise to the enemy. the Unggoy obey other Covenant races out of fear more than religious faith. 2= 2D6”S4 hits. urging them to sacrifice themselves for the greater good of the Covenant. running against a charging enemy with overcharged plasma grenades in both hands. They have next to no political power in the Covenant. For The Covenant! (instead of attempting to overwatch. 33 . so their presence at the frontlines is steadily increasing. Unit Type: Infantry (Character). Chieftains act also as spiritual leaders. Mauler Pistol. Chieftain usually prefers to fight the enemy at close quarter. instilling a righteous fury in their “pack” of fellow Jiralhanae with both sermons and direct example. Some speculate that there is at least a faction among the San’Shyuum that sees the Jiralhanae as a potential alternative to the Sangheili as the military arm of the Covenant. Special Rules: Independent Character. Jiralhanae Chieftains are starting to be used more and more by the Prophets as leaders of entire fleets and armies. Frag Grenades. Rage. 34 . Energy Shield. with the expansion of the Covenant Empire following the launch of the Great Journey.Jiralhanae Chieftain Unit Name Jiralhanae Chieftain WS 5 BS 3 S 5 T 5 W 3 I 4 A 4 Ld 9 Sv 3+ Chieftain. Jiralhanaeim (allows to take a single unit of Jiralhanae as Troops). also known as Alpha. Furious Charge. Wargear: Master Crafted Combat Harness. While still a lower rank than that of Sangheili General. is one of the highest positions in the Jiralhanae hierarchy both in social aspects and in military rank within the Covenant. in recent times. offering each and every enemy casualty as a tribute to the gods of the Covenant. Gravity Hammer. Their greater fanaticism and blind faith in the Prophets may also be playing a role in these considerations. In battle. Blind Fury. Bitter Rivalry (cannot join any Sangheili unit). Unit Type: Vehicle (Flyer. Fire Points: none. the unit cannot assault. Transport). can move up to 6”. that fills the same roles as the Spirit but with an higher chance of survivability and with the ability to provide better fire support. All other restrictions and disembark rules still apply. one heavy-armored vehicle such as a Wraith. This same gravity-beam is used to ferry payloads to their destinations. due to the high need of resources that the new Crusade against the Imperium created. or other possible payloads such as supply canisters for ground troops. Access Points: one on the front. Due to its limited armament. Special Rules: Gravity Beam Landing (the embarked unit can disembark if the vehicle has moved up to 12” instead of just 6”. similar in appearance to the energy pulse of the gravity lifts the Covenant use to commute between the ground and hovering ships. es. etc…). it was overshadowed by the Phantom Gunship.Spirit Unit Name Spirit BS 3 F 11 S 12 R 11 HP 3 An older design compared to the majority of currently used Covenant vehicles." Between these extended personnel bays. the Spirit Troop Carrier is a second-line Covenant infantry and logistical transport craft. They are angular. the Spirit is capable of carrying up to 30 passengers and up to two light-armored vehicles such as two Ghosts. these payloads would be ferried underneath the dropship via its gravity-beam. As dedicated transports for infantry and vehicles. an energy field fluctuates visibly as it generates the ship's anti-gravity propulsion. tuning fork-shaped spacecraft with two parallel personnel bays along the exterior of each "prong. However. Wargear: Plasma Cannon. As aforementioned. many of these crafts are recently starting to see the field of battle again. 35 . brutal nature to the lighter Chopper. Unit Type: Vehicle (Tank. the driver sits in the rear of the vehicle. The Prowler is also vulnerable to explosives. In general. It's aesthetically similar in its clear-cut. Open-Topped). The Prowler seems to hover on a gravity-assisted "sled". The Prowler is very stable and more effective than the Spectre at splattering enemies. as the bottom incorporates a pair of metal runners with an anti-gravity projector running between them.Prowler Unit Name Prowler BS 3 F 11 S 11 R 10 HP 3 The Prowler is similar in function to the Sangheili’s Spectre. and passengers can make use of the jump seats on either side. and provides a smaller chance of giving enemies enough time to react and save themselves compared to similar vehicles used in such a fashion. and can easily be used as a battering ram. and mid. though it is utilized only by the Jiralhanae. Transport. Wargear: Plasma Repeater. It is relatively quiet. but the elevation is so small that almost any terrain roughness can slow the vehicle down anyway. or to the Jiralhanae in general. 36 . with a single grenade or explosive round being potentially able to eliminate several of the vehicle's crew due to its open nature. the occupants of a Prowler (especially those on the sides) are at risk of being killed by long-ranged attacks. A plasma repeater turret is located at the front of the vehicle.or short-range combat can also leave some of the occupants dead or injured if the driver makes a poor decision or if the occupants do not work together effectively. Special Rules: Robust (see Chopper). Wargear: Plasma Mortar. it is commonly used only by elite strike-teams of expert Sangheili warriors to quickly close in to an high priority target. Due to the limited transport capacity. mounted on a turret above the forward thruster at the rear of the vehicle.Spectre Unit Name Spectre BS 4 F 12 S 10 R 10 HP 3 The Spectre is a Covenant anti-infantry and transportation vehicle. The Spectre's main armament is a plasma mortar. While the driver's seat is protected by the vehicle's hull. Transport. Special Rules: - 37 . allowing it to fire on targets at higher elevation. The Spectre is used to fill a role between that of the Ghost. which is utilized exclusively by the Jiralhanae. The Spectre compete in this regard with the relatively similar Prowler. making both vehicles pretty rare. Skimmer. as there is a noticeable travel time for the plasma projectiles. the passengers are an open target to small arms fire and splash damage from nearby explosions. born from the presence of a plasma mortar in the back half of the vehicle. and that of the Wraith. though the bolts are less dangerous compared to the one shot by a Wraith tank. The turret can rotate 360 degrees and has a large angle of vertical inclination. though neither held popular favor among the other Covenant races. a heavy support tank. This weapon possesses a good rate of fire. Unit Type: Vehicle (Tank. a rapid assault vehicle. The gunner must also lead his targets when firing at medium to long range. Open-Topped). One of many disadvantages of the Spectre is the high vulnerability of its passengers to attacks. Relentless . They count as an HQ under all respects.May take up to 6 extra Honor Guards.Independent Character Options: .May take Plasma Grenades ……………….May take up to one Armor Ability (pag. They cannot be your Army General.Covenant Army List HQ San’Shyuum WS San’Shyuum Wargear: .Price of Failure . 12 p.May exchange the Covenant Plasma Pistol with a Needler ……………………………………………….Zealot . . 35 p. but do not occupy any HQ slots. .Master-Crafted Combat Harness . nor your compulsory HQ choice.Haywire Grenades 140 Points S 4 T 4 W 1 I 4 A 2 Ld 10 Options: BS 4 Sv 3+ Unit type Infantry Composition 4 Honor Guards 5 Special Rules: . 100 Points BS 4 S 2 T 3 W 2 I 3 A 1 Ld 10 Sv 5+ Unit type Jet Pack Infantry (Character) Composition 1 San’Shyuum 2 Special Rules: . .And They Shall Know No Fear NOTE .For The Covenant! .Pastoral Rod .Take up to 3 Bodyguard Sentinels./model . You can field as many units of Sangheili Honor Guard as the number of San’Shyuums present in your army.Masters of The Covenant .Religious Fervor .Energy Shield .Combat Harness 35 Points BS 3 S 2 T 3 W 2 I 3 A 2 Ld 8 Sv 4+ Unit type Infantry (Character) Composition 1 Unggoy Deacon 3 Special Rules: . 51) Sangheili Honor Guard WS Honor Guard Wargear: .Adamantium Will .Plasma Grenades .Covenant Plasma Pistol . 5 points . Unggoy Deacon WS Unggoy Deacon Wargear: . 38 .Defensive Grenades .Independent Character Options: .Anti-gravity Throne .Energy Stave ../model .… free NOTE: You can take 0-3 Unggoy Deacons in your army.Honor Guard Sangheili Honor Guard units do not occupy separate HQ slots.Fleet . Plasma Grenades . 40 points . 10 points .Plasma Sword .Haywire Grenades .Crusader Options: .May take up to three Armor Abilities (pag..May exchange the Mauler Pistol with a Brute Shot …….Zealot . 20 points Concussion Rifle …………………………… 10 points Plasma Launcher …………………………. 125 Points S 5 T 5 W 3 I 4 A 4 Ld 9 Options: ..And They Shall Know No Fear .May take Plasma Grenades ………………….Two Plasma Swords .Arbiter Armor .Independent Character Options: . 2 points .Energy Shield .Bitter Rivalry .Furious Charge .Rampage .May exchange the Gravity Hammer with a Fuel Rod Gun ……………………………………………….Jiralhanaeim .. 125 Points BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+ Unit type Infantry (Character) Composition 1 Sangheili General 6 Special Rules: .……………………………………………… 10 points .Master-Crafted Combat Harness .Fleet .May take up to two Armor Abilities (pag.Frag Grenades .Master Crafted Combat Harness .Haywire Grenades 150 Points BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+ Unit type Infantry (Character) Composition 1 Arbiter 6 Special Rules: .Independent Character Sangheili General WS Sangheili General Wargear: .Jiralhanae Chieftain WS Jiralhanae Chieftain Wargear: . 39 .Rage .Relentless .Sangheilim . 51) Arbiter WS Arbiter Wargear: . 51) BS 3 Sv 3+ Unit type Infantry (Character) Composition 1 Jiralhanae Chieftain 5 Special Rules: .Enhanced Energy Shield . 5 points Fuel Rod Gun ……………………………….May exchange the Covenant Plasma Rifle with one of the following: Plasma Repeater …………………………….Cloaking Field .Relentless .Covenant Plasma Rifle . 51) SEARCH FOR REDEMPTION: If a San’Shyuum is present in the same army as an Arbiter.Bitter Rivalry .Mauler Pistol . the Arbiter does not occupy a separate HQ slot nor counts as a victory point for the enemy should he be slain.Fleet .Plasma Grenades .May take up to two Armor Abilities (pag.Blind Fury .Gravity Hammer . Master-Crafted Combat Harness (Ultra only) . .The entire unit may be equipped with: Combat Harnesses …………………………….ELITE Sangheili WS Sangheili Sangheili Ultra Wargear: 150 Points BS 4 4 S T 4 4 4 4 W 1 1 I A Ld 9 9 Sv 4+ 3+ Unit type Infantry Infantry (Character) Composition 4 Sangheili 1 Sangheili Ultra 4 5 4 2 4 2 Special Rules: Options: ./model . Ops.…………………………………. . 40 p./model Concussion Rifle ……………………………… 15 p. Ops.Blind Fury . . 10 p..May add up to 5 extra Jiralhanae ……… 25 p./model . . 40 p.For every three Sangheili in the squad. 40 .The unit may become Spec.The Ultra MUST exchange one Plasma Rifle with a Plasma Sword . . Ops. 2 p. Every model MUST replace its Plasma Rifles with a Plasma Sword OR a Covenant Carbine for free.Haywire Grenades .Energy Shield . unit cannot choose additional wargear from the above list.Twin-linked Covenant Plasma Rifles ./model .Reinforced Vest (Jiralhanae only) ./model .…. ./model ..Relentless .Furious Charge . .Combat Harness (Sangheili only) . Jiralhanae WS Jiralhanae Jiralhanae Ultra Wargear: 150 Points BS 3 3 S T 4 4 4 4 W 2 2 I A Ld 7 8 Sv 6+ 4+ Unit type Infantry Infantry (Character) Composition 4 Jiralhanae 1 Jiralhanae Ultra 3 4 3 3 3 3 Special Rules: Options: . 30 points . ./model Plasma Repeater ……………………………. ..May add up to 5 extra Sangheili ……..Fleet . 43) . only) . . one can replace the Spiker with a Brute Shot … 10 p.Cloaking Field (Spec./model Pl asma Launcher …………………………….And They Shall Know .Frag Grenades .If equipped with Jump Packs. .Plasma Grenades No Fear .Spiker . 10 p. .For every three Jiralhanae in the squad. .The unit may take a Spectre as a dedicate transport (see pag. 25 p. . . .The unit may take a Prowler as a dedicate transport (see pag./model ./model Jump Packs ………………………………………… 5 p.. 43) .A Spec. ..The Ultra may replace the Spiker with (choose one): Pair of Mauler Pistols …………………………………… free Gravity Hammer …………………………………./model . one can replace both Plasma Rifles for one of the following: Fuel Rod Gun . the entire unit may replace Spikers with Covenant Carbines.Rage .…………………………………………… free ..Combat Harness (Ultra only) . 5 p. . None NOTE You can take up to 3 Huragoks for a single Elite slot. 3 p.Suppressor . .Reinforced Forerunners’ Alloy .The God’s Legacy .Field Repairs .May add a number of Watchers to the unit equal or inferior to the total number of Knights in it (including the Commander) ……………… 15 p/model . 50 Points WS 1 BS 2 S 2 T 4 W 2 I 2 A 1 Ld 9 .Pulse Grenades ./model .May add up to 3 extra Knights ………… 65 p..Very Bulky ./model .Reinforced Forerunners’ Alloy . They operate independently on the battlefield and do not need to be fielded as a single unit. .Any member of the unit can replace its Suppressor with one of the following: Twin-Linked Boltshots ./model Scattershot ……………………………………….Self-Destruction .Technology-Obsessed Options: 41 .Reinforced Forerunners’ Alloy . 5 p.Defenders Huragok Huragok Wargear: .… 12 p.Sentinel Beam 60 Points WS 1 BS 3 S 3 T 4 W 1 I 2 A 1 Ld 10 Options: -May add up to 10 extra Sentinels . . Sentinels Sentinel Wargear: .Fearless .. .The Commander can replace its Suppressor with a Incineration Cannon ……………………………… 40 points .Shield Generator .Deep Strike .………………………………….. free Light Rifle ………………………………………….Displacer Field .Promethean Knights WS Knight Knight Commander Wargear: 205 Points BS 4 5 S T 5 5 5 5 W 2 2 I A Ld 10 10 Sv 3+ 3+ Unit type Infantry Infantry (Character) Composition 2 Knights 1 Knight Commander 4 5 3 2 3 2 Special Rules: Options: . Sv 3+ Unit type Jet Pack Infantry Composition 1 Huragok Special Rules: .Fearless . .Night Vision ./model Sv 3+ Unit type Jet Pack Infantry Composition 5 Sentinels Special Rules: .Hard Light Sword .Independent Character . . . .. ./model . their respective rules “And They Shall Know No Fear” and “Blind Fury” are ignored until there are still Unggoys in said unit.. a Covenant Plasma Rifle OR two Covenant Plasma Pistols …………. Instead. ...The Skirmisher MUST replace its Covenant Carbine with a Particle Beam Rifle ……………………………. 10 p.. free . they gain the “Character” rule.Scout Options: . 5 points . 43) Kig-Yar Explorers WS Kig-Yar Kig-Yar Skirmisher Wargear: ./model . free .TROOPS Unggoy Infantry Unggoy Unggoy Ultra Wargear: 20+ Points WS 2 2 BS 3 3 S T 2 3 2 3 W 1 1 I A 2 1 2 2 Ld 6 7 Sv 5+ 5+ Unit type Infantry Infantry (Character) Composition 5 Unggoy 0-1 Unggoy Ultra Special Rules: Options: . 25 points Unggoy Ultra ……………………………………. LEADING A LESSER BREED While a Sangheili or a Jiralhanae leads an Unggoy unit. 8 p.If the unit is composed by its maximum number of members (30).If the unit is composed by its maximum number of members (30).Reinforced Vest . it may take a Spirit as a dedicated transport (see pag. ./model .May add up to 24 extra Unggoy ………..The entire unit may replace their Covenant Carbines with Needler Rifles ………………………….Unggoy Armor -First Line Duty . free 42 .Night Vision .… 4 p. Kig-Yar Infantry Kig-Yar Kig-Yar Skirmisher Wargear: .Defensive Grenades .Needler . 43) . ... 75 Points BS 3 3 S T 3 3 3 3 W 1 1 I A Ld 7 8 Sv 6+ 6+ Unit type Infantry Infantry (Character) Composition 5 Kig-Yar 1 Skirmisher 2 3 3 1 4 2 Special Rules: . .Reinforced Vest .May add up to 6 extra Kig-Yar …………. 60 Points WS 2 3 BS 3 3 S T 3 3 3 3 W 1 1 I A 3 1 4 2 Ld 7 8 Sv 6+ 6+ Unit type Infantry Infantry (Character) Composition 5 Kig-Yar 1 Skirmisher Special Rules: .Force Shield .Stealth ....The Skirmisher MUST replace its Needler and its Force Shield with Arm Shields..Move Trough Cover .MUST choose a unit leader among the following: Sangheili (basic Sangheili infantry) ……… 25 points Jiralhanae (basic J iralhanae infantry)……. it may take a Spirit as a dedicated transport (see pag.Move Trough Cover Options: .Night Vision .Covenant Carbine .Covenant Plasma Pistol -Expendables . .May add up to 24 extra Kig-Yar ………. . 52) Spirit BS Spirit Wargear: . 52) Unit Type Vehicle (Flyer.Protective Forerunners’ Alloy . Open-Topped) Options: Composition 1 Prowler .Fearless .It can take options from the Vehicle Armory (pag.Gravity Beam Landing 43 .Plasma Cannon . 52) Spectre BS Spectre Wargear: .May add up to 10 extra Crawlers …….Furious Charge .Boltshot . Transport) Composition 1 Spirit 3 11 12 11 Special Rules: .Plasma Repeater .…… 3 p. Transport./model .Night Vision DEDICATED TRANSPORTS Prowler BS 3 Prowler Wargear: .Transport capacity: 5 .Robust 50 Points F S R 11 11 10 HP 3 Unit Type Vehicle (Tank.Sangheili Pilot 75 Points F S R HP 3 Unit Type Vehicle (Tank. 12 p./model WS 3 BS 3 Sv 4+ Unit type Beasts Composition 10 Crawlers Special Rules: .None Special Rules: .Plasma Mortar .It can take options from the Vehicle Armory (pag. Special Rules: . 100 Points F S R HP 3 Options: .Transport capacity: 5 . Skimmer) Options: Composition 1 Spectre 4 12 10 10 .Transport capacity: 30 . Transport.The entire unit may replace their Boltshots with Suppressors ………………………………….It can take options from the Vehicle Armory (pag. 120 Points S 3 T 3 W 1 I 4 A 1 Ld 10 Options: . Open-Topped.Promethean Crawlers Crawler Wargear: . ./model .Robust .FAST ATTACK Yanme’e Swarm WS Yanme’e Yanme’e Ultra Wargear: . OpenTopped) Special Rules: Options: .Energy Shield .Protective Forerunners’ Alloy .May add up to 4 extra Ghost ……………….The entire unit may replace the two C.Fearless .Twin-Linked Brute Autocannnon ..Fleet . Open-Topped) Composition 1 Chopper .Twin-Linked Plasma Repeater . 10 p. 52) 44 ./model . Skimmer.Suppressor .Reinforced Vest .Gravity-displacement Field .Night Vision Ghost Squadron BS 3 Ghost Wargear: .The Ultra may replace one Covenant Plasma Pistol with a Covenant Plasma Rifle ………………… 5 points Watchers Watcher Wargear: 75 Points WS 1 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 10 Sv 4+ Unit type Jet Pack Infantry Composition 5 Watchers Special Rules: Options: -May add up to 10 extra Watchers … 15 p.Two Covenant Plasma Pistols . 52) Chopper Squadron BS 3 Chopper Wargear: Special Rules: Options: .Scouts . 65 Points BS 3 3 S T 3 3 3 3 W 1 1 I A Ld 7 8 Sv 6+ 6+ Unit type Jump Infantry Jump Infantry (Character) Composition 5 Yanme’e 1 Yanme’e Ultra 3 3 5 1 5 1 Special Rules: .. .It can take options from the Vehicle Armory (pag.May take up to 2 extra Chopper …. .Acute Senses HP 2 Unit Type Composition 1 Ghost .Scouts .Jink Options: .May add up to 14 Yanme’e …………….Technical Support .Boosters 50 Points F S R 11 10 10 Vehicle (Fast. Plasma Pistols with a single Needler ………………………… free .Hit and Run ./model .Ramming Charge 50 Points F S R 11 11 10 HP 2 Unit Type Vehicle (Fast.It can take options from the Vehicle Armory (pag. 50 p. ./model .……… 50 p. May add up to 2 extra Banshee ………… 100 p. 52) 45 ./model .It can take options from the Vehicle Armory (pag.Twin-Linked Plasma Repeater .Banshee Squadron BS 3 Banshee Wargear: .Banshee Fuel Rod Cannon Special Rules: .Supersonic Options: 100 Points F S R 10 10 10 HP 2 Unit Type Vehicle (Flyer) Composition 1 Banshee .High Maneuverability . None Options: 130 Points F S R 13 12 10 HP 3 Unit Type Vehicle (Tank.Energy Shield 90 Points BS 3 S 5 F 11 S 11 R 10 I A 3 2 HP 2 Options: . Special Rules: .MUST choose a unit leader among the following: Sangheili (basic Sangheili infantry) ….Plasma Repeater .It can take options from the Vehicle Armory (pag.May add up to 4 extra Unggoy ………… 35 p.May add up to 2 extra Locust ……………… 90 p./model Jiralhanae (basic Jiralhanae infantry). 52) WS 2 Unit Type Vehicle (Walker) Composition 1 Locust Special Rules: -Move Through Cover Wraith BS 3 Wraith Wargear: . 20 points .Slow and Purposeful ./model LEADING A LESSER BREED See pag.Hunter’s Assault Cannon .May replace its Heavy Plasma Mortar with a twin-linked Fuel Rod Cannon ……………………. 175+ Points WS 2 2 BS 3 3 S T 2 3 2 3 W 1 1 I A 2 1 2 2 Ld 6 7 Sv 5+ 5+ Unit type Infantry Infantry (Character) Composition 5 Unggoy 0-1 Unggoy Ultra Special Rules: -Expendables Options: .Bonded . 25 p. . .May take a Spirit as a dedicated transport (pag.Fear ./model Unggoy Ultra with Fuel Rod Gun ……… 40 p./model .Extremely Bulky ..Fuel Rod Gun .Unggoy Armor .Heavy Plasma Mortar .HEAVY SUPPORT Unggoy Heavy Unggoy Unggoy Ultra Wargear: .It can take options from the Vehicle Armory (pag./model . 25 p. Skimmer) Composition 1 Wraith . 43) Locust Squadron Locust Wargear: .Collective Conscience Options: . XX . 52) 46 . Hunters’ Team Hunter Wargear: .Defensive Grenades . 180 Points BS 4 S 4 T 5 W 3 I 2 A 2 Ld 10 Sv 2+ Unit type Infantry WS 4 Composition 2 Hunters Special Rules: .Hunter’s Shield .Excavator Ray . Assault Vehicle Options: 200 Points F S R 12 12 12 HP 4 Unit Type Vehicle (Flyer.Two Plasma Repeaters Special Rules: .It can take options from the Vehicle Armory (pag.Transport capacity: 30 models .Phantom BS 3 Phantom Wargear: . Transport) Composition 1 Phantom .Heavy Plasma Cannon .Hover Mode . 52) 47 . 48 . Cloaking Field: a marvel of chameleonic technology. It is extremely effective at short range. Those armors are able to adapt to the wearer’s physique. of the gods. In game terms. Arbiter Armor: one of the few. Since there are less than a dozen of such suits available. It confers the wearer a 4+ Armor Save. It incorporates strong energy fields and weapons for the protection of the Prophet sitting within. enabling the Prophet to purchase a small retinue of them as additional bodyguards. It provides a 2+ Armor Save to the wearer. priceless suits of armor once used by the Old Ones that have been found and re-activated. When an Arbiter dies. It provides a good amount of protection without sensibly limiting the movements of the wearer. Arm Shield: this smaller version of the Jackal’s Force Shield is worn on both arms by Skirmishers. even if losing stopping power very quickly the greater the distance from the target. these fields are able to blend the light in the immediate vicinity of the wearer. while still remaining able to join other units. like the Sangheili and some veteran Jiralhanae units. the greatest efforts are made to ensure that the suit of armor is recovered. together with communicational arrays to better understand the flow of the battle. Sentinels selected in this fashion lose the “Defender” rule. it incorporates a Plasma Assault Cannon. It also has a built-in Sentinels’ Control Device. it can be supercharged in order to emit an EMP shot able to damage even the mightiest vehicle. Boltshot: this is the smallest weapon used by the Promethean warriors. They give the wearer a 5+ Invulnerable Save. providing that they could as easily be used by a Sangheili or by an Unggoy (theoretically. S4. It confers to the wearer the special rules Stealth and Shrouded. The idea is to leave their lives at the mercy of the armor and. Stunlock (if used against a vehicle. making him completely invisible when stationary and still very difficult to target while moving. Profile: 12”. it confers to the Prophet a 5+ Armor Save and the Jet Pack Infantry unit type. by extension. no matter the odds or the number of lives that needs to be sacrificed to do so. Pistol. AP-. This weapon count as a pistol with two profiles: the one to use depends on the distance separating the user from the enemy (see Weapon Profiles). and also due to their high religious value.Covenant Armory Anti-gravity Throne: this device is much more than just a glorified wheelchair. Combat Harness: this is the standard protection available for the elite forces of the Covenant Army. for every hit scored roll a dice: the vehicle suffers a glancing hit for every “6” rolled). that can be re-rolled in hand-to-hand combat. bypassing its armor to directly “fry” its technical components. who possess the reflexes and the ability to use them with equal skill both against incoming fire and in melee. its true potential is much greater than what many casual observers may expect. Furthermore. Covenant Plasma Pistol: the standard sidearm of the Covenant’s lower infantry. but like many “Forerunner’s” artifact. an Enhanced Energy Shield (see below) and an Orbital Bombardment (representing the Prophet calling the support of the Covenant Fleet in orbit). While possessing a short range and average strength. they are given only to those who walk the path of the Arbiter. but automatically pass any “Look Out Sir” test they may be forced to make. at least… No Unggoy has ever been foolish enough to willingly face the punishment deemed worthy for such a desecration!). allowing them to close in with the enemy from an unexpected direction. some classes of Promethean warriors and even some vehicles. Energy Stave: this sacred weapon is entrusted only to the Prophets’ guards. and counts as a Power Fist in hand-to-hand combat. is the second model the one that will suffer the second wound). 49 . Units with Force Shields have a 4+ Invulnerable Save against shooting attacks. it appears to be exceedingly rare. Luckily for the Covenant’s enemies. It gives the wearer a 5+ Invulnerable Save. Hunter’s Assault Cannon: the powerful cannon mounted on the right arm of the Mgalekgolo known as Hunters is a marvel of Sangheili technology. if the field fails to save the wound but the model survives. It incorporates the monomolecular technology commonly found into Eldar melee weapons. On the other hand. but becomes more of a burden in melee. the most holy and trusted among the Sangheili. a single explosive shot or a focused beam (see Weapon Profiles). A model wearing these change its unit type to Jump Infantry. used only by the Commanders of such elite units. are often sufficiently threatening to the average enemy. Energy Shield: a refractor energy field able to withstand almost all small arm’s fire for a limited period of time. normally only Generals and Prophets are allowed to use such devices in battle. Large Blast. AP3(1). In addition. Its bulk helps deflecting the majority of enemy fire.Displacer Field: a special version of energy field seen only on Promethean Knights. Due to the extremely difficult production process. exceptionally common among Covenant elite units. The Hunter can fire it in three different ways. It gives the owner a 4+ Invulnerable Save. according to the kind of opposition met: a single and more precise shot. The S and AP values under parenthesis are used only against the first enemy model hit. It is a testament of the Hunters’ strength that they can carry it with just one “hand”. S8(10). it must be immediately teleported away up to D6” (remaining in cohesion with its unit if not alone). decreased to 6+ in hand-to-hand combat. and the strength of the Sangheili wielding the weapon. Both Hunters in the same unit must use the same kind of shot. It confers the wearer a 3+ Invulnerable Save. Enhanced Energy Shield: a stronger version of the standard Energy Shield. It confers the Hunters a 2+ Armor Save. They use the Shield as both a defensive and offensive weapon. Hunter’s Shield: this enormous shield is made with the same alloy in which starship hulls are created and weights more than two tons. and only if there is actually one under the large blast template’s central hole when its final position is determined. Incineration Cannon: This weapon is one of the most fearsome among the already impressive arsenal used by Promethean Knights. Jump pack: used almost only by special Jiralhanae units. these devices are able to propel even the huge mass of a Jiralhanae warrior to the sky for a short period of time. Profile:30". Energy Staves count as Master Crafted Power Mauls with the Two-Handed special rule. but due to limitations in the production process this Covenant equivalent is not as able to pierce heavy armor. Force Shield: a special energy shield wielded only by Jackal infantrymen to protect themselves during an advance. Ignores Cover. Note that this could mean that in a multi-wound unit it is impossible to remove an “entire” model after a second wound has been dealt. Heavy 1. It is necessary to choose one of the three modes every time the Hunter unit opens fire. its mere weight. because its position in the unit has now changed and the closest model to the firing unit has become a different one (thus. Melee. On the other hand. so it has become the most commonly worn armor among Covenant infantry. Weightless (it gives +1I to the wielder in hand-to-hand combat). crafted for those units more likely to fight the enemy up close. any unit within 12” of the model gains a 6+ Invulnerable Save. On the battlefield. thought to be the perfect mix between effectiveness and efficiency. until the end of the current player turn all that unit’s successful invulnerable saves must be re-rolled). giving it an incredible stopping power coupled with an extremely light weight. S4. Profile: S as user. Shield Generator: Huragoks originally used these devices to protect themselves and the objects that they were repairing from accidents that could occur during their work. It confers to the wearer a 3+ Armor Save. 50 . Reinforced Forerunners’ Alloy: an improved armor. It confers a 3+ Armor Save. but on the other hand it offers an optimum level of protection. It confers a 4+ Armor Save. AP3. etc…). and confers a very limited protection against military-level firepower. a 5+ Invulnerable Save becomes a 4+. Reinforced Vest: this cheap suit of armor often proves useful only against civilian weapons. Multiples of this ability conferred to the same unit do not stuck. Unggoy Armor: this armor was specifically created for Unggoy infantry. the Plasma Sword is the chosen weapon of the Sangheili. In game terms. it is extremely cheap and easy to produce en masse. or give a small amount of extra protection to units without them. It confers a 5+ Armor Save. The result is a level of protection that is (surprisingly) slightly superior to the “standard” available to the other lower Covenant races. this same device can enhance nearby allied units’ own energy shields. A force field generated from the handle shapes the sword out of raw plasma. temporary weakening all kind of energy shields. It generates a disruption field before exploding. or counts his already existing save as 1 point lower (ex. Pulse Grenades: a special kind of assault grenades (usual rules for them apply) used by Promethean Knights. Plasma Sword: a marvel of reverse-engineered Forerunner technology. Protective Forerunners’ Alloy: the basic protection given to the more common Forerunners’ warriors. Profile: 8”. Assault 1. it gives the Huragok a 5+ Invulnerable Save.Master-Crafted Combat Harness: a sort of “proto-power armor”. similar to the ones worn by normal humans of the Imperium. AP-. both due to the necessity to protect the gas tank in the back of each soldier from enemy fire and to better distribute its weight. It lacks strength-enhancing capability. Disrupter (if a hit is scored against a unit. It confers a 6+ Armor Save. It is reserved to high ranking officers. Additionally. army leaders and to the Prophets’ Honor Guard. gaining a 2+ Invulnerable Save until the controlling player’s next movement phase. this upgrade confers the Night Vision special rule to the character. Thruster Pack: a movement acceleration system. during its movement phase. The wearer can reroll all failed Armor and Invulnerable Saves. roll a D3” at the beginning of each round of combat to see how many copies manage to foul the enemy. making him invulnerable for a short period of time. any other Invulnerable Save that the owner may have had is lost for the remaining of the game. The bearer must choose which attacks are nullified before the enemy has rolled to wound. However. In game terms. the wearer can overwatch with his normal weapon at BS2.Armor Abilities (Note: All Armor Abilities can be chosen only once per detachment!) Armor Lock: a powerful energy field surrounds the wearer. limiting its usefulness. Cover Saves taken by enemy units against his (and only his) shooting attacks are worsened by 1 (es. The result is the number of successful hits upon the bearer that can be completely nullified in that phase. Automated Protection Drone: a small device able to quickly assemble small mini-droids. Hardlight Shield: this device creates an energy field similar to the one used offensively by Promethean Knights. Additionally. Cost: 20 points. Unfortunately. This ability allows the user to move quickly and aggressively in combat. It gives the wearer the Regeneration special rule. all identical in every aspect and moving in perfect synchrony. distracting the enemy and pinning it down during the last crucial moments before a charge. Cost: 20 points. Drop Shield: a device generating an extremely powerful energy shield that can be activated just throwing it to the ground. or to stabilize a more seriously wounded individual. Cost: 30 points. whether closing the gap between the user and an enemy or finding cover. after this ability has been used. Regeneration Field: a portable medical device able to cure minor wounds directly on the battlefield. 51 . when the bearer is in combat. Cost: 10 points. It confers the “Fleet” special rule. Cost: 15 points. the wearer can activate the device. Once per game. You can choose if using this ability or not after your opponent has rolled to wound. the bearer and its unit gain a 2+ Invulnerable Save against a single enemy unit’s shooting attacks. Cost: 45 points. a 4+ Cover Save becomes a 5+ one). Also. Promethean Vision: an extremely sophisticated heat-energy-movement based tracking device. Cost: 10 points. Cost: 10 points. Once per game. This device projects several hologram-like images of the wearer. it grants him an extra D3” to both Run and Charge moves. but in the shape of a shield instead of a sword. If the model has already this rule. but nonetheless able to provide close-range fire support to the wearer. this ability quickly depletes the armor’s energy reserves. Hologram: a piece of arcane equipment used for confusing enemies. Those droids are very weak. It confers to the wearer D3” S4 APautomatic hits when overwatching. This item cannot be used together with the Armor Lock. Even if short lived. allowing him to survive until proper medical attentions can be given. the amount of protection offered is almost absolute. Cost: 5 points. In game terms. Cost: 5 points. Cost: 10/25 points (use the first value only for Ghosts). Spiked Hull: Jiralhanae pilots often add spikes and blades to the hull of their vehicles. a 4+ Cover Save becomes a 5+ one). A vehicle shielded in such a way gains a 5+ Invulnerable Save. A vehicle with this upgrade has BS 4. and this place is even less contested in mechanized warfare. Boosters: Many Covenant vehicles. It is usually not much. This anti-magnetic paste can be used to cover a tank’s hull. The vehicle treats the result “Crew Stunned” in the Vehicle Damage Table as “Crew Shaken” instead. Not available to Choppers and Prowlers.hit for every one of such failures. Also. Cover Saves taken by enemy units against the vehicle’s shooting attacks are worsened by 1 (es. both as a form of protection against potential borders and as an occasional “impromptu weapon” of sort. but every little bit helps. creating an extremely difficult surface to clamp an explosive device to. This upgrade confers the Night Vision special rule to a vehicle. recently reverse-engineered by the Covenant to be used on their vehicles. Reinforced Armor: A simple adjustment common among veteran Covenant crews is to add a layer of extra armor or blast-absorbers in vulnerable spots of their vehicles. have built-in auxiliary engines that can provide a short burst of extra speed to quickly avoid a dangerous situation or to relocate a unit to a more vital area of the battlefield when aerial transportation is unavailable. a vehicle with this upgrade has a special 3+ Invulnerable Save against close combat attacks made using grenades or bombs of any kind. 52 .Vehicle Armory Antimag: After having witnessed first with amusement and then with incredulity (when such foolishly brave actions actually succeeded) many assaults at point blank range against their tanks conducted by Imperial infantry. Sangheili Pilot: Sangheili warriors are hailed as the best fighters in the Covenant army. especially Ghosts. in order to not impair mobility. Energy Shield: Simply a more powerful version of the shield generators available to elite Covenant infantry. Choppers and Prowlers only. The vehicle with this upgrade can turbo-boost an extra 6” in the shooting phase. Cost: 5 points. Any enemy model that fails to hit a vehicle with this upgrade in close combat suffers a S3 AP. Cost: 20 points. Cost: 10 points (25 for Flyers). Promethean Vision: The same heat/energy tracking devices that enable Forerunners constructs to “see” perfectly even in complete absence of light. Cannot be taken by Locusts. Covenant Forces started to protect their vehicles against grenades and similar methods of disabling tanks. Cost: 25 points. there is a certain amount of distrust among the two factions. GREY KNIGHTS. almost all Eldar commanders would just use those believes to their advantage. Desperate Allies: -BLOOD ANGELS. However. Allies of Convenience -ORKS: Even if the Orks are a major torn in the side of the Covenant Empire. -TAU: the little enclave of Covenant refugees that reached the Tau Empire due to an (un)lucky accident with the Old Ones Warp Gate near Installation 04 has been accepted by the Tau as an ally. This. Thus. but at least if the enemy is dangerous enough Orks can be expected to concentrate mainly against him… for a while. human pirates and mercenaries were often employed by the Covenant in the same way as Ork Freebooterz up until the last years of the 41th millennium. can cause some confusion about the true nature of the “strange beings made of energy”. No quarter is given nor taken against them. but nether less some Sangheili commanders have started to respect the humans for their bravery against all odds. probably believing them as tests before the ascension through the Great Journey. Covenant forces sometimes have fought 53 . They are never reliable nor predictable.Allies Chart Battle Brothers -ELDAR: Since they are revered by the Covenant as their creators (an half-truth) and Gods. a Covenant expedition finding an Eldar army would quickly follow any order from them. probably welcoming the addition of such eager cannon fodder to the Craftworld forces. combined with the limited amount of information that the races of the Covenant have about the Immaterium and its dangers. Only time will tell if relations among the two empires will remain good. temporary truces against common foes are not unheard of. Hostilities are however immediately started anew as soon as those treats are ended. some tribes and bands can usually be bribed to fight against a different foe through guile. after the Holy War declared by the Prophets against the “False Forerunners”. are not present on the battlefield. Especially when the Space Marines. since both are currently trying to convert the other to their cause. or “Daemons”. SPACE MARINES. even if it is never an easy alliance (especially after the fight starts and the true nature of the daemons becomes clearer). -IMPERIAL GUARD: the Imperium of Man is currently one of the worst enemies of the Covenant. SPACE WOLVES: The “Daemons” fighting into the armies of Man are one of the main targets for the Prophets’ propaganda of hate against the Imperium. Also. DARK ANGELS. as against the Necron or Tyranid legions. except in the direst of circumstances. On the other hand. weapons or just the promise of a bigger fight awaiting for them. -CHAOS DAEMONS: The majority of the denizens of the warp are manipulative by nature. The Undead Menace: those are but a few of the names given to the first and most dangerous enemy of the Covenant. and despised the most among all others. it is only against truly terrifying opponents that two forces hating each other so much can agree to a temporary cease-fire. The Covenant races think that is their sacred duty to expunge the Necrons from the galaxy. that see a twisted version of their own pietas in the Imperial Creed. -TYRANIDS: The Hive Mind’s children have had but a taste of the Covenant . but the following encounters with elements of other splinter fleets taught them otherwise. The Gods of Death. Dark Eldars have been marked by the Prophets as abominations. serving for some inscrutable plan of theirs.. and that their Great Journey will not be completed until their final demise. -DARK ELDAR: The indirect responsible for the current state of war between the Covenant Empire and the Imperium. They utter ruthlessness coupled with the similarities with their Loyalist once-brethren has alienated them to any and all Covenant commanders unfortunate enough to have fought them on the battlefield. Not Before The Apocalypse: -CHAOS SPACE MARINES: These dark warriors really deserve the name of daemons. but unfortunately. The ancient adversaries of the Gods in the Wars in Heaven are well known to the Covenant. twisted mirror-images of the blessed Forerunners that must be exterminated on sight. 54 .alongside one of the armies of the Chaos Gods. The fact that they were not a creation of the Imperium and that they have no connection with it whatsoever is a secret known only to the highest ranking Prophets. Since the defeat of Hive Fleet Scarabus. gaining them an hate almost on par with that reserved for the Necrons. Such pacts never last long.. sometimes it is enough. -SISTERS OF BATTLE: The proud defenders of the Imperial Faith are a natural enemy for the Covenant. Again. and still they managed to inflict severe damage to the races of the alliance. -NECRON: The Archenemy. the Prophets hoped the Tyranid menace was ended. Poisoned (3+). Pinning Heavy 4 Heavy 2 Heavy 1. Poisoned (4+) Artillery 1. Unwieldy Heavy 1. Barrage. Specialist Weapon. Single Shot Heavy 2. Pinning Pistol. Stunlock Rapid Fire Melee. Blast 55 Hard Light Sword Heavy Plasma Cannon Heavy Plasma Mortar Hunter's Assault Cannon (focused shot) Hunter's Assault Cannon (sigle shot) Hunter's Assault Cannon (single shot. Pinning Pistol Heavy 1. Skyfire Heavy 1. Unwieldy Melee Heavy 3 Artillery Barrage 1. Large Blast. Rending. Melta Heavy 1 Heavy 1. Two-Handed Heavy 1. Lance Heavy 3. Large Blast Heavy 1. Large Blast.Weapon Profiles Weapon Name Banshee Fuel Rod Cannon Boltshot (long range) Boltshot (short range) Brute Autocannon Brute Shot Concussion Rifle Covenant Carbine Covenant Plasma Pistol Covenant Plasma Rifle Energy Stave Excavator Ray Fuel Rod Cannon Fuel Rod Gun Gravity Hammer Range 24" 6"-12" 0"-6" 18" 24" 18" 30" 12" 18" 36" 48" 36" Strenght AP value 8 1 4 4 6 3 7 4 6 4 6 3 5 4 5 4 +2 4 9 7 6 x2 2 2 2 2 Special Rules Heavy 1 Pistol Pistol Heavy 2 Assault 2 Assault 2 Rapid Fire. Concussion. Master-Crafted. Blast Melee. Blast Melee. Ignores Cover Rapid Fire. explosive) Hunter's Shield Incineration Cannon Light Rifle Mauler Pistol Needle Rifle Needler Orbital Bombardment Particle Beam Rifle Plasma Assault Cannon Plasma Cannon Plasma Launcher 48" 6"-48" 24" 24" 24" 30" 30" 12" 30" 18" ∞ 48" 24" 36" 30" User 8 9 8 9 6 x2 8(10) 5 5 10 5 5 8 8 2 3 3 1 2 2 2 3(1) 5 5 5 1 3 3 3 3 . Pinning Assault 1. Plasma Mortar Plasma Repeater Plasma Sword Pulse Grenades Scattershot Sentinel Beam Spiker Suppressor 36" 24" 8” 12" 12" 18" 18" 6 5 User 4 6 6 4 4 4 4 3 3 6 5 4 Heavy 1. Weightless Assault 1. Blast Assault 4 Melee. Disrupter Assault 1 Heavy 1 Assault 2 Assault 3 56 .