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Warhammer 40k Codex: Covenant | |
Posted By: turel <djberesford@aol.com> | Date: 12/18/04 9:56 a.m. |
To go with the Halo miniatures I made - http://carnage.bungie.org/haloforum/halo.forum.pl?read=526727 - I have been working on a Codex for each of the Halo armies. For those unfamiliar with Warhammer 40k, a Codex is a book which details the rules for best representing an army within the game. I will start with my Covenant Codex, as it is my favourite, and one I have worked hard on. Warhammer 40,000 Codex: Covenant Covenant Have a strategy rating of 2. Covenant Special Rules Inspirational presence Covenant Elites and Brutes count as an inspiring presence to other Covenant units. Any Covenant unit with a model within 3 of an inspiring model may re-roll one morale test they are required to take per turn. Any Covenant Unit with a model within 6 of an inspiring model may use the inspiring models leadership for all morale checks they are forced to take. Berserkers: In times of intense danger, such as an Elites energy shield shorting out, or a Brute coming under heavy fire, Brutes and Elites tend to enter battle rage, charging into combat with their opponent to reach relative safety, as both species excel in hand to hand fighting. Any Covenant accompanying the Brute or Elite tend to follow them, for fear of what will happen if they dont (Grunts tend to stick close to anything bigger than them as they are extremely cowardly, whereas Jackals are just plain stupid). When a unit lead by a Brute or Elite (so long as at least one Brute or Elite is still alive) fails a Leadership test, they will not fall back, but will advance forward 2D6 towards the nearest enemy unit. If this takes them into contact with said unit, they will count as charging in the Covenant players subsequent assault phase. If the unit does not make contact with an enemy unit, then they will keep falling forward until they either rally as normal, or make contact with an enemy unit. In addition, any Elite or Brute models (ONLY Brutes or Elites) in the unit will not be able to shoot at all until the unit rallies or makes contact with an enemy unit, but benefit from the Furious Charge special rule as detailed in the Warhammer 40,000 rulebook. Hated Rivals: The Elites and Brutes, while being united as a part of the Covenant beneath the Prophets, have a barely contained hatred for each other, and will only work together when under strict orders from their spiritual masters. As such, in an army lead by a Brute, Ultra Elites are a 0-1 choice and 0-1 Brute squads may be fielded as a troops choice. In an army lead by an Elite, Brute squads are 0-1, and 0-1 Spec Ops Teams may be fielded as a troops choice. A Brute may never join a unit containing an Elite, and visa versa. In addition, you may never field both a Brute Chieftain and an Elite Commander in a Covenant army, although you may field two of your chosen Overlord type. Prophet Guard: 0-1 Brute Squad OR 0-1 Spec Ops Team may be nominated as Prophet Guards; this squad and the Prophet will form a single unit and must maintain squad coherency at all times. Prophet Guards are fearless and benefit from +1 attack. A Spec Ops Team chosen as Prophet Guards may NOT be equipped with Active Camouflage. Covenant Species The Covenant is a collection of alien species united by under a common ruler - the Prophets. There are various kinds of alien species that form the Covenant Military structure, namely Prophets, Brutes, Drones, Elites, Grunts, Jackals and not actually part of the military, but working closely beside it Engineers.
Brutes
Immense Strength: Brutes are a simian species that resemble gorillas in stature and understandably - are incredibly strong, making them deadly in close combat.
Fleet of Paw in the shooting phase, a Brute may move D6" in any direction instead of firing a weapon. A Brute may not use Fleet of Paw when part of a unit containing models that do not have the Brute special rule. Elites
Dual Wielding: Elites are trained in firing a weapon with each hand, and as such may Dual Wield any single-handed weapon. An Elite may fire both Dual Wielded weapons in one turn, and they must be fired at the same target. If an Elite Dual Wields two of the same weapon then it counts as having a single twin-linked weapon rather than two different weapons.
Fleet of Hoof in the shooting phase, a Covenant Elite may move D6" in any direction instead of firing a weapon. An Elite may not use Fleet of Hoof when part of a unit containing models that do not have the Elite special rule. Covenant Weapon Special Rules Some Covenant Weapons are more accurate than the norm, whether it be via targeting scopes, the ability to track their targets - homing in on them when a lock is achieved - or any number of other factors. To represent the increased accuracy of such weapons, any Covenant model equipped with any of them benefit from the Sharpshooters special rule as detailed in Codex: Imperial Guard. Which weapons grant this ability is noted in their profile in the Covenant Summary at the end of the Army List. Volatile - Covenant Fuel Rod weapons utilise extremely volatile ammunition, which may explode under extreme conditions. To represent this, when a model carrying a Volatile weapon is killed, place the small blast marker centred on the model. Any model under this template takes a wound on a D6 roll of 4+. Any weapon mounted on a vehicle that is normally volatile is not, as the vehicle has sufficient space for stabilising agents. Overheats Covenant Plasma Weapons, while being highly advanced, still overheat. However, the Covenant have discovered ways of venting the excess heat in a way that renders it harmless to the wielder. This process jams the weapon for a few seconds, which could turn out to be very dangerous to the Covenant sporting the jammed weapon. Any Covenant weapon with the overheat rule, when fired (or firing twice in the case of a pistol) stands a chance of overheating. Any to hit roll of 6+ causes an overheat, and the shot will automatically miss. If two shots are fired, either from a Plasma Rifle or a Pistol fired twice, and only one shot causes an overheat, both shots will still miss. This is different to the standard 'Gets Hot' rule as detailed in the Warhammer 40,000 rulebook. Covenant Armoury Single Handed Weapons Brute Plasma Rifle 7pts (Brutes Only)
Two Handed Weapons Assassins Blade - 35pts (Elite Commanders only, one per army)
Wargear Active Camouflage 20pts (Elites Only)
Veteran Abilities Move through Cover - 10pts
Active Camouflage
Assassins Blade
Chieftains Warhammer
Covenant Plasma Grenades
Full Body Energy Shielding
Ghost
Jetpack
Motion Detector
Overshield
Plasma Blade
Covenant Army List HQ 0-1 Covenant Prophet Pts 100
Equipment: Prophets are equipped with a Holy Throne, and may not take any additional equipment at all. Special Rules:
Holy Throne: The Holy Throne is a Prophets only method of protection. It is a small hovering Throne with a built in shield generator which grants the Prophet its 4+ invulnerable save, a Battlenet Uplink which allows the Prophet to spread his Divine word throughout the Covenant forces, and a Fuel Rod Beam.
Divine Word: While the Prophet is on the battlefield, all Covenant units benefit from +1 leadership, up to a maximum of 10. However, if the Prophet is killed in battle this bonus is lost, and all Covenant units must take an immediate morale test. Any unit that fails this test, in addition to falling back, suffers from 1 leadership for the rest of the game. Fearless: Prophets are fearless, and follow all the fearless rules in the Warhammer 40,000 rulebook. Prophet Guard: A Prophet may be accompanied by a single unit of Prophet Guard. See the Covenant Special Rules section for details. Covenant Overlord Brute Chieftain
Elite Commander
Options: A Covenant Overlord may be equipped with 150pts of wargear and veteran abilities from the Covenant armoury. Special Rules:
Invulnerable Covenant Overlords are equipped with an incredibly advanced version of their species respective armour that incorporates a powerful full body shield, allowing them to sustain incredible amounts of damage unharmed. As such their save counts as invulnerable. Brutes: Brute Chieftains follow the Brute rules listed in the Covenant Special Rules section of this book. Elites: Elite Commanders follow the Elite rules listed in the Covenant Special Rules section of this book. Elites 0-1 Ultra Elites
Squad 1-3 Ultra Elites can be fielded as a single elites choice. Options: Ultra Elites may select 75pts of items from the Covenant armoury. Special Rules:
Elites: Ultra Elites follow the Elite rules listed in the Covenant Special Rules section of this book. 0-1 Brute Captains
Squad 1-3 Brute Captains can be fielded as a single elites choice. Options: Brute Captains may select 75pts of items from the Covenant armoury. Special Rules:
Brutes: Brute Captains follow the Brute rules listed in the Covenant Special Rules section of this book. 0-1 Covenant Spec Ops Team Grunt
Spec Ops Grunt
Spec Ops Elite
Squad: 6-12 Models Weapons: The Grunts are armed with Covenant plasma pistols. The entire squad carries plasma grenades. Options: Any Grunt may exchange its Covenant plasma pistol for a Covenant plasma rifle at no extra cost, or a needler at +2pts per model. Elites may be equipped with any of the following: a Covenant plasma rifle at +5pts, a needler at +5pts (both of which can be Dual Wielded pay the cost for both weapons as normal), or a beam rifle at +6pts. Up to two Grunts may exchange their weapons for a fuel rod cannon at +10pts per model. The entire squad may be equipped with Active Camouflage at +5pts per model. The squad MUST include between 1-3 Spec Ops Elites One Grunt MUST be upgraded to an Spec Ops Grunt at +5pts, who may then select up to 15pts worth of items from the Covenant armoury. Transport: The Spec Ops Team may be mounted in a Shadow at +75pts, or a Phantom at +150pts. Special Rules:
Infiltrators if the squad is not mounted in a transport vehicle, it may infiltrate, even in missions that do not normally allow infiltrators. Brute Squad
Brute
Squad: 4-8 Brutes Weapons: Brute Plasma Rifles. Options: Any number of Brutes may exchange their Brute Plasma Rifle for a Brute Shot at +5pts per model Squad Leader: One Brute may be upgraded to a Brute Captain at +10pts Transport: The Brute Squad may be mounted in a Shadow at +75pts, or a Phantom at +150pts. Special Rules:
Troops Grunt Squad Grunt
Elite
Squad: a Grunt Squad consists of between 10 and 20 Covenant Grunts Weapons: Covenant Plasma Pistol Options: Grunts may replace their Covenant Plasma Pistol with: a Covenant Plasma Rifle at no extra cost, or a Needler at +2pts per model. Two Grunts may form a single weapons team with a Plasma Cannon at + 10pts Squad Leaders: 1-3 Grunts may be replaced by an Elite at +15pts per model, who may choose up to 50pts worth of wargear from the Covenant Armoury. If Elites are included in a unit that also includes one or more Shade Emplacements, then each Elite MUST crew one of the weapons. Transport: Grunt Squads may be mounted in a Shadow at +75pts, or a Phantom at +100pts. Special Rules:
Shade Grunt squads may include 1-3 Shade emplacements at +15pts each as a squad upgrade. Shade Emplacement:
Shades are immobile, and as such, after a squad that includes 1 or more shade emplacements has been deployed (or disembarked from its transport vehicle for the first time), the entire squad may not move unless the shade is destroyed. Special Rules:
Susceptible to Sniper Weapons: Despite all of the Shades formidable protection, they are still susceptible to snipers. An attacker with the right weapon can take down the crewer in a single shot if they can score a hit, and as such all Sniper weapons count as AP 1 against a Shade on a to hit roll of 6. Heavy Weapon: Despite the Shade being an immobile weapons platform, they are still found in plentiful supply in Covenant forces. Covenant troops, especially the cowardly Grunts, enjoy the protection of such a heavy piece of weaponry, and as such will never stray too far away from a Shade. As such, Grunts or Elites in a unit that includes a Shade must still maintain squad coherency with the Shades crewer. Large Target: Shade emplacements are fairly large constructs, and can quite easily be picked out from amongst the surrounding Covenant. When firing at a unit containing one or more shades, treat the shades and the squad they are part of as separate units in all respects. Transport Vehicle: Shadow Pts 75
Type Skimmer, Tank, Open Topped
Weapons Shade Cannon Transport: A Shadow is a transport vehicle and may transport up to 12 models (Hunters, models with Jetpacks and Shade Emplacements count as two models).
Jackal Pack
Squad: a Jackal Pack consists of between 6 and 12 Jackals. Weapons: Jackals are armed with either a Covenant Plasma Pistol and an Energy Shield, or a Beam Rifle. Squad Leader: One Jackal may be replaced by an Elite at +15pts, who may choose up to 50pts worth of wargear from the Covenant Armoury. Special Rules:
Energy Shields: Some Jackals carry a lightweight energy shield to make up for their physical fragility. Any Jackal equipped with an energy shield has a 5+ invulnerable save. 0-1 Covenant Engineers
Squad: you may field between 3-6 Covenant Engineers as a single Troops choice. However, they do not count as a squad and follow the Independent Character rules as detailed in the Warhammer 40,000 rulebook. Special Rules: Tentacles: When forced to defend themselves Covenant Engineers will flail madly with the multiple tentacles that cover their bodies, and as such receive a random number of attacks. In addition, an Engineer in base to base contact with a damaged friendly vehicle may attempt to repair it during the assault phase. Roll a D6, and on a 4+ ignore any one weapon destroyed or immobilised result the vehicle has suffered. Drifters: Covenant Engineers are strange creatures that use an inflated gas bag like organ on their bodies to float several feet from the ground. As such they ignore difficult terrain, unless they end a movement phase in it. If this is the case they take a single wound on a D6 roll of 1. Tech Thieves: Covenant Engineers perform a strange roll in the Covenant Hierarchy - the understanding and assimilation of alien technologies. Engineers have the instinctive capability of disassembling and reassembling machines they have never seen before, thus learning exactly how the machine works after one or two cycles of hands on experimentation.
Fast Attack Drone Swarm
Squad: Drones are fielded in swarms of between 8 16 models Weapons: Drones are armed with a Covenant Plasma Pistol. Options: Any model may replace their Covenant plasma pistol for a needler at +3pts per model. Special Rules:
Invulnerable: Drones are extremely nimble creatures capable of dodging enemy fire, and as such their save is invulnerable. Banshee Pts 65
Weapons Twin Linked Plasma Cannon and Fuel Rod Gun
Ghost Squadron Ghost
Squadron: Ghosts may be fielded in squadrons of 3-5 models
Special Rules:
Spectre Squadron Spectre
Squadron: Spectres may be fielded in squadrons of 1-3 models
Special Rules:
Heavy Support Covenant Hunters
Squad: Hunters always stay together with their life mate, and as such are always fielded in pairs. Weapons: Fuel Rod Beam/Cannon and Alloy Shield Special Rules:
Alloy Shield: Hunters carry an enormous metal shield made of an unknown alloy, which is almost impervious to all but the most powerful of weaponry. The shield, combined with the Hunters complex body armour, grants a 2+ armour save, a 5+ invulnerable save and adds +1 to the Hunters toughness. It can be used as a weapon in close combat, using the rules for a power fist. Susceptible to Sniper Weapons: Despite all of the Hunters formidable protection, they have three weak spots on their bodies, one on the abdomen, one on the small of the back, and one in the neck, all of which their armour does not protect. An attacker with the right weapon can take down a hunter in a minimum of shots if they can score hits on one of these weak spots, and as such all Sniper weapons count as AP 1 against a Hunter on a D6 roll of 6. Berserker Fury: Hunters tend to enter a berserker rage when their life mate is killed, and will stop at nothing to avenge their mate's death. As such, when one hunter in a pair is killed, the other will advance towards the nearest enemy unit and charge it if it is in range. If the hunter is not in charge range it will keep advancing in subsequent turns, until it IS in a possition to charge the nearest enemy unit. It may still shoot as normal as it advances, but it's BS will be lowered to 2, as the hunter will be too enraged to concentrate on shooting accurately. Wraith
Weapons Plasma Artillery Cannon and 2 sponson mounted plasma cannons. Special Rules:
Phantom Pts - 180
Weapons 3 Shade Cannons Special Rules:
Hatches: The Phantom is fitted with a powerful gravity lift at the rear of the vehicle, which can be used for embarking and disembarking. This works a little differently to normal hatches on a vehicle; any transported model must be deployed directly beneath and within 2 of the edges of the gravity lift. Fire Points: The Phantom is a fully enclosed space to atmosphere dropship, and as such its interior oxygen supplies cannot be compromised by fire points. Covenant Weapons Summary Beam Rifle
Brute Plasma Rifle
Brute Shot
The Brute Shot is fitted with a cruel blade which adds +1 to the users strength in close combat. Carbine
Fuel Rod Beam
Fuel Rod Cannon
Needler
Plasma Cannon
Plasma Pistol
Plasma Rifle
Plasma Artillery Cannon
Shade Cannon
Special Characters The Arbiter, Sword of the Prophets The Arbiter was the Elite Commander responsible for the activation of the 4th Halo ringworld, and was eventually thwarted by Captain Keyes and the crew of the Pillar of Autumn. Upon his return to High Charity, the Covenant's floating space city, he was branded with the Mark of Shame, and was given a choice; die without honor or don the armour of the Arbiter, the sword of the Prophets. The Arbiter is hero without honor, hated by the Covenant and tasked with the most dangerous missions in an attempt to redeem himself in the eyes of the Prophets. His first mission - to rid the Prophets of a heretical cult leader - earned him the respect of the leader of a Spec Ops team, and a bond of friendship was quickly brokered between the two. Whenever they go into battle, they will always fight side by side if their mission allows it, and have earned a reputation as one of the most able Spec Ops teams in the entire of the Covenant. Pts - 180
Equipment: Covenant Plasma Rifle, Needler, Active Camouflage. Options: The Arbiter may not be given any additional equipment and must be used exactly as described. Special Rules:
Elite: The Arbiter follows the Elite rules listed in the Covenant Special Rules section of this book. Fearless: The Arbiter is Fearless and follows all the rules detailed in the Warhammer 40,000 rulebook. Mark of Shame: The Arbiter is branded with the mark of shame, and as such may only ever join a single Spec Ops team that must be nominated at the beginning of the game (i.e, if multiple Spec Ops teams are fielded, the Arbiter may only be able to join the nominated team - if it leaves the unit it may only ever re-join the nominated unit, and not any of the other Spec Ops teams fielded). Tartarus, Chieftain of the Brutes Tartarus is the Chief bodyguard of the Prophet of Truth, and is a brutal, bad tempered Brute possessed of a bullying nature. He rules through fear, earning him a loyal following of the Covenant he commands. While being the typical bully he is incredibly intelligent, for a Brute, and is a cunning tactician. He has a long standing rivalry with the Elite know as the Arbiter, and he believes that, had he been in charge of the activation of Instalation 04, the first Halo ringworld encountered by the UNSC, then the Demon would not have succeeded in destroying the holy ring. Tartarus
Equipment: Chieftains Hammer, Overshield. Options: Tartarus may not be given any additional equipment and must be used exactly as described. Special Rules:
Invulnerable: Tartarus is equipped with an incredibly advanced version of his species armour that incorporates a powerful full body shield, allowing him to sustain incredible amounts of damage unharmed. As such his save counts as invulnerable. Brute: Tartarus follows the Brute rules listed in the Covenant Special Rules section of this book. Fearless: Tartarus is Fearless and follows all the rules detailed in the Warhammer 40,000 rulebook. The Assassin, the Blade in the Dark Little is known about the alien known only as the Assassin, except that the Prophets call him 'The Blade in the Dark'. From what little information there is about it available in the Covenant data achives, it is clear that the Assassin is not a member of any of the Covenant species currently known about. Whether it is a member of a secretive species part of the Covenent, or a mercenary hired by the Prophets is unknown. What is known is that the Assassin is a deadly foe, more than capable of taking down even the most capable opponents. Reports of it killing a Spartan II with ease are unnerving, to say the least. Assassin
Equipment: Forearm talons, Energy Shield, Active Camouflage. Options: The Assassin may not be given any additional equipment and must be used exactly as described. Special Rules:
Forearm Talons: The Assassin has razor sharp talons protruding from the length of its forearm, capable of piercing any and all armour. They count as a pair of close combat weapons that, when they hit, always wound and ignore armour saves. Invulnerable The Assassin is equipped with an incredibly advanced version of his species armour that incorporates a powerful full body shield, allowing him to sustain incredible amounts of damage unharmed. As such his save counts as invulnerable. Combined with his energy shield, his save is a permanant 3+. Fearless: The Assassin is Fearless and follows all the rules detailed in the Warhammer 40,000 rulebook. ----------- Any suggestions or thoughts on the codex would be most appreciated. Feel free to play test it for me. |
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Replies: |
Warhammer 40k Codex: Covenant | turel | 12/18/04 9:56 a.m. |
Exactly what I've been looking for! | Ross Mills [subnova] | 12/18/04 3:46 p.m. |
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