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= INTRODUCTION =


Located in the Orion Arm of the Milky Way galaxy lies the alien
Covenant Empire. It is a convergence of eight different races set in a
defined hierarchy, each with their own roles and place within the union.
Forged and bound by religious beliefs surrounding the ancient
Forerunners and the technology they left behind, it is a theocracy
(government looking to religious guidance) led by the San Shyuum.

Established in 850 BCE, the Covenant grew and remained a powerful
force in the galaxy well until the destruction of installation 00 in 2552
AD. The Covenant Empire has existed for almost 1,700 years and is
notable for their expansionist, varied military force with advanced
technology in the area of weapons, armor, and energy shielding. Their
numbers are quite substantial, on par if not exceeding that of the
humans Unified Earth Government. These factors allowed the
Covenant to steamroll the UNSC throughout most of the
Human-Covenant War, and even when Humanity outnumbered the
Covenant many times to one in the Battle for Earth, the UNSC still had
severe losses.

The Covenant also possesses a mighty and huge war fleet in support, the
military might operated by each race, all capable of fanatical fighting.
The two primary leading forces, the Sanghelli (Elites) and the
Jiralhanae (Brutes) come from native background of extreme warrior
culture. The mixture of races brings about a strong flexibility of wide
functions for the Covenant on a tactical level.



= RECON =

The Covenants first method of any sort of recon is the use of a Luminary. It is a reverse-engineered detection device from the Forerunner Dreadnought
in use to scan and identify Forerunner relics (largely their technology). It has taken them all across the galaxy, with scanning any and all areas around
their domain while on the quest to expand. Since the Forerunners preserved all life and utilized their own technology to send other races throughout the
galaxy to other worlds, naturally the Covenant were bound to find each and every home world of other races. It was only by the time they reached
Humanity that a large empire was established consisting of over three hundred planets with the location of their home world largely hidden.

It is described as looking like three silver pyramids, two smaller ones upside-down support a larger one, and there are various models. The backbone of
the Covenant religion forms a statement that the Luminaries do not lie, and anything they point out is exact. They are required on all Covenant ships.
They are capable of indicating human life on a distinct level, to the point the Covenant knew where all human beings were on Harvest and what troop
movements they were making (in particular, their attack on an orbital station). The reason for the detection is that Humans are strangely regarded as
Reclaimers, a sort of inheritance from the passing Forerunners.

Aside from this, any signatures that reflect any sort of similar function of Forerunner technology is also going to be detected. To note, Forerunner
technology is very reactive to electromagnetism, particularly those of very powerful sources. In theory, anything that emits a strong electromagnetic
pulse could be misread as a relic and the Covenant will move mountains and slaughter whole armies of their command to retrieve and study them. Since
the only form of known high technology to the Covenant in the Halo universe is that of the Forerunners, they will be extremely confused and go to great
lengths of debate about the nature of the discoveries of other technologies. This might slow down some of the Covenant progress, but with Truth,
Mercy, and Regret already knowing the whole Great Journey deal is a potential fake (with Truth declaring all Luminaries have lied about the nature of
the Humans, ordering their total extermination), they would probably have no qualms with making counters.

Aside from this, the Covenant also employ the use of handheld long-range Motion Scanners, which of course detects all forms of motion. They are most
often given to Unoggy to the edge of an enemy camp or strong point and wait to see if the enemy is on the move, in what strength, and direction so that
an alarm can be sounded. However, Unoggy not being the most competent of the Covenant races, can misinterpret the devices readings or even fall
asleep on the job.

Apart from this, the Covenant utilize fairly normal tactics of scouting, using light, fast vehicles to find and record the movements of other forces, and
will go to some lengths to observe. The Kig-Yar utilize predatory instincts to hunt their targets, watching and waiting for the moment to attack when
given the chance.






































= INFANTRY =


UNOGGY - [GRUNT]
Weapon Type: Plasma
Armor Type: Unknown, a light chest plate
Mobility: 3
Training: 2
Max range: Assault Rifle
Preferred range: As far away as possible!
Classification: Cannon fodder

To claim that the Unoggy are a basic infantry unit on the bottom of the
totem pole is a gross understatement and too much of a nod for their
skills and for the most part, their extent of usefulness. Biologically, they
short, barely reaching only up to ones waist and require methane to
breathe. These two disadvantages are doubled by their relatively weak
physical strength and durability because they must carry a tank of
methane on their backs at all times. After only a couple of hours, they
will suffocate.

Compared to most warriors in any army, they are pretty inaccurate and
are not very smart. But this is largely due in part to their lack of curiosity
and reliance on orders. The majority of the Unoggy forms the worker
class of the Covenant, working in large groups in areas of basic
construction and they are quite good at it. Multiple barricades to slow
the enemy and hiding for ambushes are the preferred tactics utilized by
the Unoggy when not directly under command.

Their inner-hierarchy means that the biggest bully of the group tends to
become the leader, though more competent groups of Unoggy, assigned
to better and more skilled will look to the Deacon for guidance.



Due to their poor competency, the Unoggy are consequently poorly
equipped. In most actual engagements, not even all of the Unoggy are
armed, or have full charge to their weapons. But the greatest strength
the Unoggy possess however are their sheer weight of numbers. Most of

the time, their breeding is so incredibly rapid that the San Shyuum have
decreed their methane tanks contain inhibitors. Uncontrolled, a meager
Unoggy population of hundreds can grow to uncountable hundreds of
thousands in less than a decade. Laying clutches of six eggs and
possessing a short childhood are the biggest contributing factors. In
times of war however, the Shan Shyuum will relieve the Unoggy their
much annoyed repressed burden and allow them to breed freely, giving
way to an usually large amount of Unoggy.

However, of all their intelligent shortcomings, Unoggy do possess
unique brain structures make it easier for them to absorb knowledge
more so than other covenant species. The most competent from an early
age are invited to join the only possible rank within the Covenant,
Deacon. Such characters are scattered onboard vessels to organize the
other grunts and help in smooth communication. They are a fine step
ahead of the rest of their brothers and are usually entrusted with a
weapon and the handling of minor operations given to large number of
Grunts. It is these who are the most devoted to the One Path, having
been given formal instruction to Covenant religion, with fanatical
devotion.

== LOADOUT ==
Armament: Plasma Pistol, occasionally plasma grenades; more
competent Unoggy might earn themselves a Plasma Rifle or Needler
Most prominent Unoggy can handle the Fuel Rod Gun

Defense: Unggoy Combat Harness--Grunt Minors are minimally
armoured with a methane life support suit that also functions as body
armour. This armour can withstand limited amount of firepower but is
designed mostly with cost cutting in mind to supply the vast population
of grunts.

Unoggy without mouth-piece methane tank. They have a fierce bite, aiming for
the jugular and in fact, this once nearly killed Avery Johnson!

== ADDITIONAL FACTORS ==
Grunts are selfish, and lazy, and they like to sleep on the job. They have
extremely dexterous hands with food finger reflexes; under optimal
conditions, a grunt with a plasma pistol can fire off just over three
hundred shots per minute. Unoggy with a lesser tendency to flee combat
are given duties to operate weapon platforms and sometimes vehicles.






KIG-YAR - [JACKAL]



Weapon Type: Plasma
Armor Type: Light plate armor
Mobility: 5
Training: 3
Preferred range: Pistol / 1 kilometer
Max Range: Pistol / 1 kilometer
Classification: Basic Infantry
Unlike most races united under the Covenant, the Kig-Yar are a fickle
pirate race that are more mercenary than loyalist. They have been
slowly absorbed into the Covenant religious empire and barely even
believe in the Great Journey. They have been a primary source of unrest
for the Covenant, fueling or starting most of the major problems in their
history.

Nevertheless, if paid by the San Shyuum, and as long as they dont take
a beating from the Sangheili, they serve as a powerful infantry force.
Kig-Yar operate their own warships, each run by a ship mistress
alongside the Covenant fleet. This gives them great flexibility to
conduct their piratical raids and flee in battle at opportune moments
when it suits their needs. Their morale is directly related to strength on
the battlefield and will not hesitate to flee in poor conditions though
hiding behind obstructions and taking cover are a preferred first choice.
They are exceptionally cunning, given over to plotting and scheming
and are natural allies to the Jiralhanae Brutes. The Unoggy and Kig-Yar
are almost always at odds, with the Kig-Yar kicking and tricking the
lesser, and as a whole are untrustworthy backstabbers.

Biologically, they breed aplenty, tending to nests of eggs in warm
climates and are fiercely competitive with the Unoggy. Anywhere that
suits humans or Unoggy are usually ripe breeding grounds, though they
do not grow or reproduce quite as rapidly as their grunt counterparts.
They have large eyes with excellent vision and snapping beaks. They
have bird-like hollow bones and possess a powerful bounding leap. This
allows them to quickly reach areas of ambush (keen to find them as they
are opportunistic pirates) though their patience is often pretty thin.

In battle, Kig-Yar are nasty and ruthless opponents, given over to eating
almost anything that breathes. In fact, a common Covenant punishment
through Kig-Yar death squads includes being torn limb-from-limb
while being eaten alive! Naturally good scavengers, the Kig-Yar were
nearly put into the Unoggy position within the Covenant as the widest
base of infantry, but their bloodthirsty tendencies and less dedication to
the Great Journey caused the San Shyuum to choose the Unoggy for
that position.


== LOADOUT ==
Armament: Plasma Pistol, occasionally Plasma Grenades or Needler
Kig-Yar Snipers are equipped with Beam Rifles or Covenant Carbines

Defense: Most The Kig-Yar have wrist-mounted shields called Point
Defense Gauntlets, which protects the user with a localized,
concentrated energy shield. It projects an oval shaped energy shield
with a small section left open to fire a plasma pistol. Against
projectile-based weaponry, it is extraordinarily effective. It can take a
beating from almost all small arms weapon fire of modern-military
capacity, to the point of near invincibility without huge concentrations
of fire (from a whole squad of 5-8 on a single individual). Even against
heavy antipersonnel weapons like the UNSC Gatling gun turret or
sniper rifle, the shield still holds up moderately well. Combined with the
Kig-Yar preference to keep to cover and their long-leap diving
capability, this compounds the problem of rooting them out of a defense
or ambush.

If the shield collapses, it can restart itself in thirty seconds leaving its
user vulnerable until then.





YANMEE [DRONE]
Weapon Type: Plasma
Mobility: 7
Armor: Chitin Exoskeleton
Training: 3
Preferred range: assault rifle
Max Range: assault rifle
Classification: Scouts, Combat Engineers

The Yanmee are a hive minded insect
race who were only a recent addition to the
Covenant. Like most insects, their society
is dominated by queens with the
worker/soldier classes being all female.
Their tendencies towards collective
thinking and dogmatic practices made
them easy candidates under the Covenant.
Despite their insectoid appearance, they
are technologically adept, fixing and
repairing vehicles while still capable of
combat.

They are naturally inclined to near-perfect obedience but are extremely
touchy when their prescribed jobs interfere with their normal
workloads. For example, the Yanmee onboard the Rapid Conversion,
the Jiralhanae found difficulty employing them as line troops after
giving their role as technicians to a Huragok. The confusion instilled
hypertension in their aggressive capabilities being unchecked, forcing a
large sum of them to be killed due to not taking orders to leave the
defenseless Huragok alone. They still proved to be excellent scouts due
to their powerful flight and they are literally fearless. Even a tank wont
stop them from trying to technologically tear it apart. They are known
for ambushes and scouting, using their wings and arcing rear claws
allowing them to hang up and around the walls and ceiling where they
seem to prefer to congregate and prepare for attacks.


Being born on a planet of much higher gravity, they are so strong they
can lift a full-grown man (and his combat gear) up into the air and drop
him to the ground. They are also the only race capable of
out-reproducing the Unoggy grunts. They can sustain short periods of
time in a vacuum, adding to their further usefulness as technicians and
shipyard construction.

== LOADOUT ==
Armament: Plasma Pistol, sometimes Needler or Brute Plasma Rifle

Defense: A few high-ranking Yanmee can be found with energy
shields.


= ELITES =

SPEC OPS UNOGGY - [GRUNT]
Weapon Type: Plasma
Armor Type: Unknown, a heavy plate environment suit
Mobility: 3
Training: 4
Preferred range: Pistol
Max range: Assault rifle range
Classification: Spec Ops support

Special Operations Officer Unggoy are part of the special forces of the
Covenant. Normally, Unggoy are poorly trained for combat and are
usually deployed in massive numbers as cannon fodder. However, if
they are given proper training they can acquire specialized roles and
provide excellent support to Spec Ops teams. Often standard infantry
Unggoy find themselves promoted to this rank when their commanding
Sangheili folded into the Special Operations division. Generally
tougher, smarter, and certainly more aggressive than their lesser
brethren, Spec Ops Unggoy are always deployed with Sanghelli team
leaders and specialized equipment. These resilient, loyal, and dangerous
operatives are not to be underestimated under any circumstances. If a
Spec Ops Grunt's leading Sangheili is killed, rather than panicking and
fleeing, they will often seek revenge, finding cover and sending plasma
grenades and plasma bolts accurately at the opponent who killed the
Sangheili. They are also much more accurate than their counterparts,
and their armor is much more resilient to damage than other grunt ranks.

Spec ops Unggoy more frequently use needlers than do their lower
compatriots. They are never seen doing suicide bomber tactics unless
the situation is very dire such as against forces of the Flood.




== LOADOUT ==
Armament: Plasma Pistol, usually Needler or Plasma Rifle, Plasma
Grenades

Defense: The Methane Environmental Suit is almost the highest quality
of armour available to the grunts. Their armour can take more of a
beating than standard grunt armour and features helmet and goggles for
hazardous environments and vacuum. Though they do not have energy
shields, their armor has built-in active camouflage. The active
camouflage generator in their armour can bend light around the Unggoy
Spec ops member and render them nearly invisible for indefinite periods
of time. Their weapons can be fired while invisible, but will not hide
environmental effects such as footprints.

SANGHEILI [ELITES]

Weapon Type: Plasma
Armor Type: Power Armor
Mobility: 6
Training: 5
Preferred range: Assault Rifle/Close Combat
Max range: Various
Classification: Heavy Infantry, Leaders

The Sangheili are called by humans Elites and for very good reason.
Not only are they some of the mightiest and bravest soldiers available to
the Covenant but they are one of the founding races of the Covenant
Empire; second in rank only to the Prophets. They are utterly dedicated
to the Great Journey as well as their own cultural code of honor. Force
of strength, combat skills, and most importantly, honor-bound
dedication makes or breaks life on Sangheili life or death.

This extremism of dedication runs to a point that Sangheili cannot be
held for ransom, are nearly impossible to capture or reason with. They
would rather commit suicide than admit a defeat, and most will even lay
down their lives and personal heritage rather than disobey. Their
dedication to honor in such blinding ferocity actually made the San
Shyuum question them as the head of the Covenant military in later
times.

Not given over to plotting or scheming quite well, even worse at it than
the Kig-Yar jackals or Jiralhanae brutes, they prefer direct confrontation
as dying to a wound in the back from running away from battle or
failing even to pass training is considered such a great shame that the
family will be cut off from inheritance or council seats.

Standing roughly 74 tall (some even taller), they are durable and
strong warriors. Their towering construct and devotion to remain
physically fit for battle, as well as their elongated age compared to
humans (seventy years of age is considered prime of life) makes them
inhumanly strong. When Thel Vadam first met a Spartan, he locked
arms with him for a few moments and noted that the human was
shockingly as strong as he was. To note, this would give a Sangheili
strength enough to lift nearly 4,000 lbs (2 tons). The higher gravity of
their home world Sanghelios added to their extremely dense muscle
fibers (not to mention sheer size) add to the factor. Being digitigrade
species who talk on their toes with a binary vascular system (possessing
two hearts) they can also run about as fast as Spartan IIs (matching
roughly 34 mph) with great flexible agility.

Sangheili also come with extremely excellent senses, Thel was able to
smell human resistance through nearly three deck levels onboard a ship
and discern between each other sometimes on proximity from smell.










== LOADOUT ==

Armaments: 2 Plasma Grenades and usually
Pulse Rifle or Needler, sometimes back-up
Plasma Pistol; they can duel-wield these weapons

Occasionally Covenant Carbine, Concussion Rifle
Leaders have 1 or 2 Energy Swords


DEFENSE
The armor of Sangheili warriors commonly
feature durable armament that small arms fire
finds hard to penetrate. Like most Covenant
dedicated warriors, they are notably durable and
hard to kill even using a full magazine of any
common assault rifle, due to dense muscle and
size. The combat harness is built around an
internal body glove that regulates temperature;
allowing a Sangheili soldier to fight in nearly any
environment. Over the body glove, armour plating
is worn which protects the user from small arms fire and melee attacks when the suit's shielding is down.

Being that they do have two hearts, this also makes them more difficult to kill once severely wounded. A Sangheili suffering from multiple stab wounds
and explosive, concussive force was able to carve a spear from the leg of a wooden bed (after snapping it off said bed) and unable to kill himself, asked
Thel to do it for him. If that werent bad enough, all Sangheili have personal plasma energy shields that can take a score of beatings, completely
overwhelmed only by dedicated anti-vehicular weaponry and downed by heavy anti-personnel weapons (such as high-caliber rifles). Like other
Covenant races, the higher the rank within the races society, the stronger the shields are.








== SPECIAL OPERATIONS OFFICERS ==

Unlike in the familiar human military where specialized forces are dedicated troops of elite standing, the Covenant employ certain
unit groupings to be organized for specific missions against named targets in a temporary setting. These missions are usually tasked
to Sangheili by the Prophets, and the most holy missions given by the Hierarchs themselves. Once given the task, select Unoggy
and/or Skirmishers under the command of a group of Sangheili Elites become Special Operation Officers and are given equipment
and access to detailed mission reports, weapons, sensors, and explosives. While not all of them are equipped with light-bending
cloaking integrated into their armor, it is very common.

Defending a specific target like a Forerunner artifact, assassinating a heretical enemy or political leader, or disrupting a specific
communication array, manufacturing facility, investigating a heresy, etc. are some of the missions granted to these groups. Once the
mission is fulfilled the group reverts to their standard place within Covenant military though promotions are often in order. If not
fulfilled, the unit is shamed to the point of near death at the failure, and thus most rather die in the field than return unsuccessful.


JIRALHANAE [BRUTES]
Weapon Type: Various
Mobility: 5
Armor: Natural chitin exoskeleton
Training: 4
Preferred Range: Submachine Gun / Melee
Max Range: Rifle
Classification: Shock Troops



The Jiralhanae are one of the most recent additions to the Covenant.
These large ape-like beasts are in reality quite intelligent and capable of
brilliant tactical and strategic thinking. The Jiralhanae are the most
physically durable Covenant race without armor. In the first contact
battle between the Covenant and Humans, the Jiralhanae and their
shielding took whole platoons just to injure. One took nearly three full
squads worth of MA5s, eventually overloading his shield and peppering
his body with dozens of minor wounds.
However, even against such a fusillade encounter, the young Brute was
expected to survive. Maccabeus, the Chieftain whom Tartarus seceded,
was pinned by a Warthog at full speed against another vehicle, suffering
a broken leg and a raging fury that allowed Tartarus to overcome him in
personal combat. (So while in the game hitting a Jiralhanae with a
Warthog might kill him, in reality it would just injure and piss him off).

Extremely dense muscle fibers in a being 85 tall (2.59 meters)
weighing half a ton (1,000 lbs) with a slight crouch dedicates huge
amounts of strength to the Jiralhanae. Over this the Jiralhanae are
granted (albeit weaker) body-encompassing energy shields similar to
that of the Sangheili Elites, with Chieftains being granted the most
durable and subordinates with weaker or none at all.

Jiralhanae follow a pack mentality, with one pack consisting of eight to
upwards of a few dozen. They were given lackluster, hand-me-down
equipment utilized primarily by the Sangheili. For example,
Maccabeus, despite his good cunning and loyalty to the Covenant, was
given a ship without gravity lifts (elevators), lacked a Huragok, the most
pathetic Unoggy grunts in the Covenant fleet, and not even a full
complement of operational vehicles. With the lacking, granted
necessities, the Sangheili performing routine inspection of one of the
few Jiralhanae-run ships, assumed complete underwhelming
intelligence and understanding. Though Maccabeus proved his point
when he forced the Sangheili commanders to climb the ladder that
replaced the dysfunctional elevator, wearing them out (as their bodies
are not easily capable of climbing, as a human or Jiralhanae). Overall,
they consider the Sangheili sense of honor to be foolish and limiting.

Despite technological inferiority, the Jiralhanae Brutes utilize much of
their own weapons and technology barely modified by the Covenant
reverse-engineered Forerunner artifacts, making them a rather unique
breed within the Covenant.

They have a dedication to the loyalty of the pack, something the
Sangheili Thel Vadam thought dangerous to the Covenant. Leadership

is taken by force of a duel by any capable member of the pack, and the
older gladly give their lives fighting for usurper, and dying happily
when victory is achieved. Rank behind the Chieftain is organized based
on the social, martial, and sexual success.

The warlike nature of the Jiralhanae combined with fierce competition
between packs constantly bombarded them to a near primitive stage,
though when the San Shyuum found them; they had achieved moderate
technology comparable to todays modern humans. Their sheer size and
preference for brute force, earning them the nickname, has given them
preference to their own weapons over Covenant plasma-based energy
weapons.

== LOADOUT ==
Brute Shot: A stubby weapon unique to Jiralhanae, with a range of 350
meters, it fires explosive grenades from a six-round magazine. A large,
curving blade is built where the stock would be, making for an excellent
combat weapon for the Jiralhanae. Using their size, they can bash it on a
foe or with an uppercut, gut an opponent. However it is not an energy
weapon. It is the most common weapon of the Jiralhanae.
Brute Spiker: The Spiker is a pistol (for a Jiralhanae!) which uses
railgun technology to fire a metal projectile at high speed. Bean-sized
metallic ammunition is forcefully stretched to a spike 1 foot (30
centimeters) in length while becoming a superheated projectile. It
comes with a pair of voulges (wide curved talons). Rate of fire 480 rpm,
with range of 40 meters and a magazine capacity of 40 spikes.

Due to the rate of speed which the metal bolt is fired at, it becomes
stretched from the size of a bean to a spike ten centimeters in length.
The projectile when it is fired out of the barrel is not only stretched into
a spike shape but also superheated, making it devastating to any
organics who are unlucky enough to be wounded by it.

Brute Plasma Rifle: The Brute Plasma rifle is a direct energy weapon
similar to the version used by the Elites. The gun has a rate of fire of
360-600 rounds per minute, each shot capable of burning holes on
contact of fleshy targets, or instantly melting off whole sections of
limbs. The downside to this is that the gun is more prone to overheating
than Sanghelli plasma rifles and the battery doesn't last as long.

Mauler: The Mauler is a Brute Pistol that function similarly to a
handheld shotgun. The gun fires 7.9 mm bullets that are perpetually
kept superheated in the magazine. The bullets fragment upon being
fired, showering enemies with superheated buckshot. Gas operated,
with an twenty-five round magazine, the weapon has a range of thirty
feet, a record of extreme reliability and like nearly all Jiralhanae
weapons has a blade on it located near the handle.

Flare: This is a device which releases an extreme flash of light
powerful enough to blind and stun enemies. The device is strong
enough that it has blinded humans permanently without adequate eye
protection.

Spike Grenade: This is the Brute's go-to for anti infantry explosives.
Covered in blades and barbs, these grenades will stick to any
surface--person, wall or vehicle--that the user throws it at. Right after it
collides and sticks to a surface, the grenade blows up into a shower of
superheated metal fragments. Spikes built into the grenade will bounce

around hard surfaces, increasing the chance they will hit enemy troops
in close quarters but are less effective in the open. UNSC soldiers have
compared this grenade to a table leg with machetes glued to it. Shrapnel
from the grenade is 310 degrees Celsius and is designed to hold that heat
for upwards of seven seconds.

Gravity Hammer: The Gravity Hammer is the symbol of the Brutes in
every way as well as being ceremonial battlefield weapons of great
cultural significance. Only Chieftains can use these beautiful and brutal
weapons, and for another Brute to use a gravity hammer he has to kill
the Chieftain. Each Gravity Hammer is unique, custom built for each
Chieftain and designed to show off the clan or family that he belongs to.

The design is a massive hammer nine feet long with a tungsten alloy
blade on the reverse side of the hammer head. Within the head is a short
range gravity drive that can emit a kinetic pulse 4.5 meters outward. The
gravity distortion is powerful enough to instantly kill scores of enemy
soldiers and skilled users have been seen one-shot-killing enemy
vehicles. Brute Chieftains have also been observed using their gravity
hammers to deflect grenades as well as missiles and rockets right back
at their users. Each hit of the hammer uses 4.5 percent of the battery.
Given a Brute's strength, the weapon is lethal even when totally drained
of power.

Other Armaments: Beam Rifle, Covenant Carbine [For Long Range],
Concussion Rifle

== DEFENSE ==
Jiralhanae Power Armour: Despite its name, the power armour does
not in fact enhance the strength of the user. The armour provides
protection from ballistic and plasma weaponry and comes complete
with energy shields as described earlier.

Armor Lock: A highly special device that is available to all Jiralhanae
ranks, the Armor Lock is a form of energy shielding technology. It has
the appearance of a square box which is plugged into the back of a suit
of shielded armour. The device envelopes the operator in a powerful
force field that lasts for five seconds. The shield is strong enough to
render the operator totally impervious to virtually all forms of small
arms weapons, direct impact hits (even from heavy vehicles). Coming
in contact with a user in Armor Lock will momentarily stun the
offender. When the armor shuts down, it releases a short-ranged EMP
blast. Depending on the user, it can take thirty seconds to a full minute
to recharge.


MGALEKGOLO [HUNTERS]

Weapon Type: Fuel Rod (advanced napalm)
Mobility: 5
Armor: Heavy Starship Plate Armor
Training: 3
Preferred Range: Assault Rifle/Melee
Max Range: Rifle
Classification: Heavy Infantry

The Lekgolo were the first race that the San Shyuum and Sangheili
integrated into the Covenant, found on a planet that had a wealth of
Forerunner artifact technology. However the Lekgolo, a race of 4-foot
long worm-like eels, were eating them. Stunned by this level of
unforgivable heresy, the San Shyuum demanded the Sangheili fight
them, raising one of, if not the, first Arbiter. They were difficult to
combat as a slithering collective infesting the very technology that was
trying to be saved, but when the Lekgolo merged by the hundreds, they
wrapped together into colonies of massive beasts.
The Covenant were losing to them badly anywhere the Sangheili were
trying to fight them on the ground. Their tightly bound webbing of
bodies formed something like oversized muscle strands. Eventually, the

Covenant demanded their surrender or they would destroy their planet
and their whole race. That was when the Arbiter of the time noticed
upon observation the different breeds of Lekgolo were eating only
certain materials, and not all were desecrating the Forerunners
constructions, avoiding them with pinpoint accuracy. The good
Lekgolo were collected and have been part of the Covenant ever since.

The Lekgolo serve as muscle strands and bindings for large Covenant
structures and serve to gather information throughout Covenant
technology where other means would risk damage to the artifacts. In
fact, they are found weaved into the network of the massive Scarabs.
The most familiar form to humans have been the Hunters.

Mgalekgolo (a colony of Lekgolo) can assume almost any form but
usually morph their bodies to fit into starship plate armor. Weighing in
at 10,500 lbs (4,800 kg) (which is about the weight most mobile homes),
and standing 12-13 feet high, these walking monstrosities can run 25
mph during a charge (though they arent very maneuverable during such
a charge). Despite their brutish attack patterns and mediocre accuracy,
they are surprisingly good tacticians.

But they are also fairly arrogant towards other Covenant that they see as
lesser races, and many are wise to keep out of their way. Their
unmoving strength of will and causal disregard for other Covenant
make them the primary guards of the Forerunner Dreadnought in the
center of High Charity. Indeed, a Hunter has no qualms trampling over
an Unoggy to reach the enemy or shooting into a mixed combat with
Kig-Yar involved. This is typically why they are fielded alone. They
have little care or contact with other Covenant races, with the Sangheili
the one exception, with whom they do recognize seniority.

Mgalekgolo colonies often grow to exceptional sizes and more often
than not, for Hunter bodies must be split into a pair of bonded brothers
(roughly 250 for each body). When one is killed, the other often goes
berserk on a rampage towards the ones who dealt the death.


== LOADOUT ==
Assault Cannon: This is a slightly upgraded version of the typical fuel
rod cannon. This weapon fires globes of incendiary radioactive gel that
explodes on impact, the blast can knock over a Warthog from up to 30
feet away. It can also jettison the stuff in a continuous stream. There is a
control mechanism built into the gun which allows the operator to guide
the weapon's ammunition. They are extremely heavy weapons, only
Hunters are strong enough to hold them.

Arm Shield: A two-ton defensive weapon and battering ram, a Hunter
can swat anti-tank missiles and other heavy ordinance. Shortly after
deflecting such an attack, they can use it to kill anything unshielded,

== ADDITIONAL FACTORS ==
Due to a hunter having a distributed/shared nervous system, they have
not been able to be infested by the Flood, indicating potential
difficulties/impossibilities for other races to take control of them
biologically. Also being a hive mind of hundred of creatures with no
single brain would make another added difficulty to any attacks that
would target their brain.


== LIGHT CAVALRY ==
SKIRMISHERS

Weapon Type: Plasma
Armor Type: Unknown medium-grade plate armor
Mobility: 6
Training: 5
Preferred range: Pistol
Max range: Assault Rifle Range
Classification: Rapid Shock Troops

A seeming evolutionary upgrade to the Kig-Yar (who are silent about
the matter), Skirmishers are slightly larger than their Kig-Yar cousins,
possessing larger plumes of feathers and more scales. They are
extremely agile and fast, clocked at running as fast as 45 mph! They are
quick-witted and vicious opponents like the Kig-Yar, with a whole extra
boost to danger levels. Due to this excessive speed and agility, they do
not carry point-defense gauntlets, instead relying on dodging enemy
attack with their swift reflexes. In addition to beaks and wicked claws,
the Skirmishers carry the high sense of smell as the Kig-Yar but with
more predatory eyesight.

More skilled Skirmishers (nicknamed Murmillo) are granted full
combat armor, which includes sensory upgrades (improved night
vision, optical integration with their weapon systems, and a HUD), and
upgrades like the Holographic Deploy (which imitates the exact
likeness of the user and projects them running with their current weapon
to fool opponents). Their armor is based on the Kig-Yar gladiatorial
warrior design, which were popular affairs before joining the Covenant.

Of similar design, Skirmishers Commandos forming tight-knit squads
specializing in close combat and infantry hunter-killer units. These
groups are tasked with extremely specific missions, often hunting a
particular infantry unit.

Leaders of Skirmishers carry wrist-mounted energy shields, and while a
lot smaller than their cousins wrist-mounted shields, they can use them
to block ballistic fire and close combat attacks.
These Champions often serve as tactical leadership roles when it is
deemed too dangerous for much more valuable Sangheili. Being
head-strong and proud of their position, the Champions of Skirmishers
have no issue keeping other squads (even of other races!) in line thanks
to their brutal combat skills and ferocious reputation.

== LOADOUT ==
Armament: Plasma Pistol, occasionally Plasma Grenades or Needler
Snipers are equipped with Beam Rifles or Covenant Carbines

Defense: Preferred use of speed and agility, but they do have actual
plated combat armor unlike the Kig-Yar. Physically, Skirmishers
slightly more durable than the Kig-Yar due to possessing more scales
and being of larger build.

GHOST RAPID ATTACK VEHICLE
Weapon Type: Plasma
Armor Type: Light Covenant Alloy
Speed: 34 mph (56 with boost) 55 / 91 kph
Classification: Anti-grav bike

In the basics, the Ghost is a lightly armored,
unshielded anti-grav bike. It takes a little difficulty to
control, but while the marked speeds dont seem like
much, it must be remembered they largely ignore
most light terrain features. Its best advantage is its
silence, allowing for a sudden and rapid strike or
scouting purposes.

It is primarily kept aloft through use of the
Covenants boosted gravity propulsion drive.

== LOADOUT ==

Twin Plasma Cannons: A rapid-fire anti-personnel
weapon consisting of two, Class-2 Energy Guns,
which are similar to the common and widespread
Plasma Rifle but with a stronger boost in power
output, a handful of direct hits is roughly capable of
turning a man in light armor into a bag of bones. It is highly useful against light vehicles such as exposed trucks, jeeps, or light aircraft thanks to rate of
fire and kinetic impact coupled with high temperatures melting the armor plating. If that werent enough, the weapon is capable of firing up to 1,000
rpm without overheating.

Special: The Ghost's Boosted Gravity engine has an overdrive function which allows the vehicle a short ranged boost to increase the peed up to 55 mph
(91 kph) at the cost of maneuverability. Against ground infantry, its a popular method of attack at close ranges to drive over the opponent, especially as
they flee in terror from the overwhelming fusillade of fire in the same way cavalry charges work to break up a retreat.







SPECTRE INFANTRY SUPPORT VEHICLE
Weapon Type: Plasma
Armor Type: Light Covenant Alloy
Speed: Unknown, above 75 mph
Classification: Anti-grav
Role: Rapid Relief/Skirmishing Light Transport

The rough analog vehicle to the Warthog, it is a two-seater rapid
assault vehicle. Like all Covenant vehicles it is powered by an
anti-grav propulsion. Like the Warthog, it is exposed and carries a
max of three, but it has a slight frontal slope half canopy and the
gunner in the back is afforded better frontal defense against
attacks. It is still relatively light in defense, relying on speed and
angle of attack. But it can carry a total of four, allowing more
angles to be covered by passengers and gunner than a Warthog.

Like the Ghost and Wraith, it comes with a boosted gravity drive,
allowing a brief moment of extra speed straight forward.

== LOADOUT ==
Turret-Mounted Heavy Plasma Cannon




BANSHEE
Weapon Type: Plasma, Fuel Rod
Armor Type: Light Covenant alloy
Speed: 62 mph (100 kph)
Classification: Light Aircraft
Role: Close Air Support

Twenty-two feet long (7 meters), and weighing 2.5 tons, the Banshee gives
close air support to Covenant infantry; strafing infantry and destroying
vehicles, transports, and defense emplacements. They are known for their
agility more than speed: flying at a meager 62 mph, they can loop, barrel,
jink, and even roll to the left and right with extreme ease at any altitude. So
great is their mobility that a Banshee can even hover in place, and in an
instant, flip end-over-end and start accelerating in the opposite direction.

The pilot lays prone to access the control panel protected by the Covenants
trademark bulbous head, and is also encased in an energy shield, making it
vaccum-sealed and capable of deploying in and from a spacecraft, attacking
point-defense weapons on warships or descending to a planet below.

But despite these advantages, it is not designed for areal dogfights. Closer in role to a helicopter or low-flying aircraft than a jet fighter, the shielding
protecting the pilot is relatively weak despite the rigid frame of the Banshee, requiring heavy explosives or anti-tank weaponry to destroy (though
dispatching the pilot is easier). For low-level dogfighting (because the ceiling height is only 300 meters, meaning it will stall trying to fly any higher),
the Banshee can only fly and shoot in the same direction, giving it a mildly weak disadvantage in combat, but overall is not geared for this level of
fighting. Just like helicopters, they can be easily taken out by dedicated fighters and interceptors. The iconic wailing cry made by the Banshee (earning
its name) can also be heard from quite some distance away.

They are frequently seen being paired with Seraph fighters, which will take care of the heaviest ground targets and controlling the skies while the
Banshees hit the ground infantry and lighter vehicles or defenses. Typically flown by Sangheili, Jiralhanae and sometimes Unoggy Grunts will fly them.


== LOADOUT ==
Twin Plasma Cannons, Fuel Rod Cannon




REVENANT LIGHT ASSAULT GUN CARRIAGE
Weapon Type: Plasma
Armor Type: Light Covenant alloy
Speed: 73 mph / 55 mph (60/90 kph)
Classification: Anti-grav light vehicle
Role: Mobile artillery, infantry support

A construction combining the agile swiftness of a
Ghost with the mobile artillery of the Wraith, the
Revenant is a lightweight artillery piece which
lobs plasma mortars down on enemy armor. It is
built for support rather than direct combat
deployment, targeting enemy heavy vehicles and
defenses while using its speed as an advantage
over more ponderous war machines.

While the Revenant offers extremely excellent
visibility on virtually all sides around the vehicle,
this also largely exposes the crew to any angle of
attack (except a stray ground shot or explosive
directly in front). Because of this, it relies on darting movements using the boosted drive for a gain in a little extra speed.



BRUTE CHOPPER RAPID ASSAULT VEHICLE
Weapon Type: Superheated Projectiles
Armor Type: Unknown alien alloy
Mobility: 7
Classification: Anti-grav bike
Role: Anti-grav assault cavalry

The Brute Chopper was developed under unlikely
circumstances. The Huragok known as Lighter
Than Some was accompanied by a Deacon
Unoggy named Dedab. Originally as part of the
crew for a Kig-Yar vessel that attacked a
defenseless human cargo ship. The counter-attack
led to the capture of a Kig-Yar by the UNSC and
the escape of Lighter Than Some and Dedab. Just
before they left, a human was beating upon Dedab
and the Huragok threw a stone at him, instantly
killing him with it imbedded deeply into his skull.
It was not to save Dedab so much as to show he
found no difference between Dadabs game at
killing insects by throwing stones at them and
another sentient being. To repay for its crimes of which it felt deeply for, it took parts from the Spirit Dropship and hangar bay it was supposed to be
repairing and rebuilt the Human harvesting machine it saw when it killed the Human. Lighter Than Some never knew that his creation, designed to help
bring peace, had anti-grav booster and weapons welded onto it to be used as an attack vehicle.

The Brute Chopper is piloted almost exclusively by the Jiralhanae. The chopper doesnt refer to its similarity to a helicopter so much as the large
spinning wheels repurposed from sowing and reaping crops to grinding targets into bloody mulch. It is designed to attack head-on where the durable
machine constructed of warship materials protects the otherwise vulnerable driver exposed to the flank and rear.

It weighs 1.1 tons, can fly up to 46 mph (74 kph) and has an approximate driving range of 169 miles (271 km). Its brutal size and weight means that it
is slower than a Ghost at max speed, but the rear anti-grav jet gives it fluid maneuvering over terrain.

== LOADOUT ==
The Brute Chopper is armed with four 35mm autocannons in similar function to the Jiralhanaes Spiker. It is slower than the eight RPM of the Spiker
and requires more control but is based on the same exact principle firing slightly larger rounds. Bean-sized projectiles are rapidly expanded as they exit
the small railgun, extending to over 1 foot-long razor spikes. Four of those mounted on an armored bike charging at you would be, I imagine, an
unnerving experience as it was on Harvest when they were first encountered.

== ARMOR/ARTILLERY ==






WRAITH ASSAULT GUN CARRIAGE
Weapon Type: Plasma
Armor Type: Heavy Covenant polymer
Speed: 14 mph / 23 mph (22 kph / 37 kph)
Classification: Main Battle Tank / Mobile Artillery
Role: Primary Tank/Siege Warfare

Sitting on an anti-gravity boost, given a holographic 360-degree view of
everything around the Wraith, and wrapped in 2 feet of advanced polymer
armor the UNSC could not understand, seats a crew of two. As a main
battle tank, it is deployed for first-strike ground assault, lobbing huge bolts
of plasma in artillery-like arcs across vast distances. While aiming is
extremely difficult, at close range the vehicle is able to defend itself just
from the sheer amount of splash damage from usual the main armament, a
heavy plasma mortar.

Its primary objective in ground-based operations is to take out
slow-moving or stationary hard targets like bunkers or other structures
being used for defense to make way for Covenant ground forces and
smaller vehicles.

Alternatively, it can be equipped for anti-aircraft support, using a pair of fuel rod guns powerful against even heavily armored aircraft. But do not be
mistaken, the guns can also be configured to fire on infantry and enemy fortifications; where the fuel rod cannons can put down enough firepower to
level a UNSC fortification or bunker in seconds. The vehicle has a failsafe which guarantees that if the driver is killed the Wraith will self destruct.

In addition to that, the Wraith has two automatic plasma guns for anti-infantry protection. These guns are identical to the type-2 plasma guns on the
undercarriage of the ghost. Some newer variants of the Wraith have a single type-2 plasma cannon onboard that is manned by a single gunner.

Wraith is driven by a boosted gravity drive which has an overdrive function lie the Ghost. The Wraith can only overdrive for a few seconds, resulting in
a burst of speed that can splatter foes across the Wraith's 47 ton bulk or get it out of a tight spot in a hurry. Like all Covenant ground vehicles, the Wraith
can strafe left or right at nearly full speed.

== LOADOUT ==
- Hull-fixed Plasma Mortar Cannon; plus Class-2 Plasma Guns [or] 1 Heavy Plasma Turret
- Anti-air Type52: Two, tri-barreled Rapid Fire Fuel Rod Cannons




Anti-aircraft variant of the Wraith piloted by Jiralhanae, equipped with a twin-linked Fuel Rod Cannons

LOCUST MINING/SEIGE MACHINE
Weapon Type: Plasma Beam
Armor Type: Heavy Covenant polymer
Speed:
Classification: Battle Walker
Role: Mining Unit/Siegeworks

A nineteen foot tall, thirty-four foot wide
walker; it is the little brother of the mighty
Scarab. The Locust is the longest ranged
Covenant war machine, able to fire from
tens of kilometers depending on the line of
sight.

Mounted on four legs is a plasma cannon
that can rotate 360 degrees in all directions.
It is very maneuverable, capable of climbing
structures and over obstacles in the manner
of a purposed, slow-moving spider. Locusts
can be upgraded with overdrive and
Shield Amplification. The first diverts
energy from shield generators to the main gun while the second allows shields to regenerate faster.

Primarily used by the Covenant for long distance siege warfare, the machine also doubles as a mining device.

== LOADOUT ==
Charged Plasma Beam: Though there is no specific name to the weapon system it is a purplish, thin beam of plasma energy that, once used for mining
purposes, is now the longest-ranged ground-based weapon on a mobile unit. Fired in a concentrated beam instead of bolts, the weapon is very precise,
able to knock out air units and individuals at a distance beyond most artillery range. However, the beam cannot be sustained for long and the Locust
must remain stationary to fire on its target. Faster and more nimble units can avoid it, but the weapon is designed to hit static or large structures,
burrowing rapidly into heavy armor in the same manner as mining into a mountainside.






SCARAB HEAVY ASSAULT PLATFORM


Weapon Type: Plasma, Plasma Beam
Armor Type: Heavy Covenant polymer
Speed:
Classification: Quadrupedal Battle Walker
Role: Mobile Fortress

Capable of being crewed by 50 Covenant, weighing nearly 4,000
tons with full compliment, invincible to all small arms fire, and
standing 127 or 160 feet high (38.8/50 meters), Scarabs are
gigantic quadrupedal Covenant mechs modified from mobile
mining platforms and outfitted with the heaviest weapons and
armor. Despite looking like a Conventional machine, they are in
fact biomechanical, largely driven by Lekgolo, the same
Covenant race that fill the Hunter armor constructs, acting like
tendon muscles for the machine.

For close range attacks, the Scarab will simply step on vehicles,
instantly crushing anything the UNSC (or Covenant for that
matter) have brought to bear on it without noticeable problems. It
is powerful enough to destroy a small city, with troops onboard
mopping up survivors. It is a nimble vehicle for its size, scaling
large structures and mountains, and is even able to kneel. It is
built so durable against artillery it can withstand an attack from a smaller UNSC MAC cannon even though it is without shielding. A more frontal or
angled attack will probably be more successful (as a suicidal kamikaze attack by a Pelican can take out a V2).

There are two variants of Scarab; the V1 is closer to the original mining machines likeness, being much taller and far more durable. It sports two
Anti-aircraft Turrets and a crew of 50. The V2, while it does not require crew, can carry several Covenant to protect it from boarding and is armed with
a single Mantis Anti-Aircraft Turret and 3 Plasma Cannon turrets. Compared to the V1, which seems to be bigger and more durable, the V2 is far more
nimble and much faster in its strides. Shooting the knees to expose some of the Lekgolo will cause a Scarab to buckle and temporarily rest but it can
stand back up and continue fighting, albeit damaged.









== LOADOUT ==
Plasma Beam Cannon: The primary weapon system of the Scarab is a Focus Cannon, a high-impact beam of plasma, shooting in 4-second bursts up to
5 times a minute. It can reach up to a relatively short range (for heavy armaments) of 160 meters effective range on the Scarab (the Locust has greater
range). It can target air units but is slow to calculate the distance and rate. The beam is powerful enough to melt through five feet of concrete in a single
blast. The force of explosive impact around the area of attack is also strong enough to flip any ground-based vehicles, even tanks. Originally used for
mining, it has been refitted for military use. It is primarily used against particular hard targets like structures as the beams attack does not have the
spread of destruction as a barrage of plasma mortar canons.

On the V2, the plasma beam is able to rotate on a 360 degree view, allowing it to hit airborne targets with greater ease.

Armaments: 2 Mantis Anti-aircraft Turrets (V1)
1 Mantis, 3 Plasma Cannons (V2)



== GROUND SUPPORT ==

HURAGOK [ENGINEER]

Weapon Type: None
Armor Type: None
Mobility: 4
Classification: Engineer

Huragok are the species that are responsible for the majority of the
maintenance, research and development and improvement of Covenant
technology. They are not a natural species, but in fact these docile,
patient aliens are biomechanical creations of the Forerunner.

Despite their organic appearance, they are actually extremely intelligent
A.I. machines. During reproduction, two or three Huragok with enough
raw materials can fully reconstruct their shared exact likeness. In
roughly thirty minutes, a new Huragok is born. During the buoyancy
test of reproduction when inflated with lighter-than-air gases, the
Huragok is named based upon how well they float. Lighter Than Some
is one such example.

Once fully constructed, Huragok retain no culture except to repair and
study technology. So far the only limitation has been that of the most
complex structures built by the Forerunners, and they are overly
protective of them. While largely nonaggressive, they will utter a
high-pitched warble if any Forerunner artifacts are endangered.

Within the Covenant, they serve as excavators and interpreters of
Forerunner technology although the Prophets retain all the information
discovered. While the Huragok have little care in anything beyond
technology (of any side), the Covenant (except the Yanmee) are
fiercely protective of them and are in of themselves such valuable assets
onboard any ship; highly coveted.

Their unique brains and several tentacles can instantly repair almost any
technology, which they manipulate with tentacles that can split apart
down to a micro level able to manipulate atoms. One of them took apart
a vehicle's engine, assembled it into various other working states and
put it back the way it found it in just a matter of seconds.

Huragok can also hook up to computers and absorb vast amounts of data
and combine it with their own data. Lighter Than Some even
demonstrated communication with an A.I. while accessing a Human
computer station.

They are almost apathetic to any kind of combat; one of them even
repaired the Master Chief's armour and his weapon just because it
needed fixing.

There are also some specially trained Huragok are used as field medics
where they can heal all but the most grievous injuries in seconds.
However, the bulk of the medical procedures are given over to special
chambers onboard most vessels.



YANMEE QUEEN
Weapon Type: None
Armor Type: Chiton
Mobility: Unknown (1?)
Classification: Reproduction
In each hive of drones there is a queen and that queen is not only the
sold breeder but that absolute unquestioned ruler of the Hive. Queens
pledge their allegiance to the High Prophets, who they view as
"queens" in their right. There is more than one queen in existence, most
of which live on the Yanmee home world and presumably some on
High Charity.

A queen can establish a hive, where she can start laying eggs in
minutes and have her children fully mature in seemingly hours. During
the invasion of new Mombassa, several Yanme'e hives were
established over several hours which produced an endless supply of
fully trained and armed drone fighters. These drones proved deadly
harassment for UNSC forces and taking out these hives proved to be a
not insignificant priority.
(Artists impression of a Yanmee Queen).

Queens themselves are mostly giant egg laying thoraxes and are not very mobile; one of them needed to be carried by no less than six male drones in
order to move about. The drones produced by these queens can then either work in the capacity of vehicle and machinery maintenance or on the
battlefield.













SHADOW APC
Weapon Type: Plasma
Armor Type: Heavy Covenant alloy
Mobility: 6
Classification: Anti-grav Transport
Role: APC

The Shadow is a slow, heavily armoured Covenant transport
vehicle that is usually geared to transport up to three Ghosts or
hold up to eight passengers. Nicknamed the Covenant bus
by some UNSC members, it is the primary vehicle used for
transporting large numbers of infantry in ground-based
operations where atmospheric aircraft like the Spirit Dropship
or the Phantom cannot get to. Underground installations such
as a subway or deep in canyons are ideal places to find the
vehicles operation.

The wide wings on the front and rear add stability to the
vehicle but also a natural point of cover for disembarking
soldiers.


While it is unshielded, the Shadow is capable of taking multiple anti-tank rockets or
force of weapons great enough to nearly lift it off the ground. However despite its
extreme durability like the Banshee, weapons fire can be used to kill or inhibit the
driver, who is largely unprotected to flanking attacks. The turret at the top is capable of
360-degree range of attack to medium distances, but has trouble hitting anything
directly up against or very close to the vehicle.

Like the driver, passengers are also vulnerable to attacks on the flanks though they can
lend their own amount of firepower to enemies within their field of vision.

== LOADOUT ==
Turret-mounted Plasma Cannon


== COVENANT FLEET ==










SERAPH STARFIGHTER


Weapon Type: Plasma
Armor Type: Light Covenant alloy
Speed: Probably supersonic, many times faster than Pelican
Classification: Attack Craft
Role: Air Superiority Fighter

The Seraph is a piscine like tear dropped shaped fighter; it is the star of
the Covenant's space and air offensives. Seraphs have two moveable
flaps on either side of their hull and their twin tails are articulated to
aid with directing exhaust. The design allows the starfighter to rotate the
exhaust, directing it like a missile and in in zero-g environments, these
features give it superior turning capabilities. However enemies of the
Covenant can breathe relief as they are rather sluggish and awkward in
flight within atmospheric conditions due to their odd shape (no wings
for maneuvering so they must direct themselves like missiles all over
the sky to keep from crashing but not necessary for a bombing run!).

They are the fastest fighter craft that the covenant have and are powerful
enough that they've been observed flying straight in the hurricanes of
gas giant planets. They are noted as the fastest ships in the Covenant
arsenal.

== LOADOUT ==
Heavy Plasma Cannon

Pulse Laser: The pulse laser of the Seraph is one main reason it is such
a fearsome opponent as the laser beam travels at the speed of light and,
while shooting a very, very short burst, a single hit can instantly destroy
any aircraft the size and durability of a Pelican.

Plasma Charges: For use in bombing runs, plasma charges are used.
These are focused pillars of plasma fired at the ground which then
proliferate into giant tidal waves of plasma that burn everything in a
wide area. The charges are powerful enough to kill a squad of Spartan
soldiers as shown in Operation: TORPEDO.

Defense: Unlike the Banshee and Phantom, the Seraph is equipped with
an energy shield, which has given it a huge edge over the UNSCs
Longsword Interceptor which suffers from using ballistic and
anti-aircraft light missiles. An added disadvantage against a more agile,
advanced, and powerful enemy in combat.


VAMPIRE
Weapon Type: Needler/EMP
Armor Type: Light Covenant alloy
Speed:
Classification: Heavy Combat Aircraft
Role: Interceptor

The sleek and swift Vampire is an impressive
anti-air support vessel. This may be in part due to
its maneuverability and speed, but more
importantly is due to its ability to generate a
power-draining EMP field. Not only does it carry
a forward-facing Heavy Needler,
sponson-mounted automated heavy plasma
cannons, and not to mention a massive version of
the Needler, but it also has a field generator that
emits an EMP-like energy field around its target,
forcing nearby vessels into a state of immobility,
or in atmospheric combat, straight to the ground.
It is not an ideal application in a congested fur
ball (a mass chaotic grouping of air combat) due to the danger of collateral damage (as the EMP attack is an indiscriminate weapon). But when an
opportunity for ambush presents itself, the Vampire is the likely choice of a competent Covenant commander.

== LOADOUT ==
Two sponson-mounted Plasma Cannons: These are automated, able to independently track enemies and are capable of hitting ground targets, freeing
the pilots focus on primary targets.

Heavy Needler: A heavier version of the ground-familiar Needler weapons, only 3 feet in length and about as many times greater in power, complete
with the ability to track the target and once imbedded in the target even with shields, exploding. This makes it an excellent weapon for dogfighting but
is also used in strafing attacks.

Stasis Cannon: The actual primary weapon system on the Vampire, it is a prow-mounted projector capable of three upgraded versions of firing modes,
probably dependant on the model given and rank of the pilot. The projector is not high in range but it will render an enemy aircraft suspended in
mid-flight, unable to operate. More powerful versions can actually temporarily drain the aircraft of energy, giving it to the Vampire till the point the
enemy vehicle crashes when at a total loss of power. The third can overload a targeted aircraft drained of power to completely explode. It works by
creating an artificially-induced heavy amount of thick air, trapping those within to hold in position until an external force moves them otherwise.


PHANTOM GUNBOAT / ASSAULT CARRIER
Weapon Type: Plasma
Armor Type: Heavy Covenant Polymer
Speed:
Classification: Gunship / Shuttle
Role: Infantry Support/Aerial Transport

The Covenant equivalent of the Pelican, and of comparable size, the
Phantom is used primarily to deliver troops into ground combat and
provide aerial support. It is faster and more powerful than the Pelican,
but is operated by a crew of four: the pilot, co-pilot, navigator, and
operations officer.
Despite its heavy firepower and near invincibility to small-arms fire, the
Phantom can be easily damaged or destroyed by explosives (though it
can tank several hits from a Scorpion MBT). It is armed with either
three turret-mounted plasma cannons or a single chin-mounted plasma
cannon with turret-mounted plasma cannons. It can carry 16 standard
Covenant infantry (probably a few more Unoggy and a few less
Jiralhanae, max 4 or so Hunters), along with two Ghosts or a single
Wraith tank.
Infantry are usually deployed through side or rear doors, though
Hunters due to their size are deployed via gravity-lift.

The Phantoms performance, heavier armament (three weapons), and
better durability is giving it popularity in use over the Spirit Dropship,
and is well on its way to replace it though it seats far fewer troops.

The Phantom Gunboat is exclusively outfitted for areal/space combat,
trading transportation for more armament.

== LOADOUT ==
3 Heavy Plasma Cannons (or) Plasma Autocannon and 2 side-mounted
Plasma Cannons

Gunboat is equipped with 4 plasma auto-turrets, chin-mounted plasma
cannon.



CCS-CLASS BATTLECRUISER








Weapon Type: Multiple
Armor Type: Heavy Covenant Polymer
Speed: Unknown, much faster than most UNSC ships
Classification: Capital Warship
Role: Troop/Vehicle Transport and Support

A Covenant vessel the UNSC has combated and know the most information
due to Master Chief having boarded one, it is about 1,700 meters in length, an
exact third of the size of the more powerful Assault Carriers, it is typically
used to support Covenant forces on the ground in heavy assault operations as
well as for glassing a planet with its energy projectors. It also acts as a small
carrier, capable of launching orbital insertion pods, drop ships, fighters, and
boarding craft out of four hangar bays.


== LOADOUT ==
Almost a dozen Pulse Lasers mounted underside
Several dozen Plasma Turrets around the edges with Plasma Torpedoes
2 Energy Projectors (enter and front of the head)

Defense: Against a MAC hitting in the precise moment the shields must part for one of the main weapon systems (such as an Energy Projector), the
Battlecruiser can be instantly destroyed. The shielding can still take a heavy beating against over a hundred Archer Missiles but sustained
bombardments can weaken and cripple it.

Additional Factors: The Heavy Plasma Turrets mounted on warships are actually a form of plasma pistol magnified by a hundred times and just as
powerful. As such, the payloads are called Plasma Torpedoes that are guided by an extend magnetic field projected from the weapon during charge up
time to the target, manipulated by the turrets rotation into specific weak points, or multiple target areas (such as enemy weapon systems), around
obstructions, or homing in on smaller targets like attack craft and heavy bombers. Since the weapon is rarely used to bombard ground targets, it is likely
that the targeting interface has trouble with interference with the magnetic polarization of the planet or the atmosphere itself.

Also Equipped with a Gravity Lift, it can quickly deploy or intake large numbers of infantry and vehicles in an extremely quick manner. It was through
one of these that the Spartans of Noble Team were able to insert themselves into one such Covenant ship.






ASSAULT CARRIER

Weapon Type: Multiple
Armor Type: Heavy Covenant Polymer
Speed: Unknown, not very mobile in atmosphere
Classification: Capital Warship
Role: Ground Support, Command Ship

Over 5,300 meters in length, equipped with an unknown heavy payload
of Pulse Laser Turrets, Heavy Plasma Turrets equipped with Plasma
Torpedoes, and two Energy Projectors, the Assault Carrier is the most
common capital warship in commanding station and one of the largest
vessels used in atmosphere. Most of the hundreds of Covenent fleets are
actually framed around such a warship. It carries multiples of every
vehicle in the Covenant arsenal, including Scarabs, which it can drop
directly into a battlefield below. The mounting of the dozens of Pulse
Lasers allows it to shoot down incoming ordinance such as attack
aircraft and even missiles. Primary method of attack is to bully its way
through an enemy fleet and go straight towards an objective, unleashing
hundreds of aircraft to defend its attack run. Once into position,
planetary ground defenses are taken out by heavy pinpoint attacks from
Plasma Torpedoes.
The major weakness of the warship is, at least in theory, the choke point
holding the large, curved and open bulbous head and the rest of the ship,
a weak neck area not as thick as the rest of the ship. Its probably
possible for a single heavy MAC round to hit that area (once the shields
are down) and snap the ship in half.

For propulsion, these warships rely on fusion reactors mixing an isotope
chemical of hydrogen, called deuterium and radioactive tritium. While
deuterium is very common in most planets, tritium is extremely rare
though it can be mined in space where it can be found plentiful and on
certain planets with unusually high amounts of it. It was against one
such mining station being used for recharging Covenant ships that 300
Spartans assaulted to take out.

One is frequently utilized as the Flagship of a Covenant task force,
though multiples may be present in the same fleet. It is useful as a
slightly mobile, off-the-ground command center making it particularly
difficult to destroy through artillery or ground-based means of attack.

== LOADOUT ==
Dozens of Pulse Lasers
Several dozen more Plasma Turrets with Plasma Torpedoes
2 Energy Projectors















== MISC AIRCRAFT ==

SPIRIT TROOP CARRIER


Weapon Type: Plasma
Armor Type: Unknown
Speed: 680 mph (1,100 kph)
Classification: Dropship



While similar in size to the UNSCs Pelican, the Spirit has large areas
for roughly 30 passengers with two side-mount doors but can also use a
gravity lift. When first spotted on Harvest, they were noted to have very
difficult banking turns that the humans found admirably difficult to
achieve, and was able to deploy a small task force in mere seconds when
flying outside the humans visual range. It does not come with any
energy shielding, but is a notably durable aircraft, even tanking rocket
hits. It is armed primarily with a heavy plasma auto-cannon or a light
plasma mortar in the rear for supporting troops.

ORBITAL INSERTION POD

Armor Type: Unknown alloy, Hull is weak
Speed: Freefall
Classification: Single-figure drop pod
Role: Rapid Infantry Insertion
When an attack is decided against a planet, usually the first to be deployed
are Sangheili by these single-man high-altitude deployment vehicles,
grouped together in squads. In particular, Sangheili SpecOps are sent in to
specific targets such as communication stations, command centers, or
other targets of importance. They are also used when surprise attack is
desired (unlike inserting through a slower dropship). While they are hard
to catch while being deployed, it is a very vulnerable piece of equipment,
with half a dozen being dropped at once. They are also unarmed and
unshielded, being destructible with a any heavy dosage of armaments.
Larger variants allow a small squad (or a Hunter pair) to exit at a time.

== DEFENSE ==


COVENANT BASE
When the Covenant expect a long-winded engagement on the ground, they deploy self-contained fortresses that are geared to be linked up and support
multiple structures that are easily built and operated. They are light and easy to maintain as well as erect, and are directly related to supporting,
repairing, and charging weapon systems of the units within the immediate region. To that end, the bases are self-sustaining, relatively small, and highly
interconnected. The Keep (for a smaller base) or the Citadel have chambers that give access and power to the various structures that can be used to either
repair, build, or supply the different units of the Covenant forces in a local, accessible area in a strategic location. There is a limited number of these
structures that can be built off the main base, sort of like hard points. They can be geared to overextend supply on specific units or a multi-functional
force. Though they do not actually train, create, or teleport the Covenant races in themselves, each structure dedicated towards them is capable of
supplying and supporting them. For example, Unoggy only have a few hours worth of methane in their tanks and require stations to refill, chambers with
which to freely breath in as well as nipple feeding areas (filled with a gruel) for their living space. Without these, the Unoggy in the region would die of
suffocation and starvation.

SHIELD GENERATORS
On the smaller expansion structures, weapon turrets for defense or shield generators can be constructed. Multiple generators can be built at the same
structure to provide incrementally greater protection. Energy shields created by the Covenant can cover a large area, entire bases and more. In essence,
giant plasma domes are created by shield generators. These domes are susceptible to high intensity prolonged plasma fire. Covenant aircraft and
vehicles can easily pass through the shield, but enemy aircraft and vehicles receive a powerful electromagnetic pulse and suffer a massive systems
failure. These shields are extremely hardy and have been known to tank several low level nuclear strikes before collapsing. When not attacked by enemy
forces, shields will regenerate.

STATIONARY SHIELD GENERATOR
For holding ground against expected enemy forces in offensive
attacks, the Covenant deploys stationary shield generators. These
are oversized versions of the Kig-Yar point defense gauntlets and
much more powerful. They are impervious to most kinetic small
weapons fire utilized by the UNSC (including heavy anti-personnel
weaponry). In fact, attackers might even injure or kill themselves
from the ricochets! Enough plasma fire, artillery or heavy explosive
weapons can temporarily knock them down.

A large mass like a vehicle can also temporarily disrupt the
three-pronged projectors emitting the shield, and will resume
function once the mass is moved. The shield extends 8.17 feet (2.49
meters) high, enough to cover a Sangheili or a trio of Unoggy. It
will turn to a reddish color when severely damaged, indicating it has
been weakened just before deactivation.

COVENANT SPIRE
The Spire is a Covenant installation that projects electromagnetic proto-shield. It is constructed of
multiple sections accessed via gravity lift. The top level produces the primary dome-shaped shield
from its peak down into the ground, completely encompassing an area easily a kilometer in radius
from the spire. They are deployed by being directly dropped into place from an orbiting ship. The
energy field is highly resistant to conventional weaponry and any vehicles attempting to pass through
will be overloaded with the EMP effect and disabled.

Their second purpose is to teleport

that they're designed to teleport troops from a heavy Covenant carrier onto a planet's surface. Troops
coming through the spire often use an air vehicle or often a dropship. This will allow Covenant
reinforcements from space to teleport straight into friendly territory without having to contend with
enemy aircraft or AA guns. The best way for enemy forces to disable a Teleportation spire is to go in
without any vehicles and infiltrate the tower with ground forces.























TYRANT ANTI-AIRCRAFT CANNON
The Tyrant is a large stationary gun platform created by Assembly Forges for the Covenant war machine. It fires highly powerful bolts of superheated
plasma at high velocity. It fires these bolts in bursts of three and id known for its high accuracy. Using a three-round blast of high-speed plasma bolts. It
is essentially, a small fortress on its own and is often guarded by a dedicated group of Covenant ground forces as the core that generates the plasma bolts
is vulnerable to infantry attack. Like all Covenant defense platforms, it can be dropped in from a warship into place, extending and imbedding legs
into the ground to stabilize it. As almighty and accurate as the weapon is (more powerful than the Mantis, see below), it foregoes almost all forms of
defense for offensive capabilities, as a few well-placed anti-tank round shots are enough to destroy it.


MANTIS ANTI-AIRCRAFT CANNON
The Mantis is the little brother of the Tyrant. Though it isn't as powerful, it can still shoot
down a UNSC longsword in a single hit and is easier to transport and manufacture.
Phantoms transport these gun emplacements to where they're needed whereupon which
they are quickly assembled on sight. The gun itself has a little balcony to house two snipers,
protecting against enemy ground troops. They are also strong enough as commented by
Cortana, capable of tearing the Dawn apart (Forward Unto Dawn) which is a 500-meter
long light warship.








MEGA PLASMA TURRET
The largest mounting of the plasma turret is utilized for
Covenant long-ranged artillery bombardment. It is built
around a long-range plasma mortar cannon, the Covenants
biggest artillery cannon. It is essentially a larger plasma
mortar firing three-round bursts with greater strength and
impact, and the range reaches out to several miles, beyond
visual range. Again, it is not the most accurate of weapons,
but it can keep up a continuous, steady stream of attacks and
against a stationary target like a base, it can be disturbingly
effective. It forces the enemy, if they have no other means of
attacking, to dedicate a direct ground assault to take it out,
against which Covenant counter-attack and ambush units
will be expectantly waiting.

It does have a slight issue with focusing greatly on a single
target until it is destroyed or manages to reach far out of
range, giving it whole focus against the heaviest enemy
ground targets and it has no point-defense or air defense in of
itself, requiring the Covenant to put some units to guard it if they want to keep it operational and in their hands.

SHADE DEFENSE TURRET
Covenant ground forces often employ stationary energy turrets to strengthen defensive
positions. Shades are made of three primary components: the energy emitter (the weapons
barrels so to speak), the gunnery seat, and the mounting bas unit. The gunner sits in the ball
section, directly behind the energy emitter. Three variants exist, each with its own armaments
for specific targets.

The standard and most common, the Anti-Infantry Shade is armed with a pair of Class-2 Energy
Guns, better known as the Twin Plasma Cannon. A second variant with the same armament
except geared for targeting aircraft is the Anti-Air Shade, and is equipped with a powerful
energy shield, deflecting approach and infantry-based attack. The third is armed with a
powerful fuel rod cannon, and is the Anti-Tank Shade. All can be dropped and deployed
quickly. They are primarily deployed for area denial and aggressive defense.



== HEROES ==
YAPYAP
Height: 56~
Age: Unknown
Weight: 260 lbs~
Classification: Elite Heroic Soldier

The Unoggy known as Yapyap started his career on High Charity as
honored sentry to Sangheili, and was eventually assigned as a major
over other Unoggy within the Fleet of Particular Justice (which was
overall led by Thel Vadamee). He and his Unoggy unit found the
Sangheili Zuka Zamamee onboard the Pillar of Autumn early in the
battle of Installation 04, wounded and left for dead by Master Chief.
When he revived and learned of his rescue, he had Yapyap transferred
to his personal unit as an assistant where he naturally became part of his
Special Operations unit. Zuka pleaded with a council for permission to
dedicate resources towards specifically killing the Spartan John-117.
Initially denied, when Master Chief killed hundreds of Covenant in a
single engagement, his request was officially granted. His unit was
specifically given the mission to assassinate the armored demon.

At the Silent Cartographer, one of Yapyaps comrades was spooked and
accidentally shot one of a pair of Hunters within the force, allowing
Master Chief to overcome and prevail against them, leaving the
installation alive. In the next attempt, Yapyap was used as bait, beaten
up by Zuka and left for dead where he was picked up and captured by
UNSC forces. The idea was he would activate a beacon whenever he
saw Master Chief. A battle ensued that left Master Chief once again
alive in an attack and Zamamee alive but in failure.

Yapyap, being a particularly intelligent Unoggy, figured out that Zuka
was using him, lying to him of Master Chiefs whereabouts, but on their
way to the wrong location, Zukas plasma rifle overheated as they were
ambushed by a fire team of Marines. Yapyap saved his life by throwing
a plasma sticky grenade right onto one of the Marines with the
detonation killing the entire squad in one go. When they got to a group
of Banshees, there was no sign of Master Chief; in truth Yapyap was
wanting Zuka to fly one to his point of preferred destination, and he
successfully threatened him to do it with a plasma pistol to Zukas head.

Yapyap even came up with the brilliant plan of hiding Zuka
Zamamees identification (for returning back to the Pillar of Autumn
with a failed mission would shame and potentially kill him) by using a
commando who was killed in action for a name and reporting to the
crash site. Once there, since Zuka was trying to hide himself in fear of
being recognized, Yapyap was left in charge of the Kig-Yar patrol
(instead of Zuka). At first the Kig-Yar taunted him, but Yapyap saved
the unit when their previous Kig-Yar leader was killed by the Flood,
contained only by Yapyaps efforts. The Kig-Yar then made him an
honorary Kig-Yar and not only stopped mocking him, they accepted
him as a leader figure and personally promoted him to Kig-Yar equality
status.

== LOADOUT ==
Plasma Pistol, Plasma Grenade, Unoggy Spec Ops armor
He can pilot a Ghost


TARTARUS
Height: 9'0''
Age: 61
Weight: 1,389 lbs (630 kg)
Classification: Tactical Commander

Tartarus began his rise within the Covenant when he accompanied the previous
Chieftain of the Jiralhanae, his uncle Maccabeus, to the world of Harvest where
human signatures were being picked up by the Luminary as holy objects. Throughout
their search and campaign, Tartarus faith in Maccabeus faltered as he failed to claim
any artifacts and his apparently multiple tactical failures in part. Challenging the
mighty Jiralhanae was a surprise to Maccabeus due to his extreme physique and
prime-of-life age. It was pointed out such a thing was usually done later in life and was
gladly given over in a one-sided duel for the position to the younger challenger (who
would by this time have acquired enough wisdom and leadership loyalty in the pack as
they were raised by the former Chieftain). Wounded in the leg, Tartarus emptied the
magazine to his Spike Rifle, he allowed his uncle to keep his massively powerful Fist
of Rukt. Maccabeus did note that this was a sign of much honor on the side of Tartarus.

Killing his uncle initially armed only with the voulge on the Spike Rifle, Tartarus took
command of the Rapid Conversion, wielded the Fist of Rukt, and held a position of
power over his whole race. The position itself is designed to give Jiralhanae political
representation of their interests to the Covenant, while also leading the race as a whole.

Early in his career he caught the eye of the Prophet of Truth, rising rapidly as a result of
the Prophets favor. Such is there connection that the Hierarch would actually trust
Tartarus enough to speak to him alone, even without Sangheili bodyguards around him
(which was unheard of for security-conscious prophets). Tartarus, in
acknowledgement of this favor, was fanatically loyal to Truth and would follow his
orders blindly, even when they were overt lies.

Physically, Tartarus was a nine-foot giant of power. Armed with the ancient Fist of
Rukt he was capable of destroying dozens of Sangheili in combat, even when the latter
was armed with energy swords. He is the pinnacle of Jiralhanae fighting form yet also
is representative some of the more unsavory traits for he is arrogant, disdainful of the
other Covenant races (save the San Shyuum) and entirely bloodthirsty. As a leader Tartarus was noted for being extremely aggressive, inspiring fear
and respect among others. Even to the near completely fearlessness of the Yanmee, Tartarus was able to exhibit brutal control over them.

== LOADOUT ==
Spike Rifle (See Jiralhanae), can drive a Brute Chopper

Fist of Rukt: A weapon of office utilized only by the Chieftain of the Jiralhanae, one of the oldest and strongest gravity hammers in existence. Like
most Gravity Hammers, it can alter gravity around itself and be used as a small force field to repel attacks. It can stun opponents and emit
electromagnetic bursts. But uniquely to it and not other Gravity Hammers, in addition to being strong enough to instantly kill a Sangheili even shielded,
it has the ability to cast a short-ranged stasis field (see Vampire) that can pull toward or push objects (even a Sangheili) from Tartarus with a mere
gesture.

Defense: Tartarus utilizes a special, long-lasting version of Invincibility shielding available to respected Jiralhanae Chieftains. While active, it renders
Tartarus almost invincible to practically all forms of damage up to an including anti-personnel weaponry and explosives. A Beam Rifle, using high
amounts of energy a few molecules in diameter is capable of disabling it. Therefore it should be possible that weapons that can generate extreme
amounts of heat or atomization (fusion reaction) will be capable of bringing it down, but it will regenerate within several seconds thereafter.


SAN SHYUUM [PROPHETS]
Height: 73~
Weight: 200 lbs~
Age: Longer-lived than humans
Classification: Inspirational Commander

The San Shyuum are at the top of the hierarchy
within Covenant society, completely dominating
and controlling all political and religious affairs.
The main driving force for the Great Journey to
godhood could be a combination of their relative
senile appearance. They have problems with
inbreeding and must be regularly checked for any
problems before being allowed to have children. At
the top of the pecking order, they have almost no
regard for health.

In truth, the San Shyuum while the master guides
of the Covenant, are by large filthy, scheming
people. They bribe, lie, and play all manner of
political games, up and including assassination. They appease themselves with overloaded amounts of a tobacco-like smoking product, and the highest
ranks have access to harems of females selling services mostly to those who cannot mate. Even they are part of the grand scheming and backstabbing
frequent within their race. Above all, they are best at secrecy, for the Covenant nearly blindly believe their extreme holiness and revere them as the ones
to lead the Covenant to ascension through interpretation of the Forerunners. In fact, the Prophet of Truth exploited a sexual event against the High
Prophet of Restraint to dethrone him to make way for him and the Prophet of Mercy and Regret.

Due to their frail physiology, the San Shyuum are noted as being very poor combatants. In the San Shyuum-Sangheili War, only superior technology
from reverse-engineered Forerunner technology allowed them any ability to stand a chance, much less achieve total victory, against their stronger and
more numerous opponents. Therefore, they leave the council of war to the Sangheili, the only other race allowed to command and control warships
outside of their own system.

As a whole, prophets serve as the headstrong binding required keeping the Covenant together and can use all manner of supreme power to encourage or
enforce high morale. Acts of promises, threats, and rewards create a driving force even to the Kig-Yar who would see themselves as higher in the ranks
and are paid by the San Shyuum in weapons and resources for their contributions, even though they themselves barely believe in the Great Journey. It
was for this reason that they aligned themselves with the San Shyuum later during the Great Schism; the shock that the Great Journey was a lie did not
bother them and the prophets were the ones who paid them after all.

HIERARCHS [HIGH PROPHETS]
The Hierarchs are the top of power in the Covenant; their
word is law, even if they might go behind each others backs
and do something in secret. It is usually agreed that they are
in some form of harmony and the rest of the Covenant forces
are unquestioningly loyal to them. They and the other
prophets just beneath them are granted full-powered gravity
thrones, which are capable of independent flights. Other San
Shyuum must rely on linking together to achieve complete
flight status in ring-like motions.

The Prophet of Truth began his political career born Ord
Casto, and as the Minister of Fortitude, he uncovered the
Kig-Yar plot to sterilize large numbers of the Unoggy
population as payback for the destruction of Kig-Yar nesting
grounds due to their populous explosion. While Truth made
suggestions to punish the Kig-Yar, his requests were ignored
until the Grunt Rebellion that caused such a fractious stir
within the Covenant. After this event, Truth worked hard to
make sure that Forerunner artifacts were as evenly
distributed to the member races to try and create an
equilibrium and peace between the races.

The current Hierarchs were formed together when Truth was musing to find ways to become a Hierarch, Truth at the head. However to force the current
three to back down, they must either die (and they are very long-lived individuals) or a state for a completely new age to be announced and accepted.
The discovery of the Human race was given to him as a duty to investigate as Harvest was not only found to have several thousands of artifacts, but also
an Oracle (extremely powerful artificial intelligence of some kind, formally thought to only have been produced by the Forerunners). While discussing
the matter, Truth, Mercy, and Regret went to the Oracle in the center of the Forerunner Dreadnought at High Charity for an answer when he nearly
activated the whole ship which also nearly destroyed all of High Charity. His attempt was only stopped by the masses of millions of Lekgolo worms
threaded throughout the ship (which were burnt to multiple blackened chips).

Truth deactivated the intelligence and foreswore to keep secret the revelation that the mistranslation all these thousands of years of Reclamation was
actually Reclaimer. The implication suggested the possibility that the Humans themselves, showing up on the Luminaries as holy objects themselves,
could be in some way linked to the Forerunners. For the Great Journey (about trying to ascend to godhood of those creatures that no longer exist in the
flesh) it put the whole thing in peril and question, losing the strength of influence and position of power for the San Shyuum.




Hierarch Prophet of Truth

Unlike other Covenant in the high echelons of society, Truth admired
the Jiralhanae Brutes far above the Sangheili Elites, the latter whom he
mistrusted to having troublesome dedication (too much dedication) and
their potential rebellious state. As such, he allowed the Jiralhanae the
task of leading the attack on Harvest in the first contact with Humanity.

Truth is known to be an elaborate, extreme, long-term planning
strategist, bringing about near complete plans of intervention behind the
backs of even the other Hierarchs. He shows a great deal of patience and
a bit of restraint. He created an entire fleet of five hundred warships in
secret which was largely destroyed by Master Chief but it did not set
back any of his plans. He exploits and utilizes all manner of resources at
his disposal and sees great value in nearly all things and events, not to
mention, he is quite optimistic. As tradition for the Prophets, his chosen
name of Truth is the exact opposite of his actual personality.


Brash, bold, headstrong, and almost everything opposite to his title like
Truth; Regret has spent great lengths of time working with the Sangheili
and as such adapted his personality to hold some of their values. These
include a strong belief in a form of honor and even personal arms,
carrying a plasma pistol on his person (and nearly shooting the Oracle
of the Forerunner Dreadnought, the original intention to assassinate
another San Shyuum!).

Hierarch Prophet of Regret

Born Lod Mron as the Vice Minister of Tranquility, he was instrumental
in overthrowing the former Prophet of Restraint. After pretending to
father illegitimate children of his, he (with Truth) turned around and
used the children as blackmail to force him to step down and help hand
power over to the three new Hierarchs. When he, along with Truth and
Mercy (before their current titles) discovered the potential truth about
Humans and Forerunners, he foolhardily and blindly did not believe it,
accusing Mercy for tampering with corrupting the Oracle.

Due to his rather bias towards the Sangheili, he and Truth were often at
odds, with Truth having meticulously plotted his purposeful demise
with a series of well-timed events.

Regret is thoroughly involved in the military aspect of the Covenant,
going so far as to make himself present on the battlefield, a very rare
thing for a San Shyuum. As such he wields powerful, unyielding
influence from the Sangheili as a leader.



Hierarch Prophet of Mercy

The Prophet of Mercy is an ancient being, and was elected into the High
Council long before Regret or Truth were born. However he gave up
politics with his many tense debates to become the Philologist, working
with the Lekgolo and Huragok to explore and interpret the secrets of the
Forerunners. He was there when Truth and Regret (then Fortitude and
Tranquility) as Hod Rumnt during the discovery of the
misinterpretation that shattered the Covenant belief system. Unlike the
other two Prophets, the Philologist wanted to urge the Oracle to release
the Dreadnought to get to the Humans, but after the Lekgolo
short-circuited the flight attempt, he was tasked with physically
disconnecting it from the Forerunner Dreadnought. To largely just keep
him quiet as his high level of spirituality would catapult him to preach
the findings they bribed him with the third seat of the Hierarch position
to him.

His overzealous dedication to the faith of the Great Journey and all
things holy led him to outrage against the humans for the destruction of
the sacred Halo Ring, Installation 04. He largely serves as a binding
structure between the inner-battling of Truth and Regret, though he has
supported most of Truths actions.

== LOADOUT ==
The Gravity Thrones utilized by the Hierarchs are capable of a gentle
true flight and encompass a small stasis field allowing them to suspend
small objects while they perform tasks with their hands. It is also
possible to assist them because biologically they are from a planet with
a lighter atmosphere. They also incorporate the highest quality of
personal energy shields for the personal protection of the Hierarchs
within a potential battle situation. For long-range application, they are
powerful enough to repel strong anti-tank weaponry; nothing short of an
orbital bombardment or bypassing the long-range shields by walking
within its range will kill the Prophet. Though the rarity of the San
Shyuum on a battlefield (except hot-headed Regret at times at the
forefront of battle every now and then).

Gravity Cannon: This is a modified version of a Hunter's fuel rod
assault cannon built directly into the gravity thrones. However the
weapons are actually beam weapons in a way, and possess powerful
emissions capable of pushing over a ton of weight out of the direct path
of the Prophet. It will nearly instantly overload any personal shielding
of known use though the weapon possesses a relatively short range.


Protector Sentinels: Notably used by Regret but potentially the other Prophets, these are modified versions of standard Forerunner sentinels which can
be equipped for purpose in one of three ways. The Offensive version is equipped with a pulse laser used for attacking nearby hostilities. The Shield
variant projects a rechargeable energy shield around those within close proximity, and the Healer acts as a battlefield medic. They are quite rare but the
Prophet of Regret can manage to hoard two of them at any one time.

Aside from these weapons, Regret also carries a plasma pistol on his person. The Prophets are also able to commandeer warships to their position and
order a cleansing energy projector on their position when the ships become available. This is only possible because being at the top of the Covenant
government, are effectively able to override any top commanders. It is unknown exactly how far the Prophets will push diverting a ship away from an
important task to go to his personal location and glass a target, but its likely dependant on the Prophets personality.




ARBITER



Height: Variable (See Sangheili)
Weight: Variable (See Sangheili)
Age: Variable
Classification: Tactical Commander

The Arbiter is an actual demotion and not necessarily one of
commander status (though most often the chosen was an esteemed
former military leader). To become Arbiter is to receive the death
sentence by suicidal mission, and their first given mission is designed to
be their last. Above all, it is a death sentence over any number of
humiliating deaths (such has being hanged and having ones entrails
paraded throughout High Charity). Once a rank of the highest honor, it
was turned into one of shamed demotion after Fal Chavamee
heretically declared the Great Journey as a lie.

While it is not know if or by how much of a Sangheili is increased in this
armor, both Ripa Moramee and Fal Chavamee have been shown to
jump over twenty feet in the air with it, and perform feats of incredible
agility. Fal in one example destroyed a small Covenant army
single-handedly, including a trio of Mgalekgolo Hunters. It incorporates
a limited A.I. program, a heads-up display, and limited Active
Camouflage that lasts several seconds. The overall design is considered
one of an older era, and is thus not necessarily state-of-the-art. Ripa
Moramee mightve been an exception due to his extreme size (87,
nearly a whole foot taller than the average) as his active camouflage
lasted much longer and is colored differently from the traditional
golden-silver.

The presence of the Arbiter around other troops instills a great amount
of morale, pride and honor, to the point of controlled efforts and greater
tactical unity. For Ripa Moramee, who had little regard for other troops
and a ruthless attitude, still had access to a large number of suicide
Unoggy grunts (with methane tanks ready to explode).

== LOADOUT ==
Energy Sword, Plasma Grenades, and Plasma Rifle or Covenant
Carbine; Personal Energy Shield, Limited Active Camo

== FACTION LEADER ==
= THEL VADAMEE =

Height: 710'
Weight: 319 lbs
Age: 67
Classification: Chief Commander

Thel Vadamee was the first Covenant to engage a Spartan-II in combat and
surviveten years before he became Arbiter. Given his most promising chance to excel
his influence at his home keep and establishing great honor for his family name after
nearly being assassinated once voted to become Kaidon (a high position within
Sangheili culture though not necessarily militarily). He was promoted to Shipmaster and
given a special operations task to investigate the heresy of finding Covenant weaponry
with human-based markings, presumably for their use. The Prophets came to him and
wanted him to investigate who was doing it, why, and punish those involved. With very
little information, he followed his instincts when he was betrayed by the escorting
Kig-Yar and accompanying Jiralhanae co-commander. His ship was destroyed and he
was knocked out before he could put up any real fight.

The Kig-Yar, not understanding that Sangheili would never willingly surrender or could
be bought for ransom, brought a dangerous force onboard. A friend of Thels, wounded
and unable to kill himself, broke off the leg to a makeshift bed in a human-controlled
station and sharpened it to a weapon. He had to ask Thel to do the honor of killing him.
The few Sangheili remaining waited for their opportunity when Thel tied a bed sheet to
the makeshift spear-tip and in the dark of a temporary power outage, threw it at their
Unoggy guard, and pulled him in to get access to the keys. Now armed with a spear and
a Needler, the Sangheili overthrew an entire warship.

Not wanting to risk all the hard work to gain the honorable position he was already in (or face the shame of defeat, which would result in all of them
preferring suicide) Thel was in an extremely rare position to attempt diplomacy, deception, and reason. It was a skill set he admitted was better-fitting
for the Prophets but he showed the ability to play the game. He uncovered most of the plot for the Kig-Yar to propel themselves in Covenant society by
being the ones to find the human home world after supplying a remnant rebellious faction of Insurrectionists with resources to equip slips pace drives
for an asteroid-built settlement called The Rubble.

Thel won every battle he was conscious for, utilizing an extreme use of
guile such as infiltrating and kidnapping the Kig-Yar Mistress heading
the whole operation and uncovering the fact that a San Shyuum
Hierarch gave orders to do these deeds. Torn between following one
Hierarch and forfeiting his life to the other, he made wise decisions that
would precisely time the series of events he personally triggered in
order that the arrival of a massive Covenant fleet inbound would see all
that he did and force the Prophets to explain themselves.

He was only momentarily delayed just enough by extremely brilliant,
out-of-the-box creative efforts by Commander Jacob Keyes, who was
then also an up-and-coming officer unwillingly given command of a
deep-space stealth vessel. Tactically and strategically he would have
completely succeeded otherwise. When the Covenant fleet arrived, the
events were laid out but all of the evidence and Humans had largely
vanished into slip space. Thel Vadamee answered for his failures. He
and his best friend heard the sentence to death for every single Covenant
who witnessed anything that happened at The Rubble. His best friend
rose against the Prophets, activating his weapon when Thel intervened,
and killed his best friend rather than support his notion to stay alive for
honor as was normally the Sangheili way.

This act caused the Prophets to spare Thel Vadamee and promote him
yet again. After this, Thel never failed. He was successful at every
single engagement and was possibly largely responsible for the extreme
weight-shift of Covenant kicking UNSC ass all over the place with
minimal displacement. He was also responsible for the move in finding
Reach, the second largest military holding planet in humankind. As
Supreme Commander of the massive Fleet of Particular Justice and
tasked with overrunning the world and glassing it when important
information regarding Earths location or artifacts were found. He
would be considered very successful but in the naval engagements he
suffered unusually heavy casualties and the presence of Noble Team
thwarted many of his overall strategic efforts. Once again, he had met
his unknown nemesis Commander Jacob Keyes, whose out-of-the-box
thinking wrapped around Thels own major strategies put in place. He
followed the Pillar of Autumn to Halo Installation 04.
Once there, faced against the elusive Master Chief and brilliant
Commander Keyes, not to mention the unexpected surprise of the Flood
infestation, Thel lost his command ship to the Humans (which wasnt
destroyed but captured), and he could not prevent the destruction of the
Halo Ring.

It was for these failures that Thel Vadamee was placed on trial that led
him to lose his rank, his honor, his keep, his title of Kaidon, any and all
privileges for being branded a heretic.

Probably on the verge of suicide, Thel was given a second chance to
redeem himself by the Hierarchs by becoming the Arbiter.

[NOTE: Thel Vadamee is retaining his position as Supreme
Commander.]

== LOADOUT ==
Energy Sword, Plasma Grenades, and Plasma Rifle or Covenant
Carbine; Personal Energy Shield [of the best quality]
Note, he can use any type of weapon, including most human and
Jiralhanae weapons, like the Gravity Hammer, having a particular
interest to understand other technologies. Overall he has a pretty open
mind.

== PERSONALITY ==
He is strongly ingrained within Sangheili tradition of honor, giving it to
those who show particular stubbornness and bold bravery, even his
enemies. He also expresses genuine concern over his strongest fighters,
asking about their wounds and well-being. He warns them that what he
is about to do is dangerous and cunning, and is borderline against the
Sangheili way of direct confrontation. Those around him are always
inspired, even when he can turn an entire ship full of ungrateful Unoggy
to his side. He went so far as to voice honor for the Unoggy who tried
fighting the humans escaping into slip space (and them with it, on
limited methane tanks). He has shown to be lenient on his enemies when
they surrender or show particular stubbornness once captured, granting
mercies left and right.


== X-FACTORS ==

Adaptive creativity: 62/100 All his life Thel Vadamee has been an outside the box thinker and he pursues options and possibilities that others would
consider impossible. He had to encourage fellow Sangheili who were strong warriors to keep fighting despite the odds, ensuring that he had a plan at
every turn of events. Thel is never a hesitant thinker, always aware of those he is up against and able to pinpoint the weak points and deciding
information for himself. He has also been one of the few Sangheili to believe the humans were honorable in a way about the way they fight and come
about with tactical cunning. However, he has been bested by Commander Jacob Keyes, and the surprise of the Flood suggests that while his plans are
thoroughly flushed out against the known factors and enemies, against anything completely unexpected he is likely to faulter.

Intuition: 50/100 This is a mix as Thel can smell a suspicious trap, react to enemies quickly, and approaches most unknown factors with a great
amount of caution. But once all hell breaks loose, his greatest weakness kicks into play.

Tactics 60/100 The Arbiter's tactics are characterized by flexibility and he has shown a considerable talent for improvising new tactics when his
current battle plans go sour.

Strategy: 82/100 After years of experienced and successful combat, Thel Vadamee has shown that his creative genius and quick-witted thinking
earns him the ability to set complex events in motion to achieve his strategic goals. Working with limited resources and playing the waiting game for a
final plunge into an attack are key factors that define him as a commander. This is actually somewhat counter to the Sangheili nature of frontal,
honorable pressure forced directly face-to-face upon the enemy.

Audacity: 71/100 Thel wont waste his troops, and if he were more willing to do so, his Audacity would be much, much higher. Personally he would
prefer death over failure. He is also quite cautious at the onset of the unknowns, but once he knows whats going on and sets his pattern, he will do
incredibly dangerous and daring stunts that he warns those following him will most likely get them killed in the process.

Psychological Warfare: 77/100 Thel is one of the very few Sangheili who understands that honor in a meaningless death is less so than attempted
success by less direct means. Pushed into the awkward positions he found himself into in his earliest exploits, he realized that accomplishing the final
mission was more important than personal glory (as shown when he killed his own friend to protect the Prophets ready to kill them both, knowing he
was going to die for the greater good). Thus so, he learned how to gamble with politics, negotiate, persuade, and even bribe a little to clutch onto any
limited advantage he could get his hands on. But this is mostly geared towards those under his command and for his own allies. In combat he is also
known to taunt enemies, which works well in conjunction with his hunter-like waiting tactics to test the enemy.

Intelligence: 65/100 Thel Vadam excelled in his martial and intellectual studies on his home world. he is quick to find the weakest point of a problem
or an enemy and go straight for it. He has also proved himself to be a great individual thinker, linking events and facts together to come to reasonable,
correct conclusions. He is also willing to question anything and everything, first evidenced when even he realized (while his blind brothers could not)
that the Hierarchs perhaps were not as unified or honorable in their goals as he was originally taught.


Experience: 44/100 Despite being in his 70s and the prime of his life, he has little variable experience against anyone except for Humans and
knowledge about previous wars and other races within the Covenant.

Leadership: 86/100 Thel is widely respected and revered for his great military successes. The fact that he cares for his troops really aids his armies
morale. His mere presence is enough to make cowardly Unoggy get up and charge blindly into enemy fire. As stated earlier, he is an extremely inspiring
commander, promising honorable rewards to those who would serve him well, and tailoring manipulation to different Covenant species to get them to
work the way he needs them.

Corruption: 40/100 Thel Vadamee is only held back grudgingly for his particular racism against Kig-Yar (for the most part) and largely against the
Jiralhanae.

Discipline: 86/100 The Arbiter is a massively disciplined commander and soldier. His whole life has been spent trying to avoid even the smallest
mistake while still being bold and audacious. He is able to keep his cool and accept all feats of those whom he knows absolutely nothing can be done.



= ARMY X-FACTORS =

MORALE: 78/100 Similar to the discipline problems the Covenant face from the multitudinous nature of their races, morale is surprisingly quite
high. The Unoggy are no longer being as suppressed (so they think) as before. The Jiralhanae are waiting for their ascendency to take over the Sangheili
positions as escorts to the San Shyuum in the Great Journey. The Sangheili are never on short supply of morale being at the top of the food chain in
military terms. The Yanmee have an blind hive mentality and are virtually incapable of fear (though they are still logical creatures). Kig-Yar and
Skirmishers are the only ones who are sort of left out of the loop, keeping a steady morale so long as the reward at the end is going to be good.

LOGISTICS: 81/100 The Covenant are excellent in the area of logistics. Their weapons only need to recharge, their engines are based upon a similar
technology allowing the same set of resources to be applied universally. With the use of teleportation spires, multiple defenses, temporary fortresses that
can be air-dropped and expand with whatever is needed in the immediate area, the Covenant are and must be prepared. Each client race has their own
particular special needs to continue the fight, and they are able to meticulously keep up with most of their equipment and weapons. The ever-churning
war machine of construction is also a helpful factor. Overall, the Covenants best use of gravity lifts and teleportation helps keep dropships dedicated
towards deploying troops and vehicles to the field. Unfortunately, the Covenant are also an all eggs in one basket case, in which a serious, strong
strike in the right spot can completely cripple the Covenant.

ESPIONAGE: 70/100 Moderately, the Covenant prefer utilizing brute force application to all problems first and ask questions later. With Thel
Vadamee in command the events will probably turn out differently where he is overseeing the battle. The Covenant are clear users of espionage and
secret tactics as noted mostly from Reach (which Thel directed and probably plotted). The Covenant were able to disguise their attacks and insertion
strikes as Insurrectionist activity, on the most heavily guarded Human planet in the galaxy next to Earth. Tearing down beacons, long-range warning
systems, defenses, and setting up teleportation spires to bring in enemies en mass directly to the battle (bypassing the formidable navy acting in defense
and counter-attack).

DISCIPLINE: 60/100 Depending on the client race involved, the discipline can vary. However when the chain of command is strongly enforced, this
is not as big an issue. Skirmishers set in command over smaller groups use fierce intimidation overall to keep troops in line with almost perfect success.
Sangheili are an honorable group of warriors to have around, and by-and-by, as long as other enemies are being picked on (Unoggy for instance, who
are designed purely for cannon fodder anyway), the Kig-Yar are comfortable attacking from positions where they can make a hasty retreat or place of
cover anyway. Once the command structure is gone however, the individual natures of each race will be in conflicting chaos, resulting in, not
surprisingly, lots of friendly fire and backstabbing. Perhaps the best enforcement of discipline however, are with the San Shyuum.


ARMY INTIMIDATION: 48/100 (89/100) If your race is Human or allied with/protective over Humans, this factor jumps way up to 89. The
Humans were so severely demoralized within the colonies. Knowing that your enemy thoroughly believes that your destruction is the will of the gods
and their religion is to wipe you off the face of the earth by any means necessary, yeah that is pretty scary. The Covenant will never take prisoners, and
will do all they can with their best weapons to completely exterminate humans wherever they are. Against other races, the Covenant might see potential
in them as a client race, which severely decreases the intimidation factor as surrendering becomes a viable out option with certain benefits and
opportunities. The chances of Covenant outright resorting to doomsday tactics lessens.

REINFORCEMENT RATE: High The Covenant are a huge, huge race with extremely lengthy amounts of resources to draw upon, including
fielding of troops. Most of the Covenant races would give anything to be part of the fleets, travel to other worlds and explore the galaxy. At current only
a select breed that prove to be accomplished enough in most races will earn the privilege, with fewer travelling to High Charity. However, in a time or
war or crisis, the numbers can be vamped up, in particular the Unoggy and the Yanmee can easily become a heavy swarm faction on their own, with
fleets being drawn from all over the Covenant empire to reinforce the cause. The Human-Covenant War was more of an extermination process that the
Covenant did not need to dedicate most of their resources towards.

OFFENSE vs DEFENSE: The Covenant under Thel Vadamee are a rather passive-aggressive race. It takes some time to come to a head on full
decisions during which there is a great deal of observation. This means that against a more aggressive-natured opponent that attacks first and ask
questions later (or never at all), the Covenant are likely going to find themselves ambushed or attacked. But they will keep close observances and their
powerful scanning technologies will ensure early warnings will be in order to prepare. Once the Covenant have decided their action, they will almost
never take it back and will counter-attack without hardly any defense at all, pushing against the enemy full force on the attack.


== ADDITIONAL FACTORS ==
Interspecies Conflicts: Though outwardly united, there is much racial tension within the ranks of the Covenant and this has been known to spill over
out of combat and even sometimes during combat. In the presence of particularly fearsome leaders, the Arbiter or the Prophets the petty issues can be
largely resolved. The Kig-Yar as have been noted are about the worst, having picked on the Unoggy and manipulated what resources they can on
anyone who can offer them high rewards.

AI Taboo: Though the Covenant don't fear AI's with the same fervor as Dune and the Imperium of Man, the Covenant don't have any good AI's because
they believe that AI's betrayed the Forerunners once. However their Engineers are master computer hackers, able to match a UNSC smart AI.


QUALITY vs QUANTITY: For the most part, Quantity. The Covenant have some strong quality troops within their veteran forces but most of their
plans of attack are centered around overwhelming a foe with masses of attacks and ships or infantry.


==VICTORY GAINS==
The Covenants greatest strength of growth comes from integrating new races into the fold of the empire. Usually through force of conquest or payment,
new races often find worthwhile gains for joining the Covenant including trade and shared technology. Getting along with any of the foothold races or
gaining their loyalty/respect increases their chances of earning a seat within the Council. The path is wide, as the Covenant saying goes. Only the
Humans have been known to be outright rejected. The strengths of the race are directly integrated into the empire, even if they might not fully believe in
the Great Journey.

Technologically, the Covenant has used the Huragok engineering race to reverse-engineer any and all technology. As Lighter than Some has
demonstrated, even a completely unknown human technology and accessing databanks and contacting A.I. is not beyond them in a matter of hours. To
the lesser species of the Covenant that may be smart enough to gain access to them (namely the Jiralhanae Brutes), there is some modified use of foreign
technology. In fact, the Brute Chopper is a reverse-engineered Human crop harvester given an anti-grav lift and armed with autocannons.

However, these advantages are small and limited at best. The Covenant are mainly interested in Forerunner (or similar) technology. Advanced A.I. are
considered possible Oracles (interpreters and keepers of sacred Forerunner knowledge) and extremely advanced technology by them is considered
sacred but allowed to be studied and used by the Covenant towards getting closer to the Great Journey.































= COMMON WARGEAR =

== WEAPONRY==
Most of the Covenants technology is reverse-engineered from the
Forerunners, but almost all of it is dampened to former glory due to not
being able to fully understand it. Indeed, their whole religion, the Great
Journey is based upon uncovering all the secrets to their technology
(coveted items called artifacts). Their weaponry and shielding is no
different. All Covenant plasma weapons are considered direct energy
weapons, using thermal and kinetic energy to do damage rather than
ballistic ammunition.

Specifically, each plasma-based weapon uses a magnetic field to
stabilize the core energy stores otherwise the discharge would dissipate
too quickly to be of any real use. Some plasma weapons utilize basic
motion tracking built into the magnetic generator which then alters the
field to make the plasma move.

Type-25 DEP [Plasma Pistol]: The Plasma Pistol is the Covenant's
most basic infantry weapon. The Type-25 DEP is a semi-automatic
weapon using a single collimator design that gives the weapon its
smooth and aerodynamic, claw like appearance. It has two modes of
fire, semi-automatic direct and semi-guided area of effect (AOE); the
later rapidly drains its battery life.

Against unshielded infantry, the lethality of the Type-25 Directed
Energy Pistol is extreme with a direct hit. Glancing blows from a
plasma pistol can inflict severe second and third degree burns.

A full plasma charge is enough to kill a human being or overload any
personal energy shield. However overcharging the plasma blast (which
can be held and dissipated without firing) severely decreases the energy
capacity of the weapon, only allowing this a few times. This charged
shot has limited tracking ability.
Equipped: Most Unoggy, Yanmee and Kig-Yar, sidearm for Sangheili
Plasma rifle: One of the most iconic and widely produced weapon in
the Covenant forces, the golden standard. It is an extreme durable
frame, easy to handle, and powerful. As a direct energy weapon, it can
unleash 360-540 rpm at an effective range up to 160 feet (48 meters).

Second and third-degree burns are frequent with only near-misses from
a distance; within effective range, whole limbs can be melted all the
way through to the bone or blow them off altogether. At close range,
bolts can go straight through a lightly-armored human-sized target.

Even glancing blows can be deadly; body fluids subjected to flash
vaporization, with fluids trapped in organs or arteries would rupture
from the rapid expansion of heat. Steam itself would cause spreading
internal damage. Bolts that hit a hard-enough object can cause splash
damage on impact, damaging those nearby the target or trying to hide in
cover. It can be an ideal weapon against light vehicles due to the kinetic
energy and extreme temperatures in a concentrated area. The major
downfall to the weapon is that it only holds enough charge for about 100
shots and it has a strong lack of range.
Equipped: Some Unoggy, mostly by Sangheili

Twin Plasma Cannons: A rapid-fire anti-personnel weapon consisting
of two, Class-2 Energy Guns, which are similar to the common and
widespread Plasma Rifle but with a stronger boost in power output, a
handful of direct hits is roughly capable of turning a man in light armor
into a bag of bones. It is highly useful against light vehicles such as
exposed trucks, jeeps, or light aircraft thanks to rate of fire and kinetic
impact coupled with high temperatures melting the armor plating. If that
werent enough, the weapon is capable of firing up to 1,000 rpm without
overheating.
Equipped: Ghost, Banshee, Wraith, Anti-Infantry Shade Turret




Plasma Grenade: Nicknamed the sticky grenade, it is a spherical
explosive and is made of an unknown material, the grenade in terms of
design is straight forward, and the activation "switch" is located on the
orange colored area of the grenade. Using technology that is barely
understood, even by the Covenant, the Type-1 Plasma Grenade is
employed as both a thrown anti-infantry and anti-vehicle weapon.

When activated, the grenade will light up with plasma gas. When
thrown, the gas thickens and causes it to stick to a target. Some
unknown internal mechanism allows the grenade to distinguish between
vehicles, soldiers and background objects. It will not stick to a tree or
wall but may stick to a living soldier or vehicle, be they friend or foe.

When a plasma grenade detonates on, or near a target it is subjected to
extreme temperatures, killing anything within a 13 feet radius instantly;
damage to the body is extreme, as the heat flash vaporizes the bodys
internal fluids and burns flesh and bone to an unrecognizable charred
state. It is also capable of completely overloading any sort of energy
shielding on most infantry. In addition there is still the concussion
causing additional damage to anything within the radius and beyond for
those unarmored or durable souls, turning internal organs to goo. A
person can also receive injuries from objects being ejected out of the kill
zone at high speeds as a result of a plasma grenade detonating.
Equipped: Mostly Unoggy and Sangheili (Jiralhanae have their own
grenade they prefer).


Needler: One of the Covenant's most unusual weapons, this is a type of
sub-machinegun that fires razor sharp crystalline shards that lock
onto targets and will follow them like guided missiles. Upon stabbing
the target, they will after a short time explode. They are launched with a
muzzle velocity of 54 mps at a rate of 510 rpm. It is an extremely
excellent homing weapon, weaving around trees, rocks, and even flying
up over barricades (though it cant seem to turn quickly more than 45
degrees). Even if they do not hit the target directly, they can jam into the
place of cover and explode, sending shattering shards in all directions.


It is widely believed that the Needler homes in on a targets heat
signature and upon striking organic targets will often cause fatal
wounds. A single shard can cause internal bleeding or strike a vital
organ, with untreated wounds resulting in death. Depending on the
impact area and angle, several crystalline shards can cause amputation
of limbs. Even impacts to the chest are lethal, the explosive properties
can easily crack ribs, damage the lungs or heart, and cause severe flesh
damage that can be very difficult to repair. This is no thanks to the
explosion sending bits of the shards into several areas of the target.

The crystalline projectile appears to contain some type of gas or energy,
which is released upon impact with a target; after seven or more needles
have struck a target in the same general area, the needles will react to
each other, triggering a chain reaction that usually kills the victim
instantly, even with some shielding or in heavy armor.

Unfortunately the overall effective range is a very short 64 meters and
not entirely useful against most armored vehicles that arent
open-topped. And unlike the more widespread plasma weaponry, is not
very effective at damaging energy shielding except by sheer force of
numbers and explosive impact.
Equipped: All infantry units but the Jiralhanae (hands are too big)

Fuel Rod Gun: A man portable version of the fuel rod cannon, the Fuel
Rod gun is a light anti-armor cannon used frequently by high-ranking
Unoggy Majors and sometimes other members of the Covenant. It
might seem odd that one such as an Unoggy would be given the
weapon, but since it chambers radioactive ballistic gel in a compact
weapon frame, it is a pretty dangerous weapon others tend to shy away
from using.

The Fuel Rod Gun has an effective range of 165 meters though
maximum range is twice that. The gun holds a five round magazine and
a muzzle velocity of 236 feet per second. For good tactical reasons, one
strike from a fuel rod will instantly kill any organic target. Infantry
outside of the initial blast zone will be affected by the concussive force
of the impact, which is strong enough to send them flying (or for an
armored target, create internal trauma). Against light vehicles and

aircraft the fuel rod gun is extremely effective as well. The gun also
takes less time to reload than a UNSC rocket launcher, can hold more
ammo in the magazine, has a very slight tracking ability, and has a faster
rate of fire. The Fuel Rod Cannon works in the same regards, but is a
more powerful version mounted on vehicles.
Equipped: Some Unoggy, a version for Hunters, Banshee, Anti-air
variant of Wraith, Anti-air Shade

Plasma Launcher: Combining the sticky explosive capability of the
plasma grenade and the tracking abilities on vehicles and infantry of the
Needler, the Plasma Launcher is a a Covenant version of a grenade
launcher. The weapon may fire them one at a time or, with a charge-up
delay, all of them at once. It shoots in similar respect to the Fuel Rod
weaponry, though with greater muzzle velocity for the arc.
Equipped: Some Unoggy, Sangheili, and Jiralhanae


Covenant Carbine: The Type-51 Carbine is a recoil-operated and
charger-fed, semi-automatic marksman rifle with an effective range of
600 meters (2,000 feet). The weapon's cylindrical magazine holds 18
rounds, and also provides indication of number of rounds left in the
magazine by utilizing a holographic display.

The Carbine marks itself as unique among Covenant firearms by its
ammunition. Rather than using plasma bursts which can be inaccurate
and slow at long range, this weapon utilizes caseless radioactive
projectiles, this ammunition can come in a number of compositions, but
the Covenant primarily employ an extremely toxic compound mined
from a radioactive moon in the Sangheili star system. The rifle can fire
this projectile at supersonic speeds which is coated in a shielded
material when accelerated to a speed anywhere from Mach 1-5,
traveling downrange at 2,296 feet per second. The round is powered
along its entire flight path, consuming up to 50% of its total mass by the
time it reaches its maximum effective range.

Against light armored targets, the rounds supersonic speed and
super-heated nature ensures armor penetration on either the first or
second impact. Upon impact the round releases a toxic material into a
victims bloodstream, in addition to radiation burns the victim suffers.

If the round has not struck a vital organ the victim only has a few
minutes before the toxic chemicals kill the victim unless it is treated
immediately. In most circumstances a surviving victim will require
attentive treatment to ensure survivability (which is not very likely to
happen on a battlefield!). The sheer speed and energy of the round,
coupled with its small amount of energy shielding allows it to instantly
overwhelm personal energy shielding.
Equipped: Sniper Kig-Yar, Sangheili, and Jiralhanae

Plasma Cannon: There are two distinct types; the older and phasing
out Type 42 and the newer and widespread Type-52. Relatively the
same weapon, they are heavy anti-personnel weapons that fire an
astounding 600 rpm, hammering infantry and light vehicles with
superheated plasma. A comparable weapon to a UNSC heavy machine
gun turret, though with somewhat less range. The Type-52 comes with
additional targeting systems and holographic data while also being
mounted on an anti-grav platform. The Type-42 is pintle-mounted and
much simpler in overall design.


The Type-52, with comparatively similar firepower (shown above
manned by an Unoggy), is mounted on an anti-grav tripod base,
allowing a much smoother ease of motion and has easy-viewing
targeting systems incorporated into the weapon.

In both, a battery or plasma core is built into the tripod which allows the
gun to fire indefinitely. When removed from the tripods power supply,
the gun can only use the two hundred units of power (equal to two
hundred shots) that the gun itself contains. Control and use of a
dismounted plasma cannon requires heavy strength matched only by a
Sangheili or Jiralhanae.
Equipped: Wraith, Scarab, Phantom, some Brute Chieftains

Heavy Plasma Cannon: A three-pronged weapon with a rounded end
for ease of rotation, the Heavy Plasma Cannon is a common weapon
mounting on many Covenant vehicles, most aircraft and every single
warship. The smaller ones equipped to vehicles function like most other
Covenant energy weapons, simply on a larger scale and relatively low
rate of fire. Shooting in small bursts,

Equipped: Spectre, some Wraiths, Scarab, Phantom, Vampire, Spirit,
Battlecruiser, Assault Carrier

Twin Plasma Cannons: A rapid-fire anti-personnel weapon consisting
of two, Class-2 Energy Guns, which are similar to the common and
widespread Plasma Rifle but with a stronger boost in power output, a
handful of direct hits is roughly capable of turning a man in light armor
into a bag of bones. It is highly useful against light vehicles such as
exposed trucks, jeeps, or light aircraft thanks to rate of fire and kinetic
impact coupled with high temperatures melting the armor plating. If that
werent enough, the weapon is capable of firing up to 1,000 rpm without
overheating.
Equipped: Ghost, Banshee, Wraith, Anti-Infantry Shade Turret

Concussion Rifle: The Type-50 Direct energy Heavy Rifle has seen
limited use, but lately its power and explosive nature has seen it be more
widely adopted by the Jiralhanae forces. The battery fires six shots and
the heavy plasma bolts fired have a great deal in common with the
ordinance from Plasma mortars. Though rarer and with the same range
as the Brute Shot, this gun provides a more powerful explosion per
round. Much like the Fuel Rod weaponry, it uses a magazine holding
the ammunition instead of a power core
Equipped: Kig-Yar Snipers, Skirmishers, Sangheili, some Jiralhanae

Beam Rifle: This is a battery-powered direct energy weapon that fires
hydrogen gas in a beam of accelerated particles at its targets with near
complete silence. The weapon is extremely well suited for its role: it
produces negligible sounds and muzzle signature while firing, weighs
less than UNSC analogs. The scope on the weapon is capable of 5 and
10 times magnification and possesses enough battery power for ten
shots. It has an effective range of 1,500 meters and enough energy for
10 or 20 shots depending on the model.

The beam of this weapon has a great ability to ignore almost all armor
thickness due to it only being a few molecules across. Upon hitting a
target, bodily fluids are brought to boil instantly and bodily tissues
rupture and cook; nearby blood vessels and organs burst. The wound is
cauterized and those that aren't killed instantly by organ destruction die
two or three days later from acute radiation poisoning. Even having a
beam miss by a small margin can result in third degree burns in lightly
armoured soldiers.
Equipped: Some Kig-Yar snipers, Sangheili, some Jiralhanae



Pulse Laser: Often mounted as turrets as point-defense weapon
systems in close engagements, the weapon mixes fluoride and hydrogen
in a charge-up phase before unleashing the weapon at the speed of light.
As a direct energy weapon, a laser hammers atoms away in the same
way a focused nuclear blast might perform while producing large
amounts of heat from the reactions, causing secondary melting effect
damage. Instead of firing a long, continuous beam, Pulse Lasers do so in
short bursts, or pulses, probably because the emitters for the weapon
systems can only withstand the force for so long. They are powerful
weapons that rarely miss. The Covenant favor them on their spacecraft
and one can also be found on the Seraph.
Equipped: Seraph, CCS Battlecruiser, Assault Carrier


Energy Projector: The absolute most powerful weapon in the
Covenant arsenal, it is a beam weapon with a range of over 100,000
kilometers, shooting with extremely pinpoint accuracy. It similar in
respects to the Focus Rifle, Pulse Laser, and the Scarabs main
armament. The main armament utilized on all capital warships to
conduct sustained damage up to an atomic bombs strength of attack (or
greater) by destroying a whole city, and glassing planets, melting
through it, and several dozens of meters into the ground beyond that. So
far the only method of surviving the blast is to detect the charging
sequence and jink out of the way last moment before the weapon is
fired. Nothing in the Halo universe is known to be able to stop the blast,
except many the most powerful energy shields on the largest capital
warships.

The typical method for use in naval engagements is to project the beam
in a narrow strip, and then swing the vessel housing the weapon around,
creating a 100,000 kilometer long blade of unstoppable energy that
slices through multiple ships without stopping.

Equipped: CCS Battlecruiser, Assault Carrier




== ANTI-GRAVITY ==
The Covenant utilizes whats called a Boosted Gravity Propulsion
Drive on all of their vehicles, Prophet Gravity Thrones, and some of
their ships capable of atmospheric, planetary battle. When activated, it
creates an electrically charged anti-gravity field that will lift an object
off the ground as well as propel it. Depending on the vehicle, the system
can actually prevent the vehicle in question from flipping over while
also allowing the vehicle 360-degree rotation.

The heavier the object, the harder the system is to control, and the ease
of maneuverability will also go down. Heavy vehicles for example
require a great amount of skill on the part of the pilot (which is why
Jiralhanae and Sangheili are pretty much the only ones). Uneven or
broken terrain must be counted as difficult ground just like a tank due to
the danger of flipping. However unlike track-wheeled vehicles, vehicles
can still turn on the spot much more smoothly and do not have the same
mechanical complications in a jam.



== OTHER ENERGY TECH ==

Energy Sword: One of the most sacred weapons of the Sangheili, the
tradition of swordsmanship dates back to the Ages of Discovery. It
works 100% exactly like a lightsaber. Free-moving electrons are
released from the hilt, forming ionized energy plasma in two elongated
spear-like blades around the fisted hilt. Magnetic field generators
contain the plasma. The cycle of energy can be sustained up until the
blade passes through an object, disrupting the ionic flow, requiring an
energy spike from the power source.

But unlike a lightsaber, the energy housing cannot contain enough
energy for near indefinite periods of time, keeping its use for dedicated
slashing attacks though it is quite capable of stabbing. Prolonged
contact for more than 10 or so seconds will fully drain the battery.
Interestingly tissues cut by the blade explode from water in tissues
instantly turning into steam, though the wounds would be cauterized
soon after the attack.

Point Defense Gauntlet: The Kig-Yar primary means of defense works
similarly to the Energy Sword, projecting a plasma-encased field to
form a protective area to absorb weapons-fire. They emit gradually
decreased wavelengths of light, indication of when theyre weakening.

Energy Shield: The energy shielding of the Covenant is actually a form
of barrier rather than energy. It is composed of highly charged ionized
particles that force objects to bounce off or impact the particles instead
of the user. Found on most forms of personal heavy battle armor, some
vehicles, and all warships, they are extremely potent against ballistic
weaponry. The higher the rank of the warrior in question in each race
determines the strength of their energy shield, being more powerful as
they achieve higher rank. They are largely impervious to hundreds of
rounds from standard-sized weaponry of comparable modern
technology, and take dedicated high-impact rounds in areas of weaker
concentration (such as the head).




Regenerator: This is a small device which emits a spherical green field
with a radius of fifteen feet that automatically regenerates the shields of
all units nearby, though for friend and foe who use similar energy
shielding systems. Brutes often use devices like these to recharge their
shields under fire and to prevent their armour from falling apart. Those
who stand close enough to the device are almost invincible but the
machine only has enough power for fifteen seconds, at which time it
shuts down and recharges in a span of one minute to two minutes.
Bodyguards will often throw down these devices to protect their
commanders.

Drop Shield: This is a device projects a translucent geodesic force field
of about fifteen foot radius. Those who stand within the shield are
protected from harm; both direct energy weapons and ballistics are
protected from. While vehicles and soldiers can enter the shield freely,
the bubble shield had the power to even take tank hits without breaking
down. After twenty seconds the shield will collapse and self destruct.
Strangely, this device was first seen in use by ONI of the UNSC, who
claim to have first built the device. Brutes and other Covenant forces
make frequent use of this device, which some theorize is actually a
piece of reverse engineered forerunner technology.

Invincibility: This is an equipment system used by high ranking
Covenant warriors. For ten seconds it will render the user (usually a
Jiralhanae Chieftain) invincible to damage and unlike Armor Lock it
will not render a unit immobile. This device can be used only once but it
will allow a him to take shots from battle cannons and shake it off.
Jiralhanae Chieftains usually carries two or three of these devices.

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