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Covenant Army List


Standard Units

Elite Infantry

An Elite Infantry Squad consists of 2-3 Elite Infantry Minors.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Elite Infantry Minor 4 6" 3+ 4+ 4 2 Shields 23

Elite Infantry are armed with a Plasma Rifle, Plasma Grenades, and Melee Strike (5).

One Elite Infantry may exchange their Plasma Rifle with one of the following: Needler, Covenant Carbine, Needle Rifle, Beam Rifle, or Energy Sword.

Ability - Dodge (1 Command Point Reaction): When this model is declared the target of an attack from more than 6 inches away you may immediately perform the Dodge action. You may re-roll your Defence Rolls against the attack and it may not be modified to worse than a 6+. After the attacking unit has finished it's Attack action you may move any model in the unit following the rules for a Move action up to 2 inches.


Grunt Infantry

A Grunt Infantry Squad consists of 3-5 Grunt Infantry Minors.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Grunt Infantry Minor 3 5" 4+ 5+ 3 1 Panic 7

Grunts are equipped with Plasma Pistols and Plasma Grenades. Any Grunt may replace their Plasma Pistol with a Needler.


Grunt Infantry Commander

You may take 1 Grunt Infantry Commander for each Grunt Infantry unit in your army.

A Grunt Infantry Commander unit consists of 1 Grunt Infantry Major or Ultra.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Grunt Infantry Ultra 4 5" 3+ 5+ 3 3 12
Grunt Infantry Major 4 5" 3+ 5+ 3 3 9

Grunts Commanders are equipped with Plasma Pistols and Plasma Grenades amd may replace their Plasma Pistol with a Needler.


Grunt Spec Ops

A Grunt Spec Ops Squad consists of 3-5 Grunt Spec Ops, one Grunt Spec Ops may be replaced by a Spec Ops Ultra.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Grunt Spec Ops Ultra 4 5" 3+ 4+ 3 2 Officer 16
Grunt Spec Ops 4 5" 3+ 4+ 3 2 15

Grunt Spec Ops and Grunt Spec Ops Ultras are equipped with Plasma Pistols and Plasma Grenades. Any Grunt Spec Ops may replace their Plasma Pistol with a Needler. One Grunt Spec Ops may exchange their Plasma Pistol for a Fuel Rod Gun.


Jackal Infantry

A Jackal Infantry unit consists of 3-5 Jackal Infantry Minors, one Jackal Infantry Minor may be replaced by a Jackal Infantry Major.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Jackal Infantry Major 3 6" 4+ 6+ 3 1 Officer 7
Jackal Infantry Minor 3 6" 4+ 6+ 3 1 6

Jackal Infantry Minors and Majors are equipped with a Point Defence Gauntlet and one of the following weapons: a Plasma Pistol, a Plasma Rifle, or a Needler.


Specialist Units

Elite Infantry Commander

**You may include 1 Elite Infantry Commander for each Elite Infantry unit in your army.

An Elite Infantry Commander unit consists of 1 Elite Infantry Major or Ultra.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Elite Infantry Ultra 5 6" 3+ 4+ 5 4 Officer, Shields 36
Elite Infantry Major 4 6" 3+ 4+ 4 3 Officer, Shields 26

Elite Infantry Commanders are armed with a Plasma Rifle, Plasma Grenades, and Melee Strike (6).

An Elite Infantry Commander may exchange their Plasma Rifle with one of the following: Needler, Covenant Carbine, Needle Rifle, Beam Rifle, or Energy Sword.

Ability - Dodge (1 Command Point Reaction): When this model is declared the target of an attack from more than 6 inches away you may immediately perform the Dodge action. You may re-roll your Defence Rolls against the attack and it may not be modified to worse than a 6+. After the attacking unit has finished it's Attack action you may move any model in the unit following the rules for a Move action up to 2 inches.


Jackal Snipers

A Jackal Sniper Unit consists of 2-3 Jackal Snipers.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Jackal Sniper 3 6" 3+ 6+ 3 1 10

A Jackal Sniper is equipped with either a Covenant Carbine, Needle Rifle, or Beam Rifle.


Grunt Heavy

You may take 1 Grunt Heavy for each Grunt Infantry unit in your army.

A Grunt Heavy unit consists of 1 Grunt Heavy.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Grunt Heavy 4 5" 4+ 5+ 4 1 8

A Grunt Heavy is armed with a Fuel Rod Gun.


Hunter

When taking a Hunter unit you must always take two.

A Hunter unit consists of 1 Hunter.

Model Cmd Mov Skl Def Tgh HP Special Rules Points
Hunter 4 6" 4+ 2+ 8 6 Weak Spot, Valuable Asset (1) 58

A Hunter is equipped with an Assault Cannon and a Hunter Combat Shield.

Ability - Hunter Charge (2 Command Points): This model may move up to 10 inches in a straight line if doing so would move it into contact with, or over, an enemy models base. The model stops if it comes into contact with any terrain objects. It may move through any friendly or enemy models but cannot finish its move with its base overlapping another model. After moving make a free Attack Action against every model that this model moved over with the Hunter Combat Shield as though it was within 1 inch of each target.


Upgrades

Upgrade Effect Points
Point Defence Gauntlet This model has a +3 modifier to Defence Rolls when the attack originates in the models front arc. 4

Weapons

Covenant Weapons Rng Att Dmg Prc Special Points
Assault Cannon 20" 5 5 3 Blast (2), Destructive (3), Shred 12
Beam Rifle 28" 3 5 3 Accurate, Heavy 4
Covenant Carbine 20" 5 3 1 Plasma 1
Energy Sword 1" 4 4 4 Assault, Destructive (3) 5
Fuel Rod Gun 28" 3 5 3 Blast (2), Destructive (3), Heavy 7
Hunter Combat Shield 1" 4 5 2 Assault, Shred 0
Melee Strike (X) 1" 3 X 1 Assault 0
Needle Rifle 20" 4 4 0 Destructive (2), Heavy 2
Needler 10" 5 3 0 Accurate, Destructive (2) 1
Plasma Grenade 8" 3 5 1 Blast (1), Grenade, Plasma 0
Plasma Pistol 0
- Standard 10" 3 3 1 Assault, Plasma -
- Overcharge 10" 2 5 1 Heavy, Plasma, Rending (1) -
Plasma Rifle 18" 5 4 0 Plasma 0
Vehicle Ram 1" * 4 1 Assault, Rending (2) 0

* The number of attacks for a Vehicle Ram is equal to the number of models in the target unit on the same height level as the attacker.