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Halo Covenant Codex! Feedback please! @ 2011/06/13 03:29:39


Post by: Blackhoof


Halo fans rejoice! a Covenant codex for your gaming pleasure. It is only recently written, and i would love some experienced feedback please. i am open to constructive criticism and i realise that this codex will either be really tough or really weak, but i would like to make it as balanced as possible.

Version 1.8
UPDATED version .7 to .8
-tweaked formatting a bit
-added an "Unggoy Command Group" that makes Grunts better- this is aimed to allow people to take dedicated Unggoy armies that make grunts more useful
-moved Jackal Marksmen to Elites
-removed "Short Circuit" form Energy Pistols and replaced it with an overcharge ability so that certain units can fire the overcharged shot of an Energy Pistol (but grunts cant, for obvious reasons)
-fixed up some errors with the special rules



 Filename Covenant Codex.pdf [Disk] Download
 Description Version 1.8
 File size 1658 Kbytes



Halo Covenant Codex! Feedback please! @ 2011/06/13 05:20:15


Post by: Your Friend Doctor Robert


The Icons are cool. Rules are well written and reflect the fluff nicely.

Spiker and Brute Shot should also count as a Close Combat weapon.

Plasma Mortar should be S 9 AP 4, Ordinance 1, 48" range

Carbine shouldn't have Overload, Plasma Pistols should.

Add a special rule, Blood Rivalry, that prevents Elites and Brutes from being in the same unit.

The Shipmaster should cost more; he easily outdoes the Space Marine Captain, who costs the same and has the same role.

Chieftain should have 4 Attacks.

Gravity Hammer should count as a Thunder Hammer

Give the Phantom and Spirit the option to count as Open Topped as long as they move at Combat Speed(flying with hatches open)

Add an option for AA Wraiths, Prowlers and Specters(make them identical) Brute Choppers, and Grunts piloting Ghosts.


Halo Covenant Codex! Feedback please! @ 2011/06/13 05:27:52


Post by: ImRightBehindYou


I love you for doing this.


Halo Covenant Codex! Feedback please! @ 2011/06/13 16:43:05


Post by: yorkskargrimironklaw


every thing is to cheap in points, noone will play you


Halo Covenant Codex! Feedback please! @ 2011/06/13 16:53:10


Post by: Valkyrie


The weapons are way underpowered. A Scarab Cannon is a S7 Ap3 Blast, and it's an Apocalypse-only unit? Seriously?


Halo Covenant Codex! Feedback please! @ 2011/06/13 17:12:52


Post by: xSoulgrinderx


FREAKIN AWESOME CODEX. Now add some pictures. lol


Halo Covenant Codex! Feedback please! @ 2011/06/13 17:19:00


Post by: grayspark


Why are Brutes WS 3, and Elites BS 4? In the games the Brutes are definitely better at close combat than regular Marines (aka "Guardsmen") and Elites are very good shots.

I couldn't find the rule for the Plasma Pistol "Circuit", though I'm guessing that's the 6 glances rule.

I feel the Plasma Rifle should be Str 4, because they're pretty darn strong in the game, especially compared to an Assault Rifle or a Plasma Pistol, but that may just be my opinion.

Shouldn't the Overload rule be named Overheat?

Perhaps an option for the Jackals to overcharge their Plasma Pistol shots, but not be allowed to fire them next turn.

Maybe an idea for the Drones is that they do not suffer dangerous terrain roles when dropping into terrain, because if you watch them ingame they don't have any trouble at all dropping into tough places, and don't go careening into the ground like a person with a Jump pack does. Although maybe they shouldn't be allowed to assault, because ingame I don't think I've ever experienced one charging at me with his weapon, I'm always the one deciding to go after them in CC.


These are just some suggestions I've got because I feel that this codex is a great idea, but needs some improvements to follow the game more closely! I hope you take the time to think about/make changes about what me and other people have suggested!



Halo Covenant Codex! Feedback please! @ 2011/06/13 19:27:58


Post by: Your Friend Doctor Robert


Drones have definitely assaulted me; one of the most horrible things about Tsavo Highway was the Drones jumping on my Chopper.

Anyway, I think that Drones should have Jet Packs, because that fits their style way better. They're always popping out of cover, shooting me, and popping back in.


Halo Covenant Codex! Feedback please! @ 2011/06/13 20:26:56


Post by: Anvildude


I'd say make the Gravity Hammer a Str 10 2 handed power weapon that strikes at Initiative. It's not slow enough to be a Thunder hammer with the Init 1, but the gravity field cares not about armour. Maybe give it the Thunder Hammer's 'causes shaken on glances and pens' too. Might need to be more points, but eh. It's a frikkin' Gravity Hammer!


Halo Covenant Codex! Feedback please! @ 2011/06/13 23:12:45


Post by: Your Friend Doctor Robert


I don't think it should strike at initiative simply because every other big ol' hammer in the game counts as a Power Fist of some sort. A thunder hammer makes the most sense here.

You guys are giving me nostalgia. I'm gonna go play Halo 1.


Halo Covenant Codex! Feedback please! @ 2011/06/13 23:30:14


Post by: Anvildude


It'd make it Unique. Maybe not at Initiative, but certainly not Init 1. They're big and slow-ish, but not that slow, since most of the "weight" of the impact is from the gravometric flux. Maybe at -1 or -2 Init? Or can't benefit from Furious Charge's Init Boost?

Or make it use a Small Blast template, touching the base of the model with it, for the Attacks.

Oh, and it'd be hilarious if you could roll a d6 every time someone shot a Rocket or threw a Grenade at you, and on a it went back and hit them instead.


Halo Covenant Codex! Feedback please! @ 2011/06/13 23:31:18


Post by: Shrike325


Everything seems a bit undercosted. Defanetly needs playtesting and I would up costs by at least 25% across the board.


Halo Covenant Codex! Feedback please! @ 2011/06/14 06:51:07


Post by: Blackhoof


So much RESPONSES! I am so happy

Valkyrie wrote:The weapons are way underpowered. A Scarab Cannon is a S7 Ap3 Blast, and it's an Apocalypse-only unit? Seriously?


well, i figured it shouldnt be too powerful because it is a blast that drags. it has the potential to to hit a bunch of models with a fairly powerful attack.

Your Friend Doctor Robert wrote:
Spiker and Brute Shot should also count as a Close Combat weapon.
the spiker is one-handed so the Brutes use a CCW with it anyway, but i suppose the brute shot could count as one.

Plasma Mortar should be S 9 AP 4, Ordinance 1, 48" range
Which Plasma Mortar? I messed up the names a bit so the Wraith has the 'Plasma Mortar' when it is meant to have the 'Heavy Plasma Mortar'. will fix
Carbine shouldn't have Overload, Plasma Pistols should.
hmmm..... true, it would help the elites get around the overload thing. and i removed overload from plas-pistols because can you imagine how many 1's a grunt squad would roll when shooting? dont want TOO many units to be unable to shoot next turn.
Add a special rule, Blood Rivalry, that prevents Elites and Brutes from being in the same unit.
Thought of this- a grunt squad cannot include both a brute and an elite and elite/brute leaders cannot joing units that have brutes/elites respectively.

The Shipmaster should cost more; he easily outdoes the Space Marine Captain, who costs the same and has the same role.
fair enough.

Chieftain should have 4 Attacks.
ok.

Gravity Hammer should count as a Thunder Hammer
i think i will make it count as a thunder hammer with some changes.

Give the Phantom and Spirit the option to count as Open Topped as long as they move at Combat Speed(flying with hatches open)
ooh, good idea!

Add an option for AA Wraiths, Prowlers and Specters(make them identical) Brute Choppers, and Grunts piloting Ghosts.
already can upgrade Wraiths to have Fuel Rod Batteries, giving them the Anti-Air rule. I plan to include Specters and i suppose prowlers as well. Brute choppers are the same as ghosts, and you can just have brutes riding ghosts if you have a brute-only army. wat would be the point of having grunts pilot ghosts? they are worse than the elites that usually do it.



colour is my response

grayspark wrote:Why are Brutes WS 3, and Elites BS 4? In the games the Brutes are definitely better at close combat than regular Marines (aka "Guardsmen") and Elites are very good shots.
brutes arent so much "better" than "able to smash everything" so they arent skilled. they are brutal and unsophisticated, reflected in their extra A, T and asssorted special rules. but i suppose you are right about the BS thing.

I couldn't find the rule for the Plasma Pistol "Circuit", though I'm guessing that's the 6 glances rule.
oh, myh bad. the Short Circuit rule is supposed to have a *** thing next to it leadng you to the special rules listed underneath the weapons list.

I feel the Plasma Rifle should be Str 4, because they're pretty darn strong in the game, especially compared to an Assault Rifle or a Plasma Pistol, but that may just be my opinion.
they are tough, but are they as tough a a miniature rocket that can blow an arm off or a chest into pieces in one shot (bolter)? they really arent that much better than a Lasgun, Autogun or other strength 3 weapons.

Shouldn't the Overload rule be named Overheat?
true lol, i will fix.

Perhaps an option for the Jackals to overcharge their Plasma Pistol shots, but not be allowed to fire them next turn.
the short circuit rule handles whenever someone overcharges a pistol shot. maybe i should reserve it for jackals though.

Maybe an idea for the Drones is that they do not suffer dangerous terrain roles when dropping into terrain, because if you watch them ingame they don't have any trouble at all dropping into tough places, and don't go careening into the ground like a person with a Jump pack does. Although maybe they shouldn't be allowed to assault, because ingame I don't think I've ever experienced one charging at me with his weapon, I'm always the one deciding to go after them in CC.
good point. however preventing someone from charging is very prohibitive and simply unfair really.


These are just some suggestions I've got because I feel that this codex is a great idea, but needs some improvements to follow the game more closely! I hope you take the time to think about/make changes about what me and other people have suggested!
i plan to



Anvildude wrote:It'd make it Unique. Maybe not at Initiative, but certainly not Init 1. They're big and slow-ish, but not that slow, since most of the "weight" of the impact is from the gravometric flux. Maybe at -1 or -2 Init? Or can't benefit from Furious Charge's Init Boost?

Or make it use a Small Blast template, touching the base of the model with it, for the Attacks.

Oh, and it'd be hilarious if you could roll a d6 every time someone shot a Rocket or threw a Grenade at you, and on a it went back and hit them instead.


hmmm.... maybe it is a thunder hammer that strikes at -1 I value. maybe it should have a number of A equal to the amount of models in base contact with it? since it charges in swinging the hammer around, smashing anyone close to it. i love the rocket deflection idea lol.


also, i have been contemplating merging Jackals and Grunts into one squad, called a Covenant Infantry Squad or something like that (anyone got any ideas?) and having a separate "Grunt Horde" which can have like, 15-30 Grunts and 1-3 Elites/Brutes who are like cannon fodder. the Infantry Squad would have 5-10 Jackals, 10-20 Grunts and 1-2 Elites/Brutes who do the serious fighting.

before i post an update could you guys tell me what you think of that idea?


Halo Covenant Codex! Feedback please! @ 2011/06/14 08:27:15


Post by: master of ordinance


If you were a fit girl i would kiss(and probably do more) you for this.
if not id slap you on the back and say good on you for doing something ive been thinking of for years.
THIS IS AWSOME.
when do you do the human version-marines and spartans.


Halo Covenant Codex! Feedback please! @ 2011/06/14 08:29:46


Post by: Valkyrie


Blackhoof wrote:So much RESPONSES! I am so happy

Valkyrie wrote:The weapons are way underpowered. A Scarab Cannon is a S7 Ap3 Blast, and it's an Apocalypse-only unit? Seriously?


well, i figured it shouldnt be too powerful because it is a blast that drags. it has the potential to to hit a bunch of models with a fairly powerful attack.


Even so, it's a lot more powerful than S7 Ap3. Remember that bit in Metropolis where it just stands there and annhiliates the Scorpion tank in an instant? I doubt S7 would be able to do that, and considering that it's grossly underpowered compared to other Apocalypse units, I would make it something like this.

300pts
WS2 BS3 S10 AV13/13/12 I3 A4
Structure Points: 3

Transport Cap: 15
Counts as Open-Topped for purposes of occupants firing.

Weapons
Hull-mounted Scarab Cannon
2 Plasma Cannon Sponsons
Turret mounted Plasma Array

Scarab Cannon
R48" S10 Ap2, Ordnance 1, 7" Blast, Primary Weapon

Plasma Cannon
R18" S5 Ap4 Heavy 4

Plasma Array
R72" S7 Ap4 Heavy 6, AA Mount

Options: May take wargear allowing Deep Striking, etc as per the Codex.



Halo Covenant Codex! Feedback please! @ 2011/06/16 11:21:56


Post by: Blackhoof


Updated
Changes Made:
-Gave Elites an BS4 and WS3 and Brutes WS4 and BS3
-Merged Jackals and Grunts into a Covenant Infantry Squad
-Made a Grunt Meatshield unit that has a number of special rules reflecting their role
-Renamed Skirmishers Marksmen
-Adjusted various points costs
-Upped the BS of all Elite-driven vehicles
-Gave Spirits/Phantoms the ability to move at combat pseed and allow passengers to fire as if it was open-topped
-Adjusted Scarab rules and points
-bunch of other stuff but forgot

enjoy!


Halo Covenant Codex! Feedback please! @ 2011/06/16 12:45:52


Post by: master of ordinance


Really good just a few things.
1 Hunters have Fuel Rod guns
2 THIS IS FRIGGIN AWSOME
3 on your front cover the jackal is carrying a hunters sheild. jackal sheilds are round.


Halo Covenant Codex! Feedback please! @ 2011/06/17 02:35:11


Post by: Sarakos


The Hunters seem to be a little weaker in the defense department than they should be. I might give them Termie equivalent saves. Those things are loaded with armor and tough to kill


Halo Covenant Codex! Feedback please! @ 2011/06/17 03:19:34


Post by: Blackhoof


actually, hunters have a more powerful fuel rod gun capable of firing a linear beam OR a blast. they are similar technology, but simply tougher.

also, true, but that is the best picture i could find that fitted the criteria i wanted.

hmmmm.... you have a point, but there toughness is handled by their high T and many wounds. they can Turtle and become very tough to kill (just like in-game) but they have many exposed places that armour doesnt protect.


Halo Covenant Codex! Feedback please! @ 2011/06/17 04:21:18


Post by: Your Friend Doctor Robert


I'd say that Hunters should have Slow and Purposeful and a 2+ armor save.

Also, their Fuel Rod Gun behaves a lot like the Scarab's main gun, shooting a solid beam of energy.

In Halo ODST, they showed they can switch between Fuel Rod Guns and the Beam version, but generally one fires theirs on a Beam mode and the other on bombardment. This might be a matter of personal preference, though


Halo Covenant Codex! Feedback please! @ 2011/06/17 13:56:21


Post by: Sarakos


Still, 4+ seems a bit weak for a creature supposedly fitted in armor of the same material used to make Covenant Battleships. How about they get a 3+ armor save making them very tough but not the toughest so that it represents the chinks and weak points in a hunter's armor you can fire at while Terminator armor is fully enclosed. People can still take the Reinforced shield upgrade for a 2+ save


Halo Covenant Codex! Feedback please! @ 2011/06/18 05:15:31


Post by: Blackhoof


ok, it will go in the next update.


Halo Covenant Codex! Feedback please! @ 2011/06/18 08:57:22


Post by: Luna Dragon


A phantom has can carry up to 24 troops and a single wraith or two ghosts! Look in the mini book things that come with the games.


Halo Covenant Codex! Feedback please! @ 2011/06/18 20:38:39


Post by: ChrisWWII


The supercarrier is completely overpowered.

For 15 points more than an Emperor, you get a ship that has 4 more damage points, 3 more shields and turrets, and can launch 10 bombers immune to turret fire? That ship should be at least 500 or more points.

Plasma torpedoes should just be torpedoes, but maybe with the ability to make a single 45 degree turn each ordnance phase.

In fact all the BFG ships are overpowered. s5 40 cm lances? That's insane. You need to raise costs a LOT or tone down these ships if you even want to dream about getting a game.


Halo Covenant Codex! Feedback please! @ 2011/06/20 02:28:33


Post by: Blackhoof


@Luna: i wanted to have a large distinction between phantoms and spirits so that people would actually have a choice instead of just picking phantoms all the time. hence, spirits can carry more troops and vehicles but phantoms have more armour and weapons.

@Chris: thank you for being the first person to comment on the BFG fleet. i shall increase costs in the next update.


Halo Covenant Codex! Feedback please! @ 2011/06/20 08:29:44


Post by: master of ordinance


The BFG fleet isnt really that bad but i agree that the plasma torps need some special rules rather than just being guided missiles or bombers.
Id say a strength 1 torpedoe salvo that inflicts d6+1 hits if it hits and inflicts critical hits on a 5+


Automatically Appended Next Post:
The hunters "turtle" should give it a 4+ cover save.
GK will massacare Hunters with a 4+ invun...
think psycannons


Automatically Appended Next Post:
oh and a 3+ save. if a guy in tank plate can have it then so can a load of alien worms in spaceship armour. FNP and double damage from flamer weapons to. oh and relentless.


Halo Covenant Codex! Feedback please! @ 2011/06/20 11:05:01


Post by: Your Friend Doctor Robert


Hunters should have a 3+ Armor save, Turtle granting 4+ cover save, Vulnerable To Blast/Templates, and Relentless, agreed.


Halo Covenant Codex! Feedback please! @ 2011/06/20 15:42:02


Post by: Sarakos


Your Friend Doctor Robert wrote:Hunters should have a 3+ Armor save, Turtle granting 4+ cover save, Vulnerable To Blast/Templates, and Relentless, agreed.


Why Vulnerable to Blast/Templates though? I know they are actually a colony of organisms but isnt that rule mainly for hordes of weak little critters like Necron Scarab Swarms. I would think ruleswise Hunters would function like a normal model.


Halo Covenant Codex! Feedback please! @ 2011/06/20 17:44:38


Post by: ChrisWWII


master of ordinance wrote:The BFG fleet isnt really that bad but i agree that the plasma torps need some special rules rather than just being guided missiles or bombers.
Id say a strength 1 torpedoe salvo that inflicts d6+1 hits if it hits and inflicts critical hits on a 5+


Really? So it's fair that for the same price as a Lunar, a Covenant player can get a ship that has better shielding, better turrets, and better weapons?


Halo Covenant Codex! Feedback please! @ 2011/06/20 18:06:40


Post by: gardeth


interesting read, I would recommend dropping the # of special rules by 1/3 to 1/2. Just to many to keep up with. Also, alot of squads just have to many options. Brutes are also underpriced (I can't think of any unit with T5 thats under 23 points.)



Halo Covenant Codex! Feedback please! @ 2011/06/20 18:09:09


Post by: tantan628


Now we just need the models. This is amazing.


Halo Covenant Codex! Feedback please! @ 2011/06/20 18:27:02


Post by: blood reaper


Elites must be weapon skill 4 , they are trained from birth and would be able to battle Brutes. Phantoms should be able to carry 24 troops depending on size and light vehicles . A single Wrath can be carried by Phantoms. The Covenant Unggoy and Kig-Yar units should be renamed Lances.


Halo Covenant Codex! Feedback please! @ 2011/06/20 18:35:39


Post by: Sharkvictim


Everyone else has given pretty good criticism so far. Brute Chieftain needs a S5 or 6 though.
Hunters should get counter-attack. Not that they are particularly spry, but this would help an adversary treat them on the table top the same way you would treat them in game (get close and it will smasha-you-face).
Cool stuff tho, bro.


Halo Covenant Codex! Feedback please! @ 2011/06/21 04:08:46


Post by: Blackhoof


gardeth wrote:interesting read, I would recommend dropping the # of special rules by 1/3 to 1/2. Just to many to keep up with. Also, alot of squads just have to many options. Brutes are also underpriced (I can't think of any unit with T5 thats under 23 points.)



i like the special rules, they give character and uniqueness to the army. i also like the amount of options. the only unit that has excessive options is the Infantry Squad, but that is 4 unit types in one, so it is understandable. you have a point about the brutes though, will amend.

Your Friend Doctor Robert wrote:Hunters should have a 3+ Armor save, Turtle granting 4+ cover save, Vulnerable To Blast/Templates, and Relentless, agreed.


hmmm... what if i make the invulnerable save unalterable (so GK would not slaughter it) and i like the vulnerable to blasts and double-damamge by flamers idea, but they already have relentless snce they are monstrous creatures.

tantan628 wrote:Now we just need the models. This is amazing.


well, i figured out some conversion/proxy possibilities
elites=lizardman saurus
brutes=lizardman saurus
jackals=lizardman skinks
grunts= goblins
hunters=carnifexes
drones=dont know

blood reaper wrote:Elites must be weapon skill 4 , they are trained from birth and would be able to battle Brutes. Phantoms should be able to carry 24 troops depending on size and light vehicles . A single Wrath can be carried by Phantoms. The Covenant Unggoy and Kig-Yar units should be renamed Lances.


few elites get to wield close combat weapons- those are reserved for the nobility. and they cannot really beat a brute in cc- but they are smarter and better shots. i already explained the phantom thing, and i dont know what you mean about the last line.

Sharkvictim wrote:Everyone else has given pretty good criticism so far. Brute Chieftain needs a S5 or 6 though.
Hunters should get counter-attack. Not that they are particularly spry, but this would help an adversary treat them on the table top the same way you would treat them in game (get close and it will smasha-you-face).
Cool stuff tho, bro.


i think they have enough strength and attacks to warrant their use in close combat, especially if one dies and the other HAS to charge his killers in a rage.


Halo Covenant Codex! Feedback please! @ 2011/06/21 07:36:10


Post by: crazypsyko666


Grunts are too expensive. I wouldn't charge more than 2 pts for them. They're strictly worse than guardsmen in almost every respect and cost just about as much.


Halo Covenant Codex! Feedback please! @ 2011/06/21 10:56:20


Post by: master of ordinance


Blackhoof wrote:
tantan628 wrote:Now we just need the models. This is amazing.


well, i figured out some conversion/proxy possibilities
elites=lizardman saurus
brutes=lizardman saurus
jackals=lizardman skinks
grunts= goblins
hunters=carnifexes
drones=dont know


elites=saurus+tau
brutes=saurus+40k orks
jackals=kroot+skinks?
grunts=GOBLINS
hunters=tyrant guard?+carnifex??
drones=vespid

veihcles
wraiths=tau hammerhead
phantoms=tau orcas
other=tau based conversions.

also i notice you havnt got any rules for that heavy jet bike with a light plasma mortar or that weird wheel bike used by brutes.

heavy ghost
BS F S R LD
4 10 10 10 8

fast skimmer
open topped

light plasma mortar
plasma rifle

options
upgrade plasma rifle to carbine

not sure on points cost.
will think up rules for brutes bike.


Halo Covenant Codex! Feedback please! @ 2011/06/21 11:46:25


Post by: blood reaper


Covenant Squads are called Lances.


Halo Covenant Codex! Feedback please! @ 2011/06/21 17:59:13


Post by: necrotes


could you not just use the Halo clix minatures they are the same size as 40k minatures.


Halo Covenant Codex! Feedback please! @ 2011/06/21 18:35:30


Post by: blood reaper


necrotes wrote:could you not just use the Halo clix minatures they are the same size as 40k minatures.

Their quite difficult to find now as singles , you can get boasters but you'd have to get allot to make up squads.


Halo Covenant Codex! Feedback please! @ 2011/06/22 01:46:03


Post by: Blackhoof


blood reaper wrote:Covenant Squads are called Lances.


oh, i didnt know that. i shall add that terminology into the next update.

master of ordinance wrote:
Blackhoof wrote:
tantan628 wrote:Now we just need the models. This is amazing.


well, i figured out some conversion/proxy possibilities
elites=lizardman saurus
brutes=lizardman saurus
jackals=lizardman skinks
grunts= goblins
hunters=carnifexes
drones=dont know


elites=saurus+tau
brutes=saurus+40k orks
jackals=kroot+skinks?
grunts=GOBLINS
hunters=tyrant guard?+carnifex??
drones=vespid

veihcles
wraiths=tau hammerhead
phantoms=tau orcas
other=tau based conversions.

also i notice you havnt got any rules for that heavy jet bike with a light plasma mortar or that weird wheel bike used by brutes.

heavy ghost
BS F S R LD
4 10 10 10 8

fast skimmer
open topped

light plasma mortar
plasma rifle

options
upgrade plasma rifle to carbine

not sure on points cost.
will think up rules for brutes bike.


those models work, i suppose. perhaps conversions for the infantry and Haloclix for the vehicles? as for the Revenant and Prowler rules, i plan to have Revenants in, but Prowlersare the exact same thing, so you could have a Prowler model and count it as a Revenant or even a Chopper model and count it as a Ghost.


Automatically Appended Next Post:
UPDATED

-added Reveant/Prowler
-Added Choppers
-Changed some unit names
-Adjusted a few points costs
-Upped the BFG fleet's points costs
-Adjusted Hunter statline and special rules
-Changed how Brute Battle Rage works


Halo Covenant Codex! Feedback please! @ 2011/06/22 07:57:30


Post by: DevianID


I agree with a lot of the others about reducing special rules. Also, while I understand that the weapons all have in-game names, the names for a 40k version need to be changed so as to not interfere with existing weapons.

For example, dont call the Halo Plasma Pistol a plasma pistol, as those have a 40k analog. Call them Energy Pistols if you like, or covenant pistol or something.

For profiles, maybe try and tighten them up a bit? Currently your units are all spread out, and IMHO hard to follow. Take a cue from GW and have each Race have a fluff page, with the profile for every rank of that race on it. Use page breaks.

For regular elites, I would go with MEQ, as it fits so well despite my feelings on MEQ saturation.
WS4 BS4 S4 T4 W1 I4 A1 Save 3+
Reason is because they are similar to spartans, who are similar to a Space Marine. Where a space marine has more biological improvements over both elites and spartans, elites and spartans are still both an order of magnitude over the fairly elite human soldiers, which act as IG stat wise.

As for the Elites save, which I rate as 3+, it seems that their armor, while not fully enclosed like a space marine for the most part, has a very advanced shield system that greatly improves the armor capabilities. So since in 40k you dont get both armor and invuln saves, the shield needs to improve the armor stat as well. In Halo, its not like an elite would ever survive a missile to the face, so a 40K style invuln save that DOES stop a missile to the face wont work. For the elites with cloak fields instead of energy shields, I would downgrade the armor to 5+ to give infiltrate and a 5+ cover save, or +1 to their existing cover save if that would be better than 5+.

For weapons, I suggest borrowing the profile from tau and eldar weapons for the most part, as 40k xenos do a really close job of mimicing the Halo army anyway. Using the Tau/eldar as a template also will serve as a points comparison as well, so points dont go out of control.

For some examples. Current Plasma Pistol can be well represented by a shurikan Pistol. The range doesnt make sense at 18 inches. Plasma Rifle also works well as a shurikan catapult. Your AP is too low, as I feel the energy weapons in Halo dont really seem to penetrate, more like they do more damage then the human bullet based counterparts. I would treat your plasma cannon instead as a burst cannon analog. After all, the spread on the plasma cannon is quite large, making long range shots more about volume than accuracy, which is what the burst cannon is all about.

The carbine can be an Avenger shurikan catapult, but make it two handed so you cant dual wield like you can the halo plasma pistol and rifle.

Thats about all for now, let me know what you think and if you would be interested in more ideas from me. I have a human Halo imperial guard army conversion about half done, so I have a stake in the covenant army list you are putting together as an opponent to fight my Halo Guard with.


Halo Covenant Codex! Feedback please! @ 2011/06/22 22:05:07


Post by: Anvildude


I'd actually have to say that the Covenant Plasma weaponry would have lower AP, lower Strength. If you remember Halo before the shield was your health, (and in fluff, too), the Plasma just eats through armour but is slightly less effective against the flesh and blood than the solid-slug rounds.

I'd also actually treat the energy shields as a sort of, what's the DE wargear, flickerfields? The ones that give an invlun save until you fail one? That'd represent the energy shields pretty well, I think- just have it be a 5++ or even 6++, but if you fail it, it's gone. And regarding that, I'd say worse armour (4+, 5+?) but 2 wounds on all Elites. They can definitely take more punishment than Grunts and Jackals, though less than Brutes.


Halo Covenant Codex! Feedback please! @ 2011/06/23 03:44:58


Post by: DevianID


I dont know, plasma doesnt seem to penetrate anything in halo.

After all, if plasma penetrated the armor of the troopers easily then the troopers would either wear heavier armor or less armor. Seeing that the marines could take a few plasma burns, I really think the alien plasma is not that amazing--lots of surface heat damage before cooling off real quick, leaving wicked burns on flesh but not doing much to the advanced ceramics and alloys around.

I think AP5 is pretty generous for halo in fact, but AP5 can also represent that bit of splash/spread the plasma hits have, as unless your fully enclosed in protective armor like carapace a hit on your armor is also gonna get flesh splash contact.

As for strength, I say 4 because in the same time a marine can empty a clip into the enemy compared to plasma shooting until overheat, the plasma seems to have more total damage. We know autoguns are s3, so humie weapons would be s3 for the most part but with better range bands thanks to less spread, as the plasma bolts are a bit wild.

For halo shields, while your idea for them to be like shadow fields is interesting, keep in mind the halo shields would never save you from a direct missile hit. 40K invuln saves DO save you from that. In fact, a 40K invuln save is so amazing that it can stop an orbital lance strike. Also note that you dont get both armor and invuln in 40k, so if elites had armor and your shadowfields, really they only would have armor and the shield would be of no benefit.

Thus I arrived at halo energy shields give +1 to your armor save, while halo cloaks instead give 5+ cover OR +1 to existing cover.

As for 2 wounds on elites, again I disagree. They are tougher than grunts and jackals, which is why they are toughness 4. That is a very sizable difference--the same difference as IG to superhuman space marines. The upgraded veteran eiltes may have multiple wounds, but regular elites are ok at t4 w1.

Brutes I would give t4 and 2 wounds instead of t5 w1. Both are valid but Brutes versus elites seem more like nobs compared to orks in the toughness department. After all they take more damage than elites, but the same weapons hurt brutes and elites--its just the elites have shields (40k armor) you have to get through while the brutes need more damage in general. And a missile to the face of a brute still kills them, so instant death still applies.



Halo Covenant Codex! Feedback please! @ 2011/06/23 04:06:02


Post by: Anvildude


That's the thing, I guess. I'm roughly equating the Jackhammer to the Marine Missile Launcher (just with a single type of round that combines both Frag and Krak), and having an Energy Shield can, indeed, save you from a rokket round, as can be seen in multiplayer of Halo:CE, where the shield would take the damage, leaving the Health intact.

Though that brings up a new idea: Overshields. Make it a 5 or 10 point piece of wargear that allows the owner to ignore one instant-death wound (that is, instead of IDing the target, the wound would only deal, well, one wound). That'd be an interesting piece of wargear for multi-wound models, wouldn't it?


Halo Covenant Codex! Feedback please! @ 2011/06/23 05:28:47


Post by: DevianID


Its a great piece of wargear I think. The sisters have the exact same thing for 15 points, so I would use their cost.

And when does a spartan survive a direct missile hit in halo? Perhaps only with overshields?


Halo Covenant Codex! Feedback please! @ 2011/06/23 06:08:47


Post by: Blackhoof


DevianID wrote:
For example, dont call the Halo Plasma Pistol a plasma pistol, as those have a 40k analog. Call them Energy Pistols if you like, or covenant pistol or something.
sorry, but i am making a covenant army list, not an adapted fusion of eldar and tau that seem similar but are different than the covenant.
For profiles, maybe try and tighten them up a bit? Currently your units are all spread out, and IMHO hard to follow. Take a cue from GW and have each Race have a fluff page, with the profile for every rank of that race on it. Use page breaks.
hmmm... this is a good idea. does anyone else think that the reference page isnt good enough for sorting confusion?
For regular elites, I would go with MEQ, as it fits so well despite my feelings on MEQ saturation.
WS4 BS4 S4 T4 W1 I4 A1 Save 3+
Reason is because they are similar to spartans, who are similar to a Space Marine. Where a space marine has more biological improvements over both elites and spartans, elites and spartans are still both an order of magnitude over the fairly elite human soldiers, which act as IG stat wise.
i am trying to make the army as unique as possible, so while i used the space marine stats as a base for the Elites, i changed some things i thought didnt reflect the ELites well

As for the Elites save, which I rate as 3+, it seems that their armor, while not fully enclosed like a space marine for the most part, has a very advanced shield system that greatly improves the armor capabilities. So since in 40k you dont get both armor and invuln saves, the shield needs to improve the armor stat as well. In Halo, its not like an elite would ever survive a missile to the face, so a 40K style invuln save that DOES stop a missile to the face wont work. For the elites with cloak fields instead of energy shields, I would downgrade the armor to 5+ to give infiltrate and a 5+ cover save, or +1 to their existing cover save if that would be better than 5+.

actually, you do have a really good point about this. this would also be a good way to distinguish between Jackal Defence Gauntlets and Elite Personal Energy Shields.

For some examples. Current Plasma Pistol can be well represented by a shurikan Pistol. The range doesnt make sense at 18 inches. Plasma Rifle also works well as a shurikan catapult. Your AP is too low, as I feel the energy weapons in Halo dont really seem to penetrate, more like they do more damage then the human bullet based counterparts. I would treat your plasma cannon instead as a burst cannon analog. After all, the spread on the plasma cannon is quite large, making long range shots more about volume than accuracy, which is what the burst cannon is all about.
from what i understand, plasma weapons melt through steel and armour like butter, but only burn flesh. the burning is bad, of course, but it does not go into you and explode like a bolt round does at S4. You have a point about the Plasma Cannon though, i will look into it.

Thats about all for now, let me know what you think and if you would be interested in more ideas from me. I have a human Halo imperial guard army conversion about half done, so I have a stake in the covenant army list you are putting together as an opponent to fight my Halo Guard with.

cool, can you please post pictures? i would love to see it. maybe afterwards i can make a UNSC codex, if i can make up enough unit types, that is....


Anvildude wrote:
Though that brings up a new idea: Overshields. Make it a 5 or 10 point piece of wargear that allows the owner to ignore one instant-death wound (that is, instead of IDing the target, the wound would only deal, well, one wound). That'd be an interesting piece of wargear for multi-wound models, wouldn't it?


thats a cool idea. i shall allow higher-ranked Elites to buy them.


i dropped some of the less necessary rules in the last update, but if you want me to continue dropping rules, can i please have some suggestions?


Halo Covenant Codex! Feedback please! @ 2011/06/25 01:29:31


Post by: Blackhoof


so.....

anyone gonna download the latest update?


Halo Covenant Codex! Feedback please! @ 2011/06/25 18:30:09


Post by: Sarakos


I thought the upgrade for Packleaders/Majors was a bit expensive for 1 extra attack. I would suggest either adding options only the Packleader/Major can take, giving the Major/Packleader an extra wound or just reducing the point cost to 5 and giving them an additional 1 point leadership bump would be good.


Halo Covenant Codex! Feedback please! @ 2011/06/25 22:45:38


Post by: Blackhoof


but arent all squad leader upgrades 10 points?


Halo Covenant Codex! Feedback please! @ 2011/06/26 04:23:37


Post by: Sarakos


Space Marine squad leaders are 10 points i believe. I also think they get some unique items or abilities to make them worth their points. I'm no Space Marine player though so i dont know for sure without double-checking with some of my SM friends. Tau, I know for sure get a Squad Leader for their Fire Warrior squads for five points. The squad leader gets a leadership bump and access to wargear that the rest of the squad doesn't.


Halo Covenant Codex! Feedback please! @ 2011/06/27 04:45:45


Post by: Blackhoof


oh, ok. i assumed that they were, by default, 10 points. i will take them down to 5 points.


Halo Covenant Codex! Feedback please! @ 2011/06/30 12:35:59


Post by: SkaerKrow


Neat idea. There's a bit that I would have done differently, but this isn't my Codex, so I'll keep that bit to myself.

There are a couple of things that caught my eye, though. The Hunter's Turtle ability seems a bit messed up. Currently it says that, if they Go to Ground, they get a 4+ Cover Save instead of a Cover Save. Did you mean to say that they get a 4+ Invulnerable Save? Honestly, when going to ground, I might go so far as to give them a 3+ Invulnerable Save, especially with them being Vulnerable to Blasts (which doesn't fit them, honestly. In Halo, Hunters aren't particularly vulnerable to grenades or explosive weapons). Elites should definitely be Weapon Skill 4. If you want to make them different from Brutes, give Elites WS 4, BS 4, S 4 and T 4, and give Brutes WS 3, BS 3, S 5 and T 5. Beyond that, I would give the Mauler Rending just to reflect how nasty that it can be with a well placed shot, and Suicide Grunts should be Strength 4 when they detonate (because they do considerable damage in the game).

Oh, and if memory serves, Super Elite...er...Elites are called Zealots (per Halo: Reach), not SpecOps. SpecOps sound very inappropriate for a Covenant unit.


Halo Covenant Codex! Feedback please! @ 2011/07/01 02:15:58


Post by: Blackhoof


nope, Zealot is a catch-all term for high-ranking Elites. shipmasters, fleetmaster, etc, are all called Zealots. Special Operations elites exist according to Halo Nation.

ok, i suppose you are right that elites should have WS4, i will amend that. Brutes i think are different enough with boosted S and W, so i will leave it at that. Hunters are actually really vulnerable to grenades, as they are simply a mass of worms. i will make also make thwe Mauler rending, because that does make it more distinct from the other weapons.

posting an update soon.


Halo Covenant Codex! Feedback please! @ 2011/07/01 03:13:13


Post by: samrtk


Are there any 25mm Halo minis out there? This has been an themed army I have been thinking about for a while and would love to not have to convert models for it. Great work on the codex so far, I'm glad someones taking this up. Would love to see a UNSC one in the future and perhaps some Gears of War and Helghast ones.


Halo Covenant Codex! Feedback please! @ 2011/07/01 05:12:37


Post by: RustyKnight


samrtk wrote:Are there any 25mm Halo minis out there? This has been an themed army I have been thinking about for a while and would love to not have to convert models for it. Great work on the codex so far, I'm glad someones taking this up. Would love to see a UNSC one in the future and perhaps some Gears of War and Helghast ones.
There's a Halo clix game that's in the 25-28mm range.


Halo Covenant Codex! Feedback please! @ 2011/07/02 13:36:50


Post by: SkaerKrow


Blackhoof wrote:Hunters are actually really vulnerable to grenades, as they are simply a mass of worms.
I've never noticed that in any of the Halo games, but I do agree with your logic that they should have that vulnerability based on the fact that they're a swarm packed into a metal shell, so that's fair. Otherwise, cheers and good luck with the codex!


Halo Covenant Codex! Feedback please! @ 2011/07/04 06:28:49


Post by: Blackhoof


true, its a bit hard to tell how vulnerable something is when most things die instantly after being stickied by a plas grenade.


Halo Covenant Codex! Feedback please! @ 2011/07/05 10:44:34


Post by: Blackhoof


UPDATED
-Changed Revenant name to Spectre (got them confused)
-Turned the personal energy shields from invulnerable savves to armour save bonuses.
-minor stat changes
-added a new superheavy: the SUPER SCARAB from Halo Wars! i had to improvise a bit since it was never finished in-game, but i assume it is merely a pimped-out scarab.
-changed shimaster to fieldmaster once i realised that field masters are the army commanders, not shipmasters lol
-few other minor changes


Halo Covenant Codex! Feedback please! @ 2011/07/06 10:13:20


Post by: Blackhoof


*bump*


Halo Covenant Codex! Feedback please! @ 2011/07/07 08:15:09


Post by: DevianID


First, again formatting.

One unit entry gets 1 page. Nothing else on the page. So the Fieldmaster's stats and rules are all on one page, and the next HQ entry is on the next page. Relist unit specific rules on this page as well instead of paging back and fourth.

Second, while its a lot better, your names. There are half a dozen icons for example, and only heavenly wrath is intuitive in what it does. They are all sandwiched in the middle of a block of rules with no spacing or headers.

Also, again consider you are trying to make a 40k codex. Having weapons with names like "assault cannon" does not work. Same with plasma pistols. There is no need to duplicate names with existing 40k items in order to be true to Halo--you are trying to be true to 40k with Halo refrences.

As for rules, some of them are broken. For example, if you park a unit with stealth fields on an objective, they can not be shot or assaulted, but the models still interdict an enemy squad from getting the objective. Also, the gravity hammer reflects solid projectiles... but only in the most loosely defined way. Does it really need to do that? Cant the model instead just have a 6++ invuln save if you really want that feature in the game?

Points costs are not even an issue at this stage until the rules are cleared up, though I do feel several point values need work.


Halo Covenant Codex! Feedback please! @ 2011/07/08 00:46:19


Post by: Blackhoof


1. ok, formatting can be cleaned up a bit, i suppose.

2. i see your point with the icons, i will put them in a separate section.

3. actually, considering i am making a covenant codex, i need to name the weapons what they are actually called, regardless of duplications. i am trying to be true to halo and make a codex based on it, without the names, this is just another random alien alliance.

4. i had not considered that... i shall fix it next update. i also see your point on the gravity hammer.


Halo Covenant Codex! Feedback please! @ 2011/07/08 14:03:44


Post by: DevianID


On number 3, you are trying to make a 40k codex INSPIRED by the covenant. At the end of the day, the goal is to play the codex versus other 40k armies, right? So since your codex is the foreign object, you must work around the established rules of 40k... plasma pistols have well defined rules in numerous armies in 40k.

If you have a plasma pistol that is different, then on top of asking your opponent to play with completely house made rules, now you are confusing names on top of it. YOU know its called a plasma pistol, why do you care if your opponent calls it a plasma pistol, when the game your opponent plays uses a DIFFERENT plasma pistol.

If you are insisting that the plasma pistol be called a plasma pistol, then it needs to be s7 ap2 gets hot.


Halo Covenant Codex! Feedback please! @ 2011/07/08 18:26:08


Post by: Spartan 117


First off your the man! I've always thought how awesome would it be for the Covenant to be in the 40k universe and how well would they stack up the rest of the armies!

Heres some ideas:

Wraiths should wound if they tank-shock because of the overdrive ability they have.

Ghosts should be able to get a scout move because they are recon vehicles. They should also be able to flat out farther then Eldar vehicles as well.

Grunt squads leadership should plain old stink unless they have a leader with either a Brute or an Elite

All units should have the option to be Spec-Ops. That upgrade should be vastly expensive and it should increase both WS and BS.

Elites should be Stubborn as with Brutes

Brutes should have an ability similar to blood rage where they can go berserk / gain more attacks if half of the squad is killed

Powerswords are essentially the Swords of Elites with Thunderhammers being Brute Chieftan Hammers. Powerweapons are solved there.

Psyker units could easily be prophets

Dropships should be both types. One should be more heavily armored with less weapons. (the one that appeared in Halo Wars, Halo 1, Halo Reach) The one appearing in Halo 2, 3 should have better weaponry against vehicles. Both should count as transports in force organization.

Jackals should be a troop choice, and should have the upgrades to be taken as snipers or could be given an invulnerble or feel no pain due the shields

Drones should be fast attack and should have the infiltrate and flanking abilities. They should be cheap pointwise and should be allowed to be in swarms up to 30

Hunters should be Elites. Should have a blood frenzy rule if squad of 2 gets under 50%. All statistics of that hunter should be increased and it should be forced to charge closest enemy unit.

Brute and Elite squads shoud have a host of options from Fuel Rod cannons, Brute Shots, Twin Linked Plasma Rifles, Carbines, Snipers Jump Packs, Swords and Hammers. They should be Elite options and have the ability to outfit a single one as a commander or HQ.

Prophets should be an HQ choice and should be massively "inspiring" to the rest of the force. Kind of like a Tau Etheral.

Engineers can be elite choices as well with similar abilites to techmarines.

All vehicles are skimmers

Ghosts should be fast attack

Spectres are a troop transport that can move flat out

Banshees, Wraiths should be Heavy Attacks. Banshees should be able to be outfitted in different ways and be able to Deep Strike.

Special Characters can include the various prophets, the Arbiter, Tarturus and characters from the books such as Yappa the grunt.

Should be able to run the Covenant in different ways with different rulesets. Such as being able to run an all Elite army similar to Deathwing. This can only be allowed if the arbiter is taken. Or you could have a more Brute force if Tarturus is taken. Of course you can have the more popular option of running the covenant straight up by taking the prophets.

Just some ideas. I hope you enjoy those. As you can tell by my username I love the Halo universe. Great games, great universe, great system.







Halo Covenant Codex! Feedback please! @ 2011/07/09 07:38:57


Post by: Blackhoof


DevianID wrote:On number 3, you are trying to make a 40k codex INSPIRED by the covenant. At the end of the day, the goal is to play the codex versus other 40k armies, right? So since your codex is the foreign object, you must work around the established rules of 40k... plasma pistols have well defined rules in numerous armies in 40k.

If you have a plasma pistol that is different, then on top of asking your opponent to play with completely house made rules, now you are confusing names on top of it. YOU know its called a plasma pistol, why do you care if your opponent calls it a plasma pistol, when the game your opponent plays uses a DIFFERENT plasma pistol.

If you are insisting that the plasma pistol be called a plasma pistol, then it needs to be s7 ap2 gets hot.


what else shall i call it? the games have names the weapons that the covenant have, and it is my duty to represent that accurately. this is a fandex, so opponents have to be prepared for any inconsistencies or imbalances (which there will be, no matter how much i fine-tune it). if you do not wish to play a 'dex that has conflicting weapon names, do not play agaisnt the covenant codex.

Spartan 117 wrote:First off your the man! I've always thought how awesome would it be for the Covenant to be in the 40k universe and how well would they stack up the rest of the armies!
thank you. one does ones best.
Heres some ideas:

Wraiths should wound if they tank-shock because of the overdrive ability they have.
wraiths aent really that fast when they overdrive, no faster than any other vehicle tank shocking.
Ghosts should be able to get a scout move because they are recon vehicles. They should also be able to flat out farther then Eldar vehicles as well.
good point. eldar jetbikes are better than ghosts- can ghosts fly?
Grunt squads leadership should plain old stink unless they have a leader with either a Brute or an Elite
it does
All units should have the option to be Spec-Ops. That upgrade should be vastly expensive and it should increase both WS and BS.
meh, i like the separate entry better
Elites should be Stubborn as with Brutes
pretty sure they are, but i might of accidently erased it or something. will fix
Brutes should have an ability similar to blood rage where they can go berserk / gain more attacks if half of the squad is killed
its called brute battle rage and they charge after the unit that killed their first model.
Powerswords are essentially the Swords of Elites with Thunderhammers being Brute Chieftan Hammers. Powerweapons are solved there.
yep, energy swords count as power weapons and gravity hammers count as thunder hammers
Psyker units could easily be prophets
very true, but i dont want to be untrue to the halo universe. besides, prophets dont like to fight directly. they would be good navigators to guide covenant ships through the warp, though.
Dropships should be both types. One should be more heavily armored with less weapons. (the one that appeared in Halo Wars, Halo 1, Halo Reach) The one appearing in Halo 2, 3 should have better weaponry against vehicles. Both should count as transports in force organization.
have that too- the weaker, but more transport-capable Spirit and the heavily-armoured, heavily-armed Phantom.
Jackals should be a troop choice, and should have the upgrades to be taken as snipers or could be given an invulnerble or feel no pain due the shields
well, they are a part of the Infantry Lance, and you can get Jackal Marksmen. their shields give them invulnerable saves, but feel no pain is SO MUCH BETTER! cannot believe i didnt think of that, definitely will fix.
Drones should be fast attack and should have the infiltrate and flanking abilities. They should be cheap pointwise and should be allowed to be in swarms up to 30
they are. they can deep strike, and can have up to 30 troops (i think, must check)
Hunters should be Elites. Should have a blood frenzy rule if squad of 2 gets under 50%. All statistics of that hunter should be increased and it should be forced to charge closest enemy unit.
hunters are too powerful to be elites,they are similar to Obliterators, and they are HS, so hunters should be too.
Brute and Elite squads shoud have a host of options from Fuel Rod cannons, Brute Shots, Twin Linked Plasma Rifles, Carbines, Snipers Jump Packs, Swords and Hammers. They should be Elite options and have the ability to outfit a single one as a commander or HQ.
well, they do have a fair amount of options as it is.
Prophets should be an HQ choice and should be massively "inspiring" to the rest of the force. Kind of like a Tau Etheral.
prophets dont really go to the field of battle, though, they are the priests and politicians, not the leaders.
Engineers can be elite choices as well with similar abilites to techmarines.
the elites section is too crowded, so i moved them to HQ
All vehicles are skimmers
most are.
Ghosts should be fast attack
they are
Spectres are a troop transport that can move flat out
well, they can transport troops. breing able to move flat out makes sense.
Banshees, Wraiths should be Heavy Attacks. Banshees should be able to be outfitted in different ways and be able to Deep Strike.
they are
Special Characters can include the various prophets, the Arbiter, Tarturus and characters from the books such as Yappa the grunt.
true, i will add special characters later, right now i want to concentrate on balancing
Should be able to run the Covenant in different ways with different rulesets. Such as being able to run an all Elite army similar to Deathwing. This can only be allowed if the arbiter is taken. Or you could have a more Brute force if Tarturus is taken. Of course you can have the more popular option of running the covenant straight up by taking the prophets.
i dont want to restrict people in any way. if people want an all-elite army, they can only use elite units, same if they want an all-brute army. it is possible to do that, although i should add more brute units, i suppose.
Just some ideas. I hope you enjoy those. As you can tell by my username I love the Halo universe. Great games, great universe, great system.
all ideas are welcome, stay tuned for further updates.







Halo Covenant Codex! Feedback please! @ 2011/07/09 09:46:57


Post by: hey801


O_O

AWSOME!!!!!!


Automatically Appended Next Post:
o_o
o_o
o_o
o_o
o_o
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Halo Covenant Codex! Feedback please! @ 2011/07/09 13:27:36


Post by: Spartan 117


I really cannot wait to see how this project unfolds. I hope you liked my ideas.


Halo Covenant Codex! Feedback please! @ 2011/07/09 21:44:36


Post by: DevianID


what else shall i call it? the games have names the weapons that the covenant have, and it is my duty to represent that accurately. this is a fandex, so opponents have to be prepared for any inconsistencies or imbalances (which there will be, no matter how much i fine-tune it). if you do not wish to play a 'dex that has conflicting weapon names, do not play agaisnt the covenant codex.


You could easily call them Energy Pistols, and Hunter Cannons. Its still true to the covenant, I mean after all 'Plasma Pistols' are what the UNSC calls them. The covenant would have their own names for everything anyway. Then in the fluff describe them as small energy weapons firing stable plasma in much smaller quantities than the unstable Imperial Plasma pistols.

As to just telling people not to play it... why would you develop something to play other people and knowingly confuse 40k terms with it? Your solution is 'Be confused or dont play me.' The attitude instead could be 'How can I make this easier to play against for you?'


Halo Covenant Codex! Feedback please! @ 2011/07/09 22:58:31


Post by: Blackhoof


ok, i suppose your right. i will fix the conflicting names in the next update.

Posting update within the next 24hrs


Halo Covenant Codex! Feedback please! @ 2011/07/10 14:55:33


Post by: Blackhoof


UPDATED
-formatting changes
-added a Contents page
-changed some weapon names so to avoid conflicting with existing 40k weaponry. if you spot a conflicting name now please tell me.
-allowed Brute Chieftains to take Brute Honour Guard
-major changes to the fleet list


Halo Covenant Codex! Feedback please! @ 2011/07/10 16:20:50


Post by: Anvildude


With the Brute Rage, would they also auto-regroup? Make them Fearless, or something? Or does Rage already include that?

With the Combat Hatches rule, does that count as Open Topped only for purposes of firing out, or for purposes of damage suffered, as well?

Still think Gravity Hammers should be Two-Handed weapons (the rest of the rules are fine)

Reading through the rest, looks good.


Halo Covenant Codex! Feedback please! @ 2011/07/10 23:40:50


Post by: Blackhoof


Anvildude wrote:With the Brute Rage, would they also auto-regroup? Make them Fearless, or something? Or does Rage already include that?
i think so, but i cant be certain.
With the Combat Hatches rule, does that count as Open Topped only for purposes of firing out, or for purposes of damage suffered, as well?
i suppose it would count as Open-Topped full-stop- the opened hatches would be vulnerable to damage.
Still think Gravity Hammers should be Two-Handed weapons (the rest of the rules are fine)
will fix
Reading through the rest, looks good.


Halo Covenant Codex! Feedback please! @ 2011/07/14 03:00:45


Post by: Blackhoof


so, anyone got any other suggestions for me to put in the next update?

i plan to add special characters and Apocalypse formations.


Halo Covenant Codex! Feedback please! @ 2011/07/14 15:09:07


Post by: hey801


add THE HALO


Halo Covenant Codex! Feedback please! @ 2011/07/14 22:42:44


Post by: Anvildude


Sounds like a Strategic Asset to me. "The Halo rings: Revealed right before the end of the game. All units with organic components are removed from the board. All of them. If there are any Necrons playing, they win."


Halo Covenant Codex! Feedback please! @ 2011/07/15 00:59:43


Post by: Blackhoof


seems like a pretty bad asset. more of a "if i am going to lose i want you to lose with me" so everyone dies and it is a draw.


Automatically Appended Next Post:
i mean like different combinations of covenant units and special rules that they get if in a formation.


Halo Covenant Codex! Feedback please! @ 2011/07/18 06:42:37


Post by: Blackhoof


UPDATED version .5 to .6
-added several Apocalypse Formations
-added special characters
-changed some weapon names
-tweaked a few things
-updated contents page


Halo Covenant Codex! Feedback please! @ 2011/07/20 20:20:26


Post by: Marik Law


Hunters are ALWAYS in twos. You never see a Hunter by itself because they are always bonded with another Hunter. Unit entry should be changed from 1-2 to 2.

Other than that, great Codex. *Fonz two thumps up*


Halo Covenant Codex! Feedback please! @ 2011/07/22 11:47:33


Post by: master of ordinance


dont let ANYONE say this is rubbish.
its not.
its AWSOME!!!!!!!!!!


Halo Covenant Codex! Feedback please! @ 2011/07/22 13:57:36


Post by: Blackhoof


Marik Law wrote:Hunters are ALWAYS in twos. You never see a Hunter by itself because they are always bonded with another Hunter. Unit entry should be changed from 1-2 to 2.
Other than that, great Codex. *Fonz two thumps up*


i want to give people in smaller games the ability to take single hunters. besides, hunters are only in bonded pairs when the colony is too big to fit one body, so they squize into two. most hunters are singles. i for one have encountered single hunters (i think).

master of ordinance wrote:dont let ANYONE say this is rubbish.
its not.
its AWSOME!!!!!!!!!!


thank you


Halo Covenant Codex! Feedback please! @ 2011/07/22 14:25:56


Post by: blood reaper


While Hunters are generally in pairs it is possible for them to have not reached the critical mass or their partner has died.


Halo Covenant Codex! Feedback please! @ 2011/07/22 14:31:48


Post by: samrtk


There should just be a squad bonus if they are fielded in pairs, that they don't get if they are on their own.


Halo Covenant Codex! Feedback please! @ 2011/07/23 01:52:03


Post by: Blackhoof


well, the bonus is that if one dies the other becomes stronger out of grief (if grief is the right word).


Halo Covenant Codex! Feedback please! @ 2011/07/28 06:16:26


Post by: Blackhoof


so......

is the consensus that the codex is pretty good? is it balanced enough for play? ive playtested a bit but i cant really tell.


Halo Covenant Codex! Feedback please! @ 2011/07/28 08:17:31


Post by: I_am_a_Spoon


I was actually talking about Covenant in 40k with my brother last night, and now this!

I really like what you've done, but a few of the unit statlines seem a bit off, at least, to my eye. For example:



BRUTES

- Toughness 4 and two Wounds is a little bit too resilient, especially when you consider the fact that they'd be twice as hard to kill as Astartes and Orks. Personally, I'd go with T3, W1 and FNP.

- Maybe reduce their default Armour Save to 6+?

- Also, why is the Chieftain T5?



DRONES

- Maybe raise their BS to 4, and lower their S to 2?



ELITES

- Elites I think should also be T3. I mean, without their shields and armour, Elites are barely tougher than humans.



GRUNTS

- Should be T2 I think.

- As for Suicide Grunts... how about every time a unit containing Grunts fails a Morale Test in melee, the enemy squad suffers D3 Blast attacks? Or any squad that successfully performs a Sweeping Advance upon a squad containing Grunts could take D3 Blast attacks?



HUNTERS

- I see Hunters has having these stats:

WS: 3
BS: 3
S: 5
T: 5
W: 2
I: 2
A: 2
Ld: 10
Sv: 3+/6+

- You should also remove the Vulnerable to Blasts and Templates special rule. And rather than them being Monstrous Creatures (a Hunter definitely wouldn't be any bigger than something like a Tyranid Warrior), maybe give them Slow & Purposeful and Fearless?



JACKALS

- I don't think Marksmen should be BS5. The only difference between different Jackal troop types should be their wargear.

- On that note, are you going to include Skirmishers?




BANSHEE

- This might sound weird, but how about making the Banshee AV9? Or giving it the Jetbike unit type?




As for weapons:




BEAM RIFLE

- Shouldn't it be Range 36", like all other Sniper weapons? Maybe make it Heavy 2 to compensate for the Overheat?




BRUTE SHOT

- Why only Range 12"?

- Maybe make it S4, AP6, Assault 2, Blast?




ENERGY PISTOL

- Just call it the "Covenant Plasma Pistol", like the "Astartes Grenade Launcher". After all, it IS a Plasma Pistol.

- Instead of the "Short Circuit" special rule, allow it fire using two different fire modes. Fire mode two = twin-linked, automatically stuns (not shakes) vehicles, and automatically overheats.




MAULER

- It's the automatic Brute shotgun from Halo 3, right? If so, why is it so powerful (S5, AP4 and Rending)? It's not an anti-tank or anti-armour weapon.

- Maybe make it S3, AP6 and remove Rending, but also make it an additional CCW?




NEEDLER

- How about the Needler counts as Rending, but on a to-hit (not to-wound) roll of six? Or maybe, on a to-hit roll of six, the Covenant player could place a Blast marker over the target squad? To offset this, it could be S2 by default.







Good work though, I love it. Are you planning to do the UNSC or Flood? If you are, I'd love to help out. Check my sig for examples of my existing work.


Halo Covenant Codex! Feedback please! @ 2011/07/28 14:49:02


Post by: Anvildude


I like the ideas for the Mauler and Plasma Pistol. Don't know what he's thingkin' about for the other stuff..


Halo Covenant Codex! Feedback please! @ 2011/07/29 07:18:54


Post by: Blackhoof


I_am_a_Spoon wrote:I was actually talking about Covenant in 40k with my brother last night, and now this!

I really like what you've done, but a few of the unit statlines seem a bit off, at least, to my eye. For example:



BRUTES

- Toughness 4 and two Wounds is a little bit too resilient, especially when you consider the fact that they'd be twice as hard to kill as Astartes and Orks. Personally, I'd go with T3, W1 and FNP.

- Maybe reduce their default Armour Save to 6+?

- Also, why is the Chieftain T5?

the thing with brutes is that their primary role in Halo 2 (before they replaced the Elites) was to be a damage sponge. Making them T5 made them tougher but it was pointed out that giving them an extra wound worked better. giving them FNP would encroach on the Jackal's territory in my opinion, who have their defence gauntlets. brutes also have a fair amount of armour, if not as much as an elite, but that is balanced by them being simply harder to kill.

the chieftain in T5 because he is the oldest and strongest member of his pack, and im sure you know how much of a pain they are to kill.


DRONES

- Maybe raise their BS to 4, and lower their S to 2?

why? they arent actually that good at shooting, that is why they swarm, and in one mission a drone lifts up a marine and flies away with him, which is at least S3.

ELITES

- Elites I think should also be T3. I mean, without their shields and armour, Elites are barely tougher than humans.

what makes you think so? we never see them in normal clothes or anything, and their size indicates toughness.

GRUNTS

- Should be T2 I think.

- As for Suicide Grunts... how about every time a unit containing Grunts fails a Morale Test in melee, the enemy squad suffers D3 Blast attacks? Or any squad that successfully performs a Sweeping Advance upon a squad containing Grunts could take D3 Blast attacks?

i dont want to make them too weak, besides, they arent that weak, at least not weak enough to warrant T2. hte second idea is good though, i like the idea that grunts will suicide themselves when they are sweeping advanced.

HUNTERS

- I see Hunters has having these stats:

WS: 3
BS: 3
S: 5
T: 5
W: 2
I: 2
A: 2
Ld: 10
Sv: 3+/6+

- You should also remove the Vulnerable to Blasts and Templates special rule. And rather than them being Monstrous Creatures (a Hunter definitely wouldn't be any bigger than something like a Tyranid Warrior), maybe give them Slow & Purposeful and Fearless?

true, they probably are a bit powerful. i will lower their stats.



JACKALS

- I don't think Marksmen should be BS5. The only difference between different Jackal troop types should be their wargear.

- On that note, are you going to include Skirmishers?

marksmen are the best of the jackals, so i think that warrants BS5. and no, i shall not be including Skirmishers, i have too many unit types as it is.


BANSHEE

- This might sound weird, but how about making the Banshee AV9? Or giving it the Jetbike unit type?

i think that they warrant being vehicles, but i will make them AV9 all round.


As for weapons:




BEAM RIFLE

- Shouldn't it be Range 36", like all other Sniper weapons? Maybe make it Heavy 2 to compensate for the Overheat?

good point, shall do.


BRUTE SHOT

- Why only Range 12"?

- Maybe make it S4, AP6, Assault 2, Blast?




ENERGY PISTOL

- Just call it the "Covenant Plasma Pistol", like the "Astartes Grenade Launcher". After all, it IS a Plasma Pistol.

- Instead of the "Short Circuit" special rule, allow it fire using two different fire modes. Fire mode two = twin-linked, automatically stuns (not shakes) vehicles, and automatically overheats.




MAULER

- It's the automatic Brute shotgun from Halo 3, right? If so, why is it so powerful (S5, AP4 and Rending)? It's not an anti-tank or anti-armour weapon.

- Maybe make it S3, AP6 and remove Rending, but also make it an additional CCW?




NEEDLER

- How about the Needler counts as Rending, but on a to-hit (not to-wound) roll of six? Or maybe, on a to-hit roll of six, the Covenant player could place a Blast marker over the target squad? To offset this, it could be S2 by default.







Good work though, I love it. Are you planning to do the UNSC or Flood? If you are, I'd love to help out. Check my sig for examples of my existing work.


i will get to the rest when i have time, got to go.


Halo Covenant Codex! Feedback please! @ 2011/07/30 08:07:10


Post by: Blackhoof


I agree about the brute shot and the mauler, but not the needler. AI enemies never put enough needles into you to cause explosions, anyway.

Yes, I shall do an unsc one when this has been completed


Halo Covenant Codex! Feedback please! @ 2011/07/30 14:45:44


Post by: master of ordinance


ok.
Needler assault 2 and special rule: spines-counts as a CC weapon.
reasoning. the bolt pistol has a high recoil so you can only really snap single shots of with it while the auto pistol fires lots of small calibre rounds so you really need to hose the target to be effective but the needler has an insane ROF and an its razor shard crystals are explosive. its got the advantages of both guns.

scarab laser SD AP1
reasoning. its desighned to carve through a planet. i think its going to wipe out some puny infantry.

Revnant
BS 3 F11 S10 R10

type fast skimmer

wargear
light plasma mortar

reasoning. its an awsome close support veihcle and i feel it should be available to the covenant as either a seperate unit or as an upgrade for a ghost unit or possibley both.

keep brutes as toughness 5 and brute shot as it is-it is an assault grenade launcher after all.

and add rules for a post schism army with brutes replacing elites and leaning more towards kigyar than unggoy


Halo Covenant Codex! Feedback please! @ 2011/08/01 06:47:50


Post by: Blackhoof


i like needlers as they are, to be honest. sure they are rapid fire, but so are autoguns and they only fire a max 2 shots.

that is too powerful. scarab lasers drag, hitting everything in their path, and S: D would wipe out anything it touches instantly.

covenant technically have revenants in the form of spectres upgraded with light plasma mortars.

i like brutes as-is. still undecided about the brute shot though,

special characters already do that, and if you dont want special characters, just dont take brutes/elites if you want a specific loyalist/separatist army.


Halo Covenant Codex! Feedback please! @ 2011/08/02 04:26:37


Post by: TheWildHost


I must say, Troops seem a little underpowered,and the army has a generly low BS skill, i studied it very quickly though.


Halo Covenant Codex! Feedback please! @ 2011/08/02 04:45:11


Post by: Asherian Command


yeah BFG does seem a little overpowered lol.
also go here for some models
http://www.buycheapr.com/us/result.jsp?ga=us15&q=wizkids+halo+actionclix


Halo Covenant Codex! Feedback please! @ 2011/08/02 22:15:14


Post by: AnomanderRake


Conceptually this is a pretty good list, but it is going to take quite a bit of tweaking for balance before I'd try taking it onto the tabletop.

Some of the weapons on this list have absurdly long ranges, I'd cut the Beam Rifle to 36", the Covenant Carbine to 24", the Heavy Plasma Launcher to 48", switch the ranges on the Hunter Cannon's two fire modes and replace Melta with Lance for Beam, and cut Mining Laser to 48".

Brutes are absurdly tough for their points cost, I'd either drop Feel No Pain from the commander and slash Bodyguards, ordinary Brutes, and Brute Rangers down to 1 Wound, or I'd hike the commander to 160 points, Bodyguards to 50 points, ordinary troopers to 25 points, and Rangers to 30 points. Likewise, Sangheili Honor Guards should be dropped to 1 Wound or hiked to 37 points.

I like the SpecOps troopers' mission rule, but they probably ought to be hiked to 27 points each.

Jackals ought to have their BS brought down to 3 or have their points cost hiked to 12; Jackal Marksmen definitely should have their BS dropped to 4.

The Shadow looks mostly sane, but I'd drop its fire points down to 3 per side.

I'd hike the cost of a Ghost to 30 points and the Chopper to 35, it doesn't make much sense to give them the same points cost based on how much better the Chopper is.

Be sure to note down that the Spectre is a Skimmer or Fast Skimmer, at present it's just Vehicle (Open-topped)

I might make Hunters a 2-model squad instead of 1-2, as far as I know there are no single Hunters encountered anywhere in the Halo universe (though I may be wrong).

The Scarab has got so many balance issues as it stands that I'm just going to put down some rules for it that make more sense to me from the background and balance standpoints:

Scarab (800pts)
Super-Heavy Walker
WS 2, BS 4, S 10, AV 14/14/13, I 1, A 2, SP 3, VS 2
Transport: 30 models, 1 access point on each side, 10 fire points
Special Rules: Deep Strike
Armament: Scarab Laser, two Covenant plasma cannons, two heavy plasma launchers
Scarab Laser: 96", S D, AP 2, Heavy 1, Primary Weapon*
*Fire by placing the narrow end of the flamer template anywhere within range of the Scarab and the wide end not closer to the Scarab than the narrow end. Resolve the shot against everyone completely or partially underneath the template.

I'd remove the Super Scarab entirely.

I'd drop the option for the Heavy Covenant Plasma Cannon on the Seraph entirely, adjusting the range of the weapons on a model that can move as far as it likes and fire afterwards does absolutely nothing and there's no reason to take a one-shot S8 AP2 weapon over a 4-shot S8 AP3 weapon. Alternately, keep the option but drop the plasma cannon to S6 and 3 shots.

The SpecOps Strike Force is a cool formation, but keep in mind that since Apocalypse uses the 4th edition rules for determining scoring units so they'd all count as scoring units anyway, and The Mission Most Holy appears as more of a drawback for the formation than anything else, I might drop the cost to 50 points plus models.

I'd hike the cost of the Brute Alpha Pack to 100 points plus models, you're basically taking a nice balanced rule and removing it's drawbacks for a chunk of the army.

Guardians of the Hive is a little odd, though I could see it working with a cost of 50pts plus models.

Air Superiority Lance is definitely worth more than 60 points, especially with no cap on the number of Banshee squads; I'd change it to 3-5 and make it 150 points plus the cost of the models.

Truth looks fine as is, if possibly a bit overpriced, I'd make him 200 points.

I'd hike the Arbiter to 250 points, but his rules look fine; similarly Tartarus ought to be 200 or 210 points to fit the rules.

As far as the Battlefleet Gothic rules are concerned I'd either try and work in a bomber somehow or give the Phantoms a 4+ save against being removed, if only to ensure that their ordnance isn't massively underpowered.

The Covenant Supercarrier is around the size of an Imperial Battleship if the background material on both universes is to be believed, I'd drop it to 12 hits, 5 each of shields and turrets, drop the energy projectors to 3 in each arc, drop the plasma turrets to 20 and put some limitations on their fire arc, put some limitations on the torpedoes' fire arc, and drop the launch bays to 8; with those changes I could see it as a 400-point ship.

The Assault Carrier should probably be dropped to Grand Cruiser/10, 4 each of shields and turrets, 3 each on the energy projectors, 6 on the torpedoes with fire arc restrictions, and 6 launch bays; I'd put it at 325 points.

The Covenant Carrier could probably be used as-is if you dropped it to 3 each on shields and turrets, gave it 4 launch bays, and put some limitations on the torpedoes' fire arc.

As far as I know the Supercruiser, Battleship, and CAR-class cruiser don't exist in canon, I'd drop them. You've already got more canon ship classes than the entire Eldar fleet, and a pretty solid selection.

Based on scale I'd drop the CCS and Reverence-class cruisers to Cruiser/6, in the first case drop the shields and turrets to 2, slash one point from the firepower of all weapons, limit the fire arc on the torpedoes, and drop the points cost to 160 you'd probably be set, in the second case drop a point of shields, limit the fire arc on the torpedoes, and drop the points cost to 155 and you'd probably have a playable ship.

From what I know of the Destroyer, it's going to be an escort rather than a capital ship and ought to be rather faster; I'd change it's statline to Escort/1, Speed 35cm, Turns 90, Shields 1, Armor 5+, Turrets 1, drop the energy projector's firepower to 1, drop the ordnance entirely, and give it firepower 2 plasma turrets for 40 points.

I'd drop a point of Turrets and limit the fire arc of both weapons on the Frigate, but otherwise it looks fine.

If you want to run the Corvette as an escort carrier it really ought to be 35 points, I'd also limit the fire arc of the plasma turrets.

The 40k rules look like they'd produce a solid mid-range shooting army with a few powerful vehicles and close-combat units, filling a niche in between the Tau and the Eldar in terms of gameplay, which actually seems quite fitting for the elite hyper-advanced aliens to run like a combination of 40k's two main elite hyper-advanced alien races on the tabletop. The Battlefleet Gothic rules create a glass cannon of a fleet, they're not as tough as some and don't move very fast but they can fling an ungodly amount of ordnance your way and pack quite a punch if you manage to close to direct-fire range.


Halo Covenant Codex! Feedback please! @ 2011/08/03 08:20:28


Post by: Blackhoof


AnomanderRake wrote:Conceptually this is a pretty good list, but it is going to take quite a bit of tweaking for balance before I'd try taking it onto the tabletop.

Some of the weapons on this list have absurdly long ranges, I'd cut the Beam Rifle to 36", the Covenant Carbine to 24", the Heavy Plasma Launcher to 48", switch the ranges on the Hunter Cannon's two fire modes and replace Melta with Lance for Beam, and cut Mining Laser to 48".

ok, but the carbine is supposed to be like a rifle, with a longer range than stuff like plasme rifles.

Brutes are absurdly tough for their points cost, I'd either drop Feel No Pain from the commander and slash Bodyguards, ordinary Brutes, and Brute Rangers down to 1 Wound, or I'd hike the commander to 160 points, Bodyguards to 50 points, ordinary troopers to 25 points, and Rangers to 30 points. Likewise, Sangheili Honor Guards should be dropped to 1 Wound or hiked to 37 points.

i will bump up their points costs, because the whole point of brutes is to be tough

I like the SpecOps troopers' mission rule, but they probably ought to be hiked to 27 points each.

ok

Jackals ought to have their BS brought down to 3 or have their points cost hiked to 12; Jackal Marksmen definitely should have their BS dropped to 4.

they have to at least be better than humans, that is their whole point, to be good at shooting. remove that and they are guardsmen with feel no pain

The Shadow looks mostly sane, but I'd drop its fire points down to 3 per side.
i will drop it to 4
I'd hike the cost of a Ghost to 30 points and the Chopper to 35, it doesn't make much sense to give them the same points cost based on how much better the Chopper is.
true, i tried to equalise them, but it didnt work too well
Be sure to note down that the Spectre is a Skimmer or Fast Skimmer, at present it's just Vehicle (Open-topped)
good point
I might make Hunters a 2-model squad instead of 1-2, as far as I know there are no single Hunters encountered anywhere in the Halo universe (though I may be wrong).
ive explained this already- hunters dont always come in twos.
The Scarab has got so many balance issues as it stands that I'm just going to put down some rules for it that make more sense to me from the background and balance standpoints:

Scarab (800pts)
Super-Heavy Walker
WS 2, BS 4, S 10, AV 14/14/13, I 1, A 2, SP 3, VS 2
Transport: 30 models, 1 access point on each side, 10 fire points
Special Rules: Deep Strike
Armament: Scarab Laser, two Covenant plasma cannons, two heavy plasma launchers
Scarab Laser: 96", S D, AP 2, Heavy 1, Primary Weapon*
*Fire by placing the narrow end of the flamer template anywhere within range of the Scarab and the wide end not closer to the Scarab than the narrow end. Resolve the shot against everyone completely or partially underneath the template.
that is actually a much better idea for the weapon. i will incorporate your ideas with my existing rules
I'd remove the Super Scarab entirely.
the covenant need more superheavies, and the super scarab is the reaver to the scarabs warhound, really, and i like that.
I'd drop the option for the Heavy Covenant Plasma Cannon on the Seraph entirely, adjusting the range of the weapons on a model that can move as far as it likes and fire afterwards does absolutely nothing and there's no reason to take a one-shot S8 AP2 weapon over a 4-shot S8 AP3 weapon. Alternately, keep the option but drop the plasma cannon to S6 and 3 shots.
a very good point, i shall do that
The SpecOps Strike Force is a cool formation, but keep in mind that since Apocalypse uses the 4th edition rules for determining scoring units so they'd all count as scoring units anyway, and The Mission Most Holy appears as more of a drawback for the formation than anything else, I might drop the cost to 50 points plus models.
oh, i forgot about that. i shall change their rules.
I'd hike the cost of the Brute Alpha Pack to 100 points plus models, you're basically taking a nice balanced rule and removing it's drawbacks for a chunk of the army.
gotcha
Guardians of the Hive is a little odd, though I could see it working with a cost of 50pts plus models.
meh, i wanted all the ideas i could get, i will probably replace it once i or someone else thinks of a better formation
Air Superiority Lance is definitely worth more than 60 points, especially with no cap on the number of Banshee squads; I'd change it to 3-5 and make it 150 points plus the cost of the models.
very well, thy will be done
Truth looks fine as is, if possibly a bit overpriced, I'd make him 200 points.
fair enough
I'd hike the Arbiter to 250 points, but his rules look fine; similarly Tartarus ought to be 200 or 210 points to fit the rules.
sure
As far as the Battlefleet Gothic rules are concerned I'd either try and work in a bomber somehow or give the Phantoms a 4+ save against being removed, if only to ensure that their ordnance isn't massively underpowered.
i will bring in Space Banshees and make Seraphs bombers
The Covenant Supercarrier is around the size of an Imperial Battleship if the background material on both universes is to be believed, I'd drop it to 12 hits, 5 each of shields and turrets, drop the energy projectors to 3 in each arc, drop the plasma turrets to 20 and put some limitations on their fire arc, put some limitations on the torpedoes' fire arc, and drop the launch bays to 8; with those changes I could see it as a 400-point ship.
actually the supercarrier is bigger by several kilometres if i recall correctly, so i wanted it to be stronger.
The Assault Carrier should probably be dropped to Grand Cruiser/10, 4 each of shields and turrets, 3 each on the energy projectors, 6 on the torpedoes with fire arc restrictions, and 6 launch bays; I'd put it at 325 points.
fair enough
The Covenant Carrier could probably be used as-is if you dropped it to 3 each on shields and turrets, gave it 4 launch bays, and put some limitations on the torpedoes' fire arc.
i will keep the torpedos as is, but increase the points. the idea with torpedos is that they can be fired any direction and even if they are fired behind the ship they can be guided around the back parts.
As far as I know the Supercruiser, Battleship, and CAR-class cruiser don't exist in canon, I'd drop them. You've already got more canon ship classes than the entire Eldar fleet, and a pretty solid selection.
there have been obscure references to them, but i am not attached to them in any special way, so out they go.
Based on scale I'd drop the CCS and Reverence-class cruisers to Cruiser/6, in the first case drop the shields and turrets to 2, slash one point from the firepower of all weapons, limit the fire arc on the torpedoes, and drop the points cost to 160 you'd probably be set, in the second case drop a point of shields, limit the fire arc on the torpedoes, and drop the points cost to 155 and you'd probably have a playable ship.
i will weaken them a bit
From what I know of the Destroyer, it's going to be an escort rather than a capital ship and ought to be rather faster; I'd change it's statline to Escort/1, Speed 35cm, Turns 90, Shields 1, Armor 5+, Turrets 1, drop the energy projector's firepower to 1, drop the ordnance entirely, and give it firepower 2 plasma turrets for 40 points.
sure
I'd drop a point of Turrets and limit the fire arc of both weapons on the Frigate, but otherwise it looks fine.
ok.
If you want to run the Corvette as an escort carrier it really ought to be 35 points, I'd also limit the fire arc of the plasma turrets.
gotcha
The 40k rules look like they'd produce a solid mid-range shooting army with a few powerful vehicles and close-combat units, filling a niche in between the Tau and the Eldar in terms of gameplay, which actually seems quite fitting for the elite hyper-advanced aliens to run like a combination of 40k's two main elite hyper-advanced alien races on the tabletop. The Battlefleet Gothic rules create a glass cannon of a fleet, they're not as tough as some and don't move very fast but they can fling an ungodly amount of ordnance your way and pack quite a punch if you manage to close to direct-fire range.
exellent, that is excactly what i was going for with the 40k army, and roughly what i was going for with the fleet!


thank you for taking the time to make such a detailed analysis, i know how tedious that must have been for you

posting update within the next few days


Automatically Appended Next Post:
Just wondering, has anyone played any battles with the Covenant yet? and if they have, how did they go?


Halo Covenant Codex! Feedback please! @ 2011/08/08 10:26:32


Post by: master of ordinance


I have used the origonal rules but am waiting for all the updates to finish before i get a new set otherwise ide be printing a new set every week.

i still think that the needler should be assault 2 as this does reflect how it is ment to be used-charging in shooting before giving your foe a face full of spines.
F S R
the banshee should be AV 10 9 9


Halo Covenant Codex! Feedback please! @ 2011/08/11 06:54:52


Post by: AnomanderRake


On the subject of the Super Scarab, the Dark Eldar and the Necrons are running on precisely zero super-heavies right now. The Space Marines, of all people, have one. I don't think it'd hurt the Covenant to be stuck with just the normal Scarab when the Super Scarab appeared in what, one mission of Halo Wars?

Battlefleet Gothic has pretty consistent standards for the number of hits any given starship has, the largest battleships in any fleet are always 12 hits (unless you count unique special ships like the Planet Killer, and Space Hulks don't count). The size difference is 30km for the supercarrier to 26km for an Emperor-class battleship, which I think is adequately represented by the increased shields and turrets.

I see where you're coming from on the Jackals, but I'd still drop the Marksmen to BS 4 to bring them in line with supposedly the best non-Vindicare Assassin snipers in the galaxy (Eldar Rangers).


Halo Covenant Codex! Feedback please! @ 2011/08/11 16:22:01


Post by: Anvildude


Necrons have the Pylon.

And super-heavies go against the DE theme. They don't even have any tanks for crying out loud. Even Tau have tanks!

However, a gigantic lumbering behemoth of 'why do when you can overdo' fits the Covenant theme pretty well.


Halo Covenant Codex! Feedback please! @ 2011/08/14 04:48:32


Post by: AnomanderRake


Good point, forgot about the Pylon.

They could have given them a super-heavy flyer, at least. Like an evil Vampire. Or maybe a bigger Raider, like Jabba the Hutt's barge.

Ignoring the Imperial Guard and their ten Baneblade variants, though, every super-heavy is at least somewhat distinct from other super-heavies, it seems to me that the Super Scarab is just the Scarab but bigger. Maybe make it more distinctive? Give it a Banshee hanger?


Halo Covenant Codex! Feedback please! @ 2011/08/15 07:39:48


Post by: Blackhoof


well, what is the difference between a reaver titan and a warhound?

the reaver is bigger, stronger, more expensive, tougher, with better weapons and without the Agile special rule. the super scarab is just the same, difference wise.

however, the banshee hangar idea is awesome, i shall give the super scarab the option of having a Landing Pad instead of one of its big weapons. The Landing Pad can carry Banshees, Spirits and Phantoms, protecting them from harm with a localised shield until they are ready to take off.

now, sorry about the lack of an update, life has intervened, but i shall post one oon. and the changes shall be big, i warn you now.


Halo Covenant Codex! Feedback please! @ 2011/08/16 12:59:03


Post by: Blackhoof


UPDATED


Halo Covenant Codex! Feedback please! @ 2011/08/18 15:17:15


Post by: master of ordinance


Blackhoof wrote:UPDATED

what!!
nnnnnnnnnoooooooooooooo
ive just gone and printed LAST EDS version.


Halo Covenant Codex! Feedback please! @ 2011/08/18 15:53:25


Post by: Iggyrocksall


I love it! GWS has to add this! UNSC vs COVENET!


Halo Covenant Codex! Feedback please! @ 2011/08/19 04:12:06


Post by: AnomanderRake


Looks much better; though I'd still drop the Super Scarab to Initiative 1 to avoid utterly dominating (in the overpowered sense) in any battle in which Titans are involved, and there really ought to be an upper bound on the number of Brute packs you can put in the Brute Alpha Pack formation.

The Supercarrier is still a little broken; as it stands the closest thing I've been able to find in the rules is an Ork Space Hulk, for the sake of balance I'd recommend dropping it to Shields and Turrets 6 and making it count as Defenses (which just makes it a little easier to hit when shooting)


Automatically Appended Next Post:
As far as a USNC ruleset is concerned, I have a few thoughts:

SPARTAN-IIs would be either a 0-1 Elites choice or an HQ choice that doesn't fill your mandatory selection, they've got something like a 6/6/4/4/3/5/3/10/2+/4++ profile and extremely versatile weapon selection, MJOLNIR armor is certainly good enough to give a 2+/4++ save and it might grant Eternal Warrior, they might also get a variant on Relentless that lets them move more slowly to fire heavy weapons instead of having to stop entirely.

UNSC Marines are Troops, they'd have assault rifles (normal small-arms profile) as normal gear with the option to take missile launchers (work like normal missile launchers), Spartan lasers (lascannons), and some variety of machine gun (an AP 5 heavy bolter, maybe?). Major and Colonel would be the normal HQ choices, they wouldn't be quite as awesome as most HQ in terms of raw combat power but would have cool inspiration/special tactics/'I need air support down here now!' abilities (more like an Ethereal than most HQ).

SPARTAN-IIIs would be Elites, they'd come in small squads with a slightly less powerful version of the MJOLNIR armor (no Relentless-variant rule).

The Warthog is a 10/10/10 Fast vehicle used in squads of 1-3 as Fast Attack, they'd get a machine gun (the same heavy bolter-like piece of gear) with the option to upgrade it to an anti-aircraft gun (closer to a Hydra autocannon) or a Gauss cannon (lascannon, maybe more shots to differentiate it from the Spartan laser).

The Scorpion is a 14/13/13 Tank with a gun that functions along the lines of a Hammerhead railgun (single-shot anti-armor or shrapnel antipersonnel) but maybe with a minimum range, and a machine gun.

The Wolverine works a lot like a Manticore, with less powerful rockets and no limited ammo rule, and 11/11/10 armor.

The Pelican is an 11/11/10 Superheavy Flyer with 2 structure points, it can carry some number of infantry and either a Scorpion or two Warthogs, it's got an epic gatling cannon and some wing-mounted limited-ammo air-to-ground missiles.

The Longsword is also an 11/11/10 Superheavy Flyer with 2 structure points, it gets two epic gatling cannons and a stock of air-to-air missiles.


Halo Covenant Codex! Feedback please! @ 2011/08/20 06:52:59


Post by: Blackhoof


i will reduce the Initiative of the Super Scarab

oh, im not doing a UNSC codex anymore- Spoon is making one. no point in conflicting codexes, imo.


Automatically Appended Next Post:
any more suggestions before i do the next update?


Halo Covenant Codex! Feedback please! @ 2011/08/22 16:41:09


Post by: master of ordinance


YES
do it before thursday please(cos thats my next chance to print it)
make the needler ASSAULT 2 PLEASE
add rules for the kig-yar skirmishers.
kig-yar skirmisher 15pts

WS2 BS4 S2 T2 W1 I3 A1 LD6 S6+

scout leader
WS2 BS4 S2 T2 W1 I3 A1 LD7 S6+

wargear
spike/needle rifle(cant remember which one)

spike/needle rifle
R36 S4 AP4 Heavy 1

special rules
scout
infiltrate

options
may upgrade 1 skirmisher to scout leader for +5pts
scout leader may replace his rifle with a needler+5pts

KEEP JACKAL MARKSMEN AT BS 5
eldar snipers may be the best marksmen in the galaxy but Kig-Yar arnt from the galaxy are they.


Halo Covenant Codex! Feedback please! @ 2011/08/22 21:20:49


Post by: VI th legion


You and spoon should collaborate(sp?) on a UNSC codex, I think it'd turn out really well.


Halo Covenant Codex! Feedback please! @ 2011/08/23 06:09:10


Post by: Blackhoof


actually, i have lowered tha marksmen's BS but given them a rule so that they can pick out individual units to allocate wounds to (say hello to sniping IC's C: )

plus they have acute senses and stuff.

ok, ok, i will make the Needler assault 2. happy now?

i shall also add Needle Rifle


Halo Covenant Codex! Feedback please! @ 2011/08/23 14:10:47


Post by: master of ordinance


yes thanks.
the super scarab would be really awsome if it had a banshee hangar....
the brute alpha packs a nice representation of a post schism covenant force.
infact the whole things to me.
note to all others....campaning DOES work. evidence-needlers now assault2.


Halo Covenant Codex! Feedback please! @ 2011/08/24 13:09:26


Post by: Blackhoof


ijust couldnt say no after you begged me so much.


Halo Covenant Codex! Feedback please! @ 2011/08/25 11:17:24


Post by: master of ordinance


the grav hammer is good but i find the cheiftan can get killed if he charges a dread and it hits first!!!
the wraith is a perfect killer. combination of longrange bombardment and high armour.
all in all very satisfactory play test results.


Halo Covenant Codex! Feedback please! @ 2011/08/26 13:40:58


Post by: Blackhoof


Thanks for playtesting, it means allot to me that people are playing my codex

Losing to a dread is to be expected, lol.


Halo Covenant Codex! Feedback please! @ 2011/08/31 10:48:24


Post by: master of ordinance


the needlers are murderous.
i have 11 Jackals with needlers for 22 shots hitting on 3+s at S3 AP- rerolling misses for an average of 20 hits....
my IG are complaining.

the brute honour guard should be allowed a brute shot.

the locust is good at longrange support but is vunerable to dedicated AT weapons.

Tarturus IS killable-just shoot him.

grunts go squish

the stealth equitment and troops are

a brute cheiftan with active camo and given a brute pack with bubble sheilds is

the banshee is even awsomer with its new cannons

the brutes/elites in the infantry lance should be allowed equitment/weapon upgrades.

but no stealth() gear.


Halo Covenant Codex! Feedback please! @ 2011/08/31 12:02:46


Post by: Blackhoof


stealth gear seems.... powerful XD

i have upped the points of needlers a bit lol, maybe they wont kill so much now

updating soon


Automatically Appended Next Post:
UPDATED
-tweaked formatting a bit
-added an "Unggoy Command Group" that makes Grunts better- this is aimed to allow people to take dedicated Unggoy armies that make grunts more useful
-moved Jackal Marksmen to Elites
-removed "Short Circuit" form Energy Pistols and replaced it with an overcharge ability so that certain units can fire the overcharged shot of an Energy Pistol (but grunts cant, for obvious reasons)
-fixed up some errors with the special rules



Halo Covenant Codex! Feedback please! @ 2011/08/31 15:19:40


Post by: master of ordinance


sounds good.

damn-i only have 1 infantry lance(lacking models for more) so need to get more guys.

can we have a way to take brutes and/or elites as troops?
maybe some commander upgrade like if your commander is an elite zealot then elite warrior lancescount as troops and ditto with the brute cheiftan.


Halo Covenant Codex! Feedback please! @ 2011/08/31 15:30:21


Post by: I_am_a_Spoon


master of ordinance wrote:damn-i only have 1 infantry lance(lacking models for more) so need to get more guys.
Post up a pic.

=P


Halo Covenant Codex! Feedback please! @ 2011/09/01 09:31:36


Post by: Blackhoof


master of ordinance wrote:sounds good.

damn-i only have 1 infantry lance(lacking models for more) so need to get more guys.

can we have a way to take brutes and/or elites as troops?
maybe some commander upgrade like if your commander is an elite zealot then elite warrior lancescount as troops and ditto with the brute cheiftan.


you.... have an infantry lance? o.o
where did you get the models? did you convert them yourself?

strange, i was positive that Zealots and Chieftains allowed that, but i must have removed it. i will add it back in, just for you

please post a pic of this infantry lance, i would love to see it!


Halo Covenant Codex! Feedback please! @ 2011/09/01 23:30:25


Post by: AchillesFTW


I feel that the Elite Zealot should be able to also carry heavy weapons, as during gameplay in Halo: Reach the Elite Zealots were known to carry around heavy weapons. Also add a Plasma Cannon, that has a profile like this:

36" Str6 Ap5 Heavy 6


Halo Covenant Codex! Feedback please! @ 2011/09/02 05:55:51


Post by: Blackhoof


there are plasma cannons... they are called Covenant Plasma Cannons


Halo Covenant Codex! Feedback please! @ 2011/09/02 13:36:58


Post by: master of ordinance


how do you upload pics??
i cant figure out how to

all my figures are conversions.
however due to a shortage of goblins i am using spore mines to represent grunts and as my only saurus has done a runner(must have seen my conversion ideas) i am using a tau(the pulse rifle somewhat resembles a carbine).
i also have 4 marksmen and 5 brutes with a cheiftan. oh and a banshee and locust(not that good but my budget is limited)

brutes-space orks
grunts-goblins
jackals-skinks
elites-saurus
banshee-scratch build
locust-carnifex
hunters-hive guard


Halo Covenant Codex! Feedback please! @ 2011/09/02 21:29:56


Post by: Kamsm8


I'm loving the idea.

So far, I've seen great conversions for Elites done with Bloodletters, and Grunts done with Goblins. How about Brutes? I can't seem to find anything that fits their style...


Halo Covenant Codex! Feedback please! @ 2011/09/02 23:03:45


Post by: Anvildude


Space Gorrillas?


Halo Covenant Codex! Feedback please! @ 2011/09/03 02:36:16


Post by: Blackhoof


@master of ordinance: if you click on "post reply", below the white box where you type are two yellow buttons, "options", and "attachments". click on "attachments", and then "choose file" and you can upload a pic directly from your computer. that is how i upload my codex.

orcs would make good Brutes, you just need to get a different head or greenstuff one or something, and just paint it brown.


Halo Covenant Codex! Feedback please! @ 2011/09/04 14:49:43


Post by: master of ordinance


Space mushrooms actualy-base them on orks and use gray flock for fur.

thanks Blackhoof will do soon.


Halo Covenant Codex! Feedback please! @ 2011/09/08 07:44:13


Post by: Blackhoof


so... anything else? is the list reasonably balanced? is it playable? any points issues? anything you disagree with? at all?


Halo Covenant Codex! Feedback please! @ 2011/09/12 16:11:13


Post by: master of ordinance


yup.
now we just need models.
i really need to get a camera.


Halo Covenant Codex! Feedback please! @ 2011/09/13 07:10:56


Post by: Blackhoof


Sabreu is doing a review of my codex on his new blog- Index Xenos that archives all the custom Xeno codexes he can find

you guys hould check it out, it is only new and could use some traffic lol

http://indexxenos.blogspot.com/



Halo Covenant Codex! Feedback please! @ 2011/09/14 10:19:02


Post by: master of ordinance


crap.
just noticed that youve got the brute cheiftan down as WS4 on the reference sheets.

also the cats just squished my 1 and only locust model.


Halo Covenant Codex! Feedback please! @ 2011/09/15 09:46:39


Post by: Blackhoof


thanks for the pick-up- stupid reference sheets are filled with typos.

also, dang :(

i was lucky to have my brother get a Halo Wars megablocks locust that is kinda to scale, so i use that lol.


Halo Covenant Codex! Feedback please! @ 2011/09/15 11:26:34


Post by: ryanstartalker


Good reading for a plain and boring afternoon. I would be interested how people would see the pros and cons of Elite lance and Brute lance.


Halo Covenant Codex! Feedback please! @ 2011/09/15 13:14:48


Post by: master of ordinance


crap+1!!!

the prophet of truths grav throne is listed as being armed with TL grav cannons but theres no rules for them.

last night i did some competition fights between the Arbiter and Tarturus then Arbiter vs Truth.(i used the Covenant plasma cannons for truth.)
NOTHING can kill the Arbiter. I doubt even a Titan could.


Halo Covenant Codex! Feedback please! @ 2011/09/15 13:17:40


Post by: master of ordinance


ha..

i CAN get pictures on now.
YAY
now just to get some photos of my models.......

[Thumb - 300px-HReach_-_Unggoy.png]


Halo Covenant Codex! Feedback please! @ 2011/09/16 01:39:15


Post by: Blackhoof


lol, i will have to revise the Arbiter then


Halo Covenant Codex! Feedback please! @ 2011/09/16 08:27:29


Post by: master of ordinance


Blackhoof wrote:lol, i will have to revise the Arbiter then


DONT YOU DARE

HES WELL REPRESENTED AS HE IS.


he just kept making his I check when Tarturus swung at him.

and the cover as a bit dense for a certan Truths plasma cannons to be of good use.

oh by the way the Banshee is listed as having TL covenant plasma cnnons but shouldnt this be TL Banshee cannons??


Halo Covenant Codex! Feedback please! @ 2011/09/16 13:01:34


Post by: Blackhoof


thanks, i shall fix that


Halo Covenant Codex! Feedback please! @ 2011/09/29 08:23:02


Post by: master of ordinance


Just as a note-were is the frigate and the super cruiser. ive built models to represent both but there not in the codex. why is this. they are an important part of the covenant fleets. also have you considerd the super destroyer. that would be cool and yes it does appear in the fluff.


Halo Covenant Codex! Feedback please! @ 2011/09/30 07:52:00


Post by: Blackhoof


well, i originally had the frigate and the super cruiser in the list originally, but i ended up ditching them since they arent really necessary. i will add them both back if you like.


Halo Covenant Codex! Feedback please! @ 2011/09/30 15:30:22


Post by: master of ordinance


Thanks.

then ill be able to replay the battle of reach


Halo Covenant Codex! Feedback please! @ 2011/10/01 04:57:47


Post by: Blackhoof


tell you what.... i will add them...

IF you show me pics of your models


Halo Covenant Codex! Feedback please! @ 2011/10/01 15:35:49


Post by: master of ordinance


DAMN YOU!!!!

you want me to steal my mums camera now...

alright.

give me a few days....


Halo Covenant Codex! Feedback please! @ 2011/10/02 07:07:50


Post by: Blackhoof


yu have all the time you need


Halo Covenant Codex! Feedback please! @ 2011/10/05 08:23:26


Post by: master of ordinance


she nearly caught me...

this may take a while....


Halo Covenant Codex! Feedback please! @ 2011/10/05 23:31:48


Post by: Blackhoof


why dont you just ask to borrow it?


Halo Covenant Codex! Feedback please! @ 2011/10/05 23:40:35


Post by: KilroyKiljoy


HE GOT HIS HALO IN MY 40K


Halo Covenant Codex! Feedback please! @ 2011/10/05 23:41:30


Post by: Blackhoof


uh.... yes.... yes i did O.o


Halo Covenant Codex! Feedback please! @ 2011/10/06 03:33:00


Post by: Takeshishin


I love it. I love it more than you can imagine. I don't know enough about points, or fluff, or any of the fancy jazz to give a good suggestion, so I'll stick with just saying I love it.

You need to do all three codexes. Covenant, Marines, and the... Flood? I forgot their names.

As for your worry about not having enough marines, take notes from the 40k Space marines, and IG. Try to set some Marines apart from the other, in terms of what weapons they can get. Like a heavy weapons group, a recon (Stealth/Snipey) group, etc. But there are more than enough vehicles to fit in. From the simple Warthog, to the elephant, and beyond.

The flood though... Yeah, I can see THAT being a bitch to make a codex for, since in the games I think there were only like... 4/5 different types? Excluding the Tentacled monster thing. Sorry, I know VERY little on Halo fluff for names.

I'm going to do a playtest with my group here soon, I hope. Given I can convince them to do it -_- No one trusts Fandexes around here.


Halo Covenant Codex! Feedback please! @ 2011/10/06 04:26:07


Post by: Anvildude


For the Flood you could make it like, an entire army of Parasites. Start with a couple of the basic explodey ones, and maybe a swarm or two of the little infection forms. Then, every time they make a kill, you can replace that model with one of the models that you had bought.

There's plenty of variants, as long as you give them enough strength to get by with few- or make them multi-purpose enough to have a bunch of the same.

Infection forms, Carrier forms (the ones that explode), basic infected that would maybe take the T value of what they had killed, the shooters, the tanks, and that last one that I forget.

Maybe make the Gravemind a big HQ choice, or an Apoc unit.


Halo Covenant Codex! Feedback please! @ 2011/10/06 04:38:15


Post by: Takeshishin


Anvildude wrote:
Maybe make the Gravemind a big HQ choice, or an Apoc unit.


I'd say Apoc. I don't know allot about the Gravemind itself, but it strikes me as a very, very, very powerful and threatening unit. If it IS added as a unit, Apoc would be it's Niche.


Halo Covenant Codex! Feedback please! @ 2011/10/06 05:38:04


Post by: KilroyKiljoy


So, what we're looking at is Tau, Imperium, and 'Nids, translated to Halo and back?


Halo Covenant Codex! Feedback please! @ 2011/10/06 06:44:17


Post by: Blackhoof


Takeshishin wrote:I love it. I love it more than you can imagine. I don't know enough about points, or fluff, or any of the fancy jazz to give a good suggestion, so I'll stick with just saying I love it.

You need to do all three codexes. Covenant, Marines, and the... Flood? I forgot their names.

As for your worry about not having enough marines, take notes from the 40k Space marines, and IG. Try to set some Marines apart from the other, in terms of what weapons they can get. Like a heavy weapons group, a recon (Stealth/Snipey) group, etc. But there are more than enough vehicles to fit in. From the simple Warthog, to the elephant, and beyond.

The flood though... Yeah, I can see THAT being a bitch to make a codex for, since in the games I think there were only like... 4/5 different types? Excluding the Tentacled monster thing. Sorry, I know VERY little on Halo fluff for names.

I'm going to do a playtest with my group here soon, I hope. Given I can convince them to do it -_- No one trusts Fandexes around here.


thank you!

someone else is already doing a UNSC codex, but as for the Flood, i have written some drafts for them to be Creature Feature additions in Sabreu's Xeno blog (link in my sig). Creature Feature was an old ruleset that allowed yo uto create and field the monsters and creepy critters that did not have a place in their own codex, and have them as random battlefield dangers, objectives, allies or what-not. The Flood could be like random threats in an otherwise normal battle. Have random amounts of flood units spawn from diffeerent points around the field and you have to fiight your way around them. they would work well in Necromunda as well.


Automatically Appended Next Post:
KilroyKiljoy wrote:So, what we're looking at is Tau, Imperium, and 'Nids, translated to Halo and back?


well, Covenant are more Eldar/Tau crossovers than just Tau....



Halo Covenant Codex! Feedback please! @ 2011/10/06 11:14:04


Post by: master of ordinance


I had this great idea for BFG.

in one of the novels the covenant fleets can perform short jumps across the battle feils but their systems are down for a short amount of time afterwards.

so heres how it is.

The covenant ships may take an LD check just like all ahead full.
if they succeed then the ship may be positioned anywear on the feild facing any direction.
however once it has mayed this move it may not move shoot or launch ordnance for the rest of the turn. in the opponents turn it counts as having sheilds 0 and cant brace for impact.
this move may be used to disengage and "jump" off the board.
if it jumps into an asteroid feild it takes 2d6 auto hits(dont forget it counts as sheilds 0 till its next turn.


Halo Covenant Codex! Feedback please! @ 2011/10/06 18:50:19


Post by: Takeshishin


Whoever is doing the Marines codex best remember the Elephant :I that was the funnest, if barely used, vehicle in Halo 3 MP


Halo Covenant Codex! Feedback please! @ 2011/10/07 07:11:26


Post by: Blackhoof


master of ordinance wrote:I had this great idea for BFG.

in one of the novels the covenant fleets can perform short jumps across the battle feils but their systems are down for a short amount of time afterwards.

so heres how it is.

The covenant ships may take an LD check just like all ahead full.
if they succeed then the ship may be positioned anywear on the feild facing any direction.
however once it has mayed this move it may not move shoot or launch ordnance for the rest of the turn. in the opponents turn it counts as having sheilds 0 and cant brace for impact.
this move may be used to disengage and "jump" off the board.
if it jumps into an asteroid feild it takes 2d6 auto hits(dont forget it counts as sheilds 0 till its next turn.


good idea- that will make the covenant fleet even more unque


Halo Covenant Codex! Feedback please! @ 2011/10/07 08:32:08


Post by: master of ordinance


Yeah.... this codex isnt finished yet is it?


Halo Covenant Codex! Feedback please! @ 2011/10/07 09:08:32


Post by: Blackhoof


not yet C:

mainly i am waiting for Sabreu to finish his review of it, since he appears to have a good grasp of the rules and balancing.


Halo Covenant Codex! Feedback please! @ 2011/10/08 19:39:57


Post by: Molten Butter


The Covenant actually resemble the Imperium (Religious dogmatism, worship of past technology, technological stagnation), Tau (Naivety, coalition of alien species, visual style of vehicles), and Eldar (General visual style).

Also, for an HQ unit for the Flood, there's whatever the hell Keyes transformed into in Halo: Combat Evolved, and there's 05-032 Mediciant Bias from the Halo 3 logs. There's also the scrapped "Juggernaut" flood for Heavy Support. The creature feature idea is much better, but there still might be some people who want to play Flood armies.


Halo Covenant Codex! Feedback please! @ 2011/10/11 21:14:03


Post by: Dakka_boy


How is the UNSC Codex coming along? Is anything posted, if so, is there a link? Other than it and the Covenant Codex, what other HALO Codexes are being worked on?

-- Dakka_boy


Halo Covenant Codex! Feedback please! @ 2011/10/12 07:04:34


Post by: Blackhoof


it is on this vbery board. if it isnt on the front page try looking back a few. if you still cannot find it i will find a link for you


Halo Covenant Codex! Feedback please! @ 2011/10/12 09:00:16


Post by: master of ordinance


http://www.halopedian.com/Main_Page

Try this link-it goes strait to the biggest collection of Halo knoledge in the (known) universe!


Halo Covenant Codex! Feedback please! @ 2011/10/13 04:58:07


Post by: Blackhoof


yeah, that site is wesome. i used it as my research base when i was first planning this codex.


Halo Covenant Codex! Feedback please! @ 2011/10/13 05:08:36


Post by: I_am_a_Spoon


Hi mate, try this.


Halo Covenant Codex! Feedback please! @ 2011/10/14 08:57:25


Post by: master of ordinance


new ideas.

Shade turret.....???pts

BS2 F11 S9 R10

Type-immobile

wargear

TWplasma cannons

options
may be carried by a spirit in lew of a ghost.


Brute plasma rifle R18" S4 AP- type assault 3


Halo Covenant Codex! Feedback please! @ 2011/10/15 08:10:22


Post by: TyraelVladinhurst


master of ordinance wrote:new ideas.

Shade turret.....???pts

BS2 F11 S9 R10

Type-immobile

wargear

TWplasma cannons

options
may be carried by a spirit in lew of a ghost.


Brute plasma rifle R18" S4 AP- type assault 3

good ideas, how ever the brute plasma rifle is suppose to be stronger then the elite one


Halo Covenant Codex! Feedback please! @ 2011/10/15 14:22:03


Post by: master of ordinance


S5 then?....


Halo Covenant Codex! Feedback please! @ 2011/10/15 22:53:58


Post by: TyraelVladinhurst


master of ordinance wrote:S5 then?....

i'd say strength 5 ap 3


Halo Covenant Codex! Feedback please! @ 2011/10/16 05:20:50


Post by: Blackhoof


i weas considering including shades, but i felt that the list was crowded enough already.

brute plasma rifles.... maybe, i will see how they fit into the list.


Halo Covenant Codex! Feedback please! @ 2011/10/16 19:54:30


Post by: TyraelVladinhurst


Blackhoof wrote:i weas considering including shades, but i felt that the list was crowded enough already.

brute plasma rifles.... maybe, i will see how they fit into the list.

add them both in, cus shade turrets and brute plasma rifles make since


Halo Covenant Codex! Feedback please! @ 2011/10/19 08:58:56


Post by: master of ordinance


Brute plasma rifle

R18" S5 AP-or6 TYPE assault3

Brute plasma rifles are good at inflicting damage but they arent as good at penertrating armour.


Halo Covenant Codex! Feedback please! @ 2012/12/15 09:07:09


Post by: Blackhoof


Just letting you all know, I have ordered the mini rulebook from ebay and when I get it in a few weeks I will update the codex into 6th edition

Until then, does anyone have any basic suggestions for what I need to do?