NationStates Jolt Archive


Covenant Empire Factbook (FT)

Telros
05-10-2007, 17:51
The Complete Guide to the Covenant Empire


Basics

History of the Covenant Empire


The history of the Covenant Empire is divided into ten different epochs, each representing a set of time called an Age. Each Age is named after what caused the Age to be unique and stand out in Covenant history. The Ages are as such:

The Age of Abandonment

There is not much known about this age, aside that the various cultures of the Covenant, especially the Sangheili and the San 'Shyuum, were developing, along with the human culture on Earth, watched over carefully by the immensely powerful and advanced Forerunners. However, this age was marred by war, as much of the other Covenant Ages were, as the Flood came from beyond the galactic rim and began to engage in all out war against the Forerunner. With their cultures so primitive, none of the races knew when the war began nor when it ended, aside from the fact that the Forerunner built and activated their rings, and then vanished from the galaxy, along with many other, more advanced sentient races.



The Age of Conflict

The Age of Conflict came about after significant changes in the Sangheili and the San 'Shyuum societies, where as before, they had expanded on their world, not knowing of each other's existence, they clashed when they began to run out of territory, resources and the usual politics. Soon enough, a bloody war raged between the two, in a struggle for power in their respective societies as well as for domination of the planet. It is unknown how long the war went or how many lives were lost, but considering the Sun 'Shyuum came close to extinction, and defeat, by the Sangheili, one can imagine the losses were heavy, especially on the Sun 'Shyuum side.



Age of Discovery/Reconciliation

It was during this time that the war between the Sangheili and the Sun 'Shyuum came to an end with the discovery of the Forerunner facility on their plane, with a myriad of artifacts as well. After the discovery, the Sun 'Shyuum came to the Sangheili with a truce, which was the beginning of the Covenant. The Sangheili promised to protect the Sun 'Shyuum as they searched for more Forerunner artifacts so they could find the Sacred Rings of the Forerunner, to start the Great Journey, where they would become like Gods and be able to escape the depredations of the Flood. It was during this time



The Age of Conversion

In this Age, the Covenant began to spread throughout the galaxy, searching for Forerunner artifacts, as well as looking for species who had Forerunner artifacts on their worlds and incorporating them into the Covenant. In the course of their travels, the Covenant found and incorporated the Unggoy, the Kig-Yar, the Yanme'e, the Huganok, and the Lekgolo into their Empire. The first Arbiter was made when the Covenant tried to tame the Lekgolo. They housed Forerunner artifacts and as such, were gently asked by the Covenant to join with Empire. They were refused flatly and war soon broke out. The Lekgolo's ferocity and sheer power in ground combat was shown as they won battle after battle on the ground, even killing the second Arbiter who was created. It was only when they threatened to glass their homeworld, did the Lekgolo submit and join.



The Age of Doubt

During this Age, the various races of Covenant began to lose faith in their mission and discontent reared its ugly head. The Unggoy, dissatisfied with how they were treated, akin to slaves, rose up in a massive rebellion and brought the Covenant to the brink of destruction. The Sangheili, with all their martial might and the Sun 'Shyuum with their diplomacy and knowledge, could not convince or force the Unggoy to stop their rebellion and join the Covenant. This forced the Covenant's hand, and gave rise to the creation of the Arbiter, the highest rank for a Sangheili to reach. The first Arbiter was a brilliant commander and skilled warrior, whose great foresight and skill succeeded in crushing the rebellion and in bringing the Unggoy back into the fold, if only after she died from all the wounds sustained during her campaign. The Age of Doubt was short and violent, with nothing else occurring aside from the Unggoy Rebellion.



The Age of Reclamation

This Age saw the incorporation of the Jiralhanae, who after a fierce ground campaign where the Sangheili and Jiralhanae developed an intense hatred for each other due to culture conflicts and the brutality of the warfare seen on the planet, were brought into the Covenant. They were attracted immensely to the Great Journey, and their great belief aided them as they rose in prestige in the Covenant. It was also during this time the greatest event in Covenant history occurred: The discovery of the Human Empire. The Covenant spent many years watching the Humans, learning and documenting, until the Sun 'Shyuum declared they were an abomination before the Forerunner and had to be destroyed. And so it was that a holy war was launched against the Humans, beginning with the destruction of the Human Colony of Harvest and, as the Covenant war machine swung into high gear, the Covenant began to win victory after victory against the Humans, being only setback by isolated, small victories and the campaign waged against them by the Human Admiral Cole, who pushed back the outnumbered Covenant fleet from the Outer Colonies, only for them to return with greater strength,

However, they soon encountered beings in the Human Empire who stood out from the rest of their race as they slaughtered countless Covenant soldiers and even proved themselves against the Sangheili. They were known as “Spartans” in the Human culture, but due to their legendary prowess in battle and nigh-invincibility, they were called “Demons”, spirits who existed to kill the Covenant and corrupt the Path. After methodically butchering the Outer Colonies, the Covenant hammered the Inner Colonies, slowly working its way through the Human Empire, scattering all resistance before it. They tried to take Sigma Octanus V and recover Forerunner artifacts that were found by the Humans, but the Demons as well as the brilliant strategies of the Human fleet caused the Covenant to suffer a moderate defeat. This was unexpected but it gave them a chance to strike a blow the Humans could not recover from, as one of their tracking devices attached itself to a human destroyer that led them to their primary stronghold of Reach. Assembling a mighty battlefleet, under the command of the Supreme Commander of the Fleet of Particular Justice, they launched themselves at the mighty defenses and ships of the stronghold, causing a fierce battle to ensue. At first, they were forced back by the planetary defenses and ships, but they managed to land ground forces, which overwhelmed the ground generators powering their defenses, even despite the valiant efforts of the Demons, and the Humans were overwhelmed by Covenant might. They glassed all they did not need, to burn away the Human taint but secured a portion of the surface to excavate an artifact of great power that had been found to be here.


The Human ship Pillar of Autumn jumped away on a random set of coordinates, which was followed by the Fleet of Particular Justice. They were shocked to discover that they had found one of the Sacred Rings. In order to avoid damaging the ring, they attempted to board the human vessel and disable it, allowing them full access to the ring without being hampered by the Humans. Unfortunately, they proved more tenacious than was predicted and they managed to crash land their ship and evacuate in life boats. Swift action was taken and they captured their Captain, and attempted to get information out of him. However, before any meaningful information was found, the Demon and a force of their Marines broke onto the Truth and Reconciliation, a cruiser damaged by the Human ship's brief struggle in space, which had landed to make repairs and become the headquarters of ground operations on Halo, which was discovered to be the name of the ring. As the humans rescued their leader and began to fight back, as little as they could, against them, the Covenant continued to search the ring for artifacts and to find all its secrets. However, some secrets are not to be disturbed, which they found when they accidentally unleashed the Flood when they opened a sealed chamber. They barely managed to seal it up again, with some of the parasite having escaped. When a human strike team led by the Captain came and unlocked it again, all hell broke loose as the Flood began to spread all over the ring. Stretched between patrolling and holding Halo, battling the Humans and now with the onset of the Flood, they were overwhelmed. They managed to hold out in the vast plains and snow fields of Halo using vehicle support, turrets, and massed firepower in defensive positions, but eventually the Flood numbers and the armaments they brought, human rockets along with both human and Covenant weaponry, defeated that as well. They even captured the Truth and Reconciliation, planning on repairing it and escaping Halo. Terrified of this, as the Covenant knew what the Flood could do from ancient texts and personal experience, with the Infinite Succor and the battles on Halo, they sent an elite strike team to take out the Flood and repair the ship to escape Halo and the Flood.

They were still battling when Spartan-117 detonated the Pillar of Autumn's reactor and destabilized the ring, destroying and the Fleet of Particular Justice. The Supreme Commander tried to stop the Spartan when he found out but it was far too late and his forces were too stretched to stop it. For this, he was stripped of his command, given the Mark of Shame and made into the Arbiter, and sent to quell a rebellious faction of Sangheili. The seeds of doubt were planted by this point as the Sangheili were increasingly losing faith in the Path after the encounter with the Flood as well as their confusion over why they had not offered incorporation into the Covenant to the humans. During this time, a Covenant fleet gathered, to attack Earth, with the Covenant unawares this was the human homeworld due to the fact they were following coordinates. However, a strike team of Marines and Spartans managed to destroy the fleet and delay the operation. The San 'Shyuum of Regret took a small fleet on a expedition to find Forerunner artifacts and stumbled across Earth. Being so hopelessly outnumbered, his fleet was destroyed and after managing to glean some information from a Forerunner artifact under the city, Regret left Earth, destroying New Mombasa in the process, and headed for another Halo. There, he attempted to activate the ring, but was killed by the Master Chief, having been followed from Earth by Miranda Keyes. By this time, however, High Charity, formerly at Installation 04, arrived with the Second Fleet of Homogenous Clarity and subsequently destroyed the temple in an effort to kill the Spartan. Shortly after, they replaced the Sangheili with the Jiralhanae as the Honor Guard of the San 'Shyuum. The Sangheili were angered by this and the rift grew wider as tensions between Sangheili and Jiralhanae widened. The Arbiter was successful in his mission to quell the heresy found within the Sangheili, and retrieved the Oracle, after fighting through the Flood released in the station, the operators of the Sacred Rings who could tell them how to begin the Path. He was then sent on a mission to retrieve the Sacred Icon, which was needed to activate the rings, and bring it back. The Arbiter fought his way through the Sentinels and the Flood, with aid from 'Vtas Rudumee and managed to retrieve the Icon just as the humans were about to claim it.


However, in this moment of triumph, treachery reared its ugly head. The San 'Shyuum, once the Jiralhanae had been incorporated into the military fully, ordered the genocide of the Sangheili. Open warfare broke out all over the Second Fleet of Homogenous Clarity and High Charity as well as Halo. The Covenant Civil War had begun. Tartarus, chieftain of the Jiralhanae, blasted the Arbiter into a chasm, but was retrieved by the Gravemind and sent to stop Tartarus from activating Halo. With aid from Sergeant Johnson, he was successful in killing Tartarus and stopping the activation. While this was going on, the Flood invaded High Charity while both factions, Loyalist and Separatist, battled. The Sangheili, with some Unggoy and the Lekgolo fought the Jiralhanae, along with the Kig-Yar, Yanme'e and the rest of the Unggoy. The Flood soon overpowered both sides in High Charity, even killing the San 'Shyuum of Mercy. As Truth fled with the Forerunner ship that served as the main engines for High Charity, along with Master Chief, the Gravemind took High Charity and made it into a Flood hive. An open battle was fought in space and was won narrowly by the Sangheili, who spread word of the Jiralhanae treachery and prepared to fight the Civil War to its bitter end. Truth brought his fleet to Earth, where they contested the planet fiercely with the remaining ships of the UNSCDF.


Soon after, the Sangheili discovered a human strike force, which had several of the feared Demons. They were heading towards a planet to protect their planet and Forerunner relics that were on the planet as well. A strike force was sent under the command of Voro 'Mantakree to defeat the humans and take the planet for their own cause. However, between human reinforcements in the form of a battle fleet and the powerful Sentinels which had hid inside the planet, they were defeated. A NOVA bomb was detonated at Joyous Exultation, where the Sangheili had gathered to trap and slaughter the Jiralhanae and San 'Shyuum leadership, but this prevented that.

Soon after, however, it soon became obvious what the real threat was, and the Sangheili, reluctantly, joined forces with the now near-fatally weakened UNSC. The San 'Shyuum of Truth manages to destroy the human defense fleet around Earth, and in the subsequent bombardment, devastates the planet, and the Loyalist forces establish close to total control of the planet. It is known at this time only 200 million humans are left on Earth. The human forces battle the Loyalists and manage to take out a portion of its anti-air net, to allow for a force of Longsword fighters and human frigates to break through and prevent Truth from activating the Ark. However, they come just too late as the ancient Forerunner structure is activated. But it does not activate the Halos, as was previously thought, it only opens a portal which the Loyalist fleet slips into. A fleet of Sangheili ships, under command of Vtas Radum appears as a Covenant ship taken over by the Flood lands and begins to spread throughout the city of Voi. They aided the humans as they fought to the Flood-infested ship and then glassed over half of Africa to prevent the Flood from spreading. Afterwards, a combined UNSC-Separatist fleet entered the portal, to find themselves at the real Ark, a massive flower-shaped structure. Truth's ship was absent, obviously on the Ark trying to activate it, while the rest of the Loyalist fleet moved to engage the new arrivals. Although outnumbered three to one, the Sangheili threw themselves into the battle, and utterly crushed the Jiralhanae fleet even as the humans secured a landing zone for their forces. The Arbiter along with other human forces, was led by the Oracle of Installation 04 to the Cartographer, which allowed them to find the Ark's Control Room. However, by that time, Truth had found it and put up an energy shield to prevent them from attacking him. A combined force of Sangheili and Humans assaulted three emitter pylons that powered a section of the shield and, after much fighting, shut them down. The Assault Carrier Shadow of Intent moved to attack the Prophet once the shield fell. However, High Charity appeared, having come to Earth as warned by Cortana's message in the crashed Flood ship, had entered the portal and now crash-landed onto the Ark. Debris from the massive ship slammed into the Assault Carrier and damaged it heavily, preventing it from attacking Truth, as well as spreading Flood. Both human and Sangheili began to pull back as the Flood began to spread rapidly, and the Spartan 117 and the Arbiter went in alone to attack Truth.


After much fighting, and betrayals by the Flood and the Oracle, they managed to activate a new Halo which had been made by the Oracle before it betrayed them, and ran to the Human frigate. The Separatist fleet escaped through the portal, followed by the frigate. The explosion caused by the incomplete Halo destroyed the Ark, and the Flood and the explosion destabilized the portal so that only the front half of the frigate made it through. Soon afterwards, word of victories from all over the Empire was received by the Sangheili and it became apparent that they had won the civil war. They needed to finish cleansing the Jiralhanae and the San 'Shyuum, but they had won. After making peace with the UNSC, they left to ensure their homeworld, Sanghelios, was safe and then proceeded to rebuild the Covenant, which was significantly weakened.


Several small conflicts followed, where the Jiralhanae were brought to the edge of extinction and the San'Shyuum were wiped out completely. However, a final challenge faced the Sangheili in their drive to rebuild the Empire: The other races. The Unggoy threatened to rebel and pull away, depriving the Covenant of their workforce unless they were given greater rights and weren't treated as slaves, and the Kig-Yar objected to this, seeing as they had been put barely above the Unggoy and their superiority over them was all they had. The Yanme'e were enraged over the destruction of the San' Shyuum. Fortunately, the Huganok and the Lekgolo chose to stay. A great council meeting was convened on Sangheilios, with representatives from each of the aggrieved races coming there to plead their case and to make a decision that would please all. This was the brainchild of the Arbiter, who although had been given the rank of Supreme Commander again would be forever known as such, and Vtas 'Radum. Vtas knew the Unggoy and he told the Arbiter that things needed to change, The first days of the council were hot and several times fighting nearly broke out. The next few days calmed down as all the races began to haggle with each other, and protest things each of the races wanted. In the end, they came to a deadlock and nothing, it seemed, would prevent the Covenant from falling apart. Then, the Arbiter stepped in, asserting his authority and laid out a plan that had been thought up. The Unggoy would be given full rights into the Covenant, and the Caste system would be abolished. All Covenant would be equal. The Kig-Yar would also be paid a handsome tithe every year to compensate for the massive loss in work due to the war's end and the loss of the Caste system, which would see wages equalize and be based on worker output, not what caste they were. The Yanme'e were alone in resisting but they crumbled once they were shown what Truth wanted to do and what his final moments were. The Sangheili, however, would remain in control of the Empire in the absence of the San 'Shyuum. But, to prevent dissension, there would be a council, similar to what they had just made, of all the races who could govern most of the domestic and internal matters of the Empire, which would include Sangheili and be overseen by the Voice of the Empire. The Sangheili would control the military and take over the executive powers of the Empire.

And so it was that the Covenant was saved and the rebuilding began.


The Age of Rebirth


The Covenant, after 200 years, have grown once again, repairing their fleets and military, rebuilding their savaged worlds and becoming a power once more. The relations between the races are normalized, although a rivalry between the Unggoy and the Kig-Yar still exists. For now, the Empire continues to build itself up to its former glory and continue its prosperity. The Arbiter, now long dead, has become the revered hero of the Empire and no new Arbiters have been created as there has been no need of one. Currently, the Sangheili Koro 'Yavumi leads the Empire in the created office of Emperor, after learning of such things from the humans, whom they maintain tense contact with.



Culture and Language


The Covenant has suffered much in the aftermath of the Human-Covenant War. With the San 'Shyuum and the Jiralhanae wiped out and the revelations to the true nature of the Flood, the Sacred Rings and the Great Journey, life has been turned upside down. The religion which had tied the various races together into one has fallen apart and discarded by the races of the Covenant, a process which began with the Sangheili during the war. Now, they are bound together by a single purpose to rebuild their Empire to what it once was, a great and powerful nation extending throughout the stars. They continue to research the Forerunner and continue to collect artifacts, but protocol has been established in doing such things, as not all of the Flood are believed to have been destroyed. There are several other rings still out there, which contain Flood much like Installations 04 and 05 did. Finally, they simply wish to exist and continue the prosperity that their current Age has seen.

Each race has its own language, as was noticed by their human adversaries during the war. The Sangheili had a strange warbling speech, while the Unggoy spoke in chatters, grunts and barking. The Kig-Yar shrieked and hissed and the Yanme'e can only be deciphered as shrieking without a translator. Finally, the Lekgolo have a strange sort of roaring they emit when they don't have translators.

The office of Arbiter has been changed significantly as well. In times of crisis, the Arbiter may be selected, and it is often for duties that are sucidial or will end in death. However, the Arbiter can command the entire military of the Covenant and if he/she survives the crisis, they will remain in their rank until they die, serving the Empire and being rewarded for making it through their trial.



Economy


The economy of the Empire is both self-sufficient and reliant on outside trade. It has been shown in the past, during the Human-Covenant War, that the Empire could produce what it needed within its own borders. The various worlds of the races as well those colonized by the Covenant equally between the races give it a wide variety of resources. From the rich, agricultural worlds of the Sangheili, to the heavy mining worlds of the Kig-Yar and the Yanme'e, to the gas and mineral laden worlds of the Unggoy. However, when they are dependent on self-sufficiency, luxury items are rare, if even made. Food is rationed and everything is conserved as they have so many mouths to feed and populations to provide for. This is where the outside trade comes in; there more contacts the Empire will have with other nations, the more resources will flow in and the easier the load becomes on the Empire. And if enough is taken in, they can begin to build a stockpile, which was completely depleted during the war, they can use in the next crisis.
1010102
06-10-2007, 00:16
OOC: So what happens when my puppet, planet spaceballs, meets your coveant?
Telros
06-10-2007, 06:29
Primary Worlds of the Empire


Sangheilios

The homeworld of Sangheili, this planet is the de-facto capital of the Empire. With the loss of High Charity to the Flood and the destruction of the San 'Shyuum, there was confusion over where the capital would be. The Sangheili, obviously taking charge after the Great War, made their home planet the new capital. Formerly focused on being a warrior race, the Sangheili had to adapt to being politicians, diplomats and everything a government needed, as most of the other races did not care enough or were incapable of doing so. Over the two centuries of time that has passed since the end of the Human-Covenant War, Sangheilios has prospered and become a mighty capital for the Covenant Empire. Protected by the First Fleet of Relentess Devotion, along with crack legions of Sangheili, Unggoy, and Lekgolo, supplemented by Kig-Yar mercenary squads, it is a well-defended planet.




Balaho

The homeworld of the Unggoy, this planet has suffered much. It is still recovering from environmental collapse due to the heavy global industrialization done by the San 'Shyuum. It is known to have high amounts of methane in its atmosphere, which force the Unggoy to bring tanks of their air to other planets or die, and what parts of the planet are not covered by polar ice caps or fresh water, it has brackish water flats with naturally occurring pillars of fire. This world also serves as the main producer of natural gas for the Empire.


Te

The desert homeworld of the Lekgolo, this rocky and volatile planet is the main provider of raw minerals and materials for the Covenant Empire. A massive desert covers the planet, with large valleys of spires of pure rock, which are hallowed out and made into the great cities of the Lekgolo. The desert and the rocky spires and valleys helped in large part to contribute to the Lekgolo dominance over the ground battlefield when the Covenant invaded to try and force them to join the Covenant. The cities are places of wonder, with great libraries full of books of poetry and knowledge forever timeless.




Palamok

The Yanme'e homeworld. Almost identical to Earth, Palamok has once central ocean, spreading over the planet and much of the surface is marred by the construction of the massive Hives the Yanme'e live in; great structures of brown earth that hold their civilization. It is also a key producer of minerals, agricultural foods and water.




Eayn

The homeworld of the Kig-Yar, it is a heavily-forested world, which suits the lifestyles of the Kig-Yar just fine. They live in great cities that are constructed amongst the treetops, which gives their spaceports plenty of easy access to space. If they are ever attacked, they can melt into the forest, and in knowing the ground like the back of their hands, they can rip apart, surrounded and slowly snipe to death any enemy who tries to attack them.




OOC: This nation is basically the Covenant after the events of the Halo trilogy. What do you think would happen?
1010102
06-10-2007, 06:50
OOC: This nation is basically the Covenant after the events of the Halo trilogy. What do you think would happen?

OOC:Countinuty Errors?
The PeoplesFreedom
06-10-2007, 07:01
OOC: Somehow I doubt that they would give up the caste system.
Telros
06-10-2007, 14:12
OOC: Yes, there would be confusion, but since they were betrayed by the Prophets and the Elites hate the Brutes, they would somehow think they managed to get away and attack, causing a war.

Also, TPF. Hell yes they would. The Caste system was made BECAUSE of the Prophets. They found that they lied, and trust in everything they did would drop, wouldn't you say? Also, after the Civil War the Covenant would be in disarray, and in that time, the Grunts would rebel to free themselves from being slaves, the Drones since the Elites killed their "Queens", and the Kig-Yar would just go "fuck it" and leave, since they were only playing lip service to the religion.

A key part of this is the fact that the religion has basically died since they know the truth about the Forerunner. The Caste system was based on the religion.

So, actually, yes, the caste system would be abandoned.
Telros
06-10-2007, 16:33
Species of the Covenant


Overview

The Covenant is compromised of six races that have survived the Covenant Civil War and the Great War. Together, they work to ensure peace and prosperity for the Empire. The Kig-Yar and the Unggoy battle for political control and attempt to weaken the other, which keeps both in check. The Lekgolo keep to themselves mostly, only called upon in times of crisis or mysteriously appearing, unbidden. The Yanme'e continue their colonization efforts and the Sangheili watch over the Empire and try to keep the other races from killing each other. The Huganok simply exist and do what they are told.



Sangheili

http://images.wikia.com/halo/images/c/c2/N%27tho_%27Sraom.jpg


The Sangheili are the masters of the Covenant, the ultimate military commanders, diplomats, politicians and everything in between. Simply because they had to; with the San 'Shyuum gone, one of the races had to fill the political vaccum and the Sangheili were the only ones capable of doing it. They are strong and powerful warriors, equal to the SPARTAN-II's of the UNSC and are cunning tacticians. Many of the early Covenant and later Separatist victories were won due to their tactics. They have a set of four mandibles, two on each side of their mouth, which leads to their language being a strange warbling sound, as well as showing off that they are a more carnivorous race. They have a double set of pectoral muscles, giving them increased strength, as well as having legs that are digitigrade and are structured in such a way, especially with hooves for feet, that they have excellent balance and power. They only have four fingers: two middle and two opposable thumbs for grasping. A powerful race, with quick minds and intelligences close to what human culture is like, they are the perfect candidates to take over the Covenant.



Lekgolo

http://images.wikia.com/halo/images/6/61/Halo_3_Hunter.jpg

The Lekgolo are a species of small, colonial worm-like creatures that can form together into specific assemblages called Mgalekgolo, which are the warriors in armor and the giant shields the enemies of the Empire see all the time. They are a hulking, bipedal mass over twelve feet tall, and eight when crouching to hide their weak spots. They are used as heavy weaponry and security aboard ships and are terrifying warriors. Their armor is nearly impenetrable and their shield can crush almost any foe, and is impervious to nearly all weaponry. Their Fuel Rod Cannons allow them to shoot a beam of fuel rod energy that can wipe out infantry or destroy vehicles. Immensely tough and hard to beat, the Lekgolo take a lot to bring down. They act as mediators for the Covenant most of the time, as the Sangheili still have trouble from time to time and their presence commands the respect of all Covenant, willingly or no.




Unggoy

http://images.wikia.com/halo/images/7/78/Halo_3_Grunt.jpg


The Unggoy are one of the races of Covenant and are a rather dimunitive in size and stature, cowardly and are often seen as laborers and the ones seen on the front lines as they are often the first seen in battle. They are the most sociable of the Covenant races, by having a pack mentality which leads them to hang out in groups of their kind, making them dangerous as in groups they are tenacious and their ferocity in battle has overwhelmed many enemies. Due to their great numbers and the fact they are now educated, the San 'Shyuum kept them uneducated to control them better, and have equal political power, they are a key force in the Empire and are not to be crossed. They can use a variety of weapons, and due to their capacity to learn faster and in greater capacities in storing information, they are often tasked with listening to communications and reading captured enemy documents.



Kig-Yar

http://images.wikia.com/halo/images/0/03/Halo_3_Jackal.jpg


The Kig-Yar are a race of Avian-like beings who vie for power in the Empire with the Unggoy. They served in the military as the scouts and snipers of the Covenant, with their superior sense of sight and smell, they are deadly with the Beam Rifle and with their shields, they can form a mobile defense in battle. They still retain their arrogant superiority from their time under the San 'Shyuum, and still consider themselves above the Unggoy, leading to high tensions within the Empire. They, however, like before during the Human-Covenant War are not truly part of the Empire but are basically mercenaries who pay lip service to the Sangheili and the Emperor. In war, they are often paid to be used as privateers, to prey on civilian shipping.




Yanme'e

http://images.wikia.com/halo/images/b/b8/Halo_3_Drone.jpg


The Yanme'e are a race of collective-minded beings who are one of the races in the Covenant Empire. They are excellent aerial warriors, especially in space, due to their wings and their homeworld being much like Earth with it's gravity. They wield light weapons, such as the Needler and the Plasma Pistol, and they attack in packs, making them difficult foes. They have a strange place in the Covenant; there is still some resentment amongst the Yanme'e as some still believe in the San 'Shyuum, but most are grateful to be given an equal say and to have been allowed to colonize more worlds, and make more hives. They are commonly seen with the Lekgolo, whom they trust the most due to their similarities in culture.



Huganok

http://images.wikia.com/halo/images/thumb/a/ab/Engineer.jpg/506px-Engineer.jpg


The Huganok are the scientist race of the Covenant, and are the only race that does not fight. The Huganok are creatures who can look incredibly quickly, even more so than the Unggoy, and can take apart, reassemble and repair almost anything with second, using the thousands of microscopic cilia that their tentacles break into when they work. They were used by the San 'Shyuum to transport, unlock and find Forerunner artifacts. They still do so, but the entire field of Forerunner research belongs to them and as such, they have immense political power in the Covenant. Due to their docile nature, all the races give way to them and when they do choose to talk, which is rare, their wisdom is heeded always.
Telros
06-10-2007, 19:14
Characters and Personas


Emperor Koro 'Yavumi


http://images.wikia.com/halo/images/thumb/3/30/Supremecommander.jpg/300px-Supremecommander.jpg


The Emperor Koro 'Yavumi is the third Emperor to have ascended to the throne of the Covenant Empire since the death of the Arbiter. A mighty warrior who proved himself in the ritual of the Arbiter, which is kept secret from all but the highest ranking Sangheili and the Councilor Sangheili whom oversee the ceremony. No one knows how it is done except that several Sangheili enter, and after a period of three days, the new Emperor of the Covenant Empire is chosen, walking out of a massive complex of caves under Sangheilios, wearing the violet armor and cloak that signifies his station. All the Emperors, including the current one, have been trained and studied the various arts of war and strategy, and are well-versed in politics. Koro has ruled the Empire with a firm but just hand and many in the Empire already respect him. But due to his young age, he is only 35 cycles, and is still new to the throne, many are still waiting to see if he can live up to the legacy of his predecessors...and the Arbiter.




*more to be added as characters are made*
Telros
06-10-2007, 21:58
Technology of the Dominion



Engine Technology

The engines are powered by deuterium and tritium reactors, which combine and unleash an immense amount of energy through fusion and give it the power it needs to move through space. The amount of power given, along with the small size of the ships and the aerodynamic shape of the ship allows them to cut through space and make maneuvers other ships cannot. Through these things, the Covenant Navy has been known to be an agile that hits hard and fast, and is difficult to hit due to their quick movements.


Armor Technology

The armor of the Covenant is made out of several materials that are akin to the UNSC's Titanium-A but have energy-resistant properties, which gives them a chance to survive their own attacks as well as not be so weak to plasma, as the human ships were. The hulls of the ships can take an immense amount of damage, as seen from taking several hits from missiles, MAC rounds and even a nuke could not fully destroy one of the Covenant ships.



Shield Technology

The Covenant Starship shielding technology is a very powerful and advanced piece of technology that has served the Covenant well in their battles. The shields are very strong, and can regenerate almost instantly, unless power is taken from the shield generators. However, they do have their limits. For their weapons to fire, a section of the shield has to drop in order for their weaponry to fire at a target. And when they are unloading troops, vehicles and supplies, the shields must be dropped as well.

There are also personal shield systems, which are used by Sangheili and the Kig-Yar. The former uses a series of shield emitters in its armor that generates a powerful shield that protects them from damage, both energy and ballistic. With the two centuries of peace, the Covenant have also taken their cue from humanity and begun to actually research and understand the technology they use, increasing the power and capabilities of their technology. So, with both personal and starship shields, they have been boosted to take more damage and are not so vulnerable to energy any more, although the nature of the shields take less damage from ballistics than from energy. The shield will eventually collapse under pressure but will quickly recharge.

The latter uses a linear shield system that is generated by a device worn on the forearm that generates the shield. It deflects all ballistic weaponry up to sub-machine guns and fire arms. Heavy machine guns will deplete the shields eventually and collapse it, and grenades will destroy it. A sniper shot to the center will cause the shield to fail as well. The shields have been toughened, but plasma energy still does more damage than ballistics.



Sensor Technology

The Covenant have very advanced sensor arrays which, along with detecting everything on the EM spectrum, infared, nightvision and motion, they can detect gravitational disturbances and anything that essentially causes a disturbance and/or space to start acting unnaturally. The distances they can cover are vast and it gives them plenty of forewarning and information with which to plan their campaigns.



Weapons Technology

The Covenant have many weapons at their disposal, from the small Plasma Pistol to the enormous Fuel Rod Cannon.

The basic weapon of the Covenant is plasma, an immensely hot substance that is capable of melting through meters of thick metals and armor almost instantly. Plasma is heated in a pinched magnetic field by energy supplied from the ships reactors, and then fed into either the pulse laser turrets, the plasma torpedo tubes or the energy projector. Its burn through armor and shielding with incredible speed and they are directed and kept in their ball shapes, whether being a plasma bolt from a rifle or a plasma torpedo, by magnetic coils in the weapons, or magnetic control systems in the case of a plasma torpedo.


Plasma Torpedoes are heated in a pinched magnetic field by energy supplied from the ships reactors. The atoms that are on an appropriate trajectory between the Covenant starship and its target are then herded towards the mouth of the torpedo tube by magnetic pulses. Then, the plasma torpedo is fired, and is subsequently herded towards it target by a long-reaching magnetic field projected by the tube. They can track moving targets effectively even at long ranges. They are extraordinarily accurate. However, the plasma torpedo tubes have another function. The Sangheili discovered what Cortana discovered during her time on the Ascendant Justice, that the tubes could be used to fire a long, laser thin beam of plasma capable of cutting through ships and shields like they were butter. It takes a lot of plasma and forces the ship to not use plasma torpedoes for a period of time but it does immense damage. The torpedo systems themselves have been updated to use less plasma, and fire more torpedoes in asmaller space of time.


Pulse Laser Turrets are turreted beam weapons that can fire many volleys from a single charge of plasma, and are also used in point defense. They work by charging the turrets with plasma and then firing a cyan beam of light at their target, after dropping a section of its shields. Much the same as the other plasma weapons, it can burn through armor, metal and shields with an ease unmatched in any other weapon.They are used in volleys alongside Plasma Turrets, to damage enemy capital ships.


Plasma Turrets work on the same principle s the pulse laser turrets, but due to their slower firing rate and increased power, they are only useful as anti-capital ship weaponry. They charge their weapons with plasma and, after dropping a section of its shields, the turret fires a long beam of blue plasma. When supported by pulse laser fire, it can be a devastating weapon capable of destroying/disabling ships instantly.


The Energy Projector is one of the most powerful weapons in the Covenant arsenal. It has a range of 100,000 kilometers and it works by firing a thin beam of plasma with extremely energetic particles at near lightspeed and is compromised of pure energy. It can slice through metal as if it isn't there.


Plasma Charges are air-to-ground bombs used by Seraphs against ground targets. It is released a pillar of superheated gas but as it reaches the ground, it loses integrity and explodes into a devastating conflagration, capable of incinerating all in its path.
Telros
07-10-2007, 04:27
Soldiers of the Empire


Unggoy

http://www.covenant-clan.co.uk/images/grunt.jpg

The Unggoy still retain their role in the military that they had before under the San 'Shyuum, except they are now more intelligent, less cowardly and are trained more and equipped with more and heavier weaponry. The raw soldiers are still cowardly and run away from combat as most green troops do, but the older and more skilled Unggoy have a firmer grip of themselves, as well as more self-confidence, so they rarely run away. They are commonly armed with plasma grenades, plasma pistols, fuel rod cannons and sometimes carrying a plasma cannon. Their incredible numbers, as well as their tenacity and ferocity in combat make them a dangerous enemy to face.



Kig-Yar

http://www.covenant-clan.co.uk/images/jackal.jpg

The Kig-Yar serve much of the same role that they did before the Great War, as scouts and snipers for the Empire. They are often sent ahead of the main force to scout and sniff out any ambushes that may lie in wait. With their superior senses, especially in the fields of smell and sight, they can detect enemies with ease and kill them from immense distances. And with their energy shields, they can be deployed to provide mobile cover that allows the main force to mobilize and prepare to attack they enemy unhindered. They can also be deployed singly with Beam Rifles for patrols. Both Shield and Sniper Kig-Yar are used as police in areas the Covenant have conquered as their predatorial mindset and their superior senses give them an edge in that field. They are armed with personal arm mounted shields, plasma pistols, and Beam Rifles.



Lekgolo

http://www.covenant-clan.co.uk/images/hunter.jpg

The Lekgolo have a slightly different role than what they demonstrated in the Great War. They are still deployed for heavy security and heavy weapons deployment, but they also are now given support in the form of Unggoy and Kig-Yar to provide cover fire and allow the Lekgolo to focus on larger threats like turrets and vehicles. An Sangheili commander may be part of the group as well, to oversee operations. However, if there isn't one, the Lekgolo have been trusted to take command. They are basically now the second most respected in the Covenant military and with their fuel rod cannons and massive shields, they can take on almost anything.






Yanme'e

http://www.unscleric.com/images/Drone.JPG

The Yanme'e serve like shock troopers of a kind for the Covenant, attacking from the air with wings and anti-grav devices, overwhelming enemies with massed fire and swarm tactics, which allow the Yanme'e to overwhelm and surround an enemy, denying cover. They are most useful in space, where the lack of gravity allows them to be masters of that domain. As well as to being used for patrolling and space ops, they are used in the repairing and maintenance of Covenant ships. They are usually armed with plasma pistols and needlers.



Sangheili

http://www.xboxgazette.com/i/pic_halo_elite.jpg

Finally, the masters of the Empire and all within it, the Sangheili. The Sangheili are the commanders, the admirals, the Field Masters, the shock troops, anything the Empire needs them to be, they are. Their skills range all over the place, with certain Sangheili units geared towards their special skills, demolitions, long-range combat, close combat, etc. The color of their armor indicates their rank, which is determined by valor in the field and by how many they have killed. They can use almost any weapon, from the plasma pistol to the Carbine to the Energy Sword. The best of the best, the enemies of the Covenant have learned to the fear the Sangheili.
Telros
07-10-2007, 05:55
Infantry Weaponry


Plasma Pistol

http://images.wikia.com/halo/images/thumb/1/16/Plasma_Pistol_Halo_3.jpg/455px-Plasma_Pistol_Halo_3.jpg

The pistol is the weakest weapon in the Covenant arsenal, it is often used by Unggoy, Kig-Yar and Yamne'e, although Sangheili use it from time to time. It works by firing plasma bolts in semi-auto bursts, which allows it to do considerable damage as well as putting lots of plasma in the air. However, it's secondary function is what makes it special, and has given it the name “Shieldkiller”. The pistol, if the trigger is held down, can “overcharge” its plasma, allowing it to form a bright ball of green plasma that can be fired. It semi-tracks its target and hits its, expending its considerable amount of heat and energy into the target. It is very useful when trying to take down the shields of an opponent. However, the overcharge drains the weapon significant and after several of these bursts, the cell will empty and require charging.



Plasma Rifle

http://images.wikia.com/halo/images/thumb/7/7e/Plasma-rifle_02.png/600px-Plasma-rifle_02.png


The Plasma Rifle is the standard issue weapons used by the Sangheili and the Kig-Yar when pressed. It works much like the Plasma Pistol, except without the overcharge ability. It can fire at semi-auto, which has greater accuracy but a slower rate of fire, or full auto, which has a high rate of fire but less accuracy and after several shots, the rifle will overheat, forcing the user to wait until the weapon is done venting before they can use it again. Once the cell runs out, it must be recharged. If multiple plasma bolts hit a target, there is a chance of the energy affecting their nervous system, stunning them for several seconds.



Needler

http://images.wikia.com/halo/images/thumb/9/94/H3_needler.jpg/401px-H3_needler.jpg

The Needler fires semi-homing crystal shards that explode approximately two seconds after they come in contact with an organism or ten seconds after being launched and ignore most forms of personal energy shielding. The ammunition will also bounce off walls, filling the air with projectiles. While one explosion produces fairly light damage, several crystals exploding in succession can multiply the damage to cause a huge, pink explosion to rip apart the affected target.




Fuel Rod Cannon

http://images.wikia.com/halo/images/5/51/Fuel_rod_gun.jpg

The Fuel Rod Cannon can be used by all members of the Covenant, and is used as an anti-vehicle weapon. It fires bolts of green plasma that arc like a mortar and explode on impact, releasing a deadly amount of radiation from the explosion. A modified version of this weapon is used by the Lekgolo and the Banshee uses a Fuel Rod Cannon as well.


Plasma Grenade

http://images.wikia.com/halo/images/9/94/Plasma_Grenade.jpg

The Plasma Grenade is one of the deadliest and most used weapons in the Covenant arsenal. The grenade, when activated, generates an outer layer of plasma that allows it to stick to targets, but it somehow has a sensor that distinguishes between scenery and enemies. It has a three second timer before it explodes in a flash of plasma.


Plasma/Energy Sword

http://images.wikia.com/halo/images/f/f7/Energy_Sword.jpg


The Plasma/Energy Sword is a weapon that is only used by the Sangheili. It works with its hilt being a magnetic field generator, which extends two envelopes of magnetic energy, which direct the swords plasma. The art of wielding the Energy Sword is one that takes skill and courage few have, and the swordsmen who master the blade are renowned in the Empire.



Particle Beam Rifle

http://images.wikia.com/halo/images/thumb/c/cf/Particle_Beam_Rifles_Halo_3.jpg/600px-Particle_Beam_Rifles_Halo_3.jpg


The Beam Rifle is the sniper weapon for the Covenant and it does its job well. With magnifications up to 5X and 10X, it can be used to kill targets over long ranges, especially in the hands of Kig-Yar, although Special Operations Sangaheili have been known to use it. It can fire over 20 successive shots, if the weapon hasn't been overcharged, which occurs when a user fires it twice in quick succession, which causes the weapon to overheat. This dips into the plasma supply and gives less power for ammo. Otherwise, its a fine weapon.



Covenant Carbine

http://images.wikia.com/halo/images/thumb/6/68/Carbine_render.jpg/536px-Carbine_render.jpg


The Carbine is a medium-ranged, high-powered projectile weapon, one of the few the Covenant own. It's design is so different from the normal Forerunner design that it's speculated to be the brainchild of the Sangheili; which could be true seeing how much they use it. It works on a similar principle as the Fuel Rod Cannon, in that it fires explosive, radioactive rounds. In experienced, accurate hands, it can lay waste to everything in its wake.
Telros
07-10-2007, 06:12
Heavy Weaponry


Shade

http://images.wikia.com/halo/images/e/e0/Halo_3_Shade.jpg

A stationary heavy weapons emplacement, the Shade is made up of two parts: the anti-gravity stand and the pod itself with the twin cannons and the control systems. The user sits in the control pod, and aims the pod anywhere in a 360 degree radius, and it can fire three bursts of plasma at a time, which can go for long distances before cooling. A good weapon to fortify positions and hold off infantry, although vehicles or large numbers of infantry can overwhelm it.



Portable/Shielded Plasma Cannon

http://images.wikia.com/halo/images/d/d0/Plasma_turret.jpg

These cannons come in two types: Portable or Shielded. Portable cannons are light and compact, and can be carried by infantry, such as the Unggoy, who shoulder them until they reach a battle site. Then, after setting it up, they begin to lay down suppressing fire. However, they cannot be repacked and lack power against vehicles.

The Shielded variant looks similar to the Shade, except that it has a tri-lobed shield and it isn't portable like the other variant. The Shield version is excellent against vehicles, and is protected against frontal assault by its shields. Overwhelming force or vehicle-mounted cannons can still destroy it, however.



Covenant Artillery

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These massive pieces of field artillery work much the same like Wraiths, firing large blobs of plasma in indirect, parabolic trajectories, except with immensely longer ranges and they do far more damage. These are set to bombard key targets or defend vital staging areas, usually during invasions.


Covenant Anti-Air Artillery

http://images.wikia.com/halo/images/7/7e/H3_E3_PlasmaMortar.jpg

This field artillery piece works in concert with the Anti-Air Wraiths in keeping air zones clear of enemy aircraft. It fires bursts of purple plasma at a target and it can swivel around quickly to follow its targets. It range and rate of fire are also dangerous to enemy aircraft.
Telros
08-10-2007, 04:42
Covenant Armor


Ghost

http://images.wikia.com/halo/images/thumb/1/1d/Halo_3_ghost_angle.jpg/600px-Halo_3_ghost_angle.jpg

The Ghost is the Covenant reconnaissance and rapid attack vehicle. Design with speed, agility and maneuverability in mind, the armor is light and it is only armed with two twin-linked plasma cannons that fire 100-250 kw of plasma energy. It hovers above the ground using an anti-gravity system called the Boosted Gravity Drive, allowing it to traverse most terrain but also leads to the Ghost being notorious for flipping over when even slightly unstable. Their engines are also designed to have a boost feature that, while drawing power from the weapons, making it unable to fire, it can achieve incredible speeds and allow it to enter/leave battles with ease. It's small size makes it easy for transport and allows rapid deployment of the Ghost, giving Covenant commanders the edge in battle, when they need a fast, hard-hitting weapon against infantry and light vehicles.



Spectres

http://images.wikia.com/halo/images/thumb/8/87/Spectre.jpg/600px-Spectre.jpg

The Spectre is the Covenant ground assault vehicle and armored transport. Armed with a 360 degree, rapid firing plasma cannon, it can lay down the pain very quickly. Able to seat three people, the driver, passenger and gunner, it can lay down fire with aid from the passenger. Through the use of a boost feature, it can go about the battlefield relatively quickly, though not as quick as the Ghost.



Shadow

http://images.wikia.com/halo/images/thumb/6/66/Shadow01.jpg/582px-Shadow01.jpg

This is the ground transportation vehicle for the Covenant, capable of carrying eight passengers, along with the driver and gunner, or two Ghosts. The gunner is armed with a weapon much like the Shade, which gives this APC some firepower but not much. This vehicle would be seen in convoys protected by Ghosts, Banshee's and Wraiths.



Scarab

http://images.wikia.com/halo/images/thumb/0/00/Halo_Scarab_Large.jpg/460px-Halo_Scarab_Large.jpg


The Type-47 Ultra Heavy Assault Vehicle, aka the Scarab, is the Covenant's towering walker/mobile weapons platform. Armed with two AA turrets and a single Scarab Gun, that can easily punch through thick armor and shielding with every blast. It moves by the use of its four legs, allow it to climb about cities as if it were its home. Heavily armed and armored, this beast is a sight that has caused terror for the enemies of the Empire. It has a crew to drive the beast as well as a garrison to stop boarding actions. Commonly used in major offensives and invasions.



Wraith

http://images.wikia.com/halo/images/thumb/6/6e/Wraith_view.jpg/600px-Wraith_view.jpg


The Wraith is the Covenant's main battle tank (MBT), able to fire its main plasma cannon in great arcs, allowing to bypass enemy defenses and deliver the crushing force of the superheated plasma with great accuracy. The plasma is held in a magnetic field as it is launched from the tank. It also has two automated turrets and secondary gunner turret, giving it plenty of anti-infantry firepower. It can boost, like the Banshee and Ghost, at the cost of temporarily losing weapons. It uses anti-gravity plates to hover, which allows them to move over land mines without activating them.


Anti-Air Wraith

http://images.wikia.com/halo/images/thumb/c/cd/Anti-air_Wraith.jpg/600px-Anti-air_Wraith.jpg

This is the specialized version of the Wraith, which is armed with two Fuel Rod like Flak Guns, which are used as Anti-Air and for long range bombardment. The rapid fire guns are much different from the slow firing Plasma Mortars. It also has the two automatic plasma turrets and the secondary gunner position to be used against infantry and light vehicles.
Telros
08-10-2007, 13:59
Covenant Space/Air Attack and Support


Banshee

http://images.wikia.com/halo/images/thumb/c/c6/Banshee_view.jpg/600px-Banshee_view.jpg

The standard Covenant ground assault aircraft, the Banshee is armed with twin plasma cannons and a single Fuel Rod Gun, giving it sufficient punch to hurt heavy infantry and vehicles. It has two anti-gravity pods which are the stubs at the ends of its wings, which allow it to fly as it does and pull the maneuvers it is capable of, and as they fly around, they create a screaming noise, hence the name Banshee. Durable, swift, agile and dependable, this vehicle is perfect for patrol duties and air support in battle.




Phantom

http://images.wikia.com/halo/images/0/0c/Halo_3_Phantom.jpg

The Phantom is the Covenant fast deployment dropship, able to carry vehicles and deploy its troops quickly by using its minature gravity lift. It is armed with three, rapid-firing plasma cannons, which allow to provide covering fire as it deploys its troops and to engage enemy aircraft. It can hold any vehicle, aside from the Scarab, as well s Shade turrets and the like. Very agile and swift, it is a key part of any Covenant operation.





Seraph Starfighter

http://images.wikia.com/halo/images/thumb/d/d6/Seraphagain.jpg/600px-Seraphagain.jpg

The Seraph is the main starfighter that the Covenant have, and as such, serves as both a fighter and a bomber. Armed with two plasma cannons, and plasma torpedoes, it is a powerful fighter and a threat against enemy fighters and capital ships. It's piscine and teardrop-esque design give it great agility and make it harder to hit the fighter. It's energy shields also increase it's effectiveness and lifetime, giving pilots time to become experienced warriors in space and air. It also air to ground bombs, plasma charges, that blast an entire area with plasma fire, good for taking out infantry and light vehicles.



Covenant Air Artillery

http://images.wikia.com/halo/images/3/3a/Covenant_Air_Artillery.jpg

The Covenant Air Artillery craft is an airborne Covenant vehicle armed with three Plasma Mortars, and its a sort of airborne siege vehicle for raining plasma down upon enemy bases and destroying them. As it has no on board defenses, it can be very vulnerable if dealt with promptly. However, its heavy plasma mortar cannons can lay waste to an entire ground/air base.
Telros
09-10-2007, 01:38
Navy of the Covenant Empire


Covenant Frigate

http://img130.imageshack.us/img130/7088/covenantfrigateov0.jpg

The Covenant Frigate is the lowest class of ship the Empire has. A medium tonnage ship, it is armed with pulse laser batteries and two plasma torpedo tubes, along with several plasma turret batteries. Being the smallest and most common ship class in the navy, it is tasked with the common jobs. Pirate hunting, patrols, rescue missions, and any to all space battles, no matter the size, these ships are seen.



Covenant Light Cruiser

The Light Cruiser is the Covenant standard ship of the line. A moderately strong ship, that has multiple pulse laser and plasma turrets, and three plasma torpedo tubes. Like all Covenant ships, it holds Seraph starfighters for missile and torpedo defense as well as to engage other fighters. It has no prevalent uses or disadvantages; it is a solid ship that has always been relied upon by the Covenant in their battles.



Covenant Destroyerp

http://www.covenant-clan.co.uk/battle41.jpg

The Destroyer is one of the stronger ships in the Covenant Navy, with its many pulse laser and plasma turret batteries, which can fill the space between itself and enemy ships with plasma, and the four torpedo tubes can unload a barrage of plasma torpedoes in seconds, slagging almost any ship in seconds. And with its vast complement of Seraph fighters, it can dish out the pain very quickly and with its impressive speed and agility, it is a powerful weapon that the Covenant have in fleet actions.



Covenant Cruiser

http://images.wikia.com/halo/images/thumb/f/f7/Covenantcrusier.png/300px-Covenantcrusier.png

The Cruiser is the first heavy tonnage ship the Covenant have that is capable of taking on enemy capital ships by itself and come out on top. It's many pulse laser and plasma turrets allow to decimate smaller classes but it is missing Seraph fighters. Most likely, the pulse lasers are meant to take up their job, as there are so many of them that they can be used as a self-sufficient PD system.



Covenant CCS-Class Battlecruisers

http://halo.wikia.com/wiki/Image:BattleCruiser.JPG

The CSS class Battlecruiser is the main battleship of the line for the Covenant Navy. It's pulse and plasma weaponry number in such great numbers, that taking on these ships head on would be and, is generally considered, a good way to commit suicide.It can hold thousands of troops and its Seraph complement numbers in the hundreds. A powerful capital ship, it is not to be taken lightly.




Covenant Supercruiser

http://www.covenant-clan.co.uk/images/mixedcruiser.jpg

The Supercruiser is one of the most powerful classes existing in the Covenant Navy to date and it has been known to decimate entire fleets by itself. Often used as the flagship of fleets that are sent out, mostly invasions or battles during a time of war, it is armed with hundreds of pulse laser and plasma turrets, dozens of plasma torpedo tubes and five energy projectors. And with its hundreds of Seraphs, it can defend itself against almost anything and rightly has the name “Supercruiser.”



Covenant Assault Carrier

http://halo.wikia.com/wiki/Image:COVENANT_ASSAILT_CARRIER.jpgp

The Assault Carrier is the class used as a heavy planetary assault class, being able to hold tens of thousands of troops in their holds, thousands of Seraphs and the immense amount of weaponry have etched this ships reputation into history permanently. It's energy projectors can slice through and snipe enemy ships and its staggering amount of weaponry ensure it can unload fire at an enemy in a hurry.



Covenant Carrier

The Covenant Carrier is a heavy warship classification in the Covenant fleet. It is armed with pulse laser turrets and plasma torpedo tubes.. However, its primary role in combat is to dispatch starfighters and other smaller ships, and it boasts tens of thousands of Seraph fighters.. An effective, and required, class in any Covenant war fleet.



Covenant Supercarriers

The Covenant Supercarrier is the strongest ship in the Covenant Navy, and due to the near annihilation of all of these ships in the Covenant Civil War and the strain on their resources to rebuild after, only two remain in the Covenant fleet. With thousands of pulse laser and plasma turrets, a couple hundred plasma torpedo tubes and the immense amount of Seraph fighter, this ship is the most awe-inspiring and terror-striking sight in all of the Covenant Empire.