Covenant Empire

**The Covenant Empire** is a playable faction in *Halo: Battlegrounds.* It was a theocratic hegemony made up of multiple alien species that maintained control over a large portion of the Orion Arm in the Milky Way galaxy.

## Units

### Infantry

* **Grunt Squad:** The basic infantry of the Covenant Empire which comprises of six Grunts and an Elite/Brute commanding officer, with 40 hit points per squad member (the commander has 80 hit points) and the Grunts are equipped with plasma pistols while the Elite/Brute is equipped with a plasma rifle. Unfortunately, Grunts have universally frail armor and are the weakest infantry in conflicts as they are poorly trained. However, they are the cheapest infantry units while also having the largest squad size of any unit. This distinct advantage can be used to simply overwhelm their opposition in bodies, using the Grunts as outnumbering cannon fodder. They are particularly effective in overwhelming enemy units whose effectiveness depends on the number of individual bodies, rather than armor or defense. They are trained in a short time and become more effective with upgrades, which can allow Grunts to act as supportive anti-aircraft infantry as well as do fairly good against enemy foot soldiers. Their special ability is to throw plasma grenades for extra damage and they have the ability to call in a Spirit for pickup.
	+ **Squad Reserves:** Adds an Elite Ultra or Brute Captain to the squadron, increasing firepower and health as well as improving the plasma grenade special ability.
	+ **Methane Infusion:** Adds a 10% health bonus, 25% speed bonus, and 30% damage boost. Grunts also deal 75% more damage to enemy aircraft.

* **Elite Warriors:** The Covenant's anti-aircraft and anti-vehicle infantry with 500 hit points per squad member, comprising of four members per squad and they are armed with Fuel Rod Cannons. They are marginally effective against hostile infantry and as well as very effective against enemy vehicles and aircraft, being capable of providing a defensive line if garrisoned inside buildings. Their special ability is to add an EMP effect to their shots which temporarily disable vehicular units and defensive turrets and they have the ability to call in a Spirit for pickup.
	+ **Brother in Arms:** Adds an Elite General to the squad, increasing firepower and health as well as improving the EMP special ability.
	+ **Warrior's Experience:** Adds a 10% health bonus, 25% speed bonus and 35% damage boost. Elites also deal 75% more damage to enemy vehicles.
* **Brute Marauders:** Replaces the Elite Warriors for Brute leaders, comprising of five members per squad and they are armed with Brute Shots. They have 600 hit points per Brute, and are better than most infantry. Their Brute Shots allow Brutes to make short work of enemy infanty, and are one of the best and most versatile footsoldiers; they are excellent against enemy infantry, can be good against structures, and can do respectable levels of damage to vehicles than most equivalent units.
* **Hunter:** Heavily armored and armed anti-vehicle units armed with powerful assault cannons and they come in pairs, sporting 400 hit points each. While stronger than regular infantry, Hunters are quite slow in movement and they are effective towards enemy infantry and vehicles. Their armor properties are different from most types of infantry; they are less vulnerable to small arms fire and more vulnerable to ant-vehicle weapons than normal infantry.
* **Drone:** The Covenant's engineers which is made up of three-Drone teams and have 75 hit points per member, being armed with plasma pistols. Drones can uses its wings for amazing aerial mobility and it can perform all the standard duties of an engineer: capturing enemy and neutral structures and repairing friendly structures and defenses. In addition, they can plant plasma mines for unsuspecting enemies.
* **Suicide Grunt:** The Covenant's suicide bombers which are made up of five-Grunt teams and have 85 hit points per member. They are expendable infantry that can fill a unique battlefield role: when a suicide Grunt reaches their target they detonate, dealing a lot of damage to an individual vehicle or effective area damage against squads of infantry. If they are killed before reaching their targets, they simply die and do not detonate. They run very quickly - being some of the fastest infantry units, and are completely immune to suppression. They are very deadly in groups.
* **Jackal:** A squad of four Jackals that are extremely effective against other infantry and have 300 hits per squad member. Their carbine rifles are good against infantry and structures, but do little damage against most vehicles and aircraft. Furthermore, they are capable of instantly clearing garrisoned buildings. Their carbines are quite effective against light vehicles if under prolonged fire though. They are relatively fast units and are effective at medium-long range but do more poorer in close-quarters combat.
* **Skirmisher:** A team of six Skirmishers that have 250 hit points each and are elite infantry armed with needle rifles. They are very mobile and are strong against enemy infantry and structures, excelling in outmaneuvering hostiles and flanking them with their superior firepower. Skirmishers excel at medium range and they are good at clearing out garrisoned buildings. They can hunt down the enemy and quickly retreat if the enemy gains the upper hand.
* **SpecOps Team:** Elite infiltration specialists who have considerable training and expertise on the battlefield, comprising of a SpecOps Elite and three SpecOps Grunts. The Grunts are armed with Needlers while their leader is equipped with a beam rifle and the Grunts pack 150 hit points per member and the Elite sports 300 hit points. They specialize in quickly assassinating enemies and sneak into enemy territory. SpecOps teams are excellent for hit and run tactics, excelling in slipping in enemy bases and taking down key structures. They are also excellent scouting units and are very lethal against enemy infantry. Overall, SpecOps teams are very mobile, permanently stealthed and capable of evading most enemy ground vehicles and infantry with ease.
* **Elite Zealot:** A single-unit special forces soldier that is armed with an energy sword and he has 850 hits points. He has a portable stealth generator that renders him invisible to the enemy while stationary. This gives the Zealot the advantage of being able to hide inside buildings and in bases, and monitoring enemy movement. He is great at ambushing enemy ground units, dealing high damage in close-quarters with his blade. Additionally, friendly units who are in the Zealot's presence are inspired and gain a damage and mobility boost.
* **Brute Chieftain:** A single-unit special forces trooper that is equipped with a gravity hammer and has 980 hit points. He has a thruster pack which allows him to move around terrain impossible by regular means and are very mobile close-quarters combat commanders. The Chieftain is great as a frontline fighter that deals devastating damage with his hammer. Additionally, friendly units who are in the Chieftain's presence are inspired and gain a defense and ability cooldown boost.

### Vehicles

* **Ghost:** A light scout vehicle used by the Covenant armed with twin energy guns and it has 600 hit points.
* **Shadow:**
* **Chopper:** A light scout vehicle used by the Covenant armed with four autocannons and it has 800 hit points.
* **Spectre:** An anti-infantry and anti-aircraft scout vehicle armed with a mounted energy turret and it has 1600 hit points.
* **Revenant:**
* **Locust:**
* **Scarab:**
* **Wraith:** The main battle tank equipped with a plasma mortar and twin light cannons and it has 2500 hit points.
* **Anti-Aircraft Wraith:**

### Aircraft

* **Banshee:**
* **Engineer:**
* **Seraph:**
* **Phantom:**

### Naval Vessels

* **Covenant Battleship:** The capital ship
* **Covenant Hovercraft:**