- Ninja2000
- |
- Exalted Legendary Member
Covenant Union- Fleet of Divine Salvation
Planet 4 : The reliquery has picked up many relics sheathed beneath the ice. Excavation teams will be deployed and a forward command base will be set up. Additional reports indicate this should prove ideal for defensive purposes.
The Covenant Union is devoted to "reclaiming" their former military prowess and holds no affiliation or contest with any other faction. A fanatical sect, they place more importance on relics than combat but can hold their own with their re-purposed Forerunner technology powering their ships and ground forces.
Unlike their predecessor, the original Covenant, this hegemony has no interest in the destruction of other sentients. Rather, they are brought together by their interest in advancing technology and, having picked up the signatures of additional relics on their luminaries have moved into the system to begin excavating uncolonized planets when they have a formidable defense fleet.
You may find it curious that many Covenant Loyalists exist within their ranks. Don't be alarmed. Many sentients have been drawn to the Covenant Union's purpose and joined of their own will rather than having their planets held at gun-point by the fleet. They will remain in-system for the excavation of Forerunner Artifacts, but will not attack unless provoked.
Ships:
500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
2 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
10 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
5 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
10 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
2 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)
Ground units:
1000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
100 Sangheili (Shielded, intelligent, commanding officers of various ranks)
20 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
50 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
4 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)
Buildings:
1-Bay Space Station
Finished Research:
Research (To-do List):
Basic Settlement Procedures- 1 turn
Advanced Settlement Procedures- 2 turns
Complete Settlement Procedures- 5 turns
Landing Field schematics- 1 turn (Will allow the Covenant Union to deploy additional forces in this system)
mining Protocols- 2 turns
Improved Mining Protocols- 4 turns
Energy Application study- 2 turns
Ice Suits- 2 turns
Basic Armour Integrated Shielding- 3 turns
Advanced Armour-Integrated Shielding- 4 turns
Point-Defense Shield-gauntlet- 2 turns
Advanced Plasma shaping- 5 turns (Covenant already uses Basic Plasma shaping)
Active Camouflage- 3 turns
Shield Doors- 4 turns
Atomic research- 3 turns
Covenant Anti-matter bomb-10 turns
Antimatter study- 4 turns
Antimatter collector-5 turns
Antimatter storage- 5 turns
Construction:
Basic Base- 1 turn
Advanced Base- 2 turns
7 Landing Field (One for each type of unit)- 3 turns
Basic Mines- 2 turns
Improved mines- 4 turns
3 Covenant Factories- 7 turns
Covenant Shipyards- 7 turns
*2 Covenant Frigates- 1 turn
*1 CCS-class Cruiser- 4 turns
Antimatter Collector-5 turns
Antimatter storage- 5 turns
6 Covenant Anti-Air Batteries- 5 turns
*500 Covenant Ghosts per turn
*200 Covenant Wraiths per turn
*100 Covenant banshees per turn
*50 Covenant Phantoms per turn
**100 Additional Sangheili each turn
**500 additional Unggoy each turn
**250 additional Kig-Yar each turn
**10 Lekgolo pairs each turn
**500 Yanme'e each turn
**50 Huragok each turn
**1 Scarab- 2 turns
*On standby until the Shipyards are complete
** On standbye until landing field is created
Ground Movement: Troops have been deployed via a Gravity Lift from one of our Assault Carriers as well as two Scarabs. Additional troops are beginning construction of a base.
Space movement: In orbit around Planet 4.
Allies:none at the moment
Enemies:none
Message to all:
The Covenant Union has landed on planet 4.
When complete, the Shipyards will be operational for all allies to use.
Covenant Union Tactical Updates: The Covenant Union retains most of the tactics of its predecessor and will not hesitate to use them if under attack. Listed here is a sample of our technological benefits, which will be updated as more become available.
-Glassing When the Covenant Union is lured into a battle and wins, it will use Pulse lasers to "glass" the surface of the defeated faction's planet, rendering a portion of it uninhabitable for 2 turns. During this period, a time penalty will be imposed upon construction until those portions of land are considered. It will take twice as long to manufacture due to the glassing of resources in the region.
Once the area is habitable again, the time penalty will be dropped and construction can resume at a normal rate. Any projects affected by the penalty will be compensated (4 turns remaining=2 turns remaining), returning to their normal rate as new available resources allow the progress to pick up.
-In-atmosphere Slipspace jump
This is a risky maneuver that allows a Covenant union vessel to make a Slipspace transition past enemy lines, but requires them to drop their shields and power down weapons, essentially leaving them vulnerable.
This can only be done in the middle of a battle while the defense fleet is distracted by the main force and can only be done by one vessel at a time. It will take time for the shields and weapons to be brought online, allowing defensive craft to get in formation while the shields recharge.
-Boarding This section will be detailed in a future tactical Update. Stay tuned.
---Of course, these can be edited to fit an agreeable compromise.
Turns until I can be attacked: 5