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The Covenant

This article uses material from the Covenant, Equipment, Weapons and Vehicles articles on the Halopedia at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Drones
Quick and fleeting, they are one of two Covenant infantry units able to fly, and can cling to walls and other hard-toreach places from where they lay suppressing fire on their enemies. Although fast, Drones have little to speak for in armor, so they fall quickly. Human ballistics weapons, with their faster fire rate, is ideal for dealing with these creatures. Str: Con: Siz: Int: 12 8 Weapon Needler Att 50 Imp 10 10 Crit Ammo 2 2 20 30 Damage 2d8+2 2d4+1d4 SR 0 0 Hit Points: 16 Major Wound: 8 Move: 6 Fly: 12 Actions: 4 Defence: 20 Size SR: 2 Dex SR: 0 Base SR: 2
Weapon Name Pistols Plasma Pistol Needler 2d8+2 2d4+1d4 1 1 or Burst 1 1 20 30 0 0 30 15 98-00 98-00 7 9 5 7 15 05 Dam RoF Load Ammo SR Range Mal STR DEX Base

8 Plasma Pistol 50

12 Skills: Perception: 50%, Agility: 50%, Stealth: 50% Others: 25%

Pow: 14

Gear: Plasma Pistol (90%) or Needler (10%) Dex: 21 Armoured Hide: 2 point Chitin Cha: 8

Grunts
The first line of attack in any given Covenant offensive. The Grunts are perhaps the single most prolific of all Covenant aliens. Small and sniveling, Grunts also tend to be the most cowardly, never far off from their larger Covenant brethren. It is very rare to find Grunts alone, and at the very least they tend to congregate in large numbers. Although frail and vulnerable to every weapon, it is their sheer number that can become problematic.
Str: 12 Rank Structure Attack Skill Basics 25 45 65 85 25 45 65 85 Weapon Plasma Pistol Needler Needler or Fuel Rod Gun Needler Encountered 50% 20% 20% 10% Armour None 6 6 8 Hit Points: 22/11 Move: 8 Actions: 3 Defence: 10 Size SR: 2 Dex SR: 2 Base SR: 4

Con: 14 Orange (rookie) Siz: 8 Red (veteran) Int: 10 Black (spec. ops.) Pow: 10 White (command) Cha: 10

Dex: 14 Gear: Suitable ranged weapon and 1 or 2 reloads. 0-2 Plasma Grenades

Weapon Name Plasma Pistol Needler Plasma Grenade Fuel Rod Gun

Dam 2d8+2 2d4+1d4 3D10/2 meters 3d10/1 meters

RoF 1 1 or Burst 1

Load 1 1 2

Ammo 20 30 5

SR 2 2 6 6

Range 30 15 Thrown 400

Mal 98-00 98-00 00 00

STR 7 9 5 11

DEX 5 7 5 7

Base 15 05 05

Jackals
Due to their superior senses, Jackals are the scouts and marksmen of the Covenant military. They are about 5'6" tall and due to their lack of physical durability, they carry a portable Energy Shield generator during combat. Jackals are employed mainly as sharpshooters with their excellent vision and dexterity, and are also deployed to defend strategic areas.
Str: Con: Siz: Int: Dex: Cha: 12 Rank Structure 18 Rookie 10 Veteran 12 Ranger Attack 25 45 65 85 Skill Basics 25 45 65 85 Weapon Plasma Pistol Needler Particle Beam Rifle Particle Beam Rifle Encountered 10% 20% 60% 10% Armour 29/4 29/4 29/4 29/4 Hit Points: 28/14 Move: 12 Actions: 4 Defence: 15 Size SR: 2 Dex SR: 0 Base SR: 2
Dam 2d8+2 2d4+1d4 2D10+4 2d4+1d4+db RoF 1 1 or Burst 1 Load 1 1 1 Ammo 20 30 20 SR 0 0 0 4 Range 30 15 250 Mal 98-00 98-00 98-00 99-00 STR 7 9 12 6 DEX 5 7 7 10 Base 15 05 20 25

Pow: 14 Sniper/Marksman 10

21 Gear: Shard Knife, Energy Shield, Plus suitable ranged weapon and 1 or 2 reloads.

Weapon Name Pistols Plasma Pistol Needler Rifles Particle Beam Rifle Melee Shard Knife

Brutes
Large ape-like enemies their large size masks their surprisingly fast melee attacks. Brutes are physically imposing enemies to face in combat. Standing at approximately 9 feet tall, they not only tower over their human opponents, but the majority of their Covenant allies. They have thick, gray skin that is extremely resilient to damage.
Str: Con: Siz: Int: Dex: Cha: 30 Rank Structure 28 Yellow (rookie) 32 Brown (veteran) 12 Honor Guard 13 10 Dam 2d8+4 2d8+3d6 4d6 RoF 1/Burst Load 1 Amm o 20 SR 2/1 4/3 4/3 Range 70 Attack 40 80 120 Skill Basics 25 50 75 Weapon Plasma Rifle Plasma Rifle/Maul Plasma Rifle/Maul Encountered 50% 40% 10% Armour 4pt Skin 12 8+4 14 10+4 Hit Points: 60/30 Move: 10 Actions: 2 Defence: 0 Size SR: 0 Dex SR: 2 Base SR: 2 STR 9 11 DE X 7 15 Bas e 10 10

Pow: 16 Gear: Plasma Rifle (80%,) Maul (20%) and 1 or 2 reloads.

Weapon Name Plasma Rifle Maul Claw

Elites
Sangheili are at least 8' 6" tall, have four fingers which are much larger than human fingers, at least double the size. They look like lizards or Theropods, except for their jaws. When wearing armor, they take on a shark-like look because of the "fins" on the sides of their helmets. Their jaws are four separate mandibles attached to their face. The Sangheili are attributed for strength and intelligence, and are praised for their bravery and respect. Sangheili warriors augment these natural abilities further through use of Personal Energy Shields, integrated into their armor. Elites are most commonly armed with Energy Swords, Covenant Carbines and Plasma Rifles, because of their strength and versatility on the battlefield, Elites can utilize any weapon in the field of battle, Human or Covenant, though most Elites would rather die than use a Human or Jiralhanae-oriented weapon
Str: Con: Siz: Int: 30 Rank Structure 30 Ranger 28 Special Attack 75 100 125 Skill Basics 75 100 125 Weapon Plasma Rifle Plasma Rifle Plasma Rifle Encountered 10% 40% 50% Armour 10 (20)/10 (30)/12 Hit Points: 58/29 Move: 12 Actions: 4 Defence: 25/35/45 Size SR: 0 Dex SR: 0 Base SR: 0
Mal 98-00 98-00 98-00 9 99-00 STR 7 9 12 7 6 DEX 5 7 7 10 10 Base 15 05 20

Operations 12 Honor Guard

Pow: 18 Gear: Plasma Rifle (70%), Energy Sword (60%), Plasma Pistol (10%), Needler (10%), Particle Beam Rifle(10%), and 1 or 2 reloads. Dex: 21 Most Elites have a personal energy shield. Cha: 14
Weapon Name Pistols Plasma Pistol Needler Rifles Particle Beam Rifle Plasma Rifle Melee Energy Sword 2d8+2 2d4+1d4 2D10+4 2d8+4 2d10+2d6 1 1 or Burst 1 1 1 1 1 20 30 20 20 0 0 0 0 2/1 30 15 250 70 Dam RoF Load Ammo SR Range

1/Burst

25

Hunters
Hunters are actually an assemblage of worm-like entities called Lekgolo that create a communal, armor plated form. In this form, they are known as Mgalekgolo and stand around 20 feet tall. They usually fight and travel in pairs known as "Bond Brothers" (which technically means that not all of the colonies of worms were able to fit within one set of armor), and are the strongest Covenant fighting units. They wield powerful Assault Cannons and a massive shield resistant to any small arms fire. They are usually used as shock infantry, and are only deployed on the battle field when in need of a heavy force. Their political and religious motivations are completely unknown. Their weaknesses are their exposed orange flesh, which is located on their backs, stomach, and neck.
Str: 50 Rank Structure Attack 50 75 Skill Basics 25 50 5d6 dmg bon Weapon
Assault Cannon Assault Cannon

Encountered 75% 25%

Armour 36/10 36/10

Hit Points: 120/60 Move: 10 Actions: 2 Defence: 0 Size SR: 0 Dex SR: 3 Base SR: 3

Con: 30 Hunter Siz: 90 Hunter Elite Int: Dex: Cha: 6

Pow: 18 Gear: Assault Cannon, Shield 26 AP, 10 pt Armour 12 Almost invulnerable to forward attacks, has almost no armour from behind. 4
Dam 3D12/2D12/1D12 6d6 RoF 1 Load 6 Ammo 30 SR 4 5 Range 25 Mal 93-00 99-00

Weapon Name Heavy Weapons Assault Cannon Melee Shield Slam

STR 30 11

DEX 8 15

Base 10 10

Covenant Equipment
Assault Cannon This weapon fires huge globs of a green incendiary gel. If a target is hit, the gel sticks and burns off after 2 rounds doing less damage each round. Energy Shield - This shield 25 AP provides total cover can be over whelmed if it takes 25 points in one action, this burns out the shield. Energy Sword - A deadly weapon, used by Elites. The Energy Sword ignores armour. Fuel Rod Gun - The Fuel Rod Gun is used by both the strongest and weakest of the Covenant species. It is carried on the shoulders of many Spec Ops Grunts, and a modified version is directly attached on the right arm of Hunters, it is the Covenant equivalent of a Rocket Launcher. Gravity Hammer - This powerful weapon can also be used to manipulate gravity, allowing it to push opponents away, as well as
deflecting incoming projectiles. Every hit has a chance of doing a knockback attack, It can also function as a 15 point shield against ranged Attacks. Particle Beam Rifle is the Covenant equivalent of the S2-AM Sniper Rifle, similar in power it's advantage is it has a much larger magazine.

Plasma Grenade - Once activated, its outer layer converts to plasma, enabling it to fuse to whatever it impacts. It features an EMP effect, which drains instantly any kind of shielding, no matter how strong they are. Plasma Rifle - It is a common light weapon in the Covenant army, primarily wielded by Elites. Prone to overheating if used on burst, every action fired in burst mode increases it's heat, 3 consecutive actions firing it renders it useless until it cools, it takes a full round to cool. Plasma Pistol - The Plasma Pistol, like the Plasma Rifle, is a directed energy weapon that fires bolts of superheated ionized gas or plasma, instead of traditional Human ballistic ammunition. The Plasma Pistol can be overloaded this uses up 10 ammo and overheats the weapon for a round, an overloaded shot will short out an energy shield, if fired at an unshielded target it does max damage ie 18 points. Needler - The Needler fires crystal shards that explode approximately ten seconds after being launched. They stick in and explode for 1d4 that ignore armour. Thecrystals vibrate on a frequency that allows them to ignore energy shields. Shade An armoured, stationary gun turret, they consist of a stand and a floating mobile turret-like seating with control systems to its gun. Shard Knife Melee weapon similar to a needler. Once thrust into someone the blade snaps off and explodes an action later. The explosive damage ignores armour. It takes an action for the blade to regrow. Thecrystals vibrate on a frequency that allows them to ignore energy shields.
Weapon Name Pistols Plasma Pistol Needler Rifles Particle Beam Rifle Plasma Rifle Grenades Plasma Grenade Heavy Weapons Assault Cannon Fuel Rod Gun Shade Melee Brute Claw Energy Shield Energy Sword Gravity Hammer Shard Knife 2d8+2 2d4+1d4 2d10+4 2d8+4 3d10/2 meters 3d12/2d12/1d12 3d10/1 meters 4d8+4 1d6+db 2d10+db 2d10+db 2d4+1d6+db 1/Overload 1 or Burst 1 1 or Burst 1 1 1 1 1 1 1 6 2 20 30 20 30 30 5 Dex Dex Dex Dex 1 1 1 1 3 2 1 3 30 15 250 70 Thrown 25 400 600 98-00 98-00 98-00 99-00 00 93-00 00 00 99-00 99-00 00 99-00 7 9 12 9 5 10 11 11 21 6 5 7 7 7 5 8 7 15 10 10 15 05 20 10 10 05 05 25 20 10 05 25 Dam RoF Load Ammo SR Range Mal STR DEX Base

Ground Vehicles
Light
Ghost - Recon/Rapid Assault Vehicle
The vehicle's light weight and great acceleration make it very agile. Its ability to stop or accelerate rapidly, as well as its capacity for lateral motion, make it adept at avoiding all but the fastest-moving projectiles. Its plasma cannons are extremely effective against light vehicles and infantry, and even if the vehicle is disabled, they can still be used to devastating effect. If it uses it's boost for extra speed the plasma cannons become non-functional. Due to the opentopped design of the Ghost, drivers are often extremely vulnerable to small arms fire.

Brute Prowler - Light Recon Vehicle


The Prowler seems to hover on a gravity-assisted "sled", as the bottom is a pair of metal runners, with an anti-gravity projector running between them. A plasma turret is at the front of the vehicle, while the driver sits in the rear of the vehicle and two passenger seats make up the sides. The automatic Plasma Turret is capable of 360 degree movement, making it extremely dangerous as it allows the vehicle to target enemies regardless of which way the Prowler is facing.

Brute Chopper - Rapid Assault Vehicle


The Brute Chopper is a heavily-armored, though surprisingly fast assault vehicle. Its primary assets lay in its capability to temporarily accelerate to twice its speed, probably through rocket thrusters and its heavy armament. Directly connected to it at the back is a small, exposed cockpit that provides the rider no protection. The only defense is offered by the sheer bulk of the wheels, which are large enough to protect a pilot from frontal fire. The engine is also fitted with a ramming Targe, allowing the pilot to shred anyone in its path.

Spectre - Light Recon Vehicle


The Spectre is a multi-troop, armored transport. It is a medium sized vehicle, but maintains the high maneuverability most Covenant vehicles are renowned for. While it's slower than the Ghost, but faster than the Wraith, it can easily move while in confined spaces such as a tight box canyon. The Spectre's main weakness is that its occupants are quite exposed. The rear-mounted Plasma Cannon is very dangerous and can rapidly deplete an enemy's shield, and has a 360 degree firing arc. It has the capacity to hold two passengers besides a gunner and a driver.

Type Ghost Brute Prowler Brute Chopper Spectre

Top Speed Handling ACC Armor HP SIZ Crew Passengers 37/56 MPH 40 45/90 MPH 30 MPH +20 +10 45 20 45 10/2 18/9 24/4 45 75 37 75 30 50 25 50 1 2 1 2 0 2 0 2

Armament Twin Light Plasma Cannons Plasma Cannon Heavy Plasma Cannon Bladed chassis Plasma Turret

Availability

Medium
Shadow - Armored Personnel Carrier
The Shadow is a dedicated troop transport vehicle, similar to an Armored Personnel Carrier. As such, it is not an offensive vehicle, and is often slow and cumbersome. However, it possesses a powerful defensive plasma turret, which is used solely for defense, rather than offense. It is placed at its top; the vehicle itself can be easily outmaneuvered by smaller vehicles such as the Warthog or Ghost. Its heavy armor is its best defense against attack and is the reason for its slow speed, as the weight weighs it down.

Type Shadow

Top Speed Handling ACC Armor 30 MPH 20 30

HP 90

SIZ Crew 60 2

Passengers 1 Ghost or 8 infantrymen

Armament Plasma Cannon

Availability

Heavy
Type-25 Assault Gun Carriage - Wraith
The Wraith's primary weapon, a short-barreled Plasma Mortar (which is the heaviest Covenant ground weapon), is fixed horizontally, but can be skewed vertically. To aim the mortar, the entire vehicle must turn to face its target. The mortar can be retracted into the hull while not in use, a design advantage considering the vehicle's awkward firing requirements. A direct hit can penetrate nearly any type of armor, and even an indirect hit is often deadly. The target must be at least eight meters away for the Wraith to use the weapon outside of the "dead zone", an area in which it would cause damage to itself as well as the intended target. Wraiths possess heavy armor and are difficult to destroy. The pilot is well protected within the hull, and even the weaponry is armored. Before the addition of the plasma cannons Wraiths were particularly vulnerable to infantry, and fast moving vehicles making flanking attempts, also due to the Wraith's slow speed and lack of a suitable anti-air weapon they are useless at deterring aerial assaults.

Type-52 Anti Aircraft Artillery


The Type-52 Anti Aircraft Artillery is a variant of the Covenant "Wraith" tank, but it differs in its primary armament; while the standard Type-25 model is equipped with a Plasma Mortar, which is used mainly against slow-moving ground targets, the Type-52 model is equipped with "rapid fire" dual Fuel Rod Cannons as its main armament, and has high effectiveness against nearby air targets and also ground targets. The Fuel Rod Cannons are devastating to all forces, airborne or ground. Dozens of shots can be put out in rapid succession, laying waste to enemy emplacements, leveling fortified bunkers in a matter of seconds.

Type-33 Heavy Assault Platform - Locust


The Locust is a smaller version of the Scarab walker, with only one rotating turret which hosts a single large cannon. It does not however share the Scarabs spiked "feet", Its four legs may allow it to kneel down or climb over obstacles, like its larger cousin. The vehicle itself is roughly similar to the Scorpion in size. The Locust is known to open fire only when stationary. The Locust is, like the Scarab, another mining unit refitted for combat, probably the top-long-range Covenant ground unit, and, for this reason, a quite slow one. Specifically designed to take down static targets, it struggles to hit moving targets. Like the Scarab firing its weapon is a drain on the shield.

Type-47 Ultra Heavy Assault Platform - Scarab


Scarabs are mobile fortresses deployed from high atmosphere or low to medium orbit onto the field, and the Covenant use them to the best of their abilities. It uses four large, powerful legs to traverse terrain most vehicles cannot, including climbing over buildings, trenches, mountains and other obstacles. It should be noted however that as they are seen even jumping as well as being dropped from ships, they must utilize some sort of anti-gravity systems to avoid damaging the legs. The Scarab is equipped with a powerful Plasma Beam Cannon at the front on a "head"-like pivot. The Plasma Cannon is extremely powerful but hard to target making it almost usless against moving targets. It also causes a major power drain to the Scarabs systems, after firing it takes two round for it to recharge also shield strength drops considerably at the moment the main cannon fires. Despite its size, weaponry, and extremely thick armor, the craft remains vulnerable to boarding actions, which is why it carries squads of troops to protect it. The legs can also be used as weapons, as a monstrous pointed leg is able to crush or kick anything that happens to get in its way, even a Scorpion main battle tank, but the legs are also the Scarabs weak point.
Type Wraith AA Wraith Top Speed Handling ACC Shield Armor HP SIZ Crew Passenger s 40 MPH 40 MPH +10 +10 10 10 30 15** 30 15** 30 30 35 40 30* 135 135 90 90 3 3 Armament Plasma Mortar Plasma Cannon 2 Anti Aircraft mounted Fuel Rod Cannons Plama Cannon Charged Plasma Cannon Plasma Beam Cannon 3 Turret Mounted Plasma Cannons 2 Anti Aircraft mounted Heavy Plasma Cannon Limited Availabilit y

Locust Scarab

25 MPH 20 MPH

5 5

150 100 300 200 75* 50*

4 17

20 Grunts 20 Jackals 5 Brutes 2 Elites

* Legs ** Rear Armour

Aerial Vehicles
Type-26 Ground Support Aircraft - Banshee
The Banshee is a fast, personal aerial assault craft used by the Covenant. The Banshee is capable of reaching a speed of over 120 mph, with a low flight ceiling estimated to be around 100-300 meters, and is extremely maneuverable. It is also able to perform highly aerobatic maneuvers, such as lateral rolls and vertical flips. While fast and agile, this aircraft is further enhanced by two weapon pods slung underneath the fuselage: Each pod contains a light Plasma Cannon and a Fuel Rod Cannon. [7] Due to its low flight ceiling, the Banshee is vulnerable to anti-aircraft fire and well aimed infantry. Though small arms fire may disrupt or disable the pilot, only heavy weapons, such as the Rocket Launcher and the Missile Pod are capable of inflicting enough damage to destroy the vehicle. The Banshee is never seen being piloted by one of the "inferior" Covenant races, such as Jackals and Grunts: It is solely operated by either Brutes or Elites in combat situations. The Banshee is commonly known for wreaking havoc on Human forces in ground campaigns: UNSC forces are always forced to deal with Banshees or abandon certain areas when Covenant air support comes into play. Banshees will often employ hit and run tactics until an area has been cleared of enemy forces, while weaker targets or high priority targets will be chased after until destroyed. Banshees are ever rarely seen flying alone, even the lightest patrol will consist of two Banshees, while a common patrol may consist of five or more. The Banshee's Plasma Cannons although deemed "light" is at best an understatement, one bolt would instantly kill a light armored flesh based target, even heavily armor targets like a SPARTAN-II would only be able to withstand a few bolts before being killed. A direct hit from the Banshee's secondary Fuel Rod Gun would instantly blow any flesh based target into bits of charred flesh. In the context of the Halo games, all of the plasma weapon's strength and lethality, are compensated for both the sake of ESRB rating, and gameplay.

Type Banshee

Top Speed Handling ACC Armor HP SIZ Crew Passengers 120 MPH +20 50 16/2 45 30 1 -

Armament 2 Light Plasma Cannons Fuel Rod Cannon

Availability

Dropships
DX-class Dropship Spirit The Spirit is a moderately large craft, similar in size to the Pelican dropship of the UNSC. Capable of powered flight and hovering, this dropship appears quite cumbersome and awkward to pilots based on battlefield observations. While these dropships have life support for use in vacuum, they do not have a slipspace drive. The craft is a dedicated transport of infantry and vehicles. As such it possesses only one defensive weapon, a heavy plasma cannon. The weapon is located beneath the main fuselage of the vessel. It fires slowly but with fairly high accuracy. The Spirit possesses two troop bays, between these bays, an energy field fluctuates visibly as it generates the ship's anti-gravity propulsion. This same gravity-beam is used to ferry cargo and troops to their destinations.

Type-52 Troop Carrier Phantom


The Phantom was a substantial improvement over the Spirit, with a much sleeker and more robust design accompanying much higher offensive capabilities, and the capability of reaching greater speeds and maneuverability than their predecessors. It can transport up to 30 Covenant personnel, including Hunters. It also has the capability to take vehicles into battle which could be brought in these specific combinations: two separate Ghosts; two separate Brute Choppers; a single Spectre; or a Wraith.

Type Spirit Phantom

Top Speed Handling ACC Armor HP SIZ Crew Passengers 300 MPH 680 MPH -20 100 300 20 28 270 180 330 220 3 5 20 Troops 2 Ghosts 30 Troops and up 90 SIZ worth of vehicles

Armament Heavy Plasma Cannon Heavy Plasma Cannon 2 Turret Mounted Plasma Cannons

Availability

Fighters
Seraph - Covenant starfighter
As the Covenant's main space-based attack fighter, the Seraph has been known to be utilized as an air superiority fighter, but are clumsy and sluggish within an atmosphere, indicating that such a capability is only a secondary role and that the Banshee fills the gap left by the Seraph's sluggish maneuvering and less than aerodynamic design while in an atmosphere. Faster and possessing vastly more powerful ordnance than the Banshee, the Seraph poses a significant aerial threat. Seraphs are equipped with energy shields, but these are only a fraction of the strength of those on larger ships and are easily dispersed. They must drop their shields to fire their Pulse Laser

Vampire - Covenant atmospheric fighter


An excellent anti-air unit, the Vampire boasts high AA firepower, yet is not as able to defeat ground units. It is not as fast as the Banshee but it is considerably more resistant to damage. Due to its Heavy Needler turret and wingmounted plasma cannons, it is able to engage multiple targets at a time.

Type Seraph

Top Speed Handling 7000 MPH -

ACC 4000

Shield Armor HP SIZ Crew Passengers 10 18 160 80 2 -

Armament Heavy Plasma Cannon Pulse Laser Plasma Charge Turret Mounted Heavy Needler 2 Plasma Cannons

Availability

Vampire

100 MPH

+10

90

18

60

40

Vehicle Mounted Weapons


Weapon Heavy Needler Light Plasma Cannon Plasma Cannon Heavy Plasma Cannon Fuel Rod Cannons Charged Plasma Cannon Plasma Mortar Plasma Beam Cannon Plasma Charge Pulse Laser * Ignores Shields/Armour Dam 2d6+1d6* 2d8+8 4d8+8 6d8+8 8d8+8/2 meters 10d8+8 10d10+10 10d20+50 3d10+30 4d10+40 RoF Load Ammo 20/60 10/100 50 20 SR 1 1 2 3 2 4 6 12 1 1 Range 500 800 1,200 1,00 2,000 12,000 6,000 1,000 1,000 3,000 3 3 24 12 6 1/Burst 1 1 1 1 2 rounds 1 1 -

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