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Halo Block

FPCA Contest #1

Halo TCG kicks off with this very set! Including cards inspired from various sources, chiefly the game Halo: Combat Evolved but also including bits and pieces from all three Halo novels: The Fall of Reach, The Flood (lots of material from here, since it covers the same events as the game), and First Strike. Four main cultures are included:

The UNSC is the main Free Peoples culture, the “good guys”. Here you will find the greater bulk of your companions that will square off against the other cultures as they try to survive through all the sites. It’s a daunting task, but with the Master Chief leading them, it’s more than possible. MC is obviously your main companion, though other companions (like your faithful marines) are more than just the cannon fodder they were in the game. You’ll more than likely need their help to get through everything the bad guys will be throwing at you. Your favorite weapons, vehicles, and even ships from the game will help you in this task, as well as a slew of conditions and events that can help you push on...not to mention Cortana.

The Covenant are your main foes. With all the tactics they can deploy, you’re very unlikely to make it through the journey without encountering them at SOME point. These aliens can swarm you with weak minions like Grunts or beat you down with tougher opponents like the Elites and Hunters. They also have a virtual arsenal of weapons and ships and events and conditions to keep you hopping the whole journey. They’ve got a counter for almost anything you can throw at them, and they tend to go down harder than other minions. But they CAN be defeated.

The Flood are like most other adaptive, seize-control-of-their-fallen-foes races seen in sci-fi: they swarm like a disease and absorb anything they can, and what they can’t absorb they simply destroy. They can be punishing, but typically can’t take a lot of punishment back. Their strength is in numbers rather than individuals, quite unlike typical Covenant tactics. They have many ways to easily get those numbers, and then simply beat you down.

Sentinels are a different sort of culture. They aren’t really anyone else’s friend, but will work with anyone who will help them in their fight to contain the Flood. (Ironically, Sentinel minions can fight you alongside the Flood, but that’s the gameplay’s fault, not ours. tongue.gif) As such, they have decent-strength minions that can either swarm or take you on in small groups, but also have some companions that will fight alongside your humans. Backing either side up is the Monitor, 343 Guilty Spark, who with a rather unique bag of condition and event tricks can turn the tide of battle in unexpected and unusual ways.

All of this rolled up makes for what could be one heck of a card game, and this, as we said, is the first set in that game. Several expansions will follow, but here’s where it all begins. Enjoy!

v1.0 (Frodo): Began list with a number of cards from Covenant and Human cultures.
v1.5 (Frodo): Posted Marine dcs from Dain. Also put lore on all the Grunts and 3 Elites.
v1.55 (Frodo): Minor tweaks provided from Dain.
v2.0 (Frodo): Alphabetized card list. More tweaks.
v3.0 (Frodo): Added new cards and got rid of The One Ring.
v4.0 (Frodo): More cards. And the Flood now have multiply races.
v4.5 (Dáin): Changed ()s to []s where appropriate, added bolding and italisizing, corrected spelling and grammatical errors, and made other similar tweaks for consistency and cleanliness.
v5.0 (Dáin): Added the latest batch of Covenant minions, since Frodo hadn’t yet. Did a little more cleaning up I had missed before. Also added a count to each race for the number of cards; please be sure to change these numbers when cards are added.
v6.0 (Frodo): I’m backkk!!!! Added latest cards from Dain, removed a card from the list and changed some cards. Moved Master Chief, Destroyer of Halo to the Fall of Reach cardlist.
v6.5 (Dáin): Moved a small handful of cards (some common Grunts and Elites) to Halo 2 block, added some more lore, threw in the new “flying” keyword, and finally made the Grunts a little more varied (including a new version of Yayap).
v7.0 (Dáin): Converted most Elites from damage +1 to fierce, as we discussed in the Halo 2 forum. (Brutes will often be damage +1 instead.) Added some battleground-related stuff. Oh yeah, and finally added The Index...with some text so it’s not completely useless without support cards. Also made a slight tweak to “Search for the Index”. And uh...yeah, that’s it for now.
v8.0 (Frodo): Added 6 Flood cards to the card list. And added the sites
v8.1 (Dáin): Added stars for characters and staff for ships. Made minor changes, including the addition of the SpecOps keyword.
v9.0 - 8/26/05 - (Dáin): Major update, adding/updating several cards and getting list up-to-date.
v9.1 - 2/27/06 - (Dáin): Clean-up. Added a small handful of new/modified cards. I am marking new cards with a ‡ and updated cards with a †.
v9.2 - 3/22/06 - (Dáin): Changed all sites to be non-site-specific.

Covenant
41 Cards

<3> Anti-Matter Charge [Covenant]
Event • Maneuver or Engagement
Exert your [Covenant] minion aboard an opponent’s ship to damage that ship twice or make that ship weapons -2.
“‘It must have been one of their boarding parties!’”

<3>•Bako ‘Ikaporamee, Tiresome Assistant [Covenant]
Minion • Elite
Strength: 6
Vitality: 3
Site: 4
While you can spot a Prophet, Bako ‘Ikaporamee is strength +2.
While you can spot another unique Elite, Bako ‘Ikaporamee is strength -1.
“‘Though primitive by our standards, the creatures are sentient, and like all sentient beings, they are unconsciously drawn to the glory of the ancients’ truth and knowledge.’”

<5> Black Ops Elite [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 5
Star: Silver
SpecOps. Fierce. Damage +1. To play, remove a threat.
Shadow: Exert this minion twice to add (1) for each threat you can spot (limit (4)).
“‘Blaaaaaam!’”

<3>•Black Ops Grunt [Covenant]
Minion • Grunt
Strength: 7
Vitality: 2
Site: 3
SpecOps. Fierce.
Each Grunt bearing a ranged weapon is strength +1.
“‘We are the champions!’”

<3> Blue Elite [Covenant]
Minion • Elite
Strength: 7
Vitality: 2
Site: 4
Fierce.
When you play this minion, you may remove (2) to add a threat.
“‘Wort, wort, wort!’”

<6>•Brutal Elite [Covenant]
Minion • Elite
Strength: 10
Vitality: 3
Site: 5
Fierce. Damage +1. To play, spot a [Covenant] minion.
While Brutal Elite bears a [Covenant] hand weapon, he is enduring.
Skirmish: Exert Brutal Elite to make another Elite strength +X, where X is the number of threats you can spot (limit +4).
“‘Come on, tough guy!’”

<3> Cloaked Elite [Covenant]
Minion • Elite
Strength: 8
Vitality: 2
Site: 5
SpecOps. Fierce. Ambush (2).
This minion may not take wounds (except during skirmishes).
When you play this minion, you may remove (2) to add a threat (or (3) to add 2 threats).
Select Elite warriors are chosen for slealthy missions, usually those involving assassination.

<6>•Command Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 4
Site: 5
Star: Gold
Fierce. Enduring. Damage +1. To play, remove 2 threats.
An Elite’s status is most evident in its color of armor, and that ‘rank’ is achieved by number of enemy kills. Gold signifies one of their highest, and thus most lethal, warriors.

(3)•Cortana, Intrusive Construct [Covenant]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
May not bear possessions. To play, spot a [UNSC] companion and a [Covenant] character or conditon.
Each [Sentinel] minion is strength -1.
Each time a [Covenant] condition is played, you may exert Cortana to remove (1).
“‘Never been better. You can’t imagine the wealth of information. Knowledge...so much...so fast. It’s glorious!’”

<4> Covenant Battlecruiser [Covenant]
Ship • Capital Ship • Cruiser
Weapons: 14
Armor: 7
Staff: 2 Gold
Damage +1.

<1> Covenant Boarding Craft [Covenant]
Ship • Shuttle • Boarding Craft
Capacity: 4
Armor: 2
Staff: 1 Silver
Engagement: Discard this ship to play any characters aboard on an opponent’s Capital Ship with no more than 3 armor.
“‘They're using our life-pod bays to dock their ships! We go out and they come in.’”

<2> Covenant Dropship [Covenant]
Ship • Transport • Dropship
Weapons: 6
Armor: 4
Staff: 1 Silver
Maneuver: Spot 2 [Covenant] minions and remove (1) (or add (2) if the Free Peoples player uses this ability) to play a Grunt from here as if played from hand.
Response: If there are fewer then 2 cards stacked here and a Grunt is about to be killed, stack that Grunt here.

<2> Covenant Needler [Covenant]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [Covenant] character or Master Chief.
At the start of the regroup phase, wound each opponent’s character with a [Covenant] token on him or her X times, where X is the number of [Covenant] tokens on that character. Remove all [Covenant] tokens on characters.
Maneuver: Exert bearer to place a [Covenant] token on an opponent’s character.
“Its projectiles penetrate soft targets no matter what the angle of impact. The composition and energy signature of its projectile is unknown.”

<1> Covenant Plasma Grenade [Covenant]
Possession
Bearer must be a [Covenant] character or Master Chief.
At the start of the maneuver phase, exert bearer twice to transfer this possession to another character.
At the start of the skirmish phase, wound bearer twice, then discard this possession.
It has some kind of internal mechanism that allows it to distinguish between targets and background. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.

<1> Covenant Plasma Pistol [Covenant]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [Covenant] character or Master Chief.
Regroup: Exert bearer and discard this possession to exert an opponent’s character and remove 2 culture tokens.
“This weapon is a semi-automatic directed energy weapon. If the trigger is held and then released, the weapon may become over-charged. Use of the over-charge capability rapidly depletes the weapon’s power core.”

<2> Covenant Plasma Rifle [Covenant]
Possession • Ranged Weapon
Strength +2
Dual-wield. Bearer must be a [Covenant] character or Master Chief.
When you play this possession, you may exert bearer and remove a culture token to add a threat.
Maneuver: Exert bearer and remove (X) to exert an opponent’s X characters (limit 3).
“This is a directed energy weapon. It is capable of either semiautomatic or automatic fire. Continuous rapid fire overheats the weapon--this in turn depletes the weapon’s power core.”

<2> Elite Scout [Covenant]
Minion • Elite
Strength: 5
Vitality: 2
Site: 4
Fierce. Ambush (1).
This minion is strength +1 for each threat you can spot.
“‘Oassolle!’”

<7>•Elite Squadron [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Silver
Fierce.
Each Elite gains toil 1.
Each time a player plays an Elite, you may exert Elite Squadron to add a threat.
“‘Aogest OWS demidl!’”

<8>•Elite Vanguard [Covenant]
Minion • Elite
Strength: 12
Vitality: 4
Site: 5
Fierce. Damage +1.
Each unique Elite is strength +1 for each threat you can spot (limit +3).
Regroup: Exert 2 Elite minions to add a threat.
“‘RRAAAAAAR!’”

<4> Elite Veteran [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Silver
Fierce.
When you play this minion, you may remove (2) to add a threat.
“‘Ah, hahahahahaha!’”

<2> Ghost Recon Vehicle [Covenant]
Possession • Vehicle • Ghost
Strength +2
Site -1
Crew: Gunner.
To play, spot a [Covenant] character. Bearer must be an Elite, Grunt, or Spartan II.
If bearer is a minion, bearer is fierce.
Each minion skirmishing bearer loses fierce.
“The Ghost is the Covenant’s standard reconnaissance and rapid attack vehicle. While the vehicle is fast and maneuverable, the driver is virtually unprotected.”

<2> Grunt Clansmen [Covenant]
Minion • Grunt
Strength: 5
Vitality: 3
Site: 3
Response: If a Grunt is killed, you may exert this minion twice to play a Grunt; that Grunt is fierce until the regroup phase.
“‘It’ll take more than that, tin man!’”

<3>•Grunt Elder [Covenant]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 3
While you can spot 3 Grunts, each Grunt is damage +1.
This minion is strength +1 for each other Grunt you can spot (limit +4).
“‘Wake up! He’s here!’”

<2> Grunt Foot Solider [Covenant]
Minion • Grunt
Strength: 6
Vitality: 2
Site: 2
This minion is strength +1 for each other [Covenant] minion you can spot (limit +3).
“‘Can’t...run...with...thing...on...back!’”

<2> Grunt Major [Covenant]
Minion • Grunt
Strength: 6
Vitality: 1
Site: 2
Star: Silver
Each time a Grunt wins a skirmish, you may make a Grunt strength +1 until the regroup phase.
“‘I smell one!’”

<1> Grunt Recruit [Covenant]
Minion • Grunt
Strength: 5
Vitality: 1
Site: 2
“‘Good thing that food nipple’s waiting back on the starship, ‘cuz man, have I worked up a big, grunty thirst!’”

<1> Grunt Sneak [Covenant]
Minion • Grunt
Strength: 4
Vitality: 1
Site: 3
This minion is strength +1 for each other [Covenant] minion you can spot (limit +3).
You may play this minion any time you could play a skirmish event.
When you play this minion during the skirmish phase, you may exert a companion.
“‘Little people first!’”

<0>•Halo, Sacred Ring [Covenant] ‡
Artifact • Support Area
Each player’s hand limit is +1.
“‘Whoever controls Halo controls the fate of the universe.’”

<9> Hunter Shock Trooper [Covenant]
Minion • Hunter
Strength: 13
Vitality: 4
Site: 6
Damage +2. Enduring. Fierce. Toil 1.
To play, spot a [Covenant] minion and no more than 1 Hunter.

<8> Hunter Warrior [Covenant]
Minion • Hunter
Strength: 12
Vitality: 4
Site: 6
Damage +1. Enduring. Toil 1.
Each time the company moves, wound this minion if you cannot spot another Hunter.
While this minion has less than 3 vitality, it is fierce.

<4>•Isna ‘Nosolee, Eye of the Prophet [Covenant] †
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Silver
SpecOps. Damage +1. Ambush (1).
You may play Isna ‘Nosolee any time you could play a maneuver event.
Isna ‘Nosolee may not take wounds (except during skirmishes involving him).
He was aboard the Pillar of Autumn on a stealth mission to capture the ship’s AI. Unfortunately, Captain Keyes found him first.

<2> Jackal Shield [Covenant]
Possession • Shield
Bearer must be a Jackal.
The company sniping total is -1.
If bearer is about to take more than one wound in a skirmish, you may discard this possession to prevent that.
“Jackals...carry a strong energy shield to compensate for their physical weakness.”

<2> Jackal Stalker [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce.
Response: If a [Covenant] minion is about to take a wound, remove (3) or exert this minion twice to prevent that.

<3>•Jackal Veteran [Covenant]
Minion • Jackal
Strength: 7
Vitality: 3
Site: 4
Fierce.
Each time this minion’s text prevents a wound, you may exert it to add (1) or a threat.
Response: If a [Covenant] minion is about to take a wound, remove (2) or exert this minion twice to prevent that.

<1> Killtacular! [Covenant]
Event • Skirmish
Make a [Covenant] minion strength +2 for each threat you can spot (limit +6) or make that minion fierce and strength +1 until the regroup phase.

<6>•Noga ‘Putumee, Wily Field Officer [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Gold
Lurker. Fierce. Damage +1. To play, spot two Elites and remove a threat.
Each time an Elite wins a skirmish, you may make an Elite strength +1 until the regroup phase.
“Though known for his bravery, and his leadership in the field, ‘Putumee was also famous for his blunt, confrontational, and paranoid ways.”

<5>•Orna ‘Fulsamee, Ship Master [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Fierce.
Each [Covenant] Ship is weapons +1.
When you play Orna ‘Fulsamee, you may play a [Covenant] Ship; that Ship’s twilight cost is -2.
“‘Load four transports with troops, and launch another flight of fighters. Neutralize the interloper’s weaponry before the boarding craft reach their target.’”

<5>•Orna ‘Fulsamee, Very Dangerous Warrior [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Fierce.
While bearing a Vehicle or staffing a Ship, Orna ‘Fulsamee is strength +1.
Skirmish: Exert Orna ‘Fulsamee and discard a [Covenant] card from hand to make an Elite strength +2.
“‘The culprit will be found and put to death at once, Exalted.’”

<3> Plasma Sword [Covenant]
Possession • Hand Weapon
Strength +3
To play, remove a threat. Bearer must be an Elite minion. Bearer is damage +2.
Bearer must take all sniping wounds.

<2> Shade Cannon [Covenant]
Condition
Plays on a site. Limit one per site.
While the company is at this site, the minion sniping total is +1 for each Grunt and Elite minion you can spot over 2 (limit +4).

<4>•Yayap, Amateur Assassin [Covenant]
Minion • Grunt
Strength: 7
Vitality: 3
Site: 4
SpecOps. Damage +1. Fierce. Ambush (1).To play, spot a unique [Covenant] minion.
While skirmishing a Spartan II, Yayap is strength +1.
At the start of each maneuver phase, you may exert Yayap and another [Covenant] minion to take a [Covenant] event into hand from your draw deck.
“‘As you know, simple plans are often best, which is why there is a good chance this one will work.’”

<5>•Zuka ‘Zamamee, Prophet-Blessed Assassin [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 4
Star: Gold
SpecOps. Fierce. Damage +1. Ambush (1).
While skirmishing a Spartan II, Zuka ‘Zamamee is strength +1.
While at a battleground, Zuka ‘Zamamee is strength +1.
“‘Once I receive authorization, you and I will find this human. Then, we will kill him.’”


Flood
24 Cards

<3> Cognitive Ability [Flood]
Event • Maneuver
Toil 1.
Spot X [Flood] minions to discard a [UNSC] or [Covenant] condition with a twilight cost of (X).
“‘The Flood are already hard at work repairing your vessel. Its parasitic nature belies the Flood’s intelligence.’”

<2> Combat Flood [Flood]
Minion • Warrior
Strength: 5
Vitality: 2
Site: 4
Fierce.
This minion may bear [Covenant] and [UNSC] ranged weapons.
When you play this minion, you may exert it to add (1) for each other [Flood] minion you can spot (limit (3)).

<5>•Command Flood [Flood]
Minion • Mind
Strength: 1
Vitality: 5
Site: 4
Star: Gold
Command Flood may not take wounds during the sniping phase and may not be assigned to a skirmish.
Assignment: Exert Command Flood twice to make a companion (except the Hero) defender +1 and assign 2 minions to that companion. The Free Peoples player may discard a possession to prevent this.

<3> Containment Protocols Violated [Flood] ‡
Event • Maneuver
Spot X Shadow cultures (except [Flood]) to play X [Flood] minions from your draw deck or discard pile.
“‘The interlopers appear to have accidentally released the Flood infection forms. This situation is rapidly deteriorating.’”

<2> Crazed [Flood]
Condition
Strength -1
To play, exert your [Flood] minion. Bearer must be an exhausted companion.
The Free Peoples player may not assign this companion to skirmishes.
“‘Stay back! You’re not turning me into one of those things! I’ll blow your brains out! Get away from me!’”

<4> Flood Carrier [Flood]
Minion • Carrier
Strength: 4
Vitality: 2
Site: 4
When this minion is killed, wound another minion and you may play up to 2 Spore minions from your discard pile or hand.
Skirmish: Discard this minion to play up to 4 Spore minions from hand.

<3> Flood Command Form [Flood] ‡
Minion • Mind
Strength: 1
Vitality: 4
Site: 4
Star: Gold
This minion may not take wounds during the sniping phase and may not be assigned to a skirmish.
When you play this minion, you may exert it twice to play a [Flood] condition or [Flood] event from your draw deck or to play a weapon on your [Flood] minion from your discard pile.
“It boasted spines that connected it to the ceiling overhead, like thick, gray-green spiderwebs.”

<3> Flood Elite [Flood]
Minion • Warrior
Strength: 7
Vitality: 2
Site: 4
Damage +1.
This minion may bear [Covenant] ranged weapons.
This minion is strength +1 for each [Flood] minion in its skirmish.

<1> Flood Engineer [Flood]
Minion • Carrier
Strength 4
Vitality 2
Site: 4
Star: Silver
Shadow: Exert this minion to play a possession from the Free Peoples discard pile onto your [Flood] minion.

<2> Flood Harvester [Flood]
Minion • Carrier
Strength: 4
Vitality: 2
Site: 4
When you play this minion, you may exert it or discard a card from hand to play a [Flood] minion from your discard pile.
When this minion is killed, wound another minion and play up to 2 Spore minions from your discard pile or hand.
“‘Look, in the corners. The Flood are gathering bodies.’”

<3> Flood Marine [Flood]
Minion • Warrior
Strength: 6
Vitality: 2
Site: 4
Sniper.
This minion may bear [UNSC] ranged weapons.
Each [Flood] minion bearing a possession is strength +1.

<1> Flood Ranger [Flood]
Minion • Spore
Strength: 2
Vitality: 1
Site: 3
Fierce.
Each time this minion wins a skirmish, you may discard this minion to discard a companion in that skirmish and play a [Flood] Warrior or Carrier from your discard pile. That minion is fierce until the end of the turn.

<5>•Flood Ravagers [Flood]
Minion • Warrior
Strength 9
Vitality 3
Site: 4
Toil 1. Fierce.
Assignment: Discard a [Flood] minion to play this minion from hand.

<2> Flood Saboteur [Flood]
Minion • Warrior
Strength 5
Vitality 2
Site: 4
Star: Silver
Regroup: Exert this minion to discard a condition.

<1> Flood Spore [Flood]
Minion • Spore
Strength: 2
Vitality: 1
Site: 3
When this minion is killed, remove (2) or wound another minion.
The Free Peoples player must add a threat to assign this minion to a skirmish.

<1> Flood Tendril [Flood]
Possession • Hand Weapon
Strength +1
Bearer must be a [Flood] Warrior.
Skirmish: Exert bearer to wound a companion bearer is skirmishing.

<1> Flood Worker [Flood]
Minion • Carrier
Strength: 3
Vitality: 2
Site: 4
When you play this minion, you may exert it and discard a card from hand to play a [Flood] minion from your discard pile.

<2> Insidious and Elegant [Flood]
Condition
To play, discard a Spore. Bearer must be an exhausted companion (except the Hero). Bearer is a minion. Bearer is strength -1 and fierce.
When this character is killed, place it in its owner’s dead pile.
“‘The small creatures carry spores that cause a host to mutate. The mutated host then produces spores that can pass the Flood to others.’”

<3>•Mindless Warriors [Flood]
Condition • Support area
Each time your [Flood] Warrior or Carrier wins a skirmish, you may make a [Flood] Warrior or Carrier strength +1 until the regroup phase (and fierce if the company is at a battleground).

<4>•Scrambled The Insides [Flood]
Condition • Support Area
Toil 1.
Each time a companion is killed, you may play a [Flood] minion from your draw deck (or two [Flood] minions if that companion was overwhelmed).
“‘I dunno. Maybe there was an accident. You know, friendly fire or something?’”

<2> Survived To Reproduce [Flood]
Event • Shadow
Spot a discarded [Flood] minion to play a [Flood] minion of the same race from your draw deck.
“‘Of course, samples were kept here after the last catastrophic outbreak...for study. It seems...that decision may have been an error.’”

<1> Taking of the Truth and Reconciliation [Flood]
Condition
Strength +1
Bearer must be a [Flood] minion.
Response: If bearer just won a skirmish, discard 5 [Flood] minions (or 3 Warriors) to take control of a Capital Ship of the same culture as the character that lost that skirmish.

<5>•Took the Corpses To Their Own [Flood]
Condition • Support Area
Each time you play a [Flood] Warrior, you may discard a card from hand to exert a companion. The Free Peoples player may add a threat to prevent that.

<6> Tearing Through Us [Flood]
Event • Skirmish
Toil 2.
Spot X companions to make X [Flood] minions bearing a weapon or at a battleground damage +1 until the regroup phase.
“‘We’ve got contacts...lots of them...but they’re not Covenant...!’”

<2>•Took The Live Ones [Flood]
Condition • Support Area
Each time your [Flood] minion kills a companion, you may remove that character from the game. The Free Peoples player may add (3) to prevent this.
“‘..oh God, I can still hear them!’”

<1> Too Many! [Flood]
Event • Shadow or Maneuver
Remove X threats to play X [Flood] minions from your draw deck.
If you remove all threats, you may remove (1) to return this event to your hand.
“‘Sergeant, we’re surrounded!’”


Sentinel
24 Cards
(14 Shadow, 10 Free Peoples)

(3)•343 Guilty Spark, Caretaker of Halo [Sentinel]
Companion • Monitor
Strength: 3
Vitality: 3
Signet: Master Chief
Star: Gold
Flying. Each Sentinel companion gains the Master Chief signet.
Each [Flood] card’s twilight cost is +1.
Each [Sentinel] card’s twilight cost is -1.
“‘Someone has released the Flood. My function is to prevent it from leaving this installation. But I require your assistance.’”

<3>•343 Guilty Spark, Deceiver [Sentinel]
Minion • Monitor
Strength: 3
Vitality: 3
Site: 6
Star: Gold
Flying. Lurker.
Each [Sentinel] minion is strength +2.
The twilight cost of each [Sentinel] mission is -1.
Sniping: Exert 343 Guilty Spark to make another [Sentinel] minion a sniper or make the Free Peoples player discard 2 cards at random from hand.
“‘Give your construct to me, or I will be forced to take her from you.’”

<3>•343 Guilty Spark, Monitor of Installation 04 [Sentinel]
Minion • Monitor
Strength: 3
Vitality: 3
Site: 5
Star: Gold
Flying. Lurker.
Shadow: Exert 343 Guilty Spark twice and discard 3 [Sentinel] cards from hand to make the Free Peoples player discard X cards from hand or the top card of his or her draw deck, where X is the number of [Sentinel] minions you can spot.
“‘The installation was specifically built to study and contain the Flood.’”

(3)•Exploring! Meddling! [Sentinel] ‡
Condition • Support Area
Toil 1.
To play, spot a Monitor in the company.
Each [Sentinel] companion is strength +1 while you can spot an artifact in a player’s support area.
At the start of each skirmish involving a [Sentinel] companion and a non-[Flood] minion, you may exert that companion to make it strength +1.
“‘A primitive hegemonizing swarm calling itself The Covenant has landed on Installation 4, apparently seeking something specific.’”

<9>•The Forerunners’ Secrets [Sentinel]
Condition • Support Area
Toil 2. To play, spot 2 [Sentinel] minions.
Each [Sentinel] minion is strength +1 for every 4 cards in the Free Peoples player’s discard pile (limit +6).

(2) In A Terrible State [Sentinel] ‡
Event • Regroup
Spot a Monitor to take each [Sentinel] minion back into hand.
“‘The installation is ruined. I am stuck here in the middle of nowhere with only impulse propulsion, and the only good news is that the Flood breach has been halted albeit inelegantly.’”

(2)•The Index [Sentinel]
Artifact • Support Area
To play, spot three Sentinels or a Monitor.
Each time a player plays a condition or mission, they may exert their Monitor to make the twilight cost of that condition -1.
“‘We must collect the Index before we can activate the installation.’”

<4>•Installation 04 Sentinel [Sentinel] †
Minion • Sentinel
Strength: 2
Vitality: 3
Site: 5
Star: Silver
Flying. Fierce.
While the Free Peoples player has 6 or less cards in hand, the Free Peoples player may not assign this minion to a skirmish.
This minion is strength +1 for each card in the Free Peoples player’s and each Shadow player’s hand (limit +8).

<3> Library Sentinel [Sentinel]
Minion • Sentinel
Strength: 4
Vitality: 3
Site: 5
Star: Silver
Flying.
While you can spot a [Flood] minion, discard each [Flood] minion.
When you play this minion you may exert him to take a [Sentinel] card into hand from your draw deck, then reshuffle.

(2)•Manage The Flood [Sentinel]
Condition • Support Area
Each time a [Flood] minion is played, you may play a [Sentinel] companion from your hand. That companion’s twilight cost is -1.
“These Sentinels will supplement your combat system.”

<3> Mass Sterilization Protocols [Sentinel]
Condition • Support Area
Toil 1. To play, spot The Index.
Each [Flood] minion is strength -1. Each Sentinel character is strength +1.
At the end of the regroup phase, kill every character (except AIs and [Sentinel] characters). Discard this condition.
“‘The installation was well conceived. It is surely the only way to end the Flood threat.’”

(3)•Outbreak Containment Procedure [Sentinel] †
Mission • Support Area
To play, spot a [Sentinel] character.
Each companion skirmishing a [Flood] minion is strength +1 (or strength +2 if that companion is a [Sentinel] companion).
Win: Spot no [Flood] minions at the start of the regroup phase.
Lose: Discard this mission at the start of the regroup phase.
“‘You were with me each step of the way, as we managed this crisis.’”

<1> The Reclaimer [Sentinel]
Event • Maneuver
Exert a [Sentinel] minion twice and spot a companion. That companion may not be assigned to skirmish a [Sentinel] minion until the regroup phase.

<3> Search for the Index [Sentinel]
Mission • Regroup
Exert a [Sentinel] minion to take a [Sentinel] mission, condition, or artifact into hand from your draw deck. The Free Peoples player may discard the top 3 cards of their draw deck to discard that condition. Reshuffle your draw deck.

<2> Sentinel Drone [Sentinel]
Minion • Sentinel
Strength: 4
Vitality: 3
Site: 5
Flying.
When you play this minion, you may spot another [Sentinel] minion to discard the top card of the Free Peoples draw deck.

(1) Sentinel Escort [Sentinel]
Companion • Sentinel
Strength: 4
Vitality: 2
Signet: Master Chief
Flying.
While you can spot a [Sentinel] companion with a signet, the twilight cost of this companion is -1.
Each time you win a [Sentinel] mission, you may remove (2).

(2) Sentinel Guardian [Sentinel]
Companion • Sentinel
Strength: 5
Vitality: 3
Signet: Master Chief
Flying.
While skirmishing a [Flood] minion, this companion is damage +1 (and strength +1 if at an installation or battleground).

<3> Sentinel Insurgent [Sentinel]
Minion • Sentinel
Strength: 5
Vitality: 3
Site: 5
Flying.
While the Free Peoples player has 5 or less cards in hand, the Free Peoples player may not assign this minion to a skirmish.
At the start of the sniping phase, you may exert this minion and discard a card from hand to make the Free Peoples player discard a random card from hand.

(2) Sentinel Keeper [Sentinel]
Companion • Sentinel
Strength: 5
Vitality: 3
Star: Silver
Flying.
Each [Flood] minion skirmishing this companion is strength -1 (and damage -1 if at an installation or battleground).

<1> Sentinel Laser [Sentinel]
Possession • Ranged Weapon
Strength +2
Bearer must be a Sentinel. Bearer is a sniper.
At the start of the sniping phase, you may exert bearer to make an opponent discard a card from hand.

(3)•Sentinel Overseer [Sentinel]
Companion • Sentinel
Strength: 6
Vitality: 3
Star: Silver
Flying.
When played at site 6 or above, Sentinel Overseer’s twilight cost is -1.
Sentinel Overseer is strength +1 for each other [Sentinel] companion you can spot (limit +4).

<2>•Technological Warriors [Sentinel]
Condition • Support area
While there are 4 Free People possessions in the Free Peoples player’s discard pile, each [Sentinel] minion is strength +1 and damage +1.
Skirmish: Discard this condition to make a Sentinel strength +1 for each minion in the Free Peoples player’s discard pile (limit +6).

<3>•The Treachery of the Monitor [Sentinel]
Condition • Support area
While there are 6 Free Peoples events in the Free Peoples player’s discard pile, each [Sentinel] minion is fierce and damage +1.
Shadow: Play [Sentinel] minion to discard the top card of the Free Peoples player’s draw deck.

<1> Two Betrayals [Sentinel]
Condition • Support Area
While you can spot more [Sentinel] minions than [Sentinel] companions, each [Sentinel] minion is strength +1.


UNSC
59 Cards

(3) A Hero Stood Among the Dead [UNSC]
Event • Regroup
If a Spartan II has won a skirmish this turn, exert a minion or remove a threat for each Master Chief or Keyes signet you can spot (limit 4).
1U?

(0) AI Chip [UNSC]
Artifact • Chip
Bearer must be a Spartan II.
When you play this artifact, you may play a [UNSC] AI from your draw deck.
When this artifact is discarded, discard a [UNSC] AI.
“‘Don’t get any funny ideas....’”

(2)•Aki Hikowa, First-Rate Tactical Officer [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Silver
At the end of the company phase, you may exert Aki Hikowa to make a ship she is staffing weapons +2 (or its staff members strength +2) until the end of the turn. Then, if that ship’s matching commander is staffing, you may make that ship weapons +1.
“‘Firing solution online, sir. MAC gun hot and missile safety interlocks removed. Ready to launch.’”
1R?

(1) Anvil-II Missile Pod [UNSC]
Possession
Weapons +2
Plays on a Pelican or SkyHawk. Limit 1 per ship.
Anvil-II air-to-surface missiles are normally mounted via rocket pods on Pelican dropships or SkyHawk atmospheric jump-jets for clearing ground targets and landing zones of enemies.

(2)•Beowulf, ONI Attaché AI [UNSC] ‡
Ally • Home 6 • AI
Strength: 4
Vitality: 2
ONI.
Beowulf’s starting vitality is +1 for each of the following you can spot: another ONI character, admiral, technician.
Response: If you play an event, exert Beowulf to make the cost of that event -X, where X is Beowulf’s remaining vitality.
“Dust swirled onstage and collected into a robed figure. Its face was obscured within the shadow of its hood. John could discern no hands at the end of its sleeves.”

(2)•Bravo 22, Heavy Support [UNSC]
Ship • Transport • Pelican
Weapons: 5
Armor: 4
Staff: 2 Silver
When you play Bravo 22, you may play up to 2 [UNSC] weapons from your draw deck.
Each time you play a [UNSC] weapon, you may discard a [UNSC] card from hand to make the twilight cost of that weapon -1.
“‘Chief, Bravo 22 was bringing us some heavy weapons. After I saw we were up against Hunters, I thought you could use them.’”

(2)•Carol Rawley, Captain of Echo 419 [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Gold
Commander: Echo 419.
At the start of each maneuver phase while Carol Rawley is staffing a Ship or bearing a Vehicle, you may exert her to make the twilight cost of each [UNSC] companion and possession -1 until the regroup phase.
“‘Thirty seconds to dirt! Shoot some of the bastards for me!’”
1R?

(2)•Carol Rawley, Foehammer [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Gold
Commander: Echo 419.
Regroup: Discard a [UNSC] possession borne by a companion to play a [UNSC] possession on a companion.
“‘You know our motto: ‘we deliver’.’”
1C?

(2)•Chips Dubbo, ‘Hog Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Marine.
While bearing a Warthog, Chips Dubbo is strength +1.
While you can spot a Spartan II, Chips Dubbo may not take wounds (except during skirmishes).
“‘Mate, nice ‘n’ smooth now. Give me an angle.’”
1U?

(2)•Chips Dubbo, Resilient Marine [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Silver
Marine.
Each time Chips Dubbo wins a skirmish against a [Flood] minion, you may exert a [Flood] minion.
Skirmish: Exert Chips Dubbo and discard a [UNSC] card from hand to make a marine strength +1.
“‘After we lost contact with the rest of the mission, we headed for the RV point, and then these...these...these things...! They ambushed us. We’ve gotta get out of here!’”
1U?

(3)•Cortana, Along for the Ride [UNSC]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
May not bear possessions. Discard Cortana if you cannot spot a Spartan II.
At the start of each of your turns, you may exert Cortana twice to take a [UNSC] event or condition into hand from your draw deck.
“‘Keep your head down. There’s two of us in here now, remember?!’”

(3)•Cortana, Shipboard AI [UNSC]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
May not bear possessions.
At the beginning of each of your turns, you may exert Cortana twice to select a Vehicle. That Vehicle (or one of its bearers) is strength +1 and vitality +1 until the end of the turn.
At the beginning of each of your turns, you may exert Cortana twice to select a Ship. That Ship is weapons +1 and armor +1 until the end of the turn.
“‘Your architecture isn’t much different from the Autumn’s...’”

(1)•Double Kill! [UNSC]
Event • Response
If 2 minions are killed in a skirmish involving your companion, heal that companion (twice if that companion is a Man).
1U?

(1)•Dumb Bugs [UNSC] ‡
Event • Response
If an opponent is about to take control of a site using a [Covenant] card’s gametext, exert 3 marines (or Sgt. Johnson) to prevent that.
“‘...we stumbled onto somethin' they're so hot for, that they're scramblin' over each other to get it. Well, I don't care if it's God's own personal anti-son-of-a-bitch machine, or a giant hoola hoop, we're not gonna let 'em have it!’”

(2)•Echo 419, Reliable Backup [UNSC]
Ship • Transport • Pelican
Weapons: 5
Armor: 4
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] Vehicle or companion from your draw deck.
While you cannot spot more Shadow Ships than your own Ships, the twilight cost of the first [UNSC] card you play each turn is -2.
“‘That's affirmative. Echo 419 staying on station. Foe Hammer out.’”

(2)•Echo 419, Rugged Transport [UNSC]
Ship • Transport • Pelican
Weapons: 5
Armor: 4
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] Vehicle or companion from your draw deck.
Each time you play a companion, you may discard a [UNSC] card from hand to make the twilight cost of that companion -1.
“‘Roger, Echo 419. This is Fire Team Charlie. We read you 5-by-5. That you, Foe Hammer?’”

(2) Feeling Sore? [UNSC]
Event • Skirmish
Make a [UNSC] companion strength +1 for each [UNSC] companion you can spot (limit +4).
1C?

(0) Field Med Kit [UNSC]
Possession • Med Kit
Bearer must be a [UNSC] companion.
Regroup: Discard this possession to heal a non-[Sentinel] companion.
Response: If a [UNSC] companion just won a skirmish against a minion with higher printed strength, discard this possession to heal that companion twice.
1U?

(3)•“Ineffective” Weapons [UNSC]
Condition • Support Area
Each companion bearing a [UNSC] or [Sentinel] ranged weapon is damage +1 while skirmishing a [Flood] minion.
“‘You are a good planner.’”

(2)•Jacob Keyes, Captain of the Pillar of Autumn [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Gold
Commander: UNSC Pillar of Autumn.
While staffing a Capital Ship, the twilight cost of each [UNSC] condition and [UNSC] possession is -1.
At the start of each skirmish involving Jacob Keyes, add a threat. If you cannot, discard a Free Peoples condition.
“‘All hands. This is the Captain. Prepare to abandon ship. Combat teams, repel boarders until Ops personnel are away. Good luck. Keyes out.’”
1R?

(2)•Jacob Keyes, Hero of Sigma Octanus [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Star: Gold
Signet: Master Chief
Marine. Commander: UNSC Pillar of Autumn.
May bear [Covenant] ranged weapons.
While Jacob Keyes or Master Chief is wounded, each marine is strength +1.
“‘We need to beat the Covenant to Halo’s control room. Marines! Let’s move! Chief, you have the point.’”
1U?

(2)•Jenkins, Pvt. Wallace A. Jenkins [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Skirmish: Exert Jenkins to cancel a skirmish involving him (twice if skirmishing a [Flood] minion).
“‘There are too many, Sarge!’”

(1) Killing Spree! [UNSC]
Condition
Response: If a companion kills a minion, play this condition on that companion.
Assignment: Assign bearer to a minion of your choice.
Response: Each time bearer kills a minion, you may add (1) to heal bearer.
1R?

(3)•The Legacy of the Pillar of Autumn [UNSC]
Condition
Strength +1
Vitality +1
Bearer must be Jacob Keyes.
Company: Exert bearer twice to play a [UNSC] possession from your discard pile.
1R?

(2) M12 LRV Warthog [UNSC]
Possession • Vehicle • Warthog
Armor: 8
Crew: Driver, Gunner, Passenger.
Bearers must be [UNSC] companions.
Gunner is strength +3 and damage +1.
Skirmish: Exert driver to wound a non-sniper minion.
“The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle of the UEG armed forces.”
1C?

(3) M19 SSM Rocket Launcher [UNSC]
Possession • Ranged Weapon
Strength +3
Bearer must be a Man. Bearer is a sniper and damage +1.
At the start of each skirmish involving bearer and an opponent’s character with a close-range or hand weapon, wound bearer or make him or her strength -2 and damage -1 until the end of that skirmish.
“Commonly called the “Jackhammer, or “Spanker” (due to the SPNKr rockets it fires) by the Marines, the M19 SSM (Surface-to-Surface Missle) is a man-portable and shoulder-fired rocket launcher.”
1R?

(1) M6D Pistol [UNSC]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [UNSC] companion.
You may play this weapon any time you could play a skirmish event.
Sniping: Exert bearer and discard a [UNSC] card from hand to make bearer a sniper until the regroup phase.
“This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart linked scope capable of 2x magnification. It fires 12.7mm semi-armor piercing, high-explosive rounds. It can shoot either semi-automatic or automatic fire.”
1C?

(2) M7057 Flamethrower [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. Bearer must be a Man.
At the start of the regroup phase, wound each opponent’s character with a [UNSC] token on him or her X times, where X is the number of [UNSC] tokens on that character. Remove all [UNSC] tokens on characters.
Skirmish: Exert bearer to place a [UNSC] token on each character skirmishing bearer.
“The M7057 Defoliant Projector is a standard chemical flamethrower which projects and ignites a stream of volatile, semi-liquid adhesive.”
1U?

(0) M9 Fragmentation Grenade [UNSC]
Possession
Bearer must be a Man.
Maneuver: Reveal the top card of your draw deck; wound each minion whose twilight cost is the same as the card revealed. Discard this possession.
“The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Used to suppress or disable vehicles. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can’t reach.”
1C?

(2) M90 Shotgun [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. To play, add a threat. Bearer must be a Man. Bearer is damage +1.
While skirmishing a [Flood] minion, bearer is strength +1.
“The shotgun is a pump-action magazine-fed weapon. It fires 8-gauge magnum (3.5”) rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range.”
1U?

(2) MA5B Assault Rifle [UNSC]
Possession • Ranged Weapon
Strength +2
Bearer must be a [UNSC] companion.
You may play this weapon any time you could play a maneuver event.
Each time bearer kills a minion in his or her skirmish, you may exert bearer and add a threat to have bearer replace a companion (except the Hero) in a skirmish.
“This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing rounds. Rate of fire is limited by a soldier’s ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully automatic fire.”
1C?

(1) Marine Armor [UNSC]
Possession • Armor
Vitality +1
Bearer must be a Man.
If bearer is a marine or ODST, bearer may not be overwhelmed unless his or her strength is tripled.
1U?

(4)•Master Chief, Last of the SPARTANs [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Master Chief
Hero. Spartan II.
While Master Chief is the only companion, he is strength +1 for each minion you can spot.
Company: Exert Master Chief to play MJOLNIR Battle Armor from your draw deck.
“‘Uh oh. Something tells me I’m not going to like this....’”
1R?

(4)•Master Chief, Reclaimer [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Keyes
Hero. Spartan II.
Each Sentinel companion is strength +1.
Skirmish: Exert Master Chief twice to make each [Flood] minion skirmishing him strength -1 for each [Sentinel] and [Covenant] companion you can spot (limit -3).
“‘Activate Halo’s defenses and destroy the Flood, which is why we brought the Index to the control center.’”
1U?

(2)•Master Chief’s Warthog [UNSC]
Possession • Vehicle • Warthog
Armor: 8
Crew: Driver, Gunner, Passenger.
Bearers must be [UNSC] companions.
Gunner is strength +3 and damage +1.
At the start of each skirmish involving a crew member, you may add a threat to exert each minion skirmishing that crew member.
1U?

(1) MJOLNIR Battle Armor, Mark V [UNSC]
Artifact • Armor
Bearer must be a Spartan II.
While bearer is Master Chief, this artifact may not be discarded.
When you play this artifact, place 3 [UNSC] tokens on this card.
Response: If bearer is about to take any number of wounds, remove two tokens from this card to prevent that.
Company: If you cannot spot three tokens on this card, add (2) and a threat to add a token on this card.
1R?

(2)•Pfc. Bisenti, Cautious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 2
Signet: Sarge
Marine. Enduring. When you play Bisenti, you may remove a threat.
At the start of each regroup phase, heal Bisenti.
“‘I got a bad feeling about this....’”

(2)•Pfc. Fitzgerald, Brave Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine.
While you can spot Master Chief, Fitzgerald gains the Master Chief signet.
Fitzgerald is strength +1 for each [Covenant] minion in his skirmish.
While Fitzgerald is a gunner, he is defender +1.
“‘Sergeant Johnson said you could use a gunner....I’m your man, Chief! Let’s roll.’”

(2)•Pfc. Kutcher [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
While skirmishing a [Covenant] minion, Kutcher is strength +1.
“‘My mom thought I was gonna be a doctor. Ha!’”
1U?

(2)•Pfc. Mendoza, Cracker [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Marine.
Company: While at an installation, exert Mendoza and discard your [UNSC] condition to make the move limit +1. Limit once per turn.
“‘I’ll try, sir. But it looks like these Covenant worked pretty hard to lock it down.’”
1C?

(2)•Pfc. Mendoza, Tough Hombre [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Marine.
While at a battleground, Mendoza is strength +1 for each wounded minion in his skirmish.
While you can spot more minions than companions, Mendoza is defender +1.
“‘Yo, this is loco!’”
1R?

(2)•Pvt. Bettridge [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Marine.
While you can spot 2 marines, Bettridge’s twilight cost is -1.
While you can spot Jacob Keyes, Bettridge’s twilight cost is -1.
“‘Aw, man! We’re trapped in here! We’re screwed! We’re screwed, man!’”

(2)•Pvt. Lemmer [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Marine.
Each time a Spartan II wins a skirmish and you cannot spot a minion, you may heal Lemmer.
“‘That was amazing, sir. You really kicked the shi....’”

(2)•Pvt. Riley, Over-anxious marine [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Each time Riley wins a skirmish, you may remove (1).
“‘Aren’t so tough now, ya damn monster!’”
1C?

(2)•Pvt. Riley, Pillar of Autumn Marine [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Marine.
Maneuver: If you can spot more minions then companions, exert Riley to make him strength +2 and damage +1 until the regroup phase (limit once per phase).
“‘Move it! Back to the airlock!’”
1U?

(2)•Pvt. Satha [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
You may play Satha any time you could play a skirmish event.
When you play Satha, he is strength +1 until the regroup phase.
“‘Hey! Leave some for me!’”
1C?

(2) Radar Systems [UNSC]
Event • Response
If the company just moved, spot a [UNSC] companion to make an opponent reveal 2 minions from hand. You may discard a card revealed.
1U?

(2)•Sam Marcus, Tech Officer 3rd Class [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Technician.
Company: Exert Sam Marcus to make a Spartan II or a Man bearing a Vehicle vitality +1 until the regroup phase.
“‘Welcome back, sir. We’ll have you battle-ready stat.’”
1U?

(3)•Sgt. Johnson, Sarge [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each marine bearing a ranged weapon is damage +1.
[Flood] cards cannot discard Johnson.
“‘I don’t have time for your lip, soldier! I gave you an order.’”
1R?

(3)•Sgt. Johnson, Seasoned Veteran [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: Gold
Marine. While bearing a ranged weapon, Johnson is damage +1.
Each time a [Covenent] event is played, Johnson is strength +1 until the end of the current phase.
“‘I’m too pretty to die!’”

(3)•Sgt. Mobuto, The “Other” Reclaimer [UNSC]
Companion • Man
Strength: 6
Vitality: 4
Signet: Sarge
Star: Gold
Marine. Defender +1.
To play, spot a Monitor or [Flood] minion and add 2 threats.
Mobuto is strength +1 for each [Flood] minion in his skirmish.
“‘I didn’t know you, Sarge, but I sure as hell wish I had. You must have been one hard-core son of a b*tch.’”
1R?

(3)•Sgt. Stacker, Marine of the Pillar of Autumn [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each marine bearing a ranged weapon is strength +1.
“‘Time to earn your paychecks, marines!’”
1R?

(3)•Sgt. Stacker, Platoon Commander [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. To play, add a threat.
Sniping or Skirmish: Exert 2 marines (or Stacker) to play a [UNSC] sniping or skirmish event from your draw deck.
“‘Quit making love people, no letter writin’, move move move!’”
1U?

(2)•Spoofer [UNSC]
Possession
Bearer must be a Man.
Maneuver: While at an installation, discard this possession to make the move limit +1 or discard a support area possession.
The spoofer is used by the UNSC forces to force open doors and override certain pieces of equipment that may be locked, damaged, or otherwise are unable to function.

(2) SRS99C-SM A2 Sniper Rifle [UNSC]
Possession • Ranged Weapon
Strength +1
Bearer must be a [UNSC] companion. Bearer is a sniper.
While skirmishing a [Flood] minion, bearer is strength -2. While skirmishing any other minion, bearer is damage +1.
“This rifle is a gas-operated, magazine-fed weapon. It is issued with a smart-linked scope with two levels of magnification. It fires 14.5 armor piercing fin-stabilized discarding-sabot rounds.”
1U?

(0) That’s For Bob! [UNSC]
Event • Response
If a companion was just killed, make a marine strength +3 until the regroup phase.
1C?

(2)•Thom Sheperd, Tech Chief [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Silver
Technician.
Response: If a Spartan II or Vehicle (or its bearer) is about to take a wound, exert Thom Sheperd to prevent that wound.
“‘The skipper seems jumpy...we’d better get moving. We’ll find you weapons later.’”
1R?

(5)•UNSC Pillar of Autumn, Venerable Warship [UNSC]
Ship • Capital Ship • Halcyon Cruiser
Weapons: 13
Armor: 8
Staff: 2 Gold, 2 Silver
The Pillar of Autumn is damage +1 if Jacob Keyes or Cortana is staffing (or +2 if both are staffing).
While you cannot spot a Shadow Capital Ships, the company sniping total is +2.
“...a Halcyon-class warship that has seen decades of service. An aging but sturdy vessel, and one of the smallest cruisers in the human fleet....”

(4)•UNSC Sulaco, UNSC Warship [UNSC]
Ship • Capital Ship • Marathon Cruiser
Weapons: 12
Armor: 7
Staff: 2 Gold, 2 Silver
Skirmish: Damage Sulaco twice to wound a minion or damage a vehicle twice.


Sites
23 Cards

Great Chasm (2)
River. Battleground. When the company moves from this site, add (1) for each companion over X, where X is the current region number.

Halo Countryside (2)
Forest. Plains. The twilight cost of each Transport owned by the player that controls this site is -1.

Underground Structure (2)
Underground. Installation. When the company moves from this site, add (1) for each companion that does not bear a vehicle.

Docking Bay (1)
Installation. Battleground. The twilight cost of each [Covenant] vehicle and ship is -1.

Reconciliation’s Bridge (1)
Installation. Each [Covenant] minion is strength +1.

The Truth and Reconciliation (2)
Installation. Battleground. The twilight cost of all skirmish events is -1. The twilight cost of all sniping events is +1.

The Shaft (1)
Sanctuary. Underground. Installation. Each sniper is strength +1 (+2 if a [Covenant] sniper).

The Silent Cartographer (0)
Sanctuary. Installation. When the company moves from this site, each player may draw a card.

Halo’s Control Center (3)
Installation. Each time the owner of this site plays a card in his or her support area, he or she may draw a card.

Snowy Chasm (3)
Mountain. Battleground. The twilight cost of each vehicle is -1.

The Pyramid (3)
Battleground. Each wounded companion is damage +1.
Each wounded [Covenant] minion is fierce.

Crashed Dropship (2)
Marsh. When the company moves here, add 2 threats or add (1) for each companion in the dead pile.

Flood Research Station (3)
Installation. Each [UNSC] and [Covenant] character is strength -1.

Index Chamber (3)
Installation. The twilight cost of The Index is -2.

The Library (2)
Installation. Battleground. When the company moves here, each player may take a [Sentinel] or [Flood] character into hand from their draw deck.

Pulse Generator (1)
Installation. Each time you play a [UNSC] event (except sniping and skirmish events) or condition, choose a Shadow player who may take a minion into hand from their draw deck.

Underground Tunnels (3)
Underground. [Flood] minions are strength +1. [Covenant] minions are strength -1.

Coolant Pool (3)
Battleground. While you can spot a [Flood] minion, skip the sniping phase.

Flood Canyons (2)
Mountain. Battleground. [Flood] minions may not be overwhelmed unless their strength is tripled.

Reconciliation Control Room (4)
Installation. When the company moves to this site, add 3 threats.
When the company moves from this site, remove (3).

Armory (3)
Installation. The twilight cost of each weapon is -1.
Each minion with ambush is strength +1.

Autumn’s Engine Room (2)
Installation. Battleground. Each sniper is strength +1.
Each [Flood] and [Sentinel] minion is strength +1.

Junction 4C (3)
The twilight cost of each Fighter and Transport is -1.