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Halo Block

FPCA Contest #1

This is the first expansion set for the Halo card game, following up the Halo base set with cards drawn from the novels, especially The Fall of Reach but also touching on some of the flashback-type stuff from First Strike and material from the game itself. The overall theme is the humans’ losing battle against the Covenant, so the Covvies really bear their fangs here. Humans come out a bit more strained, but get a big boost with the addition of new Spartans, including a new choice for Hero other than the ol’ Master Chief. The other cultures (Flood and Sentinels) take a back seat but still get in on the action in spots, making up for the lack of cards with a handful of pretty powerful ones.

First log (Frodo): Stated the Fall of Reach cardlist.
Second log (Dáin): Added just a small handful of cards.
Third log (Dáin): Added a couple Spartans and moved a version of Fred here from First Strike and moved ODST Armor from here TO First Strike.
Fourth log (Dáin): Added new Covie minions, marines, Keyes, possessions, and the Pillar of Autumn.
Fifth log (Dáin): Added some jackals and various cards related to the mission where Sam dies.
Sixth log (Dáin): Added stars for characters and staff for ships. Also and renamed the set to avoid feeling so restricted to the novel The Fall of Reach.
Seventh log - 8/26/05 - (Dáin): Major update, adding/updating several cards and getting list up-to-date.
Eighth log - 2/27/06 - (Dáin): Cleanup. Added a handful of new/modified cards. I am marking new cards with a ‡ and updated cards with a †.
Ninth log - 3/22/06 - (Dáin): Changed all sites to be non-site-specific.


Covenant

<2>•Active Camouflage [Covenant] ‡
Possession
To play, spot 5 other [Covenant] cards. Plays on your character (except the Hero).
Bearer may not take sniping fire. No opponent may assign bearer to a skirmish. If bearer is a minion, bearer gains ambush (2).
If bearer takes a wound, discard this possession.
Unless borne by a minion, discard this possession at the start of the regroup phase.

<2>•Bok, Rebellious Underling [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 4
Fierce.
At the start of each regroup phase, you may add (1) to heal Bok.
Skirmish: Exert Bok to make a Jackal strength +1 (or +2 if skirmishing a [Covenant] companion).
“‘You’re no Elite! We’re under orders to deliver this stuff now. If we’re late, they’ll take our heads.’”

<1> Banshee Attack Fighter [Covenant] ‡
Ship • Fighter • Banshee
Weapons: 3
Armor: 1
Staff: 1 Silver
Pilot must be an Elite minion. If pilot has a [Gold Star], this ship is weapons +1.
If engaging a fighter or transport, this ship is weapons +1.

<4>•CAR Undying Reverence [Covenant]
Ship • Capital Ship • Frigate
Weapons: 12
Armor: 6
Staff: 1 Gold, 2 Silver
Damage +1.
Each time Undying Reverence is about to be damaged, you may discard an engagement event from hand to prevent that.
“The skin of the alien ship...fluttered with a metallic silver sheen, then brilliant white—and the fire faded, revealing the ship beneath. It was completely undamaged.”

<6>•CCS Purity of Spirit [Covenant]
Ship • Capital Ship • Cruiser
Weapons: 15
Armor: 8
Staff: 2 Gold, 2 Silver
Damage +2.
While an AI is staffing, Purity of Spirit is weapons +1.
While engaging a [UNSC] ship, Purity of Spirit is damage +1.
“‘It is said remorse is the pain of sin. We feel no remorse.’”

<4> Commando Elite [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
SpecOps. Fierce. Ambush (1).
Each time a [Covenant] skirmish event is played, you may exert this minion and spot another SpecOps minion to add (1).
“...he and his commandos were already one level down, moving from room to room, slaughtering every human they could find.”

<3> Covenant Frigate [Covenant]
Ship • Capital Ship • Frigate
Weapons: 10
Armor: 7
Staff: 1 Gold, 1 Silver
Damage +1.
“It was a sleek oval with a single seam running along its lateral edge from stem to stern. Tiny lights winked on and off along its hull. A faint purple-tinged glow emitted from the tail. The ship was only a third the size of the Commonwealth.”

<2> Covenant Jackal [Covenant]
Minion • Jackal
Strength: 5
Vitality: 2
Site: 3
Fierce.
While you can spot a threat or 2 [Covenant] minions, this minion’s twilight cost is -1.
Response: If this minion is about to take a wound, remove (2) to prevent that.
“It reminded him of the carrion birds on Reach—vicious and unclean.”

<2> Covenant Plasma Cannon [Covenant]
Possession • Cannon
Weapons +2
Bearer must be a [Covenant] Capital Ship. Limit 1 per ship.
That ship is damage +1.

<2> Covenant Seraph [Covenant] ‡
Ship • Fighter • Seraph
Weapons: 6
Armor: 4
Staff: 2 Silver or 1 Gold
Engagement: Damage this fighter and remove (1) (or add (1) if staffed by Free Peoples characters) to damage a fighter or transport engaging this fighter. Limit once per engagement.
The Seraph is the Covenant's main attack fighter in space operations. It is somewhat tear-drop shaped, and is about 3 times the size and mass of a Banshee. The Seraph is armed with plasma cannons and guided plasma torpedoes.

<5> Covenant Wraith [Covenant]
Possession • Vehicle • Wraith Tank
Armor: 11
Crew: Gunner.
To play, add a threat. Bearer must be a [Covenant] Elite minion.
Bearer is strength +4 and vitality +2.
Sniping: Remove (3) or a threat to make the minion sniping total +1.

<6>•CPV Esteem [Covenant]
Ship • Capital Ship • Destroyer
Weapons: 16
Armor: 9
Staff: 2 Gold, 2 Silver
Damage +2.
At the start of each engagement involving Esteem and an opponent’s damaged ship, you may add (2) to take a [Covenant] engagement event into hand from your draw deck.
“‘You will not know where we have struck until you have fallen.’”

<3> Elite Warrior [Covenant]
Minion • Elite
Strength: 7
Vitality: 3
Site: 4
Fierce.
While skirmishing a [UNSC] character, this minion is strength +2.
“It was a meter taller than John and wore blue armor similar to that on Covenant warships. Its helmet was elongated and it had rows of sharp teeth; it looked like it was smiling at him.”

<1> Energy Garrote [Covenant]
Possession • Hand Weapon
Bearer must be a SpecOps Elite with ambush of at least 1. This possession may be borne in addition to another weapon.
Response: If bearer wins a skirmish and a character he or she was skirmishing is then exhausted, discard this possession to wound that character.
One of the Elites' special stealth weapons is the energy garrote. It is a small, two-piece cylinder that splits apart in the middle. A green energy arc appears between the two cylinders and is used to choke and burn an enemy quietly from behind.

<2> Energy Shield [Covenant]
Possession • Shield
Vitality +1
Bearer must be a Jackal.
Bearer may not take sniping wounds.
“...a well-positioned Jackal can hold his own against several Marines....”

<1>•First Contact [Covenant]
Condition • Support Area
Each time you play a minion whose culture you cannot spot in play (except cards in your support area and on sites) you may remove a threat to add (2).
“‘Your destruction is the will of the gods...and we are their instrument.’”

<2>•“Freaks” [Covenant]
Condition • Support Area
To play, exert your [Covenant] minion.
Each ODST is strength +1. Each Spartan II is strength -1 (-2 if you cannot spot 2 Spartan IIs).
“‘It was Helljumpers who took this butte, son—not a bunch of augmented freaks dressed in fancy armor.’”

<2> Giddy Sense of Power [Covenant]
Event • Skirmish
Make your Elite strength -X to make your Grunt strength +X (limit +5). You may then exert that Elite to make that Grunt damage +1.
“It took all the courage the Grunt could muster to point his weapon at an Elite—and his hand shook in response to the fear he felt. But not much, not so much that an energy bolt would miss, and ‘Zamamee knew it. The Elite nodded.”

<4>•Grunt Formation [Covenant]
Minion • Grunt
Strength: 8
Vitality: 3
Site: 4
Damage +1.
While you can spot another unique Grunt minion, Grunt Formation is fierce.
“The vaguely simian aliens wore shiny red-trimmed armor....There were ten of them, moving in two columns and spaced roughly three meters apart.”

<4>•Huka ‘Umamee, Elite Commando [Covenant]
Minion • Elite
Strength: 7
Vitality: 3
Site: 4
Star: Silver
SpecOps. Fierce. Ambush (1).
While skirmishing a Man, Huka ‘Umamee is strength +1.
Each time you play a [Covenant] skirmish event, spot another SpecOps Elite minion to make a SpecOps Elite strength +1.
“‘A commando...just the sort of person we need to rid ourselves of this two-legged vermin.’”

<4>•Jackal Patrol [Covenant]
Minion • Jackal
Strength: 8
Vitality: 4
Site: 4
Fierce.
Response: If a [Covenant] minion is about to take a wound, remove (2) or exert this minion twice to prevent that.
“The aliens fanned out into a rough ‘delta’ formation—the lead Jackal a meter ahead of his compatriots.”

<2>•Jak, Former Critic [Covenant]
Minion • Jackal
Strength: 5
Vitality: 2
Site: 4
Fierce.
Jak is strength +1 for each other unique Grunt and Jackal you can spot (limit +3).
“‘That was close. Those stupid gassers damned near got us killed. Good thing our file leader kept ‘em in line.’”

<1> Just A Matter Of Time [Covenant] ‡
Event • Engagement
Spot X [Covenant] fighters to play any number of [Covenant] shuttles from your draw deck or discard pile with a total cost of X.
“‘Sensors paint a squadron of enemy fighters inbound. Looks like boarding craft are right behind them.’”

<4>•‘Kasamee, Elite Veteran [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Silver
Fierce. Damage +1.
While skirmishing a Man, ‘Kasamee is strength +1.
Each time ‘Kasamee kills a companion, you may heal him (twice if that companion is a Man).
“‘With respect, Excellency, one human more or less will hardly make a difference.’”

<2>•Linglin, Impulsive Subordinate [Covenant]
Minion • Grunt
Strength: 4
Vitality: 2
Site: 2
Linglin is strength +1 for each [Covenant] minion race you can spot (limit +3).
“...that’s what Grunts were encouraged to do when in doubt: shoot.”

<3>•‘Ontomee, Cursed Officer [Covenant]
Minion • Elite
Strength: 7
Vitality: 3
Site: 4
Star: Gold
Fierce. Muster.
Skirmish: Exert ‘Ontomee to make an Elite strength +1 for each of the following cultures you can spot: [UNSC], [Flood], [Sentinel].
“‘Who has the skill and courage to find the alien and kill him?’”

<0> Plasma Burn [Covenant]
Condition
If your character bearing a [Covenant] ranged weapon wins a skirmish, play this condition on an opponent’s character in that skirmish.
At the start of each skirmish involving bearer, he or she must exert or discard an armor possession.
“He turned and showed them the burn in the side of his suit. There was a hole the size of his fist, and beneath that, the skin was blackened and cracked.”

<4>•‘Qualomee, Disillusioned Elite [Covenant] ‡
Minion • Elite
Strength: 7
Vitality: 3
Site: 4
Fierce.
Each time you play a weapon on an Elite minion, you may exert ‘Qualomee to add (1).
Each time a [Covenant] weapon is played on a Man, you may exert ‘Qualomee to add (1).
“He swore that he’d been part of a group of Covenant soldiers who had delivered a shipment of arms....”

<1> Re-Route [Covenant] ‡
Event • Engagement
Make your [Covenant] ship in an engagement weapons -2 (or -1 if its matching commander is aboard) until the regroup phase to repair that ship.
“‘Jettison chemical weapons stores and take all other weapons systems, decks four through sixteen, offline.’”

<3>•Soha ‘Rolamee, Hardworking Aristocrat [Covenant]
Minion • Elite
Strength: 7
Vitality: 3
Site: 4
Muster.
At the start of each skirmish involving another Elite minion and a Spartan II (or more than one companion), you may exert Soha ‘Rolamee (or remove (1) if that Spartan II is the Hero) to take a [Covenant] event or condition into hand from your draw deck or discard pile.
“‘This one is believed to be the last of his kind. Take whatever resources you need, find the human, and kill him. Do you have any questions?’”

<2> Tenacious Grunt [Covenant]
Minion • Grunt
Strength: 4
Vitality: 2
Site: 3
Fierce.
Each time another Grunt minion is killed, this minion is strength +1 until the regroup phase.
“He had seen them hurl themselves at their enemies until the ground was piled high with their corpses....”

<2> Vicious Jackal [Covenant]
Minion • Jackal
Strength: 5
Vitality: 3
Site: 3
Fierce.
When you play this minion, you may play a [Covenant] weapon or shield on it from your draw deck.
Response: If this minion is about to take a wound, remove (2) to prevent that.
“Its knobby, scaled skin was a sickly, mottled yellow; purple and yellow fins ran across the crest of its skull and its forearms. Glittering, bulbous eyes protruded from skull-like hollows in the alien’s elongated head.”

<1> What Just Hit Us? [Covenant] ‡
Event • Assignment
Spot 2 [Covenant] fighters to take your [Covenant] fighter back into hand. At the start of the engagement phase, play that fighter from your hand and assign it to a Capital Ship.
“‘Tricky bastard must have powered down and slipped past our sentry ships.’”

<4>•Yayap, Field Master Gas-sucker [Covenant]
Minion • Grunt
Strength: 7
Vitality: 3
Site: 4
Star: Silver
Damage +1. Fierce.
Each Grunt and Jackal is strength +1.
“‘I’ll do my part, Excellency, and take pleasure in the team’s success.’”

<2>•Yeg, Surly Jackal [Covenant]
Minion • Jackal
Strength: 6
Vitality: 2
Site: 4
Fierce.
While you can spot a Jackal and either a Grunt or an Elite, Yeg’s twilight cost is -1.
“...the Jackals saw themselves as being superior to the “gas suckers” and were anything but pleased when they found themselves reporting to Yayap.”

<5>•Zuka ‘Zamamee, Special Operations Officer [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 4
Star: Gold
SpecOps. Fierce. Damage +1. Ambush (2).
Each SpecOps minion at a battleground is strength +1.
Skirmish: Exert Zuka ‘Zamamee and another SpecOps minion to take a [Covenant] event into hand from your draw deck.
“‘Turn on the stealth generators, check your weapons, and remember this moment. Because this battle, this victory, will be woven into your family’s battle poem, and sung by generations to come.’”


Sentinel

<0>•Halo, Installation 04 [Sentinel] ‡
Artifact • Support Area
When you play Halo, you may take one card from up to X cultures into hand from your draw deck, where X is the number of cultures you can spot.
“‘Technically, this installation's pulse has a maximum effective radius of twenty-five thousand light years. But, once the others follow suit, this galaxy will be quite devoid of life, or at least any life with sufficient biomass to sustain the Flood.’”


UNSC

(2)•Admiral Jeromi, Hopeful Medical Officer [UNSC]
Ally • Home 6 • Man
Strength: 4
Vitality: 3
Signet: Master Chief
Star: Gold
Admiral. Commander: Hopeful.
While staffing a Station, at the start of each turn, you may discard a card from hand to heal a Man. You may then exert Admiral Jeromi to heal a Spartan II.
“‘Catherine, I am afraid further analysis has yielded no viable alternative to mitigate the risks in your proposed ‘hypothetical’ experimentation.’”

(2)•Admiral Stanforth, Commander of the Leviathan [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Gold
Admiral. Commander: UNSC Leviathan.
Each time a [UNSC] Ship wins an engagement, you may exert Admiral Stanforth to remove a damage token from that Ship or draw a card.
“‘...the UNSC has been ordered to full alert. Their transmission made one thing perfectly clear: they’re looking for a fight.’”
3R?

(2)•Aki Hikowa, Gunnery Officer [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Silver
To play, spot Jacob Keyes or 3 companions with the Keyes signet.
While staffing a ship, that ship is weapons +1 for each of the following you can spot aboard: commander, admiral, AI.
While Aki Hikowa is in the company or staffing a ship, she is strength +1 for each of the following you can spot with her: commander, admiral, Spartan II.
“The petite woman bore more resemblance to a porcelain doll than to a combat officer, but Keyes knew her delicate appearance was only skin deep. She had ice water for blood and nerves of steel.”

(1)•Archimedes Sensor Outpost [UNSC] ‡
Ship • Station
Weapons: 0
Armor: 3
Staff: 1 Silver
When you play this station, place X [UNSC] tokens here, where X is the number of Shadow cultures you can spot (except [Human]).
Response: If an opponent draws a card, remove a token from here to reveal that card. If it is a Shadow card, you may remove (1). If it is a Shadow card of a culture you cannot spot in play, you may draw a card.

(2)•Bravo 1, Spartan Ferry [UNSC] ‡
Ship • Transport • Pelican
Weapons: 4
Armor: 4
Staff: 2 Silver
For every 2 threats you can spot, Bravo 1 is armor +1 (limit +3).
This stripped-down Pelican launched from the UNSC Pillar of Autumn with 27 Spartans to combat the Covenant ground threat on Reach, August 2552.

(0) Bumblebee Lifepod [UNSC]
Ship • Shuttle • Escape Pod
Capacity: 6
Armor: 1
Staff: 1 Silver
Response: If your [UNSC] or [Human] Capital Ship is about to be destroyed, you may play this ship from hand and transfer your characters aboard that Capital Ship to this ship.
Regroup: Add (1) to discard this ship and take all cards stacked on it into hand.
UNSC starships are always equipped with a full supply of lifepods for emergencies.

(2)•Captain de Blanc, Weary and Wary Captain [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Gold
Commander: UNSC Resolute. Muster.
While staffing a Capital Ship, at the start of each turn, you may discard a [UNSC] condition to discard a [Covenant] condition.
“‘We’ll stay to watch...but if those bastards so much as twitch in our direction, we’re jumping the hell out of here.’”

(2)•Captain On The Deck! [UNSC]
Condition • Support Area
Each time your ship’s matching commander is staffing that ship, that commander gains a [Gold Star].
At the start of each engagement involving your ship being staffed by its matching commander, you may exert a staff member of that ship to make it weapons or armor +1.
Though certainly any competent crew can staff a vessel, every ship in the universe seems tougher, faster, and a little luckier when its commander is in control. Just ask the crew of the Pillar of Autumn.
2C?

(2)•Captain Wallace, Brave and Rash Captain [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Star: Gold
Commander: UNSC Commonwealth.
While Captain Wallace is staffing a ship, each [Covenant] ship in an engagement with that ship is weapons -1 (or -2 if that ship is UNSC Commonwealth).
Engagement: While Captain Wallace is staffing a ship in an engagement, discard a [UNSC] engagement event to damage another ship in that engagement.
“‘Send them to Hades, Lieutenant. Fire.’”

(2)•Carol Rawley, Pelican Wing Leader [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Gold
Commander: Echo 419.
While staffing a Transport, Carol Rawley gains a [Silver Star].
Company or Maneuver: While staffing a ship, exert Carol Rawley twice (or once if staffing Echo 419) to play a [UNSC] event or mission from your draw deck; the twilight cost of that card is -X, where X is the number of Shadow cultures you can spot.
“‘Heads up, ground team! Multiple contacts on the ground—they’re right in front of you!’”

(2)•Dr. Catherine Halsey, Civilian Scientist [UNSC] ‡
Companion • Man
Strength: 4
Vitality: 3
Signet: Master Chief
Star: Silver
Civilian. Technician. To play, spot a Spartan.
At the start of each company phase, you may add (2) to take a [UNSC] possession into hand from your draw deck.
At the start of each maneuver phase, you may add (2) to draw a card.
“‘I’ll tell you how to win, John. You have to survive.’”
2R?

(2)•Charlie 217, ODST Ferry [UNSC]
Ship • Transport • Pelican
Weapons: 5
Armor: 5
Staff: 2 Silver
When you play Charlie 217, choose a Shadow player who may add a threat or take a [Covenant] card into hand from their draw deck.
Maneuver: Add (X) to play X companions aboard Charlie 217 as if played from hand. Each ODST and Spartan II played in this way is strength +1 until the regroup phase.

(2)•Col. James Ackerson, Head of Special Weapons [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Silver
ONI. Each Spartan is strength -1.
Each time a Spartan is killed, add (2) or a threat.
At the start of each maneuver phase, you may exert James Ackerson twice to make each companion bearing a [UNSC] weapon strength +1 until the regroup phase.
“‘Then they’re dead. Halsey’s freaks have finally lost their luster of invincibility.’”

(1) Combat Knife [UNSC]
Possession • Hand Weapon
Strength +1
Bearer must be a Man.
This weapon may be borne in addition to a ranged weapon.
The multi-purpose combat knife is a simple ceramic-alloy blade mounted on a shaped-rubber grip hilt. All UNSC troops are issued with a combat knife for close quarters combat and for situations when ammo is scarce.

(3)•Corporal Harland, Hardened Veteran [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: Silver
Marine.
While Corporal Harland is a gunner, he is strength +1.
Skirmish: Exert Corporal Harland and add (2) to play a [UNSC] skirmish event from your draw deck.
“‘Faster! You want to die in the mud, Marine?’”

(2)•Corporal Lovik [UNSC] ‡
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Star: Silver
Marine.
Each time a marine is killed in a skirmish involving a [Flood] minion, each marine is strength +2 until the regroup phase.
“‘We've got contacts... but they're not Covenant...they're just tearing through us...’”

(1) Costly Exfiltration [UNSC] ‡
Event • Regroup
Discard an exhausted companion to heal each companion of the same race or culture.
“‘You've got to leave me....get going, you two.’”

(2)•Déjà, Trainer [UNSC]
Ally • Home 1 • AI
Strength: 2
Vitality: 4
Star: Silver
When you play Déjà, you may play a Spartan; the twilight cost of that Spartan is -2.
Regroup: Exert Déjà twice and a Spartan once to take a tale or [UNSC] sniping, assignment, or skirmish event into hand.
“The AI had been specifically created for Dr. Halsey’s SPARTAN project.”

(3)•Echo 136, ODST Support [UNSC]
Ship • Transport • Pelican
Weapons: 5
Armor: 4
Staff: 2 Silver
Echo 136 is weapons +1 for each possession it bears.
At the start of each skirmish phase, you may add (1) and damage Echo 136 to make each marine and ODST strength +1 until the regroup phase.
Flown by the thrill-seeking “Cookie” Peterson, Echo 136 was the main transport for Major Silva’s ODSTs during their various missions on Halo.

(2)•Echo 206 [UNSC]
Ship • Transport • Pelican
Weapons: 4
Armor: 4
Staff: 2 Silver
While you can spot a unique Pelican and a [Gold Star] Man in the company, Echo 206’s twilight cost is -1.
One of several Pelicans to support the ODSTs on Halo, Echo 206 was one of the primary ferries during the mission to salvage the Pillar of Autumn.

(2)•Flight Officer Mitchell, Rough Rider [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Silver
While staffing a Transport, Flight Officer Mitchell gains a [Silver Star].
Maneuver: While staffing a Transport, exert Flight Officer Mitchell to make that Transport armor +1 until the regroup phase.
“‘We’re getting to the surface fast – or we’re not getting there at all.’”

(3)•Fred, Senior Petty Officer [UNSC]
Companion • Man
Strength: 8
Vitality: 3
Signet: Keyes
Hero. Spartan II. May bear [Covenant] weapons.
Fred may bear any card that plays on Master Chief.
Each other Spartan II is strength +1.
“‘Let’s move, Spartans! I want gear stowed in ninety seconds, and final prep in five minutes.’”
3P?

(2) Frosty And Wired Tight [UNSC] ‡
Event • Response
If a [Covenant] ship has just been damaged in an engagement with your [UNSC] ship and that [Covenant] ship now has 2 or less armor, discard an engagement event from hand to damage that ship twice.
“Spartans were used to tough missions; UNSC High Command never sent them on any ‘easy’ jobs.”

(2) Fuel Cell Rupture [UNSC] ‡
Event • Response
If a [Covenant] ship has just been damaged in an engagement with your [UNSC] ship and that [Covenant] ship now has 2 or less armor, discard an engagement event from hand to damage that ship twice.
“‘We have a catastrophic over-surge event in drive section! Main drive has entered runaway state!’”

(5) Give ‘Em Hell [UNSC]
Event • Assignment
Toil 1.
Play only at a sanctuary.
If the Hero is a Spartan II, you may exert the Hero to prevent him or her from being assigned to skirmishes and make each marine strength +1 (and damage +1 if the Hero is then exhausted) until the regroup phase.
“‘They're closin' in too fast....Chief! You gotta find the Cartographer! We'll keep 'em busy as long as we can!’”

(3)•Gunnery Sergeant Waller [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
ODST.
Assignment: Spot a [UNSC] mission and exert Gunnery Sergeant Waller to make each ODST strength +1 until the regroup phase. If the Hero has 2 or less vitality, you may then make X ODSTs defender +1, where X is Gunnery Sergeant Waller’s vitality. Limit once per turn.
“‘Okay, people, we got company coming. Engage enemy forces on sight.’”

(0) In Control [UNSC]
Event • Engagement
If a ship is being staffed by a commander, make that ship weapons and armor +1 (or +2 if staffed by its matching commander) until the regroup phase.
“Commander Keyes stood with his hands crossed behind his back and tried to look calm. Not an easy thing to do when his ship was on a collision course with a Covenant battlegroup.”

(1) Into the Jaws of Death [UNSC]
Event • Maneuver
Make a Spartan II strength +1 for each threat you can spot until the regroup phase.
“‘I don’t miss, ma’am.’”
2U?

(2)•Jacob Keyes, Old Schoolmaster [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Gold
Commander: UNSC Iroquois.
Any Ship Jacob Keyes is aboard is weapons +1 and armor +1.
Engagement: If aboard a Ship in an engagement, damage that Ship twice to damage a Ship in that engagement (or once to damage a Fighter).
“‘Stow that, mister. Sigma Octanus Four has seventeen million citizens, Lieutenant. Are you suggesting that we just stand by and watch the Covenant glass the planet?’”
1U?

(3)•James, Brave Spartan [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Spartan II. Enduring.
“‘ADD LORE HERE’”
2U?

(3)•Kelly, The Rabbit [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Spartan II. May bear [Covenant] weapons.
The minion sniping total is -1.
Each minion skirmishing Kelly loses fierce and flying until the end of that skirmish.
“‘Four of us, and a thousand of them? Piss-poor odds for the little guys.’”
3U?

(0) Kilo Tango Victor 17 [UNSC] ‡
Ship • Shuttle • Escape Pod
Capacity: 9
Armor: 1
Staff: 1 Silver
To play, spot a [Gold Star] [UNSC] Man.
Response: If your [UNSC] or [Human] Capital Ship is about to be destroyed, you may play this ship from hand and transfer your characters aboard that Capital Ship to this ship.
Regroup: Add (1) or spot a [Gold Star] Man aboard to discard this ship and take all cards stacked on it into hand.

(0) Last Resort [UNSC]
Event • Skirmish
Exhaust a [UNSC] companion (or add (1) if that companion is already exhausted) who does not bear a weapon to play a dual-wield weapon on him or her from your hand or draw deck.
“‘He discarded the empty gun and backpedaled in an attempt to buy himself more time. His hand dipped for his sidearm.’”

(3)•Lieutenant McKay, ODST Second-in-Command [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
ODST. May bear [Covenant] weapons.
Each time an ODST wins a skirmish involving a [Flood] minion, you may remove (1).
Each time an ODST wins a skirmish involving a [Covenant] minion, you may exert Lieutenant McKay to remove (1).
“‘When we get up there, you can buy me a beer.’”

(2)•Lieutenant Wagner, ONI Operative [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Silver
ONI.
When you play Lieutenant Wagner, you may remove X threats, where X is the number of other ONI companions you can spot.
At the start of each regroup phase, you may exert Lieutenant Wagner and discard a [UNSC] condition to make each other ONI companion gain muster.
“‘Telemetry indicates the Autumn was pursued by several enemy ships, however, so her fate can only be speculated upon. I did not mention the Pillar of Autumn in my report, as that ship is on Section Three’s Secure List.’”

(0) Lima Foxtrot Alpha 43 [UNSC] †
Ship • Shuttle • Escape Pod
Capacity: 8
Armor: 1
Staff: 1 Silver
To play, spot a Spartan II.
Response: If your [UNSC] or [Human] Capital Ship is about to be destroyed, you may play this ship from hand and transfer your characters aboard that Capital Ship to this ship.
Regroup: Add (1) or spot a Spartan aboard to discard this ship and take all cards stacked on it into hand.
Though just one of thousands of identical lifepods in the UNSC fleet, this particular pod is significant for delivering a certain Spartan to the surface of Halo.

(3)•Linda, Sniping Spartan [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Spartan II. May bear [Covenant] weapons.
While Linda is a sniper, she is strength +1.
At the start of each sniping phase while Linda is bearing a ranged weapon, you may exert her to make the company sniping total +1.
LORE FORTHCOMING
3U?

(2)•Linda’s S2 AM Sniper Rifle [UNSC]
Possession • Ranged Weapon
Strength +2
Bearer must be Linda or a [UNSC] sniper.
Bearer is damage +1 and a sniper.
Sniping: If bearer is a Spartan, exert bearer to add 1 to the company sniping total.
“She assembled a flash-and-sound suppression barrel, and then...increased the ammunition caliber to .450.”
2U?

(3)•Lt. Peterson, “Cookie” [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Gold
Commander: Echo 136.
Any Transport Peterson staffs is weapons +1 (+2 if Echo 136).
“‘This is Echo 136. We are green, clean, and extremely mean. Over.’”

(2)•Lt. Dominique, Always Business [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Silver
While staffing a ship, each time you play a condition or possession on that ship, you may repair it.
Maneuver: Exert Dominique to reveal the top card of your draw deck. If he is staffing a ship, you may place that card underneath your draw deck.
“‘Communication systems are green, sir. Monitoring FLEETCOM Reach traffic. No new orders.’”

(2)•Lt. Hall, Competent Enough [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Silver
Response: If a condition or possession borne by a ship Hall is staffing is about to discarded, exert Hall twice to prevent that.
Regroup: If Hall is staffing a ship, discard a [UNSC] engagement event to repair that ship.
“‘Reactor shakedown eighty percent complete. Oxygen, power, rotation, and pressure all green lights, sir.’”

(2)•Lt. Rick Hale, Pilot of Charlie 217 [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Sarge
Star: Gold
Each Transport is armor +1.
While staffing a Transport, each SpecOps character and ODST is strength +1.
At the start of each regroup phase, add a threat or discard Rick Hale.
“‘We took a hit after clearing the Autumn....I’ve got wounded on board, and request immediate clearance to land.’”

(2)•Lt. Cdr. Gail Purdy, Engineering Officer [UNSC] ‡
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Gold
At the start of each regroup phase, you may add (1) to repair a vehicle or ship.
Maneuver or Skirmish: If Gail Purdy is aboard an opponent’s ship, exert her to damage that ship (twice if you control that ship).
“‘Pretty sloppy, huh? Captain Keyes would have a fit!’”
2R?

(3) M12A1 LAAV Warthog [UNSC]
Possession • Vehicle • Warthog
Armor: 7
Crew: Driver, Gunner, Passenger.
Bearers must be [UNSC] companions.
Gunner is strength +4 and damage +2.
Skirmish: Exert driver to wound a non-sniper minion.
“The M12A1 light anti-armor vehicle (LAAV) is a variant of the Warthog-the M41 LAAG machine-gun is replaced with a triple-barreled 102mm rocket launcher.”
1R?

(2) MA2B Assault Rifle [UNSC]
Possession • Ranged Weapon
Strength +2
Dual-wield. Bearer must be a [UNSC] companion.
When played on a companion already bearing a dual-wield weapon, the twilight cost of this possession is -1.
“...a cut-down version of the standard MA5B assault rifle. It was tough a reliable....”

(2) Machete [UNSC]
Possession • Hand Weapon
Strength +2
Bearer must be a Man.
While at a forest or marsh, bearer is strength +1.
Crude and primitive, the machete has remained virtually unchanged for hundreds of years. Still used in certain combat situations, like deep in the jungle or other vision-obscuring battlefields.

(3)•Major Silva, Company Commander [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Hero. ODST. May bear [Covenant] weapons.
While you cannot spot a Spartan II, the twilight cost of each ODST (including Major Silva) is -1.
Each time you play a marine, you may exert Major Silva to remove (1).

(1) MJOLNIR Project AI [UNSC]
Ally • Home 3 • AI
Strength: 2
Vitality: 2
Maneuver: Exert this AI to heal a Spartan II.
“...here were many ghostly figures: a mermaid, a samurai warrior, and one made entirely of bright light with comets trailing in her wake.”

(1) Not A Drill [UNSC] ‡
Event • Engagement
Make each [UNSC] and [Human] companion aboard your ship strength +1 and defender +1 until the regroup phase.
“‘Attention all personnel. We are re-engaging the enemy. External and internal contacts imminent.’”

(2) ODST Ballistic Armor [UNSC]
Possession • Armor
Strength +1
Vitality +1
Bearer must be a Spartan II, ODST, or marine.
If bearer is an ODST, this armor’s twilight cost is -1 and bearer may not be overwhelmed unless his or her strength is tripled.

(2)•One Helluva Soldier [UNSC]
Condition
To play, spot a Spartan II, an ODST, and a marine. Bearer must be your [UNSC] Hero.
Each time bearer kills a minion, you may heal bearer or make bearer strength +2 until the regroup phase.
“‘...we need every warrior we have—especially those who have more medals than the entire general staff put together.’”

(2)•Pfc. Fincher, Warthog Driver [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Silver
Marine.
While Fincher is a driver, the gunner of that Vehicle is strength +1.
“‘We’re sitting ducks in here, Corporal. We have to get out of this hole and back onto the ridge, sir.’”

(3)•The Pillar of Autumn’s Mission [UNSC]
Mission
Weapons +3
Armor +2
Tale. Plays on Pillar of Autumn.
While you can spot Jacob Keyes, this mission may not be discarded.
When you play this mission, you may play up to X companions, vehicles, or possessions from your draw deck, where X is the number of [Covenant] ships you can spot.

(2)•Pvt. Cochran [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine.
Response:
If Cochran is exhausted and about to take a wound, add (1) and discard a [UNSC] possession to prevent that wound.
LORE FORTHCOMING

(2)•Pvt. O’Brien [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
While you can spot Sgt. Johnson or a Spartan II, O’Brien is strength +1.
Just one of countless marines at Reach, O’Brien was fortunate enough to be around two of humanity’s greatest heroes—and greatest survivors—when the planet fell to the Covenant.

(2)•Pvt. Walker [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine.
While Walker is a passenger, he is strength +1.
While Walker is a sniper, he is strength +1.
“‘One dropship? That’s all they sent?’”

(2)•Pvt. Yutrzenika [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
ODST.
While at an installation, Yutrzenika is strength +1.
While at a sanctuary, Yutrzenika is strength +1.
“‘SPARTAN-117? What the hell kind of name is that?’”

(5)•Sam, Strongest Spartan [UNSC]
Companion • Man
Strength: 9
Vitality: 4
Signet: Master Chief
Spartan II. Damage +1. May bear 2 ranged weapons.
Skirmish: Exert Sam and discard a weapon he bears to wound every minion in his skirmish.
“‘Nothing like a little fireworks to celebrate the end of a mission.’”
3R?

(6)•Scorpion Battle Tank [UNSC]
Possession • Vehicle • Scorpion Tank
Armor: 12
Crew: Gunner, 4 Passengers.
Bearers must be [UNSC] companions.
Gunner is strength +5 and vitality +2.
The move limit is +1.
Each time the company moves, add 2 threats or discard this possession.
Skirmish: If gunner is not assigned to a skirmish, exert him or her to wound a non-sniper minion or damage an opponent's vehicle.
“The M808V Scorpion Main Battle Tank is primarily an anti-vehicle weapons platform, but it also has very high anti-infantry capabilities.”
1R?

(2)•Sgt. Parker, Assault Leader [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Gold
ODST.
While at an installation, Parker is strength +1.
Each ODST is strength +1 for each [Covenant] minion in his or her skirmish.
“‘All right, boys and girls...lock and load. The Covenant is throwing a party and you are invited.’”

(2)•Sgt. Parker, Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Gold
ODST.
Parker is strength +1 for each wound on her.
Skirmish: Exert Parker and either 2 other ODSTs or a Spartan II to wound a minion.
“‘I don’t know about you, but I like having a swabbie on point.’”

(2) SkyHawk Atmospheric Fighter [UNSC] ‡
Ship • Fighter • SkyHawk
Weapons: 7
Armor: 4
Staff: 2 Silver or 1 Gold
While engaging a Capital Ship, this fighter is weapons -1.
“The SkyHawk had a quartet of 50mm cannons...they also had Scorpion missiles—designed to take out tanks.”

(0) Thruster Pack [UNSC]
Possession
Bearer must be a [UNSC] companion. Limit 1 per bearer.
Maneuver: Add (1) to make bearer flying until the end of the turn. Discard this possession at the end of the turn.
2R?

(2)•Toran, Shipboard AI [UNSC]
Ally • AI
Strength: 3
Vitality: 3
Signet: Keyes
Star: Silver
May only be played aboard a ship. At the start of each turn, you may heal a companion or ally aboard that ship.
Maneuver or Regroup: Exert Toran to heal a Man aboard the same ship as Toran.
“‘Sit. Take a deep breath and cough, sir. You need to clear the bronchial surfactant.’”

(3)•UNSC Commonwealth [UNSC]
Ship • Capital Ship • Frigate
Weapons: 10
Armor: 6
Staff: 1 Gold, 2 Silver
At the start of each engagement involving Commonwealth, you may damage it or add (2) to make it damage +1 until the end of that engagement.
At the start of each engagement involving Commonwealth and a [Covenant] Ship, you may add (2) to take a [UNSC] engagement event into hand from your draw deck or discard pile.
2R?

(5)•UNSC Iroquois, Fateful Destroyer [UNSC]
Ship • Capital Ship • Destroyer
Weapons: 13
Armor: 7
Staff: 1 Gold, 3 Silver
Damage +1.
Each character staffing Iroquois is strength +1.
While Jacob Keyes is staffing, Iroquois is damage +1.
Each time you play a [UNSC] engagement event, you may damage Iroquois X times (limit 3) to make the cost of that event -X.
Iroquois was fast, well armored, and armed to the teeth. He couldn’t ask for a finer vessel.”

(8)•UNSC Leviathan, UNSC Flagship [UNSC] ‡
Ship • Capital Ship • Marathon Cruiser
Weapons: 16
Armor: 8
Staff: 2 Gold, 2 Silver
Damage +3.
The twilight cost of each other [UNSC] Capital Ship is -1.
While an admiral is staffing Leviathan, you may ignore one of its staffing requirements.
“INSERT LORE HERE”

(5)•UNSC Pillar of Autumn, Last Survivor of Reach [UNSC]
Ship • Capital Ship • Halcyon Cruiser
Weapons: 14
Armor: 8
Staff: 2 Gold, 2 Silver
Damage +1.
When you play Pillar of Autumn, you may play a [UNSC] character aboard it from your draw deck.
While you cannot spot a Shadow Capital Ship, the twilight cost of each [UNSC] Vehicle, Transport, and Fighter is -1.
“...the military High Command chose it specifically as an inconspicuous launch pad for a covert offensive against the Covenant.”

(4)•UNSC Resolute [UNSC]
Ship • Capital Ship • Destroyer
Weapons: 13
Armor: 6
Staff: 1 Gold, 2 Silver
Damage +1.
At the end of each engagement phase, you may add (1) to repair Resolute (twice if you cannot spot a [Covenant] ship).
Skirmish: If Resolute is not assigned to an engagement, you may add (1) to make each Spartan II strength +1 until the regroup phase.
One of many vessels to ferry the Spartans to battle during the heart of the Covenant War, Resolute was also one of the longest-serving vessels in the fleet, living up to its namesake until the fateful Battle of Reach.

(2)•Victor 933, Doomed Dropship [UNSC]
Ship • Transport • Pelican
Weapons: 4
Armor: 5
Staff: 2 Silver
When you play Victor 933, choose a Shadow player who may add a threat or take a [Flood] card into hand from their draw deck.
Maneuver: Add X threats to play X companions aboard Victor 933 as if played from hand. Each marine and commander played in this way is strength +1 until the regroup phase.
“‘We are under attack by some new kind of---it isn't Covenant. Captain Keyes has been captured by hostiles. ---dug in at a large structure in a swampy area. We need to pull out.’”

(3)•Wellsley, Class C Military AI [UNSC]
Ally • Home 3 • AI
Strength: 4
Vitality: 3
Star: Gold
To play, spot 2 ODSTs or 2 marines.
The twilight cost of each [UNSC] skirmish event is -1.

(2)•Where The ODST Comes In [UNSC]
Condition • Support Area
Each ODST is strength +1.
Discard this condition if you can spot a Spartan II or cannot 4 ODSTs (or 2 unique ODSTs).
“‘When we push the Covenant back...that victory will be the result of work by men and women like Lieutenant McKay. Human beings who are razor-sharp, metal tough, and green to the core.’”

(2)•William Lovell, Navigation Officer [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Silver
At the start of each engagement involving a ship staffed by its matching commander and William Lovell, you may add (2) to take an engagement event into hand from your draw deck or discard pile.
Assignment: While staffing a ship, exert William Lovell and another character staffing that ship to make that ship defender +1 until the regroup phase.
“‘Navigation and sensor systems online, Captain, and all green. Ready for your orders.’”


Sites

Lifeboat Airlocks (3)
Installation. Each marine’s twilight cost is -1.
When the company moves from this site, wound each marine.

Gravity Lift (3)
Battleground. The twilight cost of each marine, ODST, and [Covenant] minion played here is -1.

Alpha Base (2)
Installation. Each ODST and Elite at Alpha Base is strength +1.

Infested Swamps (2)
Marsh. Battleground. Shadow: Remove a threat to play a [Flood] minion from your draw deck or discard pile.

Damaged Gravity Lift (3)
Battleground. Shadow: Spot 6 minions (or 5 [Flood] minions) to prevent the company from moving again this turn.

Shuttle Bay (2)
Installation. Battleground. When the company moves to this site, add (1) for each minion and ally you can spot.