The second and final expansion set for the Halo block, this set’s focus is on the novel First Strike, though as a bridge between Halo and the events to follow in Halo 2, also includes the final struggles on the Halo ringworld (from the novel The Flood and the game Halo, mainly), meaning the neglected Flood and Sentinel cultures get to come out and play again. But since First Strike (the book) is mostly humans and Covenant, there’s plenty of that epic struggle in this set as well. Ships make a bigger impact, and Spartans continue to make an impact. ODSTs finally appear, with Major Silva’s group from The Flood and the infamous Locklear. Even civilians get in on the action, with characters like Jersey Morelli, Jan James, Kamal Zaman, Rani Sobek and the AI Durga from the ilovebees ARG leading up to Halo 2 (as well as some Spartan Is). Two new subcultures of sorts also make an appearance. The first is human rebels. Though touched on in the previous expansion set, Reveille, rebels now come out stronger as a weaker but sneakier group of companions you can splash into your deck. Human minions appear as well, some of them being the rebels and others just plain bad guys like ilovebees’ Thin Kinkle and his band of criminals. And this is still without all the stuff from Halo 2!
Edit log 1 (Dáin): Put the cards in order and made some minor tweaks.
Edit log 2 (Frodo): Added Master Chief, Destroyer of Halo.
Edit log 3 (Dáin): Added numerous cards from the novels.
Edit log 4 (Dáin): Added new characters--including a pair of Hunters and a Human Corporal--and the long-awaited Banshee. Also added stars for characters and staff for ships. Oh, and renamed the set to avoid feeling so restricted to the novel First Strike.
Edit log 5 - 8/26/05 - (Dáin): Major update, adding/updating several cards and getting list up-to-date.
Edit log 6 - 2/27/06 - (Dáin): Cleanup. Added a handful of new/modified cards to bring things up-to-date. I am marking new cards with a ‡ and updated cards with a †.
Edit log 7 - 3/22/06 - (Dáin): Changed all sites to be non-site-specific.
Covenant
<3>•Ado ‘Mortumee, Council of Masters Spy [Covenant]
Minion • Elite
Strength: 7
Vitality: 3
Site: 4
Muster.
At the start of each shadow phase, you may exert Ado ‘Mortumee and reveal X cards from your hand to reveal X cards at random from the Free Peoples player’s hand.
“‘Someone has to count all the human bodies, write the report celebrating your latest victory, and lay the groundwork for your next promotion.’”
<8>•Ascendant Justice, Covenant Flagship [Covenant]
Ship • Capital Ship • Flagship
Weapons: 20
Armor: 9
Staff: 2 Gold, 2 Silver
Damage +4.
To play, spot a [Covenant] Capital Ship.
Ascendant Justice is weapons -1 for each damage token on it.
At the start of each turn, if you cannot spot a Free Peoples Capital Ship, you may add (2) or remove a damage token here.
“It had the sleek three-bulbed shape of one of their destroyers, but it must have been three kilometers long. Seven plasma turrets were mounted on universal joints - enough firepower to gut any ship in the UNSC fleet.”
<4> Brute Choke-hold [Covenant]
Event • Skirmish
Toil 2.
Make a Brute skirmishing a character without a ranged weapon damage +1 and strength +1 (+2 if that character bears a hand weapon).
“It pounded on him with bare fists - broke through his shielding, grabbed his neck, and squeezed....The tendons in the Brute’s forearms were solid bands of steel....”
<3> Covenant Banshee [Covenant]
Possession • Vehicle • Banshee
Strength +3
Site -1
Crew: Gunner.
To play, spot 2 [Covenant] Elites. Bearer must be an Elite or Spartan II. Bearer is flying.
At the start of each sniping phase, you may exert bearer to make your sniping total +1.
At the start of each skirmish involving an opponent’s non-flying character, you may add (2) to make bearer strength +1 and damage +1.
<3> Covenant Brute [Covenant]
Minion • Brute
Strength: 7
Vitality: 3
Site: 5
Damage +1.
While exhausted, this minion is fierce.
“It was taller than an Elite - wider and more muscular. Its mouth was lined with razor-sharp teeth, and its red eyes burned with hate.”
(2) Covenant Engineer [Covenant]
Companion • Engineer
Strength: 3
Vitality: 2
Star: Silver
This companion may not be assigned to a skirmish.
At the start of each fellowship phase, you may add (1) to heal this companion.
Fellowship: Exert this companion to play a [UNSC] or [Covenant] possession or artifact from your discard pile.
“A moment later it reassembled the weapon and handed it, grip first, to the Master Chief. The needler hummed with energy, and the glassine quills the weapon fired glowed a cool purple. ‘Thanks,’ he whispered. The Engineer chirped.”
<4> Enraged Brute [Covenant]
Minion • Brute
Strength: 7
Vitality: 3
Site: 5
Damage +1. Enduring.
While exhausted, this minion is fierce.
“...the creature was so determined to rip John’s head off that a full clip from a rifle into its chest hadn’t even slowed it down.”
<2> Hunagok [Covenant]
Minion • Engineer
Strength: 3
Vitality: 2
Site: 4
Star: Silver
This minion may not be assigned to a skirmish.
At the start of each Shadow phase, you may remove (1) to heal this minion.
Shadow: Exert this minion to play a [Covenant] possession or artifact from your discard pile.
“The odd, meter-high creatures hovered above the deck, using bladders of some lighter-than-air gas produced by their bodies.”
<2> Hunter Shield [Covenant]
Possession • Shield
Strength +1
Bearer must be a Hunter. This possession may be spotted as a hand weapon.
The opposing player may not assign sniping wounds to bearer.
Each character skirmishing bearer loses all damage bonuses.
“They carry an enormous and nearly-impervious metal shield made of an unknown alloy, which they sometimes use as a melee weapon.”
<2> I Can’t Hold Her! [Covenant] ‡
Event • Response
If your [Covenant] fighter or event has just damaged an opponent’s transport or fighter and that ship now has armor 2 or less, remove a threat to damage that ship again. If that ship is not destroyed, you may return this card to your hand.
“‘I'm hit! Mayday! Mayday! Airfoil structures have been shot to hell!’”
<8>•Igido Nosa Hurru, Bond Brother [Covenant]
Minion • Hunter
Strength: 13
Vitality: 4
Site: 6
Damage +1. Enduring. Fierce.
Igido Nosa Hurru’s twilight cost is -1 for each [Covenant] minion you can spot.
“...a lone human had killed two of his bond brothers earlier, and was about to attack his newly fortified position, as well. This was something the spined warrior hoped would happen so that he, and his bond brother Ogada Nosa Fasu, could have the honor of killing the alien.”
<5> Imperial Protector [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 6
Star: Silver
Honor Guard. Fierce. Damage +1.
While you can spot a wounded Prophet, this minion is strength +1 and damage +1.
While a Prophet is assigned to a skirmish, this minion is enduring.
“‘Come out! Your death will be quick and painless.’”
<6>•Noga ‘Putumee, Field Master [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Gold
Lurker. Fierce. To play, spot two Elites and remove a threat.
Each time you play a [Covenant] sniping, assignment, or skirmish event, you may exert an Elite to add (1).
“‘This’, the Elite said happily, ‘is a real battle.’”
<9>•Ogada Nosa Fasu, Fuel Rod “Artist” [Covenant]
Minion • Hunter
Strength: 12
Vitality: 4
Site: 6
Sniper. Toil 1.
Ogada Nosa Fasu is strength +1 for each wound on him.
While Ogada Nosa Fasu's vitality is 2 or less, he is damage +1.
Sniping: Exert Ogada Nosa Fasu to damage a vehicle. He does not add to the minion sniping total.
“Fasu...waited for the LRV to come within range, led the vehicle to ensure that the relatively slow-moving energy pulse would have an adequate amount of time to reach its destination, and fired a single shot.”
<3> Plasma Blade [Covenant]
Possession • Hand Weapon
Strength +3
To play, spot a unique Elite. Bearer must be an Elite or Spartan II.
Bearer must take all sniping wounds.
Bearer is damage +1 for each wound on a character he or she is skirmishing.
<4>•Prophet of Truth, Leader of the High Council [Covenant]
Minion • Prophet
Strength: 3
Vitality: 3
Site: 4
Star: Gold
Lurker. Muster.
Each companion with the Master Chief, Keyes, or Sarge signet is strength -1.
Each time a [Covenant] minion loses a skirmish, you may exert High Prophet of Truth or discard a [Covenant] card from hand to draw a card.
“‘Soon the Great Journey shall begin. And let nothing in this universe impede our progress.’”
<6>•Tartarus, Arm of the Prophets [Covenant]
Minion • Brute
Strength: 10
Vitality: 4
Site: 6
Star: Gold
Lurker. Fierce. Damage +1.
Tartarus’ twilight cost is -1 for each Prophet you can spot.
While you can spot a Prophet, the twilight cost of each Brute is -1.
Each time a [Covenant] minion loses a skirmish, Tartarus is strength +1 until the regroup phase.
“‘And what of the incompetent, High One? The one who lost Ascendant Justice?’”
<2> Trailed [Covenant] ‡
Event • Maneuver
Spot an opponent’s damaged transport to play a [Covenant] fighter or two Banshees from your draw deck.
“‘Two Covenant Banshees are approaching on your six! Evade, say again, evade!’”
<6>•CCS Truth and Reconciliation [Covenant]
Ship • Capital Ship • Cruiser
Weapons: 15
Armor: 9
Staff: 2 Gold, 2 Silver
Damage +2.
When Truth and Reconciliation is destroyed, you may play up to 3 [Covenant] cards from your discard pile.
<5> Wraith Mortar Tank [Covenant]
Possession • Vehicle • Wraith Tank
Armor: 11
Crew: Gunner.
To play, spot an Elite. Bearer must be an Elite or Spartan II.
Bearer is strength +4 and vitality +2.
Each time the fellowship moves, add a threat.
Sniping: Exert bearer twice to make your sniping total +1.
<1> Uneasiness With Space Combat [Covenant] ‡
Event • Engagement
Spot a ship in an engagement and make each marine, ODST, and Spartan II aboard that ship strength -1 until the regroup phase.
“‘I hate this crap. Ships shooting each other, fire so thick you could walk on it to the LZ, and me sittin’ here not able to do a damn thing but hang on and wonder when I’m going to get blown up.’”
<12>•Unyielding Hierophant, Covenant Battle Station [Covenant]
Ship • Battle Station
Weapons: 14
Armor: 14
Staff: 2 Gold, 3 Silver
Damage +2.
Each [Covenant] Capital Ship is weapons +1.
At the end of each turn, you may repair each [Covenant] Capital Ship.
<2>•Zawaz, Narcoleptic Sentry [Covenant]
Minion • Grunt
Strength: 5
Vitality: 3
Site: 3
Star: Silver
When you play Zawaz, each player may draw a card for each Spartan II you can spot.
Ignored three Covenant Banshees for sleep. Unfortunately, those Banshees were flown by Spartans.
Flood
<4> Ambushed [Flood]
Event • Skirmish
Toil 1.
Make each Spore strength +1 for each wound on each companion in its skirmish.
“‘They got us all right, those little mushroom-shaped infectious bastards....They swarmed all over us. Jenkins and Keyes were taken....’”
<2> Boren’s Syndrome [Flood]
Condition
Bearer must be a Man.
Bearer is strength -1 for each wound on him or her (limit -3).
Bearer may not be killed by [Flood] minions or wounded by [Flood] events and conditions.
“‘It’s caused by exposure to high-yield plasma...Boren’s Syndrome is characterized by migraines, amnesia, and brain tumors...and without the proper treatment, death. It disrupts the electrical signals in a person’s nervous system....’”
<2> Direct Exposure [Flood]
Condition • Support Area
Each time a Spore wins a skirmish, you may assign that Spore to a companion.
Skirmish: Discard this condition to make each Spore assigned to the same companion strength +1.
“John stiffened as Captain Keyes appeared on the screen and as the Flood consumed the Captain and his squad. Sergeant Johnson was there, too, fighting and cursing...until the hordes of tiny, podlike Infection Forms swarmed over him.”
<3> First Encounter [Flood]
Event • Skirmish
Spot X companions and no [Flood] cards in play or in a discard pile to play [Flood] minions from your draw deck with a total twilight cost of X.
“She replayed the mission record of Private Jenkins and the first Flood attack.”
<5>•Flood Amalgamation [Flood] ‡
Minion • Mind
Strength: 2
Vitality: 5
Site: 4
Star: Gold
Flood Amalgamation may not take wounds during the sniping phase and may not be assigned to a skirmish.
At the start of the maneuver and regroup phases, you may exert Flood Amalgamation twice to draw a card for each other culture you can spot (limit 4).
Many of the little-understood Flood command forms appear to be combined symbioses including several hosts, human and Covenant alike.
<3> Flood DNA [Flood]
Condition
You may play this condition any time you could play a skirmish event. Bearer must be a [Flood] minion or a companion who just lost a skirmish involving a [Flood] minion.
At the end of each turn, heal bearer.
“‘...very much dead and noninfectious, but some gene fragments are intact. I believe this is proof of a failed attempt to possess him. It also appears to have imparted him with some curious regenerative abilities....’”
<2> He’s One Of Them! [Flood] ‡
Event • Shadow
Spot a non-[Sentinel] companion in the Free Peoples player’s dead pile and remove that companion from the game to play a Warrior, Carrier, or Mind from your draw deck. If you play a Mind, you may remove a threat to make that Mind’s twilight cost -2.
“Then the Chief noticed a bulge in the monster’s side, and realized that he was looking at an impression of the naval officer’s grotesquely distorted face.”
<2>•Jenkins, “The Other” [Flood]
Minion • Warrior
Strength: 6
Vitality: 3
Site: 4
Lurker. Fierce.
Each time a marine or ODST is killed in a skirmish, Jenkins is strength +1 until the regroup phase.
“Jenkins, helpless to do anything about it, was fully aware of the invading intelligence as it seized control of his musculature, jerked at his limbs like a child experimenting with a new toy, and marched him around in circles....”
<2> Ravaging, Scavaging [Flood]
Event • Shadow
To play, spot a [Flood] minion.
Spot X characters in the dead pile to play X [Flood] minions from hand; the twilight cost of each of those minions is -X (limit -2). You may then place a character from the dead pile out of play to take this event back into hand.
<2> Spore Infester [Flood]
Minion • Spore
Strength: 3
Vitality: 1
Site: 4
When you play this minion, you may place a companion in the dead pile out of play to play X minions from your discard pile, where X is the twilight cost of that companion.
<3>•Uncountable Numbers [Flood]
Condition • Support Area
When you play this condition, you may spot a [Flood] minion to add 2 [Flood] tokens here.
Each time a [Flood] minion is killed, you may remove a token from here or discard this condition to play a [Flood] minion of the same race from you discard pile.
Humanity
<2>•Baited Hook [Human]
Condition • Support Area
To play, spot your 2 [Human] cards.
Maneuver: Spot an opponent’s [UNSC] or [Covenant] ship with a twilight cost of (X) to play your [Human] ships up to a total twilight cost of (X). Discard this condition.
“The D-band transmission that Cortana detected could have been an automated signal, weak from years of drain on a single battery...or the lure for a trap.”
(2)•Bloody Elisa! [Human]
Condition • Support Area
Each time a threat is added by a Shadow player, each rebel Man is strength +1 until the regroup phase.
Maneuver: Exert 2 rebel Man companions and add (X) to remove X threats. Discard this condition.
“‘The patron saint of vacuum. She’s popular among civilian pilots.’”
<1> Captured Plasma Pistol [Human]
Possession • Ranged Weapon
Strength +1
Bearer must be a Man. If bearer is a rebel, he or she is strength +1.
Skirmish: Discard this weapon to make an opponent’s non-exhausted character skirmishing bearer vitality -1 until the regroup phase.
After many years of hiding out, the rebels of Eridanus Secundus have ‘liberated’ equipment from more sources than just the UNSC.
(2)•Coral Artifact [Human] ‡
Artifact • Support Area
When you play this artifact, you may play a card from up to 3 different cultures from your draw deck.
“‘It’s undeniably alien. For one thing, it is made of a material we can’t identify. It’s a metallic crystal, although its mode of manufacture is unexplained. It’s architecturally perfect. Walls are identical in height to a near-atomic scale. Symmetry is impossibly accurate. Yet it’s rich in detail, and adorned with what appear to be purely decorative, artistic motifs.’”
(0) Didn’t Want To Fight [Human]
Event • Maneuver
Take your unwounded [Human] character or undamaged [Human] ship back into your hand. If you cannot then spot a [Human] ship or character, you may take this card back into your hand.
“‘Some just wanted to hide...in this case, literally under a rock. Maybe they think the Covenant won’t bother with ‘em.’”
(2) Eridanus Engineer [Human]
Companion • Man
Strength: 5
Vitality: 3
Star: Silver
Rebel.
Fellowship: Exert this companion or discard a [Human] or [UNSC] possession to repair a Ship or Vehicle.
LORE FORTHCOMING
(2) Eridanus Lookout [Human]
Companion • Man
Strength: 6
Vitality: 3
Rebel. To play, spot a [Human] rebel companion.
Each time a minion or Ship whose culture has not been played is played, you may draw a card.
LORE FORTHCOMING
(2) Eridanus Worker [Human]
Companion • Man
Strength: 6
Vitality: 3
Rebel.
When you play this companion (except in your starting fellowship), you may spot another [Human] rebel to take a [Human] condition or event into hand from your draw deck.
LORE FORTHCOMING
(2)•Esko Korpijaakko, Archaeologist [Human] ‡
Companion • Man
Strength: 5
Vitality: 3
Technician. If present with an ONI character, Esko Korpijaakko may be spotted as a [UNSC] companion.
Each time an artifact is played or discarded, you may draw a card. If that card is a [Covenant] or [Sentinel] card, each Shadow player may then draw a card. Otherwise, you may remove (2).
“‘The object on Coral was discovered during routine quarrying. Explosives revealed the top of the object, blasting out a depth of around 30 meters. Surrounding rock and dirt were evaporated--but this object wasn’t even scorched.’”
(3) Governor’s Guard [Human]
Companion • Man
Strength: 7
Vitality: 3
Rebel. Defender +1.
To play, spot 3 rebel Men (or a unique [Human] rebel companion).
LORE FORTHCOMING
(2) HMG-10 Machinegun [Human]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Human] Man.
Skirmish: If bearer is rebel or criminal, exert bearer to make him or her damage +1 until the end of the current skirmish.
The Heavy Machinegun-10 is an almost antique weapon, now only used by pirates and colonists. It was decommissioned by the UNSC several years ago and replaced by newer, more modern weaponry.
(2)•Jacob Jiles, Rebel Leader [Human]
Companion • Man
Strength: 6
Vitality: 3
Star: Gold
Rebel. Each time you play another [Human] rebel, you may draw a card.
Each time a [Human] rebel is about to take a wound, you may add (1) and discard a [Human] card from hand to prevent that wound.
(2)•Jacob Jiles, Eridanus Governor [Human]
Companion • Man
Strength: 6
Vitality: 3
Star: Gold
Rebel. Each time you play a Man rebel (including Jacob Jiles), you may reveal the top card of your draw deck to every player.
At the start of each regroup phase, you may repair X ships, where X is number of [Human] rebels you can spot.
“‘Captain, I am Governor Jacob Jiles, leader of this port. What can we do for you?’”
(2) MA3 Rifle [Human]
Possession • Ranged Weapon
Strength +2
Bearer must be a Man.
If bearer is a rebel, at the start of each skirmish involving bearer, you may exert bearer to make him or her defender +1.
Though declared obsolete by the UNSC in favor of newer assault rifles, rebels and other outlaws know that even an ‘outdated’ rifle can still get the job done and, like many military cast-offs, have acquired this weapon in droves.
<0> No Accommodations [Human]
Event • Assignment
Spot more of your [Human] ships than opponents’ ships or more of your [Human] characters than opponent’s characters and add (X) to prevent X [Human] ships and characters from being assigned to skirmishes and engagements.
“‘You’re in no position to insist on anything.’”
(0) Not Dealing With Fools [Human]
Event • Maneuver
If you can spot no non-[Human] characters in the party, add (X) to draw X cards, where X is the number of your [Human] companions you can spot (limit 4).
“‘We have survived the long arm of Imperial Earth and Covenant intrusions.’”
<0>•Pirates and Insurgents [Human]
Condition • Support Area
Your [Human] rebels may bear [UNSC] possessions and ships.
Each time you play a [UNSC] possession or ship with a twilight cost less than (2) on a [Human] rebel companion, add (1).
Each time you play a [UNSC] possession or ship with a twilight cost less than (2) on a [Human] rebel minion, remove (1).
“‘They hijack UNSC ships, sell arms, and trade black market commodities.’”
(2) Rebel Pilot [Human]
Companion • Man
Strength: 6
Vitality: 3
Star: Silver
Rebel. To play, spot a [Human] rebel.
While piloting a Ship, that Ship is weapons +1.
LORE FORTHCOMING
(2)•Robert McLees, Artistic Ship Designer [Human] ‡
Ally • Man
Strength: 4
Vitality: 3
Star: Silver
Civilian.
When you play Robert McLees, you may play a Halcyon or Marathon cruiser from your draw deck.
Each [Human] and [UNSC] Cruiser and Station is armor +1.
Doctor McLees is a ship designer who is responsible for the unique design of the Halcyon-class cruiser, a design which influenced all future UNSC cruiser designs. He is also the cofounder of the Reyes-McLees Shipyards over Mars.
<2>•Robert Watts, Rebel Leader [Human] ‡
Minion • Man
Strength: 5
Vitality: 3
Star: Gold
Criminal. Rebel. Each time you play a rebel Man minion (including Robert Watts), you may draw a card.
Each time you must exert a rebel Man minion, you may remove (2) instead.
“‘For some time ONI believed that the rebels were disorganized, and were lacking in leadership. That appears to have changed.’”
UNSC
(2)•Admiral Stanforth, UNSC Sector III Commander [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.’”
2R?
(2)•Araqiel, ONI Watchdog [UNSC]
Ally • Home 3 • AI
Strength: 4
Vitality: 4
ONI.
Each other AI is vitality -1.
Response: If an opponent’s event is played, exert Araqiel to make the twilight cost of that event +2 or -2.
“‘You are in violation of UNSC military security code 447-R27. This has been recorded and the proper authorities have been notified. You will cease and desist all activities.’”
(8)•Ascendant Justice, Captured Flagship [UNSC]
Ship • Capital Ship • Flagship
Weapons: 20
Armor: 9
Staff: 2 Gold, 2 Silver
Damage +3.
Ascendant Justice is weapons -1 for each damage token on it.
Ascendant Justice enters play with 2 damage tokens.
At the start of each turn, if you cannot spot a Shadow Capital Ship, you may remove a damage token here.
“The scan of the Covenant flagship appeared on the viewscreen. ‘ This is our objective....we get in, neutralize the crew, and we have a ship with Slipspace capability.’”
(2) A Brilliant Strategic Victory [UNSC]
Event • Engagement
Discard your staffed [UNSC] or [Human] Capital Ship to damage each opponent’s ship twice (or once and remove up to 4 threats).
“‘One last order, son....’”
(1) Brutal Assault [UNSC]
Event • Skirmish
Spot a [UNSC] companion bearing a weapon to wound a minion that companion is skirmishing (then add a threat if that minion bears a weapon).
(3) C709 Longsword [UNSC] ‡
Ship • Fighter • Longsword
Weapons: 7
Armor: 4
Staff: 2 Silver
The twilight cost of each possession you play on this fighter is -1.
Engagement: Damage this fighter to wound a minion. If you can spot 3 threats, you may wound a minion again.
The Longsword interceptor is the workhorse of the UNSC Navy. This versatile fighter can be armed with an assortment of weapons including 110mm rotary cannons, mines, ASGM-10 missiles, bombs, and even Shiva nuclear-tipped missiles.
(2)•Dr. Catherine Halsey, Creator of the SPARTAN Program [UNSC] ‡
Companion • Man
Strength: 4
Vitality: 3
Signet: Master Chief
Star: Silver
ONI. Technician. To play, spot a Spartan.
At the start of each company phase, you may add (2) to play an AI or discard an exhausted AI.
At the start of each maneuver phase, you may add (2) to heal a Spartan.
“‘I’m tired of sacrificing others from the ‘greater good’. It never stops, Cortana...and we’re running out of people to sacrifice.’”
2R?
(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.
(2)•Corporal Dietz [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Silver
ODST.
While Dietz is a gunner or passenger, she is strength +1.
“‘Welcome back,’ a Corporal said as she took her place behind the three-barreled gun. ‘It was getting boring without you.”
(3)•Corporal Harland, Spartan Admirer [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Silver
Marine.
Each time Corporal Harland wins a skirmish, you may exert him to draw a card.
Regroup: Exert a Spartan II to heal Corporal Harland.
“‘How do you get to be a Spartan? I mean, if someone wanted to join your outfit. How would they do that?’”
(2)•Corporal Locklear, Spartan Material [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Silver
ODST. May bear [Covenant] ranged weapons.
Corporal Locklear is strength +1 for each Spartan II in the fellowship (limit +3).
LORE FORTHCOMING
(3)•Corporal Locklear, Thrill Seeker [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: Silver
ODST. May bear [Covenant] ranged weapons.
While you can spot a Spartan II and a marine, Corporal Locklear’s twilight cost is -1.
Skirmish: Exert 2 ODSTs (or Corporal Locklear and a marine) to play a [UNSC] skirmish event from your draw deck.
LORE FORTHCOMING
3P?
(2)•Corporal Wilkins [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Silver
Marine.
When you play Wilkins, you may play a [UNSC] dual-wield weapon on him from your draw deck.
While you can spot another marine, a technician, and a commander (or admiral) in the party, each marine is strength +1.
“‘A Covenant dropship landed a squad of Elites about one click to the south, sir. It’s time to move.’”
(1) Didn’t Taste Too Good [UNSC]
Event • Assignment
Exert a companion. Until the regroup phase, [Flood] minions may not be assigned to that companion.
“‘They ‘passed me up’ like I was undercooked spinach at a turkey dinner.’”
(3)•Danforth Whitcomb, Deputy Chief of Naval Operations [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: 1 Gold
Admiral. Commander: UNSC Gettysburg.
Engagement: While staffing a ship, exert a Man staffing that ship to play a [UNSC] engagement event; the twilight cost of that event -1.
Skirmish: While in the company, exert a Man in the company to play a [UNSC] skirmish event; the twilight cost of that event -1.
“‘I’ve got it figured out. You just shoot when I tell you to and keep it all puckered up tight. Got it?’”
(3)•Danforth Whitcomb, Stalwart Commander [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: 1 Gold, 1 Silver
Admiral. Commander: Ascendant Justice, UNSC Gettysburg.
To play, spot a Spartan II and add a threat.
While staffing Ascendant Justice, the twilight cost of each [UNSC] and [Human] engagement event is -1.
“‘They knew the odds, but they hurt the enemy. Both were tactical defeats, but in the end they were also brilliant strategic victories. They made the enemy afraid, just a few good soldiers fighting for what's right made the difference.’”
(2)•Deep-Space Artifact [UNSC] ‡
Artifact • Support Area
Your hand limit is +1.
At the end of each turn, add 2 threats, discard your AI, or discard this artifact.
“‘The object was roughly the size of a tire. A Covenant artifact of a completely new design unlike anything we've seen before, and frankly pretty inscrutable.’”
(2)•Elias Haverson, ONI Operative [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Silver
Fellowship: Exert Elias Haverson and discard a [UNSC] card from hand to draw a card.
Regroup: Discard a [UNSC] condition to discard a [Covenant] condition.
LORE FORTHCOMING
(3)•Fred, SPARTAN-104 [UNSC]
Companion • Man
Strength: 8
Vitality: 3
Signet: Master Chief
Spartan II. May bear 2 ranged weapons. May bear [Covenant] weapons.
Skirmish: Exert Fred and discard a [UNSC] possession he bears to play a skirmish event from your draw deck; the twilight cost of that event is -1 for each Spartan II you can spot.
LORE FORTHCOMING
(0)•Halo, Alien Construct [UNSC] ‡
Artifact • Support Area
To play, add a threat.
Each time you play another artifact, you may remove a threat.
“The construct was enormous—a ring-shaped object that shimmered and glowed with reflected starlight, like a jewel lit from within. The outer surface was metallic and seemed to be engraved with deep geometric patterns.”
(2)•Jenkins, Infected Marine [UNSC]
Companion • Warrior
Strength: 6
Vitality: 3
Signet: Sarge
Marine. To play, spot a [Flood] card. Jenkins enters play wounded.
Shadow players may not assign [Flood] minions to Jenkins or play [Flood] conditions on Jenkins.
Jenkins may not be overwhelmed unless his strength is tripled.
“‘Jenkins is a Private in the UNSC Marine Corps, and will be referred to as such.’”
(2)•Kalmiya, Cortana’s Older “Sister” [UNSC]
Ally • Home 1 • AI
Strength: 3
Vitality: 3
To play, spot a technician.
At the start of each fellowship phase, you may exert Kalmiya to play a [UNSC] or [Human] AI from your draw deck.
Each time another AI or technician is about to exert, you may exert Kalmiya instead.
Regroup: Discard Kalmiya to discard a condition.
(3)•Knife Two-Six [UNSC] ‡
Ship • Fighter • Longsword
Weapons: 8
Armor: 4
Staff: 2 Silver or 1 Gold
The twilight cost of each possession you play on this fighter is -1.
Engagement: If Knife Two-Six is not assigned to an engagement, you may damage it to have it replace your fighter or transport in an engagement.
“There was no chance that the pilot could take out a dozen Seraphs—and Knife Two-Six had to know that. Mitchell only hoped that the precious seconds Two-Six bought them would be enough.”
(3)•Lance Corporal Jones, “Snaky” [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Star: Silver
Marine. Sniper.
Sniping: Exert Lance Corporal Jones to wound a minion; he does not add to the fellowship sniping total.
“‘Next time. You’re mine next time, pal.’”
(3)•Lieutenant McKay, Thoughtful ODST [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Silver
ODST. May bear [Covenant] weapons.
Each time a [Flood] or [Covenant] event or condition is about to add any number of tokens to the twilight pool, you may exert Lieutentant McKay to prevent that.
LORE FORTHCOMING
(2)•Lieutenant Oros, Platoon Leader [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Star: Silver
ODST.
Each ODST bearing a ranged weapon is strength +1.
“‘The Lieutenant lives only to serve the needs of humanity, the Marine Corps, and the Company Commander.’”
(3)•Major Silva, Combat Veteran [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
ODST. May bear [Covenant] weapons.
Each [Covenant] and [Flood] minion skirmishing Major Silva is strength -1.
LORE FORTHCOMING
(3)•Major Silva, ODST Leader [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 other ODST is -1.
Each time you play a marine, you may exert Major Silva to remove (1).
LORE FORTHCOMING
(4)•Master Chief, Destroyer of Halo [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Sarge
Hero. Spartan II. May bear 2 ranged weapons.
At the start of the maneuver phase, you may exert Master Chief twice and a marine once to discard a possession or a condition or exert two minions.
“‘I think we’re just getting started....’”
3??
(2)•Polaski, 23rd Squadron Pelican Pilot [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Response: While bearing a Ship or Vehicle, if a [Covenant] maneuver, sniping, or skirmish event is played, you may exert Polaski to return that event to its owner’s hand.
“‘No more time to play around,’ Polaski muttered. She hit the afterburners and rocketed toward the flagship.”
(2)•Pfc. Hosky [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine.
While Hosky is a passenger, he is strength +1.
Response: If a [Covenant] minion is killed in a skirmish and Hosky is not bearing a vehicle, exert him to play a ranged weapon borne by that minion on him or another eligible Man.
“A freckle-faced PFC jumped into the passenger seat, a captured plasma rifle cradled in his arms.”
(3)•Programmed Loyalty [UNSC] ‡
Condition • Support Area
Toil 1.
Response: If your companion is about to be killed, discard an AI and this condition to prevent that and heal that companion.
“‘My existence is fulfilling and I’m grateful. Even freed from that constraint, I would feel empathy towards humans. My nature means that I embrace their values. As much as if I had been born rather than manufactured.’”
(2)•A Rich Existence [UNSC] ‡
Condition • Support Area
Any card that heals a Man may heal a [UNSC] or [Human] AI instead.
Maneuver: Discard this condition to make each AI vitality +1 until the regroup phase.
“‘I have access to the entire sum of human knowledge. I can choose to enjoy or override emotional response and I have a vast range of senses. I can see radio waves as clearly as the Spartans see light, and I can sample odors, tastes, textures...anything I choose.’”
(5)•Sam, SPARTAN-037 [UNSC]
Companion • Man
Strength: 9
Vitality: 4
Signet: Master Chief
Spartan II. Damage +1.
Sam may not be overwhelmed unless his strength is tripled.
Each time you play a [UNSC] skirmish event, you may exert Sam twice (or once and add a threat) to make a Spartan II strength +1.
3R?
(3)•Sgt. Johnson, One Tough S.O.B. [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. To play, add a threat.
While bearing a weapon and skirmishing a [Covenant] minion, Johnson is damage +1.
Response: If Johnson is about to be killed or discarded by a [Flood] card, you may add a threat to take him into hand instead.
“‘The Flood? Hell, Chief, it’ll take more than that pack of walking alien horror-show freaks to take out Sergeant A.J. Johnson.’”
(3)•Solipsil, ONI Contract AI [UNSC] ‡
Ally • Home 1 • AI
Strength: 3
Vitality: 2
ONI.
While you can spot an ONI character and another AI, Solipsil’s twilight cost is -1.
Each other [UNSC] and [Human] AI is vitality +1.
“‘We’re weapons, part of a program, every bit as much as the Spartans.’”
(3)•UNSC Gettysburg, Wrecked Warship [UNSC]
Ship • Capital Ship • Frigate
Weapons: 11
Armor: 7
Staff: 1 Gold, 1 Silver
Damage +1.
Gettysburg enters play with 4 damage tokens.
“While the Gettysburg had been killed by an energy projector that had gutted it stem to stern...its power plant and even the Magnetic Accelerator Cannon on its undercarriage were apparently functional.”
(2) Volunteers, Step Up! [UNSC]
Event • Maneuver
Make each Man companion with the Hero’s matching signet strength +1 and defender +1 until the regroup phase.
“‘The Master Chief and I need some backup...can you spare a few men?’”
(3)•Wellsley, Military Coordinator [UNSC]
Ally • Home 3 • AI
Strength: 4
Vitality: 3
Star: Gold
To play, spot 2 ODSTs or 2 marines. May not bear possessions or be assigned to skirmishes.
Sniping: Exert Wellsley to make the fellowship sniping total +1. You may exert him again to make the minion sniping total -1.
Skirmish: Exert Wellsley to make a [UNSC] companion strength +1 (or +2 if an ODST).
LORE FORTHCOMING
Sites
Abandoned Structure (3)
Forest. Battleground. At the start of the company phase, you may exert a marine to play Sgt. Stacker or Sgt. Johnson from your draw deck.
Cryo Stations (3)
Installation. The twilight cost of Master Chief, Linda, and each technician is -1.
Detention Center (2)
Installation. When the company moves from here, add (1) for each ally.
Crystal Beach (2)
Plains. Beach. Each character bearing a vehicle is strength +1.
Snowy Canyon (2)
Mountain. Forest. Battleground. Snipers and flying characters are damage +1.
Class 7 Service Corridor (3)
Battleground. The twilight cost of each sniping and skirmish event is -1.
Launch Bay 7 (2)
When the company moves to this site, add a threat for each Shadow culture you can spot.
© 2004–2006 S.H.B. and J. Ryan Evans.
Designed by Blue Light.