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Halo 2 Block

FPCA Contest #1

As you might have guessed, this expansion set focuses on the Covenant civil war between the Elites/Grunts/Hunters and the Prophets/Brutes/Jackals, as well as touching on how the Humans, Flood, and Sentinels fit into the picture. It has a smaller focus on the Arbiter’s first few missions leading up to the war, most notably the pursuit of the first dissidents: the Heretic Leader and his forces. This is the set that will really make the Covie companions shine as a valid alternative to the typical Human company.

v0.5 (Dáin) - Created the list by moving some cards from the main Halo 2 thread here.
v0.55 (Dáin) - Removed signets from some of the [Covenant] companions.
v1.0 (Dáin) - Added cards from replies, as well as lore for the Brute Ruffian.
v2.0 (Dáin) Added a handful of new cards and made rebel work for FP and Shadow. Also made the new Heretic culture work.
v2.1 (Dáin): Added stars for characters. Added a couple new cards as well, including an all-new Master Chief and some more powerful Flood cards. Check out the new Flood minions especially. Mwaha.
v3.0 - 8/26/05 - (Dáin): Major update, adding/updating several cards and getting list up-to-date.
v3.1 - 3/3/06 - (Dáin): Cleanup. I am marking new cards with a ‡ and updated cards with a †.


Arbiter

(4)•The Arbiter, Revolutionary Leader [Covenant]
Companion • Elite
Strength: 7
Vitality: 4
Signet: Arbiter
Star: Gold
Hero. Rebel.
The Arbiter may bear [UNSC] possessions.
Each companion with the Arbiter signet is strength +1 (+2 if skirmishing a [Covenant] minion).
“‘There are things about Halo even the Hierarchs do not understand.’”

(3)•Arbiter’s Spectre [Covenant]
Possession • Vehicle • Spectre
Armor: 8
Crew: Driver, Gunner, 2 Passengers.
Bearers must be Elite companions.
Gunner is strength +4 and damage +1.
While driver is The Arbiter and you cannot spot a threat, the move limit is +1.
Skirmish: Exert driver to wound a non-archer minion.

(3)•Armu ‘Lesarmee, Loyal Follower [Covenant]
Companion • Elite
Strength: 7
Vitality: 3
Signet: Arbiter
Star: Silver
Defender +1.
While you can spot The Arbiter or SpecOps Commander, Armu ‘Lesarmee’s twilight cost is -1.
“‘Let us destroy them together, Arbiter!’”

(3) Elite Enthusiast [Covenant]
Companion • Elite
Strength: 7
Vitality: 3
Signet: Arbiter
Skirmish: If an Elite companion wins a skirmish and this companion is not assigned to a skirmish, you may add (1) to assign this companion to a minion in that skirmish. You may add (1) to resolve that skirmish next.
“‘Haha - well put, brother!’”

(3) Elite Gunner [Covenant]
Companion • Elite
Strength: 6
Vitality: 3
Signet: SpecOps Commander
Star: Silver
While you control a [Covenant] vehicle, this companion’s twilight cost is -1.
While bearing a ranged weapon, this companion is strength +1.
While this companion is a gunner, he is strength +1.
“‘Further proof of my prowess!’”

(5) Elite Praetor [Covenant] ‡
Companion • Elite
Strength: 9
Vitality: 4
Signet: Arbiter
Fierce. Damage +1. To play, spot no Elite minions and add a threat.
While you can spot a SpecOps companion, this companion is SpecOps.
While you can spot a [Covenant] rebel companion, this companion is a rebel.
Some of the fiercest of a fierce race, the highly decorated Praetors quickly rose as leaders against the traitorous Brutes.

(3) Elite Zealot [Covenant]
Companion • Elite
Strength: 7
Vitality: 3
Signet: None
Rebel. Damage +1.
Response: If this companion wins a skirmish, you may exert him to assign him to skirmish an unassigned minion.
Devotion to their religion and fellow Sangheili led many of the Elites to rise up against their once-esteemed Prophets.

(2)•Enbo 'Nejasee, Elite Councilor [Covenant] ‡
Companion • Elite
Strength: 5
Vitality: 3
Signet: SpecOps Commander
Star: Gold
Each time an Elite is killed, you may draw a card. If that card is a [Covenant] companion, you may make each Brute strength -1 until the regroup phase.
“‘The Brutes have betrayed us. They murdered the Council.’”

(4)•Exchange Of Hands [Covenant]
Condition • Support Area
Toil 1.
[Covenant] Elite minions may not be played.
Each Elite companion skirmishing a [Covenant] minion is strength +1.
“‘Vile, disloyal beasts! The Prophets were fools to trust them.’”

(2) Grunt Follower [Covenant]
Companion • Grunt
Strength: 5
Vitality: 2
Signet: None
Rebel.
While you can spot a [Covenant] rebel, this companion’s twilight cost is -1.
Having always followed the Elites, the Grunts were quickly caught up in their holy war against the Brutes.

(2) Grunt Grubber [Covenant]
Companion • Grunt
Strength: 5
Vitality: 3
Signet: None
Rebel.
You may play this companion any time you could play a maneuver or regroup event.
Though they cared much less for the “heresy” of the Brutes and even the Prophets, many Grunts took up arms against them as the Elites and other races did so.

(1) In Inexperienced Hands [Covenant] ‡
Event • Response
If a Prophet exerts as a cost for playing another card or using a special ability, spot 2 Prophets to prevent that card from being played or prevent the effects of that ability.
“‘...I question Brother Regret's suitability for this great purpose. I am aware of his tenacity and ambition, but I believe his youth and reckless reaching may prove to be grave risks to the perfection of this undertaking.’”

(2)•Murdered By The Brutes [Covenant] ‡
Condition • Support Area
Each time a [Covenant] companion is killed in a skirmish involving a Brute, each [Covenant] companion is strength +1 (and damage +1 if skirmishing a Brute).
“‘They have shed our blood, and for that, they must die!’”

(4)•Nsse 'Ayrasee, Enraged Elite [Covenant] ‡
Companion • Elite
Strength: 8
Vitality: 4
Signet: Arbiter
Star: Gold
Rebel. Damage +1. To play, spot an Elite rebel.
While bearing a hand weapon, Nsse ‘Ayrasee is strength +1.
While skirmishing a Brute, that Brute loses all damage bonuses from weapons.
“‘Haha! Long have I waited for this!’”

(0) Retake Captured Ship [Covenant] ‡
Mission • Maneuver
When you play this mission, select your ship that is controlled by a Shadow player.
Win: At the end of the turn, if you control that ship, remove (1) for every character aboard (limit (10)). Discard every minion aboard.
Lose: At the end of the turn, if a Shadow player controls that ship, add (1) for every character aboard.
“‘That cruiser is controlled by Brutes....I'm going to take the cruiser back.’”

(2) Size-24 Hoof [Covenant]
Event • Maneuver
Each [Covenant] character bearing a Vehicle is strength +1 until the regroup phase (+2 if The Arbiter or SpecOps Commander).
“‘I know a way to break those doors....’”

(5)•SpecOps Commander, Loyal Warrior [Covenant]
Companion • Elite
Strength: 9
Vitality: 4
Signet: Arbiter
Star: Gold
Rebel. Damage +1. To play, spot 2 [Covenant] companions (or The Arbiter).
When you play SpecOps Commander, you may play a [Covenant] weapon on him from your draw deck.
SpecOps Commander is strength +1 for each [Covenant] and [Flood] minion in his skirmish.
“‘They were fools to stand against us!’”

(5)•SpecOps Commander’s Tank [Covenant]
Possession • Vehicle • Wraith Tank
Strength +4
Vitality +2
Crew: Gunner.
Bearer must be an Elite companion.
Each minion bearing a Vehicle is strength -1.
Each time the company moves, add 2 threats or discard this possession.
“‘..mount up, Arbiter.’”
1R?

(3) SpecOps Phantom [Covenant]
Ship • Transport • Phantom
Weapons: 7
Armor: 5
Staff: 2 Silver
To play, spot a SpecOps companion.
While you cannot spot a Shadow Capital Ship or Transport, you may play [Covenant] companions during the maneuver phase.
While you cannot spot any Shadow Ships, you may play [Covenant] companions and Vehicles during the maneuver phase.
“‘I’m sending one of our Phantoms to support you.’”

(3) Staying Behind [Covenant]
Event • Skirmish
Make your [Covenant] companion (except the Hero) defender +2 (+3 if SpecOps Commander) and enduring until the regroup phase.
At the start of the regroup phase, discard that companion.
“‘I'll remain here...make sure no reinforcements get in behind you.’”

(3)•Wora ‘Amaree, Reluctant Revolutionist [Covenant]
Companion • Elite
Strength: 7
Vitality: 3
Signet: None
Star: Silver
Rebel.
Each other [Covenant] companion without a signet is strength +1.
Each time Wora ‘Amaree wins a skirmish involving more than one minion, you may exert him to wound each minion in that skirmish.
“‘We could have handled them ourselves, Arbiter. We didn’t need you.’”

(2)•Unexpected Heretic [Covenant]
Condition • Support Area
Each time a companion with the SpecOps Commander signet wins a skirmish, you may heal SpecOps Commander or exert a [Covenant] minion.
Discard this condition if you cannot spot SpecOps Commander.
A loyal warrior and believer in the Great Journey for many years, the SpecOps Commander suddenly found himself forced out of his esteemed position and in the middle of a civil war...on the rebelling side.

(2)•Unexpected Leader [Covenant]
Condition • Support Area
Each time a companion with the Arbiter signet wins a skirmish, you may heal The Arbiter or remove (1) (or (2) if that companion is a rebel).
Discard this condition if you cannot spot The Arbiter.
On the verge of being crucified as a heretic, the Arbiter ironically became the greatest “heretic” of all by leading the fracturing Covenant against the Brutes.


The Covenant

<2> Battle Plan [Covenant] ‡
Condition • Support Area
While you can spot a Prophet, an Elite minion, a Brute minion, and no Elite companions, each Elite and Brute is strength +1.
“‘The Sangheili will do what is asked of them, and the Jiralhanae will show the humans what our strength looks like at close quarters.’”

<5>•Beneath Our Contempt [Covenant] ‡
Condition • Support Area
Toil 2.
To play, spot 3 [Covenant] minions and a site you control.
Each [Covenant] minion skirmishing a Man is strength +1 (+2 if that Man is exhausted).
At the end of each turn, remove (2), liberate a site, or discard a [Covenant] tale or this condition.
“‘Their failure at Reach compounds their defeat. We sense that their defenses are failing rapidly.’”

<6> Brute Holy Guard [Covenant]
Minion • Brute
Strength: 8
Vitality: 4
Site: 6
Damage +1. Fierce. High Guard.
Star: Silver
For each wound on this minion, it is strength +1.
Skirmish: If this minion is not assigned to a skirmish, exert it to make a Prophet strength +4.
“‘Do not let them enter the chamber!’”

<2> Brute 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.
While bearer is dual-wielding this weapon, bearer is damage +1.

<4> Brute Ruffian [Covenant]
Minion • Brute
Strength: 8
Vitality: 3
Site: 5
Damage +1.
While exhausted, this minion is fierce.
“‘Stand up for yourself, Elite coward!’”

<2> Brute Shotgun [Covenant]
Possession • Ranged Weapon
Strength +2
Close-range. To play, add a threat. Bearer must be a Brute, The Arbiter, or Master Chief.
While skirmishing a character not bearing a ranged weapon, bearer is strength +1 and damage +1.

<9>•Brute Squad [Covenant]
Minion • Brute
Strength: 12
Vitality: 3
Site: 6
Star: Silver
Enduring. Damage +1. Toil 1.
To play, spot 2 Brutes (or Tartarus).
While exhausted, this minion is fierce.
Each time Brute Squad wins a skirmish, you may exert it to make the Free Peoples player assign it to a companion.

<4>•Cast Down The Elites! [Covenant]
Condition • Support Area
Toil 1.
[Covenant] Elite minions may not be played.
Each Brute skirmishing a [Covenant] companion is strength +1.
“‘There are those who said this day would never come. What are they to say now?’”

<2> Cultural Barriers [Covenant]
Condition • Support Area
[UNSC] cards may not heal [Covenant] companions, and [Covenant] cards may not heal [UNSC] companions.
“‘You don’t like me and I sure as hell don’t like you.’”

<4>•Durotar, Brute Leader [Covenant]
Minion • Brute
Strength: 8
Vitality: 4
Site: 5
Star: Silver
Damage +1. To play, remove a threat.
Skirmish: Exert Durotar to make a Brute fierce or strength +1 until the regroup phase.
“‘The Demon has infiltrated the Council Chamber?! Protect the Hierarchs! Seal the exits!’”

<6>•Elite Champion [Covenant]
Minion • Elite
Strength: 8
Vitality: 4
Site: 6
Star: Silver
SpecOps. Fierce. Damage +1.
This minion may bear 2 ranged weapons.
When you play this minion at a battleground, you may play a [Covenant] weapon on it from your draw deck.
This minion is strength +1 for each weapon it bears.
“‘Wretched dog. Pah!’”

<3>•Elite Fools! [Covenant]
Condition • Support Area
While you can spot The Arbiter or SpecOps Commander in his owner’s discard or dead pile, each companion with their matching signet is strength -1 (-2 if skirmishing a Brute).
“‘The Elites have gathered in the mausoleum. Fools! Their Arbiter can do nothing for them now.’”

<3>•The Fist of Rukt [Covenant]
Possession • Hand Weapon
Strength +3
Bearer must be Tartarus.
He is damage +2.

<2> Honor Guard Staff [Covenant]
Possession • Hand Weapon
Strength +1
Bearer must be an Honor Guard. Bearer is damage +1 and may not bear other weapons.
Bearer is strength +1 for each Prophet you can spot (limit +3).

<3>•Nag, Accomplished Assassin [Covenant]
Minion • Jackal
Strength: 6
Vitality: 2
Site: 3
Sniper. Fierce.
Each time Nag kills a companion or ally, you may add (2).
Each time a companion is killed during the sniping phase, you may remove (2) to heal Nag.
One of the most skilled snipers in Regret’s invading forces, Nag led a whole regiment of his kind in the spearhead attack on New Mombassa.

<2>•Not Another Word! [Sentinel]
Condition • Support Area
Shadow: Spot a Brute and play a [Covenant] condition to discard a [Sentinel] or [Heretic] condition. Limit once per phase.
“‘One more word, Oracle, and I'll rip your eye from its socket!’”

<4>•'Orfomee, Elite Trooper [Covenant] ‡
Minion • Elite
Strength: 7
Vitality: 3
Site: 4
'Orfomee is strength +1 for each Elite you can spot in your discard pile (limit +3).
“‘Bracing, no? The stench of death?’”

<4>•Prophet of Mercy, Wise Counselor [Covenant]
Minion • Prophet
Strength: 3
Vitality: 3
Site: 6
Star: Gold
Lurker. Muster.
Each [Covenant] minion skirmishing a companion with the Master Chief, Keyes, or Sarge signet is strength +1.
Skirmish: Exert Prophet of Mercy to heal a [Covenant] minion.
“‘Halo...its divine wind will rush through the stars, propelling all who are worthy along the path to Salvation!’”

<4>•Prophet of Truth, Convincing Conniver [Covenant]
Minion • Prophet
Strength: 3
Vitality: 3
Site: 6
Star: Gold
Lurker. Muster.
Each companion with a signet is strength -1.
Shadow: Exert Prophet of Truth to reveal the top card of your draw deck. If it is a [Covenant] card, heal a [Covenant] minion. If it is a [Flood] card, exert a companion. If it is another card, remove (1). Place that card underneath your draw deck.
“‘Who would doubt the Prophets? What have they foretold that has not come to pass?’”

<1> Recommisioning The Guards [Covenant] ‡
Event • Maneuver or Regroup
To play, spot a Prophet.
Spot X threats to replace X of your Elite minions with X Brute minions, or to replace X of your Brute minions with X Elite minions. Any Honor Guard played in this way is strength +1 and fierce until the regroup phase.
“‘...recent events have made it abundantly clear that the Elites can no longer guarantee our safety.’”

<8>•Tartarus, Chieftain of the Brutes [Covenant]
Minion • Brute
Strength: 10
Vitality: 4
Site: 6
Star: Gold
Fierce. Damage +1. Toil 1.
While you can spot an Elite, each Brute is strength +1 and each Elite is strength -1.
While you can spot a Prophet, the twilight cost of each other Brute is -1.
Skirmish: Exert a Brute to make Tartarus strength +1.

<2>•Tartarus’s Torture Staff [Covenant]
Possession • Hand Weapon
Strength +2
Bearer must be a Brute.
At the start of the regroup phase you may discard this possession to exert each companion that lost a skirmish at this site.

<2>•Unggoy Superstition and Exaggeration [Covenant] ‡
Condition • Support Area
Tale. To play, spot a unique Elite.
While skirmishing a [Covenant] minion, the Hero is strength -1 for each other [Covenant] tale you can spot (limit -3).
Discard this condition if you can spot a Jackal or Grunt minion.
“‘It stands taller than most, is faster and more aggressive, but still irrevocably a Human animal, worthy of neither fear nor respect. It is merely an exception that proves the rule.’”

<2> What Use Am I? [Covenant]
Condition
Strength -1
To play, spot three [Covenant] minions (or a [Covenant] Prophet). Bearer must be a [Covenant] rebel companion. Limit 2 per bearer.
Bearer may not use special abilities.
At the end of each turn, remove (1) or discard this condition.
“‘I can no longer command ships, lead troops into battle.’”

The Flood

<3>•2401 Penitent Tangent, Controlled Monitor [Flood]
Minion • Monitor
Strength: 3
Vitality: 3
Site: 6
Star: Gold
Flying. Lurker. Muster. To play, spot 3 [Flood] minions (or Gravemind).
While you can spot a [Flood] Mind, the twilight cost of each [Flood] condition is -1.
Regroup: Discard 2401 Penitent Tangent to discard another Monitor.

<0>•Festered, Rotted, and Waited [Flood] ‡
Condition • Support Area
To play, spot 3 other cultures and remove a threat.
Shadow: Remove (1) to stack a [Flood] minion from hand here.
Maneuver: Remove (1) or a threat to play a minion stacked here as if played from hand.
“‘Perhaps more worrisome is the discovery and subsequent conflict with the parasite on Halo....’”

<8>•Gravemind, Manipulator [Flood]
Minion • Mind
Strength: 6
Vitality: 6
Site: 7
Star: Gold
Gravemind may not take wounds during the sniping phase and may not be assigned to a skirmish.
Gravemind’s twilight cost is -1 for each threat you can spot (limit -4).
Shadow: Exert Gravemind three times and discard two [Flood] cards from hand to return a Free Peoples card (except the Hero) and all cards on it to its owner’s hand.
“‘I? I am a monument to all your sins.’”

<2> Infected Sangheili [Flood]
Minion • Warrior
Strength: 6
Vitality: 2
Site: 4
Fierce.
This minion may bear [Covenant] weapons.
Each [Covenant] companion skirmishing this minion is strength -1.

<0> Intended Vector [Flood]
Event • Maneuver
To play, spot a Mind minion or 3 [Flood] minions.
Discard X cards from hand and add (X) to play X [Flood] minions from your draw deck (limit 4).
“‘That creature beneath the Library...that Gravemind...used us. We were just a diversion.’”

<1> Juggernaut [Flood]
Event • Maneuver
Spot 5 [Flood] minions to take control of a site, or spot 7 [Flood] minions to take control of 2 sites.
“‘Arbiter, the Flood have spread throughout the station. We don't have enough troops to manage such a large infestation.’”

<2> Just A Diversion [Flood] ‡
Event • Maneuver
Discard X cards from hand and spot X [Flood] minions to take control of a ship with a twilight cost of (X) that is not fully staffed (or spot X additional [Flood] minions to take control of a ship that is fully staffed).
“‘In Amber Clad was always its intended vector.’”

<2> No Human Vital Signs [Flood] ‡
Event • Engagement
If your [Flood] minions are staffing a non-[Flood] ship, draw up to X cards, where X is the number of minions staffing that ship.
“‘It's In Amber Clad! Hailing...no response.’”

<2> Not To Be Trifled With [Flood]
Condition • Support Area
Regroup: Discard a Spore whose strength is X to wound an exhausted [UNSC] or [Covenant] companion, where X is that companion’s printed vitality. Discard this condition.

<0> Please, Make Yourself At Home [Flood]
Event • Maneuver
Discard a [Flood] condition or 2 [Flood] minions to take control of a site.
“‘Shall we let the Flood consume our holy city? Turn High Charity into another of their wretched hives?’”

<2> Piloting Mind [Flood] ‡
Minion • Mind
Strength: 2
Vitality: 4
Site: 7
Star: Gold
This minion may not be assigned to skirmishes.
While piloting a [Flood] ship, this minion gains [Silver Star].
One of the many horrors found on High Charity as the city succumbed to the Flood were command forms piloting captured ships.

<3>•Prophet of Regret, Infected Councilor [Flood]
Minion • Prophet
Strength: 2
Vitality: 3
Site: 5
Star: Silver
Lurker. Muster. To play, spot 3 [Flood] minions (or a Mind).
At the start of each skirmish involving a companion with a signet, add (1).
Regroup: Discard Prophet of Regret or a [Flood] condition to discard a [Covenant] condition.
“‘Your Prophets have promised you freedom from a doomed existence. But you will find no salvation on this ring.’”


The Heretics

<3>•Follower of The Oracle [Heretic]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Silver
Rebel. Fierce.
While you can spot 343 Guilty Spark, this minion is strength +2 and damage +1.

<3> Heretic Banshee [Heretic] ‡
Possession • Vehicle • Banshee
Strength +4
Site -1
Crew: Gunner.
To play, spot a [Heretic] Elite. Bearer must be a [Heretic] Elite, SpecOps Elite, or Spartan II. Bearer is flying.
At the start of each skirmish involving bearer, you may exert bearer to make him or her damage +1 until the regroup phase.
“Fuel Rod Cannon makes it a dangerous bomber as well as fast fighter.”

<2> Heretic Carbine [Heretic]
Possession • Ranged Weapon
Strength +2
Bearer must be an Elite rebel minion.
Bearer is a sniper.
“Rare Covenant projectile-firing rifle, a powerful, stocky weapon, and fitted with a magnifying scope.”

<4>•Heretic Leader, Blasphemer [Heretic]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Gold
Rebel. Damage +1.
While you can spot 2 [Heretic] minions or 343 Guilty Spark, Heretic Leader’s twilight cost is -1.
Each time you play a [Heretic] minion, you may make a rebel minion damage +1 until the regroup phase.
“‘Arbiter... I would rather die by your hand than let the Prophets lead me to slaughter! Ask the Oracle about Halo, how they would sacrifice us all for nothing.’”

<2> Heretic Seraph [Heretic] ‡
Ship • Fighter • Seraph
Weapons: 7
Armor: 3
Staff: 2 Silver or 1 Gold
May be staffed by [Heretic] or [Covenant] characters.
Engagement: If this fighter is in an engagement, damage this fighter to cancel that engagement.

<2> His Loyal Forces [Heretic]
Condition • Support Area
Each Elite rebel is strength +1 while you can spot 343 Guilty Spark.
Each Elite rebel is strength -1 while you cannot spot 343 Guilty Spark.
Response: If a player is about to reconcile, discard this condition to return 343 Guilty Spark to your hand.

<1> Oracle Fanatic [Heretic]
Minion • Elite
Strength: 5
Vitality: 2
Site: 3
Rebel.
Maneuver:
Discard this minion to play 343 Guilty Spark from hand or your discard pile. 343 Guilty Spark is strength +2 until the regroup phase.

<1> Uprising [Heretic]
Event • Maneuver
Play a [Heretic] or [Covenant] rebel. That character is strength +1 until the regroup phase.

<1>•What Happened To The Forerunners? [Heretic] ‡
Condition • Support Area
Tale.
If you cannot spot a unique [Heretic] minion or Elite rebel, discard this condition.
Each time a [Heretic] minion is killed, add a [Heretic] token here.
Regroup: Remove X tokens from here to take a [Heretic] card into hand from your discard pile, where X is the twilight cost of that card (minimum 1).
“‘And now where are these gods the Prophets would have us worship? Transcended? Ha ha ha ha haaa. Hardly.’”

<4> Wisdom of the Oracle [Heretic]
Event • Shadow
Toil 2.
Spot a Monitor and 2 Elite rebels to play a condition from your draw deck (or spot a Monitor and a [Heretic] rebel to play a [Heretic] condition from your draw deck).
“‘Its truth must not be silenced.’”


Sentinels

(3)•343 Guilty Spark, Tinkerbell [Sentinel]
Companion • Monitor
Strength: 3
Vitality: 3
Signet: Sarge
Star: Gold
Flying. While you can spot a [UNSC] companion and a [Covenant] rebel, 343 Guilty Spark’s twilight cost is -1.
[Sentinel] minions are strength -1.
Maneuver: Exert 343 Guilty Spark to discard The Index or play The Index from your draw deck or discard pile.
“‘And may I say, Reclaimers, it has been a pleasure to serve you both.’”

<10> Enforcer Juggernaut [Sentinel]
Minion • Enforcer
Strength: 13
Vitality: 4
Site: 6
Damage +2. Toil 1.
To play, spot a [Sentinel] minion.
While skirmishing a Vehicle or Ship (or a character bearing one), this minion is strength +2.

<3>•Failsafe Protocol [Sentinel] ‡
Condition • Support Area
Each time you play an artifact in your support area, you may heal a Monitor or [Sentinel] minion.
If this condition is discarded, the Free Peoples player must assign X wounds to their companions, where X is the number of artifacts in all Shadow players’ support areas.
Maneuver: Spot 3 threats and remove all threats to discard this condition.
“‘...in the event of an unexpected shut down, the installation will move to standby status. All installations are now eligible for remote activation.’”

<5>•Holy Warrior of the Sacred Ring [Sentinel]
Minion • Sentinel
Strength: 8
Vitality: 3
Site: 5
Star: Silver
Damage +1. Fierce.
While you can spot a Sentinel, this minion’s twilight cost is -1.
While you can spot a [Flood] minion, this minion’s twilight cost is -1.

(1)•Inaccurate Verbiage [Sentinel]
Condition • Support Area
To play, spot a Monitor.
Shadow: Play a [Sentinel] condition to discard a [Covenant] or [Heretic] condition. Limit once per phase.
“‘Oracle? Great Journey?’”

(3)•Protecting the Holy World [Sentinel] ‡
Condition • Support Area
Each [Sentinel] companion at an installation or sanctuary is strength +1 (+2 if skirmishing an exhausted [Flood] minion).
Response: If a [Flood] card is played from a draw deck or discard pile, discard this condition to discard X [Flood] minions, where X is the number of [Sentinel] characters you can spot (limit 5).
“‘...I suspect that the Forerunners meant this filth to stay imprisoned forever.’”


UNSC

(2)•Corporal Perez, Marine Escort [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Silver
Marine.
Perez is strength +1 for each of the following you can spot in the company: commander, admiral, Spartan II.
Skirmish: Exert Perez and another marine to make a minion skirmishing a Man strength -1 for each threat you can spot (limit -4).
After surviving the Covenant onslaught in New Mombasa, Perez faced a whole new meaning of onslaught while escorting Miranda Keyes through the Flood-infested library on Delta Halo.

(1) Don’t Shake The Light Bulb! [UNSC]
Event • Response
If a Brute is about to wound your [Covenant] or [Sentinel] companion in a skirmish, exert your [UNSC] sniper (or Sgt. Johnson) to prevent that and wound a Brute.
“‘If you wanna keep your brain inside your head, I’d tell those boys to chill!’”

(0) Eliminate Hostile Target [UNSC]
Mission
Plays on an opponent’s character.
Win: If bearer is killed or discarded, you may add or remove (5).
Lose: Discard this mission at the end of the current turn. Bearer’s owner may add or remove (5).
“‘You take out the Prophet. He's given us all the intel we need.’”

(2)•Establish Beachhead [UNSC]
Mission • Support Area
To play, spot a Spartan and either an ODST or a marine.
Win: At the start of the regroup phase, if no companions were killed this turn, liberate a site and heal up to 3 Man companions. Discard this mission.
Lose: At the end of the turn, exert every Man companion. Choose an opponent who may heal up to 3 minions. Discard this mission.
“‘Artillery disabled, Sergeant. Landing zone secure...for the moment.’”

(4)•Master Chief, The Demon [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Keyes
Hero. Spartan II.
Master Chief wins any skirmish involving a [Covenant] minion where each side’s total strength is tied.
Regroup: Exert Master Chief to wound a minion (or wound a [Covenant] minion twice).
“‘Tell that to the Covenant.’”

(2)•Miranda Keyes, Reluctant Reclaimer [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Gold
To play, add a threat. Miranda Keyes may bear any card that plays on Jacob Keyes.
While bearing two ranged weapons, Miranda Keyes is strength +1.
Regroup: Exert Miranda Keyes twice to discard a [Covenant] or [UNSC] condition.
“‘I’ll secure the Index, Chief. You take out the Prophet.’”

(2)•Pvt. McKenzie [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Response: If a unique [UNSC] companion is about to take a wound, you may add (1) to make McKenzie take that wound instead.
Just one of the many young faces in the Corps, Sergeant Johnson selected McKenzie as part of a small strike team to secure the Index and protect Commander Keyes.

(4) M19 SPNKr Rocket Launcher [UNSC] ‡
Possession • Ranged Weapon
Strength +3
Bearer must be a Man, Elite companion, or Warrior. Bearer is a sniper and damage +1. If played on a Man, this weapon’s twilight cost is -1.
At the start of each skirmish involving bearer and an opponent’s character with a close-range or hand weapon, exert bearer. If you cannot, discard this weapon.
Skirmish: Exert bearer to damage a vehicle. You may then discard this weapon to damage that vehicle X times, where X is bearer’s vitality.
1R?

(1) Sitting This One Out [UNSC] ‡
Event • Assignment
Spot 4 [Covenant] companions and assign each [Covenant] companion to a skirmish to prevent [Covenant] and [Heretic] minions from being assigned to non-[Covenant] companions.
If you can spot 6 [Covenant] companions, each companion skirmishing a [Covenant] or [Heretic] minion is strength +1.
“‘For now, they seem much more interested in killing each other.’”

(3)•Sgt. Johnson, Faithful Companion [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Arbiter
Star: Gold
Marine. To play, spot a [UNSC] character and a [Covenant] companion.
Marines may bear [Covenant] ranged weapons and vehicles.
While bearing a ranged weapon or vehicle, Johnson is damage +1 (+2 if he is a sniper).
“‘Hey b@stards. Knock knock.’”

(2)•Tales and Rumors [UNSC] ‡
Condition • Support Area
Tale.
If the Hero is a Spartan, while skirmishing a [Covenant] minion, he or she is strength +1 for each other [Covenant] tale you can spot (limit +3).
“‘But this Demon...this ‘Master Chief’....’”