This expansion set will focus on the events at Earth, including Cairo Station and Mombassa (as well as touching on Earth events portrayed in the novels). To a lesser extent, it will also cover the Covenant (both the Arbiter/Elites and the Prophets/Brutes) in their struggle against the Flood and Humans on Delta Halo.
v0.5 (Dáin) - Created the list by moving some cards from the main Halo 2 thread here.
V1.0 (Dáin) - Added several new cards.
v1.1 (Dáin) - Added new cards from New Mombasa for both the Covies and Humans.
v1.2 (Dáin) - Made several changes as recommended by Frodo.
v1.3 (Dáin): Added stars for characters and staff for ships. Added a couple new cards as well, including new versions of both Johnson and Guns, and a couple cards to help out the Flood. Oh, and check out the new and improved SpecOps Commander (and his sword). "SpecOps" just got even more useful!
v2.0 - 8/26/05 - (Dáin): Major update, adding/updating several cards and getting list up-to-date.
v2.1 - 3/3/06 - (Dáin): Cleanup. I am marking new cards with a ‡ and updated cards with a †.
Arbiter
(2)•Armor of the Arbiter [Covenant]
Artifact • Armor
Vitality +1
Bearer must be a unique Elite companion.
If bearer is The Arbiter, each time he is about to take a wound in a skirmish, you may make a [Covenant] companion strength +1 until the regroup phase.
“‘This armor suits you, but it cannot hide that mark.’”
(3) Covering The Rear [Covenant]
Event • Assignment
Spot a [Covenant] mission to prevent the Hero from being assigned to skirmishes and make another [Covenant] companion defender +2 and damage +1 until the regroup phase.
“‘On your way, Arbiter. I’ll deal with these beasts.’”
(1) Do Not Let Him Escape! [Covenant]
Event • Response
If a Shadow card is about to discard or heal a [Heretic] minion, spot your [Covenant] companion to prevent that (and wound a [Heretic] minion if you can spot 3 [Covenant] companions).
“‘The Heretic Leader is on the move....’”
(4) Forward, Warriors! [Covenant]
Event • Maneuver
Toil 1.
To play, spot a unique Elite companion.
Until the regroup phase, each Elite companion is strength +1 for each wound on it. If that Elite is SpecOps Commander, he is also damage +1 for each wound on him.
“‘And fear not pain nor death!’”
(2) Grunt Trooper [Covenant]
Companion • Grunt
Strength: 5
Vitality: 2
Signet: SpecOps Commander
Each time this companion wins a skirmish, you may add (1) to heal him. If he is unwounded, you may remove (1).
“‘Can’t believe me lived!’”
(2) Hunting the Parasite [Covenant]
Event • Skirmish
Toil 1.
Make each [Covenant] companion strength +1 for each [Flood] minion in his skirmish until the regroup phase. If at a battleground, those companions are an additional strength +1 until the end of the turn.
“‘We shall cut into the heart of this infestation...and burn any Flood that stand in our way!’”
(2) Quarantine Compromised [Covenant]
Conditon • Support Area
While you can spot more [Flood] minions than companions, each of your [Covenant] and [Sentinel] companions is strength +1. Each Elite companion is also damage +1.
“‘We must do what we can against the Flood.’”
(5)•SpecOps Commander, Veteran Warrior [Covenant]
Companion • Elite
Strength: 9
Vitality: 4
Signet: SpecOps Commander
Star: Gold
SpecOps. Damage +1. To play, spot 2 [Covenant] companions.
Each other SpecOps companion and [Covenant] companion with the SpecOps Commander signet is strength +1.
While at a battleground, SpecOps Commander may not take wounds (except during the skirmish phase).
“‘Forward, warriors! And fear not pain nor death!’”
(3)•SpecOps Commander’s Sword [Covenant]
Possession • Hand Weapon
Strength +3
To play, spot a unique Elite and add a threat. Bearer must be a SpecOps Elite companion or Spartan II. Bearer is damage +2.
Skirmish: Exert bearer to wound a minion in his or her skirmish (twice if bearer is SpecOps Commander).
“‘Keep your blade handy....’”
The Covenant
<2> Anti-Matter Bomb [Covenant]
Possession • Support Area
To play, exert 2 [Covenant] minions.
At the start of the regroup phase, discard this possession and remove two threats (or one threat if at an installation) to wound every character.
“‘That explosion came from inside the Athens - same as the Malta. The Covenant must have brought something with them....’”
<5>•Brute Wraith [Covenant]
Possession • Vehicle • Wraith Tank
Strength +5
Vitality +1
Crew: Gunner.
Bearer must be a Brute.
Bearer is damage +2.
Each time the company moves, add a threat or heal bearer.
“Slow, bulky, and presenting a huge target, is nonetheless the Covenant’s most destructive mobile armor.”
<2>•Chokepoint [Covenant]
Event • Maneuver
Exert X [Covenant] minions to discard X Free Peoples conditions, where X is the number of sites you control.
“‘The Covenant have control of the bridge ahead. They're going to try and bottle us up on this side of the gorge.’”
<3> Covenant Phantom [Covenant]
Ship • Transport • Phantom
Weapons: 7
Armor: 4
Staff: 2 Silver
For each damage token on this Ship, it is Weapons -1.
While you cannot spot a Free Peoples Capital Ship, you may play [Covenant] minions during the maneuver phase.
While you cannot spot any Free Peoples Ships, you may play [Covenant] Vehicles during the maneuver phase.
The Covenant Phantom boasts several plasma gun turrets, and can literally drop its occupants to the ground without having to fully land with a miniature gravity lift. It also ferries vehicles such as the Wraith and Spectre to their intended dropzones.
<1> The Demon Is Here? [Covenant]
Event • Skirmish
Make each [Covenant] minion skirmishing a [UNSC] companion strength +1 until the regroup phase (and damage +1 if that companion is the Hero).
“‘Why? Looking for a little payback?’”
<2> Drone Mender [Covenant] ‡
Minion • Drone
Strength: 4
Vitality: 2
Site: 4
Flying. Ambush (1).
Shadow: Exert this minion to repair a [Covenant] vehicle twice.
Regroup: Exert or discard this minion to repair a [Covenant] vehicle twice or repair a [Covenant] ship.
<2> Engineer Savant [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.
At the start of each regroup phase, you may exert this minion to play a [Covenant] possession or artifact on a minion or a [Covenant] card that plays in your support area.
<2> Entrenched Kig-yar [Covenant] ‡
Minion • Jackal
Strength: 5
Vitality: 2
Site: 3
Fierce.
If this minion bears a shield, it is vitality +1.
Response: If a [Covenant] minion is about to take a wound, remove (3) (or (2) if this minion bears a shield) to prevent that.
<2>•Faith’s Rewards [Covenant]
Covenant • Support Area
Each time a Free Peoples card discards your [Covenant] condition or artifact, you may add (2).
“‘Putting aside our sorrow, we renewed our faith in the prophesy that other rings would be found....’”
<3> Heavy Plasma Turret [Covenant] ‡
Possession • Turret
Armor: 3
Crew: Gunner.
To play, spot a Grunt, Elite, or Brute minion.
Bearer must be a Grunt, Elite, Brute, or Man. Bearer is strength +4, damage +1, and a sniper.
Response: If bearer is about to take a wound, you may discard 2 cards from hand to prevent that wound.
“The occupant is protected by an energy shield. The turret fires large super-heated balls of plasma that inflict great amounts of damage.”
<10>•Hunter Champion [Covenant]
Minion • Hunter
Strength: 12
Vitality: 5
Site: 6
Damage +2. Enduring. Fierce. Toil 1.
To play, spot a controlled site.
When you play this minion, you may wound a companion.
The Hunters the New Mombasa marines encountered arrived with less warning and greater ferocity than seen before.
<2>•The Index, The Sacred Icon [Covenant]
Artifact • Support Area
To play, spot two Prophets or a Monitor.
At the start of each maneuver phase, the players that are furthest along the adventure path may add or remove (2).
“‘With it, we shall fulfill our promise.’ ‘Salvation for all!’ ‘And begin the Great Journey.’”
<3> Jackal Assassin [Covenant]
Minion • Jackal
Strength: 5
Vitality: 3
Site: 3
Sniper. Fierce.
Each time a companion is killed during the sniping phase, you may either remove (2) to heal this minion or add (1).
Naturally sneaky hunters, some Jackals have been so successful at sniping that they could put higher-class Elites to shame.
<5>•Jackal Phalanx [Covenant]
Minion • Jackal
Strength: 10
Vitality: 4
Site: 3
Fierce.
Response: If a minion is about to take a wound, remove (2) or exert this minion twice to prevent that.
“‘We've got Jackals in the courtyard.’”
<3> Jackal Sharpshooter [Covenant]
Minion • Jackal
Strength: 6
Vitality: 2
Site: 4
Sniper. Damage +1.
Sniping: Exert this minion to wound a companion (except the Hero); this minion does not add to the minion sniping total.
“‘The only thing worse than jackals - are jackals with sniper rifles!’”
<2> Orbital Insertion [Covenant]
Event • Assignment
Transfer any number of [Covenant] companions aboard your [Covenant] Capital Ship to the company (if the company limit allows), or move any number of [Covenant] minions aboard your [Covenant] Capital Ship into play.
When the Covenant decide to capture a planet rather than simply glass it from orbit, they use orbital insertion pods to drop Elites to the planet’s surface as shock troops. Use of these pods is very hazardous and is reserved only for critical situations, or when a surprise attack is necessary.
<2> Particle Beam Rifle [Covenant]
Possession • Ranged Weapon
Bearer must be an Elite, Jackal, or Spartan II. Bearer is a sniper.
While skirmishing a [Flood] minion, bearer is strength -2. While skirmishing a non-[Flood] wounded character, bearer is strength +2.
“Excellent choice for long-distance execution of targets. Charged-particle weapon fires lethal beam, shot to head guarantees success against shielded or unshielded target. Rifle has digital visual enhancer, with two levels of magnification for mid- to long-distance targeting.”
<3> Plasma Mortar [Covenant]
Possession • Support Area
To play, spot a [Covenant] minion and remove a threat.
When you play this possession, you may add (1) for each site you control.
At the start of the regroup phase, you may spot a [Covenant] minion and remove (2) to add a threat or take control of a site.
Aided by just a single Plasma Mortar, the marines of the 405th were easily pinned down by Covenant forces. Aided by a handful of mortars, the Covenant laid siege to the entire city of New Mombasa.
<3> Prophet of the Council [Covenant] ‡
Minion • Prophet
Strength: 2
Vitality: 3
Site: 5
Star: Silver
Lurker.
Shadow: Exert this minion twice to add (X) or X threats, where X is the number of Prophets you can spot (limit 4).
<4>•Prophet of Regret, Hasty and Rash [Covenant]
Minion • Prophet
Strength: 3
Vitality: 3
Site: 5
Star: Gold
Commander: ??? Lurker. Muster.
At the start of each skirmish involving a companion with the Master Chief, Keyes, or Sarge signet, add (1).
Skirmish: Exert Prophet of Regret to make a [Covenant] minion strength +1 until the regroup phase (or strength +2 if skirmishing a [UNSC] character).
“‘I shall light this holy ring, release its cleansing flame, and burn a path into the divine beyond!’”
<2> Support Grunt [Covenant]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 3
When you play this minion, you may play a [Covenant] weapon or turret on it from your draw deck.
While this minion bears a hand weapon, it is strength +1.
“‘He not so big....’”
<2> They’re Latched! [Covenant] ‡
Event • Maneuver
Move any number of [Covenant] minions aboard your [Covenant] shuttle to a Capital Ship or Station of your choice. That ship’s owner may exert 2 companions or allies aboard that ship to prevent this and return this card to your hand.
When the Covenant decide to capture a ship rather than simply destroy it, they use boarding craft to insert troops and simply overwhelm the crew. The more craft they can latch onto the ship, the better their chances of success.
<3>•Yanme’e Superior [Covenant] ‡
Minion • Drone
Strength: 5
Vitality: 3
Site: 4
Flying. Fierce. Ambush (2).
At the start of the assignment phase, you may assign X Drones to a companion, where X is Yanme’e Superior’s vitality.
Maneuver: Exert Yanme’e Superior to make a Drone strength +2 and fierce until the regroup phase.
The Flood
<2> Captured Pelican [Flood] ‡
Ship • Transport • Pelican
Weapons: 2
Armor: 4
Staff: 1 Gold or 2 Silver
When you play this ship, the Free Peoples player may remove a threat or take a [UNSC] card into hand from their draw deck.
Maneuver: Remove (X) to play X [Flood] minions (except Minds) aboard this ship as if played from hand. Each Warrior and Spore played in this way is strength +1 until the regroup phase.
“‘Flood-controlled dropships are touching down all over the city.’”
<0> Driving Ability [Flood]
Event • Shadow
Exert your Warrior to play a Vehicle of any culture on it from hand.
“‘What?! The Parasite controls our vehicles?’”
<3> Energy Blade [Flood]
Possession • Hand Weapon
Strength +3
To play, spot an Elite. Bearer must be a Warrior or Elite minion.
Bearer is damage +1 for each threat you can spot (limit +3).
Bearer must take all sniping wounds.
<2>•Getting Really Ugly [Flood] ‡
Condition • Support Area
Shadow: Discard this condition and remove X threats to play X [Flood] minions from your draw deck.
Maneuver: Discard this condition and remove X threats to take control of a ship your [Flood] minion is aboard.
Regroup: Discard this condition and a [Flood] ship to take all [Flood] minions aboard that ship into hand.
“‘This isn't good. I am getting confirmed reports of Flood leaving In Amber Clad's wreckage.’”
<2> Parasite Driver [Flood]
Minion • Warrior
Strength: 6
Vitality: 2
Site: 4
Star: Silver
This minion may bear vehicles of any culture.
<3> Parasite Gunner [Flood]
Minion • Warrior
Strength: 7
Vitality: 2
Site: 4
Star: Silver
Fierce.
This minion may bear vehicles of any culture.
While this minion is a gunner, it is strength +1.
<2> Parasite Infector [Flood]
Minion • Spore
Strength: 2
Vitality: 2
Site: 3
Fierce.
When you play this minion, you may exert it to add (1).
While skirmishing a companion with strength less than 6, this minion is strength +1.
<4> Powerful Foes [Flood]
Condition • Support Area
Toil 1.
At the start of each skirmish involving your [Flood] minion and a [Covenant] companion, you may exert that minion to wound that companion.
“‘The Parasite is not to be trifled with. I hope you know what you are doing.’”
<3> Roaring Challenge [Flood]
Event • Assignment
Toil 1.
Spot 3 Warriors to prevent a companion from being assigned to a skirmish until the regroup phase. The Free Peoples player may add 2 threats (or exert that companion and add a threat) to prevent this.
The blood-curdling cry that sometimes precedes massive Flood attacks is enough to still the heart of even the toughest of warriors.
UNSC
(2) BR55 Battle Rifle [UNSC]
Possession • Ranged Weapon
Strength +2
Bearer must be a [UNSC] companion.
Sniping: Exert bearer and add (1) to make bearer a sniper until the regroup phase.
Maneuver: Exert bearer to reveal an opponent’s hand. If a minion is revealed, you may exert a minion twice.
“Very accurate, relatively high rate of fire makes it a useful all-around infantry weapon.”
(2)•Cassandra, Quick Healer [UNSC] ‡
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Silver
Spartan II.
Cassandra may not be overwhelmed unless her strength is tripled.
At the end of each turn, you may discard a card from hand to heal Cassandra (twice if you discard a Spartan or a companion with the Master Chief signet).
“‘Today, humanity feels pale and thin with only ghosts to defend her heart.’”
(2)•Corporal Perez, From A Company [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Star: Silver
Marine.
While you can spot 3 marines and a controlled site, the move limit is +1.
“‘Coño. Friendlies....movin' out! Covering fire!’”
(2)•Crewman Hunter, In Amber Clad Pilot [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Silver
While Hunter is a crew member of a [UNSC] Capital Ship, the twilight cost of each engagement event involving that ship is twilight cost -1.
“‘Ma’am, there’s an object coming into view now.’”
(2) Feet First [UNSC]
Event • Assignment
Transfer any number of [UNSC] companions aboard your [UNSC] Capital Ship to the company (if the company limit allows). Exert each transferred companion unless he or she is an ODST or a Spartan or bears armor.
“...the UNSC had invested the time and money necessary to create a second way to deliver troops through an atmosphere: the HEV, or Human Entry Vehicle.”
(3) Field Medical Tent [UNSC]
Possession
To play, spot 3 marines or 3 ODSTs. Plays on the current site.
That site is a sanctuary.
Discard this possession at the end of the current turn.
Field medical tents are deployed by UNSC Marines in the battlefield to provide cover for the field medics and doctors.
(0) Frag and Clear! [UNSC]
Event • Skirmish
Discard a grenade from hand and spot a [UNSC] companion to exert each minion skirmishing that companion (or wound those minions if that companion is an ODST or a marine).
“‘Clear it out!’”
(2) Getting Creative [UNSC]
Event • Skirmish
Spot a [UNSC] AI to make your [UNSC] companion strength +2 for each minion in his or her skirmish (and damage +1 if a Spartan II).
“‘Just so you know, there are quite a few Elites guarding the bomb.’”
(2)•Gunns, Master Guns [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Silver
To play, add a threat.
When you play Gunns, you may play a [UNSC] weapon on a companion from your draw deck. If played on him, the twilight cost of that weapon is -1.
Skirmish: Exert Gunns and discard a [UNSC] event from hand to make each companion bearing a [UNSC] weapon strength +1 until the regroup phase.
“‘Get the hell out of my armory, split-lip!’”
(2)•Harper, Fleet Admiral [UNSC]
Companion • Human
Strength: 6
Vitality: 3
Star: Gold
Admiral. Commander: ??? While aboard a [UNSC] ship, it is weapons +1 (+2 if a Capital Ship),
Skirmish: Exert Harper and damage your [UNSC] Capital Ship to play a [UNSC] engagement event from your draw deck.
“‘First echelon, you're with me. Blanket those cruisers. Take 'em out one by one. Second echelon, keep those carriers busy.’”
(0)•Home Field Advantage [UNSC]
Condition • Support Area
Each of your characters aboard your ship is strength +1 (+2 if that ship’s matching commander is staffing) while assigned to a skirmish.
“‘Saddle up the welcome wagon, boys!’”
(0) I Need A Weapon [UNSC]
Event • Skirmish
Spot a threat (or add (1)) and exert a [UNSC] companion to play a [UNSC] weapon on your Spartan II from your draw deck.
Faced with Covenant invaders on Earth’s doorstep, the last thing the Master Chief wanted was empty hands to greet them with.
(3) M247 Heavy Machine Gun [UNSC] ‡
Possession • Ranged Weapon
Strength +3
Bearer must be a [UNSC] companion with printed strength of at least 7.
When played at an installation that you control, this weapon’s twilight cost is -1.
At the start of each skirmish phase, you may make this weapon a turret instead until the regroup phase. While this possession is a turret, bearer is damage +1.
(2) M247 Turret [UNSC] ‡
Possession • Turret
Armor: 2
Crew: Gunner.
To play, spot a marine.
Bearer must be a Man, Elite, or Warrior. Bearer is strength +3 and damage +1.
Skirmish: Damage this turret to discard a shield borne by a minion skirmishing bearer (or discard this turret to discard a shield borne by a minion not skirmishing bearer).
(2)•M25L Recovery Station [UNSC] ‡
Ship • Station
Weapons: 1
Armor: 4
At the end of each turn, place a [UNSC] token here.
Response: If a companion is about to be killed and you cannot spot a card stacked here, you may stack that companion here instead.
Company: Remove 3 tokens from here to play a companion stacked here.
(2)•Major Easley, Longsword Pilot [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Silver
To play, spot a controlled site.
Maneuver or Skirmish: While staffing a Fighter, you may exert Major Easley twice to discard a support area possession.
Skirmish: While staffing a ship, you may exert Major Easley and discard a [UNSC] possession from hand to wound a minion.
“‘Verify delivery of ordinance is on target. ’”
(2) Marine Medic [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Marine.
Regroup: Exert this companion or add (3) to heal a Man.
“‘Stay with me, marine!’”
(4)•Master Chief, SPARTAN-117 [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Master Chief
Spartan II. To play, spot a threat.
While Master Chief bears a ranged weapon, the twilight cost of each ranged weapon played on him is -1.
Each time a Spartan II wins a skirmish, you may exert that Spartan II to remove (1) (or (2) if a fierce skirmish).
“‘Master Chief, you mind telling me what you're doing on that ship?’ ‘Sir. Finishing this fight.’”
(0) MJOLNIR Battle Armor, Mark VI [UNSC]
Artifact • Armor
Bearer must be a Spartan II.
While bearer is Master Chief, this artifact may not be discarded.
Response: If bearer is about to take a wound, remove a token from this card to prevent that.
Company: If you cannot spot three tokens on this card, add (2) or a threat to add a token on this card.
“‘Your new armor's shields are extremely resilient....much better than the Covenant tech we used on the Mark V.’”
(2)•Mystery of the Demon [UNSC] ‡
Condition • Support Area
Tale. To play, spot a [Covenant] minion.
While you can spot a [Covenant] tale, each Spartan is strength +1 (+2 if the Hero).
At the end of each turn, if you cannot spot a [Covenant] Shadow card, add (2) or discard this condition.
“‘He outwitted and outfought entire legions on Halo. Perhaps there are more like him?’”
(2) Navy Medic [UNSC]
Companion • Man
Strength: 5
Vitality: 3
At the start of the regroup phase, you may add (2) or discard a [UNSC] or [Human] possession to heal a Man.
Regroup: Exert this companion to heal a Man.
“‘Hang two units, O-neg. And he needs an airway.’”
(1) Operation In Progress [UNSC]
Event • Response
If a mission is played, return that mission to its owner’s hand to play a mission from your hand.
“‘Covenant ground forces own this city. We'll need to deal with them before we can kill that cruiser.’”
(2)•Pvt. Hawkins, Spotter [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine. To play, spot a marine.
Sniping: Exert Hawkins and a [UNSC] sniper to make the company sniping total +1.
“‘Immediate: Grid Kilo-two-three is hot. Recommend mission abort.’”
(2)•Pvt. Parsons, New Mombasa Marine [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine.
While you can spot a controlled site, Parsons is strength +1.
While you can spot 3 controlled sites, Parsons is strength +1.
“‘Is it clear?’ ‘You tell me! ’”
(2) Regret, Regret, Regret [UNSC]
Condition • Support Area
Each time you discard an opponent’s [Covenant] card, spot three marines (or Sgt. Johnson) to remove (1).
“‘Dear humanity: we regret being alien b@stards, we regret ever coming to Earth, and we most definately regret that the Corps just blew up our raggedy-@ss fleet!’”
(2) Rolling Thunder [UNSC]
Event • Maneuver
Make each [UNSC] character bearing a Vehicle strength +1 until the regroup phase (+2 if Master Chief or Sarge).
“‘This here is 66 tons of straight up, HE-spewing divine intervention! If God is love, then you can call me Cupid!’”
(2) Rundown [UNSC]
Event • Skirmish
Damage a vehicle and exert its driver to wound each minion assigned to skirmish a crew member of that vehicle.
“‘That better buff out!’”
(3)•Satchel Charge [UNSC]
Possession
Bearer must be a Man companion.
Maneuver: Exert bearer and discard this possession to discard a condition or possession in an opponent’s support area.
Regroup: Exert bearer and discard this possession to make the move limit +1 for this turn.
The Marines use satchel charges to clear large, reinforced doors or obstacles out of the way, though they are also often used as weapons themselves to dislodge dug-in enemy troops.
(1) Secure Hostile Target [UNSC]
Mission
Plays on an opponent’s character.
Win: If bearer is killed or discarded, you may control or liberate X sites, where X is that character’s vitality.
Lose: Discard this mission at the end of the current turn. Bearer’s owner may control or liberate 2 sites.
“‘...get aboard that carrier, and secure the Prophet of Regret. This is the only place on Earth the Covenant decided to land. That Prophet is going to tell us why.’”
(2)•Sgt. Banks, Commander of the 405th [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Gold
Marine.
For each marine in your dead pile and each [UNSC] vehicle in your discard pile, Banks is strength +1 (limit +4).
“‘This thing is really starting to piss me off! Marines, time to kill us a Scarab.’”
(3)•Sgt. Johnson, One Tough S.O.B. [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: Gold
Marine. Sniper. To play, spot a marine and add a threat.
While in your starting company, Johnson’s twilight cost is -1.
While bearing a ranged weapon, Johnson is damage +1.
“‘Oh, I know what the ladies like.’”
(0) Shake It Off, Marines! [UNSC]
Event • Response
If your [UNSC] companion was just wounded or exerted by a [Covenant] event or conditon’s text, spot Sgt. Johnson or Sgt. Stacker to heal a [UNSC] companion (twice if a marine).
“‘Clear the crash site. Go, go, go!’”
(5) Stand Back, Marines [UNSC]
Event • Assignment
Toil 1.
Prevent X marines (except the Hero) from being assigned to skirmishes to make a Spartan II strength +X. If that Spartan II is the Hero, make him strength +X (limit +3) again.
“‘Let the Chief show you how it’s done.’”
(4) Standard Formation [UNSC]
Event • Skirmish
Toil 1.
Spot two [Covenant] races to make each [UNSC] companion strength +1.
Spot four [Covenant] races to make each [UNSC] companion damage +1.
“‘..little b@stards up front, big ones in back.’”
(3)•Strategy, Brute Force, and Luck [UNSC] ‡
Condition • Support Area
Skirmish: Discard a [UNSC] or [Human] skirmish event from hand to make a Man strength +2, damage +1, or vitality +1 until the regroup phase.
“‘What if the Humans have more power, more numbers than we suspect? What if they lead us to a trap?’”
(0) Priority Shift [UNSC]
Event • Response
If a [Covenant] card is played in an opponent’s support area, exert your [UNSC] ally to remove (2).
“‘Sir: Boarders have breached the fire-control center. They have a bomb.’”
(2)•Warrant Officer Novak [UNSC] ‡
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Skirmish: While staffing a Pelican, exert Warrant Officer Novak to heal each Man companion in the company that is not assigned to a skirmish.
Regroup: While staffing a Pelican, exert Warrant Officer Novak to heal a companion in the company.
“‘This is my last run, chief. I'm nearly out of fuel. We've secured the first tower cluster, so I'll set down there. Call when you're ready for evac.’”
(1) Weak, But Tenacious [UNSC] ‡
Event • Skirmish
Make a Man companion or ally strength +1 for each wound on that companion (and damage +1 if exhausted).
“‘Even the smallest ones hurl themselves against out defenses with honor; if only the Unggoy were as committed.’”
(1)•Weapons Panel [UNSC] ‡
Possession • Support Area
At the start of each company phase, you may add (2) to take a [UNSC] or [Human] ranged weapon into hand from your draw deck.
Company: If you cannot spot 3 cards stacked here, you may stack a [UNSC] or [Human] ranged weapon here from hand.
Maneuver: Discard this possession to play any weapons stacked here on your characters aboard your ship or at an installation.
“‘I need a weapon.’ ‘Right this way.’”
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