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Halo 2 Block

FPCA Contest #1

The first and main set for the Halo 2 block. This set touches on all major aspects of the game Halo 2, with a nice mix of cards from each of the main cultures featured in the Halo block: Humanity, The Covenant, The Flood, and Sentinels.

Humans are the only culture without any major changes, but they start to get some tougher overall companions (like more ODSTs) and become better at countering other cultures; otherwise it’s more of the same.

Sentinels get meaner too, with the addition of the dreaded Enforcers and some nastier Sentinels, as well as (finally) a new Monitor to play with.

The Flood is still excellent at swarming and overpowering, but with figures like the mysterious Gravemind and some other new tricks, they also become proficient at whittling down cards other than just companions.

The Covenant sees some major changes. Only touched on in the Halo block, a Free Peoples side suddenly bursts forth, led by the Arbiter and his merry men (er, Elites). Meanwhile a second faction breaks off to form the new Heretic culture. The “main” Covenant can more than take care of itself though, with the Brutes making a big splash (and a crash when it comes time to skirmish) as the Prophets observe from the background and make things even more difficult by making your companions weaker and drawing cards to help out the Brutes and their friends.

It’s a whole new ballgame, and with two expansion sets to follow, it’s just getting started!

v0.5 (Frodo) - Here are all of the Halo 2 dcs that we have made. Please review them and add some!
v1.0 (Dáin) - Completely overhauled list with cards discussed from creation of this thread to 12/22/04. Moved some cards into other sets in new threads.
v1.5 (Dáin) - Added a handful of cards from Halo block, did a little minor cleaning up, and added the new keyword “flying” where appropriate.
v2.0 (Dáin) - Added some battleground-related stuff. Moved the Tartarus that used to be here to Uprising and added an all-new one here. Also began the change of making most Elites fierce instead of damage +1 and making most Brutes damage +1 (with the new ‘typical Brute’ phrase of “While exhausted, this minion is fierce.”) as we discussed and then never carried through on. This includes dropping damage +1 from most companion Elites (only a few, like SpecOps Commander, get it). Also, for some more uniqueness to their subculture, made rebel Grunts fierce as well.
v2.1 (Dáin) - Added the SpecOps Commander signet to a few characters to mix it up a little. Having only one signet on all the [Covenant] companions was a bit boring.
v2.2 (Dáin) - Added lore to the Brutes and Brute Shot.
v2.3 (Dáin): Added stars for characters and staff for ships, as well as the very first uses of the new "SpecOps" keyword. Added a couple new cards as well, including everyone's favorite gunnery sargeant.
v2.4 (Dáin) [4-29-05]: Added lore for most weapons and vehicles, as well as some very minor changes to the Prophets.
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
(The Arbiter and his followers. The FP side of the Covenant. Has a human-like feel to them sometimes.)

(4)•The Arbiter, Master Hunter [Covenant]
Companion • Elite
Strength: 8
Vitality: 4
Signet: SpecOps Commander
Star: Gold
Hero. SpecOps.
The Arbiter may bear [UNSC] possessions.
Company: Play Personal Cloaking Field from your draw deck.
Skirmish: Exert The Arbiter to make each [Covenant] companion skirmishing a [Heretic] or [Flood] minion strength +1 until the regroup phase. Limit once per turn.
“‘We shall force him out.’”

(4)•The Arbiter, Treasured Instrument [Covenant]
Companion • Elite
Strength: 8
Vitality: 4
Signet: Arbiter
Star: Gold
SpecOps. The Arbiter may bear [UNSC] possessions.
Each time The Arbiter wins a skirmish, he is strength +1 until the regroup phase.
Maneuver: Exert The Arbiter and play a [Covenant] possession to make a [Covenant] companion strength +1 until the regroup phase.
“‘We are the arm of the Prophets, Arbiter. And you are the blade.’”

(2)•Deadly Duty [Covenant]
Condition • Support Area
While The Arbiter is the Hero, each time he wins a skirmish, you may heal him or remove a threat, and each time he loses a skirmish, you must wound him or add a threat.
“‘The tasks before you are perilous...suicidal. You will die as each Arbiter has before you.’”

(2)•Elite Physician [Covenant]
Companion • Elite
Strength: 6
Vitality: 3
Signet: Arbiter
Each time you play a [Covenant] condition, you may heal a companion.
“‘You saved us, Arbiter. We are in your debt.’”

(3)•Elite Tactician [Covenant]
Companion • Elite
Strength: 7
Vitality: 3
Signet: SpecOps Commander
SpecOps.
Each time you play a [Covenant] skirmish event, you may make a [Covenant] companion strength +1 until the regroup phase.
“‘Our enemies are not going to kill themselves, you know!’”

(3) Energy Sword [Covenant]
Possession • Hand Weapon
Strength +3
To play, spot an Elite. Bearer must be an Elite or Spartan II.
Bearer must take all sniping wounds.
Each time bearer wins a skirmish, a character he or she was skirmishing is killed.
“Noble and ancient weapon, wielded by strongest of Sangheili; requires great skill and bravery to use, and inspires fear in those who face its elegant plasma blade.”

(3)•Fuko ‘Rumalee, SpecOps Veteran [Covenant]
Companion • Elite
Strength: 7
Vitality: 3
Signet: SpecOps Commander
Star: Silver
SpecOps. Damage +1. To play, spot a [Covenant] companion or a [Heretic] minion.
While bearing a hand weapon, Fuko ‘Rumalee is strength +1.
Assignment: Exert Fuko ‘Rumalee to prevent him from being assigned by a Shadow player.
“‘Reveal yourselves only after the Arbiter has joined battle with the enemy.’”

(2) Grunt Backer [Covenant]
Companion • Grunt
Strength: 5
Vitality: 3
Signet: Arbiter
While skirmishing a [Covenant] or [Heretic] minion, this companion is strength +1.
“‘Not even Grunt want to join your cause!’”

(2)•Gugaf, SpecOps Grunt [Covenant]
Companion • Grunt
Strength: 5
Vitality: 3
Signet: SpecOps Commander
SpecOps.
While you cannot spot a threat, Gugaf is strength +2.
“‘Me have bad feeling about this!’”

(8) Hunter Infiltrator [Covenant]
Companion • Hunter
Strength: 10
Vitality: 5
Signet: Arbiter
Damage +1. Toil 1. To play, spot a [Covenant] companion.
Each time the company moves, exert this companion if you cannot spot another Hunter.
While you can spot 5 Arbiter or SpecOps Commander signets, each minion loses lurker.
While this companion bears a Fuel Rod Gun, this companion may only take one wound per skirmish.
“‘The Hunters have come to our aid, Arbiter. They will fight by our side.’”

(2)•Inciting Rebellion [Covenant] ‡
Condition • Support Area
Tale.
To play, spot 3 [Heretic] minions (or Heretic Leader) in a player’s discard or dead pile.
Each [Covenant] companion gains rebel.
Each time a Prophet is about to exert, you may exert 2 Elite companions (or the Arbiter) to prevent that.
The Heretic Leader may not have inspired the Arbiter, but his message did after the events that followed his death.

(0)•Inspired [Covenant]
Condition • Support Area
Each time The Arbiter wins a skirmish, you may heal another [Covenant] companion (or two [Covenant] companions if that skirmish was a fierce skirmish).
If The Arbiter is discarded or killed, exert every [Covenant] companion and discard this condition.
“‘The Arbiter!? I thought he was dead....’”

(2)•Jaglin, SpecOps Major [Covenant]
Companion • Grunt
Strength: 6
Vitality: 3
Signet: SpecOps Commander
Star: Silver
SpecOps.
When you play Jaglin, you may exert him to play a Grunt companion from your draw deck.
Each time Jaglin wins a skirmish, you may heal a Grunt companion.
“‘You always have bad feeling. You had bad feeling about morning food nipple.’”

(0)•Personal Cloaking Field [Covenant]
Artifact • Support Area
When you play this artifact, you may spot The Arbiter to place a [Covenant] token on this card.
Skirmish: Remove a [Covenant] token from this card to prevent The Arbiter or a SpecOps companion from taking wounds and make him strength +2 and damage +1 until the regroup phase.
Company: If you cannot spot a token on this card, exert a [Covenant] companion with the Arbiter or SpecOps Commander signet and add (2) to add a token on this card.

(2) Second Chance [Covenant]
Event • Maneuver
Play a [Covenant] character from your discard pile. If that character is an Elite, it is strength +1 until the end of the turn.
“‘What would you have your Arbiter do?’”

(5)•SpecOps Commander, The Leader [Covenant]
Companion • Elite
Strength: 9
Vitality: 4
Signet: Arbiter
Star: Gold
SpecOps. Damage +1. May bear [UNSC] weapons.
When you play SpecOps Commander, if you cannot spot a Hero, SpecOps Commander is the Hero.
Each time a [Covenant] companion wins a skirmish, you may exert SpecOps Commander to wound a minion in that skirmish.
“‘You are the Arbiter. The will of the Prophets. But these are my Elites. Their lives matter to me.’”

(2) Stalwart Grunt [Covenant]
Companion • Grunt
Strength: 4
Vitality: 3
Signet: SpecOps Commander
When you play this companion, you may play a [Covenant] weapon on him from your draw deck.
“‘Me got ya!’”

(1) Subverting The Faith [Covenant] ‡
Event • Response
Tale. To play, spot a [Heretic] card in play or in a player’s discard or dead pile.
If a Prophet or Monitor is about to exert to use a card’s game text, that Prophet must exert twice instead. If that Prophet’s owner does not exert it, you may return this card to your hand.
“‘Our prophets...would use the faith of our forefathers to bring ruin to us all!’”


The Covenant
(Prophets: low stats, good abilities. Hates the Humans [Duh!]. Brutes are big, nasty, toiling, damaging guys.)

<2> An Oath [Covenant]
Event • Maneuver
Make each [Covenant] character (except rebels) strength +1 (+2 if a SpecOps character) until the regroup phase.
“‘When we joined the Covenant, we took an oath.’ ‘According to our station. All without exception.’ ‘On the blood of our fathers. On the blood of our sons, we swore to uphold this Covenant.’”

<3> Banshee Fighter [Covenant] ‡
Possession • Vehicle • Banshee
Strength +3
Site -1
Crew: Gunner.
To play, spot 2 Elites. Bearer must be an Elite or Spartan II. Bearer is flying.
At the start of each maneuver phase, you may exert bearer to make him or her strength +2 and damage +1 until the regroup phase.
Skirmish: If bearer is the only flying character in his or her skirmish, you may add (1) and exert bearer to cancel that skirmish (unless bearer is the Hero).
“Fast and maneuverable, a formidable aerial assault vehicle.”

<4>•Binding Covenant [Covenant]
Condition • Support Area
Toil 2.
While you can spot a Prophet, your Elite minions are strength +1.
Regroup: Discard this condition to draw a card for each Prophet you can spot.
“‘In a gesture of peace and reconciliation, the Prophets promised to find the means of the Forerunners' transcendence, and to share this knowledge with the Elites. The Elites promised to defend the Prophets as they searched. A simple arrangement... that has become our binding Covenant.’”

<4>•Brute Captain [Covenant]
Minion • Brute
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Damage +1.
While bearing a weapon, this minion is strength +1 (+2 if bearing a Brute Shot).
While bearing no weapons, this minion is fierce.
“‘Watch out for the Captain, it’s got a Brute Shot!’”

<4> Brute Guard [Covenant]
Minion • Brute
Strength: 8
Vitality: 3
Site: 5
Damage +1. Toil 1.
While exhausted, this minion is fierce.
Response: If a Brute is about to lose a skirmish, exert this minion twice or discard this minion to make that Brute strength +3.
“‘Covenant is stronger without you!’”

<2> Brute Shot [Covenant]
Possession • Ranged Weapon
Strength +3
Bearer must be a Brute, The Arbiter, or Master Chief. Bearer may not bear any other weapons.
While skirmishing a character with a hand weapon (or without a ranged weapon), bearer is damage +1.
Sniping: Exert bearer X times to make the Free Peoples player exert X companions.
“They held rifles with large-caliber muzzles and padded stocks, fixed with razor-edge blades.”

<3> Brute Solider [Covenant]
Minion • Brute
Strength: 7
Vitality: 3
Site: 5
Star: Silver
Damage +1.
While exhausted, this minion is fierce.
“‘I’ll tear out that tongue of yours!’”

<1> Covenant Carbine [Covenant]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Covenant] or [Heretic] character or Master Chief. If bearer is a rebel minion, bearer is a sniper.
Sniping: Exert bearer to reveal an opponent’s hand. If a minion is revealed you may wound an opponent’s minion or companion.
“Rare Covenant projectile-firing rifle, a powerful, stocky weapon, and fitted with a magnifying scope.”

<2> Covenant Ghost [Covenant] †
Possession • Vehicle • Ghost
Strength +2
Site -1
Armor: 3
Crew: Gunner.
To play, spot a [Covenant] Elite. Bearer must be an Elite, Grunt, Brute, Man, or Warrior.
Skirmish: Exert bearer to exert an opponent’s character.
“Standard reconnaissance and rapid attack vehicle, deployed by Covenant in all ground combat.”

<3> Covenant Spectre [Covenant] †
Possession • Vehicle • Spectre
Armor: 7
Crew: Driver, Gunner, 2 Passengers.
Bearers must be Elites or Brutes.
Gunner is strength +3 and damage +1.
Skirmish: Exert driver to wound a non-archer minion.
“Multi-troop transport is small and maneuverable....Rear-mounted plasma cannon is dangerous, and vehicle provides multiple firing positions.”

<5> Covenant Wraith [Covenant]
Possession • Vehicle • Wraith Tank
Strength +4
Vitality +2
Crew: Gunner.
Bearer must be an Elite or Brute.
Bearer is damage +1.
Each time the company moves, add a threat.
“Heavily armed with ballistic plasma cannon, Wraith makes an excellent first-strike ground assault vehicle, as useful against structures and vehicles as it is against individual infantry.”

<2> Covenant Yanme’e [Covenant] ‡
Minion • Drone
Strength: 5
Vitality: 1
Site: 4
Flying. Ambush (1).
Each time this minion is about to take a wound, you may remove (2) to prevent that.

<3> The Demon Must Die! [Covenant]
Event • Assignment
Toil 1.
Exert a Prophet X times to play X [Covenant] minions from your draw deck. Those minions are strength +1 and fierce until the regroup phase.
“‘You dare to interrupt my sermon?! Warriors...attack!’”

<2> Drone Antagonizer [Covenant]
Minion • Drone
Strength: 5
Vitality: 1
Site: 4
Flying. Ambush (1).
Each time this minion is about to take a wound, you may discard a card from hand to prevent that.

<2> Drone Bugger [Covenant]
Minion • Drone
Strength: 4
Vitality: 2
Site: 4
Flying. Ambush (1).

<2> Drone Pest [Covenant] ‡
Minion • Drone
Strength: 4
Vitality: 1
Site: 4
Flying. Ambush (1).
While you can spot 3 other [Covenant] minions, this minion’s twilight cost is -1.

<6>•Drone Swarm [Covenant] ‡
Minion • Drone
Strength: 10
Vitality: 4
Site: 4
Flying. Fierce. Ambush (2).
Drone Swarm’s twilight cost is -1 for each other Drone you can spot.
Skirmish: Remove X threats to make Drone Swarm strength +X (limit 4).

<2> Eyes Up! [Covenant]
Event • Skirmish
Make each flying minion strength +1 until the regroup phase (or +2 if you cannot spot a flying companion).
“‘Yup, here they come. Up high!’”

<3> Fuel Rod Gun [Covenant]
Possession • Ranged Weapon
Strength +3
Bearer must be a Hunter, Grunt, SpecOps Elite, or Master Chief. Bearer is damage +1.
If bearer is a Hunter, bearer is a sniper.
“Launching highly radioactive fuel rod projectiles, weapon is effective against both vehicles and personnel.”

<2> Gravity Hammer [Covenant]
Possession • Hand Weapon
Strength +3
Bearer must be a Brute. Bearer may not bear any other weapons.
If bearer is Tartarus, he is damage +1.

<3> Gravity Throne [Covenant]
Possession • Vehicle • Throne
Strength +3
Vitality +2
Armor: 3
Crew: Driver.
Bearer must be a Prophet.
Bearer gains muster.
The High Prophets move about on gravity thrones rather than walk. The throne is equipped with a shield that is nearly impervious to all projectile weaponry, and is armed with a powerful energy cannon for defense.

<2> Grunt Gunner [Covenant]
Minion • Grunt
Strength: 4
Vitality: 2
Site: 3
When you play this minion, you may play a [Covenant] hand weapon or turret from your draw deck.
While this minion is a gunner, it is strength +1.
“‘Humans...easy to kill!’”

<3> Grunt Insurgent [Covenant]
Minion • Grunt
Strength: 6
Vitality: 3
Site: 3
This minion is strength +1 for each other [Covenant] minion you can spot (limit +3).
“‘If hungry, eat jackal.’”

<2> Heresy [Covenant]
Condition
Strength -1
Star -1
Exert your non-rebel [Covenant] character to play this condition on an opponent’s [Covenant] rebel (except the Hero). Limit 1 per bearer.
Each time a [Covenant] character is killed, exert bearer.
“‘Soon the Great Journey shall begin. But when it does, the weight of your heresy will stay your feet...and you shall be left behind.’”

<5> High Guard of the Prophets [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 6
Star: Silver
Fierce. Damage +1. High Guard.
Assignment: Exert this minion and spot a Prophet to prevent the Free Peoples player from assigning that Prophet to a skirmish. That Prophet must be assigned to the same skirmish as this minion.
“‘Come out! Your death will be quick and painless.’”

<2> Jackal Ambusher [Covenant]
Minion • Jackal
Strength: 5
Vitality: 2
Site: 4
Sniper. Damage +1.
Each time this minion kills a companion, you may add (1).
Jackals armed with their powerful beam rifles caught the marines of New Mombassa completely by surprise...often fatally.

<2> Jackal Shield [Covenant]
Possession • Shield
Bearer must be a Jackal.
The company sniping total is -1.
If bearer is about to take more than one wound in a skirmish, you may discard this possession to prevent that.
“A well-used shield makes a Jackal a difficult target....”

<2> Jackal Sneak [Covenant]
Minion • Jackal
Strength: 6
Vitality: 2
Site: 4
Fierce. Ambush (1).
Response: If a [Covenant] minion is about to take a wound, remove (3) or exert this minion to prevent that.
With excellent senses of both sight and smell, Jackals are natural ambushers.

<2> Jackal Sniper [Covenant]
Minion • Jackal
Strength: 4
Vitality: 2
Site: 3
Sniper.
Each time this minion kills a companion, you may add (1).
Snipers in the ruins of Old Mombassa wreaked havoc with the marines trying to liberate the city.

<3> Jiralhanae Solider [Covenant] ‡
Minion • Brute
Strength: 7
Vitality: 3
Site: 5
Damage +1.
While skirmishing a Man or [Sentinel] companion, this minion is fierce.
“‘I have cubs your size!’”

<8> Lekgolo Warrior [Covenant] ‡
Minion • Hunter
Strength: 14
Vitality: 4
Site: 6
Damage +1. Fierce. Toil 1.
Each time the company moves, wound this minion if you cannot spot another Hunter.
This minion is strength +1 for each wound on it.

<2> Needler [Covenant]
Possession • Ranged Weapon
Strength +2
Dual-wield. Bearer must be a [Covenant] or [Heretic] character or Master Chief.
At the start of the regroup phase, wound each opponent’s character with a [Covenant] token on him or her X times, where X is the number of [Covenant] tokens on that character. Remove all [Covenant] tokens on characters.
Maneuver: Exert bearer to place a [Covenant] token on an opponent’s character.
“Unusual magazine-fed weapon fires razor-sharp crystalline projectiles....”

(2)•Overshield [Covenant]
Condition
Vitality +4
Plays on your Elite or Spartan II.
Discard this condition at the end of the current turn.
The overshield technology is used by the Covenant to enhance their Elite warrior's shields by a factor of three. Once its container is broken the energy inside dumps directly into the nearest energy field and increases it.

<0> Plasma Grenade [Covenant]
Possession
Bearer must be a [Covenant] or [Heretic] character or Master Chief.
At the start of the skirmish phase, wound bearer twice, then discard this possession.
Maneuver: Exert bearer to transfer this possession to another character (limit once per turn).
Assignment: Bearer may discard an armor or shield they bear to discard this possession.

<1> Plasma Pistol [Covenant]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [Covenant] or [Heretic] character or Master Chief.
Regroup: Exert bearer and discard this possession to exert an opponent’s character and remove 2 culture tokens.
“Fires rapid bursts of superheated plasma, but holding trigger for extended period can build a powerful overcharged plasma bolt.”

<2> Plasma Rifle [Covenant]
Possession • Ranged Weapon
Strength +2
Dual-wield. Bearer must be a [Covenant] or [Heretic] character or Master Chief.
When you play this possession, you may exert bearer and remove a culture token to add a threat.
Maneuver: Exert bearer and remove (X) (or add (X) if bearer is a companion) to exert an opponent’s X characters (limit 3).
“Favored by Elites, but used by many Covenant troops, is a directed energy weapon and capable of both automatic and semi-automatic fire.”

<2> Portable Plasma Turret [Covenant]
Possession • Turret
Armor: 2
Crew: Gunner.
To play, spot a Grunt minion.
Bearer must be a Grunt, Elite, Man, or Warrior. Bearer is strength +3, damage +1, and a sniper.

<4>•Prophet of Mercy, Noble Hierarch [Covenant]
Minion • Prophet
Strength: 3
Vitality: 3
Site: 6
Star: Gold
Lurker. Muster.
Each non-Prophet [Covenant] minion skirmishing a companion with the Master Chief, Keyes, or Sarge signet is strength +1.
Response: If a Prophet is about to lose a skirmish, exert Prophet of Mercy to cancel that skirmish and make a [Covenant] minion strength +2 until the regroup phase.
“‘Even as the humans' annihilation filled us with satisfaction, the loss of one of the sacred rings racked our hearts with grief.’”

<4>•Prophet of Regret, Noble Hierarch [Covenant]
Minion • Prophet
Strength: 3
Vitality: 3
Site: 5
Star: Gold
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 companion strength -1 until the regroup phase.
“‘Yet the humans were able to evade your ships, land on the sacred ring, and desecrate it with their filthy footsteps!’”

<4>•Prophet of Truth, Holy One [Covenant]
Minion • Prophet
Strength: 3
Vitality: 3
Site: 6
Star: Gold
Lurker. Muster.
Each companion with the Master Chief or Keyes signet and each [Heretic] and [Covenant] rebel is strength -1.
Shadow: Exert Prophet of Truth to reveal the top card of your draw deck. If it is a [Covenant] card you may take it into your hand.
“‘When you first saw Halo, were you blinded by its majesty?’”

<4> Sangheili Warrior [Covenant] ‡
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Fierce. Damage +1.
“‘Wort, wort, wort!’”

<14>•Scarab, Covenant Attack Vehicle [Covenant]
Minion • Vehicle
Weapons: 15
Armor: 8
Site: 6
Crew: 2 Drivers.
Fierce. Sniper. Damage +2. Toil 2. To play, spot 2 [Covenant] minions.
May not be exerted by Shadow cards.

<5> SpecOps Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 4
Star: Silver
SpecOps. Fierce. Damage +1.
Skirmish: Exert this minion to make a [Covenant] minion strength +1.
“‘I’ll tear your monkey brain from your skull!’”

<3> SpecOps Grunt [Covenant]
Minion • Grunt
Strength: 6
Vitality: 3
Site: 4
SpecOps. Damage +1. Fierce.
When you play this minion, you may play a [Covenant] weapon on him from your draw deck.
“‘Who give beat-down? ME give beat-down!’”

<4> Swarming [Covenant]
Event • Skirmish
Toil 1.
Until the regroup phase, make each flying [Covenant] minion strength +1 for each flying [Covenant] minion of the same race you can spot.
Weak individually, Drones are more and more dangerous as their numbers increase, enabling them to simply overwhelm their foes.

<7>•Tartarus, Fierce Warrior [Covenant]
Minion • Brute
Strength: 10
Vitality: 4
Site: 6
Star: Gold
Commander: Tartarus’ Phantom. Fierce. Damage +2. Toil 1.
While Tartarus bears a hand weapon, each [Covenant] character skirmishing him is strength -1.
Each time Tartarus is about to take a wound, you may exert a Brute and remove (2) (or (1) and a threat) to prevent that.
“‘Lucky hit, but you will not land another....’”

<3>•Tartarus’ Phantom [Covenant]
Ship • Transport • Phantom
Weapons: 8
Armor: 4
Staff: 1 Gold or 2 Silver
To play, spot a Brute.
For each damage token on this Ship, it is Weapons -1.
While you cannot spot a Free Peoples Capital Ship, the twilight cost of your Brutes is -1.
While you cannot spot any Free Peoples Ships, you may play [Covenant] minions and Vehicles during the maneuver phase.
“‘After them! I’ll watch the perimeter!’”

<2>•Through The Bush [Covenant]
Condition • Support Area
Each sniper at a forest or jungle is strength +1.
Sniping: Discard this condition to make the minion sniping total +1 for each [Covenant] sniper you can spot (limit +4).
“‘You always bring me to such nice places....’”

<4> Thruster Elite [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Flying. Damage +1. Ambush (1).
While you can spot a non-flying companion, you may play this minion during the assignment phase.
While skirmishing at an installation or underground site, this minion is strength -1.
Elites equipped with thruster packs are very dangerous opponents on the battlefield, often able to literally get a drop on their enemies.

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

<2> Unlocking The Ring’s Secrets [Covenant]
Event • Shadow
Exert your Monitor to draw a card for each Prophet you can spot. Each time you draw a [Covenant] card, you may exert a Prophet to add a threat.
“‘With appropriate humility we plied the Oracle with questions, and it, with clarity and grace, has shown us the key.’”


The Flood

<8>•Gravemind, Questioner [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).
Maneuver: Discard a [Flood] card from hand to reveal an opponent’s hand. You may add (1) for each culture revealed.
“‘Silence fills the empty grave now that I am gone. But my mind is not at rest, for questions linger on.’”

<2> Lying In Wait [Flood]
Event • Skirmish
If you can spot less minions than companions, play a [Flood] Warrior or Carrier from your draw deck.
“‘Look, up ahead. The Parasite gathers for an attack.’”

<1> Parasite Abettor [Flood]
Minion • Spore
Strength: 2
Vitality: 1
Site: 3
Maneuver: Discard this minion to play a [Flood] Warrior from your discard pile. That Warrior is strength -1 until the regroup phase.

<1> Parasite Contaminator [Flood]
Minion • Spore
Strength: 3
Vitality: 1
Site: 3
Fierce.
While you can spot more minions than companions, this minion may not be overwhelmed.

<2> Parasite Warrior [Flood]
Minion • Warrior
Strength: 6
Vitality: 2
Site: 4
Fierce.
This minion may bear [Covenant] and [UNSC] ranged weapons.

<2>•That Stench [Flood]
Condition • Support Area
Each time the Free Peoples player assigns a [Covenant] companion to skirmish a [Flood] minion, you may remove (1) to add a threat.
“‘I’ve smelled it before....’”

<3> Vessels To The Flood [Flood]
Event • Maneuver
Toil 1.
Discard your Spore and spot a Man or Elite in your discard or dead pile or an opponent’s dead pile. Remove that character from the game to play a [Flood] Warrior from your draw deck.
“‘We should have brought weapons to bury these bodies.’”


The Heretics
(Pure beat-down. Still minions, but have a different feel than other Covenant and work better together. Also note the lower site number than the “standard” 4.)

<3>•343 Guilty Spark, The Oracle [Heretic]
Minion • Monitor
Strength: 3
Vitality: 3
Site: 6
Star: Gold
Flying. Lurker. 343 Guilty Spark may not bear weapons.
While you can spot an Elite rebel, 343 Guilty Spark’s site number is -2.
Shadow: Exert 343 Guilty Spark to reveal the top card of your draw deck. If that card is a [Sentinel] card you may discard it to make a [Heretic] rebel strength +2 until the regroup phase. If that card is a rebel minion you may play it; its twilight cost is -3.

<3>•Defend the Oracle [Heretic]
Condition • Support Area
While you can spot a Monitor, each [Heretic] rebel is strength +1. If that Monitor is a [Heretic] Monitor, each Elite rebel minion is strength +2.
“‘Deal with him, my brothers....’”

<2>•Energy Barrier [Heretic] ‡
Possession • Support Area
Shadow: Remove a threat to play a minion stacked here as if played from hand.
Regroup: If you cannot spot a minion stacked here, spot 3 minions and a threat to stack a [Heretic] minion here. Heal that minion.
“‘This will save me from the storm, but you will be consumed.’”

<2> Get In Line [Heretic] ‡
Event • Maneuver
Discard a [Heretic] condition (or spot Heretic Leader) to play X [Flood] minions from your draw deck, where X is the number of total [Heretic] minions in your discard and dead piles (limit 5).
“‘Heretic fools! What have they done?’”

<1> Grunt Renegade [Heretic]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 3
Rebel. Fierce.
Skirmish: Discard this minion to make a [Heretic] rebel strength +1 for each rebel you can spot (limit +5).
“‘Always hated you Elites!’”

<2> Grunt Mutineer [Heretic] ‡
Minion • Grunt
Strength: 5
Vitality: 2
Site: 3
Rebel. Fierce.
When you play this minion, you may play a [Heretic] weapon on it from your draw deck.
“‘You not meddle with me!’”

<3> Heretic Fuel Rod Gun [Heretic] ‡
Possession • Ranged Weapon
Strength +3
Bearer must be a [Heretic] Grunt, [Heretic] Elite, or Elite companion. Bearer is damage +1.
If played on a [Heretic] Grunt, this weapon’s twilight cost is -1.
“Launching highly radioactive fuel rod projectiles, weapon is effective against both vehicles and personnel.”

<4>•Heretic Leader, Edifier [Heretic]
Minion • Elite
Strength: 7
Vitality: 3
Site: 4
Star: Gold
Rebel. Flying. Lurker. Damage +1.
While you can spot 3 [Heretic] rebels or 343 Guilty Spark, Heretic Leader’s twilight cost is -1.
Each time a [Heretic] rebel wins a skirmish, you may exert that rebel to make Heretic Leader strength +1 or fierce until the regroup phase.
“I wondered who the Prophets would send to silence me. An Arbiter...I’m flattered.”

<2>•Holodrone [Heretic]
Possession
Bearer must be a [Heretic] or [Covenant] minion (except Hunters). If bearer is a unique rebel, the twilight cost of this possession is -1.
Assignment: Discard this possession to play a second copy of bearer from your draw deck or hand, ignoring uniqueness. When one copy is killed, kill all copies in play.
Though a more than capable fighter, the Heretic Leader had a surprise up his sleeve to help tip the scales in his direction against the Arbiter.

<2> Open Your Eyes, My Brothers [Heretic]
Event • Shadow
Spot a Prophet to make the twilight cost of each [Heretic] minion and [Covenant] companion -1 until the end of the regroup phase.
“‘Our Prophets are false!’”

<1> Oracle Heretic [Heretic]
Minion • Elite
Strength: 5
Vitality: 2
Site: 3
Star: Silver
Rebel. Fierce.
343 Guilty Spark gains toil 1.
“‘Prophets’ lackey!’”

<2> Oracle Marksmen [Heretic]
Minion • Elite
Strength: 6
Vitality: 2
Site: 4
Rebel. Sniper.
Skirmish: Exert this minion to make a [Heretic] rebel strength +1 for each [Heretic] sniper you can spot (and another strength +1 if you can spot 343 Guilty Spark).
“‘Not going anywhere, are you, wretch?’”

<3>•Oracle Sharpshooter [Heretic]
Minion • Elite
Strength: 7
Vitality: 2
Site: 4
Rebel. Sniper. Fierce.
Sniping: Exert this minion and 2 other rebel minions and make the company sniping total -X (to a minimum of 0) to make the minion sniping total +X.
“‘How long do you plan on hiding, coward?’”

<3>•Oracle Weapon Master [Heretic]
Minion • Elite
Strength: 8
Vitality: 2
Site: 4
Rebel. Damage +1.
Shadow: Exert this minion to play up to 2 [Sentinel] weapons from your discard pile.
Skirmish: Exert this minion to make a [Heretic] rebel strength +1 for each [Sentinel] weapon you can spot.
“‘Use it to smite our enemies.’”

<3> Rebellion Loyalist [Heretic]
Minion • Elite
Strength: 7
Vitality: 3
Site: 3
Rebel. Fierce.
Skirmish: If this minion is not assigned to a skirmish, exert him to have him replace a rebel minion assigned to a skirmish a companion (except the Hero).
“‘Some Arbiter you are!’”

<3> Sangheili Heretic [Heretic]
Minion • Elite
Strength: 8
Vitality: 3
Site: 3
Rebel. Fierce.
“‘Yes, brother!’”

<1> Scout of the Oracle [Heretic]
Minion • Elite
Strength: 5
Vitality: 1
Site: 4
Rebel. To play, spot 2 Elite rebels.
The site number of each Elite rebel minion and 343 Guilty Spark is -1.
“‘It is well-hidden!’”

<1> Smoke and Mirrors [Heretic] ‡
Event • Maneuver
Exert Heretic Leader (or spot him and 3 other [Heretic] minions) to play a [Heretic] possession from your draw deck or discard pile.
Though it was later proven that the Heretics’ intentions were noble, their methods were sometimes still far from honorable. Holodrones and sneak attacks were not the ways of true Covenant warriors.

<1> Unggoy Heretic [Heretic]
Minion • Grunt
Strength: 4
Vitality: 2
Site: 3
Rebel. Fierce.
This minion is strength +1 for each [Heretic] Grunt you can spot (limit +5).
“‘You not meddle with me!’”

<1> The Will of Their Master [Heretic]
Condition • Support Area
While you can spot 3 Elite rebels, 343 Guilty Spark may not be overwhelmed.
Skirmish: Exert an Elite rebel minion to make 343 Guilty Spark strength +1.


Sentinels
(343 Guilty Spark may have left for greener pastures, but this culture still goes strong. Sentinels work almost independently of 343 GS now, as do Enforcers (the big flying guys with the Jackal-like shield), who make their grand entrance. Another Monitor arrives on the scene as well. They’re still good at combating Flood, but more than their old Halo 1 counterparts, they can smash anyone’s face in.)

<3>•2401 Penitent Tangent, Monitor of Delta Halo [Sentinel]
Minion • Monitor
Strength: 3
Vitality: 3
Site: 6
Star: Gold
Flying. Lurker. Muster.
Shadow: Exert 2401 Penitent Tangent to make the Free Peoples player discard X cards from hand or the top of his or her draw deck, where X is the number of Shadow cultures you can spot.
Regroup: Spot 2 Shadow cultures and exert 2401 Penitent Tangent to add a threat.

(3)•343 Guilty Spark, Guardian of the Sacred Rings [Sentinel]
Companion • Monitor
Strength: 3
Vitality: 3
Signet: Arbiter
Star: Gold
Flying.
[Flood] minions are strength -1.
Company: Exert 343 Guilty Spark twice to draw X cards from your draw deck, where X is the total number of [Covenant] rebels and [Heretic] minions you can spot (limit 4).
“‘More questions? Splendid! I would be happy to assist.’”

<8> Enforcer [Sentinel]
Minion • Enforcer
Strength: 12
Vitality: 3
Site: 6
Flying. Damage +1. Toil 1.
While skirmishing a Vehicle or Ship (or a character bearing one), this minion is strength +2.

<4>•Enhanced Sentinel [Sentinel]
Minion • Sentinel
Strength: 8
Vitality: 3
Site: 5
Flying. Damage +1.
While the Free Peoples player has 5 or less cards in hand, the Free Peoples player may not assign this minion to a skirmish.

<3>•Gold Sentinel [Sentinel]
Minion • Sentinel
Strength: 7
Vitality: 3
Site: 5
Star: Silver
Flying. Damage +1.

<2> Gold Sentinel Beam [Sentinel]
Possession • Ranged Weapon
Strength +2
Bearer must be an Elite, a Sentinel, or Master Chief.
If bearer is a [Sentinel] character or rebel minion, bearer is a sniper.
While skirmishing a [Flood] or [Sentinel] minion, bearer is damage +1.

<1> Sentinel Beam [Sentinel]
Possession • Ranged Weapon
Strength +1
Bearer must be an Elite, a Sentinel, or Master Chief.
If bearer is a [Sentinel] character or rebel minion, bearer is a sniper.
While skirmishing a [Flood] or [Sentinel] minion, bearer is strength +1.

<2> Sentinel Constructor [Sentinel]
Possession • Support Area
Vitality: 2
This possession may be targeted by sniping fire.
At the start of each shadow phase, you may play a Sentinel minion from your draw deck.
Appearing to be mere vents attached to walls and ceilings, these deceptive machines are responsible for the manufacturing of Sentinels.

<2> Sided With Heretics [Sentinel] ‡
Condition • Support Area
To play, spot a [Sentinel] card and a [Heretic] card.
Skirmish: Exert a Monitor or Sentinel to make a [Heretic] minion strength +1, or exert a [Heretic] minion to make a Sentinel strength +1.
“‘Maybe the Oracle will protect us....’”


UNSC
(Company manipulation.)

(3)•Corporal Brewer, ODST Veteran [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Silver
ODST. While you can spot 2 ODSTs, Corporal Brewer’s twilight cost is -1.
When you play Corporal Brewer, you may play a weapon or armor possession on him from your draw deck.
“‘Clear this LZ! The Pelicans are right behind us!’”

(3)•Cortana, Blue, But Hot [UNSC]
Ally • Home 1 & 3 • AI
Strength: 3
Vitality: 4
Star: Gold
May not bear possessions.
At the beginning of each of your turns, you may exert Cortana to select a Spartan II. Until the regroup phase, that character may not be spotted by Shadow cards.
Company: Exert Cortana twice to discard a [Covenant] condition borne by a [UNSC] companion.
“‘Me. In your head. NOW.’”

(1) First Meeting [UNSC]
Condition • Support Area
Each time you play a companion whose culture you cannot spot in the company, you may remove (2).
“‘How ya doin’?’”

(2)•Gunns, Cairo Armory Sergeant [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Company: Exert Gunns and discard a [UNSC] weapon or armor to play a [UNSC] possession of the same class from your discard pile.
Regroup: Exert Gunns and discard a [UNSC] card from hand to play a [UNSC] possession on a companion from your discard pile.
“‘The plating was about to fail. There's viscosity throughout the gel layer. Optics? Totally fried. And let's not even talk about the power supply. You know how expensive this gear is, son?’”

(5) Hard Drop [UNSC]
Event • Maneuver
Toil 1.
Spot your Capital Ship or your 2 Transports to play Spartan IIs and ODSTs in any phase until the end of the end of the turn.
“‘Chief, take first platoon....Secure a landing zone.’”

(2) Heavy Support [UNSC]
Event • Maneuver
Damage your Transport to play a Vehicle of the same culture from your draw deck.
“‘Roger that. Armor on the way.’”

(2)•Lord Hood, Leader of Earth’s Defenses [UNSC]
Ally • Home 1 • Human
Strength: 4
Vitality: 2
Star: Gold
Each [UNSC] Ship skirmishing a [Covenant] Ship is weapons +1.
Each [UNSC] companion at an installation is strength +1.
“‘Something’s not right. The fleet that destroyed Reach was fourty times this size....’”

(1) M6C Pistol [UNSC]
Possession • Ranged Weapon
Strength +1
Bearer must be a [UNSC] companion.
Dual-wield. You may play this weapon any time you could play a skirmish event.
When you play this possession, if bearer already bears a ranged weapon, you may exert a minion skirmishing bearer.
“Standard UNSC sidearm....Fired accurately in semi-automatic mode, can be a powerful anti-personnel weapon.”

(1) M7 Sub-Machine Gun [UNSC]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [UNSC] companion.
Skirmish: If bearing two ranged weapons, exert bearer to exert a minion skirmishing bearer.
“SMGs, while not accurate over long distances, can provide withering fire at close quarters.”

(4)•Master Chief, Hero of Humanity [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Sarge
Hero. Spartan II.
Each time you play a possession on Master Chief or a companion with the Master Chief signet, you may remove (1).
Assignment: Exert Master Chief twice to make a [UNSC] companion strength +2 until the regroup phase.
“‘I thought you said there weren’t going to be any cameras.’”

(2)•Miranda Keyes, Image of Her Father [UNSC] †
Companion • Man
Strength: 5
Vitality: 3
Signet: Keyes
Star: Gold
Commander: UNSC In Amber Clad. Miranda Keyes may bear any card that plays on Jacob Keyes.
At the start of Miranda Keyes’ skirmish, add a threat.
Company: Exert Miranda Keyes to play a [UNSC] companion, ship, or vehicle from your draw deck; you may exert her again to make the twilight cost of that card -1 (or -2 if a Vehicle companion).
“‘So this is what my father found....’”

(1) Mongoose ATV [UNSC] ‡
Possession • Vehicle • ATV
Strength +1
Armor: 2
Crew: Driver.
Bearer must be a Man.
Bearer may bear a dual-wield weapon.
Skirmish: Exert bearer to exert an opponent’s character.

(2) ODST Helljumper [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
ODST.
While you can spot your Ship (except Fighters), you may play this companion any time you could play a maneuver or skirmish event.
“‘Sir! We gotta neutralize those turrets!’”

(3)•Pfc. Logan, Aussie Helljumper [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
ODST.
Each time you play an ODST or marine, spot a marine and no cards in the opponent's support area to remove (1).
“‘Dear Sarge: Kicking ass in outer space. Wish you were here.’”

(2) Resupply Canisters [UNSC] ‡
Possession • Support Area
Each time you are about to play a [UNSC] or [Human] weapon from hand or any deck, you may stack that weapon here instead.
At the start of each maneuver phase, you may add (1) to stack a weapon here from your draw deck or discard pile.
Maneuver: Damage your Pelican and exert a character staffing that Pelican to play all weapons stacked here as if played from hand.

(2)•Sgt. Banks, Commander of the 405th [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Gold
Marine.
While you can spot a Spartan II or another [Gold Star] marine, each marine is strength +1.
“‘When I asked for reinforcements... I didn't think they'd send a Spartan.’”

(3)•Sgt. Johnson, Cupid [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. To play, spot a marine or Spartan II.
[UNSC] Transports lose 1 [Silver Star] staffing requirement.
Each time you play a [UNSC] weapon or vehicle possession, you may exert Johnson to remove (1).
“‘When I joined the Corps, we didn't have any fancy-schmancy tanks. We had sticks...two sticks and a rock for the whole platoon. And we
had to share the rock!’”

(2) Tight Quarters [UNSC]
Event • Skirmish
Make each character bearing a hand weapon or close-range weapon strength +1.
“‘It’s tight quarters on the other side, sir.’”

(3)•UNSC In Amber Clad [UNSC]
Ship • Capital Ship • Frigate
Weapons: 10
Armor: 6
Staff: 1 Gold, 2 Silver
In Amber Clad is damage +1 if you can spot Miranda Keyes (or +2 if she is staffing).
Each time a Shadow Capital Ship is played, you may remove (1).