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A GAME BY ARCLITE STUDIOS

Table of Contents:

-What Is Halo: Skirmish Tactics? 3


Lore: 5
Core Concepts: 11
Playing the Game: 17
Other Rules 18
|Missions| 20
-What Is Halo: Skirmish
Tactics?
Halo:Skirmish Tactics is a fast paced skirmish game steeped in Halo’s lore that
spans from the events of Contact: Harvest to Halo Infinite that is based on a D10
system. Players may choose from 6 factions and create forces to fight one another in
28mm scale battles that involve securing objectives and bragging rights. Battles
involve building a detachment of troopers and material that you, the player, enjoy
straight from Halo’s games or books, all while playing random missions or a campaign
mode that is covered later in this book. In Halo: Skirmish Tactics, a player’s only
limitation is their own inspiration when creating a force. From the silent halls of the
Library, to the scorched fields of the Zeta Halo, Halo: Skirmish Tactics allows for every
possible battle to be imagined.

-What Do You Need To Play?


For a game of Halo: Skirmish Tactics the following items are required to play:

Dice (D10s) An Army List


48” x 48” play area Tactics/Command/Weapon Cards
Range Finder Terrain (Scatter and LoS Blocking)
Models Army Rosters
The Rulebook

Dice:
The primary dice used in Halo: Skirmish Tactics are referred to as D10s.
Throughout this rulebook, the word dice and D10s are used interchangeably, so
whenever a dice roll is mentioned, it will mostly refer to rolling D10s. No other dice are
required in order to play. A roll of 1, is always considered a failure and a roll of a 10 is
always considered a success.
In some cases, a D5 roll may be required for a certain roll or skill check. When a
D5 roll is required, simply roll a D10 and half the result of the dice rounding up. For
instance, a roll of a 9 on a D10 would be a 5 on a D5.
Certain scenarios will require a dice roll off. To perform a roll off, both players will
roll their dice and attempt to reach a target value or roll better than their opponent. For
most scenarios, a roll off is used for determining priority in a game of Halo: Skirmish
Tactics, though there may be other instances where a roll off is required.

Play Area/Map:
Most games of Halo: Skirmish Tactics will have missions played on an average
board size of 48”x48”. Some games or modes can require smaller or larger maps
depending on the mission and the sizes of the forces involved. The average game of
Halo: Skirmish Tactics takes place on 48”x48” boards and at 400 points per side. If
agreed upon by both parties, games may take place on smaller or larger boards if
going by personal preference.

Tape Measures/Movement Gauges:


When checking distances of abilities or ranges on weapons, both players will
need to use some form of measuring device. Whether it is a custom widget from
another game or your dad’s tape measurer from his toolbox, some form of measuring
gauge is required to range in various aspects of the game in order to play Halo:
Skirmish Tactics.

Models/Terrain/The Rulebook/Cards:
Of course, you will need the necessary models for your force, but in order to
create your roster you will need to consult their relevant army roster and associated
game cards. Halo:ST utilizes a card based system integrated into the game to help
differentiate the various abilities, material, and units. From Light Coil MAC blasts to the
humble Covenant Grunt, everything has been given a profile with statistics and relevant
points costs that are specified on their cards. These elements help speed up some of
the bookkeeping that can be required in tabletop gaming.
Lore:
The Armies:
Banished-The Banished were formed during the Algolis Invasion in the late
years of the Human-Covenant War by Atriox, Decimus and several other disgruntled
Jiralhanae who rebelled against their Sangheili masters, after being used by the
Covenant as cannon fodder repeatedly. After establishing their group, the Banished
started off as little more than raiders and pirates, conducting surgical raids against the
Covenant and other targets while scavenging for resources and gathering mercenaries
to their cause. Evading Covenant enforcers led to Atriox prioritizing stealth in his forces.
Unimpeded by the Covenant's devastating Great Schism, the Banished managed to
salvage many of the empire's former assets after its fall, growing into a formidable
power in their own right after a decade. While Atriox had already recruited many allies
during the Covenant War, the Banished gained many new members in the war's
aftermath from former Covenant who wished to continue living as warriors and
additionally human criminals who were influenced by the Banished and may have
joined.

"I've gathered this crew and they're loyal, because I am loyal... and because we share
a vision. One where the blood we spill and the treasures we plunder are in the name of
our own free will and nothing more."
— Atriox explains the Banished's mission statement to the Silent Shadow.

Covenant- The Covenant, also referred to as the Covenant Empire or Covenant


Alliance, was a massive religious hegemony of multiple alien species that completely
controlled a large portion of the Orion Arm in the Milky Way Galaxy for thousands of
years. Originally a mutual alliance between the San'Shyuum and the Sangheili, the
Covenant expanded to include six other species (Huragok, Mgalekgolo, Unggoy,
Kig-Yar, Yanme'e, and Jiralhanae) united in the worship of the mythified Forerunners
and the Halo Array.
"Creatures of the Covenant: the path is broad, and we shall walk it side by side!"
— The High Prophet of Truth
The Forerunners- The Forerunners took upon themselves the role of caretakers
of the galaxy, and believed that this "Mantle" had been passed down to them by the
Precursors, an even more powerful race that preceded the Forerunner civilization.
"Forerunner" is a literal translation of the species' name for themselves; they identified
themselves as such because they believed that they held an impermanent place in the
universe's Living Time, though, in time, they too would be succeeded by other, superior
races. Before their disappearance from the galaxy, the Forerunners would name
humanity their successors, identifying them with the title "Reclaimer".
”We are Forerunners, guardians of all that exists. The roots of the galaxy have grown
deep under our careful tending. Where there is life, the wisdom of our countless
generations has saturated the soil. Our strength is a luminous sun towards which all
intelligence blossoms, and the impervious shelter beneath which it has prospered."
— The Ur-Didact, giving a speech on the purpose of the Mantle.
The Flood- Originating as a corrupted form of the galaxy's most ancient custodians
(the Precursors) the Flood reproduces and spreads by infecting other organisms,
hijacking their bodies and nervous systems in order to transform them into one of many
specialized forms. Through infecting sentient lifeforms, the Flood assimilates their
memories and intelligence, and the species becomes collectively more intelligent as a
result. Because of their frighteningly rapid growth rate, as long as enough hosts of
sufficient biomass and intelligence are available, the Flood is effectively unstoppable.

"One single Flood spore can destroy a species."


— Rtas 'Vadum
The Insurrectionists- Most Insurrectionists originated as disgruntled Outer
Colony citizens who perceived the Unified Earth Government as a draconian oppressor
and did not believe in advancing their cause through diplomacy. However, a portion of
Insurrectionists were also former UNSC and Colonial Military defectors; the entire
leadership of the United Rebel Front was composed of former UNSC generals, and the
rebels had connections across the UNSC, including FLEETCOM. In addition to those
who sincerely believed in their cause of liberation, the movement also attracted a
number of opportunists and mercenaries who joined them for monetary gain.
UNSC- The United Nations Space Command (UNSC) is the military, exploratory,
and scientific agency of the Unified Earth Government (UEG) and has acted as the
emergency governing body of the human race at large for a time. The UNSC was
formed in the 22nd century, a time when remnants of old cultural ideologies clashed for
supremacy in the Sol System. The UNSC served mainly as overseer of United Nations
military operations in space. After initiating massive militarization propaganda
throughout its off-world colonies, the UNSC also united most of humanity's military
forces by the end of the 22nd century.

"Per Mare, Per Terras, Per Constellatum."


— Motto (Latin for "Through Sea, Through Land, Through the Stars.")
Core Concepts:
Units: Models in the game are referred to as either Friendly or Enemy Units.
Friendly units are those a player owns and Enemy units are those that belong to an
opponent (and in some instances this can change in a battle). Each unit has a Profile
written on their Unit Cards detailing different stats to perform skill checks during the
game.

Unit Stats:

Every unit in Halo: Skirmish Tactics has a profile with their own unique stats that
represent them on the battlefield.
MOV - Model’s movement in inches. WND - Amount of damage a unit can
take before it is removed from the
GUN - Ranged attacks use this stat. battlefield.

CQC - Used for melee attack rolls. PSY - Used for Attrition tests and
. completing objectives.
ARM - Used for rolling saves against
penetrating hits. PIL - Used by vehicles for Durability test
and the “Ram” action.
An example of unit profiles can be found below.
Skills:
Throughout the game, actions will require you to use certain skill values your
units have. These skills include Movement (MOV), Gun Checks (GUN), Close Quarter
Combat (CQC), Armor (ARM), Wounds (WND), and Psyche (PSY). Each of these skills
are used for a different action.
Movement (MOV)- Whenever you move a unit, you can move up to that unit's
MOV profile, shown in inches.
Gun Checks (GUN)- When you declare you are shooting a ranged weapon, use
the unit's GUN skill. You must roll equal to or higher than the value shown.
Close Quarter Combat (CQC)- When a unit is in CQC range of an enemy unit,
your model can declare a CQC attack. You must roll equal to or higher than that unit's
CQC skill.
Armor (ARM)- When a model is hit by an attack, that model immediately makes
an armor save. You must roll equal to or higher than the ARM value of that unit,
subtracting the Stopping power (SP) of the weapon from your roll.
Psych (PSY)- When performing a test that requires the PSY stat such as an
Attrition or Objective test, you must roll equal to or higher than that unit's PSY value.
Durability (DUR)- When a vehicle has taken wounds equal to its DUR stat, roll a
D10. On a 1-5, this vehicle's drive system has been damaged, and it can only move
half its MOV. On a 6-10, This vehicle's weapon systems have been damaged. The
opponent can pick one weapon on this vehicle to be destroyed.
Pilot (PIL)- This stat is used by vehicles when performing RAM actions or when
rolling off against a Hijack action.
Shield- Units with the Shield ability gain a number of tokens assigned to them
equal to the shield(X) value shown on their profile. Shields are generated at the
beginning of the game and recharge during the Upkeep phase of every turn. They are
represented by Shield tokens that match the value written in the profile. Shields have
the following benefits in game while a unit possesses active Shield tokens: Ignore the
Flood Viral tag. Weapons with the Solid Ammo trait always count their damage as 1.
Finally, the SP of an enemy weapon is ignored (aside from the Piercing and Energy
ammo types). After failing an armor save, Shield tokens are depleted first before
damage is allocated to a unit’s WND stat.
Unit Types: Armies have units for different roles on the Battlefield. There are 10 Unit
types Available for your army.

Infantry- The core infantry of every army. Recce Vehicle- Nimble and lightly
Infantry units will make up the Majority of armored, used to harass the enemy.
all Armies. NO LIMIT LIMIT 3
Support Troops- These troops give a Assault Vehicle- Multirole Vehicles with
bonus or buff to another unit on the a medium amount of armor. Mainstay of
board. LIMIT 3 any Mechanized force. LIMIT 2
Raiders- Fast moving units, or troops Heavy Armor- Slow, well armed, and
with a way to start further up the board. armored, these vehicles can change the
LIMIT 3 tide of battle as they lumber through the
Vanguards- Vanguard Units are the Elite field. LIMIT 1
Force of the Army, and are able to Air Support- Fast and nimble, Air
Complete missions on their own. LIMIT 4 support can Blitzkrieg across the board,
Monsters- Hulking creatures to help your gaining an early advantage. LIMIT 2
force win a battle. These units Are the Behemoth- Behemoth units are the
toughest of the rank and file. LIMIT 1 Strongest units in the game, and are able
to stop entire enemy forces. LIMIT 1

Activations: Every unit gains two activations at the beginning of the turn that are used
when performing actions. The following action types are able to be performed by units:
- Normal Actions
- Move Out!- Move up to full your MOV Value.
- Sprint- Move up to 1.5 your MOV Value. Enemy units Targeting a unit who
sprinted gain +1 to their GUN roll (This is not cumulative).
- Run and Gun- Move up to 3” and shoot. For vehicles, move up to half
your MOV value.
- Aimed Shot- Unit must not move, but may shoot and gain +1 to your
GUN roll.
- Perform Objective- Interact with a mission objective by making a PSY
Check.
- Melee- If within Engagement Range, make a CQC Roll.
- Remove Stun- Spend an activation to remove the “Stun” Effect.
- Ram- Make a PIL roll. If passed, the enemy unit takes a SP4 DAM5 hit.
- Locate- A unit may attempt to discover a unit using the Active Camo
Marker state. If the Active Camo marker is in Line of Sight, roll a PSY-1
check. If the roll is successful, the marker is replaced by the appropriate
unit within Engagement range.
- Full Actions
- Hijack- Move up to your MOV to make it within Engagement Range of an
enemy vehicle. Make a PSY-3 roll. If successful, remove your unit from
the board and gain control of the enemy vehicle.
- Charge!- Move up to 1.5 your MOV Stat within Engagement Range of an
enemy unit, and perform a CQC Roll.
- Free Actions (Must be done at the end of a normal or Full Action)
- Weapon Swap- Pick up or exchange current weapon for a Weapon Swap
token on the board within Engagement Range.
- (Dis)Embark- A unit may enter or exit a friendly Vehicle/Aircraft with the
Passenger(X) skill.

Weapons Profiles-
Each weapon has its own profile that includes 5 stats, these are: Range, Rate of
Fire (ROF), Stopping Power (SP), Damage (DAM), and its AMMO type, as well as the
type of weapon.
Range- This is the range of the weapon, and the value associated with it is always in
inches. Some weapons may have Ranges and ROF separated by a slash. The
respective value is chosen when determining which number is used. For example, If
you are within the first range, the first ROF would be used, and if within the second
range, the player must use the second ROF.
Rate of Fire (ROF)- The Rate Of Fire is how many shots the weapon shoots in one
action. Roll dice equal to the ROF value of the weapon. Every roll that is equal to or
higher than GUN skill being used is a success.
Stopping Power (SP)- When a hit is successful, the enemy must take an ARM save,
subtracting the SP of the weapon from the ARM value. When a model is forced to take
an armor save, this is called a Penetrating Hit.
Damage (DAM)- If the enemy fails an ARM save, they take damage equal to the DAM
value for each failed roll.
Weapon Type- Weapons are classified into 5 different types.
Small Arms- These weapons are the core weapons of your army, such as the
Forerunner Light Rifle, or the UNSC BR55. (NO LIMIT)
CQC Weapons- CQC Weapons excel in short range combat, such as the UNSC
Shotgun, or the Covenant Energy Sword. (NO LIMIT)
Specialist Weapons- Specialist Weapons are weapons slightly more powerful
than the average small arm Rifle. These weapons are limited in number, and you may
only bring 1 Specialist Weapons for every 2 units in your Army List. (LIMIT 1 PER 2
UNITS IN ARMY)
Power Weapons- Power Weapons are the Strongest Firearms your army can
bring. An example of these weapons are the UNSC Spartan Laser, or the Banished
Skewer. Most have high points cost, and are limited to 1 Power Weapon for every 4
units. (LIMIT 1 PER 4 UNITS IN ARMY)
Disposable Weapons- Disposable Weapons are a One Time use weapon, such
as Plasma or Frag Grenades. There is no limit on the amount of these weapons in an
army, and they do not take up a weapon slot on a unit, However, a unit may only carry
1 of these weapons. (LIMIT 1 PER UNIT)
Built-In Weapon- Weapons of this type are included in a Unit’s point cost, and
are considered a part of the unit. These weapons can not be dropped or equipped by
other units. Examples include a Hunter’s Cannon, Flood Juggernaugt’s Massive
Tentacles, and the M41 chaingun on a Warthog. (NO LIMIT)

Ammo Types and Weapon Tags:


Every weapon has an AMMO tag associated with their weapon. The following
are the list of ammo types that can be encountered in Halo: Skirmish Tactics.

Solid- At the end of an activation that an enemy unit fails an armor save against a
weapon with the Solid ammo type, assign it a single Bleed Token. Solid weapons
always deal 1 flat damage per failed save for a unit with Shield Tokens.
Plasma- Weapons with the Plasma Tag double their damage against Shield Tokens. If
a shot would break shields with leftover damage, it does not deal the WND pass the
shield. For example, if you deal 2 DAM with a Plasma weapon against a unit with 3
Shield tokens, The first damage would remove 2 shield tokens, and the second would
remove the final token, without dealing WND
Explosive- A weapon with the Explosive Tag requires all units within 3" of the target to
immediately take an armor save for every hit against the original target. The SP value
of the weapon is still applied to units making the save this way.
Energy- Ignore all shield tokens on an enemy model when targeting an enemy with a
weapon that has the Energy Tag. This does not reduce the shields.
Needle- If the enemy fails 1 save, do 1 extra damage. If the enemy fails 2 saves, take 2
extra damage. If the enemy fails 3 or more saves, that unit and all other units within
Engagement Range take 4 extra damage. You do get to take an armor save against this
explosive hit. Vehicles ignore this extra damage.
Heavy- A unit equipped with a heavy weapon moves half their movement value and
may not perform Run and Gun Actions.
Dual Wield- Two Dual Wield weapons can be used and fired at the same time.(May
never roll more than 10 dice in one action).
Piercing- Infantry may not take Armor Saves against weapons with the Piercing Tag.
Units with shields cannot ignore the SP of a Piercing weapon and make an armor save
as normal. Against Vehicles, add 2 to the Weapon's SP Characteristic.
Critical- If the GUN Roll for this weapon is an unmodified 9+, the damage of the attack
is increased by 2 for each unmodified 9+.
Concussive- When a unit suffers a Penetrating Hit, that unit gains a Stun marker and is
displaced 2” by the player that owns the firing model.
Combustion- When a unit takes damage against a weapon with the Combustion tag,
they must immediately roll another armor save at their unmodified ARM value. If failed
the unit takes another point of Damage. The unit damaged with a Combustion weapon
this way must continue to roll 1 ARM save until either it passes a save or the unit is
destroyed. If it has an ability to ignore wounds, that ability is used immediately after the
ARM save is failed.
Volatile- Before firing a weapon with the Volatile Tag, the controlling player may decide
to overcharge their weapon by increasing the SP by 1. The controlling player may
increase the SP to a maximum of 3 times for the firing unit. For every failed GUN roll,
the firing unit takes a SPX DAM 1 hit where X is the amount of SP that the controlling
player increased the weapon by. Dodge saves may not be taken by the unit who failed
their GUN roll.
Playing the Game:
Deployment:
Before deploying armies, you must roll to see who gets initiative. Players roll off,
with ties going to the player with the highest PSY value unit in their army. If both
players have the same PSY value, reroll. The winner of the roll off chooses who deploys
first. Choosing deployment allows the player to pick which board edge their opponent
and their units deploy in. Choosing who deploys first forces the opponent to place their
initial model first. Once selected, each player takes turns deploying units one at a time.
Once all units are deployed on the board, players draw a hand of 7 command cards,
then move onto the Initiative rolloff.

The Turn
Initiative:
At the start of every round, players roll off to see who gains the initiative for each
round. If the roll off is a tie, The owner of the unit with the best (lowest) PSY skill wins. If
that is also a tie, reroll. The winner of the roll off gets to pick who activates the first unit.
If a player has fewer units on the board than their opponent, gain skip tokens equal to
that difference. For example, if Player A has 3 units, and Player B has 5 units, Player A
gains 2 Skip tokens for that round.
Command and Recon Phase:
Each player picks a command card from their command hand to play for that
round and places it face down. The Command Card can be used immediately, or saved
for during the Action Phase. Players then take turns using any Event Cards, Abilities, or
Equipment that can be used in this phase, starting with the player who has initiative.
Action Phase:
During the Action Phase players alternate activating one of their units by
performing actions. Every unit gets two activations, unless stated otherwise.
Upkeep Phase:
During the Upkeep Phase, all units replenish their shield tokens back to their
Shield Value on their unit card. Then, each player checks to see if they scored
objectives based on the mission they are currently playing, as well as secondary
objectives, and both players draw a command card from their command deck.
Special Skills
Dodge- Dodges are an unmodifiable save that some units have access to and can be
used in place of their Armor Save. A Dodge Save is assigned a value just like an armor
save and a roll that is equal to or greater than the Dodge value is considered a
Success.
Ignore Damage- When a unit’s shield tokens are depleted, they may roll a dice equal
to the amount of damage taken from the attack. For every roll equal to or higher than a
unit's Ignore Damage value, 1 DAM is ignored.
Attrition Tests- When a unit takes a wound, an attrition test must be made using that
unit's PSY value. If failed, that unit must either move its full MOV value directly away
from that enemy unit or attempt to leave LoS of the enemy unit.
Cover- If a unit is within 1” of terrain that covers 25% of that unit, or If the unit is
standing in area terrain, such as a crater or river bed, it is considered to be in light
cover. If it covers 50% or more of the unit, it is considered to be in heavy cover. Light
Cover gives enemies -1 to their GUN rolls. and Heavy Cover gives enemies -2 to their
GUN rolls.
Passenger (X)- Up to (X) amount of friendly units can ride on a Vehicle unit that
possesses the Passenger tag. All passengers in a vehicle gain an activation marker
anytime the vehicle activates. While in the vehicle, Passengers may add their weapons
to the vehicle's attack roll. Units riding on this vehicle can still be targeted like normal,
but are always -1 to hit. When the vehicle is destroyed, any units using the Passenger
rule take a single SP2 DAM3 hit on a 6+. If they survive they may be placed within
Engagement Range of the destroyed vehicle. If an Aircraft with passengers is
destroyed, all passengers are removed from play.
Aircraft- This unit can move its full MOV stat when performing a Run and Gun Action.
Units with the Aircraft Tag ignore all terrain, and enemies shooting at this unit suffer a
-1 to their GUN skill and can never count as being in cover. Aircraft are not able to be
hit with a CQC Action, but can still have the Hijack action performed on them. When
activating this unit and pick one of the following bonuses:
Top Speed- Cannot be hijacked when moving at Top Speed. When this unit
moves over half its MOV, enemy units are at -2 to GUN rolls when targeting this unit.
Target locked- When this unit moves under half its MOV, gain +1 to GUN rolls.

Unit States-

Active Camo- A unit with active camo is deployed as a marker in the beginning
of the game. Enemy units may not target an active camo marker. If a unit in Active
Camo makes any kind of roll, or comes within 12” and LOS of an enemy unit, the
marker is immediately removed, and replaced with the respective unit. All enemies
suffer a -2 to their GUN skill when targeting an enemy that had active camo.

Bleed- A unit with a Bleed marker takes damage equal to the amount of bleed
markers at the end of the turn.

Stun- A unit with a Stun marker suffers -2 to its GUN and CQC rolls unless it
spends an activation to remove the effect.

Unless stated otherwise, all status markers are removed in the beginning of
the Upkeep Phase.
|Missions|
When deciding on what missions to play, roll a D10 and consult the chart below. Each
player may also choose to use Covert Objectives. Each player rolls 2 D10 secretly, and
consults the Covert Objective chart. Choose one of the objectives, and write it down
without your opponent knowing what it is. If you complete this objective during the
game. Immediately show the objective you had, and gain Victory Points equal to the
cards Difficulty.

Missions: Covert Objectives:


1. Bombing Run 1. Kill an enemy within Engagement Range. 1VP
2. Boarding Party 2. End the game holding an enemy weapon. 1VP
3. Starfall
3. Finish the game with a Friendly unit in the enemy DZ.
4. Breakout
1 VP
5. Hunt for the Index
6. Oddball 4. Get the first kill of the game. 1VP
7. Stronghold 5. Finish the game while controlling the most expensive
8. Capture the Flag unit on the board. 2 VP
9. Weapons Vault 6. 1 Unit must kill 3 or more enemy units. 2 VP
10. Dominion 7. Kill more than 50% of enemy units (models on the
board). 2 VP
8. Kill the most expensive enemy unit. 2 VP
9. Hijack an enemy Vehicle. 3 VP
10. Kill 4 or more enemy units in 1 Round. 3 VP
1) Bombing Run

Intelligence: While attempting to sabotage enemy war efforts with demolitions and
guerilla tactics, reconnaissance teams have located an enemy strike team converging
on our location. Scans have also picked up the presence of a large energy signature. In
order for us to succeed in delivering our payload we may need to divert efforts to stop
the enemy from doing the same.

Rules of Engagement: After terrain has been placed and sides have been chosen, but
before players deploy their forces, each player must place a 2”x3” Bomb Token or
Miniature anywhere on the edge of their deployment zone. Delivering your bomb to
your enemy’s deployment zone and preventing them from delivering their payload to
your deployment zone is of the utmost importance!

- Each player is given a single Bomb token that requires a model within
Engagement Range to move the Bomb forward by spending an action. Both the
bomb and the model make a normal move. Bombs are not slowed by any
abilities, and only move 4” an action. Bombs can not be used as intervening
cover when engaging the enemy.
- Players can choose up to two covert objectives for this mission.
- Units may not enter play from other means (Drop Pods, Teleportation, Pelican
Transport, etc,.) within 6” of the Bomb Token.

Bonus points are awarded depending on the turn the bomb would arrive in your
opponent’s deployment zone. If the bomb arrived on the third turn, the owning player
would score 5 extra points when calculating their score for the end of the game. If the
bomb arrived on the 4th turn, players would score 3 extra points and on the 5th turn
they would score 1 extra point for getting the bomb in their opponent’s deployment
zone.
2) Boarding Party

Intelligence: An enemy ship has entered lower orbit and began offloading supplies and
munitions in preparation for something big. Assembling a strike force and getting
access to that ship is imperative to the ongoing efforts in this warzone.

Rules of Engagement: At the center of the board is the Gravity Lift, which is
represented by an 8” diameter circle. The only way to gain access to the lift to get
inside the ship is to secure the landing zone and activate the lift.

- By performing an objective action, and on a successful PSY test, the controlling


player activates the Grav Lift and can move their own units onto the Grav Lift.
- Two pylons are placed on the center line, 8” away from the board edge.
- A unit can use a Free Action to board the ship and is taken off the battlefield.
- At the end of Turn 5 whichever player has the most points on the enemy ship
earns 5 points.
- Successful activation of a pylon earns the controlling player 1 point.

Bonus points are awarded depending on the amount of points of the models that
boarded the ship. 100pts of models is worth 1 point, 150pts of models is worth 2
points, and 200pts of models is worth 3pts.
3) Star fall

Intelligence: Reconnaissance teams have located a likely drop zone for an escape pod
coming in from out of orbit. . Organize a party to intercept and secure the target.

Rules of Engagement: Starting in Round 2, the player with priority rolls a D5. The first
Drop pod objective drops at that point of the chart. At the start of round 3, the player
with priority rolls a D5. The second drop pod objective lands at that point of the chart.
These two objectives cannot land at the same point. A unit may do an objective action
to pick up the dropped intel. That unit is now carrying the objective marker. You may
do a free activation to hand off the intel to another friendly unit within Engagement
range. If a friendly unit is holding an objective at the end of a round, gain 1 Victory
Point. At the end of Round 5, each player holding an objective scores 3 points and the
game is over.
4) Breakout

Intelligence: While attempting to recoup after a recent battle and scrounging for
supplies both sides have engaged one another. Each side in a desperate gambit, tries
to inflict the most casualties on one another in order to gain control of any material in
the area and survive.

Rules of Engagement: Destroying the enemy and having friendly models in your
opponent’s deployment zone earns points.
- At the end of Round 5, if you have destroyed 50pts more than the enemy gains
1pt. Destroying 100pts more than your opponent earns 3pts. Destroying more
than 150pts than your opponent earns 5pts.
- At the end of Turn 5, having more points in your opponent’s deployment zone
earns 2 pts.
Bonus points are awarded keeping your units alive. At the end of Turn 5, If 50 pts or
less is alive, earn one 1pt. If more than 50 pts are alive, earn 2pts.

5) Hunt for the Index

Intelligence: After consulting the cartographer on the installation, an approximate


location for the index has been found. Both forces must scour the area and collect
information on the whereabouts of the Index.

Rules of Engagement: After deployment zones are assigned, the table is divided into
quarters outside of both players' deployment zones. Information on the Index can be
found, from one of the relevant data terminals that is placed in the center of each
quadrant.
- Before the Command and Recon Phase, the player that wins the initiative rolls 2
D10. The first D10 determines the top half (1-5) or bottom half (6-10) of which
board the terminal will be active. The second D10 determines the left half (1-5)
or right half (6-10) of which board the terminal will be active.
- Example, a Player with Priority rolls a 1 and 3. That means the top left
terminal is active with information on the location of the index. A model in
Engagement Range may do an Objective Action to check for Data. Each
Time the Objective Action is a success, gain 1 Victory Point. Each unit
may only gain 1 piece of Data per round. At the end of round 5, the game
is over.
Bonus points are awarded for how many quadrants are owned by the player with the
most points in the zone. At the end of each turn, check between the players on who
owns each quadrant. The player with the most quadrants earns a point that turn.

6) Oddball

Intelligence: An experimental Weapon has been found in the area. Your team must
secure and hold the weapon until backup arrives.

Rules of Engagement: At the start of round 2, the player with priority rolls a D5 to
place the weapon. On the centerline of the board, 5 points are placed equidistant from
each other. Place the objective on that point, starting left to right.

Players can attempt to pick up the weapon using an Objective Action. Once picked up,
it is held like a weapon with the stats listed below.
Range: CQC ROF: 1 SP: 5 DAM: 5 ENERGY, CRITICAL
Players gain 1 point for holding the skull for 1 round, if held for 2 rounds consecutively,
gain 2 points at the end of round. If the ball is held consecutively for 3 Rounds, gain 3
points at the end of round.At the end of round 5, the game is over.
7) Stronghold

Intelligence: Two armies clash when they spot a Recon base on the other side of an
Important Unexplored zone. Crush the enemy, and secure the zone before the other
side can call for reinforcements.

Rules of Engagement: Both players place a Stronghold objective marker somewhere


within their Deployment Zone, as well as a third stronghold at the center of the
battlefield. A unit can take a PSY test to take control of that point. Gain 1 point at the
end of the round for every stronghold you control. If you own all 3 strongholds at once
at the end of a round, the game is over. Otherwise, the game is over at the end of
round 5.

8) Capture the Flag

Intelligence: scans show an enemy emplacement on the Ridgeline. Capture their


banner to demoralize the opposing force and secure the area.

Rules of Engagement: Both players place a friendly Flag objective on the centerline of
the board, 4 inches from their board edge. Units may attempt an Objective Action to
grab the enemy flag. If the action is a success, that unit is now carrying the flag. You
may do a free action to hand the flag to another friendly unit within engagement
range.If you are holding the enemy's flag at the end of the round, gain 3 points. At the
end of the game, if you are holding the enemy flag within your half of the board, gain 5
points. If you are holding the enemy flag in your DZ, gain 8 points. The game is over at
the end of round 5.
9) Weapons Vault

Intelligence: Intel from the cartographer of the installation shows a dormant weapons
vault in the area. Secure the vault to gain a large amount of forerunner weapons and
equipment before the enemy takes the advantage away.

Rules of Engagement: Set up 3 Objective markers on the board. One in the center of
the battlefield, and the other two 10” from the board edge on the centerline. Units may
attempt an Objective Action to open up the weapon vaults. If passed, gain 1 Point, and
then roll a D10, and gain that ability or weapon. The game ends at the end of round 5.

1. Boltshot 6. Dodge 10+, or if already have a


2. Promethean Vision- Ignore all dodge, gain +1 to it (MAX Dodge
GUN modifiers when shooting. 5+)
3. Splinter Grenades 7. Shield (1)
4. Hardlight Shield- Always counts 8. Ignore Wounds 9+ or if already
as being in heavy cover have ignore wounds(x), gain +1 to
5. Scattershot it (MAX 7+)
9. Binary Rifle
10. Incineration Cannon

10)Dominion

Intelligence: 2 Opposing forces bases faceoff while trying to steal ordinance from each
other. Steal their weapons, and shut down the enemy base to cripple their forces.

Rules of Engagement: Place 5 objective markers on the board equidistant from each
other down the middle line

Players must Grab the markers with units using an Objective Action, then carry that
objective into their Deployment zone. Once brought into their zone, that player gains 2
Victory Points, and gains a Power Weapon from Either Their own or their enemies Army
book. The game ends at the end of round 5.

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