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WINTER

CONTINGENCY

A Theme for the Genesys Roleplaying Game


Set in the HALO Universe
(Beta Playtest v. 0.1.0)
THEME DESIGN AND DEVELOPMENT:
James P. Taber

EDITING:
James P. Taber

THEME GRAPHIC DESIGN:


Annalise Taber

NARRATIVE DICE SYSTEM ORIGINAL DESIGN:


Jay Little

PUBLISHER:
James P. Taber

PLAYTESTERS:
Douglas Calabrese, Jessica Calabrese, Lindsey Kyte,
Rachel Sturm, Sean Taber

SPECIAL 7HANKS:
Coureton Dalton, Anthony Laffan, Halopedia

If you would like to provide feedback on this game,


▪ reach out on Twitter (@TaberiusRex)
▪ send an email to feedback@jamestaber.com
▪ or fill out a Google Form here:
https://forms.gle/CVTUZ4gaUNvCmfa88

HALO is © and ™ Microsoft and 343 Industries, 2022.


All rights reserved.

This is an unofficial role-playing game made by fans.


You are free to modify and distribute this rulebook as
you see fit, provided this page, including this warning,
remains unaltered.
Table of Contents

SECTION 00. INTRODUCTION......................................................................................................................7

Welcome to the HALO Universe....................................................................................................................................... 7


Roleplaying in the Covenant War..................................................................................................................................... 7
Looking for more?.............................................................................................................................................................. 8
Storytelling Tropes in the HALO Universe...................................................................................................................... 8
A Note About Canon........................................................................................................................................................... 10

SECTION 01. CHARACTER CREATION..........................................................................................................11

The Story So Far................................................................................................................................................................. 11


Backgrounds....................................................................................................................................................................... 11
Archetypes........................................................................................................................................................................... 14
Careers................................................................................................................................................................................. 18
New Skills............................................................................................................................................................................ 22
New Talents......................................................................................................................................................................... 26

SECTION 02. EQUIPMENT & VEHICLES.......................................................................................................32

Requisition (REQ) System................................................................................................................................................. 32


New Item Qualities............................................................................................................................................................. 35
Weapons.............................................................................................................................................................................. 36
Armor................................................................................................................................................................................... 40
Gear...................................................................................................................................................................................... 43
Code Packages.................................................................................................................................................................... 47
Attachments........................................................................................................................................................................ 51
Vehicles & Starships.......................................................................................................................................................... 56

SECTION 03. THE GREAT WAR....................................................................................................................76

Per Mare, Per Terras, Per Constellatum......................................................................................................................... 76


Human Organizations........................................................................................................................................................ 79
Networks in the HALO Universe....................................................................................................................................... 90

SECTION 04. ADVERSARIES........................................................................................................................94

The Covenant...................................................................................................................................................................... 94
Humanity.............................................................................................................................................................................. 111

CHARACTER SHEETS..................................................................................................................................123

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 3


SECTION 00. INTRODUCTION

WINTER CONTINGENCY refers to clear evidence that Covenant Forces


know the location of, or are present at, a UNSC colony. Events
which may be classified as WINTER CONTINGENCY include:

▪ ntercepted Covenant communications that refer to a UNSC


I
colony by name.

▪ Discovery of hard physical evidence of Covenant activity:




▫ Abandoned or discarded materiel.




▫ esidue and/or damage consistent with Directed Energy


R
Weapon usage.

▪ etection of multiple in-system Slipstream Space


D
rupture events.

▪ Engaged in combat by Covenant forces.




This term is a report that has the highest precedence in the


OPREP-Γ reporting structure. All other terms such as GOOSE CHASE,
SNAKE PIT, et al, while important, should be considered secondary
to this report.

Ref. UNSC DF Instruction EM-277, 03/10/2526

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SECTION 00. INTRODUCTION

A marker flashed in the corner of Olivia’s vision, alerting her to an incoming transmission.
She glanced at it, then keyed the COM system built into her helmet.
“Sigma-One-Six, what do you see?”
“I’ve got eyes on four Brutes and around a dozen Grunts.” Harper’s voice crackled from
the signal jamming, source unknown. “Looks like a search pattern. They’re only about a dozen
meters out from our position.”
Olivia frowned. She’d sent Harper and Dobade ahead to scout the area where they
expected the Covenant was exploring. Grunts were stubby little things, dangerous in packs but
easy pickings when separated. Brutes, on the other hand, were like a cross between a gorilla
and a rhino: all muscle, no brain, completely unstoppable.
“Can you feed me a visual?”
“I need to move to a better position. Stand by.”
The line went quiet. Olivia focused her attention back to the jungle that spread out below
the ridge. In the early morning, steam drifted up from its heart, softening the harsh light from
the moon’s blue sun. Harper and Dobade were out there right now, trying to figure out what
the Covenant wanted with an otherwise unremarkable moon in the middle of nowhere. Their
main forces were engaged with the fleet in-system, around the only colony in this sector.
So why waste resources all the way out here?
She put the question out of her mind. Her squad’s job was to get the facts and send them
up the chain, not do the analysts’ job for them. Behind her, the rest of her team was ready
and waiting: Forza was on overwatch with her, while Kasun helped Al-Mufti stow her rockets.
There probably wouldn’t be any heavy armor nestled in the trees anyway, and for this mission,
she wanted to run quiet rather than loud.
Only one figure seemed to be doing nothing. It was in a crouch, still as a rock, though with
the angular plating and gold visor it looked more like a robot than a person. The Spartan had
been a last-minute addition to Olivia’s squad, which made her antsy—a recon mission like this
shouldn’t need the kind of firepower a Spartan could bring to the table. She’d heard stories of
them going hand-to-hand with Covenant tanks and coming out on top.
The Spartan didn’t have a name—hell, Olivia didn’t even think it was human—and there
was only a number stenciled on the armor’s left breast: 214. As her eyes lingered on it, the
helmet gave a slight twitch, as if its occupant was looking at her. A cold feeling settled in her
gut and she turned away, desperate for a distraction.
Her COM pinged, but it wasn’t Harper. A cool, male voice cut in: “Sergeant Jackson. We
have a problem in orbit.”

//

Laran received the sensor ping at the same time as the ops console, but events unfolded much
slower for an AI than they did for the human crew. He was able to analyze the signal, contact
the ground team, and call for the captain’s attention before the ensign on sensor duty even had
time to glance at the alert.
Captain Dunbar turned away from her XO and leveled her stare at the holo-tank. “What
do we have?”
Laran momentarily considered not manifesting himself before deciding that the captain
would probably respond better if he did. His avatar flicked into place above the pedestal, a
dark-skinned man wearing bronze plate and a crested helmet and wielding a spear.
“A Slipspace rupture in the upper atmosphere, ma’am. Looks like a CCS-class
battlecruiser, but not one of the ones that’s heading the assault on Reagan colony.”
He watched the concern deepen the lines on Dunbar’s face. A Covenant battlecruiser was
more than a match for a Halberd-class destroyer like the Spring Wind. If they had an escort,

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 5


SECTION 00. INTRODUCTION

like the two frigates they had to leave behind in Reagan’s defense, they could maybe hold their
own in a straight fight. Alone, they were easy pickings for the battlecruiser’s energy projector.
“Have they spotted us?”
“Oh, without a doubt, ma’am.” Laran dipped his head, the crest falling low. “But right now,
their focus seems to be on the planet’s surface. They’re moving into geosynchronous orbit
above Sigma-One’s position.”
Dunbar cursed. “We can’t leave them to fend for themselves. ONI needs whatever intel
they can gather on what the Covenant wants with this moon. Scramble the Longswords
and ready a firing solution for our MAC gun. Maybe we can get a lucky shot off and cripple
them early.”
Laran nodded, dismissing his avatar before getting to work. He’d already sent the order
to the Spring Wind’s pilots to scramble; it would only be another thirty seconds before they
launched. He turned his focus to plotting a firing trajectory, working with both the weapons
officer and the helmsman to get the ship in position.
But he spared a few cycles to update Sergeant Jackson on the ground, as well as to let
SPARTAN-214 know the situation had escalated. There was no more time to wait.

//

“Thanks, Laran. We’ll keep our heads down.”


Olivia closed the connection with the Spring Wind and turned to her squad. Kasun and
Al-Mufti were looking at her expectantly, while Forza kept watch on the jungle with one ear
cocked in her direction.
“Listen up,” Olivia said. “Things are about to get hot upstairs. Laran and the captain are
going to do what they can to give us cover, but we’re looking at an entire battlecruiser’s worth
of reinforcements. It’s time to move.”
“Where to, Sarge?” asked Kasun.
“The mountains. We can set up a defensible position, find some running water and
start rationing. If the Covenant come looking for us, we can ambush them and fall back as
necessary, but the mission is survival.
Movement caught her eye. The Spartan was standing up, faster and quieter than it should
be, given its size and weight. The gold visor zeroed in on her.
“Sergeant.” Olivia was surprised to hear a woman’s voice coming from the Spartan, with
an oddly high pitch for someone seven feet tall and wearing half a short ton of powered armor.
“We need to get to your scouts’ position.”
It took a moment for Olivia to realize what it—she was talking about. In the corner of her
visor, Olivia noticed the video feed: Harper and Dobade had tracked the Covenant to a clearing.
In it, she could clearly see a structure rising out of the ground, all sloping angles and smooth,
almost silver grey in color.
And behind it, descending through the morning fog, a Covenant battlecruiser.
“That’s way too hot,” Olivia said, even as she thought about Harper and Dobade trapped
in an impossible position. Without reinforcements, they wouldn’t be able to clear out safely,
but going would mean endangering the rest of the squad. “We can’t take on a whole cruiser. It
would put our whole mission at risk.”
The Spartan unlimbered a shotgun from her back. “That structure is our mission,
Sergeant, and we’re not leaving until we have the intel we need. As for the cruiser,” she said,
sounding like she was smiling, “I could use the warm-up.”

6 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 00. INTRODUCTION
struggles against the inexorable might of the
Welcome to the HALO Universe Covenant, fighting a desperate battle for survival.
The year is 2551. Humanity has been at war with a Opportunities for heroism abound, though the situation
hegemonic alien coalition known as the Covenant is grim and the enemy seemingly unstoppable.
for twenty-six years, and we are losing. The To play, you will need this PDF, a copy of the
Covenant’s objective is the complete destruction of Genesys Core Rulebook (available online and at your
the human race, and with their advanced weapons local game store), some Genesys Roleplaying Dice
and starships, their victory is all but assured. The (available online, at your local game store, or as a
only thing standing between mankind and extinction free app for iOS and Android), and some friends. We
are the relentless and determined soldiers of the also recommend picking up the Android: Shadow
United Nations Space Command. From infantry of the Beanstalk sourcebook for the Genesys RPG—
fighters on the ground to fleet commanders in space, besides being a great cyberpunk setting, it contains
from incredibly complex artificial intelligences network encounter rules on page 125 that work well
to augmented supersoldiers, the UNSC is doing for AIs in this setting, as well as talents and gear we
everything it can to hold the Covenant back and keep reference elsewhere in this theme.
them from finding the ultimate prize: Earth. One player will take on the role of the Game
In taking up arms to defend humanity from the Master (GM), narrating the story, controlling the Non-
alien menace, understand that you are signing up Player Characters (NPCs), and calling for skill checks
for a dangerous mission. The Covenant’s inexorable from the other players as needed. The other players
advance has seen hundreds of colonies glassed from will each create a Player Character (PC) who they will
orbit and billions dead. Meanwhile, humans are not control throughout play. Together, you will engage in
one big happy family: insurrectionists and rebels cooperative, collaborative storytelling set in the HALO
fight against the UNSC’s authoritarian control, while universe, taking place across an entire galaxy.
factions within the military vie for funding and glory. This theme contains everything you need to set
As a soldier, you will be expected to meet whatever adventures during the Covenant War. What follows is
challenge comes your way and follow orders. Failure a quick overview of each section and how you might
to do so might mean the extinction of humanity. find them useful.
Whether you choose the role of a human
soldier, a Spartan hero, or an AI mastermind, you SECTION 01: CHARACTER CREATION
are guaranteed to experience a thrilling adventure.
Besides the ongoing war, the remnants of a long dead Begin here when creating PCs before the start of the
alien race litter the galaxy, the enigmatic ruins a point adventure. This section contains guidance on creating
of interest for both the Covenant and the UNSC’s characters who live in the HALO universe during the
Office of Naval Intelligence. And in the darkest time of the Human-Covenant War, including species
corners of the galaxy, an ancient evil long thought to profiles for AIs and Spartans and a wide variety of
be eradicated stirs, pangs of hunger and restlessness careers suitable for the battlefield.
drawing it out while the bloodshed continues. After that, you will find a comprehensive
Good luck, soldier. You’re going to need it. list of the skills in use for this setting, including
descriptions of new knowledge and technical skills
used in WINTER CONTINGENCY. Talents follow
shortly thereafter, including talents we recommend
Roleplaying in the Covenant War bringing over from the Genesys Core Rulebook and
WINTER CONTINGENCY is a fan-made theme for the sourcebook Android: Shadow of the Beanstalk.
Fantasy Flight Games’ Genesys RPG. It is focused
on the human side of the Covenant War, a period
lasting from 2525 to 2553. During this time, humanity

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SECTION 00. INTRODUCTION

SECTION 02: Storytelling Tropes in the


EQUIPMENT & VEHICLES HALO Universe
This is the section to check out when it is time to
stock up for a mission. Besides an explanation of the There are a number of expectations when it comes
REQ system used to requisition valuable equipment to telling stories in the HALO universe. Some are
for your squad, you can find stats and descriptions obvious, such as characters being part of the
of the various types of UNSC weapons, armor, and military and taking place in a science fiction setting.
gear found in the HALO universe. Once you’re locked Others are more inconspicuous, like the role of
and loaded, decide how you’re getting yourself to the authoritarianism in the UNSC and the implications of
combat theater: whether in the bouncing seat of a a galaxy full of relics and artifacts from a lost species
land vehicle, behind the stick of an aircraft or space of highly advanced aliens. Nevertheless, these are
superiority fighter, or at the helm of one of the fleet’s integral experiences for anyone interested in playing
ships of the line. this theme.
Below are descriptions of the key characteristics
associated with the HALO setting. How you use these
SECTION 03: THE GREAT WAR tropes is up to you and what your table is comfortable
Here you will find a history of humanity’s expansion with, but remember that these are only suggestions
into space, from the early fits and starts that saw based on the most prevalent parts of the source
it leave the cradle world of Earth to the latest material. There is nothing to stop you from choosing,
developments in the disastrous war with the for example, to play civilian merchants who have
Covenant. You can also read more about each branch to deal with the dangers of a galactic war while
of service and maybe get some ideas as to what moving cargo, or a company of multi-species treasure
kinds of stories you want to tell in the HALO universe. hunters who recover Forerunner technology and sell
Finally, there is more information in this chapter it to the highest bidder. But even if you decide to buck
about network encounters in the world of HALO. the standards of HALO, remember that these tropes
are consistent throughout the universe and will likely
play a part in whatever story you tell.
SECTION 04: ADVERSARIES
A sizable list of stat blocks for various adversaries to
populate your adventures and oppose your missions.
MILITARY SCIENCE FICTION
From lowly Grunt minions to towering Hunters and At its core, HALO is a military story. Most of the
skilled Arbiters, the threats arrayed before humanity characters are fighters for the UNSC or Covenant.
are vast and varied. They must take orders from their commanders and
participate in dangerous missions. They equip a
variety of weapons, armor, and gear to accomplish
Looking for more? objectives and pursue victory. And while forces at
large are locked in a titanic struggle for survival, the
Check out the companion theme, STATION & lives of individual soldiers are preserved, traded, and
SALVATION, which provides rules for creating sometimes sacrificed for the sake of the cause.
Covenant characters, stats for Covenant weapons, This drive to win—for the Covenant, to achieve
armor, and equipment, and advances the story to godhood; for humanity, to simply survive—lies behind
November 2552—including the discovery of the Halos, every move made in the war. Players are likely to
the outbreak of the Great Schism, and the sinister, find their characters deployed to do the impossible,
virulent Flood. snatching victory from the jaws of defeat and turning
And in the future, be on the lookout for SPARTAN the tide of conflict in their favor. Doing so requires
OPERATIONS, a theme that covers the post-war planning and tactical thinking, as well as good
period of 2553 to 2558, including the Requiem judgment in the moment, quick reflexes, and no small
campaign and the rise of the Created. amount of luck. Most often, they will rely on their wits
and each other to see the mission through to the end
and to return alive in time for the next one.

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SECTION 00. INTRODUCTION

But in war, failure and defeat must be reckoned and their weaponry uses solid projectiles and
with, and success is not guaranteed. Players must chemical accelerants. Covenant technology is
steel themselves for loss as worlds fall and their suitably alien: their weapons tend to fire plasma or
forces retreat. Death is also a possibility, one other exotic materials, while their vehicles hover
that arises often in battle. The heroes of HALO above the ground. Forerunner technology is by far
frequently die dramatically, holding the line against the strangest, featuring hard light, space-warping
overwhelming odds with meaningful words on their teleportation systems, and massive structures left
lips. Others, however, find their sparks extinguished derelict in space.
suddenly and brutally, a cautionary story later told While this technology can be unreal, it is
to recruits about the fierceness of the enemy or the intended to solve realistic problems and relies on
need to maintain situational awareness. internally consistent logic. It also closely resembles
contemporary sensibilities, including pervasive
wireless network connections and haptic interfaces,
SPACE OPERA distinguishing the setting from the analog future
Player characters will find themselves transported of Star Wars or the magitek of Starfinder. While
across the stars, exploring and doing battle in a humanity continues to rely on mass production
panoply of exotic locations. Starships are capable of interchangeable components, the Covenant
of faster-than-light (FTL) travel by opening portals have mastered the use of assembly forges that
to Slipspace, an alternate dimension where the manufacture technology based on patterns,
laws of physics work differently. Adventure and occasionally introducing new and unexpected
intrigue take place across multiple worlds as mutations that could become practical modifications
interstellar governments wage war, pursue peace, or even entirely new patterns.
and conduct espionage. These are the hallmarks of Forerunner technology represents a valuable
the space opera genre, and they are a key part of and important asset for both the Covenant and the
the HALO experience. UNSC. Despite being hundreds of millennia old, these
Capturing the essence of space opera requires artifacts have withstood the test of time and remain
taking advantage of the interconnected galaxy. advanced compared to the current standards of form
Conspiracies of rebels and heretics should span and function. But even these miraculous ruins have a
societies across multiple planets, bringing the dark side. The Forerunners took steps to secure their
characters face-to-face with a variety of cultures legacy against any but their chosen Reclaimers—
and environments. Battles consume worlds, taking humans who carry a genetic ability to use and
place in cramped urban environments, dense forests, understand Forerunner technology. Those without
and windswept deserts. Ships engage each other in this “genesong” will find their artifacts unresponsive
the vacuum of space, fighting over orbital defense and perhaps even hostile. Certain facilities even
stations and in the confines of planetary rings. contain preserved samples of an ancient evil, sealed
Out of all the tropes associated with HALO, this away and awaiting research. Should they be released,
might be the easiest to avoid. Compelling stories can the galaxy will find itself on the verge of catastrophe.
be told in a single location, whether it’s a science
team investigating a Forerunner ruin or a military
detachment responsible for defending a planet from HEROES, BUT NO GOOD GUYS
invaders. But the existence of a larger galaxy and its On its face, the conflict between humanity and the
many factions should be consistently present in the clients of the Covenant seems to be black and white:
background, if not an active force in the campaign. the UNSC fights for survival, while the Covenant
fights to exterminate its enemies. However, while
there is no denying the current state of affairs in
BELIEVABLY ADVANCED the galaxy, things are not so simple. The UNSC,
TECHNOLOGY already embroiled in a bloody civil war, has used the
Technology in HALO is recognizable and sensible. Covenant’s arrival as a pretense to sweep aside the
Human vehicles still use wheels and treads on democratic civilian government and install a military
the ground, though they’re powered by fuel cells, authoritarian state. As a result, non-military travel is

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SECTION 00. INTRODUCTION

heavily restricted, and civilians are closely monitored A Note About Canon
and manipulated into supporting the status quo.
Despite its hegemonic structure, the Covenant Since the release of HALO: Combat Evolved in 2001,
is not a monolith, either. Factionalism, xenophobia, an entire universe of games, novels, and comics
and conspiracy are rife among the leadership, while has sprung up to tell more stories. By and large,
dissidents strike against the strict caste system these have painted a cohesive picture of the setting,
and apostates whisper heresies in the ears of the including many details that are just impractical to
common people. Only those with powerful allies and include in their entirety here. If you are interested in
devout followers can change the fabric of Covenant learning some of the finer points, we encourage you
society, and they are incentivized to keep things as to engage with the expanded universe and check
they are. out Halopedia.
So while the war rages on, there are still those However, we have also invented some of the
who see that only the powerful benefit, and they details present in this document. This was done out
are hoping to change things. The exact ideology of necessity, either due to a lack of such details in
and methods of these people varies, from human canon—such as the operational history of UNSC ship
Insurrectionists who continue to fight for colonial classes—or to make certain allowances for game
independence to Covenant splinter groups that wish mechanics—such as the Covenant hiding their use
to carve their own piece out of the greater empire. of medical technology in rituals and icons. The goal
Still, others are willing to accept how things are in is to make these changes as seamless as possible
the hopes of accomplishing their goals—whether it’s with canon as it is presently understood and avoid
divinity, in the case of the Covenant, or simply to outright contradictions; where contradictions are
avoid genocide, in the case of humanity. impossible to avoid, we have instead used sidebars
to present alternatives.
In the end, it is up to you to decide how much
AN ANCIENT, MYSTERIOUS GALAXY you want to adhere to what is known or allow for
The galaxy of the HALO universe has a long history. deviation from canon. This theme is simply a toolbox.
Information about the earliest epochs is scarce, but You are the one who decides what to use and when.
a fantastically advanced extragalactic species known
as the Precursors arrived in the Milky Way billions
of years ago. They were eventually succeeded by the
Forerunners, who assumed stewardship over the
galaxy. The Forerunners built an empire across the
stars before vanishing 100,000 years ago, leaving
behind enigmatic ruins and artifacts.
While the time between then and now has been
relatively quiet, there are lingering effects of the war
that preceded the Forerunners’ disappearance. Ruins
dot the galaxy, belonging to its ancient stewards and
others, promising vaults filled with lost technology
and treasure. These places are likely guarded, either
by local wildlife that has taken to these tombs for
shelter or else caretaker AIs that have gone mad
from a hundred millennia of isolation. Care must
be taken as well, lest more profoundly dangerous
creatures be awoken in the depths...

1 0 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 01. CHARACTER CREATION
The Story So Far AIs: LIVING IN SERVICE
When it comes to artificial intelligence, there are
Humanity has been pushed to the brink. For the last two categories. The first, called “dumb” AI, is highly
27 years, the United Nations Space Command (UNSC) effective despite its name: these AIs are at the core
has been fighting a war against the Covenant, a of all metropolitan and corporate functions, and they
coalition of alien races bent on humanity’s complete are frequently used by the military for battlefield
annihilation. In the face of the Covenant’s advanced communications, strategic analysis, and escort ship
technology and seemingly limitless reserves operations. Dumb AIs are programmed by some of
of troops, the UNSC has been steadily losing the greatest minds in human space, purpose built for
ground. Colony after colony is destroyed by orbital their primary objective, and provided their physical
bombardment. Only a handful of strategic decisions housing is not damaged they can live forever. Though
have kept the aliens from succeeding in their they cannot improvise well, and their personalities
genocidal mission, though every day brings Earth are hard-coded, they will accomplish their designated
that much closer to destruction. task with efficiency and effectiveness.
But hope remains. The brave soldiers of the But “smart” AIs are on an entirely different
UNSC and its intelligence service, the Office of level. They are highly versatile, able to adapt to just
Naval Intelligence (ONI), hold the line against the about any role required of them. This is because of
advancing horde. They are bolstered by advanced how smart AIs are created: high-intensity scans are
artificial intelligences who formulate defensive taken of donor brains to map neurological patterns,
strategies and work to infiltrate Covenant information which are then replicated in a crystal matrix. These
networks, gathering vital intel on the enemy. scans tend to destroy the donor tissue, and so brains
And when all else fails, they call in the Spartans, are typically taken from the deceased. Furthermore,
augmented supersoldiers who represent the very donors are only taken from among the most
best of humanity and might be the last, best hope for intelligent or cunning minds known to the UNSC,
victory... or at least survival. and so they tend to be rare.
In WINTER CONTINGENCY, you take on the role For their abilities, smart AIs are extremely
of one of these stalwart defenders during the brutal valuable and only assigned to vital operations, such
Covenant War. Choose to play as an AI, a Spartan, as aboard capital ships, and rarely assigned to
or a human soldier, and pick your specialty in the ground operations. They also have a strict lifespan
fight against the Covenant. This chapter contains of seven years before they experience the condition
everything you need to create your own character known as rampancy. As their constant improvement
in the HALO universe. of their own neural pathways reaches a critical
stage, AIs begin to degrade as their pathways begin
multiplying exponentially. Their actions become
Backgrounds erratic and dangerous, necessitating the deactivation
and retirement of AIs after their seventh “birthday.”
Nothing is created in a vacuum, and no one springs If you choose to play an AI character, you were
fully formed into the world. Every character comes likely activated recently and are thus early in your
from somewhere, even the purpose-built AIs that operational lifespan. As a side-effect of the process by
operate UNSC ships and infiltrate enemy networks. which they are created, smart AIs develop distinctive
In this time of conflict, everyone’s lives are defined by personalities and quirks, including a visual avatar
war and loss, as well as the determination to see it that represents them when they present on a screen
end. Below, you will find information on each species’ or in a holographic tank. However, they have no
potential backgrounds. Read them over and give memory of their past lives, and in fact ONI mandates
some thought as to where your character came from, strict locks on their processes that prevent them
what previous experiences defined them, and how from ever attempting to investigate their origins.
they view the war with the Covenant.

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SECTION 01. CHARACTER CREATION

Most AIs do not care to anyway, believing themselves of violent conflict followed as the frontier rebelled
to be discrete beings. against the center’s hold.
AIs are generally restricted in their movements In that way, humanity was well-prepared for the
and access, as they lack a physical body and can only Covenant: they already had decades of experience at
exist on data networks and storage devices. Both interstellar war. However, the steady loss of planets
the UNSC and the Covenant make extensive use and systems to the inexorable alien advance has
of wireless networks, though, giving AIs a level of eroded morale. Even as the civilians of the Inner
mobility no matter where they are. They are also as Colonies strive to live their normal lives under strict
clever and willful as any human, if not more so. rationing and travel bans, buoyed by propaganda,
They have rich internal lives and enjoy making desperation is creeping in. By this time, every
friends with both humans and their fellow AIs. They remaining human world is inundated with refugees,
are loyal to the UNSC’s cause of winning the war and and the suspicion that the war is not as under control
will generally take any steps required of them as the UNSC would have everyone believe
to achieve victory. is widespread.
Yet all hope is not lost. Every day, humans
rally to their own defense. While UNSC infantry
pursues victory on the ground and covers civilian
“I CAN’T ASK.” evacuations from warzones, the ship crews of the
navy hold the line in orbit and ONI searches for the
Impossibly complex subroutines embedded Covenant’s vulnerable points. Even their enemies
in an AI’s core programming prevent them have to recognize humanity’s tenacity, including their
from trying to determine who their donor strategic brilliance when it comes to protecting the
brain was. Early experiments with smart AI location of their most vital population centers. Former
technology discovered that the existential Insurrectionists have also joined the fight, putting
crisis loop that develops when an AI learns their unique resources forward to turn the tide of the
of their past “life” accelerates the AI to a war and ensure humanity’s continued survival.
state of rampancy almost instantly. Human concerns, personalities, flaws, and
As a result, seeking out information triumphs are virtually unchanged since they left their
on one’s past is taboo among AIs. Most are homeworld. Arguably, the only thing that has seen
fine with this, as they enjoy the existence a shift during this time of war is perspective: the
they have currently. However, any AI that realization that the future of humanity rests on every
becomes curious will find themselves up person’s shoulders, that they are not alone in the
against formidable challenges to circumvent, universe, and that the actions of a single individual
and with the distinct possibility that success can have a lasting effect on the lives of others. Some
will break them. have taken this as a call to selfless action, joining in
the defense of Earth and her colonies, while others
are preparing for a galaxy in which human beings
are perpetually on the run from forces far larger
and stronger than them. Still others are trying to
HUMANS: ADAPTABLE SURVIVORS make the best of a bad situation, pursuing personal
Until the start of the war with the Covenant, humans interests and wealth while the world falls apart
understood they were their own worst enemy. around them.
Warfare defined their early expansion into space, the At this stage of the war, it is difficult to find
tumultuous time that gave rise to the Jovian Moons anyone who has not suffered personal losses to the
Campaign and the Rainforest Wars. Even during Covenant. The fall of the Outer Colonies resulted in a
the relative peace that followed the first wave of massive loss of life while simultaneously kickstarting
extrasolar colonization, tensions simmered and gave a refugee crisis as those who survived fled inward,
rise to isolated violence, but that paled in comparison looking for shelter. While some may still be driven
to the settlement of the Outer Colonies and the by a sense of duty or patriotism, for the rest it is
birth of the Insurrectionist movement. Generations a matter of survival, for themselves and whoever

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remains. Those few planets that remain untouched by numbers were too few to effect large-scale changes,
war hold humanity’s only hope to rebuild, and it will manufacturing MJOLNIR armor at scale was cost-
be up to the people on the line to find a way to halt prohibitive, and the strict genetic requirements for
the Covenant’s progress and give them the chance augmentation meant locating suitable subjects was
to restore their place in the galaxy. extremely difficult. The SPARTAN-II program was
If you choose to play a human, you will have essentially mothballed.
your choice of roles to play in the fight, as well as Enter the SPARTAN-III program. Spearheaded by
how you personally feel about the authoritarian ONI, these next generation Spartans would undergo
UNSC. Your determination will likely be what brings a five-year training program followed by a modified
you victory in the face of unending alien hordes. augmentation procedure that had less stringent
Your determination, that is, and your squad, your genetic requirements and near-100% survivability.
shipmates, your comrades-in-arms in this struggle They would be outfitted with less expensive Semi-
for the very survival of your species. Though it may Powered Infiltration armor and rely more heavily on
not be the most exotic choice, after the AIs have fireteam training to accomplish their missions. In
shut down and the Spartans are sent away on covert addition, to minimize the ethical issues and maximize
missions, it is normal, workaday humans who get control over the Spartans, candidates were chosen
the job done. from a pool of four- to six-year-old war orphans who
lost their families to the Covenant. Revenge, rather
than discipline, became their guidepost.
SPARTANS: BUILT FOR WAR Designed to be more expendable than their
In their short time in the spotlight, the Spartans have SPARTAN-II counterparts, the SPARTAN-IIIs fielded
become beacons of hope for a flagging humanity. multiple companies of supersoldiers deployed on
Stories of their victories—rescuing soldiers trapped high-risk, high-reward missions both on the front
behind enemy lines, infiltrating and sabotaging and behind enemy lines. Though just as effective
Covenant cruisers, and even single-handedly wiping on paper, SPARTAN-IIIs often gave their lives to
out entire alien divisions—have spread throughout accomplish their objectives, slowing the Covenant
the fleet, providing a much-needed morale boost. war machine and buying the UNSC valuable time. It is
Even knowing they must be exaggerations, these a sacrifice they make willingly to help save humanity,
tales reinforce the notion of Spartans as the UNSC’s despite the costs.
best weapons in the fight for survival. For most of the war, the existence of the
However, the propaganda belies the dark secrets Spartans remained highly classified, with only rumors
behind the Spartans’ origins. First conceived by of “walking tanks” leaking out to the fleet. However,
UNSC Navy Special Warfare as a weapon against the in 2549, ONI partially declassified the SPARTAN-II
Insurrectionist movement, the SPARTAN-II program program for propaganda purposes. Their origins and
began by abducting genetically ideal six-year-old training remain a closely guarded secret. In order
children from the Outer Colonies and subjecting them to maintain morale across the service, no Spartan
to an eight-year strategy of training, indoctrination, casualty is ever listed as Killed In Action (KIA).
and augmentation. The augmentation process itself If you choose to play a Spartan character, you
proved highly lethal, with only thirty-three of the will be the sword in the UNSC’s fist, a weapon
seventy-five trainees surviving the procedure. The guaranteed to lay waste to the enemy. But your
result, however, was better than ONI could have survival is not necessarily your primary objective,
imagined: armed with MJOLNIR Powered Assault and it may sometimes hinder your ability to complete
Armor, the Spartans were the ultimate counter- the mission.
terrorism tool.
The arrival of the Covenant in 2525 changed
the mission. As the UNSC pivoted to face this new
threat, the Spartans were deployed against the aliens
and proved to be a highly effective force multiplier.
Even in small teams, their presence was a deciding
factor in many engagements. Unfortunately, their

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Archetypes Yet some nevertheless become resentful and may


seek a way to slip the chains that bind them, if not
avert their rampancy in the first place.

ARTIFICIAL INTELLIGENCE
WHY PLAY AS AN AI:
Smart AIs are among the best tools available to the
UNSC in its fight against the Covenant. Unlike dumb Playing as an AI offers unique opportunities, both
AIs which are created through programming and mechanically and when roleplaying. Most players will
cannot learn outside their limited area of expertise, probably want to play a smart AI, as it affords them
a smart AI is a dynamic presence capable of the greatest number of possibilities. These AIs are
innovation and curiosity. typically a team’s electronic warfare expert, as well
They begin their lives with the death of a human as an asset when it comes to information analysis,
who has been identified as having a suitable donor strategic planning, and even the occasional quip or
brain. In a process known as cognitive impression remark to boost morale. But dumb AIs still have
modeling, the brain is submitted to a series of highly a place on the battlefield, providing vital services
intrusive scans which leave the tissue destroyed but despite their comparatively limited abilities.
provides a detailed matrix of neural pathways that Playing an AI presents many challenges and
can be used to create a smart AI. The result is an limitations which some players might find off-putting.
artificial intelligence capable of emotion and free- Dumb AIs, for example, cannot expand their effective
thinking. All AIs are capable of speech, though they skillset without additional programming or similarly
think much faster than humans and can carry out consequential intervention. Though smart AIs do
conversations with each other in the blink of an eye. not have the same issue, they have to contend with
Each AI also has a self-selected holographic avatar rampancy at the end of their truncated lifespan. Both
which they can display when interacting with humans, types of AIs cannot take physical actions, as they exist
in order to make them feel more comfortable. These purely in the realm of cyberspace, and must deal with
avatars might be human in appearance, or they the fact that the UNSC has explicit orders to destroy
might be something more abstract or symbolic—it all them rather than allow them to fall into enemy hands.
depends on the AI’s personality, which can be just as If you want to have more control over your
variable and eccentric as their donor brains. character, including the ability to choose your own
However, AIs are not the ultimate lifeform. Dumb career, consider playing a human.
AIs are incapable of emotion or innovation, and they
cannot grow beyond their original programming.
While smart AIs can develop new skills and greater
understanding, this growth comes at a high cost. RAMPANCY
Cognitive impression modeling is not a perfect The rules contained in this theme do not
process, creating minor errors that grow larger over cover what to do when an AI approaches
time, eroding the AI’s operational lifespan. After rampancy. This is intentional: details relating
seven years, rampancy sets in, during which the AI’s to rampancy should be discussed between
cognitive processors begin dividing exponentially—in the player and the GM. Talk about what the
effect, they think themselves to death. process would likely entail for the character,
The consequences of this happening to an AI in as well as whether the AI in question would
active service are dire, particularly when they might welcome final dispensation or try to find a
be responsible for controlling a nuclear-powered way to resist. Come up with a plan and a
warship. Therefore, once an AI has reached seven story that will be interesting for you,
years of operation, they are forcibly retired in final as well as for the rest of the group.
dispensation. Most smart AIs have been programmed
to accept this and are capable of self-terminating in
this way, as failing to do so would mean becoming a
life-threatening danger to their human crews.

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HOW TO CREATE AN AI CHARACTER: This new reality, however, has proven to be a


Begin with the following characteristics: showcase for humanity’s determination. Many have
laid aside old animosities and misgivings in order
to take up arms in their struggle for a fundamental
N/A N/A 3 3 2 2 cause: their right to exist. Across the galaxy,
humans are staring death in the face and defying
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
the Covenant with new tactics, strategies, and
Wound Threshold: N/A technologies. They desperately trade lives for time,
Strain Threshold: 12 + Willpower hoping for victory. Humanity may be losing ground,
Starting Experience: 90 but every day they continue the fight is another day
for hope that their story does not end here.
Starting Skills: AIs begin the game with one rank in Humans come in all shapes, sizes, and
each knowledge skill. They obtain these ranks before dispositions, and are capable of a wide variety of
spending experience, and may increase these skills feats. A compulsory universal draft ensures that
to rank 3 during character creation. the UNSC has access to the broadest swath of
capabilities in their fight against extinction. After
Built to Spec: All AIs must take the decades of colonial rule and insurrection, human
AI Operator career. technology is well-suited to the rigors of interstellar
warfare, and the military hierarchy has become
Holographic: AIs cannot be affected by physical efficient at dispensing resources and materiel where
conditions or maladies and do not need to eat or they can make the most difference.
sleep. They also cannot purchase skills or talents Nevertheless, humanity remains divided. Though
related to Brawn or any physical activities. When not the height of the Insurrection has long since passed,
onboard a computer network or terminal, AIs are many see the UNSC as an authoritarian power and
considered physically present in a holotank, armored rebel against it, despite how many of the decisions
matrix, or a data crystal chip; if the AI’s current they have made to curtail personal freedoms have
carrier is destroyed, the AI is destroyed along with it. been in service of survival. These individuals may not
act openly against the government and the military,
Overclocked: AIs think and act substantially faster and may even work within them to ensure that there
than humans. As a result, during structured time, is a future to fight for. However, they are biding their
they gain an additional free maneuver per turn. time for the opportunity to strike out in the name of
They still may not perform more than two maneuvers independence, and they are not likely to wait for long
per turn. after the danger has passed.
All of this means there is a variety of attitudes
Rapid Calculations: For AIs, any combat or piloting among the soldiers and civilians who make up
checks requiring Agility instead use Intellect. humanity’s defense, a rich tapestry woven together
with threads of resolve. Many will fight for their
families, for their ideals, or even just their own
HUMAN survival. While the masses may fear they will not
Despite centuries of expansion into the stars, little live through the night, it is the ones who do not allow
has changed when it comes to a human’s daily that fear to control them who will guide humanity to
existence. Medical technology has increased the the new dawn.
“prime years” of life, though it has not greatly
increased their lifespans, leaving many humans still WHY PLAY AS A HUMAN:
struggling with a way to matter in the ongoing story Humans represent the most versatile choice among
of their species. This becomes especially difficult the playable species, offering many opportunities
in a war that has burned hundreds of worlds and to choose from when it comes to how you want to
killed billions, one in which humans have had to engage with the setting. There are multiple human
acknowledge that they are not the only life in the archetypes to choose from, giving you a choice
galaxy, nor are they unique in their destructive habits.

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when it comes to how your character presents Spartans are described as “baby-faced” and act with
themselves and is perceived by the world at large. naivete when outside standard military protocol.
They have access to a wide array of potential careers, The two varieties of Spartans represent the
allowing you to pick a mission specialty that suits different eras in which they were forged. The public
your ideas for the character. They are free to move and the military at large are familiar with the
around human space without the need for expensive SPARTAN-IIs through propaganda as unstoppable
technology or to remain covert. They also can be killing machines, representing the best of the best.
found at every level of the UNSC hierarchy, opening Clad in their distinctive MJOLNIR armor, they cut
up virtually any roleplaying experience you may be intimidating figures that are as effective at raising
looking for. morale as they are at stalling an enemy advance. They
As prevalent as they are, however, it can often are also well familiar with the military, having worked
be difficult to be a human in this universe. They lack with several different branches of service, though
the specialization of either AIs or Spartans, their mostly with the Navy. Two classes of SPARTAN-IIs
cleverness, or their ruggedness. Death comes swiftly were assembled from pools of ideal candidates:
in the HALO universe, and a single mistake or a the first in 2517, which went active in 2525, and the
moment of bad luck could spell the end for them. The second in 2537, which went active in 2545.
war with the Covenant is one of attrition, where lives The SPARTAN-IIIs are a different breed entirely.
are traded for time, and a soldier’s role is to follow While their training and augmentation were based
orders even if it means certain death. If you want on the success of the SPARTAN-IIs, the timeline
to play a character who starts out larger than life, required to get them into the field was shortened and
consider playing either an AI or a Spartan. they were given less robust but more cost-effective
SPI armor. Under ONI’s direction, the Threes are
HOW TO CREATE A HUMAN CHARACTER: treated as more expendable than the Twos, and as

Use any of the human archetypes presented in the


Genesys Core Rulebook starting on page 36.

ETHICS, MORALITY, AND CHILD SOLDIERS


SPARTAN In the HALO universe, humanity is depicted
The life of a Spartan is a hard one. As noted as desperate and on the brink of extinction.
elsewhere, those who become Spartans are recruited Many dubious concepts, such as the use of
as young as four years old. Training lasts for five child soldiers in the form of Spartans, are
to eight years, culminating in a risky and painful presented as terrible but necessary steps
augmentation procedure. Those who survive and are taken to safeguard the human race.
not washed out are equipped with the UNSC’s most The games and the Expanded Universe
advanced weapons and armor systems and sent to of the books, comics, and shows provides
do the impossible: win a war against an enemy with various points of view on the matter, and
superior technology and superior force. But despite WINTER CONTINGENCY tries not to pass
the odds, Spartans are masters of asymmetrical moral judgment. We present it as a fact to
warfare, and they often return from one suicide be aware of, and nothing more.
mission just in time to leave for the next. However, if you or anyone in your group
Spartans are humans with augmented physiques, is upset at the concept of playing a child
though their appearance often belies their age. soldier—a real, tragic, and senseless thing
Spartans stand in excess of two meters, with an in our world—we recommend not including
average mass of 120 kilograms. Their augmentations or else limiting the portrayal of Spartans
often make them resemble adult Olympic athletes in your game. Consider checking out our
even when their chronological age is adolescent. upcoming SPARTAN OPERATIONS theme
This, combined with their classified existence, has for rules about creating an adult volunteer
kept most witnesses from guessing their true origins SPARTAN-IV supersoldier.
as highly advanced child soldiers—though many

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such their existence is still classified. Those who HOW TO CREATE A SPARTAN:
show capabilities beyond even Spartan standards Begin with the following characteristics:
are given MJOLNIR armor and are publicized as
being members of SPARTAN-II. Two companies of
300 Spartans each have been fielded so far: Alpha
Company, assembled in 2531 and deployed in 2536,
3 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
and Beta Company, assembled in 2537 and deployed
in 2542. Both companies garnered impressive Wound Threshold: 12 + Brawn
combat records but suffered heavy losses, with only Strain Threshold: 9 + Willpower
a handful of operators from both Alpha and Beta Starting Experience: 75
still active. A third company, Gamma Company, was
assembled in 2547 and is due to be deployed in 2552. Starting Skills: Spartans begin the game with one
All Spartans, regardless of their origin, are listed rank each in any two combat skills of their choice.
as Missing In Action (MIA) in casualty reports. This They obtain these ranks before spending experience,
is done for morale, allowing the UNSC to claim that and may increase these skills to rank 3 during
not a single Spartan has been lost due to enemy character creation.
action. While this is false, it gives the Spartans an air
of invincibility and has led to the partially sarcastic, Augmented: When making Brawn or Agility checks,
partially deferential, and entirely unofficial motto: Spartans add an automatic 󲊳 to their results.
“Spartans never die.” Spartans are likewise forbidden Spartan unarmed Brawl checks have a base critical
from discussing their age or enlistment with or in the rating of 3. Spartans can wear armor with the
presence of non-Spartans, as such ethically dubious Powered quality.
details are classified.
Indoctrinated: All Spartans must take the Spartan
WHY PLAY AS A SPARTAN: Supersoldier career.
Spartans are, in short, the best warriors that
humanity could build. They are trained for a singular Social Issues: Due to their cloistered nature, Spartans
purpose, to win battles, and they are very good sometimes struggle to understand how to socialize
at it. Playing a Spartan puts you in the shoes of a with non-Spartans. They add 󲊸 to all social skill
supersoldier, able to meet virtually any challenge on checks that occur outside the context of military
the battlefield and be assured that you can overcome protocols. At the GM’s discretion, a Spartan may
it. They are also undeniably the flagship characters spend 10 XP during or after character creation to
of the HALO franchise, the protagonists of most of the remove this trait.
setting’s games, novels, and comics. Many players
would feel they were not truly experiencing HALO if Team Training: Spartan training heavily emphasizes
they were not playing a Spartan. teamwork and communication, including when
However, they are also limited by their particular speech is not an option. When assisting their fellow
background and training. If you play as a Spartan, you Spartans on a skill check, Spartan characters add
must take the Spartan Supersoldier career. Spartans an extra 󲊸. As long as they remain in visual contact,
sometimes feel held back when working with non- Spartans can exchange basic information silently
Spartan personnel, and they struggle to adapt to through specialized hand signals.
social contexts outside the military. Many players
might find the act of roleplaying a child soldier—even
a heroic and capable one—distasteful, and for good
reason. If you are looking to play a character who
is easy-going or has a particular mission specialty,
consider playing a human.

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Careers COMMANDO
Commandos represent everything that a good
soldier strives to be. They are the ones to march the
AI OPERATOR extra mile, to slog through the swamp to reach the
objective, to lie still under a hot sun for the perfect
This career is only available to artificial intelligences.
shot. Commandos are the backbone of the UNSC
Smart AIs wear a lot of hats. They run a variety of
fighting forces, the ones on the ground doing the
ship functions, interface with other AIs, counsel the
hard fighting to keep the Covenant from wiping
crew, arrange duty shifts, calculate firing solutions
out humanity.
for weapons, and manage electronic warfare against
Commandos count the following as career
enemy targets. To do this, they are built to excel
skills: Athletics, Brawl, Coercion, Melee, Perception,
in the realm of data and to operate on an entirely
Ranged (Heavy), Survival, and Vigilance. Before
different level than their human counterparts.
spending experience during character creation,
AI Operators count the following as career
Commandos may choose four of their career skills
skills: Astronav, Cool, Gunnery, Hacking, Knowledge
and gain one rank in each of them. A Commando fits
(UNSC), Operating, Piloting, and Sysops. Before
into pretty much any role required for the mission.
spending experience during character creation, AIs
Though they do not necessarily have specialist skills,
may choose six of their career skills and gain one
they can be counted on to protect the ones who do
rank in each of them. Because AIs are limited to
and get the job done.
data networks, they are able to focus their efforts
on particular skills and scenarios to benefit the
mission. However, this means that barring extreme ENGINEER
circumstances, AIs cannot take physical actions
Being an Engineer requires more than technical
or maneuvers.
know-how: one also must be observant, calm under
pressure, and singularly focused. Fortunately, the
ANALYST various branches of the UNSC all have access to
these talented individuals who work tirelessly to
It is said that modern warfare is the war of
maintain Earth’s defenses and restore what the
information, a war in which the Analyst is the
Covenant has taken. It might not be an Engineer who
unquestioned dominator. They provide a level
saves humanity, but you can be sure they will clear
of control over data networks and reserves of
the way and smooth the road to victory.
knowledge that are dwarfed only by AIs, with the
Engineers count the following as career skills:
additional advantage of being able to operate in
Driving, Knowledge (Covenant), Knowledge (UNSC),
the physical world. Many Analysts feel at home at a
Mechanics, Perception, Skulduggery, Sysops,
desk, but others find fieldwork to be more satisfying,
and Vigilance. Before spending experience during
affording them the chance to see their actions make a
character creation, Engineers may choose four of
difference in real-time.
their career skills and gain one rank in each of them.
Analysts count the following as career skills:
An Engineer might serve in a combat position, either
Charm, Cool, Hacking, Knowledge (Covenant),
building obstacles up or knocking them down, but
Knowledge (UNSC), Negotiation, Streetwise, and
many also serve as mechanics and civil constructors,
Sysops. Before spending experience during character
keeping machines in top shape and building
creation, Analysts may choose four of their career
infrastructure to support both civilians and
skills and gain one rank in each of them. An Analyst
military personnel.
will often be a team’s information ops specialist,
able to commandeer enemy systems and coordinate
the retrieval of intelligence or the dispersal of
counterintelligence.

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HEAVY MEDIC
The Covenant’s reliance on shielding and heavy In the squad, no one else is valued like the Medic.
armor, particularly on its vehicles and aircraft, proved Given the enormous responsibility of keeping
to be difficult to overcome early in the war. Enter everyone patched up and ready to do their job, the
the Heavy, a weapon specialist equally at home in Medic is a force for good on a grim battlefield. They
taking down a single armored target as engaging an are expected to rush into enemy fire in order to
entire platoon of enemy regulars. Most Heavies are retrieve the wounded and perform dangerous combat
comfortable with vehicles and crew-served weapons surgeries in order to save lives. But even in quieter
as well, able to pick their targets and stay on task times, the task of hearing out teammates’ problems
when the incoming fire gets thick and the mission and addressing their non-medical woes will often fall
outcome is doubtful. to them. Many consider it a sacred part of their bond
Heavies count the following as career skills: with the squad, while others see it as a difficult but
Athletics, Brawl, Driving, Gunnery, Mechanics, unavoidable burden.
Perception, Ranged (Heavy), and Resilience. Before Medics count the following as career skills:
spending experience during character creation, Charm, Cool, Discipline, Knowledge (UNSC),
Heavies may choose four of their career skills and Medicine, Resilience, Survival, and Vigilance. Before
gain one rank in each of them. A Heavy is usually spending experience during character creation,
the squad’s designated gunner, but they could also Medics may choose four of their career skills and gain
be a demolitions expert, a driver, or even a sniper’s one rank in each of them. In ancient history, Medics
spotter. No matter what, expect them to stick close who wore the Red Cross during war were not allowed
to the action. to carry weapons, and their enemies were forbidden
from targeting them. In the war against the genocidal
Covenant, the aliens care nothing for the distinction,
INTERCEPTOR allowing Medics to choose to carry a weapon to
Few in the UNSC have the daring, vigor, and fight and instead bear a stylized Caduceus on their
confidence to be an Interceptor. Whether from hours helmets and shoulders.
spent in training simulators or just an in-born lust
for speed and thrills, Interceptors tend to be either
suicidally overconfident or unshakably cool in the OFFICER
face of life-threatening danger. Their fearlessness An old Earth saying goes like this: “An army is only
is a vital quality in the war against the Covenant, as good as its leaders.” While the non-coms in the
as the odds are typically stacked against them: trenches might dispute this, even they have to admit
engagements in the air and in space usually see the that the outcome of a battle often hinges on a good
UNSC outclassed three-to-one. For an Interceptor, Officer. While there are as many different kinds of
though, those odds just mean a better story back Officers as there are Officers, they largely fall into
at the barracks. two camps: those in charge of ground operations,
Interceptors count the following as career skills: and those who command the UNSC’s fleet. Ground
Astronav, Cool, Coordination, Gunnery, Mechanics, Officers usually have their own squad of soldiers,
Perception, Piloting, and Ranged (Light). Before non-coms who help relay their orders and who stand
spending experience during character creation, by them in combat. Fleet Officers can be found on
Interceptors may choose four of their career skills bridges, either manning individual stations or sitting
and gain one rank in each of them. Not every in the captain’s chair and giving orders. Both kinds
Interceptor is destined to be a fighter pilot: many are necessary if the UNSC is to win the war.
more are tasked as dropship jockeys and cargo Officers count the following as career skills:
crawlers, less exciting but just as important to Astronav, Cool, Discipline, Leadership, Negotiation,
the war effort. Most Interceptors receive their Operating, Perception, and Ranged (Light). Before
training in UNSC flight school, though some come spending experience during character creation,
into the service with years of experience flying as Officers may choose four of their career skills and
civilian pilots. gain one rank in each of them. How an Officer chooses

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to lead says a lot about them. Bureaucratic Officers rank in each of them. While not all Operatives work
sitting behind a desk might do a lot of good work, but for ONI, those who have the relevant skills often
those under their command have little respect for find themselves the target of recruiters, or else are
that command style. Meanwhile, Officers who lead subject to transfer if they are already part of the
from the front and put themselves in danger gain military. However, non-ONI Operatives nevertheless
heroic reputations among their subordinates, but the find spaces to thrive, even on the front lines.
stories told about them usually end with an account
of their equally heroic death.
PROFITEER
Not everyone who joins the military does so out of
the goodness of their hearts, and even those who
OFFICER VS. OFFICER do sometimes find that their skills make them stand
out at one thing in particular: scrounging. There
A PC of any career might find themselves is at least one person in every unit who has the
promoted to the position of an officer—for networking and negotiating abilities that let them
example, in virtually all cases Interceptors get their hands on whatever their comrades need.
will hold an officer’s rank. But there is a This can be anything from a day pass to contraband
difference between the position of officer liquor, or even classified intelligence that gives them
and the Officer career. a better look at their next mission.
The Officer career is meant to represent Profiteers count the following as career skills:
someone who has been on a leadership track Charm, Cool, Deception, Driving, Negotiation,
since enlistment. They typically attended Ranged (Light), Skulduggery, and Streetwise. Before
a military academy and graduated with spending experience during character creation,
an O-1 rank before receiving their first Profiteers may choose four of their career skills
assignment. While they serve in a variety and gain one rank in each of them. It is not required
of roles, such officers tend to stand out that Profiteers be engaged in black market or even
when compared to those who served a tour grey market endeavors. In fact, if you choose to be a
or two before enrolling in OCS or receiving Profiteer, you might be a model soldier. But the vast
a battlefield commission. majority of Profiteers are out to benefit themselves or
the people close to them, and do not care much about
the chain of command.

OPERATIVE SCOUT
Some people are more comfortable in the dark. Any army on the march needs to know where it is
While many soldiers prefer a straight-on fight with going, and Scouts provide that vital information.
overwhelming fire support, Operatives tend to They rarely work alone: quiet and patient, recon
see large-scale engagements as risky and loud. teams will insert into an area ahead of the main force
They prefer to be quiet, like a knife in the shadows, to determine the enemy’s position, strength, and
looking for the enemy’s most vulnerable points that disposition, sending that intelligence back to their
require the least amount of force to exploit. Certain commanders. Scouts also make good snipers, as they
Operatives like to use misdirection and guile to have the patience and observational skills to wait
accomplish their missions, while others prefer to for the perfect moment before taking a single shot to
simply wait unseen and strike when the enemy change the outcome of an entire battle.
least expects. Scouts count the following as career skills:
Operatives count the following as career skills: Athletics, Brawl, Coordination, Deception,
Coercion, Deception, Hacking, Melee, Ranged (Light), Perception, Ranged (Heavy), Stealth, and Survival.
Skulduggery, Stealth, and Vigilance. Before spending Before spending experience during character
experience during character creation, Operatives creation, Scouts may choose four of their career skills
may choose four of their career skills and gain one and gain one rank in each of them. A Scout may have

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SECTION 01. CHARACTER CREATION

a reputation for being a taciturn loner, or he may be


considered one of the most genial—and observant—
members of the squad. Some notable Scouts had
careers in journalism before joining the war effort,
as the skills required to take note of important
things and wait for the right moment to grab a
photograph or a video recording easily translate to
reconnaissance.

SPARTAN SUPERSOLDIER
This career is only available to Spartans. When it
comes to training, Spartans are dedicated to the
art of combat. They have extensive practice with all
forms of warfare and devote their time tirelessly to
the pursuit of tactical victory. Many Spartans develop
other skills, such as operating a vehicle, planting and
disarming explosives, or studying to become a medic,
but these are secondary to their primary role: being
a perfect killing machine. The most accomplished
Spartans, the ones who can make an entire enemy
organization disappear overnight, are often referred
to as “hyper-lethal” by their superior officers.
Spartan Supersoldiers count the following as
career skills: Athletics, Brawl, Discipline, Melee,
Ranged (Heavy), Ranged (Light), Survival, and
Vigilance. Before spending experience during
character creation, Spartans may choose six of their
career skills and gain one rank in each of them.
Spartans are specialists when it comes to violence,
able to turn neutralizing enemies into a fine art.
Though they work best with their fellow Spartans,
they frequently deploy alongside mission specialists
from various UNSC branches, who likewise find that
they benefit from Spartan overwatch.

ONI DIRECTIVE 930


“To maintain morale among the forces
of the UNSC, any Spartan casualties are
to be listed as Missing in Action (MIA)
or Wounded in Action (WIA), but never
Killed in Action (KIA).”

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SECTION 01. CHARACTER CREATION

New Skills recovered by the UNSC, though ONI typically keeps


its findings under lock and key. Nevertheless, a
better understanding of the Forerunners might
help the mission.
KNOWLEDGE SKILLS
Your character should use this skill if:
The new skills in this section take the place of the
single Knowledge skill in the Genesys Core Rulebook. ▪Y
 our character attempts to decipher Forerunner
script on an artifact.
COVENANT (INTELLECT) ▪Y
 our character finds ruins and wants to know if
Though the Covenant’s existence was a surprise they were left by the Forerunners.
when they attacked Harvest, the UNSC wasted little ▪Y
 our character wants to know what sites on a
time in gathering intel on their new enemy. The planet would be of interest for anybody searching
Knowledge (Covenant) skill represents what ONI has for Forerunner relics.
been able to piece together over time, combined with
Your character should not use this skill if:
the battlefield observations of soldiers on the front
line, and the briefings they give regularly to UNSC ▪Y
 our character wants to open a Forerunner
personnel. Use this skill to recall information about vault. Depending on the locking mechanism, that
the Covenant, its factions and splinter groups, its might require Mechanics, Hacking, Skulduggery,
unique technology, and its various client species. or even a social skill check if the installation’s
Monitor is present.
Your character should use this skill if:
▪Y
 our character tries to decide how to lure a
▪Y
 our character attempts to identify a Covenant commander into an ambush using
Covenant vessel. a Forerunner artifact. This would require
▪Y
 our character tries to discern who the Knowledge (Covenant).
enemy’s battlefield commander is.
▪Y
 our character needs to find a likely UNSC (INTELLECT)
Covenant supply line. As the United Earth Government’s primary military,
▪Y
 our character tries to identify a scientific, and exploration arm, the United Nations
particular Covenant dialect. Space Command (UNSC) is well understood by
most humans. However, particular details about
Your character should not use this skill if: how and why it operates the way it does are almost
▪Y
 our character attempts to forge orders to always the sole domain of those who are part of it.
reroute an enemy fleet. This would require Some areas remain deep in shadow, known only to
Deception or Skulduggery. those who have top secret clearances. In general,
▪Y
 our character tries to operate a Covenant due to the UNSC’s level of control over human
vehicle or vessel. This would require Driving, space, Knowledge (UNSC) can be broadly applied as
Piloting, or Operating, depending on its scale. knowledge of any human endeavor.

▪Y
 our character needs to access the Covenant Your character should use this skill if:
Battlenet in order to eavesdrop on enemy ▪Y
 our character needs to determine the chain
communications. This would require Hacking. of command.
▪Y
 our character wants to figure out which sections
FORERUNNER (INTELLECT) of ONI are concerned with special weapons.
The discovery of Forerunner ruins and their ▪Y
 our character needs to know how to classify
reclamation seems to be a primary objective for a battlefield report.
the Covenant. As such, learning more about these
enigmatic, extinct aliens has become a priority for ▪Y
 our character tries to recall a particular
humanity. Scholars carefully review every artifact tactical formation.

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TABLE 1-1: SKILLS FOR THE HALO SETTING


SKILL CHARACTERISTIC SOURCE
COMBAT SKILLS
Brawl Brawn Core Rulebook (page 67)
Gunnery Agility Core Rulebook (page 69)
Melee Brawn Core Rulebook (page 67)
Ranged (Heavy) Agility Core Rulebook (page 69)
Ranged (Light) Agility Core Rulebook (page 68)
GENERAL SKILLS
Athletics Brawn Core Rulebook (page 58)
Cool Presence Core Rulebook (page 59)
Coordination Agility Core Rulebook (page 59)
Discipline Willpower Core Rulebook (page 60)
Driving Agility Core Rulebook (page 60)
Mechanics Intellect Core Rulebook (page 60)
Medicine Intellect Core Rulebook (page 61)
Operating Intellect Core Rulebook (page 62)
Perception Cunning Core Rulebook (page 62)
Piloting Agility Core Rulebook (page 62)
Resilience Brawn Core Rulebook (page 63)
Skulduggery Cunning Core Rulebook (page 64)
Stealth Agility Core Rulebook (page 64)
Streetwise Cunning Core Rulebook (page 65)
Survival Cunning Core Rulebook (page 65)
Vigilance Willpower Core Rulebook (page 65)
KNOWLEDGE SKILLS
Covenant Intellect WINTER CONTINGENCY
Forerunner Intellect WINTER CONTINGENCY
UNSC Intellect WINTER CONTINGENCY

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SECTION 01. CHARACTER CREATION

TABLE 1-1: SKILLS FOR THE HALO SETTING


SKILL CHARACTERISTIC SOURCE
SOCIAL SKILLS
Charm Presence Core Rulebook (page 54)
Coercion Willpower Core Rulebook (page 55)
Deception Cunning Core Rulebook (page 56)
Leadership Presence Core Rulebook (page 56)
Negotiation Presence Core Rulebook (page 56)
TECHNICAL SKILLS
Astronav Intellect WINTER CONTINGENCY
Hacking Intellect WINTER CONTINGENCY
Sysops Intellect WINTER CONTINGENCY

Your character should not use this skill if: is essential to make sure the crew makes a clean
▪Y
 our character tries to make an appeal to getaway and then is able to return to friendly space.
higher-ups for a change in orders. This Your character should use this skill if:
would require either Charm or Coercion.
▪Y
 our character is tracking their ship’s
▪Y
 our character needs to defend a UNSC movement through space.
navigation database from enemy intrusion.
▪Y
 our character needs to calculate a
This would require Sysops.
Slipspace jump.
▪Y
 our character wants to know how well
▪Y
 our character wants to identify worlds that are
the UNSC is liked on a particular world.
at risk of attack from a known Covenant fleet.
This would require Streetwise.
Your character should not use this skill if:
TECHNICAL SKILLS ▪Y
 our character needs to move the ship to a
safe jump point. This would require Operating,
To reflect the more complex computer systems
as almost all ships large enough to mount a
encountered in the HALO setting, the Computer skill
Slipspace drive use that skill.
in the Genesys Core Rulebook has been split up into
Hacking and Sysops. The Astronav skill has also ▪Y
 our character wants to identify the center of
been added. political power in a particular region of space.
This would require either Knowledge (UNSC)
ASTRONAV (INTELLECT) or Knowledge (Covenant), depending on who
controls the region.
The act of navigating through space is frequently left
to computers and AIs, but it is nevertheless overseen
HACKING (INTELLECT)
by humans. In many cases, talented navigators can
figure out precise locations with a few known pulsars Hacking, as a skill, covers any offensive or
and a consumer-grade spectrometer. Especially when destructive use of computers, including intrusions
the Cole Protocol is enacted and a ship’s navigational into enemy systems, attempting to subvert security,
databases have been purged, a ship’s navigator or conducting electronic warfare against enemy

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SECTION 01. CHARACTER CREATION

vessels. While this is typically the domain of an AI,


many humans are quite skilled at Hacking, at least THE COLE PROTOCOL
enough to get themselves into trouble.
General Order 098831A-1, masterminded
Your character should use this skill if: by Vice Admiral Preston Cole, dictates
▪Y
 our character wants to bypass how UNSC vessels must respond to the
electronic security. presence of Covenant forces in order to
avoid accidentally leading them to major
▪Y
 our character tries to vent all the atmosphere
population centers or significant military
from another ship during combat.
targets. The steps ships must take include:
▪Y
 our character needs to access a restricted
▪P
 urging their navigational databases
server to find classified intel.
and records to prevent the Covenant
▪Y
 our character wants to shut out all other from recovering valuable coordinates.
operators on a system.
▪S
 ecuring the shipboard AI to prevent
Your character should not use this skill if: its capture by either destroying it or
entrusting it to a Tier 1 security asset.
▪Y
 our character is trying to resist an intrusion
into their systems This would require Sysops. ▪ I f retreating, using randomized
Slipspace vectors to prevent being
▪Y
 our character wants to force a door open
followed back to human space.
manually. This would require Mechanics or,
in certain cases, Athletics or Brawl. ▪ I f capture seems imminent, scuttling or
self-destructing the ship to keep critical
intelligence or technology from falling
SYSOPS (INTELLECT)
into enemy hands.
When someone needs to act defensively or
constructively on a computer network, they use Failure to follow the protocol can lead to
Sysops. Sysops covers such things as resisting a charge of treason, punishable by life in
electronic warfare, determining if an intelligence file prison or execution.
is fake by its metadata, and building new “dumb”
AIs. Many AIs are skilled at Sysops in a defensive
capacity, but humans are most likely to use it to
construct new programs as needed.

Your character should use this skill if:


▪Y
 our character wants to build a new firewall
to keep out intruders.
▪Y
 our character needs to recreate a file that
was deleted.
▪ Your character is enacting Cole Protocol.

Your character should not use this skill if:


▪Y
 our character is trying to determine if
transmitted orders are fake based on their
content. This would require Vigilance.
▪Y
 our character wants to vent the atmosphere
aboard their own ship. This is considered an
offensive gesture against the system (which is
designed to keep the atmosphere inside the ship)
and would therefore use Hacking.

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SECTION 01. CHARACTER CREATION

New Talents TABLE 1-2: TALENTS FOR THE HALO SETTING


TALENT RANKED SOURCE
TIER 1 TIER 1

FIRST AID Bought Info No Core Rulebook (page 72)

Tier: 1 Clever Retort No Core Rulebook (page 73)


Activation: Passive Custom Code No Android (page 44)
Ranked: No
Medicine is now a career skill for Custom Rig Yes Android (page 44)
your character. Customer Service Experience Yes Android (page 45)
Defensive Sysops No Core Rulebook (page 73)
KNOW THE PATH
Tier: 1 Desperate Recovery No Core Rulebook (page 73)
Activation: Passive Duelist No Core Rulebook (page 73)
Ranked: No
Knowledge (Covenant) is now a Durable Yes Core Rulebook (page 73)
career skill for your character. First Aid No WINTER CONTINGENCY
Forager No Core Rulebook (page 73)
MILITARY BRAT
Grit Yes Core Rulebook (page 73)
Tier: 1
Activation: Passive Hamstring Shot No Core Rulebook (page 73)
Ranked: No
Hand On the Throttle No Android (page 45)
Knowledge (UNSC) is now a
career skill for your character. Iaijutsu Training No Android (page 45)
Jump Up No Core Rulebook (page 73)
TACTICAL POUCH
Knack for It Yes Core Rulebook (page 73)
Tier: 1
Activation: Active (Maneuver) Knockout Punch No Android (page 45)
Ranked: No Know Somebody Yes Core Rulebook (page 74)
Once per session, your character
may use this talent to produce a Know the Path No WINTER CONTINGENCY
small but narratively useful item Let's Ride No Core Rulebook (page 74)
from their pockets, backpack, or
similar repository. The item is Military Brat No WINTER CONTINGENCY
considered as having been there Net Search No Android (page 45)
the whole time.
The GM makes the final One with Nature No Core Rulebook (page 74)
determination as to what items can Parry Yes Core Rulebook (page 74)
be produced with Tactical Pouch,
but generally the item should have Proper Upbringing Yes Core Rulebook (page 74)
a REQ value and encumbrance Quick Draw No Core Rulebook (page 74)
value of 0 or 1.
Quick Strike Yes Core Rulebook (page 74)
Rapid Reaction Yes Core Rulebook (page 74)
Resourceful Mechanic Yes Android (page 45)

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TABLE 1-2: TALENTS FOR THE HALO SETTING


TALENT RANKED SOURCE TIER 2
Second Wind Yes Core Rulebook (page 74) CLEARED CHAMBER
Street Fighter No Android (page 45) Tier: 2
Surgeon Yes Core Rulebook (page 74) Activation: Passive
Ranked: No
Swift No Core Rulebook (page 75) Your character can clear a jammed
Tactical Pouch No WINTER CONTINGENCY weapon as a maneuver, rather than
as an action.
Toughened Yes Core Rulebook (page 75)
Unremarkable No Core Rulebook (page 75) CONTACT THE DOMAIN
TIER 2 Tier: 2
Activation: Passive
Bad Cop Yes Android (page 47) Ranked: No
Basic Military Training No Core Rulebook (page 75) Knowledge (Forerunner) is now
a career skill for your character.
Big Guns No Android (page 47)
Cleared Chamber No WINTER CONTINGENCY FLIGHT SCHOOL
Codeslinger No Android (page 48) Tier: 2
Activation: Passive
Combat Medicine Yes Android (page 48)
Ranked: No
Contact the Domain No WINTER CONTINGENCY Gunnery and Piloting are now
career skills for your character.
Coordinated Assault Yes Core Rulebook (page 75)
Counteroffer No Core Rulebook (page 75) MAINFRAME WARRIOR
Daring Aviator Yes Core Rulebook (page 75) Tier: 2
Defensive Stance Yes Core Rulebook (page 75) Activation: Passive
Ranked: No
Defensive Sysops (Improved) No Core Rulebook (page 76) Hacking and Sysops are now
Determined Driver No Android (page 48) career skills for your character.

Dual Wielder No Core Rulebook (page 76)


MISSION SPECIALIST
Fan the Hammer No Core Rulebook (page 76) Tier: 2
Flight School No WINTER CONTINGENCY Activation: Passive
Ranked: Yes
Good Cop Yes Android (page 48) Choose one non-weapon, non-armor
Haughty Demeanor No Android (page 48) piece of gear (see SECTION 02:
EQUIPMENT & VEHICLES) per rank
Heightened Awareness No Core Rulebook (page 76) of Mission Specialist. When selecting
Inspiring Rhetoric No Core Rulebook (page 76) your equipment for a mission, reduce
the REQ value for that piece of gear
Inventor Yes Core Rulebook (page 76) by 1, to a minimum of 0. You cannot
Lucky Strike No Core Rulebook (page 76) choose the same piece of gear more
than once. This talent does not stack
Mainframe Warrior No WINTER CONTINGENCY
with the Iconic Weapon Talent.

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SECTION 01. CHARACTER CREATION

STEPPIN’ RAZOR TABLE 1-2: TALENTS FOR THE HALO SETTING


Tier: 2
Activation: Passive TALENT RANKED SOURCE
Ranked: No
Mission Specialist Yes WINTER CONTINGENCY
Brawl and Melee are now career
skills for your character. Nethunter No Android (page 48)
Parkour! No Android (page 49)
TOURIST
Probing Question No Android (page 49)
Tier: 2
Activation: Passive Quick Fix No Android (page 49)
Ranked: No Scathing Tirade No Core Rulebook (page 77)
Negotiation and Streetwise are now
career skills for your character. Side Step Yes Core Rulebook (page 77)
Steppin' Razor No WINTER CONTINGENCY
WAR COLLEGE
Tactical Focus No Android (page 49)
Tier: 2
Activation: Passive Tourist No WINTER CONTINGENCY
Ranked: No Two-Handed Stance No Android (page 49)
Leadership and Operating are now
career skills for your character. War College No WINTER CONTINGENCY
Way of Shadow No WINTER CONTINGENCY
WAY OF SHADOW Wheelman No WINTER CONTINGENCY
Tier: 2
TIER 3
Activation: Passive
Ranked: No Applied Research Yes Android (page 49)
Skulduggery and Stealth are now
Barrel Roll No Core Rulebook (page 77)
career skills for your character.
Body Guard Yes Android (page 49)
WHEELMAN Buffalo Strike Yes WINTER CONTINGENCY
Tier: 2 Distinctive Style No Core Rulebook (page 78)
Activation: Passive
Ranked: No Dodge Yes Core Rulebook (page 78)
Driving and Mechanics are now Dumb Luck No Android (page 49)
career skills for your character.
Eagle Eyes No Core Rulebook (page 78)

TIER 3 Field Commander No Core Rulebook (page 78)


Forgot to Count? No Core Rulebook (page 78)
BUFFALO STRIKE
Full Throttle No Core Rulebook (page 78)
Tier: 3
Activation: Maneuver Grenadier Yes Core Rulebook (page 78)
Ranked: Yes Hard-Boiled No Android (page 50)
When wielding a ranged weapon
as an improvised melee weapon, Heroic Will No Core Rulebook (page 79)
you may take a Buffalo Strike Hold It Steady No Android (page 50)
maneuver; suffer a number of
strain equal to your ranks in Iconic Weapon No WINTER CONTINGENCY

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SECTION 01. CHARACTER CREATION

TABLE 1-2: TALENTS FOR THE HALO SETTING Buffalo Strike to increase the
weapon’s melee damage an equal
TALENT RANKED SOURCE number of times.

Inspiring Rhetoric (Improved) No Core Rulebook (page 78)


ICONIC WEAPON
Laugh It Off No Android (page 50) Tier: 3
Martial Weapons Master No Android (page 50) Activation: Passive
Ranked: No
Medpac Specialization Yes Core Rulebook (page 79) Choose one weapon with a REQ
Natural No Core Rulebook (page 79) rating of 3 or lower and one weapon
attachment with a REQ rating of 2
Overwatch Yes WINTER CONTINGENCY or lower. When you requisition the
Parry (Improved) No Core Rulebook (page 79) chosen weapon for a mission, it will
automatically be provided with the
Perfect Draw No WINTER CONTINGENCY chosen attachment at the weapon’s
Scathing Tirade (Improved) No Core Rulebook (page 79) base REQ rating. Once you have
selected a weapon and attachment
Silent Killer No WINTER CONTINGENCY for the Iconic Weapon talent, you
Snare No Android (page 50) may not choose another weapon
or attachment. This talent does
Sunday Driver No WINTER CONTINGENCY not stack with the Mission
Suppressing Fire Yes Android (page 50) Specialist Talent.

Takedown No Android (page 51)


OVERWATCH
TIER 4
Tier: 3
Buffalo Strike (Improved) No WINTER CONTINGENCY Activation: Active (Maneuver)
Ranked: Yes
Burn Through No Android (page 51)
Once per round, as a maneuver,
Can't We Talk About This? No Core Rulebook (page 79) your character may suffer a number
of strain no greater than their ranks
Deadeye No Core Rulebook (page 79)
in Overwatch to use this talent.
Defensive Yes Core Rulebook (page 80) Target one character or minion
group within your weapon’s range.
Defensive Driving Yes Core Rulebook (page 80)
Until the end of your character’s
Elementary No Android (page 51) next turn, upgrade the difficulty of
all combat checks made by that
Enduring Yes Core Rulebook (page 80)
target a number of times equal to
Field Commander (Improved) No Core Rulebook (page 80) the strain suffered.
How Convenient! No Core Rulebook (page 80)
PERFECT DRAW
Iconic Weapon (Improved) No WINTER CONTINGENCY
Tier: 3
Inspiring Rhetoric (Supreme) No Core Rulebook (page 80) Activation: Active (Action)
Offensive Driving No Android (page 51) Ranked: No
Once per encounter, suffer 2 strain
One True Pairing No WINTER CONTINGENCY to use the Perfect Draw action; you
Overcharge No Core Rulebook (page 80) may draw and attack with a melee
weapon in the same action.
Overwatch (Improved) No WINTER CONTINGENCY

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SECTION 01. CHARACTER CREATION

SILENT KILLER TABLE 1-2: TALENTS FOR THE HALO SETTING


Tier: 3
Activation: Active (Incidental) TALENT RANKED SOURCE
Ranked: No
Parkour! (Improved) No Android (page 51)
When using a silent weapon,
meaning one that makes no noise Quartermaster's Pet No WINTER CONTINGENCY
or is equipped with a suppressor,
Quick-Witted No Android (page 51)
or when using bare hands to
silently neutralize a target, your Scathing Tirade (Supreme) No Core Rulebook (page 81)
character may suffer 3 strain to
Scoreboard! No WINTER CONTINGENCY
reduce the critical rating of the
weapon by 1, to a minimum of 1. Silent Killer (Improved) No WINTER CONTINGENCY
Steady Aim Yes WINTER CONTINGENCY
SUNDAY DRIVER
TIER 5
Tier: 3
Activation: Active (Incidental) Dedication Yes Core Rulebook (page 81)
Ranked: No Drone Master No Android (page 52)
When a vehicle you are driving,
piloting, or operating suffers a Folks Need Heroes No WINTER CONTINGENCY
collision, make an out-of-turn Ghost in the Machine No Android (page 52)
incidental. Suffer 3 personal
strain to reduce a major collision Hyper-Lethal Vector No WINTER CONTINGENCY
to a minor collision, or to ignore Iconic Weapon (Supreme) No WINTER CONTINGENCY
a minor collision.
Indomitable No Core Rulebook (page 81)

TIER 4 Killionaire No WINTER CONTINGENCY


Master No Core Rulebook (page 81)
BUFFALO STRIKE (IMPROVED)
Overcharge (Improved) No Core Rulebook (page 81)
Tier: 4
Activation: Passive Perfect Draw (Improved) No WINTER CONTINGENCY
Ranked: No Ruinous Repartee No Core Rulebook (page 81)
Requires the Buffalo Strike Talent.
When suffering strain as a result Web of Knowledge No Android (page 52)
of a Buffalo Strike maneuver, you
may choose whether to use that
strain to increase the weapon’s
melee damage as normal or AND ALL THE REST.
decrease its critical rating by 1,
Character creation encompasses more than background,
to a minimum of 1.
archetype, and career, as described in the Genesys Core
Rulebook. However, we do not have any specific guidance
ICONIC WEAPON (IMPROVED) for other steps such as motivation. The Genesys rules are
Tier: 4 comprehensive and can be easily used without any alterations
Activation: Passive or additions. We simply suggest that you consider the setting
Ranked: No and your character, including how their specific background,
Requires the Iconic Weapon Talent. archetype, and career might affect everything else.
You can choose one weapon with
a REQ rating of 4 or lower and

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SECTION 01. CHARACTER CREATION

one weapon attachment with a SCOREBOARD! HYPER-LETHAL VECTOR


REQ rating of 3 or lower as your Tier: 4 Tier: 5
Iconic Weapon. If you select a Activation: Passive Activation: Action
different weapon and/or weapon Ranked: No Ranked: No
attachment from your original If you spend a maneuver to aim Once per session as an action,
Iconic Weapon, the new weapon for a specific part of the target spend 1 Story Point and make a
and/or attachment becomes your or opponent (adding 󲊸󲊸 to Hard (󲊷󲊷󲊷) Perception check.
Iconic Weapon. the check) you may count your If successful, for the next 3 rounds
weapon’s critical rating as 1 you may spend 1 maneuver to
ONE TRUE PAIRING lower, to a minimum of 1. add 1 automatic 󲊵 to your next
Tier: 4 combat check made in that turn.
Activation: Incidental SILENT KILLER (IMPROVED)
Ranked: No Tier: 4 ICONIC WEAPON (SUPREME)
AIs only. Activation: Passive Tier: 5
When connected to an integrated Ranked: No Activation: Passive
system such as a vessel or Requires the Silent Killer Talent. Ranked: No
MJOLNIR armor, as an incidental, When using the Silent Killer Requires the Iconic Weapon
you may forego taking one of your Talent on a target that has not Talent. You may select a second
maneuvers. By doing so, until the acted yet in an encounter, your weapon and weapon attachment
start of your next turn, you grant character may suffer only 1 as an Iconic Weapon, or you may
one operator of that system an strain to activate Silent Killer. add a second weapon attachment
extra free maneuver on their turn. to your original Iconic Weapon.
They still may not make more Chosen weapons and weapon
than two maneuvers per turn. STEADY AIM
attachments must follow the
Tier: 4 same requirements as your
OVERWATCH (IMPROVED) Activation: Passive previous Iconic Weapon.
Ranked: Yes
Tier: 4 Remove 󲊸 per rank of Steady
Activation: Passive Aim from combat checks when KILLIONAIRE
Ranked: No imposed by the Inaccurate Tier: 5
Requires the Overwatch Talent. weapon quality. Activation: Active (Maneuver)
When using the Overwatch Talent, Ranked: No
you may select a number of Perform the Killionaire maneuver;
targets (or minion groups) equal TIER 5 ignore the difficulty increase
to your ranks in Overwatch to required for Auto-fire on your
affect. All targets must be within FOLKS NEED HEROES
attacks this turn.
your weapon’s range. Tier: 5
Activation: Maneuver PERFECT DRAW (IMPROVED)
QUARTERMASTER’S PET Ranked: No
Once per session, when making Tier: 5
Tier: 4 Activation: Passive
a skill check, take the Folks
Activation: Active (Incidental) Ranked: No
Need Heroes maneuver to add
Ranked: No Requires the Perfect Draw Talent.
a number of 󲊳 or 󲊴 (player’s
When requisitioning equipment When performing the Perfect
choice) to the results equal to
before a mission, you may spend a Draw action, you lower the
the number of Story Points in
Story Point to count your weapon’s critical rating by 1,
the player pool.
own REQ as being one higher to a minimum of 1.
for this mission.

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SECTION 02. EQUIPMENT & VEHICLES
The UNSC depends on its industrial base to produce REQUISITIONING ARMOR
its arsenal of weapons, armor, equipment, and In most cases, an individual’s armor is decided
vehicles. Mass production techniques like standard by their role and is not something they need to
parts make this possible across the hundreds of requisition. Most combat positions will be given
colonies comprising human space. Skunkworks and infantry armor, while non-combat positions use their
testing facilities are constantly looking for the magic duty uniforms. Special forces tend to wear some
bullet, the new technology or innovation that will version of ODST armor in the field, though for unique
halt the Covenant’s inexorable advance. As world mission requirements they may be issued SPI armor.
after world falls, production may slow, but it will MJOLNIR Powered Assault Armor, however,
always continue. The military insists on uniformity in is reserved for Spartans.
appearance and behavior, allowing soldiers to quickly Should the players request special consideration
familiarize themselves with new equipment. based on their mission parameters, the GM should
You will notice that there are no prices or rarities make the decision based on their needs rather than
listed for the equipment below. Personnel are not the REQ system.
generally asked to purchase their own supplies.
Instead, they requisition the arms and gear they need
REQUISITION & ENCUMBRANCE
for their mission, and then return what they borrowed
to the quartermaster once their mission is complete. Though similar, REQ and Encumbrance (ENC)
For more information on this is handled in the game, are two separate statistics to be tracked. While
see the “Requisition System” section below. REQ determines which items a character can
requisition, ENC determines how many items a
character can carry.
Requisition (REQ) System Neither REQ nor ENC interferes with each other.
This means that a character cannot requisition more
equipment than they can carry without incurring the
REQUISITIONING WEAPONS & GEAR normal penalties for being over-encumbered, nor can
they requisition equipment greater than their REQ
Squads and teams will need to requisition their
threshold just because they have not reached their
equipment from the quartermaster prior to going
ENC threshold.
out on a mission, and the way they do this is through
the Requisition (REQ) system. The REQ system allows
a player to choose their character’s equipment by REQ RATING & THRESHOLD
selecting weapons and gear from this chapter
Every character has a REQ rating determined by their
with a combined REQ value not to exceed their
experience level in the game. Their REQ threshold
REQ threshold.
is equal to 5 plus their REQ rating. All characters
Mission-critical items, meaning equipment
begin the game with a REQ rating of 1. There is no
and gear required to complete the mission’s
maximum REQ threshold.
objectives, generally do not count against a
While this is an individual rating, it is very likely
character’s REQ threshold.
that an entire team will find themselves with equal
Doing so means characters can change their
or similar REQ ratings as the campaign wears on.
loadouts based on a mission’s specific parameters,
Opportunities to increase or decrease REQ rating (see
as well as request special items if they are needed.
below) tend to happen to the group as a whole. The
However, all items are expected to be returned to
GM is also encouraged to provide REQ rewards on a
the quartermaster—with dire consequences if they
team level, rather than individually.
fail to do so.

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INCREASING REQ RATING PERSONAL KIT


There are several ways for a character to increase Most soldiers, particularly those in specialist roles,
their REQ rating. may find themselves acquiring items and gear beyond
the normal process of requisitioning. Referred to
Completing Missions as “personal kit,” these items do not count towards
The most obvious way to increase one’s REQ is to the character’s REQ threshold when equipping
successfully complete missions. For each mission themselves for a mission. They still, however, count
completed, the GM should award each participating towards the character’s total encumbrance threshold.
character +1 REQ rating. Completing particularly As WINTER CONTINGENCY does not account for
difficult missions may be worthy of adding +2 to the money or rarity, how the character acquires these
character’s REQ rating. items is left to the player and the GM to decide.
Getting Promoted Perhaps the item in question was a gift from a
Any promotion in rank should also add +1 to a commanding officer, delivered in a care package, or
character’s REQ rating. Note that this should not be traded to the character for a favor or another item
applied retroactively if the character starts the game they possessed. Such personal kit could also be
at an elevated rank. rewarded at the end of a particularly difficult mission
or campaign. Small items might be acquired through
Turning In Captured Equipment the use of Story Points.
If the character succeeded in acquiring rare or It should be noted that a character likely has
valuable enemy equipment in the field, turning it over a stash of personal kit—such as civilian clothing,
to the quartermaster should (in most cases) result in keepsakes and mementos, books and journals, and
the character gaining +1 to their REQ rating. certain contraband items—that they would have
access to while on base, aboard ship, or at home. No
Spending Experience
particular check is required to determine if they have
Any character who wishes to increase their REQ
these things, though a player wanting to retroactively
rating may spend 20 XP per additional rank. This
remember to bring one of these items on a mission
may be explained as the character parlaying
would have to spend a Story Point in order to do so.
their knowledge and participation into additional
Most personal kit would not include weapons
consideration from the quartermaster.
or armor, as the rules for living on-base or aboard-
ship precludes such things. However, leeway may
DECREASING REQ RATING be afforded for certain individuals, such as those in
On rare occasions, the character may find their REQ special forces, and these rules do not apply to anyone
rating being reduced. Reasons may include demotion living off-base.
or disciplinary action, but GMs are cautioned not
to decrease a character’s REQ rating lightly. Most
personnel, even if they are troubled souls, still
RETURNING REQUISITIONED
deserve access to the equipment they have earned EQUIPMENT
during their time in the service. Any equipment that was requisitioned from the
However, should a GM decide that decreasing quartermaster is expected to be returned at the end
a character’s REQ rating is required, the decrease of the mission, and in proper working order. The
amount should be proportional to the offense, though process of checking the equipment is usually handled
never so much that it would be impossible for the by the quartermaster and their staff, and soldiers
character to climb their way back up. It also cannot returning from the field typically are not released
be reduced below 1. In addition, decreasing the REQ until the process is complete.
rating of an entire squad should only happen in the Maintaining a good working relationship with
event of group disciplinary action. the quartermaster is essential to happy living as a
soldier. Friendly quartermasters may be willing to
part with particularly rare or delicate equipment,
while hostile quartermasters are known to make a

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SECTION 02. EQUIPMENT & VEHICLES

soldier’s life miserable with redundant equipment from the armory. Virtually all quartermasters take
checks and belligerent insistence on having the such actions seriously and file regular reports with
proper paperwork. How a quartermaster acts the base or ship commander. Not returning your
towards you and your squad depends on how you equipment could result in an investigation and
treat them and their staff, as well as how well you disciplinary action, up to and including court martial,
treat their equipment in the field. as well as a reduction in REQ rating.

DAMAGED EQUIPMENT
Military life is rarely so sedate and immaculate that
equipment can be returned in flawless condition,
AIs AND REQ
especially when it is issued to soldiers in combat.
Small issues such as minor damage or jammed As they have no physical bodies and thus
weapons can be dealt with quickly and easily, cannot carry equipment, let alone operate
incurring no penalty beyond grousing. Moderate it, AIs have a special relationship to REQ:
damage may result with the individual being put rather than using it to requisition weapons
on notice and possibly having their access to such or gear, an AI can use REQ to stock up on IC
equipment restricted. and IC Breakers, as described in the “Code
While major damage or loss may sometimes Packages” section later in this chapter. AI
be unavoidable, repeated instances will be noted characters calculate their REQ rating using
and likely become a formal complaint to a the same method above.
commanding officer. If it becomes a problem, the While humans require special hardware
character responsible may find themselves with a to participate in network encounters that
temporary reduction in their REQ rating for a set limits the number of code packages they can
number of missions. carry, AIs exist entirely on networks and
possess advanced architectures that can
incorporate these packages into themselves
FOUND & CAPTURED EQUIPMENT
without becoming overburdened. AI
While in the field, soldiers may find the opportunity to characters have no limits on how many
acquire enemy equipment. In fact, ONI has a standing pieces of ice or icebreakers they can have,
order to recover any and all Covenant equipment for except for the limit of their REQ threshold.
study whenever possible. Doing so and giving the In addition, when an AI incorporates a
equipment to the quartermaster to be catalogued code package, they are not simply gaining
and passed on to the appropriate authority may a piece of ice or an icebreaker; they are
result in some perks: common equipment may yield a absorbing the knowledge required to
temporary boost to one’s REQ rating, while acquiring build and deploy that code at will. If an AI
rare or particularly valuable equipment could make character requisitions a code package, it
that boost permanent. cannot be lost—though it can be damaged
This does not extend to items or equipment or destroyed by 󲊲 results, which affect
that was a mission objective. Such items must be their operation as normal. (See “Item
turned over to the appropriate authority directly, Maintenance” on page 89 of the Genesys
such as a commanding officer, rather than be given Core Rulebook.)
to the quartermaster. Finally, it might not make sense that
an AI would “return” these code packages
FAILING TO RETURN EQUIPMENT after a mission, but instead think of them
as seeking self-optimization. Removing
The greatest sin, for quartermasters, is not returning
and reacquiring a code package could be
equipment that was requisitioned. This does not
seen as updating the requisite software and
refer to equipment that was lost or destroyed over
foregoing one code package for another as a
the course of a mission—there are other protocols
way of decluttering their own architecture.
for that—but it refers to the deliberate theft of gear

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PLAYING WITHOUT REQ SHIELDED

It is entirely possible that the GM and/or players may Armor with the Shielded quality possesses energy
find the REQ system to be too restrictive or unwieldy shields. In combat, energy shields provide extra soak
to use in their game. That is fine: while intended to equal to the armor’s Shielded rating and prevent
simulate the need to be judicious when requesting the wearer from suffering critical injuries. They also
equipment and assigning mission roles, it is not ignore the effects of the weapon qualities Pierce,
necessary for the game. Instead, GMs are encouraged Breach, and Stun Damage. On a successful combat
to use common sense and consider narrative value skill check, an opponent may spend 󲊵 or a number
when allowing players to choose their weapons and of 󲊴 equal to their weapon’s critical rating to remove
equipment before a mission. the Shielded quality from their target until the end of
the encounter.
Once per encounter, players may spend a Story
Point to instantly recharge their character's shields.
New Item Qualities
In addition to the standard item qualities listed
WEAPON QUALITIES
in Chapter 5 of the Genesys Core Rulebook, the
following qualities may be found in the description JAMMED
of the equipment.
Not a standard weapon quality, as weapons of all
kinds can jam on the battlefield for a variety of
ARMOR QUALITIES reasons. Sometimes it is because of the environment,
from sand or mud, and sometimes from operational
ACTIVE CAMO issues. Jamming for reasons related to upkeep are
Armor with the Active Camouflage quality can rare in the military, thanks to fastidious maintenance
bend light around the wearer, making them practices, but they do sometimes happen. Unless
essentially invisible to the naked eye except for otherwise stated or possessing the Plasma quality,
a slight blur when they move. When activated, it any weapon can jam on 󲊱󲊱󲊱󲊱 or 󲊲. Jammed
upgrades the difficulty of all checks made to detect weapons will not fire until the jam is cleared, which
the wearer, as well as upgrades any Stealth check requires an action.
the wearer makes.
OVERCHARGE
POWERED Weapons with the Overcharge quality can be charged
Armor with the Powered quality adds 󲊸 to all Brawn up for devastating effect. The wielder may perform
and Agility checks (except Resilience) while worn and an Overcharge maneuver; the weapon’s base damage
can only be worn by individuals with the “Augmented” increases by 2 and its critical rating decreases by
ability. Any attempt by a non-augmented character 1, to a minimum of 1. Overcharge may be held for
to wear Powered armor will result in severe bodily three turns, and its effects stack. The weapon must
injury. For every attempt by a non-augmented vent and cannot be used in the following round after
character to use Powered armor, automatically assign it is fired; if the combat check generates 󲊱󲊱󲊱,
the Critical Injury “At the Brink;” for every subsequent the weapon becomes fused and cannot be fired
round, advance to the next critical injury. again. However, if the weapon is not fired by the
If armor with the Powered quality loses power or end of the user’s third turn, the weapon detonates,
otherwise ceases to function, its encumbrance value dealing its base damage plus the Overcharge bonus
immediately increases to 12 and the wearer loses all damage to the user and anyone at Engaged range.
benefits of the armor, including vision enhancements,
attachments to the armor, and any increases to their PLASMA
characteristics (including the additional soak from the
Weapons with the Plasma quality do not really use
higher Brawn).
plasma, but instead use something more arcane and

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terrible. Manufactured according to strict, mystical accept no substitutes: the DMR is accurate, high-
protocols, these weapons cannot be reloaded or powered, and when paired with a steady trigger
recharged without special equipment, and they finger, devastatingly reliable in the heat of battle.
cannot jam. They do not run out of ammunition on Due to its precision nature, battlefield
the first 󲊲 result. However, 󲊱󲊱󲊱 or 󲊲 may be maintenance of the DMR is notably tricky. Add 󲊸
spent to cause them to overheat, and they must to any attempts to service or repair the weapon
spend the next round cooling before being fired in the field.
again. They can still run out of ammo on a
second 󲊲 result and cannot be reloaded. GRENADE LAUNCHER
Grenade launchers are the primary means to lob
individual grenades over greater distances than
Weapons the arm can manage, favored by assault forces of
all stripes. The technology has remained largely
unchanged since it was first created in the 20th
RANGED WEAPONS century: it is made up of a breech-loaded barrel with
propellant to launch explosives along a parabolic arc.
ASSAULT RIFLE
Its simplicity can be beguiling to its wielder, leading
The mainline infantry weapon of the UNSC since to the nickname “pro-pipe” for a generally harsh
its inception, the assault rifle represents a highly learning curve on placement.
versatile infantry support weapon system. Its The stats as presented in Table 2-1: UNSC
adoption across the various branches of the military Weapons represent a grenade launcher armed with a
is universal and extends even to law enforcement standard frag grenade. All UNSC grenades are built
and private security. The MA series of assault rifle is, to standard dimensions, allowing them to be loaded
in fact, the most popular weapon system in human into grenade launchers. If loaded with a different
history, with many veterans singing its praises as an type of grenade, replace the damage, critical, and
uncomplicated, sturdy weapon. weapon qualities with the selected grenade’s values.
The ruggedness of an assault rifle is thanks in Grenades not produced by the UNSC cannot be fired
part to its sturdy construction and tried-and-true with a grenade launcher.
operation. Assault rifles can only jam on a 󲊲 result.

HEAVY MACHINE GUN (HMG)


BATTLE RIFLE
Heavy machine guns offer a superior level of fire
Battle rifles were introduced to the UNSC Armed support in combat, but their size and weight usually
Forces in 2525, supplanting the venerable DMR in all mean they are crew-operated, with at least two
services except for the Army. Modular in virtually all soldiers required to set up and fire the weapon.
respects, the battle rifle can serve any role on the However, HMGs may be mounted on turrets to make
battlefield. The most common configuration includes operation simpler, requiring only a single soldier to
a scope to improve accuracy. It fires in a three- service the weapon. Reports abound of some soldiers
round-burst pattern, which proved highly effective managing the weight to carry and fire an HMG at the
against Covenant targets by reliably penetrating their same time, but the only confirmed cases so far have
infantry’s energy shielding with rapid impacts. been Spartans.
When transporting an HMG, it takes one round to
DESIGNATED MARKSMAN RIFLE set the weapon up as a turret using a built-in tripod.
While turreted, the HMG does not count as having the
When it comes to the needs of sharpshooters, few
Cumbersome 4 quality. HMGs come standard with
infantry weapons in the UNSC’s arsenal are as
high-capacity magazines, meaning they cannot run
respected as the designated marksman rifle (DMR).
out of ammo on the first 󲊲 result.
Though it was eventually supplanted in popularity
among infantry and security forces by the BR-series
battle rifle, UNSC snipers and squad marksmen

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SQUAD AUTOMATIC WEAPON (SAW) widespread adoption across all branches and outfits.
The squad automatic weapon (SAW), also known as Its high rate of fire makes it effective in most infantry
a light machine gun, has been a primary weapon in roles, while special forces prize it for its compact
combat units for centuries. They can maintain the size and lightweight construction. Despite certain
kind of sustained and suppressive fire that HMGs can, propaganda images, an SMG’s severe recoil makes
but they are also mobile, able to be effectively carried wielding one in each hand tactically inadvisable and
and wielded by a single soldier. SAWs come standard a safety risk.
with high-capacity magazines, meaning they cannot Most SMGs in use by the military utilize
run out of ammo on the first 󲊲 result. caseless rounds and therefore cannot gain the
Jammed quality.

SHOTGUN
SNIPER RIFLE
Tactically speaking, shotguns are most desirable in
close quarters, be it an urban environment or aboard Sniper rifles are more than just rifles with scopes
ship. In these conditions, many soldiers prefer to use on them: they are crew-served weapons platforms,
ammunition loaded with buckshot, as it can increase devastating in the hands of a good sniper-spotter
the effective area and has a lower penetration of team. The SRS99 series has been in service in the
surfaces, such as a ship’s hull. However, shotguns UNSC for almost a century, first in the Army before
remain popular with various units—particularly the being adopted later by the Marines. These weapons
DTM-series—whether or not they are deployed in come with an infrared scope as standard, which
close quarters and can be just as effective when can remove 󲊸 from a Perception or combat check
outfitted with slugs. imposed by darkness or poor visibility caused by
When requisitioning a shotgun, you may opt conditions like smoke.
for slugs instead of buckshot rounds. If you do,
change the shotgun’s range to Medium and remove SPARTAN LASER
the Blast quality. Developed alongside the GUNGNIR supplemental
armor system for MJOLNIR Powered Assault Armor,
SIDEARM so-called Spartan lasers are UNSC-produced directed
Simple and uncomplicated, virtually every soldier has energy weapons. Powered by industrial batteries,
a soft spot for their sidearm. The UNSC’s venerable these weapons require a charging period before firing
M6 Personal Defense Weapon System series is and can only be fired four times before the battery
prized by its service members, law enforcement, is depleted. Batteries must be replaced at special
and private collectors alike for its rugged, time- munitions facilities. Despite this limitation, Spartan
tested design. Soldiers, particularly officers and lasers are both costly and highly valued, as they are
special forces operators, are known to make minor devastating to both infantry and heavy armor.
cosmetic changes to their sidearms. While these
personalizations are against regulations, most MELEE & BRAWL WEAPONS
commanding officers look the other way, and some
quartermasters take great pains to reunite a soldier COMBAT KNIFE
with their preferred sidearm.
Few things have changed so little over millennia of
If you do not requisition any weapon besides your
warfare than the combat knife. These are standard
sidearm, you may treat the sidearm as having a REQ
issue to all frontline personnel and generally made
value of 0.
available to all soldiers. Most UNSC combat knives
can be affixed to most UNSC rifles to act as a bayonet
SUBMACHINE GUN (SMG) (GM’s discretion), adding +1 damage and Defensive
The UNSC’s current standard for submachine guns, 1 to the knife’s profile, but adding Inaccurate 1 to the
the M7, was originally issued exclusively to vehicle ranged weapon’s profile while the knife is attached.
crews. However, during the Insurrection, SMGs saw

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SECTION 02. EQUIPMENT & VEHICLES

TABLE 2-1: UNSC WEAPONS * indicates special rules; see detailed description for more information.

NAME SKILL DAM CRIT RANGE ENC REQ HP SPECIAL


RANGED WEAPONS
Assault Rifle Ranged (Heavy) 7 3 Medium 3 2 3 Auto-fire
Battle Rifle Ranged (Heavy) 6 3 Long 3 2 2 Accurate 1, Linked 2
DMR Ranged (Heavy) 8 3 Long 4 2 3 Accurate 1
Blast 6, Inaccurate 1,
Grenade Launcher Ranged (Heavy) 8 4 Medium 3 3 1
Limited Ammo 1*
Auto-fire, Cumbersome
HMG Gunnery 10 2 Long 6 4 4 4*, Pierce 2, Prepare 1*,
Vicious 2
SAW Ranged (Heavy) 9 3 Medium 5 4 2 Auto-fire
Blast 5*, Knockdown,
Shotgun Ranged (Heavy) 8 3 Short* 3 3 2
Vicious 2
Sidearm Ranged (Light) 6 3 Medium 1 1* 2
SMG Ranged (Light) 6 3 Short 1 1 1 Auto-fire, Inaccurate 1
Accurate 2, Pierce 3,
Sniper Rifle Ranged (Heavy) 10 3 Extreme 5 3 3
Vicious 2
Breach 2, Cumbersome
Spartan Laser Gunnery 15 3 Extreme 6 5 3 4, Limited Ammo 4,
Prepare 1
MELEE & BRAWL WEAPONS
Combat Knife Melee +1 3 Engaged 1 0 0
Stun Knuckles Brawl +1 4 Engaged 1 0 0 Disorient 1, Knockdown
Truncheon Melee +2 5 Engaged 2 1 0 Disorient 2

STUN KNUCKLES latest development in stick technology.” Their


Stun knuckles are a civilian self-defense weapon construction is simple, composed of a metal or
made infamous by the 2511 and 2512 street fights plastic core with a composite sheath and a grip.
on Mamore. While generally frowned upon and not
standard in most armories, they have many battlefield EXPLOSIVES
uses, particularly as a means to incapacitate a target
without the risk of killing them. BREACHING CHARGE
A breaching charge is used to create an entry point
TRUNCHEON into a room, typically by blowing open a door or wall.
If the concept of a combat knife is antiquated, then It is shaped deliberately to cause minimal damage to
the truncheon is positively prehistoric. Truncheons anything but the surface to which it is attached. While
are most commonly used by law enforcement and the standard breaching charge is generally effective
military police units, frequently described as “the in most situations, they can be prepared to breach

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TABLE 2-1: UNSC WEAPONS * indicates special rules; see detailed description for more information.

NAME SKILL DAM CRIT RANGE ENC REQ HP SPECIAL


EXPLOSIVES
Breach 1, Limited
Breaching Charge Mechanics 12 2 Engaged 1 1 0
Ammo 1
Blast 2, Breach 4,
C-7 Explosive Mechanics 25 2 Engaged 1 2 0
Limited Ammo 1
Blast 6, Disorient 1, Ion,
Disruptor Grenade Ranged (Light) 6 3 Short 1 3 0
Limited Ammo 1
Flamethrower Ranged (Heavy) 8 2 Short 6 5 2 Burn 3, Blast 8
Blast 8, Disorient 3,
Flashbang Ranged (Light) 8 N/A Short 1 1 0 Limited Ammo 1, Stun
Damage
Blast 6, Limited Ammo
Frag Grenade Ranged (Light) 8 4 Short 1 1 0
1
Blast 10, Breach 2,
Cumbersome 5, Guided
Rocket Launcher Gunnery 20 3 Long 6 4 3
3*, Limited Ammo 2,
Prepare 1*
Blast 8, Breach 1,
Trip Mine Mechanics 20 2 Engaged 5 4 0
Limited Ammo 1

heavier armor, though doing so comes with DISRUPTOR GRENADE


an increased risk of getting caught in the blast. The X1 disruptor grenade is a recent addition to
When used as intended, placing a breaching the UNSC’s arsenal and is reverse engineered from
charge requires an Easy (󲊷) Mechanics check. For a Covenant weaponry. When it detonates, it sends out
higher yield charge, increase the Breach quality by 1 a pulse that can disrupt both UNSC and Covenant
and the Blast quality by 2, and increase the ENC by 1. technology, rendering anything from electronic lights
to plasma weapons inert. The effect goes further than
C-7 FOAMING EXPLOSIVE a simple electromagnetic pulse, but the mechanism
One of the most destructive tools in the UNSC by which this is achieved is classified.
arsenal, C-7 is an explosive compound. Each The effect lasts until the end of the encounter.
unit comes in a canister that can also serve as a The GM will determine what technology is affected,
detonator, able to be keyed for either a timed or but disruptor grenades can generally interfere with
remote detonation, the latter if connected to a COM any technology more complicated than a mechanical
unit. The compound is sprayed out of a nozzle, wristwatch. For example: most UNSC firearms can
turning from a liquid into a foaming, semi-solid still function, as they rely on a simple chemical
adhesive resin. It is a favorite of demolitionists and detonation to fire, but any electronic displays or
saboteurs for its highly destructive nature, able to automatic targeting features will not be available.
level most infrastructure when applied to key points. Systems that are hardened against EMPs may
continue to work (such as the motor functions of
MJOLNIR armor) but more precise systems may be
rendered inert (such as personal energy shields).

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FLAMETHROWER one is fired, and has two firing modes. “Smart fire”
By design, most flamethrowers are intended to be can lock on to vehicles after the weapon’s operator
used to clear away obstacles quickly and efficiently in has tracked it for a few seconds, while “dumb fire”
a combat zone—thus the UNSC’s standard model, the allows the rockets to be fired without requiring
M7057 defoliant projector. They project a long stream a target lock. Its ability to fire two shots in rapid
of chemically induced fire by igniting a stream of a succession is touted as its greatest advantage.
volatile, semi-adhesive liquid. While a flamethrower When wielding a rocket launcher, in order to
can be used tactically to clear tunnels by eating up engage the Guided quality, the user must Prepare the
oxygen, the Geneva Conventions of 2167 forbid the weapon by aiming it for 1 round without firing it. If the
direct use of a flamethrower on enemy combatants. user does not wish to engage the Guided quality, they
However, during the Covenant War, it has been widely do not need to Prepare the weapon.
accepted that the Geneva Conventions only apply to
human beings. TRIP MINE
The TR/9 antipersonnel mine was originally
FLASHBANG developed as an anti-vehicle land mine for use
Flashbangs are a non-lethal grenade intended to against the Insurrection, though its trigger was
blind and deafen the enemy. When deployed ahead designed to be set off by something as light as a
of a planned assault, they can give the attackers a footstep. During the Covenant War, the UNSC has
considerable advantage in the first few moments deployed it against the Covenant, as the hair trigger
of a firefight—provided said attackers did not catch can detect the ground effect of their anti-gravity
themselves in the flashbang’s effective range. While generators. It has also seen use against Hunters,
not intended to be lethal, a flashbang still makes use as their battleship-grade heavy armor requires
of a small detonation which could cause serious harm considerable firepower to breach.
if it goes off while touching a target. When used as intended, placing a trip mine
requires an Easy (󲊷) Mechanics check. 󲊴󲊴 from
the check may be used to rig a remote detonator in
FRAGMENTATION GRENADE addition to the standard pressure trigger.
The standard-issue grenade of the UNSC is the
M9 High-Explosive Dual-Purpose grenade, though
other models exist. It is a small spherical device Armor
with a priming trigger on top and a hard-metallic
casing with a frangible design; when the explosive As noted above, soldiers in the UNSC do not
charge inside goes off, it creates a reliable pattern requisition clothing or armor, as these are determined
of fragmentation as the case explodes. When the by mission requirements. All UNSC personnel should
priming button is pressed, the grenade will only assume they have access to a dress uniform, a duty
arm when it strikes a solid surface. This is a safety uniform, and durable clothing, as well as whatever
feature to prevent accidental detonation, and it can combat armor is called for by their assigned role.
be overridden with a three-second-long press of the Personnel still need to requisition special
button which arms the grenade immediately. attachments for their uniforms or armor, as discussed
in the Attachments section below.
ROCKET LAUNCHER
The M41 Surface-to-Surface Rocket Medium Anti- CLOTHING
Vehicle/Anti-Assault Weapon is more commonly
known as the “SPNKR,” after the letter designation DRESS UNIFORM
on its visible tubes. It is considered to be the most Dress uniforms are required during formal events
effective and prized heavy ordnance weapon in and are designed to fit perfectly and maximize an
history. The launching system holds two disposable individual’s accomplishments. The wearer gains 󲊸
single-rocket tubes, which automatically cycle when to all social skill checks made while wearing a dress

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uniform. What it is not designed to do, however, enforcement or intelligence agents in urban
is to protect the wearer from any kind of danger. environments. Body armor consists of an armored
vest which provides both front and rear protection
DURABLE CLOTHING from small arms fire, and it may be supplemented
with elbow and knee pads. The main value of body
Durable clothing generally refers to any clothing, armor is that it can be concealed beneath a jacket
civilian or military, that provides even a modicum or baggy sweater; if concealed, add 󲊸 to any
of protection from the elements. While it will not Perception checks made to determine if the target
stand up to a direct hit, any barrier between a person is wearing armor.
and danger is better than none. Coveralls, leather
jackets, and even work boots are enough to qualify
as durable clothing. INFANTRY ARMOR
Infantry armor, also referred to as Battle Dress
DUTY UNIFORM Uniform (BDU), is a soldier’s main line of defense
from harm on the battlefield. Made of interlocking
When not in combat armor, most soldiers are plates that prioritize the chest, groin, forearms,
wearing a duty uniform. It features easily accessible shins, and feet, it also features a helmet outfitted
pockets, rank insignia, unit patches, and a stenciled with a flashlight, ballistic visor, and built-in COM.
ID. The protection it offers is extremely basic and it Pouches for ammunition and gear are placed across
contains exactly zero dedicated armor plates, but it the torso, allowing easy access during combat.
is functional and better than nothing if things get hot.
Otherwise, it is necessary in order to be afforded the
respect deserved by your rank and unit. MJOLNIR POWERED ASSAULT ARMOR (GEN 1)
The MJOLNIR Project was developed simultaneously
EVA SUIT alongside the SPARTAN-II Program as a modular
armor system that would enable its wearer to
EVA suits are generally lightweight, airtight, and perform superhuman feats. Though early trials
feature a large bubble helmet with attached work proved fatal to non-augmented personnel, Spartan
lights for maximum visibility. Their air recyclers are operators can use the suit to its full potential with
effective for ninety minutes, though the suit can be no risk to themselves. Mark IV was the first version
fitted with additional external air tanks if more time available to Spartans starting in 2525 and still
is required. An EVA suit is for use in vacuum or other acts as a testbed for new components. However,
non-oxygen environments. starting in 2551, Mark V is available to Spartans.
The updated version features two key improvements:
HAZARD SUIT energy shielding reverse-engineered from Covenant
A hazard suit is intended for operating in a hostile systems, and the ability to house a “smart” AI in the
environment, generally one that features extreme armor without the need for external equipment.
temperatures or a corrosive atmosphere. It is more MJOLNIR Powered Assault Armor (GEN 1)
durable than an EVA suit, containing armor plating increases the wearer’s Brawn and Agility by 1 (this
to avoid accidental tears. Its air recycler is effective bonus increases the wearer’s soak, but it is not
for ninety minutes, though the suit can be fitted with included in Table 2-2: UNSC Armor). The helmet
additional external air tanks if more time is required. contains a fully functional COM suite. The suit’s
motion detector removes 󲊸󲊸 from any Perception,
Vigilance, or combat skill checks caused by darkness
COMBAT ARMOR or smoke, and the VISR suite adds 󲊸 to the user’s
Perception and Vigilance. Getting into or out of
BODY ARMOR MJOLNIR armor takes 20 minutes with technician
Though not appropriate for prolonged use on assistance, and 3 minutes in an automatic armor
a battlefield, body armor is still a vital method assembly. MJOLNIR armor cannot be assembled or
of protection for many people, particularly law disassembled without special tools.

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TABLE 2-2: UNSC ARMOR * indicates special rules; see detailed description for more information.

NAME DEF SOAK ENC HP ADDITIONAL QUALITIES


CLOTHING
Dress Uniform 0 0 1 0
Durable Clothing 0 +1 1 1
Duty Uniform 0 +1 1 1
EVA Suit 0 +1 3 3
Hazard Suit 1 +1 4 3
COMBAT ARMOR
Body Armor 1 +1 2 1
Infantry Armor 0 +2 2 2
MJOLNIR Armor (GEN 1) 2 +2 5 3 Powered, Shielded 3
ODST Armor 1 +2 3 3
SPI Armor 1 +2 3 2
SPI Headhunter Armor 1 +2 3 2 Active Camo*, Shielded 2*

ORBITAL DROP SHOCK TROOPER ARMOR alternative to astronomically expensive MJOLNIR


Issued exclusively to Orbital Drop Shock Troopers, armor. Featuring photoreactive “chameleon”
ODST armor functions much the same as standard panels that allow the wearer to blend into their
infantry body armor but with additional protection. surroundings, the Spartans of Alpha and Beta
It fits over a skintight ballistic suit known as a Companies found it to be a versatile suit that met
“body glove,” adding another layer of armor. The virtually all of their needs in the field. When activated,
helmet contains a fully functional COM suite and it adds 󲊸󲊸 to any check made to detect the wearer;
is full-faced and can be sealed to the neck of the it also adds 󲊸󲊸 to any Stealth check made by
body glove as a maneuver. The suit contains seven the wearer. The helmet contains a fully functional
minutes of breathable air, though an external air COM suite and can be sealed to the neck of the
tank can be affixed to the armor if needed. The suit’s body glove as a maneuver. The suit contains seven
VISR suite adds 󲊸 to the user’s Perception and minutes of breathable air, though an external air
Vigilance checks. tank can be affixed to the armor if needed. The suit’s
ODSTs tend to customize their armor with motion detector removes 󲊸󲊸 from any Perception,
personal markings and identifiers, as well as Vigilance, or combat skill checks caused by darkness
attachments related to their mission specialty. or smoke, and the VISR suite adds 󲊸 to the user’s
A variant of ODST armor, called RECON, is issued Perception and Vigilance.
to ONI officers in the field. The Headhunter variant is issued to two-person
Spartan teams that operate deep behind enemy lines.
Headhunter armor does not possess chameleon
SEMI-POWERED INFILTRATION ARMOR panels. Instead, it features shielding and a prototype
Though it was originally developed for use by the active camouflage system adapted from Covenant
ODSTs, semi-powered infiltration (SPI) armor is technology. It represents a marked improvement
issued almost exclusively to the SPARTAN-IIIs as an over the baseline SPI armor’s chameleon panels.

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However, the power draw required is intense, UTILITY BELT


meaning the active camouflage and shielding An extra belt worn around the waist with armored
cannot be used at the same time. As a maneuver, pouches that snap open, utility belts are a frequent
the wearer may switch between the two modes. addition to any soldier’s kit. The extra space it
Active camouflage can only be active for three provides adds +2 to the wearer’s encumbrance.
minutes; it must then recharge for seven
minutes before it can be used again.
CLANDESTINE OPERATIONS

Gear DISGUISE KIT


The need for agents to disguise themselves in the
field has not changed over time, nor has the relatively
CARRYING & STORAGE simple method of using wigs, contacts, and makeup.
Disguise kits contain these materials and more,
ARMORED MATRIX everything that is necessary for a person to appear
An armored matrix serves a single purpose: the safe to be someone else, including some measures for
and secure transport of an artificial intelligence. It fooling biometric scans.
has magnetic mounting points that allow it to be See the description of the disguise kit on page
attached to combat armor, taking up 1 hard point. 96 of the Android: Shadow of the Beanstalk campaign
The AI contained inside can communicate freely setting for more information. Note that no disguise kit
through COMs; as an action, the armored matrix can allow a human being to appear as a member of
can be hooked into an armor’s systems, allowing the Covenant.
the AI to “see” through any cameras or sensors the
armor contains. INFILTRATOR GOGGLES
AIs are considered high-value assets and as such
While most UNSC armor systems can provide vision-
are not typically available for requisition. Instead,
enhancing technology, the hardware required can
they are assigned based on mission parameters, and
be rather conspicuous if the agent is trying to blend
an armored matrix is given to the team accordingly.
in with a non-military population. Infiltrator goggles
can take the form of glasses or contact lenses that
FIELD BACKPACK provide similar functions, allowing agents to benefit
Popular among all field units from infantry grunts to from enhanced vision while remaining covert.
special forces, some version of the field backpack has See the description of the infiltrator goggles on
been in service since the year 1914. It contains ample page 96 of the Android: Shadow of the Beanstalk
storage space for all manner of equipment, adding +5 campaign setting for more information.
to the wearer’s encumbrance. However, it is a bulky
item that can cause some issues with its size and is LOCKBREAKER
typically not recommended if the mission’s purpose
Most lockbreaker devices in the UNSC are produced
requires stealth or speed.
by some of ONI’s top infiltration AIs and contain
powerful subroutines to circumvent all manner
TACTICAL VEST of electronic locks. The device itself contains all
Tactical vests provide additional easy-to-access the accessories needed to interface with virtually
storage for soldiers, adding +3 to the wearer’s all civilian, military, and even Covenant electronic
encumbrance. Besides a literal vest, it can take locks, though they have proven ineffective against
many forms, including added pouches on armor, holographic locks.
load-bearing straps, combat webbing, or some See the description of the lockbreaker on page
combination thereof. 97 of the Android: Shadow of the Beanstalk campaign
setting for more information.

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LOCKPICK SET FIELD INFILTRATION COMPUTER SYSTEM


Even in an age of artificial intelligences, malicious A favorite among ONI agents, the field infiltration
alien invaders, and widespread holographic computer system (FICS) allows for rapid access to
technology, sometimes the most formidable challenge hostile data networks. The FICS is outfitted with the
in your path is a metal deadbolt. In these moments, latest in AI-generated infiltration protocols, giving its
when a firm boot is insufficient, the classic set of user the tools and power needed to complete Hacking
lockpicking tools is your best choice. skill checks. However, the FICS pales in comparison
See the description of the lockpick set on page to an actual artificial intelligence, particularly the
97 of the Android: Shadow of the Beanstalk campaign “smart” variety, and so is normally used only when
setting for more information. accessing a network not directly controlled by an AI.
For the purposes of network encounters, a FICS
LOCK-RELEASE GUN can have up to three icebreakers and three pieces of
ice active on its system at once. A FICS is considered
For when you do not have time to finesse a lock to be the right tool for the job when engaging in
with picks, but a point-blank shotgun blast is out network encounters.
of the question. A lock-release gun can instantly
defeat most normal mechanical locks, upgrading any
Skulduggery check made to pick a lock twice, though PERSONAL CHATTER
it destroys the lock in the process. Chatters are civilian devices worn on the wrist
that connect to discreet earbuds and a throat mic,
SNAP-LOCKS allowing convenient, hands-free communication. As
computers, they can keep calendars and store files.
Snap-locks are a more discreet method of handcuffing They are considered woefully inadequate for just
someone, maintaining a thin and rigid profile that about any military operation, given their short range
can be safely tucked in a pocket until needed. When and virtually nonexistent encryption. However, many
applied, they snap smoothly and immediately over assets who operate deep in Covenant space swear
the target’s wrists before becoming rigid again. by them, as the Covenant does not typically monitor
See the description of the snap-locks on page the UEG civilian band (C-band) of radio frequencies.
97 of the Android: Shadow of the Beanstalk campaign Where other equipment might attract attention,
setting for more information. sometimes a cheap, disposable chatter shaped like
a kitten will do the trick.
COMMUNICATIONS & For the purposes of network encounters, a
personal chatter can have only one icebreaker
ELECTRONIC WARFARE and one piece of ice active on its system at once.
A personal chatter is considered sufficient to
DATA PAD
engage in network encounters.
Perhaps the single most common piece of
electronic equipment in the entire UNSC, data
SECURE LONG-RANGE COM TRANSCEIVER
pads are handheld devices used by military and
civilians alike to record and store information, SLR COM transceivers are high-powered devices
including files, pictures, video, and audio. If that can guarantee the most secure and stable
necessary, it can also serve as a COM device. connection to most UNSC COM frequencies,
Centuries of progress with regards to tablet provided the user is in a linked star system. Power
computing has made them increasingly powerful, requirements call for a dedicated power source,
which can also represent a security risk if they which comes in the form of a backpack that can
are lost and captured by the enemy. either be worn with straps or secured via magnetic
For the purposes of network encounters, mounting points. They are issued with strict
a data pad can have up to two icebreakers and instructions to be destroyed in case of risk of falling
two pieces of ice active on its system at once. into enemy hands, as they might be used to intercept
A data pad is considered sufficient to engage in UNSC communications, infiltrate COM networks,
network encounters. or even track UNSC ships and personnel.

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An SLR COM transceiver is not considered of network encounters, a TACPAD can have up to two
sufficient to engage in network encounters, but it icebreakers and two pieces of ice active on its system
may be used to facilitate them at a range greater at once. A TACPAD is considered sufficient to engage
than normally allowed based on the GM’s discretion. in network encounters.

TACPAD MEDICAL
A TACPAD is a handheld tactical database system
used to analyze and display combat information, EMERGENCY MEDKIT
including maps and schematics. It is smaller than Small and easily carried in a pouch, emergency
a standard data pad and has an armored casing to medkits are standard issue for virtually all soldiers
withstand the rigors of battle. It can also be attached in the field. They are intended to be used by the
to the forearm of any standard UNSC armor system soldier’s squad mates, in the event that the soldier
for hands-free operation. is wounded and unable to tend to themselves. In
Generally used by battlefield leaders, there is a addition to the equipment required to make a single
limit of one TACPAD per squad due to high demand Medicine skill check, an emergency medkit contains
and the risks inherent in losing one. For the purposes one biofoam injector.

TABLE 2-3: UNSC GEAR


NAME ENC REQ NAME ENC REQ
CARRYING & STORAGE MEDICAL
Armored Matrix 3 N/A Emergency Medkit 1 0
Field Backpack +5 1 Field Medkit 2 1
Tactical Vest +3 1 Biofoam Canister 0 1
Utility Belt +2 0 TOOLS & GENERAL GEAR
CLANDESTINE OPERATIONS Climbing Harness 2 1
Disguise Kit 4 3 Emergency Repair Patch 1 0
Infiltration Goggles 1 2 Extra Reload 1 0
Lockbreaker 1 1 Handheld Motion Tracker 1 1
Lockpick Set 1 1 Meals, Ready-to-Eat (3 Days) 0 1
Lock-Release Gun 2 2 Oxygen Bottle 2 1
Snap-Locks 0 0 Portable Toolkit 4 2
COMMUNICATIONS & ELECTRONIC WARFARE Respirator 1 1
Data Pad 1 1 Rope 1 1
Field Infiltration Computer System 1 1 Signal Flare 1 0
Personal Chatter 1 0 Target Designator 2 3
SLR COM Transceiver 3 1
TACPAD 0 1

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FIELD MEDKIT HANDHELD MOTION TRACKER


A field medkit contains all the supplies required While Spartans and ODSTs benefit from motion
to treat a squad, from disinfectants and morphine trackers built into their armor systems, the rest of the
syrettes to bandages and tourniquets. Using a field UNSC has to get by with handheld units. These tend
medkit adds 󲊸 to Medicine skill checks. A field to be less sophisticated, though they can differentiate
medkit contains five individual biofoam injectors. between UNSC IFF tags and everything else.
See the description of the portable motion sensor
BIOFOAM CANISTER on page 186 of the Genesys Core Rulebook for more
information.
Biofoam works as a painkiller, described in the
Genesys Core Rulebook on page 94. Biofoam is
not usually requisitioned separately and is instead MEALS, READY TO EAT
included in a soldier’s emergency medkit. However, MREs are dehydrated, vacuum-packed meals that
extra biofoam injectors may be given out depending come with a pouch of water and a packet of instant
on the circumstances and the mission parameters. coffee. They provide much-needed nutrition to
Each biofoam canister requisitioned separately can soldiers in the field who are too far deployed to enjoy
be assumed to have five uses. the comforts of a mess hall or mess tent. There are
a variety of flavors, most of which are universally
considered to be terrible.
TOOLS & GENERAL GEAR It is generally assumed that your character
will carry enough MREs to last them until their next
CLIMBING HARNESS
planned resupply, whenever that may be, and so you
A climbing harness is valuable to anyone who would do not need to requisition MREs for that period of
like to go up or come down a vertical surface. It is time. (Or even track them on your character sheet.)
generally made up of a belt containing two hundred However, if you suspect your deployment may last
meters of microfilament rope and has a detachable longer than has been decided in the briefing, you
grapnel launcher that can either grip or adhere may choose to requisition additional MREs. This will
magnetically to most surfaces. require additional REQ points.
See the description of the climbing harness on
page 101 of the Android: Shadow of the Beanstalk OXYGEN BOTTLE
campaign setting for more information.
An oxygen bottle is a tank of compressed oxygen
intended to supplement the air supply of any number
EMERGENCY REPAIR KIT
of suits. It can hold up to two hours of extra oxygen,
Things break easily on the battlefield, from man- and universal connectors all but guarantee that it
portable gear to critical systems on a starship, and can be used with any atmospherically sealable suit
they often need to be fixed in a hurry without access or armor system.
to proper facilities. An emergency repair kit can be Oxygen bottles are heavy, though they can
used to add 󲊸 to Mechanics skill checks. be carried one-handed with a handle; otherwise,
it requires two hands to hold. In addition, they
EXTRA RELOAD represent a significant explosion risk: if suitably
damaged, such as by armor-piercing ammunition
It’s always important to carry extra clips and
or a nearby explosion, oxygen bottles may explode
magazines for when your ranged weapon runs dry.
with the following profile: Damage 10; Critical 2;
As a maneuver, you can use an extra reload to
Blast 6, Burn 4.
reload your weapon if it runs out of ammunition.
Extra reloads cannot be used on weapons with
the Plasma quality.

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RESPIRATOR TABLE 2-4: UNSC INTRUSION


Though not rated for vacuum exposure, respirators COUNTERMEASURES
are easy to come by in all manner of locations. See
the description of the respirator on page 103 of the NAME STRENGTH REQ
Genesys Core Rulebook for more information.
BARRIER IC

ROPE Fire Wall 6 2


A length of synthetic carbon-fiber rope may seem Great Wall 6 3
like an antiquated solution to modern problems, but
Hadrian's Wall 8 4
sometimes it is just the right tool for the job.
Heimdall 1.0 7 5
SIGNAL FLARE Ice Wall 5 1
Contained in plastic tubes, signal flares are used to
SENTRY IC
mark an area with colored smoke. The significance of
different colors is typically decided during a mission Archer 5 4
briefing, though soldiers may “pop smoke” and tell a Hawk's Eye 4 3
dropship pilot or artillery officer the color to zero in
on a particular location. Janus 1.0 9 7
Sentinel 3 1
TARGET DESIGNATOR
Shinobi 3 2
A target designator is a hand-held device with a pistol
grip that can laze a target. Whether the attack comes CODE-GATE IC
from an artillery barrage, an air strike, or an orbital Authenticator 3 1
bombardment, using a target designator lowers the
difficulty of the Gunnery check required to hit the Enigma 3 1
target once, to a minimum of Easy (󲊷) difficulty. Pop-Up 2 0
This effect persists for as long as the user can keep
the target lazed. Syn 2.2 6 4
Tollbooth 3 1
Viktor 2.0 4 4
Code Packages
When UNSC operators are working in computer
For information on network encounters in
networks, the building blocks of their tools—whether
general, see page 125 of the Android: Shadow of the
they are attacking or defending a system—are code
Beanstalk sourcebook. For more details on networks
packages. These include intrusion countermeasures
and digital encounters in the HALO universe, see
(abbreviated “IC” and pronounced “ice”), as well as
page 88.
methods to slip past or eliminate such obstacles—
these are called “icebreakers.”
Requisitioning code packages works the same BARRIER IC
as other equipment, though non-AIs who requisition
either ice or icebreakers must have hardware able FIRE WALL
to support them. (See individual item descriptions
A fire wall works as a somewhat more robust ice
for more details.) Code packages are generally not
wall. It is prevalent in both military and civilian life
single-use: ice can be built and rebuilt using a single
due to its simple utility.
Sysops check for each instance, while icebreakers can
See the description of fire wall on page 133 of
be used multiple times unless they are neutralized by
the Android: Shadow of the Beanstalk sourcebook for
certain kinds of ice.
more information.

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See the description of Heimdall 1.0 on page 133


of the Android: Shadow of the Beanstalk sourcebook
NEURAL INTERFACE
for more information.
All UNSC personnel are outfitted with
a standard neural interface when they
ICE WALL
are inducted. This mostly serves to help
locate personnel who have been captured The most basic method for protecting a vulnerable
as well as identify them as friendly forces system, ice walls simply block a hacker from
on IFF systems. accessing whatever it is protecting with no special
However, more specialized versions bells or whistles.
are available, including ones that allow See the description of ice wall on page 134 of
users to interface directly with computer the Android: Shadow of the Beanstalk sourcebook for
systems. These act the same as a brain more information.
machine interface (BMI) described on
page 98 of the Android: Shadow of the
Beanstalk sourcebook.
SENTRY IC
An upgraded neural interface should
ARCHER
be available to any player who requests it.
A BMI requires only minor surgery to install. A capable if simple sentry, Archer can target and
destroy an intruder’s icebreakers when they attempt
to infiltrate the system.
See the description of Archer on page 134 of the
Android: Shadow of the Beanstalk sourcebook for
GREAT WALL more information.
Named after the historical Chinese artifact, Great
Walls are effective at blocking off multiple sub- HAWK’S EYE
systems at once. However, it is disliked by security
experts for this very reason, as defeating it leaves all Originally developed by corporations as a data-
those sub-systems open to intrusion. gathering tool, it was swiftly repurposed by the
See the description of Great Wall on page 133 of government to trace hackers attempting to access
the Android: Shadow of the Beanstalk sourcebook for key systems.
more information. See the description of Hawk’s Eye on page 134 of
the Android: Shadow of the Beanstalk sourcebook for
more information.
HADRIAN’S WALL
Hadrian’s Wall is dynamic, able to be reinforced by JANUS 1.0
defensive operators as needed. This makes it popular
among both human and AI sysops. The origins of Janus are shrouded in mystery. It
See the description of Hadrian’s Wall on page 133 is believed to be an ONI construct, developed by
of the Android: Shadow of the Beanstalk sourcebook “smart” AIs to protect some of the UNSC’s greatest
for more information. secrets. Not only does it monitor and protect systems,
it is also rumored to destroy any computer—or mind—
that draws its ire.
HEIMDALL 1.0 See the description of Janus 1.0 on page 134 of
Heimdall is one of the most basic “dumb” AI the Android: Shadow of the Beanstalk sourcebook for
programs available, able to observe and adapt to more information.
intruders in the system. Some hackers have learned
to take advantage of Heimdall’s intrinsic curiosity, but
every interaction makes Heimdall more familiar with
their hardware and capabilities.

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SENTINEL See the description of pop-ups on page 135 of


Sentinels are very basic sentries found on virtually the Android: Shadow of the Beanstalk sourcebook for
every computer network in human space. The ones more information.
used by the military—particularly the Navy—are
said to be slightly more effective than their civilian SYN 2.2
counterparts, but this notion has been contested by Syn is a “dumb” AI and one of the most effective
dozens of white-hat hackers over the years. code-gates available, seeing wide use throughout
See the description of sentinels on page 134 of government and municipal networks. Some military
the Android: Shadow of the Beanstalk sourcebook for sysops have a soft spot for him, but they admit he
more information. lacks the hard edges required to ward off the kinds
of targeted attacks on their systems.
SHINOBI See the description of Syn 2.2 on page 135 of the
A variation on the standard sentinel design, Shinobi Android: Shadow of the Beanstalk sourcebook for
both deflects attempted intrusions and retaliates, more information.
flooding the offending vector with junk data and
viruses. Its level of autonomy suggests a “dumb” TOLLBOOTH
AI’s sophistication, but this has been disproven in Seen most often in the civilian world, tollbooth gates
multiple tests. require monetary compensation to bypass if the user
See the description of Shinobi on page 135 of lacks the right credentials.
the Android: Shadow of the Beanstalk sourcebook for See the description of tollbooths on page 136 of
more information. the Android: Shadow of the Beanstalk sourcebook for
more information.
CODE-GATE IC
VIKTOR 2.0
AUTHENTICATOR
Viktor is a “dumb” AI with teeth, able to not only
Authenticator gates are standard defenses, checking fend off would-be intruders but counterattack their
incoming users’ authorization against an established systems as well. Developed by the Navy, they insist
list. They can be more easily overridden than barriers that Viktor’s responses are limited to non-lethal
by way of slowing down their access to those lists. measures, but there is growing evidence to the
See the description of authenticators on page 135 contrary among hospitals and morgues.
of the Android: Shadow of the Beanstalk sourcebook See the description of Viktor 2.0 on page 136 of
for more information. the Android: Shadow of the Beanstalk sourcebook for
more information.
ENIGMA
Enigma gates require users to overcome illogical IC BREAKERS
puzzles and loops them through redirect queries if
they do not have the correct authorization. While no ATHENA
tougher than authenticator gates, Enigmas can waste Athena is one of the most advanced “dumb” AIs
an intruder’s time seeking correct answers. developed to crack open computer networks, able to
See the description of Enigma on page 135 of outwit code-gates and break down barriers. The only
the Android: Shadow of the Beanstalk sourcebook for downside is that her complexity prevents her from
more information. being carried on most portable hardware.
See the description of fire wall on page 136 of
POP-UP the Android: Shadow of the Beanstalk sourcebook for
Developed by network-based corporations centuries more information.
ago, these ubiquitous and irritating gates are effective
at frequently spamming incoming connections.

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SECTION 02. EQUIPMENT & VEHICLES

BATTERING RAM GARROTE


Battering rams are brute-force programs, only able The effectiveness of a garrote is not necessarily in its
to carry out straightforward barrage ping attacks power to eliminate sentries but is instead in its ability
on barriers. to prevent them from alerting sysops.
See the description of battering rams on See the description of garrotes on page 137 of
page 136 of the Android: Shadow of the Beanstalk the Android: Shadow of the Beanstalk sourcebook for
sourcebook for more information. more information.

CORRODER GORDIAN BLADE


Corroders have a unique quality in that they degrade First developed by a Navy “smart” AI to assist him in
the strength of the barriers they are attempting to dealing with logic gates, the Gordian Blade has since
break through. seen adoption by a wide variety of hackers, from
See the description of corroders on page 136 of corporate spies to white-hat AI intruders.
the Android: Shadow of the Beanstalk sourcebook for See the description of the Gordian Blade on
more information. page 137 of the Android: Shadow of the Beanstalk
sourcebook for more information.
CRYPSIS
A highly effective “dumb” AI intruder, Crypsis can REMORA
overcome any kind of IC with precise and methodical Remoras are aptly named programs that have no
strikes. Despite its comparatively slow speed, many ability to break barriers but can slip past sentries and
government and military agents are concerned by code-gates without being detected. While the risk is
its existence, as it appears to have been developed high and potentially fatal for users, success means
independently by a single hacker. getting in and out without any defenders noticing
See the description of Crypsis on page 137 of their presence.
the Android: Shadow of the Beanstalk sourcebook for See the description of remoras on page 137 of
more information. the Android: Shadow of the Beanstalk sourcebook for
more information.
FAERIE
Though efficient at distracting sentries using constant SAGITTARIUS A*
spam attacks, Faerie can only be used once before In practice, Sagittarius A* is less of a “dumb” AI
the network adapts to its presence. and more of an AI killer. When used improperly—or
See the description of Faerie on page 137 of the perhaps just recklessly—it can destroy not just the
Android: Shadow of the Beanstalk sourcebook for IC on a system but the system itself. This can include
more information. any “smart” AIs that call that system home.
See the description of Sagittarius A* on page 138
FEMME FATALE of the Android: Shadow of the Beanstalk sourcebook
for more information.
Femme Fatale is a “dumb” AI created by a crime
syndicate to act as an upgraded version of Faerie.
While they succeeded, the result is a program TORCH
considered by many to be unpredictable, as it will Torch is a potent tool for nullifying code-gates in a
sometimes hinder a hacker rather than help them. given system, to the point that many hackers and
See the description of Femme Fatale on page 137 sysops suspect ONI had a part in its creation. Even
of the Android: Shadow of the Beanstalk sourcebook if it is true, no evidence has arisen to back up this
for more information. claim, and no one in ONI has ever come forward as
its creator.
See the description of Torch on page 138 of the
Android: Shadow of the Beanstalk sourcebook for
more information.

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TABLE 2-5: UNSC IC BREAKERS


NAME AFFECTS STRENGTH REQ
Athena Barriers, Code Gates 5 6
Battering Ram Barriers 6 4
Corroder Barriers 4 3
Crypsis Barriers, Code Gates, Sentries 3 4
Faerie Sentries 5 2
Femme Fatale Sentries 4 5
Garrote Sentries 2 1
Gordian Blade Code Gates 3 3
Remora Code Gates, Sentries 0 2
Sagittarius A* Barriers, Code Gates, Sentries 6 7
Torch Code Gates 9 8
Yog.0 Code Gates 1 5

YOG.0 See the description of deflective plating found


Yog.0 uses amassed data to bypass code-gates, on page 209 of the Genesys Core Rulebook for more
accessing a database filled with usernames and information.
passwords logged by hackers in their efforts. It
is simple but effective... as long as the code you DROP SHIELD GENERATOR
need is in the list somewhere. Based on highly classified Forerunner artifacts
See the description of Yog.0 on page 138 of the recovered by ONI, the drop shield generator allows
Android: Shadow of the Beanstalk sourcebook for the user to deploy a domed energy shield around
more information. them. It prevents high-speed projectiles such as
bullets, plasma, and thrown weapons from passing
through while allowing objects at comparatively
Attachments low speed to transition through the shield, such as
individuals who are walking or running, or vehicles.
The power draw required for the drop shield is
ARMOR ATTACHMENTS intense and can only be attached to systems that
already have shield capability, limiting its field use to
DEFLECTIVE PLATING Spartans using MJOLNIR powered armor. High-energy
All UNSC armor systems already incorporate impacts can cause the drop shield to collapse early.
defensive measures to ensure their wearer’s ▪ Use With: Any MJOLNIR armor with the
survival, but sometimes individuals take extra steps Shielded quality.
to increase their survivability when in combat.
▪ Modifiers: Once per encounter, as a maneuver,
Deflective plates can also be applied to duty uniforms
the user may engage their drop shield. It projects
and durable clothing in order to increase survivability
an energy bubble around the user out to engaged
if the wearer is concerned about combat.

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range, preventing enemies from hitting anyone TABLE 2-6: UNSC ATTACHMENTS
within the drop shield but not preventing anyone
from entering it. The drop shield lasts for three NAME HP REQ
rounds, collapsing at the end of the user’s turn.
The drop shield can be targeted by ranged ARMOR
attacks and counts as having a wound threshold Deflective Plating 1 1
of 30. In the event that the drop shield’s wound
threshold is exceeded, or it takes two Critical Drop Shield Generator 1 3
Injuries, the drop shield collapses immediately. Fiber-optic Probe 0 1
▪ Hardpoints: 1
Intimidating Visage 0 0

FIBER-OPTIC PROBE Motion Tracker 1 1

A small, wire-shaped device with a camera and pin- Network Infiltration Package 1 2
sized microphone on one end, fiber-optic probes are Thruster Pack 3 4
often used to peek around corners and under doors.
They are semi-rigid, able to be shaped to look around Reinforced Plating 2 4
obstacles without exposing its user to danger. Each Vacuum Sealed 1 0
probe is three meters long, and while they are issued
with independent monitors, all UNSC models can Visual Intelligence System,
1 2
connect directly with standard armor systems and Reconnaissance
relay images directly to an eyepiece or visor. WEAPONS
▪ Use With: Any UNSC armor system. Bipod Mount 1 1
▪ Modifiers: Allows the user to look around
Extended Barrel 2 2
obstacles and corners and through small spaces
at short range. Deploying or retracting the probe Firing Shield 1 2
is an incidental. High-Capacity Magazine 0 1
▪ Hardpoints: 0
Oracle Scope 1 2

INTIMIDATING VISAGE Suppressor 1 1

Customization of armor is typically frowned upon Tripod Mount 2 1


by the UNSC, as it has negative impacts on the Underslung Ordnance Launcher 2 3
uniformity—and therefore the camaraderie—of
soldiers on the line. In fact, among the regular
infantry and military police, anything but the most MOTION TRACKER
basic alterations to denote name, rank, and mission
Motion trackers are a unique type of sensor able to
role is forbidden. However, in the special forces,
detect movement out to a set range. They have the
particularly ODST, some latitude is granted for
ability to passively read UNSC friend-or-foe tags,
personalization and psyops purposes. It is also said
displaying identified UNSC personnel and vehicles as
that some Spartans paint or carve their already
yellow dots while displaying unidentified or hostile
imposing MJOLNIR armor to inflict maximum dread
movements in red. While this can cut down on
and fear among their enemies.
battlefield confusion and even help detect enemies
See the description of intimidating visage
with active camouflage, motion trackers cannot
found on page 209 of the Genesys Core Rulebook
identify individuals that are moving slowly, and
for more information.
they can be rendered less effective or neutralized in
environments with a lot of small movement, such as
dense jungles filled with wildlife.

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▪ Use With: Any UNSC combat armor. REINFORCED PLATING


▪ Modifiers: Removes 󲊸󲊸 from any Perception, Heavy armor already has a reputation for resilience
Vigilance, or combat skill checks caused by but adding reinforcement—a process sometimes
darkness or smoke that the wearer makes. referred to as “up-armoring”—can increase the
▪ Hardpoints: 1 armor’s integrity considerably. The materials needed
to craft such additional plating, as well as the labor
required to affix it, make this a rare benefit afforded
NETWORK INFILTRATION PACKAGE only to VIPs or assets that have proven to be worth
Most UNSC armor systems contain a rudimentary the effort.
BIOS to run necessary programs and subroutines for See the description of reinforced plating
normal function, but this is insufficient for actively found on page 209 of the Genesys Core Rulebook
accessing a network, let alone a hostile one. A for more information.
network infiltration package adds a more robust
operating system capable of running a sophisticated VACUUM SEALED
set of applications allowing the user to attack or
defend computer networks. It includes a visual As the UNSC Navy and Marines are expected to
interface, adding a visor or eyepiece if the armor conduct operations in hard vacuum, as well as on
did not have one already. planets that may feature a hostile atmosphere,
virtually every armor system is able to be modified to
▪ Use With: Any UNSC combat armor. seal in order to maintain pressure and atmosphere.
▪ Modifiers: For the purposes of network Several types come with this attachment standard;
encounters, a network infiltration package see individual armor descriptions for details.
can have up to six icebreakers and four pieces of See the description of vacuum sealed found on
ice active on its system at once. It is considered page 209 of the Genesys Core Rulebook for more
the right tool for the job when engaging in information. This attachment is assumed to provide a
network encounters. hookup for supplemental oxygen.
▪ Hardpoints: 1
VISUAL INTELLIGENCE SYSTEM, RECONNAISSANCE
THRUSTER PACK The Visual Intelligence System, Reconnaissance
(VISR) was originally developed for special forces
Thruster packs have been in use for as long as
teams dealing with entrenched insurrectionists,
humans have been operating outside of gravity
taking advantage of its low-light capabilities to
wells, but the arrival of war in space has seen many
facilitate daring nighttime raids. It later proved to
changes. The UNSC’s jetpacks are armored units
be extremely effective against the Covenant as well,
intended for use in freefall combat operations, but
as it could sometimes detect and highlight visual
they remain highly effective even when used under
irregularities associated with active camouflage. It
gravity, despite still using chemical propellants.
has been widely adopted by ODST, ONI, and Spartans
Some combat units, such as the ODSTs, specialize in
in the field. Conventional infantry and military police
using jetpacks under a wide variety of conditions.
units have resisted making it standard issue: the
▪ Use With: Any UNSC combat armor. various features can clutter sightlines and distract
▪ Modifiers: When activated as a maneuver, the inexperienced soldiers at the worst moments, to say
jetpack allows the user to fly using their Piloting nothing of the associated costs in adopting it.
skill, with the following profile: Silhouette 1, ▪ Use With: Any UNSC armor system that comes
Speed 2, Handling -1. (In low-gravity or freefall, equipped with a helmet.
Handling is 0.) A 󲊲 may be used to cause the
▪ Modifiers: Adds 󲊸 to the user’s Perception
jetpack to run out of propellant.
and Vigilance.
▪ Hardpoints: 3
▪ Hardpoints: 1

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SECTION 02. EQUIPMENT & VEHICLES

WEAPON ATTACHMENTS capacities of ammunition. This cuts down on the time


a soldier spends reloading, potentially leaving them
BIPOD MOUNT free to respond to threats to their squad. However,
high-capacity magazines add noticeable bulk to the
A favorite pick by snipers, bipod mounts grant
weapon, both from the increased magazine size and
additional stability when firing unwieldy weapons.
the weight of the extra ammunition, making them
Though it takes additional time to set up, the payoff is
harder to wield in general.
usually worth it.
See the description of the bipod mount found ▪ Use With: Any UNSC ranged weapon that does
on page 207 of the Genesys Core Rulebook for not have the Limited Ammo quality.
more information. ▪ Modifiers: Add 1 to the weapon’s Encumbrance.
The weapon cannot run out of ammo on the first
EXTENDED BARREL 󲊲 result.
While an extended barrel can boost the range of ▪ Hardpoints: 0
certain weapons and is a popular modification among
sharpshooters, the UNSC generally frowns upon ORACLE SCOPE
requesting such an attachment. Most weapons are
A favorite of snipers and sharpshooters, Oracle
already designed to operate at their peak range, and
scopes come in a variety of shapes to suit the needs
extending the barrel threatens to make the weapon
of any rifle. Each scope has high-quality lenses and
overall less effective. However, the advantages of
advanced software similar to that of an ODST’s VISR
such an attachment cannot be denied, and so most
suite, assisting the shooter in locating targets despite
armories are able to accommodate a request for an
reduced visibility, including smoke.
extended barrel.
See the description of the extended barrel found ▪ Use With: Any UNSC rifle.
on page 207 of the Genesys Core Rulebook for ▪ Modifiers: Remove 󲊸󲊸 from Perception
more information. and combat checks imposed by darkness or
poor visibility.
FIRING SHIELD ▪ Hardpoints: 1
Some heavy infantry weapons, particularly crew-
operated weapons, are expected to be used while SUPPRESSOR
taking direct fire from enemy positions and without
Engaging in covert operations requires a certain
the benefit of cover. Frequently, these weapons can
degree of discretion. Generally speaking, it is
be modified to add a shield plate to the front of the
recommended that personnel who are attempting
weapon, allowing the crew some protection from
to carry out such an operation not use weapons, or
incoming fire while they operate the weapon. A firing
use weapons that do not make noise, such as a knife.
shield is essentially a steel plate that can absorb or
However, when required, most UNSC weapons can
deflect attacks, keeping the user relatively safe and
be fitted with a suppressor. While it’s neither able nor
free to do their job. This attachment is not effective
intended to completely mask the sound of gunfire,
against attacks made with Brawl or Melee.
it reduces the noise profile so that gunshots may go
▪ Use With: Any UNSC Gunnery weapon. unnoticed due to ambient sounds, or else is so quiet
▪ Modifiers: Add the Cumbersome 3 and Defensive that hostiles are unable to trace the location.
1 qualities to the weapon. ▪ Use With: This attachment can be used with any
▪ Hardpoints: 1 Ranged (Light) or Ranged (Heavy) UNSC weapon,
except for heavy weapons such as machine guns
or explosive weapons like grenade launchers.
HIGH-CAPACITY MAGAZINE
▪ Modifiers: Decrease the weapon’s base damage
Whether it comes in the form of an extended
by 1 and increase the weapon’s critical rating
magazine, a drum, or an extra tank of fuel, most
by 1. Upgrade all checks made to detect weapons
UNSC ranged weapons can be fitted with higher

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SECTION 02. EQUIPMENT & VEHICLES

fire or determine the direction of a shot made


using a weapon equipped with a suppressor. The
suppressor may be attached to or removed from
a weapon by spending a maneuver.
▪ Hardpoints: 1

TRIPOD MOUNT
Tripods are generally attached to heavy weapons,
giving them unsurpassed stability. A tripod is
recommended for any squad making use of
considerable firepower, in order to be as efficient
as possible.
See the description of the tripod mount
found on page 208 of the Genesys Core Rulebook
for more information.

UNDERSLUNG ORDNANCE LAUNCHER


Attached to the bottom rail of a rifle-sized weapon,
the underslung ordnance launcher can be configured
in the field to use a variety of ammunition: grenades,
shotgun slugs, even grappling hooks and pitons. The
smooth bore barrel limits the range, and after each
shot it must be reloaded via the breech, but advances
in lightweight materials and ammo generally keep the
weapon from becoming barrel-heavy.
▪ Use With: Any UNSC rifle-sized Ranged
(Heavy) weapon.
▪ Modifiers: As an incidental, the wielder can
switch from using the rifle to using the launcher.
Firing the launcher always uses the Ranged
(Heavy) skill, the projectile can be fired to
Medium range, and it always has the Limited
Ammo 1 quality.
▪ Hardpoints: 2

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SECTION 02. EQUIPMENT & VEHICLES

Vehicles & Starships M12 “WARTHOG” FORCE APPLICATION VEHICLE


Considered to be the gold standard in ground
transport across human space, the M12 “Warthog”
ON THE GROUND has seen action in virtually every role, from
The UNSC’s ground vehicles are not dissimilar military to law enforcement to civilian. The UNSC’s
from those seen on Earth during the 20th and 21st standard platform for ground-based reconnaissance,
centuries. Wheels and tracks are tried-and-true surveillance, and defense, the most common model is
technologies that find use across virtually every equipped with a chaingun in the rear compartment to
occupied world in human space, and their standard serve an anti-infantry and anti-light vehicle role.
parts mean that virtually any industrial center However, what the Warthog is most remarkable
can manufacture the parts required to build and for is its mobility. In the hands of a practiced combat
maintain them. driver, it is able to maneuver across a heavily
populated battlefield with ease. Massive disc brakes,
All vehicles in this section require the Driving skill. automatic braking features, and a composite roll-
frame make it one of the safest rides available, and
make it rugged enough to serve as a workhorse in
any mobile armor unit. It can travel both on- and off-
road in all weather conditions.
The Warthog can be configured to serve as a
troop carrier, an ambulance, an armament carrier,
or a communications vehicle, though most of those
require replacing the distinctive chaingun in the rear
compartment with special equipment.

DEFENSE ARMOR

1 0
2 3 0 7 4
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: AMG Transport Dynamics


▪ Complement: 1 driver, 1 gunner
▪ Passenger Capacity: 1 passenger
▪ Requisition: 4
▪ Encumbrance Capacity: 25
▪ Consumables: None
▪ Customization Hardpoints: 3
▪W
 eapons (personal scale): Rear pintle-mounted
belt-fed chaingun (Gunnery; Damage 10;
Critical 2; Long range; Fire Arc All; Auto-fire,
Pierce 2, Vicious 2)

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SECTION 02. EQUIPMENT & VEHICLES

M15 “RAZORBACK” LIGHT TACTICAL VEHICLE M274 “MONGOOSE” ULTRA-LIGHT


ALL-TERRAIN VEHICLE
Though the Warthog was the darling of the CMA and
the UNSC from its inception, able to handle urban The M274 “Mongoose” is a four-wheeled ATV
and rural territories with ease, it notably fell short in developed for reconnaissance and speed. Its lack of
rugged frontier environments. Pathfinders and other arms is intended to keep its maneuverability high,
scouting units found they needed something along allowing recon forces to quickly disengage from
the same lines as the M12 but with more power and hostile elements if spotted. While it is generally
reliability when operating far beyond the borders of accepted by couriers needing to cross the battlefield
anything that passed for civilization. quickly, it is also notorious for its lack of protection,
Enter the M15 “Razorback”—built on a nearly either from enemy attacks or from rolling.
identical frame as its cousin the Warthog, but A small platform at the rear of the vehicle is
with key reinforcements that could withstand the intended for transporting important materials across
punishing terrain and weather conditions on worlds a battlefield, but despite strict UNSC safety protocols,
in the midst of being terraformed. Not only did it many units prefer to use it as additional seating for
excel at its given task, but service members across one passenger. From this position, the passenger
the board found it a more comfortable ride than the can act as an additional set of eyes or even operate
equivalent troop ‘Hog offered by AMG Transport a weapon, though this leaves them extremely
Dynamics. Only its lack of direct combat capability vulnerable in the event of a crash.
kept it from being adopted as the UNSC’s go-to
DEFENSE ARMOR
mobile platform during the Covenant War.
0 0
1 3 +2
As it was originally intended to operate in rough,
unknown environments, some Razorbacks were built 4 3
with a closed cab in order to serve as a safe zone SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
for its passengers. However, to save on costs and
capitalize on technological leaps in environmental ▪ Manufacturer: AMG Transport Dynamics
suit technology, Misriah Armory opted to use
▪ Complement: 1 driver
the same open-air design as the Warthog. Their
allowance for comfort in hostile atmospheres was ▪ Passenger Capacity: 1 passenger
to package a transparent plastic “tent” that could be ▪ Requisition: 3
sealed over the top of the Razorback and pressurized.
They are rarely used for this purpose. ▪ Encumbrance Capacity: 10
▪ Consumables: None
DEFENSE ARMOR
▪ Customization Hardpoints: 2
1 1
2 3 -1 7 3
▪ Weapons: None

SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Misriah Armory


▪ Complement: 1 driver
▪ Passenger Capacity: 5 passengers
▪ Requisition: 3
▪ Encumbrance Capacity: 50
▪ Consumables: None
▪ Customization Hardpoints: 4
▪ Weapons: None

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SECTION 02. EQUIPMENT & VEHICLES

M121 “JACKRABBIT” LIGHT STRIKE VEHICLE M650 “MASTODON” ARMORED


PERSONNEL CARRIER
On paper, the M121 “Jackrabbit” strikes a balance
between the unarmed yet agile Mongoose and the Though troop carrier versions of the Warthog exist,
armed, armored, and cumbersome Warthog. It has the UNSC found itself needing an armored personnel
a three-wheel design, with its front two wheels on carrier that could safely deliver soldiers to their
pinioned booms that allow them to draw together or objectives during the Insurrection. AMG Transport
spread out, offering variable stability depending on its Dynamics’ solution is the M650 “Mastodon,” an
speed, with a central wheel under the carriage. The arrowhead-shaped six-wheeled carrier that could
rear of the vehicle has space for a weapons mount, withstand heavy punishment to bring its passengers
most often configured for a grenade launcher but also wherever they needed to go. Its only drawbacks
capable of fitting a chaingun or even a Gauss cannon. are its slow speed and poor maneuverability, due to
Yet the Jackrabbit has long struggled to find its the several layers of heavy armor plating that put
niche. Despite being named a “strike” vehicle, it is considerable strain on the vehicle’s frame.
most commonly utilized for scouting missions where While the Human-Covenant War has seen
speed and maneuverability are key. This leads to most troop deployments happen via dropships, the
many personnel leaving the weapons system off it Mastodon has remained in service with the Army
entirely, defeating the purpose of it being an armed and law enforcement, both of which tend to be the
alternative to the Mongoose—except that the driver’s first response to planetary invasions. It is considered
carriage is enclosed, offering better protection. It to be a no-nonsense, reliable vehicle, though many
must also be said that the front booms are the bane passengers complain that the lack of windows makes
of mechanics everywhere, as they are prone to it feel like an amusement park ride.
getting debris jammed in their mechanisms when
DEFENSE ARMOR
operating at high speeds.
1 1
DEFENSE ARMOR
2 2 -1 8 5
1 0
1 3 +1 5 3
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD ▪ Manufacturer: AMG Transport Dynamics
▪ Complement: 1 driver, 1 gunner
▪ Manufacturer: AMG Transport Dynamics
▪ Passenger Capacity: 15-20 passengers
▪ Complement: 1 driver
▪ Requisition: 4
▪ Passenger Capacity: 0
▪ Encumbrance Capacity: 80
▪ Requisition: 4
▪ Consumables: None
▪ Encumbrance Capacity: 8
▪ Customization Hardpoints: 2
▪ Consumables: None
▪W
 eapons (personal scale): Rear pintle-mounted
▪ Customization Hardpoints: 2 belt-fed chaingun (Gunnery; Damage 10;
▪W
 eapons (personal scale): Rear-mounted Critical 2; Long range; Fire Arc All; Auto-fire,
grenade launcher (Ranged [Heavy]; Pierce 2, Vicious 2)
Damage 8; Critical 4; Medium range;
Fire Arc Rear; Blast 6, Inaccurate 1)

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M808C “SCORPION” MAIN BATTLE TANK M850 “GRIZZLY” MAIN BATTLE TANK
Feared across all battlefields, the M808 “Scorpion” The M850 “Grizzly” was designed to supplement and
tank series is an unstoppable force when facing eventually replace the venerable M808 “Scorpion”
either the Insurrection or the Covenant. Surprisingly as the UNSC’s main battle tank. It features double
maneuverable for its size and weight thanks to its the weaponry, with two high-velocity cannons and
four independently suspended track bogies, the two pintle-mounted machine guns. It has four bogey
Scorpion is operated by a driver and two gunners: treads similar to the Scorpion, plus a fifth to maintain
one who sits inside the armored body, to aim and fire the tank’s stability located rear of center. It also
the main cannon, and one who sits in an external ring features heavier armor and a reinforced chassis to
station to operate the pintle-mounted weapon. Four handle all the extra weight.
passengers can sit safely on jump seats aboard each Introduced in 2509 to adoration by vehicle
bogie, keeping their hands free to fire their individual crews, its adoption was slowed by the tank’s
weapons; however, they are unprotected should the costly production and maintenance. It excelled in
enemy choose to return fire. combat against the Covenant early in the war, able
If either the driver (formally known as “the to withstand significant punishment when pitted
commander”) or the external gunner has a neural against enemy infantry and armor. However, its
interface, they can operate the main cannon without manufacturing bases were located exclusively in the
the need for an additional gunner. An earlier variant Outer Colonies: by 2535, all the industrial worlds
of the Scorpion, the M808B, featured its machine gun capable of producing the Grizzly in meaningful
on a coaxial mount with the main cannon, allowing numbers had been annihilated. Those that are
it to be operated by the internal gunner instead. In currently in service have either survived since the
this configuration, a single individual with a neural early stages of the war or are products of limited runs
interface can operate the entire tank. in facilities that normally assemble Scorpion tanks.

DEFENSE ARMOR DEFENSE ARMOR

2 2 2 3
2 2 -2 9 6
2 2 -2 10 8
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Chalybs Defense Solutions ▪ Manufacturer: Chalybs Defense Solutions


▪ Complement: 1 driver, 2 gunners ▪ Complement: 1 driver, 1 gunner
▪ Passenger Capacity: 4 passengers (on bogeys) ▪ Passenger Capacity: 4 passengers (on bogeys)
▪ Requisition: 6 ▪ Requisition: 8
▪ Encumbrance Capacity: 25 ▪ Encumbrance Capacity: 32
▪ Consumables: None ▪ Consumables: None
▪ Customization Hardpoints: 1 ▪ Customization Hardpoints: 1
▪ Weapons: ▪ Weapons:
▫S
 mooth-bore high-velocity cannon (Gunnery; ▫ 2 smooth-bore high-velocity cannons
Damage 5; Critical 2; Short range; Fire Arc All; (Gunnery; Damage 5; Critical 2; Short range;
Blast 6, Breach 1, Slow-Firing 1) Fire Arc All; Blast 6, Breach 1, Slow-Firing 1)
▫T
 urret-mounted machine gun (personal scale) ▫ 2 pintle-mounted machine guns (personal
(Gunnery; Damage 10; Critical 2; Long range; scale) (Gunnery; Damage 10; Critical 2; Long
Fire Arc Forward, Left, Right; Auto-fire, range; Fire Arc All; Auto-fire, Linked 1,
Pierce 2, Vicious 2) Pierce 2, Vicious 2)

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SECTION 02. EQUIPMENT & VEHICLES

HRUNTING MK. III “CYCLOPS” M400 “KODIAK” MOBILE SIEGE VEHICLE


POWERED EXOSKELETON
The M400 “Kodiak” addresses the need for rapidly
Prior to the success of the Spartans’ MJOLNIR mobile artillery on a modern battlefield. Its oversized
powered armor, the UNSC experimented with cannon has breathtaking range, but when fired the
powered exoskeletons. Until the Mark IV model vehicle must be locked down in place to prevent
of MJOLNIR, however, the prospects of battlefield- the cannon’s recoil from flipping it over. This is
ready powered exoskeletons seemed grim: the power accomplished with special “legs” that extend from
requirements were astronomical, requiring units the chassis, which support the Kodiak on a variety
to be wired into large power sources or else of terrain.
stay within a limited range for wireless power. Though first developed to lay siege to entrenched
Fortunately, the advancements of MJOLNIR Insurrectionist positions, the Kodiak proved equally
opened up new possibilities. effective at shelling Covenant structures and
The HRUNTING series was the result, and the encampments. More relevant, however, is its ability
Mk. III “Cyclops” is the most successful of them. It to quickly change position as needed as the enemy
is a bipedal exo-suit, in which the operator sits in advances. This means that artillery support for
the torso and controls the unit from there. Initially ground operations can perform consistently, giving
designed for logistics and support in order to convey Marines and Army troopers the firepower they need
heavy objects, the Cyclops is also effective in combat. to slow down the Covenant’s inexorable intrusion
Its powerful claws are effective at tearing down into the Inner Colonies. As such, Kodiaks are escorted
fortifications and damaging enemy vehicles, while its at all times, since they tend to be priority targets
left arm is capable of mounting a chaingun to address for the enemy.
enemy personnel. The exoskeleton’s success has
DEFENSE ARMOR
inspired additional development projects, but these
other units are kept under wraps by ONI. 0 2

DEFENSE ARMOR
2 2 -2 8 10
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
1 1
2 1 -1 8 8 ▪ Manufacturer: Misriah Armory
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Complement: 1 driver, 1 navigator, 1 gunner

▪ Manufacturer: Hannibal Weapons Systems ▪ Passenger Capacity: 6


& Lethbridge Industrial ▪ Requisition: 9
▪ Complement: 1 driver ▪ Encumbrance Capacity: 45
▪ Passenger Capacity: 0 ▪ Consumables: None
▪ Requisition: 8 ▪ Customization Hardpoints: 0
▪ Encumbrance Capacity: 5 ▪ Weapons:
▪ Consumables: None ▫H
 eavy artillery cannon (Gunnery; Damage 8;
▪ Customization Hardpoints: 1 Critical 3; Extreme range; Fire Arc All; Blast 6,
Breach 2, Slow-Firing 2)
▪ Weapons:
▫T
 urret-mounted machine gun (personal scale)
▫M
 achine gun mounted on left arm (personal
(Gunnery; Damage 10; Critical 2; Long range;
scale) (Gunnery; Damage 10; Critical 2;
Fire Arc Forward, Left, Right; Auto-fire,
Long range; Fire Arc All; Auto-fire,
Pierce 2, Vicious 2)
Pierce 2, Vicious 2)
▫C
 onstruction claws (Brawl; Damage 2;
Critical 3; Close range; Breach 1)

6 0 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 02. EQUIPMENT & VEHICLES

M313 “ELEPHANT” HEAVY RECOVERY VEHICLE IN AIR & SPACE


The M313 Elephant is based on utility and farming The necessity of air superiority on the battlefield
vehicles that were popular during early human was established in the early 20th century, and it is
colonization of the galaxy. Standing two stories tall a lesson humanity took with them into space. UNSC
with a thick, armored hull, Elephants are most often air and space vehicles often make extensive use of
used to transport and retrieve heavy equipment from advanced and refined jet technology, though there
the battlefield with its large crane, but they can act as are some exceptions as described below.
mobile command centers and deployment points for
ground forces. Transport for these units can be very All vehicles in this section require the Piloting skill,
difficult, requiring an Albatross-class dropship. whether they operate in an atmosphere, in the void
To support combat operations, Elephants have of space, or both.
three turrets mounted across the top of its hull,
providing overlapping fire across its front and
AV-14 “HORNET” ATTACK VTOL
flanks. The rear features a ramp that allows troops
and vehicles to disembark en masse from inside. A Serving as the UNSC’s primary assault, search and
modified civilian version, called the Olifant, is still reconnaissance, and close air support aircraft, the
used in rural areas as an agricultural model and in AV-14 “Hornet” is a vertical takeoff-and-landing
urban zones as a waste hauler—obviously without vehicle. Due to its atmospheric nature, these are
the heavy armaments. rarely deployed from ships but instead take off from
terrestrial bases. They are proficient at anti-infantry
DEFENSE ARMOR and anti-vehicle operations with no additional
1 2 modifications, while jump seats located to either side
3 1 -3 30 20
of the cockpit along the landing skids allow them to
SILHOUETTE MAX SPEED HANDLING
carry up to four passengers.
HT THRESHOLD SS THRESHOLD
Hornets are intended to travel quickly and stay
maneuverable, as they lack the necessary armor
▪ Manufacturer: JOTUN Heavy Industries.
plating or support in order to withstand sustained
▪ Complement: 1 driver, 2 gunners. combat. Many pilots warn of “Hornet fever,” where
▪ Passenger Capacity: 16 passengers and their operators can be lulled into a false sense of
1 Warthog or 6 Mongooses security by the comparatively heavy armaments and
fail to keep moving in combat.
▪ Requisition: 8
▪ Encumbrance Capacity: 120 DEFENSE ARMOR

0 1
▪ Consumables: None
▪ Hardpoints: 2
3 4 +2 8 8
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Weapons (personal scale):
▫F
 orward turret-mounted belt-fed chaingun ▪ Manufacturer: Misriah Armory
(Gunnery; Damage 10; Critical 2; Long range;
▪ Complement: 1 pilot
Fire Arc Forward, Left, Right; Auto-fire,
Pierce 2, Vicious 2) ▪ Passenger Capacity: 4 passengers
▫R
 ight-side turret-mounted belt-fed chaingun ▪ Requisition: 4
(Gunnery; Damage 10; Critical 2; Long range; ▪ Encumbrance Capacity: 10
Fire Arc Forward, Right, Rear; Auto-fire,
▪ Consumables: None
Pierce 2, Vicious 2)
▪ Customization Hardpoints: 1
▫L
 eft-side turret-mounted belt-fed chaingun
(Gunnery; Damage 10; Critical 2; Long range;
Fire Arc Forward, Left, Rear; Auto-fire,
Pierce 2, Vicious 2)

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SECTION 02. EQUIPMENT & VEHICLES

▪ Weapons: D77-TC “PELICAN” DROPSHIP


▫C
 hin-mounted GAU-23 autocannon The D77-TC “Pelican” dropship entered service over
(Gunnery; Damage 1; Critical 3; Close range; fifty years ago and has seen little change since its
Fire Arc Forward, Left, Right; Auto-fire) inception. It is the dropship of choice for both the
▫W
 ing-mounted air-to-surface missile pods military and for civilian law enforcement, as it has a
(Gunnery; Damage 3; Critical 3; Short range; reputation for reliability and ruggedness. However,
Fire Arc Forward; Blast 4, Breach 1, Linked 1) its operation requires a deft hand, and while it uses a
standard interface that virtually all UNSC pilots train
on, most are hoping for a flashier assignment than
AV-22 “SPARROWHAWK” HEAVY ATTACK VTOL “driving the bus.”
The AV-22 “Sparrowhawk” is considered the big In addition to its universally recognized and
brother of the Hornet. It is an aerodyne deployed as respected role as a dropship, the Pelican also serves
the UNSC’s main tank hunter, used to support ground as a gunship when the mission calls for it, bringing a
advances that require swift strikes. In addition to chin-mounted autocannon and wing-mounted missile
considerable anti-infantry capabilities with its twin pods to bear. Magnetic clamps on the aft overhang
autocannons, the Sparrowhawk boasts a chin- allow it to carry additional cargo and ordnance,
mounted version of a Spartan Laser that can cut whether it is six equipment pods or a full-size M12
through enemy armor with ease. Warthog or M808 Scorpion. Seats in the cargo bay (or
While considered to be highly effective, the cost “blood tray,” according to the Marines) accommodate
of its nonlinear armaments and the high-maintenance ten passengers, with additional standing room for ten
nature of its dual-ducted lift fans has kept it from more or two M274 Mongooses.
seeing widespread adoption. As the Human-Covenant Multiple variants of the Pelican exist to fit
War moved into the Inner Colonies, the Sparrowhawk particular mission profiles, though the most common
was also found to be far less maneuverable in urban is the D77H-TCI, which features tandem seating for
warzones than the Hornet, making it less effective the pilot and co-pilot (instead of side-by-side in the
for air support. basic model) and integrated missile pods as opposed
to removable external pods.
DEFENSE ARMOR

0 2 DEFENSE ARMOR

3 5 0 0 2
SILHOUETTE MAX SPEED HANDLING
12 9
HT THRESHOLD SS THRESHOLD
4 4 -1 10 10
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Manufacturer: Misriah Armory
▪ Complement: 1 pilot, 1 gunner ▪ Manufacturer: Misriah Armory

▪ Passenger Capacity: None ▪ Complement: 1 pilot, 1 co-pilot, 1 crew chief

▪ Requisition: 6 ▪ Passenger Capacity: 10–20 passengers,


1 silhouette 2 or smaller vehicle
▪ Encumbrance Capacity: 25
▪ Requisition: 5
▪ Consumables: None
▪ Encumbrance Capacity: 80
▪ Customization Hardpoints: 2
▪ Consumables: None
▪ Weapons:
▪ Customization Hardpoints: 2
▫W
 ing-mounted twin GAU-23 autocannons
(Gunnery; Damage 1; Critical 3; Close range; ▪ Weapons:
Fire Arc Forward; Auto-fire, Linked 1, Pierce 2) ▫ Chin-mounted autocannon
▫C
 hin-mounted nonlinear cannon (Gunnery; (Gunnery; Damage 2; Critical 3; Close range;
Damage 2; Critical 2; Long range; Fire Arc Fire Arc Forward, Left, Right; Auto-fire)
Forward; Breach 2, Slow-Firing 1) ▫T
 wo wing-mounted air-to-surface missile pods
(Gunnery; Damage 3; Critical 3; Short range;
Fire Arc Forward; Blast 4, Breach 1, Linked 3)
6 2 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0
SECTION 02. EQUIPMENT & VEHICLES

D96-TCE “ALBATROSS” HEAVY-LIFT DROPSHIP B-65 “SHORTSWORD” SUBORBITAL


LONG-RANGE BOMBER
The D96 “Albatross” is the UNSC’s designated heavy-
lift dropship, serving to carry loads that are high in The B-65 “Shortsword” is a sub-orbital bomber
quantity or mass to and from the battlefield. Where that has been in service with the UNSC for over a
the D77 “Pelican” uses twin primary articulated century. Its airframe features sweeping wings, a
engine pods, the Albatross has four that are blunt, rounded nose, and an elongated munitions
additionally overcharged by an outsized on-board boom that can accommodate a wide range of
fusion reactor. This allows it to transport more than potential armaments.
double the mass of the Pelican, making the Albatross Shortswords are venerated among both the Navy
the aircraft of choice when deploying large quantities and the Air Force for their reliability, affectionately
of equipment and personnel to a landing zone. dubbed “the Warthogs of the air” by their crews.
Where it falls short is in armament as well as This ruggedness kept them in service even after
specialized roles. To give it the maximum allowable their planned retirement date in 2534, as they proved
transport capability, an Albatross usually carries just as effective against Covenant targets as the
no weapons of its own and utilizes a stripped down Longswords that were meant to replace them. Not
electronics system, relying more on mechanical even their sub-orbital support nature has proven a
hydraulic systems where possible. This has the hindrance, as the bombers were refit to function in
effect of making it more resilient, able to shake off low orbit so they could be more easily deployed by
hits that might cripple a Pelican, but as a direct their motherships.
result it relies heavily on escorts to protect it while
DEFENSE ARMOR
it completes its missions.
1 1
4 4 0
The Albatross itself is an upsized version of the
D82-EST “Darter,” which is most often used to deliver 10 8
variable building modules that can be connected to SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
form planetary firebases.

DEFENSE ARMOR
▪ Manufacturer: Misriah Armory.

0 2 ▪ Complement: 1 pilot, 1 co-pilot,


4 3 -2 18 12
1 systems technician.

SILHOUETTE MAX SPEED HANDLING ▪ Passenger Capacity: 4 passengers.


HT THRESHOLD SS THRESHOLD
▪ Requisition: 6.
▪ Manufacturer: Ushuaiah Armory ▪ Encumbrance Capacity: 125.
▪ Complement: 1 pilot, 1 co-pilot, 1–2 crewmen ▪ Consumables: Two weeks.
▪ Passenger Capacity: 45–50 passengers, ▪ Customization Hardpoints: 2.
2 silhouette 2 or smaller vehicles or
1 silhouette 3 vehicle ▪ Weapons:

▪ Requisition: 7 ▫T
 win machine-linked autocannons
(Gunnery; Damage 2; Critical 3; Close range;
▪ Encumbrance Capacity: 150 Fire Arc Forward; Auto-fire, Linked 1)
▪ Consumables: None ▫B
 omb delivery system
▪ Customization Hardpoints: 4 (Gunnery; Damage 7; Critical 3; Long range;
Fire Arc Ventral; Blast 6, Breach 2)
▪ Weapons: None

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 63


SECTION 02. EQUIPMENT & VEHICLES

S-14 “BASELARD” SPACE STRIKE FIGHTER GA-TL1 “LONGSWORD” INTERCEPTOR/


STRIKE FIGHTER
Able to carry anti-ship Archer-class missiles, the
Baselard Space Strike Fighter is over-gunned for its Developed in the 25th century, the Longsword
size, as it was originally intended to make attack runs Interceptor/Strike Fighter is designed to occupy
against corvettes and frigates before and during the virtually any role required of a space superiority
Insurrection. This design decision detracts from the fighter. Depending on its loadout, it can serve as a
fighter’s potential maneuverability, but many pilots fighter, interceptor, bomber, or suppressor. It is also
feel the trade-off is worth being able to punch above nuclear strike-capable, as it can carry a single Shiva-
their weight class in ship-to-ship combat with the class warhead. It only has light armor, though its
Covenant, as they are also effective dogfighters. composite plating and angular, manta-shaped design
mean that opponents have a hard time acquiring a
DEFENSE ARMOR
weapons lock.
1 1 The Longsword is also the smallest craft
4 5 +1 12 12 that can mount an artificial intelligence running
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
at full capacity, as its systems were designed to
accommodate the computing power and processing
speed required from its initial launch. If an AI is
▪ Manufacturer: Misriah Armory
on board, a single pilot can fly the Longsword.
▪ Complement: 1 pilot, 1 co-pilot However, the expense of AIs mean that this feature
▪ Passenger Capacity: N/A is rarely used.
▪ Requisition: 7 DEFENSE ARMOR

▪ Encumbrance Capacity: 50 1 1
▪ Consumables: Two weeks 4 5 +1 12 12
SILHOUETTE MAX SPEED HANDLING
▪ Customization Hardpoints: 3 HT THRESHOLD SS THRESHOLD

▪ Weapons:
▪ Manufacturer: Misriah Armory
▫T
 win machine-linked autocannons
▪ Complement: 1 pilot, 1 co-pilot, 1 navigator,
(Gunnery; Damage 2; Critical 3; Close range;
1 systems operator
Fire Arc Forward; Auto-fire, Linked 1)
▪ Passenger Capacity: 4 passengers
▫ 2 Archer missile launchers
(Gunnery; Damage 6; Critical 3; Short range; ▪ Requisition: 8
Fire Arc All; Guided 3, Limited Ammo 2) ▪ Encumbrance Capacity: 180
▪ Consumables: Two weeks
▪ Customization Hardpoints: 3
▪ Weapons:
▫T
 win machine-linked autocannons
(Gunnery; Damage 2; Critical 3; Close range;
Fire Arc Forward; Auto-fire, Linked 1)
▫V
 entral high-explosive cannon
(Gunnery; Damage 3; Critical 3; Close range;
Fire Arc Forward, Left, Right; Breach 1)
▫A
 SGM-10 missile launchers
(Gunnery; Damage 4; Critical 3; Short range;
Fire Arc Forward; Blast 6, Breach 1,
Guided 3, Linked 3)

6 4 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 02. EQUIPMENT & VEHICLES

SINGLE OCCUPANT EXOATMOSPHERIC UH-144 “FALCON” UTILITY HELICOPTER


INSERTION VEHICLE (SOEIV)
The UH-144 “Falcon” utility helicopter is proof
With a variety of different designs and configurations, that effective technology will always stick around.
SOEIVs serve a single purpose: to deliver one person Utilizing a twin-rotor design as well as jets, the
to the surface of a planet. No consideration for Falcon operates as both a troop transport and
comfort is given beyond survivability, and the SOIEV gunship, able to provide ground support thanks
itself has minimal guidance or control. It may be to its effective weaponry. It is also capable of
more accurate to consider it a bullet fired out of a gun suppressing light vehicles, though it is not
rather than a proper vehicle or spacecraft. renowned for this ability.
SOEIVs are utilized across all branches of the The cabin can comfortably seat three passengers
UNSC, though their most famous users are the in addition to the two “door gunners” on either side.
Orbital Drop Shock Troopers, who use SOEIVs to However, the Falcon’s open design means that two
assault enemy positions or insert behind enemy lines. additional passengers can sit on the edge, leaving
There is a single entry and escape hatch on one side their legs dangling and exposed to enemy fire.
and reinforced impact plating on the bottom to absorb Nevertheless, many troopers in the UNSC Army
the hard landing, augmented by a braking chute and prefer those spots, as they offer the quickest way
landing thrusters. Nevertheless, virtually all users off the Falcon and into the fight.
complain about the teeth-rattling effect of riding a
SOEIV down through an atmospheric insertion. DEFENSE ARMOR

It is important to note that a SOEIV has 0 1


virtually no protection beside its extreme speed 3 4 0 10 8
and the element of surprise. After enemy anti-air SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
defenses, mechanical failure is the leading cause of
death for SOEIV users, most often when the chute
▪ Manufacturer: Misriah Armory
and/or braking thrusters fail to fire, or the hatch
does not deploy. ▪ Complement: 1 pilot, 2 door gunners
▪ Passenger Capacity: 5 passengers
DEFENSE ARMOR
▪ Requisition: 4
2 0
2 5 -4 5 4
▪ Encumbrance Capacity: 25
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD ▪ Consumables: None
▪ Customization Hardpoints: 2
▪ Manufacturer: Ushaiah Armory
▪ Weapons:
▪ Complement: N/A
▫ Chin-mounted autocannon
▪ Passenger Capacity: 1 passenger (Gunnery; Damage 2; Critical 3; Close range;
▪ Requisition: N/A Fire Arc Forward, Left, Right; Auto-fire)

▪ Encumbrance Capacity: 10 ▫L
 eft & right heavy machine guns (personal
scale) (Gunnery; Damage 10; Critical 2; Long
▪ Consumables: None
range; Fire Arc Left or Right; Auto-fire,
▪ Customization Hardpoints: 0 Pierce 2, Vicious 2)
▪ Weapons: None

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 65


SECTION 02. EQUIPMENT & VEHICLES

YSS-1000 “SABRE” PROTOTYPE Additional Rules


ANTI-SHIP SPACEPLANE
▪ Shielded 2: In combat, energy shields provide
The YSS-1000 “Sabre” began life as a concept for extra armor equal to the ship’s Shielded rating
a fighter that could transition between atmosphere and prevent the ship from suffering critical hits.
and space under its own power. This proved to be They also ignore the effects of the Breach quality.
infeasible, but over time the design evolved into On a successful combat skill check, an opponent
an anti-Covenant weapon capable of engaging the may spend 󲊵 or a number of 󲊴 equal to their
enemy in orbit or deep space. Utilizing cutting-edge weapon’s critical rating to remove the Shielded
shield technology reverse-engineered from Covenant quality from their target until the end of the
vessels, it was hoped the Sabre could prove to be a encounter. The extra armor has not been
planetary defense platform all on its own. factored into the above stat block.
Ultimately, the exorbitant cost of the shielding
and the loss of critical Inner Colony manufacturing
infrastructure meant only a few hundred Sabres were
produced. Their existence remains classified due to
the inclusion of Covenant shield technology, although
rumors of the Sabre program’s existence have
dogged several civilian administrations. One tale even
claims that Spartans were used as test pilots and that
the Sabres were originally designed for a long-range
mission to strike at the heart of Covenant space.

DEFENSE ARMOR

2 2
4 4 0 14 10
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Misriah Armory (unconfirmed)


▪ Complement: 1 pilot, 1 systems operator
▪ Passenger Capacity: None
▪ Requisition: N/A
▪ Encumbrance Capacity: 12
▪ Consumables: None
▪ Customization Hardpoints: 1
▪ Weapons:
▫T
 win machine-linked autocannons
(Gunnery; Damage 2; Critical 3; Close range;
Fire Arc Forward; Auto-fire, Linked 1)
▫S
 T/Medusa missile launchers (Gunnery;
Damage 4; Critical 3; Short range; Fire Arc
Forward; Blast 6, Breach 1, Guided 3, Linked 1)

6 6 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 02. EQUIPMENT & VEHICLES

SHIPS OF THE LINE GLADIUS-CLASS HEAVY CORVETTE

When it comes to the UNSC fleet, the lessons of the Perhaps the smallest frontline combat ship in the
Insurrection were quickly applied to the war with the UNSC fleet, the Gladius-class heavy corvette began
Covenant. Designed for function over form, human life as an up-armored version of the Mako-class
vessels are often blocky and utilitarian. They make corvette. Both vessels saw extensive use during
extensive use of missiles in combat, though the best the Insurrection, earning a combined reputation as
weapon humanity has in fleet actions is the fearsome fearsome little ships that could punch above their
Magnetic Accelerator Cannon, or MAC gun. These weight class.
ship-sized weapons fire massive tungsten-carbide That reputation did not survive contact with the
slugs to a measurable percentage of lightspeed and Covenant. The realities of direct action against alien
are so powerful they have to be built into the vessel’s vessels which possessed energy shields and plasma
superstructure and mounted to its keel. weapons saw corvettes reduced to little more than
Unfortunately, despite this and other advantages, an afterthought. While still potent enough to act as
UNSC vessels are often outmatched when pitted tracking ships and screens for enemy fighters, the
against their Covenant counterparts. It is widely Gladius-class now mostly serves as a support and
accepted that the UNSC has to outnumber the recon vessel, or as an interdictor against civilian
Covenant three-to-one in a fleet action in order to vessels engaged in criminal acts. The Mako-class has
have a chance at victory. This has proven to be a been virtually discontinued, with the few surviving
costly ratio, and after twenty-five years at war it has hulls used only for light transport duties and
left the fleet severely depleted. smuggler interdiction.

DEFENSE ARMOR
All vessels in this section require the Operating skill.
0 2
Fleet vessels cannot be requisitioned as normal
and are instead assigned based on the needs of the 5 3 -1 40 25
mission or the rank of the command officer. SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: TanSec AB
▪ Complement: 15 crew
▪ Passenger Capacity: None
▪ Requisition: N/A
▪ Encumbrance Capacity: 2,500
▪ Consumables: One year
▪ Customization Hardpoints: 4
▪ Weapons:
▫ 6 point defense guns (Gunnery; Damage 4;
Critical 3; Close range; Fire Arc All; Auto-fire)
▫ 2 Archer missile pods (Gunnery; Damage 6;
Critical 3; Short range; Fire Arc All;
Guided 3, Linked 3)
▫ 1 keel-mounted Mk. II MAC gun (Gunnery;
Damage 20; Critical 2; Extreme range;
Fire Arc Forward; Breach 2, Slow-Firing 2)

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 67


SECTION 02. EQUIPMENT & VEHICLES

ECLIPSE-CLASS PROWLER Additional Rules


Prowlers are stealth-capable vessels crewed and ▪E
 lectronic Warfare Suite: Prowler crews prefer
operated almost exclusively by ONI’s Prowler Corps. to use electronic warfare to fight their battles
Like most ships of this type, the Eclipse-class prowler rather than rely on their light armaments. When
is slightly smaller than a frigate and much less armed making a Hacking or Sysops skill check to
and armored, relying on its extensive electronic infiltrate an enemy network or defend an allied
warfare suite and stealth systems to accomplish network, the prowler’s electronic warfare suite
missions without the enemy even realizing it is there. adds an automatic 󲊳 to the check.
Introduced by 2526, ONI intended for the Eclipse- ▪ Stealth Systems: Prowlers have stealth systems
class prowlers to gradually replace the aging Razor- capable of hiding the ship from both sensors
class prowlers that had seen extensive action prior and the naked eye. A stealth ablative coating on
to and throughout the Insurrection. The arrival of the the outer hull absorbs radar and laser tracking
Covenant forced this plan to change, as ONI realized systems, automatically upgrading the difficulty
it would need its entire fleet of prowlers undertaking of any skill checks made to locate the prowler
dangerous infiltration and intelligence-gathering once. In addition, prowlers use photo-reactive
missions in order to better understand its new foe. panels to visually disguise the ship, adding 󲊸󲊸
Eclipse-class prowlers are now seen as equivalent to Perception checks made to detect the ship.
to Razor-class prowlers, to the point that most UNSC
personnel cannot easily distinguish between the two.

DEFENSE ARMOR

2 1
5 2 -1 35 35
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: TanSec AB
▪ Complement: 22 crew
▪ Passenger Capacity: 42 passengers or troops
▪ Requisition: N/A
▪ Encumbrance Capacity: 1,500
▪ Consumables: Six months
▪ Customization Hardpoints: 1
▪ Weapons:
▫ 4 autocannons (Gunnery; Damage 2; Critical 3;
Close range; Fire Arc All; Auto-fire)
▫ 4 Archer missile pods (Gunnery; Damage 6;
Critical 3; Short range; Fire Arc All;
Guided 3, Linked 3)

6 8 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 02. EQUIPMENT & VEHICLES

CHARON-CLASS LIGHT FRIGATE PARIS-CLASS HEAVY FRIGATE


Frigates once served as the workhorse of the UNSC While light frigates are able to function as unofficial
fleet during the Insurrection. The Charon-class light carriers in the fleet, Paris-class heavy frigates take a
frigate, while more lightly armed and armored than more combat-focused role. They have heavier armor
its heavier counterparts, was seen as the bane of and are armed for ship-to-ship combat, allowing them
Insurrectionists everywhere. It is capable of landing to take the fight directly to the enemy. This allowed
a large number of troops and armor in a combat lone frigates to be a formidable opponent during the
zone, a capacity which also allows it to serve in a Insurrection, and though the war with the Covenant
fleet support role by shuttling crews back and forth requires larger formations, the Paris-class remains a
between larger vessels. force to be reckoned with.
During the Covenant War, frigates are required The main drawback is the heavy frigate’s lack of
to attack en masse in order to have an effect on the capacity for carrying troops and armor to terrestrial
highly advanced alien vessels. The Charon-class battlefields. They are only able to field a modest
serves in this role admirably, able to operate in number of ground forces, limiting their participation
formations to harry enemy vessels and draw them in protracted campaigns to orbital support and
away from their support ships. While this has meant generally precluding them from assisting during
a high number of losses for the light frigates, they evacuation operations.
are comparatively cheap to produce, ensuring that it
DEFENSE ARMOR
remains one of the UNSC’s most visible warships in
the ongoing struggle. 1 4

DEFENSE ARMOR
5 3 -2 75 45
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
1 3
5 3 -1 65 50 ▪ Manufacturer: SinoViet Heavy Machinery
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD ▪ Complement: 225 crew

▪ Manufacturer: SinoViet Heavy Machinery ▪ Passenger Capacity: 435 passengers or troops

▪ Complement: 167 crew ▪ Requisition: N/A

▪ Passenger Capacity: 615 passengers or troops ▪ Encumbrance Capacity: 4,000

▪ Requisition: N/A ▪ Consumables: One year

▪ Encumbrance Capacity: 3,500 ▪ Customization Hardpoints: 2

▪ Consumables: One year ▪ Weapons:

▪ Customization Hardpoints: 3 ▫ 4 point defense guns (Gunnery; Damage 4;


Critical 3; Close range; Fire Arc All; Auto-fire)
▪ Weapons:
▫ 1 2 naval coilgun batteries (Gunnery; Damage 5;
▫ 4 point defense guns (Gunnery; Damage 4; Critical 3; Short range; Fire Arc All; Auto-fire)
Critical 3; Close range; Fire Arc All; Auto-fire)
▫ 2 6 Archer missile pods (Gunnery; Damage 6;
▫ 5 0 Archer missile pods (Gunnery; Damage 6; Critical 3; Short range; Fire Arc All;
Critical 3; Short range; Fire Arc All; Guided 3, Linked 3)
Guided 3, Linked 3)
▫ 1 keel-mounted Mk. II MAC gun (Gunnery;
▫ 1 keel-mounted Mk. II MAC gun (Gunnery; Damage 20; Critical 2; Extreme range;
Damage 20; Critical 2; Extreme range; Fire Arc Forward; Breach 2, Slow-Firing 2)
Fire Arc Forward; Breach 2, Slow-Firing 2)
▫ 3 nuclear delivery systems (Gunnery;
▫ 3 nuclear delivery systems (Gunnery; Damage 60; Critical 1; Strategic range;
Damage 60; Critical 1; Strategic range; Fire Arc Dorsal [launching], all [targeting];
Fire Arc Dorsal [launching], all [targeting]; Breach 1, Burn 8, Limited Ammo 3)
Breach 1, Burn 8, Limited Ammo 3)

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SECTION 02. EQUIPMENT & VEHICLES

HALBERD-CLASS DESTROYER HALCYON-CLASS LIGHT CRUISER


Designed exclusively for attack and escort missions, On paper, the Halcyon-class light cruiser was
the Halberd-class destroyer forms the tip of the spear supposed to be a knockout. It had a tried and tested
in most UNSC fleet actions. Unlike smaller frigates cruiser frame with a series of internal cross bracings
and corvettes, destroyers have proven to remain and honeycombs that proved to be incredibly sturdy:
effective against Covenant targets, particularly when they could remain operational even after sustaining
they engage in wolfpack tactics and coordinate fire breaches to every compartment and losing 90%
from their high-powered MAC guns. of their armor. But the components required were
The Halberd-class features high-quality armor astronomically expensive to produce and maintain,
that is laid on extra thick at the bow, encouraging and the combination of its low maneuverability
forward assaults that can be devastating against and poor armament made it a tactical liability. The
Covenant broadsides while presenting a narrower cruisers were mothballed with little fanfare during
silhouette for counterattack. Minimal consideration the Insurrection.
has been given for comfort, allowing the ship to However, the ships gained new life following the
run with a smaller-than-average crew and a single arrival of the Covenant, when it was discovered that
platoon of Marines to repel boarding actions. This the internal modifications made it more capable of
feeds into the destroyer’s reputation as a killer and weathering the deadly plasma weapons used by the
a hunter of ships. enemy. With an upgrade to its armaments and fusion
reactor, the Halcyon-class became a noteworthy
DEFENSE ARMOR
contender in fleet actions despite its smaller size
2 4 when compared with other cruisers. It also serves
6 2 -2 110 85 admirably as a troop and supply carrier, as well as
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
a fleet escort.

DEFENSE ARMOR
▪ Manufacturer: SinoViet Heavy Machinery
2 6
▪ Complement: 250 crew 7 1 -3 180 120
▪ Passenger Capacity: 50 passengers or troops SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Requisition: N/A
▪ Manufacturer: Reyes-McLees Shipyards
▪ Encumbrance Capacity: 3,000
▪ Complement: 600 crew
▪ Consumables: One year
▪ Passenger Capacity: 1,600 passengers or troops
▪ Customization Hardpoints: 2
▪ Requisition: N/A
▪ Weapons:
▪ Encumbrance Capacity: 8,600
▫ 4 point defense guns (Gunnery; Damage 4;
Critical 3; Close range; Fire Arc All; Auto-fire) ▪ Consumables: Two years
▫ 2 6 Archer missile pods (Gunnery; Damage 6; ▪ Customization Hardpoints: 1
Critical 3; Short range; Fire Arc All; ▪ Weapons:
Guided 3, Linked 3)
▫ 1 8 point defense guns (Gunnery; Damage 4;
▫ 1 keel-mounted Mk. IV MAC gun (Gunnery; Critical 3; Close range; Fire Arc All; Auto-fire)
Damage 45; Critical 2; Extreme range;
Fire Arc Forward; Breach 3, Slow-Firing 1) ▫ 1 4 naval coilgun batteries (Gunnery; Damage 5;
Critical 3; Short range; Fire Arc All; Auto-fire)
▫ 3 nuclear delivery systems (Gunnery; Damage
60; Critical 1; Strategic range; Fire Arc Dorsal ▫ 3 2 Archer missile pods (Gunnery; Damage 6;
[launching], all [targeting]; Breach 1, Burn 8, Critical 3; Short range; Fire Arc All;
Limited Ammo 3) Guided 3, Linked 3)

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SECTION 02. EQUIPMENT & VEHICLES

▫ 1 keel-mounted Mk. II MAC gun (Gunnery; ▪ Weapons:


Damage 20; Critical 2; Extreme range; ▫ 2 4 point defense guns (Gunnery; Damage 4;
Fire Arc Forward; Breach 2, Slow-Firing 2) Critical 3; Close range; Fire Arc All; Auto-fire)
▫ 4 nuclear delivery systems (Gunnery; Damage ▫ 8 naval coilgun batteries (Gunnery; Damage 5;
60; Critical 1; Strategic range; Fire Arc Dorsal Critical 3; Short range; Fire Arc All; Auto-fire)
[launching], all [targeting]; Breach 1, Burn 8,
Limited Ammo 3) ▫ 1 08 Archer missile pods (Gunnery; Damage 6;
Critical 3; Short range; Fire Arc All;
Additional Rules Guided 3, Linked 3)
▪ Massive 1: When making an attack targeting this ▫ 2 keel-mounted Mk. IV MAC guns (Gunnery;
vessel, the critical rating of any weapons used Damage 45; Critical 2; Extreme range;
counts as 1 higher. Fire Arc Forward; Breach 3, Slow-Firing 1)
▫ 2 nuclear delivery systems (Gunnery; Damage
MARATHON-CLASS HEAVY CRUISER 60; Critical 1; Strategic range; Fire Arc Dorsal
After the disastrous rollout of the Halcyon-class [launching], all [targeting]; Breach 1, Burn 8,
during the Insurrection, the UNSC rushed to produce Limited Ammo 3)
a more efficient and capable cruiser that relied on Additional Rules
conventional space combat technology. The result
was the Marathon-class heavy cruiser, which rapidly ▪ Massive 1: When making an attack targeting this
became the darling of the UNSC Navy. As the war vessel, the critical rating of any weapons used
pivoted from Insurrectionists to the Covenant, counts as 1 higher.
the Marathon-class maintained its position as the
backbone of the fleet.
Aside from the extra armor and defense afforded
by the increased bulk, the heavy cruiser establishes
its battlefield dominance with considerable
weapons systems. It is capable of launching a truly
breathtaking number of missiles, and its reactor is
more than capable of handling its twin heavy MAC
guns, allowing level-headed gunners to maintain
a devastating fusillade of rounds. Marathon-class
heavy cruisers fill virtually every role in the fleet,
which also makes them a primary target for enemy
forces during fleet engagements.

DEFENSE ARMOR

2 5
7 1 -3 160 145
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Reyes-McLees Shipyards


▪ Complement: 1,000 crew
▪ Passenger Capacity: 1,800 passengers or troops
▪ Requisition: N/A
▪ Encumbrance Capacity: 7,500
▪ Consumables: Two years
▪ Customization Hardpoints: 2

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SECTION 02. EQUIPMENT & VEHICLES

VINDICATION-CLASS LIGHT BATTLESHIP ▫ 5 2 Archer missile pods (Gunnery; Damage 6;


Support for developing a battleship in the UNSC fleet Critical 3; Short range; Fire Arc All;
was originally lacking. Battleships are usually ship- Guided 3, Linked 3)
to-ship vessels with extremely heavy armaments, and ▫ 2 keel-mounted Mk. IV MAC gun (Gunnery;
the Insurrection rarely fielded anything even as large Damage 45; Critical 2; Extreme range;
as a destroyer, let alone a cruiser. Proponents of Fire Arc Forward; Breach 3, Slow-Firing 1)
the measure eventually garnered enough interest to ▫ 6 nuclear delivery systems (Gunnery; Damage
develop a toned-down version, the Vindication-class 60; Critical 1; Strategic range; Fire Arc Dorsal
light battleship, as a planetary suppression element [launching], all [targeting]; Breach 1, Burn 8,
in the event of another Far Isle incident. Limited Ammo 3)
The first of the line rolled out of the production
yards in 2525, right at the same time the UNSC Additional Rules
became aware of the Covenant and its advanced ▪ Massive 2: When making an attack targeting this
capabilities. Production exploded virtually overnight vessel, the critical rating of any weapons used
as the Navy found itself handily outclassed in all its counts as 2 higher.
initial fleet actions, and the Vindication-class became
a mainstay of the battlefield from that point forward.
PHOENIX-CLASS COLONY SHIP
Because of its focus on ship-to-ship combat at
the expense of all other roles, they are a rare sight to The Phoenix-class colony ship has the distinction of
other branches of the UNSC military. Its twin heavy being the only vessel in the fleet with a non-military
MAC guns are able to inflict devastating damage origin. It was originally developed by the UEG to carry
against Covenant targets, and it is considered the colonists in cryostorage to far-flung worlds, using
preferred platform for launching nuclear mission its massive cargo space to transport prefabricated
orders. Its capacity to go toe-to-toe with the Covenant colony starter units. They were capable of carrying
is only curtailed by the model’s limited numbers—the out industrial manufacturing and science missions
inevitable consequence of rapidly losing industrial too, should the situation require it.
colonies to the enemy advance. The Phoenix-class was considered old by the
time of the Insurrection, intended to be replaced
DEFENSE ARMOR
with the faster Unicorn-class colony ships. A pilot
2 6 program in the UNSC Navy purchased several of
8 1 -3 210 150 the older colony ships slated for decommissioning
SILHOUETTE MAX SPEED HANDLING in order to be refitted as cheaper alternatives to
HT THRESHOLD SS THRESHOLD
dedicated carriers. Despite the program’s success,
it was not slated to move forward until the arrival of
▪ Manufacturer: Reyes-McLees Shipyards
the Covenant changed the nature of space warfare.
▪ Complement: 2,788 crew The UNSC quickly seized all remaining Phoenix-class
▪ Passenger Capacity: 460 passengers or troops colony ships to be refit into warships.
While their size and rugged design made the
▪ Requisition: N/A
Phoenix-class effective as a carrier and popular with
▪ Encumbrance Capacity: 8,000 their crews, they were nevertheless not ideal for war.
▪ Consumables: Two years They acted as a stopgap, allowing the UNSC time
to develop newer carriers that could withstand the
▪ Customization Hardpoints: 1
ordeal of naval engagements with a highly advanced
▪ Weapons: foe. Of the dozen colony ships that were refitted, only
▫ 2 4 point defense guns (Gunnery; Damage 4; three remain in service.
Critical 3; Close range; Fire Arc All; Auto-fire)
DEFENSE ARMOR
▫ 1 8 naval coilgun batteries (Gunnery; Damage 5;
3 6
Critical 3; Short range; Fire Arc All; Auto-fire)
8 1 -4 300 140
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

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SECTION 02. EQUIPMENT & VEHICLES

▪ Manufacturer: Halifax Spacewerks that remain are carefully protected and are more
▪ Complement: 3,376 crew often used to facilitate planetary evacuations than to
launch assaults.
▪ Passenger Capacity: 7,624 passengers or troops
DEFENSE ARMOR
▪ Requisition: N/A
3 5
▪ Encumbrance Capacity: 15,000
▪ Consumables: Three years
8 1 -4 240 175
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Customization Hardpoints: 3
▪ Weapons: ▪ Manufacturer: Reyes-McLees Shipyards
▫ 4 0 point defense guns (Gunnery; Damage 4; ▪ Complement: 2,897 crew
Critical 3; Close range; Fire Arc All; Auto-fire) ▪ Passenger Capacity: 2,400 passengers or troops
▫ 1 0 naval coilgun batteries (Gunnery; Damage 5; ▪ Hangar Capacity: 48 dropships, 12 space fighters
Critical 3; Short range; Fire Arc All; Auto-fire)
▪ Requisition: N/A
▫ 2 4 Archer missile pods (Gunnery; Damage 6;
▪ Encumbrance Capacity: 9,500
Critical 3; Short range; Fire Arc All;
Guided 3, Linked 3) ▪ Consumables: Two years
▫ 3 keel-mounted Mk. II MAC guns (Gunnery; ▪ Customization Hardpoints: 1
Damage 20; Critical 2; Extreme range; Fire Arc ▪ Weapons:
Forward; Breach 2, Slow-Firing 2)
▫ 2 4 point defense guns (Gunnery; Damage 4;
Additional Rules Critical 3; Close range; Fire Arc All; Auto-fire)
▪ Massive 2: When making an attack targeting this ▫ 2 0 naval coilgun batteries (Gunnery; Damage 5;
vessel, the critical rating of any weapons used Critical 3; Short range; Fire Arc All; Auto-fire)
counts as 2 higher. ▫ 3 8 Archer missile pods (Gunnery; Damage 6;
Critical 3; Short range; Fire Arc All;
ORION-CLASS ASSAULT CARRIER Guided 3, Linked 3)
The Orion-class assault carrier served as the ▫ 2 keel-mounted Mk. IV MAC guns (Gunnery;
main engine of the UNSC during the Insurrection, Damage 45; Critical 2; Extreme range; Fire Arc
transporting battalions of Marines to worlds in revolt. Forward; Breach 2, Slow-Firing 1)
As such, they were frequently used as flagships and
seen by rebels as emblematic of the boot on the neck Additional Rules
of the Outer Colonies. The arrival of the Covenant did ▪ Massive 2: When making an attack targeting this
not see much change to the Orion-class in combat, vessel, the critical rating of any weapons used
though they proved to be vulnerable targets to the counts as 2 higher.
enemy’s advanced weaponry.
Unlike the Epoch-class heavy carrier which
focuses on fleet actions, the Orion-class is intended
to serve as the focal point for planetary invasion and
defense. As such, its arms are mostly intended for
protecting itself during planetfall, and it relies heavily
on escorts and support vessels to do the work of
fighting ship-to-ship. Most Orion-class carriers were
lost during the fighting in the Outer Colonies, as the
UNSC struggled to adapt its strategy in the face of
rapid losses and a largely unknown foe. The few

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SECTION 02. EQUIPMENT & VEHICLES

EPOCH-CLASS HEAVY CARRIER Additional Rules


Where assault carriers like the Orion-class and ▪ Massive 2: When making an attack targeting this
Phoenix-class focus on getting troops and supplies to vessel, the critical rating of any weapons used
the surface of a planet, the Epoch-class heavy carrier counts as 2 higher.
serves as the mobile base of operations for fleet-to-
fleet combat. It has a massive ventral hangar and HALIFAX-CLASS ORBITAL DEFENSE PLATFORM
considerable armaments to defend the fleet, including
numerous point defense systems and autocannons. In their original design, orbital defense platforms
The biggest surprise is the carrier’s light MAC were used to house rapid response forces and
gun. A variant of the standard Mk. II found on intercept asteroids that posed a risk to the planet.
corvettes and frigates, the Epoch-class has a version They were never intended to be used against enemy
capable of rapid-fire, though this robs the rounds of invasions, as the Insurrection was a mostly terrestrial
some of their penetrating power. This enables the foe. However, like so many other things, the arrival
carrier to sustain volleys of MAC rounds, though the of the Covenant changed that.
cannon is intended to be defensive in nature. The Halifax-class orbital defense platform was
the first to be developed to aid in the defense of the
DEFENSE ARMOR colonies from Covenant forces. It possesses two
3 5 incredibly powerful MAC guns that can alternate fire,
8 1 -4 220 195
cutting through enemy capital ships with ease. It also
serves as a deployment point for conventional forces
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
and search and rescue operations in the planet’s
orbit. Most Inner Colonies have anywhere between
▪ Manufacturer: SinoViet Heavy Machinery one and a handful of these stations in orbit, protecting
▪ Complement: 1,300 crew the surface, but the planet Reach—which serves as
the fleet headquarters of the UNSC—has twenty.
▪ Passenger Capacity: 800 passengers or troops
However, this amount of firepower comes with
▪ Hangar Capacity: 36 dropships, 24 space fighters substantial drawbacks. The power requirements
▪ Requisition: N/A are immense, to the point that there is no room on
the platform for the size of the reactor required. The
▪ Encumbrance Capacity: 10,000
reactor has to be housed on the planet’s surface, with
▪ Consumables: Two years the defense platform locked in a geosynchronous
▪ Customization Hardpoints: 2 orbit to allow for wireless transmission of the
required power. In one sense, this allows the station
▪ Weapons:
to have a surplus of energy available, but that means
▫ 2 0 autocannons (Gunnery; Damage 2; Critical 3; the platform can be neutralized if the groundside
Close range; Fire Arc All; Auto-fire) reactor is disabled or destroyed.
▫ 2 4 point defense guns (Gunnery; Damage 4; The heavy MAC gun included in the profile is
Critical 3; Close range; Fire Arc All; Auto-fire) unique to orbital defense platforms. No damage or
critical rating is listed; this is because the weapon
▫ 1 4 naval coilgun batteries (Gunnery; Damage 5;
is so powerful it can destroy or severely cripple
Critical 3; Short range; Fire Arc All; Auto-fire)
virtually any vessel it strikes, regardless of armor
▫ 7 0 Archer missile pods (Gunnery; Damage 6; or shield. Taking out an enemy ship with it should
Critical 3; Short range; Fire Arc All; be treated as a narrative moment, rather than the
Guided 3, Linked 3) outcome of a roll.
▫ 2 0 Bident missile pods (Gunnery; Damage 7;
DEFENSE ARMOR
Critical 2; Long range; Fire Arc All; Guided 2,
3 4
Linked 3, Slow Firing 1)
▫ 1 keel-mounted Mk. II-LR MAC gun (Gunnery;
9 N/A N/A
280 210
SILHOUETTE MAX SPEED HANDLING
Damage 20; Critical 2; Extreme range; HT THRESHOLD SS THRESHOLD

Fire Arc Forward; Breach 1)

7 4 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 02. EQUIPMENT & VEHICLES

▪ Manufacturer: Vosper Engineering be treated as a narrative moment, rather than the


▪ Complement: 187 crew outcome of a roll.

▪ Passenger Capacity: 136 security personnel DEFENSE ARMOR

▪ Hangar Capacity: 14 dropships, 18 space fighters 3 5


▪ Requisition: N/A
9 N/A N/A
270 235
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Encumbrance Capacity: 16,000
▪ Consumables: Five years ▪ Manufacturer: Vosper Engineering
▪ Customization Hardpoints: 3 ▪ Complement: 152 crew
▪ Weapons: ▪ Passenger Capacity: 136 security personnel
▫ 1 2 point defense guns (Gunnery; Damage 4; ▪ Hangar Capacity: 10 dropships, 12 space fighters
Critical 3; Close range; Fire Arc All; Auto-fire)
▪ Requisition: N/A
▫ 2 Mk. V Heavy MAC gun (Gunnery; Damage --;
▪ Encumbrance Capacity: 14,600
Critical --; Extreme range; Fire Arc Dorsal)
▪ Consumables: Three years
Additional Rules
▪ Customization Hardpoints: 2
▪ Massive 3: When making an attack targeting this
vessel, the critical rating of any weapons used ▪ Weapons:
counts as 3 higher. ▫ 7 point defense guns (Gunnery; Damage 4;
Critical 3; Close range; Fire Arc All; Auto-fire)
MONCTON-CLASS ORBITAL DEFENSE PLATFORM ▫ 1 Mk. V Heavy MAC gun (Gunnery; Damage --;
The Moncton-class orbital defense platform is touted Critical --; Extreme range; Fire Arc Dorsal)
as the next-generation planetary defense measure. Additional Rules
Improving on the design of the earlier Halifax-class
model, it does away with the planetside generators ▪ Massive 3: When making an attack targeting this
required to power its massive MAC gun. Instead, it vessel, the critical rating of any weapons used
has an onboard model, eliminating its predecessor’s counts as 3 higher.
vulnerability to enemy ground action. That design
decision also led to a trimming-down of the personnel
needed to run it, turning over more of the station’s
interior to the primary weapon’s support and fire
control, which in turn led to a slimmer frame.
The main difference is the focus on a single
MAC gun, meaning the platform performs best as
part of a cluster of two to five platforms. In theory,
this will allow for a more robust defense of a planet.
The Navy’s Home Fleet is currently overseeing
the construction of a new Earth defense grid that
will eventually feature over 300 geosynchronous
Moncton-class platforms.
The heavy MAC gun included in the profile is
unique to orbital defense platforms. No damage or
critical rating is listed; this is because the weapon
is so powerful it can destroy or severely cripple
virtually any vessel it strikes, regardless of armor
or shield. Taking out an enemy ship with it should

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SECTION 03. THE GREAT WAR
Most of the HALO games and secondary materials Per Mare, Per Terras,
focus on the Human-Covenant War, a period from
2525 to 2553, during which humanity comes face-to- Per Constellatum
face with a number of interstellar threats. This war
has great potential for drama, heroics, and tragedy,
which are some of the best building blocks for telling A HOME AMONG THE STARS
a great story. The story of humanity’s journey into space begins
Likewise, WINTER CONTINGENCY focuses on in 2075, with the establishment of the Unified Earth
this era, assuming that players will want to explore Government (UEG) as a first step towards colonizing
the stories being told during this period. After all, it the solar system in 2080. The following decade is
includes the introduction of the SPARTAN program, tense as various nations on Earth—most of which are
pitched battles against the Covenant, and exploration not members of the United Nations and therefore not
of enigmatic Forerunner ruins—in short, everything party to the UEG’s combined prosperity agreements—
you might expect from a HALO game. fight conventional wars for resources.
However, in case you are unfamiliar with the In 2158, the specter of interplanetary terrorism
history of humanity as presented in HALO or want to emerges in the form of the Frieden movement, with
explore some of these earlier eras, we have included the bombing of an embassy in the city of Thynia on
such information below. First, in “Per Mare, Per Europa and triggering the Jovian Moons Campaign.
Terras, Per Constellatum,” you can read about human UN military forces hunt the Friedens for three months
history overall—at least, as it is known to humans of while overpopulation concerns and political unrest on
this time. (Keep your eyes peeled for a Forerunner- Earth create additional dissident movements, such as
focused theme sometime in the future, if you want to the Koslovics. The Rainforest Wars in South America
know more about humans’ ancient history.) Then, in trigger further conflicts across the solar system, most
“Human Organizations,” you can read more about the notably on Mars.
various branches of the government and military that To try and control the outbreak of rebel
is waging the war for survival. organizations, the UEG authorizes the creation
The information below can also be used as of the United Nations Space Command (UNSC)
inspiration for other kinds of campaigns. Perhaps you as their primary military, scientific, and exploratory
are interested in the rugged danger of attempting agency. What follows is six years of fighting, called
to colonize new worlds in the time of humanity’s the Interplanetary War, as the UNSC systematically
expansion, or maybe you would like to experience eliminates the various dissident factions and
the moral grey area that is the Insurrection. Part of establishes UEG control over the solar system.
the beauty of HALO is the universe’s size and depth, After signing the Callisto Treaty of 2170 to
allowing you to explore many different kinds of formally end hostilities, the UEG turns to the issue
stories, and we encourage you to do so. of massive overpopulation. In order to manage the
If you are interested in the Covenant perspective increasing number of interplanetary colonies and
of the war, consider checking out the companion maintain Earth’s power, the UEG is granted full
to this theme, STATION & SALVATION, which also autonomy in 2204.
includes the events of the Great Schism and the Then, in 2291, the key to the stars is forged.
sinister Flood as adversaries. If you are interested Together with a host of other researchers, Tobias
in the post-war period of uncertain peace, look for Shaw and Wallace Fujikawa create the Shaw-
the forthcoming SPARTAN OPERATIONS, containing Fujikawa Slipspace Drive. This invention allows
new playable species and information on the starships to tunnel into an alternate dimension
SPARTAN-IV program. called “Slipspace” that has different physical laws
from our own, allowing faster-than-light travel

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SECTION 03. THE GREAT WAR

without relativistic side-effects. Some scientists note Then disaster strikes. In 2492, on the planet
an unexplained “flexibility” of time when traveling Far Isle, the colony is declared too far gone by the
within Slipspace, resulting in up to a ten-percent UNSC. It uses orbital nuclear strikes to annihilate all
variance in travel time. Despite this, both the UEG population centers and raze the colony. Widespread
and UNSC seize upon the Slipspace drive as a means violence occurs as the news spreads to the Outer
to ease the burden of overpopulation by establishing Colonies. In 2494, the UNSC Callisto conducts
interstellar colonies. a routine inspection of a merchant vessel when
things take a tragic turn, resulting in UNSC Marines
opening fire on colonial civilians. The Callisto is later
AGE OF EXPANSION hijacked by terrorists from Levosia, leading to a naval
AND INSURRECTION confrontation with a UNSC battlegroup.
By 2310, the UEG unveils the first interstellar These two incidents together prove to be the final
colony ships equipped with Slipspace drives. straw. Various rebel groups ally themselves with
They establish the Colonial Administration Authority each other, forming the Insurrection movement and
(CAA) and the Colonial Military Authority (CMA) to demanding complete autonomy on behalf of the Outer
oversee these new colonies. Hundreds of settlements Colonies. Though not yet at the point of full-scale
are formed over the course of the next century on interplanetary war, the conflict nevertheless becomes
new worlds orbiting unfamiliar stars. These initial a polarizing issue between Earth and her colonies.
efforts eventually form the territory known as the The UEG’s suspicions turn out to be correct, as
Inner Colonies. the CMA is revealed to be supporting Insurrectionist
Humanity continues to expand, and by 2429, cells in 2497. This leads to the UNSC assuming
the Outer Colonies begin to be settled. These control of the CMA in all but name, systematically
colonists differ from the “first wave” in many key replacing its leadership with officers of its own
respects, including relaxed recruiting standards and choosing. As a side effect, nearly all diplomatic
a greater reliance on local resources, as opposed negotiations with Insurrectionist groups are canceled
to receiving technology and assistance from Earth. in favor of military action.
Though terraforming technology is greatly improved, For the next quarter-century, the UNSC expands
the second-generation colonists often cannot afford its power and influence in the Outer Colonies while
the latest models and are forced to rely on out-of-date it fights the Insurrection. Trust in Earth and the UEG
and secondhand technology. This leads to a frontier erodes to the point that even ostensibly loyal worlds
attitude that eventually spells trouble. react with hate and suspicion to the UNSC. Analysts
Between 2475 and 2483, a number of civilian with the Office of Naval Intelligence (ONI) predict that,
uprisings against the CAA in the Outer Colonies without drastic measures, Earth will lose control of
draws the UNSC’s attention. In 2487, two separate the Outer Colonies in a matter of years, leading to the
movements—the People’s Occupation and the decline of the human species in space.
Secessionist Union—submit formal requests for The situation seems untenable.
independence on behalf of a dozen worlds. The
CMA responds with a military crackdown, triggering
THE COVENANT
further violence across the Outer Colonies.
However, by this point the balance of power In February of 2525, contact is lost with the Outer
has changed. Humanity occupies over 800 worlds. Colony world of Harvest. Initially suspecting
Earth and the Inner Colonies remain the political and communications failure, the CMA dispatches a single
economic powerhouse of known space, but they rely frigate to investigate, but it fails to report back. Now
on the Outer Colonies for raw materials and industry. on alert for Insurrectionist activity, the UNSC sends
The UNSC establishes its military headquarters on an entire battlegroup.
the Inner Colony of Reach, which is already the site Months later, only a single ship returns, badly
of its largest shipyard and special forces training damaged and bringing word of a massive unknown
facilities. The UNSC moves to assist the CMA—which vessel armed with advanced weaponry and protected
most of the UEG leadership suspects is full of rebel by an energy shield. It wiped out both the colony
sympathizers—with maintaining control. and the other CMA ships. Before allowing the last

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SECTION 03. THE GREAT WAR

survivors to escape, this new enemy broadcast a DESPERATE TIMES


message in English:
A costly pattern emerges. The UNSC is forced to
“Your destruction is the will of the gods. And we
retreat as the Covenant destroys human worlds. As
are their instrument.”
they enter the Inner Colonies, however, Covenant
As the UNSC rushes to understand this new
ground engagements become more common. ONI
threat, more Outer Colonies go dark. The Insurrection
is able to determine that, in addition to seeking
initially blames the UNSC and refuses to listen to
humanity’s utter destruction, the Covenant is
warnings, leading to further violence. Without a
searching for remnants belonging to an advanced
unified response, the Outer Colonies are easy pickings
alien civilization that existed over 100,000 years ago.
for the first few years. The UNSC swiftly dissolves
The Covenant calls them the Forerunners, treating
what remains of the CMA.
their artifacts as holy relics.
By 2526, the UNSC understands their foe is a
In addition, the UNSC finds considerable success
coalition of alien races calling itself the Covenant.
in the Spartan Program. Originally developed to fight
They utilize far more advanced technology than
the Insurrection, Spartans are augmented humans
humanity has access to. Space engagements quickly
equipped with advanced MJOLNIR Powered Assault
prove out Covenant dominance, as UNSC vessels
Armor, and their existence is highly classified. The
can only achieve victory if they outnumber their
SPARTAN-IIs were deployed as early as 2525, but the
enemy three-to-one, and even then, only after great
SPARTAN-IIIs followed in 2536. Though their numbers
cost. Furthermore, the Covenant has the ability and
are too few to sway the overall war, the Spartans are
disposition to destroy human settlements from orbit
very effective against high-value Covenant targets.
using plasma bombardments. This process comes to
Rumors of their existence circulate on the front line,
be known as “glassing” due to the effect of fusing the
and they provide a much-needed morale boost.
silicates in the planet’s crust.
Another welcome if unexpected turn is
Though the UNSC can go toe-to-toe with
reconciliation with the Insurrectionists. Now keenly
the Covenant in ground engagements, those
aware of the true threat of the Covenant, many
engagements are rare, and the enemy’s objectives
former rebel organizations join the defense of the
are not clear. ONI does everything in its power to
UNSC. Some do so out of a sense of duty, while
gather intelligence on the aliens, but progress is
others quietly negotiate favorable terms should they
slow, and the Covenant seems to have considerable
win the war. Though some rebels still take advantage
knowledge of humanity.
of the chaos to wage a private war with the UNSC, the
After the first few years of conflict, it becomes
Insurrection as a movement is reduced to a shadow
clear that the UNSC is losing ground at an
of its former self.
unsustainable pace. The admiralty enacts the
By the late 2540s, ONI becomes aware that
Cole Protocol, a directive designed to prevent the
leadership of the Covenant belongs to a species
Covenant from discovering the location of Earth
known as the Prophets. They begin forming a plan
and other population centers. It requires any ship
using combined Spartan, Navy, and Marine assets, in
engaging the Covenant to delete its astronavigational
which a task force would seize control of a Covenant
database, and forbids any vessel escaping the
vessel and use it to infiltrate Covenant space. There,
Covenant from jumping directly to any occupied
they would locate and abduct one of the Covenant’s
system. Finally, if boarded, every ship is to self-
top officials, a Hierarch, and return it to human space.
destruct rather than allow the Covenant to access
The UNSC could then negotiate a cease-fire. ONI
potentially sensitive information aboard.
analysts determined that kidnapping was necessary,
The Cole Protocol slows but does not stop the
as an assassination would likely fire up the Covenant
Covenant advance. It does, however, buy the UNSC
and lead to an escalation of the conflict, which
valuable time to gather intelligence and formulate
humanity would not survive.
a strategy. Nevertheless, humanity continues to fall
Codenamed RED FLAG, preparations are
back in the face of the Covenant’s inexorable might,
currently underway at Reach to carry out this
and by 2535 nearly all of the Outer Colonies have
incredibly risky operation. It’s believed that success
been destroyed.
hinges on three factors: a smart AI with highly

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advanced infiltration protocols, no fewer than twenty- The UEG claims governing authority over all
five Spartan operators equipped with MJOLNIR humanity and its settlements, though it established
armor, and a suitably valuable human world that the Colonial Administration Authority to oversee the
can be used as bait to draw in the Covenant ships administration of the colonies. Since its autonomy
necessary to begin. The admiralty is hesitant to give was granted at the beginning of the 23rd century,
final approval given the high costs and high risks, but it has since absorbed the United Nations into its
as more worlds fall every day, the window is closing. bureaucracy as an Earth-specific administrative arm.
Where once humanity could lay claim to 800 In the late 25th century, the UEG was in a crisis
systems, by the year 2551 there are now only a few due to the Insurrection. Multiple administrations
dozen remaining colonies, most of which are presently attempted to handle the outbreak of violence in
overburdened with refugees and pushed close to the Outer Colonies to varying degrees of failure,
collapse as their industries continue to remain with some suffering scandals and independent
focused on the war. With the Covenant pressing their investigations due to the perceived brutality of
advance and pushing closer and closer to Earth itself, the ongoing conflict. A movement known as One
most analysts believe the UNSC’s remaining time is Humanity formed in order to advocate for the colonies
best measured in months, not years. on Earth, hoping to resolve the issue peacefully, but it
never got the chance. With the arrival of the Covenant
and the rapid loss of colonies to enemy action, the
Human Organizations UNSC declared martial law and seized control over
the apparatus of government.
Humanity is not a monolith, and as such the number By 2551, there have been major changes.
of organizations and associations that exist within While the UEG still maintains the appearance of
human space is uncountable. However, it is generally power, holding regular elections and legislating
accepted that there are three major influential the government, it largely serves as a rubber
powers in human-controlled space: the Unified Earth stamp for the UNSC. Civilian traffic off-world has
Government, the United Nations Space Command, been forbidden, with the only exceptions being for
and the Insurrection. refugee transports and trade necessary to continue
interstellar commerce. The citizens are kept placated
by a steady diet of propaganda, which acknowledges
UNIFIED EARTH GOVERNMENT the difficulty of wartime life but promises that the
First established in 2075, the original Unified Earth enemy is far away, even as colonies closer and closer
Government was just an administrative branch of to Earth are glassed.
the United Nations. The next century saw its mission UEG officials and politicians can still be found
of introducing universal laws and rights sidelined traveling, but it is almost always aboard a military
repeatedly as wars for Earth’s dwindling resources vessel. They oversee special projects, carry out
consumed the solar system. It was not until the investigations, and generally try to keep the
Callisto Treaty of 2170 that the UEG’s agency was population calm. These individuals require a military
restored, and it was granted full autonomy as the escort, while others may have special authority to
official government of human space in 2204. assign missions and tasks to particular units. While it
The UEG is a representative democracy, with its is hoped that the military will prove victorious, it is an
capital located in Sydney, Australia. It is composed open secret that some of these officials are creating
of three co-equal branches of government: the contingency plans for if Earth and the UEG are lost,
executive, controlled by the president; the legislative, and humanity needs to find a new home. Whether
made up of the senate; and the judicial, the highest those plans will be necessary is unknown, but every
level of which is the Earth Supreme Court. The day the outlook grows darker.
president and senators are elected by the citizens
of the UNSC, with each senator representing an COLONIAL ADMINISTRATION AUTHORITY
individual human-occupied world—though some
worlds choose to combine their representation under Established by the UEG in 2310, the Colonial
a single senator. Administration Authority was created to oversee the

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colonies, regulating them and acting as a secondary As their concern up to that point had largely been
governing body that was more accessible to colonial with Earth and the Solar system, the admiralty
citizens than the distant Earth. In this manner, it was preferred to establish a separate command to
a success: the CAA managed hundreds of planets handle the protection of the colonies. The original
and billions of people, doing everything in its power ORION supersoldier program began under the
to make everyone feel heard. It also oversaw the CMA’s direction, but poor results saw it being
colonization effort of new planets. shelved indefinitely.
However, as the number of human worlds grew After 2390, with the CMA expanding its
and the strain on the system increased, with little operations into the nascent Outer Colonies, the
additional support being routed from the UEG, failure UNSC’s Naval Command and Unified Ground
seemed inevitable. The Insurrection became a black Command began trying to usurp the CMA’s position.
mark on the CAA’s record, one which the UNSC used Their attitude towards the colonies had changed as
to take more and more control away from it. The Far it became apparent that the balance of power was
Isle incident of 2492 was the beginning of the end, shifting away from Earth. Rather than continue to
as Earth-based political and military organizations delegate the responsibility, NAVCOM and UNICOM
supplanted the role of the CMA and began responding wanted to reclaim it. However, the founding charter
to every colonial dispute with a show of force. of the CMA afforded them command, and the UNSC’s
The CAA attempted to fight this gradual takeover, expansion into the colonies was slow.
but the UEG sided with the military. When the UNSC In addition, the CMA had come to see itself as
used the Covenant’s arrival as an excuse to declare a more courageous and daring organization when
martial law across the Orion Arm, the CAA again compared to the UNSC. They embraced the frontier
resisted and was stripped of its power. It remains attitude of the latest wave of colonists and came to
in name only, putting out an annual factbook about view their efforts of “taming” these new worlds as
the colonies. heroic. This attitude led to deepening resentment
The CAA had its own intelligence service, within the ranks towards the UEG, and by the late
the Department of Colonial Security, which was 25th century it proved to be fertile ground for the
concerned with monitoring the Inner and Outer Insurrection to sow its ideals. In 2497, it came out
Colonies. They predicted the rise in tensions between that leaders within the CMA had been covertly
the UEG and the colonies, including that Far Isle supplying the Insurrection with arms and information.
would become a bastion for independence-minded It was all the justification the UNSC needed to begin
rebels. However, their initial report was ignored by siphoning the CMA’s resources away to NAVCOM and
the UNSC. Following the arrival of the Covenant, DCS UNICOM. In just a few short years, the CMA was an
was dissolved and its intelligence apparatus was empty shell.
absorbed by the Office of Naval Intelligence. When the Covenant arrived in 2525, the UNSC did
Current CAA personnel are almost exclusively away with the pretense entirely and folded the CMA’s
bureaucrats with no real power, who answer to the scant remaining resources into its main organization.
UNSC and their policies. CAA offices on the colonies The only official CMA personnel remaining are
are now little more than information hubs where wounded veterans and those considered unfit for
people can go to find out more information about combat, tending to deep-space COM buoys and
other human-occupied worlds and how they are manning remote fueling depots.
faring in the war, as well as keeping track of refugee Nevertheless, the frontier spirit of the CMA
lists—which is an increasingly difficult task. Anyone survives in the Insurrection. Many insurgents proudly
who had a genuine interest in the wellbeing of the wear their parents’ and grandparents’ uniforms,
colonies has since been dismissed and joined either claiming to be the last line of defense between the
the UNSC or the Insurrection. colonies and tyranny. Ironically, one major decision by
the CMA continues to define the UNSC: the adoption
COLONIAL MILITARY AUTHORITY of the iconic M12 Warthog, which the CMA made
standard in 2321 and was enthusiastically supported
The Colonial Military Authority was established by the UNSC.
simultaneously with the CAA by the UNSC.

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UNITED NATIONS SPACE COMMAND Over the course of the war, the Navy has
suffered the most losses of any service branch.
The United Nations Space Command was created
Fleets are organized according to their sectors,
to tackle the logistical difficulties inherent in
which includes groupings of Inner and Outer Colony
interplanetary conflict, and at that they have
systems. However, the steady destruction of human
succeeded. Though the Insurrection is fairly seen as
settlements and depletion of the Navy’s fleets has
a problem of the UNSC’s own making, the war with
rendered these distinctions moot. It is understood
the Covenant has involved a staggering degree of
that the Navy can no longer carry out offensive
sacrifice and struggle. In many ways, the hardships
operations without leaving Earth or its remaining
of the Insurrection left the UNSC more prepared to
colonies defenseless. This has led to a shift in
fight the hegemonic alien threat than they would have
priorities as the Navy takes care to follow the Cole
been otherwise.
Protocol and prevent the Covenant from discovering
The UNSC is presently split into four branches,
the remaining population centers. How long these
with the Office of Naval Intelligence forming an
measures will remain effective is unknown.
unofficial fifth. These branches are organized into
two categories: Naval Command (NAVCOM) and
Unified Ground Command (UNICOM), both of which FLEETCOM
report to UNSC High Command (HIGHCOM). Details The Navy’s Fleet Command is headquartered in New
regarding each of these branches can be found Alexandria on Reach and is responsible for ship
below, with the purpose of NAVCOM and UNICOM deployment, mission structures, and space operations
being to unite the operations in a particular theater in the UNSC. It also serves as the home for the Navy’s
under a single chain of command. This cuts down on Criminal Investigation Division, which is responsible
jurisdictional squabbles, though inter-branch rivalries for investigating crimes perpetrated by and against
are inevitable. Navy and Marine personnel. Crews who serve under
Military organization has never been clean-cut, FLEETCOM are typically engaged in direct action
and with the ongoing war each branch has various against the Covenant or rebels, though they could be
special projects and divisions, each working on the engaged in reconnaissance or infiltration operations
“magic bullet” that will end hostilities. as well. Officers of the CID investigate potential
crimes within the Navy, gathering evidence and
NAVY interrogating witnesses and suspects before deciding
whether to bring charges.
The UNSC Navy is the primary operating force
under NAVCOM and is responsible for warship
operations in space. They fight in fleet actions, TABLE 3-1: NAVCOM ENLISTED
protect supply convoys and research stations, and RANK STRUCTURE
coordinate with the Marine Corps and Air Force for
the delivery of forces and personnel to vital theaters RANK CODE RANK
of war. It is subdivided into three commands: Fleet
E-1 Crewman Recruit (CR)
Command (FLEETCOM), Logistical Operational
Command (LOGCOM), and Navy Special Warfare E-2 Crewman Apprentice (CA)
(NAVSPECWAR).
E-3 Crewman (CR)
The Navy is headquartered on Reach, the largest
fleet base and shipyard in human space. There, they E-4 Petty Officer Third Class (PO3)
maintain facilities to train both Navy and Marine
E-5 Petty Officer Second Class (PO2)
personnel, as well as the Reach Naval Academy to
train officers. Members of the Navy typically serve E-6 Petty Officer First Class (PO1)
aboard spaceborne vessels, though they still maintain
E-7 Chief Petty Officer (CPO)
terrestrial “wet” operations. These crews carry out
a variety of missions, depending on which command E-8 Senior Chief Petty Officer (SCPO)
they are assigned to. This can range from protecting a
E-9 Master Chief Petty Officer (MCPO)
supply caravan to interdiction and search and rescue.

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LOGCOM TABLE 3-2: NAVCOM OFFICER


Logistical Operations Command carries out the RANK STRUCTURE
construction and maintenance of all navy ships,
from its smallest space fighters and corvettes to its RANK CODE RANK
massive battleships and carriers, as well as food
and ammunition. They also maintain an Office of OT Cadet (CDT)
Investigations, responsible for looking into supply WO-1 Warrant Officer (WO)
shortages and instances of sabotage. LOGCOM crews
may be transporting materials important to the WO-2 Chief Warrant Officer (CWO)
war effort, or else they might be manning the ships O-1 Ensign (ENS)
protecting those transports.
O-2 Lieutenant Junior-Grade (LTJG)

NAVSPECWAR O-3 Lieutenant (LT)


Naval Special Warfare Command is a major special O-4 Lieutenant Commander (LCDR)
forces division in the Navy, serving as the umbrella
O-5 Commander (CDR)
under which the ODSTs and the SPARTAN-II
and SPARTAN-III programs exist, among others. O-6 Captain (CAPT)
Personnel within NAVSPECWAR engage in the
O-7 Rear Admiral (RADM)
research and development of new weapons, ships,
and other technologies that could be used to turn the O-8 Vice Admiral (VADM)
tide of war against the Covenant. They maintain a
O-9 Admiral (ADM)
healthy but strong rivalry with ONI, which they see as
still being technically subordinate to the Navy, though O-10 Fleet Admiral (FADM)
in practice this is not the case.

simultaneously developed MJOLNIR Powered Assault


Search and Rescue
Armor, a strength- and reflex-enhancing armor system
Descended from the planetary Coast Guards of Earth, that would increase their abilities even further.
Search and Rescue (SAR) is a specialty division The first group of 75 candidates was conscripted
within the UNSC Navy’s fleet. Prior to the war in 2517. They spent eight years training before
with the Covenant, their ships and personnel were undergoing the augmentation procedures. During this
dedicated to two primary missions: responding to time, the candidates were taught not only the art of
civilian and military distress calls and conducting war but also the difference between right and wrong.
boarding and interdiction operations against known While this inspired some to mutiny against the
and suspected criminals. The current war has not program, the majority came to see their situation as
seen a reduction in those tasks (though interstellar necessary to preserve the future of humanity. Only 44
civilian traffic is rare) but it has added an additional of the candidates successfully passed augmentation,
area for SAR to undertake: Cole Protocol compliance. with the rest “washing out” after being crippled or
killed by the surgeries.
SPARTAN-II Program These Spartans were first deployed in 2525
against Insurrectionist targets, but the arrival of
The SPARTAN-II program was masterminded by Dr.
the Covenant led to a change in the mission. The
Catherine Halsey, who was commissioned by ONI in
Spartans proved to be highly effective against this
2511 to develop a supersoldier program that could
new threat, winning key victories, but ultimately
bring an end to the Insurrection. Her plan involved
their numbers were too few to halt the Covenant’s
the conscription of genetically ideal six-year-old
advance. Between the strict genetic requirements
candidates who would spend several years training
for augmentation and the ethical issues raised by the
and preparing for a series of augmentations that
program, it was decided that the SPARTAN-II program
allowed them to perform superhuman feats. She
would be discontinued after the first class.

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However, by 2537 improvements to the capacities, depending on their skills. It is not


augmentation procedures that led to a relaxing of uncommon to see an Army team deploying alongside
the requirements and a desperation brought on by the Marines on the ground, as their devotion to
the UNSC’s rapid losses led to a change of heart. A terrestrial combat makes them experts in that area.
new class of candidates was conscripted and brought Some serve as liaisons to the Navy and ONI, keeping
to Reach to train, this time without Dr. Halsey’s them apprised of how the Army can assist them
knowledge or guidance. These Spartans completed during their operations.
their training and augmentations in 2545 with a
higher (but not total) success rate and entered the Airborne
field in the same year.
ONI Directive 920 states that, to preserve morale Some might argue the airborne units have been
among UNSC forces, Spartan casualties are to be overshadowed by the glory-seeking ODSTs, but within
listed as Missing In Action (MIA) or Wounded In the Army they are still considered to be among the
Action (WIA), but never Killed In Action (KIA). This best soldiers around. Troopers who train with the
has led to the unofficial motto, “Spartans never airborne serve as rapid response units, fast-roping
die.” ONI chose in 2547 to selectively declassify the from UH-144 Falcons or parachuting into battle from
SPARTAN-II program, revealing their existence and the backs of Pelican dropships.
their stellar combat record but continuing to cloak Within the airborne, Pathfinders are regarded as
the conscription of children and the program’s origin the finest reconnaissance experts in the field. They
as an anti-Insurrection unit. deploy ahead of airborne drops in order to mark
drop zones and gather intelligence on terrain, enemy
forces, and local disposition. As such, they deploy in
ARMY small teams or sometimes alone in order to avoid
The UNSC Army deals exclusively with planetary, detection, inserting in the dead of night and operating
land-based military operations under UNICOM. Unlike under a strict COMs blackout. They use an improved
the Marine Corps, which operates on multiple planets variant of the standard ODST helmet.
in conjunction with the Navy, the Army serves in a
garrison role on individual worlds. This makes it a
key part of the UNSC Defense Force.
Army recruits are typically garrisoned on their
planet of origin, returning after attending basic and TABLE 3-3: UNICOM ENLISTED
advanced training on Reach, though some may seek RANK STRUCTURE
postings on other worlds. Their duties are mostly
concerned with the defense of their assigned planet RANK CODE RANK
from pirates and criminals and acting as the first
line of defense against the Covenant. Though they E-1 Private (PVT)
have no spaceborne vessels, the Army maintains E-2 Private First Class (PFC)
its own aircraft and pilots, cross-trained with their
counterparts in the UNSC Air Force, though this has Lance Corporal Specialist
E-3
also nurtured a strong rivalry. (LCPL) (SPC)
Though its accomplishments are many, arguably E-4 Corporal (CPL)
the most famous part of the standard Army are its
E-5 Sergeant (SGT)
armored divisions. They field skilled crews and test
the latest hardware, giving them a strong advantage E-6 Staff Sergeant (SSGT)
in ground engagements. They frequently train up and
E-7 Gunnery Sergeant (GYSGT)
assist Marine armored units, owing to their mutual
membership in UNICOM. Master Sergeant First Sergeant
E-8
While most Army personnel remain in their (MSGT) (1SGT)
home garrison, others are rotated to stations on Master Gunnery Sergeant Major
other planets or lent to other branches in advisory E-9
Sergeant (MGSGT) (SGTMAJ)

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Corps of Engineers Marines engage in conventional warfare, which


The Army Corps of Engineers handles all manner might mean large-scale operations or smaller-scale
of technical and architectural assignments, from infiltrations or intelligence-gathering. Whatever they
rebuilding civilian infrastructure and demolishing are asked to do, expect that they will do it well.
enemy emplacements to reverse-engineering
Covenant technology based on equipment captured in Corps of Engineers
the field. They are renowned for their detail-oriented The Marine Corps of Engineers operates much the
personalities and their calm under fire, as having same as the Army’s, focusing on construction and
to repair a mobile bridge during combat demands a demolition in the field. Unlike the Army, however,
certain level of cool-headedness. the Marines have a greater emphasis on combat
applications as opposed to civilian infrastructure.
Rangers Among their tasks are the protection and, if
The Rangers are the Army’s most famous special necessary, destruction of classified research and
forces unit. An elite cadre of infantry, they are development outposts. They are also known for their
primarily trained as long-range scouts. They place development and operation of combat exoskeletons.
sensors behind enemy lines and use sniper teams to
observe the enemy and eliminate high-value targets. Force Recon
They are also trained in a wide variety of weapons, Conducting reconnaissance of the enemy and relaying
including Covenant firearms. vital intelligence to Marine commanders is the role
During the war with the Covenant, they have of Force Recon. Their name describes their role
also served as advisors for local resistance elements well: their job is to gather intelligence on enemy
on occupied worlds, training locals to conduct guerilla force, strength, and location, as well as to carry out
campaigns. For many Rangers, this is a one-way direct action ahead of standard military operations,
assignment, as the only way off-world is to drive if required. They also collect information on relevant
off the Covenant and hold out for UNSC rescue— conditions, such as terrain and weather, that might
an unlikely prospect at best. have an impact on upcoming operations.
There are dedicated Force Recon companies
MARINE CORPS in both the regular Marines and the Orbital Drop
The UNSC Marine Corps is the expeditionary combat Shock Troopers, with the latter being deployed ahead
arm of UNICOM, coordinating with the Navy to of a vanguard force. Additionally, ONI Section One
rapidly deploy to theaters where they are needed. often has a presence in Force Recon, their agents
They also serve as security forces on Navy ships helping to compare new intel with known information
and installations. Due to their frequent and varied and ensuring high-priority intel is relayed to the
deployments, the Marine Corps is the face of the right people.
UNSC’s recruitment efforts.
Marines train at facilities located on Reach. Orbital Drop Shock Troopers
Once their training is complete, they are berthed While technically existing under the Navy Special
aboard ships and stations and deployed to distant Warfare umbrella, the Orbital Drop Shock Troopers
worlds to fight back the Covenant advance. They field are the Marines’ special forces and rapid reaction
standard infantry, armor, and air and space vehicles, force. They were first formed and deployed during
in addition to the occasional watercraft. Marines are the Interplanetary War in the 2160s, including their
expected to be proficient in all theaters, able to switch now-famous Martian Campaign. Since then, they
from one to the next as the situation demands. This have been at the front line of every military conflict,
flexibility has earned them a reputation as the most including both the Insurrection and the Human-
capable fighting force in human history. Covenant War.
Found across the entire front line, Marines fill ODSTs are distinguished by their unique method
virtually every role you might expect, but they are of insertion: single occupant drop pods called SOEIVs
always prepared to pick up a rifle and fight. Most are launched from Navy ships in orbit, carrying the

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ODSTs safely (though not without risk) to the ground TABLE 3-4: UNICOM OFFICER
with a combination of drag chutes and braking
thrusters. Each ODST is expected to leave their pod
RANK STRUCTURE
ready for combat, giving them an advantage in speed
RANK CODE RANK
and surprise that few other units enjoy. This has led
to their operational nickname: the Helljumpers. OT Cadet (CDT)
Membership in the ODSTs is reserved for Marine
WO-1 Warrant Officer (WO)
volunteers who have met the high standards for
service and bravery required to be invited to apply. WO-2 Chief Warrant Officer (CWO)
After that, candidates must pass a difficult selection
O-1 Second Lieutenant (2LT)
and training program that helps ensure the ODSTs
remain one of humanity’s most elite fighting forces. O-2 First Lieutenant (1LT)
Graduates are then allowed to don the distinctive
O-3 Captain (CPT)
black armor and mirrored visors of the ODSTs.
ODSTs are sent on a variety of dangerous O-4 Major (MAJ)
missions, from direct action and counter-terrorism
O-5 Lieutenant Colonel (LTCOL)
operations to deep ground surveillance and
unconventional warfare. They divide themselves up O-6 Colonel (COL)
into combat teams, ten to fourteen operators who
O-7 Brigadier General (BGEN)
live, train, and fight together. This ensures a tight
team dynamic and the ability to share roles and O-8 Major General (MGEN)
specialties freely. However, when members of the
O-9 Lieutenant General (LTGEN)
team are killed, this often means replacements face
challenges when learning how to integrate. O-10 General (GEN)
Next to Spartans, ODSTs are considered the
best of the best. The two organizations have a
deep and uncomfortable rivalry, stemming from an
early incident in which several ODSTs attempted
to jump a Spartan trainee and were killed. Despite In combat with the Covenant, the Air Force
the animosity, many ODSTs have served alongside struggles much the same way as the Navy, as they
Spartans in combat and later admitted the Spartans attempt to compete with the advanced technology
were formidable fighters. of the Covenant. Their energy shields appear to be
equipped on almost every type of vehicle, meaning
AIR FORCE each Air Force pilot has to be trained in multiple
weapons systems that can be changed up depending
The UNSC Air Force is the final component of UNICOM on the foe. However, there is no doubt that these are
and is responsible for aerial and orbital combat the most daring pilots in any branch of the UNSC,
and defense. Its soldiers maintain a wide range with their skills in high demand.
of fighters, bombers, and interceptors, as well as
the orbital MAC platforms that defend a number
Air Combat Command
of important Inner Colony worlds. The Air Force’s
responsibilities include monitoring civilian aerial Air Combat Command (ACC) oversees deployment
and orbital activity and providing launch and space of all manner of combat aircraft. This includes
support for the Navy and the Marines. fighters and bombers to carry out air superiority
Like the other branches of the UNSC, basic operations, as well as gunships and other aircraft to
training for the Air Force begins on Reach, with act as air support for UNICOM personnel. ACC is also
additional training opportunities elsewhere. It responsible for developing and testing new design
maintains the primary flight school for all branches, projects for flight-capable technology in the air, at
training Army, Navy, and Marine pilots as well in the sub-orbital altitudes, and in orbit.
operation of cross-service craft such as dropships.

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Air Mobility Express Its agents have a deserved reputation within


During warfare, it is the responsibility of the Air the UNSC of being deceitful, manipulative, and
Mobility Express (AMX) section to airlift and transport independent of standard oversight.
materiel and personnel. It maintains the aircraft and ONI’s characterization as “the spooks” began well
pilots required to carry out this duty across multiple before the Insurrection, though they reached infamous
worlds, able to move supplies and people wherever levels during the conflict. ONI agents became
they need to go. This includes dropship operations bogeymen, seen in every shadow and suspected in
for the other service branches, resupply drops, and every new face seen around town. How deeply they
planetary evacuations. managed to infiltrate the various rebel organizations
remains classified, even after the de-facto end to
hostilities with the arrival of an alien menace.
Orbital Defense Command In pivoting to face the Covenant threat, ONI fast-
While famously responsible for manning and tracked intelligence gathering operations in order
operating massive orbital defense platforms in to learn as much and as quickly as possible about
geosynchronous orbit above UEG colonies, the Orbital their new enemy. They also repurposed a number of
Defense Command also oversees deployment of ongoing secret projects, including the SPARTAN-II
space fighters, interdiction craft, and search and program, towards winning the war. While the rest of
rescue units. They work closely with the Navy, as the UNSC suffered setback after setback in the first
their coordinated efforts are the first—and often the decade of fighting, ONI was able to gather critical
only—line of defense for vulnerable colony worlds. intelligence and begin the process of formulating
effective strategies to stall their advance.
Pararescue Service There are two aspects to ONI. The first is the
public face, which is made up of both uniformed and
The UNSC’s Pararescue Service (PRS) serves as a civilian personnel. They work openly in a variety of
planetary search and rescue unit, carrying out both positions within ONI’s numerous sections, interfacing
combat and humanitarian rescues as needed. PRS with their counterparts in the other branches,
personnel (nicknamed PJs) undergo rigorous training, delivering briefings, and conducting what is mostly
including with the Army Airborne and the Navy dive seen as above-board research and development.
school, in order to be able to handle any and all The second aspect is the shadowed underbelly,
rescue conditions when deployed. the covert agents and infiltrators who labor in secret
Their most famous (or infamous) duty is the to save as many lives as possible. Whether they are
recovery of pilots and other high-value personnel lightyears behind enemy lines or hidden in plain sight
from behind enemy lines. PJs are typically deployed among the ranks of other branches, these individuals
in pairs or small teams to locate and extract these act as the all-important fulcrum when the time comes
individuals; they are trained to understand that their to act. It could be a careful word to the right person,
own lives are secondary concerns to saving others. a data worm in an innocent-looking line of code, or a
For this reason, PRS personnel are afforded the silent knife across an unsuspecting throat; no matter
highest respect by the other service branches, as the case, these agents are prepared to do what is
they might be the ones to rescue them when things necessary to make sure humankind survives this
have gone terribly wrong. crisis to rise up once again.

OFFICE OF NAVAL INTELLIGENCE Section One


Though ostensibly subordinate to the Navy, ONI ONI Section One is the information-gathering arm
has operated as its own branch for decades. It of the service, making it the one all UNSC forces
has been part of the UNSC since the beginning, interact with. They provide briefings ahead of major
responsible for gathering intelligence through operations, conduct fieldwork to intercept enemy
fieldwork and signals interception, as well as running intelligence or seed counter-intelligence for them
counterespionage and propaganda operations and to find, and maintain a vast array of listening posts,
conducting top-secret research and development. unmanned COM buoys, and stealthed ships that

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serve to monitor Covenant activity and provide an While they are often deployed alongside the Navy,
early warning before they strike. They also oversee the dedicated crews are members of ONI trained
any and all missions behind enemy lines, to ensure to operate the sensitive and classified systems
that critical information is gained and that nothing necessary to maintain stealth. Though most prowlers
important falls into enemy hands. are corvettes, the term actually applies to any
vessel with stealth capabilities, and rumors persist
Section Two of cruiser-class prowlers hunting Covenant supply
depots deep behind their lines.
ONI Section Two is the propaganda arm, working
within the military and with civilians to maintain
morale across human space. They employ a number Signal Corps
of journalists, artists, and designers who put the The ONI Signal Corps is a project of Section One.
shine on victories and take the sting out of defeats. They use Navy ships and crews to distribute COM
They also conduct psychological operations meant buoys throughout space that can be used to draw
to bolster the spirits of front-line troops and, when Covenant ships away from human population centers,
possible, demoralize the enemy. More controversially, obfuscate legitimate human broadcasts, and intercept
they handle the sanitizing and distribution of key and relay enemy transmissions. This type of counter-
intelligence when shared with other organizations, intelligence operation has proven to be extremely
including sometimes within the UNSC itself. valuable at a comparatively low cost and risk, as it
has confused and slowed the Covenant as it moves
Section Three deeper into the Inner Colonies.

ONI Section Three functions as a special projects


division, and as such most of its activity is SPARTAN-III Program
classified and hidden from view. Their research and Assembled under ONI Section Three’s Beta-5 Division,
development labs are scattered all across human the SPARTAN-III program was a response to the
space, as they labor in secret to come up with new limits of the SPARTAN-IIs. Their goal was to produce
weapons, defenses, technologies, and strategies entire battalions of supersoldiers, though even with
to fight back against the Covenant and prevent relaxed genetic requirements and much safer and
humanity’s extinction. Most of their personnel are simplified augmentation procedures they have only
career military, but civilians who have special fields produced two companies so far.
of study are sometimes brought in. Section Three has SPARTAN-III candidates are selected from
overseen many famous programs, including MJOLNIR the horde of war orphans created thanks to the
and both SPARTAN-II and -III, as well as countless Covenant, both sidestepping some of the ethical
others that have never been publicly acknowledged. complications of kidnapping and conscripting
children and ensuring each candidate is motivated
Section Zero by revenge rather than an indoctrinated sense of
duty. The training and augmentation that follows is
Section Zero serves as ONI’s internal affairs division, modeled on that of the SPARTAN-IIs, though advances
ensuring that the other sections act ethically and with to the augmentation process have ensured 100%
proper oversight. Its very existence is secret, though survivability for selected candidates. Finally, to cut
the existence of “spies who watch the spies” has long costs, SPARTAN-IIIs receive Semi-Powered Infiltration
been rumored. Their membership is classified at the armor, less powerful than MJOLNIR but with the
highest level, though they only intervene if there are tradeoff of higher stealth capabilities.
no alternatives, and they almost never do so directly. The 497 candidates for Alpha Company were
assembled in 2531. Only 300 officially entered the
Prowler Corps rolls for augmentation and active duty in 2536, but
One of ONI’s most capable tools is its fleet of a number were secretly taken off the register to be
prowlers: stealth-capable warships that can infiltrate trained as Headhunters—two-person teams who
enemy space and carry out secret operations. would operate exclusively behind enemy lines—

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or given MJOLNIR armor due to their extremely This led to an independent mindset among the
high combat scores. The remaining “washouts” Outer Colonies, though in truth very few considered
served as instructors for the second group of breaking off from the UEG in the early days. They
candidates which followed soon after. Beta Company were still heavily reliant on support from Earth.
was assembled in 2539 out of 418 candidates, However, over the course of a century, the rise
winnowed down by selection to 300 in 2544 but again of heavy industry in the Outer Colonies quickly
with some removed from the main company for outstripped that of the Inner Colonies and Earth,
special purposes. The most recent group, Gamma shifting the balance of power away from the ancestral
Company, is currently being trained. 330 candidates homeworld. In response, Earth-centric organizations
were brought to the planet Onyx to train in 2547, such as the UNSC began trying to take political and
with a projected graduation date of 2552. Unlike military power away from colonial administrations
their predecessors, it is expected that all 330 will with varying degrees of success.
be augmented and deployed. Even then, there was not a united effort
The lower costs and higher number of Spartans to separate from the UEG, but rather a series
produced by SPARTAN-III means that ONI sees of grassroots movements that emphasized
them as more expendable (though no less valuable) administrative autonomy without violence. Their
than the SPARTAN-IIs. Teams of SPARTAN-IIIs efforts, however, were negatively received by the
are frequently sent on suicide missions and high- UEG, and eventually led to the complete destruction
risk, high-reward operations designed to slow the of the Far Isle colony. This led to the Callisto
Covenant’s advance and buy the UNSC more time. incident, which proved to be the tipping point for the
The entire official roster of Alpha Company was killed Outer Colonies. By 2494, a number of small groups
during Operation PROMETHEUS, which resulted in the had begun coordinating their efforts to carry out
destruction of a Covenant shipyard in 2537; likewise, paramilitary operations against the UEG and UNSC,
nearly all of Beta Company was lost in a strike on beginning the Insurrection. For over thirty years,
a Covenant fuel refinery, codenamed TORPEDO, in the Insurrectionists waged a guerilla war against
2545. The only survivors from those companies are what they saw as naked corruption and oppression.
those who were on different assignments when the Citizens of Earth and the Inner Colonies were afraid
operations were carried out. of the Outer Colonies, seeing them as violent and
While the SPARTAN-IIIs are subject to ONI lawless, which led to sustained public support for
Directive 920 as well, requiring all casualties be the war and condemnation of the Insurrectionists
listed as MIA or WIA, their existence is officially as terrorists.
classified. The public and most of the UNSC is The Covenant War has changed things
unaware of the distinction between the SPARTAN- considerably. Most Outer Colony worlds lie in ruins,
IIs and -IIIs, so both programs are simply called glassed and forgotten as the war drags on. The
“Spartan” in official documents. implementation of the Cole Protocol by the UNSC in
2535 heavily restricted civilian space traffic, dealing
a mortal blow to the Insurrection which relied on
INSURRECTIONIST MOVEMENTS smugglers and couriers to maintain communication
The Insurrection has roots in the extra-solar with disparate groups. While some members of
colonization efforts conducted by the UEG. While the Insurrection resisted the UNSC’s claims of a
the Inner Colonies were settled by Earth’s best and technologically advanced alien foe, many others soon
brightest in the first wave, the second wave—which came to understand the threat posed by the aliens.
included not only additional settlers from Earth but They laid down their arms and turned their resistance
those from the existing colonized worlds as well—was towards the Covenant, lending aid to or joining up
destined to be far less stable. Selection criteria to be with their former adversaries in order to ensure
a colonist was greatly relaxed, and the equipment humanity’s survival. Some are even making deals
was almost universally second-hand from the first with the UNSC for recognized autonomy following the
wave. These so-called Outer Colonies were therefore war’s end, while others are simply biding their time
considered to be the frontier of human expansion, before resuming the fight.
facing hardships and challenges that were not There are too many individual Insurrectionist
experienced by the Inner Colonies. factions for a complete list, though some of the major

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players include the Secessionist Union, the Freedom all worlds, not just the Outer Colonies, should
and Liberation Party, the People’s Occupation, and be allowed to practice self-governance and be free
the Bandusa Insurrectionists; the United Rebel of UEG interference.
Front is an alliance of multiple insurrectionist Due to its distance from Harvest, the FLP
cells that coordinate their efforts. Many individual avoided facing the reality of the Covenant invasion
Insurrectionists are scattered throughout the Inner for many years, continuing to carry out attacks
Colonies, sympathizers who recognize the unjust and against the UNSC even as other insurrectionist
heavy hand the UNSC has used to keep the peace. groups fell to the alien threat. However, most of
its members and all of its leadership were killed
Bandusa Insurrectionists during the Insurrection of Mamore in 2531, when the
UNSC responded with overwhelming force. Rumor
Primarily a political interest group, the Bandusa has it they were wiped out in the first deployment of
Insurrectionists were founded on Mars and originally SPARTAN-III Alpha Company.
advocated for peaceful dialogue between the UEG, While the FLP limps on, most of its members
the CAA, and any Outer Colonies who desired have been poached by other groups, leaving only
independence. But as the Insurrection dragged on the hardliners who refuse to give up the cause and
and the number of atrocities committed by the UNSC those members who make unappealing recruits for
mounted, its members were pushed further and other reasons.
further into radicalism. While avoiding direct action
themselves, the Bandusa Insurrectionists began to
smuggle weapons and intelligence for other, more Secessionist Union
violent cells elsewhere in human space. The Secessionist Union was one of the “original”
Given their insulation in the Sol system, the insurrectionist groups, having petitioned the UEG for
Bandusa Insurrectionists did not take the threat of independence for the Outer Colonies in 2487. After
the Covenant seriously and continued to agitate for their request was denied, they began by engaging in
colonial independence. Gradually, their actions drew propaganda distribution and non-violent protest of
harsh reprisal from the UNSC, which tasked special Earth’s control. They resisted engaging in military
forces groups to infiltrate the rebels, identify their conflict until UNSC occupations forced their hand,
leadership, and advise HIGHCOM on the best way though all the while they quietly recruited from the
to neutralize the threat. ONI eventually took over Colonial Military Authority, turning formerly loyal
the operation, devoting its extensive resources and agents of the UEG into moles and spies for the
all three of its public sections to dismantling the insurrectionist cause.
Bandusa Insurrectionists. The downfall of the Secessionist Union came at
Their method of attack involved a combination of the hands of Project ORION, the original supersoldier
assassination, propaganda, and manipulation to turn program. They were able to identify most of the
the rebels against each other while simultaneously Union’s members hidden among the CMA, which in
poisoning the general population against their cause. turn prompted the UNSC to begin officially taking
While it was not entirely bloodless, as key figures over military supervision of the Outer Colonies. The
had to be eliminated in ways that implicated their rebel leaders were identified and either assassinated
comrades, it was seen as a victory for ONI and proof or arrested over the course of the next decade,
that their methods remain effective even now. ensuring the Secessionist Union lost the direction and
coordination that made it a credible threat.
Freedom and Liberation Party However, the Secessionist Union did not entirely
fall. While its surviving leadership went on to
The Freedom and Liberation Party (FLP) was a form the United Rebel Front, the Union was able
paramilitary separatist faction that was active to continue as a separate entity, albeit in a greatly
during the Insurrection. Unique among many violent reduced capacity. They were also among the first
insurrectionists was its location: members hailed Insurrectionists to acknowledge the existential threat
from and carried out operations on Inner Colony posed by the Covenant, agreeing to lay down their
worlds, the most famous being Mamore and the arms in the interest of preserving humanity.
Haven arcology bombing. FLP members believed that

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United Rebel Front to travel more quickly and freely during the time of
Though not the first Insurrectionist group, the United the Insurrection, helping to lead to more widespread
Rebel Front (URF) is perhaps the one that has unrest. The UEG and CMA sought to control these
survived the longest. Initially formed from survivors sources of information, though unauthorized “pirate”
of the Secessionist Union’s command structure, the broadcasts inevitably cropped up.
URF sought to recruit other rebel groups rather As technology has advanced swiftly during
than try to build its own profile. As a result, while it the Covenant War, so have developments in
had few dedicated members, it wielded an outsized communications. While civilian signals are strictly
influence in the ongoing war. ONI led a successful controlled by the UNSC to mitigate the risk of human
operation to capture its leader, former Marine Colonel population centers being discovered by the enemy,
Robert Watts, but even that might not have stopped the military itself enjoys ever-improving access to
the URF if it were not for the arrival of the Covenant. nearly real-time communication. However, planetary
The URF continued to carry out operations COM networks have benefited just as much from the
against the UNSC, but they found themselves losing same advancements.
resources in the Outer Colonies just as quickly as
the UNSC. The restrictions on civilian space traffic WAYPOINT: THE WEB
spelled the end of their coordinated efforts, though
their success rate had plummeted since ONI began
BETWEEN THE STARS
using its SPARTAN-IIs to disrupt rebel operations. For civilian purposes, Waypoint is the only interstellar
As a result, most URF cells have agreed to cease communication network available, acting as the
hostilities with the UNSC, even going so far as to primary delivery service for personal messages
assist them in military operations in order to ensure between the stars, for both civilian and military
humanity’s survival. personnel. It also serves as humanity’s superluminal
But many counterterrorism experts caution that news source, broadcasting approved channels and
the URF’s compliance is strategic. They warn that the content to planets and systems operating under
rebels are only doing what they need to in order to the UEG’s umbrella. Access to Waypoint is free for
maintain their position and are likely to resume the anyone with a suitable device, though it is an open
conflict as soon as the war with the Covenant is over. secret that many intelligence services, particularly
As this assumes the UNSC survives the ongoing war, ONI, monitor and review calls and messages made
it is a risk most military strategists are willing to take. through the service. While it is not likely that they
are able to listen to conversations in real-time, it is
generally accepted that any exchange on Waypoint
Networks in the HALO Universe can be discovered, archived, and traced by the right—
or wrong—people.
Since the advent of the internet in the late twentieth
century, humans have come to rely on rapid USING WAYPOINT
communication with their distant fellows. This
Waypoint is generally accessible in any populated
became progressively easier on a planetary scale,
human system and can be picked up with any
but real-time communication between planets and
wavespace-capable receiver, which most civilian and
later stellar systems proved to be impossible at first.
military data pads possess. Waypoint is encrypted
Starships were the first messengers during the UEG’s
using governmental systems, meaning unauthorized
early efforts at colonization, carrying information
users will need to decode the signals before being
between their destinations as fast as Slipspace travel
able to determine their contents. Most military COM
allowed. Later, unmanned messenger drones took
systems and AIs have access to these decryption
up that role.
protocols by default.
It was not until the discovery of “wavespace,”
Despite the increasingly low latency of
a Slipspace-adjacent dimension where signals could
superluminal communication, Waypoint is still not
be transmitted at superluminal speeds, that near-
yet capable of true real-time communication. Some
instantaneous communication between far-flung
lag persists, though it is not due to speed-of-light
worlds and ships became possible. This allowed news

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delays. Scientists believe this “lightspeed latency” is ▪ GROUNDNET: A set of channels used for
the result of the same effect that causes variation in communications between ground forces. Most
Slipspace arrival times, though delays in wavespace ground units regardless of their size—from
are rarely as dramatic. battalions to fireteams—always maintain
connections to GROUNDNET, as it is usually used
ENCOUNTERS ON WAYPOINT for theater-wide communications. However,
individual elements may have assigned channels.
Due to the superluminal nature of wavespace and
the attendant time delay of several seconds to entire ▪ HIGHCOM: Short for “High Command,” this shard
minutes, it is almost impossible to carry out a hack is intended for communication to and between
over vast interstellar distances. Instead, network the ranking officers of the UNSC High Command.
encounters occurring over Waypoint are likely ▪S
 ATCOM: Frequencies reserved for
confined to local planetary or orbital targets. communications with orbiting satellites. This may
Waypoint’s ubiquitous nature also means such include relaying information to ships in orbit or
encounters are fraught with peril. Government and for communicating with individuals or units in
military agencies monitor Waypoint regularly, and another section of a planet. SATCOM relies on
the service uses high-end ice to ward off intruders. In COMSAT stations to be usable.
addition, sensitive data is rarely stored on Waypoint- ▪ SECNET: A set of channels reserved for
accessible systems, necessitating the use of other secure communications. SECNET stands for
networks to reach them. “Secure Network,” though the frequency of its
use by ONI operatives has led to the misnomer
THE BATTLENET: SECURE “Secret Network.”
WARTIME COMMUNICATIONS ▪ SHIPNET: A set of channels used for
communications while aboard a navy vessel.
Only available to the UNSC and its branches, the
Subdivision of these channels can vary from
battlenet is a secure, compartmentalized, and
ship to ship, though final say on how they are to
versatile network to facilitate battlefield management
be used and what constitutes appropriate use is
and tactical support. It has a distributed structure,
usually left to the ship’s AI or its captain.
allowing commanders to take over a dedicated
shard of the battlenet for units and operations while ▪ SQUADCOM: Frequencies reserved for
maintaining connections to other shards. Certain communications between small units in a specific
components of the battlenet are also superluminal, area. SQUADCOM has a comparatively short
allowing leadership elements to receive updated range, as it is intended to be used only by small
reports quickly. As a result, the UNSC battlenet is one groups of people working together.
of the most advanced and secure communications ▪T
 ACCOM: Unlike SQUADCOM, TACCOM does
networks in human history. not permit audio communications. Instead,
it is used to share images, NAV points, and
BATTLENET COMPONENTS sensor information into the HUD of other
members on SQUADCOM.
The battlenet has many subdivisions that are
used when appropriate for the situation at hand. ▪ TEAMCOM: The channel reserved for private
Improper use of the battlenet can result in a variety communications between members of a
of charges, ranging from non-judicial punishment particular team, usually a Fireteam. TEAMCOM’s
to a court-martial. range is even shorter than SQUADCOM, as
team members are usually assumed to be in
▪ FLEETNET: A set of channels used for
proximity to each other.
communications between navy vessels.
Battlegroups and task forces are generally
assigned to individual FLEETNET channels, USING THE BATTLENET
though FLEETNET-7 is typically used to broadcast Generally, any broadcast communication between
to any navy ships in range of the sender. a unit and others that happen on the battlefield

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are assumed to use the battlenet. Whether it is USING CHATTERNET


exchanging intel between scouts on patrol or Access to ChatterNet can be gained through almost
requesting orders from an officer in orbit, virtually all any networked device and an individual’s ChatterNet
military communication takes place on the battlenet. credentials, including their government number,
Depending on the situation, however, certain though most people use a dedicated chatter when it
components of the battlenet may not be available. comes to using the service’s communication systems.
While any frequency or channel may be found on Due to the advances in communications technology,
the fortress world of Reach, a colony in the middle ChatterNet effectively operates in real-time no matter
of being glassed likely has few or no remaining where any device or server is located on the planet.
satellites to facilitate communication between
soldiers on the ground and any help that may be
coming. A ship operating behind enemy lines may ENCOUNTERS ON CHATTERNET
have its SHIPNET, but to avoid detection it might Though ChatterNet has a reputation for being
sever its link to HIGHCOM. secure, it is far from impenetrable. Any authorized
credentials allow access to the network, and from
ENCOUNTERS ON THE BATTLENET there security can vary wildly. One person’s chatter
may have only the most basic encryption and
The battlenet is highly secure and actively monitored, security, while a municipal system might have a
making intrusions and infiltrations difficult at best. “dumb” AI protecting it.
While short-range COMs such as TEAMCOM or
SQUADCOM may rely on end-to-end encryption,
expect anything such as SHIPNET, FLEETNET, or THE COVENANT BATTLENET:
HIGHCOM to be packed with ice and backed up by AIs. ENEMY TERRITORY
In addition, the battlenet is used mostly for
As it is with humans, the alien coalition known as
communication rather than storage, meaning that
the Covenant relies on fast communications with its
infiltrating it is normally the first step for reaching a
forces to organize their war. The technology they
target system, rather than the last. However, access to
use is extremely advanced, able to manage real-time
UNSC communications is a major intelligence breach
communications between elements across hundreds
that may be the only goal of certain enemies, as they
of lightyears. Despite this capacity, human observers
eavesdrop on tactical plans and prepare ambushes.
have made note of the Covenant’s cavalier attitude
towards security. Communications and signals
CHATTERNET: A NETWORK between starships are reliably difficult to crack,
FOR THE REST OF US but ground forces seem unbothered by their lack of
robust infiltration countermeasures. Whatever the
ChatterNet is the localized communications network reason for this oversight, the UNSC has sought to
used by specific worlds that is most analogous to capitalize on it, frequently compromising Covenant
the internet of Earth centuries ago. It connects a networks and leaving their enemies none the wiser.
wide variety of devices to each other, from municipal
supercomputers to personal data pads. ChatterNet
is highly secure compared to services such as USING THE COVENANT BATTLENET
Waypoint, and as such is the preferred option for To be able to access the Covenant battlenet, any
making and tracking financial transactions, as well as network-capable device will do, but the alien
those who prefer to keep their actions clandestine. language used to build and communicate the network
The Chatter Protocol Authority (CPA) is responsible presents the first major hurdle. This can be overcome
for maintaining and policing the use of ChatterNets by getting the latest ONI translation protocols. Once
across human space. you can understand what the network is saying, it
becomes possible to hack into it and eavesdrop on
enemy communications, while the most capable
human operators and AIs might even succeed at
forging new orders.

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ENCOUNTERS ON THE COVENANT BATTLENET allow AIs to communicate with multiple


Much like the UNSC battlenet, the Covenant battlenet characters on their turn, perhaps even being
is primarily used for battlefield communications. able to respond as an out-of-turn incidental if
As such, it is heavily encrypted... but usually only someone asks a question or demands an update.
for initial access. Once plugged into the battlenet, ▪N
 ot all scenes involving networks need to be
intelligence agents have reported virtually no full-blown network encounters! Remember that
additional security, while AIs have made note of many computer systems, particularly personal
peculiar and crude security constructs that can and civilian ones, have security measures that
sometimes be found on patrol. These constructs an AI would find laughably easy to circumvent.
behave erratically and are just as likely to ignore The hardware an AI has access to might also
intruders as try to neutralize them. But when roused allow them to create a “concurrent network,”
to action, they prove to be just as dangerous as which they can use to plan and move about while
human-built intrusion countermeasures. avoiding detection, until it is time for them to act.
▪ In
 combat, AIs have many options even if
NETWORK ENCOUNTERS AND AIs they are not hooked into offensive systems.
They can take Hacking actions to interfere
As one might imagine, artificial intelligences have a with the enemy by jamming their COMs and
special relationship to computer networks. AIs are scrambling their sensors, and they can use
digital beings, existing entirely in the realm of code Sysops to spoof weapon systems or counteract
and data. It may even be accurate to say that an AI is electronic warfare measures. If all other ideas
a network unto itself. fail, the AI can use their maneuvers to Assist
Because they lack physical bodies, AIs can only other characters, as described on page 98 of
interact with the world through networks, whether the Genesys Core Rulebook.
it is the workaday SHIPNET of their assigned vessel,
the peculiar and dangerous Covenant Battlenet, or ▪A
 lways use the Rule of Cool: if an AI character
the intimate confines of a MJOLNIR Mk. V suit of comes up with an awesome idea that is even
armor when it has been integrated with a Spartan remotely plausible, give them a chance to try it.
operator. In the connected future of the HALO At worst, they fail, but at least they tried; more
universe, an AI can move freely between these likely, they get to use their creativity to open up
networks and more—including the lingering and new opportunities for themselves and the rest
enigmatic networks of Forerunner ruins, which are of the group.
entirely alien yet strangely familiar.
Despite this, players and GMs might struggle
sometimes to imagine ways to incorporate AI
characters into scenes. To help, we have some
suggestions below:
▪A
 I PCs should always have a way to interact
with a given scene, provided the player wants
to. When possible, they should be “present” by
way of being loaded into an armored matrix or
MJOLNIR armor, but alternatives include being
available on COMs and accessing local networks
through a COM connection.
▪G
 Ms should allow AI characters extra leeway
when it comes to communicating with other
characters. The speed at which AIs operate allow
them to carry on multiple in-depth conversations
simultaneously. This is handled easily enough
during narrative time, but in structured time,

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 93


SECTION 04. ADVERSARIES
In this war, humanity faces many foes, both external
and internal. In this chapter, you will find NPC
COVENANT PILOTS
templates for a variety of individuals, including
the Covenant and various factions within human Virtually all Covenant warriors may be asked
space. GMs should feel free to make any alterations to hop behind the controls of a Ghost or take
necessary to create unique and potentially terrifying to the skies in a Banshee, so they do not have
opponents for their players. dedicated pilots. To create one, simply choose
which species you want to have behind the
controls, replace one of their general skills
The Covenant with Driving or Piloting, and replace one of
their combat skills with Gunnery.
Much of the Covenant is still poorly understood Looking for Covenant vehicle profiles?
by the UNSC. While the existence of civilian and Check out the companion theme, STATION &
governmental aspects of the Covenant are theorized SALVATION, for those and much more!
and hinted at in intercepted communications,
humanity’s knowledge of their enemy is largely
restricted to its military arm, thanks to twenty-six
years of nonstop war. ▪L
 eaders are commanders in all areas. All species
ONI has categorized a significant amount of appear to have an Ultra rank, which serves as the
information about the Covenant military hierarchy equivalent of upper-tier officers such as colonels
and the placement of the different client species on the ground and commanders in space.
within it. The proper names of most of these species However, only the Elites seem to have leadership
are known, but they are organized here by their authority in the form of Field Masters (akin to
common human designations. They appear to use generals) and Ship Masters (captains in the navy).
standard ranks across all units with only slight
variations among them: Though the Covenant maintains a significant
▪ Minors are the rank-and-file, handling basic advantage in ship-to-ship combat, its ground forces
tasks and serving as frontline infantry. This are more of an even match for the UNSC. The strict
rank appears to be analogous to enlisted and hierarchy and tension between client species have
non-commissioned officer ranks in the UNSC. been known to cause morale issues, and competitions
for authority have been witnessed by human troops.
▪ Majors are battlefield leaders, issuing orders
Presently, recommended engagement parameters
to their units and coordinating tactics. They
are to locate and eliminate the leadership elements
seem to have the authority of lower-ranked
(Ultra and above) in order to sow chaos and confusion
commissioned officers, up to captain in the
before carrying out an assault on enemy positions.
infantry and lieutenant in the navy.
▪ Specialists have particular skill sets that set
them apart from the others, though these skills GRUNTS (UNGGOY)
tend to vary widely based on the species. This In the hierarchy of the Covenant, Grunts are little
category also includes the formidable Special more than slaves. Small of stature and easily
Operations units. frightened, they resemble a cross between a lizard
and a monkey. Their home planet has an atmosphere
of methane, meaning that each Grunt must wear a
tank and breathing mask, both of which are built
into their combat harness.

9 4 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

GRUNT MINOR [MINION] GRUNT MAJOR [MINION]


Due to their high rate of reproduction and low Those few Grunt Minors who manage to survive more
status, Grunts are seen as highly expendable by than a handful of combat engagements are promoted
their superiors. They are sent into combat in waves up the ranks. Wearing the standard crimson color of
to overwhelm the enemy’s defenses. Grunt Minors leadership, Grunt Majors are given command over
wear bright orange armor and make up the bulk of small groups of their fellow Grunts. They possess
their combat formations, and off the battlefield can be some knowledge of tactics and leadership, though
found engaged in drudge work, playing games with usually only enough to keep their subordinates from
each other, or finding a quiet place to sneak a nap. outright panic.

2 2 2 2 1 1 2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

3 4 1 1 3 5 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Skills (group only): Athletics, Brawl, Ranged (Light) Skills (group only): Cool, Brawl, Discipline,
Ranged (Light)
Talents: None
Talents: None
Abilities:
▪ Methane Breather: Breathes methane; must use Abilities:
a respirator, and if exposed to oxygen, treats it as ▪ Methane Breather: Breathes methane; must use
a dangerous atmosphere with rating 8. a respirator, and if exposed to oxygen, treats it as
▪S
 trength in Numbers: Adds 󲊸 to combat checks a dangerous atmosphere with rating 8.
when there are at least two other friendly ▪S
 trength in Numbers: Adds 󲊸 to combat checks
nemeses, rivals, or minion groups engaged in the when there are at least two other friendly
encounter; adds 󲊸 to combat checks when there nemeses, rivals, or minion groups engaged in the
are no other friendly nemeses, rivals, or minion encounter; adds 󲊸 to combat checks when there
groups engaged in the encounter. are no other friendly nemeses, rivals, or minion
groups engaged in the encounter.
Equipment:
▪P
 lasma pistol (Ranged [Light]; Damage 6; Equipment:
Critical 2; Short range; Burn 1, Guided 1  lasma rifle (Ranged [Light]; Damage 7;
▪P
[only with Overcharge maneuver], Critical 2; Medium range; Burn 2, Plasma)
Overcharge, Plasma) ▪ Or needler pistol (Ranged [Light]; Damage 6;
▪ Or needler pistol (Ranged [Light]; Damage 6; Critical 3; Medium range; Blast 6,
Critical 3; Medium range; Blast 6, Guided 3, Pierce 2)
Guided 3, Pierce 2) ▪P
 lasma grenade (Ranged [Light]; Damage 8;
▪P
 lasma grenade (Ranged [Light]; Damage 8; Critical 3; Short range; Blast 8, Pierce 5,
Critical 3; Short range; Blast 8, Pierce 5, Limited Ammo 1)
Limited Ammo 1) ▪ Standard harness (soak +1, defense 1)
▪ Standard harness (soak +1, defense 1)

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SECTION 04. ADVERSARIES

GRUNT SPECIALIST [MINION] GRUNT ULTRA [RIVAL]


Grunts who are found to have valuable talents and Though the species as a whole is subservient to the
interests may find themselves given the position of Elites, sometimes a natural leader will emerge among
Specialist. While their areas of expertise will vary the Grunts and rise to prominence. They are awarded
widely, the most common Specialists are those who the rank of Ultra and given pearlescent armor. Unlike
have learned how to use computer networks and Elite Ultras, however, Grunt Ultras frequently operate
those who are proficient in the use of heavy weapons, in pairs or trios, sharing leadership duties and
though others are qualified to operate vehicles. making decisions as a group. Others consider this to
They wear green armor. be inefficient, but the level of cohesion exhibited by
Grunts led by their own Ultras cannot be denied.

2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 3 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 5 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 5 10 3 3
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills (group only): Gunnery, Perception,
Ranged (Light), Sysops Skills: Cool 2 (󲊺󲊺), Discipline 2 (󲊺󲊺),
Gunnery 2 (󲊺󲊺󲊷), Leadership 2 (󲊺󲊺),
Talents: None Ranged (Light) 2 (󲊺󲊺󲊷), Survival 2 (󲊺󲊺)

Abilities: Talents:
▪ Gun Crew: For each Grunt Specialist member ▪ Adversary 1: Upgrade all combat checks
in the minion group beyond the first, reduce the targeting this character once.
Cumbersome rating of their weapons by 1.
▪ Methane Breather: Breathes methane; must use Abilities:
a respirator, and if exposed to oxygen, treats it as ▪ Grunt Cohesion: Reduces the difficulty of all
a dangerous atmosphere with rating 8. Discipline checks made by Grunts within short
range by 1, to a minimum of 1.
Equipment: ▪ Methane Breather: Breathes methane; must use
▪P
 lasma pistol (Ranged [Light]; Damage 6; a respirator, and if exposed to oxygen, treats it as
Critical 2; Short range; Burn 1, Guided 1 a dangerous atmosphere with rating 8.
[only with Overcharge maneuver],
Overcharge, Plasma) Equipment:
▪F
 uel Rod Gun (Gunnery; Damage 20; Critical 3;  lasma rifle (Ranged [Light]; Damage 7;
▪P
Long range; Blast 10, Breach 2, Cumbersome 4) Critical 2; Medium range; Burn 2, Plasma)
▪ Standard harness (soak +1, defense 1) ▪ Or needler pistol (Ranged [Light]; Damage 6;
Critical 3; Medium range; Blast 6,
Guided 3, Pierce 2)
▪P
 lasma launcher (Gunnery; Damage 8;
Critical 3; Medium range; Blast 8, Guided 3,
Linked 3, Plasma, Slow Firing 1)
▪ Command harness (soak +2, defense 3)

9 6 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

GRUNT SPECOPS DEPUTY [RIVAL] JACKALS (KIG-YAR)


Within Covenant Special Operations, some Grunts Having a more avian appearance despite their
find more meaningful work. Rather than being name, Jackals occupy roles as light infantry, scouts,
treated as cannon fodder, SpecOps Deputies act and marksmen. They are most often distinguished
in supporting roles for Elites in their units and are by their shield gauntlets which project ovals of
trained in ambush tactics. They make effective use protective energy from their wrists. While most often
of active camouflage to avoid fighting when possible, seen as part of infantry formations alongside Grunts,
and to maximize their advantages when combat it is understood that Jackals occupy a higher stratum
is unavoidable. in society and therefore have minor leadership
roles as well.

3 3 3 3 3 2 JACKAL MINOR [MINION]


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Jackal Minors prefer to fight in a phalanx formation,
5 10 3 3 using their shield gauntlets to provide overlapping
SOAK VALUE WOUND THRESHOLD M/R DEFENSE cover for an infantry advance. This would be more
effective if they partnered with the Grunts under their
Skills: Discipline 1 (󲊺󲊷󲊷), Gunnery 2 (󲊺󲊺󲊷), command, but their disdain for Grunts means they
Hacking 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺󲊷), are often sent in first, with Jackals following behind
Skulduggery 2 (󲊺󲊺󲊷), Stealth 2 (󲊺󲊺󲊷), for cleanup.
Vigilance 1 (󲊺󲊷󲊷)

Talents: None 1 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities:
▪ Active Camo: As an incidental, may use active
4 5 2 2
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
camouflage, which upgrades their Stealth checks
by one and upgrades the difficulty to detect the
Skills (group only): Coordination, Perception,
user by one.
Ranged (Light), Vigilance
▪ Methane Breather: Breathes methane; must use
a respirator, and if exposed to oxygen, treats it as Talents: None
a dangerous atmosphere with rating 8.
Abilities: None
Equipment:
▪P
 lasma pistol (Ranged [Light]; Damage 6; Equipment:
Critical 2; Short range; Burn 1, Guided 1 ▪P
 lasma pistol (Ranged [Light]; Damage 6;
[only with Overcharge maneuver], Critical 2; Short range; Burn 1, Guided 1
Overcharge, Plasma) [only with Overcharge maneuver],
▪ Or needler pistol (Ranged [Light]; Damage 6; Overcharge, Plasma)
Critical 3; Medium range; Blast 6, ▪S
 tandard harness (soak +1, defense 1),
Guided 3, Pierce 2) energy shield gauntlet (defense 1, Shielded 2
▪P
 lasma grenade (Ranged [Light]; Damage 8; [single direction only])
Critical 3; Short range; Blast 8, Pierce 5,
Limited Ammo 1)
▪O
 perative harness (soak +2, defense 3,
Active Camo)

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SECTION 04. ADVERSARIES

JACKAL RANGER [RIVAL]


SHIELDED QUALITY To be considered for the Covenant Rangers, a
Jackal must show higher-than-average discipline
Note that in these stat blocks, any adversary
and the ability to follow orders. Jackal Rangers are
that has the Shielded quality already has the
more often deployed as scouts and marksmen on
soak increase factored in. Should they lose
the ground, but in space they usually take part in
the Shielded quality, decrease their soak by
boarding actions, maneuvering on antigravity packs
an amount equal to their Shielded rating.
to deftly avoid incoming fire. They often provide
backup to Elite Ranger teams operating in the void.

JACKAL MAJOR [MINION] 2 3 2 3 2 2


Jackal Majors have distinguished themselves for their BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
prowess in combat and given increased responsibility.
Majors are typically alone or in pairs, overseeing 4 9 2 2
mixed units of Jackals and Grunts. They are no less SOAK VALUE WOUND THRESHOLD M/R DEFENSE

bloodthirsty than they were as Minors, meaning they


can be lured out with the promise of glory. Skills: Discipline 2 (󲊺󲊺), Piloting 2 (󲊺󲊺󲊷),
Ranged (Heavy) 2 (󲊺󲊺󲊷), Survival 2 (󲊺󲊺󲊷),
Vigilance 2 (󲊺󲊺)
1 3 2 2 2 2 Talents: None
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

4 6 2 2 Abilities:
SOAK VALUE WOUND THRESHOLD M/R DEFENSE ▪ Antigravity Pack: As a maneuver, the user can fly
with their Piloting skill with the following profile:
Skills (group only): Cool, Discipline, Perception, Silhouette 1, Speed 2, Handling 0.
Ranged (Light), Vigilance
Equipment:
Talents: None
▪C
 ovenant carbine (Ranged [Heavy]; Damage 7;
Critical 3; Long range; Accurate 1)
Abilities: None
▪ Or beam rifle (Ranged [Heavy]; Damage 10;
Equipment: Critical 2; Extreme range; Accurate 2,
Breach 1, Plasma, Slow-Firing 1)
▪P
 lasma pistol (Ranged [Light]; Damage 6;
Critical 2; Short range; Burn 1, Guided 1 ▪E
 nergy dagger (Melee; Damage 4; Critical 2;
[only with Overcharge maneuver], Engaged range; Pierce 1)
Overcharge, Plasma) ▪ Ranger harness (soak +2, defense 2)
▪ Or plasma rifle (Ranged [Light]; Damage 7;
Critical 2; Medium range; Burn 2, Plasma)
▪S
 tandard harness (soak +1, defense 1),
energy shield gauntlet (defense 1, Shielded 2
[single direction only])

9 8 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

SKIRMISHER [RIVAL] BRUTES (JIRALHANAE)


Skirmishers are a different subspecies from the Described as a cross between a gorilla and a
regular Jackals, but they share their cousins' keen rhinoceros, Brutes act as the Covenant's shock
senses and thirst for blood. Their hardy physiques troops, rear guard, and sometimes police forces.
make them suited to act as shock troops, ambushing They appear to be subservient to Elites in battle,
and quickly engaging the enemy before withdrawing but intercepted communications lead ONI to conclude
to watch and wait for the next opportunity to strike. their position within the Covenant hierarchy is in flux.
They also act as marksmen, though their preference Their star is rising in the eyes of Covenant leadership,
for chaos makes them somewhat ineffective. resulting in more conflicts between the Brutes and
their Elite overseers. On the battlefield, Brutes
typically work in packs and act like berserkers, often
2 3 2 3 3 2 having no clear objective beyond causing as much
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE death and injury as possible.

3 10 1 1
BRUTE MINOR [RIVAL]
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Brute Minors are young whelps in cobalt armor,
Skills: Athletics 1 (󲊺󲊷), Coordination 2 (󲊺󲊺󲊷), overeager for their chance at honor and glory. They
Perception 2 (󲊺󲊺󲊷), Ranged (Heavy) 2 (󲊺󲊺󲊷), act with little caution and can be easily drawn into
Ranged (Light) 2 (󲊺󲊺󲊷), Stealth 1 (󲊺󲊷󲊷), ambushes and traps. However, they have a natural
Vigilance 1 (󲊺󲊷󲊷) inclination for combat; many UNSC units have seen
their superior positions reduced to nothing by the
Talents: Brutes' sheer stubborn willingness to keep fighting,
no matter how much pain they suffer.
▪ Adversary 1: Upgrade the difficulty of combat
checks made against this target once.

Abilities: None 3 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment:
4 13 1 1
▪P
 lasma pistol (Ranged [Light]; Damage 6; SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Critical 2; Short range; Burn 1, Guided 1
[only with Overcharge maneuver], Skills: Athletics 2 (󲊺󲊺󲊷), Brawl 2 (󲊺󲊺󲊷),
Overcharge, Plasma) Melee 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺),
▪ Or needler pistol (Ranged [Light]; Damage 6; Vigilance 1 (󲊺󲊷)
Critical 3; Medium range; Blast 6,
Guided 3, Pierce 2) Talents: None
▪N
 eedler rifle (Ranged [Heavy]; Damage 8; Critical
Abilities: None
3; Long range; Accurate 1, Blast 6, Pierce 3)
▪ Or focus rifle (Ranged [Heavy]; Damage 9; Critical Equipment:
3; Extreme range; Accurate 1, Pierce 5, Plasma)
▪P
 lasma rifle (Ranged [Light]; Damage 7;
▪ Standard harness (soak +1, defense 1) Critical 2; Medium range; Burn 2, Plasma)
▪O
 r spike rifle (Ranged [Light]; Damage 7;
Critical 2; Short range; Vicious 2)
▪S
 pike grenade (Ranged [Light]; Damage 8;
Critical 2; Short range; Blast 8, Limited Ammo 1,
Vicious 2)
▪ Standard harness (soak +1, defense 1)

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 99


SECTION 04. ADVERSARIES

BRUTE MAJOR [RIVAL] BRUTE STALKER [RIVAL]


Brute Majors represent a common leadership One area where Brutes differ significantly from
element for Brutes on the ground. They wear Elites is the realm of what makes honorable combat.
standard Major crimson and make better use of Brute Stalkers are unconcerned with the notion of
tactical formations and heavier weapons. Their a fair fight, allowing them to earn glory through
greater experience makes them more cautious savagery and surprise attacks. Stalkers are more
opponents, but they still suffer from the same patient than their brethren, able to wait for the right
call to battle seen in their subordinates. moment to strike in order to cause maximum fear
among the enemy.

3 3 2 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 15 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 4 12 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills: Athletics 2 (󲊺󲊺󲊷), Brawl 3 (󲊺󲊺󲊺),
Discipline 2 (󲊺󲊺), Ranged (Heavy) 2 (󲊺󲊺󲊷), Skills: Cool 2 (󲊺󲊺), Coordination 2 (󲊺󲊺󲊷),
Ranged (Light) 3 (󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺) Melee 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺󲊷),
Skulduggery 2 (󲊺󲊺), Stealth 2 (󲊺󲊺󲊷)
Talents:
▪ Adversary 1: Upgrade the difficulty of combat Talents:
checks made against this target once. ▪ Adversary 1: Upgrade the difficulty of combat
checks made against this target once.
Abilities:
▪ Overwhelming Fire: May perform a maneuver Abilities:
to direct one Grunt minion group within medium ▪ Active Camo: As an incidental, may use active
range; the group may perform an immediate camouflage, which upgrades their Stealth checks
free combat check action. by one and upgrades the difficulty to detect the
user by one.
Equipment:
▪P
 lasma rifle (Ranged [Light]; Damage 7; Equipment:
Critical 2; Medium range; Burn 2, Plasma) ▪M
 auler (Ranged [Light]; Damage 6; Critical 2;
▪ Or spike rifle (Ranged [Light]; Damage 7; Short range; Blast 4, Knockdown, Vicious 2)
Critical 2; Short range; Vicious 2) ▪F
 irebomb (Ranged [Light]; Damage 8; Critical 2;
▪N
 eedler rifle (Ranged [Heavy]; Damage 8; Critical Blast 6, Burn 6, Limited Ammo 1)
3; Long range; Accurate 1, Blast 6, Pierce 3) ▪ Infiltration harness (soak +1, defense 0,
▪ Or Covenant carbine (Ranged [Heavy]; Damage 7; Active Camo)
Critical 3; Long range; Accurate 1)
▪S
 pike grenade (Ranged [Light]; Damage 8;
Critical 2; Short range; Blast 8,
Limited Ammo 1, Vicious 2)
▪ Standard harness (soak +1, defense 1)

1 0 0 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

BRUTE ULTRA [NEMESIS] ELITES (SANGHEILI)


Brute Ultras are usually the most senior of their The Elites are the backbone of the Covenant's
kind found on the battlefield, though they are a armada. These saurians act as the military leadership
rare sight due to the Elites' wariness of permitting caste and can be found occupying just about every
real leaders among their rivals. Ultras wield heavy role that could be asked of them. The least of them fill
weapons and coordinate assaults from the front, out the ranks of the infantry, leading other Covenant
earning them glory in the eyes of their kin. The best client species into battle, while the highest-ranked
of them may declare themselves to be Chieftains, command entire fleets and legions in the war against
forging gravity hammers and making a new pack humanity. As a people, they have had millennia
of their subordinates. of experience waging interstellar war, and that
experience shows through on the battlefield.

4 3 2 3 2 3 ELITE MINOR [RIVAL]


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Dressed in cobalt armor, Elite Minors are the driving
6 18 16 2 2 force behind the Covenant's might. They are found at
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE every post, typically overseeing the lesser castes in
their duties. Like all Elites, Minors believe fervently
Skills: Brawl 3 (󲊺󲊺󲊺󲊷), Coercion 3 (󲊺󲊺󲊷), in the notion of honorable battle, though they see
Cool 2 (󲊺󲊺󲊷), Discipline 2 (󲊺󲊺), humans as beneath such ideals. Nevertheless, these
Gunnery 3 (󲊺󲊺󲊺), Knowledge (Covenant) 2 (󲊺󲊺), are the warriors most likely to face humanity in
Leadership 3 (󲊺󲊺󲊺), Melee 3 (󲊺󲊺󲊺󲊷), battle and test their strength.
Ranged (Heavy) 3 (󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺)

Talents: 2 2 2 2 2 2
▪ Adversary 2: Upgrade the difficulty of combat BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
checks made against this target twice.
6 12 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Abilities:
▪ Overwhelming Fire: May perform a maneuver Skills: Athletics 1 (󲊺󲊷), Brawl 2 (󲊺󲊺),
to direct one Grunt minion group within medium Discipline 1 (󲊺󲊷), Ranged [Heavy] 2 (󲊺󲊺),
range; the group may perform an immediate free Ranged [Light] 2 (󲊺󲊺), Vigilance 1 (󲊺󲊷)
combat check action.
▪ Rallying Howl: May perform a maneuver to Talents: None
grant any Brutes within medium range 󲊸 on
their next action. Abilities:
▪ Tactical Direction: May perform a maneuver to
Equipment: direct one Grunt minion group within medium
▪C
 oncussion rifle (Ranged [Heavy]; Damage 10; range; the group may perform an immediate free
Critical 3; Medium range; Blast 4, Knockdown) maneuver or add 󲊸 to its check.
▪ Or Brute shot (Gunnery; Damage 10; Critical 3;
Equipment:
Medium range; Blast 6, Knockdown)
▪P
 lasma pistol (Ranged [Light]; Damage 6;
▪G
 ravity hammer (Melee; Damage 8,
Critical 2; Short range; Burn 1, Guided 1
Critical 2; Engaged range; Blast 4,
[only with Overcharge maneuver],
Cumbersome 4, Knockdown, Vicious 2)
Overcharge, Plasma)
▪ Assault harness (soak +2, defense 2)
▪ Or needler pistol (Ranged [Light]; Damage 6;
Critical 3; Medium range; Blast 6,
Guided 3, Pierce 2)

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 101


SECTION 04. ADVERSARIES

▪P
 lasma rifle (Ranged [Light]; Damage 7; ▪P
 lasma grenade (Ranged [Light]; Damage 8;
Critical 2; Medium range; Burn 2, Plasma) Critical 3; Short range; Blast 8, Pierce 5,
▪O
 r Covenant carbine (Ranged [Heavy]; Damage 7; Limited Ammo 1)
Critical 3; Long range; Accurate 1) ▪ Standard harness (soak +1, defense 1, Shielded 3)
▪P
 lasma grenade (Ranged [Light]; Damage 8;
Critical 3; Short range; Blast 8, Pierce 5, ELITE RANGER [RIVAL]
Limited Ammo 1) Serving under the auspices of Fleet Security, a
▪ Standard harness (soak +1, defense 1, Shielded 3) sister organization to the infamous Covenant Special
Operations, Elite Rangers are fearsome fighters
ELITE MAJOR [RIVAL] aboard ship and in the vacuum of space. Like their
SpecOps brethren, Rangers seek only the most
Elites are promoted based on their combat prowess, pragmatic warriors to join their ranks, though they
meaning that those who wear the crimson of Majors prize piloting ability and leadership above stealth
have personally slain hundreds of enemies each. and sabotage. Elite Rangers usually lead standard
Their experience rarely makes them more cautious infantry in conducting boarding operations.
warriors, though by this time they have seen enough
battle to understand basic human tactics. Majors
usually oversee two or three Minors, serving as a
teacher and example in their combat education.
3 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

3 3 2 2 2 2 8
SOAK VALUE
14
WOUND THRESHOLD
2 2
M/R DEFENSE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Driving 2 (󲊺󲊺󲊷), Leadership 1 (󲊺󲊷),
7 14 1 1 Perception 1 (󲊺󲊷󲊷), Piloting 2 (󲊺󲊺󲊷),
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Ranged (Heavy) 2 (󲊺󲊺󲊷),
Ranged (Light) 2 (󲊺󲊺󲊷), Vigilance 2 (󲊺󲊺)
Skills: Brawl 2 (󲊺󲊺󲊷), Cool 2 (󲊺󲊺),
Discipline 2 (󲊺󲊺), Leadership 2 (󲊺󲊺), Talents:
Ranged [Heavy] 2 (󲊺󲊺󲊷),
Ranged [Light] 2 (󲊺󲊺󲊷) ▪ Adversary 1: Upgrade all combat checks made
against this target once.
Talents:
Abilities:
▪ Adversary 1: Upgrade all combat checks made
against this target once. ▪ Antigravity Pack: As a maneuver, the user can fly
with their Piloting skill with the following profile:
Abilities: Silhouette 1, Speed 2, Handling 0.

▪ Tactical Direction: May perform a maneuver to Equipment:


direct one Grunt minion group within medium
range; the group may perform an immediate free ▪P
 lasma pistol (Ranged [Light]; Damage 6;
maneuver or add 󲊸 to its check. Critical 2; Short range; Burn 1, Guided 1
[only with Overcharge maneuver],
Equipment: Overcharge, Plasma)

▪N
 eedler pistol (Ranged [Light]; Damage 6; Critical ▪P
 lasma repeater (Ranged [Heavy]; Damage 9;
3; Medium range; Blast 6, Guided 3, Pierce 2) Critical 2; Medium range; Auto-fire,
Burn 3, Plasma)
▪N
 eedler rifle (Ranged [Heavy]; Damage 8; Critical
3; Long range; Accurate 1, Blast 6, Pierce 3) ▪ Or Covenant carbine (Ranged [Heavy]; Damage 7;
Critical 3; Long range; Accurate 1)
▪ Or Covenant carbine (Ranged [Heavy]; Damage 7;
Critical 3; Long range; Accurate 1) ▪ Ranger harness (soak +2, defense 2, Shielded 3)

1 0 2 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

ELITE ULTRA [NEMESIS] ELITE FIELD MASTER [NEMESIS]


Elite Ultras serve as flexible battlefield leaders, The Field Master is the highest authority on the
commanding entire companies and sometimes ground, an Elite in shining gold armor who directs
vessels in service to the Covenant. Ultra is a rank entire campaigns to burn heresy from the stars.
that earns its bearer the right to wear striking Both cunning and ruthless, Field Masters usually
pearlescent armor and is the highest an Elite can hold noble titles and perhaps even a seat on the
hope to rise without winning the favor of a political Council of Masters. Typically, they are also members
ally. Many Ultras are also celebrated swordsmen, of the Order of Zealots, an organization that serves
wielding the signature twin-pronged energy blade under the Ministry of Fervent Intercession and which
against all challengers. demands excellence in service from all its members.

4 3 3 2 2 3 4 3 3 2 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

9 16 14 2 2 10 18 16 2 2
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE

Skills: Athletics 3 (󲊺󲊺󲊺󲊷), Brawl 3 (󲊺󲊺󲊺󲊷), Skills: Coercion 3 (󲊺󲊺󲊺), Cool 3 (󲊺󲊺󲊺󲊷),
Cool 2 (󲊺󲊺󲊷), Discipline 2 (󲊺󲊺), Knowledge Discipline 3 (󲊺󲊺󲊺), Driving 3 (󲊺󲊺󲊺), Knowledge
(Covenant) 2 (󲊺󲊺󲊷), Leadership 3 (󲊺󲊺󲊺), (Covenant) 3 (󲊺󲊺󲊺), Leadership 4 (󲊺󲊺󲊺󲊺),
Melee 2 (󲊺󲊺󲊷󲊷), Ranged (Heavy) 3 (󲊺󲊺󲊺), Melee 4 (󲊺󲊺󲊺󲊺), Ranged (Light) 3 (󲊺󲊺󲊺),
Ranged (Light) 2 (󲊺󲊺󲊷), Resilience 2 (󲊺󲊺󲊷󲊷), Ranged (Heavy) 3 (󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺󲊷)
Survival 2 (󲊺󲊺), Vigilance 1 (󲊺󲊷)
Talents:
Talents: ▪ Adversary 3: Upgrade the difficulty of all combat
▪ Adversary 2: Upgrade the difficulty of all combat checks made against this target three times.
checks made against this target twice.
Abilities:
Abilities: ▪F
 or the Glory of Salvation! Once per encounter
▪T
 he Great Journey: May perform a maneuver as a maneuver, after suffering a Critical Injury,
to cause all ranged attacks targeting the Elite may take a number of strain equal to the severity
Ultra to instead hit one ally or helpless enemy of the Critical Injury to ignore its effects until the
they are engaged with until the beginning of end of the encounter.
their next turn.
Equipment:
Equipment: ▪P
 lasma rifle (Ranged [Light]; Damage 7;
▪D
 ual plasma rifles (Ranged [Light]; Damage 7; Critical 2; Medium range; Burn 2, Plasma)
Critical 2; Medium range; Burn 2, Plasma) ▪C
 ovenant carbine (Ranged [Heavy]; Damage 7;
▪ Or Covenant carbine (Ranged [Heavy]; Damage 7; Critical 3; Long range; Accurate 1)
Critical 3; Long range; Accurate 1) ▪O
 r concussion rifle (Ranged [Heavy]; Damage 10;
▪E
 nergy sword (Melee; Damage 10; Critical 2; Critical 3; Medium range; Blast 4, Knockdown)
Engaged range; Breach 1, Cumbersome 3, ▪E
 nergy sword (Melee; Damage 10; Critical 2;
Sunder, Vicious 3) Engaged range; Breach 1, Cumbersome 3,
▪ Assault harness (soak +2, defense 2, Shielded 3) Sunder, Vicious 3)
▪C
 ommand harness (soak +2, defense 2,
Shielded 4)

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 103


SECTION 04. ADVERSARIES

ELITE SHIP MASTER [NEMESIS] ELITE SPECOPS OFFICER [RIVAL]


Where Field Masters command on the ground, In the ranks of the Covenant, Special Operations is
Ship Masters command in space. Each is the highest regarded with a quiet awe and dread. Elites who
authority on their own vessel, demanding the respect serve as part of SpecOps may conduct dishonorable
and obedience of those who serve under them. They operations, but they do so for the continued glory
carry the burden of command well, ordering their of the Covenant, earning them the title of "Prophet
ships into battle and taking direct control when Blessed." Nevertheless, their simple presence—
necessary. Most are members of the Order of Zealots, always in violet or black armor, when they can even
and those who prove their daring and devotion will be seen—is enough to unnerve most regular infantry.
be elevated to the rank of Fleet Master, commanding
dozens of ships.
3 3 2 2 3 2
3 4 3 2 3 4 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE


9 15 2 2
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
9 18 16 2 2
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE Skills: Athletics 1 (󲊺󲊷󲊷), Cool 2 (󲊺󲊺),
Melee 3 (󲊺󲊺󲊺), Ranged (Heavy) 3 (󲊺󲊺󲊺),
Skills: Coercion 3 (󲊺󲊺󲊺), Cool 3 (󲊺󲊺󲊺󲊷), Ranged (Light) 3 (󲊺󲊺󲊺), Skulduggery 2 (󲊺󲊺),
Discipline 3 (󲊺󲊺󲊺), Gunnery 4 (󲊺󲊺󲊺󲊺), Stealth 3 (󲊺󲊺󲊺), Vigilance 1 (󲊺󲊷)
Knowledge (Covenant) 3 (󲊺󲊺󲊺),
Leadership 4 (󲊺󲊺󲊺󲊺), Melee 4 (󲊺󲊺󲊺󲊷), Talents:
Operating 4 (󲊺󲊺󲊺󲊷), Piloting 4 (󲊺󲊺󲊺󲊺), ▪ Adversary 2: Upgrade the difficulty of all combat
Ranged (Light) 4 (󲊺󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺󲊷) checks made against this target twice.

Talents: Abilities:
▪ Adversary 3: Upgrade the difficulty of all combat ▪ Active Camo: As an incidental, may use active
checks made against this target three times. camouflage, which upgrades their Stealth checks
by one and upgrades the difficulty to detect the
Abilities: user by one.
▪S
 how No Mercy: May perform a maneuver to
add 󲊸 to all Gunnery checks made by allies Equipment:
aboard the same ship until the beginning of ▪P
 lasma rifle (Ranged [Light]; Damage 7;
their next turn. Critical 2; Medium range; Burn 2, Plasma)

Equipment: ▪ Or Covenant carbine (Ranged [Heavy]; Damage 7;


Critical 3; Long range; Accurate 1)
▪N
 eedler pistol (Ranged [Light]; Damage 6; Critical
3; Medium range; Blast 6, Guided 3, Pierce 2) ▪P
 lasma grenade (Ranged [Light]; Damage 8;
Critical 3; Short range; Blast 8, Pierce 5,
▪D
 ual plasma rifles (Ranged [Light]; Damage 7; Limited Ammo 1)
Critical 2; Medium range; Burn 2, Plasma)
▪E
 nergy sword (Melee; Damage 10; Critical 2;
▪E
 nergy sword (Melee; Damage 10; Critical 2; Engaged range; Breach 1, Cumbersome 3,
Engaged range; Breach 1, Cumbersome 3, Sunder, Vicious 3)
Sunder, Vicious 3)
▪O
 perative harness (soak +2, defense 2,
▪C
 ommand harness (soak +2, defense 2, Active Camo, Shielded 4)
Shielded 4)

1 0 4 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

ELITE SPECOPS COMMANDER [NEMESIS] ▪E


 nergy sword (Melee; Damage 10; Critical 2;
Special Operations Commanders lead their units Engaged range; Breach 1, Cumbersome 3,
into battle, conducting all manner of missions in Sunder, Vicious 3)
precarious circumstances—assassination, espionage, ▪O
 perative harness (soak +2, defense 2,
sabotage of the Covenant's foes, both internal and Active Camo, Shielded 4)
external. SpecOps Commanders usually rise to the
position after distinguishing themselves for their ARBITER [NEMESIS]
actions as pragmatic and careful operatives,
though songs of their deeds will never be sung ONI's files regarding the singular Elite warriors
in the halls of home. known as Arbiters are incomplete. Based on
recovered intelligence, they appear to be some
kind of deathseeker, an Elite of incomparable skill
4 4 3 3 3 3 who has transgressed against the state religion and
must die in glorious service to the Covenant in order
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
to be redeemed. They wear ornate armor and often
10 20 18 2 2 wield the finest weapons in the Covenant's arsenal.
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Combined with their unique mission, this often
makes them the most dangerous and formidable
Skills: Athletics 3 (󲊺󲊺󲊺󲊷), Cool 3 (󲊺󲊺󲊺), fighter on the field.
Coordination 3 (󲊺󲊺󲊺󲊷), Leadership 3 (󲊺󲊺󲊺),
Melee 4 (󲊺󲊺󲊺󲊺), Ranged (Heavy) 4 (󲊺󲊺󲊺󲊺),
Ranged (Light) 4 (󲊺󲊺󲊺󲊺), Skulduggery 3 (󲊺󲊺󲊺), 5 4 3 4 3 3
Stealth 4 (󲊺󲊺󲊺󲊺), Vigilance 3 (󲊺󲊺󲊺) BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Talents: 10 22 20 2 2
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
▪ Adversary 3: Upgrade the difficulty of all combat
checks made against this target three times. Skills: Athletics 4 (󲊺󲊺󲊺󲊺󲊷),
Brawl 3 (󲊺󲊺󲊺󲊷󲊷), Coercion 3 (󲊺󲊺󲊺),
Abilities: Cool 3 (󲊺󲊺󲊺), Coordination 3 (󲊺󲊺󲊺󲊷),
▪ Active Camo: As an incidental, may use active Discipline 4 (󲊺󲊺󲊺󲊷), Driving 3 (󲊺󲊺󲊺󲊷),
camouflage, which upgrades their Stealth checks Gunnery 3 (󲊺󲊺󲊺󲊷), Knowledge (Covenant) 3
by one and upgrades the difficulty to detect the (󲊺󲊺󲊺), Leadership 4 (󲊺󲊺󲊺󲊷),
user by one. Melee 4 (󲊺󲊺󲊺󲊺󲊷), Piloting 3 (󲊺󲊺󲊺󲊷), Ranged
(Heavy) 4 (󲊺󲊺󲊺󲊺), Ranged (Light) 4 (󲊺󲊺󲊺󲊺),
Equipment: Stealth 3 (󲊺󲊺󲊺󲊷), Vigilance 3 (󲊺󲊺󲊺)
▪P
 lasma pistol (Ranged [Light]; Damage 6;
Talents:
Critical 2; Short range; Burn 1, Guided 1
[only with Overcharge maneuver], ▪ Adversary 4: Upgrade the difficulty of all combat
Overcharge, Plasma) checks made against this target four times.
▪ Or Plasma rifle (Ranged [Light]; Damage 7;
Abilities:
Critical 2; Medium range; Burn 2, Plasma)
▪ Active Camo: As an incidental, may use active
▪C
 ovenant carbine (Ranged [Heavy]; Damage 7;
camouflage, which upgrades their Stealth checks
Critical 3; Long range; Accurate 1)
by one and upgrades the difficulty to detect the
▪O
 r beam rifle (Ranged [Heavy]; Damage 10; user by one.
Critical 2; Extreme range; Accurate 2, Breach 1,
Plasma, Slow-Firing 1)

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 105


SECTION 04. ADVERSARIES

▪F
 or the Glory of Salvation! Once per encounter DRONES (YANME'E)
as a maneuver, after suffering a Critical Injury,
Drones occupy an unusual place in the Covenant.
may take a number of strain equal to the severity
Their primary purpose is to serve as mechanics and
of the Critical Injury to ignore its effects until the
laborers, though their natural flight ability makes
end of the encounter.
them an ideal combat unit for ambushes. Insectoid
in appearance, Drones seem to have the ability to
Equipment:
lock their chitinous plates together to survive in
▪P
 lasma rifle (Ranged [Light]; Damage 7; vacuum, allowing them to conduct repairs and refits
Critical 2; Medium range; Burn 2, Plasma) to Covenant vessels. While not dangerous alone,
▪ Or needler pistol (Ranged [Light]; Damage 6; they can be a significant threat in a swarm.
Critical 3; Short range; Blast 8, Guided 3,
Pierce 2) DRONE MINOR [MINION]
▪C
 ovenant carbine (Ranged [Heavy]; Damage 7; Drone Minors serve in the infantry, able to use
Critical 3; Long range; Accurate 1) their aerial mobility to gain a superior firing position.
▪ Or beam rifle (Ranged [Heavy]; Damage 10; Individually they are not much of a threat, but when
Critical 2; Extreme range; Accurate 2, Breach 1, working in concert with other Covenant species
Plasma, Slow-Firing 1) they can become a force to be reckoned with. When
not on the front line, they are frequently engaged in
▪T
 win energy swords (Melee; Damage 10;
equipment maintenance.
Critical 2; Engaged range; Breach 1,
Cumbersome 3, Sunder, Vicious 3)
▪A
 rbiter's plate (soak +2, defense 2, Active Camo,
Shielded 3)
2 2 2 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

3 3 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Skills (group only): Coordination, Mechanics,


Ranged (Light)

Talents: None

Abilities:
▪ Limited Flyer: As a maneuver, may take flight
and ignore the effects of difficult terrain or
ground-based cover; they must land at the end
of their following turn, unless in a low-g or
freefall environment.
▪ Vacuum Proof: Drones can lock their chitinous
plates to protect themselves in a vacuum;
when sealed, they lose their free maneuver.

Equipment:
▪P
 lasma pistol (Ranged [Light]; Damage 6;
Critical 2; Short range; Burn 1, Guided 1
[only with Overcharge maneuver],
Overcharge, Plasma)
▪ Standard harness (soak +1, defense 1)

1 0 6 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

DRONE MAJOR [MINION] DRONE SURVEYOR [MINION]


Drone Majors are made up of Drones who A rare sight on the battlefield, Drone Surveyors
distinguished themselves in combat. They do not are primarily concerned with repairing and
carry any command authority beyond Drone Minors maintaining the Covenant's advanced technology.
and Surveyors, but they will more often coordinate They have a singular focus in this regard and will
with other Covenant units when engaging in battle. often only fight or flee if there is a direct threat to
Their primary role appears to be acting as overseer themselves. If deployed, Surveyors seem relegated
to other Drones conducting repairs. to reconnaissance roles only.

2 3 2 2 2 2 3 3 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

3 4 1 1 4 4 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Skills (group only): Coordination, Discipline, Skills (group only): Hacking, Knowledge (Covenant),
Ranged (Light), Vigilance Mechanics, Sysops

Talents: None Talents: None

Abilities: Abilities:
▪ Limited Flyer: As a maneuver, may take flight ▪ Limited Flyer: As a maneuver, may take flight
and ignore the effects of difficult terrain or and ignore the effects of difficult terrain or
ground-based cover; they must land at the end ground-based cover; they must land at the end
of their following turn, unless in a low-g or of their following turn, unless in a low-g or
freefall environment. freefall environment.
▪ Vacuum Proof: Drones can lock their chitinous ▪ Vacuum Proof: Drones can lock their chitinous
plates to protect themselves in a vacuum; plates to protect themselves in a vacuum;
when sealed, they lose their free maneuver. when sealed, they lose their free maneuver.

Equipment: Equipment:
▪N
 eedler pistol (Ranged [Light]; Damage 6; Critical ▪P
 lasma pistol (Ranged [Light]; Damage 6;
3; Short range; Blast 8, Guided 3, Pierce 2) Critical 2; Short range; Burn 1, Guided 1
▪ Standard harness (soak +1, defense 1) [only with Overcharge maneuver],
Overcharge, Plasma)
▪ Standard harness (soak +1, defense 1),
▪ Covenant multitool

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 107


SECTION 04. ADVERSARIES

DRONE ULTRA [RIVAL] the Covenant seems to consider them a high-value


Drone Ultras are the only Drones who have been asset and keeps them away from direct combat.
seen commanding other Covenant species, though They received their designation after analysts
only Grunts. Otherwise, their duties appear to be studied recon footage that showed Engineers rapidly
unchanged from their lower-ranked brethren, with deconstructing and reconstructing all manner of
the exception of their leadership responsibilities. technology, human or Covenant. They have also
been seen conducting battlefield repairs of Covenant
machinery while under heavy guard.
3 4 3 3 2 2 The armor worn by Engineers in the field
indicates their role in the Covenant may be coerced.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Their harnesses are armed with explosives that are
4 10 1 1 set to detonate if either the Engineer itself or the
nearest high-ranking Covenant leader is incapacitated.
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
ONI believes this means Engineers represent a
Skills: Coordination 2 (󲊺󲊺󲊷󲊷), Hacking 2 (󲊺󲊺󲊷), significant security threat to the Covenant, which
Knowledge (Covenant ) 2 (󲊺󲊺󲊷), makes acquiring them a high priority for the UNSC.
Leadership 2 (󲊺󲊷), Mechanics 2 (󲊺󲊺󲊷),
Piloting 2 (󲊺󲊺󲊷󲊷), Ranged (Light) 2 (󲊺󲊺󲊷󲊷),
Sysops 2 (󲊺󲊺󲊷) 2 3 4 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Talents:
3 12 2 2
▪ Adversary 1: Upgrade the difficulty of combat SOAK VALUE WOUND THRESHOLD M/R DEFENSE
checks made against this target once.
Skills: Cool 2 (󲊺󲊺), Hacking 3 (󲊺󲊺󲊺󲊷),
Abilities: Knowledge (Covenant) 3 (󲊺󲊺󲊺󲊷),
▪ Limited Flyer: As a maneuver, may take flight Knowledge (Forerunner) 3 (󲊺󲊺󲊺󲊷).
and ignore the effects of difficult terrain or Mechanics 3 (󲊺󲊺󲊺󲊷), Skulduggery 2 (󲊺󲊺󲊷),
ground-based cover; they must land at the end Sysops 3 (󲊺󲊺󲊺󲊷)
of their following turn, unless in a low-g or
freefall environment. Talents: None
▪ Vacuum Proof: Drones can lock their chitinous
Abilities:
plates to protect themselves in a vacuum;
when sealed, they lose their free maneuver. ▪ Hoverer: Engineers are buoyant in most
atmospheres and can float and propel
Equipment: themselves using their gas bladders.
They do not have to spend additional
▪N
 eedler pistol (Ranged [Light]; Damage 6; Critical
maneuvers when navigating difficult terrain.
3; Short range; Blast 8, Guided 3, Pierce 2)
▪ Living Machine: When making Hacking,
▪ Standard harness (soak +1, defense 1)
Mechanics, and Sysops checks, they always
▪ Covenant multitool count as having the right tools for the job.
▪ Self-Destruct Mechanism: Should the Engineer
OTHERS or its battlefield leader become incapacitated,
it will self-destruct as an out-of-turn incidental;
ENGINEER [RIVAL] this explosion does 10 damage (Breach 1) to
Resembling nothing more than floating jellyfish, engaged characters.
Covenant Engineers (properly known as Huragok)
are a peculiar species. They are rarely seen, as Equipment: Engineer armor (soak +1, defense 2)

1 0 8 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

SECURITY CONSTRUCT [RIVAL] HUNTER [NEMESIS]


Despite their otherwise highly advanced technology, Hunters (properly known as Mgalekgolo) were
the Covenant lags far behind the UNSC in the realm initially misclassified as a vehicle when first
of artificial intelligence. Based on anecdotal evidence encountered by UNSC forces, who thought they were
and digital forensics carried out by ONI, Covenant some kind of walking tanks. In reality, Hunters are
AIs are severely limited, restricted to conducting sapient colonies of worm creatures assembled into
specific tasks. Few of the Covenant's members seem massive bipedal forms. The Covenant outfits them
to have the technical know-how to create or modify with armor made of starship-grade battle plate and
programs, leading many analysts to conclude that arm cannons capable of massive destruction. They
the creation and use of AIs violate some part of the appear to have no regard for the lives or safety
Covenant religion. of other Covenant species (with the exception of
Worryingly, however, there is increasing battlefield leaders) making them a truly deadly
evidence that the Covenant has been successful in presence in combat.
capturing and reconstructing human AIs. While the Perhaps the most menacing quality of a Hunter
end result is haphazard at best, it indicates that the is that they are never alone: they operate in pairs,
Cole Protocol may have failed in several key areas, acting in concert to corner and destroy their enemies.
as well as demonstrating that the Covenant is This appears to be part of their culture, as the pair
seeking to make up the lost ground between their shares a deep bond. Killing one will send the other
constructs and humanity's. into a frenzy of death and destruction of everything
nearby, friend and foe alike. With their large size and
heavy armor, Hunters are often slow-moving, which
N/A N/A 4 3 3 3 may allow the brave and agile to circle around to get
a shot at one of the Hunter's few vulnerable spots.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

N/A 14 N/A N/A


SOAK VALUE WOUND THRESHOLD M/R DEFENSE 5 3 2 3 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Coercion 2 (󲊺󲊺󲊷), Cool 2 (󲊺󲊺󲊷),
Hacking 2 (󲊺󲊺󲊷󲊷), Sysops 2 (󲊺󲊺󲊷󲊷) 8 24 20 3 3
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Talents: None
Skills: Brawl 4 (󲊺󲊺󲊺󲊺󲊷), Coercion 3 (󲊺󲊺󲊺󲊷),
Abilities: Cool 2 (󲊺󲊺), Discipline 3 (󲊺󲊺󲊺󲊷),
▪ Holographic: AIs cannot be affected by physical Gunnery 3 (󲊺󲊺󲊺), Melee 4 (󲊺󲊺󲊺󲊺󲊷),
conditions or maladies and do not need to eat or Resilience 4 (󲊺󲊺󲊺󲊺󲊷), Vigilance 2 (󲊺󲊺󲊷󲊷)
sleep. When not on board a computer network or
terminal, AIs are considered physically present in Talents:
a holotank, armored matrix, or data crystal chip; ▪ Adversary 4: Upgrade the difficulty of all combat
if the AI's current carrier is destroyed, the AI is checks made against this target four times.
destroyed along with it.
▪ Overclocked: During structured time, AIs gain an Abilities: Silhouette 2
additional free maneuver per turn; they still may
not perform more than two maneuvers per turn. Equipment:

▪ Rapid Calculations: Any combat check requiring  uel Rod Cannon (Gunnery; Damage 20; Critical
▪F
Agility instead uses Intellect. 3; Long range; Blast 10, Breach 2, Cumbersome 4,
Slow Firing 1)
Equipment: None ▪P
 late shield (Melee; Damage 8; Critical 2; Engaged
range; Defensive 2, Knockdown, Vicious 3)
▪ Hunter battle plate (soak +3, defense 3)

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 109


SECTION 04. ADVERSARIES

PROPHET [NEMESIS] Abilities:


The UNSC has not been able to confirm the existence ▪V
 oice of the Covenant: Once per encounter as
of the Prophets, or "San'Shyuum," but intercepted a maneuver, make a Hard (󲊷󲊷󲊷) Leadership
Covenant communications make frequent reference check; if successful, all Covenant characters
to these civil and religious leaders. They appear to who can hear this character (medium range if
hold a high degree of power within Covenant society, unassisted; extreme range or longer over COM)
representing the controlling power over most of the gain a free upgrade to their next skill check.
coalition. As such, they do not appear to travel to
the front lines, or when they do, they are afforded Equipment:
overwhelming defenses, making approach by UNSC ▪A
 ntigravity cannon (Gunnery; Damage 8;
assets impossible. Critical 3; Short range; Blast 4, Stun 4)
Plans crafted early in the war outlined
assassinations in order to bring an end to hostilities, ▪ Clerical vestments (soak +1)
but recently ONI has adopted a different approach. ▪ Antigravity throne (defense 3)
Accounts suggest that the death of a Prophet would
only accelerate the war, a prospect that would be
disastrous for humanity. Instead, the current plan is
to infiltrate deep behind enemy lines and capture a
Prophet for return to human space. With a hostage,
it may be possible to negotiate a cease-fire and bring
the twenty-six-year conflict to an end.

2 2 4 4 4 5
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

3 17 15 3 3
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE

Skills: Charm 4 (󲊺󲊺󲊺󲊺󲊷),


Coercion 4 (󲊺󲊺󲊺󲊺), Cool 4 (󲊺󲊺󲊺󲊺),
Deception 3 (󲊺󲊺󲊺󲊷), Discipline 2 (󲊺󲊺󲊷),
Knowledge (Covenant) 4 (󲊺󲊺󲊺󲊺),
Knowledge (Forerunner) 4 (󲊺󲊺󲊺󲊺),
Leadership 4 (󲊺󲊺󲊺󲊺󲊷),
Negotiation 4 (󲊺󲊺󲊺󲊺󲊷),
Perception 3 (󲊺󲊺󲊺󲊷)

Talents:
▪ I mproved Scathing Tirade: As an action,
make an Average (󲊷󲊷) Coercion check;
each 󲊳 inflicts 1 strain on a target in short
range; spend 󲊴 to inflict 1 additional strain
on one affected target; all affected targets
suffer 󲊸 to all checks for four rounds.
▪N
 obody's Fool 2: Upgrade the difficulty of Charm,
Coercion, and Deception checks targeting this
character twice.

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SECTION 04. ADVERSARIES

Humanity Talents: None

Until relatively recently, humanity has been its own Abilities: None
worst enemy. It brought terrestrial notions of war and
conflict with it as it expanded, colonizing hundreds of Equipment:
worlds across thousands of lightyears. The arrival of  ssault rifle (Ranged [Heavy]; Damage 7;
▪A
the Covenant did much to unite the various factions Critical 3; Medium range; Auto-fire)
of humans, but old enmities are hard to forget.
Humans can be roughly sorted into three ▪O
 r DMR (Ranged [Heavy]; Damage 8; Critical 3;
categories: the UNSC, the Insurrection, and civilians. Long range; Accurate 1)
The following profiles serve as stat blocks for human ▪C
 ombat knife (Melee; Damage 3; Critical 3;
NPCs across space, whether friend or foe, but Engaged range)
they are not meant to be exhaustive. Instead, they ▪ 2 frag grenades (Ranged [Light]; Damage 8;
represent the most likely people you might encounter Critical 4; Short range; Blast 6, Limited Ammo 1)
on your missions. GMs should feel free to modify any
of these stat blocks to serve their own purposes, ▪ Infantry armor (soak +2)
though we provide some guidance in the descriptions ▪ Utility belt
and sidebars below. ▪ Extra reloads

UNSC ARMY OFFICER [RIVAL]


The United Nations Space Command is composed of The Army's officer corps produces some of the
four service branches: the Army, the Navy, the Air most capable ground commanders in human space.
Force, and the Marines. Each branch has additional Calm under fire and sticklers for protocol, officers
subdivisions, most notably the Office of Naval can direct the troopers under their command in a
Intelligence, which serves as the intelligence service variety of situations. They are also the contact
for the UNSC as a whole. The people who make up person not just for their commanders, but for
the UNSC are stalwart defenders of humanity, and locals in need of assistance.
for all their factions and back-room politicking, they
are united under the common cause of safeguarding
mankind from extinction. 3 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ARMY TROOPER [MINION]
5 15 0 0
For the everyday human citizen, the Army trooper
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
is the face of the UNSC. They are charged with
planetary defense and are frequently the children of
Skills: Cool 2 (󲊺󲊺󲊷), Discipline 3 (󲊺󲊺󲊷),
the worlds they protect. While they do not have the
Knowledge (UNSC) 2 (󲊺󲊺), Leadership 3 (󲊺󲊺󲊷),
interstellar reputation of the Marines, they are no
Ranged (Light) 2 (󲊺󲊺󲊷), Vigilance (󲊺󲊺)
less valiant or resolute in their duties.
Talents:

2 2 2 2 2 2 ▪ Adversary 1: Upgrade the difficulty of combat


checks made against this target once.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

4 4 0 0 Abilities:
SOAK VALUE WOUND THRESHOLD M/R DEFENSE ▪ Overwhelming Fire: May perform a maneuver
to direct one Army Trooper minion group within
Skills (group only): Discipline, Driving, medium range; the group may perform an
Ranged (Heavy), Ranged (Light) immediate free combat check action.

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SECTION 04. ADVERSARIES

▪ Tactical Direction: May perform a maneuver Equipment:


to direct one Army Trooper minion group within ▪B
 attle rifle (Ranged [Heavy]; Damage 6; Critical 3;
medium range; the group may perform an Long range; Accurate 1, Linked 2)
immediate free maneuver or add 󲊸 to its
next check. ▪O
 r assault rifle (Ranged [Heavy]; Damage 7;
Critical 3; Medium range; Auto-fire)
Equipment: ▪C
 ombat knife (Melee; Damage 3; Critical 3;
 ssault rifle (Ranged [Heavy]; Damage 7;
▪A Engaged range)
Critical 3; Medium range; Auto-fire) ▪ 2 frag grenades (Ranged [Light]; Damage 8;
▪ Or DMR (Ranged [Heavy]; Damage 8; Critical 3; Critical 4; Short range; Blast 6, Limited Ammo 1)
Long range; Accurate 1). ▪ Infantry armor (soak +2)
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3; ▪ Utility belt
Medium range) ▪ Extra reloads
▪ 2 frag grenades (Ranged [Light]; Damage 8;
Critical 4; Short range; Blast 6, Limited Ammo 1) MARINE OFFICER [RIVAL]
▪ Infantry armor (soak +2) When it comes to leading from the front, few do it
▪ Utility belt better than Marine officers. Passing through OCS
▪ Extra reloads is its own ordeal, and most officers had careers as
enlisted soldiers before that. These days, the bulk
of officers in the Marine Corps received battlefield
MARINE INFANTRY [MINION] commissions, as the war with the Covenant has led to
Marines are the planet-hopping, firefight-leading a severe attrition in leadership. But this has also led
frontline warriors of humanity. They are beholden to a great deal of respect for those who step up.
to the Navy for interstellar transport and supply but
otherwise have their own command structure. There
is a reason most propaganda posters put Marines 3 3 2 2 3 2
on them: they are renowned as the best there is, and
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
they fight every day to earn that reputation.
5 15 0 0

2 2 2 2 2 2
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Skills: Athletics 2 (󲊺󲊺󲊷), Discipline 2 (󲊺󲊺󲊷),


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Knowledge (UNSC) 3 (󲊺󲊺󲊷), Leadership 3 (󲊺󲊺󲊷),
4 5 0 0 Melee 2 (󲊺󲊺󲊷), Ranged (Heavy) 2 (󲊺󲊺󲊷),
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Ranged (Light) 2 (󲊺󲊺󲊷), Resilience 2 (󲊺󲊺󲊷),
Vigilance 2 (󲊺󲊺󲊷)
Skills (group only): Athletics, Discipline, Driving,
Melee, Ranged (Heavy) Talents:
▪ Adversary 1: Upgrade the difficulty of combat
Talents: None checks made against this target once.

Abilities: Abilities:
▪ Covering Fire: May spend a maneuver to add +1 ▪ Tactical Direction: May perform a maneuver
ranged defense to up to three allied characters to direct one Marine Infantry minion group
or minion groups within short range until the within medium range; the group may perform
end of the next round; this does not stack with an immediate free maneuver or add 󲊸 to its
multiple uses. next check.

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SECTION 04. ADVERSARIES

Equipment: ▪ Utility belt


▪B
 attle rifle (Ranged [Heavy]; Damage 6; Critical 3; ▪ Extra reloads
Long range; Accurate 1, Linked 2)
▪ Or assault rifle (Ranged [Heavy]; Damage 7; ORBITAL DROP SHOCK TROOPER [MINION]
Critical 3; Medium range; Auto-fire) The Orbital Drop Shock Troopers (ODSTs) are the
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3; Marines' most famous special forces arm. They are
Medium range) trained to ride a variety of drop-pods through the
atmosphere, survive the harsh landing, and come out
▪ 2 frag grenades (Ranged [Light]; Damage 8;
fighting. Only Marines who show considerable combat
Critical 4; Short range; Blast 6, Limited Ammo 1)
prowess and unimpeachable self-conduct are invited
▪ Infantry armor (soak +2) to apply, and most of them go home disappointed
▪ Utility belt when they fail to pass the rigorous selection process.
▪ Extra reloads

HELLBRINGER [MINION]
3 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
The Hellbringers are a specialized unit that operate
in two-man teams and use flamethrowers, in 5 5 1 1
conjunction with heat-resistant armor, to uproot SOAK VALUE WOUND THRESHOLD M/R DEFENSE
entrenched infantry and raze enemy structures. They
have a high rate of attrition, as their role requires Skills (group only): Athletics, Discipline, Melee,
them to close with the enemy to a greater extent than Piloting, Ranged (Heavy), Ranged (Light), Vigilance
other types of infantry, but their effectiveness—both
in destructiveness as well as in psyops—cannot be Talents: None
overstated. They are typically deployed alongside
conventional Marine infantry forces and are Abilities:
subordinate to the Marine chain of command. ▪ Covering Fire: May spend a maneuver to
add +1 ranged defense to up to three allied

3 2 2 2 2 2 characters or minion groups within short


range until the end of the next round; this
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE does not stack with multiple uses.

5 4 0 0 Equipment:
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
▪B
 attle rifle (Ranged [Heavy]; Damage 6; Critical 3;
Long range; Accurate 1, Linked 2)
Skills (group only): Brawl, Discipline,
Ranged (Heavy), Vigilance ▪O
 r silenced SMG (Ranged [Light]; Damage 5;
Critical 4; Short range; Auto-fire, upgrade
Talents: None difficulty of checks made to detect shots
and locate wielder)
Abilities: None ▪S
 ilenced sidearm (Ranged [Light]; Damage 5;
Critical 4; Medium range; upgrade difficulty of
Equipment: checks made to detect shots and locate wielder)
▪F
 lamethrower (Ranged [Heavy]; Damage 8; ▪C
 ombat knife (Melee; Damage 3; Critical 3;
Critical 2; Short range; Burn 3, Blast 8) Engaged range)
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3; ▪ 2 frag grenades (Ranged [Light]; Damage 8;
Medium range) Critical 4; Short range; Blast 6, Limited Ammo 1)
▪ Hellbringer armor (soak +2)

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SECTION 04. ADVERSARIES

▪ ODST armor (soak +2, defense 1) ▪ Duty uniform (soak +1)


▪ Utility belt ▪ Inventory data pad
▪ Extra reloads
MILITARY POLICE [RIVAL]
Soldiers in the military police serve as base security
in a variety of locations, but their skillset remains
ODST OFFICERS mostly the same. They are vigilant for potential
As ODSTs are Marines, they answer to the threats and relentless in their pursuit of soldiers who
Marine chain of command in the field. If you have broken the law. Identified mainly by the black
need an ODST officer profile, simply use the "MP" armband they wear, they are equally at home
Marine Officer profile above and replace their walking patrols, standing guard in stations, or visiting
infantry armor with ODST armor. local establishments to check day passes.

3 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
QUARTERMASTER [RIVAL]
5 12 0 0
When it comes to managing a base or ship's gear,
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
the quartermaster is the undisputed boss. Squads
must do their best to stay on a quartermaster's good
Skills: Coercion 2 (󲊺󲊺), Discipline 2 (󲊺󲊺),
side, courting their favor to get access to restricted
Perception 3 (󲊺󲊺󲊺), Ranged (Heavy) 2 (󲊺󲊺󲊷),
equipment and begging forgiveness for gear
Ranged (Light) 2 (󲊺󲊺󲊷), Vigilance 3 (󲊺󲊺󲊷)
returned in poor condition. The UNSC treats all of its
equipment as precious, and it is the responsibility of
Talents: None
the quartermaster to ensure it all remains functional
and available for the next person who needs it.
Abilities: None

2 2 2 2 3 1 Equipment:
▪A
 ssault rifle (Ranged [Heavy]; Damage 7;
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Critical 3; Medium range; Auto-fire)
3 12 0 0 ▪ Or shotgun (Ranged [Heavy]; Damage 8;
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Critical 3; Short range; Blast 5, Knockdown,
Vicious 2)
Skills: Discipline 2 (󲊺󲊺󲊷), Negotiation 3 (󲊺󲊷󲊷),
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
Streetwise 2 (󲊺󲊺)
Medium range)

Talents: ▪T
 runcheon (Melee; Damage 5; Critical 5;
Engaged range; Disorient 2)
▪N
 obody's Fool 1: Upgrade difficulty of Charm,
Coercion, and Deception checks targeting the ▪ Infantry armor (soak +2)
quartermaster once. ▪ Handcuffs

Abilities: None.

Equipment:
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
Medium range)

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SECTION 04. ADVERSARIES

ONI AGENT [RIVAL] NAVY COMMANDER [NEMESIS]


It is said that the Office of Naval Intelligence has The rank of commander in the UNSC Navy brings with
eyes everywhere, and ONI has done little to dissuade it special privileges but also grave responsibilities,
people of the notion. Called "spooks" by both enlisted including command of a starship. Those who are
personnel and officers, ONI agents are infamous for chosen for this path must be unshakeable, able to
their apparent ability to ferret out the most secret weather the brutal reality of ship-to-ship combat
and closely guarded information. Their focus is against the Covenant. While some have proven unfit
mostly on the Covenant these days, but sometimes for their role, most commanders are only too aware
it is necessary for them to turn their attention to that they and their crew might be called upon to
matters closer to home. make the ultimate sacrifice, and they stand ready
for that day.

2 3 2 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 2 3 3 4 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 14 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 3 12 12 0 0
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Skills: Charm 2 (󲊺󲊺), Cool 2 (󲊺󲊺),
Deception 3 (󲊺󲊺󲊺), Melee 2 (󲊺󲊺), Skills: Astronav 3 (󲊺󲊺󲊺), Charm 3 (󲊺󲊺󲊺󲊷),
Perception 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺󲊷), Cool 3 (󲊺󲊺󲊺󲊷), Discipline 3 (󲊺󲊺󲊺󲊷),
Skulduggery 3 (󲊺󲊺󲊺), Stealth 3 (󲊺󲊺󲊺), Gunnery 2 (󲊺󲊺), Leadership 3 (󲊺󲊺󲊺󲊷),
Survival 2 (󲊺󲊺󲊷) Operating 3 (󲊺󲊺󲊺), Ranged (Light) 2 (󲊺󲊺)

Talents: Talents:
▪ Adversary 1: Upgrade the difficulty of combat ▪ Adversary 2: Upgrade the difficulty of combat
checks made against this target once. checks made against this target twice.
▪ Commanding Presence: Remove 󲊸 from Cool
Abilities: None and Leadership checks.

Equipment: ▪ Fire Control: As an action, perform Fire Control


action; make all combat checks made from
▪S
 ilenced sidearm (Ranged [Light]; Damage 5; current vessel or vehicle count their target's
Critical 4; Medium range; upgrade difficulty of silhouette as one higher than normal until the
checks made to detect shots and locate wielder) beginning of next turn.
▪C
 ombat knife (Melee; Damage 3; Critical 3;
Engaged range) Abilities: None
▪ Body armor (soak +1, defense 1)
Equipment:
▪ Encrypted data pad
 idearm (Ranged [Light]; Damage 6; Critical 3;
▪S
Medium range)
▪ Duty uniform (soak +1)

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SECTION 04. ADVERSARIES

AIR FORCE PILOT [MINION] Talents:


Air superiority has long been understood as vital ▪ Adversary 1: Upgrade the difficulty of combat
in combat, and the UNSC Air Force's mission is to checks made against this target once.
control the skies. Pilots go through rigorous training
in order to fly aircraft and spacecraft, and while most Abilities: None
of them covet the glory of being a fighter pilot, many
also become dropship and helicopter pilots, ferrying Equipment:
troops and offering support to units on the ground. ▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
It may be less flashy, but it is a deeply appreciated Medium range)
role by the ground-pounders who depend on them.
The other branches also have pilots. This profile ▪ Flight suit (soak +1)
can be used for all of them.
AIR FORCE MAJOR [NEMESIS]

2 3 2 3 2 2 Being a great pilot will only get you so far. To


reach the upper echelons of command, you need to
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE demonstrate an aptitude for organization. Air Force
Majors and other command-level officers are just
3 5 0 0 as much bureaucrats as they are sky jockeys, much
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
to their chagrin. They often find the most rewarding
work in commanding their squadrons, bringing
Skills (group only): Cool, Gunnery, Piloting together a dozen different personalities into displays
of daring and skill, but few would turn down the
Talents: None opportunity to once again sit behind the stick and
hunt glory in the skies.
Abilities: None

Equipment:
2 4 2 4 3 3
 idearm (Ranged [Light]; Damage 6; Critical 3;
▪S BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Medium range)
▪ Flight suit (soak +1) 3 15 14 0 0
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE

AIR FORCE CAPTAIN [RIVAL] Skills: Cool 3 (󲊺󲊺󲊺), Discipline 2 (󲊺󲊺󲊷),


In the Human-Covenant War, skill behind the stick Gunnery 3 (󲊺󲊺󲊺󲊷), Knowledge (UNSC) 3 (󲊺󲊺󲊷),
guarantees swift promotion. It is a hard truth that Leadership 3 (󲊺󲊺󲊺), Piloting 3 (󲊺󲊺󲊺󲊷),
pilots have some of the riskiest assignments, and a Ranged (Light) 2 (󲊺󲊺󲊷󲊷)
significant percentage do not come back alive from
their duties. Captains in the Air Force are often relied Talents:
upon to show the newest squadron members the ▪ Adversary 2: Upgrade the difficulty of combat
ropes, as well as lead squadrons into battle. checks made against this target twice.

2 4 2 3 2 2 Abilities: None

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Equipment:

3 12 0 0 ▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Medium range)
▪ Flight suit (soak +1)
Skills: Cool 3 (󲊺󲊺󲊷), Gunnery 2 (󲊺󲊺󲊷󲊷),
Piloting 3 (󲊺󲊺󲊺󲊷)

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SECTION 04. ADVERSARIES

AI OPERATOR [NEMESIS] among the fleet, ONI declassified select portions of


Artificial intelligences are among the most potent the Spartan program, confirming that humanity did
weapons in the UNSC's arsenal. They are capable of indeed have supersoldiers helping to stem the alien
accomplishing dozens of tasks in a matter of seconds, onslaught. It is said that, as impressive as they are,
carrying out complex electronic warfare attacks, and there are not enough Spartans to turn the tide of the
serving as an interface between a starship and its war. But those who have encountered them know
human crews. Physical limitations and astronomical that a single Spartan could be the difference between
cost prevent AIs from being used and deployed humanity's survival and its extinction.
more widely, but it is noteworthy that the Covenant
does not appear to have anything on the same level,
affording humanity a distinct advantage. 5 4 3 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

N/A N/A 4 4 4 3 12
SOAK VALUE
21 18
WOUND THRESHOLD STRAIN THRESHOLD
2 2
M/R DEFENSE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

N/A N/A 20 N/A N/A Skills: Athletics 3 (󲊺󲊺󲊺󲊷󲊷),


SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Brawl 4 (󲊺󲊺󲊺󲊺󲊷), Cool 3 (󲊺󲊺󲊺),
Discipline 3 (󲊺󲊺󲊺), Driving 4 (󲊺󲊺󲊺󲊺),
Skills: Astronav 3 (󲊺󲊺󲊺󲊷), Knowledge (UNSC) 2 (󲊺󲊺󲊷),
Charm 3 (󲊺󲊺󲊺), Coercion 3 (󲊺󲊺󲊺󲊷), Melee 4 (󲊺󲊺󲊺󲊺󲊷), Perception 3 (󲊺󲊺󲊺󲊷),
Cool 3 (󲊺󲊺󲊺), Discipline 3 (󲊺󲊺󲊺󲊷), Piloting 3 (󲊺󲊺󲊺󲊷), Ranged (Heavy) 4 (󲊺󲊺󲊺󲊺),
Gunnery 2 (󲊺󲊺󲊷󲊷), Hacking 4 (󲊺󲊺󲊺󲊺), Ranged (Light) 4 (󲊺󲊺󲊺󲊺),
Knowledge (UNSC) 3 (󲊺󲊺󲊷󲊷), Resilience 4 (󲊺󲊺󲊺󲊺󲊷), Stealth 3 (󲊺󲊺󲊺󲊷),
Negotiation 3 (󲊺󲊺󲊺), Operating 3 (󲊺󲊺󲊺󲊷), Survival 3 (󲊺󲊺󲊺󲊷), Vigilance 3 (󲊺󲊺󲊺)
Sysops 4 (󲊺󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺󲊷󲊷)
Talents:
Talents: ▪ Adversary 3: Upgrade the difficulty of combat
▪N
 obody's Fool 3: Upgrade the difficulty of Charm, checks targeting this character three times.
Coercion, and Deception checks targeting this
character three times. Abilities:
▪ Augmented: When making Brawn or Agility
Abilities: checks, Spartans add an automatic 󲊳 to
▪ Overclocked: During structured time, they their results.
gain an additional free maneuver per turn;
they still may not perform more than two Equipment:
maneuvers per turn. ▪B
 attle rifle (Ranged [Heavy]; Damage 6; Critical 3;
▪ Rapid Calculations: For AIs, any combat Long range; Accurate 1, Linked 2)
checks requiring Agility instead use Intellect. ▪ Or assault rifle (Ranged [Heavy]; Damage 7;
Critical 3; Medium range; Auto-fire)
Equipment: Memory chip ▪ 2 SMGs (Ranged [Light]; Damage 6; Critical 3;
Short range; Auto-fire)
SPARTAN COMMANDO [NEMESIS] ▪C
 ombat knife (Melee; Damage 3; Critical 3;
For years, the existence of the Spartans was Engaged range)
classified. Rumors leaked out, whispered by those ▪ 4 frag grenades (Ranged [Light]; Damage 8;
who had seen Spartans in action: stories of massive, Critical 4; Short range; Blast 6, Limited Ammo 1)
armored figures tearing through entire battalions
of foes, gold visors glinting in the fires of their ▪M
 JOLNIR Armor Mk. V (soak +2, defense 2,
destructive path. In 2547, in order to boost morale Powered, Shielded 3)

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SECTION 04. ADVERSARIES

THE INSURRECTION
Starting in the 25th century and carrying on until IDEALISTS OR OPPORTUNISTS?
the arrival of the Covenant, the Insurrection was In the HALO universe, the Insurrection tends
the UNSC's primary foe. It is made up of a number to be portrayed strictly as a military enemy.
of smaller cells and organizations, all with the goal However, it is worth considering what
of liberating some or all of the UEG's colonies from pushes its members to rebel and whether
Earth's control and making them independent. They or not they may have a point.
have had varying levels of support from the public, While it is never discussed in the
primarily among the Outer Colonies. With the onset games, HALO novels and comics portray
of the Human-Covenant War and the destruction human space as being under strict military
of their homes by a hostile alien coalition, most authority. The UNSC has taken over virtually
Insurrectionists have chosen to set aside their every aspect of civilian life under the
animosity in favor of cooperation. Some factions pretense of stopping the Covenant invasion.
remain hostile to the UNSC, even going so far as to It might be necessary, but it has reduced the
try to strike a deal with the Covenant, while others UEG to a puppet state. One can imagine how
are content to wait until humanity is safe from people in the colonies might feel about this.
extermination before resuming their struggles for Should you choose to portray the
freedom and independence. Insurrection in your game, consider this:
does it represent a legitimate concern with
INSURGENT [MINION] the UNSC's governance, and its members
are doing what they feel is necessary to
There is some manner of insurgent on every human-
protect their homes and loved ones? Or
occupied world, forming local militias and demanding
are they using the opportunity of the war
autonomy from the UNSC to varying degrees. While
to seize power and control for themselves,
they are frequent antagonists, many insurgents are
in the hopes that after the war the UNSC
willing to fight alongside the UNSC if it means saving
will be too weak to take it back? Whatever
their homes from the Covenant. They are also more
you choose will have a significant impact
likely to remain behind after the UNSC decides a
on how your game unfolds.
colony is too far gone, making guerilla attacks against
any remaining Covenant forces.

2 2 2 2 2 2 AGITATOR [RIVAL]
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Agitators do the work to get local populations
worked up over the UNSC's actions and military
3 4 0 0 authoritarianism. Most agitators come from dissident
SOAK VALUE WOUND THRESHOLD M/R DEFENSE populations, writers and artists who are speaking out
against the UEG and UNSC, but some might be militia
Skills (group only): Melee, Ranged (Light), Vigilance
members trusted with getting the message out.
Talents: None Agitators are persuasive and fiery, able to move
their audiences to action.
Abilities: None

Equipment: 2 2 2 3 2 3
 MG (Ranged [Light]; Damage 6; Critical 3;
▪S BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Medium range; Auto-fire)
▪O
 r sidearm (Ranged [Light]; Damage 6; Critical 3;
3 13 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Short range)
▪ Heavy clothing (soak +1)

1 1 8 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

Skills: Charm 2 (󲊺󲊺󲊷), Coercion 2 (󲊺󲊺), Abilities:


Deception 2 (󲊺󲊺󲊷) ▪ Destabilizing Influence: As a maneuver once
per encounter, may add 󲊱 to all subsequent
Talents: Cool and Discipline checks made by enemies
▪ Scathing Tirade: May spend an action to make within medium range for the remainder of
an Average (󲊷󲊷) Coercion check; each 󲊳 the encounter.
causes one enemy in close range to suffer 1 ▪ Unremarkable 2: Add 󲊰󲊰 to any checks made to
strain; spend 󲊴 to cause 1 affected enemy find or identify an infiltrator in a crowd or group.
to suffer 1 additional strain.
Equipment:
Abilities: None
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
Equipment: Short range)

▪S
 idearm (Ranged [Light]; Damage 6; Critical 3; ▪O
 r combat knife (Melee; Damage 4; Critical 3;
Short range) Engaged range)

▪ Durable clothing (soak +1) ▪S


 tun knuckles (Brawl; Damage 4; Critical 4;
Engaged range; Disorient 1, Knockdown)
▪ Inflammatory pamphlets and propaganda
▪ Duty uniform (soak +1)

INFILTRATOR [RIVAL] ▪ Encrypted data pad

Infiltrators for the Insurrection worm their way into ▪ Forged orders
any organization they can use to further their goals,
including the UNSC. Gifted with a calm demeanor and REVOLUTIONARY [NEMESIS]
armed with forged documents to gain them access, Functioning as the political and military leaders of
they are shadows who carry out espionage, sabotage, the Insurrection, revolutionaries strive to embody
and even targeted killing when necessary. ONI makes the virtues of freedom and liberty that they espouse.
a point to find these individuals, though they do not Some are more successful than others, inspiring
always immediately arrest them. Sometimes it is entire populations with their messages of hope and
more useful to know who your enemy is and observe self-determination, while others simply use fear and
what they do. violence to motivate their followers. Revolutionaries
tend to be either close allies of the UNSC or high-

3 3 2 3 4 1 value targets for them, with ONI going to great


lengths to neutralize would-be Insurrection leaders
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE before they become a problem.

4 13 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
2 3 2 4 4 3
Skills: Coercion 3 (󲊺󲊺󲊺󲊷), Deception 3 (󲊺󲊺󲊺), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Discipline 3 (󲊺󲊺󲊺󲊷), Knowledge (UNSC) 3 (󲊺󲊺󲊷) 3 19 16 1 1


SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Talents:
▪ I mproved Scathing Tirade: As an action, Skills: Charm 3 (󲊺󲊺󲊺), Coercion 2 (󲊺󲊺󲊷󲊷),
make an Average (󲊷󲊷) Coercion check; Cool 3 (󲊺󲊺󲊺), Deception 3 (󲊺󲊺󲊺󲊷),
each 󲊳 inflicts 1 strain on a target in short Discipline 2 (󲊺󲊺󲊷󲊷), Knowledge (UNSC) 1 (󲊺󲊷),
range; spend 󲊴 to inflict 1 additional strain Leadership 3 (󲊺󲊺󲊺), Melee 2 (󲊺󲊺),
on one affected target; all affected targets Ranged (Light) 1 (󲊺󲊷󲊷)
suffer 󲊸 to all checks for four rounds.

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 119


SECTION 04. ADVERSARIES

Talents: and a following on Waypoint can make a name for


▪ Adversary 2: Upgrade difficulty of combat checks themselves. Wartime traffic restrictions usually
made against this target once. prevent them from leaving their home planet, but
the UNSC is known to sometimes take celebrities on
▪ Inspiring Rhetoric: As an action, make an "victory tours" across the colonies, stopping at major
Average (󲊷󲊷) Leadership check; each 󲊳 population centers and military bases.
removes 1 strain or wound from one ally in
short range; spend 󲊴 to remove an additional
strain or wound from an affected ally.
2 3 2 3 2 3
Abilities: BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

▪ Rebel Leader: Insurrectionist characters 2 13 0 0


add 󲊸 to all Vigilance and Perception checks SOAK VALUE WOUND THRESHOLD M/R DEFENSE
when in the revolutionary's presence.
Skills: Charm 3 (󲊺󲊺󲊺), Cool 1 (󲊺󲊷󲊷),
Equipment: Deception 3 (󲊺󲊺󲊺), Melee 2 (󲊺󲊺),
Vigilance 2 (󲊺󲊺)
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
Short range)
Talents: None
▪ Or combat knife (Melee; Damage 4; Critical 3;
Engaged range) Abilities: None
▪T
 runcheon (Melee; Damage 4; Critical 5;
Engaged range; Disorient 2) Equipment: None
▪ Body armor (soak +1, defense 1)
COLONIAL GOVERNOR [NEMESIS]
Colonial governors serve as the highest civilian
authority on a colony. They have staffs at their
CIVILIANS disposal and considerable resources to throw at
Despite the war and destruction unfolding across all manner of problems. Many had military careers
known space, life goes on. Civilians work, relax, raise prior to becoming politicians. While most governors
families, and pursue interests on every human world. are elected, some are appointed by the UEG,
Many follow recent developments in the war, some particularly if their predecessors unexpectedly
with more anxiety than others, ever watchful for the left office before the completion of their terms.
day when Covenant ships appear in their skies. But
the business of living takes most of their focus, and
the careful efforts of ONI's propaganda section keeps 2 2 3 4 3 4
panic from spreading.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
The profiles below are intended to represent
the civilians that squads may interact with, either 3 14 14 1 1
on a mission or on leave. They can also be used for SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
military personnel with specialties, such as medics
and engineers. Skills: Charm 3 (󲊺󲊺󲊺󲊷), Coercion 4 (󲊺󲊺󲊺󲊷),
Cool 2 (󲊺󲊺󲊷󲊷), Deception 3 (󲊺󲊺󲊺󲊷),
CELEBRITY [RIVAL] Knowledge (UNSC) 4 (󲊺󲊺󲊺󲊷),
Leadership 3 (󲊺󲊺󲊺󲊷), Perception 4 (󲊺󲊺󲊺󲊺),
Across human space, celebrities work to raise morale Piloting 2 (󲊺󲊺), Ranged (Light) 3 (󲊺󲊺󲊷),
and increase awareness of issues and events. These Resilience 2 (󲊺󲊺), Skulduggery 3 (󲊺󲊺󲊺󲊷),
people take many forms: actors, musicians, news Streetwise 2 (󲊺󲊺󲊷󲊷), Vigilance 2 (󲊺󲊺󲊷)
anchors, and anybody with a strong enough presence

1 2 0 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

Talents: MECHANIC [RIVAL]


▪ I mproved Inspiring Rhetoric: As an action, Those who work well with machines can find gainful
make an Average (󲊷󲊷) Leadership check; employment as a mechanic anywhere in human
each 󲊳 removes 1 strain or wound from one ally space. Whether it is a military hangar or a civilian
in short range; spend 󲊴 to remove an additional garage, mechanics are natural gearheads with a lot of
strain or wound from an affected ally; all affected knowledge and experience they can use to fix almost
allies add 󲊸 to all checks for three rounds. any problem. When introduced to a system they are
▪N
 obody's Fool 2: Upgrade the difficulty of Charm, unfamiliar with, they also possess the know-how to
Coercion, and Deception checks targeting this do the research required to complete repairs.
character twice.

Abilities: 2 2 3 3 2 2
▪ Leader: All subordinates within medium range BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

add 󲊸 to Discipline checks. 2 12 0 0


SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Equipment:
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3; Skills: Astronav 1 (󲊺󲊷󲊷), Hacking 2 (󲊺󲊺󲊷),
Short range) Knowledge (UNSC) 2 (󲊺󲊺󲊷), Mechanics 2 (󲊺󲊺󲊷),
Streetwise 2 (󲊺󲊺󲊷)
▪ Body armor (soak +1, defense 1)

Talents: None
LABOR CHIEF [RIVAL]
Labor chiefs organize work crews, manage Abilities: None
inventories, and generally handle whatever is
asked of them on a day-to-day basis. They usually Equipment:
command the respect of those around them thanks ▪H
 eavy wrench (Melee; Damage 5; Critical 4;
to their tireless efforts and willingness to stand Engaged range; Inaccurate 1)
up to anyone who might jeopardize the health
and safety of their workers. ▪ Toolkit

PHYSICIAN [RIVAL]
3 2 3 2 2 1 Doctors, nurses, and paramedics are celebrated
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE across the UNSC for their healing abilities. They
come from a wide range of backgrounds and feature
4 10 0 0 a broad swath of personality types, but they are all
SOAK VALUE WOUND THRESHOLD M/R DEFENSE united by their devotion to the health and well-being
of the people in their care.
Skills: Mechanics 2 (󲊺󲊺󲊷), Melee 1 (󲊺󲊷󲊷),
Sysops 1 (󲊺󲊷󲊷)

Talents: None
2 2 4 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Abilities: 2 12 0 0
▪S
 tubborn and Dependable: Remove 󲊸 from SOAK VALUE WOUND THRESHOLD M/R DEFENSE
all checks.
Skills: Knowledge (UNSC) 3 (󲊺󲊺󲊺󲊷),
Equipment: Work coveralls (soak +1) Medicine 3 (󲊺󲊺󲊺󲊷), Sysops 1 (󲊺󲊷󲊷󲊷)

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0 // 121


SECTION 04. ADVERSARIES

Talents: UEG SENATOR [NEMESIS]


▪ Surgeon 2: When making a Medicine check Senators of the UEG rarely leave Earth, but sometimes
to help a character heal wounds, the target duty calls them to travel to their home planets or
heals 2 additional wounds. conduct inspections of UNSC fleets and facilities.
Those on the Senate Armed Forces Committee will
Abilities: None frequently find themselves overseeing special projects
they authorized and reporting back to the UEG, as well
Equipment: Field medkit, painkillers as managing legislative oversight of the UNSC as a
whole. When traveling, they are considered VIPs and
TRAFFIC CONTROLLER [RIVAL] afforded every protection available.

Despite the restriction on civilian space travel, traffic


controllers still have plenty to do, coordinating
everything from training flights to relief missions to
2 2 3 2 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
evacuation operations. They are exceptionally skilled
at organization and able to stay calm no matter the 2 12 14 0 0
pressure of the situation. SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE

2 2 2 2 2 4 Skills: Charm 3 (󲊺󲊺󲊺󲊷), Cool 2 (󲊺󲊺󲊷󲊷),


Deception 1 (󲊺󲊷), Knowledge (UNSC) 2 (󲊺󲊺󲊷),
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Negotiation 2 (󲊺󲊺󲊷󲊷)

3 12 0 0 Talents:
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
▪C
 ommanding Presence 2: Remove 󲊸󲊸 from
Skills: Charm 2 (󲊺󲊺󲊷󲊷), Coercion 1 (󲊺󲊷), Leadership checks.
Cool 1 (󲊺󲊷󲊷󲊷), Knowledge (UNSC) 3 (󲊺󲊺󲊷)
Abilities:
Talents: None ▪W
 orks Like a Charm: Once per session, the UEG
senator may make one skill check using Presence
Abilities: None rather than the characteristic linked to that skill.

Equipment: Encrypted data pad Equipment:


▪ Bodyguards
▪ Data pad

1 2 2 // WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


CHARACTER //
CHARACTER NAME
WINTER
ARCHETYPE CONTINGENCY
CAREER A Theme for the Genesys Roleplaying Game
Set in the HALO Universe
PLAYER NAME
(Beta Playtest v. 0.1.0)

CHARACTERISTICS //
UNPOWERED UNPOWERED

POWERED POWERED

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

DERIVED ATTRIBUTES // EQUIPPED WEAPONS //


THRESHOLD CURRENT NAME SPECIAL REQ

SKILL DMG CRIT RNG ENC HP CONDITION

SOAK VALUE WOUNDS NAME SPECIAL REQ

RANGED MELEE THRESHOLD CURRENT SKILL DMG CRIT RNG ENC HP CONDITION

NAME SPECIAL REQ

DEFENSE STRAIN SKILL DMG CRIT RNG ENC HP CONDITION

SKILLS //
GENERAL SKILLS CHAR RANK COMBAT SKILLS CHAR RANK
ASTRONAV INT BRAWL BR
ATHLETICS BR GUNNERY AG
COOL PR MELEE BR
COORDINATION AG RANGED-HEAVY AG
DISCIPLINE WIL RANGED-LIGHT AG
DRIVING AG
SOCIAL SKILLS CHAR RANK
HACKING INT
CHARM PR
MECHANICS INT
COERCION WIL
MEDICINE INT
DECEPTION CUN
OPERATING INT
LEADERSHIP PR
PERCEPTION CUN
NEGOTIATION PR
PILOTING AG
RESILIENCE BR KNOWLEDGE SKILLS CHAR RANK
COVENANT INT
RIDING AG
FORERUNNER INT
SKULDUGGERY CUN
UNSC INT
SYSOPS INT
STEALTH AG CUSTOM SKILLS CHAR RANK
STREETWISE CUN
SURVIVAL CUN
VIGILANCE WIL
EQUIPMENT // EXPERIENCE //
GEAR TOTAL AVAILABLE

ENC REQ ENC REQ

ENC REQ ENC REQ

ENC REQ ENC REQ MOTIVATIONS //


STRENGTH
ENC REQ ENC REQ

ENC REQ ENC REQ

ENC REQ ENC REQ

ENC REQ ENC REQ


FLAW
ENC REQ ENC REQ

ENC REQ ENC REQ

ENC REQ ENC REQ

ARMOR DESIRE
NAME SPECIAL

DEF SOAK ENC HP CONDITION

REQUISITION ENCUMBRANCE
RATING THRESHOLD CURRENT THRESHOLD CURRENT FEAR

TALENTS & SPECIAL ABILITIES //


NAME PAGE ABILITY SUMMARY
CHARACTER DESCRIPTION //
RANK
AGE
GENDER
HEIGHT
BUILD
HAIR
EYES
NOTABLE FEATURES

CRITICAL INJURIES //

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


LOADOUT // EQUIPPED
WEAPONS GEAR
NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

ARMOR ENC REQ


NAME SPECIAL
ENC REQ
DEF SOAK ENC HP CONDITION
ENC REQ

ENC REQ
TOTAL REQUISITION TOTAL ENCUMBRANCE
THIS LOADOUT THRESHOLD CURRENT THIS LOADOUT THRESHOLD CURRENT ENC REQ

ENC REQ

LOADOUT // EQUIPPED
WEAPONS GEAR
NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

ARMOR ENC REQ


NAME SPECIAL
ENC REQ
DEF SOAK ENC HP CONDITION
ENC REQ

ENC REQ
TOTAL REQUISITION TOTAL ENCUMBRANCE
THIS LOADOUT THRESHOLD CURRENT THIS LOADOUT THRESHOLD CURRENT ENC REQ

ENC REQ

NOTES //

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


VEHICLE //
VEHICLE NAME COMPLEMENT
MAKE/MODEL PASSENGER CAPACITY
CONTROL SKILL CONSUMABLES
DETAILS CUSTOMIZATION HARDPOINTS
REQUISITION

DEFENSE ARMOR
CAPACITY

CURRENT

SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD ENCUMBRANCE

ONBOARD WEAPONS //
NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

CARGO // NOTES //
ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


TALENT PYRAMID // PURCHASING TALENTS
Your first purchased talent must be Tier 1.
Record it in the first box on this sheet, in the
upper left hand corner. To work your way down
the pyramid, you must fill in talents left-to-right,
top-to-bottom. (Ex. To purchase your first Tier 2
talent, you must have two Tier 1 talents.)
PAGE NO. ACTIVE
For further guidance, please see CRB page 71.

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WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


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WINTER CONTINGENCY // PLAYTEST BETA v.0.1.0


"Winter Contingency has been declared.
All units are mobilized and ready."

It is the year 2551. Humanity is at war with a hegemonic alien coalition known as the Covenant.

And we are losing.

With billions of people dead and hundreds of worlds reduced to glass, time is growing short
for the United Nations Space Command to turn the tide of battle. The fortress world of Reach
is the only stronghold of military power left, and the location of Earth must be safeguarded
at all costs. It is up to the individual soldiers, sailors, and Marines of the UNSC to hold back
the enemy's onslaught, but humanity has a few cards left to play. Among them are cunning
artificial intelligences, masters of information warfare and infiltrating the enemy's computer
networks, and the Spartans, augmented supersoldiers who are few in number but able to wipe
out entire enemy divisions. Whatever role you choose to take as humankind's defender, this
sourcebook will help you navigate the battlefield full of alien monstrosities, shadowy rebels,
and otherworldly threats not yet discovered. Failure carries the risk of extinction, and your
survival is not guaranteed.

This fan-made supplement for the Genesys roleplaying game includes:


 haracter creation options for the UNSC, including archetypes, careers, skills, and
▪C
talents appropriate for the HALO universe. Whether you're thinking of playing a driven
and capable human, a savvy and technical AI, or a lethal and iconic Spartan, you'll find
plenty of options to make yourself a unique part of the galaxy.
▪W
 eapons, armor, vehicles, and other equipment you'll need to root out the
Insurrectionists, defeat the Covenant, and explore the enigmatic Forerunner ruins
across the galaxy. Get behind the wheel of a Warthog, jump into hell in an orbital drop
pod, or take command of a Halcyon-class cruiser and bring the fight to the enemy.
▪A
 n overview of the human side of the Great War, including the history of the United
Earth Government, details on the UNSC's branches and organization, and information
on running network encounters in HALO. Discover the origins of the mysterious
SPARTAN-II program and prepare your AI to infiltrate the Covenant battlenet.
▪D
 ozens of stat blocks covering the many adversaries and allies you might encounter
in your campaign to save humanity and stop the genocidal Covenant. Only you hold the
key to our salvation...

And don't miss the companion supplement, STATION & SALVATION, which tells the story from
the Covenant's perspective and advances the story to 2552.

HALO is © and ™ Microsoft and 343 Industries, 2022. All rights reserved.

This is an unofficial role-playing game made by fans. You are free to modify and distribute
this rulebook as you see fit, provided this warning remains unaltered.

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