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WINTER CONTINGENCY Playtest v010
WINTER CONTINGENCY Playtest v010
CONTINGENCY
EDITING:
James P. Taber
PUBLISHER:
James P. Taber
PLAYTESTERS:
Douglas Calabrese, Jessica Calabrese, Lindsey Kyte,
Rachel Sturm, Sean Taber
SPECIAL 7HANKS:
Coureton Dalton, Anthony Laffan, Halopedia
The Covenant...................................................................................................................................................................... 94
Humanity.............................................................................................................................................................................. 111
CHARACTER SHEETS..................................................................................................................................123
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,
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.
//
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
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...
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
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
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.
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
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.
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.
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
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
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.
▪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.
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
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.
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
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
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.
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
TABLE 2-1: UNSC WEAPONS * indicates special rules; see detailed description for more information.
TABLE 2-1: UNSC WEAPONS * indicates special rules; see detailed description for more information.
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
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.
TABLE 2-2: UNSC ARMOR * indicates special rules; see detailed description for more information.
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.
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
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
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.
DEFENSE ARMOR
1 0
2 3 0 7 4
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)
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.
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
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
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)
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
DEFENSE ARMOR
▪ Manufacturer: Misriah Armory.
▪ 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
▪ 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)
▪ 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
DEFENSE ARMOR
2 2
4 4 0 14 10
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
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)
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)
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
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)
DEFENSE ARMOR
2 5
7 1 -3 160 145
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ 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
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
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
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.
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.
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.
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.
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
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
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
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
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)
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)
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)
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])
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)
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)
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)
▪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.
▪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)
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)
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)
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)
▪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
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)
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
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
▪ 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)
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
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.
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
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.
2 2 2 2 2 2
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
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.
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
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)
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)
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:
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
2 4 2 3 2 2 Abilities: None
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 ()
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
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)
▪S
idearm (Ranged [Light]; Damage 6; Critical 3; ▪O
r combat knife (Melee; Damage 4; Critical 3;
Short range) Engaged range)
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-
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
Abilities: 2 2 3 3 2 2
▪ Leader: All subordinates within medium range BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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 ()
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.
CHARACTERISTICS //
UNPOWERED UNPOWERED
POWERED POWERED
RANGED MELEE THRESHOLD CURRENT 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
ARMOR DESIRE
NAME SPECIAL
REQUISITION ENCUMBRANCE
RATING THRESHOLD CURRENT THRESHOLD CURRENT FEAR
CRITICAL INJURIES //
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
ENC REQ
TOTAL REQUISITION TOTAL ENCUMBRANCE
THIS LOADOUT THRESHOLD CURRENT THIS LOADOUT THRESHOLD CURRENT ENC REQ
ENC REQ
NOTES //
DEFENSE ARMOR
CAPACITY
CURRENT
ONBOARD WEAPONS //
NAME SPECIAL SCALE
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
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It is the year 2551. Humanity is at war with a hegemonic alien coalition known as the Covenant.
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.
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.