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STATION &

SALVATION

A Theme for the Genesys Roleplaying Game


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

EDITING:
James P. Taber

THEME GRAPHIC DESIGN:


Annalise Taber

NARRATIVE DICE SYSTEM ORIGINAL DESIGN:


Jay Little

PUBLISHER:
James P. Taber

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

SPECIAL 7HANKS:
Coureton Dalton, Anthony Laffan, Halopedia, Icca Ra

If you would like to provide feedback on this game,


▪ reach out on Twitter (@TaberiusRex)
▪ send an email to feedback@jamestaber.com
▪ or fill out a Google Form here:
https://forms.gle/mp9TrmUCqrA42sge8

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


All rights reserved.

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


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

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

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


Roleplaying in the Ninth Age of Reclamation................................................................................................................. 7
Looking for more?.............................................................................................................................................................. 8
Storytelling Tropes in the HALO Universe...................................................................................................................... 8
A Note About Canon........................................................................................................................................................... 10

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

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


Backgrounds....................................................................................................................................................................... 11
Archetypes........................................................................................................................................................................... 13
Careers................................................................................................................................................................................. 18
New Skills............................................................................................................................................................................ 22
New Talents......................................................................................................................................................................... 26

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

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


New Item Qualities............................................................................................................................................................. 34
Weapons.............................................................................................................................................................................. 35
Armor................................................................................................................................................................................... 40
Gear...................................................................................................................................................................................... 42
Attachments........................................................................................................................................................................ 46
Vehicles & Starships.......................................................................................................................................................... 49

SECTION 03. THE GREAT JOURNEY.............................................................................................................70

The Path to Salvation......................................................................................................................................................... 70


Covenant Organizations.................................................................................................................................................... 73
Playing Through the Great Schism.................................................................................................................................. 83

SECTION 04. ADVERSARIES........................................................................................................................87

Humanity.............................................................................................................................................................................. 87
The Covenant...................................................................................................................................................................... 93
The Sacred and the Infernal............................................................................................................................................. 115

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

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“STATION AND
SALVATION BOTH
COMMAND A
HEAVY PRICE.”
— SANGHEILI PROVERB

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K lim could tell there was going to be trouble the moment the Jiralhanae walked into the
hangar. The rest of the Covenant thought the Unggoy were dull and cowardly, and as far
as Klim was concerned, they were right—he'd rather spend his life scrubbing deck plates and
die of old age than seek any of the glory the Sangheili were always talking about. They could
keep their swords and their battle poems. He just wanted his food nipple.
But something told him this was a bad thing, watching how the five hairy, tusked
Jiralhanae marched up to the trio of Sangheili who were watching over the cleaning detail.
The Sangheili had noticed it, too, and were turning to face the newcomers.
Klim reached over and slapped Wawaz awake. He gibbered at the interruption, annoyed,
but soon saw the same thing that Klim did: trouble.
The Sangheili Major, Siro 'Zarakee, eyed the Jiralhanae cautiously. "Dracteus," he said,
addressing the pack leader. "This deck is off-limits while the Unggoy clean. If you have need
of a dropship, the starboard hangar is available."
The one called Dracteus crossed his arms over his massive, muscular chest, but it was
one of the younger Jiralhanae who spoke first. "It is because this hangar is empty that we
need it, fool."
'Zarakee cocked his head in confusion. The cobalt-armored Sangheili Minor at his elbow
growled. "You waste your words, my lord," he said, hissing the words between his mandibles.
"Beasts like these will only understand if you pound wisdom into their skulls."
The Minor stepped forward, and in a flash Dracteus had his meaty hands around the
Sangheili's throat. Before 'Zarakee or the other Minor could react, the remaining Jiralhanae
drew their weapons: boxy metal things, with bayonets that glittered in the hangar's light. Two
of them shot the other Minor, embedding serrated metal spikes the length of his forearms into
his chest, while the third rushed up to 'Zarakee and pressed his bayonet to the Major's throat.
'Zarakee froze while Dracteus finished choking the life out of the other Sangheili with a
brutal crunching noise. Then he signaled, and the Jiralhanae swept the bayonet across the
Major's throat. Purple blood flowed over the front of the Sangheili's armor as both bodies fell
to the deck.
"Such will be the fate of all Sangheili," said Dracteus. He turned his attention to the
Unggoy and snarled, "Do any of you wish to suffer your master's fate, or will you declare
your loyalty to the San'Shyuum?"
Klim didn't know what Dracteus was talking about—didn't they all serve the same
Covenant?—but he understood a threat when he heard one. Looking closer, there was other
blood on the Jiralhanae's bayonets: Unggoy blood. He quickly bowed his head to the floor
and shouted, "We so swear, oh powerful leader!"
Dracteus looked pleased. Klim glanced around and saw with relief that the other Unggoy
had followed his lead. As Dracteus ordered them to fall in behind the Jiralhanae, Wawaz
whispered, "What is happening?"
"I don't know," said Klim, "but if you want to keep your head, just go with it!"
He tried to ignore the sound of the Major's last bubbling breath behind him.

//

High Charity's hanging gardens were a place of peace and serenity, one that Ulko sought
out whenever he had cause to return to the capitol. Between the furry vines and the curving
flower petals, he could stare out at the expanse of buildings stretching away under the rocky
dome, the streets and avenues all leading to the Forerunner Dreadnought at the center of the
Covenant's heart. It gave him much-needed perspective, after an age spent commanding his
vessel in the depths of space.

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The door chimed as someone entered behind him. Ulko glanced over his shoulder and was
surprised to see Crotonus. The Jiralhanae was garbed in his clerical vestments as usual, but
his typically composed face showed hints of anxiety. Ulko had no love for the Jiralhanae as a
whole, but Crotonus had proven to be wise and a steadfast friend.
"Excellency," Ulko said, using the formal address. "How may I help you?"
"I come with a warning, Shipmaster," replied Crotonus. He drew nearer, and Ulko could
see the sweat beading on his brow. "A message just went out to the fleet, addressed only to the
Jiralhanae commanders. The Prophet of Truth has declared that the Sangheili are to be cast
out for their failure to protect the Prophet of Regret."
Ulko pursed his mandibles. Cast out? The Honor Guard had already been changed from
Sangheili to Jiralhanae, a stinging rebuke for the death of one of the Hierarchs, but it sounded
like Crotonus was talking about species-wide excommunication. That had never been done in
the history of the Covenant.
Ulko was about to ask for more details when the door chimed again. This time, he did not
recognize the Jiralhanae that walked through. He was in full assault armor, and three Kig-Yar
trailed in behind him, plasma rifles drawn. The Jiralhanae warrior did not issue a challenge but
simply rushed towards Ulko, pulling a mauler from his hip as he went.
The Shipmaster stepped into the charge, roughly shouldering the Jiralhanae as the mauler
fired just past Ulko's head. As his opponent staggered back and Ulko's hearing rang in protest,
he drew his energy sword and activated it in one movement, carving through the Jiralhanae's
chest and spraying his purple-black blood in an arc. As the warrior fell, however, Ulko realized
the Kig-Yar had circled him, weapons at the ready.
"Die, traitor!" one snarled.
Just then, a bellow tore through the air. Crotonus fell upon the Kig-Yar, teeth bared and
fists flying. He crushed the windpipe of his first target, turning as the Kig-Yar collapsed to the
others. One stepped forward to fight, but Crotonus kicked him in the knee with a grisly snap!
The Kig-Yar fell screaming, only to be silenced as the Jiralhanae brought his heel down on
the birdlike creature's skull. The other turned to flee, but Ulko lunged with the sword, neatly
separating its head from its neck. The body fell, first to its knees and then to its side.
They stood together, the Shipmaster and the chaplain, covered in ichor.
"So," muttered Ulko, "this is how the Covenant breaks." He regarded Crotonus with a cool
eye. "Why do you turn against your own kind?"
"The Covenant is a promise of salvation for all who accept the Forerunners." Crotonus was
breathing heavily, coming down from his rage. "Even if the Sangheili failed the San'Shyuum, I
cannot accept that they be cast out while they remain faithful to our gods."
Crotonus must have seen Ulko's doubt, as he added, "Do you believe all Sangheili will
unite against the Prophets? Or will some of your own turn against you?"
Before Ulko could answer, the door opened one more time. He snapped up his sword and
pointed it at the diminutive forms hobbling through, before he recognized them from his ship.
They were two of his Unggoy attendants, Klim and Wawaz, both wounded.
Ulko growled. "Whom do you serve, Unggoy?"
Klim bowed his head. "Always you, Shipmaster. Jiralhanae have seized the Righteous
Pilgrim and demanded the loyalty of the crew. But when they weren't looking, we stole a
Phantom to come find you. The fleet is firing on each other. We nearly paid with our lives."
His ship, the Righteous Pilgrim. If he was to do anything to stand against the Prophets'
betrayal, he would need to take it back. Deactivating his sword and picking up one of the dead
Kig-Yars' rifles, he turned to Crotonus.
"Well, Excellency?" he asked. "Shall we test our faith against these traitors?"
Crotonus hefted the mauler, still stained with Jiralhanae blood.
"We shall see who truly holds the Forerunners' favor this day," he said.

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SECTION 00. INTRODUCTION
Welcome to the HALO Universe Roleplaying in the Ninth Age
It is the Ninth Age of Reclamation. The Covenant of Reclamation
has stood for thousands of years, a coalition of alien
STATION & SALVATION is a fan-made theme for
species united in their worship of the Forerunners
Fantasy Flight Games' Genesys RPG. It is focused on
and their pursuit of the Great Journey. Throughout
the Covenant side of the war with humanity, a period
their shared history, they have battled against
known as the Ninth Age of Reclamation. During this
traitors and heretics alike, always striving to walk
time, the Covenant wages a genocidal war against the
the sacred path. However, recent events have
humans while internecine struggle and politics lead
exposed the cracks in the foundation of the Covenant.
inevitably to a civil war known as the Great Schism.
Even as their worlds burn, the heretical humans
There are plenty of opportunities for action, intrigue,
have scored a devastating victory by destroying one
and drama in this time.
of the Sacred Rings. The Hierarchs are displeased,
To play, you will need this PDF, a copy of the
the High Council is in an uproar, and the devout find
Genesys Core Rulebook (available online and at your
their faith shaken. The humans may be near their
local game store), some Genesys Roleplaying Dice
end, but the turmoil is threatening a civil war that
(available online, at your local game store, or as a
will split the Covenant in two.
free app for iOS and Android), and some friends.
In this trying time, your actions will resonate
We also recommend picking up the Android: Shadow
with great importance even as they may expose you
of the Beanstalk sourcebook for the Genesys RPG—
to danger. The crusade against humanity continues,
besides being a great cyberpunk setting, it contains
but enemies within the Covenant are growing bold.
network encounter rules on page 125 that work great
The moment may soon arrive when you must take up
for electronic warfare specialists in this setting, as
arms against those you once called your allies, and
well as talents and gear we reference elsewhere
when it does you must make your choice: will you
in this theme.
stand by the Covenant that has stood for millennia,
One player will take on the role of the Game
or will you cast aside its promises of divinity and
Master (GM), narrating the story, controlling the
seek a new way forward?
Non-Player Characters (NPCs) and calling for skill
Whether you are a stout Unggoy, a clever Kig-
checks from the other players as needed. The other
Yar, an honorable Sangheili, or a resolute Jiralhanae,
players will each create a Player Character (PC) who
the ongoing crusade promises the chance to test
they will control throughout play. Together, you will
your skills and mettle. You may seek a deeper
engage in cooperative, collaborative storytelling set
understanding of the Forerunners through the
in the HALO universe.
artifacts and relics left behind by the Great Journey,
This theme contains everything you need to set
which must be sought after and won. Elsewhere,
adventures during the Covenant War. What follows
the Parasite of old grows stronger, roused by the
is a quick overview of each section and how you
bloodshed and the erosion of ancient seals that once
might find them useful.
kept it in check, and only the most capable warriors
will be able to halt its insatiable hunger. And the
deteriorating relations between the factions of the SECTION 01: CHARACTER CREATION
Covenant threaten the safety of the galaxy.
Begin here when creating PCs before the start of the
These are troubling times, friend. Go with the gods.
adventure. This section contains guidance on creating
characters who live in the HALO universe during
the time of the Ninth Age of Reclamation, including
species profiles for Jiralhanae, Kig-Yar, Sangheili,
and Unggoy, and a wide variety of careers suitable
for the battlefield.

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SECTION 00. INTRODUCTION

After that, you will find a comprehensive These include character creation rules for Spartans
list of the skills in use for this setting, including and AIs, and stats for iconic MJOLNIR armor.
descriptions of new knowledge and technical skills And in the future, be on the lookout for SPARTAN
used in STATION & SALVATION. Talents follow shortly OPERATIONS, a theme that covers the post-war
thereafter, including talents we recommend bringing period of the Blooding Years, including the Requiem
over from the Genesys Core Rulebook and the campaign and the rise of the Created.
sourcebook Android: Shadow of the Beanstalk.

SECTION 02: Storytelling Tropes in the


EQUIPMENT & VEHICLES HALO Universe
This is the section to check out when it is time to There are a number of expectations when it comes
stock up for a mission. Besides an explanation of the to telling stories in the HALO universe. Some are
REQ system used to requisition valuable equipment obvious, such as characters being part of the
for your squad, you can find stats and descriptions military and taking place in a science fiction setting.
of the various types of Covenant weapons, armor, Others are more inconspicuous, like the role of
and gear found in the HALO universe. Once you're authoritarianism in the UNSC and the implications
outfitted, decide how you're getting yourself to the of a galaxy full of relics and artifacts from a lost
combat theater: zipping over the ground in control species of highly advanced aliens. Nevertheless,
of a land vehicle, behind the yoke of an aircraft or these are integral experiences for anyone interested
spacecraft, or at the helm of one of the imposing in playing this theme.
fleet vessels at the Covenant's command. Below are descriptions of the key characteristics
associated with the HALO setting. How you use these
SECTION 03: THE GREAT JOURNEY tropes is up to you and what your table is comfortable
with, but remember that these are only suggestions
Here you will find a history of the Covenant, including based on the most prevalent parts of the source
its origins after the war between the Sangheili and material. There is nothing to stop you from choosing,
the Prophets and the latest machinations that led for example, to play civilian merchants who have
to the crusade against humanity. You can also read to deal with the dangers of a galactic war while
more about the various fleets and ministries that moving cargo, or a company of multi-species treasure
make up the Covenant, as well as the groups of hunters who recover Forerunner technology and sell
heretics who plot against the Prophets. Finally, it to the highest bidder. But even if you decide to buck
you can find more information about the oncoming the standards of HALO, remember that these tropes
storm of the Great Schism. are consistent throughout the universe and will likely
still play a part in the story you tell.
SECTION 04: ADVERSARIES
A sizable list of stat blocks for various adversaries to MILITARY SCIENCE FICTION
populate your adventures and oppose your missions. At its core, HALO is a military story. Most of the
From cowering human civilians to lethal Demons and characters are fighters for the UNSC or Covenant.
the ravenous Flood, there is much to fight and fear in They must take orders from their commanders and
the galaxy at large. participate in dangerous missions. They equip a
variety of weapons, armor, and gear to accomplish
objectives and pursue victory. And while forces at
Looking for more? large are locked in a titanic struggle for survival, the
lives of individual soldiers are preserved, traded, and
Check out the companion theme, WINTER sometimes sacrificed for the sake of the cause.
CONTINGENCY, which provides rules for creating This drive to win—for the Covenant, to achieve
human characters as well as stats for human godhood; for humanity, to simply survive—lies behind
weapons, armor, equipment, and vehicles. every move made in the war. Players are likely to

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SECTION 00. INTRODUCTION

find their characters deployed to do the impossible, BELIEVABLY ADVANCED


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

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SECTION 00. INTRODUCTION

the galaxy, things are not so simple. The UNSC, A Note About Canon
already embroiled in a bloody civil war, has used the
Covenant's arrival as a pretense to sweep aside the Since the release of HALO: Combat Evolved in 2001,
democratic civilian government and install a military an entire universe of games, novels, and comics
authoritarian state. As a result, non-military travel is has sprung up to tell more stories. By and large,
heavily restricted, and civilians are closely monitored these have painted a cohesive picture of the setting,
and manipulated into supporting the status quo. including many details that are just impractical to
Despite its hegemonic structure, the Covenant include in their entirety here. If you're interested in
is not a monolith, either. Factionalism, xenophobia, learning some of the finer points, we encourage
and conspiracy are rife among the leadership, while you to engage with the expanded universe and
dissidents strike against the strict caste system check out Halopedia.
and apostates whisper heresies in the ears of the However, we have also invented some of the
common people. Only those with powerful allies details present in this document. This was done out
and devout followers can change the fabric of of necessity, either due to a lack of important details
Covenant society, and they are incentivized to in canon—such as the operational history of UNSC
keep things as they are. ship classes—or to make certain allowances for game
So while the war rages on, there are still those mechanics—such as the Covenant hiding their use
who see that only the powerful benefit, and they of medical technology in rituals and icons. The goal
are hoping to change things. The exact ideology is to make these changes as seamless as possible
and methods of these people varies, from human with canon as it's presently understood and avoid
Insurrectionists who continue to fight for colonial outright contradictions; where contradictions are
independence to Covenant splinter groups that wish impossible to avoid, we've instead used sidebars
to carve their own piece out of the greater empire. to present alternatives.
Still, others are willing to accept how things are in In the end, it's up to you to decide how much you
the hopes of accomplishing their goals—whether it's want to adhere to what's known or allow for deviation
divinity, in the case of the Covenant, or simply to from canon. This mod is simply a toolbox. You're the
avoid genocide, in the case of humanity. one who decides what to use and when.

AN ANCIENT, MYSTERIOUS GALAXY


The galaxy of the HALO universe has a long history.
Information about the earliest epochs is scarce, but
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...

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SECTION 01. CHARACTER CREATION
combat or leading ships and armies into battle.
The Story So Far Some see the Covenant as a means to an end, using
The Covenant was founded after a devastating war it to amass wealth or to study the mysteries
between the Sangheili and the San'Shyuum, only of the ancient Forerunners, while others are working
coming to an end when the San'Shyuum were able in secret to undermine the Covenant and what it
to convince the Sangheili that it was possible to use stands for at great personal risk. Read over the
Forerunner relics to walk the path called the Great following background suggestions, but remember
Journey and attain immortality. Eventually, the that your character might have other reasons for
Covenant expanded to include additional species, walking the path.
such as the Kig-Yar, the Unggoy, and most recently
the Jiralhanae. Some willingly joined the Covenant DEVOUT WORSHIPPERS
while others were brought in by force, but all now
subscribe to the same belief in the Forerunners and The promises of the Covenant—immortality, godhood,
the Great Journey. and salvation for the dead at the end of the Great
At the start of the most recent epoch, the Ninth Journey—are tempting, made more so when they are
Age of Reclamation, the Covenant encountered delivered by the charismatic Prophets and the fiery
humanity. The San'Shyuum, now acting as Prophets clerics who serve them. Many of the Covenant's loyal
and leaders of the Covenant, declared that the citizens and followers have been raised to believe in
humans' very presence was defiling the unusually the Forerunners as living gods, ones who learned how
high number of Forerunner artifacts found on their to cast off the chains of mortal life and ascend to a
worlds, and ordered their extermination. While the higher realm of existence. Their divinity is apparent in
armada carries out this order and tries to recover as the artifacts they left behind, machines that continue
many artifacts as possible, internal machinations and to work miracles after a hundred thousand years.
politics have led to unprecedented animosity between A true believer in the Covenant religion
the Sangheili and the Jiralhanae. The struggles of the understands that they do not need to fear death,
Sangheili to maintain the Prophets' favor, and of the as the tenets of the Great Journey ensure that
Jiralhanae to win it, have brought the Covenant to the those who die in service to the Forerunners will
brink of civil war. be restored to life when the time comes to ascend.
In STATION & SALVATION, you take on the role Instead, believers learn to fear the dark shadow of
of a member of the Covenant and decide where heresy, which may taint not only themselves but their
your loyalties lie within it. Choose between being a families and comrades and imperil their salvation. It
member of the Jiralhanae, the Kig-Yar, the Sangheili, is not simply enough to reject blasphemy; one must
or the Unggoy species, and pick your career in hunt it down and see the heretics punished for their
service to the worship of the Forerunners. This transgressions. Otherwise, damnation may be the
chapter contains everything you need to create your only fate to look forward to.
own character in the HALO universe. If your character is a devout worshipper, they
likely treat the Prophets' word as holy law and
devote themselves to prayer and evangelizing. You
may pursue this religious fervor as your career, as a
Backgrounds Disciple, a Firebrand, or an Inquisitor, depending on
While the Covenant is rightly seen as hegemonic, it is your predilection for service, leadership, or curiosity.
an organization made up of individuals, each of whom Alternatively, you may be a Templar or an Artisan
has their own reason for being a part of it. For some, who searches for deeper meaning through your
it is the pursuit of the Great Journey and reverence personal faith in the Forerunners.
for the Forerunners which keeps them in the fold, You will likely find your faith challenged as the
while others have found purpose in the Covenant's Covenant faces some of its most existential threats,
military, seeking honor and glory through personal and you will need to decide how your relationship with

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SECTION 01. CHARACTER CREATION

the Forerunners is impacted by the revelations that PRACTICAL SCHOLARS


come to light with the discovery of the Sacred Rings.
The San'Shyuum's control over the Covenant, and
particularly Forerunner artifacts, is absolute. The
OBEDIENT WARRIORS only people allowed access to its collection of relics
Few skills are prized as highly in the Covenant as and the powerful Luminaries that can find them are
warfare. The Sangheili who lead the fleets and armies ones whom the Prophets have no cause to doubt.
of the Covenant insist on compulsory military service, For some among society's higher echelons, paying
for their own kind as well as all others besides the homage to the Forerunners and the Covenant's
San'Shyuum. For most members of the Covenant, the religion centered on them is simply the best way to
only way to elevate themselves and their species in gain access to such advanced technology. They think
the social hierarchy is to earn glory through battle, nothing of bowing to the gods if it lets them study
attaining high ranks and greater responsibilities and the treasures of the ancients.
being rewarded with more comfort and guarantees of These scholars often have many reasons to
glory. For others, though, combat is the best way to want to study the Forerunners and the ruins they left
do honor to the Forerunners. These individuals seek behind. Some believe that a deeper understanding
excellence in themselves and each other, not for the of their ancient culture is required to complete
promise of a reward but for the thrill of bloodshed the Great Journey, that walking in their footsteps
and conquering. requires more than just searching for relics. Others
Warriors of the Covenant understand their see the Forerunners as an untapped source of
position is dependent on their service. Under greater achievements, as any application or—dare
Sangheili leadership, commendations and promotions they dream—improvement of ancient technology must
are given based on kill counts and honorable actions. be approved by the Hierarchs. In either case, these
In the war against the humans, as they are known to seekers of truth realize that they must work within
be soulless heretics, any method that kills the enemy the system in order to achieve their goals, and they
is considered honorable. Armies carry out ruthless are willing to follow through.
ground campaigns, and when there are no Forerunner If your character is a practical scholar, they likely
relics to recover, the fleet is free to scourge human have a less mystical reverence for the Forerunners
worlds from orbit with plasma weaponry. These than their peers and probably quietly scorn some
actions are sanctioned by the Hierarchs, the of the Covenant's barbaric practices when it comes
San'Shyuum who lead the Covenant and recognize the to innovation. However, you are careful at hiding
humans for what they are: an infestation. This attitude these feelings for the sake of your studies. Scholars
extends to all who stand against the Covenant, make for excellent Artisans and Inquisitors, though
including those who were once members. some may find the path of the Disciple a promising
If your character is an obedient warrior, you are one for its use of technology to serve the people.
probably the type to see every interaction as a battle, Some Aristocrats are scholars, benefiting from their
with an enemy to be pursued and defeated. You position and the relaxed scrutiny of their activities,
might not take kindly to the idea of retreat, though while only a few Commanders have the curious mind
you may recognize the strategy behind withdrawal of an intellectual.
and coalition. Crusaders, Templars, and Aristocrats The ongoing feuds within the Covenant might be
are made up of some of the most devout soldiers in devastating for your character, but more because of
the Covenant, though the more practically minded the disruptions to your personal relationships rather
might find themselves drawn to the roles of Rangers, than a crisis of faith. You may yet become the rock to
Stalkers, and Commanders. weather the storm, one that your comrades cling to
Your strength might come from your own skill rather than flounder. Even if you do not have an eye
or the presence of your allies, but the challenges for leadership in a troubled time, it might afford you
that lie ahead will see that strength tested. When the new opportunities to test your own ideas.
Covenant breaks, will you stand with your comrades
in arms, or will you adhere to the ideals of the
San'Shyuum who armed and wielded you?

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HIDDEN HERETICS Archetypes


Even in an organization as authoritarian as the
Covenant, there are those who work quietly to
subvert it. In its three thousand years of existence, JIRALHANAE
the Covenant has subjugated or exterminated
The Jiralhanae are the latest species to join the
dozens of civilizations, leading some to question
Covenant, but they have proven to be eager studies.
its methods and even its goals. Those who studied
Their pre-Covenant society was brutal and warlike,
the Forerunners without being scrutinized by the
with a species-wide conflict between the Rh'tol and
San'Shyuum have found reason to doubt their claims
Vheiloth skeins first propelling them from their
about the Great Journey. Anyone who speaks openly
homeworld of Doisac into the space age and then
about their skepticism is inevitably targeted, shamed,
reducing them to a pre-industrial level following an
and eliminated, leading to a cautious and secret
event known as the First Immolation. They were on
network of dissidents spread across Covenant space.
the brink of the Second Immolation when they were
To maintain the appearance of belief, many
discovered by the Covenant.
of these individuals have found their way into the
Jiralhanae are physically imposing, standing over
very fabric of the Covenant they know to be a lie.
two and a half meters tall with dense muscles and
They work carefully, deliberately, and with great
long hair in earthy colors. Their hides are thick and
fear of discovery, for the Prophets are relentless
their tusks are sharp, indicative of their predatory
in their pursuit and punishment of heretics. While
nature. They are intelligent, with some Jiralhanae
some may find allies among the lower castes,
becoming brilliant strategic thinkers, but their focus
particularly the enslaved Unggoy, others worry that
on martial prowess has resulted in a preference for
these disenfranchised groups have more to gain
leading from the front, a position which shortens
by betraying heretics than by joining them. Some
prospective lifespans for great minds.
Sangheili and others close to the core of the Covenant
Though their main societies have been tribal
religion may find reason to doubt the truth of it, but
in nature and their totemic worship shifted rapidly
their personal security and power rests on upholding
to the Forerunners, there has been considerable
the status quo. For those who truly wish to challenge
resistance within the Covenant to their membership.
the Covenant's ideas, they must work in subtle ways
The Sangheili in particular resent their lack of honor,
within the Covenant, truly in a den of vipers.
as Jiralhanae praise victory and savagery with little
If your character is a hidden heretic, you may
care for the art of combat or showing respect to
exist within any stratum of the caste system and
one's enemy. High profile conflicts led to a deepening
hold any position, but you have likely learned to be
enmity between the two species, one which the
paranoid. This puts you in the right mindset of the
San'Shyuum Hierarchs seemed willing to encourage
Inquisitor and the Stalker, foregoing direct conflict for
as a contest of worth.
more esoteric means. If you are not afraid of a fight,
This has played out in the background of the war
Crusaders come from all stripes, and some Rangers
with the humans. While the Jiralhanae remained
might have cause to doubt the Covenant from their
subordinate to the Sangheili and were relegated to
dangerous and sometimes isolating work.
rear-line action and security, the San'Shyuum saw
The imminent breakdown of the Covenant may
how malleable the Jiralhanae were, preferring that
seem to you to be inevitable, and it might represent
moral flexibility to the questioning nature of the
a singular opportunity for you and others who share
Sangheili. This led to the promotion of Jiralhanae to
your beliefs. It could be that you do believe in the
positions traditionally occupied by the Sangheili, a
divinity of the Forerunners or the promise of the
favoritism that has not gone unnoticed. The recent
Great Journey but instead see it as more figurative,
destruction of the Sacred Ring occurred under
as opposed to the Covenant's literal interpretation, or
Sangheili leadership, which has led to rumors that
else you simply believe that the Covenant has lost its
the Hierarchs are simply waiting for a suitable
way. In any event, you likely welcome the chance for
pretense to replace them as leaders of the military
change that lies ahead.
with Jiralhanae.

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SECTION 01. CHARACTER CREATION

Within Covenant society, the Jiralhanae have Berserker: Jiralhanae are renowned for their short
proven themselves to be passionate and loyal, if tempers and explosive rage once provoked, and are
possessed of an urge to climb to the top of any often given assignments with this volatility in mind.
social or political hierarchy that includes them. All Jiralhanae have the Berserk talent, described on
Their enormous physical strength combined with page 75 of the Genesys Core Rulebook.
their impulsive nature makes them dangerous and
unpredictable opponents. However, no Jiralhanae
would deny that being a part of the Covenant has
been a great improvement to their species overall, SEX DISCRIMINATION IN HALO
due in no small part to the time they have spent being
part of something larger than themselves. The Covenant is not considered a socially
progressive entity, and as such females
are generally not observed in military or
WHY PLAY AS A JIRALHANAE: leadership roles. One exception is the
If you want your character to be possessed of Kig-Yar, who are known to have females
incredible strength, look no further than the in positions of military authority.
Jiralhanae. They have a particular disposition to How you wish to address this in your
melee combat, given their dense musculature and game is entirely up to you. While this
their reputation as berserkers. Their loyalty to the book will generally adhere to canon
pack may be a draw, if you wish to play a character expectations, it is possible—and, in fact,
who is unshakeable in their integrity. In addition, few encouraged—to disregard canon and allow
other species are as dogged in their pursuit of glory for the presence of female warriors (and
as the Jiralhanae, who still have much to prove to the non-binary warriors) from any species,
Hierarchs and to themselves. if that is what your group wants to do.
But the pack mentality of the Jiralhanae may
stand at odds with an independent soul who wishes
to pursue their own agenda. Few of their number
seek leadership, and those who do often find their KIG-YAR
upward paths obstructed by the Sangheili. Things are
Prior to joining the Covenant, the Kig-Yar enjoyed
changing, though, and more chances for victory lie
a strong naval custom. On their homeworld of
ahead for the Jiralhanae, albeit at the cost of a broken
Eayn, explorers and pirates sailed the open seas,
Covenant. And among those who find themselves
and the major clans competed with each other for
at odds with the greater Covenant, Jiralhanae
glory and spoils. The clans eventually united and
characters may find a difficult road to acceptance.
developed space travel, at which point the Kig-Yar
independent spirit reasserted itself. Space pirates
HOW TO CREATE A JIRALHANAE CHARACTER: made fortresses in the dense asteroid belt of the
Begin with the following characteristics: system, while government commandos hunted
them with ruthless precision.
The Covenant's arrival led to renewed
3 2 2 2 1 2 cooperation between the various Kig-Yar clans and
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
subspecies. Their small and nimble ships were adept
at fighting a guerilla war against the invaders in the
Wound Threshold: 12 + Brawn asteroid belt, while locating and sieging every hidden
Strain Threshold: 9 + Willpower redoubt stalled the Covenant's advance indefinitely.
Starting Experience: 100 Where military action failed them, the Hierarchs
tried a different tactic to reach the Kig-Yar: letters
Starting Skills: Jiralhanae begin the game with of marque, allowing them to essentially act as
one rank in Resilience. They obtain this rank before mercenaries in service to the Covenant to earn
spending experience, and may not increase this skill a profit while the Covenant benefited from Kig-Yar
beyond rank 2 during character creation. skills in space.

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The Kig-Yar have considerable genetic diversity, positions as Ship Mistresses as well as taking to the
though all share a combination of saurian and avian front lines alongside their male counterparts.
qualities, a sinewy and muscular appearance, and Of course, the Kig-Yar are also physically weak
the presence of sharp teeth. Ruuhtian Kig-Yar have and not well-equipped for melee combat, though
long snouts, bulbous glowing eyes, and quills along their talons give them something of an edge when
the crown of their heads and their elbows. Ibie'shan necessary. They are frequently looked down upon by
Kig-Yar possess blunter beaks with a pronounced the Sangheili and the Jiralhanae as scavengers and
underbite, narrower eyes, and a more hunched disloyal, and most Unggoy are still bitter about the
appearance in their shoulders. T'vaoan Kig-Yar are Kig-Yar's attempted genocide of their people during
stockier, more muscular, and have dark features the Unggoy Rebellion. This means a Kig-Yar will have
including feathers on their heads and arms. All to work hard to make allies among the other species.
subspecies stand at roughly two meters tall and
have three-fingered hands and feet that end in HOW TO CREATE A KIG-YAR CHARACTER:
wicked talons.
While they were not originally brought into the Begin with the following characteristics:
Covenant as worshippers, over time many Kig-Yar
have come to believe in the promise of the Great
Journey. Forerunner worship dominates their culture
1 3 2 3 2 1
as much as any religion had before, which is to say BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

it has been used as a justification for greater acts of


conquest and guile. Kig-Yar occupy a similar caste Wound Threshold: 8 + Brawn
level as Unggoy, though they resent the comparison Strain Threshold: 10 + Willpower
deeply, leading to many acts of hostility between the Starting Experience: 95
two species. However, while Kig-Yar are generally
forbidden from leading fleets, they operate a Starting Skills: Kig-Yar begin the game with one rank
considerable number of privateer and supply ships in Vigilance. They obtain this rank before spending
for the Covenant. Unlike the Jiralhanae and the experience, and may not increase this skill beyond
Sangheili, female Kig-Yar work and fight alongside rank 2 during character creation.
their male counterparts at all levels.
Kig-Yar are often unfairly maligned as devious Genetic Variety: Kig-Yar have three distinct subtypes
and shiftless, with no loyalty except to themselves of species: Ruuhtian, Ibie'shan, and T'vaoan. Each
and to profit. They have cunning minds and agile subtype is visually distinct and has different abilities,
bodies, with reflexes both physical and mental that evolved due to the requirements of their home
allow them to thrive when navigating space. On the environments.
ground, they are often used as scouts, snipers, and ▪ Ruuhtian: Ruuhtians begin the game with one
advanced infantry, though many also act as pilots rank in Perception. Furthermore, Ruuhtians may
and drivers in combat. While they are not shy about remove 󲊸 imposed due to dark conditions.
retreating when necessary, Kig-Yar are quick to ▪ Ibie'shan: Ibie'shans begin the game with one
regroup and push back against their enemies. rank in Survival. Furthermore, Ibie'shans may
remove 󲊸 when attempting to track anything
WHY PLAY AS A KIG-YAR: through a natural environment.
Kig-Yar are agile, sharp characters, able to grasp ▪ T'vaoan: T'vaoans begin the game with one rank
nuance and act outside of what the Covenant would in Stealth. Furthermore, T'vaoans may add 󲊸 to
consider proper, allowing for a character who is Stealth checks made in dark conditions.
something of a rogue. They are capable marksmen
and trackers as well, ensuring that they will have a Talons: When a Kig-Yar makes Brawl checks to deal
place in virtually any unit. They are also one of the damage to an opponent, they deal +1 damage and
few Covenant species who canonically have equality have a Critical Rating of 3.
between their sexes, with female Kig-Yar occupying

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SECTION 01. CHARACTER CREATION

SANGHEILI Where the Sangheili have been at the height


of the Covenant's caste structure, the winds are
The Sangheili are one of the founding species of the
showing signs of change. Their success against the
Covenant. Their martial prowess caught the attention
humans cannot be denied, yet problems remain.
of the San'Shyuum during the War of Beginnings,
The Jiralhanae have been gaining favor among the
leading the latter to seek peace by demonstrating
Hierarchs for years, and despite the victory achieved
the truth of the Forerunners' divinity and forming
by destroying the human fortress world of Reach,
the Covenant. The Sangheili have taken their role
the destruction of Halo shortly thereafter has been
as protectors to heart in the intervening millennia,
blamed on the Sangheili. Many fear that the Sangheili
dedicating their entire culture to the pursuit of war
may be at risk of losing their position, or worse:
and honoring the Forerunners.
facing exile from the Covenant they helped to build.
Sangheili are a saurian species, though unlike the
Kig-Yar they have a more reptilian appearance. Their
faces are distinguished by their quadruple-hinged WHY PLAY AS A SANGHEILI:
mandibles lined with razor-sharp teeth. They likewise Besides Spartans, Sangheili are one of the most
have four-fingered hands, with two fingers in the recognizable aspects of Halo, taking up the role of
middle and an opposable thumb to either side, and antagonist in almost every game produced. They are
small but sharp claws at the tips. They have brown to honor-driven warriors, demonstrating great skill at
blue leathery skin with patches of protective scales all levels of battle—from small-unit tactics to leading
and perceptive eyes in a variety of colors. entire fleets and armies. Many players may be
Sangheili society has remained largely familiar with the story of the Arbiter, who was a noble
unchanged over time. Keeps, walled towns and cities Sangheili misblamed for the loss of Halo and who
dominated by a single fortress or tower, make up eventually helped free his species from their service
the nation-states of their homeworld Sanghelios. to the Prophets.
Each is led by a kaidon who is advised by a council However, the Sangheili also have a rigid society
of elders, and each determines how the keep stands that is slow to change. Their Covenant-driven focus
on a variety of issues. This divided approach to on honor and battle means that other pursuits, even
governance has sometimes led to problems and religious ones in service to the Forerunners, are
conflicts between the Sangheili, but as a people they looked down upon. Many other species resent the
see these skirmishes as another chance to prove Sangheili due to their disdain for "lesser kinds." And
their worth as warriors. When Sangheili young are Sangheili almost universally reject medicine and
hatched, they are raised without knowing who their healthcare, finding the act of spilling blood outside
father is, so they cannot rely on favor or nepotism to battle to be nothing short of blasphemous. This can
advance in life. This practice is not as common in the make playing a truly honorable Sangheili difficult.
Sangheili colonies, however.
At one time, the Sangheili embraced a variety HOW TO CREATE A SANGHEILI CHARACTER:
of skills and careers in pursuit of science and art.
But their specialized role as the backbone of the Begin with the following characteristics:
Covenant military required them to shed other
pursuits, delegating those tasks to others while they
pursued excellence on the field of battle. Sangheili art 2 3 2 1 2 2
survives, though like them it is now focused on the BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
honor and glory of war. Female Sangheili have been
largely exempted from this, as their responsibilities Wound Threshold: 10 + Brawn
lie in maintaining the keeps while male Sangheili Strain Threshold: 10 + Willpower
go off to battle, as well as tracking birth and family Starting Experience: 100
records to avoid inbreeding. Many will also pursue
service to the Covenant as priestesses, while a rare Starting Skills: Sangheili begin the game with one
few enter the military alongside the males. rank in Discipline. They obtain this rank before
spending experience, and may not increase this skill
beyond rank 2 during character creation.

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Cultural Warriors: Sangheili have a strong cultural overly long arms meant for clambering over and
emphasis on martial skills, as all Sangheili are between obstacles on their homeworld of Balaho.
expected to learn how to conduct themselves in Even though they possess exoskeletons, they are
various theaters of war. Sangheili may ignore 󲊸 a vertebrate species. Their most distinctive trait,
imposed on their skill checks due to battlefield however, is that they breathe methane rather than
conditions, including Fear effects. oxygen, requiring a complicated rebreather system
and methane tank when operating outside their
natural atmosphere.
Despite a common perception that Unggoy are
HONOR AND THE COVENANT dim creatures, they are actually quite intelligent
and resourceful, able to learn new languages and
The Sangheili, and to a lesser extent the apply new knowledge rapidly. They are also the most
Jiralhanae, believe in strict honor codes that gregarious and social species within the Covenant,
dictate how to conduct themselves in battle. maintaining packs and forming new collectives
To various degrees, this involves showing with each other as needed, which in turn increases
respect to one's opponent and accepting the their confidence. This was a key trait during the
outcomes of duels or single combat. Unggoy Rebellion, after Kig-Yar agents attempted
However, this sense of honor is reserved to sterilize the Unggoy population on High Charity.
for those they consider to be equals. This The subsequent uprising was so fast and effective it
generally means any member of their own brought the Covenant to its knees, until a Sangheili
species as well as the Prophets, but some Arbiter threatened to glass their homeworld if they
Sangheili and Jiralhanae may find that other did not surrender. They did, but their tenacity in
individuals (including each other) are worthy groups convinced the Sangheili to allow the Unggoy
of this consideration. greater responsibility in battle.
This respect and sense of honor is Within the Covenant, Unggoy exist mostly as a
almost universally denied to humans, as labor class, though others find their calling in the
they are considered to be heretics and priesthood. Almost every ship in the fleet has an
therefore not worthy. Nevertheless, some Unggoy Deacon who acts as spiritual advisor and
warriors are finding themselves moved by mediator for most of the species aboard. Still more
humanity's will to fight. They might even Unggoy use their intelligence to become craftsmen
wonder why, after proving their courage or become Inquisitors in the Covenant military.
and skill in hundreds of engagements, the Unggoy society is matriarchal and their family units
humans have not been offered absolution are polyamorous, producing large egg clutches and
in the Covenant. young who have short childhood periods. While
female Unggoy can be found in all areas of Covenant
society, female warriors are uncommon due to their
leadership roles among the Unggoy.
UNGGOY As change comes to the Covenant, the Unggoy
The history of the Unggoy within the Covenant is are in a position of uncertainty, but also one of
unique. While other species were offered absolution opportunity. Their numbers are such that neither side
out of belief or mutual benefit, the Unggoy were of the imminent civil war can hope to win without
subjugated and converted by force. Their own culture Unggoy support, which they are likely to pursue with
has been almost completely wiped out and replaced coercion and threats of violence. However, their need
with Covenant practices, and their people have been for the Unggoy allows the Unggoy to push for better
forced into the lowest positions in society, becoming conditions, better armor and weapons... and possibly
the Covenant's laborers and cannon fodder. even freedom from the slavery they have been forced
Unggoy are stout creatures, standing at roughly into for generations.
a meter and a half tall. Their limbs are stubby when
compared to the rest of them, though they have

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SECTION 01. CHARACTER CREATION

WHY PLAY AS AN UNGGOY: Careers


It is true that Unggoy are often portrayed as weak
and cowardly, and there is some truth to that—a
maxim of their culture is, "When in doubt, flee." But ARISTOCRAT
this view of the Unggoy is overly simplified and
ignores their tenacity and ambition. As a whole, Leadership in the Covenant is often a matter of caste.
they are more intelligent that they are given credit Unggoy and Kig-Yar are rarely recognized as being
for. Being underestimated is an advantage that worthy of the mantle on their own, leaving most
the Unggoy frequently seize upon, gathering their political and military leadership positions within the
strength in a large group before attacking en masse realm of the Sangheili and their chosen attendants.
and overwhelming their opponents. While they prize and reward martial skill, the truth
The Unggoy's position within the Covenant is that Aristocrats are usually born and not made.
does have serious drawbacks due to their lower They have the luck of being born to honored houses
caste. Chances for advancement will be few and far that allow access to the best training academies
between, and Unggoy are not granted authority over and the uppermost levels of society. Through
other species in either combat or religious functions. these connections, Aristocrats learn the tools and
This could change in the coming unrest, but the techniques that prepare them to lead. However,
disregard other species show for the Unggoy some—such as the Jiralhanae, less advantaged
means that surviving long enough to see it may Sangheili, and even Unggoy and Kig-Yar—find their
be a difficult proposition. way by climbing the ranks, from humble footsoldiers
to landed lords. These may be the most dangerous
Aristocrats in the arena of politics.
HOW TO CREATE AN UNGGOY CHARACTER: Aristocrats count the following as career skills:
Begin with the following characteristics: Charm, Coercion, Cool, Knowledge (Covenant),
Leadership, Negotiation, Perception, and Streetwise.
Before spending experience during character
2 2 3 2 1 2 creation, Aristocrats may choose four of their
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE career skills and gain one free rank in each of them.
Despite what might be considered a posh life, many
Wound Threshold: 9 + Brawn Aristocrats are familiar with the rigors of war. Even
Strain Threshold: 10 + Willpower Sangheili who are born to wealthy bloodlines are
Starting Experience: 110 expected to serve in the military, and for virtually
every other Covenant client species the battlefield
Starting Skills: Unggoy begin the game with one rank is the only way to earn enough clout to rise. If they
in Survival. They obtain this rank before spending remain in the military, Aristocrats are frequently in
experience, and may not increase this skill beyond the same levels of responsibility as Commanders,
rank 2 during character creation. though with their eyes fixed more firmly on political
maneuvering than strategy.
Versatile Learners: Unggoy are very clever
individuals, able to pick up new skills quickly.
Choose one non-career, non-combat skill and count ARTISAN
it as a career skill; you still may not increase this The Sangheili believe that all pursuits are secondary
skill beyond rank 2 during character creation. to warfare, but Artisans within the Covenant
understand that this is a limited perspective. From
armor smithing to vehicle maintenance, the acts of
design, building, and repair are central to prosecuting
an effective war. Artisans fulfill a necessary role, able
to understand and modify the advanced technology
that keeps their society and military functioning.
Though zealots may decry their efforts as heresy

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SECTION 01. CHARACTER CREATION

for daring to try to improve on the Forerunners' CRUSADER


designs, Artisans are responsible for developing and
Crusaders are the backbone of the Covenant armada.
deploying new weaponry, new vehicles and vessels,
Found at just about every duty station in the fleet and
and new armor systems that give the armada its
carrying out the Prophets' will on the ground, those
unstoppable reputation. For this reason, the Prophets
who fight for the glory of the Covenant are respected
smile on them and even patronize their efforts.
and held up as the golden standard of faith and skill.
Artisans count the following as career skills:
For those of appropriate station, the path to becoming
Brawl, Discipline, Driving, Mechanics, Negotiation,
a Crusader begins at war college, where they receive
Skulduggery, Sysops, and Vigilance. Before spending
the training necessary to ensure they will not only
experience during character creation, Artisans may
survive battle but also bring victory. Others who
choose four of their career skills and gain one free
may not be as fortunate might have a natural talent
rank in each of them. Artisans are frequently found
for combat that shines through, despite the lack of
behind the main lines, as their skills make them too
formal instruction. It is said that, on the battlefield,
valuable to risk in open combat. However, the needs
the way of the Great Journey will be found, as well as
of the Covenant mean that any number of them may
the true lights of the Covenant to guide them.
be called upon, either to take up arms in a traditional
Crusaders count the following as career skills:
sense or lend their specialties to front-line units.
Athletics, Cool, Discipline, Perception, Ranged
On rare occasions, they may be required to take the
(Heavy), Ranged (Light), Survival, and Vigilance.
role normally occupied by an Inquisitor due to their
Before spending experience during character
familiarity with mechanical constructs.
creation, Crusaders may choose four of their
career skills and gain one rank in each of them. In
COMMANDER general, Crusaders are front-line fighters, either
Leaders of fleets and armies, Commanders are the blooded veterans or skilled recruits who distinguish
Covenant's military leadership element and the themselves by their martial prowess. Crusaders
driving force behind their acts of conquest. While who win considerable accolades will be promoted,
some are granted this position thanks to their proven and depending on how high they rise, they could find
combat prowess, others are recognized for their themselves commanding ships or in a position of
keen minds and patient maneuvers. Most successful great political importance. While their experiences
Commanders are elevated to the heights of noble will shape them and guide them along many paths,
society, but all begin by leading the smallest lances these Crusaders will nevertheless remember the
and squadrons. They also train to use the most simple pride of being a soldier.
respected symbols of their authority, whether it is
the energy sword among the Sangheili or the gravity DISCIPLE
hammer for the Jiralhanae.
The Covenant depends heavily upon its scriptures
Commanders count the following as career skills:
and restricts them to a few ordained ecclesiastics.
Astronav, Coercion, Cool, Discipline, Knowledge
Disciples are considered the most faithful and devout,
(Covenant), Leadership, Melee, and Operating. Before
the closest to the Forerunners' light and wisdom.
spending experience during character creation,
Where Commanders lead from a position of military
Commanders may choose four of their career skills
authority, Disciples command through belief. Many
and gain one rank in each of them. Leadership styles
civilian leaders in the Covenant are Disciples, having
vary according to each individual Commander, with
studied the scripture in order to better understand
some willing to send their troops into certain death
the Prophets' mandates and help their people adapt.
for the chance at glory while others believe survival
However, Disciples are frequently part of combat
is a critical component of victory. In all cases, they
units as well, often taking on a battlefield intelligence
are dedicated to following the will of the Prophets
role with regards to Forerunner relics when
and doing their part to lead their troops along the
Inquisitors are not available.
path to the Great Journey.

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SECTION 01. CHARACTER CREATION

Disciples count the following as career skills: who despise non-believers more than the Firebrand,
Charm, Cool, Coordination, Leadership, Knowledge and also none who hide their rage better.
(Covenant), Knowledge (Forerunner), Medicine, and Firebrands count the following as career skills:
Melee. Before spending experience during character Coercion, Deception, Discipline, Melee, Perception,
creation, Disciples may choose four of their career Ranged (Heavy), Skulduggery, and Vigilance. Before
skills and gain one rank in each of them. Each spending experience during character creation,
Disciple has their own approach to understanding the Firebrands may choose four of their career skills and
Forerunners, and some find themselves disagreeing gain one rank in each of them. Not all Firebrands are
with the Prophets when it comes to understanding outspoken and passionate; many of the best are calm
the Great Journey. However, those who have been and collected, simply knowing when the right word
foolish enough to speak out loud their convictions will tip the balance to make the faithful remember
inevitably find themselves accused of heresy based the consequences of heresy. Firebrands are often
on the very same scriptures. welcome additions to a combat deployment, as they
think nothing of putting themselves in harm's way
in the name of the Forerunners. Even death is a
victory, as it brings them that much closer to the
FORBIDDEN ARTS Great Journey.

In Covenant society, primarily among the


Sangheili, the practice of medicine and INQUISITOR
healing is seen as a dishonorable thing to Within the Covenant, few warriors see the value
be hidden away. To the Sangheili, the act of in electronic warfare, and fewer still would ever
spilling blood outside of combat is forbidden consider it worth their while to learn how to modify or
and likely to incur the wrath of the patient. repair their own equipment. These things are usually
To get around this taboo and still considered the arena of the Huragok and the artisan-
maintain the health of their followers, armorers, but some of the Covenant's members
the Covenant's religious castes veil their have come to realize the importance of cyber skills.
medicine in rituals and superstition. Inquisitors fulfill a number of these roles within the
Medications are described as tinctures armada, from battlefield intelligence gathering to
and other divine remedies, while advanced carrying out electronic strikes against enemy vessels
machines that heal wounds are hidden within to servicing all manner of vehicles. They also have a
robes and concealed inside caste symbols. level of expertise with Forerunner artifacts, though
The result is an arcane yet effective many Inquisitors are criticized for not having the
means of treating wounds and illness, appropriate amount of reverence when handling them.
couched in holy words, and tolerated— Inquisitors count the following as career
but only just—by the Sangheili. skills: Driving, Hacking, Knowledge (Forerunner),
Mechanics, Ranged (Light), Stealth, Sysops, and
Survival. Before spending experience during
character creation, Inquisitors may choose four of
FIREBRAND their career skills and gain one rank in each of them.
An Inquisitor's views related to technology and the
When the Prophets want to inspire the masses,
Forerunners may put them on the fringes of society,
they call upon the Templars; when they want to
especially among the Sangheili. They tend to view
make a statement, they send a Firebrand. These
the gods through the lens of rationality rather than
individuals are often among the Covenant's most
divinity, though they still find plenty to exalt. Unggoy
fanatical devotees. Where the Disciple teaches of the
are often the most welcoming of the Inquisitor's
Forerunners' light, the Firebrand holds forth on their
mindset, but ironically are the least likely to be
fury. They are trained and experienced in making
considered worthy enough to occupy the role.
others afraid, but not only through their words: they
know when and how to use violence. There are none

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SECTION 01. CHARACTER CREATION

RANGER gain one rank in each of them. The career of Stalker


comes more easily to some than others, as many
The Covenant's Rangers are its pilots and navigators,
Sangheili struggle with the perceived dishonor of
guiding vehicles and vessels to carry out the orders
skulking around in shadows rather than facing their
of the Prophets. They man the fleets, maintaining
foes head-on. Others, such as the Jiralanae and the
shipboard functions—with all due reverence to the
Kig-Yar, tend to excel at the need for secrecy and
Forerunners' designs, of course—and flying the
guile. Beyond their battlefield applications, many
Covenant's many ground, air, and space vehicles
Stalkers make effective spies and assassins for the
with grace and precision. They also sometimes serve
upper echelons of Covenant leadership, and they
as fleet security, as their experience on ships and
might find themselves sent against supposed allies
in starfighters give them a sense of intuition that
more often than obvious enemies.
many others lack. On the battlefield, many Rangers
can be found using antigravity packs or thruster
packs to maintain maneuverability, and even active TEMPLAR
camouflage to surprise and confuse their foes. Doctrine is described as the shield of the faithful, and
Rangers count the following as career skills: for Templars operating within the Covenant, doctrine
Astronav, Driving, Gunnery, Mechanics, Perception, is both the shield and the sword. As leaders, they
Piloting, Ranged (Light), and Vigilance. Before leverage the worship of the Forerunners into calls
spending experience during character creation, to action; as soldiers, they wield the full might of the
Rangers may choose four of their career skills and Covenant as they field heavy weapons and wade into
gain one rank in each of them. Rangers enjoy a melee. Whether it's the realm of politics or war, a
certain amount of respectability within the Covenant Templar is equally confident that the light of the gods
for their devotion to duty, as well as a healthy amount shine upon them and bless their path.
of fear from their enemies for their tireless pursuit. Templars count the following as career skills:
Some Rangers are called upon by Aristocrats and Brawl, Charm, Discipline, Leadership, Melee, Ranged
Commanders to act as their personal drivers and (Heavy), Resilience, and Vigilance. Before spending
pilots, a station that commands significant honor and experience during character creation, Templars
respect, though many Rangers find it dull and stifling. may choose four of their career skills and gain one
rank in each of them. A Templar is a vital part of
STALKER any combat unit, seeking to uplift their allies with
the Forerunners' glory as well as burn down their
In war, it pays to be subtle, an understanding that
enemies with the Forerunners' wrath. Outside of
comes easily to most Stalkers. These are some of
combat, they often function as clerics, administering
the Covenant's most fearsome warriors, not because
to the faithful and reassuring the masses that the
of their skill with a blade or their cunning minds,
path to salvation is clear and imminent.
but because of their willingness to fight in the
shadows. Whereas most of the Covenant, from its
fleets to its armies, prefer a straight fight, Stalkers
understand that battles are won and lost because a
key commander was killed in their sleep, or because
intelligence was intercepted and stolen with the
enemy being none the wiser. Many Stalkers end up in
Covenant Special Operations, as such a unit values
their skills, rather than shuns and curses them and
their dark, effective methods.
Stalkers count the following as career skills:
Coordination, Deception, Hacking, Melee, Ranged
(Light), Skulduggery, Stealth, and Vigilance. Before
spending experience during character creation,
Stalkers may choose four of their career skills and

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SECTION 01. CHARACTER CREATION

New Skills understand some of the basics, but it requires


dedicated study and hours of meditation and prayer
to begin to grasp the intricacies of sacred Forerunner
technology. Those who succeed are invariably
KNOWLEDGE SKILLS elevated to positions of prominence, though this is
The new skills in this section take the place of the sometimes a double-edged sword: deeper knowledge
single Knowledge skill in the Genesys Core Rulebook. of the Forerunners often leads to an increased risk of
being declared a heretic and facing exile or execution.
COVENANT (INTELLECT) Your character should use this skill if:
The Covenant has a long and storied history, ▪Y
 our character is trying to determine whether
spanning multiple Ages across the years. Its rules an artifact is Forerunner or not.
of culture and society are likewise complicated by
the annexation of multiple species and the need to ▪Y
 our character is exploring a Forerunner
worship and honor the Forerunners at all times. installation and wants to determine the
While any member of the Covenant may be able to location of its Silent Cartographer.
recall basic information or rules of conduct, only ▪Y
 our character does not know whether a
those who have spent time studying its history and Forerunner ruin has defenses and wants
philosophy in depth will be able to conjure the deeper to consult archived lore to find out.
reasoning behind its actions.
Your character should not use this skill if:
Your character should use this skill if: ▪Y
 our character wants to open a Forerunner
▪Y
 our character wants to invoke the memory vault. Depending on the locking mechanism,
of a specific hero from the past. that might require Mechanics, Hacking,
▪Y
 our character is trying to identify the Skulduggery, or even a social skill check
proper ministry to appeal to for aid in if the installation's Monitor is present.
an upcoming mission. ▪Y
 our character wants to conduct a ritual to
▪Y
 our character needs to determine which consecrate a Forerunner relic. That would
fleet has operational control over a given require Knowledge (Covenant).
combat theater.
UNSC (INTELLECT)
▪Y
 our character wants to parse the meaning
of an honor marking. Humanity, and by extension its primary military
organization, the United Nations Space Command,
Your character should not use this skill if: is the most recent target of the Covenant's holy
▪Y
 our character is attempting to circumvent crusade. They have been found to occupy a large
proper protocol when reporting to a superior. number of worlds home to Forerunner artifacts,
That would require Deception. defiling these sacred spaces with their very presence.
▪Y
 our character is attempting to discern Though their technology is far behind that of the
the nature of a Forerunner relic. That would Covenant, they have proven to be tenacious and
require Knowledge (Forerunner). dedicated foes, forestalling the Covenant's victory
and dragging out the war for decades. Many Covenant
▪Y
 our character is attempting to inspire warriors have come to understand the ways of these
their followers into action. That would humans, using this knowledge to aid in battle.
require Leadership.
Your character should use this skill if:
FORERUNNER (INTELLECT) ▪Y
 our character is trying to determine who the
humans' battlefield commander is.
Understanding and interpreting the many Forerunner
relics and ruins left behind after their Great Journey ▪Y
 our character wants to identify the purpose
is a central tenet of the Covenant. Laymen may of a human station.

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SECTION 01. CHARACTER CREATION

TABLE 1-1: SKILLS FOR THE HALO SETTING


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

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SECTION 01. CHARACTER CREATION

TABLE 1-1: SKILLS FOR THE HALO SETTING


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

▪Y
 our character needs to know how a human adapt into their vessels gives them a significant
AI operates. advantage over humanity's navigation of this welkin
▪Y
 our character is attempting to translate realm. Covenant astronavigators may rely heavily on
human speech or writing. an individual ship's systems when plotting a Slipspace
jump, but they are adept at reading the arcane
Your character should not use this skill if: eddies and whorls of the eleven dimensions on their
▪Y
 our character is attempting to locate human own. Beyond that, the Astronav skill covers basic
population centers. That would require Astronav. navigation and reckoning in the vacuum of space.

▪Y
 our character wants to hack into human Your character should use this skill if:
communications channels. That would ▪Y
 our character is tracking their ship's
require Hacking. movement through Slipspace.
▪Y
 our character needs to operate a human ▪Y
 our character needs to calculate a
vehicle or vessel. That would require Driving, Slipspace jump.
Piloting, or Operating, depending on its scale.
▪Y
 our character wants to identify possible
destinations for a fleeing human ship,
TECHNICAL SKILLS based on its last known trajectory.
To reflect the more complex computer systems Your character should not use this skill if:
encountered in the HALO setting, the Computer skill
in the Genesys Core Rulebook has been split up into ▪Y
 our character wants to infiltrate an
Hacking and Sysops. The Astronav skill has also enemy's navigational database.
been added. This would require Hacking.
▪Y
 our character wants to determine the
ASTRONAV (INTELLECT) location of a vulnerable human world
based on known Slipspace traffic.
Slipspace is a mysterious and unnerving thing even This would require Knowledge (UNSC).
to the Covenant, but the Forerunner technology they

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SECTION 01. CHARACTER CREATION

HACKING (INTELLECT) Your character should not use this skill if:
Hacking, as a skill, covers any offensive or ▪Y
 our character is trying to determine if
destructive use of computers, including intrusions transmitted orders are fake based on their
into enemy systems, attempting to subvert security, content. This would require Vigilance.
or conducting electronic warfare on enemy vessels. ▪Y
 our character wants to vent the atmosphere
This skill is not widely valued within the Covenant, aboard their own ship. This is considered an
but those who are proficient in it become vital offensive gesture against the system, which
tools in the war against the UNSC and its infernal is designed to keep the atmosphere inside the
artificial intelligences. ship, and would therefore use Hacking.
Your character should use this skill if:
▪Y
 our character wants to bypass
electronic security.
▪Y
 our character is trying to vent all the
atmosphere from another ship during combat.
▪Y
 our character needs to access a
restricted server to find classified intel.
▪Y
 our character wants to shut out all
other operators on a system.

Your character should not use this skill if:


▪Y
 our character is trying to resist an intrusion
into their systems. This would require Sysops.
▪Y
 our character wants to force a door open
manually. This would require Mechanics or,
in certain cases, Athletics or Brawl.

SYSOPS (INTELLECT)
When someone needs to act defensively or
constructively on a computer network, they use
Sysops. Sysops covers such things as resisting
electronic warfare, determining if a file is fake by its
metadata, and defending the Battlenet from hostile
intrusion. Though few in number, UNSC AIs are
diabolical electronic opponents, and Covenant crews
need to field a robust defense against them.

Your character should use this skill if:


▪Y
 our character wants to build a new firewall
to keep out intruders.
▪Y
 our character needs to recreate a file that
was deleted.
▪Y
 our character is defending against an
AI's attack.

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SECTION 01. CHARACTER CREATION

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


TALENT RANKED SOURCE
TIER 1 TIER 1

FIRST AID Bought Info No Core Rulebook (page 72)

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


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

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SECTION 01. CHARACTER CREATION

TABLE 1-2: TALENTS FOR THE HALO SETTING


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

Dual Wielder No Core Rulebook (page 76)


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

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SECTION 01. CHARACTER CREATION

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


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

TIER 3 Field Commander No Core Rulebook (page 78)


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

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SECTION 01. CHARACTER CREATION

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

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


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

Takedown No Android (page 51)


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

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SECTION 01. CHARACTER CREATION

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


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

TIER 4 Master No Core Rulebook (page 81)


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

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SECTION 01. CHARACTER CREATION

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

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SECTION 02. EQUIPMENT & VEHICLES
Unlike human manufacturing, which makes However, all items are expected to be returned to
extensive use of standard parts and mass production, the artisan-armorer—with dire consequences if they
the Covenant's advanced technology opens new fail to do so.
avenues of construction. Assembly forges based
around Forerunner devices are able to create REQUISITIONING ARMOR
weapons, armor, and vehicles at a massive scale
using design patterns. However, each forge In most cases, an individual's armor is decided
introduces alterations and mutations to the base by their station and is not something they need to
pattern, sometimes resulting in changes to the requisition. The type and quality of their combat
standard model. These changes are typically subtle harness is based on their species' position within
or superficial, but sometimes a mutation leads to an the Covenant, as well as the rank and role they hold
entirely new device. The largest of these assembly within it. While most Covenant soldiers will wear a
forges are found in the holy city of High Charity. standard harness, some will find themselves elevated
While serving in the Covenant, price or rarity is no and able to wear more specialized armor, such as
issue. Instead, warriors and servants requisition their harnesses with better shielding or active camouflage.
weapons, equipment, and supplies. These requests are Should the players request special consideration
granted or denied based on the needs of the individual based on their mission parameters, the GM should
and of their unit. While they may need to keep their make the decision based on their needs rather than
equipment for a long time, eventually it must be the REQ system.
returned to an artisan-armorer for maintenance,
repair, and even replacement if necessary. For more REQUISITION & ENCUMBRANCE
information on how this is handled in the game, see Though similar, REQ and Encumbrance (ENC)
the "Requisition System" below. are two separate statistics to be tracked. While
REQ determines which items a character can
requisition, ENC determines how many items a
Requisition (REQ) System character can carry.
Neither REQ nor ENC interferes with each other.
This means that a character cannot requisition more
REQUISITIONING WEAPONS & GEAR equipment than they can carry without incurring the
Squads and teams will need to requisition their normal penalties for being over-encumbered, nor can
equipment from an artisan-armorer prior to going they requisition equipment greater than their REQ
out on a mission, and the way they do this is through threshold just because they have not reached their
the Requisition (REQ) system. The REQ system ENC threshold.
allows a player to choose their character's equipment
by selecting weapons and gear from this chapter
with a combined REQ value not to exceed their
REQ RATING & THRESHOLD
REQ threshold. Every character has a REQ rating determined by their
Mission-critical items, meaning equipment experience level in the game. Their REQ threshold
and gear required to complete the mission’s is equal to 5 plus their REQ rating. All characters
objectives, generally do not count against a begin the game with a REQ rating of 1. There is no
character’s REQ threshold. maximum REQ threshold.
Doing so means characters can change their While this is an individual rating, it is very likely
loadouts based on a mission's specific parameters, that an entire team will find themselves with equal
as well as request special items if they are needed. or similar REQ ratings as the campaign wears on.

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Opportunities to increase or decrease REQ rating be reduced below 1. In addition, decreasing the REQ
(see below) tend to happen to the group as a whole. rating of an entire squad should only happen in the
The GM is also encouraged to provide REQ rewards event of a group disciplinary action.
on a team level, rather than individually.
PERSONAL KIT
INCREASING REQ RATING Most warriors, particularly those in specialist roles,
There are several ways for a character to increase may find themselves acquiring items and gear beyond
their REQ rating. the normal process of requisitioning. Referred to
as "personal kit," these items do not count towards
Completing Missions the character's REQ threshold when equipping
The most obvious way to increase one's REQ is to themselves for a mission. They still, however, count
successfully complete missions. For each mission towards the character's total encumbrance threshold.
completed, the GM should award each participating As STATION & SALVATION does not account for
character +1 REQ rating. Completing particularly money or rarity, how the character acquires these
difficult missions may be worthy of adding +2 to the items is left to the player and the GM to decide.
character's REQ rating.
Perhaps the item in question was a gift from a
Getting Promoted commanding officer, delivered in a care package, or
Any promotion in rank should also add +1 to a traded to the character for a favor or another item
character's REQ rating. Note that this should not be they possessed. Such personal kit could also be
applied retroactively if the character started at an rewarded at the end of a particularly difficult mission
elevated rank. or campaign. Small items might be acquired through
the use of Story Points.
Turning in Captured Equipment It should be noted that a character likely has
If the character succeeded in acquiring rare or a stash of personal kit—such as civilian clothing,
valuable enemy equipment in the field, turning it over keepsakes and mementos, books and journals, and
to the artisan-armorer should (in most cases) result certain contraband items—that they would have
in the character gaining +1 to their REQ rating. access to while on base, aboard ship, or at home. No
particular check is required to determine if they have
Spending Experience
these things, though a player wanting to retroactively
Any character who wishes to increase their REQ
remember to bring one of these items on a mission
rating may spend 20 XP per additional rank. This
would have to spend a Story Point in order to do so.
may be explained as the character parlaying
Most personal kit would not include weapons or
their knowledge and participation into additional
armor, though in the Covenant warriors are allowed
consideration from the artisan-armorer.
to continue to wear their armor and wield earned
weapons. In particular, Sangheili who have earned
DECREASING REQ RATING the title of swordsman may carry their energy sword
On rare occasions, the character may find their REQ at all times, regardless of the circumstances.
rating being reduced. Reasons may include demotion
or disciplinary action, but GMs are cautioned not
to decrease a character's REQ rating lightly. Most
RETURNING REQUISITIONED
warriors, even if they are troubled souls, still deserve EQUIPMENT
access to the equipment they have earned over their Any equipment that was requisitioned from the
time in the field. artisan-armorer is expected to be returned at the
However, should a GM decide that decreasing end of the mission, and in proper working order.
a character's REQ rating is required, the decrease The process of checking the equipment is usually
amount should be proportional to the offense, though handled by the armorer and their staff, and warriors
never so much that it would be impossible for the returning from the field typically are not released
character to climb their way back up. It also cannot until the process is complete.

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SECTION 02. EQUIPMENT & VEHICLES

Maintaining a good working relationship FAILING TO RETURN EQUIPMENT


with the armorer is essential to happy living as a Failing to return requisitioned equipment to the
warrior. Friendly armorers may be willing to part artisan-armorer can lead to consequences. This
with particularly rare or delicate equipment, while failure does not refer to equipment that was lost or
hostile armorers are known to make a warrior's destroyed over the course of a mission—there are
life miserable with redundant equipment checks other protocols for that—but it refers to the deliberate
and belligerent insistence on having the proper theft of gear from the armory. Virtually all armorers
paperwork. How an artisan-armorer acts towards take such actions seriously and file regular reports
you and your squad depends on how you treat them with their commander. Not returning your equipment
and their staff, as well as how well you treat their could result in an inquiry and disciplinary action,
equipment in the field. up to and including demotion, as well as a reduction
in REQ rating.
DAMAGED EQUIPMENT
Military life is rarely so sedate and immaculate that PLAYING WITHOUT REQ
equipment can be returned in flawless condition,
especially when it is issued to warriors in combat. It is entirely possible that the GM and/or players may
Small issues such as minor damage or jammed find the REQ system to be too technical or unwieldy
weapons can be dealt with quickly and easily, to use in their game. That is fine: while intended to
incurring no penalty beyond grousing. Moderate simulate the need to be judicious when requesting
damage may result with the individual being put equipment and assigning mission roles, it is not
on notice and possibly having their access to such necessary for the game. Instead, GMs are encouraged
equipment restricted. to use common sense and consider narrative value
While major damage or loss may sometimes when allowing players to choose their weapons and
be unavoidable, repeated instances will be noted equipment before a mission.
and likely become a formal complaint to a
commanding officer. If it becomes a problem, the
character responsible may find themselves with a New Item Qualities
temporary reduction in their REQ rating for a set
In addition to the standard item qualities listed
number of missions.
in Chapter 5 of the Genesys Core Rulebook, the
following qualities may be found in the description
FOUND & CAPTURED EQUIPMENT of the equipment.
While in the field, soldiers may find the opportunity
to acquire enemy equipment. Despite the Covenant's
declaration of heresy, some human equipment—
ARMOR QUALITIES
such as items that may yield the location of human
ACTIVE CAMO
worlds, especially their homeworld—is heavily
desired. Finding such a thing and giving it to an Armor with the Active Camouflage quality can
artisan-armorer to be catalogued and passed on bend light around the wearer, making them
to the appropriate authority may result in some essentially invisible to the naked eye except for
perks: common equipment may yield a temporary a slight blur when they move. When activated, it
boost to one's REQ rating, while acquiring rare or upgrades the difficulty of all checks made to detect
particularly valuable equipment could make that the wearer, as well as upgrades any Stealth check
boost permanent. the wearer makes.
This does not extend to items or equipment
that was a mission objective. Such items must be POWERED
turned over to the appropriate authority directly,
Armor with the Powered quality adds 󲊸 to all Brawn
such as a commanding officer, rather than be given
and Agility checks (except Resilience) while worn and
to the artisan-armorer.
can only be worn by individuals with the “Augmented”

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ability. Any attempt by a non-augmented character to a minimum of 1. Overcharge may be held for three
to wear Powered armor will result in severe bodily turns, and its effects stack. The weapon must vent
injury. For every attempt by a non-augmented and cannot be used in the following round after it is
character to use Powered armor, automatically assign 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
higher Brawn). Weapons with the Plasma quality do not really use
plasma, but instead use something more arcane and
terrible. Manufactured according to strict, mystical
SHIELDED protocols, these weapons cannot be reloaded or
Armor with the Shielded quality possesses energy recharged without special equipment, and they
shields. In combat, energy shields provide extra soak cannot jam. They do not run out of ammunition on
equal to the armor’s Shielded rating and prevent the first 󲊲 result. However, 󲊱󲊱󲊱 or 󲊲 may be
the wearer from suffering critical injuries. They also spent to cause them to overheat, and they must
ignore the effects of the weapon qualities Pierce, spend the next round cooling before being fired
Breach, and Stun Damage. On a successful combat again. They can still run out of ammo on a
skill check, an opponent may spend 󲊵 or a number second 󲊲 result and cannot be reloaded.
of 󲊴 equal to their weapon’s critical rating to remove
the Shielded quality from their target until the end of
the encounter. Weapons
Once per encounter, players may spend a Story
Point to instantly recharge their character's shields.
RANGED WEAPONS
WEAPON QUALITIES BEAM RIFLE
JAMMED Particle beam rifles are a favorite of Covenant sniper
units, given their incredible accuracy and coherence
Not a standard weapon quality, as weapons of all
over long ranges. The concentrated energy discharge
kinds can jam on the battlefield for a variety of
is powerful enough to slice through virtually any
reasons. Sometimes it is because of the environment,
armor or cover.
from sand or mud, and sometimes from operational
Due to the high amount of heat generated when
issues. Jamming for reasons related to upkeep are
fired, the beam rifle can overheat on 󲊱󲊱 or 󲊲.
rare in the military, thanks to fastidious maintenance
practices, but they do sometimes happen. Unless
otherwise stated or possessing the Plasma quality, CARBINE
any weapon can jam on 󲊱󲊱󲊱󲊱 or 󲊲. Jammed The Covenant carbine is an outlier in weapons design
weapons will not fire until the jam is cleared, which in that it fires solid projectiles made of depleted
requires an action. uranium, rather than using plasma. It was designed
by Sangheili artisan-armorers for their marksmen,
OVERCHARGE and while the basic concept has existed for centuries,
recent patterns put into production are inspired by
Weapons with the Overcharge quality can be charged
human firearms. The only thing saving these artisans
up for devastating effect. The wielder may perform
from heresy charges are the proven efficacy of their
an Overcharge maneuver; the weapon’s base damage
creations on the battlefield.
increases by 2 and its critical rating decreases by 1,

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SECTION 02. EQUIPMENT & VEHICLES

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

NAME SKILL DAM CRIT RANGE ENC REQ HP SPECIAL


RANGED WEAPONS
Accurate 2, Breach 1,
Beam Rifle Ranged (Heavy) 10 2 Extreme 4 4 2
Plasma
Carbine Ranged (Heavy) 7 3 Long 4 3 2 Accurate 1
Accurate 1, Pierce 5,
Focus Rifle Ranged (Heavy) 9 3 Extreme 4 3 2
Plasma
Blast 4, Knockdown,
Mauler Ranged (Heavy)* 6 2 Short 3 1 1
Vicious 2
Blast 8*, Guided 3,
Needler Pistol Ranged (Light) 6 3 Short 3 1 2
Pierce 2
Accurate 1, Blast 8*,
Needler Rifle Ranged (Heavy) 8 3 Long 4 4 2
Pierce 3
Auto-fire, Burn 2,
Plasma Cannon Gunnery 9 2 Long 6 4 3 Cumbersome 4*,
Plasma, Prepare 1*
Burn 1, Guided 1*,
Plasma Pistol Ranged (Light) 6 2 Short 2 1 1
Overcharge*, Plasma
Auto-fire, Burn 3,
Plasma Repeater Ranged (Heavy) 9 2 Medium 4 3 2
Plasma
Auto-fire, Burn 2,
Plasma Rifle Ranged (Light) 7 2 Medium 3 2 2
Plasma
Spike Rifle Ranged (Heavy)* 7 2 Short 3 2 2 Vicious 2

FOCUS RIFLE Jiralhanae, Sangheili, and Spartan characters


Seen as an alternative to the beam rifle, the focus use Ranged (Light) to wield this weapon. All others
rifle fires a continuous stream of plasma at its target, use Ranged (Heavy). When using the mauler as an
requiring a different set of skills than most precision improvised melee weapon, increase the improvised
weapons. Many warriors in the field prefer the quick damage by 1 and lower the improvised Critical Rating
lethality of more conventional rifles, but some have by 1, to a minimum of 1.
learned to appreciate the quirks of the focus rifle
as a tool for cutting down swathes of enemies. NEEDLER
Needler-type weapons are unique among the
MAULER Covenant, as they fire glowing pink needles that can
One of the fearsome weapons constructed by the detonate when enough of them penetrate a target.
Jiralhanae, the mauler fires fragmenting superheated They are the result of a mutation in a design pattern
bolts of metal. It is considered to be a sidearm, which is still not understood to this day. While the
though many other species struggle to wield it. While rifle variant can be fired over long distances, the
it has a very short range, the compact design of the pistol variant has limited tracking abilities, as its
weapon makes it ideal for close-quarters combat. projectiles attempt to follow a target.
Using a mauler lowers the difficulty to fire the When using needler weapons, the Blast quality
weapon at Engaged range by 1, to a minimum of 1. can only be activated after a successful hit on an

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

NAME SKILL DAM CRIT RANGE ENC REQ HP SPECIAL


MELEE & BRAWL WEAPONS
Energy Dagger Melee +2 2 Engaged 1 0 0 Pierce 1
Breach 1, Cumbersome
Energy Staff Melee 7 2 Engaged 4 N/A 2
3, Defensive 1, Sunder
Breach 1, Cumbersome
Energy Sword Melee 10 2 Engaged 3 N/A 1
3, Sunder, Vicious 3
Blast 4, Cumbersome 4,
Gravity Hammer Melee 8 2 Engaged 4 N/A 1
Knockdown, Vicious 2
EXPLOSIVES
Blast 6, Inaccurate 1,
Brute Shot Gunnery 10 3 Medium 5 4 3
Knockdown
Blast 4, Knockdown,
Concussion Rifle Ranged (Heavy) 10 3 Medium 4 4 3
Limited Ammo 6
Blast 6, Burn 6, Limited
Firebomb Ranged (Light) 8 2 Short 1 2 0
Ammo 1
Blast 10, Breach 2,
Fuel Rod Gun Gunnery 20 3 Long 6 4 3
Cumbersome 4
Blast 8, Breach 1*,
Plasma Grenade Ranged (Light) 8 2 Short 1 1 0
Limited Ammo 1
Blast 8, Breach 1,
Plasma Launcher Gunnery 8 2 Medium 5 5 2 Guided 3, Linked 3,
Plasma, Slow-Firing 1
Blast 8, Limited Ammo
Spike Grenade Ranged (Light) 8 2 Short 2 1 0
1, Pierce 5, Vicious 2

unshielded target. The Blast damage also applies to PLASMA PISTOL


the target and cannot be soaked by the target. The standard sidearm of the Covenant, the plasma
pistol is found throughout both military and civilian
PLASMA CANNON life. Effective enough in its default firing mode,
The plasma cannon is a heavy support weapon that which fires bolts of green plasma capable of melting
uses the same base technology as plasma rifles. It is unprotected flesh and bone, it can also be charged up
devastatingly effective when properly mounted, able to fire a single overcharged shot. Doing so gives the
to spray the enemy with fire and cut down anyone overcharged shot limited tracking abilities. Due to the
foolish enough to break cover. It is meant to be number of plasma pistols produced in the assembly
turreted in order to allow easy operation, but strong forges, a wide variety of casing styles can be found.
enough warriors can carry and fire the weapon at In addition, many individuals decorate their sidearms
the same time. with personal adornments.
When transporting a plasma cannon, it takes one If you do not requisition any weapon besides the
round to set the weapon up as a turret using a built- plasma pistol, you may treat the plasma pistol as
in gravity stand. While turreted, the plasma cannon having a REQ value of 0.
does not count as having the Cumbersome 4 quality.

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PLASMA REPEATER is mounted in and deployed from their gauntlet (see


The plasma repeater is a design mutation of the "Dagger Mount" in the Attachments section below),
standard plasma rifle, but it was one that was but a handheld version is available. It is rumored that
purposefully cultivated by veteran artisan-armorers. a small, clandestine cadre of Kig-Yar assassins make
While the Covenant has been loath to recognize extensive use of energy daggers, but this has not
anything the humans do as worthy, the Sangheili been substantiated.
soon recognized the benefit of having a stock to
stabilize aiming and control recoil. The tradeoff of ENERGY STAFF
the increased size means the repeater is not as Most often seen in the hands of the Honor Guards of
versatile as its smaller counterpart, nor is it as the Covenant, the energy staff is widely considered to
widely available. be a ceremonial weapon, though this belies its deadly
potential. First developed by the San'Shyuum after
PLASMA RIFLE their exodus from Janjur Qom, energy staves afford
Considered to be the standard weapon of the great reach to help ward off opponents, and the
Covenant, the plasma rifle is typically issued to shaped plasma at their tips can carve through armor
officers and leaders within the military, particularly and shields with ease. Those staves not found in the
the Sangheili and Jiralhanae. Lower castes may hands of Honor Guards are given as gifts, rewards
only wield the weapon once they have proven their from leaders to skilled and capable warriors, and
skill and bravery. However, despite its centuries of come in a variety of configurations.
service, this weapon has changed only slightly over
time, a testament to its rugged and efficient design. ENERGY SWORD
Jiralhanae, Sangheili, and Spartan characters Energy swords are a cultural symbol of the Sangheili,
use Ranged (Light) to wield this weapon. All others representing their honor, piety, and skill. The
use Ranged (Heavy). plasma is shaped by powerful magnetic fields into
two prongs that can cut through even vehicle-scale
SPIKER armor; however, when activated, the energy sword
The spiker, also called the spike rifle, is a firearm weighs over twenty-seven kilograms. Due to its high
from Jiralhanae culture. This is evidenced by its regard, energy swords are most often associated with
heavy construction and the addition of twin bayonets nobility, but the military allows any Sangheili who
below the barrel, making it an effective melee proves their skill to carry one into battle. Typically,
weapon as well as a rifle. It fires superheated semi- the lowest rank to wield an energy sword is the
molten serrated spikes that leave horrifying and Sangheili Major, but some Minors are found to be
excruciating injuries. worthy as well.
Jiralhanae, Sangheili, and Spartan characters
use Ranged (Light) to wield this weapon. All others GRAVITY HAMMER
use Ranged (Heavy). When using the spiker as an The Jiralhanae gravity hammer serves as both a
improvised melee weapon, increase the improvised potent weapon and as proof of leadership over a
damage by 1 and lower the improvised Critical Rating Jiralhanae clan. As such, it is reserved for chieftains
by 1, to a minimum of 1. and treated with great care and reverence. Though
most gravity hammers share similarities, primarily
MELEE & BRAWL WEAPONS in the shape of a long haft and a heavy head
that conceals gravity impellers and kinetic pulse
ENERGY DAGGER generators. When the hammer strikes a hard surface
or a target, it emits a pulse wave that can knock
The energy dagger is a smaller, single-pointed opponents off-balance; on a failed combat check,
version of the energy sword. It is used almost the wielder can spend 󲊴󲊴󲊴 to inflict the
exclusively by Sangheili, and even then, only in Knockdown condition on any targets at Engaged
a small number of fleets despite its utility. Most range, not counting the wielder themself.
warriors use a version of the energy dagger which

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EXPLOSIVES explode on impact, causing significant damage as well


as irradiating nearby targets. Favored by Unggoy
BRUTE SHOT heavy weapon specialists, it is also frequently found
in the hands of Sangheili Zealots who use it to great
The so-called brute shot embodies the spirit of the
effect on both enemy infantry and vehicles.
Jiralhanae: bladed, explosive, and barely under
control. Unlike most other weapons in the Covenant
arsenal, the brute shot fires fragmentation grenades PLASMA GRENADE
and is held at the waist, preventing the use of any Plasma grenades are devastating weapons that have
conventional aiming mechanism. Its silhouette the unique ability to adhere to targets, including
is distinctive thanks to the large, curved bayonet individuals and vehicles, while bouncing off of inert
designed to be swung upwards into opponents. When surfaces such as walls and the ground. It does this
using the brute shot as an improvised melee weapon, by generating a layer of plasma between it and its
increase the damage by 1 and lower the Critical target. This property baffles artisan-armorers, as
Rating by 1, to a minimum of 1. the forges of the Iruiru Armory has never produced
this effect for other weapons. Nevertheless, plasma
CONCUSSION RIFLE grenades have become a fearsome weapon and one
of the most prevalent in the Covenant.
Only available to high-ranking Sangheili and
On a critical hit, the plasma grenade adheres to
Jiralhanae leaders, the concussion rifle is a plasma
the target and cannot be removed. When it detonates,
weapon in name only. It fires explosive bolts capable
it automatically deals its Blast damage to the target.
of sending opponents who survive the initial blast
flying, but the power required necessitates the
use of power cells that can only fire six shots PLASMA LAUNCHER
before depleting and requiring a reload. Some The origins of the plasma launcher are a mystery
artisan-armorers believe this mutation was to artisan-armorers everywhere. It appears to be
deliberately introduced to the assembly forges capable of generating plasma grenades and firing
by the Merchants of Qikost to emulate the efficiency them at a distance, even tracking targets. They were
of human magazines. only produced in limited numbers, making them a
rarity in most armories, and found only in the hands
FIREBOMB of heavy weapon experts.

Another uniquely Jiralhanae weapon, firebombs are


intended to inflict horrible burns on their victims SPIKE GRENADE
in order to both kill and terrify. When a firebomb Similar in effect to plasma grenades if not in design,
is thrown, the casing catches fire as it shatters, spike grenades are Jiralhanae weapons that stick
spreading the flames over a wide area. While these to targets using long, razor-sharp quills rather than
weapons were originally forbidden by the Covenant plasma. They allow the grenade to adhere to inert
when the Jiralhanae joined, the Sacred Promissory surfaces as well as living creatures, and when the
has recently begun to manufacture them based on weapon detonates they become deadly shrapnel.
their original specifications. The identity of the person Spike grenades are also notable for their stick-like
who ordered this is unknown. design which adds considerable torque to the weapon
Whenever the firebomb's Blast quality is when thrown.
activated, the Burn quality automatically activates On a critical hit, the spike grenade adheres to the
as well, at no additional cost of 󲊴. target and cannot be removed. When it detonates, it
automatically deals its Blast damage to the target.
FUEL ROD GUN A spike grenade's Blast quality affects characters at
Short range.
The fuel rod gun is a portable version of the heavy
cannons mounted on many Covenant vehicles. It fires
projectiles made of radioactive incendiary gel that

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Armor the shield. The rugged design ensures that assault


harnesses can remain functional after years of hard
As stated elsewhere, the warriors and servants of use, with only cursory maintenance required.
the Covenant do not requisition their clothing or Assault harnesses with the Shielded quality
armor. These are determined by their station and are only available to Sangheili and Jiralhanae
assignment, as some choices are limited by caste. wearers. Other species are given a version that
Anyone who serves the Covenant should assume they does not have shields. Decrease the difficulty of
have access to simple clothing and their choice of all Mechanics checks to repair an assault harness
formal robes or clerical vestments, as well as by 1, to a minimum of 1. Assault harnesses can be
the combat harness required for their role. atmospherically sealed as an incidental and can
Special attachments for armor must be recycle the wearer's breath for up to five hours
requisitioned as normal, as discussed later in before requiring recharge.
this chapter.
COMMAND HARNESS
CLOTHING In the Covenant, authority is conveyed through
powerful and eye-catching armor. The exact style is
CLERICAL VESTMENTS based on the taste and culture of the wearer, but they
Worn by the various ecclesiastical organizations often involve metallic colors and intricate carvings
within the Covenant, clerical vestments bestow that represent their storied career. Even though this
the wearer with religious authority. While wearing often makes commanders a target for the enemy, the
clerical vestments, the wearer adds 󲊸󲊸 to any command harness is built to take the punishment
social check made targeting Covenant believers. they inflict, allowing the wearer to strike back.
Command harnesses with the Shielded quality
are only available to Sangheili and Jiralhanae
FORMAL ROBES wearers. Other species are given a version that
Formal robes are a type of clothing worn for does not have shields. While wearing a command
ceremonial functions by virtually all members of the harness, the character automatically upgrades their
Covenant. They often incorporate design elements Leadership checks once and decreases the difficulty
native to the wearer's culture, including markings and of any Fear checks made by allies at short range by
decorations celebrating the wearer. While wearing 1, to a minimum of 0.
formal robes, the wearer adds 󲊸 to social checks.
FLIGHT HARNESS
SIMPLE WEAR Flight harnesses are made to suit the pilots and
Simple wear refers to the variety of casual, civilian drivers of Covenant vehicles. They are manufactured
coverings worn by any species. It can be anything with a slimmer profile than most combat harnesses
from a kaftan or a sarong to a tunic and trousers. to allow for better movement within the confines
Simple wear offers no special benefits, though it is of a cockpit, and they include hyper-wave links
better than going naked in a fight. that interface with virtually every Covenant-
manufactured craft.
Flight harnesses with the Shielded quality are
COMBAT HARNESSES only available to Sangheili and Jiralhanae wearers.
Other species are given a version that does not have
ASSAULT HARNESS
shields. Flight harnesses automatically remove 󲊸
Based on an earlier variation of the standard from checks to drive, pilot, or operate Covenant
Sangheili harness, Covenant assault harnesses are vehicles and vessels.
built to weather intense usage in a variety of hostile
situations. Though the shield system is robust, the
real benefit is in the armor's extra-thick plating, which
helps redirect any damage that might penetrate

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

NAME DEF SOAK ENC HP ADDITIONAL QUALITIES


CLOTHING
Clerical Vestments 0 +1 2 0
Formal Robes 0 +1 2 0
Simple Wear 0 +1 1 0
COMBAT HARNESSES
Assault Harness 2 +2 3 2 Shielded 3*
Command Harness 2 +2 3 3 Shielded 4*
Flight Harness 0 +1 1 0 Shielded 2*
Infiltration Harness 0 +1 2 0 Active Camo*, Shielded 2*
Operative Harness 2 +2 2 4 Active Camo, Shielded 4*
Outrider Harness 1 +1 2 3 Shielded 2*
Ranger Harness 2 +2 3 1 Shielded 3*
Standard Harness 1 +1 2 2 Shielded 3*

INFILTRATION HARNESS known as the "Prophet Blessed," may don this armor
While Special Operations is considered to be the in battle. Power cells of superior craftsmanship
premier division that uses active camouflage, other allow the armor to operate its shields and active
branches within the fleets occasionally find the need camouflage at peak efficiency, as well as permitting
for invisibility. The infiltration harness is a variant the honored operative to make easier changes based
of the standard harness, with an integrated active on their personal needs.
camouflage unit to allow non-operatives the ability to Operative harnesses with the Shielded quality
conceal themselves. Because it lacks the upgraded are only available to Sangheili and Jiralhanae
power cells required to operate both shields and wearers. Other species are given a version that
camouflage simultaneously, its shields are less does not have shields. Decrease the difficulty of
effective; the Shielded quality can be removed by all Mechanics checks made to modify or repair an
an opponent with one fewer 󲊴 than their weapon's operative harness by 1, to a minimum of 1.
critical rating.
Infiltration harnesses with the Shielded quality OUTRIDER HARNESS
are only available to Sangheili and Jiralhanae While rare among standard infantry and specialists
wearers. Other species are given a version that does who regularly engage in combat, outrider harnesses
not have shields. are designed for long-term deployments to hostile
environments. They favor mobility over protection,
OPERATIVE HARNESS encouraging the wielder to move quickly and
Many warriors within the Covenant consider the purposefully; for this reason, the outrider harness is
operative harness to be the gold standard of favored by veteran Inquisitors. Much like the assault
protection, though few are qualified to wear it. and ranger harnesses, the armor is designed to be
Only the blooded veterans of the Special Operations, atmospherically sealed by default and can operate in
vacuum for many hours.

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Outrider harnesses with the Shielded quality are Gear


only available to Sangheili and Jiralhanae wearers.
Other species are given a version that does not have
shields. Outrider harnesses can be atmospherically CARRYING & STORAGE
sealed as an incidental and can recycle the wearer's
breath for up to ten hours before requiring recharge. SERVICE BELT
A service belt is commonly used by artisan-armorers
RANGER HARNESS and others engaged in manual labor to keep tools
Rangers serve many functions within the armies within easy reach. It attaches to the magnetic points
and fleets of the Covenant, but their most notable already present on combat and labor harnesses,
role is in Fleet Security. Ranger harnesses are preventing the wearer from becoming encumbered by
designed to give its wielder every advantage when the additional weight and allowing them to withdraw
working or fighting in low-gravity or vacuum, non-weapon items kept on the belt as an incidental.
including airtight seals and an antigravity pack for Wearing a service belt adds +2 to your
unparalleled mobility. Wearing this armor, Rangers character's encumbrance threshold.
are deployed as the vanguard for boarding actions,
as well as to accomplish sensitive missions in SHADOWCASE
hazardous environments.
Shadowcases are sealed and armored containers
Ranger harnesses with the Shielded quality are
with independent active camouflage systems that
only available to Sangheili and Jiralhanae wearers.
can carry an object of encumbrance 2 or lower. They
Other species are given a version that does not have
are intended to carry items of extremely high value
shields. Ranger harnesses can be atmospherically
when the loss of the item would be preferable to
sealed as an incidental and can recycle the wearer's
its capture. Each shadowcase comes with a single
breath for up to seven hours before requiring
key paired to it that doubles as a tracker; if the
recharge. All ranger harnesses have a built-in
shadowcase is hidden, the key will guide the user
antigravity pack (see "Attachments" section below).
to it. Should the key become lost or destroyed, the
shadowcase may never be found, let alone opened.
STANDARD HARNESS Note that, when carried, the shadowcase has an
The standard harness is the most basic version encumbrance that matches that of the object inside it,
of combat armor available to the species of the to a maximum of 2.
Covenant, and is worn by virtually every species
while on duty. The configuration depends on the WOVEN BAG
size and shape of the wearer, with considerable
As popular among civilians as warriors, woven bags
variation depending on the biological requirements
come in a variety of styles and fabrics, though the
of each species.
ones typically used by Covenant warriors in the field
Standard harnesses with the Shielded quality
tend to be made of durable plastine. Organized into
are only available to Sangheili and Jiralhanae
pockets, these semi-rigid satchels allow the wearer
wearers. Other species are given a version that
to carry more than they would otherwise be able to
does not have shields.
and are most commonly used by those who anticipate
a long journey with no chance for resupply. Many
Jiralhanae wear bags made by female members
of their tribes, in the belief that it will bring them
fortune in battle.
Wearing a woven bag adds +4 to your character's
encumbrance threshold.

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CLANDESTINE OPERATIONS with other Eyes to provide real-time intelligence.


They offer unparalleled battlefield surveillance, and
GRAVITY PITONS some models are even able to use active camouflage
to remain undetected in close quarters to their
Gravity pitons serve as a narrow, point-to-point
assigned targets.
gravity lift. Typically employed by Special Operations,
each set of pitons comes with a launcher that can
be used as a Ranged (Light) weapon to affix the COMMUNICATIONS &
pitons to surfaces at short range using melting ELECTRONIC WARFARE
plasma. Once affixed, the pitons activate, creating
a thin shimmering ribbon of energy between them. DATA PAD
The same magnetic anchors in a Covenant combat
Covenant data pads project information in a disk-
harness to hold weapons and gear can be used to
shaped hologram from a handheld emitter and can
skim along the ribbon without requiring the use of
be used to access and store text, visual, and audio
the user's hands. However, while traveling along
information. They are also used for communication
the ribbon, users are vulnerable to ranged weapons.
by civilians, as Covenant warriors have access to the
Pitons are single-use; once detached or destroyed,
more sophisticated battle network (battlenet) built
the gravity ribbon disappears.
into their combat harnesses.
For the purposes of network encounters,
KINDLER a data pad can have up to two icebreakers and
A Kindler is a hovering drone capable of generating two pieces of ice active on its system at once.
holographic maps of areas where it moves through. A data pad is considered sufficient to engage in
Inquisitors often use Kindlers to map newly network encounters.
discovered Forerunner ruins in order to focus their
searches on areas of high interest. Though they move HOLO-DRONE
relatively quickly, they have no defensive measures
A holo-drone is a small spherical device with anti-
or stealth capabilities, making them inadequate for
gravity technology that enables them to fly and
use in combat.
generate realistic hard light projections. When
acting as a communication device, they enable
MALAKOST TRACKER face-to-face conversations over comparatively
Malakost trackers are small devices that can be small distances, as they have a short range on a
attached to enemy craft, transmitting a signal on planetary scale. However, their advanced anti-
a dedicated frequency in order to allow Covenant gravity systems allow them to manipulate objects,
forces to locate the craft later. They are robust including weapons, making them ideal decoys for
machines, able to remain attached and functional on high-ranking individuals.
space craft after atmospheric entry, though a strong Holograms projected by the holo-drone can be
enough impact will destroy them. Malakost trackers programmed to follow simple commands or act in
cannot be detected in Slipspace, but once the craft a pre-determined manner. These commands can
returns to normal space they can be detected as include instructions to attack anyone who enters
normal. Planting a Malakost tracker on unsuspecting a room, for example, or relay detailed holographic
human vessels has been one of the primary ways the images to a set point. If attacked, the hologram
Covenant discovers new human worlds. cannot be damaged, though damage to the holo-
drone itself will shut down the hologram.
PROPHET'S EYES
MEMORY BLOCK
Designed by pre-Covenant San'Shyuum, Prophet's
Eyes (sometimes shortened to "Eyes") are spy Memory blocks are storage devices used to securely
drones that can transmit detailed visual and auditory transport data when transmission carries too
information, identify high-value targets, and network much risk. They can hold staggering amounts of

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information, including design patterns for starships The result is the bubble shield, a device which
usable by assembly forges. They can be designed projects an impermeable domed energy shield out to
to only be accessible by specific computer systems, engaged range. It prevents the enemy from shooting
though human AIs have proven themselves able to into the shield with ranged or thrown weapons, though
penetrate and access the data stored within. individuals on foot and in vehicles can still pass
through unimpeded. The shield cannot be damaged
and lasts for five rounds, though the generator can be
MEDICAL destroyed if it suffers 5 wounds. Once depleted, the
bubble shield cannot be used again.
CONSECRATED ICON
Most often carried by deacons and clerics, EXTRA RELOAD
consecrated icons are symbols of their holy
responsibilities within the Covenant and command Though most Covenant weapons use internal plasma
the respect of the devout. Icons take many shapes, batteries that cannot be reloaded without the use of
ranging from staffs to lanterns and other emblems. specialized facilities, some make use of cartridges
Often, each bearer customizes their icon with and magazines that can be easily replenished. As a
markings and other decorations to signify personal maneuver, you can use an extra reload to reload your
achievements or cultural significance. weapon if it runs out of ammunition. Extra reloads
A consecrated icon also serves a hidden cannot be used on weapons with the Plasma quality.
purpose as a medical device, allowing those versed
in operating the secret machinery to heal the FLARE
wounded. This is couched in religious terminology Similar to a UNSC flashbang grenade, albeit without
and prayer as a means to circumvent the Covenant's the auditory component, flares allow Covenant forces
disregard for medicine and healing and to render to blind foes. When thrown as a Ranged (Light)
aid to Sangheili without their knowledge. Using a weapon, the flare blinds anyone—including the
consecrated icon in this way adds 󲊸 to Medicine user—within short range for one round, automatically
skill checks. upgrading the difficulty of any skill check that would
require sight.
CURATIVE SALVE
Curative salves are medicinal unguents able to METHANE TANK
stimulate the natural healing process in the body. Methane tanks are used by Unggoy warriors to
They were developed by the San'Shyuum based on breathe when outside their native atmosphere.
Forerunner regenerative technology and are used Unggoy and their commanders often request
by most Covenant species save the Sangheili, due to additional tanks when being deployed on long-term
their disdain for medical technology. operations, to ensure they have enough breathable
A curative salve works as a painkiller, described air for the duration of their deployment.
in the Genesys Core Rulebook, page 94. Methane tanks are heavy, bulky, and vulnerable
to small-arms fire when not installed in an armored
TOOLS & GENERAL GEAR combat harness; if suitably damaged, such as by
armor-piercing ammunition or a nearby explosion,
BUBBLE SHIELD methane tanks may explode with the following profile:
Damage 10; Critical 2; Blast 6, Burn 4.
During several engagements with human Demons,
particularly during the assault on their fortress
world of Reach, the Covenant encountered drop MULTITOOL
shield technology that had been reverse-engineered In order to effect repairs and modifications to
from Forerunner relics. Though outraged by this Covenant technology, an individual must carry a
blasphemy, the High Council quietly ordered various multitool. Twin oblong micro-tool pods are joined
assembly forges to begin manufacturing similar by a stem, with each pod able to analyze and
devices for their own troops.

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reconfigure its connectors to interface with nearly TABLE 2-3: COVENANT GEAR
any kind of technology: Covenant, Forerunner, and
surprisingly, human. NAME ENC REQ
A multitool counts as the right tool for the job
when making Mechanics checks. CARRYING & STORAGE
Service Belt +2 0
POINT DEFENSE GAUNTLET
Shadowcase 2 3
Standard issue to Kig-Yar warriors, point defense
gauntlets were developed from sanctioned research Woven Bag +4 1
into Forerunner energy shields. They were initially CLANDESTINE OPERATIONS
used by the Sangheili until the advent of personal
energy shields in their armor, at which point the Gravity Pitons 1 2
Kig-Yar were permitted access to them. Point defense Kindler 2 2
gauntlets project an oval energy shield from the
user's forearm, allowing them to add the Shielded 2 Malakost Tracker 1 4
quality to their profile in a single direction. Flanking Prophet's Eyes 1 3
attacks ignore the Shielded quality.
COMMUNICATIONS & ELECTRONIC WARFARE

PORTABLE GRAVITY LIFT Data Pad 1 0


Covenant forces often find the need for gravity lifts in Holo-Drone 0 3
the field in order to easily ascend vertical spaces. The
Memory Block 1 1
portable gravity lift allows this kind of access; when
deployed, it allows one individual at a time to ascend MEDICAL
vertically to short range as a maneuver. After use, it
Consecrated Icon 1 1
can be deactivated and moved.
Curative Salve 0 0
POWER DRAIN TOOLS & GENERAL GEAR
Power drains are spherical devices capable of Bubble Shield 2 2
emitting a disrupting effect to most electronic control
systems and shields. When deployed as an action, Extra Reload 1 0
a power drain immediately deactivates all vehicles Flare 1 1
and removes the Shielded quality from armor within
short range. The effect lasts for two rounds, at which Methane Tank 3 0
point the power drain is rendered inert and cannot Multitool 1 0
be used again.
Point Defense Gauntlet 1 1
POWER MODULE Portable Gravity Lift 2 1
Covenant power modules serve as mobile versions of Power Drain 2 2
plasma batteries, able to supply energy to a number
Power Module 4 2
of devices depending on their configuration. A single
power module can be used to recharge weapons Regenerator 2 2
with the Plasma quality a near-limitless number of
Stationary Shield Generator 3 2
times, while several modules can provide power
to structures like teleportation spires or anti-air
cannons. They are stable compared to other models,
though concentrated fire or explosives can breach the
module and cause a sizeable explosion.

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It is vital that power modules do not fall into ▪ Use With: Any Covenant combat harness.
human hands, as the chance to study and reverse- ▪ Modifiers: When activated as a maneuver,
engineer the technology could be disastrous for the automatically upgrade all Stealth checks once
war. As such, if warriors are unable to fight off human and upgrade the difficulty of checks made to
attempts to seize the power modules, the modules detect the character by one. Active camouflage
must be destroyed at any cost. can render invisible anything on the character's
person, but it cannot be extended beyond them.
REGENERATOR ▪ Hardpoints: 1
The regenerator is based on a piece of Forerunner
technology recovered from an Inquisitor excavation. ANTIGRAVITY PACK
When deployed, it restores the energy shields of
any armor system that stays engaged with it for Covenant technology makes considerable use of
one round. It can be used once per encounter, antigravity technology, but the most common use of it
but it remains active until deactivated or destroyed. on the battlefield is the antigravity pack. These allow
the wearer to fly, giving them a dominating advantage
in combat. The only downside to hovering above the
STATIONARY SHIELD GENERATOR enemy, raining death upon them, is the lack of cover—
A stationary shield generator allows users to set but as any Ranger will boast, killing the enemy fast
up a defensive emplacement on the go. It generates enough makes this a non-issue.
a sizeable energy shield, capable of allowing a ▪ Use With: Any Covenant combat harness.
silhouette 1 creature to take cover behind it. When
deployed, stationary shield generators act as solid ▪ Modifiers: When activated as a maneuver, the
cover and cannot be penetrated by weapons fire. antigravity pack allows the user to fly using their
It can be temporarily deactivated on a successful Piloting skill, with the following profile:
combat check that generates an amount of 󲊴 equal Silhouette 1, Speed 2, Handling 0.
to the weapon's critical rating. ▪ Hardpoints: 2
The generator itself can be targeted, but it
adds 󲊸󲊸 to any combat check targeting it. ARMOR LOCK
It will be destroyed once it suffers 10 wounds.
Armor lock modules are an emergency safety system
that immobilizes the wearer while supercharging
their armor's energy shield to avoid harm for a
Attachments period of about five seconds. It was created by
artisan-armorers to safeguard valuable personnel in
combat. When released, the module discharges an
ARMOR ATTACHMENTS
electromagnetic pulse. It takes several minutes for
ACTIVE CAMOUFLAGE the system to recharge.

On the battlefield, not facing one's opponent in ▪ Use With: Any Covenant combat harness with the
open combat is considered dishonorable. For those Shielded quality.
unconcerned with the appearance of honor, however, ▪ Modifiers: Once per encounter, as an action, the
using active camouflage to conceal yourself provides user may engage their armor lock. They become
significant advantages. Most often seen in use by immobile, though they remain aware of their
Special Operations, though also used by spies and surroundings, and their armor's Soak increases
saboteurs, active camouflage bends light around by 10 until the beginning of their next round.
the user, making them effectively invisible. This When the armor lock releases, all engaged
extends to any weapons or equipment they carry on individuals (not including the user) are hit by an
their person, though it cannot conceal high-energy energy pulse that removes the Shielded quality
discharges such as weapons fire or the blade of an from their armor.
energy sword. ▪ Hardpoints: 1

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DAGGER MOUNT TABLE 2-4: COVENANT ATTACHMENTS


Energy daggers are useful tools and weapons on the
battlefield, though they do not see widespread use NAME HP REQ
due to their limited range. Many Sangheili prefer
ARMOR
to mount their energy daggers in their gauntlets,
allowing them to keep their hands free as well as Active Camouflage 1 4
catch unwary opponents by surprise. When mounted,
Antigravity Pack 2 2
the energy dagger's blade springs from a location just
above or below the wielder's wrist. Armor Lock 1 3
▪ Use With: Any Sangheili combat harness. Dagger Mount 1 1
▪ Modifiers: Allows an energy dagger to be Drop Shield Generator 1 3
activated or deactivated as an incidental,
deployed from the wrist gauntlet of the wielder. It Hologram Decoy 1 2
can be used while also wielding another weapon Honor Mark 0 N/A
in the same hand as the energy dagger but doing
so adds the Inaccurate 1 quality to both the Optical Mask 1 2
energy dagger and the held weapon. Sensor Jammer 1 2
▪ Hardpoints: 1
WEAPONS
Fail-Safe Device 1 0
HOLOGRAM DECOY
Holograms are generally intended to serve as a Overcharge Cells 1 2
communication device, but enterprising warriors Projectile Accelerator 2 3
have found that they can be adapted for combat
purposes. Generated by a holo-drone launched from
their armor, these holograms can be used to deceive
and misdirect the enemy, potentially giving Covenant HONOR MARK
soldiers the upper hand in battle. While available to
During their service to the Covenant, a warrior's
most soldiers, Kig-Yar are considered to be masters
valiant or noble needs may be noticed by their
of using holograms to confuse and ambush targets.
commander and reported to their responsible
▪ Use With: Any Covenant combat harness. authority. If found to be sufficiently honorable, the
▪ Modifiers: As an action, the user may program character may be allowed to wear an honor mark:
and deploy a hologram duplicate of themselves. a symbol that indicates their bravery, heroism,
It is a perfect recreation, down to the user's and valor. This honor can only be conferred by a
appearance and equipment, and can be command authority; while a soldier may earn many
programmed to execute a series of pre-arranged such marks, they can only mechanically benefit from
maneuvers, including running up or down stairs one at a time.
and around obstacles to reach a certain point. It ▪ Use With: Any Covenant clothing or
cannot jump, and if the way is obstructed it will combat harness.
stop and stand still. If the user moves beyond
▪ Modifiers: Add 󲊸 to any social skill checks
Medium range, the hologram will disappear.
made when interacting with a member of
A character must make a Daunting (󲊷󲊷󲊷󲊷)
the Covenant.
Perception check to recognize it as a hologram.
▪ Hardpoints: 0
▪ Hardpoints: 1

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OPTICAL MASK but the punishment will be severe for anyone who
An optical mask can come in many shapes, from a allows their weapons to be seized while they still live.
single eyepiece to a full-face covering, but they all ▪ Use With: Any Covenant non-grenade weapon.
offer the same benefit: advanced optical filters to help ▪ Modifiers: If the weapon is not properly released,
sharpshooters locate and eliminate targets. These such as when it is dropped unwillingly,
are favorites of Kig-Yar snipers and assassins, though a miniature charge goes off, rendering the
Jiralhanae Stalkers are also known to add optical weapon inert and irreparable. If the weapon
hoods to their armor if for no other reason than to has the Blast quality, it detonates, dealing its
strike fear in the hearts of their enemies. Blast damage to anyone at Engaged range.
▪ Use With: Any Covenant combat harness. ▪ Hardpoints: 1
▪ Modifies: Remove 󲊸󲊸 from Perception
and combat checks imposed by darkness OVERCHARGE CELLS
or poor visibility.
The mechanism by which plasma weapons operate
▪ Hardpoints: 1 is understood only by veteran artisan-armorers, but
many soldiers in the Covenant know that it can be
SENSOR JAMMER overcharged with the right modifications. While the
Sensor jammers can fool motion trackers and other modification of such things is generally forbidden,
sensing apparatus by flooding them with false many armorers are willing to allow it for proven
readings and junk data. They are frequently used by warriors who are aware of the risks inherent with
Special Operations forces during assaults in order to overcharging their weapons.
hide their movements while using active camouflage, ▪ Use With: Any weapon with the Plasma quality.
though regular infantry can benefit from it as well. ▪ Modifiers: Adds the Overcharge quality.
▪ Use With: Any Covenant combat harness. ▪ Hardpoints: 1
▪ Modifiers: Once per encounter as a maneuver,
the user may activate the sensor jammer to PROJECTILE ACCELERATOR
render any motion trackers or other sensors
useless out to short range. This effect lasts Covenant artisan-armorers have been fascinated
for five rounds, but it instantly alerts anyone by human Magnetic Accelerator Cannons since the
using a motion tracker or other sensor to Covenant first encountered them at Harvest. Many
the malfunction. have tinkered with attempts to reverse-engineer
the acceleration effects on solid projectiles by using
▪ Hardpoints: 1 miniaturized gravity manipulation technology. The
results have been effective, though costly and difficult
WEAPON ATTACHMENTS to apply at scale. Miniscule imperfections in the
process can lead to the weapon becoming damaged,
FAIL-SAFE DEVICE which some warriors consider to be an acceptable
risk given the increased lethality gained in trade.
In its war against the humans, the Covenant
recognizes that allowing some of its technology to fall ▪ Use With: Any weapon that fires solid projectiles.
into enemy hands could be disastrous. Their heresy ▪ Modifiers: Increase the weapon's base damage
knows no bounds, and it is necessary to prevent them by 1 and decrease the weapon's critical rating by
from capturing and modifying Forerunner designs, 1. If a combat check with the weapon generates
lest they find a way to turn the tide of war. Fail-safe 󲊱󲊱 or 󲊲, it becomes damaged one step.
devices ensure that weapons that are not properly
▪ Hardpoints: 2
released—such as those dropped by a fallen warrior—
will detonate or otherwise render themselves
unusable. Use of this modification is optional,

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SECTION 02. EQUIPMENT & VEHICLES

Vehicles & Starships Additional Rules


▪ Boost: As an action, take 1 System Strain to
increase this vehicle's maximum speed by 1 until
GRAVITY EFFECT the end of the driver's next turn. If the vehicle
was not already traveling at maximum speed,
Covenant ground vehicles rely heavily on anti-gravity take an additional 1 system strain; the vehicle is
technology, allowing each vehicle to vary its cruising now traveling at maximum speed.
height from twenty centimeters to ten meters while
in operation. Standardized controls help to ensure
that any warrior can operate any vehicle, eliminating TYPE-25 " CHOPPER" RAPID ASSAULT VEHICLE
the need for dedicated drivers. Like all the rest of Despite being credited to the Jiralhanae, the first
the Covenant's armory, vehicles are produced by Choppers were actually constructed by a Huragok
assembly forges. during the Battle of Harvest. They were meant to
be farming machines, capable of using the massive
All vehicles in this section require the Driving skill bladed "wheel" at the front as a thresher. However,
unless otherwise indicated. when the Huragok's Jiralhanae commander saw what
it had made, he immediately saw the combat potential
TYPE-32 "GHOST" RAPID ATTACK VEHICLE in a vehicle with a serrated blade on the front of it.
The Chopper has since been refit as a proper
Ghosts are single-operator rapid response platforms combat tool, adding Jiralhanae-made autocannons to
designed for scouting and reconnaissance, as well as the sides as well as repurposing standard Covenant
hit-and-fade attacks. Wings at the front of the vehicle boosting technology to increase its ramming
give its prow a wedged shape and also serve as a potential. Originating as a weapon against the
defensive shield for the operator, who sits towards humans has not stopped it from being widely adopted
the rear in an otherwise open cockpit. Twin plasma across Jiralhanae space. More and more Jiralhanae
cannons at the front of the Ghost give it considerable are now found using it on the front lines, favoring it
firepower for its size. over Sangheili-designed Ghosts.
The first Ghosts were developed by the Sangheili
and saw use against the San'Shyuum during the War DEFENSE ARMOR
of Beginnings. Since then, while the technology and 0 1
design has improved, the core idea of a "combat sled"
has not changed. It remains the Covenant's primary
2 3 -1 7 5
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
attack vehicle after millennia.

DEFENSE ARMOR ▪ Manufacturer: Sacred Promissory


1 0 ▪ Complement: 1 driver
2 4 +1 6 4 ▪ Passenger Capacity: None
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Requisition: 4

▪ Manufacturer: Iruiru Armory ▪ Encumbrance Capacity: 15

▪ Complement: 1 driver ▪ Consumables: None

▪ Passenger Capacity: None ▪ Customization Hardpoints: 3

▪ Requisition: 3 ▪ Weapons: Twin Brute autocannons (Gunnery;


Damage 3; Critical 3; Short range; Fire Arc
▪ Encumbrance Capacity: 10 Forward; Blast 3, Linked 1)
▪ Consumables: None
Additional Rules
▪ Customization Hardpoints: 2
▪ Boost: As an action, take 1 system strain to
▪ Weapons: Twin medium plasma cannons increase this vehicle's maximum speed by 1 until
(Gunnery; Damage 3; Critical 3; Short range; the end of the driver's next turn. If the vehicle
Fire Arc Forward; Linked 1, Plasma)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 49


SECTION 02. EQUIPMENT & VEHICLES

was not already traveling at maximum speed, ▪ Customization Hardpoints: 3


take an additional 1 system strain; the vehicle is ▪W
 eapons (personal scale): Pintle-mounted
now traveling at maximum speed. light plasma cannon (Gunnery; Damage 9;
▪ Ramming: As an action, when traveling at Critical 2; Long range; Fire Arc All; Auto-fire,
maximum speed, make a Contested Piloting Burn 2, Plasma)
check against another vehicle at Close range.
Additional Rules
On a success, inflict base damage on the target
vehicle equal to the initiating vehicle's silhouette, ▪ Boost: As an action, take 1 System Strain to
adding uncanceled 󲊳 to the damage as normal. increase this vehicle's maximum speed by 1 until
After resolving damage, 󲊴󲊴󲊴󲊴 or 󲊵 may be the end of the driver's next turn. If the vehicle
spent to inflict a critical hit on the target vehicle, was not already traveling at maximum speed,
while 󲊱󲊱󲊱 or 󲊲 may be spent to inflict a take an additional 1 system strain; the vehicle is
critical hit on the initiating vehicle. 󲊴 may now traveling at maximum speed.
be spent to inflict system strain on the target
vehicle, while 󲊱 may be spent to inflict system TYPE-52 "PROWLER" INFANTRY SUPPORT VEHICLE
strain on the initiating vehicle.
The most recent Prowler design is based heavily on
Jiralhanae battle platforms, though it has been fitted
TYPE-46 "SPECTRE" INFANTRY SUPPORT VEHICLE with Covenant anti-gravity generators and plasma
During ground engagements, Covenant warriors weaponry. Resembling nothing more than a large
of all kinds learned to listen for the sound of sled with a rounded central hull and a turret on top,
approaching human Warthogs. Their mobility and it is intended as an infantry support weapon, able
firepower often proved a daunting combination, to deliver fighters quickly to a battlefield and then
being able to outmaneuver most Covenant vehicles. remain to provide covering fire.
In an effort to seize upon what they considered to be The artisan-armorer responsible for designing
its main benefits, artisan-armorers developed a new the Prowler is still unknown, as is the identity of
pattern, the Spectre, and set about producing them whomever ordered the Sacred Promissory on High
for the front lines. Charity to begin producing it, as well as a host of other
Unfortunately, the Spectre proved to be Jiralhanae weapons and vehicles. Rumors abound,
unpopular among the Sangheili warriors it was but it does not change the fact that the Covenant is
meant to support. While it is highly mobile and has now producing two distinct styles of vehicle.
an anti-gravity booster, it is poorly armored, leaving
DEFENSE ARMOR
its gunner and passengers hopelessly exposed. In
1 1
addition, the design was found to be distasteful due
to its similarities to the Warthog. The Spectre was 2 3 -1 8 6
eventually replaced by the Revenant, though some SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
units remain in circulation.

DEFENSE ARMOR
▪ Manufacturer: Sacred Promissory

1 0 ▪ Complement: 1 driver, 1 gunner


2 3 0 8 4 ▪ Passenger Capacity: 2
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD ▪ Requisition: 5
▪ Encumbrance Capacity: 25
▪ Manufacturer: Assembly Forges
▪ Consumables: None
▪ Complement: 1 driver, 1 gunner
▪ Customization Hardpoints: 2
▪ Passenger Capacity: 2
▪W
 eapons (personal scale): Pintle-mounted
▪ Requisition: 4 light plasma cannon (Gunnery; Damage 9;
▪ Encumbrance Capacity: 25 Critical 2; Long range; Fire Arc All; Auto-fire,
▪ Consumables: None Burn 2, Plasma)

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SECTION 02. EQUIPMENT & VEHICLES

TYPE-48 "REVENANT" LIGHT ASSAULT TYPE-29 "SHADOW" TROOP/VEHICLE TRANSPORT


GUN CARRIAGE
Shadows are a rare ground-based troop transport,
The Revenant is meant to straddle the line between intended for use in theaters of war where anti-air
the nimble Ghost and the powerful Wraith, taking defenses make dropships unreliable. Each Shadow,
design elements of both and combining them into a armed with a powerful turret on top for defense, is
middle-ground light assault vehicle. It has a wedge- capable of transporting a pod carrying eight troops
shaped front, similar to a Ghost, but its only weapon into battle, or else removing eight prisoners from
is a forward-arcing plasma mortar mounted on the the front lines. The pod can also be removed and
rear. Though less powerful than a Wraith's, the main replaced with a Ghost when the situation calls for
gun of the Revenant benefits from its carriage's additional armor.
greater speed and maneuverability. Shadows are also frequently found in civilian
The Merchants of Qikost originally developed roles, as the transport pod allows for quick delivery
the Revenant as a companion to the Spectre, but the of people or goods. While most of these converted
Revenant's popularity exploded while the Spectre Shadows have the upper turret removed, others—
floundered. As a result, its manufacturer has been such as those operating on dangerous colony
unable to keep up with demand, making the Revenant worlds or transporting important individuals or
a rare sight on the battlefield. cargo—retain the weapon.

DEFENSE ARMOR DEFENSE ARMOR

1 1 0 1
2 2 0 10 7 2 2 -1 12 6
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Merchants of Qikost ▪ Manufacturer: Assembly Forges


▪ Complement: 1 driver ▪ Complement: 1 driver, 1 gunner
▪ Passenger Capacity: 1 ▪ Passenger Capacity: 8 passengers or 1 Ghost
▪ Requisition: 5 ▪ Requisition: 6
▪ Encumbrance Capacity: 25 ▪ Encumbrance Capacity: 40
▪ Consumables: None ▪ Consumables: None
▪ Customization Hardpoints: 2 ▪ Customization Hardpoints: 1
▪ Weapons: Medium plasma mortar ▪W
 eapons (personal scale): Pintle-mounted
(Gunnery; Damage 5; Critical 2; Short range; light plasma cannon (Gunnery; Damage 9;
Fire Arc Forward; Breach 1, Burn 3, Critical 2; Long range; Fire Arc All; Auto-fire,
Plasma, Slow-Firing 1) Burn 2, Plasma)

Additional Rules
▪ Boost: As an action, take 1 System Strain to
increase this vehicle's maximum speed by 1 until
the end of the driver's next turn. If the vehicle
was not already traveling at maximum speed,
take an additional 1 system strain; the vehicle is
now traveling at maximum speed.

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SECTION 02. EQUIPMENT & VEHICLES

TYPE-26 "WRAITH" ASSAULT GUN CARRIAGE TYPE-30 "LOCUST" LIGHT EXCAVATION/


ANTI-FORTIFICATION PLATFORM
Most warriors know the Wraith for its distinctive and
destructive plasma mortar, capable of laying waste Unlike most Covenant vehicles, Locusts are walkers,
to enemy fortifications and vehicles. Skilled drivers using four articulated mechanical legs to move
are even able to use the cannon's considerable arc to about the battlefield. While slow and ungainly when
strike targets in mid-air, such as human evacuation compared to anti-gravity vehicles, they can handle
transports. Its large, bulbous hull is also able to difficult terrain with ease, allowing them to get
function as a battering ram, smashing through walls into position to fire their focus cannons at targets.
and other vehicles with ease. Locusts are most often used in a demolitions role,
The Wraith comes in two models. The first and though they are equally capable of taking on ground
most common includes a turret on the outside of the and air vehicles.
hull that is controlled by an independent gunner. Each Locust has a single driver who sits in
The second replaces the turret with two smaller, the armored central cockpit. Locusts can be
nose-mounted automated plasma cannons. The transported by Phantoms, though their large size
latter is much maligned among Covenant drivers, typically means they are deployed via gravity lift
as the automated targeting was seen as inferior to from their mother ship.
a practiced living gunner. If using the automated
DEFENSE ARMOR
cannon variant, use the turret as described below
1 2
with an Agility of 2 and a Gunnery skill of 1, and add
the Linked 1 quality. 3 1 -2 18 15
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
DEFENSE ARMOR

0 2
2 1 -2 14 11
▪ Manufacturer: Assembly Forges
▪ Complement: 1 driver
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Passenger Capacity: None
▪ Manufacturer: Assembly Forges ▪ Requisition: 7
▪ Complement: 1 driver, 1 gunner ▪ Encumbrance Capacity: 40
▪ Passenger Capacity: None ▪ Consumables: None
▪ Requisition: 6 ▪ Customization Hardpoints: 2
▪ Encumbrance Capacity: 30 ▪ Weapons: Medium focus cannon
▪ Consumables: None (Gunnery; Damage 6; Critical 2; Short range;
Fire Arc Forward; Breach 2, Burn 4, Plasma)
▪ Customization Hardpoints: 1
▪ Weapons:
▫H
 eavy plasma mortar (Gunnery; Damage 6;
Critical 2; Short range; Fire Arc Forward;
Breach 2, Burn 6, Plasma, Slow-Firing 1)
▫P
 intle-mounted light plasma cannon
(personal scale) (Gunnery; Damage 9;
Critical 2; Long range; Fire Arc Forward,
Left, or Right; Auto-fire, Burn 2, Plasma)

Additional Rules
▪ Boost: As an action, take 1 System Strain to
increase this vehicle's maximum speed by
1 until the end of the driver's next turn.

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SECTION 02. EQUIPMENT & VEHICLES

TYPE-47 "SCARAB" ULTRA-HEAVY ▪ Weapons:


ASSAULT PLATFORM
▫H
 eavy focus cannon (Gunnery; Damage 10;
Scarabs are a combination of Covenant technical Critical 2; Medium range; Fire Arc Forward;
prowess and the adaptability of Lekgolo gestalts, Breach 2, Burn 6, Plasma, Prepare 1)
creating an imposing mining and excavation
▫D
 orsal turret-mounted heavy plasma cannon
platform that doubles as a weapon in appropriate
(Gunnery; Damage 6; Critical 3; Short range;
environments. Standing atop four spiked legs
Fire Arc All; Plasma)
supporting an elongated body, Scarabs have proven
to be devastating siege weapons in the war against ▫ 3 pintle-mounted light plasma cannons
the humans. Their heavy armor can withstand (personal scale) (Gunnery; Damage 9;
considerable abuse, though their slow speed and Critical 2; Long range; Fire Arc Forward and
poor maneuverability mean that Scarabs are still Left, Forward and Right, Right and Left and
reliant on ground support. Rear; Auto-fire, Burn 2, Plasma)
Though Covenant crews operate the Scarab in Additional Rules
most respects, its movement is handled by Lekgolo
worms that run through the bones of the vehicle. This ▪ Lekgolo-Driven: This vehicle moves using a
allows the Scarab to move like an organic creature, Lekgolo colony swarm. It requires Operating
eliminating the need for costly and vulnerable to use. When making an unassisted Gunnery
balancing systems to simulate walking. These check, treat it as having 1 rank in Gunnery
Lekgolo are conditioned to respond to their crew's and 2 ranks in Agility.
commands, but even if the entire crew is killed it is
possible for the Scarab to continue operating.

DEFENSE ARMOR

2 3
4 1 -3 22 18
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Assembly Forges


▪ Complement: 1 supervisor
▪ Passenger Capacity: 50
▪ Requisition: N/A
▪ Encumbrance Capacity: 100
▪ Consumables: None
▪ Customization Hardpoints: 2

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SECTION 02. EQUIPMENT & VEHICLES

AIR & SPACE DOMINATION TYPE-26 "BANSHEE" GROUND SUPPORT AIRCRAFT

The atmospheric and exoatmospheric aircraft of Banshees are the smallest aircraft in the Covenant's
the Covenant follow the same smooth, organic arsenal, barely larger than the average adult
design principles as their ground vehicles. Armed Jiralhanae. It has a bulbous silhouette streamlined
with devastating weapons, they demonstrate the for flight, with the pilot lying down in a curved
Covenant's technological superiority over humans, cowling and two wing canards that hold the anti-
from simple one-person flyers like the Banshee gravity pods and boost generators. While there
to hard-shelled dropships and starfighters. The are several different design patterns for Banshees,
assembly forges that produce these craft frequently they all operate in the same manner.
develop interesting variations, but the basic function The Banshee performs well in air-to-air combat,
changes very little over time. but its primary role is in ground support, targeting
enemy infantry during strafing runs and using its
All vehicles in this section require the Piloting skill fuel rod cannons to inflict heavy damage to enemy
unless otherwise indicated. armor and infrastructure. However, lone Banshees
are often easy targets and their only real defense is
speed, meaning most pilots operate in pairs or trios
to ensure they are not caught unawares.

DEFENSE ARMOR

1 0
2 4 +1 7 5
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Assembly Forges


▪ Complement: 1 pilot
▪ Passenger Capacity: None
▪ Requisition: 4
▪ Encumbrance Capacity: 10
▪ Consumables: None
▪ Customization Hardpoints: 3
▪ Weapons:
▫T
 win medium plasma cannons (Gunnery;
Damage 3; Critical 3; Short range;
Fire Arc Forward; Linked 1, Plasma)
▫H
 eavy fuel rod cannon (Gunnery;
Damage 5; Critical 2; Short range;
Fire Arc Forward; Breach 2, Slow-Firing 1)

Additional Rules
▪ Boost: As an action, take 1 System Strain to
increase this vehicle's maximum speed by 1 until
the end of the driver's next turn. If the vehicle
was not already traveling at maximum speed,
take an additional 1 system strain; the vehicle is
now traveling at maximum speed.

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SECTION 02. EQUIPMENT & VEHICLES

TYPE-29 "VAMPIRE" CLOSE-SUPPORT FIGHTER TYPE-25 "SPIRIT" TROOP CARRIER


The Vampire was first introduced during the war to Resembling a two-pronged fork, with each prong
subjugate the Jiralhanae. As a close-support fighter, being a troop bay that opens along the outer edge,
it was highly effective against ground and air targets the Spirit is the Covenant's short-range dropship of
alike, as its unique stasis cannon could hold an enemy choice. It is able to deposit its entire complement
craft in place. On top of that, the Vampire is sleek of troops rapidly, and its armor allows it to plunge
and maneuverable, with a semi-circular shape and into dangerous situations. It lacks maneuverability,
a concave maw that gives it a recognizable but with a capable pilot the Spirit will be in and out
battlefield silhouette. before that becomes an issue.
While Vampires saw action early in the war Whereas most Covenant battlefield transports
against the humans, additional refinements to the rely on gravity lifts, including the Spirit's dropship
Banshee and Seraph lines have seen its role be cousin the Phantom, Spirits rely on dropping to
overtaken by more versatile craft. These days, ground-level to debark their troops directly. Some
Vampires are more commonly used as the personal models come equipped with a small gravity lift
shuttles of commanders and politicians and are a that leads directly to the cockpit area, but it is only
rare sight on the front lines. capable of transporting two individuals at a time.

DEFENSE ARMOR DEFENSE ARMOR

0 1 1 1
3 3 0 12 10
3 3 -1 17 14
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Assembly Forges ▪ Manufacturer: Tertiary Assembly Forges


▪ Complement: 1 pilot, 1 co-pilot ▪ Complement: 1 pilot, 1 co-pilot/gunner
▪ Passenger Capacity: None ▪ Passenger Capacity: 30 passengers,
▪ Requisition: 6 and 2 Ghosts or 1 Wraith

▪ Encumbrance Capacity: 30 ▪ Requisition: 5

▪ Consumables: None ▪ Encumbrance Capacity: 70

▪ Customization Hardpoints: 2 ▪ Consumables: None

▪ Weapons: ▪ Customization Hardpoints: 1

▫H
 eavy needle cannon (Gunnery; Damage 3; ▪ Weapons: Turret-mounted heavy plasma cannon
Critical 3; Short range; Fire Arc Forward; (Gunnery; Damage 4; Critical 3; Short range;
Blast 4, Guided 2) Fire Arc All; Plasma)

▫T
 win medium plasma cannons (Gunnery;
Damage 3; Critical 3; Short range;
Fire Arc Forward; Linked 1, Plasma)

Additional Rules
▪S
 tasis Cannon: The stasis cannon holds target
vehicles in place, making them easier to hit.
To use the stasis cannon, make a Gunnery check
as normal at close range; if successful, the target
is held in stasis. All combat checks made against
the target are upgraded once. To escape, the
target may attempt a Hard (󲊷󲊷󲊷) Piloting or
Driving check on their turn. The stasis cannon can
only be used against a target with a silhouette
equal to or smaller than the initiating vehicle.
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SECTION 02. EQUIPMENT & VEHICLES

TYPE-52 "PHANTOM" TROOP CARRIER TYPE-56 "LICH" GROUND SUPPORT/ULTRA HEAVY


DEPLOYMENT PLATFORM
The Phantom was originally introduced as a rear-line
diplomatic shuttle, but it quickly became apparent Despite looking and functioning like an upscaled
that an armed and armored version would do well at Phantom, the Lich performs a role similar to a Scarab.
the front lines. Using a ventral gravity lift, it is capable Its primary weapon is a heavy focus cannon that can
of disgorging up to a half-dozen troops at a time. Its be used to assault enemy infrastructure or conduct
curved beetle-like appearance has since struck terror excavations of holy relics. It also features a ventral
in the hearts of traitors and heretics everywhere. gravity lift similar to the Phantom, allowing it to
Unlike the Spirit, the Phantom is intended to quickly deploy troops and equipment to a secure site.
serve as a long-range dropship, able to sortie far The amount of firepower and personnel a Lich
from its mothership and transport ground forces can bring to bear has proven to be overwhelmingly
between multiple theaters of conflict, as well as act lethal against its targets, often resulting in a 100%
as a mobile base of operations for commanders. casualty rate among humans and heretics alike.
There is also a gunship model which replaces the The Lich's one shortcoming is its range: while its
side-mounted light plasma cannons with two more navigational shielding is capable of withstanding
heavy plasma turrets, as well as a gunboat which Slipspace, it has no drive of its own, making it reliant
replaces the chin-mounted turret with a plasma on large fleet carriers to bring it to its target system.
torpedo launcher. These models are more adept at
DEFENSE ARMOR
laying siege to entrenched positions.
1 2
DEFENSE ARMOR 4 2 -2 30 25
2 1
3 3 0 16 13
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD ▪ Manufacturer: Achoem Weapons


▪ Complement: 1 pilot, 1 weapons officer
▪ Manufacturer: Assembly Forges
▪ Passenger Capacity: 40 passengers
▪ Complement: 1 pilot, 1 co-pilot, 1 navigator,
▪ Requisition: N/A
1 operations officer
▪ Encumbrance Capacity: 300
▪ Passenger Capacity: 30 passengers,
and 2 Ghosts or 1 Wraith ▪ Consumables: Two weeks
▪ Requisition: 6 ▪ Customization Hardpoints: 0
▪ Encumbrance Capacity: 120 ▪ Weapons:
▪ Consumables: Two weeks ▫H
 eavy focus cannon (Gunnery; Damage 10;
Critical 2; Medium range; Fire Arc Forward;
▪ Customization Hardpoints: 2
Breach 2, Burn 6, Plasma, Prepare 1)
▪ Weapons:
▫ 2 pintle-mounted light plasma cannons
▫T
 urret-mounted heavy plasma cannon (personal scale) (Gunnery; Damage 9;
(Gunnery; Damage 4; Critical 3; Short range; Critical 2; Long range; Fire Arc Left,
Fire Arc All; Plasma) Fire Arc Right; Auto-fire, Burn 2, Plasma)
▫ 2 pintle-mounted light plasma cannons
(personal scale) (Gunnery; Damage 9; Critical 2;
Long range; Fire Arc Left, Fire Arc Right;
Auto-fire, Burn 2, Plasma)

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SECTION 02. EQUIPMENT & VEHICLES

TYPE-28 "TICK" INTRUSION VEHICLE TYPE-27 "SPACE BANSHEE" EXOATMOSPHERIC


MULTIROLE FIGHTER
Human vessels have proven to be little challenge to
the Covenant fleet, but while the power to destroy The Space Banshee is a variant of the classic
them is readily available, the humans are adept at Banshee, albeit vacuum-sealed and with heavier
hiding and deleting valuable information before it arms intended to intercept and shoot down enemy
can be obtained, up to and including self-destructing fighters. The power core boost required for these
their vessels. As such, boarding craft such as the new weapons resulted in a performance boost to its
Tick allow fleet commanders the chance to capture maneuverability as well, though many pilots prefer
and examine human ships. the larger Seraph fighters for their better armor.
The Tick is designed for the sole purpose
DEFENSE ARMOR
of relaying troops to an enemy vessel or station
1 0
and deploy them as quickly as possible. It comes
equipped with a cutting laser capable of melting 2 4 +2 7 5
through hull plating. However, it relies on an escort SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
of fighters or gunboats to reach its target safely, as it
has nothing in the way of defensive systems. ▪ Manufacturer: Assembly Forges
DEFENSE ARMOR ▪ Complement: 1 pilot
1 0 ▪ Passenger Capacity: None
3 2 -1 11 7 ▪ Requisition: 4
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Encumbrance Capacity: 0

▪ Manufacturer: Assembly Forges ▪ Consumables: None

▪ Complement: 1 pilot ▪ Customization Hardpoints: None

▪ Passenger Capacity: 20 passengers ▪ Weapons:

▪ Requisition: 5 ▫T
 win heavy plasma cannons
(Gunnery; Damage 4; Critical 3; Short range;
▪ Encumbrance Capacity: 10 Fire Arc Forward; Linked 1, Plasma)
▪ Consumables: None ▫H
 eavy fuel rod cannon (Gunnery; Damage
▪ Customization Hardpoints: 0 5; Critical 2; Short range; Fire Arc Forward;
Breach 2, Guided 3, Slow-Firing 1)
▪ Weapons: None

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SECTION 02. EQUIPMENT & VEHICLES

TYPE-31 "SERAPH" EXOATMOSPHERIC Additional Rules


MULTIROLE FIGHTER
▪ Non-Atmospheric: When flying this craft in
Filling a wide variety of ship-to-ship combat roles, atmosphere, reduce its handling twice.
from strike fighter and interceptor to strategic
▪ Shielded 2: In combat, energy shields provide
bomber, the Seraph is the standard single-occupant
extra armor equal to the ship's Shielded rating
starfighter in the Covenant armada. There are
and prevent the ship from suffering critical hits.
several design patterns, but all follow the same
They also ignore the effects of the Breach quality.
basic teardrop shape with rear "tails" to direct
On a successful combat skill check, an opponent
exhaust from the engine, allowing for significant
may spend 󲊵 or a number of 󲊴 equal to their
maneuverability while in zero-g. Unfortunately,
weapon's critical rating to remove the Shielded
its unusual shape makes it poorly equipped for
quality from their target until the end of the
atmospheric operations, though it is equipped with
encounter. The extra armor has not been
a plasma charge launcher for bombing runs.
factored into the above stat block.
DEFENSE ARMOR

1 1
3 3 +1 10 8
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Assembly Forges


▪ Complement: 1 pilot
▪ Passenger Capacity: None
▪ Requisition: 5
▪ Encumbrance Capacity: 15
▪ Consumables: None
▪ Customization Hardpoints: 2
▪ Weapons:
▫T
 win heavy plasma cannons (Gunnery;
Damage 4; Critical 3; Short range;
Fire Arc Forward; Linked 1, Plasma)
▫ 2 pulse laser turrets (Gunnery; Damage 3;
Critical 2; Close range; Fire Arc All; Plasma)
▫P
 lasma charge launcher (Gunnery; Damage 6;
Critical 2; Short range; Fire Arc Forward; Blast
6, Breach 2, Burn 4, Plasma, Slow-Firing 1)
▫Q
 uad heavy fuel rod cannons (Gunnery;
Damage 5; Critical 2; Short range; Fire Arc
Forward; Breach 2, Linked 3, Slow-Firing 1)

5 8 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 02. EQUIPMENT & VEHICLES

TYPE-52 "TARASQUE" HEAVY FIGHTER TYPE-26 "GIGAS" FIGHTER/BOMBER


The Tarasque served as the Covenant's primary Crescent-shaped with a massive weapons pod under
starfighter until the introduction of the Seraph each wing, Gigas bombers are fighters in name only:
reduced it to a bomber role exclusively. The various they possess a large silhouette and are considered
assembly forges within Covenant space have reduced the most ungainly vessel of its size in the armada.
their production of this venerable craft, making it It lacks the ability to protect itself in a protracted
a rarer sight as the war with the humans continues. engagement, but its firepower against ground targets
With heavier armor, however, it remains a reigns supreme. While most shipmasters would
popular choice for pilots and gunners despite its prefer to use their bombardment mortars or plasma
lack of versatility. lances to carry out attacks against ground targets,
Gigas bombers are still highly effective and prized for
DEFENSE ARMOR
their sheer destructive potential.
1 2
3 2 0 12 8
DEFENSE ARMOR

2 2
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
3 2 -2 12 12
▪ Manufacturer: Assembly Forges SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Complement: 1 pilot, 1 weapons officer


▪ Manufacturer: Assembly Forges
▪ Passenger Capacity: 8 passengers
▪ Complement: 1 pilot, 1 weapons officer
▪ Requisition: 6
▪ Passenger Capacity: 4 passengers
▪ Encumbrance Capacity: 25
▪ Requisition: 7
▪ Consumables: None
▪ Encumbrance Capacity: 15
▪ Customization Hardpoints: 1
▪ Consumables: None
▪ Weapons:
▪ Customization Hardpoints: 2
▫H
 eavy plasma cannon (Gunnery;
Damage 4; Critical 3; Short range; ▪ Weapons:
Fire Arc Forward; Linked 1, Plasma) ▫H
 eavy plasma cannon (Gunnery;
▫A
 lternating plasma charge launchers (Gunnery; Damage 4; Critical 3; Short range;
Damage 6; Critical 2; Short range; Fire Arc Fire Arc Forward; Linked 1, Plasma)
Forward; Blast 6, Breach 3, Burn 4, Plasma) ▫T
 win heavy plasma charge launchers
▫Q
 uad heavy fuel rod cannons (Gunnery; (Gunnery; Damage 8; Critical 2; Short range;
Damage 5; Critical 2; Short range; Fire Arc Fire Arc Forward; Blast 6, Breach 3, Burn 4,
Forward; Breach 2, Linked 3, Slow-Firing 1) Linked 1, Plasma)

Additional Rules Additional Rules

▪ Shielded 2: In combat, energy shields provide ▪ Shielded 2: In combat, energy shields provide
extra armor equal to the ship's Shielded rating extra armor equal to the ship's Shielded rating
and prevent the ship from suffering critical hits. and prevent the ship from suffering critical hits.
They also ignore the effects of the Breach quality. They also ignore the effects of the Breach quality.
On a successful combat skill check, an opponent On a successful combat skill check, an opponent
may spend 󲊵 or a number of 󲊴 equal to their may spend 󲊵 or a number of 󲊴 equal to their
weapon's critical rating to remove the Shielded weapon's critical rating to remove the Shielded
quality from their target until the end of the quality from their target until the end of the
encounter. The extra armor has not been encounter. The extra armor has not been
factored into the above stat block. factored into the above stat block.

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SECTION 02. EQUIPMENT & VEHICLES

FLEET VESSELS ▪ Weapons:

The many and powerful vessels that make up the ▫ 4 light plasma lances (Gunnery; Damage 5;
armada are the pride of the Covenant. They cut Critical 2; Close range; Fire Arc Forward;
imposing silhouettes in the skies over hostile worlds, Breach 1, Burn 3, Plasma)
smashing human defenses and reducing the surface ▫ 4 medium plasma lances (Gunnery; Damage
to glass with concentrated orbital bombardment. 6; Critical 2; Long range; Fire Arc Forward;
The high-powered plasma weaponry carried by Breach 3, Burn 5, Plasma, Prepare 1)
every ship makes even the smallest cutters into
▫ 4 pulse laser turrets (Gunnery; Damage 3;
formidable opponents, and every hull benefits from
Critical 2; Close range; Fire Arc All; Plasma)
energy shielding that can shrug off all but the most
damaging human weapons. Some vessels even Additional Rules
benefit from active camouflage technology, allowing
▪ Active Jamming: Using the latest in electronic
them to cloak and hide themselves in order to strike
warfare technology, this vessel can prevent
at the most opportune moment.
enemy targeting systems from getting a lock.
Take the Active Jamming maneuver to add 󲊸󲊸
All vessels in this section require the Operating skill
to all combat checks targeting this ship until
unless otherwise indicated. Fleet vessels cannot be
the start of your next turn.
requisitioned as normal and are instead assigned
based on the needs of the mission or the rank of the ▪ Shielded 3: In combat, energy shields provide
command officer. extra armor equal to the ship's Shielded rating
and prevent the ship from suffering critical hits.
They also ignore the effects of the Breach quality.
DAS-CLASS STORM CUTTER
On a successful combat skill check, an opponent
Technically considered a cruiser, DAS-class storm may spend 󲊵 or a number of 󲊴 equal to their
cutters function as scouts and hunter-killers, using weapon's critical rating to remove the Shielded
pack tactics to harass enemy forces at the edge of quality from their target until the end of the
fleet actions and to interdict fighters and bombers. encounter. The extra armor has not been
While they have proven to be extremely effective factored into the above stat block.
against human fleets, they have also seen action
behind the lines in anti-piracy operations. Many
Kig-Yar pirates would love to get their hands
on these agile vessels in order to turn the tables
on the Covenant.

DEFENSE ARMOR

1 4
4 3 +1 50 40
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Primary Assembly Forges


▪ Complement: 16 crew
▪ Passenger Capacity: 11 passengers
▪ Requisition: N/A
▪ Encumbrance Capacity: 450
▪ Consumables: One month
▪ Customization Hardpoints: 3

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SECTION 02. EQUIPMENT & VEHICLES

ADP-CLASS ESCORT On a successful combat skill check, an opponent


The ADP-class escort is a holdover from an earlier may spend 󲊵 or a number of 󲊴 equal to their
age, when the Covenant was not yet as large and weapon's critical rating to remove the Shielded
powerful as it is now. It served to ferry diplomats on quality from their target until the end of the
peaceful missions of faith, spreading the word of the encounter. The extra armor has not been
Great Journey to new species, as well as to protect factored into the above stat block.
merchants and pilgrims from pirates. ADP-class
escorts are equipped with cloaking devices to conceal DSC-CLASS SUPPORT SHIP
their presence, allowing them to slip past blockades As is the case with an army, a fleet sails on its
or lie in wait for an ambush. stomach and requires constant supplies of food,
The age, rarity, and low armament of these water, and other staples. DSC-class support ships
escorts means they rarely perform in fleet actions. offer this and more, with massive hydroponic domes
Instead, they are mostly found close to the heart that grow all manner of food and serve as hunting
of Covenant space, where they serve as private grounds for live prey. They also often act as luxury
transport for aristocrats or perform short-range transports for the San'Shyuum when they need to
patrols, remaining vigilant for any sign of heresy travel to the front, as many of them find traveling
or piracy. on a warship distasteful and below their station.
DEFENSE ARMOR
Though DSC-class support ships are often
afforded considerable protection during combat,
1 5
5 3 -1 60 55
they have sufficient arms to defend themselves
from attack if need be. Especially early in the war,
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD humans would often attempt to target such support
ships only to be driven back and annihilated by their
▪ Manufacturer: Assembly Forges considerable defenses.
▪ Complement: 17 crew DEFENSE ARMOR

▪ Passenger Capacity: 4 passengers 1 4


▪ Requisition: N/A 6 2 -2 40 25
▪ Encumbrance Capacity: 550 SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Consumables: One month


▪ Manufacturer: Primary Assembly Forges
▪ Customization Hardpoints: 2
▪ Complement: 9,981 crew
▪ Weapons: 2 plasma torpedo silos (Gunnery;
▪ Passenger Capacity: 157 passengers
Damage 6; Critical 2; Medium range;
Fire Arc All; Blast 6, Breach 2, Burn 4, ▪ Requisition: N/A
Guided 3, Plasma, Slow-Firing 1) ▪ Encumbrance Capacity: 1,150
Additional Rules ▪ Consumables: One year
▪ Cloaking: Shipboard cloaking devices make use ▪ Customization Hardpoints: 1
of active camouflage at scale, allowing the ship to ▪ Weapons:
render itself nearly invisible to sensors and the
naked eye. As a maneuver, activate Cloaking and ▫ 8 plasma torpedo silos (Gunnery;
upgrade all checks made to detect the ship twice, Damage 6; Critical 2; Medium range;
either visually or with sensors. Fire Arc All; Blast 6, Breach 2, Burn 4,
Guided 3, Plasma, Slow-Firing 1)
▪ Shielded 3: In combat, energy shields provide
extra armor equal to the ship's Shielded rating ▫ 6 port-side heavy plasma cannons
and prevent the ship from suffering critical hits. (Gunnery; Damage 5; Critical 3; Short range;
They also ignore the effects of the Breach quality. Fire Arc Port; Plasma)

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SECTION 02. EQUIPMENT & VEHICLES

▫ 6 starboard-side heavy plasma cannons ▪ Weapons:


(Gunnery; Damage 5; Critical 3; Short range; ▫ 2 forward-facing heavy plasma cannons
Fire Arc Starboard; Linked 5, Plasma) (Gunnery; Damage 5; Critical 3; Short range;
▫ 2 0 pulse laser turrets (Gunnery; Damage 3; Fire Arc Forward; Plasma)
Critical 2; Close range; Fire Arc All; Plasma) ▫ 3 port-side heavy plasma cannons (Gunnery;
Additional Rules Damage 5; Critical 3; Short range;
Fire Arc Port; Plasma)
▪ Shielded 3: In combat, energy shields provide
extra armor equal to the ship's Shielded rating ▫ 3 starboard-side heavy plasma cannons
and prevent the ship from suffering critical hits. (Gunnery; Damage 5; Critical 3; Short range;
They also ignore the effects of the Breach quality. Fire Arc Starboard; Plasma)
On a successful combat skill check, an opponent Additional Rules
may spend 󲊵 or a number of 󲊴 equal to their
weapon's critical rating to remove the Shielded ▪ Cloaking: Shipboard cloaking devices make use
quality from their target until the end of the of active camouflage at scale, allowing the ship to
encounter. The extra armor has not been render itself nearly invisible to sensors and the
factored into the above stat block. naked eye. As a maneuver, activate Cloaking and
upgrade all checks made to detect the ship twice,
either visually or with sensors.
DAV-CLASS LIGHT CORVETTE
▪ Shielded 3: In combat, energy shields provide
As a light corvette, the DAV-class is nimble and extra armor equal to the ship's Shielded rating
mobile with a focus on stealth operations. Most and prevent the ship from suffering critical hits.
ships of this class are dispatched for early They also ignore the effects of the Breach quality.
reconnaissance of a target system, slipping in On a successful combat skill check, an opponent
undetected to deploy teams of Rangers and Zealots may spend 󲊵 or a number of 󲊴 equal to their
on intelligence-gathering missions. Once this phase weapon's critical rating to remove the Shielded
is complete, these corvettes will lie in wait until quality from their target until the end of the
the main assault and then use hit-and-run tactics encounter. The extra armor has not been
to harry the enemy from the rear. factored into the above stat block.
DEFENSE ARMOR

1 5
4 3 0 55 35
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Manufacturer: Assembly Forges


▪ Complement: 38 crew
▪ Passenger Capacity: 125 passengers
▪ Hangar Capacity: 2 Spirits, 4 Seraphs,
12 Banshees
▪ Requisition: N/A
▪ Encumbrance Capacity: 500
▪ Consumables: One month
▪ Customization Hardpoints: 3

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SECTION 02. EQUIPMENT & VEHICLES

SDV-CLASS HEAVY CORVETTE Additional Rules


While SDV-class heavy corvettes have always ▪ Shielded 3: In combat, energy shields provide
been warships, their initial role was in scouting extra armor equal to the ship's Shielded rating
navigational routes and charting star systems in and prevent the ship from suffering critical hits.
search of Forerunner artifacts. The outbreak of war They also ignore the effects of the Breach quality.
against humanity saw them redeployed as capital ship On a successful combat skill check, an opponent
escorts and fighter screens, as using the full might of may spend 󲊵 or a number of 󲊴 equal to their
the Covenant's armada was found to be unnecessary weapon's critical rating to remove the Shielded
against the humans' comparatively weak navy. quality from their target until the end of the
In combat, heavy corvettes are adept at engaging encounter. The extra armor has not been
human vessels of similar or lesser tonnage, though factored into the above stat block.
they lack the killing power of plasma torpedoes and
lances and instead rely on broadside barrages from RPV-CLASS LIGHT DESTROYER
their heavy plasma cannons. They are also capable
of suppressing enemy ground forces using their RPV-class light destroyers are comparatively
bombardment mortars, though again they lack the lightly armed for their class, but their speed makes
weapons necessary to begin glassing the planet. them ideal for running down fleeing ships as well
as escorting reconnaissance missions. They are
DEFENSE ARMOR extremely effective in ship-to-ship engagements with
1 5 human vessels, able to use their plasma torpedoes
5 2 -1 70 55
and heavy plasma lances to great effect to protect
larger capital ships from danger.
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
DEFENSE ARMOR
▪ Manufacturer: Forgemasters of Tanus, 1 5
Gorgon Assembly Vault 5 3 0 75 60
▪ Complement: 38 crew SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Passenger Capacity: 230 passengers
▪ Manufacturer: Assembly Forges
▪ Hangar Capacity: 2 Spirits, 8 Seraphs,
18 Banshees, 104 insertion pods ▪ Complement: 68 crew
▪ Requisition: N/A ▪ Passenger Capacity: 180 passengers
▪ Encumbrance Capacity: 750 ▪ Hangar Capacity: 4 Phantoms, 10 Seraphs,
24 Banshees
▪ Consumables: Three months
▪ Requisition: N/A
▪ Customization Hardpoints: 2
▪ Encumbrance Capacity: 1,980
▪ Weapons:
▪ Consumables: Six months
▫ 3 port-side heavy plasma cannons
(Gunnery; Damage 5; Critical 3; Short range; ▪ Customization Hardpoints: 2
Fire Arc Port; Plasma) ▪ Weapons:
▫ 3 starboard-side heavy plasma cannons ▫H
 eavy plasma lance (Gunnery; Damage 7;
(Gunnery; Damage 5; Critical 3; Short range; Critical 2; Long range; Fire Arc Forward;
Fire Arc Starboard; Plasma) Breach 5, Burn 7, Plasma, Prepare 2)
▫ 1 6 plasma bombardment mortars ▫ 2 forward-facing plasma torpedo silos
(Gunnery; Damage 6; Critical 2; Short range; (Gunnery; Damage 6; Critical 2; Medium range;
Fire Arc Ventral; Breach 2, Burn 6, Plasma, Fire Arc Forward; Blast 6, Breach 2, Burn 4,
Slow-Firing 1) Guided 3, Plasma, Slow-Firing 1)
▫ 1 1 pulse laser turrets (Gunnery; Damage 3; ▫ 3 5 pulse laser turrets (Gunnery; Damage 3;
Critical 2; Close range; Fire Arc All; Plasma) Critical 2; Close range; Fire Arc All; Plasma)

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SECTION 02. EQUIPMENT & VEHICLES

Additional Rules ▫ 6 forward-facing heavy plasma cannons


(Gunnery; Damage 5; Critical 3; Short range;
▪ Shielded 3: In combat, energy shields provide Fire Arc Forward; Plasma)
extra armor equal to the ship's Shielded rating
and prevent the ship from suffering critical hits. ▫ 6 port-side heavy plasma cannons (Gunnery;
They also ignore the effects of the Breach quality. Damage 5; Critical 3; Short range;
On a successful combat skill check, an opponent Fire Arc Port; Plasma)
may spend 󲊵 or a number of 󲊴 equal to their ▫ 6 starboard-side heavy plasma cannons
weapon's critical rating to remove the Shielded (Gunnery; Damage 5; Critical 3; Short range;
quality from their target until the end of the Fire Arc Starboard; Plasma)
encounter. The extra armor has not been ▫ 6 aft-facing heavy plasma cannons
factored into the above stat block. (Gunnery; Damage 5; Critical 3; Short range;
Fire Arc Aft; Plasma)
CPV-CLASS HEAVY DESTROYER ▫ 8 plasma torpedo silos (Gunnery; Damage 6;
The CPV-class heavy destroyer is the workhorse of Critical 2; Medium range; Fire Arc All; Blast 6,
the Covenant armada. Not only is it the preeminent Breach 2, Burn 4, Guided 3, Plasma,
warship used in naval engagements, able to engage Slow-Firing 1)
up to three similarly-sized human ships and emerge ▫ 2 0 pulse laser turrets (Gunnery; Damage 3;
victorious, but it is also the primary vessel used in Critical 2; Close range; Fire Arc All; Plasma)
planetary glassing operations. It is also capable of
fielding a considerable number of ground forces. ▫ 4 0 plasma bombardment mortars (Gunnery;
Damage 6; Critical 2; Short range;
DEFENSE ARMOR Fire Arc Ventral; Breach 2, Burn 6,
1 6 Plasma, Slow-Firing 1)
6 2 -1 80 60 Additional Rules
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
▪ Shielded 3: In combat, energy shields provide
extra armor equal to the ship's Shielded rating
▪ Manufacturer: Assembly Forges and prevent the ship from suffering critical hits.
▪ Complement: 406 crew They also ignore the effects of the Breach quality.
▪ Passenger Capacity: 2,050 passengers On a successful combat skill check, an opponent
may spend 󲊵 or a number of 󲊴 equal to their
▪ Hangar Capacity: 12 Phantoms, 30 Seraphs, weapon's critical rating to remove the Shielded
48 Banshees, 314 insertion pods quality from their target until the end of the
▪ Requisition: N/A encounter. The extra armor has not been
factored into the above stat block.
▪ Encumbrance Capacity: 2,200
▪ Consumables: Six months
▪ Customization Hardpoints: 3
▪ Weapons:
▫S
 uperheavy plasma lance (Gunnery;
Damage 8; Critical 2; Long range; Fire Arc
Ventral; Breach 7, Burn 9, Plasma, Prepare 3)
▫ 2 medium plasma lances (Gunnery; Damage
6; Critical 2; Long range; Fire Arc Forward;
Breach 3, Burn 5, Plasma, Prepare 1)

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CRS-CLASS LIGHT CRUISER CCS-CLASS BATTLECRUISER


Like the DAS-class storm cutter, CRS-class light Perhaps the most versatile capital ship in the
cruisers are relatively small and lightly armed armada, the CCS-class battlecruiser and its various
for a front-line warship. This is due to its primary design patterns form the backbone of virtually
role as a rear-line enforcement vessel, intended to every Covenant fleet. They can handle almost
patrol inhabited star systems to ward off pirates and every task required of them, from ship-to-ship
interdict illegal cargo. They are widely available, combat to planetary occupation, from serving as a
however, meaning that many would-be Fleet Masters flagship to conducting glassing operations. During
use light cruisers to round out their numbers until fleet engagements, they are highly effective when
they can inspire larger vessels to join their fleets. deployed in three-member battlegroups.
Battlecruisers are often seen as the preeminent
DEFENSE ARMOR
posting for warriors in the Covenant armada, second
2 7 only to assault carriers. As a result, there is a high
5 2 -1 85 75 degree of competitiveness and rivalry between
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
equally-ranked warriors aboard such ships. While
some Ship Masters might encourage this attitude
▪ Manufacturer: Secondary Assembly Forges for inspiring improvement among the crew, others
are concerned for the possibility of such competition
▪ Complement: 9 crew impacting combat performance, as well as the risk of
▪ Passenger Capacity: None a rival rising up against the Ship Master.
▪ Requisition: N/A DEFENSE ARMOR

▪ Encumbrance Capacity: 980 3 7


▪ Consumables: Three months 7 1 -2 95 85
▪ Customization Hardpoints: 3 SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD

▪ Weapons:
▪ Manufacturer: Assembly Forges
▫ 2 medium plasma lances (Gunnery; Damage
▪ Complement: 510 crew
6; Critical 2; Long range; Fire Arc Forward;
Breach 3, Burn 5, Plasma, Prepare 1) ▪ Passenger Capacity: 6,780 passengers
▫ 8 plasma torpedo silos (Gunnery; Damage 6; ▪ Hangar Capacity: 10 Spirit/Phantom dropships,
Critical 2; Medium range; Fire Arc All; 50 Banshee flyers, 20 Tick boarding craft,
Blast 6, Breach 2, Burn 4, Guided 3, 44 Shadow transports, 32 Seraph/Tarasque
Plasma, Slow-Firing 1) fighters, 48 Wraith tanks, 150 Ghost scouts
▫ 4 pulse laser turrets (Gunnery; Damage 3; ▪ Requisition: N/A
Critical 2; Close range; Fire Arc All; Plasma) ▪ Encumbrance Capacity: 3,800
Additional Rules ▪ Consumables: One year
▪ Shielded 4: In combat, energy shields provide ▪ Customization Hardpoints: 2
extra armor equal to the ship's Shielded rating ▪ Weapons:
and prevent the ship from suffering critical hits.
They also ignore the effects of the Breach quality. ▫H
 eavy plasma lance (Gunnery; Damage 7;
On a successful combat skill check, an opponent Critical 2; Long range; Fire Arc Forward;
may spend 󲊵 or a number of 󲊴 equal to their Breach 5, Burn 7, Plasma, Prepare 2)
weapon's critical rating to remove the Shielded ▫M
 edium plasma lance (Gunnery; Damage
quality from their target until the end of the 6; Critical 2; Long range; Fire Arc Forward;
encounter. The extra armor has not been Breach 3, Burn 5, Plasma, Prepare 1)
factored into the above stat block.

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SECTION 02. EQUIPMENT & VEHICLES

▫ 1 6 plasma torpedo silos (Gunnery; Damage 6; ▪ Hangar Capacity: 22 Spirit/Phantom dropships,


Critical 2; Medium range; Fire Arc All; 150 Banshee flyers, 38 Tick boarding craft,
Blast 6, Breach 2, Burn 4, Guided 3, 62 Shadow transports, 64 Seraph/Tarasque
Plasma, Slow-Firing 1) fighters, 70 Wraith tanks, 330 Ghost scouts
▫ 2 1 port-side heavy plasma cannons ▪ Requisition: N/A
(Gunnery; Damage 5; Critical 3; Short range; ▪ Encumbrance Capacity: 5,080
Fire Arc Port; Plasma)
▪ Consumables: One year
▫ 2 1 starboard-side heavy plasma cannons
(Gunnery; Damage 5; Critical 3; Short range; ▪ Customization Hardpoints: 1
Fire Arc Starboard; Plasma) ▪ Weapons:
▫ 5 0 pulse laser turrets (Gunnery; Damage 3; ▫S
 uperheavy plasma lance (Gunnery;
Critical 2; Close range; Fire Arc All; Plasma) Damage 8; Critical 2; Long range; Fire Arc
Ventral; Breach 7, Burn 9, Plasma, Prepare 3)
Additional Rules
▫H
 eavy plasma lance (Gunnery; Damage 7;
▪ Massive 1: When making an attack targeting this
Critical 2; Long range; Fire Arc Forward;
vessel, the critical rating of any weapons used
Breach 5, Burn 7, Plasma, Prepare 2)
counts as 1 higher.
▫ 3 medium plasma lances (Gunnery;
▪ Shielded 4: In combat, energy shields provide
Damage 6; Critical 2; Long range; Fire Arc
extra armor equal to the ship's Shielded rating
Forward; Breach 3, Burn 5, Plasma, Prepare 1)
and prevent the ship from suffering critical hits.
They also ignore the effects of the Breach quality. ▫ 1 6 plasma torpedo silos (Gunnery; Damage 6;
On a successful combat skill check, an opponent Critical 2; Medium range; Fire Arc All; Blast 6,
may spend 󲊵 or a number of 󲊴 equal to their Breach 2, Burn 4, Guided 3, Plasma,
weapon's critical rating to remove the Shielded Slow-Firing 1)
quality from their target until the end of the ▫ 2 4 port-side heavy plasma cannons
encounter. The extra armor has not been (Gunnery; Damage 5; Critical 3; Short range;
factored into the above stat block. Fire Arc Port; Plasma)
▫ 2 4 starboard-side heavy plasma cannons
ORS-CLASS HEAVY CRUISER (Gunnery; Damage 5; Critical 3; Short range;
ORS-class heavy cruisers are considered to be the Fire Arc Starboard; Plasma)
most powerful cruisers in the armada. Not only are ▫ 1 6 plasma bombardment mortars (Gunnery;
they heavily armed and armored, as well as able Damage 6; Critical 2; Short range;
to deploy a staggering number of troops to the Fire Arc Ventral; Breach 2, Burn 6, Plasma,
battlefield, they also possess cloaking technology Slow-Firing 1)
that allows them to move about unseen. Due to their
▫ 8 0 pulse laser turrets (Gunnery; Damage 3;
rarity, however, they are not deployed as front-line
Critical 2; Close range; Fire Arc All; Plasma)
warships, instead being used as command ships, as
support for carriers, or for reconnaissance in force. Additional Rules
DEFENSE ARMOR ▪ Cloaking: Shipboard cloaking devices make use
of active camouflage at scale, allowing the ship to
3 8
8 1 -2 110 90
render itself nearly invisible to sensors and the
naked eye. As a maneuver, activate Cloaking and
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD upgrade all checks made to detect the ship twice,
either visually or with sensors.
▪ Manufacturer: Primary Assembly Forges
▪ Massive 2: When making an attack targeting this
▪ Complement: 1,286 crew vessel, the critical rating of any weapons used
▪ Passenger Capacity: 14,900 passengers counts as 2 higher.

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SECTION 02. EQUIPMENT & VEHICLES

▪ Shielded 4: In combat, energy shields provide ▫ 1 4 heavy plasma torpedo silos (Gunnery;
extra armor equal to the ship's Shielded rating Damage 7; Critical 2; Medium range;
and prevent the ship from suffering critical hits. Fire Arc All; Blast 6, Breach 2, Burn 4,
They also ignore the effects of the Breach quality. Guided 3, Plasma, Slow-Firing 1)
On a successful combat skill check, an opponent ▫ 3 2 port-side heavy plasma cannons
may spend 󲊵 or a number of 󲊴 equal to their (Gunnery; Damage 5; Critical 3; Short range;
weapon's critical rating to remove the Shielded Fire Arc Port; Plasma)
quality from their target until the end of the
encounter. The extra armor has not been ▫ 3 2 starboard-side heavy plasma cannons
factored into the above stat block. (Gunnery; Damage 5; Critical 3; Short range;
Fire Arc Starboard; Plasma)

DDS-CLASS CARRIER ▫ 4 50 pulse laser turrets (Gunnery; Damage 3;


Critical 2; Close range; Fire Arc All; Plasma)
Visually similar to the ORS-class heavy cruiser, the
DDS-class carrier is intended primarily to support Additional Rules
fleet actions in space and deploy ground infantry. It ▪ Massive 2: When making an attack targeting this
has sufficient arms to engage in ship-to-ship combat, vessel, the critical rating of any weapons used
though its support role means that it rarely does so counts as 2 higher.
without several escorts.
▪ Shielded 4: In combat, energy shields provide
DEFENSE ARMOR extra armor equal to the ship's Shielded rating
3 9 and prevent the ship from suffering critical hits.
8 1 -3 140 120
They also ignore the effects of the Breach quality.
On a successful combat skill check, an opponent
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
may spend 󲊵 or a number of 󲊴 equal to their
weapon's critical rating to remove the Shielded
▪ Manufacturer: Assembly Forges quality from their target until the end of the
▪ Complement: 188 crew encounter. The extra armor has not been
▪ Passenger Capacity: 20,000 passengers factored into the above stat block.

▪H
 angar Capacity: 34 Spirit/Phantom dropships,
300 Seraph/Tarasque fighters, 200 Banshee flyers
▪ Requisition: N/A
▪ Encumbrance Capacity: 10,400
▪ Consumables: Two years
▪ Customization Hardpoints: 2
▪ Weapons:
▫ 2 superheavy plasma lances (Gunnery;
Damage 8; Critical 2; Long range; Fire Arc
Ventral; Breach 7, Burn 9, Plasma, Prepare 3)
▫ 3 heavy plasma lances (Gunnery; Damage 7;
Critical 2; Long range; Fire Arc Forward;
Breach 5, Burn 7, Plasma, Prepare 2)
▫ 4 light plasma lances (Gunnery; Damage 5;
Critical 2; Close range; Fire Arc Forward;
Breach 1, Burn 3, Plasma)

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SECTION 02. EQUIPMENT & VEHICLES

CAS-CLASS ASSAULT CARRIER ▫ 2 4 heavy plasma torpedo silos (Gunnery;


The CAS-class assault carrier is the powerhouse Damage 7; Critical 2; Medium range;
of the Covenant armada. It fulfills a variety of needs, Fire Arc All; Blast 6, Breach 2, Burn 4,
from ship-to-ship combat to command and control Guided 3, Plasma, Slow-Firing 1)
of fleet operations and close support of ground ▫ 4 0 port-side heavy plasma cannons
invasions. These ships have considerable armament, (Gunnery; Damage 5; Critical 3; Short range;
allowing them to operate safely without an escort, Fire Arc Port; Plasma)
though they are typically only deployed to warzones ▫ 4 0 starboard-side heavy plasma cannons
of significance where many other ships are (Gunnery; Damage 5; Critical 3; Short range;
already present. Fire Arc Starboard; Plasma)
For most Fleet Masters, CAS-class assault
carriers are the pride of their fleets, representing the ▫ 7 00 pulse laser turrets (Gunnery; Damage 3;
pinnacle of achievement in the realm of naval combat. Critical 2; Close range; Fire Arc All; Plasma)
The loss of such a vessel can be demoralizing, and Additional Rules
many commanders choose to go down with their
ship rather than face demotion to a lesser carrier ▪ Massive 2: When making an attack targeting this
or cruiser. vessel, the critical rating of any weapons used
counts as 2 higher.
DEFENSE ARMOR
▪ Shielded 4: In combat, energy shields provide
3 10 extra armor equal to the ship's Shielded rating
8 1 -3 170 150 and prevent the ship from suffering critical hits.
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
They also ignore the effects of the Breach quality.
On a successful combat skill check, an opponent
▪ Manufacturer: Assembly Forges may spend 󲊵 or a number of 󲊴 equal to their
weapon's critical rating to remove the Shielded
▪ Complement: 210 crew quality from their target until the end of the
▪ Passenger Capacity: 40,000 passengers encounter. The extra armor has not been
factored into the above stat block.
▪ Hangar Capacity: 250 insertion pods,
44 Spirit/Phantom dropships, 600 Banshee
flyers, 20 Tick boarding craft, 44 Shadow
transports, 64 Seraph/Tarasque fighters,
192 Space Banshee fighters, 3 Scarab platforms,
196 Wraith tanks, 700 Ghost scouts
▪ Requisition: N/A
▪ Encumbrance Capacity: 16,900
▪ Consumables: Two years
▪ Customization Hardpoints: 1
▪ Weapons:
▫ 3 superheavy plasma lances (Gunnery;
Damage 8; Critical 2; Long range; Fire Arc
Ventral; Breach 7, Burn 9, Plasma, Prepare 3)
▫ 8 heavy plasma lances (Gunnery;
Damage 7; Critical 2; Long range; Fire Arc
Forward; Breach 5, Burn 7, Plasma, Prepare 2)

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CSO-CLASS SUPERCARRIER ▫ 1 10 port-side heavy plasma cannons


Supercarriers represent the absolute apex of the (Gunnery; Damage 5; Critical 3; Short range;
Covenant armada's hierarchy, and as such they are Fire Arc Port; Plasma)
very rare sights on the frontlines. While they operate ▫ 1 10 starboard-side heavy plasma cannons
as command-and-control centers for entire fleets and (Gunnery; Damage 5; Critical 3; Short range;
support for occupation forces, their high strategic Fire Arc Starboard; Plasma)
value makes them an obvious target for enemy ▫ 1 ,800 pulse laser turrets (Gunnery; Damage 3;
forces, and their massive size requires almost an Critical 2; Close range; Fire Arc All; Plasma)
entire fleet's worth of support. They are only deployed
in fronts of extreme significance, though they do make Additional Rules
for a foreboding presence in combat. ▪ Massive 3: When making an attack targeting this
DEFENSE ARMOR
vessel, the critical rating of any weapons used
counts as 3 higher.
3 12
9 1 -3 270 240
▪ Shielded 5: In combat, energy shields provide
extra armor equal to the ship's Shielded rating
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
and prevent the ship from suffering critical hits.
They also ignore the effects of the Breach quality.
▪ Manufacturer: Primary Assembly Forges On a successful combat skill check, an opponent
▪ Complement: 2,917 crew may spend 󲊵 or a number of 󲊴 equal to their
weapon's critical rating to remove the Shielded
▪ Passenger Capacity: 94,000 passengers
quality from their target until the end of the
▪ Hangar Capacity: 400 insertion pods, encounter. The extra armor has not been
90 Spirit/Phantom dropships, factored into the above stat block.
800 Banshee flyers, 90 Shadow transports,
130 Seraph/Tarasque fighters, 300 Space
Banshee fighters, 8 Scarab platforms,
310 Wraith tanks, 1500 Ghost scouts
▪ Requisition: N/A
▪ Encumbrance Capacity: 29,780
▪ Consumables: Three years
▪ Customization Hardpoints: 2
▪ Weapons:
▫ 6 superheavy plasma lances (Gunnery;
Damage 8; Critical 2; Long range; Fire Arc
Ventral; Breach 7, Burn 9, Plasma, Prepare 3)
▫ 1 4 heavy plasma lances (Gunnery;
Damage 7; Critical 2; Long range; Fire Arc
Forward; Breach 5, Burn 7, Plasma, Prepare 2)
▫ 1 8 medium plasma lances (Gunnery;
Damage 6; Critical 2; Long range; Fire Arc
Forward; Breach 3, Burn 5, Plasma, Prepare 1)
▫ 5 0 heavy plasma torpedo silos (Gunnery;
Damage 7; Critical 2; Medium range;
Fire Arc All; Blast 6, Breach 2, Burn 4,
Guided 3, Plasma, Slow-Firing 1)

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SECTION 03. THE GREAT JOURNEY
Most of the HALO games and secondary materials
focus on the Human-Covenant War, a period known
The Path to Salvation
within the Covenant as the Ninth Age of Reclamation.
During this age, the Covenant searches for the THE WAR OF BEGINNINGS
Halo installations and discovers humanity instead.
The subsequent war offers plenty of chances for The origins of the Covenant are found in San'Shyuum
drama, intrigue, and suspense, particularly during history. On their homeworld of Janjur Qom, a schism
the outbreak of the Great Schism, which sees the among their people leads to a protracted conflict.
Covenant fracture in a civil war. Millennia before, a Forerunner dreadnought crashed
STATION & SALVATION focuses on this era, on their world. The Stoics worship it as a sacred
as this is the time most players will be familiar relic and believe it is inviolable, whereas the
with from the games and books. With such a wealth Reformists want to enter the vessel and use its
of source material, groups will find any number of technology to benefit their people. A small number
ways to play, whether it is participating in the search of Reformists succeed in breaking into the
for holy relics, attempting to cleanse the galaxy of dreadnought and discover that it is still operational.
its human infestation, or overseeing the breaking They leave Janjur Qom behind in order to search
of the Covenant. for more Forerunner relics.
While not much is known about its early history, Centuries later, these San'Shyuum discover the
you will find more information about how the Covenant Sangheili Empire. The Sangheili also worship the
was formed and what led to the current age in the Forerunners, though their attitude regarding artifacts
section below, "The Path to Salvation." (If you are and relics is similar to the Stoic San'Shyuum’s. When
curious about the Forerunners and the ancient history the San'Shyuum attempt to make contact on the
of the galaxy, look for a future Forerunner theme.) frontier world of Ulgethon, the Sangheili become
Then you can explore the following section, "Covenant enraged by their heresy and execute the entire
Organizations," to understand more about the delegation. This leads to decades of war between the
Covenant's military, political, and religious structure. two species. The Sangheili's warlike nature give them
Of course, all this information can be used as fuel an advantage in ground combat, but the Forerunner
for additional campaign ideas. Your group might want dreadnought proves to be formidable in space. The
to play in the early years of the Covenant, such as San'Shyuum use it well in hit-and-fade attacks, laying
during the War of Beginnings, or perhaps you want waste to entire Sangheili fleets.
to experience the life of one of the previous Arbiters. The war soon turns in the San'Shyuum's favor.
Part of the beauty of HALO is the universe's size and A secret cabal of Sangheili scientists begin to study
depth, allowing you to explore many kinds of stories, the Forerunner artifacts found on their homeworld
and we encourage you to do so. of Sanghelios, hoping to create weapons that can
If you are interested in the human perspective oppose the dreadnought. They achieve some success,
on the war, consider checking out the companion to and their progress forces the Sangheili to reexamine
this theme, WINTER CONTINGENCY, in which you can their previous ideas about Forerunner technology.
take on the role of an iconic Spartan supersoldier, The Sangheili rapidly make up for lost time, and the
a cunning AI operator, or a resourceful human war becomes a stalemate.
fighter. If you are interested in the post-war period of The San'Shyuum realize that they cannot hope
uncertain peace, look for the forthcoming SPARTAN to win while relying on the Forerunner dreadnought,
OPERATIONS, containing new playable species and and that if other species in the galaxy have the
information on the SPARTAN-IV program. same martial prowess as the Sangheili they will be
doomed. Likewise, despite their advancement, the
Sangheili cannot match the dreadnought's power and
will certainly face annihilation. The two sides meet to

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SECTION 03. THE GREAT JOURNEY

discuss peace, and the San'Shyuum share what they


have learned in their time studying the Forerunners: THE OATH
long ago, they undertook the Great Journey, leaving
the galaxy behind and ascending to godhood. The The first words of the Writ of Union are a
San'Shyuum believe it is possible for others to follow an oath sworn between the San'Shyuum
them using the Halos, seven Sacred Rings left behind and the Sangheili:
by the Forerunners.
And so, the San'Shyuum and the Sangheili come So full of hate were our eyes
together under the Writ of Union. They create the That none of us could see:
Covenant, with the San'Shyuum as religious leaders Our war would yield countless dead,
and scientists while the Sangheili would serve as But never victory.
their protectors and explorers.
So let us cast arms aside
And like discard our wrath;
RECONCILIATION & CONVERSION Thou, in faith, shall keep us safe
The partnership between the San'Shyuum and the Whilst we find the path.
Sangheili begins with great promise. Construction
begins on High Charity, a mobile holy city built around
the Forerunner dreadnought and using a piece of Covenant's arrival and use their abnormally dense
Janjur Qom that had been ripped from the planet on asteroid field to their advantage, hiding and carrying
the dreadnought's first voyage. Its engines are used out guerilla strikes, the Covenant carries out trade
to power the entire city, which eventually comes to and eventually negotiates for peace. The treaty
hold a population of over two million beings. leads to Kig-Yar mercenaries and privateers being
As the Covenant explores the galaxy in search hired, though over centuries many Kig-Yar willingly
of Forerunner artifacts that might guide the way to become followers of the Great Journey. Roughly
the Sacred Rings, they encounter other species. The eight hundred years later, the Covenant discovers
San'Shyuum were already aware of the Huragok, the Unggoy, a primitive species who had yet to leave
who seem to occupy and maintain Forerunner sites their homeworld of Balaho. Conquering and enslaving
across the galaxy. The Covenant later encounters them as laborers is a simple matter, and many
the Lekgolo, a worm-like species that could form Unggoy enthusiastically take to the worship of
intelligent gestalts and made their colonies in and the Forerunners.
around Forerunner artifacts due to their high-
metallic content. When it becomes apparent that
attempting to destroy the Lekgolo would result in CONFLICT & DOUBT
the destruction of many relics, an Arbiter suggests The Covenant's millennia-long expansion brings
taming and converting the Lekgolo to the Covenant. prosperity to its clients, resulting in improved
Their gestalt ability allows them to interface with technology thanks to reverse-engineering the many
Forerunner technology more efficiently than either Forerunner artifacts they encounter, but they have
the San'Shyuum or the Sangheili. made little progress along the Great Journey. The
The next species to be encountered and Halos have yet to be found, and the number of
converted is the insectoid Yanme'e. First contact is dissidents and heretics grows as the San'Shyuum's
violent and results in considerable losses on both promise of divinity goes unfulfilled.
sides, though the Covenant finds itself overwhelmed The largest uprising to date, however, comes from
by the sheer number of Yanme'e. The San'Shyuum the Unggoy. After almost three centuries of slavery
are successful in finding a way to communicate with and menial labor, the Unggoy aboard High Charity are
the Hive Queens, eventually bringing them into the targeted by the Kig-Yar, who have grown resentful as
Covenant in order to forestall a continued war. the growing Unggoy population has begun to displace
Following the Yanme'e two centuries later, the Kig-Yar nests. When the Ministry of Concert refuses
Covenant discover the Kig-Yar in their home system to punish Kig-Yar ship masters for attempting to
of Y'Deio. Though the Kig-Yar initially oppose the sterilize them in an unprovoked chemical attack, the

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SECTION 03. THE GREAT JOURNEY

Unggoy take up arms and rebel against the Covenant decade, their Outer Colonies lie in ruins, glassed from
in the very heart of its power. They are successful orbit by the Covenant's advanced warships.
in bringing the Covenant to its knees, as their Yet the humans succeed in regrouping and
entrenched position requires fighting street-to-street, further delaying the Covenant's advance. As they
giving advantage to their large numbers. push into the Inner Colonies, the Covenant discovers
Eventually, an Arbiter is selected to bring an end a high number of Forerunner ruins hiding beneath
to the conflict. Unable to win in a conventional war, the surface of many human worlds, necessitating
the Arbiter leads a fleet of ships to Balaho and begins costly ground engagements during which the UNSC
glassing the planet. He broadcasts the bombardment proves every part the equal of the Sangheili and
to High Charity. Fearing for the future of their species, their subordinates. The war drags on for almost two
the Unggoy capitulate and end their fight. However, decades more as the humans succeed in obscuring
rather than further punish them, the Sangheili the location of their major military installations and
recognize that these lowly laborers are no cowards, population centers, forcing the Covenant to locate
and that their rebellion would have succeeded their worlds by chance or through the presence of
otherwise. They elevate the Unggoy to a proper client Forerunner artifacts, detectable by their luminaries.
species and allow them to serve in the military. Despite the slow pace of the war, the Covenant
Decades later, the Covenant again encounters is overwhelming the humans, and it is expected they
a new species. The Jiralhanae are discovered in the will fall in a matter of months. Some Sangheili begin
midst of a civil war. Some Jiralhanae are quick to to wonder why, when the humans fight so well and
join the Covenant, finding its rituals and traditions demonstrate clear intelligence, that the Hierarchs do
similar to their own totemic worship, while others not extend the offer of absolution to a clearly worthy
refuse to bow to the outsiders. The war is short but species. But the humans are about to deal the most
brutal, leading to a deep enmity between them and damaging blow yet to the Covenant.
the Sangheili, who see them as dishonorable and After discovering and annihilating the humans'
unworthy of the Forerunners' salvation. military headquarters on the planet Reach, the Fleet
However, the greatest trial of the Covenant is of Particular Justice, under the command of Supreme
soon to come. Commander Thel 'Vadamee, pursues the UNSC
vessel Pillar of Autumn as it attempts to flee through
Slipspace. What they discover is one of the Sacred
RECLAMATION & Rings, at last found out among the stars. While the
THE SACRED RINGS fleet rushes to secure it and notify High Charity,
In the 3,377th year of the Covenant, a Kig-Yar the humans manage to land on Halo, including one
merchant vessel encounters the human species of their legendary Demons. They carry out guerilla
in their system of Harvest. Tentative first contact strikes against the Covenant, disrupting their process
is established, and news of the discovery spreads of discovery.
quickly throughout the Covenant. Human technology At the same time, Covenant forces venturing
is primitive, but Harvest is said to be rich in deep into the ring find a horrible secret locked away:
Forerunner artifacts. It is believed the humans will the Flood, which at one time threatened to overrun
quickly be brought into the fold. This, however, the entire galaxy before the Forerunners stopped
does not come to pass. them, still held in stasis. Now accidentally released,
The recently ascended Hierarchs—the High the Flood quickly overwhelms both the Covenant
Prophets of Truth, Mercy, and Regret—reveal that and the humans on Halo. In an act of desperation,
Forerunner luminaries aboard the Covenant's ships the Demon overloads the fusion core of its own ship,
marked the humans as the ancient enemy of the destroying the Sacred Ring and most of the Fleet of
Forerunners. They declare a holy war and order the Particular Justice around it.
humans' extinction for their transgressions. Despite When High Charity arrives to discover the
their vast interstellar holdings, the human forces obliterated remains of Halo, it is a demoralizing blow
known as the United Nations Space Command (UNSC) for the entire Covenant. The Prophets of Truth and
are quickly pushed back by the onslaught. Within a Mercy order 'Vadamee be arrested for his failure

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to preserve the ring, while the Prophet of Regret crusade against humanity, labelling them as
organizes an expedition to a world known as Erde- heretics unworthy of consideration for salvation
Tyrene, promised to be a vault of knowledge that or honor. The loss of the first Sacred Ring to be
will reveal the location of the other Sacred Rings. discovered has led to a crisis of faith and a major
It is clear that the Sangheili's star is falling, and the shakeup within the Covenant. It is rumored that
chieftain of the Jiralhanae, Tartarus, is eager to use the Hierarchs are considering some manner of
this opportunity to elevate his standing and replace punishment for the Sangheili, as it was one of their
the Sangheili as the San'Shyuum's protectors and commanders—Thel 'Vadamee, Supreme Commander
battlefield commanders. of the Fleet of Particular Justice—who oversaw
The Covenant stands on the brink of both the disastrous defeat.
salvation and civil war...
HIGH COUNCIL
The High Council is the primary legislative and
Covenant Organizations aristocratic body of the Covenant, made up of
Befitting a hegemony that has existed for more than over two hundred Sangheili and San'Shyuum High
three thousand years, the Covenant is split into Councilors. Together with the Prophet Hierarchs,
several separate but co-reliant organizations. The they form the totality of Covenant governance,
absolute leaders of the Covenant are the Hierarchs, hearing and deciding on urgent political and
three San'Shyuum chosen to lead, and the High religious matters. They also make military decisions,
Council, an administrative and legislative body which are then passed down to the appropriate
of over two hundred Sangheili and San'Shyuum ministries or councils that have oversight over
councilors. Below them are the various councils and the various fleets and legions.
ministries that handle the political matters of the
Covenant, as well as the countless fleets and legions FLEETS & LEGIONS
that make up its military arm.
Military duty is compulsory for virtually all members
of the Covenant. Its organization reflects its stratified
HIERARCHS OF THE COVENANT caste structure, with lesser clients being placed in
At the top of all activity within Covenant society, positions of subservience and danger. Unggoy, Kig-
including military, political, and religious concerns, Yar, and Yanme'e are generally treated as cannon
are the Prophet Hierarchs. Three San'Shyuum form a fodder and seen as disposable, while Sangheili,
triumvirate with ultimate theological authority, as they Jiralhanae, and Lekgolo are given more protection
are seen as the only species capable of speaking for and placed in leadership roles. The San'Shyuum,
the sacred Forerunners. Political power is shared with as Prophets, are exempt from military service.
the High Council, while jurisdiction over the military The system of fleets and legions that makes
is handled by a combination of the Imperial Admiral of up the armada are likewise politicized, with each
the fleets and the various ministries and council that answering to the ministry or council empowered to
oversee the subsequent legions and organizations. oversee them. Military forces are organized based
Hierarchs are elected by the High Council, though on their area of operation. Legions are composed of
historically the council only serves as a rubber thousands of warriors who do battle on the ground,
stamp for the current Hierarchs' chosen successors. while those who serve aboard ships make up the
While each Hierarch is in theory equal in power to fleets. Both follow the same rough hierarchy:
the other two, seniority generally determines who is ▪ Minors serve as the backbone of the legions
the true leader of the Covenant. However, guile has and fleets, handling most of the lowest tasks.
frequently proven to be the deciding factor in who is They are largely novices, unproven in combat.
the strongest Hierarch in any given triumvirate. ▪ Specialists have particular talents that
Since the beginning of the war with the humans, distinguish them from the lowest ranks but
the High Prophets of Truth, Mercy, and Regret have are otherwise beholden to majors and leaders.
served as the Hierarchs. They are relentless in their

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SECTION 03. THE GREAT JOURNEY

▪ Majors are veterans who have proven their Each legion is assigned to a fleet, which is
abilities through trial and bloodshed. They responsible for transporting them to the battlefield.
act in supervisory capacities, issuing orders The highest authority within a legion is the Field
on the battlefield while receiving directives Master, who oversees and manages all divisions
from their commanders. within the legion. Administrative duties are often
▪ Leaders are differentiated in many ways, delegated to Field Commanders, each of whom
sometimes by title (Field Commander) and other personally commands a division of warriors.
times by rank (Ultra). Not only do they carry However, it is widely acknowledged that legions
ultimate military authority on the battlefield, are subordinate to the fleets that transport them to
most also have considerable political clout. battle. As such, even the most prideful Field Master
must obey the demands of his Fleet Master, though
The caste system is preserved within the military, such directives usually give the legion the freedom to
meaning a Sangheili Minor still outranks an Unggoy carry out orders as the ground leadership sees fit.
Ultra, though the latter probably has considerably The size of a legion depends on its primary
more battlefield experience. In addition, each species task and the size of the fleet to which it is assigned.
typically has their own specialized ranks and roles. Virtually all legions are capable of fielding infantry
and armor in battle, while only some have Inquisitors
or Special Operations divisions at their disposal.
LEGION DUTIES Legions are broken up into units based on their size:
As the primary fighting force on the ground, Covenant ▪ A levy is the smallest unit, typically made up
legions are the backbone of the military and its of three low-caste warriors such as Unggoy or
primary enforcement arm. Most legions fall under Kig-Yar. Two or three levies may combine to
the jurisdiction of the Ministry of Resolution, as its form a lance. Levies can be made up of minors,
responsibilities include any offensive deployments of specialists, or a combination of the two.
Covenant troops against pirates or heretics, though
a number of legions are also subservient to the ▪ A lance is made up of five to seven Unggoy or
Ministries of Fervent Intercession and Tranquility. Kig-Yar Minors. They are usually overseen either
by Unggoy or Kig-Yar Majors or by Sangheili
or Jiralhanae Minors, though some may be
commanded by an Unggoy Ultra. Multiple
lances may join together to create a file.
▪ A file is usually composed of dozens of warriors
overseen by Sangheili or Jiralhanae Majors.
WARHOSTS OF THE COVENANT
However, smaller groups of Sangheili led by a
Warhosts (called a kai'd in the Sangheili major or an ultra may be considered a file, as
language) are special units within the they hold roughly the same level of authority
Covenant military hierarchy. Similar to on the battlefield. Many files can be grouped
UNSC task forces, these are combinations together to form a warband.
of soldiers from different divisions and
▪ A warband is the largest unit of a legion,
specialties assembled to complete specific
with hundreds of warriors. Each warband is
objectives. Under the command of a leader,
commanded by a Sangheili or Jiralhanae Ultra.
warhosts can blend together caste levels,
experiences, and equipment that would
ordinarily be reserved for particular units. Infantry
Most warhosts are disbanded once The infantry is the backbone of every Covenant
they complete their objective, but some are campaign. Its members are found on the front lines,
retained through multiple theaters of war. fighting directly with the enemy, and conducting
Rarely, they will become permanent units operations to maintain supply lines and safeguard
or martial orders within the Covenant. reserve positions. Every species (except the
San'Shyuum and the Huragok) serve as part of the

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SECTION 03. THE GREAT JOURNEY

infantry, maintaining their own divisions within the designations to differentiate between those who
countless legions of the Covenant. conduct field work and those who oversee it. Strictly
Infantry minors and majors are most commonly speaking, inquisitor leaders do not exist, though some
found on the battlefield, though some fill non-combat Sangheili Majors within the inquisitor ranks may be
roles in rear-line positions. Specialists in the infantry elevated to Field Commander to serve in an advisory
are often placed wherever their specialty would capacity to a Field Master.
dictate, whether it is serving as a heavy weapons
crew or scouting behind enemy lines. Infantry leaders Special Operations
typically lead from the front, fighting beside their
subordinates and making command decisions based Special Operation warriors are responsible for
on the situation, though higher rates like Field covert actions such as sabotage and assassination,
Masters may observe from a distance to maintain a unconventional warfare, and infiltration. That these
complete picture. actions are seen as dishonorable by the majority of
Sangheili leadership makes them no less necessary,
and therefore the operatives and officers of Special
Dragoons Operations are officially sanctioned and approved by
Dragoons are Covenant soldiers tasked with the Prophet Hierarchs. As such, they are also known
maintaining and crewing the many vehicles used by among the Covenant as the "Prophet Blessed," and
the Covenant in ground and air engagements. This in exchange they swear unswerving loyalty to the
includes atmospheric flight craft such as Banshees San'Shyuum above all others.
and Phantoms, though most space-based crafts like Authority over Special Operations is difficult to
Seraphs still fall under the authority of the fleets. establish. While a Special Operations division within a
Membership in the dragoons is widely open to all legion is theoretically answerable to the Field Master
species, as neither the Sangheili nor the Jiralhanae or the Fleet Master, their reliance on dishonorable
put any cultural importance in being an accomplished methods and unconventional tactics means such
pilot. While they will happily take to the field in authorities rarely interact directly with operatives.
Ghosts, Banshees, and Wraiths, they will frequently Instead, Special Operations divisions nominally
leave less combat-oriented flight duties such as answer to the Special Warfare Group, an independent
dropships to Unggoy and Kig-Yar pilots. military organization that also oversees Fleet
Dragoon minors fill out the ranks of squadrons Security. This group generally cedes its authority to
that are led by majors. Specialists within the individual Special Operations Commanders within
dragoons are rare, given the standardized controls each fleet, only reviewing their actions after the fact
across most ground and air vehicles, but some to determine if they are in line with the goals of the
drivers and pilots may have skills and experience Covenant and that they remain in the Prophets' favor.
that sets them apart from their peers. There are no
dragoon leaders, as dragoons are expected to take FLEET ORGANIZATION
their orders from infantry leaders.
The fleets of the Covenant armada do not belong
to a unified command structure, nor are they
Inquisitors assembled according to an order of battle. Instead,
A combination of warrior and scholar, inquisitors are fleets are commissioned by their parent ministries
sent to investigate Forerunner ruins and artifacts in and coalesce around a designated Fleet Master, a
contested areas. They are expected to switch roles Sangheili who recruits ships and legions on behalf of
from investigator to soldier and back at a moment's the ministry and by the force of their personality and
notice, depending on how the battle changes. accomplishments.
Divisions of inquisitors tend to be smaller than The majority of fleets serve the Ministry of
their counterparts in the infantry or the dragoons, Resolution, acting to exterminate the humans or
both because of their purpose requiring specialized else hunt pirates and provide escorts for merchant
training and because of their dangerous work. vessels. Others serve the Ministry of Fervent
All inquisitors are considered specialists, though Intercession securing Forerunner artifacts, or the
internally they make use of the minor and major Ministry of Tranquility in spreading the word of the

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Great Journey throughout space. Still more fleets Novadons


may serve the remaining ministries and councils The novadons are the specialized pilots of the fleet,
but given that the size of a fleet is directly affected operating strike craft such as Seraphs, Tarasques,
by the influence of its patron organization, many are and Space Banshees, among others. They venerate
inconsequential or ceremonial in nature. the act of flying in combat, seeing their craft as
Every fleet is commanded by a Fleet Master. war chariots that can lead their riders to glory.
At times, by order of the High Council, multiple fleets While some Sangheili see the novadons as simply
may be combined under a single Fleet Master, who is a means to an end, that end being assignment to
then given the rank of Supreme Commander. Those more illustrious positions in a legion or a fleet, others
who show unparalleled strategic planning, tactical consider it a sacred calling. Novadons are one of the
acumen, and bloodthirsty daring may be promoted units that mix freely between species, though they
by the Hierarchs to become the Imperial Admiral, a still respect the caste hierarchy on the battlefield.
position that commands such respect and allegiance
that it may sometimes rival the Prophets themselves.
While the fleets represent the might of the MARTIAL ORDERS
Covenant, they are not monolithic in attitude or in The Covenant's martial orders are organizations
organization. However, several common elements of warriors whose members have distinguished
are present in each fleet, their presence having been themselves by their combat skills. Membership in
dictated by various ministries that control them. these orders confers a level of authority and respect
that cannot be achieved through standard service
Fleet Security and comes with benefits both military and political.
Considered to be part of the Special Warfare Group, Martial orders are supervised by and deployed on the
Fleet Security is responsible for maintaining security order of specific ministries.
forces aboard the many ships in a fleet. The vast When deployed, members of martial orders are
majority of its members are Sangheili, owing to the subject to the standard military hierarchy and must
physically demanding activities and mastery of space follow the commands of their leaders in the fleets and
maneuvering required of the position. However, some legions. But while in combat, they are often afforded
Unggoy, Kig-Yar, and even Mgalekgolo have proven to autonomy when it comes to making decisions and
be worthy of Fleet Security. completing their missions. There are many martial
Arguably the most famous of Fleet Security's orders within the Covenant, with only a handful
sub-groups are the Rangers, extra-vehicular and recognized below.
aerial combat specialists who make extensive use
of anti-gravity packs to conduct boarding operations ASCETICS
against vessels and outmaneuver enemies on the Early in the Sangheili's history, before the War of
ground. They are known for their pragmatic approach Beginnings, the Ascetics were an order of devout
to combat, often ignoring the pursuit of glory in favor monks. They kept to the most ideologically pure
of completing their objectives, drawing comparisons version of Sangheili beliefs in the Forerunner
between them and their sister organization, Special artifacts as sacrosanct, enforcing spiritual cleanliness
Operations. Rangers also tend to be expert pilots. through their fearsome Ascetic Guard. They were
Their opposite number is the Shaded Step, an also called upon to interpret religious texts in
infamous group that acts as Fleet Security's spies and favor of traditionalism. When the San'Shyuum first
assassins. They wear infiltration harnesses and move contacted the Sangheili Arbiter, he was a member
silently among the fleets, taking note of loyalties and of the Ascetics, and his disgust with the newcomers'
potential treason, and executing those they deem to violation of the Forerunner dreadnought led to the
be incompetent or heretical. A small number of them, War of Beginnings.
called "Ossoona" or Eyes of the Prophets, undertake During the war, the Ascetics enjoyed great
dangerous missions to infiltrate human installations prestige among the Sangheili for representing the
and vessels to acquire valuable intelligence. will of the people to punish this new heresy. However,

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as the war dragged on and the Sangheili Empire SILENT SHADOW


weighed the use and modification of Forerunner Within the Special Operations branch of the
technology to bolster their own forces, its relationship military, the Silent Shadow takes only the most
with the Ascetic Order soured. The formation of the skilled and accomplished Sangheili into its embrace.
Covenant and the acceptance of the Writ of Union They are equipped with unique variants of the
necessitated the order be dissolved entirely. operative harness and distinctive red energy swords,
But the San'Shyuum saw the value of having and sent on missions of the greatest importance
a cadre of highly trained warriors who pursued to the Hierarchs and the Covenant as a whole.
strict adherence to doctrine. They reconstituted the They typically deploy without support from other
Ascetics under the Ministry of Abnegation, using castes and frequently operate alone, in secret,
them as a secret police force to root out heresy and behind enemy lines.
corruption from the faithful. The Sangheili recruited Historically, the Silent Shadow would
into their numbers were shrewd investigators, but seek out and execute heretics within the fleets,
many of the first still remembered the old ways. but the extermination of the humans has given
Those who are brought into the fold now, it is said, them a new purpose: hunting Demons. While they
are educated in the ancient customs and rites of would never acknowledge any human as an equal,
the Sangheili Empire, in the hopes that they may be Demons have proven to be a scourge against the
restored some day. Covenant's efforts to cleanse the galaxy of their
kind, and only the Silent Shadow has seen consistent
HONOR GUARD OF THE COVENANT success in eradicating them. That said, missions to
The Honor Guards of the Covenant serve as the eliminate Demons always involve high numbers of
sworn protectors of the Prophets and all the casualties, and to date, no warrior—not even among
Covenant's leadership. They wear distinctive, ornate the Silent Shadow—has succeeded in capturing one
armor that is crimson in color with flashes of glowing alive for interrogation.
orange deliberately intended to draw the eye and
intimidate aggressors. While they wield traditional SKY-CHEVALIERS
energy staves, which can be lethal in practiced hands, A splinter group of the Zealot Order, the Sky-
they are adept with modern combat arms as well, all Chevaliers are an ancient Sangheili cadre of mounted
the better to defend their charges from any threat. knights. Their earliest members rode the backs of
Membership in the Honor Guard is restricted 'sKelln, a massive, leathery-winged predator bred
to Sangheili. It is considered an honorable posting and trained for hunting and for battle. As Sangheili
but a ceremonial one, which leads some warriors technology advanced, these beastly mounts were
to decline offers to join. In addition, being an Honor exchanged for piston-driven warbirds and other
Guard requires deep knowledge of Covenant rituals aerial vehicles. As the Sangheili Empire grew to
and procedures, including propriety of behavior in the encompass the stars, so too did the Sky-Chevaliers
presence of the Hierarchs, on top of the requirement rise to the void of space.
that members act swiftly to protect their charges. The tradition of the Sky-Chevaliers continues
Within the Honor Guard is an elite unit known as to this day, as Sangheili dragoons and novadons
the Lights of Sanghelios. These warriors are proven pilot Banshees and Seraph fighters against the
to be the best protectors in the Covenant and receive Covenant's enemies. Those who have shown daring
the most important duties. These include protecting and prowess in the skies are invited to compete
high-ranking San'Shyuum living quarters, escorting against other candidates in a tournament called
the Hierarchs when they travel, and training new the Aeriform. The winner is knighted in a special
Honor Guards. There is a growing concern among ceremony, and from that point forward they may
guardsmen of all ranks that the Hierarchs will soon pilot craft enameled with gold.
permit Jiralhanae to join their ranks, a change that is
being seen in most other areas of service already.

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ZEALOTS MINISTRY OF ABNEGATION


The order of Zealots within the Sangheili is known to Formed at the start of the Covenant, the Ministry
be the most fanatic in its devotion to the Forerunners. of Abnegation is responsible for monitoring the
Their members first suggested adapting Forerunner faithful for signs of intruding heresy. They ensure no
technology to fight the San'Shyuum in the War of statements that might encourage dissidence become
Beginnings, and they agitated for peace and coalition popular, and to enforce this they make use of the
with their former enemy when it became clear the Sangheili Ascetic order.
San'Shyuum had wisdom to share regarding the
Forerunners. For their part in creating the Covenant, MINISTRY OF CONCERT
the Hierarchs elevated the Zealots above all others.
Zealots wear a wide variety of armor The Ministry of Concert is concerned with
configurations depending on their assigned role, representing the political interests of the lower
though the typical variety is maroon in color and castes, such as the Unggoy, Kig-Yar, and Yanme'e.
subdued when compared to other styles. They answer Though the Kig-Yar enjoy some success through
to the Ministry of Fervent Intercession and are often the ministry and the Yanme'e do not seem to care,
sent to gather, analyze, and assess information the Unggoy have gained little power even after the
regarding Forerunner relics when they are placed in Unggoy Rebellion.
jeopardy by the ongoing war.
Their mission gives Zealots a de-facto authority MINISTRY OF CONVERSION
over regular military forces, though they are The Ministry of Conversion is responsible for
expected to respect the designated Field Master and exploring the interior of Covenant space in order
not countermand his authority. However, the Zealots' to locate potential devotees of the Forerunners
prevalence among Sangheili leadership and their and the Great Journey. Though it is illegal for any
emphasis on combat skills mean that many Field and non-ministry member of the Covenant to attempt to
Ship Masters are also Zealots. convert new followers, this law was famously ignored
upon the discovery of humanity on Harvest.
MINISTRIES
The Covenant's political machine is driven by a MINISTRY OF DISCOVERY
number of ministries, each of which has a specific The Ministry of Discovery is the body that oversees
area of authority within the hegemony's sphere of all research into and attempts to replicate Forerunner
life. This authority is absolute and extends to civilian technology. For this reason, inquisitors are considered
and military control as well, including the ability to to be subordinate to the ministry, though battlefield
commission and direct fleets. conditions often mean they are out of contact and
Despite being governing bodies, the ministries' must instead submit reports after the fact.
influence in their respective areas waxes and wanes
depending on their political fortunes. The Ministry of MINISTRY OF FERVENT INTERCESSION
Preservation, for example, was once considered to
be the prime military authority within the Covenant. A semi-monastic organization, the Ministry of Fervent
However, the ongoing war with the humans has led Intercession is responsible for securing Forerunner
the Ministry of Resolution to gather an ever-growing reliquaries. Many Zealots work for the ministry, as its
power base that now dwarfs all other fleet- and religious nature appeals to their fanatical devotion
legion-controlling ministries. to the Forerunners. It is considered to be one of the
The ministers who oversee each ministry may most influential ministries in the Covenant, able to
be Sangheili or San'Shyuum, though the continuing requisition volunteers and supplies directly from the
martial focus of the Sangheili means most leadership colonies and other ministries without going through
posts are filled by the San'Shyuum. the High Council.

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MINISTRY OF FORTITUDE MINISTRY OF PRESERVATION


Believed to be one of the most bureaucratic The Ministry of Preservation is responsible for
ministries, the Ministry of Fortitude handles the eliminating nascent rebellions and secessions by
assignment and transfer of Forerunner relics Covenant client species, and as such they have
between the member species of the Covenant. These some military authority. They are known for putting
transfers can be permitted for a variety of reasons, down several acts of disobedience with extreme
but the ministry oversees them to ensure no conflict prejudice, including the reign of the Kig-Yar pirate
arises from the process. prince Krith, though their failure to prevent the
Unggoy Rebellion and the rise of the Banished are
MINISTRY OF INQUISITION black marks on their record.

The Ministry of Inquisition is responsible for trying


and convicting heretics within the Covenant, as well MINISTRY OF RELATIVE RECONCILIATION
as defining heresy to the faithful at large. Despite The Ministry of Relative Reconciliation is a diplomatic
the name, the inquisitors have nothing to do with committee that hears grievances from colony worlds
this ministry, as their job is to locate and examine and client species and seeks solutions to their
Forerunner artifacts in dangerous areas. problems. Though more successful than not, the
ministry has at times failed to prevent violence from
MINISTRY OF KINDLY SUBJECTION moving forward; when this happens, the incident is
turned over to the Ministry of Preservation.
The Ministry of Kindly Subjection is responsible for
maintaining cordial relations between all species of
the Covenant, acting as mediators and arbitrators MINISTRY OF RELIC SAFETY
during conflicts. This is considered a separate subject The Ministry of Relic Safety is responsible for
from the Ministry of Concert, which represents studying Forerunner artifacts. Its focus is on physical
various species' political interests rather than properties, which sets it apart from the Ministry
diplomatic ones. of Discovery. The ministry works closely with
inquisitors, helping to safeguard any artifacts they
MINISTRY OF PENANCE recover during their missions.

The Ministry of Penance works closely with the


Ministries of Inquisition and Abnegation to locate, MINISTRY OF RESOLUTION
assess, and try accused heretics within the Covenant. The primary political organization in charge of the
After the facts of heresy have been established, the Covenant's military power, the Ministry of Resolution
Ministry of Penance is responsible for determining is responsible for countering piracy and ensuring
whether or not the accused may be rehabilitated, the safety of trade and conversion ships. Though the
and if so, pursuing that rehabilitation. military was originally a minor part of the Covenant,
it quickly ballooned in responsibility and importance
MINISTRY OF PREPARATION as the war against the humans escalated. Some have
accused it of covering up fleet losses, but the Ministry
The Ministry of Preparation has a singular purpose, of Resolution enjoys the favor of the hierarchs,
which is to conduct biological research and making it virtually untouchable and beyond censure.
experiments relating to genetic engineering. This is
almost entirely concerned with the San'Shyuum, as
their relatively limited numbers at the time of the War MINISTRY OF SACRAL ASSEMBLY
of Beginnings means a continued risk of inbreeding, The Ministry of Sacral Assembly is concerned with
requiring scientific intervention and correction. most of Covenant society, as it is responsible for
maintaining spaces shared between client species.
This can be anything from the architecture of
colonial buildings to the design of assault carriers.

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In particular, the ministry is known for the education the High Council, which individual councils or their
of Sangheili youth, making sure the males have a petitioners may appeal to if an issue cannot be settled
basic understanding of the Covenant and its religion by an existing council.
and extensively training the females to engage with
society and pursue religious callings if they so desire. COUNCIL OF CONCORDANCE
The Council of Concordance is charged with
MINISTRY OF SANITATION governing and setting laws for civil and mercantile
The Ministry of Sanitation oversees all matters exchanges between the various client species in the
relating to public health. Many Sangheili consider it Covenant. They also coordinate colonization, ensuring
to be a dishonorable posting, and as such it is staffed that the various clients have worlds and resources
almost exclusively by lower caste species. enough to meet the needs of their populations. This
can include mandating trade between particular
MINISTRY OF TRANQUILITY species and setting quotas.
Its membership is fairly balanced in
The Ministry of Tranquility is charged with the representation by the Sangheili and the San'Shyuum.
acquisition and deciphering of Forerunner artifacts, This has led to a considerable amount of discontent
patrolling the borders of Covenant space, and among the lower castes, who believe the Sangheili
engaging in and supporting missionary affairs. They favor their own species above all others in matters
have military authority to carry out their mission, but that come before the council.
many see the ministry's vessels—crewed mostly by
Kig-Yar—as little more than sanctioned pirate ships,
as their primary targets are fellow Covenant vessels COUNCIL OF DEED AND DOCTRINE
under the authority of other ministries. The Ministry The Council of Deed and Doctrine has authority
of Tranquility's relic-detecting Luminaries are over religious matters, passing laws and adjudicating
responsible for discovering a large number of human dissent when it occurs. It is also responsible for
colonies throughout the war. establishing and sanctioning discrete religious orders
within the Covenant. Its most well-known authority
lies in the identification and persecution of heretical
COUNCILS ideas and groups, though it delegates most of its
Overseeing the ministries are the councils, a power in this regard to various ministries in order
collection of deliberative bodies that act as both to allow quick and efficient punishment. However,
legislative groups and judicial courts. Each one has they refer particularly heinous blasphemy to the
considerable power over its given field, able to make High Council, so it may be tried by the authority
laws and pass judgments that the rest of the Covenant of the Hierarchs.
must follow. Councilors, appointed from the ranks of The majority of seats in the Council of Deed
accomplished Sangheili and San'Shyuum, are seen as and Doctrine are filled by San'Shyuum, though
extremely important personages within the hierarchy, there are still a large number of Sangheili in
rating their own estates and private guards. positions of religious authority that sit on the
Intrigue and discord are seen as inherent to council. It is also the only council that permits
the councils, no matter the realm they govern, yet female Sangheili to serve, as they hold a number
certain individuals still consider it to be an aspiration of important roles in Sangheili faith and have the
for their careers. It is often the apex of a Sangheili's clout required to become councilors.
ambitions in the theaters of politics and religion,
though many San'Shyuum dream of being named one COUNCIL OF MASTERS
of the Hierarchs and attaining ultimate power.
Each council maintains a permanent seat on High Unlike other councils, there are many Councils of
Charity, but some—such as the Council of Masters— Masters, one for every fleet. They serve as a decision-
are also assembled on specific worlds to deal with making body on matters of deployment, resupply,
any problems that may arise. All councils answer to promotions, and recruitment, though in any fleet that
has been placed under the authority of a Fleet Master,

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their role is advisory only. They also serve to try ancestors and told their stories. The Dai-Mor were
judicial punishments within the fleet, particularly for seen as indispensable for major political functions
disciplinary actions against the obedientary class. and holy celebrations, both for their festive and artful
The permanent seat on High Charity serves a participation and their deep knowledge with regards
similar function for the Covenant armada as a whole, to scripture.
advising individual fleets and dispersing updates With the formation of the Covenant, the Dai-
between ships about the state of the ongoing war. Mor shifted with the times, adapting their practices
Sangheili make up the overwhelming majority of to the Covenant's doctrine. Their members became
seats in all Councils of Masters, with only token exclusively female, as Sangheili males gradually
San'Shyuum representation from the Prophets assumed a more exclusively military role in society.
stationed aboard the fleets. Their popularity also waned on Sanghelios in the face
of the Covenant's more somber methods of worship,
though the Dai-Mor remain popular and well-known
FOLLOWERS OF FAITH in the colonies. They can still be found at a variety of
The Covenant is united by the promise of the Great colonial functions, occasionally drawing interest and
Journey, that all who walk the path and worship the scrutiny from the stoic Covenant clergy.
Forerunners will find themselves elevated to a divine The Dai-Mor dancers' persistence as an order
existence. However, within that framework of faith, may be due to other factors, it is said. A frequent
there is room for interpretation. Individual religious rumor is that the Dai-Mor also act as spies for the
orders often emerge, coalescing around specific High Council, using their position to glean valuable
practices or perceptions concerning the Forerunners information from among the upper echelons of
and the Great Journey. Other organizations are often Covenant society. But there has never been any
formed to facilitate a deeper understanding of the evidence to suggest this rumor is true.
Forerunners, encouraging members to immerse
themselves in faith to better serve the Covenant. KERRIDEX SEMINARY
Each of these orders are placed under intense
scrutiny by the Council of Deed and Doctrine, their Kerridex Seminary at High Charity is the premiere
beliefs examined closely to ensure they do not religious conservatory in the Covenant. Overseen by
contradict the pillars of faith in the Great Journey. If the San'Shyuum, it is the rare theological school that
there are discrepancies, organizations must clarify permits any Covenant client species entry, regardless
and possibly alter their tenets to align with the of their caste or sex. Students spend years learning
majority understanding; failure to do so may lead everything about the Forerunners and the Covenant,
to accusations of heresy and apostasy. Those that as dictated by San'Shyuum instructors, as well as
pass muster, however, are permitted to practice their important information regarding secular pursuits
beliefs and recruit followers from the general public. such as mercantilism and bureaucracy.
They must remain vigilant for deviants and report The institution is subject to a regular cycle of
suspected heretics to the appropriate authorities. controversy, as various other orders levy accusations
Unlike the political realm, the religious orders of against Kerridex's faculty and curriculum, ranging
the Covenant more easily cross the lines of species from improper fraternization to blasphemy. To date,
and caste, though some orders are restricted in neither the High Council nor the Hierarchs have
their membership. A select few religious orders are seen fit to do anything more censorious than issue
highlighted below. mild edicts regarding practices of faith. It is believed
Kerridex enjoys such favorable treatment due to the
number of its graduates who sit on various councils
DAI-MOR DANCERS and ministries throughout Covenant space.
On the Sangheili colony world of Sanctus, the Dai-Mor Kerridex Seminary maintains a well-known
dancers were founded to celebrate the Forerunners rivalry with Ardent Shield, a deep-space Sangheili
through sacred art and expression. In their earliest war college that offers a competing institute for
days, they accepted students of any sex and taught membership in the priesthood.
them dance and music that were sacred to their

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PATH OF THE ARBITER Yet no matter how many heretics are publicly
The position of the Arbiter predates the Covenant tortured and executed, more still arise. The previous
by many centuries. During the time of the Sangheili three millennia have only proven that such apostasy
Empire, Arbiters served as the spiritual and political must be carried out in silence and shadows, and if
leaders of their people, chosen from only the most it cannot be held back, then it must be decisive and
honorable and accomplished Sangheili. It was an overwhelming. Rebels against the Covenant take
Arbiter who declared war on the San'Shyuum by their stands for many reasons, but frequent reasons
sending the heads of their delegation back to them, include a lack of faith in the Hierarchs and the
as well as an Arbiter who sought peace. institutions of the Covenant as a whole, or a belief
This level of respect and leadership persisted that holding the Forerunners to be living gods who
well into the time of the Covenant. The power to ascended to immortality is somehow in error.
name an Arbiter was formally given to the Imperial Several such groups currently exist, either in
Admiral, the Sangheili who oversaw the entire secret within the Covenant itself or in open defiance
Covenant armada, but at times the Hierarchs chose of its might. A small number are explained below.
to grant the title of Arbiter, such as the Taming of
the Lekgolo and the Unggoy Rebellion. Among the THE BANISHED
Sangheili, it was considered the highest privilege to The Banished are a splinter faction of pirates and
be named as Arbiter. mercenaries who broke away from the Covenant
But a change came roughly four hundred years shortly after the start of the war with the humans. It
ago. The Arbiter of that time, a warrior and teacher was created by Atriox, a Jiralhanae warrior who saw
named Fal 'Chavamee, rejected the Covenant religion. his brothers sent to slaughter again and again, used
He was declared a heretic and killed, but not before by the Sangheili and the San'Shyuum as disposable
the title of Arbiter was tarnished by his actions. From meat in battle. He secretly rallied followers among his
that point forward, the Arbiter became a badge of fellow Jiralhanae and even courted a number of Kig-
shame given to those Sangheili guilty of treason Yar, Mgalekgolo, and Unggoy to join their rebellion.
and heresy. Rather than leaders, Arbiters are now The Banished operated in secret for many years,
regarded as death seekers, bound to complete an stealing arms and supplies from the Covenant to
impossible task and die in its pursuit. Those named be stockpiled in hidden bases. Those members who
as Arbiters must forfeit their previous lives in service were found out and captured successfully resisted
to the Hierarchs. giving up Atriox's efforts before their executions,
Nevertheless, there are those who still look up ensuring that the Banished could successfully equip
to the position of Arbiter. Whispered stories persist themselves for sustained battle against the Covenant.
that Fal 'Chavamee was no heretic, and that instead Finally, they made their break in a spectacular,
the San'Shyuum became fearful of his power and coordinated show of violence that came to be known
influence. They falsely accused him and used their as the Night of Fallen Masks.
charge to sully the title of Arbiter, and they have The Banished now operate on their own, staying
since manipulated the Sangheili in order to cast mobile to avoid the Covenant's recriminations.
down any who become too prominent. Their numbers continue to grow as formerly loyal
individuals become disillusioned with the Great
APOSTATES & HERETICS Journey's promise and desire a life free from
religious restriction and persecution. Even some
For the entirety of the Covenant's existence, it has Sangheili, normally the most stalwart defenders of
dealt with blasphemy from within its ranks. The the faith, have been won over by Atriox and his legion
Ministries of Abnegation, Inquisition, Penance, and of renegade warriors.
Preservation are responsible for rooting out heresy
and forestalling rebellions, and for the most part,
they have been successful. These traitors are located, DISSIDENT CURATES
disarmed, and brought to justice by the Covenant's Perhaps the most dangerous realm for hidden
faithful, with the most egregious violators being tried heretics is among the Covenant's religious leaders,
before the High Council itself. but the Dissident Curates are just such a group:

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those priestesses and clerics who have begun to who are becoming convinced that the humans are
second-guess the promise of the Great Journey. worthy of inclusion within the Covenant. In addition,
While they are not the first in millennia of Covenant it may be true that the UNSC is aware of the Heralds
thinkers to wonder about the supposed divinity of the and providing them with weapons and armor
Forerunners, their particular focus is on the Prophet captured from Covenant supplies.
Hierarchs themselves and their leadership.
This conspiracy formed only recently, as two
low-ranking San'Shyuum studying Forerunner glyphs Playing Through
stumbled across a suppressed report from the
cruiser Virtuous Pilgrim, which spoke of a polluted the Great Schism
holy site and an unknown marker found there. The
To this point, this book has intentionally discussed
San'Shyuum discovered the glyph likely meant
the state of the Covenant following the destruction
"Parasite," and referred to the ancient enemies of the
of Installation 04, the events of which are detailed
Forerunners. This put it at odds with the Hierarchs'
in the video game HALO: Combat Evolved and the
declaration that the humans were this enemy.
novel HALO: The Flood. This is to preserve the
Calling themselves the Dissident Curates, these
conceit of a united but troubled Covenant Empire,
two San'Shyuum—known only as Dreamer and
one which provides a compelling background for
Weaver—began assembling like-minded ministers
a roleplaying campaign.
and scholars to investigate these glyphs in secret.
However, the loss of the Sacred Ring precipitates
Recently, they received a badly damaged datapad
an event known as the Great Schism, which begins
purported to have been recovered from the ruins of
the Covenant Civil War. During this time, the
the Sacred Ring, which appears to confirm that the
Sangheili are excommunicated by the San'Shyuum
humans' glyph, in fact, means "Reclaimer." What they
and replaced with the Jiralhanae, while the Flood
may yet do with this information is unknown.
rises to become an existential threat to the galaxy.
The rest of the Covenant fractures, as the other client
HERALDS OF THE TRUE WAY species split between loyalty to the San'Shyuum or
The Heralds of the True Way are a militant separatist following the Sangheili, who eventually come to ally
faction of Covenant client species. Cropping up in the themselves with humanity in order to face the threat
last ten years, they believe the Covenant has lost the posed by the Flood.
favor of the Forerunners, and therefore any attempt Depending on when you set your game, you are
to follow the Great Journey would be doomed to likely to cross into these events. While those who
failure. They work to sabotage efforts in recovering are familiar with the HALO universe may not need
and analyzing Forerunner relics, as well as spreading information about the Great Schism, newcomers to the
their message of reformation through the use of franchise may not be familiar with how it plays out.
hijacked holo-drones. The following section discusses what occurs during
While the true membership and scope of the this time and how it may impact your campaign.
Heralds is still unknown, their leader appears to be But always remember: the actions of the player
a Sangheili called Ytra 'Chuzut, as it is his voice and characters should take priority, and the future is not
image people hear when they preach a more spiritual set in stone. It is possible to modify or completely
path and, most controversially, pursuing peace and disregard the Great Schism, playing out a story either
clientship for the humans. Their philosophy is also separate from or alternate to canonical events.
more egalitarian than the Covenant at large, with
reports claiming Unggoy and Kig-Yar occupy senior
TIMELINE OF EVENTS
positions within the movement.
The Heralds primarily use sabotage and guerilla Certain events precipitate this conflict, which are
tactics when engaging Covenant forces, as their spelled out below for use in your game:
numbers are certainly too few to withstand traditional ▪T
 hel 'Vadamee, the Supreme Commander of the
warfare. However, growing evidence suggests Fleet of Particular Justice, is put on trial before
more individuals are supporting the Heralds than the High Council for his failure at Halo. The
previously believed, including a number of Sangheili Hierarchs have him publicly tortured, but rather

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SECTION 03. THE GREAT JOURNEY

than execute him, they make him the new Arbiter Charity and leads the Jiralhanae fleets to Earth,
and send him after a group of heretics led by with the Demon secretly stowing away. The
Sesa 'Refumee, who claims to have evidence that Arbiter makes peace with the human forces left
the Great Journey is a lie. on the ring and forges an alliance to prevent the
▪T
 he Prophet of Regret leads a fleet to a planet Covenant from activating the Halos.
called Erde-Tyrene, believing he will find a map
that will lead him to other Halos. On arrival, These events take place over the course of several
however, he discovers that Erde-Tyrene is weeks. Thel 'Vadamee's trial by the High Council
actually the human homeworld. Regret orders a occurs on 20 October 2552, by the human calendar,
swift attack to find the information he needs, but while the Prophet of Truth leaves High Charity on
in the process his fleet is all but wiped out. 3 November and arrives in the Sol system on 8
November. How these events play out in your game
▪R
 egret's mission is successful, and he proceeds and what impact they have on the story is up to you.
to a new Halo, but he is followed by a human
ship carrying the Demon, also known as Master
Chief Petty Officer SPARTAN-117. As the FACTIONS OF THE COVENANT
Prophet's forces secure the ring for High CIVIL WAR
Charity's arrival, the Demon tracks him down
There are two main factions in the Covenant Civil
and assassinates him.
War: the Covenant Loyalists, led by the High Prophet
▪T
 he Arbiter returns to High Charity, having of Truth, and the Sangheili-Human Alliance. However,
killed the heretics and captured an Oracle, the various other factions were either formed as a result
Monitor of the Sacred Ring, which survived of the Great Schism, or else contributed significantly
Halo's destruction. High Charity arrives at the to the civil war as it unfolded. This includes the Flood.
second Halo just as the Demon kills the Prophet A selection of those factions is detailed below.
of Regret. To punish the Sangheili for failing to
protect one of the Hierarchs, the Prophets of
COVENANT LOYALISTS
Truth and Mercy order that all Sangheili Honor
Guards be replaced by Jiralhanae. The High Those who remained faithful to the High Prophet
Council is enraged by this decision. of Truth and the Covenant as a whole are considered
to be Covenant Loyalists. This includes the majority
▪ In order to activate Halo, the Arbiter must lead a
of the San'Shyuum and the Jiralhanae, as well as
mission to recover the Sacred Icon from part of
large numbers of Kig-Yar, Unggoy, Mgalekgolo,
the Halo that has been overrun by the Flood. In
and Yanme'e. With the Sangheili and excommunicated,
the process, he is betrayed by Tartarus, Chieftain
the High Council is liquidated, and the Prophet of
of the Jiralhanae, and left for dead.
Truth has sole authority over the Covenant.
▪W
 ar breaks out between the Sangheili and the In addition to fighting the Sangheili-Human
Jiralhanae in and around High Charity. Though Alliance and trying to maintain their territory, the
the Prophet of Truth makes statements asking Covenant Loyalists are committing as much of its
for calm and brotherhood, he supports Tartarus fleet as possible to holding Earth and uncovering
who orders all Sangheili in the Holy City be a hidden Forerunner installation in Kenya, known
killed, as well as the Sangheili High Councilors as the Ark. The Prophet of Truth plans to use the
on the second Halo. As other species pick sides, Forerunner dreadnought to activate the Ark and
a human ship captured by the Flood crashes into begin the Great Journey, and he will use as many of
High Charity, and the Flood begin to spread. The his ships and warriors as is necessary to do so.
Prophet of Mercy is killed. Despite the Sangheili's excommunication, a select
▪T
 he Arbiter survives his attempted assassination few remain loyal, primarily those who were among
and follows Tartarus to Halo's control room, the Prophet Blessed. However, they find their loyalties
killing him and preventing the activation of the tested as the Covenant begins a war of extermination
Sacred Rings. The Prophet of Truth takes the against their own people, and the Sangheili who
Forerunner dreadnought at the center of High remain become subordinate to the Jiralhanae.

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SECTION 03. THE GREAT JOURNEY

THE FLOOD
BLOOD DEBT The Flood is not a mindless animal force, but
an interconnected, sinister intent. Its shared
In joining the humans, many Sangheili
consciousness is embodied by the Gravemind, a
acknowledge that their long war against
parasitic biomass that once existed deep within
humanity was waged in error, and that they
Installation 05 but later escaped into High Charity.
must seek to atone for their misguided
Using virulent infection forms, the Flood is able
actions. They choose to give up their
to convert suitably complex living creatures into
warrior's suffix, "-ee," to symbolize their
lethal servants.
break from the Covenant and signal their
Its motives are unknown, but evidence suggests
willingness to work with humanity.
that it is pursuing a goal that involves spreading
as far as it can across the galaxy. The Arbiter has
confirmed that the Gravemind intervened to foil
Tartarus's assassination attempt, and that it did so to
SANGHEILI-HUMAN ALLIANCE allow himself and the Demon the chance to prevent
Faced with the truth about the Sacred Rings— Halo from firing. With the knowledge that the aborted
that they are not the key to salvation but a weapon activation has led to the entire Halo array going on
capable of destroying all sentient life in the galaxy— standby, ready to be fired remotely from the Ark, the
the Sangheili, under the leadership of Arbiter Thel Sangheili-Human Alliance is committed to containing
'Vadam, join forces with what's left of the UNSC the Flood as best it can.
to contain the Flood and stop the Covenant from However, while the Sangheili glass Installation
activating Halo. While a number of Sangheili ships 05, High Charity is able to escape into Slipspace. The
remain at Halo under command of Ship Master Rtas Sangheili fear that the Gravemind is targeting Earth,
'Vadum, to glass the ring and prevent the Flood in the hopes of reaching and controlling access to the
from spreading further, the Arbiter travels to Earth Ark and the only weapon—however terrible it is—that
in the company of the human Miranda Keyes to may once again put an end to the Flood's expansion.
negotiate his alliance.
The Sangheili-Human Alliance's mission
ONGOING CHANGES TO
means much of their effort is focused on the
Flood, though the Sangheili also fight to reclaim THE COVENANT
their worlds from Covenant control. This includes The outbreak of civil war leads to many changes
Sanghelios, which becomes a battlefield overnight throughout Covenant space, not the least of which
as the Covenant Loyalists attempt to glass it. But is the breaking of relations with the Sangheili. The
the alliance remains committed to exterminating following are suggestions on how your game is likely
the Flood, which leads Rtas 'Vadum to form the Fleet to change as a result of the Great Schism:
of Retribution and pursue Flood-controlled High
Charity to Earth, in the hopes of stopping it from HOSTILITIES WITH THE SANGHEILI
infecting the human homeworld.
While the Sangheili and the humans are the core One immediate effect of the Great Schism is
of the alliance, they have other allies as well. Many the excommunication of the Sangheili. With few
Unggoy and Mgalekgolo join their former masters, exceptions, the Covenant treats every Sangheili as an
out of their concerns regarding the Flood and the enemy, as well as anyone who helps or shelters them.
Covenant. In addition, 343 Guilty Spark, the monitor Any Sangheili character will suddenly find themselves
of Installation 04 before it was destroyed, identifies a target, possibly while surrounded by their former
the humans as Reclaimers of the Forerunner legacy allies, and Sangheili colonies face aggression from
and follows them. Covenant-aligned forces. However, any Sangheili who
align themselves with the Arbiter's forces will also
find new allies in the form of the humans.

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SECTION 03. THE GREAT JOURNEY

JIRALHANAE IN THE ARMADA However, those who see the wisdom in breaking
With the Sangheili ousted from power, the Jiralhanae from the Covenant face a much more uncertain future.
are now in charge of the military, They occupy the The Arbiter wishes to focus on the Flood threat, and
same role the Sangheili did before, and as such, so has allied himself with the remaining humans.
the Jiralhanae now have access to armor with the Anyone who follows him will have to adjust to this
Shielded quality. They also replace the existing new cooperation, albeit with a united purpose of
Sangheili structure with their tribal hierarchy, with keeping the galaxy safe from infection. Others may see
Chieftains replacing the Field Masters and Ship this as an opportunity to win their freedom from the
Masters in the legions and fleets, respectively. hierarchy that has so long defined their people, though
All Jiralhanae characters who remain loyal to doing so will make them an enemy of the Covenant.
the Covenant now have access to armor with the
Shielded quality.

SAN'SHYUUM IN POWER
With the Sangheili High Councilors assassinated,
the San'Shyuum are now the sole leaders of the
Covenant's civil government, as well as its religious
functions. However, the loss of High Charity to the
Flood also resulted in the loss of many—some might
say most—of the San'Shyuum in the Covenant. Only
those who had the good fortune to be elsewhere,
either in other postings or traveling at the time, are
certain to have survived. These individuals now
find themselves with greater power in the remade
Covenant, though what they do with that power
remains to be seen.

THE DIVIDED CLIENTS


The remaining Covenant client species now find
themselves having to make a choice: remain loyal
to the San'Shyuum, who have led the Covenant
since the beginning, or follow the Sangheili and
break with millennia of tradition? There is a case
to be made for either side.
For those who wish to remain loyal to the
Covenant, they will find themselves in a familiar
arrangement of service, albeit with the Sangheili
conspicuously absent. In their place are the
Jiralhanae, who are fanatically loyal to the
San'Shyuum. The Covenant promises continued
stability and prosperity, though the shakeup that
results from the Great Schism is not so easily ignored.

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SECTION 04. ADVERSARIES
Despite its dominance, the Covenant has many TROOPER [MINION]
enemies. Chief among them are the humans, the
The basest variety of human soldier, most often found
latest species to be declared heretical and slated for
on the ground of poorly-defended colonies. "Troopers"
extermination, but there are others. Those who would
appear to have rudimentary training in battle, able to
turn their backs on the Covenant must be hunted
put up a decent fight in a group but prone to breaking
down and destroyed, while the recent incident at
ranks and fleeing unless there is a leadership
the Sacred Ring has revealed an ancient enemy that
element present.
lingers in the shadows left by the Forerunners.

Humanity
2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

On their first encounter with humanity, Sangheili


4 4 0 0
warriors mistook their armor for an exoskeleton
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
similar to that of a nishum, or a parasitic worm found
on Sanghelios. When close examination of fallen
Skills (group only): Discipline, Driving, Ranged
humans' remains revealed that inside the armor
(Heavy), Ranged (Light)
waited a comparatively pathetic creature, the name
stuck and entered the general Covenant lexicon as
Talents: None
the preferred way to refer to humans.
The humans are something of a puzzle to most
Abilities: None
of the Covenant. On the one hand, their frail bodies
and lagging technology are ill-suited to warfare,
Equipment:
making them less of a threat and more of a nuisance.
On the other, they have proven to be tenacious and ▪A
 ssault rifle (Ranged [Heavy]; Damage 7;
cunning fighters, the match of almost any Covenant Critical 3; Medium range; Auto-fire)
warrior on the ground. This has led to something ▪O
 r DMR (Ranged [Heavy]; Damage 8; Critical 3;
of a divide between those who view the humans as Long range; Accurate 1)
heretics fit only to be burned out of existence, and
▪C
 ombat knife (Melee; Damage 3; Critical 3;
those who see them as worthy opponents and a true
Engaged range)
challenge on the battlefield.
▪ 2 frag grenades (Ranged [Light]; Damage 8;
Critical 4; Short range; Blast 6, Limited Ammo 1)
▪ Infantry armor (soak +2)
▪ Utility belt
▪ Extra reloads
SHIELDED QUALITY
Note that in all of the following stat blocks,
any adversary that has the Shielded quality
already has the soak increase factored
in. Should they lose the Shielded quality,
decrease their soak by an amount equal to
their Shielded rating.

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SECTION 04. ADVERSARIES

MARINE [MINION] HELLBRINGER [MINION]


Human "Marines" are similar to their troopers, A curious but effective unit, these Hellbringers are
though they have been encountered in all manner typically deployed in pairs and use flamethrowers
of environments. They are quick to come to each against infantry and structures. They are able to
other's defense, which is admirable, but this tendency keep their enemies at bay with judicious use of
can be exploited to draw them out. Restraint is fire, but they can be outmaneuvered by armor and
recommended when engaging, as there are always sufficient planning.
more than you can see.

3 2 2 2 2 2
2 2 2 2 2 2 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 4 0 0
4 5 0 0 SOAK VALUE WOUND THRESHOLD M/R DEFENSE
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills (group only): Brawl, Discipline,
Skills (group only): Athletics, Discipline, Driving, Ranged (Heavy), Vigilance
Melee, Ranged (Heavy)
Talents: None
Talents: None
Abilities: None
Abilities:
▪ Covering Fire: May spend a maneuver to Equipment:
add +1 ranged defense to up to three allied ▪F
 lamethrower (Ranged [Heavy]; Damage 8;
characters or minion groups within short Critical 2; Short range; Burn 3, Blast 8)
range until the end of the next round; ▪S
 idearm (Ranged [Light]; Damage 6;
this does not stack with multiple uses. Critical 3; Medium range)

Equipment: ▪ Hellbringer armor (soak +2)

▪B
 attle rifle (Ranged [Heavy]; Damage 6; ▪ Utility belt
Critical 3; Long range; Accurate 1, Linked 2) ▪ Extra reloads
▪ Or assault rifle (Ranged [Heavy]; Damage 7;
Critical 3; Medium range; Auto-fire)
▪C
 ombat knife (Melee; Damage 3; Critical 3;
Engaged range)
▪ 2 frag grenades (Ranged [Light]; Damage 8;
Critical 4; Short range; Blast 6, Limited Ammo 1)
▪ Infantry armor (soak +2)
▪ Utility belt
▪ Extra reloads

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SECTION 04. ADVERSARIES

ORBITAL DROP SHOCK TROOPER [MINION] NAVY PILOT [MINION]


The humans' Orbital Drop Shock Troopers, Human starfighters lack the finesse of their Covenant
commonly called "Imps," are often a true challenge counterparts, but they have a certain brutal efficiency
on the battlefield. Equipped with devious technology about them. The human pilots who fly them are
and rarely cowed by the Covenant's might, considered to be quite daring. When using group
they are dangerous foes and should be treated to tactics, they can be a nuisance against even capital
overwhelming firepower. Beware if they retreat— ships, but agile maneuvers will usually get the
it is usually a trap. better of them, and they are as vulnerable to plasma
weaponry as other types of vessels.

3 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 5 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 3 5 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills (group only): Athletics, Discipline, Melee,
Piloting, Ranged (Heavy), Ranged (Light), Vigilance Skills (group only): Cool, Gunnery, Piloting

Talents: None Talents: None

Abilities: Abilities: None


▪ Covering Fire: May spend a maneuver to
add +1 ranged defense to up to three allied Equipment:
characters or minion groups within short ▪S
 idearm (Ranged [Light]; Damage 6;
range until the end of the next round; Critical 3; Medium range)
this does not stack with multiple uses. ▪ Flight suit (soak +1)

Equipment:
▪B
 attle rifle (Ranged [Heavy]; Damage 6;
Critical 3; Long range; Accurate 1, Linked 2)
▪ Or silenced SMG (Ranged [Light]; Damage 5;
Critical 4; Short range; Auto-fire, upgrade
difficulty of checks made to detect shots
and locate wielder)
▪S
 ilenced sidearm (Ranged [Light]; Damage 5;
Critical 4; Medium range; upgrade difficulty of
checks made to detect shots and locate wielder)
▪C
 ombat knife (Melee; Damage 3; Critical 3;
Engaged range)
▪ 2 frag grenades (Ranged [Light]; Damage 8;
Critical 4; Short range; Blast 6, Limited Ammo 1)
▪ ODST armor (soak +2, defense 1)
▪ Utility belt
▪ Extra reloads

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SECTION 04. ADVERSARIES

OFFICER [RIVAL] COMBAT ENGINEER [RIVAL]


Human leaders on the battlefield are rarely A strange type of soldier, combat engineers are able
distinguished visually from their subordinates, to effect quick repairs on human technology even
making finding them a challenge. Some are found under battlefield conditions, owing to their use of
at the very front of battle, like a true leader, while interchangeable parts. In addition, these engineers
others remain behind the lines in order to better can sabotage Covenant vehicles and use their
coordinate large groups of soldiers. Should they intelligence to circumvent a wide variety of obstacles.
come under threat, other humans will typically rush Their considerable knowledge makes them a prize
to their officers' aid. that should be captured, if possible.

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

5 15 0 0 5 15 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Skills: Athletics 2 (󲊺󲊺󲊷), Discipline 2 (󲊺󲊺󲊷), Skills: Cool 2 (󲊺󲊺󲊷), Hacking 2 (󲊺󲊺󲊷),
Knowledge (UNSC) 3 (󲊺󲊺󲊷), Leadership 3 (󲊺󲊺󲊷), Mechanics 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺),
Melee 2 (󲊺󲊺󲊷), Ranged (Heavy) 2 (󲊺󲊺󲊷), Sysops 2 (󲊺󲊺󲊷)
Ranged (Light) 2 (󲊺󲊺󲊷), Resilience 2 (󲊺󲊺󲊷),
Vigilance 2 (󲊺󲊺󲊷) Talents:
▪ Defensive Sysops: Your character adds 󲊸󲊸 to
Talents: opponents' checks when defending a computer
▪ Adversary 1: Upgrade the difficulty of combat system against intrusion.
checks made against this target once.
Abilities: None
Abilities:
▪ Tactical Direction: May perform a maneuver Equipment:
to direct one allied minion group within medium ▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
range; the group may perform an immediate free Medium range)
maneuver or add 󲊸 to its next check. ▪ Infantry armor (soak +2)

Equipment: ▪ Utility belt

▪B
 attle rifle (Ranged [Heavy]; Damage 6; ▪ Portable toolkit
Critical 3; Long range; Accurate 1, Linked 2) ▪ FICS
▪ Or assault rifle (Ranged [Heavy]; Damage 7;
Critical 3; Medium range; Auto-fire)
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
Medium range)
▪ 2 frag grenades (Ranged [Light]; Damage 8;
Critical 4; Short range; Blast 6, Limited Ammo 1)
▪ Infantry armor (soak +2)
▪ Utility belt
▪ Extra reloads

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SECTION 04. ADVERSARIES

ONI AGENT [RIVAL] NAVY COMMANDER [NEMESIS]


The humans' intelligence service is formidable, That human ships are technologically inferior to the
as they effectively gathered information regarding Covenant is widely understood, but it must never be
the Covenant during the early years of the war. said that their naval commanders lack ingenuity or
On the battlefield, they use deception and subterfuge discipline. While some may blindly charge to their
to accomplish their goals, a true display of human deaths, many others have proven to be apt tacticians,
cowardice and dishonor, but they die as easily as able to make the most of their limited weapons to
any other heretic. cripple or even destroy a large number of Covenant
vessels. While their on-board constructs certainly
provide them an advantage, human commanders
2 3 2 3 3 2 are nevertheless capable of making rapid and
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
consequential decisions in the heat of battle and
even sacrificing themselves in pursuit of victory.
3 14 1 1 Capturing them is a high priority whenever possible.
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

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


Deception 3 (󲊺󲊺󲊺), Melee 2 (󲊺󲊺), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Perception 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺󲊷),
Skulduggery 3 (󲊺󲊺󲊺), Stealth 3 (󲊺󲊺󲊺), 3 12 12 0 0
Survival 2 (󲊺󲊺󲊷) SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE

Talents: Skills: Astronav 3 (󲊺󲊺󲊺), Charm 3 (󲊺󲊺󲊺󲊷),


▪ Adversary 1: Upgrade the difficulty of combat Cool 3 (󲊺󲊺󲊺󲊷), Discipline 3 (󲊺󲊺󲊺󲊷),
checks made against this target once. Gunnery 2 (󲊺󲊺), Leadership 3 (󲊺󲊺󲊺󲊷),
Operating 3 (󲊺󲊺󲊺), Ranged (Light) 2 (󲊺󲊺)
Abilities: None
Talents:
Equipment: ▪ Adversary 2: Upgrade the difficulty of combat
▪S
 ilenced sidearm (Ranged [Light]; Damage 5; checks made against this target twice.
Critical 4; Medium range; upgrade difficulty of ▪ Commanding Presence: Remove 󲊸 from Cool
checks made to detect shots and locate wielder) and Leadership checks.
▪C
 ombat knife (Melee; Damage 3; Critical 3; ▪ Fire Control: As an action, perform Fire Control
Engaged range) action; make all combat checks made from
▪ Body armor (soak +1, defense 1) current vessel or vehicle count their target's
silhouette as one higher than normal until the
▪ Encrypted data pad beginning of next turn.

Abilities: None

Equipment:
▪S
 idearm (Ranged [Light]; Damage 6; Critical 3;
Medium range)
▪ Duty uniform (soak +1)

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SECTION 04. ADVERSARIES

INFILTRATOR CONSTRUCT [NEMESIS] DEMON [NEMESIS]


The humans may only be adequate at traditional Perhaps the most potent weapon in the humans'
combat, but their mastery over electronic warfare arsenal, Demons represent a critical threat on the
is second to none. Key to these strategies are their battlefield. A single Demon can halt a legion's advance,
artificial constructs, beings of data and electrons and even a small group of them have been known to
that can peel away Covenant security layers if turn the tide of a campaign. They are given the most
given the chance and hold strong against virtual advanced arms and armor available to the UNSC,
assaults. Each construct has encyclopedic knowledge and their presence will strike fear in even seasoned
of human intelligence contained within, making battlefield veterans. The exact number of Demons at
them priority targets during boarding actions. humanity's disposal is unknown; their near-uniform
But the humans have yet to falter in their safeguards, appearance makes distinguishing one Demon from
and the secrets of these constructs remain out of another challenging. The Covenant estimates there
Covenant hands... for now. may be only a few hundred, which could be cause for
either relief at their low numbers... or alarm at their
apparent effectiveness.
N/A N/A 4 4 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 4 3 4 3 3
N/A N/A 20 N/A N/A BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
12 21 18 2 2
Skills: Astronav 3 (󲊺󲊺󲊺󲊷), SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Charm 3 (󲊺󲊺󲊺), Coercion 3 (󲊺󲊺󲊺󲊷),
Cool 3 (󲊺󲊺󲊺), Discipline 3 (󲊺󲊺󲊺󲊷), Skills: Athletics 3 (󲊺󲊺󲊺󲊷󲊷),
Gunnery 2 (󲊺󲊺󲊷󲊷), Hacking 4 (󲊺󲊺󲊺󲊺), Brawl 4 (󲊺󲊺󲊺󲊺󲊷), Cool 3 (󲊺󲊺󲊺),
Knowledge (UNSC) 3 (󲊺󲊺󲊷󲊷), Discipline 3 (󲊺󲊺󲊺), Driving 4 (󲊺󲊺󲊺󲊺),
Negotiation 3 (󲊺󲊺󲊺), Operating 3 (󲊺󲊺󲊺󲊷), Knowledge (UNSC) 2 (󲊺󲊺󲊷),
Sysops 4 (󲊺󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺󲊷󲊷) Melee 4 (󲊺󲊺󲊺󲊺󲊷), Perception 3 (󲊺󲊺󲊺󲊷),
Piloting 3 (󲊺󲊺󲊺󲊷), Ranged (Heavy) 4 (󲊺󲊺󲊺󲊺),
Talents: Ranged (Light) 4 (󲊺󲊺󲊺󲊺),
▪N
 obody's Fool 3: Upgrade the difficulty of Resilience 4 (󲊺󲊺󲊺󲊺󲊷), Stealth 3 (󲊺󲊺󲊺󲊷),
Charm, Coercion, and Deception checks Survival 3 (󲊺󲊺󲊺󲊷), Vigilance 3 (󲊺󲊺󲊺)
targeting this character three times.
Talents:
Abilities: ▪ Adversary 3: Upgrade the difficulty of combat
▪ Overclocked: During structured time, they checks targeting this character three times.
gain an additional free maneuver per turn;
they still may not perform more than two Abilities:
maneuvers per turn. ▪ Augmented: When making Brawn or Agility
▪ Rapid Calculations: For AIs, any combat checks checks, Spartans add an automatic 󲊳 to
requiring Agility instead use Intellect. their results.

Equipment: Memory chip Equipment:


▪B
 attle rifle (Ranged [Heavy]; Damage 6; Critical 3;
Long range; Accurate 1, Linked 2)
▪ Or assault rifle (Ranged [Heavy]; Damage 7;
Critical 3; Medium range; Auto-fire)
▪ 2 SMGs (Ranged [Light]; Damage 6; Critical 3;
Short range; Auto-fire)

9 2 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

▪C
 ombat knife (Melee; Damage 3; Critical 3; UNGGOY MINOR [MINION]
Engaged range) As the lowest caste, the Unggoy make up the very
▪ 4 frag grenades (Ranged [Light]; Damage 8; bottom of the military hierarchy, but they are also
Critical 4; Short range; Blast 6, Limited Ammo 1) the most numerous. They are most effective when
▪M
 JOLNIR Armor Mk. V (soak +2, defense 2, deployed en masse, overwhelming the enemy with
Powered, Shielded 3) their bodies and drowning the foe in their blood.
Outside of combat, Unggoy Minors are suited only to
drudgery and low-priority tasks.

The Covenant
The faithful of the Covenant are trained to stand firm 2 2 2 2 1 1
against those who would threaten the Path to the BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Great Journey. Military service is compulsory for
most members, though considerable autonomy is 3 3 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
given in how each client species trains and organizes
their warriors. Generally, warriors fall into two
categories: the menials, who make up the bulk of Skills (group only): Athletics, Brawl, Ranged (Light)
legions and fleets, and the obedientaries who lead
them. A select few fall under Special Operations, Talents: None
undertaking dangerous covert missions to maintain
the Covenant's superiority. Abilities:
However, there are those who serve the ▪ Methane Breather: Breathes methane; must use
Covenant with their non-martial skills. These a respirator, and if exposed to oxygen, treats it as
individuals are often leaders in faith and politics, a dangerous atmosphere with rating 8.
but some are the civilians who keep the empire ▪S
 trength in Numbers: Adds 󲊸 to combat checks
functioning with their day-to-day activities. All are when there are at least two other friendly
vital to maintaining the precarious balance of faith nemeses, rivals, or minion groups engaged in the
that keeps the Covenant united in its pursuit of glory. encounter; adds 󲊸 to combat checks when there
are no other friendly nemeses, rivals, or minion
MENIALS groups engaged in the encounter.

Menials of the Covenant are the backbone of the


Equipment:
military, often serving at the forefront of battle
but also responsible for carrying out the routine ▪P
 lasma pistol (Ranged [Light]; Damage 6;
tasks that keep their legion or fleet going. They are Critical 2; Short range; Burn 1, Guided 1
subservient to the obedientaries, following orders [only with Overcharge maneuver],
to the best of their abilities lest they face brutal— Overcharge, Plasma)
and perhaps fatal—punishment. Menial status often ▪ Or needler pistol (Ranged [Light]; Damage 6;
translates into civilian life as well, particularly for Critical 3; Medium range; Blast 6,
the lower castes such as Unggoy and Kig-Yar. Guided 3, Pierce 2)
▪P
 lasma grenade (Ranged [Light]; Damage 8;
Critical 3; Short range; Blast 8, Pierce 5,
Limited Ammo 1)
▪ Standard harness (soak +1, defense 1)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 93


SECTION 04. ADVERSARIES

KIG-YAR MINOR [MINION] YANME'E MINOR [MINION]


Little better than the Unggoy, the Kig-Yar are at The curious, insectoid Yanme'e have some use in
least somewhat more adept on the battlefield. combat, as their ability to fly—though limited when in
Kig-Yar Minors are typically deployed in pairs or gravity—can give them an advantage over the enemy.
trios to act as forward scouts, using their keen However, their real skills lie in engineering, as they
senses to seek out the enemy. They resent their are nimble and able to lock their joints to stay active
frequent proximity to the Unggoy, however, in the vacuum of space. Combined with their slight
which can lead to discipline problems. martial prowess, they are typically deployed to effect
field repairs of vehicles and vessels.

1 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 2 2 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 5 2 2
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 3 3 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills (group only): Coordination, Perception,
Ranged (Light), Vigilance Skills (group only): Coordination, Mechanics,
Ranged (Light)
Talents: None
Talents: None
Abilities: None
Abilities:
Equipment: ▪ Limited Flyer: As a maneuver, may take flight
▪P
 lasma pistol (Ranged [Light]; Damage 6; and ignore the effects of difficult terrain or
Critical 2; Short range; Burn 1, Guided 1 ground-based cover; they must land at the end
[only with Overcharge maneuver], of their following turn, unless in a low-g or
Overcharge, Plasma) freefall environment.
▪S
 tandard harness (soak +1, defense 1), ▪ Vacuum Proof: Drones can lock their chitinous
energy shield gauntlet (defense 1, Shielded 2 plates to protect themselves in a vacuum;
[single direction only]) 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)

9 4 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

UNGGOY MAJOR [MINION] KIG-YAR MAJOR [MINION]


Unggoy who have managed to survive two or more Kig-Yar Majors have a proven record in combat,
combat engagements are promoted to Major, as their including the ability to remain calm under fire and
veteran status gives them clout among their fellows. demonstrated tactical thinking. Their strengths are
Though they do not have any better training, their not much greater than that of their Minor brethren,
experiences often lead to more skills, which they but they can be allowed slightly more autonomy to
share amongst each other. Unggoy Majors can be tackle opposition. It may be appropriate to give Kig-
given little command authority, primarily over Yar Majors authority over Unggoy Minors, but do not
other Unggoy, as well as more meaningful non- expect the Unggoy to be happy about it.
combat responsibilities.

1 3 2 2 2 2
2 2 2 2 2 2 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 6 2 2
3 5 1 1 SOAK VALUE WOUND THRESHOLD M/R DEFENSE
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills (group only): Cool, Discipline, Perception,
Skills (group only): Cool, Brawl, Discipline, Ranged (Light), Vigilance
Ranged (Light)
Talents: None
Talents: None
Abilities: None
Abilities:
▪ Methane Breather: Breathes methane; must use Equipment:
a respirator, and if exposed to oxygen, treats it as ▪P
 lasma pistol (Ranged [Light]; Damage 6;
a dangerous atmosphere with rating 8. Critical 2; Short range; Burn 1, Guided 1
▪S
 trength in Numbers: Adds 󲊸 to combat checks [only with Overcharge maneuver],
when there are at least two other friendly Overcharge, Plasma)
nemeses, rivals, or minion groups engaged in the ▪ Or plasma rifle (Ranged [Light]; Damage 7;
encounter; adds 󲊸 to combat checks when there Critical 2; Medium range; Burn 2, Plasma)
are no other friendly nemeses, rivals, or minion ▪S
 tandard harness (soak +1, defense 1),
groups engaged in the encounter. energy shield gauntlet (defense 1, Shielded 2
[single direction only])
Equipment:
 lasma rifle (Ranged [Light]; Damage 7;
▪P
Critical 2; Medium range; Burn 2, Plasma)
▪ Or needler pistol (Ranged [Light]; Damage 6;
Critical 3; Medium range; Blast 6,
Guided 3, Pierce 2)
▪P
 lasma grenade (Ranged [Light]; Damage 8;
Critical 3; Short range; Blast 8, Pierce 5,
Limited Ammo 1)
▪ Standard harness (soak +1, defense 1)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 95


SECTION 04. ADVERSARIES

YANME'E MAJOR [MINION] UNGGOY SPECIALIST [MINION]


Yanme'e are only promoted to Major if they have Some Unggoy are successful at distinguishing
a knack for operating in combat. Whereas Minors themselves in specialized areas, leading to their
should only be used as shock troops if there are no being outfitted for particular assignments. The most
other alternatives, Yanme'e Majors make effective common combat specialization for an Unggoy is
decisions in combat and be used more widely. It is not serving on a gun crew, either manning a plasma
recommended to give them authority over Kig-Yar or turret on the battlefield or coordinating point-defense
Unggoy, however, as Yanme'e are largely unable to weapons aboard a ship. For non-combat roles, these
communicate outside their own species. Unggoy tend to become computer specialists and
intelligence translators.

2 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
3 4 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 3 5 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills (group only): Coordination, Discipline,
Ranged (Light), Vigilance Skills (group only): Gunnery, Perception,
Ranged (Light), Sysops
Talents: None
Talents: None
Abilities:
▪ Limited Flyer: As a maneuver, may take flight Abilities:
and ignore the effects of difficult terrain or ▪ Gun Crew: For each Grunt Specialist member
ground-based cover; they must land at the end in the minion group beyond the first, reduce the
of their following turn, unless in a low-g or Cumbersome rating of their weapons by 1.
freefall environment. ▪ Methane Breather: Breathes methane; must use
▪ Vacuum Proof: Drones can lock their chitinous a respirator, and if exposed to oxygen, treats it as
plates to protect themselves in a vacuum; a dangerous atmosphere with rating 8.
when sealed, they lose their free maneuver.
Equipment:
Equipment: ▪P
 lasma pistol (Ranged [Light]; Damage 6;
▪N
 eedler pistol (Ranged [Light]; Damage 6; Critical 2; Short range; Burn 1, Guided 1
Critical 3; Short range; Blast 8, Guided 3, [only with Overcharge maneuver],
Pierce 2) Overcharge, Plasma)
▪ Standard harness (soak +1, defense 1) ▪F
 uel Rod Gun (Gunnery; Damage 20; Critical 3;
Long range; Blast 10, Breach 2, Cumbersome 4)
▪ Standard harness (soak +1, defense 1)

9 6 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

T'VAOAN SCOUT [RIVAL] UNGGOY ULTRA [RIVAL]


Hardier cousins of the Ibie'shans and Ruuhtians, The highest an Unggoy may hope to rise in the
T'vaoans make excellent scouts and sharpshooters. ranks of the military is Ultra. Ultras are veterans
They share the keen senses of other Kig-Yar, but of many battles and have shown true courage in
their feathered forms and decidedly less bloodthirsty the face of the enemy. While some are simply lucky,
manner predisposes them to stealth and sabotage. others are cunning warriors or skilled leaders, able
to rally their fellow Unggoy and find unconventional
ways to achieve victory. Unggoy at this rank not
2 3 2 3 3 2 only may command Kig-Yar but also earn their
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
(grudging) respect.

3 10 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 3 3 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Athletics 1 (󲊺󲊷), Coordination 2 (󲊺󲊺󲊷),
Perception 2 (󲊺󲊺󲊷), Ranged (Heavy) 2 (󲊺󲊺󲊷), 5 10 2 2
Ranged (Light) 2 (󲊺󲊺󲊷), Stealth 1 (󲊺󲊷󲊷), SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Vigilance 1 (󲊺󲊷󲊷)
Skills: Cool 2 (󲊺󲊺), Discipline 2 (󲊺󲊺),
Talents: Gunnery 2 (󲊺󲊺󲊷), Leadership 2 (󲊺󲊺),
▪ Adversary 1: Upgrade the difficulty of combat Ranged (Light) 2 (󲊺󲊺󲊷), Survival 2 (󲊺󲊺)
checks made against this target once.
Talents:
Abilities: None ▪ Adversary 1: Upgrade all combat checks
targeting this character once.
Equipment:
▪P
 lasma pistol (Ranged [Light]; Damage 6; Abilities:
Critical 2; Short range; Burn 1, Guided 1 ▪ Grunt Cohesion: Reduces the difficulty of all
[only with Overcharge maneuver], Discipline checks made by Grunts within short
Overcharge, Plasma) range by 1, to a minimum of 1.
▪ Or needler pistol (Ranged [Light]; Damage 6; ▪ Methane Breather: Breathes methane; must use
Critical 3; Medium range; Blast 6, a respirator, and if exposed to oxygen, treats it as
Guided 3, Pierce 2) a dangerous atmosphere with rating 8.
▪N
 eedler rifle (Ranged [Heavy]; Damage 8; Critical
3; Long range; Accurate 1, Blast 6, Pierce 3) Equipment:

▪ Or focus rifle (Ranged [Heavy]; Damage 9; Critical  lasma rifle (Ranged [Light]; Damage 7;
▪P
3; Extreme range; Accurate 1, Pierce 5, Plasma) 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)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 97


SECTION 04. ADVERSARIES

YANME'E ULTRA [RIVAL] JIRALHANAE MINOR [RIVAL]


It is impossible to tell what makes one Yanme'e The addition of Jiralhanae to the legions of the
drone more apt to lead than another, but among Covenant saw some internal resistance, but they have
their number they seem to have a method. These since proven their worth. Jiralhanae Minors make for
individuals are given the rank of Ultra, but it is excellent shock troops, using their ferocity to strike
largely intended as an administrative role: they fear in the hearts of their enemies, and they are well-
do not lead other Covenant species in combat, suited to serve in rear-line defensive roles as well.
but simply coordinate a growing number of
Yanme'e in their work.
3 2 2 2 2 2
3 4 3 3 2 2 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE


4 13 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
4 10 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Skills: Athletics 2 (󲊺󲊺󲊷), Brawl 2 (󲊺󲊺󲊷),
Melee 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺),
Skills: Coordination 2 (󲊺󲊺󲊷󲊷), Hacking 2 (󲊺󲊺󲊷), Vigilance 1 (󲊺󲊷)
Knowledge (Covenant ) 2 (󲊺󲊺󲊷),
Leadership 2 (󲊺󲊷), Mechanics 2 (󲊺󲊺󲊷), Talents: None
Piloting 2 (󲊺󲊺󲊷󲊷), Ranged (Light) 2 (󲊺󲊺󲊷󲊷),
Sysops 2 (󲊺󲊺󲊷) Abilities: None

Talents: Equipment:
▪ Adversary 1: Upgrade the difficulty of combat ▪P
 lasma rifle (Ranged [Light]; Damage 7;
checks made against this target once. Critical 2; Medium range; Burn 2, Plasma)
▪O
 r spike rifle (Ranged [Light]; Damage 7;
Abilities: Critical 2; Short range; Vicious 2)
▪ Limited Flyer: As a maneuver, may take flight ▪S
 pike grenade (Ranged [Light]; Damage 8;
and ignore the effects of difficult terrain or Critical 2; Short range; Blast 8, Limited Ammo 1,
ground-based cover; they must land at the end Vicious 2)
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:
▪N
 eedler pistol (Ranged [Light]; Damage 6;
Critical 3; Short range; Blast 8, Guided 3,
Pierce 2)
▪ Standard harness (soak +1, defense 1)
▪ Covenant multitool

9 8 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

SANGHEILI MINOR [RIVAL] OBEDIENTARIES


At the very top of the menial hierarchy are Sangheili The officers and commanders of menials,
Minors. Trained from their youth to be effective obedientaries are responsible for leadership, both
warriors in all roles, even at their lowest rank they in combat and out of it. They respond to a strict
command the lower castes in battle and oversee their hierarchy of command, ensuring that orders from the
non-combat responsibilities. Sangheili Minors can be top are carried out by those below and objectives are
found across the military, in the legions and the fleets, completed on time. This can look different depending
and have become the face of the Covenant armada. on whether an obedientary serves in a fleet or in a
legion, but the leadership expects success regardless

2 2 2 2 2 2 of the theater of war. While the Sangheili have long


dominated the ranks of obedientaries, the Jiralhanae
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE have enjoyed a meteoric rise to power and are now
rivals, rather than subordinates.
6 12 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
JIRALHANAE MAJOR [RIVAL]
Skills: Athletics 1 (󲊺󲊷), Brawl 2 (󲊺󲊺), Those Jiralhanae who have amassed considerable
Discipline 1 (󲊺󲊷), Ranged [Heavy] 2 (󲊺󲊺), experience and proven they can be disciplined and
Ranged [Light] 2 (󲊺󲊺), Vigilance 1 (󲊺󲊷) follow orders are promoted to Major. With Unggoy,
Kig-Yar, and other Jiralhanae under their command,
Talents: None they represent a significant threat to their enemies
on the battlefield. Some who are held in high
Abilities: esteem by their peers will decorate their armor
with totemic trophies and holographic flags
▪ Tactical Direction: May perform a maneuver to
representing their tribes.
direct one allied minion group within medium
range; the group may perform an immediate free
maneuver or add 󲊸 to its check.
3 3 2 2 2 3
Equipment: BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

▪P
 lasma pistol (Ranged [Light]; Damage 6; 4 15 1 1
Critical 2; Short range; Burn 1, Guided 1 SOAK VALUE WOUND THRESHOLD M/R DEFENSE
[only with Overcharge maneuver],
Overcharge, Plasma) Skills: Athletics 2 (󲊺󲊺󲊷), Brawl 3 (󲊺󲊺󲊺),
▪ Or needler pistol (Ranged [Light]; Damage 6; Discipline 2 (󲊺󲊺), Ranged (Heavy) 2 (󲊺󲊺󲊷),
Critical 3; Medium range; Blast 6, Ranged (Light) 3 (󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺)
Guided 3, Pierce 2)
Talents:
▪P
 lasma rifle (Ranged [Light]; Damage 7;
Critical 2; Medium range; Burn 2, Plasma) ▪ Adversary 1: Upgrade the difficulty of combat
checks made against this target once.
▪O
 r Covenant carbine (Ranged [Heavy]; Damage 7;
Critical 3; Long range; Accurate 1)
Abilities:
▪P
 lasma grenade (Ranged [Light]; Damage 8;
▪ Overwhelming Fire: May perform a maneuver
Critical 3; Short range; Blast 8, Pierce 5,
to direct one allied minion group within medium
Limited Ammo 1)
range; the group may perform an immediate
▪ Standard harness (soak +1, defense 1, Shielded 3) free combat check action.

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 99


SECTION 04. ADVERSARIES

Equipment: ▪N
 eedler rifle (Ranged [Heavy]; Damage 8; Critical
▪P
 lasma rifle (Ranged [Light]; Damage 7; 3; Long range; Accurate 1, Blast 6, Pierce 3)
Critical 2; Medium range; Burn 2, Plasma) ▪ Or Covenant carbine (Ranged [Heavy]; Damage 7;
▪ Or spike rifle (Ranged [Light]; Damage 7; Critical 3; Long range; Accurate 1)
Critical 2; Short range; Vicious 2) ▪P
 lasma grenade (Ranged [Light]; Damage 8;
▪N
 eedler rifle (Ranged [Heavy]; Damage 8; Critical Critical 3; Short range; Blast 8, Pierce 5,
3; Long range; Accurate 1, Blast 6, Pierce 3) Limited Ammo 1)

▪ Or Covenant carbine (Ranged [Heavy]; Damage 7; ▪ Standard harness (soak +1, defense 1, Shielded 3)
Critical 3; Long range; Accurate 1)
MGALEKGOLO [NEMESIS]
▪S
 pike grenade (Ranged [Light]; Damage 8;
Critical 2; Short range; Blast 8, Hulking and dangerous, the Mgalekgolo is one
Limited Ammo 1, Vicious 2) of the many configurations of Lekgolo eels in the
Covenant armada. They adopt a bipedal form and are
▪ Standard harness (soak +1, defense 1
sheathed in warship-grade armor with an attached
fuel rod cannon and plate shield. Mgalekgolo are
SANGHEILI MAJOR [RIVAL] deployed in pairs, each formed from a larger colony
The blooded veterans of the Sangheili, Majors and identifying as a bonded pair. While killing one is
oversee all menials and fill important leadership difficult, doing so ensures the other enters a frenzy,
roles in the military hierarchy. They wear crimson making them an overpowering threat on the field.
armor to help distinguish themselves, and they
are frightful opponents in combat.
5 3 2 3 4 2
3 3 2 2 2 2 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

8 24 20 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
7 14 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Skills: Brawl 4 (󲊺󲊺󲊺󲊺󲊷), Coercion 3 (󲊺󲊺󲊺󲊷),
Cool 2 (󲊺󲊺), Discipline 3 (󲊺󲊺󲊺󲊷),
Skills: Brawl 2 (󲊺󲊺󲊷), Cool 2 (󲊺󲊺), Gunnery 3 (󲊺󲊺󲊺), Melee 4 (󲊺󲊺󲊺󲊺󲊷),
Discipline 2 (󲊺󲊺), Leadership 2 (󲊺󲊺), Resilience 4 (󲊺󲊺󲊺󲊺󲊷), Vigilance 2 (󲊺󲊺󲊷󲊷)
Ranged [Heavy] 2 (󲊺󲊺󲊷),
Ranged [Light] 2 (󲊺󲊺󲊷) Talents:
▪ Adversary 4: Upgrade the difficulty of all combat
Talents: checks made against this target four times.
▪ Adversary 1: Upgrade all combat checks made
against this target once. Abilities: Silhouette 2

Abilities: Equipment:
▪ Tactical Direction: May perform a maneuver to  uel Rod Cannon (Gunnery; Damage 20; Critical
▪F
direct one allied minion group within medium 3; Long range; Blast 10, Breach 2, Cumbersome 4,
range; the group may perform an immediate free Slow Firing 1)
maneuver or add 󲊸 to its check. ▪P
 late shield (Melee; Damage 8; Critical 2; Engaged
range; Defensive 2, Knockdown, Vicious 3)
Equipment:
▪ Hunter battle plate (soak +3, defense 3)
▪N
 eedler pistol (Ranged [Light]; Damage 6;
Critical 3; Short range; Blast 8, Guided 3,
Pierce 2)

1 0 0 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

JIRALHANAE ULTRA [NEMESIS] SANGHEILI ULTRA [NEMESIS]


A recent addition to the ranks of infantry, Jiralhanae Sangheili Ultras are the highest regular rank
Ultras assume a position of dominance over their achievable by a Sangheili, won after years of service
brethren. Their leadership in battle is often crude and thousands of kills. A single Ultra can command
but effective, favoring a strong offensive posture. an entire warband, and it is from their ranks that
Outside of combat, their elevated status often makes leaders for ships and legions are chosen. At this rank,
them the leader of their packs and rivals to their a Sangheili will find themselves drawn firmly into a
tribe's chieftain. fleet's politics, though most prefer the battlefield.

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

6 18 16 2 2 9 16 14 2 2
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE

Skills: Brawl 3 (󲊺󲊺󲊺󲊷), Coercion 3 (󲊺󲊺󲊷), Skills: Athletics 3 (󲊺󲊺󲊺󲊷), Brawl 3 (󲊺󲊺󲊺󲊷),
Cool 2 (󲊺󲊺󲊷), Discipline 2 (󲊺󲊺), Cool 2 (󲊺󲊺󲊷), Discipline 2 (󲊺󲊺), Knowledge
Gunnery 3 (󲊺󲊺󲊺), Knowledge (Covenant) 2 (󲊺󲊺), (Covenant) 2 (󲊺󲊺󲊷), Leadership 3 (󲊺󲊺󲊺),
Leadership 3 (󲊺󲊺󲊺), Melee 3 (󲊺󲊺󲊺󲊷), Melee 2 (󲊺󲊺󲊷󲊷), Ranged (Heavy) 3 (󲊺󲊺󲊺),
Ranged (Heavy) 3 (󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺) Ranged (Light) 2 (󲊺󲊺󲊷), Resilience 2 (󲊺󲊺󲊷󲊷),
Survival 2 (󲊺󲊺), Vigilance 1 (󲊺󲊷)
Talents:
▪ Adversary 2: Upgrade the difficulty of combat Talents:
checks made against this target twice. ▪ Adversary 2: Upgrade the difficulty of all combat
checks made against this target twice.
Abilities:
▪ Overwhelming Fire: May perform a maneuver Abilities:
to direct one allied minion group within medium ▪T
 he Great Journey: May perform a maneuver
range; the group may perform an immediate free to cause all ranged attacks targeting the
combat check action. Sangheili Ultra to instead hit one ally or
▪ Rallying Howl: May perform a maneuver to helpless enemy they are engaged with until
grant any Jiralhanae within medium the beginning of their next turn.
range 󲊸 on their next action.
Equipment:
Equipment: ▪D
 ual plasma rifles (Ranged [Light]; Damage 7;
▪C
 oncussion rifle (Ranged [Heavy]; Damage 10; Critical 2; Medium range; Burn 2, Plasma)
Critical 3; Medium range; Blast 4, Knockdown) ▪ Or Covenant carbine (Ranged [Heavy]; Damage 7;
▪ Or Brute shot (Gunnery; Damage 10; Critical 3; Critical 3; Long range; Accurate 1)
Medium range; Blast 6, Knockdown) ▪E
 nergy sword (Melee; Damage 10; Critical 2;
▪G
 ravity hammer (Melee; Damage 8, Engaged range; Breach 1, Cumbersome 3,
Critical 2; Engaged range; Blast 4, Sunder, Vicious 3)
Cumbersome 4, Knockdown, Vicious 2) ▪ Assault harness (soak +2, defense 2, Shielded 3)
▪ Assault harness (soak +2, defense 2)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 101


SECTION 04. ADVERSARIES

KIG-YAR SHIP MISTRESS [NEMESIS] JIRALHANAE CHIEFTAIN [NEMESIS]


Females tend to dominate Kig-Yar society, using Among Jiralhanae, the rank of chieftain is seen as
their positions of power to manipulate the males the greatest honor and the gravest responsibility.
into carrying out their wills. Combined with their Chieftains lead tribes and packs alike, wielding
natural propensity for voyaging, many such Kig-Yar gravity hammers that are as deadly as they are
find themselves as Ship Mistresses in service to symbolic. Heavily armored and forged through
various ministries. They rarely see frontline combat, countless conflicts, each chieftain is an emissary of
as few Sangheili would be willing to have them in his people and fully supported by his tribe... except
their fleets, but their fearless and greedy natures when one might still challenge him.
make Ship Mistresses good at seeking out artifacts, This is not to be confused with the position of
even among other Covenant ships. Chieftain of the Jiralhanae, which was created by the
San'Shyuum after their conversion to help unify the
fractured tribes. Any chieftain can be appointed to the
2 3 3 4 2 3 position by the Hierarchs, but the current Chieftain of
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
the Jiralhanae is Tartarus.

4 14 14 1 1
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE 4 3 2 2 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Skills: Cool 2 (󲊺󲊺󲊷), Melee 2 (󲊺󲊺),
Negotiation 2 (󲊺󲊺󲊷), Operating 2 (󲊺󲊺󲊷), 10 19 15 3 3
Ranged (Light) 2 (󲊺󲊺󲊷), Skulduggery 2 (󲊺󲊺󲊷) SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE

Talents: Skills: Brawl 3 (󲊺󲊺󲊺󲊷), Coercion 4 (󲊺󲊺󲊺󲊺),


▪ Adversary 2: Upgrade the difficulty of all combat Discipline 3 (󲊺󲊺󲊺󲊷), Driving 3 (󲊺󲊺󲊺),
checks made against this target twice. Knowledge (Covenant) 3 (󲊺󲊺󲊷),
Leadership 3 (󲊺󲊺󲊺), Melee 4 (󲊺󲊺󲊺󲊺),
▪N
 obody's Fool 2: Upgrade the difficulty of Charm, Ranged (Light) 4 (󲊺󲊺󲊺󲊷),
Deception, and Negotiation checks made against Ranged (Heavy) 3 (󲊺󲊺󲊺), Vigilance 3 (󲊺󲊺󲊺󲊷)
this character twice.
Talents:
Abilities: None
▪ Adversary 3: Upgrade the difficulty of all combat
Equipment: checks made against this target three times.

▪P
 lasma rifle (Ranged [Light]; Damage 7; Abilities:
Critical 2; Medium range; Burn 2, Plasma)
▪H
 owl of Authority: As a maneuver, may call to
▪E
 nergy dagger (Melee; Damage 4; Critical 2; allied Jiralhanae out to Medium range; these
Engaged range; Pierce 1) Jiralhanae may each make an out-of-turn
▪ Pirate harness (soak +2, defense 1) maneuver and move one range band closer to
the Chieftain or towards one enemy target.

Equipment:
▪ 2 spike rifles (Ranged [Light]; Damage 7;
Critical 2; Short range; Vicious 2)
▪O
 r 2 maulers (Ranged [Light]; Damage 6; Critical 2;
Short range; Blast 4, Knockdown, Vicious 2)
▪G
 ravity hammer (Melee; Damage 8; Critical 2;
Engaged range; Blast 4, Cumbersome 4,
Knockdown, Vicious 2)

1 0 2 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

▪ 3 spike grenades (Ranged [Light]; Equipment:


Damage 8; Critical 2; Short range; Blast 8, ▪P
 lasma rifle (Ranged [Light]; Damage 7;
Limited Ammo 1, Vicious 2) Critical 2; Medium range; Burn 2, Plasma)
▪C
 hieftain's harness (soak +2, defense 3, ▪C
 ovenant carbine (Ranged [Heavy]; Damage 7;
Shielded 4) Critical 3; Long range; Accurate 1)
▪O
 r concussion rifle (Ranged [Heavy]; Damage 10;
SANGHEILI FIELD MASTER [NEMESIS] Critical 3; Medium range; Blast 4, Knockdown)
The position of Field Master is given authority ▪E
 nergy sword (Melee; Damage 10; Critical 2;
over all warriors fighting in a particular campaign, Engaged range; Breach 1, Cumbersome 3,
commanding multiple legions in pursuit of victory. Sunder, Vicious 3)
Only Sangheili Ultras can be elevated to the position,
primarily those who have had extensive experience ▪C
 ommand harness (soak +2, defense 2,
as leaders of warbands and legions, though political Shielded 4)
favoritism does sometimes lead to certain Sangheili
being selected over others. SANGHEILI SHIP MASTER [NEMESIS]
In turn, Field Masters can appoint Field Ship Masters have unilateral authority over their
Commanders who act as advisors and can take vessels, seen as the absolute commander and
command of single legions under the Field Master's answerable only to the Council of Masters and, if one
authority. Most Field Masters become members of has been designated, the Fleet Master or Supreme
the Order of Zealots, or else already are before they Commander. However, the position itself is attained
accept the position. Every Field Master is considered in a variety of ways: a Sangheili, typically an Ultra,
a member of the fleet's Council of Masters. might be promoted into it by the Council of Masters,
or they might find themselves assuming command if

4 3 3 2 3 4 the previous Ship Master is dead, incapacitated, or


found to be unworthy of his command. In this way,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Sangheili of lesser rank, such as Majors, might find
themselves pressed into the position of Ship Master.
10 18 16 2 2 All Ship Masters sit on the fleet's Council of
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Masters. While many are members of the Order of
Zealots, the practice is not nearly as prevalent in
Skills: Coercion 3 (󲊺󲊺󲊺), Cool 3 (󲊺󲊺󲊺󲊷), the fleets as it is in the legions. A Ship Master may
Discipline 3 (󲊺󲊺󲊺), Driving 3 (󲊺󲊺󲊺), designate a second, called the Ship Commander,
Knowledge (Covenant) 3 (󲊺󲊺󲊺), to serve as their executive officer and designated
Leadership 4 (󲊺󲊺󲊺󲊺), successor if they fall in battle.
Melee 4 (󲊺󲊺󲊺󲊺), Ranged (Light) 3 (󲊺󲊺󲊺),
Ranged (Heavy) 3 (󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺󲊷)

Talents:
3 4 3 2 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
▪ Adversary 3: Upgrade the difficulty of all combat
checks made against this target three times. 9 18 16 2 2
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Abilities:
▪F
 or the Glory of Salvation! Once per encounter Skills: Coercion 3 (󲊺󲊺󲊺), Cool 3 (󲊺󲊺󲊺󲊷),
as a maneuver, after suffering a Critical Injury, Discipline 3 (󲊺󲊺󲊺), Gunnery 4 (󲊺󲊺󲊺󲊺),
may take a number of strain equal to the severity Knowledge (Covenant) 3 (󲊺󲊺󲊺),
of the Critical Injury to ignore its effects until the Leadership 4 (󲊺󲊺󲊺󲊺), Melee 4 (󲊺󲊺󲊺󲊷),
end of the encounter. Operating 4 (󲊺󲊺󲊺󲊷), Piloting 4 (󲊺󲊺󲊺󲊺),
Ranged (Light) 4 (󲊺󲊺󲊺󲊺), Vigilance 2 (󲊺󲊺󲊷)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 103


SECTION 04. ADVERSARIES

Talents:
▪ Adversary 3: Upgrade the difficulty of all combat 5 4 3 4 3 3
checks made against this target three times. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Abilities: 10 22 20 2 2
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
▪S
 how No Mercy: May perform a maneuver to
add 󲊸 to all Gunnery checks made by allies Skills: Athletics 4 (󲊺󲊺󲊺󲊺󲊷),
aboard the same ship until the beginning of Brawl 3 (󲊺󲊺󲊺󲊷󲊷), Coercion 3 (󲊺󲊺󲊺),
their next turn. Cool 3 (󲊺󲊺󲊺), Coordination 3 (󲊺󲊺󲊺󲊷),
Discipline 4 (󲊺󲊺󲊺󲊷), Driving 3 (󲊺󲊺󲊺󲊷),
Equipment: Gunnery 3 (󲊺󲊺󲊺󲊷), Knowledge (Covenant) 3
▪N
 eedler pistol (Ranged [Light]; Damage 6; (󲊺󲊺󲊺), Leadership 4 (󲊺󲊺󲊺󲊷),
Critical 3; Short range; Blast 8, Guided 3, Melee 4 (󲊺󲊺󲊺󲊺󲊷), Piloting 3 (󲊺󲊺󲊺󲊷), Ranged
Pierce 2) (Heavy) 4 (󲊺󲊺󲊺󲊺), Ranged (Light) 4 (󲊺󲊺󲊺󲊺),
Stealth 3 (󲊺󲊺󲊺󲊷), Vigilance 3 (󲊺󲊺󲊺)
▪D
 ual plasma rifles (Ranged [Light]; Damage 7;
Critical 2; Medium range; Burn 2, Plasma)
Talents:
▪E
 nergy sword (Melee; Damage 10; Critical 2;
▪ Adversary 4: Upgrade the difficulty of all combat
Engaged range; Breach 1, Cumbersome 3,
checks made against this target four times.
Sunder, Vicious 3)
▪C
 ommand harness (soak +2, defense 2, Abilities:
Shielded 4)
▪ Active Camo: As an incidental, may use active
camouflage, which upgrades their Stealth checks
ARBITER [NEMESIS] by one and upgrades the difficulty to detect the
The Arbiter's place within the Sangheili has changed user by one.
much since they joined the Covenant. Where they ▪F
 or the Glory of Salvation! Once per encounter
were once considered the religious, military, and as a maneuver, after suffering a Critical Injury,
political leaders of their people, the role of Arbiter is may take a number of strain equal to the severity
now a badge of shame worn by disgraced Sangheili. of the Critical Injury to ignore its effects until the
Every Arbiter is assigned a suicidal mission to end of the encounter.
redeem themselves, one that furthers the Covenant's
goals and almost invariably ends in the Arbiter's Equipment:
death. Those who survive are sent again and again
into impossible situations, with the understanding ▪P
 lasma rifle (Ranged [Light]; Damage 7;
that only their demise in service to the Hierarchs will Critical 2; Medium range; Burn 2, Plasma)
save their soul from damnation. ▪ Or needler pistol (Ranged [Light]; Damage 6;
Many Sangheili have served as the Arbiter in Critical 3; Short range; Blast 8, Guided 3,
the millennia since the Covenant was founded, but Pierce 2)
a handful have been appointed during the war with ▪C
 ovenant carbine (Ranged [Heavy]; Damage 7;
the humans. While some have been charged with Critical 3; Long range; Accurate 1)
undertaking tasks related to humanity, others were
chosen to deal with heretics and other internal ▪ Or beam rifle (Ranged [Heavy]; Damage 10;
threats. The last Arbiter to wear the mantle was Critical 2; Extreme range; Accurate 2, Breach 1,
ordered to assassinate Atriox, leader of the Banished, Plasma, Slow-Firing 1)
and failed. But with the Supreme Commander of the ▪T
 win energy swords (Melee; Damage 10;
Fleet of Particular Justice's disgrace following the Critical 2; Engaged range; Breach 1,
destruction of the Sacred Rings, the Hierarchs may Cumbersome 3, Sunder, Vicious 3)
have another Arbiter soon, and new enemies to send ▪A
 rbiter's plate (soak +2, defense 2, Active Camo,
him against. Shielded 3)

1 0 4 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

SPECIAL WARFARE GROUP ▪ Methane Breather: Breathes methane; must use


a respirator, and if exposed to oxygen, treats it as
In the realm of the military, Special Operations
a dangerous atmosphere with rating 8.
stands apart from the regular ranks. While they are
carried by fleets and deployed alongside legions,
Equipment:
these personnel undertake very different missions
from their fellow warriors. Their area of expertise ▪P
 lasma pistol (Ranged [Light]; Damage 6;
is stealth and sabotage, arenas that are historically Critical 2; Short range; Burn 1, Guided 1
not favored by the Sangheili leadership as they [only with Overcharge maneuver],
are dishonorable and cowardly. However, Special Overcharge, Plasma)
Operations is undeniably effective, affording them a ▪O
 r plasma rifle (Ranged [Light]; Damage 7;
level of grace from the Hierarchs and the nickname Critical 2; Medium range; Burn 2, Plasma)
"Prophet Blessed."
▪P
 lasma grenade (Ranged [Light]; Damage 8;
Separate from SpecOps is Fleet Security, which
Critical 3; Short range; Blast 8, Pierce 5,
also answers to the Special Warfare Group. Their
Limited Ammo 1)
primary role is evident by their title—to act as both
defenders and internal police within the armada—but ▪ Ranger harness (soak +2, defense 2)
this is not the extent of their duties. They also lead
boarding operations against enemy vessels, as well KIG-YAR RANGER [RIVAL]
as undertake risky stealth operations to acquire
While Kig-Yar are not typically considered for
intelligence from human ships and installations.
Special Operations—the Sangheili believe they are
too bloodthirsty to be effective operatives—many are
UNGGOY RANGER [MINION] called upon to serve as Rangers in the Fleet Security
Covenant Rangers are technically part of Fleet division. Their natural agility makes them adept
Security, but their specialized role and non-traditional flyers, and their reputation for marksmanship is an
combat methods mean they are frequently considered asset during boarding operations.
to be of a kind with their SpecOps kin. Unggoy who
become Rangers are likewise looked upon as unique,
as they bring their natural numerical strength to bear 2 3 2 3 2 2
during combat, swarming enemy ships as they board BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
or creating a wall of resistance if repelling boarders.
4 9 2 2
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

2 3 2 2 2 2 Skills: Discipline 2 (󲊺󲊺), Piloting 2 (󲊺󲊺󲊷),


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Ranged (Heavy) 2 (󲊺󲊺󲊷), Survival 2 (󲊺󲊺󲊷),
4 5 2 2 Vigilance 2 (󲊺󲊺)
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Talents: None
Skills (group only): Piloting, Ranged (Heavy),
Ranged (Light), Vigilance Abilities:
▪ Antigravity Pack: As a maneuver, the user can
Talents: None fly with their Piloting skill with the following
profile: Silhouette 1, Speed 2, Handling 0.
Abilities:
▪ Antigravity Pack: As a maneuver, the user can Equipment:
fly with their Piloting skill with the following ▪C
 ovenant carbine (Ranged [Heavy]; Damage 7;
profile: Silhouette 1, Speed 2, Handling 0. Critical 3; Long range; Accurate 1)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 105


SECTION 04. ADVERSARIES

▪O
 r beam rifle (Ranged [Heavy]; Damage 10; SANGHEILI RANGER [RIVAL]
Critical 2; Extreme range; Accurate 2, Among the Sangheili, Rangers garner an unusual
Breach 1, Plasma) combination of respect and suspicion. Their combat
▪E
 nergy dagger (Melee; Damage 4; Critical 2; skills are uniquely suited to their role, including
Engaged range; Pierce 1) both traditional warfighting and a high degree
▪ Ranger harness (soak +2, defense 2) of maneuverability and autonomy. When not
participating in boarding actions, they act as security
aboard the fleet, answerable only to the highest
JIRALHANAE STALKER [RIVAL] authority, whether that is the Fleet Master or a
While Jiralhanae are not typically known for Prophet. This often makes their kin uncomfortable,
stealth, upon their induction into the Covenant and as Sangheili Rangers do not fall cleanly into the
introduction to active camouflage, they immediately categories of typical warriors or the enigmatic
understood its significance for terror and brutality. Prophet Blessed.
Jiralhanae Stalkers are not true operatives—they do
not seek to completely avoid the enemy's attention.
Instead, they are used as ambush troops and violent 3 3 2 3 2 2
phantoms, harrying their enemies while remaining BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
unseen. While their individual effectiveness is up
for debate, the fear they elicit from their enemies is 8 14 2 2
undeniably impressive. SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Skills: Driving 2 (󲊺󲊺󲊷), Leadership 1 (󲊺󲊷),


3 3 2 2 2 2 Perception 1 (󲊺󲊷󲊷), Piloting 2 (󲊺󲊺󲊷),
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Ranged (Heavy) 2 (󲊺󲊺󲊷),
Ranged (Light) 2 (󲊺󲊺󲊷), Vigilance 2 (󲊺󲊺)
4 12 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Talents:
▪ Adversary 1: Upgrade all combat checks made
Skills: Cool 2 (󲊺󲊺), Coordination 2 (󲊺󲊺󲊷), against this target once.
Melee 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺󲊷),
Skulduggery 2 (󲊺󲊺), Stealth 2 (󲊺󲊺󲊷) Abilities:

Talents: ▪ Antigravity Pack: As a maneuver, the user can fly


with their Piloting skill with the following profile:
▪ Adversary 1: Upgrade the difficulty of combat Silhouette 1, Speed 2, Handling 0.
checks made against this target once.
Equipment:
Abilities:
▪P
 lasma pistol (Ranged [Light]; Damage 6;
▪ Active Camo: As an incidental, may use active Critical 2; Short range; Burn 1, Guided 1
camouflage, which upgrades their Stealth checks [only with Overcharge maneuver],
by one and upgrades the difficulty to detect the Overcharge, Plasma)
user by one.
▪P
 lasma repeater (Ranged [Heavy]; Damage 9;
Equipment: Critical 2; Medium range; Auto-fire,
Burn 3, Plasma)
▪M
 auler (Ranged [Light]; Damage 6; Critical 2;
Short range; Blast 4, Knockdown, Vicious 2) ▪ Or Covenant carbine (Ranged [Heavy]; Damage 7;
Critical 3; Long range; Accurate 1)
▪F
 irebomb (Ranged [Light]; Damage 8; Critical 2;
Blast 6, Burn 6, Limited Ammo 1) ▪ Ranger harness (soak +2, defense 2, Shielded 3)

▪ Infiltration harness (soak +1, defense 0,


Active Camo)

1 0 6 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

Abilities:
OSSOONA ▪ Active Camo: As an incidental, may use active
camouflage, which upgrades their Stealth checks
The Ossoona, or "Eyes of the Prophets,"
by one and upgrades the difficulty to detect the
are specialist Rangers who use active
user by one.
camouflage to spy on both human ships
and Covenant fleet members suspected ▪ Methane Breather: Breathes methane; must use
of disloyalty. They replace their Ranged a respirator, and if exposed to oxygen, treats it as
(Heavy) skill with Stealth, wear infiltration a dangerous atmosphere with rating 8.
harnesses, and replace their Antigravity
Pack ability with Active Camouflage. Equipment:
Serving as an Ossoona is typically a ▪P
 lasma pistol (Ranged [Light]; Damage 6;
short-term position, and one that many Critical 2; Short range; Burn 1, Guided 1
Sangheili resent. They are forbidden to [only with Overcharge maneuver],
engage in combat, only permitted to carry Overcharge, Plasma)
a plasma pistol for emergencies. Once
relieved of their duties as Ossoona, few ▪ Or needler pistol (Ranged [Light]; Damage 6;
Sangheili are willing to discuss their Critical 3; Medium range; Blast 6,
actions with others, instead returning Guided 3, Pierce 2)
silently to their primary duties as part ▪P
 lasma grenade (Ranged [Light]; Damage 8;
of Fleet Security. Critical 3; Short range; Blast 8, Pierce 5,
Limited Ammo 1)
▪O
 perative harness (soak +2, defense 3,
Active Camo)
UNGGOY SPECOPS DEPUTY [RIVAL]
Only the most dedicated and skilled Unggoy are SANGHEILI SPECOPS OFFICER [RIVAL]
selected for Special Operations. Unlike Sangheili Specialized war colleges train Sangheili to become
candidates, Unggoy deputies are not expected officers in Special Operations. They undergo ruthless
to attend a war college, but instead must show indoctrination, both to perfect their bodies for the
an excellent battlefield record and receive variety of tasks they must accomplish and deprogram
commendations from their former leaders. society's values of honor and direct action. Those
For this reason, most SpecOps deputies are who graduate join the ranks of the Prophet Blessed,
selected from the ranks of Unggoy Ultras, wearing armor that is either black or dark violet in
and few of them are willing volunteers. color and operating in the shadows of the Covenant.
Sangheili SpecOps officers are a force to be
reckoned with on the battlefield, whether they are
3 3 3 3 3 2 deployed against the humans or other heretics
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE that threaten the Covenant's holy design. Their
willingness to engage in dishonorable tactics makes
5 10 3 3 them seem untrustworthy to their fellow Sangheili,
SOAK VALUE WOUND THRESHOLD M/R DEFENSE yet their position commands unquestioning respect
and obedience.
Skills: Discipline 1 (󲊺󲊷󲊷), Gunnery 2 (󲊺󲊺󲊷),
Hacking 2 (󲊺󲊺󲊷), Ranged (Light) 2 (󲊺󲊺󲊷),
Skulduggery 2 (󲊺󲊺󲊷), Stealth 2 (󲊺󲊺󲊷),
Vigilance 1 (󲊺󲊷󲊷)
3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Talents: None 9 15 2 2
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 107


SECTION 04. ADVERSARIES

Skills: Athletics 1 (󲊺󲊷󲊷), Cool 2 (󲊺󲊺),


Melee 3 (󲊺󲊺󲊺), Ranged (Heavy) 3 (󲊺󲊺󲊺), 4 4 3 3 3 3
Ranged (Light) 3 (󲊺󲊺󲊺), Skulduggery 2 (󲊺󲊺), BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Stealth 3 (󲊺󲊺󲊺), Vigilance 1 (󲊺󲊷)
10 20 18 2 2
Talents: SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE

▪ Adversary 2: Upgrade the difficulty of all combat


checks made against this target twice. Skills: Athletics 3 (󲊺󲊺󲊺󲊷), Cool 3 (󲊺󲊺󲊺),
Coordination 3 (󲊺󲊺󲊺󲊷), Leadership 3 (󲊺󲊺󲊺),
Abilities: Melee 4 (󲊺󲊺󲊺󲊺), Ranged (Heavy) 4 (󲊺󲊺󲊺󲊺),
Ranged (Light) 4 (󲊺󲊺󲊺󲊺), Skulduggery 3 (󲊺󲊺󲊺),
▪ Active Camo: As an incidental, may use active Stealth 4 (󲊺󲊺󲊺󲊺), Vigilance 3 (󲊺󲊺󲊺)
camouflage, which upgrades their Stealth checks
by one and upgrades the difficulty to detect the Talents:
user by one.
▪ Adversary 3: Upgrade the difficulty of all combat
Equipment: checks made against this target three times.

▪P
 lasma rifle (Ranged [Light]; Damage 7; Abilities:
Critical 2; Medium range; Burn 2, Plasma)
▪ Active Camo: As an incidental, may use active
▪ Or Covenant 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
▪P
 lasma grenade (Ranged [Light]; Damage 8; user by one.
Critical 3; Short range; Blast 8, Pierce 5,
Limited Ammo 1) Equipment:
▪E
 nergy sword (Melee; Damage 10; Critical 2; ▪P
 lasma pistol (Ranged [Light]; Damage 6;
Engaged range; Breach 1, Cumbersome 3, Critical 2; Short range; Burn 1, Guided 1
Sunder, Vicious 3) [only with Overcharge maneuver],
Overcharge, Plasma)
▪O
 perative harness (soak +2, defense 2,
Active Camo, Shielded 4) ▪ Or plasma rifle (Ranged [Light]; Damage 7;
Critical 2; Medium range; Burn 2, Plasma)
SANGHEILI SPECOPS COMMANDER [NEMESIS] ▪C
 ovenant carbine (Ranged [Heavy]; Damage 7;
To reach the rank of Special Operations Commander Critical 3; Long range; Accurate 1)
is the work of a lifetime. Commanders are selected ▪O
 r beam rifle (Ranged [Heavy]; Damage 10;
only from the ranks of Sangheili operatives with Critical 2; Extreme range; Accurate 2, Breach 1,
decades of experience carrying out successful Plasma, Slow-Firing 1)
infiltrations and strikes. They are usually master ▪E
 nergy sword (Melee; Damage 10; Critical 2;
swordsmen, some having taken the Oath of the Engaged range; Breach 1, Cumbersome 3,
Blade and received an "-ai" suffix, while others are Sunder, Vicious 3)
simply excellent commanders over the various forces
arrayed beneath them. ▪O
 perative harness (soak +2, defense 2,
SpecOps Commanders are considered to have Active Camo, Shielded 4)
the rank and privileges of Ultras, though most
choose to continue wearing the dark colors of Special
Operations rather than Ultra silver. However, after a
career spent in the shadows, few of these Sangheili
consider futures in politics. They instead resolve
themselves to spending their remaining years in
service to the Prophets.

1 0 8 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

LEADERS OF THE FAITH Equipment:

The highest leadership in the Covenant is religious ▪ Clerical vestments (+1 soak)
in nature, as the various species brought together ▪ Consecrated icon
by the promise of the Great Journey worship the
▪ Methane tank
Forerunners as gods. This ensures that those who
minister to the faithful are given great power, even
beyond that of the military and of civilian authorities. JIRALHANAE CLERIC [RIVAL]
While the Covenant's caste system dictates an Clerics fill an important position for the Jiralhanae.
individual's position in society, considerable Their people have only been a part of the Covenant
leeway is given to those who hear the calling of for sixty years, with some of their elders able to
the Forerunners and bring their exaltations to remember a time before they knew the glory of the
the masses. Forerunners. While they have proven to be loyal, it
is nevertheless an ongoing process to suppress the
UNGGOY DEACON [RIVAL] totems and old gods of their previous society. The
Jiralhanae cleric serves as the bridge to guide the
Deacons are the lowest ranked of the Covenant's
willing to the light of the Forerunners and cast
ministries, as well as the highest office an Unggoy
down the non-believers foolish enough to make
can hope to obtain. Nevertheless, they provide a vital
themselves known.
service in the fleets and on the streets: as the most
prevalent unit of the Covenant's religious judiciary.
They memorize the various writs and laws of the
High Council, take confessions and complaints, and
3 2 3 2 3 2
prescribe punishments and restitutions for wrongs. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

The senior-most deacons—including Unggoy—are


4 14 0 0
awarded the title "archdeacon."
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

2 2 3 2 3 3 Skills: Brawl 2 (󲊺󲊺󲊷),


Charm 2 (󲊺󲊺), Coercion 2 (󲊺󲊺󲊷),
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Knowledge (Forerunner) 2 (󲊺󲊺󲊷),
Leadership 2 (󲊺󲊺), Vigilance 2 (󲊺󲊺󲊷)
3 10 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Talents:

Skills: Charm 2 (󲊺󲊺󲊷), Discipline 2 (󲊺󲊺󲊷), ▪ Adversary 1: Upgrade all combat checks
Knowledge (Covenant) 2 (󲊺󲊺󲊷), targeting this character once.
Knowledge (Forerunner) 2 (󲊺󲊺󲊷), ▪N
 obody's Fool 1: Upgrade the difficulty of all
Leadership 2 (󲊺󲊺󲊷), Medicine 2 (󲊺󲊺󲊷) Charm, Deception, and Negotiation checks
targeting this character once.
Talents:
▪N
 obody's Fool 1: Upgrade the difficulty of all Abilities: None
Charm, Deception, and Negotiation checks
targeting this character once. Equipment:
▪ Clerical vestments (+1 soak)
Abilities:
▪ Consecrated icon
▪ Methane Breather: Breathes methane; must use
a respirator, and if exposed to oxygen, treats it as
a dangerous atmosphere with rating 8.

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 109


SECTION 04. ADVERSARIES

SANGHEILI DAI-MOR PRIESTESS [RIVAL] SANGHEILI HONOR GUARD [RIVAL]


Sangheili Dai-Mor priestesses use music, art, and The Honor Guard of the Covenant defends the upper
dance to venerate the Forerunners and countless echelons of leadership with his life. It is a position
Sangheili legends and folk heroes. They are both that has been held by the Sangheili since the
clergy and performer, called upon to mark significant Covenant was formed, and they have proven time
events and festivals throughout Covenant space. and again to be worthy of the mantle of protector.
Though Sangheili males are traditionally the Honor Guards wear red and orange armor and wield
warriors, all females receive some martial training, ceremonial staves, but they remain skilled in all
and Dai-Mor dancers are known to be lethal with their forms of modern combat as well.
ceremonial energy staves if they are provoked.

4 4 2 2 2 2
3 4 3 2 2 3 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
6 16 2 2
3 12 0 0 SOAK VALUE WOUND THRESHOLD M/R DEFENSE
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills: Knowledge (Covenant) 2 (󲊺󲊺),
Skills: Charm 2 (󲊺󲊺󲊷), Coordination 2 (󲊺󲊺󲊷󲊷), Melee 3 (󲊺󲊺󲊺󲊷), Ranged (Heavy) 3 (󲊺󲊺󲊺󲊷),
Knowledge (Covenant) 2 (󲊺󲊺󲊷), Ranged (Light) 3 (󲊺󲊺󲊺󲊷), Vigilance 3 (󲊺󲊺󲊷)
Knowledge (Forerunner) 2 (󲊺󲊺󲊷),
Melee 2 (󲊺󲊺󲊷), Perception 2 (󲊺󲊺) Talents:
▪ Adversary 2: Upgrade all combat checks
Talents: targeting this character twice.
▪ Adversary 1: Upgrade all combat checks
targeting this character once. Abilities: None

Abilities: Equipment:
▪ Alluring Presence: When performing, a ▪E
 nergy staff (Melee; Damage 7; Critical 2;
Dai-Mor Priestess may add 󲊸 to her own Charm Engaged range; Breach 1, Cumbersome 3,
or Deception check or to 1 ally at Short range. Defensive 1, Sunder)
▪ Or Covenant carbine (Ranged [Heavy]; Damage 7;
Equipment: Critical 3; Long range; Accurate 1)
▪E
 nergy staff (Melee; Damage 7; Critical 2; ▪P
 lasma rifle (Ranged [Light]; Damage 7;
Engaged range; Breach 1, Cumbersome 3, Critical 2; Medium range; Burn 2, Plasma)
Defensive 1, Sunder)
▪E
 nergy sword (Melee; Damage 10; Critical 2;
▪ Dancer's garb Engaged range; Breach 1, Cumbersome 3,
Sunder, Vicious 3)
▪ Guardsman harness (+2 soak, 2 defense)

1 1 0 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

SAN'SHYUUM PROPHET [NEMESIS] Equipment:


The San'Shyuum lead the Covenant's religion and, ▪A
 ntigravity cannon (Gunnery; Damage 8;
as a consequence, the empire built around it. They Critical 3; Short range; Blast 4, Stun 4)
are extremely charismatic and charming, able to ▪ Clerical vestments (soak +1)
sway entire hordes with their words and sermons.
Many use the title of Prophet, taking appellations ▪ Antigravity throne (defense 3)
they see as descriptive or aspirational, while others
instead take titles associated with their offices and FOLLOWERS OF THE PATH
responsibilities, such as Minister or Philologist.
They all jockey with each other for followers and The most visible and exceptional parts of the
influence, in the hopes of one day ascending to the Covenant may be the military and the religious
High Council, and if they are especially wise or order, but its civilians represent a quiet behemoth
cunning, becoming a Hierarch. as they make up the rest of the population. Daily life
in the Covenant is one of piety and peace, though the
specifics can vary widely depending on one's caste.
2 2 4 4 4 5 Nevertheless, the Covenant's civilian leaders are
highly respected across the empire for their service
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
and their positions of influence.
3 17 15 3 3
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE UNGGOY SERVANT [MINION]
Despite winning the Sangheili's grudging respect
Skills: Charm 4 (󲊺󲊺󲊺󲊺󲊷), during the rebellion, the Unggoy are still the
Coercion 4 (󲊺󲊺󲊺󲊺), Cool 4 (󲊺󲊺󲊺󲊺), lowest caste in the Covenant. They are little more
Deception 3 (󲊺󲊺󲊺󲊷), Discipline 2 (󲊺󲊺󲊷), than slaves, toiling in society's most menial and
Knowledge (Covenant) 4 (󲊺󲊺󲊺󲊺), sometimes dangerous labor, though some are
Knowledge (Forerunner) 4 (󲊺󲊺󲊺󲊺), elevated to the position of household staff for
Leadership 4 (󲊺󲊺󲊺󲊺󲊷), Sangheili and San'Shyuum patrons. For this reason,
Negotiation 4 (󲊺󲊺󲊺󲊺󲊷), the Unggoy pass unseen in most quarters of
Perception 3 (󲊺󲊺󲊺󲊷) Covenant life—but this allows them to listen
and pay attention.
Talents:
▪ I mproved Scathing Tirade: As an action,
make an Average (󲊷󲊷) Coercion check; 2 2 2 2 1 1
each 󲊳 inflicts 1 strain on a target in short BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
range; spend 󲊴 to inflict 1 additional strain
on one affected target; all affected targets 3 4 0 0
suffer 󲊸 to all checks for four rounds. SOAK VALUE WOUND THRESHOLD M/R DEFENSE

▪N
 obody's Fool 2: Upgrade the difficulty of
Skills (group only): Athletics, Coordination,
Charm, Coercion, and Deception checks
Perception
targeting this character twice.

Talents: None
Abilities:
▪V
 oice of the Covenant: Once per encounter as Abilities:
a maneuver, make a Hard (󲊷󲊷󲊷) Leadership
▪ Methane Breather: Breathes methane; must use
check; if successful, all Covenant characters
a respirator, and if exposed to oxygen, treats it as
who can hear this character (medium range if
a dangerous atmosphere with rating 8.
unassisted; extreme range or longer over COM)
gain a free upgrade to their next skill check.

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 111


SECTION 04. ADVERSARIES

Equipment: KIG-YAR MERCHANT [RIVAL]


▪ Simple wear (soak +1) Mercantile pursuits are central to the Covenant's
▪ Methane tank continued prosperity, and few embody the
entrepreneurial spirit—including its merciless pursuit
of profit—as well as the Kig-Yar. While they are often
YANME'E SURVEYOR [MINION] maligned as thieves and pirates, the simple truth
The strength of the Yanme'e is in their mechanical is that these traders are tuned to the needs of the
abilities, which allow them to service the Covenant's Covenant people and eager to supply goods and
many machines. They are not generally social except services, in exchange for a fair price.
with their own kind, with whom they share a special
bond, but they are a frequent sight in civilian and
manufacturing quarters, flitting between tasks and 1 3 2 3 2 3
working diligently. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

2 7 0 0
3 3 3 2 2 2 SOAK VALUE WOUND THRESHOLD M/R DEFENSE

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE


Skills: Charm 2 (󲊺󲊺󲊷),
4 4 1 1 Knowledge (Covenant) 2 (󲊺󲊺󲊷),
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Negotiation 2 (󲊺󲊺󲊷), Streetwise 2 (󲊺󲊺󲊷)

Skills (group only): Hacking, Knowledge (Covenant), Talents:


Mechanics, Sysops ▪N
 obody's Fool 2: Upgrade the difficulty of
Charm, Coercion, and Deception checks
Talents: None targeting this character twice.

Abilities: Abilities: None


▪ Limited Flyer: As a maneuver, may take flight
and ignore the effects of difficult terrain or Equipment: Simple wear (soak +1)
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),
▪ Covenant multitool

1 1 2 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

HURAGOK [RIVAL] SANGHEILI ARTISAN-ARMORER [RIVAL]


The Huragok remain a curious species, despite being Among Sangheili, war is the noblest of all pursuits,
one of the first to be brought into the folds of the but special consideration is given to those who
Covenant. Their incredible aptitude for all things devote their lives to creating the tools to pursue it.
mechanical, including Forerunner technology, has The Sangheili artisan-armorers are singular talents
led many to assume they were contemporaries of the at crafting weapons, armor, and other equipment that
Forerunners, perhaps a servant race who remained their brothers-in-arms wield to burn heresy from the
behind to tend the holy relics. stars, and most will travel with the fleets to ensure
They are extremely capable of repairing (and they are available for repairs and modifications as
even improving) any kind of technology, making them needed. They are afforded the same respect as a
a vital asset in the war. Unfortunately, they seem to Sangheili Major, even if they never reached that level
have little regard for whom they serve, and they must during their own service.
be equipped with self-destructing armor to keep them
from falling into human hands.
3 3 3 2 2 2
2 3 4 3 2 2 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE


4 13 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
3 12 2 2
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Skills: Discipline 2 (󲊺󲊺),
Knowledge (Covenant) 3 (󲊺󲊺󲊺),
Skills: Cool 2 (󲊺󲊺), Hacking 3 (󲊺󲊺󲊺󲊷), Mechanics 3 (󲊺󲊺󲊺), Ranged (Light) 2 (󲊺󲊺󲊷),
Knowledge (Covenant) 3 (󲊺󲊺󲊺󲊷), Sysops 2 (󲊺󲊺󲊷)
Knowledge (Forerunner) 3 (󲊺󲊺󲊺󲊷),
Mechanics 3 (󲊺󲊺󲊺󲊷), Skulduggery 2 (󲊺󲊺󲊷), Talents:
Sysops 3 (󲊺󲊺󲊺󲊷) ▪ Adversary 1: Upgrade all combat checks
targeting this character once.
Talents: None
▪N
 obody's Fool 1: Upgrade the difficulty of all
Abilities: Charm, Deception, and Negotiation checks
targeting this character once.
▪ Hoverer: Huragok are buoyant in most
atmospheres and can float and propel Abilities: None
themselves using their gas bladders.
They do not have to spend additional Equipment:
maneuvers when navigating difficult terrain.
▪P
 lasma pistol (Ranged [Light]; Damage 6;
▪ Living Machine: When making Hacking, Critical 2; Short range; Burn 1, Guided 1
Mechanics, and Sysops checks, they always [only with Overcharge maneuver],
count as having the right tools for the job. Overcharge, Plasma)
▪ Self-Destruct Mechanism: Should the Huragok ▪ Standard harness (soak +1, defense 1, Shielded)
or its battlefield leader become incapacitated, it
will self-destruct as an out-of-turn incidental; this ▪ Covenant multitool
explosion does 10 damage (Breach 1) to engaged
characters and instantly kills the Huragok.

Equipment: Engineer armor (soak +1, defense 2)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 113


SECTION 04. ADVERSARIES

SANGHEILI HIGH COUNCILOR [NEMESIS] Abilities:


The High Council is the decisive legislative and ▪ Leader: All subordinates within medium range
judicial body of the Covenant, and for the Sangheili, add 󲊸 to all Discipline checks.
there is no greater position of authority. Only those
warriors who have risen through the military ranks Equipment:
and attained at least the position of Field or Ship ▪E
 nergy sword (Melee; Damage 10; Critical 2;
Master are considered for inclusion on the High Engaged range; Breach 1, Cumbersome 3,
Council. This ensures that not only are Sangheili Sunder, Vicious 3)
High Councilors experienced and renowned, but
they are also among the most dangerous fighters ▪C
 ouncilor's harness (soak +2, defense 2,
in the armada. Shielded 4)
Any Sangheili who achieves this rank is ▪C
 loak of office (add 󲊸󲊸 to all social checks
considered part of the nobility and no longer subject to made against members of the Covenant)
restrictions regarding the carrying of swords outside
of combat. As such, while it generally goes against SAN'SHYUUM HIGH COUNCILOR [NEMESIS]
the decorum required of their office, it is not unheard
of for duels to break out in the High Council chamber, San'Shyuum make up the critical other half of the
if one High Councilor takes offense at the words or High Council, though their responsibilities are no
deeds of another. Sangheili High Councilors rate the different from their Sangheili counterparts. They
protection of the Honor Guard, and though most are wield considerable influence due to their position,
more than capable of seeing to their own defense, which only follows a long and storied career leading
they accept their escorts as a symbol of their status. the Covenant through its ministries or religious
orders. Some even maintain their previous positions,
balancing their new responsibility with the old or
3 3 3 4 3 4 else delegating much of their previous work to a
trusted second.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Along with their Sangheili peers, the San'Shyuum
9 18 18 2 2 High Councilors are responsible for electing new
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Hierarchs when required, either because a previous
one abdicated their position or died while in office.
Skills: Coercion 4 (󲊺󲊺󲊺󲊷), Cool 3 (󲊺󲊺󲊺󲊷), Very few San'Shyuum will ever amass the required
Knowledge (Covenant) 4 (󲊺󲊺󲊺󲊷), social and political capital (or blackmail material)
Melee 3 (󲊺󲊺󲊺), Negotiation 3 (󲊺󲊺󲊺󲊷), required to become a Hierarch, and so the position
Perception 4 (󲊺󲊺󲊺󲊺), Ranged (Heavy) 3 (󲊺󲊺󲊺), of High Councilor generally represents the apex of
Ranged (Light) 3 (󲊺󲊺󲊺), Survival 4 (󲊺󲊺󲊺󲊺), their careers.
Vigilance 2 (󲊺󲊺󲊷)

Talents: 2 2 3 4 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
▪ Adversary 3: Upgrade all combat checks made
against this character three times. 3 14 14 0 0
▪ Crippling Blow: May increase damage of check SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
by 1; if successful, target suffers 1 strain when
they move for remainder of encounter. Skills: Charm 3 (󲊺󲊺󲊺󲊷), Coercion 4 (󲊺󲊺󲊺󲊷),
▪N
 obody's Fool 2: Upgrade difficulty of all Charm, Cool 2 (󲊺󲊺󲊷󲊷), Deception 3 (󲊺󲊺󲊺󲊷),
Coercion, and Deception checks targeting this Knowledge (Covenant) 4 (󲊺󲊺󲊺󲊷),
character twice. Knowledge (Forerunner) 3 (󲊺󲊺󲊺),
Leadership 3 (󲊺󲊺󲊺󲊷), Perception 4 (󲊺󲊺󲊺󲊺),
Ranged (Light) 3 (󲊺󲊺󲊷), Skulduggery 3 (󲊺󲊺󲊺󲊷),
Vigilance 2 (󲊺󲊺󲊷)

1 1 4 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

Talents: The Sacred and the Infernal


▪ I mproved Inspiring Rhetoric: As an action, may
make an Average (󲊷󲊷) Leadership check. Each In its search for Forerunner relics to guide the
󲊳 removes one strain or wound from one ally faithful towards the Great Journey, the Covenant has
in short range. Each 󲊴 removes an additional encountered many wonders and terrors in the galaxy.
strain or wound from an affected ally. All affected Ruins may contain sacred artifacts and ancient
allies add 󲊸 to all checks for three rounds. knowledge to be reclaimed, but some also hide a
diabolical evil in the form of the parasitic Flood. While
▪K
 ill with Kindness 2: Remove 󲊸󲊸 from all the connection between Forerunners and the Flood
Charm and Leadership checks. remains shrouded in myth and mystery, the presence
▪N
 obody's Fool 2: Upgrade difficulty of all of such a creature fouls the hallowed ground of the
Charm, Coercion, and Deception checks Forerunners and has caused a crisis of faith among
targeting this character twice. some of the Covenant's most devoted followers.

Abilities: Leader (all subordinates within medium


range add 󲊸 to all Discipline checks). THE FLOOD
The Flood is a parasite that seems to have been a
Equipment: focus of Forerunner research, given its prevalence
▪P
 lasma pistol (Ranged [Light]; Damage 6; in certain Forerunner installations. This insidious
Critical 2; Short range; Burn 1, Guided 1 creature has the unique ability to infect any life form
[only with Overcharge maneuver], with suitable complexity and transform it into a
Overcharge, Plasma) monstrosity capable of far-reaching destruction and
further infection. While the smallest infector forms
▪R
 obes of office (add 󲊸󲊸 to all social checks are physically frail, once they have successfully
made against members of the Covenant) turned an individual into a host, they become
▪ Antigravity throne exponentially more dangerous as foes.

POD INFECTOR SWARM [MINION]


Perhaps the most common of the Flood's many
forms, pod infectors might seem to be frail and easily
overlooked in favor of larger foes. They resemble
fleshy lumps with countless cilia that will carry them
across any surface, and they are easily dispatched
with the smallest amount of force. However, they
represent a grave threat, given their ability to infect
unshielded creatures and the fact that they are almost
always encountered in overwhelming numbers.
Once infected, a host creature becomes either
a combat form or a carrier form, as detailed in the
adversary blocks below.

1 1 0 0 0 0
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

1 6 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 115


SECTION 04. ADVERSARIES

Skills (group only): Brawl, Coordination


INFECTION
Talents: None
The sickening capability of the Flood to
Abilities: infect a creature and convert it can unfold
shockingly quickly, leading to the rapid
▪S
 ilhouette 0, Uninhibited Movement: spread of an overwhelming threat.
Pod infectors can move across any surface, Flood forms that have the Infection
vertical or horizontal, without suffering quality on a given weapon (such as an
movement penalties. infector tentacle) can infect other creatures.
On a successful attack that does damage
Equipment: Infector tentacle (Brawl; Damage 4; to the target, the target must make a
Critical 3; Engaged range; Infection, Pierce 1) Formidable (󲊷󲊷󲊷󲊷󲊷) Resilience check
to avoid becoming infected. Rather than
SEED INFECTOR SWARM [MINION] cause a critical injury, the GM may spend 󲊴
While serving much the same purpose as a pod (equal to the critical rating) or 󲊵 to upgrade
infector, seed infectors are able to fly in even the the difficulty of the Resilience check.
slightest atmosphere, rather than crawl their way If the target fails, the infection is
along the ground. They only appear when there is an complete at the end of the target's next
overwhelming amount of air support and can rapidly turn. Minions and unimportant Rivals may
infect and turn pilots into Flood forms. However, they be assumed to automatically fail the check.
also have the ability to launch projectiles made of Dead individuals can be infected without
bone at foes on the ground. incurring a check. See "Infected Template"
Once infected, a host creature becomes either below for more information on how a
a combat form or a carrier form, as detailed in the character's stats change after infection.
adversary blocks below.

1 1 0 0 0 0 COMBAT FORM [RIVAL]


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Hosts that have even the most basic suitability are
converted into combat forms. The exact shape of a
1 8 0 0
Flood combat form depends on the original host. Once
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
infected, the combat form becomes able to instantly
communicate with all other Flood forms in the area.
Skills (group only): Brawl, Piloting, Ranged (Light)
In addition to retaining all its previous knowledge
and skills, the combat form rapidly grows a lashing
Talents: None
tentacle that can be used to weaken or kill potential
hosts for infection by other forms.
Abilities: Flying (seed infectors move by flying)
If a combat form becomes too damaged to
remain effective in battle, it will convert itself into
Equipment:
a carrier form.
▪B
 one fragments (Ranged [Light]; Damage 5;
Critical 3; Short range)
▪ Infector tentacle (Brawl; Damage 4; Critical 3; 3 3 2 2 2 1
Engaged range; Infection, Pierce 1) BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

3 10 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

1 1 6 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

Skills: Athletics 1 (󲊺󲊷󲊷), Brawl 1 (󲊺󲊷󲊷), the carrier form is destroyed in the process and
Resilience 1 (󲊺󲊷󲊷), Vigilance 1 (󲊺󲊷) a pod infector swarm is released at the carrier
form's previous location.
Talents:
▪ Adversary 1: Upgrade all combat checks made Equipment: None
against this target once.
STALKER FORM [RIVAL]
Abilities: A so-called "pure" Flood form, the stalker form is an
▪ Diffuse Vitality: May spend 󲊲 to ignore damage agile, furtive foe. It moves with eerie silence and is
taken from a combat check. capable of devastating ambushes, though they are
frail when compared with other pure forms. As a
Equipment: result, they try to avoid combat, instead focusing on
maneuvering into a strategic position to mutate into
 ashing tentacle (Brawl; Damage 5; Critical 2;
▪L
either a ranged or tank form.
Engaged range; Knockdown, Pierce 2, Vicious 2)

CARRIER FORM [RIVAL] 2 3 2 3 1 1


Some hosts are not suitable to become combat forms, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
due to the host's size or weakness. In this event, the
body is converted into a mobile factory for infection 2 12 0 0
forms: the torso swells as it becomes full of four to SOAK VALUE WOUND THRESHOLD M/R DEFENSE
six additional pod infectors, though it will retain its
legs in order to be mobile. While this process makes Skills: Brawl 2 (󲊺󲊺), Coordination 2 (󲊺󲊺󲊷),
it relatively fragile compared to combat forms, this Stealth 2 (󲊺󲊺󲊷)
weakness is, in fact, its strength. Once the carrier
form finds itself in the company of suitable hosts, or Talents:
if it exceeds its wound threshold, it will burst and ▪ Adversary 1: Upgrade the difficulty of all combat
release the pod infectors it carries. checks made against this target once.

2 2 2 2 2 1 Abilities:
▪ Mutation: May take the Mutation action,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
beginning to mutate into either a ranged form or
2 8 0 0 a tank form and completing its mutation on its
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
next turn; during this process, the stalker form is
immobile, decreasing the difficulty of all attacks
Skills: Athletics 1 (󲊺󲊷), Brawl 1 (󲊺󲊷), made against it by one; the new form carries over
Resilience 1 (󲊺󲊷󲊷), Vigilance 1 (󲊺󲊷) all wounds and critical injuries sustained in its
previous form.
Talents: None ▪ Uninhibited Movement: Stalker forms can move
across any surface, vertical or horizontal, without
Abilities: suffering movement penalties.
▪ Diffuse Vitality: May spend 󲊲 to ignore damage
taken from a combat check. Equipment:

▪ Explosive Spread: When at Engaged range with ▪B


 laded forelimbs (Brawl; Damage 5; Critical 2;
an opponent, make a Brawl check; on a success, Engaged range; Knockdown, Pierce 3, Vicious 3)
deal 8 damage plus uncanceled successes, with
a critical rating of 1 and the Blast 6 quality;

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 117


SECTION 04. ADVERSARIES

RANGED FORM [RIVAL] TANK FORM [RIVAL]


The ranged form is another pure form, one capable The tank form is a pure Flood form that specializes
of engaging foes at range. It fires spines that are in viciously bludgeoning its enemies while taking
made from the scavenged bones and reconstituted a staggering amount of punishment in return. The
calcium of Flood victims, launching rapid-fire volleys shifting biomass gives it a large torso, with bony
to incapacitate and kill, to allow pod infectors to then plates and spikes forced into the ends of its arms,
seize control of or break down its target. However, resulting in the appearance of a club-like appendage.
ranged forms are unable to move without first Its relative density makes it far slower and less
mutating into either a stalker or tank form. agile than other pure forms, however.

2 4 2 2 2 1 4 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

2 14 0 0 4 14 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Skills: Ranged (Light) 3 (󲊺󲊺󲊺󲊷), Skills: Athletics 3 (󲊺󲊺󲊺󲊷), Brawl 3 (󲊺󲊺󲊺󲊷),


Vigilance 2 (󲊺󲊺) Resilience 3 (󲊺󲊺󲊺󲊷)

Talents: Talents:
▪ Adversary 1: Upgrade the difficulty of all combat ▪ Adversary 2: Upgrade all combat checks made
checks made against this target once. against this target twice.

Abilities: Abilities:
▪ Biomass Ammunition: The ranged form creates ▪ Mutation: May take the Mutation action,
its spines from its own body; on a 󲊲, it does not beginning to mutate into either a ranged form or
run out of ammo, instead suffering 2 wounds to a stalker form and completing its mutation on its
replenish its store of spines. next turn; during this process, the tank form is
▪ Clinger: After mutating, the ranged form is immobile, decreasing the difficulty of all attacks
rooted to its spot and cannot move without first made against it by one; the new form carries over
mutating into another form. all wounds and critical injuries sustained in its
previous form.
▪ Mutation: May take the Mutation action,
beginning to mutate into either a tank form or a ▪ Ponderous: May only take one maneuver per turn.
stalker form and completing its mutation on its
next turn; during this process, the ranged form is Equipment:
immobile, decreasing the difficulty of all attacks ▪B
 one club (Brawl; Damage 7; Critical 3; Engaged
made against it by one; the new form carries over range; Knockdown, Pierce 3, Vicious 3)
all wounds and critical injuries sustained in its
previous form. JUGGERNAUT [NEMESIS]

Equipment: Rarely glimpsed, the Flood Juggernaut is a highly


specialized combat form enhanced with additional
 pines (Ranged [Light]; Damage 5; Critical 3;
▪S biomass. It towers over most other Flood forms,
Medium range; Auto-fire, Pierce 2, Vicious 2) standing atop trunk-like legs and possessed of two
extremely long tendrils that can pick up smaller
creatures and rip through armor with ease,
extending to reach even low-flying craft.

1 1 8 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

It is theorized that, in the absence of a key mind Talents:


form such as a Gravemind, Juggernauts may be able ▪ Adversary 3: Upgrade all combat checks made
to fulfill that role to act as mobile command forms. against this target three times.
If this is true, expect the Flood to prioritize protecting
these abominations, although they will likely continue Abilities:
to be capable of protecting themselves.
▪ Key Mind: As a maneuver, allow any Flood
rival or minion group to perform one free
5 3 2 2 3 2 out-of-turn maneuver.

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE


▪ Silhouette 2.

5 20 15 0 0 Equipment:
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
▪P
 iercing tendril (Brawl; Damage 8; Critical 2;
Short range; Breach 1, Knockdown, Vicious 5)
Skills: Athletics 3 (󲊺󲊺󲊺󲊷󲊷),
Brawl 4 (󲊺󲊺󲊺󲊺󲊷), Resilience 4 (󲊺󲊺󲊺󲊺󲊷),
Vigilance 2 (󲊺󲊺)

INFECTED TEMPLATE
Becoming infected by the Flood is irreversible If the character is made into a combat form:
and represents a horrifying loss of control ▪T
 hey immediately grow a lashing tentacle
and agency. Should any PC become infected (Brawl; Damage +2; Critical 2; Engaged
by the Flood, their character sheet should range; Knockdown, Pierce 2, Vicious 2)
be turned over to the GM to be used as a
Nemesis-level adversary. If the character is made into a carrier form:
When a character becomes infected by the  hey gain the ability Explosive Spread:
▪T
Flood, they lose all control of their body as the if at Engaged range to a target, they may
parasite begins converting them to its needs. make a Brawl attack when releasing their
The victim remains conscious and aware of pod infectors. If successful, the attack deals
what the Flood is doing, but they are unable to a base damage of 8 (plus any uncanceled
interfere and continue to "live" only in the mind. successes), has a critical rating of 1, and has
The character is lost to the Flood, and their the Blast 6 quality. Using this ability results
body gains the following attributes: in the destruction of the carrier form.
▪T
 hey can communicate instantly with
other Flood in the local area (if no key Flood host bodies retain all the knowledge they
mind has been formed; if a key mind had in life, including characteristics, skills, and
exists, they can communicate with talents. They also have all of the equipment
other Flood anywhere in the galaxy). they were wearing when they became infected,
unless it is removed, and benefit from wearing
 hey gain the ability Diffuse Vitality: if a
▪T
it as if they were alive. In addition, for any skills
successful combat check targeting them
in which the character has at least 1 rank,
results in 󲊲, they may use that result to
every other Flood form in the local area (or in
ignore all damage from the attack.
the galaxy, if a Gravemind is active) may count
▪ I f they do not already have ranks in these themselves as having 1 rank in that skill.
skills, they gain one rank each in Athletics,
Brawl, Resilience, and Vigilance.

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 119


SECTION 04. ADVERSARIES

GRAVEMIND [NEMESIS] FORERUNNER CONSTRUCTS


A Gravemind is the embodiment of the Flood's The ruins and relics of the Forerunners are incredibly
distributed intelligence and a focal point for its will. resilient, with most installations continuing to
It is formed out of the accumulated biomass of its function at nominal levels even 100,000 years after
victims, beginning to take shape once a localized the Forerunners themselves disappeared. While
Flood infection has reached an advanced stage of many of these ruins are enigmatic, to say the least, a
development. It becomes the coordinating center of rare few contain items even more wondrous: still-
that infection, leveraging the combined knowledge operational machines responsible for the care and
and abilities of its hosts to further the Flood's goals safekeeping of the relics. These constructs, broadly
of expansion and defilement. termed "sentinels," seem disinclined to respond to
Through a means not yet understood, Graveminds Covenant supplications, but they are quick to act if
have the ability to communicate information to Flood their holy sites are disturbed.
forms on a galactic scale, coordinating its thralls with
ease. Ensuring that any Flood infection does not rise
CONSTRUCTOR [MINION]
to the level of establishing a Gravemind is paramount
to preventing it from spreading uncontrollably A specialized sentinel found in virtually every
throughout the entire galaxy. Forerunner ruin, Constructors serve to maintain
the delicate systems that remained after the Great
Journey, ensuring that they continued to function for
6 4 5 3 4 3 the ones who would follow. Each has a small, fin-
shaped chassis that can flit quickly between tasks.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Their integrator beams are capable of restoring and
6 40 40 0 0 breaking down Forerunner material, and though they
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE have no self-defense capability of their own, other
sentinels will rush to their aid if they are attacked.
Skills: Brawl 5 (󲊺󲊺󲊺󲊺󲊺󲊷), Charm 3 (󲊺󲊺󲊺),
Coercion 3 (󲊺󲊺󲊺󲊷), Cool 3 (󲊺󲊺󲊺),
Deception 4 (󲊺󲊺󲊺󲊷), Hacking 3 (󲊺󲊺󲊺󲊷), 1 3 3 1 1 1
Knowledge (Forerunner) 5 (󲊺󲊺󲊺󲊺󲊺), Leadership BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 (󲊺󲊺󲊺󲊷), Negotiation 3 (󲊺󲊺󲊺), Sysops 3
(󲊺󲊺󲊺󲊷󲊷), Vigilance 3 (󲊺󲊺󲊺󲊷) 2 2 1 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Talents:
Skills (group only): Coordination, Mechanics, Sysops
▪N
 obody's Fool 3: Upgrade all Charm, Deception,
and Negotiation checks against this character
Talents: None
three times.

Abilities:
Abilities:
▪ Flight: Sentinels are capable of hovering
▪ Key Mind: As a maneuver, allow any Flood
and flight, and do not suffer from movement
rival or minion group to perform one free
penalties in the air.
out-of-turn maneuver.
▪ Silhouette 0.
▪ Silhouette 4.

Equipment: Integrator beam


Equipment:
▪P
 iercing tendril (Brawl; Damage 9; Critical 2;
Short range; Breach 1, Knockdown, Vicious 5)

1 2 0 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


SECTION 04. ADVERSARIES

AGGRESSOR SENTINEL [MINION] GATHERER SENTINEL [RIVAL]


Aggressors serve to both repair and protect Observations of Gatherers indicate that their primary
Forerunner installations, often working in conjunction function is to collect specimens, typically flora and
with Constructors to maintain systems. They fauna, and bring them to specific locations for study.
have a long, triangular chassis with a single eye, They have a large nautiloid chassis containing
framed to either side by a folding manipulator arm. a holding tank for captured specimens, with a
Aggressors are armed with a more potent version of forward "head" that has three eyes and a host of
the Constructor's integrator beam, called a sentinel gathering tentacles that hang below. Their presence
beam, which can be used offensively. When combined is usually indicative of a Monitor being present at
with their access to their installation's teleportation the installation, as the Gatherers seem unable or
grid, Aggressors can quickly turn into a formidable unwilling to conduct experiments themselves.
threat if provoked.

3 3 2 2 2 2
2 3 2 2 1 1 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 12 1 1
4 4 1 1 SOAK VALUE WOUND THRESHOLD M/R DEFENSE
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Skills: Brawl 1 (󲊺󲊷󲊷), Perception 1 (󲊺󲊷),
Skills (group only): Piloting, Ranged (Light), Vigilance Piloting 1 (󲊺󲊷󲊷), Ranged (Light) 1 (󲊺󲊷󲊷)

Talents: None Talents:


▪ Adversary 1: Upgrade all combat checks
Abilities: targeting this character once.
▪ Flight: Sentinels are capable of hovering
and flight, and do not suffer from movement Abilities:
penalties in the air. ▪ Silhouette 2.

Equipment: Equipment:
▪S
 entinel beam (Ranged [Light]; Damage 9; ▪S
 entinel beam (Ranged [Light]; Damage 9;
Critical 3; Medium range; Accurate 1, Breach 1, Critical 3; Medium range; Accurate 1, Breach 1,
Burn 4, Plasma) Burn 4, Plasma)
▪G
 rabbing tentacle (Brawl; Damage 4;
Critical 4; Knockdown)

STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 121


SECTION 04. ADVERSARIES

ENFORCER SENTINEL [NEMESIS] MONITOR [NEMESIS]


Enforcer sentinels are deployed during large- Properly addressed as "Holy Oracle," these constructs
scale Flood infestations, in which the parasite has are the designated caretakers of the Forerunners'
access to great numbers and even vehicles. It uses legacy, left behind to ensure that only the worthy are
overwhelming firepower to cut through Flood forms, capable of following the Great Journey. The most
shredding them with its pulse beams or targeting commonly encountered configuration resembles a
them with its missiles. Against persistent foes and floating metal orb with a single bright and colorful
smaller vehicles, it can deploy a devastating heavy eye. They possess boundless knowledge of their
sentinel beam, while it can use its two massive makers and their installations, as well as what
arms to grab larger targets and tear them apart. appears to be a great curiosity about the galaxy
A forward-projector shield keeps the Enforcer beyond their charges.
safe from return fire.

2 4 5 3 4 3
5 4 2 2 3 2 BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 20 25 3 3
7 16 16 2 2 SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Skills: Charm 3 (󲊺󲊺󲊺), Coercion 3 (󲊺󲊺󲊺󲊷),
Skills: Brawl 3 (󲊺󲊺󲊺󲊷󲊷), Gunnery 3 (󲊺󲊺󲊺󲊷), Cool 2 (󲊺󲊺󲊷), Hacking 4 (󲊺󲊺󲊺󲊺󲊷),
Piloting 3 (󲊺󲊺󲊺󲊷), Ranged (Light) 3 (󲊺󲊺󲊺󲊷), Knowledge (Forerunner) 4 (󲊺󲊺󲊺󲊺󲊷),
Vigilance 2 (󲊺󲊺󲊷) Leadership 4 (󲊺󲊺󲊺󲊷), Perception 3 (󲊺󲊺󲊺),
Ranged (Light) 3 (󲊺󲊺󲊺󲊷), Sysops 4 (󲊺󲊺󲊺󲊺󲊷)
Talents:
▪ Adversary 2: Upgrade all combat checks Talents:
targeting this character twice. ▪ Adversary 3: Upgrade the difficulty of all combat
checks made against this target three times.
Abilities: ▪N
 obody's Fool 3: Upgrade the difficulty of all
▪ Claws: As an action, grab any Silhouette 2 Charm, Coercion, and Deception checks made
or Silhouette 3 vehicle at Engaged range; against this target three times.
suffer 3 strain and make a Brawl check
[Damage 4, Critical 3, vehicle scale] against Abilities:
the target vehicle; if the target is not ▪ Domain Override: As a maneuver, suffer
destroyed, it is released. 3 strain and perform an immediate Hard
▪ Silhouette 3. (󲊷󲊷󲊷) Perception check against one target;
if successful, you may either add 󲊸󲊸 to your
Equipment: next check against that target or remove 󲊸󲊸
▪P
 ulse beam (Ranged [Light]; Damage 7; from your next check against that target.
Critical 3; Medium range; Auto-fire, Linked 1, ▪ Silhouette 0.
Pierce 3, Plasma)
▪M
 issiles (Gunnery; Damage 10; Critical 3; Equipment:
Long range; Blast 6, Breach 1) ▪S
 entinel beam (Ranged [Light]; Damage 9;
▪H
 eavy sentinel beam (Gunnery; Damage 11; Critical 3; Medium range; Accurate 1, Breach 1,
Critical 2; Long range; Accurate 1, Breach 2, Burn 4, Plasma)
Burn 6, Plasma, Slow-Firing 2)
▪ Forward-projector shield (Shielded 4)

1 2 2 // STATION & SALVATION // PLAYTEST BETA v.0.1.0


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

CHARACTERISTICS //

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

DERIVED ATTRIBUTES // EQUIPPED WEAPONS //


THRESHOLD CURRENT NAME SPECIAL REQ

SKILL DMG CRIT RNG ENC HP CONDITION

SOAK VALUE WOUNDS NAME SPECIAL REQ

RANGED MELEE THRESHOLD CURRENT SKILL DMG CRIT RNG ENC HP CONDITION

NAME SPECIAL REQ

DEFENSE STRAIN SKILL DMG CRIT RNG ENC HP CONDITION

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

ENC REQ ENC REQ

ENC REQ ENC REQ

ENC REQ ENC REQ MOTIVATIONS //


STRENGTH
ENC REQ ENC REQ

ENC REQ ENC REQ

ENC REQ ENC REQ

ENC REQ ENC REQ


FLAW
ENC REQ ENC REQ

ENC REQ ENC REQ

ENC REQ ENC REQ

ARMOR DESIRE
NAME SPECIAL

DEF SOAK ENC HP CONDITION

REQUISITION ENCUMBRANCE
RATING THRESHOLD CURRENT THRESHOLD CURRENT FEAR

TALENTS & SPECIAL ABILITIES //


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

CRITICAL INJURIES //

STATION & SALVATION // PLAYTEST BETA v.0.1.0


LOADOUT // EQUIPPED
WEAPONS GEAR
NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

ARMOR ENC REQ


NAME SPECIAL
ENC REQ
DEF SOAK ENC HP CONDITION
ENC REQ

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

ENC REQ

LOADOUT // EQUIPPED
WEAPONS GEAR
NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

NAME SPECIAL REQ ENC REQ

SKILL DMG CRIT RNG ENC HP CONDITION ENC REQ

ARMOR ENC REQ


NAME SPECIAL
ENC REQ
DEF SOAK ENC HP CONDITION
ENC REQ

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

ENC REQ

NOTES //

STATION & SALVATION // PLAYTEST BETA v.0.1.0


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

DEFENSE ARMOR
CAPACITY

CURRENT

SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD ENCUMBRANCE

ONBOARD WEAPONS //
NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

NAME SPECIAL SCALE

SKILL DMG CRIT RNG FIRE ARC CONDITION

CARGO // NOTES //
ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

ENC REQ

STATION & SALVATION // PLAYTEST BETA v.0.1.0


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

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STATION & SALVATION // PLAYTEST BETA v.0.1.0


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TIER 1 // 5 XP TIER 2 // 10 XP TIER 3 // 15 XP TIER 4 // 20 XP TIER 5 // 25 XP

STATION & SALVATION // PLAYTEST BETA v.0.1.0


"No enemy has ever withstood our might."

In the Ninth Age of Reclamation, the Covenant was dealt a mighty blow. The destruction of
the Sacred Ring at the hands of the Demon has plunged a mighty empire into conflict, and if
something is not done soon, it will spell the end of an alliance that has stood for thousands
of years.

War with the humans has not gone smoothly. Even as their worlds burn and their final
defenses fall, the species of the Covenant find themselves at odds. The Sangheili, once
favored by the Prophets but now blamed for the loss of Halo, are facing the possibility that
they will be replaced by the ferocious Jiralhanae, whose star is rising in the hegemony. The
diminutive Unggoy and the mercenary Kig-Yar may be forced to decide where their loyalties
lie as the strength of the Covenant is tested by in-fighting within the military and accusations
of heresy among the leadership. As you assume your place in the hegemony, you will have
to contend not only with the humans and the heretics, but with a darkness that lies in the
shadow of the revered Forerunners and a lie that rests at the heart of the Covenant...

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


 haracter creation options for the aliens within the Covenant, such as the noble Sangheili,
▪C
the comical Unggoy, the shrewd Kig-Yar, and the fearsome Jiralhanae. Choose your
career, skills, and talents to forge your own Covenant warrior and decide the path you
walk to attain the Great Journey.
▪W
 eapons, armor, vehicles, and the equipment you will wield in your quest to burn out
heresy across the galaxy. Whether it's at the controls of a nimble Banshee flyer or with an
energy sword in your hand, what you choose to bring with you into battle will be essential
in deciding the fate of the Covenant.
▪A
 look at the history of the Covenant, from the War of Beginnings to the discovery of the
humans and the declaration that they are the ancient enemy of the Forerunners. You will
also find a breakdown of Covenant governance, military authority, and religious orders, as
well as information on notable heretic groups that seek to undermine the faith.
▪D
 ozens of stat blocks detailing the adversaries and allies you may encounter in your
travels. Whether it's the humans themselves, heretics hiding within the clergy, or the
sinister and virulent Flood organism, you must know your enemy if you hope to prevail.

And look for the companion supplement, WINTER CONTINGENCY, which tells the story from
the point of view of the UNSC, including AIs and iconic Spartan supersoldiers.

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

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

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