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STATION & SALVATION Playtest v010
STATION & SALVATION Playtest v010
SALVATION
EDITING:
James P. Taber
PUBLISHER:
James P. Taber
PLAYTESTERS:
Douglas Calabrese, Jessica Calabrese, Lindsey Kyte,
Rachel Sturm, Sean Taber
SPECIAL 7HANKS:
Coureton Dalton, Anthony Laffan, Halopedia, Icca Ra
Humanity.............................................................................................................................................................................. 87
The Covenant...................................................................................................................................................................... 93
The Sacred and the Infernal............................................................................................................................................. 115
CHARACTER SHEETS..................................................................................................................................123
//
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.
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.
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.
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.
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
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
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.
▪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
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.
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.
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.
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.
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.
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,
TABLE 2-1: COVENANT WEAPONS * indicates special rules; see detailed description for more information.
TABLE 2-1: COVENANT WEAPONS * indicates special rules; see detailed description for more information.
TABLE 2-2: COVENANT ARMOR * indicates special rules; see detailed description for more information.
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.
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.
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
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
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,
DEFENSE ARMOR
▪ Manufacturer: Sacred Promissory
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
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.
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.
DEFENSE ARMOR
2 3
4 1 -3 22 18
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
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
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.
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
▫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.
STATION & SALVATION // PLAYTEST BETA v.0.1.0 // 55
SECTION 02. EQUIPMENT & VEHICLES
▪ 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
1 1
3 3 +1 10 8
SILHOUETTE MAX SPEED HANDLING HT THRESHOLD SS THRESHOLD
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
▪ 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.
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
1 5
4 3 0 55 35
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.
▪ 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)
▪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)
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
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
▪ 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
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
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,
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
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:
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
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.
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.
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.
Humanity
2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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)
▪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
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
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
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)
▪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
Abilities: None
Equipment:
▪S
idearm (Ranged [Light]; Damage 6; Critical 3;
Medium range)
▪ Duty uniform (soak +1)
▪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.
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)
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)
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)
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)
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
▪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.
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)
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)
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
▪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)
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 ()
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)
▪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
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
▪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.
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
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.
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)
▪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.
2 7 0 0
3 3 3 2 2 2 SOAK VALUE WOUND THRESHOLD M/R DEFENSE
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
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 0 0 0 0
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
1 6 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
3 10 0 0
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
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)
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:
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
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]
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.
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.
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 ()
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)
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)
CHARACTERISTICS //
RANGED MELEE THRESHOLD CURRENT SKILL DMG CRIT RNG ENC HP CONDITION
SKILLS //
GENERAL SKILLS CHAR RANK COMBAT SKILLS CHAR RANK
ASTRONAV INT BRAWL BR
ATHLETICS BR GUNNERY AG
COOL PR MELEE BR
COORDINATION AG RANGED-HEAVY AG
DISCIPLINE WIL RANGED-LIGHT AG
DRIVING AG
SOCIAL SKILLS CHAR RANK
HACKING INT
CHARM PR
MECHANICS INT
COERCION WIL
MEDICINE INT
DECEPTION CUN
OPERATING INT
LEADERSHIP PR
PERCEPTION CUN
NEGOTIATION PR
PILOTING AG
RESILIENCE BR KNOWLEDGE SKILLS CHAR RANK
COVENANT INT
RIDING AG
FORERUNNER INT
SKULDUGGERY CUN
UNSC INT
SYSOPS INT
STEALTH AG CUSTOM SKILLS CHAR RANK
STREETWISE CUN
SURVIVAL CUN
VIGILANCE WIL
EQUIPMENT // EXPERIENCE //
GEAR TOTAL AVAILABLE
ARMOR DESIRE
NAME SPECIAL
REQUISITION ENCUMBRANCE
RATING THRESHOLD CURRENT THRESHOLD CURRENT FEAR
CRITICAL INJURIES //
ENC REQ
TOTAL REQUISITION TOTAL ENCUMBRANCE
THIS LOADOUT THRESHOLD CURRENT THIS LOADOUT THRESHOLD CURRENT ENC REQ
ENC REQ
LOADOUT // EQUIPPED
WEAPONS GEAR
NAME SPECIAL REQ ENC REQ
ENC REQ
TOTAL REQUISITION TOTAL ENCUMBRANCE
THIS LOADOUT THRESHOLD CURRENT THIS LOADOUT THRESHOLD CURRENT ENC REQ
ENC REQ
NOTES //
DEFENSE ARMOR
CAPACITY
CURRENT
ONBOARD WEAPONS //
NAME SPECIAL SCALE
CARGO // NOTES //
ENC REQ
ENC REQ
ENC REQ
ENC REQ
ENC REQ
ENC REQ
ENC REQ
ENC REQ
ENC REQ
ENC REQ
ENC REQ
ENC REQ
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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...
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.