Halo Fleet Battles Rulebook v2.0

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f LEET BATTLES

CORE RUlEBOOK
SPARTAN
GAMES

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Project Editor: Neil fawcett
Main Writers: Derek Sinclair, Neil fawcett, Crian Shields
Additional Writers: Kenneth Peters, Giles Pritchard
Designer:
. Richard Gale .
Artists: Chris Peacey, Jonathan Taylor, Kory Hubbell, Isaac Hannaford, Darren Bacon
Model Makers: Christopher Dr_ew, Chris Peacey

The Spartan Games team includes Amy Bealing, Katie Bennett, Gary Bent,
Drew Cox, Drew Russell, Daniel Fawcett, George Shearns, Gordon Chamberlain,
Jamie Allen, Jeff Henderson, Oscar Mann, Jonny La Trobe-Lewis, Lizzie Wood,
Luke Martin, Martin Jones, Ricky Brewer, Darren Middleton; Jake Borg, Callum
Riches, Kate La Trobe-Bateman,.Aled Cadwaladr, Matt Garside.

Spartan Games would like to thank Rick Achberger, Christine Finch,


Kenneth Peters, Tiffany O'Brien, James Monosmith, Master Chief, Cortana,
Vice Admiral Michael Stanforth and Supreme Commander Rho 'Barutarnee with
343 Industries and Microsoft. Special thanks must go to Rick Achberger
and Kenneth Peters whose tireless assistance made this project possible.

The writers would like to thank their Play Test_ Team, who made the journey of
creating Halo: Fleet Battles memorable and fun. And to Ben Macintyre for our
painted Halo models and Fleet Commander Busts.

343 Industries would like to thank Scott Dell'Osso, Frank O'Connor, Bonnie
Ross-Ziegler, Rob Semsey, Matt Skelton, Phil Spencer, Kiki Wolfkill, Carla Woo
and Jennifer Yi.

None of this would have been possible without the amazing efforts of the Halo
Franchise Team, the Halo Consumer Products Team, Darren Bacon, Kory Hubbell,
Glenn Israel, Scott Jobe, Tiffany O'Brien, Jeremy Patenaude, Corrinne Robinson,
and Sparth.

© 2015 Microsoft Corporation. All Rights Reserved. Microsoft, 343 Industries, the 343 Industries logo,
Halo, the Halo logo are trademarks of the Microsoft group of companies.

Copyright© 2015 Spartan Games. All rights reserved. No part of this publication may be reproduced,
distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or
mechanical methods, without the prior written permission of the publisher, except in the case of brief quotations
embodied in critical reviews and certain other noncommercial uses permitted by copyright law. For permission
requests, write to the publisher, at the address below.

Spartan Games, Evercreech Junction, Evercreech, Shepton Mallet, Somerset, BA4 6NA, United Kingdom
www.spartangames.co.uk

First published in the United Kingdom in June 2015.


Page design copyright© 2015 Spartan Games.
CONTENTS
INTROOUCTION APPENOICES
► The Halo Universe 4 ► Loadouts 107
► Gaming the Halo Universe 10 ► Massive Elements 115
► Covenant Fleet Lists 120
► UNSC Fleet Lists 124
BASICS Of THE GAME ► Index 128

► Game Basics 13
► Core Game Mechanics 17


Fleet Building
Commanders and Heroes
33
39 UST Of TABlES
► Terrain 44 Firepower Rating Table 28, 83
► Pre-Game Set-Up 48 Adding Commanders and Characters 37
Recommended Battlefield Sizes 48
Victory Point Target 52
THE GAME TURN Scenario Generator Table
Wing Phase Overview
53
66
► Breakdown o f a Game Turn 60 Battle Group Phase Overview 77
► Order Dice Phase 63 Movement Segment Overview 78
► Wings 65 What Turns When? 79
► Battle Group Phase 76 Boarding Resolution Phase Overview 96
Movement Segment 78 Boarding Result Table 98
Attack Segment 82 End Phase Overview 102
► Boarding Resolution Phase 96 MAC Power Combination Table 108
► End Phase 102 Massives Wrecked Section Effect Table 118

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3
THE HAlO UNIVERSE
The year is 2552. Humanity has been forced to the Colonies blossomed on verdant worlds and above
brink of extinction by a fanatical alliance of alien races resource-rich moons. Habitable planets that could
known as the Covenant. Human forces have fallen be quickly reached through slipspace became home
back to the fortress world of Reach, prepared to sell to sprawling cities and orbital factories tied together
their lives dearly to protect Earth and buy time for a through trade and the influence of massive star­
desperate gambit that may yet tip the tides of war. spanning corporations.

□OMUS DIASPORA
Early terraforming successes and improvements
in slipspace navigation spurred exploration and
colonization further and further from the light of Sol.
Within two hundred years billions of people were
In the year 2291, mankind was unleashed upon the living, breathing, working, and dying under alien suns.
stars with the discovery of slipspace and its use for For a time, all of mankind's energy was expended in
faster-than-light travel. An overcrowded Earth and its this frenzy of expansion.
burgeoning colonies quickly seized on the promise of
exploration and colonization to break free of our solar Those colonies on the nearby worlds prospered,
system and find a new destiny. drawing in investment and building infrastructure
extensive enough to become sel f -sufficient and send
By 2310 the first wave of pioneers traversed the vast their surpluses back to Earth; these core worlds
gulf of space to find myriad new worlds to explore, became known as the Inner Colonies. Meanwhile
inhabit, and exploit, taking humanity's dreams and smaller, lonely outposts of the greater human
grievances with them. As colony ships were built civilization spread ever outward along slipspace routes
in ever-increasing numbers the trickle of colonists from this developed and tightly controlled zone to
became a mass exodus from the Sol system become the Outer Colonies. And, beyond that, the
historically known as the Domus Diaspora. great unknown of the Orion Arm.

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1j:jj:m111ij/@1$ii GAME BASICS I CORE MECHANICS I FLEET BUll□ING I COMMANDERS & HEROES I TERRAIN I PRE-GAME SET-UP

THE INTERPlANHARY WAR MANKIN□ □ IVl □ E □


Humanity's expansion into the Sol system in the But even with an opportunity to create infinite new
21st and 22nd century did not come without cost. futures for itself with vast resources and room to
Global wars on Earth had previously shattered the expand, humanity quickly turned against itself.
power of the old nation-states even as virulent new
philosophies spread among the solar colonies. Not Questions of power, prestige, and old grudges were
everyone embraced relative peace under the aegis of revealed as the pace of expansion slowed. Citizens
the United Nations and its successor, the Unified Earth of the colonies chafed under legal and corporate
Government, and new factions with militant ideologies obligations as Earth demanded an ever-larger share of
exacerbated political and economic fracture lines to the colonial riches. Grumblings about fairness became
the breaking point. complaints, and complaints became protests, but the
people of Earth had long ago grown accustomed to
In the late 22nd century these factions would engage the labor of the colonies and were disinterested in
in wars, terrorism, and petty vengeance that spanned renegotiating arrangements with worlds they seeded
the Sol system and changed the face of human and financed. Resentment and greedy overreach gave
governance. Fear and simple practicality during this rise to dozens of small independence movements on
Interplanetary War led to a consolidation of power many colonies, helping to cement
with Earth's technocrats and the formation of a new, unique local identities separate
unified, military force to police the solar system: the from the original
United Nations Space Command. Sol-born founders.

THf SPARTAN-II PROGRAM


With the specter of civilisation collapsing and a long night falling on humanity,
Earth turned to a drastic plan. Locating candidates of exceptional potential
from throughout the colonies, Dr. Catherine Halsey and the Office of
NavalIntelligence kidnapped dozens of children for indoctrination and
augmentation into the ultimate super-soldiers - living weapons that could be
aimed directly at the heart of the growing Insurrection. The survivors of the
grueling training and augmentation program would be known as Spartans.

The final phase of this plan integrated the Spartans with Mjolnir powered
assault armor, enhancing their already-formidable reflexes, strength, and
speed. A perfect fusion of man and machine, Spartans clad in Mjolnir
were walking tanks; later additions added dissipative energy shielding
reverse engineered from the Covenant.
A SPARTAN-Ill
SPARTAN-Ill
A partially successful attempt to create large numbers of Spartans (or Spartan-equivalents), SPARTAN-
Ill transformed orphaned children into a new breed of super-soldier using streamlined biological and
cybernetic augmentation processes paired with dangerous combat drugs. Though most were fated to be
thrown into hopeless (though strategically important) meat grinder battles, particularly talented individuals
were secretly moved to Special Warfare teams and other shadowy organisations. The most notable of
these were the members of Noble Team, who - except for Jorge-052 - were SPARTAN-Ill augmentees.

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UNITE □ NATIONS SPACE COMMANO
In the distant Outer Colonies these groups grew
especially proud of their pioneering heritage (real or
The United Nations Space Command (UNSC) is imagined) and began to violently resent control
the Unified Earth Government's (UEG) military by Earth's governing agencies and the Inner Colony
arm, responsible for the defense of Earth and mega-corporations.
all her colonies.
Poorly-organized agitation for independence soon
The UNSC is composed of four military developed into outright rebellion, with the first major
branches: Air Force, Army, Navy, and Marine clashes closing out the last years of the 25th century.
Corps, operating within two major commands. Earth's colonial government responded swiftly, but
overzealous police actions galvanised resistance and
The Office of Naval Intelligence (ONI) is destroyed any opportunity for a political solution to the
technically a part of the Navy, though it has slow-moving crisis. Small groups quickly consolidated,
absorbed the functions and personnel of most creating alliances that pressed an anti-centralisation
other UEG intelligence agencies and now and pro-autonomy campaign, resonating with many
operates independently. colonists, including those in the Sol system. The
rebellion spread almost as quickly as the original
Fleet Command (FLEETCOM): Dominated by growth of the colonies themselves.
the Navy, with token representation by the
Marine Corps, FLEETCOM is responsible for the Branded as terrorists, any hint of rebellion was
security of UEG space and transport of UNSC ruthlessly suppressed by the Unified Earth
combat forces to far-flung battlezones. Government, who realized that human interstellar
civilization was in danger of collapse. Entire worlds
Unified Ground Command (UNICOM): All UNSC fell under martial law as the UNSC moved ships
ground forces fall under UNICOM authority, as and troops into the Outer Colonies, but the rebel
do most aerospace assets out to close orbit. movements only grew in scope and violence as the
UNICOM coordinates all terrestrial operations, conflict escalated beyond any possibility of agreement.
and has authority to take control of colonial
militias and security forces to this end. But even as Earth prepared a massive campaign
to retake the colonies and the rebellion grew into a
semi-unified Insurrection a new threat appeared that
would - at least for a time - unite humanity in a single
goal: survival.

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■j:jl:m11jij/@i$il GAME BASICS I CORE MECHANICS I FlEET BUll□ING I COMMANOERS & HEROES I TERRAIN I PRE-GAME SET-UP

THE COVENANT Ministry of Fervent Intercession: Justly famous


The Covenant is a confederation of diverse for the sheer number of Zealots in their ranks,
alien species, joined together by a singular the Ministry of Fervent Intercession was a semi­
religious vision. A strictly hierarchical social monastic organization obsessed with the discovery
caste system dominates the relationship and control of Forerunner sites.
between the various species that make up the
Covenant. Ruled over by the Prophets and their Held in awe by many in the Covenant, these fleets
enforcers, the Elites, the Covenant is unified could call upon resources and volunteers directly
in the belief that an ancient civilization known from the colonies and even other Ministries
as the Forerunners built a series of Holy Rings as a result of their prestige and the force of
which were used to transcend the mundane ancient writs dating back to the founding of the
world and enter a higher plane of existence. alliance. Their fanaticism in defending Forerunner
The pursuit of these rings and following the sites made them useful during the war against
path of the Forerunner's divine sublimation humanity, though their independent commanders
is known as The Great Journey, and the often paid little heed to orders that did not deal
punishment for those who interfere is death. directly with the safety of reliquaries.

MINISTRY mrn
Ministry of Tranquility: A Ministry with ambitions
that far exceeded its reach, the Ministry of
Strictly speaking, the Covenant lacks a Tranquility worked to extend its influence and
standing military. Instead it possesses a power by acquiring Forerunner artifacts and
bewildering variety of martial organizations bringing new species into the Covenant, and
under the control or influence of one or more wasn't picky about how they accomplished
Ministries: governing bodies who direct vital their goals.
religious and secular activities. The power
and prestige of their groups waxed and Caring little for the opinions of even the High
waned as they waged bloody internal wars for Prophets, privateers preying on Covenant artifact
bureaucratic dominance and promotion of depositories were often traced back to the
their particular brand of orthodoxy, but only Ministry of Tranquility, and their missionaries were
three were of any significance (to humans) often little more than slavers and raiders. Ministry
during the Covenant War. of Tranquility forces almost never participated
in major fleet actions during the War, instead
Ministry of Resolution: Originally a minor swooping in to steal artifacts from human and
organization tasked with countering piracy Covenant forces alike in the chaotic aftermath.
and ensuring the safety of trade and
conversion ships, assignment to the Ministry
of Resolution was considered an honorable
posting that implicitly removed members from
regular society due to long missions outside
the explored rim of Covenant space. Under
the direction of the High Prophets, the
Ministry of Resolution grew rapidly in
the early years of the Covenant War
as it provided cover to send fleets
beyond the fringe and then hide
combat losses to stall inconvenient
questions by Sangheili military leaders.
COVENANT CCS BATTlECRUISER
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■j:11m1111m1Nl:iil GAME BASICS I CORE MECHANICS I FLEET BUllOING I COMMANDERS & HEROES I TERRAIN I PRE-GAME SET-UP

THE COVENANT WAR BATHE FOR SIGMA OCTANUS IV


In 2552, Covenant forces struck at Sigma
Appearing out of the depths of uncharted space, an Octanus IV, searching for artifacts and
alliance of alien species called the Covenant made intending to eradicate whatever human
first contact on the colony of Harvest in 2525, populations existed there. After a brutal ground
leaving devastation in their wake. With their vastly campaign, the UNSC miraculously succeeded
superior technology and a tireless religious zeal, the in defeating the Covenant assault, but the true
Covenant obliterated humans wherever their moment of decision occurred in space, where
presence was found.Soldiers, civilians, children ... a titanic fleet engagement resulted in a rare
no one was spared. victory - however pyrrhic. Unfortunately, the
depleted human forces could only evacuate
The start of the Covenant War saw dozens of Outer Sigma Octanus IV and retreat back to Reach
Colonies fall in only a matter of months. Most were - unknowingly bringing with them a probe that
demolished from orbit, with their population centers would lead the Covenant fleet to the planet.
targeted for plasma bombardment. Only rarely would
Covenant troops take the battle to the surface to
seize seemingly meaningless spots of ground or due In less than two decades most colonies were
to some inexplicable rule of war.Yet, despite the destroyed, abandoned, or cut off. Despite heroic
Covenant's overwhelming technological superiority, efforts by the UNSC, the Covenant invasion could not
humanity refused to give up.Shattered fleets were be stopped, only delayed. And now they have found
rebuilt, entire armies reformed to continue the fight. Reach, the heart of humanity's defenses and the last
But despite innumerable stories of valor and remaining bastion of UNSC power. If the Covenant
courage the war was an endless roster of defeats cannot be stopped here then Earth will soon fall.
and holding actions. For the first time in centuries,
humanity was collectively united, but it was In the end, Reach will fall, but its defenders will make
seemingly too late. sure the Covenant pays a price in ships and soldiers
that will never be forgotten. This is now your story.

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UNSC NAVY Fleets are traditionally assigned to sectors,
With its remaining ground forces consolidated groupings of Inner and Outer Colony systems
on Earth and Reach, the only representative that organized by the most efficient slipspace
many surviving colonies have of UEG authority routes branching away from Reach, and the
and defense are the ships of the Navy. As the UNSC stubbornly maintains these divisions
senior service of the UNSC, it is the Navy that has even as ships are withdrawn to Reach and
responsibility for "showing the flag" in every corner Earth alone. Fleets are subdivided into
of human space and providing what aid it can to numerous battle groups, flexible fighting
colonies cut off from direct military assistance. organisations that can be "plugged together"
Unfortunately, these are desperate times; worlds into ad-hoc task forces. Squadrons are
with little strategic value or unstable local currently administrative, not tactical, units
governments are abandoned to the depredations that ships are enrolled in for record-keeping
of the Covenant or their short-sighted civil wars and honorific purposes; the Navy's Al
rather than risk the loss of irreplaceable ships administrators are sticklers for regulations
and-more importantly-personnel. though, carefully arranging the dwindling ship
rolls into attack, battle, carrier, monitor, and
support squadrons that lost any meaning over
FlEET ORGANISATION two decades ago.
The UNSC Navy is organised into numbered
expeditionary fleets and named defense fleets.
Prior to the Human-Covenant War the defense □EA□ HEETS
fleets were considered little more than glorified Most of the Navy's fleets are "paper fleets"
revenue police, though they proved invaluable with no command and no ships, assigned to
in the opening years of the war-providing sectors long-ago lost to the Covenant, their
desperately needed training cadres and destroyed squadrons remaining attached
battle-ready (if outdated) warships when the to honor their sacrifice and as deference
expeditionary forces were decimated. By late 2552 to tradition. Occasionally a new ship will
there is no appreciable difference between fleets, be inadvertently attached to one of these
as the Navy is no longer capable of conducting ghost fleets due to bureaucratic error, which
offensive operations without leaving the remaining is considered an ill omen by even the least
colonies and Earth dangerously vulnerable. superstitious crewman.

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GAMING THE HAlO UNIVERSE
Halo: Fleet Battles is an exciting tabletop game that
allows you and your friends to simulate the titanic
REAUSING THE VISION
spaceship battles of the iconic Halo Universe in your
own home, gaming club or a local gaming store. It One of the most exciting aspects of Halo: Fleet
provides you with the opportunity to immerse yourself Battles is the chance to work with 343 I ndustries to
deep in the bitter struggle between the beleaguered bring iconic ships to a gaming table. Over the years
United Nations Space Command (UNSC) and the a stunning array of spaceship designs have been
ascendant alien alliance, the Covenant. created for Halo, but what is perhaps even more
exciting with this game is the opportunity to bring
A tabletop miniatures game puts you in the Fleet ships that have never been physically seen before to
Commander's chair on the bridge of your Flagship, your gaming table.
and overlooking the tabletop you are fighting your
battle on you must make the tactical choices that With the support and guidance of 343 Industries, the
dictate where your fleet moves, how they work Spartan Games team has taken concept artwork and
together and what attacks they make. The rules in a host of exciting ideas and created new spaceships
this book are designed to arm you with everything you and modelled them for use in Halo: Fleet Battles.
need to collect and battle your Halo fleets. Examples of this include the UNSC Epoch-class Heavy
Carrier and ORS Covenant Heavy Cruiser, but such
As Halo: Fleet Battles expands over time it will models are just the beginning.
incorporate the many significant milestones in
the history of the Halo Universe, along with the
introduction of an exciting family of highly-detailed
models, designed by Spartan Games in partnership
with 343 Industries. Ship models will include Carriers,
Cruisers, Heavy Cruisers, Supercarriers, Heavy
Corvettes, Space Stations, Frigates, Assault Carriers
and many more. We will also realise such iconic
vessels as UNSC Infinity, UNSC Spirit of Fire, UNSC
Pillar of Autumn, Ardent Prayer and many more.

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■j:j1:rij111lj@liifi1 GAME BASICS I CORE MECHANICS I FLEET BUllOING I COMMANDERS 6 HEROES I TERRAIN I PRE-GAME SET-UP

CHOOSING A HEH THE HOBBY


Every game starts by picking the force you will Halo: Fleet Battles is designed to be played almost
command. Both the UNSC and Covenant play very straight out of the box, with only simple assembly
differently in Halo: Fleet Battles, with the former needed as each fleet is provided in a colour which
using the flexibility of tactical formations to defeat best represents that Faction from the Halo Universe.
their enemy, whereas the latter using physical However, many players will also want to explore the
domination and devastating weaponry to crush all broader hobby side of tabletop miniatures gaming, by
that stand before them. painting their fleets and creating custom scenery for
the game that helps bring the experience of playing a
Once the fleet of your choice has been selected it is game to the fore.
time to imagine what vessels types you want to play
with. I s your play style all about a few big, powerful We heartily recommend that players embrace the
vessels? Or are you more of a 'swarm' commander, immersive experience of creating visually spectacular
with numerous ships jabbing at your opponent, fleets and terrain. This allows players to create a fleet
looking for weaknesses? Numerous options are of painted miniatures that is fully canon accurate
made available to you as discover what it takes to to the Halo Universe, but it also gives players the
lead a fleet. opportunity to paint fleets in their own unique styles.
Looking at a gaming table full of Halo: Fleet Battles
Spaceships are only one dimension of this exciting models you can imagine seeing your assembled fleet
tabletop game. Who will lead your fleet is just as battling for victory against a deadly opponent.
important a decision as the ships you fight with.
Selecting the Fleet Commander to represent you on The creation of a worldwide community of gamers,
the tabletop is a key decision, so choose wisely! who come together to play Halo: Fleet Battles, is an
important aspect of the game. Painting and modelling
Leaders such as Covenant Supreme Commander Rho competitions, organised tournaments and online
'Barutamee or UNSC Vice Admiral Michael Stanforth events will form the backbone of tabletop gaming
are represented in a game of Halo: Fleet Battles in the Halo Universe. Head over to the Halo: Fleet
not only with custom rules on Data Sheets that allow Battles Forum at www.spartangames.co.uk to share
them to issue key Orders to a Fleet during the heat stories of your exciting battles and to show us images
of battle, but also with stunning busts that can be of your painted fleets.
painted and used during a game to show your Fleet
Commander in all his glory. Remember - the fate of an entire Universe is now in
your hands...

EPOCH-ClASS HEAVY CARRIER

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11
GAME BASICS
Welcome to Halo: Fleet Battles, a fast-action tabletop
miniatures game set in the exciting Halo Universe. As
WHAT YOU NEED TO PlAY
players, you assume the role of Fleet Commanders
whose decisions and tactical brilliance will see your To play Halo: Fleet Battles, a number of components
fleet emerge triumphant from a battle or, if you fail are needed:
in your command, will see your force turned into a
smouldering mass of space debris! ► Appropriate Halo: Fleet Battles Miniatures for
your Fleet
As Fleet Commander, you will be called upon to ► Halo: Fleet Battles Game Tokens to show the
decide which vessels in your fleet will activate first, likes of Damage, Activations, Vulnerable ships,
making tactical moves to engage the enemy fleet. Countdown Timers, and small space craft such as
The use of cunning tactics - combining the strengths Boarding Craft, Bombers and Interceptors
of your most powerful vessels to help compensate ► Custom Halo Dice which come inside a Halo
for any weaknesses your fleet may have - will be 2-Player Battle Box, inside a Halo Fleet
called upon through all stages of gameplay. Only the Commander Set or sold in a Halo Dice Pack
tactically adept will force the enemy to reveal their ► A Tape Measure (preferably marked in inches)
weak points before striking hard and fast to deliver ► A flat Gaming Surface measuring at least 3' by 3'.
the killer blow. This can be as simple or as complex as you want
to make it. Start with a simple tabletop, and as
A game of Halo: Fleet Battles starts with players you gain more experience you may wish to
choosing a Fleet to build and then moves on to create a more dynamic setting for your miniature
choosing the vessels that will form the backbone space battles
of that Fleet. This chapter will equip you with the ► Terrain Templates (if being used), or crafted
necessary information to understand the common Terrain made by the players, such as asteroids,
names and game mechanics used throughout space stations or space debris
Halo: Fleet Battles. ► Two Normal Dice (D6)

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THE HAlO UNIVERSE ■lf)j1fijl:riJ.i1H CORE MECHANICS I FlEET BUllOING I COMMANOERS 6 HEROES I TERRAIN I PRE-GAME SET-UP

MOOH HEMENTS MEASURING ANO PRE-MEASURING


Halo: Fleet Battles uses high quality 1:20,000 scale All measurement in Halo: Fleet Battles is done in
Models produced by Spartan Games under license inches (often abbreviated as X" in the rulebook, where
from Microsoft and 343 Industries. These are Xis the number of inches being measured). A tape
available from www.spartangames.co.uk and many measure is the easiest way to measure distances. If
other retailers. you do not have a tape measure marked in inches,
please use the standard conversion of 1" = 2.5cm.
Throughout the rules, we will refer to Elements.
The term Element relates to a Formation Base upon Measuring is allowed at any time for any reason you
which is mounted a model or models (as illustrated like. This is a game of tactical skill, not a game of who
below). All models are supplied with Formation Bases can best estimate distances!
and pegs; models are mounted on the pegs, which
push into the Formation Bases, therefore becoming
Elements. As a Fleet Commander, it will be your job to
combine these various Elements to form a powerful
THE BATHEFIElO
Battle Group. Elements, Battle Groups and Fleets
are explained in greater detail in the Core Game Halo: Fleet Battles is played on what we refer to as
Mechanics chapter on PAGE 17. a Battlefield. The Battlefield represents the area
of space where a climactic battle is taking place,
Most commonly, the Formation Bases will be 60mm where massive space-going vessels are locked in
x 60mm, although larger ships may use several of deadly combat, small flights of Interceptors and
these. Each base will have a Formation Base Overlay Bombers are engaging each other on suicidal sorties,
that is placed on it before the pegs are inserted and and Boarding Craft streak through the velvet
the models added. These Overlays indicate which darkness intent on bringing the fight to the enemy
models form the Element, which peg holes they fit into through deadly close combat.
and therefore which Element type the base represents
in the game rules. The Overlay will also list commonly The amount of table space you will need to play Halo:
used statistics, to give a quick reference point that Fleet Battles is dependent on the points value of
will make gameplay much smoother. the game being played. Some games will be compact
engagements using a relatively small Battlefield,
whereas engagements between huge space fleets
will require a much larger gaming space in order to
allow the appropriate number of Elements and Battle
Groups to be used.

A Battlefield should typically be 4' x 4', although a


larger Battlefield will be needed if players wish to put
a large number of Battle Groups on the table. Players
should use their discretion to define the space they
have available, although we recommend a Battlefield
does not have any side shorter than 3', unless a
specific Scenario is being played.

For more about the Battlefield, including what sizes


are recommended for different Maximum Fleet
Formation Base Values, see the Pre-Game Set-Up chapter on
PAGE48.

14 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
PEN AN □ PAPER □ ICE IN HAlO
Players might need to use pen and paper to keep Halo: Fleet Battles uses dice to generate results for
track of their kills in-game, or to keep other helpful actions. The use of dice generates exciting random
notes. This becomes important when playing outcomes that simulate the chaos of battle, the
Scenarios and for determining the eventual victor in varying skill levels of crew members, and much more.
any engagement. Which leads us neatly on to: The use of dice means that you can never completely
predict the outcome of any tabletop action, and that

VICTORY POINTS AN □ WINNING


even in the darkest hour, there is always hope...

All Elements in a game of Halo: Fleet Battles have During a game you will be asked to roll three types
what is known as a Build Rating (BR) - see the Fleet of dice: Halo Dice, Halo Order Dice and Normal D6.
Building chapter on PAGE 32 for more details. As well More about dice mechanics can be found in the
as being crucial for the formation of Battle Groups, Core Game Mechanics chapter on PAGE 26.
the BR plays an important role in determining the
victor of a game.

Whenever an Element is Destroyed during gameplay,


GAME TOKENS
make a note of its BR using your pen and paper. This
BR total of Destroyed Elements will translate into In the deadly fury of space combat, anything can
what we call Victory Points. In Halo: Fleet Battles happen: crippling damage to ship hulls, shield and
Scenarios require the players to reach a certain defence systems brought offline, boarding parties
number of victory points to win the game. planting bombs on board enemy vessels... and
much worse!
Build Rating and Winning the Game are all explained
in more detail in the End Phase on PAGE 102. To summarise and track these effects, Halo: Fleet
Battles uses a system of Game Tokens. These are
generally placed on an Element's Formation Base
when they are applied. On the following page we will
look at several Game Tokens and how to use them.

I''''I''''I''''I''''I''''I''1'I'111 1 1111I'''1I''''I''1'I''''I''' 1 I'''1I''''I''1'I''''I''''I''''I1'''I1'''I'''1I'''' I


15
THE HAlO UNIVERSE ■i/M1iim�Mj CORE MECHANICS I FlEET BUllOING I COMMANOERS fi HEROES I TERRAIN I PRE-GAME SET-UP

UNSC UNSC COVENANT UNSC COVENANT


F-41 'BROA□SWOR□' YSS-1000 'SABRE' TYPE-31 'SERAPH' GA-Tll 'lONGSWOR□' 'TARASOUE' BOMBER

INTERCEPTORS _____, BOMBERS ___,

BOMBER AND INTERCEPTOR HIGHT TOKENS


These Tokens, referred to in the rules as Flights, OTHER IMPORTANT TOKENS
are used to create Wings (see the Wings chapter, There are only a few more tokens used in
PAGE 65). Small Craft in Halo are important to space Halo: Fleet Batt/es, and they represent
combat, but in a game of Halo: Fleet Batt/es, the distinct effects that can apply to Elements
key focus is on larger spacecraft, so these Wings are during a game. Below you can see the Tokens
simply represented by stacks of Flight Tokens. you will use:


DAMAGE TOKENS are used
BOARDING CRAFT TOKENS throughout a game to
These are used to show a Boarding Craft packed full show that an Element has
of soldiers, and also to show if any heroic individuals, taken Damage.
such as Spartans or Zealots, are on board. During
a game, a player will use the Tokens to show an
Element that has yet to launch its own Boarding Craft ACTIVATED TOKENS are
OR to show an Element that has been boarded. placed on a Battle Group
once it has completed its
Activation. See PAGE 76.

COUNTDOWN TOKENS are


used to show how much
danger an Element is in from
UNSC PHICAN UNSC PHICAN bombs being planted aboard
BOARDING CRAFT BOARDING CRAFT it by enemy boarding troops.
(SPARTANS)
VULNERABLE TOKENS are
placed on Elements suffering
from effects that cause it to
become more susceptible to
enemy attacks.

COVENANT TYPE-28 COVENANT TYPE-28


BOARDING CRAFT BOARDING CRAFT
(ZEALOTS)

16 I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I
CORE GAME MECHANICS
GAME TURNS
Play will then move to the Boarding Resolution
A game of Halo: Fleet Battles follows a sequence of Phase, during which time deadly face-to-face fighting
what are known as Game Turns, and a game can on board enemy ships will be resolved.
last for a number of these Game Turns. Each Turn
is commonly subdivided into Phases, which are Lastly, play will shift to the End Phase, during which
effectively ways of allowing key events in the game to various effects are resolved and the Battlefield made
be sequenced and easily controlled. ready for the following Turn.

Think of a Turn as a simple house-keeping mechanic As stated, a game of Halo: Fleet Battles will last for
for ensuring events in Halo: Fleet Battles all happen multiple Game Turns, with any Scenario being played
in the right sequence, allowing players to know exactly stipulating the maximum number of Game Turns it will
when to perform different actions. last (should there not be a clear winner before then).

For example, in the Order Dice Phase, players will For a more detailed outline of a Game Turn, see the
roll Order Dice and determine Initiative. In the chapter Breakdown of a Game Turn on PAGE 60.
Wings Phase, players will, in Initiative order,
alternate the Activations of their Wings of All other aspects of the game are controlled by
Interceptors and Bombers. what is known as a Game Mechanic, and these
are invariably controlled by the rolling of Dice. The
In the Battle Group Phase, players will alternate remainder of this chapter will take you through the
Activations. The player who is Activating will pick one various key Game Mechanics we use in Halo: Fleet
un-activated Battle Group, and then Move and Fire Battles, and following this we will break down all
with that Battle Group, after they have done this, aspects of a game and discuss how the various Game
their opponent will pick an un-activated Battle Group Mechanics are used.
to Activate, and so on, until ALL Battle Groups, and
therefore all Elements, have been Activated.

l'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I
l7
AlTERNATING ACTIVATION Once one player has selected and Activated ALL of
the Elements within a Battle Group, play will shift to
the other player, who will select and Activate a
In every Game Turn, players get to Activate their Battle Group.
Wings (composed of stacks of Tokens) and their
Battle Groups (composed of multiple model In this way players will alternate one after the other,
Elements) in an alternating fashion. Activating and using their Battle Groups until ALL the
Battle Groups in the Battlefield have been Activated
During the Wings Phase players will use a system that Turn.
of Alternating Activation, where the player with the
Initiative will choose a Wing to activate, followed This system of shifting back and forth, with each
by their opponent activating a Wing, with players player selecting and using a Battle Group, is a vital
alternating until ALL Wings have been Activated. component of the game experience, as it places
pressure on player choices. A player may often be
In the Battle Group Phase, players will also use a faced with dilemmas such as:
system of Alternating Activation. The player whose
turn it is to go will pick ONE of their Battle Groups that ► Do I activate a Battle Group for tactical reasons?
has not yet been activated, and will Activate it. ► Do I activate a Battle Group because it is under
threat?
Activating a Battle Group means using those ► Which Battle Group should I use first?
Elements in a Battle Group to move and then fire their ► What is my opponent doing, and how can I put
Main Weapons (how to move and fire is described them under pressure?
in the Movement Segment and Attack Segment
chapters). After a player has Activated an Element, Keeping track of Activations is an important part
they will mark the Battle Group with an Activated of the gameplay, and remembering to alternate
Token - showing that it may not be used again this Activations is critical to building the tension during a
Game Turn. game of Halo: Fleet Battles.

l8 l'''' [IIII I I III j IIII j IIII j IIII IIIII j IIII IIIi I [IIII IIIII j IIII I I II I j IIII IIIII IIIII I'''I I'''' I''I' IIIII I'''' I'''' I'''I I
THE HAlO UNIVERSE I GAME BASICS IHU:jli'!iiijm@ff.1 HEH BUllOING I COMMANDERS 6: HEROES I TERRAIN I PRE-GAME SET-UP

ElEMENTS
As already stated, an Element is the term used to
refer to a model - or several models - on a single
Formation Base. When building your Battle Groups
and Fleet you do so by combining Elements - see the
Fleet Building chapter on PAGE 32 for more details.

BUll□ ING YOUR FllGHTS AN □ WINGS


Although an Element may be a single model, or
several models, a single Element always attacks and
takes damage as a single entity. Several Elements
in a Battle Group may also combine their attacks in
Wings are made by combining (stacking) a number what are known as Firing Solutions. See the Attack
of Flight Tokens together to create a more effective Segment chapter on PAGE 82, for more details).
fighting force. A Wing is represented on the tabletop
by a Stack of Flight Tokens, and is Activated as one In addition to the models on the Formation Base,
entity during the Wing Phase. See PAGE 65 for each Element will also be identified via a Formation
more detail on Wings. Base Overlay, a card sheet that fits on top of a
Formation Base and provides an easy reference point
Each Wing has a statistic called Flight Slot. The for a range of common statistics. This Formation
Flight Slot value of all the Flights in a Wing are added Base Overlay will also have a hole, or holes, in it to
together, and may never exceed the limitations listed show where the pegs are plugged into the base,
in a Faction's Fleet List. and therefore where the models go that form that
specific Element.
This means that some Factions will be able to take
larger Wings of Interceptors, while others may be Certain Elements may represent custom formations
able to create larger Wings of Bombers. Flight Slots used by a particular Faction. These Elements are
and how to build a Wing are explained in more detail manifested on the game table by several ships placed
in the Wings chapter (see PAGE 65) and in the on the Formation Base in a particular way, giving
Covenant and UNSC Appendices (PAGES 120-127). them a different set of strengths and/or weaknesses.

For example, shown left is a picture of a


UNSC Paris Class Frigate Element. As you
can see, there are three Paris Class Frigates
mounted on pegs on the Formation Base.
They are treated as a single Element for game
purposes, as the effect of their attacks, or
indeed their ability to soak up attacks, is
considered to be combined. Players should
note that in this example they are in a UNSC
'Trident' Formation.

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I''''I''''I'''' l ''''I 19
THE HAlO UNIVERSE I GAME BASICS ■ij@1i'1ijij:flljjH flEET BUll□ING I COMMANDERS 6 HEROES I TERRAIN I PRE-GAME SET-UP

BATTLE GROUPS
As already described, a Battle Group is a collection of
Elements, assembled to form powerful combat groups
trained to work together, capable of laying down
significant weapons fire, or created to fulfil a specific
role within a Fleet.

Battle Groups adhere to some simple rules:

► They MUST contain at least 1 Capital Element


They MUST contain at least 1 Non-Capital Element
► The combined Build Rating MUST NOT exceed
BR 6 (see the Fleet Building chapter on PAGE 22).

Despite these restrictions, players can create highly


flexible Battle Groups, where the intended tactical
For example, above is a picture of a Covenant use of one Battle Group may vary significantly
CCS Battlecruiser mounted on a peg at the from another, due to the different ways the two are
centre of its Formation Stand. It is a stand­ constructed.
alone Element.

SPECIAUST BATHE GROUPS


Elements may also be single vessels on a Formation Each Faction also has access to a range of Specialist
Base. These can differ from faction to faction, and in Battle Groups. These are unique formations that
some cases, may even be particularly large vessels represent the particular tactical style of a Fleet
on multiple Formation Bases, and each Formation Commander or Faction. A player may take ONE
Base could house its own Formation Base Overlay Specialist Battle Group for every Standard Battle
containing its own rules. Group used in their Fleet.

BUil □ RATING
Specialist Battle Groups will commonly have
custom rules associated with them that reflect
Each Element has an important statistic called the their experience, training and expertise. They may,
Build Rating (BR) and this is clearly displayed on a at times, exceed the BR limit of 6. See the UNSC
Formation Base Overlay on the bottom row. The BR or Covenant Fleet Lists for more details. Unless
gives an indication of the size and effectiveness of an specifically stated otherwise within a Scenario or
Element, and is used for a variety of purposes in Campaign, only ONE of each listed Specialist Battle
Halo: Fleet Battles, the most important of which is Group can be used in any given Fleet.
how you can combine Elements into a Battle Group.

On the Covenant CCS Battlecruiser example above KEEPING TRACK OF YOUR BATHE GROUP
the BR is 3. This number is also used to calculate Keeping track of which Elements belong to which
Victory Points. See the End Phase on PAGE 102 for Battle Group is essential. Players should therefore pay
more on how you convert BR into Victory Points. close attention to tracking individual Elements and
which Battle Groups they belong to.

20 I'1'1I''11 ! 1111I 1 '11I'111I''''I'1''I'1'' I'1''I'1''I'''' I''''I''''I''''I''''I1'''I' 1'' I'111I1'''I'''1I''11I1111I 111' I


HEETS HEROIC CHARACTERS
Fleets are constructed from a number of Battle Larger Fleets will have access to Heroic Characters;
Groups that have been brought together to form a individuals (or even Artificial Intelligences) who, by
potent fighting force. A small Fleet may only have 2-3 their actions, have become synonymous with bravery
Battle Groups, while a large space armada may be and sacrifice in the Halo Universe. The levels at which
made up of 15 or more Battle Groups. these characters can be introduced to the game
will depend on the Factions being played, and can
Collecting and painting your Fleets is an important sometimes be required as part of the narrative for a
part of playing Halo: Fleet Battles as you and your Scenario or Campaign setting. See the Commanders
opponents collect a range of Halo models that span & Heroes chapter for more details.
the great factions of the Halo Universe. For those
players who do not want to paint their models, forces
are supplied in a coloured plastic, allowing the
models to be instantly recognised on the Battlefield.

HEH COMMAN □ ERS EACH lEAWT


COSTS •30 Poin
ts
STANDARD
ORDE RS
SPEC/Al ORDE
The Fleet Commander is the individual in overall CIFUCUSEO ATTACK RS
AnElement may re-
ral/ uptorwo
aaa FIX THOSE DEFENC[
SI
control of a Fleet. Every Fleet in Halo: Fleet Battles AttackOice.These Rem a_veAllVulne
dice mayonl be rableMarkersfra�
re-m//ed ance. a�ap1talf/e�ent
ThisOrderis issu{d i11 the fleet.Issue
MUST have a Fleet Commander. thrsOrder d urmg
theDrders Stepof
the se/ectedfle
m ent'sActivaticn.

Over time, new Fleet Commanders will be made li1 POWER TU THE
aaa ENHANCED TARGE
TING
� rease the Firepawe


llffENCES r Rati ng ofa
n ment may re :m_ngSolu
available to players, allowing them to select one that -ra/1 a SINGIE Initial tionby+2. ThisO r
:� r
e .ce Auay e rssue_d prior
der must
die rol/edbyanE/em to ro//ing the /n
they feel best represents their own playing style - so Th ;ice mayonl ent :It ��Dice itia/
ybe Pool, either when
. � rder maybebe re-ra/led once
.fhto tor �mngSaluttons DR when
rolling
choose wisely. See PAGE 39 for more details on Fleet issued after an rollin
imUa/Defence Oic as�ar t of a De fensiv
eP11a!Rall. Y against ene e DicePool
R!11
Commanders and how they work in a game. myBoarders.
li'JfURMUP!
The f!e�t Commander
mayorder the UNIQUE ABIU
re-b.midmgof aBatt TY
/eGmupupfo a
max1mumBR af6. Rh 'Barutamee
See the Ad-hacBa is a skilled mi/itary
Groups 1�/es in the ttle /ea�er and
ru/eba an exce/lent tactician
mustbe 1ssued during ak.This01de1 He ca�-th�re fore
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but the
sec and resultM
USTbe accePted.
I ' III I ' III I ' I I I I ' I I I 111II I ' III 111II I ' III I ' III I ' III I ' III I ' III I ' II
21
ANATOMY OF AN HEMENT PROFllE F Damage Track - The Values noted shows how
many Successes are needed to cause Damage to
an Element. In most cases, multiple Values will
An Element Profile allows players to quickly access be shown. When an Element sustains Damage the
the relevant statistics of Elements in a game: Value needed to Damage it again moves to the
next number (reading Left to Right).
A Faction Name - Each Profile Card will name the
Faction this Element belongs to. Cards are also G Build Rating - This section shows how large
colour coded to make identification easier. an Element is, and is used in forming a Battle
Group. This number will vary greatly, depending
B Element Name - This shows the type of Element. on the sizes of the individual Elements involved.
As a general rule of thumb, no Battle Group may
C Ship Class - Capital Elements contain large, exceed a total combined Build Rating of 6.
monolithic vessels, whereas the Non-Capital
Elements are generally filled with smaller vessels H Hangars - This denotes how many Flights of
that often have to band together to engage the Bombers or Interceptors are available as a result
enemy effectively. of fielding this Element. Some Elements, such
as Carriers or Massive Elements, have a high
Remember, unless otherwise noted, ALL Battle capacity flight bays.
Groups MUST contain at least 1x Capital Element
AND 1x Non-Capital Element. The Designation Boarding Craft - This section notes how many
of Small, Medium, Large or Massive effects how Boarding Craft Tokens an Element has at the start
manoeuvrable the Element is (see the Movement of a game. These Tokens should be stacked on an
Segment on PAGE 78). Element's Base until they are launched towards
the enemy or lost during a boarding defence.
D Points Cost - The cost of each Element included
in the Fleet is added together and the total must Security Detail - This section shows the number
not exceed the agreed Maximum Fleet Value of security personnel tasked with defending an
(MFV) - See PAGE 48 for more details. Element from incoming boarding attacks. This
number is constant in the game, but can be
E Movement - This shows the maximum number of increased by launching Relief Boarding Actions or
inches an Element can move during its Activation. by sacrificing one of an Element's Boarding Craft
Tokens to 'repel boarders'.

22 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
rnE HAlO uN1vERsE I GAME BAs1cs ■Hnij•MHl@IIH rtm Bu1t□1NG I coMMAN□ERs tt HERoEs I TERRAIN I PRE-GAME sET-uP

UNSC Supported Epoch Heavy Carrier @ t.O Capital Ship, large (190 PTS □
Systems loadouts©
Carrier Action(3)
Hard Burn(!")

-
Missile Barrage*
Point □efonce(6)
Titanium Armour(5)

� Primary Weapon N eapon loadouts Wlii■•mllll


■m■-1111
light MAC 10/20" MAC (I) 12
Secondary Weapon Weapon loadouts
Missile Batteries 12/24" Missiles F* or P+S 15

K System Loadouts - These are the Loadouts that N Weapon Loadouts - This section will show the
are pertinent to the Element and can affect it in Loadouts associated with that weapon. Should an
general game terms. See Appendix 1: Loadouts Element be without a certain type of weapon (such
(PAGE 107). In some cases a Loadout may have a Primary Weapon, for example) the entry will
a Value listed in the parentheses - this Value will show a'-'.
often have an effect on Dice Pools.
0 Weapon Arcs - All Weapons in the game are
L Primary/Secondary Weapon Names - divided into 4 Arcs of Fire: Fore (F), Aft (A), Port
Elements with weapons of these types will have (P) and Starboard (S). Weapons will often have
them named here. Should an Element be without multiple Fire Arcs. If this is the case, they might
a certain type of weapon (such as a Primary have F/P/S in this box representing a weapon that
Weapon for example) the entry will show a'-'. can fire in EITHER the Fore, Port or Starboard Fire
Some Elements may have 'AND' and 'OR' inserted Arcs. Some weapons can fire into BOTH Port (P)
here, referencing an Element's ability to choose and Starboard (S) arcs during the same activation
which weapons it will use during an Activation. (but only as part of different Firing Solutions):
For example, a Covenant ORS Heavy C1·uiser can these are represented in the Profile with a P+S
fire a Plasma Lance OR a Plasma Beam when notation. In some instances, where weapons can
Actvated, but not both. fire in any Arc, the All notation will be used.

M Primary/Secondary Weapon Ranges - Elements p Weapon Dice - In this entry, each weapon used
with weapons of these types will have the Short will have a number of Dice allocated to it. This
and Long Ranges their weapons can fire listed will allow certain weapons to be'combined' to
here, with Short Range listed first and Long Range give larger totals. These Dice can only ever be
listed second. If an Element has a weapon that combined across the Element/Battle Group if they
cannot fire at one of these ranges, or lacks a are the same Weapon Name (although in certain
Primary or Secondary weapon altogether, the circumstances prefixes may be ignored). These
Range entry will show a'-'. Dice combine within a Firing Solution to create the
Attack Dice Pools. See the Attack Segment, 82
for more details.

11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
23
THE HAlO UNIVERSE I GAME BASICS ■ij@#MiMIIIH HEH BUllDING I COMMANDERS fi HERDES I TERRAIN I PRE-GAME SET-UP

The Range between Elements is measured from the


centre of the Element Formation Base that is firing
to the centre of the Formation Base being fired at
(see the diagram, left). This is often referred to as
measuring centre to centre. More on Measuring can
be found in the Attack Segment chapter on PAGE 82.

ANATOMY OF A FORMATION BASE OVERlAY


A Formation Base Overlay is used to show where
individual vessels are placed on the Base, and assist
players in determining their Fire Arcs. Note: Elements
with multiple vessels on their base are considered to
be a single entity for the purposes of the game rules.

RANGES AN □ MEASUREMENT
A Faction - This is also colour-coded to the Faction.
Grey for UNSC and Purple for Covenant.

B Element Name - This names the type of Element,


Range in Halo: Fleet Battles is the distance, and also any named Formation being used.
measured in inches from centre of a Formation Base
to centre of a Formation Base, along which a Sighting C Capital Ship Indicator
Action is measured (see the Attacks Segment
chapter). Weapons in Halo: Fleet Battles will have D Build Rating - Used in the creation of Battle
varying ranges depending on their type. Groups and for calculating Victory Points in the
End Phase of a Game Tum.
The Range of a weapon can be found listed on an
Element Profile (see PAGE 22), and is simply divided E Ship Size - Whether an Element is Small,
into two types: Short and Long. Medium, Large or Massive effects how
manoeuvrable the Element is (see the Movement
Segment, PAGE 78 for more details).
SHORT RANGE
This is the most effective Range for a given weapon, F Movement - This box shows the movement, in
measured from O" to the listed value. Depending Inches, of the Element.
on a Loadout, some weapons may gain a +1 to the
Firepower Rating when firing at this Range (explained G Damage Track - This section shows how many
in the Attack Segment chapter - see PAGE 82). Successes are needed to cause damage to an
Element. Multiple Values will mainly be shown.

lONG RANGE H Hangars - This number indicates the number of


This is the maximum Range of a weapon, measured Flight Slots - and by extension, Flights - the ship
immediately after the value listed as Short Range, but can house and therefore deploy.
no further than the value listed for Long Range. Some
Loadouts may apply a -1 modifier to the Firepower Centre Point - Where the dashed Arc lines cross
Rating when firing at this Range. (or would cross, if it has been replaced by a Peg
Hole), is the point from which the Element makes
all of its measurements.

24 I'''' I''''I''''I''''I''''I''''I''''I1111I1111I''''I'111I''''I''''I''''I''''I''''I''''I''''I'111I'''1 ! 1111 ! 1111I1111I


fORE
STATES OF AN HEMENT
During the course of a game, an Element can exist in
a number of States and these are: Ready to Activate,
Activated or Destroyed.

READY TO ACTIVATE
Ready to Activate Elements are identified by their
lack of an Activated Token. At the start of any
Game Turn, all Elements should be considered to
be in a Ready to Activate State, unless a specific
gaming/Scenario condition applies.

AFT ACTIVATE□
Activated Elements belong to a Battle Group that
J Peg Hole Cut Outs - This will show where the flight has an Activated Token placed on it. When in the
pegs go and therefore the models too! Activated State, the Element may not Activate again
during the Game Turn, unless a specific Scenario
K Arcs of Fire - These show the Arcs of Fire of the condition contradicts this rule.
Element, divided into Fore, Aft, Port and Starboard
Arcs. Solid colours indicate the Fire Arcs from
which the Element may fire. Primary weapons OESTROYrn
arcs, where present, are shown in blue. When an Element has the same number of Damage
Markers as Values on its Damage Track, or if an
Secondary weapon arcs are shown in the Faction Element suffers a Critical Core Breach, an Element
colour (Grey for UNSC, Purple for Covenant). has been Destroyed and is immediately removed
from the Battlefield and placed in the Scrapyard.
Some Overlays may show a third colour if needed, Unless otherwise specified, all Boarding Craft on the
such as above, where the darker blue indicates a Element (or Section in the case of Massive Models)
special Loadout option is present. are Expelled Into Space (see PAGE 100).

11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
25
� rnrn,w uNivrnsE I MMrn�1cs ■Mm11111111 ,,m ,m,m"" 1 ,,...,,E,mrnuEs I TERRAIN I PRE-MME m-uT

THE SCRAPYARD □ICE MECHANICS


This term is applied to an area outside of the
Battlefield where you store Elements and, most Halo: Fleet Batt/es uses different dice to generate a
importantly, Flight Tokens, that have been Destroyed series of randomised results when playing the game,
during a game. It is from this location that players thus simulating the chaos of a space battle, varying
can potentially, due to Loadouts like Carrier Action or skill levels of crew members, and much more. This
Scenario conditions such as Reinforcements, bring means that you can never completely predict the
Flight Tokens or Elements back. outcome of any action!

CRITICAl CORE BREACH HAlO □ ICE


An Elements that explodes in this way is torn apart in Halo: Fleet Battles uses a set of custom six-sided
a cataclysmic series of detonations. The Element is dice for most Attack and Defence dice rolls. These
removed from play and all Elements within 8" suffer custom dice are referred to throughout the rules as
an out-of-sequence Attack, with an Attack Dice Pool Halo Dice. These dice have one side marked with 12]
equal to the Element's combined its Initial Damage (Fail), two sides marked with� (Miss), two sides
Values, as listed on the Element's Profile, using a marked with� (Success), and one side marked with
Firepower Rating of 5. � (an Exploding result).

All Boarding craft on board must make a Heroic Save


or be lost, with those who survive being Expelled
Into Space (see PAGE 100). All Wings within 8" are
automatically Destroyed.
FAil MISS SUCCESS EXPlODING
For example, a UNSC Marathon Heavy Cruiser
Element detonates, and its Damage Track was 6 •
6 • 3, which means any Element within 8" suffers ORDER DICE
an Attack of 15 using a Firepower Rating of 5. Halo: Fleet Battles also includes a custom set of
Fortunately there are no Boarding Craft on board, Order Dice. These Dice are used in the Order Dice
but any Wings (friendly or enemy) within 8" must be Phase, and may be used to activate the command
removed from the Battlefield. issued by Fleet Commanders or Heroic Characters
present during a battle. Order Dice can also be used
to help determine Initiative.
WRECKED
Some Elements are so large that they do not become
Destroyed, rather they become Wrecked instead.
These elements are usually Massive in size, and the
Wrecked rules refer to Wrecked individual Formation
Bases that form part of the Massive Element. ROlllNG A 06
On occasion, you will use 'normal' six-sided dice
Wrecked Elements may not build any Attack or - each of the 6 sides are individually numbered
Defense Pools, but MAY still launch Boarding Actions from 1 to 6. Singly, these are referred to as a 'D6'.
with any remaining Boarding Craft (as these troops If a number precedes the 'D6', roll that many dice.
attempt to abandon ship) during the Attack Segment. For example, if called upon to roll 2D6, you should
See PAGE 82 for more details. roll TWO six-sided dice and add the result together.
The most common reason to roll D6 is to determine
Initiative at the beginning of a Game Turn.

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26
□ICE POOlS THE FIREPOWER RATING
Most of the time in Halo: Fleet Battles, you will be
rolling multiple Halo Dice at once. The number of The Firepower Rating is referred to when determining
dice you are rolling for a given task is called the Dice how a Dice Pool will be resolved. All Dice Pools start
Pool. For example, when rolling to Attack, you will at a default Firepower Rating of 4, and this Rating
gather your dice and roll an Attack Dice Pool, and may go up or down based on effects during a game.
when rolling to Defend against an attack, you will roll
a Defence Dice Pool.
RATING 1- IMPOSSIBlE ROll
When rolling a Dice Pool, roll all of the Dice in the At this Rating the Dice Pool cannot be rolled. The
pool together, this is called the Initial Dice Roll. circumstances are too bad for any hope of success.
Following this, re-roll any dice due to game effects
such as Exploding Rolls, and then total the number of RATING 2 - WEAKENED ROll
Successes together. A Weakened Roll counts every INITIAL result of a
Success ( �)and Exploding result ( �)counts as
ONE Success, and no rerolls are permitted due to the
DETERMINING RESUllS dice results.
To determine the result of a Halo Dice roll, you must
first determine the number of Successes. These RATING 3 - CRUSHING Rall
Successes are then compared to a target number (for A Crushing Roll counts every INITIAL result of a Success
example, the active Value on a ship's Damage Track) (�)as a Success, but each Exploding result ( �)
to determine the effect. The exact method varies with as TWO Successes, with no rerolls awarded due to the
the effectiveness of the attack, defence, or situation dice results.
being rolled for, and this is manifested in the game
through what we call the Firepower Rating. RATING 4 - EXPlOOING ROll
The Exploding Roll is the default Rating for all Dice
Pool rolls, unless a specific gaming condition modifies
this. An Explodin�II counts every INITIAL�as
a Success. Each� counts as TWO Successes
AND allows you to re-roll one die showing a�- The
mechanic works as follows:

11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
27
�I
nJ�ijl �. THE HAlD UNIVERSE I GAME BASICS •�mllBWuil FlETE BUILDING I COMMANDrnS a HERDES TERRAN I 'RE-GAME SIT-UP

1 Roll your Initial Dice Pool.


2 Set aside all dice that show� or that show 12].
[IRE
r POWER RATING TABlE
3 Count the number of dice showing� and Re-roll
that many dice showing�-
4 If a re-rolled dice now shows�. you may re-roll
1111 1/f!l1'1lij0iiijlllll
•1111111•••11•• ._______

an additional� (assuming at least one remains) IMPOSSIBlE ROll


5 Count up the total number of� symbols.
Remember that each� counts as TWO. This is No Dice are rolled!
the number of Successes you have.
WEAKENED ROll

EXPlO□ING ROll EXAMPlE Each� counts as 1 Success


A player rolls a pool of 5 Dice at Firepower 4 2
and the result is l�l@l 0 �-
Each [i] counts as 1 Success
S�side the Success ( � )and Fails No rerolls are permitted
( lQ.M), the Exploding result (�)allows
them to reroll the�--· and they roll another CRUSHING ROll
�- Because they now have an additional
Exploding result, they would be allowed to Each� counts as 2 Successes
reroll an additional Miss ( �)result. However, 3
there are no more Miss results to reroll, so the Each [i] counts as 1 Success
player now calculates their Successes:
No rerolls are permitted
1 x� = 1 Success. 2 x� = 4 Successes.
The total is 5 Successes. EXPlODING ROll (DHAUlT ROll)

Each� counts as 2 Successes


RATING 5 - DEVASTATING ROll
The Devastating Roll follows the same mechanics as
Each [i] counts as 1 Success
above except, when re-rollin�ce due to an�. a
You can reroll one� for each�
player may reroll any� or l2J
results. This makes a
Devastating Roll very powerful!
DEVASTATING ROll

Each� counts as 2 Successes


OEVASTATING ROll EXAMPlE 5
A player rolls a pool of 5 Dice at Firepower 5 Each� counts as 1 Success
and the result is�-
You can a reroll a � or [QJ for each�
Setting aside the Success (�),the Exploding
result ( �)allo�layer to reroll either
one of the Fails ( lQ.M) or the Miss ( �)...
They reroll and the result is�.Because they
now have another E�odi�esult, they can
reroll an additional l2Jor l@ result. T� do
so and roll a�- Having used all their�
rerolls, they now calculate their Successes.
2 x� = 2 Successes. 2 x� = 4 Successes.
The total is 6 Successes.

28 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
RE-ROlLING INITIAl □ ICE Should the player roll a�. the Damage the target
has actually suffered is a Critical Hit, meaning the
attack has reached a vital ship-board system that
In some cases, players may be able to re-roll Initial weakens the structural integrity of the Element,
Dice due to Loadouts, Orders or other gaming effects. leaving it even more open to subsequent attack.
The re-rolled dice may be chosen from any of the dice
rolled and can be a great way of improving the effect For each Critical Hit inflicted, the target Element
of a dice roll. also gains a Vulnerable Token immediately. This can
potentially be repaired during the End Phase (see

DAMAGE TOKENS AN □ SUCCESSES


the rules for repairing Vulnerable Tokens in the End
Phase chapter on PAGE 102).

As a battle unfolds, all vessels are expected to take CRITICAl HITS AN □ AFT ATTACKS
Damage, be it from incoming fire, terrain collisions Should ALL weapons taking part in a Firing Solution
or even the massive explosions of nearby vessels. be located in the Aft Arc of a target Element, and the
Elements with a Damage Token lower the number of Attack causes Damage, the likelihood of a Critical Hit
Successes in ANY Attacking Dice Pool by the number is increased. When rolling to determine if a Critical Hit
of Damage Tokens present. This is explained in more has been caused, a roll of� or� will result in the
detail in the Attack Segment chapter on PAGE 82. target Element gaining a Vulnerable Token. Collisions,
Attack Runs and Boarding Assaults may NEVER claim
an Aft Attack bonus.

TAKING A CRITICAl ROll


lAST GASP!
If, at any time, an Element takes a Damage Token, be When the final Damage Value of a Large or Massive
it from collisions with various forms ofTerrain, from Element is beaten�u MUST roll a single Attack Dice.
an Attack Run by Bombers, weapon fire from Battle On the result of a�. the Element has not only been
Groups, or special boarding effects, the opposing Destroyed, but it also explodes using the Critical Core
player must ALWAYS roll a single Halo Dice after EACH Breach rules (see PAGE 26), although instead of the
Damage Token is applied to see whether the Damage usual 8" range of the explosion, it is localised to 4".
produced any Critical Hits.

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29
VUlNERABlE TOKENS
During the chaos of a battle, all manner of explosions
and chaos can occur, some deliberate acts of
sabotage and some accidental damage incurred
as a result of forces clashing on board. Elements in
Halo: Fleet Battles are affected differently when they
become Vulnerable.

ElEMENTS WITH VUlNERABlE TOKENS


An Element with Vulnerable Tokens lowers the
number of successes in ANY Defending Dice Pool by
the Number of Vulnerable Tokens present. Note: The
Damage Track of the Element is NOT affected.

As you can see, these Tokens have nasty combined


effects and a player should attempt to individually
repair each Vulnerable Token during the End Phase.
See PAGE 102 for more details on removing
Vulnerable Tokens.

I1111 l1111 l''''I''''I1111 l1111 l''''I''''I''''I''''I''''I''''I1' '1 l''''I''''I'''' I''''I''''I''''I'''' I''''I''''I''''I


30
THE HAlO UNIVERSE I GAME BASICS ■H@1Mjij:@nH FLEET BUILDING I COMMANOERS 6 HEROES I TERRAIN I PRE-GAME SH-UP

SUMMARY
The Core Mechanics chapter details the
fundamental rules of Halo: Fleet Battles. These
will be referred to throughout the remainder of the
rulebook, and a player should be thoroughly familiar
with the contents of this chapter.

Some of the important points to remember:

► Games are made up of Game Turns


► Play Alternates between players at all times
► Small craft are represented by Flight Tokens
which are in turn compiled into Wings for greater
effectiveness in game
► Models fit on to Formation Bases which are then
called Elements and Elements are combined
together to form Battle Groups and Battle Groups
will form a Fleet
► Battle Groups MUST contain at least one Capital
Element and at least one Non-Capital Element
► A Battle Groups cannot exceed a BR of 6
► A Fleet MUST be led by a Fleet Commander
► Heroic Characters may be added
► Most Dice Pool rolls are during a game are made
using Firepower Rating 4
► In many cases, a dice result of� is worth TWO
Successes AND may allow you to reroll a[@
► Critical Hits can add Vulnerable Tokens to an
Element which weakens them
► Damage Tokens negatively affect the Attacking
Dice Pool totals.
► Vulnerable Tokens negatively affect Defence
Dice Pool totals.

FLEET ADMIRAL TERRENCE HODO


COMMANDER IN CHIEF OF THE UNSC NAVY

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31
f lEET BUllDING
Building a winning Fleet in Halo: Fleet Battles
requires careful planning and thought. Victory is
THE MAXIMUM HEH VAlUE (MFV)
reliant on choosing the right formations for battle, and
remember that the effectiveness of a Fleet can be Prior to starting a game, players will need to build their
influenced by the Fleet Commander chosen to lead Fleets. While this can be done just before the game
it during the heat of battle. See the Commanders & begins, it is most often something a player does in
Heroes chapter on PAGE 39 for details. advance of a game session. The starting point for this
is called the Maximum Fleet Value (MFV).
In Halo: Fleet Battles, Models are formed into
Elements, Elements are grouped together to form The MFV is the total number of points each player
Battle Groups, and several Battle Groups are grouped may spend on the different components which
to form a Fleet. These are the simple building blocks will form their Fleets. These components include
of the game. Elements, Fleet Commanders, Heroic Characters and
any other upgrades available to a player's Faction,
There is plenty of opportunity to customise your such as elite boarding troops like Spartans or Zealots.
Fleets to suit your own gameplay, and there are also
historical Halo precedents of various Fleets available. When building a Fleet, a player should keep in mind
Build your Fleets to take part in such conflicts as the the sort of tactics they are looking to utilise. These will
Second Battle of Harvest, the Battle of Sigma Octanus depend on their Faction, and may even be affected
IV, or take part in the brutal and pivotal Fall of Reach. by the enemy they are facing. Players should closely
evaluate the style of Fleet they want to create, and
In your bid to recreate these military encounters, your the role that each Battle Group within a Fleet will
Fleet Commander may be a legendary UNSC leaders play. Will one Battle Group be loaded with long range
such as Lord Hood or Vice Admiral Michael Stanforth, hitting vessels? Will large formations of Interceptors
or a veteran Covenant warrior such as Imperial and Bombers be used? Will another Battle Group be
Admiral Xytan 'Jar Wattinree or veteran Supreme loaded with elite Boarding Craft that streak out ahead
Commander Rho 'Barutamee. of the main Fleet in an attempt to capture and destroy
enemy vessels by bloody force? The choice is yours.

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33
To build a Fleet, players must purchase the Elements
that make up the Battle Groups they want to field.
BATHE GROUPS
Each Element has a cost in points that is listed
under the Element Profile (see the Core Game Battle Groups are the pieces that combine to make a
Mechanics chapter on PAGE 17 for a breakdown of Fleet. Battle Groups can be small or large, but must
an Element Profile). comply with a simple set of rules as follows:

Fleets are created by bolting together Battle Groups, Firstly, Battle Groups can be Standard or Specialist.
and while there are simple guidelines (see later) on Standard Battle Groups are the most common;
how a Battle Group must be formed, a player has meaning these are the most common formations
huge flexibility to make each Battle Group different used by a Faction when bringing the might of their
enough that when brought together, they can space navies to bear. Specialist Battle Groups, on the
synergise on the tabletop. other hand, are rarer, and represent a specific set of
Elements that have been trained in fulfilling a specific
It is from making the most of the synergies within a combat role.
Fleet, and the Fleet Commander chosen to lead it,
that victory is made all the more likely. A player may have as many Standard Battle Groups as
their MFV will allow them to purchase, but may only
take a limited number of Specialist Battle Groups.
See the Building a Scenario chapter on PAGE 48 for
guidelines on setting a Maximum Fleet Value.

SCALES OF WAR

34 I1111 I1111 I 1111 I1111 I1111 l 1111 l 1111 I1111 l 1111 I1111 I1111 I1111 I1111 I1111 l 1111 I1111 l 1111 l 1111 l 1111 l 1111 I1111 l 1111 I''''I
THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS ■mmijjj@il COMMANDERS & HEROES I TERRAIN I PRE-GAME SET-UP

BUil □ RATING Marathon Heavy Cruiser


Elements, which fulfil
the need for at least one
The Build Rating (BR) is an important statistic listed Capital Element in this
on an Element's Profile. Elements of small vessels,
Battle Group

j
like Frigates or Corvettes will generally have a BR
of 1, while Elements of medium and larger ships
will have a BR of 2, 3 or 4. Elements that combine
a larger ship with a Frigate or Corvette acting as a
support vessel will generally have a BR of 4 or 5,
and Elements of massive ships will have a BR of 6 or
potentially even higher.

SHIP ClASS
An Element Profile has a listing for what is called
the Ship Class, and this Class will define an Element
as belonging to one of two categories: Capital and
Non-Capital. In general, Capital ships represent the
larger and more heavily armed ships that form the
backbone of any Fleet, whereas Non-Capital Ships are
Paris Class Frigate Elements
the smaller vessels, often used en-masse or act as
(Arrowhead Formation) -
escorts to provide vital support to their larger, more either of these Frigate
ponderous counterparts. Elements fulfil the need
for a Non-Capital Element
within this Battle Group
MOOH SIZE
An Element's Profile will have listed a size category
that the Element fits into. These are Small, Medium,
Large and Massive. For an Element that has multiple
ships on it, the overall size will be defined by the
largest model on the Element Flight Stand.
Paris Class
The size of an Element is used to determine any Frigate Element
movement restrictions, and can also be used in the (Trident Formation)
Advanced Fleet Building rules at the end of this
chapter. See PAGE 38 for more details on Element
Movement and how size affects it.

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35

THE HALO UNIVERSE I GAME BASICS I CORE MECHANICS ujH:jijjjmlil COMMANOERS & HEROES I TERRAIN I PRE-GAME SET-UP

CREATING A STAN □ AR □ BATHE GROUP SPECIALIST BATTLE GROUPS


When creating a Standard Battle Group, a player must In addition to Standard Battle Groups, it may be
adhere to the following simple rules: possible for a player to take one or more Specialist
Battle Groups. Each Specialist Battle Group
► It MUST contain at least 1 Capital Element represents a unique force, and must adhere to the
(explained on the previous page). following rules:
► It MUST contain at least 1 Non-Capital Element
► The combined Build Rating MUST NOT exceed ► A Fleet may only take 1 Specialist Battle Group
BRG. for every 1 Standard Battle Group they take.
► A Fleet may only contain 1 of each type of
Specialist Battle Group.

AN EXAMPLE OF A STANDARD BATTLE GROUP Specialist Battle Groups will often have custom rules
John is creating a Standard UNSC Battle Group. attached to them, and in some cases this will allow
He decides that he wants to make it relatively the BR of a Battle Group to go beyond 6. The Faction
mobile, but still able to deal out plenty of Appendixes will detail the Specialist Battle Groups
damage. He sees this Battle Group as providing that are available, and their use.
defensive support to the Carrier Battle Group
he has just created, and offensive support to
another Battle Group he is creating that will be
full of elite boarding parties. _,,,. 1" -r
To this end he decides that a mix of Cruisers
and Frigates is needed. He decides to take
two Marathon Heavy Cruiser Elements (BR
of 2 each, and Capital Class) and to this he In the Examples (left, and on the
adds 2 Elements of Paris Class Frigates one opposite page), John first chooses a
in an Arrowhead Formation, the other in a Standard Battle Group, which
Trident Formation (BR of 1 each and Non­ must include at least one Capital
Capital Class). Class Element and at least one Non­
Capital Class Element, and a Build
This is now a finished Battle Group of 2 Rating no greater than 6...
Cruiser Elements and 2 Frigate Elements,
and it satisfies the rules for a Standard Battie STANDARO BATTLE GROUP _____,
Group as it contains at least 1 Element that
is Capital and at least 1 Element that is Non­
Capital, and has a combined Build Rating of
6, the maximum for a Standard Battle Group:
2+2+1+1.

...which then allows him to then add a 'Harpy' Specialist Battle Group,
which does not adhere to the same rules.

SPECIALIST BATTLE GROUP ----

36 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
SOV HEAVY CORVETTE WEAPON SYSTEMS

HEH COMMAN □ ERS


AN □ HEROIC CHARACTERS
For example, continuing to build his UNSC
Fleet, John decides to add a Specialist Battle
Group to his existing Standard Battle Group.
As a fan of Paris Class Frigates he elects to
add a Harpy Battle Group, favoured by Fleet Fleet Commanders are a vital component of Halo:
Commanders in the latter part of the Human­ Fleet Battles, and their personalities and individual
Covenant War. genius can impact the game through the Abilities and
Orders to which they have access. Every Fleet MUST
The Harpy Battle Group consists of 3 x Paris have one Fleet Commander.
Frigate Elements (in Arrowhead formation)
and 3 x Paris Frigate Elements (in Trident Heroic Characters are individuals whose actions can
formation). Each Element has a BR of 1, influence the course of a battle, and a Fleet may
for a total BR of 6. But all the Elements are potentially have more than one.
non-Capital, which is why this formation is
classed as Specialist and can only be taken in Use the following simple table to help calculate how
conjunction with a Standard Battle Group. to add a Fleet Commander or Heroic Character to your
Fleet. You can find more details in the Commanders
& Heroes chapter on PAGE 39.

CORE HEH SPECIAL RULES I I I I I I I I

I I , Points level
Different Factions may have specific rules that change
1 Fleet Commander ALL
the way Battle Groups and Specialist Battle Groups
are formed, or how many of which may be taken. Covenant Heroic 1 per full 1250pts of MFV
Such changes to the rules described in this chapter Characters
will be shown in the UNSC and Covenant Fleet List UNSC Heroic 1 per full 1000pts of MFV
Appendices. In all cases, the Fleet Appendices or Characters
Scenarios take precedence over the rules found in
this chapter.

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THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS IHHl:jijjjnjljl COMMANDERS fi HEROES I TERRAIN I PRE-GAME SET-UP

CREATING AD-HOC BATHE GROUPS Additionally, any Elements previously belonging to a


Specialist Battle Group will lose any of the Special
Rules or Loadouts associated with that Specialist
All Fleet Commanders have the ability to issue what Battle Group.
is called the Form Up Fleet Order during a game.
This is a vitally important Order as it allows a player All Elements ordered to Form Up MUST be within
to take two or more Battle Groups and form them Coherency of each other by the end of the Movement
into a single, new Battle Group. In this way, Battle Segment or become subject to the Broken Coherency
Groups made weak through the loss of Elements rules. See the Movement Segment chapter for more
can be combined into a new Battle Group, thereby details on Coherency.
strengthening their ability to have a continued
effect in-game. Any remaining Elements that are left behind in a
Battle Groups after their fellows have gone off to join
To create an Ad-Hoc Battle Group the Fleet a new Battle Group STILL count as a Battle Group in
Commander will issue the Form Up Order in the their own right.
Execute Orders Step of the Order Dice Phase (see
PAGE 63 for more details on issuing Orders). Any Note: A Battle Group DOES NOT have to have been
new Battle Group created through the Form Up Order weakened by battle damage for a player to perform
MUST follow all the rules for a Standard Battle Group the Form Up Order. A player could be re-building
(it must have at least one Capital and Non-Capital Battle Groups to achieve a different tactical
Element, and must not exceed a combined BR of 6). advantage during a game, perhaps to head off an
offensive move by their opponent.

OPTIONAl RUlE: ADVANCED HEH BUllDING


Players who want a more finely-tuned game In addition to the Minimum Fleet Requirement, all
experience, and who have already played several Factions in Halo: Fleet Battles have a limiting set
games of Halo: Fleet Battles, may consider using of Fleet Maximums that determine the number of
the Advanced Fleet Building Rules. These rules different sized Elements that may be used:
add layers of complexity to the way a Fleet is
constructed. Once an MFV has been set, you need FlEET MAXIMUMS: UNSC
to understand the minimums and maximums of
Small Elements Up to 50% of MFV.
your Fleet:
Medium Elements Up to 50% of MFV.
Large or Massive Elements Up to 40% of MFV.
MINIMUM ANO MAXIMUM HEH REQUIREMENTS 1x Fleet Commander MUST be purchased.
All Fleets, no matter what Faction they represent, 1x Heroic Character may be purchased per full
MUST contain at least: 1OOOpts of MFV.

► 1x Large Element.
► 1x Medium Element. FlEET MAXIMUMS: COVENANT
► 1x Small Element. Small Elements Up to 40% of MFV.
Medium Elements Up to 50% of MFV.
These Elements can belong to the same OR
Large or Massive Elements Up to 50% of MFV.
different Battle Groups, but across the Fleet there
1x Fleet Commander MUST be purchased.
must be one of each size of Element.
1x Heroic Character may be purchased per full
125Opts of MFV.

38 11111I1111I111II111111111111111111111111111111111111111111111111111111111111111111111I1111I11111
1 II1 1111111111111111
COMMANDERS 6 HEROES
Fleets in Halo: Fleet Battles are controlled by Fleet ONE Fleet Commander must be purchased no matter
Commanders, individuals capable of inspiring those what the Maximum Fleet Value size of a game of
under their command through a mixture of personal Halo: Fleet Battles and the points cost of the Fleet
charisma and tactical genius. Every Fleet is led by a Commander is added to the points costs of your
single Fleet Commander. The Fleet Commander will chosen Elements and when calculating your MFV.
govern a number of things during a game:
Over time different Fleet Commanders will be made
► The size of bonus when players roll Initiative. available in Halo: Fleet Battles. Some examples of
► How many elite Boarding Specialists are available famous leaders include:
to a Fleet.
► Standard Orders available. THE UNSC
► Special Orders available. ► Fleet Admiral Terrence Hood - Commander in
► Unique Abilities. Chief of the UNSC Navy.
► Admiral Preston Cole - Legendary Commander of
the Outer Colony Defensive Fleets.

CHOOSING A HEH COMMANDER ► Vice Admiral Michael Stanforth - Commander of


UNSC fleet at Reach.
► Vice Admiral Danforth Whitcomb - Commander of
All Fleets are led by a Fleet Commander and this is Earth's Home Fleet.
the first thing you will add to your Fleet. You CANNOT
field a Fleet in Halo: Fleet Battles without a Fleet THE COVENANT
Commander, and this leader is most commonly not ► Xytan 'Jar Watinree - Imperial Admiral of the
present on the Battlefield. This individual is located Combined Fleet of Righteous Purpose.
on a military base, massive spaceship, space ► Rho 'Barutamee - Supreme Commander of the
installation or even a ground installation. As much Fleet of Valiant Prudence.
as you may want to kill the Fleet Commander of your ► Thel 'Vadamee - Supreme Commander of the
opponent - it is not going to happen. Fleet of Particular Justice.

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39
I! THE HALO UNIVERSE I GAME BASICS I CORE MECHANICS I FlEET BUILDING COMMANDERS 6 HEROES TERRAIN I PRE-GAME SET-UP

USING A HEET COMMANDER


Once you have chosen who will lead your
Fleet, you need to know when to use them.
This is situational and will depend on
what Phase of a Game Turn you are in.
I �PARTANS: 0-1 per full
For example, when calculating Initiative 1000 Paints I 4 VPs KIA EACH
SPARTAN COSTS +100 Paints
(see PAGE 64) you can use the Command
Dice of your Fleet Commander to add STANDARD DRDERS SPEC/Al ORDERS
bonuses, the Focused Attack Order can Q D FOCUSED ATTACK
only be used in the Attacks Segment or An Element may re-roll up to
TWO
mam PREPARE FOR BOARDERS!
Boarding Resolution Phase. Chapters Attack Dice. These dice may only Increase the Security Detail pres
re-rolled once. This Order is iss be on-board a single friendly Capitalent
detailing the different Phases of a Game ued Element by +4 for this Tum. This
a_fter any Initial Dice are rolled during
Turn will show when Fleet Commander must be issued during the OrdersOrder
Orders may be used.
Q either the Attack Segment or the
of theBoarding Resolution Phase. Step
Boarding Resolution Phase.

8 BRACE! BRACE! BRACE! aaa TAKE IT TO THEM!


When targeted by a firing Soluti Increase theAttack Dice of EACH
ANATOMY Of A HEH
on or friendly Security Detail on-board a
0 when Colliding with Terrain, the

COMMAN □ ER □ ATA SHEET


number of Attack successes rolledtotal target enemy Element by +2. This O
against the nominated target is re must be issued during the Orders rder
duced of Step

EJ
by-2. This Order must be issue theBoarding Resolution Phase.
d before
any Initial Attack Dice Roll.
Here is an example Data Sheet for il FORM UPI UNIQUE ABIUTY
Vice Admiral Michael Stanforth, The fleet Commander may order ViceAdmiral Stanforth galvan
the ised
re-building of a Battle Group up the UNSC forces at Reach into
Commander of UNSC fleet at Reach. to a a
max,mumBRof6.See theAd-ho formidable force using a combination
Let's look at the different sections cB
Groups rules in the rulebook. This Ordeattle of raw charisma and intuitive
that make up his UNSC Fleet must be issued during the Execu r command skills. Stanforth may
Commander Data Sheet: Orders Step of the Order Dice Ph te re-roll TWD fleet Orders Dice once
ase. per Tum. The second result MUST
be accepted.
© 2015 Micros
A Fleet Commander Illustration oft Corporatio n. \9 2015 Spart;;in
Garnes.
P1064

B Fleet Commander Name and Rank - In this case,


Vice Admiral Michael Stanforth and the name of E Order Dice Squares - This is where unspent Order
his Flagship. Dice are placed after rolling them in the Order
Dice Phase - see PAGE 63 for more details. The
C Points Cost - The addition of Vice Admiral results should be shown face up and only removed
Stanforth to a Fleet costs 100 Points, and this from the Data Sheet when they are spent on
number is added to the points total for Elements issuing an Order. Some Data Sheets, especially
and/or upgrades when calculating the MFV. those belonging to Heroic Characters, may have
fewer slots and therefore fewer Order Dice.
D Boarding Specialist Available - In this case, Vice
Admiral Stanforth has access to 0-1 Spartans that F General Order Dice Square - This slot (with a
are available per full 1000 Points. Any Spartans wider and different-coloured border) denotes
taken may be distributed across a Fleet he is Order Dice that may be shared across a Fleet.
commanding, replacing a normal Boarding Craft
with an elite one. Each Spartan has a Points Cost G Standard Orders - In this section, the Orders
(in addition to the Fleet Commander's cost), and available to all UNSC Commanders are noted,
this total MUST be added to a Fleet's overall MFV. along with the relevant cost in Order Dice.

40 l1111lI111 l ''''l''''l''''l''' 'l''''l''''l''' 1l''1 1l''1' I '1''l'1 ''l''''l''''l11I1l'' ''l''''l1'1 1l 1111l'''1l''1'l''''I


H Special Orders - These are Orders that are For example, Fred and Kelly have set their
specific to the named Fleet Commander/Heroic MFV at 1500 Points. They use the Fleet
Character. For example, Vice Admiral Stanforth Commanders from the Halo: Fleet Battles,
can issue a Prepare For Boarders! Order to Fall of Reach Two Player Battle Box, giving
increase the Security Detail on board a single them Vice Admiral Stanforth and Supreme
friendly Capital Element by +4 for a Game Turn. Commander Rho 'Baratumee. Based on the
size of game they are playing, they can both
Unique Abilities - This contains some background choose one Heroic Character if they have one
information about the character, and lists any available. Fred, playing a UNSC Fleet, chooses
Special Rules they may utilise in their play-style. the Al Cortana, hoping that her tactical abilities
will help him during the battle. Covenant
player Kelly, deciding that inspiration is needed

HEROIC CHARACTERS more than tactics, adds a Minor Prophet -


The Prophet of Objection - to his Fleet.

The Halo Universe is an expansive one, and over the


years a multitude of exciting characters and heroes Caution must be used when selecting your Heroic
have evolved. In Halo: Fleet Battles we call these Characters. Some are off-table, some are on planets,
brave (and sometimes infamous) individuals Heroic but some are on board vessels and, unlike Fleet
Characters. Commanders, these individuals CAN be lost or killed
during a game of Halo: Fleet Battles. Such a loss
They can range from living legends to artificial of a heroic individual can send shockwaves through
intelligences, but no matter what form they take, they a Fleet, so be cautious with their use. Examples of
are all memorable. Heroic Characters are added to a Heroic Characters include:
game based on the size of MFV being played:
THE UNSC:
► ONE Covenant Heroic Character may be added to ► The Master Chief - John-117, penultimate
the Fleet per full 1250 Points of MFV fielded Spartan super-soldier.
► Cortana - Advanced artificial intelligence.
► ONE UNSC Heroic Character may be added to the ► Captain Keyes - Stalwart commander and hero.
Fleet per full 1000 Points of MFV fielded

I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I1111 I'''' I1111 I1111 I1111 I1111 I1111 I1111 I
41
THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I FlEET BUllOING COMMANDERS 6 HEROES TERRAIN I PRE-GAME SET-UP

THE COVENANT
► Prophet of Stewardship - an Ambitious - .
'
r.
c,,-' ' I �lk

·,: ·
j
-'L.l.;_.*
r'
minor Prophet. '· ..: VICE AOMIRAl- UNSC lEVIATHAN

-.,. MICHAEL STANFORTH


• ,
► Arda 'Moretumee - Skilled shipmaster. !OD POINTS
► Seeker - Counter-cyberintrusion system.
SPARTANS: 0·1 per full !ODO Points/ 4 VPs KIA EACH SPARTAN COSTS +100 Points

USING A HEROIC CHARACTER STANOARO ORDERS


l',;IFOCUSEO ATTACK
SPECIAl ORDERS
l\JEPREPAREfORBOARDERSI
Once you have chosen what Characters will be AnElementmayre-mll up tolWO
AttackOice.lhese dice mayonlybe
included in your Fleet, you need to know when to use re-mlledonce.lhisOrder is issued
them. This is situational and will depend on what alter anylnitialOice aremlleddurin

aaa TAKE nm THEM!


either theAttackSegment or th
Phase of a Game Turn you are in. Each chapter that Boarding ResolutionPhase
details a different Phase of a Game Turn will show li1 BRACE! BRACE! 8
when the Orders issued by a Heroic Character can W hen targetedbyafiri
whenColliding with le
Increase the Attack Dice of fACH


be issued. numberofAttacksuc
against the nominate
friendly Security Detail on-board a
by-1.lhisOrder must
anylnitialAttackOice
target enemy Element by +2. This Order
must be issued during the Orders Ste
ORDERS Eil FORM up;
lhefleetCommandermayor of the Boarding Resolution Phase.
re-builoingofaBattleGroupup
maximumBRol6.See theAd-hocBa
Gmupsrulesinthe rulebook.lhisOrder
Orders are a vitally important aspect of Halo: Fleet must be issued during the Exec�, re-mll 1Wirn--.-t111Ce
Battles, as they represent the influence of Fleet OrdersStepoltheOrderOicePhase. perlurn. lhe second resultMUST
be accepted.
Commanders and Heroic Characters to control and
manipulate the military assets they have brought to a � '.:'015 Mi...n:,,:,ofl Corpor;;1;0,,. � 2015 Sp�rtan Gan1&'i..

space battle. There are two types of Orders: Standard

ROUING ORDER □ ICE


Orders and Special Orders.

Standard Orders represent the tactics, training and


stratagems of a particular Fleet, and different Fleets
will have access to a different mix of Standard Orders. All Fleet Commanders and Heroic Characters roll their
An example of Standard Orders includes Form Up, respective number of Order Dice. These dice have
Brace! Brace! Brace! and Focused Attack. three distinct icons upon their faces, representing
Attack, Defence and Command.
Special Orders represent the skill, insight, and tactical
genius of a particular Fleet Commander or Heroic The result of this roll creates what is called the Order
Characters. These Orders will be listed on individual Dice Pool, and it is the use of these dice and their
Heroic Characters. An example of a Special Order is icons that dictate how a Fleet Commander or Heroic
Rho 'Barutamee's Fix Those Defences! Order. Character can issue Standard or Special Orders. All
Orders in Halo: Fleet Battles are marked with the
In addition to their Orders, you will also see that Fleet different dice symbols required to issue the Order.
Commanders and Heroic Characters will have their
own Unique Abilities. These manifest in a variety of In the Order Dice Phase of a game, players will roll
ways, such as Rho 'Barutamee's ability allows him to a number of Order Dice for each Fleet Commander
re-roll an Initiative die if he is unhappy with the result. and Heroic Character, placing those rolled dice results
onto the Commander or Character's Data Sheet. Later
in a Game Turn, these dice may be spent by a player
to issue Orders - see the Order Dice Phase chapter
on PAGE 63 for more details.

42 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
To use an Order, a player must have the Order Dice Spending Orders Dice to assist with whatever is
available on their Data Sheet showing the icons happening during a battle can be a powerful boost,
required to issue that Order. Once spent, these dice but this must be balanced with the player's desire to
are removed from the card, and may not be used save certain dice to issue the specific Orders they may
again in the same Turn. When issuing an Order, the have planned for later in the Turn. It will always be a
dice spent to issue the order must all come from one tactical choice.
Fleet Commander or Heroic Character.

IMPORTANT NOTE: Some Data Cards feature


KEEPING YOUR DICE
a colour-coded General Order Dice square, or
squares. The Order Dice placed in these may Order Dice are kept at the discretion of a player and
be used in conjunction with another Data Card they therefore DO NOT have to be re-rolled at the
that features the same coloured square. This beginning of each Turn. This is important as some of
is the ONLY time that Order Dice may be used the more powerful Orders are difficult to execute, and
across different Fleet Commander or Heroic it may take a number of turns to generate the Order
Characters when issuing Orders. Dice needed to execute the Order.

Each Order will also specify when, in a Game Turn, it


may be played. For example, UNSC Fleet Commander For example, in the first Turn of a game, Jorge
Vice Admiral Michael Stanforth may issue the Special rolls five Order Dice and puts them onto his

aaa
Order Take It To Them (see opposite page). This Order Fleet Commander card. At the beginning of the
requires three Attack results ( ) in order next Turn, Jorge can choose to re-roll all the
to be used, and this Order may only be issued in the Order Dice including those left unused on the
Orders Step of the Boarding Resolution Phase. Commander Card or roll just a few, keeping
some of the unused Dice back in preparation
After the Orders Dice have been rolled, a player for an important Order later in the game.
should think carefully about how best the dice icons
may be spent through a Game Turn to issue Orders.

I1111 l 1111 l 1111I1111I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I'''' l 1111I'''' l 1111I 1 111I111' I


43
TERRAIN
Space is vast, and whilst most battles will take place
in the black emptiness of the Halo Universe, some
PlACEMENT OF TERRAIN
of the more titanic struggles will centre in and about
strategic locations, such as planets, moons, asteroid All placement ofTerrain is noted in the relevant
fields and space stations. Scenario being played. However, players should feel
free to add or remove Terrain if they wish to better
A good Fleet Commander will work around these utilise the Terrain they have available to them. More
space obstacles, but a brilliant one will create on setting up a Battlefield for play is detailed in the
advantage from anything they find on the battlefield Pre-Game Set Up chapter on PAGE 48.
that can be used to defeat their opponent.
Terrain makes a Battlefield more fun to play in, is
more aesthetically pleasing to look at, and most
importantly, more tactically rich in terms of gameplay.
TERRAIN FOOTPRINTS
Terrain in Halo: Fleet Battles comes in a variety of To make using Terrain in your Battlefields simple
options, ranging from asteroid fields (such as in the we have defined three basic categories, or 'Terrain
engagements around Eridanus II), to wreckage from Footprints' as we will refer to them. However, they are
past or continuing battles (as with the ship wreckage only a recommended guide. As players build their own
created at the Fall of Reach), or even giant gas Terrain collections, they should tailor them to meet
clouds, space stations or other space phenomena. their Battlefields and the size of their games.

Whatever form it takes, Terrain provides both ► Small Terrain should fit within - or be equivalent
opportunities and dangers for Fleet Commanders. in size to - a circle roughly 2.5" by 2.5"
In terms of gameplay, Terrain generally impedes the ► Medium Terrain should fit within - or be
movement of ships and impacts the accuracy and/ equivalent in size to - a circle roughly 4" by 4"
or effectiveness of weapon systems. Therefore a ► Large Terrain should fit within - or be equivalent
tactically adept Fleet Commander should ensure in size to - an ellipse roughly 8" by 5"
that these problems are much more serious for their
opponent than for themselves.

44 I''''I''''I''''l'''il''''I'lllllll lllllljll lljll I I jlllll ''''I''''l''''l'llll''''l'lll1111111111111111111111111111111


THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I flEET BUll□ING I COMMANDERS 6 HEROES IIDilll PRE-GAME SET-UP

TERRAIN TYPES
ASTEROID FIHD
An Asteroid field is a region of floating space rocks.
Perhaps they occurred naturally, or perhaps they
were brought together by someone for a strategic
purpose. It is not uncommon for factions to build
installations on Asteroids. Whatever the reason for
the rocks being there, they remain together in a loose
group, and are great to hide behind.
Examples of Asteroid
Template Size Any. field templates
Shooting Shooting through an Asteroid Field
imposes a -2 penalty to the
Firepower Rating.
Movement Elements moving through an
Asteroid Field at above half speed An example of a Gaseous Cloud template
suffer an Attack Dice Pool of 10
using a Firepower Rating of 4.

GASEOUS ClOUD
A Gaseous Cloud is a region of increased particle
density in space. As a very low density object, Gas
Clouds impose NO restrictions at all on Movement,
but do impede shooting.

Template Size Commonly Large.


Shooting Shooting through a Gas Cloud
imposes a -1 penalty to the
Firepower Rating.
Movement Elements moving through a Gas
Cloud suffer NO penalties.

DEBRIS FIElD
A Debris Field is the remnant of an accident or battle
in space. It consists of pieces of floating space junk,
derelict fighters, or anything of a similar size.

Template Size Medium or Large.


Shooting Shooting through a Debris Field
imposes a -2 penalty to the
Firepower Rating.
Movement Elements moving through a Debris Examples of □ebris field
Field at above half speed suffer templates
an Attack Dice Pool of 15 using a
Firepower Rating of 3.

I''''I''''I''''I''''I1111I'111I1111I1111I 1111I'111I''''I1'''I1111l1'''l'''1I''1'I111' I'1' 1I111'I'1''I111'I1'''l1''1I 45


THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I FlEET BUll□ING I COMMANDERS fi HEROES IIDi1II PRE-GAME SET-UP

WRECKAGE FIElD
A Wreckage Field is the dense remains of a violent
battle. It consists of one or several destroyed vessels,
mostly intact but with gaping holes, and definitely with
no signs of life.

Template Size Small or Medium.


Shooting Shooting through a Wreckage Field
imposes a -3 penalty to the
Firepower Rating.
Movement Elements moving through a
Examples of Wreckage Wreckage Field at above half speed
Field templates suffer an Attack Dice Pool of 15
using a Firepower Rating of 5.

SPACE STATION
All spacefaring Factions commonly build Space
Stations. An example of a Space Station from Halo
would be Anchor 9.

Template Size Small or Medium.


Shooting You cannot shoot through a Space
Station.
Examples of Space Movement If an Element makes contact with a
Station templates Space Station both are Destroyed
and replaced by a Debris Field,
unless a Scenario presents different
rules for handling collisions.

A Space Station is normally decorative or can be part


of a Scenario or Campaign setting.

PlANET/PlANETOID
A small, super-dense planetary body that can act as a
focal point for your Halo: Fleet Battles games. It is a
solid object, and as such ships CANNOT move through
or shoot through it.

Template Size Medium or Large.


Shooting If the Line of Sight (LoS) from an
attacking Element to a target Element
passes through a Planetoid, the target
Element is NOT a valid target.
See PAGE 86 for more details on LoS.
Examples of Planet or Movement Elements attempting to move
Planetoid templates through a Planetoid at any speed are
immediately Destroyed.

11 I I I I ' I I I I ' Ii I I ' I I I I ' I I I I I I I I I ' I I I I " I I I " I I J I I I I I ' I I I 11 I I I I ' I I I I ' I I I I
46 I I
MOVEMENT THROUGH TERRAIN SHOOTING THROUGH TERRAIN
If, during the movement of an Element, ANY part of Terrain impedes weapon accuracy, resulting in a shift
the Element's Formation Base touches ANY part of on the Firepower Rating. This applies if the Line of
the Terrain Footprint, the Element is counted as Sight from ANY attacking Element to ANY valid target
'Moving Through' that Terrain. Element in an enemy Battle Group passes through
ANY part of a Terrain Template. See PAGE 86 for more
When an Element moves through Terrain of any type, about Line of Sight.
it has two options available to it:
Adding plenty of terrain to your games will add to
1. An Element may move at half speed for the the tension of a game of Halo: Fleet Battles and
entire Activation (e.g. if an Element's speed is 10", will open up a myriad of tactical opportunities for
it may move no more than 5" in the Activation it players. Hide behind asteroid fields or use Gaseous
moves through Terrain). formations to negatively impact the Firepower Rating
of your opponents, while you cunningly wait for the
2. If it moves faster than half its speed, it suffers right moment to pounce and destroy them.
an Attack at the listed strength and Firepower
Rating for the Terrain.
IMPORTANT NOTE: Line of Sight is a thin
NOTE: Battle Groups MUST always attempt to remain straight line drawn from the centre point of
in Coherency - see PAGE 80 for more details on the Formation Base of the Firing Element to
Coherency. Therefore, if one Element in a Battle the centre point of the Formation Base of the
Group chooses to move safely at half speed through Target Element. Therefore, if the firing Element
Terrain, it might be the case that the other Elements has its Formation Base centre inside a Terrain
in the Battle Group will also need to move at half Footprint, any modifiers created by that Terrain
speed to retain their Coherency. WILL affect the shot. If the Line of Sight passes
through multiple Terrain pieces, the penalties
to the Firepower Rating will all stack.

I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I
47
PRE-BAME SET-UP
When organising a game of Halo: Fleet Battles, the
players will need to decide on a number of conditions. SIZE OF THE BATTlEFIHO
Like all things, good forward planning will help you As previously stated, the Battlefield is the table area
bring your games together. In this chapter we provide of space in which the battle takes place. While
you with a simple Encounter Scenario, designed to Halo: Fleet Battles can be played on any large table,
introduce new players to the game. we recommend that no edge of the Battlefield is less
than 3', unless a specific Scenario is being played
Beyond that we have an easy to use Scenario which dictates a smaller area.
Generator that will allow you to play more tactical
Scenarios that are randomly selected before a game. Typically a Battlefield will be a table space of around
4' by 4', although it may be enlarged to a 4' by 6' or
even 4' by 8' for bigger engagements.
GAME SIZE
The Game Size is the number of points each player The table below shows the recommended Battlefield
will have to spend on their Fleets. This number, as sizes for various MFV. When players are familiar
discussed in the Fieet Buiiding chapter (PAGE 33), with the game they will be able to determine what
is known as the Maximum Fleet Value (or MFV). The sort of fee/ they like for their games. Generally, the
MFV chosen by the players will dictate two things, the larger the table space compared to the MFV, the
first and most obvious being the number of Battle more high speed manoeuvring and long range fire
Groups, and therefore the number of models that will be involved; the smaller the table size compared
are on the table. And secondly, the MFV will have an to the MFV, the more intense and bloody the struggle
impact on the recommended size of the Battlefield. will be. The quantity of Terrain on the table will also
significantly affect the game's feel and tactical focus.

•1lM iMMili ii •:M•iiiiiii JiHi-"'l..._____..,..._____________


1 1 1
Maximum Force Value (MFV)
1
Up to 1000 Pts 1001-3000 Pts For every extra 1000 Pts beyond 3000
Recommended Battlefield Size 4' by 4' 4' by 6' Add an additional 2' to the table width

I1111I1111 l1111 l 1111I1111I1111I1111I1111I1111I1111I1111 l1111I''''I1111I''''I1111I1111I1111 l''''I''''I1 1 11I1111I1111I


48
THE HALO UNIVERSE I GAME BASICS I CORE MECHANICS I FLEET BUILDING I COMMANDERS 6 HEROES I TERRAIN ij:jiffi!Mliilll:I ■

BATTLE GROUP ALPHA

• t3'tn
f'9:'r
.!d.NSC JJO Poi1-1,t Fleer
Fleet COVi-tVi-ta1-1,der: vice AdrVfti
ra l sta1-1,forth
tattle Croup Alpha ( with tpoch tattle c;roup Detra
as the Flags hip).· 1X l,(NSC /vlaratho1-1, Heavu
ix s�pported tpoch carrier (t Cruis er fleVi-te1-1,t (tr 2 ) _JS
rs) 1X l,(NSC Arrowhead forVftatio1-1, of
1X Trrde1-1,t ForVftatio1-1, of Paris
Ha�ars: ,G = 2 Wi�s of 3
class Frigates (tr1) Ha�ars :? = 1 Wi1-1,g of 2 11-1,te Paris (tr1) 25
rceptors
,
Build Rtlh� of Alpha = G
11-1,terceptors Bui, ld Rtlh1-1,g of Delta·· 3
�1eo=i, 1-1,'""'t"-+"!-"QwA::!.!,
s .c r lj!!
I'Di' 1-1,ts f,nr celra 120
" ph!iia:�2� 1562
tattle c;roup Rera Totaltattle c;roups : 4 ( 21s+ 21s
'.2.X /vlaratho1-1, Heavu Cruis er fle +120+120J
Vfte1-1,ts (tr 4 J 1 CoVi-tVfta1-1,der: 100
poi1-1,ts
� Arrowhead ForVftatio1-1, of Paris Class Frigates (tri)
a�ars:: = 1 Wi� of 4 toVi-t
,
tuild Rtlh1-1,g ofteta· 5 bers
1;� No Heroic Charac ter, No spart
Total fleVi-te1-1,ts:_J
a1-1,s
�Io=ta=l..wPo""'i1-1,""'t"'--s __l,t::,lrQO
,., i, 1-1,ts .torteta:
1:'.Q 4 215 List of /vlodels Needed.
tattle c;roup c;aVftVi-ta
ix /vl�ratho1-1, Heavu Cruis er 1X tpoch Heavu Carrier
fleVft
1X Tride1-1,t forVftatio1-1, of Paris e1-1,t (tr 2 ) _JS 1-X /vlar�tho1-1, Heavu Cruis ers
(tr1) 25 13X Paris Class Fri
Ha�ars: 2 = 1 Wi1-1,g of 2 t gates
oVftbers (12 o1-1, 4 fleVi-te1-1,ts + 1 es corti
Build Rtlti1-1,g of c;aVftVi-ta·· 3 � the tpoch)
I'D'
�i1-1,ts +Qr .t c;aVftVi-ta: 120

BUll □ ING YOUR HEH Deciding which Elements will make up a Battle Group,
The rules for constructing your Fleets are covered and how a particular Battle Group may best be used
in more detail in the Fleet Building chapter (PAGE is a vital tactical consideration, and doing this in
33), but once players have organised a location, advance of the game allows you to plan all manner of
time and date for a game, have agreed on the MFV clever ploys and synergies. Typically, players will write
and Battlefield size, and whether they'll be playing a down their Fleet list, including the Elements, Battle
simple Encounter or a Scenario, they can sit down in Groups and other things that make up a Fleet, and
their own time and plan their Fleet. the points total spent.

While building your Fleet can be done just prior to There is huge amounts of tactical fun to be had as
a game, it is typical, and indeed recommended, for you define your Fleet and micro-manage its
players to design their Fleets in advance of a game. contents. As more models become available for the
This allows players to plan more carefully on what game, so the options for Fleet composition will grow
they will include, and therefore the sorts of tactics for players, allowing game after game to be built
they will try to employ in the fight. and played differently.

11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
49
THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I FlEET BUllDING I COMMANDERS 6 HEROES I TERRAIN ■ij:jjOOJi\lliiliil

GAME TYPE SCENARIO BASICS


This can be decided when the players arrive at the
table ready to play, or can be decided in advance. Scenarios have a number of universal terms that
There are two types of game: an Encounter and a apply to a game type. These are noted here, along
Scenario. Scenarios and the Scenario Generator are with the rules that are consistent across all Scenarios
covered later in this chapter, and is a process both in Halo: Fleet Battles.
players will contribute to just prior to a game.
Let's look at them one by one:
It can be helpful when building your Fleet, to have
agreed with your opponent whether you will be playing
an Encounter or a Scenario (the exact Scenario you THE SCENARIO MAP
will be playing should remain unknown until just All Scenarios have a Map - this represents the
before the game commences). Battlefield being fought over. The Scenario Map will
generally show Deployment Zones, Entry Points,
Sectors and other notable areas of interest.
NOTE: Halo: Fleet Battles is set in an exciting
universe established in video games, books,
TV series, graphic novels, and more.There BAlllFIH□S, TERRAIN & SECTORS
will be two play styles presented for games of A Battlefield is always divided into Sectors into which
Halo: Fleet Battles: Campaign and Fleet War Terrain is placed: Sectors are 2' x 2' squares within
Games. The former will focus on the official the Battlefield. A 4'x4' Battlefield for example has 4
storyline for Halo, recreating the key events in Sectors, while a larger game may have 6 or more.
the history of the universe, whereas the latter
will be looser in its structure, allowing players to For each Sector on a Battlefield, each player rolls a
literally rewrite the history of the Halo Universe. Halo Die:

'What if' scenarios will be prevalent in the Fleet ► On a roll of�. the player MUST place a
War Games mode. Examples might include: piece of Terrain.
► On a roll of�. the player may CHOOSE
► What could have happened if Infinity had whether or not to place a piece of Terrain.
been at the Fall of Reach? ► On any other result, the player does not
► What if the UNSC had managed to keep place Terrain.
their MAC platforms operational for longer?
► What if Red Team had boarded the enemy Which piece ofTerrain a player chooses to place, and
flagship rather than landing on Reach? whether Small, Medium or Large, is up to the player.
► UNSC vs UNSC in Fleet War Games - or Terrain rules and sizes are described in detail in the
Red verses Blue as we call it. Terrain chapter on PAGE 44. Terrain placed by a
player should sit entirely within the relevant Sector.
The options are endless for players to immerse There must be a gap of at least 4" between placed
themselves in 'what if' scenarios. Terrain pieces.

ATTACKERS AN □ □ EFEN□ ERS


The more canon-focused fans of Halo will,
however, likely look for a more asymmetric
playstyle that sees the embattled UNSC Often Scenarios will specify if there are Attackers
struggling against great odds as the and Defenders. This is to allow specific gaming
irrepressible, and seemingly unstoppable conditions to apply to things like deployment, Reserve
Covenant sweep across the Halo Universe. Forces and such.

! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 1 1111 ! 1111 ! 1111 ! 1111 I 1111 I 1111 ! 1111 I
50
BOARD EDGE Any Flight Tokens belonging to Elements in the
After Terrain has been placed, each player should deployed Battle Group must now be formed into
roll a number of Order Dice equal to the number Wings of Interceptors or Bombers, and must be
they have available from their Fleet Commander and deployed with the Battle Group, within 8" of an
Heroes in their Fleet. The player who has rolled the Element from that Battle Group (for more about Flight
highest number of Command Icons ( i) / ffl
) may Tokens and Wings see the Wings chapter, PAGE 65).
choose their preferred Board Edge, and the other It should be noted that deployment is the only time
player will take the opposite Board Edge. In the case in the game where Coherency is relevant for Battle
of a tie, re-roll all Order Dice until a clear winner is Groups and their Wings.
determined. In cases where no Board Edges are used
a different method for determining such effects will All Elements and Wings deployed must be placed so
be shown. the Tokens or Formation Bases are entirely within the
Player's Deployment Zone.
DEPlOYMENT ZONE Boarding Craft should be placed on the Element that
The Deployment Zone is an area into which players generated them.
deploy their Fleet. Each Deployment Zone will be
clearly noted on the Scenario Map. Once the first player has deployed a Battle Group,
their opponent deploys one of their own Battle Groups
following this same procedure. Deployment alternates
THE DEPlOYMENT PROCESS back and forth, with each player taking it in turn to
Unless otherwise stated in a specific Scenario, all deploy a Battle Group and associated Wings. Once
deployment is done in an alternating process - one all Battle Groups and Wings have been deployed,
Battle Group at a time. Unless otherwise noted in the first Turn of the game begins with the Order Dice
the specific Scenario, the player who lost the roll for Phase.
Board Edge may decide to deploy first or second. If
it is a player's turn to deploy, they must select one
of their Battle Groups and place all of its Elements VICTORY POINT TARGET AND SCORING VICTORY POINTS
inside their Deployment Zone, within Coherency of The Victory Points Target is the amount a Victory
each other (see PAGE 80). Points a player must generate before they can
claim to have won the game. The target number is
dependent on the Maximum Fleet Value (MFV)
being played:

I'''' I1111 I1111 I 1111 I1111 I 1111I1111 I 1111I1111I1111 I 1111I1111I1111 l'''1I'''1 I 1111I111' I1111I1111 I 1111 I1111 I 1111I1111 I
51
THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I FlEET BUllOING I COMMANDERS fi HEROES I TERRAIN ■ij:jlffijfilliidnl

-•1liiiii:Qij1iiliHM1liji
o-1000
-------------
20
■----- ► If BOTH players have reached their Targets
in the End Turn (OR the Maximum Turn
Limit expires) with players scoring identical
1001-1500
-------------
25 Victory Point totals the game is classed as a
1501 -2000 30 Stalemate with no victor.
-------------
2001 -2500 35
-------------
2501 -3000 40 MAXIMUM TURN UMIT
3001+ 40 +5 per full 500 additional MFV A Scenario in Halo: Fleet Battles will normally last a
over 3000pts set number of turns or until one player has achieved
their Victory Points Target.

SCORING VICTORY POINTS


Victory Points are always awarded in the End Phase of
PlAYING AN INTRO □ UCTORY ENCOUNTER
each Turn (see PAGE 103). In every scenario Players
score Victory Points as follows unless otherwise The following text details a simple Encounter
directed: Scenario, and assumes a 4' by 4' Battlefield is being
used. This should be the first Scenario new players
► Element Destruction: Every Build Rating set up and play. It is a good idea to have the rulebook
point of the enemy Destroyed= +1 Victory and Summary Sheets in front of you too.
Point.
► Sector Control: If a player is the only player ► Use the Scenario Map on PAGE 54 for the
to have Elements in a Sector, they are Meeting Engagement.
regarded as having Sector Control = +1 ► The Encounter Scenario has a Maximum
Victory Point per Sector Controlled. These Turn Limit of 6 Turns.
points will be awarded every Turn and a ► Players should place Terrain in the manner
Sector on a Battlefield may only be scored stated above.
ONCE per Turn. ► All Board Edge and deployment Rules
shown above are in play.
In some Scenarios, additional Victory Points can be ► This Scenario has no Attackers and
scored by destroying a Flagship, breaking through Defenders.
the battle lines, or even invading a planet. See ► Victory Points are awarded for Element
each Scenario for additional Victory Points on offer. Destruction and Sector Control.
Remember, scoring Victory Points will win you games! ► Each player has a Victory Points Target of 15.

Armed with this, now all you need to do is grab your


VICTORY POINT TARGET opponent, follow the rules above and get your
Every Scenario will list either a set number as the forces fighting.
Victory Point Target, or a method for calculating the
Victory Point Target. Once you have played the Encounter Scenario a few
times and familiarised yourself with the rules of the
► If one of the players has reached their game, you should move on to the Scenario Generator
Target in the End Turn, their tactical where new challenges await.
mastery has earned them a Major Victory.
► If BOTH players have reached their Targets
IMPORTANT NOTE: Remember to score the BR
in the End Turn (OR the Maximum Turn
of Destroyed ships during the End Phase of
Limit expires), the player with the highest
every Turn.
total earns a Minor Victory.

52 I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I1111 I1111 I'''' I'''' I'''' I'''' I'''' I'''' I

THE HALO UNIVERSE I GAME BASICS I CORE MECHANICS I FLEET BUILDING I COMMANDERS fi HEROES I TERRAIN ijjjiffijilijJiiliil

m ■
SCENARIO PlAYER 1 RESUlT
GENERATOR
TABlE il fl]
PLANETARY
il ANNIHILATION BLOCKADE RUN
(Player 1 is Attacker)
AMBUSH
(Player 1 is Attacker)
ASSAULT
(Player 1 is Attacker)

I ■
BLOCKADE RUN SEEK AND MEETING AMBUSH
=
� fl] (Player 2 is Attacker) DESTROY ENGAGEMENT (Player 1 is Attacker)
=
......
c,:,

=
°"' ...I J
I
m
...... I
AMBUSH MEETING SEEK AND BLOCKADE RUN
ENGAGEMENT DESTROY
I
(Player 2 is Attacker) (Player 1 is Attacker)
I

■ PLANETARY
ASSAULT
(Player 2 is Attacker)
AMBUSH
(Player 2 is Attacker)
BLOCKADE RUN
(Player 2 is Attacker)
ANNIHILATION

SCENARIO GENERATOR
After both players have completed the process of For Example:
organising their game, including building their Fleet, Emile is Player 1 and rolls�­
and before preparing the Battlefield, they should Kat (Player 2) rolls IQ].
decide who will be Player 1, and who will be Player 2. Looking at the table, it is clear the game will
Once decided, both players roll a Halo Die and cross be an Ambush Scenario where Emile will be
reference the results on the table above to determine the Attacker.
the Scenario that will be played.

Each Scenario Description will dictate how to place On the following pages are the Scenarios mentioned
Terrain, any special rules for deployment, provide the in the Generator. The Scenario Map represents a 4'
Victory Conditions for the Scenario and dictate the by 4' Battlefield. However, we highly recommend that
Victory Point Target. Scenarios will also include a Turn a 6' x 4' gaming area is used as this allows for more
Limit. The Turn Limit is the maximum number of Turns tactical gameplay, especially when you are playing
the game runs for. If neither player is able to achieve a larger MFV game. For a larger Battlefield, players
the Victory Conditions of the Scenario before the End should alter the proportions and positions of the
Phase of the Turn listed in the Turn Limit, the Game Scenario Maps accordingly.
is over, and the player with the highest number of
Victory Points at that point wins.

I'''' I''''I' 11' I 11II I''''I''"I''"I 1I11 ! 1IIII"''I'"'I 11III" '' I''''I 1II1 l''''I''"I 1I11 I 1111 l'"'I"''I'"'I' 11I l
53
TH[ HALO uN1vrns[ 1 GAM[ BASICS I COR[ M[CHAN1cs I FLm BUILDING I coMMAN□rns & Hrn□[S I ffRRAIN •��HWliilill

Player 1 Player 2
Deployment Deployment
Zone Zone

MEETING ENGAGEMENT TURN UMIT: 8 TURNS


TERRAIN VICTORY CONDITIONS
Terrain is placed using the method stated on PAGE 50. The following Victory Points (VPs) are calculated in the
End Phase. See PAGE 103 for more details.
ATTACKER ANO DEFENDER Sector Control 1 VP Per Sector.
This Scenario has no Attackers and Defenders.
Destruction 1 VP for every Build Rating Point
of enemy Elements Destroyed.
BOARD EDGE
Board Edge is determined using the method stated on
PAGE 51. VICTORY POINT TARGET
The Victory Point Target is determined using the rules
stated on PAGE 52.
ucnu11v1m1
nrn1 O\IUiJIT

Deployment is determined using the method stated


on PAGE 51. GAMEPlAY NOTE
The Meeting Engagement provides a slightly longer
game than the basic Encounter Scenario. It is a good
place for players to move onto after they have played
a few Encounter Scenarios.

Consider the Encounter Scenarios you have so far


played as merely scouting actions where the fleets
are probing for an opening, prior to the main attack:
the Meeting Engagement.

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54
THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I FlEET BUILDING I COMMANDERS & HEROES I TERRAIN ■#lffilMJiill!:i

Player I
Deployment
Zone
24"

24"
Player 2
Deployment
Zone
+

SEEK ANO □ ESTROY TURN UMIT: 8 TURNS


TERRAIN □EPlOYMENT
Terrain is placed using the method stated on PAGE Deployment is determined using the method stated
50. However, players may NOT elect to avoid placing on PAGE 51. In addition, each player must
Terrain on a roll of�- nominate a single Large or Massive Element to act
as their Flagship for the coming battle. The Flagship
MUST have the highest individual Build Rating in
ATTACKER AN□ DEFENDER the fleet (although a player may choose if there are
This Scenario has no Attackers and Defenders. multiple options.)

□EPlOYMENT ZONES VICTORY CONDITIONS


Both players roll the number of Order Dice available to The following Victory Points (VPs) are calculated in the
each player through their Fleet Commander and any End Phase. See PAGE 103 for more details.
Heroes present.
Destroy Flagship 3 VP in addition to its BR
The player with the most Command Icons (I)/
ffl ) choosing their preferred Deployment Zone. The Sector Control 1 VP for each Sector containing
a Deployment Zone
other player then must take the opposing Deployment
Zone. In the event of a tie, re-roll until a winner can be Destruction 1 VP for every Build Rating Point
determined. of enemy Elements Destroyed.

VICTORY POINT TARGET


The Victory Point Target is determined using the rules
stated on PAGE 52.

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THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I FLEET BUILOING I COMMANDERS 6 HEROES I TERRAIN ■ijijj!jll)ji'i!Jijlijj

Attacker's
Board Edge

BlOCKAOE RUN TURN UMIT: 8 TURNS 4. During the Battle Group Phase when the Attacker
activates a Battle Group, they will first deploy their
TERRAIN chosen Battle Group onto the Battlefield with the
Terrain is placed using the method stated on PAGE 50. Formation Bases touching their Board Edge and
within Coherency of each other. They will then

ATTACKER AN□ □ HENDER


activate the Battle Group normally from that point.

As determined in the Scenario Generator Table.


VICTORY CONDITIONS
□ EPl□YMENT ZONES AN□ BOAR□ EDGES The following Victory Points (VPs) are calculated in the
End Phase. See PAGE 103 for more details.
Deployment is determined using the method stated
on PAGE 51. In addition, each player must nominate Destroy Flagship 3 VP in addition to its BR
a single Large or Massive Element to act as their
Flagship for the coming battle. The Flagship MUST Sector Control 1 VP for each Sector containing a
have the highest individual Build Rating in the fleet Deployment Zone (Attacker only).
(although a player may choose if there are multiple Destruction 1 VP for every Build Rating Point
options available.) of enemy Elements Destroyed.

□ EPlOYMENT VICTORY POINT TARGET


1. The Defender deploys all Battle Groups and Wings. The Victory Point Target is determined using the rules
2. The Order Dice Phase of the first Turn begins with stated on PAGE 52.
the Attacker automatically taking the first Initiative.
3. During the Wings Phase of the first Turn when it
is the Attacker's Activation, they will move their
Wings onto the board from any point along their
Entry edge, using the Board Edge as the start
point for measuring movement.

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56
THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I flEET BUllOING I COMMANDERS & HEROES I TERRAIN ■ij�lffi)ti!Jiillll
..............
Attacker flank Edge A

-
~ -
~
co co
C: C:
c::::, c::::,

C: C:
co co
E
� >,
c::::,
� 48" =co

+-- -------------------- ----co.:-+


-=C: ...
-==
.s
=co ;:;,

..............
Attacker flank Edge 8

AMBUSH TURN UMIT: 8 TURNS OEPlOYMENT


1. The Attacker deploys ALL Main Battle Groups and
TERRAIN associated Wings belonging to the Main Fleet.
Terrain is placed using the method stated on PAGE 2. The Defender Deploys ALL Elements and Wings.
50. However, the Attacking�yer may elect to avoid 3. Each Flanking Fleet must be designated in
placing Terrain on a roll of�- secret, and the Flanking Edge they will enter.
Flanking Battle Groups enter the Battlefield during
the Reserves Step of the Order Dice Phase on
ATTACKER ANO OHENOER a Halo Dice result of [j]
or� from Turn 2
As determined in the Scenario Generator Table. onwards. When deployed, they are placed with
their Formation Base touching the Board Edge,
including any Wings they may have.
OfPl□YMENT ZONES ANO BOAR□ EOGES 4. If any Flanking Battle Groups have not entered the
Board Edge is determined using the method stated on Battlefield by Turn 5, they do so automatically.
PAGE 51. 5. Move to the Order Dice Phase.

FORCE OIVISION VICTORY CONOITIONS


The Attacker separates their Fleet into a Main Fleet The following Victory Points (VPs) are calculated in the
and 1-2 two Flanking Battle Groups. The Attacker End Phase. See PAGE 103 for more details.
must designate at least 1 Battle Group as Flanking.
The combined BRs of the Elements from the Flanking Destroy Flagship 3 VP in addition to its BR
Battle Groups may not be larger than the combined
Sector Control 1 VP for each Sector
BR of the Main Fleet.
Destruction 1 VP for every Build Rating Point
Each player designates a Flagship, which must be of enemy Elements Destroyed.
their single Element with the highest BR (if there are
multiple options, the player chooses). The Flagship's
Battle Group must be a part of the Main Fleet. VICTORY POINT TARGET
The Victory Point Target is determined using the rules
stated on PAGE 52.

I'''' I'''' I'''' I'''' I'''' I'''' I1111 I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I1111 I'''' I1111 I 1111 I
57
THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I Hm BUll□ING I COMMANDERS & HEROES I TERRAIN ■ijij1@MJ1Hjij:j

Player 1 Player 2
Deployment Deployment
Zone Zone

ANNIHllATION TURN llMIT: 10 TURNS VICTORY CON□ ITIONS


The following Victory Points (VPs) are calculated in the
TERRAIN End Phase. See PAGE 103 for more details.
Terrain is placed using the method stated on PAGE
50. However, BOTH�yers may elect to avoid placing Destroy Flagship 2 VP in addition to its BR
Terrain on a roll of�-
Destruction 1 VP for every BR Point of enemy

ATTACKER AN□ □ EFEN□ ER


Elements Destroyed.

Annihilation 1 VP for each complete Battle


This Scenario has no Attackers and Defenders. Group Destroyed.

BOAR □ E □ llE
Board Edge is determined using the method stated on VICTORY POINT TARllET
PAGE 51. The Victory Point Target is determined using the rules
stated on PAGE 52.

n�PlnVMrnT
Deployment is determined using the method stated
on PAGE 51. In addition, each player must nominate
a single Large or Massive Element to act as their
Flagship for the coming battle. The Flagship MUST
have the highest individual Build Rating in the fleet
(although a player may choose if there are multiple
options.)

58 I'''' I1111 I1111 I1111 I1111 I1111 I1111 I1111 I' 111 I1111 I' 11' I'1' 1 I1111 I1111 I1111 I''1' I1111 I1111 I1111 I11'1 I'''' I'111 I'' 11 I
THE HAlO UNIVERSE I GAME BASICS I CORE MECHANICS I FlEET BUllOING I COMMANDERS fi HEROES I TERRAIN 1ijij11f))(ijj0iljj

+--------------- -----------�---+
w

-=-e-------------------------
�r
Defender Attacker
Board Edge Board Edge

PlANETARY ASSAUlT TURN UMIT: 10 TURNS 4. The game begins with the Order Dice Phase
as normal. During the Wings Phase, all Wings
TERRAIN (assembled off-board) will be activated and
Terrain is placed using the method stated on PAGE moved into the Battlefield, measuring from the
50. However, the Defendin�ayer may elect to avoid Board Edge. In the Battle Group Phase players
placing Terrain on a roll of�- will alternate activation of Battle Groups normally.
Once a Battle Group has been selected for

ATTACKER ANO DEFENDER Activation, it should be positioned in the Battlefield


with the rear of the Formation Base touching the
The Attacker is determined by each player rolling a Board Edge (and within Coherency). The Battle
number of Order Dice equal to the number available Group continues its activation normally from there.
to them through the Fleet Commander and Heroes in

( ID/ m
their Fleet. This player with the most Command Icons
) may elect to be the Attacker or Defender. SPECIAl RUlES - READY THE INVASION FORCES!
The Planet placed by the Defender may be 'invaded'
BOARD EDGE by the Attacker if the Attacker can keep a Large or
Massive Capital Element within 4" of the Planet for 2
The Defender chooses their preferred Board Edge
turns OR if the Attacker can keep a Medium Capital
and places a Planet 2D6" onto the board from the
Element within 4" of the Planet for 3 turns.
centre point of their Board Edge, moving any existing
terrain at least 4" from the planet's final position.
The Attacker must take the opposite Board Edge. SCORED VICTORY POINTS
DEPlOYMENT Attacker 'Invades'
the Planet
10 VP (this can ONLY be
scored once)
1. Fleets are not Deployed into the Battlefield at the
Defender destroys 5 VP in addition to its BR
start of the game, but Wings should be assembled
the enemy Flagship
as per the normal rules for Wings. Each player
designates a Flagship, which must be their single Destruction 1 VP for every BR Point of
Element with the highest BR (if there are multiple enemy Elements Destroyed.
options, the player chooses).
2. Each Fleet Commander rolls their Order Dice.
VICTORY POINT TARGET
m
3. The player with the highest number of Commands
( ID/ ) may choose whether the Initiative will The Victory Point Target is determined using the rules
be theirs or their opponent's. In the case of a tie, stated on PAGE 52.
re-roll Order Dice until a winner is determined.

I 1111 ! 1111 I 1111 ! 1111 ! 1111 I 1111 ! 1111 ! 1111 ! 1111 ! 1111 l 1111 ! 1111 ! 1111 ! 1111 l 1111 l 1111 I 1111 ! 1111 ! 1111 I 1111 I 1111 l 1111 I 1111 l
59
BREAKDOWN Of A GAME TURN
To create a game flow where there is an interesting
arc of action and decision making, Halo: Fleet Battles
THE GAME TURN
is broken down into what are known as Game Turns.
A game will last multiple Game Turns, and if you are 1. Order Dice Phase
playing a Scenario it will often dictate the number of 2. Wing Phase
Game Turns to be played before a game is classed as 2-1 Wing Movement Segment
'over' and someone has won or lost. 2-2 Wing Attack Segment
Move ALL Wings before making Attacks
Game Turns are broken down into multiple parts, not 3. Battle Group Phase
all of which are used every Turn, but only when the 3-1 Battle Group Movement Segment
parts or action on the Battlefield require them. The 3-2 Battle Group Attack Segment
granularity of Halo: Fleet Battles is: Players alternate Battle Group Activations
4. Boarding Resolution Phase
GAME TURN 5. End Phase
y
Phase
y These Phases, and the Segments and Steps and so
Segment forth that make them up are described in full detail in
y the following chapters, but here is a brief overview.
Step
y

1. OROER □ ICE PHASE


Action
y
Sub-Action

In this Phase, both players roll a number of Order


IMPORTANT NOTE: Not all Phases break down Dice depending on their Fleet Commanders and
to Segments and then Steps. Some may go Heroic Characters. The Order Dice will be used later
straight from Phase to Step. It all depends on in the Turn to issue Orders. The Order for Initiative for
what is being achieved in that Phase. the remainder of the Turn will also be determined.

I ' III I ' III I ' III 111II I IIII I ' III I ' III I ' III 11III I ' III I IIII I ' I11 11III 11I11 111II 11III 111II 111II 11III I
111 II 11 I I I 11II I 11II I
61
2. WING PHASE 4. BOARDING RESOlUTION PHASE
In this Phase, each player will Activate, Move and In this Phase, all the Boarding Craft that were
perform Actions with their Wings (Flight Tokens launched during the Battle Group Phase will have
representing Interceptors and Bombers). The player their Boarding Actions rnsolved.
who won Initiative will activate a Wing, then their
opponent will activate a Wing, with the players
alternating until all Wings have been moved. See the
Wings Phase on PAGE 65 for more details.
5. ENO PHASE
In the End Phase, players will check to see whether

3. BATHE GROUP PHASE either has achieved their Victory Conditions, resolve
various effects, make repairs, perform Carrier
Actions, and clear the table of any Activated Tokens
In this Phase, the player who is going first will in readiness for the commencement of the next
nominate a Battle Group to activate, and the Game Turn.
Elements in that Battle Group will go through their
Movement Segment and Attack Segment, which While no action is taking place in this Phase, it is one
includes attacking the enemy. he opposing player of the most important Phases of the game. Token
will then nominate a Battle Group, and move through management is key, and accurate handling of effects
those Segments with the Elements that make up that of such things as Vulnerable Tokens and Countdown
Battle Group. Tokens is vital to gameplay.

Players will alternate in order, with one selecting the For example, Vulnerable Tokens have a debilitating
next Battle Group to activate, and going through the effect on Elements, and ideally players will look to
Movement and Attack Segments with the Elements remove them as quickly as they can. Countdown
that make the selected Battle Group, and then the Tokens are even more serious, and the defusing of (or
other player will do the same, until all the Battle failure to defuse) these Tokens can see an Element
Groups (and therefore ALL Elements) on the gaming literally blown apart by a gigantic explosion, with all
table have been Activated. Elements around it potentially suffering Damage as
per the Critical Core Breach rules on PAGE 26.

I''''I''''I''''I'''' I''''I'''' I''''I'''' I''''I' 1''1''''1''''1''''1''''1''' 1 1''''1''''1''' 1 1''''1''''1''''1''''1'''' I


62
ORDER DICE PHASE
The first Phase of every Game Turn is the Order Dice
Phase. Players will roll the Order Dice for their Fleet
1. ROll THE ORDER □ ICE
Commander and any Heroic Characters present in
their Fleet. The dice results for each Commander or In this Step, the players should roll the number of
Heroic Character will dictate what Orders are available dice indicated on their Fleet Commander or Heroic
for them to issue during a Game Turn, and players Character's Data Sheet - each should be rolled for
should carefully consider how they wish to use these separately. These dice represent the ability of the
Dice to best support their Fleet. Fleet Commander or Heroic Character to influence the
flow of the battle. Once a player has rolled the dice,
The Order Dice Phase is divided into the following they must place those dice (showing the resulting
5 Steps: faces) in the reserved areas marked on the Fleet
Commander or Heroic Character Data Sheets.
1. Roll the Order Dice (remember to roll separately
for each Fleet Commander and any Heroic Order Dice may be spent to issue Orders. There are
Characters). two types of Orders: Standard Orders and Special
2. Allocate the Order Dice to their respective Orders. Each Order has a game effect, but also has a
Data Sheets. cost. If a player wishes to execute an Order and gain
3. Execute any Orders that are relevant. the benefit associated to it, they must pay the cost in
4. Determine the Initiative Order for the Turn. Order Dice as indicated by the icons.
5. Determine if Reserve Forces Arrive.
6. Move on to the Wing Phase. The results of the Order Dice roll in this Phase will
influence which Orders may be issued or not. Once an
Order has been issued, the player removes the 'spent'
Order Dice from the Fleet Commander or Heroic
Character card, and they may not be used again that
Turn. Some Orders will require the expenditure of only
one Order Die, whereas others may require two or
more. For more on Orders and how to issue them, see
the Fleet Commanders chapter on PAGE 39.

I'''' I'1' 1 I1111 I'111 I11' 1 I'111 I1111 I 1111 I1111 I1111 I1111 I1111 I1111 I1111 I'''1 I1111 I1111 I1111 I111' I1111 I'111 I' 111 I1111 I 63
■ WINGS I BATTlE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOAR□ING PHASE I END PHASE

m I.I
THE GAME TURN 11mrj1:1mH

... s
-.
Each Order Die has three
different symbols on it:
4. □ HERMINE INITIATIVE OR □ ER
These are Command
Icons. In addition to being To determine the Initiative Order, both players roll a
spent on Orders requiring Order Dice, the Command single D6, adding to their total the number of EJ
Icon is used to provide a bonus when determining or ffl Command symbols present on their Fleet

••
Initiative in a Game Turn. Commander Data Sheet. The player with the highest
score is considered to have won the Initiative. If the
These are Attack Icons. players are tied, the Initiative passes to the player
Orders requiring an who did NOT have the Initiative in a previous turn. In
Attack Icon are typically the case of the First Turn, the players must re-roll their

mm
aggressive in nature. respective D6 until a winner can be determined.

These are Defence Icons. Once Initiative has been decided, the player with
Orders requiring a Defence Initiative can elect to go first OR to make their
Icon typically help reduce opponent go first.
Damage.
In games with more than two players, simply rotate

2. AllOCATE OR □ ER □ ICE
through the Initiative sequence. Alternatively, players
may elect to define Initiative by Faction, choosing
to alternate Initiative based on sides, with the D6
roll plus any bonuses from E) or ffl symbols
Once Order Dice for an individual Fleet Commander or determining which Faction goes first, and then
Heroic Character have been rolled, place them in the alternating through the player list.
spaces provided in the Data Sheet(s) for that Faction,
with the result rolled face up. Remember not to mix
the Dice up for different Fleet Commanders or Heroic
Characters you may have - any Order issued must be
5. RESERVES ARRIVE
issued by a single Commander or Heroic Character
(in other words, the dice spent to issue an order must Some Scenarios include the use of Reserves, these
all come from the same Data Sheet). are Battle Groups and Elements that arrive late to
the battle. Typically, a Scenario will detail whether
any Reserve forces are in play, and how and where
IMPORTANT NOTE: Data Sheets may include they will enter a game.
wider-edged, differently-coloured Dice Squares
that allow Fleet Commanders and Heroic
Characters to share the Order Dice.
B. MOVE ON TO THE NEXT PHASE
3. EXECUTE □ ROERS Once the Initiative is determined, players are ready
to move on to the next Phase - The Wings Phase
- where small space craft such as Bombers and
The Order description on the Data Sheet will dictate Interceptors will Activate.
when in a Turn an Order may be played. Some Orders
indicate that they may be given in the Order Dice
Phase (such as the Form Up order). This is when
those Orders may be executed, and the rules for them
followed (as described on the Fleet Commander or
Heroic Character Data Sheets).

64 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
WINGS IMPORTANT NOTE
If this is the first time you are reading these
Within Halo: Fleet Battles there are many craft too rules, please bypass this Phase of Halo: Fleet
small to be represented individually on Formation Battles for now and move to the Battle Group
Bases, yet despite their size they play an important Phase. Please return to this chapter when you
role within the game. These include Interceptors have familiarised yourself with the Element
tasked with the elimination of other enemy small Movement Segment, Attack Segment and
space craft and Bombers that are capable of Boarding Resolution Phase.
delivering heavy ordnance against enemy vessels.

These small craft are represented on the tabletop as


Flight Tokens. When a number of Flight Tokens are HANGARS, FllGHT SlOTS ANO CREATING WINGS
stacked together to create a more powerful fighting Certain Elements in Halo: Fleet Battles have
force they are called Wings. Hangars, and are capable of carrying and deploying
Interceptors and Bombers. Flight Tokens have a
The maximum size of a Wing is determined by the statistic called 'Flight Slots', which is a measure of
Faction that it belongs to. Check the Fleet Appendices how much space an individual Flight takes up in a
(Appendix 3: Covenant and Appendix 4: UNSC) to Wing when they are deployed and in the Hangar of its
see the maximum number of Flight Tokens that can transporting Element.
be combined into a single Wing. The information is
also repeated on the following page. When creating a Fleet, players will 'fill' the Hangars
in a Battle Group, often with a combination of Flight
A Wing can ONLY contain one type of Flight Token. Tokens, be they Interceptors or Bombers. These
Thus a Wing can contain all Bombers, or all Tokens are then combined into stacks of Wings.
Interceptors, but it CANNOT contain both.
When building a Fleet, Wings are individually
constructed by using the Flight Tokens generated by a
Battle Group. When a player compiles their Fleet List,
they should note the size, and what types of Wings
they will be taking in their Fleet for each individual
Battle Group.

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65
THE GAME TURN I ORDER □ICE DIii BATHE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOARDING PHASE I ENO PHASE

When you compile your Fleet List, make sure you


are aware of the sizes of the Wings that your Faction
is able to take, and you have chosen to field. The
minimum and maximum sizes of the Wings will vary,
Faction to Faction. For example:

THE UNSC
Flights:
► UNSC Interceptor Flights take up 1 Flight Slot each
and a Wing can contain 2 to 4 Flight Slots
► UNSC Bomber Flights take up 1 Flight Slot each
and a Wing can contain 2 to 5 Flight Slots
A UNSC Battle Group - 2x Marathon Heavy
Cruiser Elements and 2x Paris Frigate Elements THE COVENANT
(Trident Formation). Each Marathon Heavy Flights:
Element has a 'Hangars' stat of 2. Across the ► Covenant Interceptor Flights take up 1 Flight Slot
Battle Group, the combined Hangars = 4 (2 for each and a Wing can contain 2 to 5 Flight Slots
each of the Marathon Heavy Cruiser). ► Covenant Bomber Flights take up 1 Flight Slot
each and a Wing can contain 2 to 4 Flight Slots
When building their Fleet, a player will decide
how they want to use those 4 Hangars in this
Battle Group. They may decide to use those □ EPlOYING WINGS
Hangars to create a single Wing of 4 Longsword A player's Fleet List will hold the record of the Wings
Bombers (each Longsword takes up one Flight formed by the Hangars of each Battle Group. When a
Slot). They may decide to take two Wings of player deploys a Battle Group (see the Pre-Game
2 Broadsword Interceptors each (where each Set-up chapter on PAGE 48 for more details), they
Broadsword takes up one Flight Slot). They may will also Deploy any Wings formed by that Battle
decide to take two Wings: one of 2 Longswords, Group. Wings must be deployed within 8" of ANY
and one of 2 Broadswords, or any other Element from that Battle Group.
combination adding up to a total of 4 Flight
Slots. You are now ready to commence Wing combat!

•@/jiij:$1•@;\ij@____________________________
Wing Movement Segment
Nominate Wings and Actions: A. Interceptor Dogfight B. Bomber Attack Run C. Interceptor Escort Duty

Wing Attack Segment - Nominate a Wing and resolve the Attack Run or Dogfight.
Attack Runs Against Elements Dogfights Against Wings
I. Resolve Point Defence Attacks I. Total Wing Attack Dice Pools
II. Total Wing Attack Dice Pool II. Roll Attack Dice
Ill. Roll Attack Dice Pool Ill. Apply Damage*
IV. Total Element Defence Dice Pool IV. Roll for Annihilation
V. Roll Defence Dice Pool
VI. Apply Damage to Element *Damage is Simultaneous
VII. Roll for Critical Hits

Consolidation Segment. The next player now nominates a Wing and resolves that Attack Run or Dogfight.

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66
THE WINGS PHASE Players alternate back and forth, Activating their
Wings, until ALL the Wings in the Battlefield have
been Activated and have performed an Action. Once
a Wing has performed an Action, place an Activated
ACTIVATING YOUR WINGS Token next to the Wing to indicate that it has acted.
The first Activations you will make in the game are Once all Wings have performed an Action, the Wing
with your Wings. This is known as the Wing Phase Attack Segment of the Wing Phase takes place,
and is broken down into a number of key Segments, see below for more.
Steps and Actions.

ACTIVATING AN□ MOVING YOUR WINGS


KEY TERMS YOU SHOUl □ KNOW BEFORf RfA □ING ON Wings may perform one of THREE Main Actions
Engaged - A Wing of Bombers is considered to when they are activated: Dogfight, Attack Run and
be Engaged if it has made contact with an enemy Escort Duty. Each Action will allow a Wing to Move. A
Element after executing an Attack Run. An Engaged player may also elect to simply move their Wing as a
Wing CANNOT be Locked by enemy Interceptors. sub-action without performing a Main Action. When
moving a Wing, the following rules should be followed:
Locked - A Wing is considered to be Locked if a Wing
of Interceptors performing a Dogfight Action moves ► All Wings may move in any direction (this is
into contact with it. The Locked Wing cannot perform referred to as having 360 ° movement) and may
any further Actions until it is Unlocked by a friendly move up to the Movement Distance as stated on
Interceptor Wing, or Destroys the enemy in contact. their Profile card.
► This means that a Wing can move to any location
within its Movement Distance.
SHP 1: NOMINATING YOUR WINGS ► Wings are unimpeded by any Terrain, and may
Using the Order of Initiative as defined by the Order thus move freely through ANY Terrain. However,
Dice (see PAGE 64), each player can now nominate Wings may NOT finish their move on top of a
and perform Actions with their Wings. The player Planetoid Template.
with the Initiative selects a Wing to Activate and
performs that Wing's Action. After the Wing has acted, After a Wing has performed its Main or sub-Action the
the opposing player selects a Wing to Activate, and Wing gains an Activated Token. Unlike other game
performs that Wing's Action. Elements, an Activated Token does not mean the
Wing has finished for the Turn.

I I
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67
THE GAME TURN I ORDER DICE ll1lil BATHE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOARDING PHASE I ENO PHASE

ACTIONS EXPlAINEO Locking enemy Wings in a Dogfight is a vital


Interceptor role, protecting larger Elements from
the enemy Bomber Wings and tying up enemy
Interceptors to allow their own Bombers attack.
I. □OGflGHT - INTERCEPTORS ONlY
This Action allows an Interceptor Wing to Move and Unlocking Friendly Wings
Lock an enemy Wing. This Action can also be used If a Wing is Locked in a Dogfight, it can be Unlocked
to Unlock a friendly Wing or distract a Wing that is as follows: (1) An Interceptor Wing allied to the Locked
currently performing an Escort Duty, leaving the way Wing moves into contact with a Locking enemy
clear for an Attack Run from a Bomber Wing. Interceptor Wing. (2) The allied Interceptor and the
contacted enemy are moved 2" away into open space
Locking Enemy Wings in any direction chosen by the active player - Locking
ONLY Interceptor Wings can Lock enemy Wings. them in a Dogfight of their own. (3) The released
To Lock an enemy Wing, the player announces they Wing loses its Activated Token UNLESS it had already
are performing a Dogfight Action and moves their Activated that turn, in which case the Token remains.
Interceptor Wing into contact with the target enemy
Wing - both Wing Tokens must now be touching. The Escaping Multiple Locks
two Wings are now Locked in a Dogfight, and neither A Wing that is locked by multiple enemy Interceptor
can perform any other Action until their enemy is Wings can be rescued by friendly Interceptors, but
Destroyed, or one of the Wings is Unlocked. it may take multiple Wings to do so. A rescuing
Interceptor Wing makes contact with an enemy Wing,
An Attacking player may elect to Lock an enemy moving the contacted enemy 2" away in any direction
Wing multiple times. If an enemy Wing is Locked chosen by the active player, Locking them in a Dogfight
by attacking Interceptors, the attacking player may of their own. Any remaining enemy Wings remain in
move in with another Wing of Interceptors to Lock it a place, and the target of the rescue attempt is still
second time, or more if they have more Wings! Locked within their own Dogfight with any remaining
enemy Wings that may be present.

IMPORTANT NOTE: A Bomber Wing Engaged Wings locked in a Dogfight will attack each other in the
with an Element CANNOT be Locked. It has Wing Attack Segment! See PAGE 73 for more details.
reached the target and is making an Attack Run.

II. MOVING IN ON AN ATTACK RUN - BOMBERS ONlY


To perform an Attack Run, a player moves their
Bomber Wing into contact with an enemy Element. The
Wing and the Eiement are now Engaged. An Engaged
Wing may no longer be Locked by enemy Interceptors.
In the Wing Attack Segment, the Wing will first be
attacked by the target Element's Point Defence
weaponry and then the Wing will, if it survives, make
an Attack against the target Element.

Ill. ESCORT □UTY - INTERCEPTORS ONlY


If an Interceptor Wing moves into contact with a
friendly Capital Element during its Movement Action,
Example: In this diagram, a Wing of 4 UNSC it is considered to have taken up Escort Duty. This
Interceptors moves into contact with a Wing of allows the Interceptors to be used to protect Elements
Covenant Bombers, Locking them in place. of strategic importance from enemy Attack Runs.

68 I''''I''''I''''I''''I''''I1111 l 11' 'I''''I''''I1111I1111I''''I''''I''''I''''I''''I''''I''''I''''I'''' I''''I''''I''''I


THE GAME TURN I ORDER DICE IIJIII BATHE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOARDING PHASE I ENO PHASE

EXAMPlE or MUlTIPlE lOCKS ON A WING


Diagram 1: A Wing of 5 Longsword Bombers has its
days numbered, Locked in place by no less than 2
Dogfight! �
Wings of Seraph Interceptors (4 & 2 Flight Tokens)
bearing down on them from all sides.

Diagram 2: The UNSC send in a Wing of 4


· m
Broadswords, making contact with the strongest
!9)1 Dogfight 2
Wing of 4 Seraphs.

Diagram 3: These massed Wings of Interceptors


r.l
become embroiled in a Dogfight, leaving the 5
Broadswords to deal with just 2 Wings of Seraphs!
Things are looking up for the UNSC at last! THE COMBAT NOW FAVOURS THE UNSC

Once the Wing makes contact, move it so the stack of


Flight Tokens is touching the rear arc of the Element's
Formation Base. When the Element moves in the
Elements Movement Segment, the Escorting Wing is
automatically moved with it.

The Element is now Escorted. If an Escorted Element


is attacked by a Wing on an Attack Run, the Escorting
Wing can intercede, performing a free 4" Move Action
to Lock the enemy Wing BEFORE it can make contact.
The Escorting Wing is no longer considered to be on
Escort Duty, as it is now embroiled in a Dogfight! This
4" Movement interrupts the Enemy movement, and is
completed before the Enemy Wing becomes Engaged
with the Element. In other words: if an enemy Wing In the example above, the Covenant make an Attack
moves to make an Attack Run on an Escorted Run against a UNSC Epoch Heavy Carrier. Fortunately,
Element, the Escort can peel off and lock the enemy the Epoch had a Wing of Interceptors on Escort Duty.
Wing in a Dogfight before they manage to Engage. The Interceptors make a 4" move to quickly intercede.

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69
THE GAME TURN I OROER OICE EJllD BATHE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOAROING PHASE I ENO PHASE

WING ATTACK SEGMENT


In this Segment, all Wings in contact with an enemy
Wing or Element resolve their Attacks. In Initiative
Order, each player will select one Wing to Activate,
and will resolve all attacks with that Wing, before the
other player selects a Wing to Activate and so on, until
all Wings have been used. When Activating a Wing in
this Segment, a player should REMOVE the Activated
Token the Wing gained in its Movement Segment.

Therefore, making a Move Action with a Wing gains


an Activated Token, indicating it has completed a
Move Action, but after resolving an Attack removes EXAMPlE: RESOlVING POINTS DEFENCE ATTACKS
the Activated Token, indicating it has completed an A Wing of 4 UNSC Longsword Bomber Flights
Attack. Wings can perform TWO types of Attacks: is making an Attack Run against a Covenant
ORS Heavy Cruiser Element. The ORS has a
► Attack Runs - Wing Attacks vs Elements Point Defence of 6. Before the UNSC player
► Dogfights - Wings Attacks vs Wings rolls their attack, the Covenant Point Defence
will go to work on the UNSC Wing.

ATTACK RUNS: WING ATTACKS VS HEMENTS The Covenant player rolls 6 Halo Dice, scoring
a total of 4 Successes after rolling really
well! These 4 Successes are compared to
If a Wing is in contact with an enemy Element after the Damage Track on the UNSC Longsword
its Movement Segment has been completed, it Bomber Flight, which in this case is 3. With
MUST perform an Attack Run. An Attack Run is a 4 Successes, 1 Longsword Bombers has been
daring action, as the Point Defence systems of the Destroyed by the point Defence Fire, and a
larger Elements will attempt to shred small incoming Flight Token is removed from the Wing.
attackers. However, such Attack Runs can be very The surviving Longswords in the Wing may
powerful, and if successful, can often cripple a target. continue their Attack Run against the ORS
Heavy Cruiser Element.
Attack Runs are resolved in the following sequence:

I. RESOlVE POINT DEFENCE DICE POOl II. TOTAl WING ATTACK DICE POOl
The targeted Element first rolls its Defence Dice After the Point Defence has been resolved, any
Pool equal to the number of Dice stated in its Point surviving Flight Tokens in the Wing are now eligible to
Defence Loadout, with Firepower Rating 4, unless use their Weaponry to Attack.
modified. Total the number of Successes and
compare it to the Damage Track of a Flight. All Flight Tokens have a profile that details their
statistics. When making an Attack Run, a player
If the number of Successes is equal to the Damage should add together the 'Element Targets' Dice for
Value of the Flight, remove a Token from the stack. all the Flights in the Wing making the Attack. This
If the number of Successes is DOUBLE the Damage number of Dice is referred to as the Attack Dice Pool.
Value of the Flight, remove TWO Tokens from the
stack, and so on.

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70 111 , ,
For example: A UNSC Longsword Bomber Wing V. R□ll DEFENCE □ICE POOl AN□ COUNT SUCCESSES
is making an Attack Run on a Covenant ORS Any Elements with the capability to build a Defence
Heavy Cruiser Element. After Point Defence Dice Pool can now attempt to defend themselves
has been resolved, the Bomber Wing is made against the results of the Attack Dice Pool.
up of 3 Flights. Looking at the Element Target
Dice for the Longsword we can see each Flight The Target Element adds the Defence Dice it
will contribute 2 Dice to the Attack Dice Pool. generates (these are normally the result of Loadouts
Therefore, the Attack Dice Pool of the Wing will such as Defence Array) to the Defence Dice Pool.
be 6 Dice (2+2+2). The defender rolls the Defence Dice Pool, using the
standard Firepower Rating of 4. For every Success
scored by the Defence Dice Pool, remove one Success
from the Attack Dice Pool.
Ill. □HERMINE THE FIREPOWER RATING
The default Firepower Rating for Wing Attack Runs is The remaining Successes from the rolling of the
4 (see the Core Rules and Attack Segment chapters Attack Dice Pool are now used to calculate the actual
for more on this rating). Determine if there are any Damage that is to be inflicted on a target Element.
circumstances which would modify the rating, such as
Terrain, Loadouts, Fleet Commander Orders or any
other Scenario effects. VI. APPlY DAMAGE
The total number of Successes are compared to the
remaining Values on the Damage Track of the Target
IV. ROll ATTACK □ICE POOl AN□ COUNT SUCCESSES Element. This is a measure of the quantity of Damage
The attacking player now rolls their Attack Dice Pool, an Element can sustain before it is finally Destroyed.
and totals their Successes. This Step contains two
sub-Actions: Compare the number of Attack Successes to the
Active Value on the Damage Track of the target
► Roll Initial Dice: Take the Attack Dice Pool, and Element, and if the number of Successes is equal
roll it. Note any results that allow re-rolls. to or higher than this Value, then the target Element
► Perform Re-Rolls: If the initial dice roll contained has taken Damage. If an Element suffers Damage,
results that allow re-rolls, perform them now. Repeat remember to place a Damage Token on the
this step until no further re-rolls are permitted. Element's Base to indicate this.

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71
THE GAME TURN I ORDER DICE EmIII BATTLE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOARDING PHASE I ENO PHASE

A particularly Successful attack has the ability to VII. CHECK FOR CRITICAl HITS
penetrate even the toughest armour. If, after applying Once you have applied any Damage Tokens, do not
the first Damage Token, there are enough Successes forget to make your roll to see if the Damage is a
remaining in the Attack Dice Pool to beat the next Critical Hit. See Taking a Critical Hit in the Game
Active Level on the Element's Damage Track, a second Basics chapter on PAGE 29.
Damage Token is placed, and so on.

Any Element losing the last remaining Value on REMOVE ACTIVATED TOKENS
the Damage Track (in other words, it has the same After the Attack Run has been resolved, remove the
number of Damage Tokens as it has Values on its Activated Token the Wing gained in the Movement
Damage Track) is Destroyed, and removed from the Segment. The Wing is now ready for its next
Battlefield. Activation in the next Turn.

IMPORTANT NOTE: Remember that if an


Element has already sustained Damage
Tokens from a previous Firing Solution, the
Active Value on the Damage Track moves to the
right equal to the number of Damage Tokens
present.

72 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
DOGFIGHTS: WING ATTACKS VS. WINGS II. ROll WING ATTACK DICE POOl
Wings locked in a Dogfight with other Wings fight ► Interceptors calculate Successes using a
simultaneously. This means that BOTH the players Firepower Rating of 5.
controlling the Dogfighting Wings will calculate ► Bombers calculate Successes using a Firepower
their Attack Dice Pools and roll their attacks before Rating of 3.
Damage from either attack is inflicted.
When BOTH players are calculating their Attack
So, if a player elects to Activate a Wing engaged in a Successes, remember the following:
Dogfight, they will also be activating ALL other Wings
engaged in that Dogfight. ► Roll Initial Dice: Take the Attack Dice Pool, and
roll it. Note any results that allow re-rolls.
Even if a Wing is Destroyed in this Segment, it still ► Perform Re-Rolls: If the initial dice roll contained
resolves its attack before being removed from play. results that allow re-rolls, perform them now. Repeat
this step until no further re-rolls are permitted.
After the Dogfight, remove any Activated Tokens from ► Calculate Successes: Total all Successes rolled
ALL of the Wings involved. depending on the type of Wing being calculated.

Dogfights are resolved in the following sequence:

I. TOTAl WING ATTACK □ ICE POOl


A Dogfight will involve one or more Wings from
both players. When a Wing involved in a Dogfight is
Activated, ALL the Wings involved in that Dogfight are
Activated. Each player calculates the combined Attack
Dice Pools for their Wings as follows:

Consult the relevant Flight Profile card to see how


many Dice a Wing uses in Wing vs. Wing combat. The
total is your Wing Attack Dice Pool.

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73
THE GAME TURN I ORDER DICE l!JllD BATTLE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOARDING PHASE I ENO PHASE

Ill. APPlY DAMAGE SIMUlTANEOUSlY IV. ROll FOR ANNIHllATION


Once the Wing Attack Dice Pool has been rolled and After both players have rolled the Attack Dice Pools
the number of Successes calculated by the players, for their Wings and Damage has been allocated,if
Damage is applied to ALL Wings. Both players one player has managed to achieve more Successes
compare their Successes to the Damage Track of than the other,the winning player should roll a single
their opponent's Flight Tokens,and for every complete Halo Die for EACH victorious Flight that survived the
Damage Track value matched a single Flight Token D�ht: on each result of an Exploding Success
is removed from the board as Destroyed and placed (�),a further enemy Flight involved in the
in the Scrapyard. Players decide which Flight Tokens Dogfight is removed from the table as Destroyed and
will be removed from their own Wings, and they MUST moved to the Scrapyard. This represents a formation
allocate ALL Successes made against their Wings to being broken up,routed and forced into disarray.
cause maximum damage.
Once the Dogfight has been resolved,and all Damage
applied,the Activated Tokens next to ALL the Wings
involved with the Dogfight should be removed.

The UNSC creates an Attack Dice Pool of 16: 10


Dice for the first Wing of 5 Interceptors,and 6 Dice
for the second of 3 Wing of Interceptors and will be
using Firepower Rating of 5 (for Interceptors).

Both players roll their Dice Pools and calculate


their Successes: The Covenant Player manages 4
Successes. The UNSC player manages a very poor 7
Successes - a terrible roll.

The UNSC player now looks up the Damage


Tracks of his Flight Tokens. With a DR of 2 for a
EXAMPlE OF DOGFIGHT RESOlUTION Broadsword,the 4 Successes is enough to Destroy
In the example above,a Wing of 4 Covenant 2 Flights. Choosing to remove from the larger of
Tarasque Bombers has been Locked by a Wing the two Wings,the UNSC player now removes 2
of 5 Broadsword Interceptors. Not wishing to Flight Tokens.
leave anything to chance, a second Wing of 3
Broadswords also moved in to perform a Multiple The Covenant player looks up the Damage Tracks of
Lock on the poor Bombers! his Flight Tokens. With DR of 2 for a Tarasque, the 7
Successes is enough to Destroy 3 Flights, with the
In the Wings Attack Segment,the UNSC player excess hit being wasted. The Covenant player
elects to 'Activate' one of the Broadsword Wings removes 3 Flights from the Wing, leaving just 1
involved in this Dogfight, which also activates all remaining.
other Wings involved.
Annihilation Roll: now the player who rolled the
Both players create their Attack Dice Pools. The most Successes in the Dogfight (the UNSC player)
Covenant have an Attack Dice Pool of 4: 1 for each rolls 6 Halo Dice (1 Rer rema� Interceptor).
Flight Token of Tarasque Bombers,and will be Rolling no less than���results. The
using Firepower Rating of 3 (for Bombers). beleaguered Tarasque Bomber is torn apart by the
rampaging Broadswords as it struggles to escape
them. A crushing victory for the UNSC.

74 I'''' I'''' I'''' I'''' I'''' I'''' JllIIj IIIIj IIIIj IIll IIIIIj IIII IIIIIj IIII II''' I'''IJ 1111j IIIIj IIll jl l IIj I III jIIII jllllj
CONSOU □ ATION SEGMENT SUMMARY
In this Segment, all surviving Wings should ensure While Wings may only be represented on a Battlefield
that their Activated Tokens are removed, as they are by Tokens, they play a core role within Halo: Fleet
no longer relevant to the current Game Turn: Battles. Some of the important points to remember
about Wings:
► You will now remove any remaining Activated
Tokens of Wings who only performed a basic ► You use the combined Hangar Ratings of the
Movement at this point. Elements within a Battle Group to create Wings.
► Wings can be either Bombers or Interceptors, but
► Wings that survived combat with other Wings not both.
remain locked, ready to be activated in the next ► You gain an Activation Token when you complete
Turn to continue the Dogfight. any Move Action and lose it again during the
Attacks Segment of the Wings Phase (or in the
► Any Bombers that survived their Attack Run are Consolidation Segment if the Wing only performed
now awaiting the next Turn in readiness to perform a basic Move).
another Attack Run, handing out more pain to ► Only Interceptors can Lock enemy Wings.
the enemy. ► Only Friendly Interceptors can Unlock Friendly
Wings by moving in to Lock enemy Interceptors.
It is now time to move to the Battle Group Phase of ► Only Bombers can perform Attack Runs against
the Turn. Elements.
► Bomber Wings in an Attack Run are susceptible to
Point Defence.
IMPORTANT NOTE: A Wing that has fallen below ► Wings CANNOT end their Movement on top of
its Minimum Wing Size for its Faction and Type Elements (friend or foe) or other Wings.
MUST, in its next Activation, move towards and ► In Dogfights, Interceptors create Attack Dice Pools
'merge into' another friendly Wing. Standard using Firepower Rating 5.
Wing formation rules apply. If it cannot reach ► In Dogfights Bombers create Attack Dice Pools
a friendly Wing in this Activation it is instead using Firepower Rating 3.
removed and placed in the Scrapyard. ► Boarding Craft Tokens CANNOT become the target
for either a Dogfight or an Attack Run.

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75
BATTlE GROUP PHASE
The Battle Group Phase is the pivotal moment In the Battle Group Phase, the player who is going
during a battle when players will select and first will nominate a Battle Group to Activate, ALL the
Activate their Battle Groups and the Elements Elements in that Battle Group will Move, and then use
within them, alternating back and forth until they have their weapon systems to attack the enemy.
all Activated. This is the time to enact your skilfully
planned battle strategy and bring ruin to your enemy. The opposing player will then nominate a Battle
Group, and move through the Movement and Attacks
The Battle Group Phase is further broken down into with ALL of the Elements that make up that Battle
two key Segments: the Movement Segment, and the Group. Once a player has completed the Attack
Attack Segment (both of which are covered in detail Segment of a Battle Group's Activation, they should
in the subsequent two chapters). place an Activated Token on one of the bases of the
Battle Group. Once all Battle Groups have activated,
In the Order Dice Phase, the player with Initiative play moves to the Boarding Resolution Phase.
was determined (see PAGE 64 for more details), and
the player with the Initiative elected either to go first,
or to make their opponent go first.
IMPORTANT NOTE: If Player A has more Battle
This play order was then used in the Wings Phase, Groups in their Fleet than Player B, players
with the player going first nominating and Activating a will alternate the Activation of Battle Groups
Wing, with play alternating between the players until until Player B has no more to Activate, after
ALL Wings have gone. which Player A will nominate and Activate the
remaining Battle Groups, one at a time,
The same Initiative Order will be used in the Battle until all have been Activated.
Group Phase.

76 I'''' I'''' I'''' I'''' I'''' I''' I I''' I I I I I I I I I I I I I I I I I' I I I I I I I I I I''' I I I I I\ I I I I I I I I I I I I l I I I I I I I'''' I'''' I'' ii I''' i I I I I 11
THE GAME TURN I ORO ER DICE I WINGS 1:@jjH:umaUWJ.il MOVEMENT SEGMENT I ATTACK SEGMENT I BOARDING PHASE I ENO PHASE

BATTLE GROUP PHASE OVERVIEW


Choose a Battle Group
Movement Segment Sequence
Step 1. For each Element in that Battle Group, resolve: Performed according to the Initiative
1. Fleet Orders Order with that player selecting a Battle
2. First Turning (if applicable) Group.
3. Remaining Movement
4. Second Turning (if applicable) The player moves and attacks with ALL
Step 2. _C_ h_ ec_ k_ _Co- h_e_ re- n_ c_y _o _f a- l-1 E- l-em-ent _ - ith
- _s w - -Ba-t-tle_ __ the Elements within the selected Battle
- i_n _the
Group Group. They then launch any Boarding
Craft for Element's within the Battle
Attack Segment Group.
For each Element in that Battle Group, resolve:
1. Execute Fleet Orders Play then passes to the next player to do
2. Nominate Firing Solutions the same with a selected Battle Group.
3. Execute Firing Solutions
4. Launch Boarding Craft This alternates until ALL Battle Groups
have Activated.

When all Battle Groups have been moved, have fired and launched any Boarding Assaults, advance to the
Boarding Resolution Segment

AN EXAMPlE or BATHE GROUP ACTIVATION Once Carter has completed the Attacks of her
Carter is playing against Jun. Carter won the selected Battle Group, play switches to Jun, who
Initiative in the Order Dice Phase and elected to now selects a Battle Group of his own to Activate,
go first. and runs through the Movement and Attacks with
the Elements in his Battle Group.
In the Wings Phase, the players alternated and
Activated all of their Wing Stacks and performed After Jun has finished, he places an Activated
all Attack Runs and Dogfights. Token on the Battle Group, and play switches back
to Carter, who selects an un-Activated Battle Group
Play then moves to the Battle Group Phase. to Activate. Carter will move and then attack with
Since Carter is going first, she selects one of her that Battle Group.
Battle Groups. Carter moves all of the Elements
in her selected Battle Group according to the Play switches back and forth like this until both
rules for the Movement Segment, and then players have activated and used ALL of their Battle
makes attacks with the Elements in her selected Groups (and therefore ALL Elements). Once the
Battle Group according to the rules of the last Battle Group has completed its Attacks, play
Attack Segment. will move on to the Boarding Resolution Phase of
the Turn.

I ' , , , I ' , , , I ' , , , I ' , 11 I ' , , , I ' , , , I ' , , , I ' , , , I ' , , , I ' 11 , I ' , ' ' I ' , , , I ' , , , I ' , , , 1 , , , , 1 , , , , 1 , , , , I ' , , , 1 , , , , I ' , " I ' , , , I ' , 11 I ' , , , 1 77
MOVEMENT SEGMENT
Massive power plants and advanced engines propel The Movement Segment is broken into the
the gigantic ships of the Halo Universe through space. following steps:
From small and manoeuvrable Frigates through to
vast, multi-kilometre long Supercarriers, all vessels
rely on their drive systems to move them through iM \iifaiilil1MiiliHiiMii'1'-
1
�!!!!!!!!!!!!!!!

the darkness of space, to help them avoid incoming


-
ACTION
enemy fire and put them in position to maximise the
1. Fleet Orders Execute any Fleet Orders
effectiveness of their own Firing Solutions.
pertinent to the Movement
Segment.
In the Movement Segment of the Battle Group
Phase, a player will select a Battle Group to Activate, 2. First Turning Certain Elements may now
and will perform the Movement Actions of ALL of the perform a 45-degree turn during
Elements within the Battle Group, before progressing this Step.
to the Attack Segment when they will resolve their 3. Movement Elements may now elect to
attacks. The Turn will then shift to the opponent, who move up to their Movement
will select one ot their own Battle Groups to Activate, during this Step.
and so on until all Elements have been Activated (see 4.Second Certain Elements may now
the Breakdown of a Game Turn chapter on PAGE 61 Turning perform a 45-degree turn during
for more details). this Step.
5.Check Check that no Elements in a
IMPORTANT NOTE: If an Element ends its move Coherency Battle Group have moved out of
Coherency of 6".
on top of a Wing, move the Wing to the nearest
point 1" away from the Element, placed in a
location that both players can agree on.Should
that Wing be involved in a Dogfight, move ALL
Wings involved so that they are repositioned
continuing their Dogfight.

'''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' ''''
78 I'''' I'''' I'''' I'''' I'''' I'''' I I I I I I I I I I I I I I I I I I
THE GAME TURN I OROER □ICE I WINGS I BATHE GROUP PHASE ■(inNiMiliiiWmi■ ATTACK SEGMENT I BOARDING PHASE I ENO PHASE

1. FLEET OR □ ERS STEP


Small and
During this Step, players may execute Fleet Orders Medium Elements
that are pertinent to their Faction and the Movement · may turn first...
of Elements. Movement Orders are the ONLY type
of Order that can be issued in this Step; Orders will
describe when they may be used in their description.

...and then execute


2. FIRST TURNING STEP their Movement

Elements classified as Small or Medium may execute


up to a 45-degree turn during this Step. This is
achieved by taking the Element and simply turning
it up to 45-degrees on its central axis. The Element
does not need to be rotated the full 45-degrees, but
may not be rotated greater than 45-degrees.

AN EXAMPlE Of TURNING

SIZE I 3. MOVEMENT STEP


Small Element Yes I Yes
During this Step, Elements may now move in a
Medium Element EITHER 1st or 2nd Turning Step
straight line up to the full Movement value as listed
Large Element No Yes on their Element Profile. Unless otherwise specified,
I
Massive Element No Yes an Element MUST move AT LEAST HALF (rounded
down) of its total Movement at this time.

In the example above, a


UNSC Pans Frigates (Trident Formation) Small Ships (25 PTS) UNSC Paris Class Frigate

_..
Element elects to turn

■■:rnn@11 11■
during the First Turning
-10" Systems loadouts
4. 3. 3 Elusive Step. It simply pivots up to
45 degrees in its preferred
Mni@fo11W Hard Burn (3")
Missile Barrage* direction. It then chooses to
Point □efence (2) move 10" directly forwards
HltllMIIII Titanium Armour (2) during its Movement Step.

iMNnllilll
Primary Weapon Ill Weapon loadouts Left: Frigate Elements also
have the Hard Burn (3")

Ill •maw
light MAC 10/20" MAC (1)
Loadout, which allows the
Element to move an extra 3",
Secondary Weapon Weapon loadouts
Missile Batteries 12/24" Missiles F* orP+S 3 but only in a straight line.

I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I1111 I'''' I1111 I1111 I1111 I'''' I'''' I1111 I1111 I'''' I'''' I'''' I1111 I1111 I
79

THE GAME TURN I OROER DICE I WINGS I BATTLE GROUP PHASE 1fij@i'i!UiiiiMli/11 ATTACK SEGMENT I BOARD1NG PHASE I END PHASE

After the 5. CHECK COHERENCY STEP


Remaining Movement
has taken place... ...some Elements may turn, Elements of a Battle Group should attempt to
turn again or, in the case of maintain Coherency of 6" with other Elements
large or Massive vessels, turn within their Battle Group. This is done by measuring
for the first time. Elements centre to centre of their Formation Bases.

To remain in Coherency, Elements MUST maintain a


constant unbroken chain where each Element within
the Battle Group is at least within Coherency Distance
of another Element in the same Battle Group.

Should Elements of a Battle Group find themselves


Out of Coherency in this Step - that is, if an Element
or Elements are not within Coherency Distance
of another Element in the same Battle Group, the
following Separated Forces rules come in to play.

SEPARATE □ FORCES
A Battle Group with Elements that are Out of
Coherency is considered to be Separated, with the
different parts of the Battle Group designated as
AN EXAMPlE Of TURNING either the Main Force or a Separated Force. The Main
Force and Separated Force are identified by totalling
up the Build Rating (BR) of all Elements that are

4. SECON □ TURNING STEP


within Coherency of each other. The Main Force is
identified as the Coherent Group of Elements with the
highest BR; all other Elements are considered to be
Separated Forces.
During this step, Small Elements may execute a
second Turn, Medium Elements that DID NOT execute Should it be found that the totalled BR of any
a Turn in the First Turning Step may now elect to Elements that are no longer in Coherency is tied, the
execute a Turn, and Large or Massive Elements may controlling player may simply choose which group of
now execute their First Turn, up to a 45-degrees. Elements becomes the Main and Separated Forces.
Any Separated Forces are severely penalised. They
This turn is executed in exactly the same way as in the MAY NOT:
First Turning Step, with an Element pivoting around
its central axis. ► Perform Attack Actions with any other Elements.
► Launch Boarding Craft.
In the example, above, a Covenant ORS Heavy Cruiser ► Perform Carrier Actions.
elects to make a turn of up to 45 degrees in the
Second Turning Step - the only step where it is per­ When either the Main or Separated Forces move
mitted to perform a turn. close enough to the other Force(s) to be within the
appropriate Coherency Distance, they lose these
penalties, once again becoming a single legitimate
Battle Group.

1'''' 1' ''I''''I''' 1 '"I'''' 1 '"I' I11 I' ''I' II II


80 1'''' 111 1 I I11 1 11 1 1 1111 1'''' 1'"' 1'''' 11111 11I 11 11 111 11 1 1111 11111 111 111
THE GAME TURN I ORDER DICE I WINGS I BATTLE GROUP PHASE ■1i1Wdi'lim,mMm■ ATTACK SEGMENT I BOARDING PHASE I END PHASE

Should Elements of a Battle Group fragment in


this fashion, they MUST, in their next available
SUMMARY
Activation, move to reform into a single Battle Group
again. Battle Groups CANNOT willingly move out of ► Elements perform First or Second Turns based
Coherency during a game. upon their size classification.
► Battle Group Cohesion (6") should be adhered to
at all times.
► If Elements become separated from other
AN EXAMPlE OF COHERENCY Elements in their Battle Group penalties apply.
In the diagram below, a Damaged UNSC
Battle Group is made up of four Elements Once all Movement within a Battle Group has been
of Paris Class Frigates, labelled A, B, Cand completed, play moves to the Attack Segment.
D. The UNSC are trained to work in close
formation and have a Coherency Distance of IMPO RTANT NO TE: Formation Bases should never
6". Measuring the Elements centre to centre find themselves overlapping. If at the end of the
reveals that Dis, after all Movement has Second Turning Step, an Element finds itself
been performed, no longer in Coherency. overlapping another Formation Base (friend or
Adding up the BR it is determined that A, Band foe), the Element must retrace its movement until
Chave a BR of 3, leaving D with a BRof 1. such time as it is NOT overlapping. The Formation
A, Band Care now classed as the Main Force Base must still move at least HALF its stated
and D becomes a Separated Force suffering Movement Allowance (unless a specific Loadout
the relevant penalties. applies) and may be forced to move in a direction
that is not favorable as a result!

I'''' I'''' I'''' I'''' I''''!'''' I''l' I''l' I''l' I'''l I'''' Il''' Il I I I I'''' I'''l I I Il I I I Il I I Il I I I Ill I I I l I I I Il I I I I I I I Il I I I I
81
ATTACK SEGMENT
Once you have reached this Segment of Halo: Fleet
Battles the time has come to execute a series of ATTACK □ ICE BASICS
devastating attacks against the enemy with the
powerful advanced weapon systems your vessels are In the Game Basics chapter we discussed the core
armed with. The intent being to reduce the opposing game mechanics that will be used in this Segment,
enemy to nothing more than floating debris in space. including Ship Profiles, the Firepower Rating and
how Dice work in Halo: Fleet Battles. But let's quickly
As you do so, remember that each Die you roll does recap on some dice basics:
not represent a single shot, but rather multiple salvos
from the vessels that make up the Elements within Every attack you make will be resolved through
your Battle Groups. an Attack Dice Pool. The attacking player will roll
their Attack Dice Pool, and count their Successes
Once your weapons have fired, Boarding Craft can according to the results of the Dice rolled and their
stream away from your ships, sending brave (or Firepower Rating. All weaponry attacks in Halo: Fleet
perhaps foolhardy) Marines, Spartans, Grunts and Battles start at Firepower Rating 4 (Exploding Roll),
Zealots on desperate boarding assault missions unless modified by a Loadout, Terrain or some other
hoping to destroy, disable and sow chaos amongst game effect.
enemy vessels.

Space warfare is a brutal affair and Halo: Fleet


Battles brings that to your tabletop in this chapter.

82 I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I
THE GAME TURN I ORDER DICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENT l@ij:JijHi!ijj/11 BOARDING PHASE I ENO PHASE

Here is a reminder of the Firepower Rating Table: Let's look at some Firepower Rating examples:

FIREPOWER RATING TABlE Example 1: A Covenant CCS Battlecruiser firing at


Long Range with its Plasma Lance at a Marathon

m111iM1iiiiiiillll_______
Heavy Cruiser would suffer a -1 modifier on their
Firepower Rating because all Plasma Weapons suffer
a -1 Firepower Rating modifier at Long Range. This
would take them from an Exploding Roll to a Crushing
IMPOSSIBlE ROll Roll, assuming no other modifiers were in play.
No Dice are rolled!
Example 2: A Battle Group with 3 Paris Class Frigate
WEAKENED ROll Elements remaining that is firing at Short Range on a
CAS Assault Carrier would gain a +1 modifier to their
Each� counts as 1 Success Firepower Rating because they are firing on a Massive
2 Element at Short Range. This would take them from
Each [i) counts as 1 Success an Exploding Roll to a Devastating Roll, assuming no
other modifiers were in play.
No rerolls are permitted

CRUSHING ROll
WEAPON STATISTICS
Each� counts as 2 Successes
3
Each [i) counts as 1 Success On the next page is an example of the weapons
statistics for a UNSC Marathon Heavy Cruiser.
No rerolls are permitted
A PRIMARY/SECONOARY WEAPON
EXPlODING ROll (DEFAUlT ROll)
Under the Primary and Secondary Weapon headings
Each� counts as 2 Successes you will find the array of Weaponry with which an
Element is armed. An Element may have more than
Each [i) counts as 1 Success one Weapon type, or it may have none. Although
Weapons are named Primary or Secondary this DOES
You can reroll one[@ for each� NOT dictate the sequence they fire in.

DEVASTATING ROll If a Marathon Heavy Cruiser attacks a Covenant


Element with its MAC, its Primary Weapon will
Each� counts as 2 Successes generate an Attack Dice Pool of 8 Halo Dice which
5
Each [i) counts as 1 Success can fire into the Fore Arc. Two Marathons could
combine their dice into a Firing Solution generating
You can a reroll a [@or� for each� an Attack Dice Pool of 16 Halo Dice.

You will also see that a Marathon has a Secondary


Weapon (Missiles), which is listed as F or P+S. This
means the Element can fire its Secondary Weapon
twice - once into each of its Port and Starboard Arcs
of Fire, or it can use the Missile Barrage Loadout to
focus its Archer Missiles into single salvo directed at its
Fore Arc. See Arcs of Fire, overleaf, for more details.

I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I1111 I1111 ! 1111 I1111 I''1' I'''' I'''' I'''' I'''1 I'''' I'''' I'''' I''11 I'''' I
83
THE GAME TURN I ORDER DICE I WINGS I BATTLE GROUP PHASE I MOVEMENT SEGMENl ■djrnij(lijij(ijjjj■ BOARDING PHASE I ENO PHASE

UNSC Marathon Heavy Crmser Capital Ship, Medmm (95 PTS)


Movement Systems loadouts
Damage Track I I Hard Burn (2")
Build Rating Missile Barrage*
Point Defence (4)
Hangars 2 Titanium Armour (3)
Boarding Craft 2
3
5M■-IIII
Securit Detail
Primary Weapon Ill Weapon loadouts

Ml■-1111
Heavy MAC 16/32" MAC (2) 8
Secondary Weapon Ill Weapon loadouts
Missile Batteries 12/24" Missiles F* orP+S 7

Should an Element be without a certain type of ARCS OF FIRE (ARC)


weapon (such as a Primary Weapon, for example) the The ability of a weapon system to strike at an enemy
entry will show a ' -'. Element is governed by the Arcs in which it can fire its
weaponry, and these are known as Arcs of Fire.
Some Elements have 'AND' and 'OR' noted for a
weapon, referencing the ability to choose which The dashed lines running diagonally from corner to
weapons to use during an Activation. For example, corner on the Formation Base Overlay delineate four
an ORS Heavy Cruiser can fire a Plasma Lance OR a triangles. Each represents a 90° arc. The four Arcs of
Plasma Beam when Activated, but not both. Fire available are: Fore (F), Starboard (S), Aft (A) and
Port (P). Some weapon systems, such as the Heavy
MACs of the Marathon Heavy Cruiser have only one
RANGE arc through which they fire. Other weapon systems can
The Ranges are listed as two numbers: the first have several Arcs.
represents a Weapon's Short Range, the second its
Long Range. All measurement are taken from the
centre of the attacking Element's Formation Base to
the centre of the target Element's Formation Base.

For example, using the statistics of the Marathon


Heavy Cruiser above, we can see that its Heavy MAC
has a Range listed as 16/32". If the Marathon Cruiser
is targeting an enemy Element which, when measured
is between 0-16" away, it is within Short Range. If the
=
=
=
-=
= =
-=
=
enemy Element is beyond 16" (i.e. 16.1"), but 32" or -----< =
less away, it becomes a Long Range target.

WEAPON lOAOOUTS
These are special rules which apply to Weapon
systems and affect how they function, commonly
providing bonuses or negatives to attacks. See the
Loadouts chapter on PAGE 107 for more details.

I1111 l 1111 I1111 l 1111 l 1111 I1111 I1111 I1111 1 1111 1 1111 l 1111 I1111 I1111 1 1111 I1111 I' 1' 1 I1111 I1'11 I1'' 1 I11' 1 I1111 I1111 I ' 111 I
84
PLENTY Of flRING SOLUTIONS AVAILABLE
"'""
_..--,·
--

''
If a weapon system has several Arcs listed, divided ' ,,
' ,,
by slashes (e.g: F/P/S), it may only fire through ONE ' FORE ARC ,,
of those Arcs when making an Attack. Such an Arc ' ,,
�--'
represents a mobile platform, such as a turret, and
although it has the potential to strike at targets across
many Arcs, it may still only fire ONCE at any target PORT ARC STARBOARO ARC
within those Arcs. See Sighting Actions on PAGE 88.

Some weapons, like the Missile weapons of the


previously mentioned Marathon Heavy Cruiser, have
several Arcs divided by a+. This indicates a weapon
system that may be fired in one, or in both Arcs.

For example, the Marathon Heavy Cruiser Element


in the image above could fire a Missile salvo at an
enemy Element to Port, plus another at an enemy
to Starboard because its rules state P+S. In this
example, the Marathon Heavy Cruiser also has an
option to fire its Secondary Missile weapons into its
Fore Arc instead. Rich pickings!
EXAMPlE OF ARCS OF FIRE
What counts as 'In Arc' is defined by the centre point In the example above, a Covenant SDV Heavy
of an Element's Formation Base. What defines an Corvette has managed to manoeuvre itself
Element's position is not the Models on the Formation into a position whereby NONE of its weapon
Base, but the centre point of the Formation Base systems can come to bear on the enemy.
Overlay, which may or may not have a Peg at its Normally, the SDV can utilise Fore, Port and
centre. An attacking and defending player should Starboard Arcs of Fire - 270 degrees of
agree which arc an Element is located in by eye. coverage - for its Plasma Cannon Arrays and
a Fore Arc of Fire (90 degrees) for its Plasma
Torpedoes. But in this instance, poor tactical
DICE choices leave this Element useless in the
The Dice number represent the destructive capability Attack Segment, lacking any valid targets.
of weapon (see Halo Dice in Game Basics, PAGE 13).

I1111I1111I''''I'''' I''''I'111I1111 l''''I''''I1111I'11'I'''1I''''I''11I1111I''''I1111 l''''I1111I''''I''''I''''I''''I 85


THE GAME TURN I OROER OICE I WINGS I BATTLE GROUP PHASE I MOVEMENT SEGMENT l)irui:JifM11i/i ■ BOARDING PHASE I ENO PHASE

UNE OF SIGHT (lOS)


Line of Sight (LoS) is a term used to describe whether
an Element can 'see' the enemy Element it wishes to
attack, and whether something between the Attacker
and the Target will affect the attack. When working
out Line of Sight, draw a straight line from the centre
point of the Attacker's Formation Base to the centre
point of the Target's Formation Base. Whilst Elements,
Boarding Craft and Wings DO NOT block or affect Line
of Sight, if the line crosses ANY Terrain piece, that
Terrain piece may affect or even block the attack. See
the Terrain chapter, PAGE 44, for more details.

In the example (right), a Covenant ORS Heavy Cruiser


attacks a UNSC Marathon Heavy Cruiser. The player the UNSC Cruiser is in the Covenant Element's Port
draws a direct line between the two Elements, going Arc, and that the Line of Sight is drawn through an
'centre to centre'. From the drawn line, we can see Asteroid Field. Shooting through an Asteroid Field will
impose a -2 modifier on the Firepower Rating for the

iiifuHi1M@--!!!!!!!,...,,,...,,,...,,,............"""'............................................................................................................
ORS Heavy Cruiser's Plasma attacks.

STEP ACTION
1. Execute Fleet Orders Execute Fleet Orders pertinent to the Attack Segment
2. Nominate Firing Solutions a) Nominate Firing Solution
Once a Firing Solution has been nominated a b) Perform Sighting Actions by Checking Range, Arcs of
player cannot change their mind. Fire and Line of Sight
REMEMBER: Certain Terrain types will block LoS
3. Execute Firing Solutions a) Execute Fleet Orders
Execute each Firing Solution in order b) Compile the Attack Dice Pool
(decided upon by the Attacking Player) c) Determine the Firepower Rating(s)
d) Roll Attack Dice Pool And Count Successes
e) Roll Defence Dice Pool (if applicable)
f) Apply uamage
g) Check for Critical Hits
Repeat the procedure for any subsequent Firing Solution
4. Launch Boarding Craft a) Execute Fleet Orders
b) Designate Boarding Target
c) Move Boarding Craft
d) Compile Defence Dice Pool
e) Determine Firepower Rating
f) Resolve Defensive Fire
g) Place Surviving Boarding Craft
Once all the Battle Groups and Elements on the table have been Activated, and have completed their
Movement and Attack Segments, move on to the Boarding Resolution Phase.

I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I
86
ATTACK SEGMENT OUHINE FIRING SOlUTIONS
A crucial part of weaponry attacks is the Firing
The Attack Segment follows a specific sequence, Solution - this is the term used in Halo: Fleet
shown on the previous page. Each Step within the Battles for any attack made by Primary or
Segment has a series of Actions and, in some cases, Secondary Weapons.
sub-Actions.
A Firing Solution may comprise just one Weapon
system from one Element targeting an enemy

1. HEH ORDERS Element, or it may be the Weapon systems from


multiple Elements in a Battle Group combining into
a single devastating attack. Therefore, a Firing
Certain Fleet Orders will state that they may be issued Solution can be used to consolidate the Weapon
in the Fleet Orders Step of the Attack Segment. attacks of Elements within a Battle Group, allowing
These Orders may be issued now. The Attacking them to concentrate fire, and thereby deliver
player ALWAYS nominates any Fleet Orders they wish greater destruction.
to execute before Defending players may execute
their Orders. The following rules apply to all Firing Solutions:

The execution of Fleet Orders follows the rules stated ► Only Elements from the same Battle Group may
on PAGE42. take part in a Firing Solution.
► All Weapons involved in a Firing Solution must
have the same name (in specific cases prefixes

2. NOMINATE FIRING SOlUTIONS are ignored, for example a Light MAC and a Heavy
MAC can take part in the same Firing Solution).
► Each individual Weapon can only take part in ONE
In this Step, the Attacking player must nominate their Firing Solution in a Turn.
Firing Solutions and check the attacks are viable ► If a particular Element has more than one Weapon
before rolling any Attack Dice. with the same name, each Weapon can take part
in the same, or separate, Firing Solutions.

11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
87
THE GAME TURN I ORDER DICE I WINGS I BATTLE GROUP PHASE I MOVEMENT SEGMENT ijiciij(Jimm11 BOARDING PHASE I ENO PHASE

-
'', ', )�---,'
IN RANGE, BUT I . � ·'
OUT OF ARC •'.° -,"'�\
I I ©
,,
,,
, EXAMPlE OF SIGHTING ACTIONS

A) NOMINATE FIRING SOtUTIONS Check Range - While space is frictionless, the


In this Step, a player must declare which Weapons Weapons used in Halo: Fleet Battles do not have
are targeting which enemy Elements. When making unlimited range, nor is accuracy a constant across
these declarations, they must ensure the target the void. Target size, electronic warfare, space debris,
Element is a viable target (see Sighting Actions, and many other factors all limit Weapon ranges and
below), and they must follow the rules for Firing effectiveness. To check if a weapon is within range,
Solutions, as previously described. measure from the centre of the attacking Element's
Formation Base to the centre of the target Element's
Formation Base.
B) PERFORM SIGHTING ACTIONS
A player in Halo: Fleet Battles may, as described in In some cases, where the ships that make up an
the Game Basics chapter, make any measurement Element are equipped with multiple Weapons
at any time. The Sighting Actions are performed systems, Elements may find themselves operating
to clearly demonstrate to both players that the in a mixture of Ranges (Short and Long). In these
nominated Firing Solutions are in accordance with cases it may be that the Attack Dice Pool from one
the rules, and that the Elements being targeted are Weapon system is using a different Firepower Rating
viable targets. than other Weapon systems.

If this is the case, create two or more separate Attack


Dice Pools, roll them separately, and count their
Successes according to the relevant Firepower Rating
for that Pool. The number of Successes from these
Pools are then added together before being compared
to the Damage Track of the Target Element.

BB I''''I1111I1111I''''I''11I I I III1111I1111I II''I I'''I1111I11'1 l''''I1111I'' I'I'"'I' JI'I'' JII'111I II11 1 1111 1 11111 111'I
THE GAME TURN I ORDER DICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENT 1)1/))H(JilHlfijl/11 BOARDING PHASE I ENO PHASE

EXAMPlE OF SIGHTING ACTIONS 3. EXECUTE FIRING SOlUTIONS STEP


In the example opposite, the three UNSC
Elements, A, B, and C, which form a Battle The following process should be followed to resolve
Group, are attempting to attack a Covenant both Primary and Secondary Weapon Firing
ORS Heavy Cruiser using Primary MAC Solutions. Execute each Firing Solution in order
Weapons that fire in the Fore Fire Arc only. (decided upon by the Attacking Player and of the

-
weapon type of their choosing. For example, they
► Elements A and B have the target in their could fire Secondary Weapons before Primary or vice
Fore Fire Arc, but Element A's Primary versa); and repeat the procedure for any subsequent
Weapon only has a Range of 20" and it is Firing Solution.
28" away.
► Elements B and C are In Range with their
ACTION
Primary Weapons (maximum Range 32").
a) Execute Fleet Orders
► Element C has the target in its Starboard
Arc and so may not fire its Primary Weapon b) Compile the Attack Dice Pool
at the ORS Heavy Cruiser. c) Determine the Firepower Rating
d) Roll Attack Dice Pool and Count Successes
ONLY Element B is In Range of the target AND
has it in the Fore Fire Arc, so it is the ONLY e) Roll Defence Dice Pool (if applicable)
Element in the UNSC Battle Group able to fire f) Apply any Damage
at the target. g) Check for Critical hits

a) Execute Fleet Orders


Check Fire Arc - Whilst the vessels of Halo: Any Fleet Orders that can be played at the start of the
Fleet Battles are bristling with Weapons, each Execute Firing Solutions Step for specific Weapons
Weapon system is usually only able to fire into a or Weapon types, should be played now. See the
limited Arc of Fire. Fleet Commander or Heroic Character Data Sheets
for relevant Orders and how they may affect a game.
To determine if a target Element is within an Arc,
draw a straight line from the centre of the attacking b) Compile Attack Dice Pools
Element's Formation Base to the centre of the target The attacking player gathers their Attack Dice Pool
Element's Formation Base. If this line falls within an by adding together the Dice total from ALL attacking
'in-arc' segment, as illustrated on a Formation Base, Elements in the Firing Solution (see Attack Dice Pool
the Weapons can engage the target. As with range, Basics and Sighting Actions for more details).
remember that only target Elements 'in-arc' are valid
targets for that Weapon. c) Determine the Firepower Rating
All Attacks in this Segment start on Firepower
When determining the Arc of Fire, a player must also Rating 4. Determine if there are any circumstances
determine whether any Terrain piece will be in the which would modify the Firepower Rating, such as
Line of Sight. See PAGE 86 for more details on how Weapon Ranges, intervening Terrain, Loadouts, Fleet
Line of Sight works. Commander Orders or any other Scenario effects.

d) Roll Attacking Dice Pool and Count Successes


The attacking player rolls their Attack Dice Pool, and
totals their attacking Successes. This step contains
three sub-Actions:

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THE GAME TURN I OROER OICE I WINGS I BATHE GROUP PHASE I MOVEMtNT SEGM[NT ldiiMiliMilili■ BOAROING PHASE I ENO PHASE

► Roll Initial Dice: Take the Attack Dice Pool, and e) Roll Defence Dice Pool
roll it. Note any results that allow re-rolls. Any Elements with the capability to build a Defence
► Perform Re-Rolls: If the initial dice roll contained Dice Pool can now attempt to defend themselves
results that allow re-rolls (according to the against the results of the Attack Dice Pool. The Target
Firepower Rating), perform them now. Repeat this Element adds the Defence Dice it generates (these
step until no further re-rolls are permitted. are usually created by Loadouts such as Defence
► Damage Reduction: Once no further re-rolls are Array or Titanium Armour) to the Defence Dice Pool.
permitted, remove a number of attack Successes The defender rolls the Defence Dice Pool, using the
equal to ANY Damage Tokens the attacking standard Firepower Rating of 4.
Element(s) may be carrying.
Total the number of Defensive Successes. and
In some cases the Elements of a Battle Group may then remove the Number of Successes equal to the
be forced to roll using different Firepower Ratings. number of Vulnerable Tokens that the defending
This could be due to Range, Terrain or some other Element may be carrying.
Scenario effect. If this is the case, compile MULTIPLE
Attack Dice Pools and roll separately, and then total For every remaining Success scored by the Defence
the Successes. Dice Pool, REMOVE one Success from the opponent's
Attack Dice Pool. The remaining attacking Successes
are now used to calculate the actual Damage on a

SUB-POOlS WITH □ IFFERENT FIREPOWER RATINGS target Element.

Linda has a Battle Group consisting of one f) Apply Damage Tokens


Covenant CCS Battlecruiser Element and two Compare the Successes to the Active Value in the
Covenant SDV Heavy Corvette Elements which Damage Track of the Target Element. Some Elements
are attacking a USNC Carrier Battle Group may have a single Value in their Damage Track, while
consisting of just the one UNSC Epoch Carrier other Elements have multiple Values in their track.
Element. Linda's CCS Battlecruiser has a clear This is a measure of the amount of punishment an
shot, but his two Heavy Corvette Elements are Element can sustain. Any Element can have multiple
shooting through a Gaseous Cloud, and thus Values in their Damage Track but only ONE can be
have a -1 penalty. Active at any one time.

The CCS Battlecruiser Element generates As the Element suffers Damage, the Active Value on
8 Attack Dice, and the SDV Heavy Corvette an Element moves from left to right once per Damage
Elements each generate 2 AD. Linda therefore Marker applied (shown on the Overlay and Profile
has two Attack Dice sub-pools, one of 8 dice at Entry). This means that an Element with no Damage
Firepower 4, and one of 4 dice at Firepower 3. uses the tirst Value in their Damage Track as Active,
an Element with a Damage Marker uses the second
Linda rolls the dice! The CCS Battlecruiser sub­ Value as Active, and so on. If an Element has no
pool gives 5 Successes, and the Heavy Corvette Active Value on its Damage Track, it is Destroyed!
sub-pool gets a lucky result of 4 Successes;
added together for a total of 9 Successes! Compare the number of Attack Successes to the
current Active Value on the Damage Track of the
Note: Remember that Attack Dice Pools are target Element. If the number of Successes is equal
rolled separately and all re-rolls handled for to or higher than the Value then the target Element
each Pool, with only the Successes combined. has taken Damage.

90 111111111111111111l11111111111111111111111111I111111111111111111111111111111111111111111111111111111111111111111111
I
For Elements with a single Value remaining (or
because they only had one Active Value to start with!), EXAMPlE OF APPlYING □AMAGE
this will mean they are Destroyed. For Elements with
Several Elements in a UNSC Battle Group
multiple remaining Values on their Damage Track, this
perform a Firing Solution against a Covenant
will mean they gain a Damage Token which should be
CCS Battlecruiser Element, scoring 15
placed on, or next, to the Element Base to indicate
Successes. A CCS has three Damage Values
the effect.
(7 • 7 • 3). The 15 Successes are more than the
first Value of the CCS Element (7), so a Damage
A particularly Successful attack has the ability to
Token could be applied.
penetrate even the toughest of armour. If, after
applying a Damage Token, there are enough
There are also enough Successes to match the
Successes remaining in the Attack Dice Pool to beat
second Value (7), meaning the second Damage
the next Active Value on the Damage Track of an
Token could be applied, but the one remaining
Element with multiple Values remaining, a second
Damage is not enough to match, or better, the
Damage Token is placed (if the target had only two third Value (3).
Values remaining prior to the Attack, it would be
Destroyed at this stage).
The Covenant player can now compile a
Defence Dice Pool using the Defence Array
This process is repeated until all Attack Pool
(4) Loadout to generate 4 Dice. After a terrible
Successes are assigned, with any excess that were
roll where no Successes where rolled all
insufficient to cause Damage being discarded OR the
Damage is applied, leaving the CCS close to
target has no Active Values left on its Damage Track being Destroyed, with 2 Damage Tokens and 2
and is Destroyed.
Critical Hit rolls to come!

IMPORTANT NOTE: Destroyed Elements with g) Check for Critical Hits


Boarding Craft on board will cause these Once you have applied any Damage Tokens, do not
Tokens to be Expelled Into Space (See PAGE forget to make your roll to see if the Damage is a
100 for more details). Critical Hit. See Taking a Critical Hit in the Game
Basics chapter on PAGE 29.

I I I I I I' I I'I'' I II I'''I' I'' I I I I II I I I II I I I II I I I II' I I II''''I I'''I'' I'I''' II' I I' I I I''I I I I II' I''I' I I II I I I II I I I I I''' II I I I'I
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THE GAME TURN I OROER OICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENT ijlr)jij(l11H1\@1 BOAROING PHASE I END PHASE

AN EXAMPlE OF A FIRING SOlUTION: However, in a previous Turn, the UNSC Marathon


In this example, a UNSC Battle Group, made up Heavy Cruiser had sustained a single Damage
of two Marathon Heavy Cruisers and two Paris Token, reducing the number of Successes from
Class Frigate Elements (Arrowhead Formation), 13 to 12.
has declared a Primary Weapon Firing Solution
using MACs against a Covenant ORS Heavy Cruiser Now the Covenant player assembles and rolls their
Battle Group, comprising a single Element. Defence Dice Pool. The ORS Heavy Cruiser is a
tough nut to crack, and has the Defence Array (4)
The UNSC player has stated that the MACs of Loadout. This therefore generates a Defence Dice
one of his Marathon Heavy Cruiser Elements and Pool of 4, rolled using a Firepower Rating of 4.
one of his Arrowhead Formation Elements will
target the Covenant ORS Heavy Cruiser (the other Before the Defence Dice Pool is rolled, the UNSC
Elements in the Battle Group cannot contribute to player rolls to see if the MACs involved in the Firing
this Firing Solution, being in Arc but out of Range). Solution place any Vulnerable Tokens on the ORS.
Luckily for the Covenant player, the UNSC player
The Dice total for the MAC of the UNSC Marathon rolls badly and no Vulnerable Tokens are placed.
Class Heavy Cruiser is 8, while the Dice total for
the MAC ot the Paris Class 1-rigates (Arrowhead When the Defence Dice Poii is roiied, the Covenant
Formation) is 4. This means the Attack Dice Pool player gets��[@� for a poor total of 1
for the Firing Solution is 12, using a Firepower Success. The Covenant Defence Dice Pool result
Rating of 4. The UNSC Player rolls the Attack Dice of 1 Success removes 1 from the number of
Pool and gets the following result: Successes scored by the attacking UNSC player,
��[@[@��������- reducing the number of Successes they managed
to score from 12 to 11.
Given that the Fir�wer rating is 4, and the UNSC
Player rolled four�. the UNSC player is now Comparing the number of 11 Successes to the
permitted to pick up the two[@ dice, and Damage Track of the Covenant ORS Heavy Cruiser
reroll them, which he does, scoring a� and a (11 • 10 • 5), we can see that the UNSC have
�- The Total number of Successes so far is 13 managed to match the first number, and Damaged
(1 for each�. and 2 for each� ). the ORS Heavy Cruiser.

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THE GAME TURN I ORDER DICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENI ijifflij(JijM1@1 BOARDING PHASE I ENO PHASE

FIRING SOlUTIONS EXAMPlE: ADVANCE □ Firing Solution C: The two Paris Frigate Elements will
The diagram below shows what several Firing also fire on SDV Heavy Corvette Element 1 with their
Solutions might look like, as performed by ONE Secondary Port Missile Batteries.
Battle Group in ONE Attack Segment. It may look
complicated at first glance, but in truth once you have Firing Solution D: Since Covenant Heavy Corvette
played a few times this will become much clearer. Element 3 is positioned above and to the right of
the UNSC Battle Group, as many ships as possible
A UNSC Battle Group of 2 Marathon Heavy Cruiser will pour their missiles into it, hoping to cause some
Elements and 2 Paris Frigate Elements declare their damage. The Starboard Missiles of the two Paris
Firing Solutions against 3 Elements of SDV Heavy Class Frigate Elements, and the Marathon Heavy
Corvettes. The UNSC player assesses the situation Cruiser 1 will combine fire on this enemy Element.
and decides to divide the fire of his Battle Group in
the following way: The Marathon Heavy Cruiser 2 can also join its
Missiles into Firing Solution D using its Missile
Firing Solution A: The Light MACs of the two UNSC Barrage Loadout to fire its Missiles into the Fore Arc.
Paris Frigate Elements will fire against the Covenant Normally Missiles fired into the Fore Arc of a UNSC
SDV Heavy Corvette Element 2. Element MUST target the closest enemy Element,
which fortunately, in this example, is SDV Heavy
Firing Solution B: The Heavy MACs of the two UNSC Corvette 3.
Marathon Heavy Cruiser Elements against Covenant
SDV Heavy Corvette Element 1. Firing Solution D is going to be most painful for the
Covenant player to deal with.

S□V Heavy Corvette 3


SOV Heavy Corvette 2

FIRING SOLUTION A FIRING SOLUTION D

Marathon Heavy
Cruiser 2
SOV Heavy Corvette 1

FIRING SOLUTION B
Marathon Heavy
Cruiser 1

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THE GAME TURN I OROER DICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENT ■ BOARDING PHASE I END PHASE
ijjrijij:Jijttllijjh

4. lAUNCH BOARDING CRAH Relief Actions - A Friendly Element that is under


attack from enemy boarders may be reinforced by
friendly Elements who are within range and able
to launch their own Boarding Craft in a desperate
ACTION
attempt to relieve their beleaguered comrades.
a) Execute Fleet Orders Relief Actions are not subject to Defensive Fire of
b) Designate Boarding Target course... they are coming to save the day, after all!
c) Move Boarding Craft
Elements may only designate a target for boarding if:
d) Compile Defence Dice Pool
e) Determine Firepower Rating ► The launching Element has Boarding Craft Tokens
f) Resolve Defensive Fire belonging to their own Faction on its Formation
g) Base, and they were not launched previously in
Place Surviving Boarding Craft
the same Game Turn.
► They are within range of the Faction's Boarding
Once the weapon attacks have been performed, it Craft Movement Value.
is time to launch Boarding Craft. These fast, small, ► They themselves are not already the target of an
vessels are literally 'fired' at their target, and that enemy Boarding Assault.
target can be friend or foe. ► The target element has no more than 6, OR
through the result of a new Boarding action would
It is this action of 'firing' Boarding Craft at a target that have no more than 6 Aggressive or Friendly
creates their need to be explained at the end of the Boarding Craft attached. This means that no
Attack Segment chapter. Element may ever have more than 6 Friendly and
6 Enemy Boarding Craft Tokens attached to it at
a) Execute Fleet Orders any moment.
Any Fleet Orders to be used at the start of the Launch
Boarding Craft Step should be played now. Certain c) Launch Boarding Craft
Fleet Commanders are highly skilled in the art of Once the target is designated and is found to be in
employing boarding enemy vessels. range, place any attacking Boarding Craft Tokens
from the Battle Group touching the target Element.
b) Designate A Boarding Target The maximum number of Tokens that can be
A Battle Group may nominate multiple Elements launched by an Element in a Game Turn may not
(friend or foe!) within range to be the target of exceed the number of Boarding Craft listed on its
Boarding Craft. These Tokens have a 360 ° Fire Arc Element Profile.
from the Element deploying them. Terrain DOES NOT
affect boarding actions, unless a Scenario or Special d) Compile Defence Dice Pool
Rule states otherwise. The defending Element may now attempt to shoot
down incoming Boarding Craft using Point Defence
There are 2 types of Boarding Assaults: (PD). Take the PD Rating of an Element and generate
a Defence Dice Pool equal to this number. Note that
Aggressive Actions - Fleet Commanders often use the size of the Defence Dice Pool can be affected by
the surprise and the brutality of close assault to other Loadouts and Orders.
overwhelm the enemy. Such attacks are often fraught
with danger, as enemy Elements attempt to defend e) Determine the Firepower Rating
themselves using deadly Point Defence (PD) systems The Defence Dice Pool starts on Firepower Rating 4
in a desperate attempt to destroy the incoming craft but there may be circumstances which would modify
before they can make contact. the Firepower Rating, such as Loadouts, Terrain or
Fleet Commander Order effects.

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f) Resolve Defensive Fire g) Place Surviving Boarding Craft
Resolve Defensive Fire using the following sequence: The boarding player then places any surviving
Boarding Craft on the target Element's Formation
► The Defender can select ONE incoming Boarding Base. These remain in place on a target Element's
Craft to defend against. Formation Base until the Boarding Resolution Phase
► Roll the Defence Dice Pool. where the results of the attack will be resolved.
► Add up the Successes using the determined
Firepower Rating.
► Compare the number of Successes to the Damage IMPORTANT NOTE: The effects of a Boarding
Track of the incoming Boarding Craft. If sufficient Assault are not resolved until the Boarding
Successes are rolled to equal or exceed the Resolution Phase - leaving room for plenty of
target's Damage Value, the targeted Boarding aggressive Boarding Actions and Relief Actions
Craft MUST pass an immediate Heroic Save or be to take place in a Game Turn.
Destroyed before it reaches its target. See PAGE
114 for more details.

A well planned Assault using multiple Boarding Craft


from a Battle Group can be devastating. With Point 5. MOVE ON TO THE NEXT ACTIVATION
Defence only directed against a single Token, a
Defender must make a choice about which Boarding After Token placement for all Boarding Craft has
Craft represents the most threat, and weigh up been resolved, play shifts to the opposing player,
against which Boarding Craft their Point Defence who may select an un-activated Battle Group to
can destroy. Activate - a new Battle Group Phase now begins.
See The Game Turn and Battle Group Phase
chapters for further details.

If all Battle Groups have Activated move on to the


Battle Resolution Phase.

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95
BOARDING RESOlUTION PHASE
Boarding Assaults provide some of the most exciting I I
: 1 I I I I I I I I
and cinematic events in a game of Halo: Fleet
Battles. Larger vessels can find themselves under BOARDING STEP
attack from dedicated Boarding Craft packed to
1. Execute Fleet Commanders may choose
the brim with desperate fighters, ranging from lowly
Fleet Orders to execute relevant Fleet Orders
Grunts to heroic Spartan super-soldiers.
at this point

These troops are tasked with destroying the ship 2. Nominate an i. Build the Attack Dice Pool
from within by means of sabotage, subjugation or unresolved ii. Build the Defence Dice Pool
extermination. Coupled with this, Fleet Commanders Boarding iii. Roll both Pools and Compare
can elect to launch daring Relief Actions to rescue Assault iv. Roll on the Boarding
vessels that have been boarded by the enemy in an Result Table
attempt to eliminate the attackers before they reach v. Resolve Boarding Effects
critical systems and reap untold destruction. 3. Move on Continue the Process for Step 2
to the next until ALL Boarding Assaults have
An Element is considered to be under threat during unresolved been resolved. After which move
the Boarding Resolution Phase if it has one or more Boarding on to the End Phase.
enemy Boarding Craft tokens on its Formation Base. Assault
These craft have been literally 'shot' at their target
by their parent-ship during an Attack Segment of a
Game Turn.

It is possible that assaults can run over from one


1. EXECUTE FlEET □ROERS
Turn to another, with the attacking troops having
disembarked and beginning to mount their attack Fleet Orders describe when, within the Game Turn,
against the crew and infrastructure of their target. they may be played, and any Orders that can be
The Boarding Resolution Phase therefore uses played in the Boarding Resolution Phase should be
the following sequence: declared and executed at this point.

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THE GAME TURN I ORDER □ICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT 1:jmjijnj/j11ij:rM■ ENO PHASE

2. NOMINATE AN UNRESOLVED II. BUil□ THE □EFENCE □ICE POOl


BOARDING ASSAUlT The defender totals the number of Security Detail of
the Element being boarded, and adds the Security
Detail rating of any friendly Boarding Craft that
The player with the Initiative now nominates an were launched as part of a Relief Boarding Action
Element in the Battlefield with one or more enemy during the Turn. This total number of Security Detail
Boarding Craft attached to it and both players resolve generates the number of Dice that forms the Defence
the following Actions: Dice Pool.

To this total amount of dice, add any relevant


I. BUil□ THE ATTACK □ICE P□□l Loadouts or Fleet Orders that might be in effect -
The Attack Dice Pool is created by taking one Die per certain famously dogged Heroic Characters might add
point of Security Detail present on board the Boarding dice to a Defence Dice Pool, for example. The default
Craft taking part in the Boarding Action. The default Firepower Rating for this Defence Dice Pool is 4.
Firepower Rating for this Attack Dice Pool is 4.

Remember to refer to any relevant Loadouts or Fleet UN-lAUNCHE□ BOAR□ING CRMT


Commander Orders that might be in effect, in case Friendly Boarding Craft that are present on the
they modify the number of dice; certain famously Element's Base prior to being launched will struggle to
deadly Heroic Characters in the Halo Universe might contribute to a Defence Dice Pool during a Boarding
add a few dice to the Attack Dice Pool, for example! Action since these troops are forced to relocate off
their transports and make their way through the ship
to attempt to root out the invaders.
BOAR□ING ATTACK □ICE PO□l EXAMPlE:
Three UNSC Pelican Boarding Craft stream The Defender may sacrifice ONE un-launched
out to attack a Covenant CCS Battlecruiser, Boarding Craft on the Base during the Build
succeeding in weathering the Point Defences the Defence Dice Pool Action of the Boarding
and boarding the enemy Element. Resolution Phase, in order to aid in the defence of
the Element under attack.
A Pelican has a Security Detail of 2, so the
Attack Dice Pool is 6 (2+2+2), fighting with a To sacrifice an unlaunched Boarding Craft simply
default Firepower Rating 4. remove it from play. This allows the Defender to
increase the Element's Security Detail by the number
of Security Detail of the Boarding Craft for the
duration of this Boarding Resolution Phase only.

Should the nominated Token have access to the


Heroic Save Loadout, this save may be attempted
after all Boarding Effects have been resolved, and
if successful, the Boarding Craft is returned to the
parent element.

COVENANT DSC SUPPORT VESSH

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rnE GAME TURN 1 □Rom 01cE I w1NGs I sAmE GR□uP PHASE I M□vEMENT sEGMENT I ATTACK sEGMENT ■:u@mm1wM1 EN□ PHASE

:11·1 I'I

I' EFFECT
1 or Vainglorious • The Boarding Action fails!
less Assault • All Attacking Boarding Craft are expelled 4" into space.
2-3 Bloody Repulse • Attacker loses 2 Boarding Craft (chosen by the Defender).
• The lost Boarding Craft are expelled 4" into space.
4-5 Repulsed • Attacker loses 1 Boarding Craft (chosen by the Attacker).
• The lost Boarding Craft are expelled 4" into space.
6-7 Stalemate • No Boarding Craft lost. Fighting continues into the next Turn.
8-9 Critical Defences • Place 1 Vulnerable Token on the attacked Element's Base.
Breached • Defender loses 1 Boarding Craft (chosen by the Defender).
• Any lost Boarding Craft are expelled 4" into space.
10 Focused • Place 2 Vulnerable Tokens on the attacked Element's Base.
Sabotage • Defender loses a Boarding Craft (chosen by the Defender).
• Any lost Boarding Craft are expelled 4" into space.
11 T-Minus 4 • Place 1 Damage Token and 2 Countdown Tokens on the attacked Element's Base.
minutes... • Defender loses a Boarding Craft (chosen by the Defender).
• Any lost Boarding Craft are expelled 4" into space.
12 T-Minus 2 • Place 1 Damage Token and 4 Countdown Tokens on the attacked Element's Base.
minutes... • Defender loses 2 Boarding Craft (chosen by the Attacker).
• Any lost Boarding Craft are expelled 4" into space.
13+ Critical Core • The Element is torn apart in a cataclysmic explosion, removing it from play.
Breach! • See the rules for a Critical Core Breach on PAGE 100.

□□
Ill. ROll THE ATTACK AN EFENCE ICE POOlS □ ► If the Attacker's Dice Total was TWO TIMES higher
Simultaneously roll the respective Attack and Defence than the Defender's Total, add 4 to the result!
Dice Pools to create an Attack Dice Total and a ► If the Defender's Dice Total was higher than the
Defence Dice Total. Unless otherwise stated, both the Attacker's Total, deduct 2 from the result.
Attacker and the Defender use Firepower Rating 4 ► If the Defender's Dice Total was TWO TIMES higher
when determining their Successes. Make a note of than the Attacker's Total, deduct 4 from
the winner as you wiii 11t:t:u Liiis 1or the next Action. the resuiti


IV. ROll ON THE BOAR INB RESUlT TABlE □
V. RESOlVE BOAR INB EFFECTS
Each player now rolls a D6, adding them together During this Action, players must follow the effect
and referring to the table above, taking into account noted on the Boarding Result Table above.
the following:

► If both the Attacker and the Defender Dice Totals


were equal, do not change the result and simply
roll unmodified on this table.
► If the Attacker's Dice Total was higher than the
Defender's Total, add 2 to the result.

98 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
3. MOVE ON TO THE NEXT UNRESOlVE □ COUNT□OWN TOKENS
BOARDING ASSAUlT Countdown Tokens can be used to represent a
number of effects in Halo: Fleet Battles, from the
The next player then nominates the next Boarded effects of explosives placed on board an Element
Element to resolve, and the players repeat the during a Boarding Assault to a sabotaged central core
procedure. This process of each player, alternating about to go critical. While directly used in relation to
from one to the other, selecting a Boarding Assault to Boarding and the Boarding Result Table, they may
resolve and resolving it, continues until ALL Boarding also be used for Scenario effects.
Assaults have been resolved for the Turn.
The number of Countdown Tokens on an Element
Note that even after all Boarding Assaults have been determines how long it has before its inevitable end.
resolved, there still may be enemy Boarding Craft If an Element reaches 6 Countdown Tokens, the
on an Element's base - this represents the ongoing Element detonates, suffering a Critical Core Breach
clash of forces on board, and will be resolved as a (the rules for which can be found on the next Page).
Boarding Assault again in the following Turn. This DOES count towards the Victory Point total.

Once all Boarding Assaults have been resolved, play


moves on to the final Phase of the Game Turn
The End Phase.

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THE GAME TURN I ORDER DICE I WINGS I BATTLE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT :mM@!m�mJ.ij END PHASE

CRITICAl CORE BREACH ASSAUlT EXTRACTION


A Critical Core Breach is an effect that can be In certain circumstances at the end of a Boarding
achieved instantly as a result of the Boarding Result Action, surviving Tokens belonging to the Attacker
Table, or may be an effect that occurs as a result of may attempt to extricate themselves from an enemy
an Element gaining 6 or more Countdown Tokens in a mad rush to reach the safety of nearby friendly
during the course of a game, or by the result of a Last Elements capable of berthing them.
Gasp roll (see PAGE 29).
For a friendly Element to be a viable Extraction Point
With a Critical Core Breach, an Element is torn apart it must:
in a cataclysmic series of devastating explosions. The
Element is removed from play and all Elements within ► Have capacity and space to berth Boarding Craft
8" suffer an immediate Attack, with with an Attack (determined by their Boarding Craft Allowance on
Dice Pool equal to the Element's combined Damage their Profile).
Track, as listed on an Element's Profile. Each Element ► It must be within the Boarding Craft's Movement
within range of the explosion attacked in this way, Range.
with each rolled for separately, using a Firepower ► It may not currently be the subject of an
Rating 5. Ships attacked in this way may still compile Aggressive Boarding Assault by the enemy.
their Defence Dice Pool as per usual (see the Attack
Segment chapter for more on attack sequences). If these conditions are met, the Defending player in
control of the Element being attacked may elect to
All Assault Craft on board the removed Element are open fire with a free Point Defence attack, targeting
Expelled Into Space 4", measured from the centre of ONE Boarding Craft as it attempts to extract (chosen
the exploding Element. by the Defender). Remove any surviving Tokens from
the engaged Element, and immediately place them on
All Wings within 8" of the Element that suffered the Formation Base of the friendly Element(s) that are
the Critical Core Breach are removed from play as acting as their Extraction Point.
Destroyed.

COUNTDOWN CORE BREACH EXAMPlE EXPEllE□ INTO SPACE!


A UNSC Marathon Heavy Cruiser has been
boarded multiple times over the course of the Should a Boarding Craft to be Expelled Into Space,
last few Turns, and as a result, has gained 6 the owning player MUST place the Tokens anywhere
Countdown Tokens. After the piacement of within 4" in open space (i.e. not on top of any
the 6th Countdown Token, the UNSC Cruiser Elements/Wings/other Tokens) from the centre of the
suffers a Critical Core Breach. The UNSC player Element from which they were expelled. See the End
adds together the values of the Marathon Phase on PAGE 104 for the Heroic Save rules and
Heavy Cruiser's Damage Track: 6+6+3=15. how they work.
Every Element within 8" of the Marathon Heavy
Cruiser now suffers an immediate attack, with Boarding Craft Expelled into Space CANNOT become
an Attack Dice Pool of 15 using Firepower the target for either a Dogfight or an Attack Run.
Rating 5, The Marathon's un-launched
Boarding Craft are Expelled into Space.
In addition, all Flight Tokens within 8" are
Destroyed. The Tokens are removed from play
and placed in the players' Scrapyards.

100 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
fXAMPlE OF A BOARDING ACTION The Attack Pool is now 4 Dice, and the Defensive
A Marathon Heavy Cruiser has been the target of Pool is 5 Dice. Both players now roll their Dice
an Aggressive Boarding Action. Pools...

During the Attack Segment, a nearby Covenant The UNSC player rolls 3 Successes, The Covenant
CCS Battlecruiser Element launches its full player rolls much better, managing 7 Successes,
complement of 2 Boarding Craft at the UNSC and wins this Boarding Assault with ease. The
Marathon Heavy Cruiser. The Marathon's Point Covenant player rolls on the Boarding Result
Defence (PD) was unlucky, and failed to take down Table. Since the Covenant Attack Total of 7 beat by
any incoming Covenant Boarding Craft. double the UNSC Attack Total of 3, the Covenant
player get to add +4 to the 2D6 roll.
In the Boarding Resolution Phase, a total of 4
Security Detail (2 per Token) attack the Marathon The player rolls a combined total of 5, +4 for a new
Heavy Cruiser, which has a Security Detail of 3. total of 9, a result of Critical Defences Breached
The Covenant player compiles their Attack Dice against the UNSC ship. Due to this Boarding
Pool (4 Dice). The Defending UNSC player compiles Result, the UNSC player must roll to try and save
their Defence Dice Pool (3 Dice, one for each the un-launched Boarding Craft still on board using
Security Detail). the Heroic Save, but fails to save them.

The Marathon Heavy Cruiser still has its He then attempts to save the brave Boarding
complement of two unlaunched Boarding Craft, Craft who sacrificed themselves at the start of
and decides to sacrifice one to increase its the Boarding Action! Sadly this also fails, leaving
Security Detail, and hopefully its chances of the Covenant player to enjoy the fruits of a deadly
survival. One Pelican Token is removed from Boarding Action which wiped out TWO UNSC
the Marathon Element base and placed in the Pelican Boarding Craft AND saw the placement
Scrapyard, and a further 2 Dice are added to its of a Vulnerable Token on the Marathon heavy
Defence Dice Pool. Cruiser's Base all in the same Phase!

I''''I''''I1'1'I 1111I''11I'111I1111I1111I1111I1111I1111I'111I''11I'1'1I1''1I1'11I1111I'1'1I1'''I111'I'111I'' 11I'111I 101


THE END PHASE
In this Phase, players will resolve any outstanding
effects and situations generated by the events of a
Turn. Elements will attempt repairs, and in certain
situations, Elements may even suffer a Core Breach 1. Repairs A. Defuse Countdown Tokens
and explode! You will also check to see if a player has and resolve any resulting
won a game. Critical Core Breach effects.
B. Repair Vulnerable Tokens.
C. Perform Carrier Actions.
1- REPAIRS 2. Calculating Check Scenario Conditions and
Victory score Victory Points.

A. □ HUSE COUNTDOWN TOKENS


3. Adrift Tokens A 'Adrift' Heroic Saves.
B. Move 'Adrift' Tokens.
An Element with Countdown Tokens MUST attempt to
4. Prepare for Once all the above Actions have
make a Repair Test in the End Phase to try to remove
the Next Turn been completed. make ready for
any Countdown Tokens from its Base. The Eiement
the next Game Turn.
must roll a Halo Dice for EACH Countdown Token
attached to the Element:

► For each�� REMOVE a Countdown Token. EXAMPlE OF COUNTDOWN TOKEN REPAIR


► For any other result, ADD a Countdown Token. A Covenant CCS Battlecruiser has 4
► If the Element still has Enemy Boarding Craft Countdown Tokens on it. The Covenant player
fighting on board, any roll of a� during a Repair rolls 4 Halo Dice:���[@.
Test will add TWO Countdown Tokens instead. Given these results, the Covenant player
would remove 3 Countdown Tokens and add
Should an Element reach 6 Countdown Tokens, 1, resulting in 2 Countdown Tokens being
after all Repairs have been resolved, the Element removed, with a total of 2 Countdown Tokens
detonates, suffering a Critical Core Breach (see the remaining on the Element (4-3+1=2).
Game Basics chapter on PAGE 26).

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102
THl GAMl TURN 1 □Rom 01cl I WINGS I BATTLl GROUP PHASl I MOVlMrnT srnMrnT I ATTACK srnMlNT I iMWMI
BOAR□ING PHASF ■

8. REPAIR VUlNERABlE TOKENS For example, if, by the End Phase of a Turn, a player
The engineers aboard a vessel must work tirelessly has managed to destroy three enemy Elements,
to repair critical systems in order to bring an Element with the Build Ratings 1, 4, 1 respectively, the total
back up to its full fighting capability. number of Victory Points accrued would be 6.

To repair a Vulnerable Token, roll one Halo Die for Remember that certain Heroic Tokens (Spartans or
each Vulnerable Token on board. On a remove [ij, Zealots) are also worth Victory Points if they are Killed
ONE Vulnerable Token. On a[@], remove TWO In Action. This can be the result of Point Defence (PD)
Vulnerable Tokens. On any other result, no Vulnerable attacks against their Boarding Craft, failed Boarding
Tokens are removed. Actions, being Expelled into Space (see Step 3) or the
result of a Critical Core Breach explosion.

C. PERrnRM CARRIER ACTIONS


Elements with the Carrier (Value) Loadout may re­ SECTOR CONTROl
launch a number of Wings equal to the Value listed Some Scenarios will award Victory Points for Sector
in their Loadout's parentheses at this point during Control. If a player (or Faction if there are multiple
the End Phase. The Wing or Wings are immediately players per side) is the only side to have Elements in
deployed within 8" of their Formation Base. a Sector, they are considered to be in control of that
Sector. Points for controlling Sectors are awarded
A Wing deployed in this manner must be formed into a every turn, but on any given turn, each Sector in a
legal Wing (see the respective Fleets for the minimum Battlefield may only be scored once.
and maximum Wing sizes) and they MUST be taken
from the casualties in the Faction's Scrapyard.
SCENARIOS
Scenarios may also have other conditions under

2 - CAlCUlATING VICTORY which points are awarded. See the Pre-Game


Set-Up chapter on PAGE 48 for more about
calculating Victory Points.

CHECK SCENARIO CON □ ITIONS


Games are won and lost on the back of Victory VICTORY POINT TARGET
Points. Victory Points represent not only the ability of Every Scenario will list either a set number as the
one side to dominate and destroy the other, but also Victory Point Target, or a method for calculating the
to satisfy particular strategic and tactical goals. Victory Point Target.

Victory Points can be awarded for a number of ► If one of the players has reached their
reasons, but the two most common are: Destroying Target in the End Turn, their tactical
the Enemy, and Controlling a Sector. mastery has earned them a Major Victory.
► If BOTH players have reached their Targets
in the End Turn (OR the Maximum Turn
DESTROYING THE ENEMY Limit expires), the player with the highest
Players should keep a running tally of the Build total earns a Minor Victory.
Ratings of all the enemy Elements they have ► If BOTH players have reached their Targets
managed to Destroy. In most scenarios, players will in the End Turn (OR the Maximum Turn
receive one Victory Point for every Build Rating point Limit expires) with players scoring identical
of enemy Elements they have Destroyed. Victory Point totals the game is classed as a
Stalemate with no victor.

11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 103
3 - 'A □ RIFT' TOKENS If a Token cannot make base contact with a friendly
Element, or cannot be allocated a Token, it remains

A. 'A□ RIFT' TOKENS


adrift and may not take any further part in the battle.
Remove it from the table, it is destroyed.
Adrift Boarding Craft Tokens do not need to take any
Heroic Saves to stay in play.
4 - PREPARE FOR THE NEXT TURN
B. MOVE 'A □ RIFT' TOKENS Assuming no Victory Conditions are met, players
All Tokens that were Expelled into Space during the should now prepare for the next turn. The Battlefield
Game Turn may move 12" in any direction. If this should be tidied to make sure all relevant Tokens and
movement takes them in base contact with a effects are on the correct Bases, and used Order Dice
friendly Element, they may be placed on board and are should be retrieved.
allocated to the Element's complement of Boarding Craft,
ready to be launched in another Turn. A maximum of 6 Unused Order Dice can be removed from the Fleet
Boarding Craft may be on board any single Element's Commander and Heroic Character Data Cards in
formation base. preparation for the following Turn but only if a player
so chooses. Players then proceed with the Order Dice
While any friendly Element may have more Boarding Craft Phase of the new Turn (see PAGE 63).
aboard than their original complement, they may only launch,
per turn, a number of Boarding Craft equal to their Boarding
Craft Value.

If an Element has a Boarding Craft Value of 0, they may only


launch 1 Boarding Craft per turn, and it can only be launched
at a friendly Element.

However, if there is no spare space on a friendly Element,


they cannot be simply added to the Element, and must
instead replace an existing Boarding Craft Token already on
board the Element.

104 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
sov HtAVY comms US[ ClOAKING T[CHNOlOGY

APPENDIX 1: lOADOUTS
Loadouts are a set of rules that reflect specific
conditions or effects, usually representing
MOVEMENT
technologies that give bonuses to your Fleet, or
append the normal game rules in some way.
GUDE (DISTANCE")
There are two types of Loadouts: Systems and Elements with the Glide (Distance") Loadout may
Weapons. Those listed in an Element Profile under forgo their standard Movement to move laterally
Systems Loadouts usually reflect some benefit, (sideways) instead. The distance they may travel is
capability or penalty that comes as a result of the denoted in the parenthesis. An Element using its
technology used in both the construction of the Glide Loadout may not make any Turning Actions
Element (i.e. Titanium Armour), or the way the during its Movement.
Element has been designed to supplement its military
capability (i.e. Hard Burn).
HARO BURN (DISTANCE")
The other type of Loadouts, listed under the Weapon Elements with this Loadout may increase their
Profiles, tend to reflect the strengths and weaknesses movement by the value listed in parenthesis, provided
of particular Weapon systems. In both cases the the Element DOES NOT execute a Turning Action
Loadouts are clearly listed, and give individual during its Activation.
Elements particular capabilities that a good Fleet
Commander will utilise to best effect! For example, if an Epoch Heavy Carrier Element
makes a Hard Burn, its Hard Burn (1") means its
normal Movement of 6" becomes 7", but no turns
lOAOOUT ORGANISATION may be made during the movement.
For convenience, we have organised the Loadouts
into Movement, Firing, Boarding and Other,
representing the Phases where they are most likely to
appear. Under each heading, the Loadouts are also
listed alphabetically.

I 1111 I 1111 I 1111 I 1111 I 1111 ! 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I 1111 I
107
■jmjm1nit MASSIVE ElEMENTS I THE COVENANT FlEET I THE UNSC flEET I INDEX

lUMBERING ElUSIVE
Elements with this Loadout count as being one size An Element with the Elusive Loadout causes any
class LARGER than listed. This will affect the way attack made by an enemy Element against it to suffer
this Element may execute Turning Actions (see the a -1 to its Firepower Rating. However, if the attacker is
Movement Segment chapter on PAGE 78). a Bomber Wing on an Attack Run, or if ALL Elements
initiating the Firing Solution at the target also have
the Elusive Loadout, this modifier is ignored.
NIMBlE
Elements with this Loadout count as being one size
class SMALLER than listed. This will affect the way HARO TARGET
this Element may execute Turning Actions (see the An element with the Hard Target Loadout critically
Movement Segment chapter on PAGE 78). limits ALL weaponry Attacks made against it. The
effect is as follows: any Attack Dice Pool - generated
by Primary or Secondary Weapons - will see ONE

FIRING Success REMOVED from the Attack Dice Pool Total for
each� rolled during an attack. This is done at the
end of the process and after all Successes have been
determined by a player.
ClOAKING SYSTEM
An Element with this Loadout causes enemy Attacks
to suffer a -1 to their Firepower Rating when firing at MAGNETIC ACCElERATOR CANNON (VAlUE)
Long Range. Magnetic Accelerator Cannons (MACs) fire dense
projectiles at extremely high velocities, delivering

□ mNCE ARRAYS (VAlUE) immense amounts of kinetic energy to their target.

An Element with the Defence Arrays (Value) Loadout These weapons are governed by the following rules,
may add the Value listed in the parenthesis to its designed to simulate the battle tactics of the UNSC
Defence Dice Pool when defending against an Attack to overwhelm and weaken the defensive systems of
by the enemy or when colliding with Terrain. Covenant vessels with sustained hits from MAC-based
weaponry.
Example: A Marathon Heavy Cruiser has delivered
a punishing assault against a damaged Covenant Roll the Attack Dice Pool as normal. Assuming the
CCS Battlecruiser. The Battlecruiser had previously target Element is required to make a Defensive Pool
suffered both a Damage Token and a Vulnerable Roll (because the attack is going to cause damage!),
Token. It is then forced to defend against the BEFORE rolling the Defence Dice Pool, check the
attentions of the Heavy MAC on the UNSC Marathon combined values of all of the MACs taking part in the
Heavy Cruiser. Firing Solution by consulting the following table:

With 8 Successes in the Attack Pool, the Covenant


player generates the Defense Dice Pool. The CCS has 11l,mjij,W,1;1ij11�1:jjjrijjj,jj1flj:j1-!!!I!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Defence Array (4) and so rolls 4 Halo Dice at Size of MAC Value
Firepower Rating 4, scoring an impressive 3 Light or Medium 1
Successes, reduced by 1 to 2 Successes after the
Vulnerable Token is taken into account! Heavy 2
Super 3
With the CCS having a Damage Track of 7 at its
second Value, this means the Defence Array has
soaked enough to take the Attack Pool below the
amount needed to register a point of Damage!

108 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
► If the combined Values of the MACs is 2-3, roll MISSllE BARRAGE
ONE Halo Dice and on a result of a ffi2jthe Target Despite being launched from the Port and Starboard
Element gains a Vulnerable Token. Missile housings of a vessel, these weapons may
redirect themselves to target Elements within the Fore
► If the combined Values of the MACs is 4-5, roll Arc with a SINGLE salvo. However, unlike standard
ONE Halo Dice and a result of a ffi2J
or a� the Firing Solutions, this salvo of Missiles MUST target the
the Target Element gains a Vulnerable Token. CLOSEST enemy Element in the firing Element's Fore
Arc, and Port and Starboard Arcs may not be used
during the Activation.
► If the combined Values of the MACs is 6 or above,
roll ONE Halo Dice. On the result of a OR
For example, an Epoch Heavy Carrier can build two
the Target Element gains a Vulnerable Token.
Firing Solutions firing into its Port and Starboard Arcs,
with an Attack Dice Pool of 15 generated for each
attack. Or instead, it can choose to fire in its Fore
Remember that this effect takes place BEFORE any Arc with ONE Firing Solution of 15 Dice, which MUST
Defence Dice Pool rolls and CANNOT be affected by target the nearest enemy Element in that Arc.
Loadouts.

You should also bear in mind that any Damage could IMPORTANT NOTE: Certain Heroic Characters
also become Critical Damage and apply even more have the ability to ignore the Missile Barrage
Vulnerable Tokens. See PAGE 30 for more details. closest-target rule, allowing the targeted
Element to be of the player's choice.

MASSIVE
An Element with the Massive Loadout causes enemy
weaponry to gain a +1 to their Firepower Rating when MISSllE WEAPONS
firing at Short Range. See the additional rules on Elements with the Missile Loadout gain a +1 on
PAGE 115 for more details about Massive Models. their Firepower Rating when firing at targets at
Long Range. In addition, Elements defending against
Missile Weapons may add the Value in their Point
Defence (Value) Loadout when constructing a
Defence Dice Pool.

1''''1''''1 ''''1'''11 11111111111111111111111111111111111111111111111111111111111111111 1111111111


11111111111111111111
109
■jmjmuiil MASSIVE ElEMENTS I THE COVENANT FllET I THE UNSC flEET I INDEX

EXAMPlES Of MISSllE WEAPON In Diagram 2, a pair of SDV Heavy Corvette


In Diagram 1, an Epoch Carrier targets a Covenant Elements in Line Formation move in to fire with
Battle Group containing two SDV Heavy Corvette their Plasma Torpedoes at a UNSC Marathon
Elements. The UNSC Fleet Commander decides to Heavy Cruiser. The Marathon suffered a
hit one Element with all of its 15 Attack Dice. Vulnerable Token and Damage Token due to a
Boarding Action earlier in the battle.
The SDVs have Elusive and Cloaking Loadouts.
As the Missiles are firing at Short Range there is Rolling the Attack Dice, the Plasma Torpedoes
no modification to the Firepower Rating, and the gain a +1 to the Firepower Rating for firing a
Cloaking Loadout is ineffective. However, Elusive Plasma Weapon at Short Range. In addition,
will reduce the Firepower by-1. the Marathon Element can only add its Point
Defences to the Defensive Pool (due to its
The SDV can defend itself with is its Point Defence Titanium Armour being lost!). To make matters
(2) and Defence Array (2), which will allow it to worse the Marathon Element suffers a-1 to the
generate a Defence Dice Pool of 4 Dice. Values in its Damage Track and must also deduct
ONE Success from its Defence Dice Pool due to its
Vulnerable Token.

PlASMA WEAPONS Plasma Beam Weapons are Short Range cutting


Only weapons of the identical type and name can be ordnance that can target multiple Elements at
combined as part of a Firing Solution. All Plasma­ once. These weapons may NEVER take part in Firing
based weapons irrespective of their type gain a +1 Solutions with any other weapon - they are simply
to the Firepower Rating at Short Range and a -1 at too powerful and unpredictable to use with other
Long Range. The Covenant employ a number of types weapons in concerted fire.
of Plasma-based Weaponry in Halo: Fleet Battles
summarised into: Beam, Lance, Cannon Arrays and Beam weapons are fired in the following manner:
Plasma Torpedoes.
► Nominate a Primary Target as normal and
allocate the first number in the Dice Profile for
the weapon to it.

l 1111l 1111 l 1111l 11''l''' 1l''' 1 l'' 11l''''l' 111l 1111l''''l 1111l 1111l''''l 1111l''''l''' 1l''' 1l''' 1l'' 1'l''''l 1111l''''I
110
■ jmjmmit MASSIVE ElEMENTS I THE COVENANT FlHT I THE UNSC FlEET I INDEX

► Then nominate a different enemy Element within


6" of the first and allocate the second number in BEAM WEAPON EXAMPlE
the Dice Profile to that Element. An ORS Heavy Cruiser wishes to use its
Plasma Lance as a Beam Weapon. There are
Note: Unlike normal Firing Solutions, this Target a number of targets in front of the vessel, but
does NOT have to be part of the same Battle two Firing Solutions are most likely to do high
Group as any other target. levels of damage.

► Finally, nominate a different third target within 6" The Firing Solution E ➔ D only allows for two
of the second and allocate the third number in the targets to be fired upon, since the distance
Dice Profile to that target. Note: This Target does between D and C is over 6". The third target
NOT have to be part of the same Battle Group as would not be nominated and that shot would
any other target. be wasted.

Each of the models targeted by the Beam Weapon The Firing Solution A ➔ B ➔ C is best, as it
is attacked and resolved separately. This Loadout fulfils the requirement for all range and Arc
DOES NOT permit the weapon to fire at a target that is requirements. Each Element takes the full
beyond its stated Range or Arc of Fire. brunt of the Beam attack!

Due to the overwhelming power of Beam Weapons,


Attack Dice Pools use a starting Firepower Rating 5 Plasma Cannon Arrays are the workhorse weapon
as default. The effects of Terrain and Loadouts are systems of the Covenant Fleet and are capable of
still applicable. forming a Firing Solution across any Battle Group
in the Fleet. These weapons have no special rules
attached to them other than the Plasma Loadout.

I'''' I''' I I'''' I'''' I''' I I I I 11 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J 1111 J
111
■11@11mjij MASSIVE ElEMENTS I THE COVENANT FlEET I THE UNSC HEH I INOEX

Plasma Lances are the long range killers of the POINT □mNCE (VAlUE)
Covenant Fleets, and represent a single, focused This Loadout represents weapons most commonly
attack that is able to deal out high levels of damage. used to defend against Bombers and Boarding Craft
that are performing Attack Runs or Boarding Assaults
Plasma Torpedoes are subject to the usual Plasma­ against a target Element.
based rules for firing at Short and Long Range, but
additionally use the same rules as Missile Weapons, In addition, Point Defence systems can also be used
meaning at Long Range the Firepower modifier for to defend against attacks made by Elements with the
Plasma Torpedoes is +O (-1 for Long Range, +1 Missile Weapons Loadout. In all cases, the Value
for Plasma Torpedoes). Just like any other Missile inside the parentheses is the number of Dice added
Weapon, Plasma Torpedoes can be reduced by Point to an Element's Defence Dice Pool prior to rolling.
Defences Dice Pools.

EXAMPlES OF POINT □ mNCE


In Diagram A, a Wing of Covenant Tarasque
Bombers moves in to mount an Attack Run
against a Marathon Heavy Cruiser. The Marathon
Heavy Cruiser musters its Point Defence (PD),
rolling the 4 Dice listed in the PD Loadout for
its Defence Dice Pool. Scoring 3 Successes, the
UNSC ship has done enough Damage to Destroy
a single Flight of Tarasque Bombers, leaving the
others free to complete their Attack Run!

In Diagram 8, an Escorted Epoch Heavy Carrier


is trading broadsides with an ORS Heavy Cruiser.
Firing its missiles at the ORS, the Epoch scores
12 Successes! The ORS Heavy Cruiser has a
formidable level of Point Defence, however, and
adds 5 Dice to its Defence Dice Pool and then
adds 4 Defence Array Dice for a total of 9 Dice
in its Defence Dice Pool. Rolling these, the ORS
scores 5 Successes, reducing the Attack to just
7 Successes - weil below wnat was needed to
cause Damage.

In Diagram C, a Marathon Heavy Cruiser is the

�-.r-w�,� El ---
target of a Boarding Assault, and must attempt
to defend against the incoming Boarding Craft.

ci> El---
? The Boarding Craft with the Zealots on board

□ ----
is particularly worrying! The Marathon Heavy
�..... Cruiser's PD Loadout generates a Defence Dice
-,lj ,.. Pool of 4 Dice targeting the Zealot. A superb roll
generates 6 Successes! This should Destroy the
s Successes Zealot Boarding Craft, assuming the Covenant
player fails their Heroic Save (Zealot) roll!

I'''' I'''' I'''' I'''' I1111 I'''' I1111 ! 1111 ! 1111 I'''' I'''' I1111 ! 1111 ! 1111 ! 1111 I1111 ! 1111 ! 1111 ! 1111 ! 1111 I1111 I1111 l 1111 l
112
TITANIUM ARMOUR (VAlUE)
An Elements with the Titanium Armour (Value)
BOAR □ ING
Loadout may add the Value listed in the parenthesis
to its Defence Dice Pool when defending against
an Attack, provided the Attack is made against the
ASSAUlT SPECIAUST (VAlUE)
FIRST level of Damage on the Element's Damage The value in the parenthesis is added to the
Track. Once an Element with Titanium Armour takes
Boarding Value for its side.
a Damage Token, the benefit of Titanium Armour
is lost, and the Value can no longer be added to any
Defence Dice Pools.

Example: Incoming fire against a UNSC Example: During a Boarding Assault, the
Supported Marathon Heavy Cruiser Element UNSC player has a Spartan engaged with the
totals 8 Successes. The Marathon has Covenant on board a CCS Battlecruiser. After all
Titanium Armour (3) and scores 2 Successes, Dice are rolled, the UNSC manage to roll more
reducing the Hits to 6... insufficient to cause (but not double) the number of Successes of
Damage as the Marathon has a Damage Track the Covenant player.
of 7 • 6 • 3. The Titanium Armour is still in
effect against the next Firing Solution ... The players now roll their respective D6 for the
Boarding Assault Effect, with +2 added to the
A second Salvo comes in and this time the result because the UNSC player won.
incoming fire causes 9 Successes. The
Titanium Armour (3) roll scores only 1 Success Referring to the Boarding Result Table (see
and so reduced the hits to 8 ... the Marathon PAGE 98), the total rolled is 4. The UNSC player
takes a Damaged Token and the Titanium adds +2 due to winning the Assault, taking the
Armour is now lost for the remainder of the total to 6. A Stalemate, But as Spartans are
game on the Marathon Heavy Cruiser Element. made of tough stuff, the UNSC player may add
Assault Specialist +2 to their result, taking it to
8 - Critical Defences Breached!

I1111I1111I1111I1111I1111I1' 1'I1111I1111I'1' 1I1111I111' I''11I''''I'' 1' I''1' I'''1I''''I''''I''''I''''I''11I''''I1111I 113


■IIMIIIHlhj MASSIVE ElEMENTS I THE COVENANT FLEET I THE UNSC FLEET I INDEX

LABYRINTHINE number out for intercepter tokens (e.g. 5 and 5).


Elements with the Labyrinthine Loadout ALWAYS
reduce the result rolled on the Boarding Result Table
by-2. This is applied after all other Loadouts have EMPLACEMENT
taken effect. An Element with this Loadout may only form Battle
Groups with other Emplacements, may not use the
Form Up Fleet Order, and do not require the usual
OTHER Capital and Non-Capital Elements to form a Battle
Group. In addition, Element Coherency amongst
Emplacements within the same Battle Group is 12".

CARRIER ACTION (VALUE)


Elements with the Carrier Action (Value) Loadout may HEROIC SAVE (TYPE)
re-launch a number of Wings equal to the Value listed If at any time a Token with the Heroic Save (Type)
in their Loadout's parenthesis during the End Phase. Loadout should be called upon to be removed as a
The Wing or Wings are immediately deployed within 8" casualty, roll a single Halo Dice and refer to the Type
of their Formation Base. listed in the parentheses.

Flight Tokens deployed in this manner must be formed Spartans: on a roll of anything other than a [Q"], the
into a legal Wing (see Fleet appendices for the Spartan Token remains in play and is NOT removed as
minimum and maximum Wing sizes) and they may a casualty.
only be taken from the casualties in a Faction's
Scrapyard. Zealots: on a roll of a [iJ
or�. the Zealot Token
remains in play and is NOT removed as a casualty.
However, a player may choose to alter the mix of Interceptors
and Bombers - the Flight Tokens simply represent the number Troopers: on a roll of a�. the Trooper Token is NOT
of tokens available to redeploy into battle. For example, if you removed as a casualty.
have 10 Bomber tokens in the Scrapyard, you can swap any

UNSC AUTUMN-ClASS CRUISER

114 I''''I1111I''''I111'I'''1 ! 1111I'''1I''11I1111I11' 1I1111I1111I'111I1111I1111I1111I1111I''''I1111I''11I1111I'1' 1I1111I


APPENDIX 2: MASSIVE ElEMENTS
Within the Halo Universe, you will find a vast array
of spacefaring vessels, ranging from tiny fighters to
BREAKDOWN OF A MASSIVE HEMENT
vast multi-kilometre-long Supercarriers. Within Halo:
Fleet Battles, the most prevalent vessels range from Typically a Massive Element will comprise 3 Sections:
the Small to Large categories, but both UNSC and a Fore Section, Mid-Ships and Aft Section. Here we
Covenant Fleets can also include Massive models. have a top-down view of a Covenant CAS Assault
Carrier with its three Sections clearly marked.
It is the Covenant that best illustrates the use of giant
spacecraft, with vessels like the Long Night of Solace,
which is a vast 28,960m (95,014 feet), taking centre
stage in such pivotal battles as the Fall of Reach.
But not all 'Massive' vessels need be this gigantic.
A superb example of this is the Covenant Assault
Carrier, or CAS Assault Carrier, which at 5,347m m" MIO-SHIPS FORE
(17,541 feet) is still classed as Massive. In Halo:
Fleet Battles a CAS is 26.7cm long.
Some Massive Elements may comprise only two
As for the UNSC, perhaps humanity's best known Sections, Fore and Aft. This will vary from craft to craft.
Massive spacecraft is the Infinity, an advanced Sections on a Massive Element are simply Elements
fighting machine created by the UNSC using that are physically connected.

□EPlOYMENT
reclaimed Forerunner technology. Infinity is 5,694m
long (18,682 feet) and in Halo: Fleet Battles
manifests itself as an 27cm model.

Other exciting Massive UNSC vessels include Should a Massive Element be deployed onto the
the Trafalgar-class Supercarrier, a huge vessel in Battlefield and there is insufficient space/room (due to
comparison to standard UNSC vessels, but still tiny the Formation Bases being longer than the Deployment
when compared to the Long Night of Solace. Zone), the Element should be placed with its Aft
Section base touching the table edge regardless.

I'''' I'''' I'''' I1111 I1111 I 1111 I1111 I1111 I1111 I1111 I1111 I1111 I'''' I1111 I1111 I1111 I1111 I1111 I1111 I1111 I 1111 I1111 I1111 I
115
MOVEMENT AN□ FORMATION BASES MOVEMENT FOR MASSIVE ElEMENTS
A Massive Element is treated as a single entity for
As previously mentioned a Massive Element may movement and turning is always done around the
exist on two or more Formation Bases or may involve central axis (shown by the orange dot in the diagrams
the use of a custom-sized Movement Base that sits below). All Massive Models are treated as Large
underneath the standard Formation Bases. Such Models for the purposes of Turning.
models still use Formation Base Overlays, but instead
of one, it will likely have two or more such Overlays.

Central (Mid-ships) Section

Above is a Covenant CAS Assault Carrier, mounted on


2 Formation Bases, with a central Section between
them. The CAS is considered to have 3 Sections: 2 on
bases and one area that has no Pegs, but the model
still uses 3 Formation Base Overlays.

116 I1111 I1111 I1111 I111' I'''' I'''' I1111 I'''' I'''' I'''' I1111 I'111 I'''' I'''' I1111 I'''' I'''' I11'' I'''' I1111 I1'11 I'''' I1111 I
lOADOUTS ■Miiill)jjjiitjjjj�j THE COVENANT HEH I THE UNSC HEH I INDEX

ATTACKING MASSIVE HEMENTS


TARGETING SPECIFIC SECTIONS OF A MASSIVE ElEMENT
All Firing Solutions MUST nominate a specific Section
of a Massive Element as the target of an attack,
and Damage is tracked for each Section individually.
Unlike other Elements, when targeting specific
Sections on a Massive Element the firer MUST be able
to target the centre of the Section WITHOUT crossing
the centre of other Sections (Surviving or Wrecked).

, '
!, ,... ..
!I � ;
fORE MIO-SITTpS
''
J
� "'4·.•l(
I
'

·l1,_ / •.
�·.•··' '

� ·1-....
' •
· .·
.\
l . .. ·1._,:,
-:J

TARGETING MASSIVE SECTIONS MIO-SHIPS


TARGETING A MASSIVE'S SECTIONS: EXAMPlE 1
A Marathon Heavy Cruiser wishes to fire on a
Covenant CAS Assault Carrier. Given the Fore
Fire Arc on the Marathon's Heavy MAC, only the
Mid-Ships and Aft Sections can be targeted.

CRITICAl HITS
Critical Effects are applied to specific Sections with
Vulnerable Tokens allocated to a targeted Section,
and have no effect on other Sections.
SECTIONS BlOCKING SECTIONS

TARGETING A MASSIVE'S SECTIONS: EXAMPlE 2


A CCS Battlecruiser CANNOT fire on the
Mid-Ships or Aft Section of an Infinity Class
Warship as these Sections are blocked by the
Fore Section (which is the ONLY valid target).

111111111111111111111111I1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 117
lOADDUTS l�1rJi,i1lj11111'ilj!lii THE COVENANT FLEET I THE UNSC FLEET I INDEX

WRECKED SECTIONS
Should a Section be Destroyed, it would be impossible for a
MASSIVE HEMENT FIRING SOlUTIONS
player to remove it without removing the entire model. So instead
Firing Solutions and Fire Arcs from a Massive
we refer to them as Wrecked.
Element are always determined by the individual
Sections where the weapons are mounted.
Therefore, if a Section of a Massive Element is Wrecked, all
weapons and special rules that pertain to that Section are lost
too. Boarding Craft remaining on a Wrecked section are not
Expelled Into Space. They Stay on the Wrecked section and
can't be launched, but may be moved to a different section on MASSIVE ElEMENT ATTACK EXAMPlE
the Massive element during the End Phase, resolved at the In the diagram opposite, the Infinity nominates
same time as ADRIFT TOKENS. The remaining Sections are the Firing Solutions for each of the weapons on
unaffected by any excess Damage that results from a Firing each separate Section individually.
Attack. However, the Massive Element as a whole suffers from
the catastrophic structural damage sustained in different ways The Infinity chooses to target a CCS
depending on which Section was Wrecked - see the table below: Battlecruiser using its Fore Mounted MACs
,,I
(as indicated by the white arrow).

OVERAll MASSIVE EFFECT The Fore Section also mounts a battery of


Archer Missiles capable of firing Port and
Fore-Section ► Targeting Bridge Destroyed: All
Starboard broadsides, and these weapon
Wrecked Primary and Secondary Firing
systems are targeted at a SDV Heavy Corvette
from the surviving Sections of
Elements (A) and a Covenant Battle Group
the Massive Element suffer a
composed of SDV Heavy Corvettes and a CCS
permanent-1 to their
Battlecruiser (B).
Firepower Rating.
► All surviving Sections gain a
Given the relatively low Attack Dice for the
Vulnerable Token.
Missiles on the Fore and Aft Sections, the UNSC
Mid-Section ► Barracks Destroyed: player elects to target the central SDV Heavy
Wrecked The Security Detail of each Corvette of Group A with Starboard Missiles
surviving Section is reduced by from both Fore and Aft Sections (shown as
-2 (down to a minimum of 1) green arrows in the diagram), combining them
► All surviving Sections gain a into the same Firing Solution, and raising the
Vulnerable Token. Attack Dice to a more respectable level!
Aft-Section ► Drives Destroyed:
Wrecked The Movement of the entire The Starboard Mid-Ships Weaponry is so
Massive is reduced to 2". powerful that there really is not any need to
All Loadouts pertaining to combine them with other Sections, so the
Movement are also lost. UNSC player targets a separate Heavy Corvette
► All surviving Sections gain a Element (shown as a blue arrow) within range
Vulnerable Token. and line of sight!

The Port Firing Solution is less convoluted:


the UNSC player decides to combine the Fore
All IS lOST! and Aft Sections' Port Missiles along with the
Once all Sections on a Massive Element have been Wrecked the devastating Mid-Ships Port Missiles into a
entire Element is removed from the Battlefield. However, Victory single Firing Solution (orange arrows) against
Points for Section are awarded when Section is Wrecked. the CCS Battlecruiser in Group Bl

118 I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I
lDADDUTS ■iiihj.i,ifjjjjji'ijj/jij IHE COVENANT FlEET I THE UNSC FlEET I INDEX

MASSIVE HEMENT flRING SDlUTIONS EXAMPlE

MASSIVE ELEMENTS ANO WINGS BOARDING A MASSIVE ELEMENT


Sections that are boarded must respond with their
BOMBING RUNS VS MASSIVE ElEMENTS own Security Detail and may not use Security Details
Bomber Wings mounting Attacks Runs against a from other Sections. A Section may however elect to
Massie Element must target the nearest surviving sacrifice adjacent Boarding Craft, but not until all their
Section, and are subject to Defensive Fire (from Point own Boarding Craft Tokens have been sacrificed.
Defence and reactions from Escort Duty Interceptors)
pertinent to that Section only.
CRITICAl CORE BREACH VS. MASSIVES
INTERCEPTOR WINGS ON ESCORT □ UTY
Should a Critical Core Breach occur, apply the
resulting Core Breach Effect to ALL other remaining
Interceptor Wings on Escort Duty are protecting a Sections of the Massive in exactly the same way as if
single nominated Section of a Massive Element. Each they were an Element within range of the explosion.
Section may have an Escorting Wing attached to it.

BOAR □ ING ASSAUlT CORE BREACH!


WINGS CREATE □ BY A MASSIVE HEMENT If a Section suffers a Critical Core Breach due to a
Flights created by the Sections may be combined into Boarding Action, the Attacker may move their Tokens
larger Wings in exactly the same way as if they were on to an adjacent Section without penalty.
separate elements within the same Battle Group.

I I 111111 I I I I 1111 I 11 I I' I I I 1111 I 1111111 I 1111 I 111


111111111 I 11 I 111 I 111111 I 111111 1 I 1111 I 111111111111111111111111 I 11 I 1111 I
119
APPENDIX 3: COVENANT FlEET llSTS
The founders of the Covenant have been building Tactical Advice: Covenant ships are extremely robust,
warships that could spit ravening beams of plasma with shields and self-repair systems that combine
and creating colonies under alien suns since before to provide exceptional Damage Tracks and powerful
humanity had mastered iron. Though innovation is Loadout rules.
not held in high esteem, the Covenant's technology
remains far more advanced and refined than that Do not rely on their on-paper stats to save ships from
of humanity. Worse, much of it is based on the nigh­ combined heavy MAC fire, but your ships can survive
magical science of the Forerunners and capable of in extended engagements as Defence Array is not
feats that defy understanding. lost after taking damage. Close in as fast as possible,
flanking with your smaller ships to tempt the UNSC to
Covenant vessels in Halo: Fleet Battles are split their firepower.
superior in almost every way to those fielded by
the UNSC, though a savvy Shipmaster needs to be
aware of their limitations as well as their strengths. STANDARD BATHE GROUP RUlES
Notably, while Covenant vessels are fast their A Covenant Fleet MUST contain at least ONE Standard
weapon systems are based around weapons with Battle Group using the rules listed on PAGES 36.
the Plasma Loadout rule, meaning their weapons
are most effective at short range.
SPECIAllST BATHE GROUPS
The speed and manoeuvrability of their ships can For every ONE Standard Battle Group taken, the
also make handling the fleet difficult, giving UNSC Covenant may elect to field ONE of the following
forces an opportunity to combine fire and pick up Specialist Battle Groups:
ships that are left out of formation. Stay together
but close the distance on the UNSC to rip them ► Solemn Vow Battle Group
apart before their MAC guns can clear out your ► Oathsworn Battle Group
smaller vessels. ► Sacred Pledge Battle Group
► Harbinger Battle Group

I 1111 ! 1111 I 1111 I 1111 I 1111 ! 1111 I 1111 ! 1111 ! 1111 I 1111 I 1111 ! 1111 ! 1111 ! 1111 I 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 ! 1111 I 1111 l
120
■ ■
lOAOOUTS I MASSIVE ElEMENTS j:j1ij11fjj/rij/11jjH THE UNSC flEET J INOEX

THE SOLE MN VOW BATHE GROUP (BR 9) THE HARBINGER BATHE GROUP (BR 10)
An ORS Heavy Cruiser is often paired with a CCS The Covenant typically used its larger ships as
Battlecruiser to form independent "hunting packs" command elements of independent Battle Groups,
that skirt the edges of the main battle to threaten though circumstances occasionally required that
UNSC Carriers and Support vessels. pairs of ORS Heavy Cruisers be deployed to saturate
the combat zone with plasma fire and fighter craft.
Battle Group contains:
► ix Supported ORS Heavy Cruiser Element Battle Group contains:
► ix Supported CCS Battlecruiser Element ► ix ORS Heavy Cruiser Element
► ix ORS Heavy Cruiser Element
► ix SDV Heavy Corvette Element
THE OATHSWORN BATHE GROUP (BR 8) in Line Formation
► ix SDV Heavy Corvette Element
in Line Formation
CCS Battlecruisers and SDV Heavy Corvettes provide
an excellent mix of firepower and utility that proved
difficult to counter until late in the War.
HIGHT TOKENS
Battle Group contains:
► ix CCS Battlecruiser Element Covenant Wing sizes are as follows:
► ix CCS Battlecruiser Element
► ix SDV Heavy Corvette Element ► Interceptor Flights take up i Flight Slot each and a
in Line Formation Wing can contain 2 to 5 Flight Slots
► ix SDV Heavy Corvette Element ► Bomber Flights take up i Flight Slot each and a
in Line Formation Wing can contain 2 to 4 Flight Slots

THE SACRE□ PLEDGE BATTLE GROUP (BR 4)


SDV Heavy Corvettes were built in large numbers
by the Covenant, and proved to be a highly flexible
design that could be modified for a number of
specialised roles. In some cases, entire fleets were
comprised of SDVs.

Battle Group contains:


► 1x SDV Heavy Corvette Element
in Oblique Formation
► ix SDV Heavy Corvette Element
in Oblique Formation
► ix SDV Heavy Corvette Element
in Line Formation
► ix SDV Heavy Corvette Element
in Line Formation

I11111.1111I111111111I 1111I1111I1111I1111I1111I111111111I1111I1111I1111I1111I111111111I1111I1111!1111I1111I111111111I
121
lOAOOUTS I MASSIVE ElEMENTS ■j:jjij11tm@10n■ THE UNSC HEET I INOEX

EXAMPlE HEH: COVENANT BATHE GROUP 1


My first Battle Group will be home to most of
PlAYER: DEREK SINClAIR my Zealots and is based around an ORS Heavy
Cruiser. This Capital Class vessel fields some
Taking a look at the Covenant Fleet it's easy to get of the strongest weapons in the game and is
excited! So where to start? First, I need a Fleet more than capable of eliminating an enemy
Commander - fortunately I have access to Supreme Element in a single volley. Given I have already
Commander Rho 'Barutamee, shipmaster of the decided to go all out, I reckon I'll take it as a
Long Night of Solace. Rho is a powerhouse in the Supported Element, attaching a single SDV
Covenant Fleet and through him I have access to Heavy Corvette to the Formation Base - this
up to 4 Zealots per full 1000 Points being played. serves to increase my firepower and durability!
Since Neil and I have agreed to play exactly 1000
Points.... Hmm, I think I'll take all 4! To help make the Battle Group game legal,
I add one Element of SDV Heavy Corvettes
So far I have spent 1OOpts for Rho 'Barutamee and in Line Formation. Whilst not as defensive
12Opts for my Zealots = 220pts as SDVs in Oblique Formation, the Line
Formation presents more Plasma Torpedoes

r.:,
to the enemy. The Supported ORS has a Build
Rating of 5 and the single SDV Element in Line
� Zealots x4 Formation has a Build Rating of 1, meaning I
have maxed out the Battle Group.

So far I have spent 1OOpts for Rho


'Barutamee, 12Opts for my Zealots, 22Opts
UlR-iOIIGIIIGH!
OfS OIACf for my Supported ORS and 4Opts for my Line
SU?RlMlcGMM!i!
Formation SDV Element = 480pts
I 1'1
'I
I\ �p �\�
foll 1000 Points
1m01S: OA pe1
S
SPtCl�l URUER
1HOI[ ourncrn
UERS 1
S1�NU�RU UR B B B fll
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arncusrnm - Remo �e �ll � u \oerable Maik \ss11
rnl\ up toWlO theHeet
aCaptta\l\emeot m Urde!sStep o�
�11£\ement mayie mayo11\y e
�ttack01ce lhese d1ce e1 1s 1ssue� thisU1de1 d 111111qthe s�ctwatmo
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reml\ed o11ceT aie 10\\ed du nnq the selected
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alte1 a11ylmtia\01ce mthe H1Nc rn11


SeQ me11t aa a rn
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Boa1di119Reso\u tion
m PUWlR \U \�t uumc£S ..
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ent may,e- rnll a SiiGll \
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Uelence�nayd\e 10lled n\led once.
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\nitia\Oelencemce
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Rho'Ba111tamee is a e11ttact1c1a11.
SUV Heavy
\eade1a11 d a11 en:el\
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"e ca11 therel01e chaos t11111, butthe
Corvettes
the \11it\at\vemce eac"tl
sec011d rnsult MUS1
be accepted. (line Formation)
xl

Rho 'Barutamee Commander Card


BATTlE GROUP 1

122 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
lOADOUTS I MASSIVE ElEMENTS ■j:jjij 11jjjr;jUiHH■ THE UNSC FlEET I INDEX

BATHE GROUP 2
Battle Group 2 is based around a Supported
CCS Battlecruiser. It doesn't have Cloaking,
so I need to be cautious with it, but it does have Supported CCS
the Carrier Loadout, giving me the flexibility to Battlecruiser
re-launch my Wings in the heat of battle. To this
I add a pair of Oblique Formation SDV Elements.
xl
The Oblique Formations gives the Battle Group
a much more powerful Plasma Array Firing
Solution. Battle Group 2 complete. SUV Heavy
Corvettes
So far I have spent 1OOpts for Rho 'Barutamee, (Oblique Formation)
12Opts for my Zealots, 22Opts for my Supported
ORS and 4Opts for my Line Formation SDV
x2
Element, 17Opts for my Supported CCS
Battlecruiser and 8Opts for my two Oblique
Formation SDV Elements = 730pts

BATHE GROUP 3
My last Battle Group is a single CCS
Battlecruiser and three SDV Heavy Corvettes

ccs - one in Line and two in Oblique Formation -


this is to act as my 'plug the line' force when
Battlecruiser needed. The un-supported CCS has a Build
xl Rating of 3, the pair SDV Elements in Line
Formation have a Build Rating of 1 each and
the SDV Element in Oblique Formation has a
Build Rating of 1, meaning I have maxed out
my build for that Battle Group.

In total I have spent 1OOpts for Rho


SUV Heavy 'Barutamee, 12Opts for my Zealots, 22Opts
Corvettes for my Supported ORS and 4Opts for my

(Oblique Formation) Line Formation SDV Element, 17Opts for my


Supported CCS Battle Cruiser and 8Opts for my
x2 two Oblique Formation SDV Elements, 15Opts
for my un-supported CCS Battle Cruiser and
8Opts for my two Line Formation SDV Elements
and 4Opts on an Oblique Formation SDV
Element = 1000pts
SUV Heavy
Corvettes Now I am ready to bring the retribution born
from true faith upon the Human blasphemers
(line Formation) who deign to deny the will of the Covenant...
xl (aka Neil)
BATHE GROUP 3

1 1,,, 1 1 ,,,1,,,,1''''1''111 1111111111111 1111111''''I'''' I'''1 I'''' I'''1 I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I 123
APPENDIX 4: UNSC FlEET llSTS
Outgunned and outnumbered, the UNSC has Tactical Advice: Due to the Covenant's Defence
conducted a fighting retreat for the last three decades System Loadout rule, it's rarely a good idea to simply
in the face of overwhelming Covenant force. Entire damage a ship and move on. Pound each target into
fleets have been smashed, rebuilt, and smashed scrap, choosing targets that you have the highest
again as the human forces trade bodies and ship probability of crippling in a single volley. Combine
hulls for time. From this they have learned valuable firepower and make use of the Ad Hoc Battle Group
tactics that mitigate the aliens' advantages. rules to consolidate your all-important MAC guns. Be
very wary of close-range engagements unless you
Their primary advance is the Magnetic Accelerator plan on striking a decisive blow with boarding parties
Cannon, or MAC. Capable of inflicting punishing and missile broadsides.
damage at long ranges, the UNSC has found that
concentrated barrages can wear down even the
Covenant's energy shields and then deliver massive STANDARD BATHE GROUP RUlES
internal damage that threatens the structural integrity A UNSC Fleet MUST contain at least ONE Standard
of the victim. Battle Group using the rules listed on PAGES 36.

To this end all UNSC captains are drilled constantly


in pack tactics that maximise the number of MACs SPECIAllST BATHE GROUPS
that can be brought to bear on the target and make For every ONE Standard Battle Group taken, the UNSC
the best use of their small range advantage. Captains may elect to field ONE of the following Specialist
should carefully read the MAC Loadout rule to take Battle Groups:
full advantage of its capabilities and ensure that they
engage in a fashion that allows each Battle Group to ► Gorgon Battle Group
combine fire on one target at a time. ► Orthrus Battle Group
► Harpy Battle Group
► Cyclops Battle Group

I' I'' I''' I I I I I I I'''' I'' I' I'' I' I'' I' I'''' I I''' I''' I I'''' I I''' I I''' I I''' I'''' I''' I I' I'' I' I I' I' I I I I'' I I I'''' I'''' I''' I I
124
lOADOUTS I MASSIVE HEMENTS I THE COVENANT flEET � INDEX

GORGON BATHE GROUP (BR 8) RB)


Marathon Heavy Cruisers were in short supply by Frigates were manufactured in large numbers
the time Reach itself was besieged, with even half­ during the Covenant War; cheaply constructed and
completed hulls providing desperately needed heavy operated with skeleton crews they could still bring
MACs to naval squadrons. During the last years of down Covenant warships by operating in "woffpack"
the War it was common practice to pair the Heavy formations and concentrating MAC fire.
Cruisers in order to pinpoint target large, heavily
shielded Covenant vessels and concentrate fire to The Battle Group contains:
quickly cripple them, giving the smaller UNSC ships > ix Paris Frigate Element in Arrowhead Formation
a fighting chance against the somewhat more fragile > ix Paris Frigate Element in Arrowhead Formation
Battlecruisers and Corvettes. ► ix Paris Frigate Element in Arrowhead Formation
► ix Paris Frigate Element in Trident Formation
The Battle Group contains: ► ix Paris Frigate Element in Trident Formation
► ix Supported Marathon Heavy Cruiser Element ► ix Paris Frigate Element in Trident Formation
► ix Supported Marathon Heavy Cruiser Element
► ix Paris Frigate Element in Trident Formation
> ix Paris Frigate Element in Trident Formation
BATHE GROUP (BR B)
ORTHRUS BATHE GROUP (BR 8) All UNSC ships have a degree of operational flexibility
through the use of modular mission packages and
reconfigurable hangars. Though a rare configuration,
Though the YSS-i000 Sabre technically entered Marathon vessels could be equipped as a light carrier,
service in 2547, it proved to be too expensive to enter sacrificing missile reloads and all of its cargo bays for
mass production given the loss of critical Inner Colony additional hangar capacity.
manufacturing hubs and shortage of skilled pilots.
While these problems had been nearly resolved by SPECIAL RULE: The Marathon loses its Missile
late 2552, the Covenant arrival in Epsilon Eridani Barrage Loadout but gains the Ca.rier (1) Loadout
ended plans to replace select Broadsword squadrons instead. In addition the refitted Marathon has
with the new fighter. Had Reach remained unmolested a Hangar Rating of 5 rather than the 2 it would
the plan was to place Sabres aboard the remaining normally have.
Carriers first, then roll out the fighters to lead ships in
the most experienced squadrons and Battle Groups. The Battle Group contains:
► ix Supported Marathon Heavy Cruiser
The Battle Group contains: ► ix Paris Frigate Element in Trident Formation
► ix Epoch Heavy Carrier Element ► ix Paris Frigate Element in Trident Formation
► ix Epoch Heavy Carrier Element ► ix Paris Frigate Element in Trident Formation

Prototype Wings: If a player fields an Orthrus Battle


Group they may replace their Broadsword Interceptor Fl!GtlT TOKENS
Flight Tokens for YSS-i000 Sabre Interceptors. Sabre
Flight Tokens deployed by this Battle Group only take
UNSC Wing sizes are as follows:
up ONE Flight Slot per Token.
► UNSC Interceptor Flights take up i Flight Slot each
and a Wing can contain 2 to 4 Flight Slots
► UNSC Bomber Flights take up i Flight Slot each
and a Wing can contain 2 to 5 Flight Slots

I'''' I'''' I'''' I'''' I'''' I'''' I','' I1111 1 1111 I'''' I1111 I11'1 I1111 I'''' I'111 I'''1 I''1' I1'1' I'''1 I'''' I1''1 I1111 I'111 I
125
lOADOUTS I MASSIVE ElEMENTS I THE COVENANT FlEET ■jnlijlh,■1111■ INDEX

EXAMPlE HEH: UNSC BATHE GROUP 1


My Carrier Battle Group 1 is made up of a
PlAYER: NEil FAWCETT Supported Epoch Heavy Carrier Element and
one Paris Class Frigate Elements in Arrowhead
With my UNSC Fleets I try and take as many Battle Formation. My Epoch has fantastic Missiles,
Groups as I can as I look to drive home a tactical but only light MACs, so my Paris Class Element
advantage of 'pack hunting', When playing Derek I can help prop those up. When it comes to
always know he will go for the 'brutal head-on' style Missiles at Long Range this Battle Group hands
of conflict. To beat him I need to keep the Covenant out the pain.
at arm's length, poke at them with Missiles, weaken
them with my MACs and use my own nasty Battle So far I have spent 100pts for Stanforth,
Group 2 to slap them about. My Fleet Commander is 100pts for my Spartan, 190pts for my Epoch
Vice Admiral Stanforth and have one Spartan. and my 1 Arrowhead Formation Frigates cost
25pts = 415pts.
So far I have spent 100pts for Stanforth and 100pts
for my Spartan = 200pts.

Spartan xl

Supported Epoch
Heavy Carrier
xl

H
UNIUUHBillorth

0
qalv_amsed
�iceMm\1a\ Sta11l ach mto '
eJ \ORM Ul1 ilie U!SC 101,es at R,q a �o_m b111. at\on
lhefleet tomm
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ande1
Battle
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Gioup
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foi m\dable 1011:e us\n tNe
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c

n\es \n th e ru leboo k .-lh1s� 01de1 com- ma11d


n \ W O f\ ee t011lers nice once
G10ups r 1e r l l
he _he
must be Issued du1inq t Oice ��::e iesult MUSl
pe1 lum. lhe second
01de1sStepul . the Oidei
· be accepted. . Paris Class Frigate
(Arrowhead Formation) xl
f'lvll•I
G:1m'-'"'
lj$p Jrt:,n
onl()20i
.011Cc,rpc,r.,tl
,,..,,2c,1st.11s,&

Vice Admiral Stanforth


BATHE GROUP 1
I1111 I1111 I1111 I1111 I1111 I1111 I1111 I11'' I'''' I'111 I1111 I1111 I1111 I1111 I1111 I1111 I 1111 J 1111 I1111 I1111 I1111 I1111 I1111 I
126

lOAOOUTS I MASSIVE ElEMfNTS I THE COVfNANT HEH HIIH/hiiHII ■ INDEX

BATHE GROUP 2
Battle Group 2 is all about punch, my jab if you
will. Two Marathons come together to bring
Marathon
Heavy MACs to the game and if I get those into " Heavy Cruiser
position, they will hurt any Covenant vessel, x2
even the scary ORS! Two Paris Class Frigate
Elements in Trident Formation (my favourite
Frigate Formation) finishes this Battle Group.
Paris Class frigate
So far I have spent 415pts for Stanforth, my (Trident formation)
Spartan, Supported Epoch and Arrowhead
Formation Frigates. To this I add 190pts for
x2
two Marathons and 50pts for two more Frigate
Elements = for a new total of 655pts.
BATHE GROUP 2

BATHE GROUP 3
My next two Battle Groups are all about having Supported
an extra Activation over the Covenant, which
Marathon
is important for the UNSC. Battle Group 3 is
a Supported Marathon and two Paris Class Heavy Cruiser
Frigate Elements in Arrowhead Formation... x1

BATHE GROUP 4
...while Battle Group 4 is a Supported Marathon Heavy
Cruiser and two Paris Class Frigates in Trident Formation. I
have to keep moving, keep nipping at the big Covenant ships
and keep my distance. I need to hope that Derek makes
some mistakes while dealing with Battle Group 2, and allows
me to get in and go for his throat!

Paris Class frigate


(Arrowhead formation) x3
BATHE GROUP 3
I have spent 655pts for Stanforth,
my Spartan, Epoch and Arrowhead
Formation Frigates, two Marathons
and two more Frigate Elements. I
finish things off with the addition
Supported Marathon Paris Class frigate of Battle Groups 3 & 4 (made up of
Heavy Cruiser xl (Trident formation) x2 Marathons and Paris Class Frigates)
for 345pts for a total of 1000pts.
BATHE GROUP 4

I1111 I'''' I1111 I1111 I1111 I1111 ! 1111 I1111 I1111 I1111 I1111 I1111 I111' I'''' I1111 I'111 I'''' I'''1 I'''' I'' 11 I''11 I1' 1' I'''' I 127
lOAOOUTS I MASSIVE HEMENTS I THE COVENANT FlEET I THE UNSC flEET llil

INDEX
A Compile Attack Dice Pools 89
Activated 25,62 ConsolidationSegment 75 Fail (dice result) 26
Activated Tokens 16 Countdown Tokens 16, 102 Fire Arc (see Arc of Fire)
Activated Tokens and Wings 67,72,73 Defuse Countdown Token 102 Firepower Rating 24,26,27-28,47, 70,
Ad-Hoc Battle Group 38 Covenant Battle Groups 120 71,82,83,88,89,94
Adrift 104 Covenant, Example Fleet 122 Firepower Rating 4 (see Exploding Roll)
Advanced Fleet Building 38 Critical Core Breach 26,29,62,98. 99, Firepower Rating Table 28,83
Aft Arc 23,29 100,102,119 FiringSolution 19,23,29, 78,82,87,
Aggressive Boarding Assault 100 Critical Roll 29 92,93,118
Annihilation 53,58,66, 74 Crushing Roll 27,83 Firing Solutions Example 93
Arc (of Fire) 23,24,25,83,84,89 Fix Those Defences! 42
Assault Extraction 100
AssaultSpecialist (Loadout) 113 a Fleet 14,21, 33-34,49,63
Fleet Building 32-38
Asteroid Field 45 D6 15,26 Fleet Lists 19,66,120,124
Attack (dice result) 42,64 Damage Reduction 90 Core Fleet Special Rules 37
Attack Dice Pool 23,27,71,82,88, Damage Token 16,29,30, 72,90,91 Fleet Commander 13, 14,21,26,33,
89-91 Damage Track 22,24,26,27,30,70, 34,37,39,43,61,63,94
Attack Run 29,66,68, 70 72,83,88,90 Adding Commanders and Characters
Attack Segment 87,94 DataSheet 40,43,63 (table) 37
Attack Segment Overview (table) 86 Debris Field 45 Fleet Commander Data Sheet 40,89
Defence Array 71,83,90,91,92 Fleet Orders 79,87,89,94,96

B Defence Arrays (Loadout) 108


Defence Dice Pool 22,27, 70, 71,83,
Fleet War Games 50
Flights 16,19,24
Battlefield 14,17,25,26,44,48,50,52 90,94 FlightSlot 19,24,65-66
Recommended Battlefield Sizes Table Defence (dice result) 42,64 Flight Token 19,65,120,124
48 Defensive Fire 95 Focused Attack 40,42
Battle Group 14, 18,20,33, 34,38,39, Deployment 50,51 Fore (Arc) 23,84, 109
49,51,62, 76, 78,80,87 Deployment Zone 51, 115 ForeSection 115
Standard Battle Group 34, 36,37, Destroyed 15,25,72,99 Formation Base 14,19,20,24,47,51,
120,124 Destroying the Enemy 103 65,84,86,89,116
Specialist Battle Group 20,34, 36, Devastating Roll 28,83 Formation Base Overlay 14,19,20,
120,124 Dice Mechanics 26 24-25,84, 116
Battle Group Phase 17,62,76 Dice Pool 23,27,42 Form Up 38,42
Board Edge 51 Dogfight 66,67,68,73-74
Boarding Assault 94,96,99
Boarding Craft 26
Drives Destroyed 118
G
Boarding Effects 97,98
Boarding Result (table) 98 E Game Mechanic 17
GameSize 48
Boarding Resolution Phase 17,62,76 Element 14, 19, 33 Game Tokens 15
Boarding Resolution Phase Overview Element Profile 22,34, 79,107 Game Turn 17,61,63
(table) 96 Elusive (Loadout) 108 Game Turn Sequence 61
Bomber 16,17,19,22,51,65, 73 Emplacement (Loadout) 114 Game Type 50
Build Rating (BR) 15,20,22,24, 35, End Phase 17,29,62,102 Gaseous Cloud 45,90
36,52,80 End Phase Overview (table) 102 Glide (Loadout) 107
Engaged 67,69

C Engagement 49,50,52
Escort Duty 66,67,68-69 H
Capital Element 20,36 Execute FiringSolutionsStep 89 Halo Dice 15,26
Carrier Action (Loadout) 62,103,114 Execute Fleet Orders 89 (see also Fleet Hangar 22,24,65
Check Fire Arc 89 Orders) Hard Burn (Loadout) 79, 107
CloakingSystem (Loadout) 108 Expelled intoSpace 98,100,103,104 Hard Target (Loadout) 108
Coherency 38,47,51,80-81 Exploding Roll 26,27-28,82,83 Heroic Characters 21,26,33,37,40,
Check Coherency Step 80-81 Exploding (dice result) 26 (see also 41-42,43,61,63
Out of Coherency 80 Exploding Roll) HeroicSave (Loadout) 26,95,97,100,
Command (dice result) 42,64 Explosion 26,100 104,114
Commander (see Fleet Commander) Extraction Point 100 Heroic Token 16,103

128 I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I''' i I I I I I Ill I I II I I I Il I I I j I IlI I'''' I'''' I
lOAOOUTS I MASSIVE ElEMENTS I THE COVENANT HEET I THE UNSC FLEET 1111

0 Split Forces 80
Impeded Target 108 Order 37,42 Standard Order 39, 40, 42, 63 (see also
Impossible Roll 27,83 Order Dice 15, 17,26,40,51, 61, 63-64 Order)
Infinity 50,115, 117 Order Dice Phase 17,26, 42,43,61, Starboard 23,84
Initial Dice 73,90 63,76 Success 26-29, 73, 82, 83, 89, 90
Initial Dice Roll 27 Order Dice Pool 42 Success (dice result) 26
Initiative 17,26,39,40,61, 62,64,67, Order Dice Squares 40 System Loadout 23
76,97 Order of Initiative 67
Initiative Order 63,64
T
Interceptor 14,16, 17,19,22,51,65, 73
p Targeting Bridge Destroyed 118
Peg 14, 19,20 Terrain 44-47,50,67,71, 82, 86
Peg Hole Cut Outs 25 Terrain and Wings 67
Labyrinthine (Loadout) 114 Phase 17,42,43,61 Terrain,Movement Through 47
Last Gasp 29, 100 Planet or Planetoid 46 Terrain, Shooting Through 47
Line of Sight (LoS) 47,86,89 Planetary Assault 53,59 Titanium Armour (Loadout) 83, 91, 113
Loadout 24,29,37,38, 71,82,94, 107 Plasma Weapon (Loadout) 110 Trooper 104,114
Locked 67,68 Player 1 / Player 2 53 Turn Limit (see Maximum Turn Limit)
Locking Enemy Wings 68 Playing an Engagement 50 Turning Steps 79,80
Locks,Multiple 68 Playing a Scenario 52
Long Night of So/ace 115
Long Range 23, 84
Los (see Line of Sight)
Point Defence (Loadout) 68, 70,94, 112
Points Cost 22,40 u
Unique Abilities 39
Port 23,84 (see Arc of Fire)
Lost 25 Pre-Game Set-Up 48 Unlock 67,68
Lumbering (Loadout) 108 Prepare To Receive Boarders 41 UNSC Battle Groups 124
Primary Weapon 23,83,84, 89 UNSC, Example Fleet 126

M
Main Force 80 R V
Manticore Battle Group 37 Range 23,24,84,88 Victory 103
Magnetic Accelerator Cannon (MAC) Ready to Activate 25,38 Victory Conditions 52, 53, 62
MAC platforms 50 Relief (Boarding) Action 22, 94, 97 Victory Points 15,50, 51-52, 103
MAC Power Combination Table 108 Repairs 102 Calculating Victory Points 103
Magnetic Accelerator Cannon (Rating) Repair Test 102 Victory Point Target 50, 52, 53, 103
Weapon (Loadout) 108 Repair Vulnerable Token· 103 Victory Point Target (table) 52
Massive Elements 22,35, 80, 115 Re-Rolls 29, 73,90 Vulnerable 30
Massive (Loadout) 109 Reserve Forces 63 Vulnerable Token 16, 29, 30, 62, 90,
Maximum Fleet Value (MFV) 14,22, 103,109
33-34,38,39, 40,41,48,52
Maximum Turn Limit 52,53 s w
Measurement 14,24 Scenario 14,17,20, 44,46, 48,49, 50,
Pre-Measuring 14 52,53,61, 71,99,103 Weakened Roll 27, 83
Meeting Engagement 53,54 Scenario Generator Table 53 Weapon 83,87
MFV (see Maximum Fleet Value) Scrapyard 74,101,103 Weapon Arcs 23
Mid-Ships 115 Secondary Weapon 23,83, 84, 89 Weapon Dice 23
Miss (dice result) 26 Section 115 Weapon Loadout 23, 84
Missile Barrage (Loadout) 83,93,109 Sector 50,51,52 What Turns When? (table) 79
Missile Weapons (Loadout) 109 Security Detail 22, 41,97 Wing 16,17,18,19, 51, 62, 65, 103
Movement 22,24,47 Seek and Destroy 53,55 Wing Attack Dice Pool 73
Movement Distance 67 Segment 61 Wing Attack Segment 70
Movement Orders 79 Separated Force 80 Wing VS Wing 73
Movement Segment 18, 62, 76, 78 Ship Class 35 Wings,Activating and Moving 67
Movement Segment Overview (table) Ship Size 24 Wings Phase 62,67, 76
78 Ship Statistics 22,82 Wing Phase Over view (table) 66
Movement Step 79 Short Range 23, 84 Winning the Game 15
Sighting Action 24,88 Wreckage Field 46

N Space Station 46
Spartan 16,33,40,41, 103, 104,114
Wrecked 25,26

Nimble (Loadout) 108


Nominate Firing Solutions Step 88
Special Order 39,40-42,63 (see also
Order) l
Non-Capital 20,22,35,36,38 Special Order Dice Square 40 Zealot 16,33, 103, 104, 114

111111 111111111111111111111111 11111 111111 111111111111111 111111111111111 11111 1111 1 111111111 111111 111111111 11 1 11 1 1 11 11 129
As war rages across the Halo® Universe, Fleet Commanders
are drafted in to fight history-shaping epic space battles.
Halo: Fleet Battles puts you in command of one of these fleets
as you join the escalating conflict.

Using stunningly detailed plastic miniatures and an intuitive


gaming system, Halo: Fleet Battles provides a stunning
backdrop for players to recreate the pivotal moments in the
history of Halo:

► Innovative Dice Mechanics allow for easy to master gameplay


► A unique Fleet Commander System represents the heroes
(and villains!) from the Halo universe
► Fleets can field massed flights of Bombers and Interceptors
that duel in vicious Dogfights
► Mighty space going vessels armed with Magnetic Accelerator
Cannons and powerful Plasma Lances that trade blows
across the vast expanse of space
► Spartans and Zealots face off against each other in vicious
boarding actions where nothing short of annihilation will
bring victory
► A flexible Formation System allows YOU to decide the
construction of your Fleets
► And much more...

M icrosoft'Studios

© 2015 Microsoft Corporation. All Rights Reserved.


Microsoft, 343 Industries, the 343 Industries logo, Halo,
,.
the Halo logo are trademarks of the Microsoft group of companies.

© 2015 Spartan Games. Product Code Pl 087 ·

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