Halo Fleet Battles Rulebook v2.0
Halo Fleet Battles Rulebook v2.0
Halo Fleet Battles Rulebook v2.0
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.
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
► 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 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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5
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
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
8 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
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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9
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
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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
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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
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.
•
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.
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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.
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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.
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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.
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.
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.
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
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See the Ad-hacBa is a skilled mi/itary
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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'.
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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)
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.
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23
THE HAlO UNIVERSE I GAME BASICS ■ij@#MiMIIIH HEH BUllDING I COMMANDERS fi HERDES I TERRAIN I PRE-GAME SET-UP
RANGES AN □ MEASUREMENT
A Faction - This is also colour-coded to the Faction.
Grey for UNSC and Purple for Covenant.
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).
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25
� rnrn,w uNivrnsE I MMrn�1cs ■Mm11111111 ,,m ,m,m"" 1 ,,...,,E,mrnuEs I TERRAIN I PRE-MME m-uT
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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:
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27
�I
nJ�ijl �. THE HAlD UNIVERSE I GAME BASICS •�mllBWuil FlETE BUILDING I COMMANDrnS a HERDES TERRAN I 'RE-GAME SIT-UP
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
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.
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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.
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.
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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
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
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.
36 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
SOV HEAVY CORVETTE WEAPON SYSTEMS
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
► 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.
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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.
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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
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
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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
□
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..
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.
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.
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.
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.
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.
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.
SPACE STATION
All spacefaring Factions commonly build Space
Stations. An example of a Space Station from Halo
would be Anchor 9.
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.
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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.
• 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
'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.
! 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.
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
Player I
Deployment
Zone
24"
24"
Player 2
Deployment
Zone
+
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
I1111I1111 ! 1111I1111 l 1111I''11I''11 ! 1111I1111I1111I1111 ! 1111 ! 11' 'I''11 ! 1111I1111I1111 l 1111 ! 1111I1111I1111I1111 I 1111 l
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
..............
Attacker flank Edge 8
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
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
( 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
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'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.
111111111111111111111111111111111111111111111I1111111111111111111111111111111111111111111111111111111111111111111111
65
THE GAME TURN I ORDER □ICE DIii BATHE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOARDING PHASE I ENO PHASE
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.
I''''I''''I 1111I 11' 1I''''I 1111I 1111 l 1111 l''''I''''I 1111I''''I''''I''''I''''I'' 11I''''I''''I''''I''''I''''I'''' I''''I
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.
I I
11111111111111111II1111111 1111111111111111111 111111111111111 1111 111111111111111111111111111I111111111111111111I111
67
THE GAME TURN I ORDER DICE ll1lil BATHE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT I BOARDING PHASE I ENO PHASE
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.
· m
Broadswords, making contact with the strongest
!9)1 Dogfight 2
Wing of 4 Seraphs.
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.
l
I1111l1111l1111!1111l111111111I1111I111111111 1111I111111111I1111I1111I 1111I1111I1111!1111I1111!1111I1111!1111I1111I
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.
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.
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.
I1111 I'''' I'''' I'''' I'''' I1111 I1111 I1111 I1111 I'''' I'''' I111' I'''1 I1111 I1111 I1111 I1111 I1111 I'''' I'''' I1111 I1111 I1111 I
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
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
�!!!!!!!!!!!!!!!
'''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' '''' ''''
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
AN EXAMPlE Of TURNING
_..
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
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
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.
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:
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.
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83
THE GAME TURN I ORDER DICE I WINGS I BATTLE GROUP PHASE I MOVEMENT SEGMENl ■djrnij(lijij(ijjjj■ BOARDING PHASE I ENO PHASE
Ml■-1111
Heavy MAC 16/32" MAC (2) 8
Secondary Weapon Ill Weapon loadouts
Missile Batteries 12/24" Missiles F* orP+S 7
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.
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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.
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
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
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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
-
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
I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I
89
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
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!
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
91
THE GAME TURN I OROER OICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENT ijlr)jij(l11H1\@1 BOAROING PHASE I END PHASE
92 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
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.
Marathon Heavy
Cruiser 2
SOV Heavy Corvette 1
FIRING SOLUTION B
Marathon Heavy
Cruiser 1
I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I 1''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I'''' I 93
THE GAME TURN I OROER DICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENT ■ BOARDING PHASE I END PHASE
ijjrijij:Jijttllijjh
94 I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I''''I
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.
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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.
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96
THE GAME TURN I ORDER □ICE I WINGS I BATHE GROUP PHASE I MOVEMENT SEGMENT I ATTACK SEGMENT 1:jmjijnj/j11ij:rM■ ENO PHASE
JJI I I jl II lj IJJ I jII II jJ111 j I IIJ11111111 IJ jI II Ij I I I I j IIII j lJII JIJ111111111J11111111111JI 11JI 11111111111111111111111111
97
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:
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.
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 1111 I 1111 I 1111 l 1111 l 1111 I 1111 I 1111 I 1111 l 1111 l 1111 l 1111 l 1111 l 1111 l 1111 l 1111 I 1111 l 1111 l 1111 l 1111 l 1111 l 1111 I 1111 l 1111 I
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.
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
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
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:
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.
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
► 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!
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.
�-.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!
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
□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.
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
, '
!, ,... ..
!I � ;
fORE MIO-SITTpS
''
J
� "'4·.•l(
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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
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).
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
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
I11111.1111I111111111I 1111I1111I1111I1111I1111I111111111I1111I1111I1111I1111I111111111I1111I1111!1111I1111I111111111I
121
lOAOOUTS I MASSIVE ElEMENTS ■j:jjij11tm@10n■ THE UNSC HEET I INOEX
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.
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
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.
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
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
Spartan xl
Supported Epoch
Heavy Carrier
xl
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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!
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
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
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.
M icrosoft'Studios