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Made in gb
Commoragh-bound Peer




Canvey Island. It sucks. The age of pregnancy here is 15.

Hi. These are the rules I have been working on for a Halo Miniatures Game. The rules are designed to use Halo Lego on flat bases. I know that there are actual Halo minis but my game is not in depth ehough to make people want to buy a whole new set of them (but that doesn't stop you from doing so). If you have feedback regarding imbalanced rules, any games you may have played using these rules, or any other ideas I am open to suggestion. Also, TV (Threat Value) is basically points like in 40k. Now, onto the good stuff:

The Rules for Halo Tabletop
All units can move 6” and shoot or run d6” and not shoot. To fire a weapon, nominate a target and roll a d6. If you roll higher than your troop’s Accuracy or AC, you have hit! Then, the opposing troop gains a toughness or Armor save, rolling higher than the number indicated will spare the unit. If the save is unsuccessful, the unit takes the number of wounds indicated on the weapons Power. Units die when the number of wounds they have sustained equals or exceeds their Endurance. Note that a separate save is taken for each wound the weapon deals out.
If a unit is shot at it must take a Bravery Test. Rolling higher than the number indicated will allow the unit to remain in place. Rolling any other result will cause the unit to go into panic and flee towards your table edge if in the open, or become pinned down by enemy fire and spend the rest of the turn taking cover and may not shoot. Flood units never run or get pinned, but instead if they fail the Bravery Test they take 1 additional wound to represent their lack of taking cover. Units can take cover instead of moving or shooting to gain a +1 to their cover saves.
Shields are like ablative wounds, instead of taking armor save; deduct the damage done by the shooter from the units current Shields. Shields regenerate to full the turn after the one they were depleted. Troops gain a cover save if in cover (duh) as well as any other saves.
All units can hit in melee combat instead of firing as weapon for a POW equivalent to their starting EN. Troops still have to roll to hit for these attacks. Note that Flood units gain a free +1 ACC to these attacks.
Troops

Marine: Accuracy/4+ Endurance/1 Bravery/4+ Armor/5+ Shields/0 Threat Value: 10

Comes with either an Assault Rifle: Range/18 ROF/2 Power/1 OR Battle Rifle/DMR: Range/30 ROF/1 Power/1 for free
Can have Magnum: RAN/6 ROF/1 POW/1 for free or Dual Wield for +1 ROF for +2 TV per model
Optional Frag grenades: RAN/6 ROF/1 POW/3 Blast for +2 TV per model
Can have Shotguns: RAN/6 ROF/1 POW/4 OR SMGs: RAN/12 ROF/3 POW/1 for +5 TV
Up to 1 quarter of all your Marines (rounding down) can have one of the following:
Flamethrower: RAN/6 ROF/4 POW/2 for +10 TV
Rocket Launcher: RAN/24 ROF/1 POW/6+2 against vehicles Blast for +20 TV
Sniper Rifle: RAN/48 ROF/1 POW/D6+1 (+1 ACC if user has not moved, otherwise cannot fire) for +30 TV
Can be upgraded to Veteran (+1 EN and 3+BR) for +10 TV

Overall, the Marine is a versatile and damaging unit, very shooty but not so powerful once they get shot in return. Keep a Rebel Elite handy or give them SMGs or Shotguns when up against Flood, or more Battle rifles and heavy guns for Covies.

Grunt: AC/4+ EN/1 BR/5+ AR/5+ SH/0 Threat Value (HA!): 6

Plasma Pistol: (Rapid) RAN/12 ROF/2 POW/1 (Charged) RAN/18 ROF/1 POW/1 depletes Shields and disables vehicles for the next turn OR Needler: RAN/12 ROF/2 POW/1 (if 2 shots hit, the target explodes for a POW 3 Blast)
Can have Plasma Grenades: RAN/6 ROF/1 POW/3 Blast for +2 TV per model
Can have Suicide Packs: POW/6 Blast for +10 TV and a “volunteer”...

... I suppose they could be used as meat shields...
Actually, Grunts aren’t that bad. Their pistols can be used to disable shields so needlers or other weapons can kill of whatever was inside and their low cost guarantees your tons of the cretins. Sure they run a lot, but that’s what you brought an Elite for. Right? P.S Suicide Grunts are fun and powerful.

Jackal: AC/4+ EN/1 BR/4+ AR/6+ SH/0 Threat Value: 8

Plasma Pistol (see Grunt entry) and Jackal Shield (+3 SH for the front axis only) OR Carbine: RAN/30 ROF/1 POW/1
Can have Grenades for +4 TV per model 1 ¼ of them can have Beam Rifles: RAN/48 ROF/1 POW/D6+1 See Sniper for special rules, for +10 TV

The Jackals are unique because they can be close range assault units with pp’s, grenades and shields, or very long range snipers with beam rifles and carbines. Also, Jackals roll 2 dice to sprint and pick the highest one, so they are extremely fast too.

Human Combat Form: AC/5+ EN/1 AR/6+ BR/2+ SH/0 Threat Value: 6

Can have Assault Rifle for +4 TV
Can have an SMG or Shotgun for +8 TV
Can be upgraded to Brute Combat Forms (5+ AR) for +2 TV
Brute Combat Forms can have Spikers for +8 TV
Can have Gravity Hammers for +16 TV
Can be upgraded to Elite Combat Forms (+1” for sprint) for +4 TV
Elite Combat Forms can have Plasma Rifles/Pistols for +4 TV
Can have Needlers for +6 TV
Can have Energy Swords for +15 TV
Can have 3 Shields for +10 TV
Flood Combat Forms combine 3 things; compatibility with both UNSC and Covenant weaponry, devastating close-range potential, and being numerous without any weapons. They are, however, quite squishy and if you don’t take enough of them, there will be no one left by turn 3.
Flood Infection Forms: AC/0 EN/1 AR/0 BR/2+ SH/0 Threat Value: 1
Flood Infection Forms can attack enemy units within 1”, causing a POW 1 hit. If a unit is killed by this attack, it is converted into the relevant combat form. This kills the Infection form even if the target is not killed.
Infection Forms can also kill themselves to revive a killed Combat Form within 1” back to its full EN.

Flood Infection Forms are designed to come in numbers. They are very low cost and all of their abilities require one of them to die. Keep them near your CF’s to provide an endless supply of new meat, but remember. A Combat Form can NOT be regenerated more that once a turn. So no un killable forms.

Carrier Form: AC/5+ EN/1 AR/6+ BR/2+ SH/0 Threat Value: 8

Once a Carrier Form touches or is killed, it explodes into 15 Infection forms. Carrier Forms cannot sprint.

Carrier Forms are a cheap and disposable way to get more Infection Forms for less TV. If leveraged en masse Carrier forms are deadly. The only problem is finding a way to crack them open...

ODST: AC/4+ EN/2 AR/4+ BR/4+ SH/0 Threat Value: 20 Comes with SMG with Scope (can re-roll failed rolls to hit)

ODST’s can be dropped strait into the fray. Use the Deep Striking rules from 40k to put them in play
Can be equipped with one of the following: Shotguns, Assault Rifles, Battle Rifles and Frag Grenades for free
Can take Jet Packs (allows them to reach higher levels) for +10 TV
It takes some nerve to be fired at an ongoing battle from low orbit. ODST’s can re-roll all failed BR tests.

ODST’s are the most powerful troops in the UNSC excluding Spartans. They can quite easily out manoeuvre most enemy units by using drop pods, and their upgraded SMG’s will put a hurting on most forms of infantry. ODST’s cannot take heavy weapons though, to make up for their orbital drops.

Spartan: AC/3+ EN/4 AR/3+ BR/3+ SH/4 Threat Value: 50 Comes with Frag Grenades and Magnum

Can take Assault Rifle OR Battle Rifle for free
Can take Shotgun or SMG for +4 TV
Can take Firebombs: RAN/6 ROF/1 POW/6 for +2 TV
Can take Rocket Launcher, Flamethrower, or Sniper Rifle for +20 TV
Can take Mounted Machine Gun: RAN/24 ROF/8 POW/1 Cannot Sprint for + 30TV
Can take Missile Pod: RAN/30 ROF/2 POW/5 Cannot Sprint Blast for +30TV
Can take Spartan Laser: RAN/30 ROF/1 POW/10 for + 40 TV
Can take any Covenant weapon for double its listed price
Can attempt to board vehicles within 1” on a 2+, taking control of the vehicle
All Marines play can make a single re-roll each to their BR once per game
If a Spartan is killed, its killer can re-roll one BR test

Spartans are awesome. They shoot, they inspire, they soak up fire like a sponge on steroids and they can take hostile weapons to boot. Just be careful how much you take, or your TV will soon reach its max and you haven’t even got a Marine yet.


Elite Minor: AC/3+ EN/3 AR/3+ BR/3+ SH/4 Threat Value: 30

Can take Plasma Pistol for free, or can dual wield for +1 ROF for +2 TV
Can take Needler or Plasma Rifle: RAN/18 ROF/2 POW/1 for +4 TV
Can take Covenant Carbine for +6 TV
Can take Plasma Grenades for +2 TV
Can be upgraded to Majors (+1 SH) FOR 5 TV
Majors and Minors can have Active Camo (+1 cover save, even when out of cover) for +5 TV
Can be upgraded to Rangers (Jetpacks that allow them to get to higher levels) for +5TV
Can be upgraded from Major to Ultra (+1EN) for +5 TV
Ultras can have Energy Swords: RAN/2” ROF/1 POW/6+D6 for +5 TV
Can be upgraded from Major to Special Operations (2+ AC) for +5 TV
Special Operations Elites can have Beam Rifles for + 10 TV
Can be upgraded from Ultra to General (2+ BR AND +1 SH) for + 15 TV
Generals have a BR boosting area of 12”
Jackals and Grunts can benefit from the BR of any Elite within 6”
Can be used in a UNSC army as Heretic Elites, which can use any Human weapon for double the cost listed

Elites really are Elites. The crème de la crème of the Covenant army, these guys mash pretty much everything, and can even take on a Spartan. They have access to most of the Covenant weapons, including the mouth watering energy sword. Their only downside is the cost.

Brute: AC/4+ EN/4 AR/0 BR/3+ SH/0 Threat Value: 15

Can take Spikers: RAN/18 ROF/3 POW/1 for free
Can take Maulers: RAN/6 ROF/2 POW/3 for +5 TV
Can take Spike Grenades(See Plasma Grenades for stats) for +5 TV
Can take Power Armor (confers +5 SH that does not regenerate) for +10 TV
Can take Covenant Carbines OR Brute Plasma Rifle that can fire normally or fire at +2 ROF and forgo shooting next turn for +5 TV
Can take Firebombs: RAN/6 ROF/1 POW/6 for +2 TV
Can be upgraded to Major (+1 EN) for +5 TV
Can take Active Camo OR Jet Packs for +10 TV
Can be upgraded from Major to Captain (+1 to Power Armor total) for +5 TV
Captain can take Brute Shot: RAN/24 ROF/1 POW/4 for +10 TV
Can take one of the following: Portable Plasma Cannon: RAN/24 ROF/8 POW/1 or Fuel Rod Gun: RAN/24 ROF/1 POW/6 for +20 TV
Can be upgraded from Captain to Chieftain (2+ BR) for +10 TV
Chieftains can take Gravity Hammer: RAN/1 ROF/1 POW/8 Blast for +15 TV

These bad boys optimise brutality, pun intended. They are strait up melee troops, and their high EN is all you need to get them into punchin’ distance. They also boast considerable firepower so don’t let their bad accuracy fool you. Just get them in fast and let them finish the job.

Skirmisher: AC/3+ EN/2 AR/4+ BR/4+ SH/0 Threat Value: 15

Can take Plasma Pistols/Rifles for free
Can take Carbines or Needlers for +4 TV
1 ¼ can have Beam Rifles for +15 TV

Skirmishers are, surprise surprise, good for skirmishing! They always count as having Jet Packs and move like Jackals, only these guys roll 2 d6 and can move the combined total! They are, though, a wee bit fragile and quite expensive, so don’t let your Skirmishers become the Skirmished.

Hunter; AC/4+ EN/8 AR/2+ BR/2+ SH/0 Threat Value: 80 for a pair

Any shots to the back of the Hunter ignore the AR save
Comes with Assault Cannon: RAN/30 ROF/1 POW/8 Blast
Assault Cannon can be upgraded to fire a beam which increases it’s ROF by 2 and removes the blast for +10 TV

Hunters are walking heavy weapons platforms. Keep them back so they can bombard the foe, or charge them forward and watch the kill count rise. Make sure they are supported; however, as their rear armor is weak to attack.

Drone; AC/4+ EN/1 AR/5+ BR/2+ SH/0 Threat Value: 8

Comes with Plasma Pistol
Drones can fly over any obstruction (like jump infantry) and roll 2d6 and pick the highest when sprinting
Can be upgraded to Drone Majors (+1 SH) for +5 TV
Majors can have a Plasma Rifle for +5 TV

Drones are best fielded in swarms to offset their fragility, and are very capable outflanking and fast troops. Picture them as fearless, flying Grunts and you can’t go too far wrong. Upgrading a few to Majors can add some much needed rapid fire to the unit.

Engineers: AC/5+ EN/4 AR/5+ BR/5+ SH/0 Threat Value/15

Engineers cannot make any form of attack except via self destruct. They can hover over any obstruction but cannot sprint.
Engineers can attempt to repair any vehicle or other structure within 1”, raising the vehicles current Structure Points by 1. Multiple Engineers can perform repairs, each additional participant raising another Structure Point.
Can be equipped with Suicide Packs for +5 TV

Engineers have one use: repairing your vehicles. In a pinch their Suicide Packs can be used to cause a few casualties.

Flood Stalker Form: AC/4+ EN/3 AR/6+ BR/2+ SH/0 Threat Value: 10

Can climb over any walls or obstacles without penalty
Can spend a turn morphing into either a Ranged or Tank form

Stalker Forms are fast, creepy things with an aptitude for morphing into more dangerous forms. They move like Jackals and can move through cover, so using them as assault troops makes sense, but is even more effective if while some attack, the rest transform.

Ranged Form: AC/4+ EN/3 AR/3+ BR/2+ SH/0 Threat Value: N/A

Ranged forms cannot be deployed at the start of the game. They can only be put in play if a Stalker Form morphs into one. Ranged Forms are immobile.
Ranged Forms can spit needles: RAN/24 ROF/3 POW/1

Ranged Forms are most effective when deployed in good cover. They are moderately tough and have devastating short range firepower. They cannot use the Floods melee attack, however, so make sure nothing else gets too close.

Tank Form: AC/5+ EN/8 AR/5+ BR/2+ SH/0 Threat Value: N/A

Tank forms cannot be deployed at the start of the game. They can only be put in play if a Stalker Form morphs into one. Tank Forms cannot sprint.

Tank Forms are the toughest Flood infantry there is. Nothing short of the heaviest firepower will bring a squad of these down. Plus, you get them from Stalker Forms, which are only 10 TV! They are very slow though, and have no ranged attack.

Vehicles in Halo Tabletop work like this. Each vehicle will have a Movement, Transport, Armor and Structure Points value. Movement dictates the speed at which the vehicle may move up too. Vehicles can turn at the end of their movement up to 90 degrees. Transport shows how many drivers, gunners and passengers are permitted aboard. What positions are available and how they are used are covered in the vehicles description.
Structure Points dictates how much firepower the vehicle can sustain. They work just like Endurance; when the vehicles SP reaches zero, remove it from play as well as any unfortunate occupants. The crew can disembark at any time before their movement, leaving the vehicle in place. Note: you must buy extra models to man the vehicles, the TV cost is only for the vehicle itself.
All vehicles must Ram any unit they pass over during their movement (except for flyers), causing a hit with the POW of the vehicles starting SP+1 per 6” the vehicle moved before contact. Brutes, Elites, Combat Forms and Spartans can perform a hijack on a roll of a 4+. If they fail the roll they take the hit as normal.

Mongoose: MV/24 SP/1 TR/2 AR/6+ Threat Value: 20

Can have a driver and a passenger who uses whatever weapon he has equipped.
Have brakes that let it turn 180 degrees if it moves 12”
If it moves more than 12” it has a cover save of 4+ due to its speed

The Mongoose is primarily a swift but squishy outrider. It is good for whisking your Spartans around the map or using it to transport heavy weapons Marines. Its speed is also an asset for getting objectives.

Warthog: MV/18 SP/4 TR/3 AR/5+ Threat Value: 40

Can have a driver, a passenger and a gunner who operates whatever the Warthog has equipped.
Have brakes that let it turn 180 degrees if it moves 12”
Comes with Mounted Machine Gun
Can replace MMG with troop transport compartment that can carry 5 extra passengers for free
Can replace MMG with Rocket Launcher with RAN/30 for +10 TV
Can replace MMG with Gauss Cannon: RAN/36 ROF/2 POW/3 for + 15 TV
Can have Multiple Missile Launcher: RAN/18 ROF/6 POW/2 (Can lock on to aerial vehicles for +1 ACC) for +20 TV

The classic Warthog is one of the most adaptable vehicles in the game. It can take everything from extra men to ground to air missiles, and is damn good for turns as well. It does, however, carry with it a fair bit of weak armor plating, so watch how much fire you expose it to.

Ghost: MV/18 SP/1 TR/1 AR/5+ Threat Value: 20

Comes with Plasma Cannon
Can turbo boost 24” in lieu of shooting
If it turbo boosts, it gains a 4+ cover save due to its speed

The Ghost is a dedicated outrider that lacks punch but makes up for it in speed. It can be used as a mount for your more specialist units.

Revenant: MV/12 SP/4 TR/2 AR/5+ Threat Value: 35

Can have driver and passenger
Comes with Plasma Mortar: RAN/30 ROF/2 POW/3+2 vs. Vehicles
Can turbo boost 18” in lieu of shooting

The Revenant is basically an anti armor Ghost with more armor and space for one more troop. Good for using an anti infantry passenger and the Plasma Mortar to counteract multiple threats.

Spectre: MV/12 SP/5 TR/4 AR/5+ Threat Value: 30

Can carry a driver, a gunner and 2 passengers
Can turbo boost 18” instead of shooting

The Spectre is essentially a Covenant Warthog. It has less adaptability but can carry one more troop.


Brute Chopper: MV/18 SP/4 TR/1 AR/5+ Threat Value: 25

Comes with Auto Cannons: RAN/12 ROF/2 POW/2
Brute Choppers are meant for ramming. Any ram attacks made by the chopper ignore AR.
Can boost 6” instead of turning

Brute Choppers are not subtle. They are designed to be hurled headlong at the opposition, often losing plenty of their number to enemy fire.

Prowler: MV/12 SP/6 TR/4 AR/5+ Threat Value: 30

Can carry a driver, a gunner and 2 passengers
Is armed with a Plasma Cannon

The Prowler is the Brute equivalent of the Warthog. It does have room for one more passenger but carries a less potent armament.

Scorpion: MV/6 SP/16 TR/6 AR/4+ Threat Value: 60

Can carry a driver, a gunner and 4 passengers
Is armed with a 90mm Cannon: RAN/36 ROF/1 POW/8 and a Mounted Machine Gun

The Scorpion Tank is one of the heaviest vehicles in the UNSC. Its cannon are incredibly powerful and its armor is almost impenetrable. Be aware of the TV, though. This thing may be able to take on an army, but if it gets boarded then that’s 60 TV worth of guns and armor pointed strait back at you.

Wraith: MV/6 SP/16 TR/2 AR/4+ Threat Value: 60

Can carry a driver and a gunner
Comes with Heavy Plasma Mortar: RAN/40 ROF/1 POW/7 and a Plasma Cannon
Can boost 12” if it does not shoot
Can replace the Heavy Plasma Mortar with Anti Air Missiles: RAN/30 ROF/4 POW/3 Flying units only for +10 TV

The Wraith has at its disposal the almighty Heavy Plasma Mortar, a god amongst heavy weapons. Its range is huge and if there are Elites in this thing you are guaranteed a good show. The lack of transport capacity is more than made up for by the ability to boost.

Hornet: MV/24 SP/3 TR/3 AR/5+ Threat Value: 25

The Hornet can carry a driver and 2 passengers and can fly over obstacles
It is armed with a Mounted Machine Gun and a Rocket Launcher

Us the Hornet to harass enemy artillery or as a fighter to ward of Banshees and the like. Its transport capacity is small, but numbers mean nothing if those passengers are Spartans, especially well armed Spartans.

Falcon: MV/24 SP/5 TR/6 AR/5+ Threat Value: 30

The Falcon can carry a driver, 2 gunners and 2 passengers and can fly over obstructions
Is armed with Auto Cannons and 2 Mounted Machine Guns

The trusty Falcon is mainly a rapid deployment vehicle, used to ferry troops from A to B very quickly indeed. The weapons are limited to anti infantry guns for clearing landing zones but the Falcons speed makes up for the loss of anti tank potential.

Pelican: MV/30 SP/8 TR/8 AR/3+ Threat Value: 50

Can carry 2 drivers and 10 passengers and can fly over obstacles
Is armed with Mounted Machine Gun and 2 Multiple Missile Launchers
Can carry either 2 Mongooses or 1 of any other vehicle OR mount an additional MMG

The Pelican is, first and foremost, a heavy transport vehicle. Its thick armor, speed and large capacity allows almost total safety from hostile firepower, but unfortunately, the Pelican itself has no form of attack other than its cargo.

Banshee: MV/30 SP/2 TR/1 AR/5+ Threat Value: 20

Can fly over obstructions
Can turbo boost 36” instead of shooting
Is armed with Plasma Cannon and Fuel Rod Gun

The Banshee is the king of harassment and perfect for dogfights and ground clearance alike. On the other hand, it might as well be armoured in wet cardboard, as when the going gets tough, this puppy will break apart like a Ming vase in a nursery.

Phantom: MV/24 SP/6 TR/16 AR/3+ Threat Value: 80

Can carry a driver and 15 passengers and can fly
Can carry 2 Ghosts, 2 Choppers or 1 Wraith
Is armed with Plasma Auto Cannon: RAN/24 ROF/2 POW/5 Blast and 2 Plasma Cannons

The Phantom is a heavy duty gunship/transport. The thick armor and a powerful main gun, let alone the massive transport capacity let it deliver warriors from all over the battlefield into the heart of an opposing force.

Spirit: MV/24 SP/10 TR/30 AR/3+ Threat Value: 80

Can carry driver and 30 passengers and can fly
Can carry any Covenant vehicle (or 2 Ghosts)
Is armed with a Plasma Auto Cannon

The Spirit is the Covenant Pelican, only with 3 times the capacity. Although lacking in armament, the true power of the Spirit is its contents. The Spirit is exceedingly tough, fast and spacious internally, but if it comes under too heavy fire expect it to fall, along with all those troops inside.

Mounted Machine Guns, Plasma Cannons and Shade Turrets can be deployed via transport or placed within the player’s deployment zone for 15 TV.
Shade Turrets count as vehicles with the following profile:

MV/0 SP/3 TR/1 AR/5+ Threat Value: 20

Is armed with Shade Turret: RAN/24 ROF/3 POW/2
Can be upgraded to have a Fuel Rod Gun (+10 TV) OR have SP/6 and AA Missiles (+20 TV)

Elephant: MV/6 SP/30 TR/10 AR/3+ Threat Value: 40

Is armed with a Mounted Machine Gun
Can carry 10 passengers and 1 Mongoose

The Elephant is the only ground vehicle that can carry other vehicles. It is extremely heavily armoured but is under armed and very susceptible to boarding, after which it can just be left behind.

Locust: MV/6 SP/3 TR/1 AR/4+ Threat Value: 30

Is armed with Charged Plasma Cannon: RAN/24 ROF/1+number of turns spent firing at one target POW/2
Has 6 SH that recharge and work like normal shields
The Locust is a specialist unit tailored for cracking open heavy vehicles or buildings. Its main weapon can level a city given enough time, and the shields make it all the more durable. But, the Charged Plasma Cannon needs time to reach its full potential, and the Locust is not the most durable of units.

Scarab: MV/12 SP/30 TR/10 AR/2+ Threat Value: 200

Can carry 10 passengers and can step (or smash through) any obstructions
Is armed with Beam Assault Cannon, A back mounted Shade Turret (as close I as I could find for stats) and 3 Plasma Cannons. Can also step on units within 1” for 30 POW (!)
Can be disabled by attacking the legs, which each have a SP of 10. Disabling 2 of these will force the Scarab to the ground for d6 turns, allowing troops to board it. The boarding troops must fight of all units on board and may then destroy the control pad, giving them 3 turns to reach a safe distance before the behemoth detonates, causing POW/6 hits to everything within 2d6 and a reason to get cocky.

The Scarab brings a massive, godlike power to the tabletop with nigh indestructible armor, unfathomable firepower, huge transport capacity and the ability to stomp a lot as well. It is also immune to being taken over by Spartans, so consider that a blessing. Just remember that for the price of a Scarab you could be fielding 33 more Grunts, or 6 more Elites, or... you know what, stuff the Grunts! Send those heathen humans TO HELL!

Heroes

Jun: AC/2+ EN/4 BR/3+ AR/3+ SH/4 Threat Value: 60

Has Sniper Rifle, Frag Grenades and Magnum
Is deadly with his chosen weapon. He can re-roll any failed rolls to hit with his Sniper Rifle, can increase its range to 54” and does +1 POW with it.
Can infiltrate ahead of the main force. You may deploy Jun in any terrain piece (even one occupied by enemy troops!) at the start of the game

Jun is the master of snipers. His numerous abilities allow him to reliably kill anything on the board, and, being a Spartan, has many other quirks as well.

Emile: AC/3+ EN/5 BR/3+ AR/3+ SH/4 Threat Value: 60

Has Shotgun Frag grenades, and Magnum
He is vicious in close quarters. Emile can re-roll failed rolls to hit with melee attacks and make 2 per turn

Emile is the perfect close combat tool, capable of taking on a squad of Brutes and coming out on top. Let alone the carnage he would cause if he got aboard a Scarab...

Kat: AC/3+ EN/4 BR/3+ AR/3+ SH/4 Threat Value: 55

Kat is armed with a Magnum and Frag Grenades
Kat can intercept enemy transmissions. Any army including her can redeploy fully after set up on a 4+
Kat has cybernetic modifications from her injuries. She can re-roll failed armor saves

Kat is one of the oldest members of Noble Team as well as one of the most experienced hackers ever known. Her ability to digest information so rapidly is widely regarded as amazing.

Jorge: AC/3+ EN/5 BR/3+ AR/3+ SH/4 Threat Value: 60

Jorge is never found without his MMG and Frag Grenades

Jorge is astoundingly strong and tough, even for a Spartan. He can sprint while carrying his MMG and reduce the power of oncoming fire by 1, to a minimum of 1
Jorge is the heavy support of Noble team, being extremely well built and very determined. He can sustain brutal damage and dish it out too.

Carter: AC/3+ EN/4 BR/2+ AR/3+ SH/4 Threat Value: 60

Carter carries a DMR and Frag Grenades
Carter is cold and calculating, and his team follows his guidance. The rest of Noble Team can use his BR if he is in play.

Carter is the leader of Noble Team, and is a true leader amongst them. His orders are obeyed to the letter while he lives.

Sergeant Johnson: AC/3+ EN/3 BR/2+ AR/4+ SH/0 Threat Value: 30

Can be equipped with any weapon usable by Marines or a Spartan Laser for +20 TV
Any UNSC unit within 12 can use his BR for any BR tests they are required to take
He and the Chief are firm friends. They gain +1 EN if they are within line of sight to each other

Johnson has seen it all. He and the Chief go way back. He may not be the Highest of rank but he is the most stalwart and brave a human can be.

The Arbiter (Pre Heresy): AC/3+ EN/5 BR/2+ AR/3+ SH/6 Threat Value: 70

Can have any Elite weapon for the cost listed
All Grunts, Jackals, Elites and Skirmishers can use his BR if they are within 24”

The position of Arbiter is one of the highest ranks achievable within the ranks of the Elites. Each one is brave, strong and intelligent without compare, and the Covenant infantry look up to one like gods of war.

The Arbiter: AC/3+ EN/5 BR/2+ AR/3+ SH/6 Threat Value: 70

The Arbiter can be equipped with any Elite weapon for its listed cost
He is embittered by his disgrace, and will gladly take any chance he can to deliver retribution. The Arbiter can re-roll failed rolls to hit with Energy Sword and melee attacks.
The Arbiter is an expert at using the Energy Sword. He can force all melee attacks to hit at -1 ACC

After his banishment at the hands of Truth, the Arbiter joined forces with Master Chief and the UNSC to get his revenge. He will stop at nothing to deliver the killing blow to the Prophet of Truth.


Master Chief: AC/2+ EN/7 BR/2+ AR/2+ SH/5 Threat Value: 100

Can take any UNSC weapon for its listed price
The Chief is equally as capable with nothing but a rock as he is with the most advance weapon there is. He can re-roll all failed rolls to hit with any form of attack
Master Chief is utterly devoted to his mission, whatever form it may take. He can re-roll failed BR tests
Trained and practised in the operation of everything from a Mongoose to a Pelican, Master Chief can perform jinks and manoeuvres that would, in the hands of anyone else, be more lethal to the driver than the foe. He can turn an extra 90 degrees and can move 1” extra in any vehicle
Easily the most powerful figure in the UNSC, John-117 can turn the tide of any battle. All UNSC units are immune to panic and pinning if Master Chief is within 24”. Also, any Covenant unit taking BR tests as a result of his shooting must re-roll a successful result
Master Chief has had many companions in his service, but none as loyal as Cortana. If he has Cortana, The Chief is immune to panic and pinning and can re-roll failed armor saves if he has Cortana. This upgrade is +30 TV

John-117 is a legend amongst men. He has walked through danger that would kill a lesser man twelve times over, he has come back from injuries that would flatten a city, and he has caused more damaged to the Covenant in his service than the UNSC has done for the whole war. He is Master Chief. He is a Spartan.

Even though it has proven stress relieving effects, I will not indulge in maniacal laughter. While doing so I may miss important developments a more attentive individual would probably notice. 
   
Made in us
Stalwart Veteran Guard Sergeant





U.S.A/ Georgia

How many models does a player use/
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Of course, you could always just wait for them to re-release the old Haloclix under the generic HEROclix line and go from there.




I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in gb
Commoragh-bound Peer




Canvey Island. It sucks. The age of pregnancy here is 15.

The idea was to keep the options as open as possible. Instead of just playing a competetive, pitched battle, you would try to recreate the battles from the Halo storyline. Also, about 100 TV is a small skirmish, and 300 or more a larger battle. I have yet to playtest it but one of my mates has loads of Halo Lego, so I should be able to post our battle report soon.

Even though it has proven stress relieving effects, I will not indulge in maniacal laughter. While doing so I may miss important developments a more attentive individual would probably notice. 
   
Made in us
Fanatic with Madcap Mushrooms






Chino Hills, CA

Yeah, the Haloclix rules were actually solid. Just replace the hex movement with inches and with a little bit of effort you've got yourself a Halo Wargame.

Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+

WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW

 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Cryonicleech wrote:Yeah, the Haloclix rules were actually solid. Just replace the hex movement with inches and with a little bit of effort you've got yourself a Halo Wargame.


To be fair, all you get is HaloKnight if you do that(it was the only real difference between Mageknight and HC).

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Commoragh-bound Peer




Canvey Island. It sucks. The age of pregnancy here is 15.

Cool, I will definatly check out the Haloclix, but if this gets any more popular, I will get another ruleset started. I like these to be based on a reliable franchise or series. I was thinking that you could tell me or vote for my ideas. Here are a few:

Star Wars (probably already been done)
Resistance Series (1 and 2, kind of hard to explain if you haven't played or seen it, so look it up)
Lair (its a game about airial combat with dragons, but has some cool ground battles too)
Metro 2033 (this one would be more like a skirmish or story driven game of Inquisitor)
Hello Kitty (for the small number of young women wargamers)
Star Trek (not too good on this subject, but probably spacebound combat)
Crysis (1 and 2, plus Nanosuit rules would be cool to make)
Gears of War (that would be an epic wargame)
Oblivion/Skyrim (think the Eldar Scrolls in general)
Dune (probably epic scale)
Alien vs Predator (similar to Space Hulk in gameplay)

Any ideas you can come up with, please post them here! Also, in the next batch there WILL be more visual stimulas. (AKA pictures)

Even though it has proven stress relieving effects, I will not indulge in maniacal laughter. While doing so I may miss important developments a more attentive individual would probably notice. 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

Gears of War has also been done as a co-op boardgame.

With miniatures. Fantasy Flight games (same people who did Doom and Descent, and all of the 40k rpgs, and the new X-wing game).

This message was edited 1 time. Last update was at 2011/11/29 20:38:45


I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

gozmonster wrote:Cool, I will definatly check out the Haloclix, but if this gets any more popular, I will get another ruleset started. I like these to be based on a reliable franchise or series. I was thinking that you could tell me or vote for my ideas. Here are a few:

Star Wars (probably already been done)
Resistance Series (1 and 2, kind of hard to explain if you haven't played or seen it, so look it up)
Lair (its a game about airial combat with dragons, but has some cool ground battles too)
Metro 2033 (this one would be more like a skirmish or story driven game of Inquisitor)
Hello Kitty (for the small number of young women wargamers)
Star Trek (not too good on this subject, but probably spacebound combat)
Crysis (1 and 2, plus Nanosuit rules would be cool to make)
Gears of War (that would be an epic wargame)
Oblivion/Skyrim (think the Eldar Scrolls in general)
Dune (probably epic scale)
Alien vs Predator (similar to Space Hulk in gameplay)

Any ideas you can come up with, please post them here! Also, in the next batch there WILL be more visual stimulas. (AKA pictures)


Star Wars has been done at least twice(once as a skirmish miniatures game with metal models then by WotC as the prepaints) for ground combat, and a few Space Combat games, too.
Star Trek has had numerous space combat games(Starfleet Battles, Starfleet Commander, upcoming Clix game, upcoming ACTA game). Unfortunately, the universe doesn't lend itself to ground combat. There's a distinct lack of support weapons: we've only seen a Klingon Mortar, a Federation shoulder mounted rocket launcher, and a Federation ground support laser cannon that's tied to the power supply of a starship(thus requiring air superiority).
AvP has Clix from Horrorclix(including a Queen).

This message was edited 2 times. Last update was at 2011/11/29 23:38:01


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Commoragh-bound Peer




Canvey Island. It sucks. The age of pregnancy here is 15.

All true, but I am not too handy at making miniatures. I just like designing games. I have already started on the AvP one, but now I recall a board game on that, so maybe I could try Resistance. Its about a viras thet takes over the world, turning people into Chimera. Please just tell me if you want more rulesets.

Even though it has proven stress relieving effects, I will not indulge in maniacal laughter. While doing so I may miss important developments a more attentive individual would probably notice. 
   
 
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