Hey everybody, I've recently come up with some rules for Master Chief, The Arbiter, and Sgt. Johnson from the Halo series and would like to get some feedback. I've already playtested Chief a bit and he seemed to work well within his points cost, but I've yet to actually use The Arbiter or Johnson in a game. Without further ado, here they are!
Master Chief
Points 120
WS 4
BS 5
S 4
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/5++
Wargear: Active Camo, Overshield, Energy Sword, Assault Rifle, Sniper Rifle, Plasma Pistol, Plasma Grenades.
Hired Gun: After taking a cryo-nap for several millennia, Master Chief awakes and is unsure of who to trust. To represent this, any army may include Master Chief. If taken he counts as one of the Elites choices for the army. He operates independently and may not join other units.
Fearless: Master Chief automatically passes any Leadership or Pinning Test he is required to make.
Weapons:
Name Range Strength
AP Type
Assault Rifle 24” 4 - Assault 4
Sniper Rifle 48” 6 2 Heavy 1
Plasma Pistol 24” - - Assault 1, Gets Hot!
Plasma Grenades G36” 5 3 Assault 1, Blast
Notes:
1. Energy Sword – This functions as a power weapon and grants Master Chief the Furious Charge universal rule.
2. Plasma Pistol – Roll to hit normally, but don’t roll to wound. Assuming a target is hit, their armor save is reduced to ‘—‘ for the remainder of the game. Invulnerable saves may be taken against Plasma Pistol shots and for subsequent hits.
3. Plasma Grenades – These may be thrown over cover, do not scatter, and use the small blast template.
4. Active Camo – In the Movement Phase, Master Chief may enable his Active Camo instead of moving. Once enabled, enemy units attempting to fire at him must do so using the Night Fighting special rules. Master Chief may not shoot or assault on the same turn he enables his Active Camo.
5. Overshield - In the Movement Phase, Master Chief may enable his Overshield instead of moving. Once enabled, he gains +1 Toughness for the rest of the game. Master Chief may not shoot or assault on the same turn he enables his Overshield.
The Arbiter
Points 80
WS 5
BS 4
S 4
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/5++
Wargear: Active Camo, Energy Sword, Beam Rifle, Plasma Rifle, Needler.
Fate’s Detour: After paying his respects to Master Chief and gaining the humans’ trust, The Arbiter’s ship is swallowed up by a freak Warp storm. Sent several millennia into the future, The Arbiter reunites with Master Chief as they fend for their lives in the 41st millennium. To represent this, any army may include The Arbiter. If taken he counts as one of the Elites choices for the army. If the army also includes Master Chief the two form a single unit and count as one Elites choice.
Fearless: The Arbiter automatically passes any Leadership or Pinning Test he is required to make.
Weapons:
Name Range Strength
AP Type
Beam Rifle 48” 6 2 Heavy 1, Rending, Gets Hot!
Plasma Rifle 24” 3 4 Assault 3, Gets Hot!
Needler 24” 3 - - Assault
D6, Rending
Notes:
1. Energy Sword – This functions as a power weapon and grants The Arbiter the Furious Charge universal rule.
2. Plasma Rifle/Needler – These may be dual-wielded by The Arbiter and fired in the same turn.
3. Active Camo – In the Movement Phase, The Arbiter may enable his Active Camo instead of moving. Once enabled, enemy units attempting to fire at him must do so using the Night Fighting special rules. The Arbiter may not shoot or assault on the same turn he enables his Active Camo.
Sgt. Avery Johnson
Points 80
WS 3
BS 4
S 3
T 3
W 2
I 4
A 1
Ld 10
Sv 4+
Wargear: Battle Rifle, Spartan Laser.
Hard to Kill: After being left for dead by Master Chief and The Arbiter, Johnson manages to escape the destruction of The Ark and flees into outer space. Upon doing this, his ship is swallowed up by a freak Warp storm and he is sent several millennia into the future. There he reunites with Master Chief as they fend for themselves in the 41st millennium. To represent this, any army may include Johnson. If taken he counts as one of the Elites choices for the army. If the army also includes Master Chief or The Arbiter he joins them and they form a single unit, counting as one Elites choice.
Never Give Up: Johnson simply refuses to die, even against insurmountable odds. To represent this, when he is reduced to zero wounds, roll a
D6. On a roll of 4+, Johnson finds the strength to fight on and is not removed as a casualty. He is brought back into play with one wound and continues to fight. This ability may be used even if Johnson is killed via ‘Instant Death’.
Fearless: Johnson automatically passes any Leadership or Pinning Test he is required to make.
Name Range Strength
AP Type
Battle Rifle 36” 5 - Assault 2
Spartan Laser 48” 8 2 Heavy 1, Gets Hot!
Well there you have it. It should be noted that while they're each loaded with weapons, they can typically only use one per turn as is usually the case. Also, the Sniper Rifle and Beam Rifle are not 'Sniper' weapons per se; they are simply fired exactly as the profile calls for. Thanks for reading and feel free to be brutally honest with your feedback!