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ppepssuqeaqasqsnqnpapppsenemysngseseupepeiney seer gene ee ed oa eee nee cee eee ceeds et ee ts Cee a eee ee ee ee ee Holo, the Helo logo are trademarks ofthe Microsoft group of companies. De ee eee Cee ukiel u eC Rn ae ieee eres Ce eR ee ‘embodied inertial reviews and certain other noncommercial uses permitted by copyright law. For permission eee ee ‘Some photography within this book are of model prototypes, Actual products may vary. Models in this book are ee eo Se eee tan Games, Everoreech Junction, Evrereech, Shepton Mallet, Somerset, BA4 GNA, United Kingdom eee ts Fist published inthe United Kingdom in July 2046. a ee ero E TANT SPARTAN ‘GAMES CONTENTS INTRODUCTION > The Halo Universe > Gaming the Halo Universe BASICS OF THE GAME > Game Basies > Core Mechanics > Force Building > Commanders and Heroes > Terrain > Pre-Game SetUp THE GAME TURN > Breakdown of a Game Turn > PrecTum Phase > Battle Phase Overview > Movement Segment > attack Segment > Air Support Misions > End Phase a 2 33 38 4 so aL 8 3 88 96 APPENDICES > Loadouts > Battle Groups > Covenant Force List > UNSC Force List > Painting References > Index > Epilogue LIST OF TABLES Firepower Rating Tale UNSC Mechanised Infantry Bate Group Soectral Host Specialist Battle Group Terrain i Hala: Ground Command Recommended Battefelé Sizes ‘Scenario Generator Table Movement Segment Overview tory Points fr Air Support Fiyers Firepower Rating for Air Support Fyers (Cheok for nd of Game Turn Heroic Save Covenant Standard Batle Groups LUNSC Standard Battle Groups 98 108 10 ue 126 128 26,74 3 32 39 4a 49 6 85 85 a 99 106, 107 108, 108 THE HALO’ UNIVERSE as 2552. Humanity has been forced tothe brink of extinction bya fanatical aliance of alien races known as the Covenant. Human forces have fallen back tothe fortress world of Reach, prepared to sell their lives deary to protect Earth and buy time fora desperate gamit that may yet tip the Edes of war. DOMUS DIASPORA In the year 2204, mankine was unieashed upon the ‘tars witn the ciscovery of slipspace ana ts use for fasterthamlight travel. An vercrowde Earth nd ts burgeoning colonies quick seized onthe promise of exploration and colonization to break tree of our salar system and finda new desi. 8y 2310 the fst wave of pioneers traversed the vast gut of space to find myriad new worlds to explore, Inabit, and expo taking humanity's dreams and stievanoes with them, As ealany shia were but In everinreasing numbers the trekle of colo became a mass exodus fom the So system = historically known as the Domus Diaspora Colonies blossomed on verdant words and above resoureesich moons. Habitable planes that cule be qucky reecnec through slipspace became home 1 sprawing ces and orbital factories tied together rough rade andthe Influence of massive str spanning corporations, Early terraorming successes and imorovements in sipspace navigation spurred exporation ana colonization further and further rom the ligt of So. Within two hundred years, bllons of peape were living breathing, working and dying under alien suns Foca time, all of mankina's energy was expences in this rena of expansion. ‘Those colonies onthe nearby worlds prospered, rang in investment and building infrastructure etensive enough to become seltsuffcient and send thelr surpluses back to Earth; these core wares became known as the Inner Colones. Meanwhile smal, lonely outposts of the greater human Civlzaton spread ever outward along sipspace routes from this developed and tightly contri zone to become the Outer Colonies, And Beyond that, the reat unknown ofthe Orion A THERA UMVERSE | GAMEBASE | COREMEIAMUES | FORCE BODOG | COMMNDES HERDS TERR | PE-GESE-SP THE INTERPLANETARY WAR Humanity’ expansion into the Sol system inthe 2Ast and 22nd century cid not come without cost. Global wars on Earth had previously shattered the ower ofthe ot nationstates even as virulent new piilosopbies speac among the solar colonies. Not ‘everyone emoraced relative peace under the aegis of the United Nations and its successor, the Unified Earth Government, and new factions with miltat ideologies ‘exacerbated politcal and economic fracture ines to the breaking point. Inthe late 22nd century these factions would engage in wars, terrism, and pety vengeance that spanned the Sol sjstem and changed te face of human dovernance, Fear and simple practicality during his Interplanetary Wer led to 8 consolation of cower with Earths technocrats and the formation ofa new nied, miltary force to police the soar system: the United Nations Space Command, THE SPARTAN-I! PROGRAM With the spectre of civilisation collapsing anda long night falingon humanity, Earth tuned to drastc plan. Locating cancates of excetiona potential from throughout the colores, Dr. Catherine Halsey and the Office of Naval nteligence (ON!) ‘augmentation into the ultimate super-solcers- ving weapons that coud be aimed directly atthe heart ofthe growing Insurecton. The survivors ofthe grueling training and augmentation program would kidnapped dozens of children for indotrnatio be known as Spartans, ‘The final phase of tis plan integrated the Spartans with Mjoinr powered assaut ‘armour, ennancing thet already formidable reflexes, strength, and speed. A perfect fusion of man and machine, Spartans cad in Mjolnir were waking tanks; later edttions ‘added cssioative energy shielaing reverse engineered from Covenart technologies. SPARTAN-IIL nn MANKIND DIVIDED But even with an opportunity to create inrite new futures for itself with vast resoures and room to ‘expand, humanity quichl turned against tet. ‘Questions of power, prestige anc old grudges were revealed as the pace of expansion slowed. Citizens ‘ofthe colonies cated under legal and corporate blgations as Earth demanded an everiarger share of ‘the colonial rcnes, rumblings about fairness became complaints, and complains became protests, but the people of Earth had long ago grown accustomed tothe labour of the colonies end were cisintrested in renegotiating arrangements with worlds they seeded and anced. A partial successful attempt to ereste large numbers of Spartans or Spertan-equlslers), ‘SPARTAN: ransformed orphaned cilsen into @ new bree of supesolder using streamlines Diologal and eyvernetic augmentation processes paired with dangerous combat crugs. “Though most were fated oe thrown into hopeless (though tategicaly important) meat grinder battles, particularly talented incviouals were secretly moved to Special Warfare teams and other shacony organisations The most notable ofthese were the memivers of Noble Team, who ~ exept for Jorge 052 -were SPARTAN augmentees. ASPARTA eee THEHALONVERSE | GAME BASS | CORE MECAAES | FORCE BUMOMG | COMMANDERS G HERES TRU | PRE-GMESETP Resentment and grey overreach gave rise to dozens of small independence movements on many colonies, helping to cement unigue local identies separate ‘tom the original So-bom founders, Inthe cistant Outer Colonies these grours grew especially oroud of their pioneering hentage (real or imagined) and began ta violently resent contol by Earths governing agencies andthe Inner Colony mega-corporatios. Poorly organised agtation for independence soon developed into outright rebelion, wth te fst major clashes closing out the last years of the 25th century. Earth's colonial government responded swift. but overzealous police actions galvanised resistance and destroyed ary opportunity fora poltical solution tothe slow-moving ors. ‘Small groups quickly consoldete, creating alliances that pressed an antiventralisation and pro-autonomy ‘campaign resonating wih many colonists, including those inthe Sol sytem. The rebelon spread almost as quickly as the original growth ofthe colonies, Branded as terrorists, any hint of rebelion was, ruthlessly suppressed by the Unied Earth Government, who realised that human interstellar Cvlzaton was in danger of collapse. Entre worlds fell under martial aw asthe UNSC moved stios ‘and t099s into the Outer Colonies, butte rebel movements only grew in scope and violence as the confi escalated beyond any possiblity of agreement ‘ut even as Earth prepared a massive campaign ‘retake the colonies and the rebelion grew into a semiunied Inaureztion anew thet appeared thet would ~ atleast fora time - unite humanity in single ‘al: survival THE HUMAN-COVENANT WAR ‘Appearing out of the depths of uncharted space, an «lance of alien species calles the Covenant made first contact onthe colony of Harvest in 2525, leaving evastaton in thelr wake. With ther vast superior technology and a treless religous zeal, the Covenant obliterated humans wherever thee presence wes ound. Solder, clans, chitren...r one was spared from the camage. ‘The sta ofthe Covenant Warsaw dozens of Outer Colonies fal in only a matter of months, Most were ‘éemolished from ort, wth ther population centers targeted for plasma bombardment. Only rarely would Covenant troogs take te battle tothe surface to seize ‘seemingly meaningless spots of ground ar due to ‘some inexplicable rule of war. Despite the Covenant’ overnhelming tecnnoogicl superiority, humanity refused to gve up. Shateree fleets were rebuilt entire armies reformed to continue the fgt. But despite innumerable stories of valor ‘and courage the war was an endless roster of defeats ‘and holaing ation. Forte st time in centuries, humanity was collectively united, but twas seemingy too late Inless than two decades most colonies were destroyed, abandoned, or cutoff. Despite nerole c’fforts by the UNSC, te Covenant invasion could not be stopped. only delayed. Arc then the Covenant found the secret that was Reach, the near of humanity’ defences an the last remaining bastion OF UNSC power Inthe end, Reach wil fl butts defenders wil ensure the Covenant pay a heawy price in shigs and soldiers that will never be forgotten, ‘HMO ARSE | GAME BASIS | CORE MECAMES | FORCE UNDG | COMMUNES HERES TRUM | PRE-GIE SEP CHOOSING YOUR WARZONE ‘The Covenant’ brutal campaign of anniniltion raged across tne entire human sahere for decaces. ‘The orders ofthe Prophet Hierchs were clear and Uunequivcsk all humans were tobe putt tre SHO. ‘The conflet spanned decades and raged across ‘many varied words an battled from the upper ‘atmosphere of buring colonies tothe crushing depths of methane oceans humanity fought for survival against overwhelming odes. ‘The folowing rovdes a short prcis on the events that took pace during pivotal miltary campaigns on Harvest, Sigma Octanus I, and Reach. FIRST CONTACT - THE DEMISE OF HARVEST ‘The Outer Colony Harvest es inthe Epsion Indl system, close to Earth n eal space but reachable ony attra lengthy and circuitous path trough sipspace, Though placed in a remote edge of Earth’s communication and ‘trade network, Harvest was 2 vercant word ‘and major exporter of agricultural goods ‘throughout the Outer Colonies: unt it became the frst of many human words tobe attacked bythe Covenant war machine. THE MIUTARY CAMPAIGN (On February 3, 2525, ist contact was made withthe Covenant, with @ peaceful encounter ‘Quickly turing violent. For several months, the fate of te colony remained a mystery. ‘The situation only escalated after the scout ship OMA Argo was sent to investigate the silence, but was then lost and presumed MIA, This prompted the UNSC to send Battle Group 4 to investigate Harvest, which was when a Covenant ship was encountered, with devastating results forthe technologically ‘uteiassed human ships. The lead ship, CMA Heracles, managed to escape back to UEG territory to inform the military of what had happened to Harvest, Each one can be the backstop of an epic Halo: Ground Command campaign or senario. Harvest: First contact The UNSC's utterly ‘outmatched while the Covenants not yet anare ofthe ‘tue siz of the human domain. Confusion reigns on vow sis, ‘Sigma Octanus W: Victory at what cot? The Covenant invades the planet to search for @ Forerunner artefact hile the UNSC tes to contain their invasion. Reach: The fortress fais. Humanity’s most strateglcall Important colony is besieged. The end is ear for both the UNSC and Covenant. twas in 2526 that Vice Admiral Preston Cole artved in the Epson In system with one ofthe largest UNSC naval feets ever assembied at that time. The bale rage for five long years, with contro ofthe planet hanging inthe balance. By 2531 It seemed ‘that the UNSC had finaly gained the upper hand, though victory was pyric at best: the colony ayn ter ruin, the Navy had lost over half oft ting stength, ane Covenant fores continued their ‘advance on other human worlds. The UNSC was soon forced to evacuate Harvest, leaving behind & burnt husk devoid of ife and ltered with wreckage t would not be te last. GAMING HARVEST The minatures from the Batl for Reach game can be uses to represent UNSC foroes fighting on Harvest during Admiral Cole's campaign, orthe brave last stands of Harvest Colorial Miia inthe very frst hous of the Covenant attack + Asmal fore of Colonia Mitta must kl all neary Covenant before they can raise the alarm and alert the main force of the survivors presence. +The Covenant forces sent to retrieve a Forerunner artefact turn on each other so that they alone can claim the glory forts return. Sspapurpogeny THEW UNTER | GE RASES | co MENS BATTLE OF SIGMA OCTANUS IV "We've come to take Slgms Octanus IV back rom the Covenant. To do that, were gonna kil every last one ofthem..” Master ChlefJonr-127 (on Juy 27, 2552, Covenant forces svuck at Sigma ‘Octanus IV, searching for Forerunner artefacts and eradicating every human that stood in their way. After a brutal ground and space camosign, the UNSC succeeded in defeating the Covenant assaut buying time to evacuate the remaining population and retreat = unknowingly bringing with them a probe that would ‘00m lead the main Covenant fleet to Reach, THE MIUTARY CAMPAIGN The Covenant deployed thousands of troops tothe city of Cote dAzur seeking to secure an artefact ‘that was inadvertently stored inthe city’s Museum of Natural History. Unaware of the Covenant's actual intentions, a Marne regiment was quichly deployed to relieve the local security and police forces and prevent an invasion beachhead from being estabished. Unprepared forthe scale of the Covenant occupation and hampered ty poor inteligence, the strike force was quick overwhelmed and destroyed inlss than an hour. Of the nearly two thousand Marines who landed onthe planet, only one percent survived ‘UNSC MA37 Assault Rifle FORE EOLONG | COMMAMERS HERDS | TERA | FRE-SWESEL.UP ‘Struggling to contain the station, the UNSC ordered ‘2 Spartan team sent in, consisting of twelve Spartans under the command ofthe legendary Master Chie John-147 With reinforcements unlikely, asset Geral ‘was the ony option. After ghting into the heart of Cte dAzur the Spartans placed a HAVOK tactical rncieer weepon in he neat ofthe occupation zone ‘and evacuated. The city wes incinerated slong wth the Covenant army clustered eround the artefact ste. GAMING SIGMA OCTANUS W ‘The confict at Sigma Octanus IV was 2 prelude to Reach, and the battle for Cte dAzur was ust one ‘story. Covenant fores also landed in the planet's ‘ther major cles. engaging UNSC and mila units as they scoured areas thelr artefact seeking Luminary’s had detected te faint presence of Forerunner machinery. Example scenarios include: > Aovenant rating group attacks @ heavy Getended UNSC Frebase o scan @ possible relquary an carry off what they fin, regarless of casualties. Remnants ofthe Marne stke fore fight their way ack to the extraction zone while being pursued by bloodthirsty Covenant hunting partis. Take conto ofthe four Spartans fom Red or Green Team as they complete ther missions alongside Master Chis Blue Team Covenant Plasma Rifle THE BATTLE OF REACH “We knew tis dy would come. They have found cour fortress amongst the stars. The Covenant are ‘on Reach, They will bum this plane, kil milions, ‘and when Reach falls and al wil - there wil be nothing left stan between them x. 278 Earth Catherine Halsey By 2882 the UNSC was exhausted. ts naval and ‘round forces smashed bythe Covenant or ted up in delaying actions on a dozen werlds. The Outer Colonies had fallen, andthe Covenant were moving into te Inner Colonies. The remaining UNSC fleets consolidated inte Sol and Epsion Eran’ systems to reir and ream, and twas inthe later sytem thet the malorty of humanity's remaining miltary power was concentrate “THE MILTARY CAMPAIGN (On July 23, 2582, Covenant scouting partes were rt detected onthe planet Reach by an Army specal forces team imestigating a dawned communications relay near the setiement of Vieegréc, WINTER. (CONTINGENCY went into effect immediate: ‘standing seourty protocol viggeced in the event the ‘Covenant ever infrated Reach ‘Shorty after thi intial secur breach, 2 number of Covenant steal vessels managed to penetrate Reach’s orttal defenses and land ground troops. ‘Thaugh the Covenant was seeming defeated, soon became clear that tis was an independent feet and not the main free ‘The hammer fll when the main Covenant force arrived in the Epson Ercan sytem on August 14 By August 30 malor combat operations had ceased Reach had fallen. Earth was next “THE MILTARY CAMPAIGN each provides a vertabe banquet of scenario ideas ‘or gamers. From smal skirmishes to fll cal miltay ‘actions, the conficton ths planet has them ll amples incude: > An Amy ground team must destroy Covenant stealth generator pylons to clear te way for naval and ae sie. > Time's of the essence asthe UNSC orders 2 cavalry charge with all avalable Warthogs to relive a besieged outpost. > ASpartan and small detachment of reapers must Geley@ Covenant araured column to buy time for ctvlians to escape. GAMING THE HALO UNIVERSE Halo: Ground Command san excting tabletop game that allons you and your fiends to simulate the ef ‘ound werfare battles of the icone Halo Universe in your own home, gaming cub ora local gaming store. Brovges you with the opportunity to immerse yours deep inthe biter struggle between the beleague United Nations Space Command (UNSC) andthe ‘scendant allen allance, the Covenant ‘The rules put you inside the role of @ UNSC or Covenant general, veriooking the batted on a holotabe fom their command center. With @neary omniscient view ofthe battle assembled from drones, battlenet inks, and inteligence reports you can help the boots on the ground ind and engage the eneny, while marshaling reserves and strategic asses to use precisely when the time i right From ths table you cirect your forces ane make the tactical chooesthatcltate where Your units move, how elements will wrk together, and what attacks they make, Remember - the te of entire worlds is now in your hands. No pressure. COMM IP 26 ase nwo suzoe aon il} - REALISING THE VISION (One ofthe most excing aspects of Halo: Ground ‘Commands the chance to work with 243 Industries w> bring cone veicies and neroes from the gaming console tothe gaming tale. Over te years a stunning array of cesigns and brillant stores have been created for Halo, but what is perhaps even more eacitng with this game i the opportunity to bring the fll miltary might ofthe UNSC and Covenant to life and eting you pay out battles from the Halo Universe in ful scale, TE RADUNTERSE | GERAIS | COREMECMNS | FORCE BOLOWG | COMMHMDERS RDS | TERA | PRE-SMESELP C—O While alo: Ground Command starts at Reach, future releases will ove the entire Halo univers fom Harvest tone Ark, With the support and guidance of 343 Industries, the Spartan Games team wil also create highly etaled 1/100tn scale miniatures of vehicles and war machines never before seen outsie the studio's archives and story guides, We can't wait to show you ‘hat’ coming, s0 stay tuned to wn spartangames, co.uk for news on upcoming releases! CHOOSING A GROUND FORCE Every game starts by scking the Force you will command onthe gamingtabe. Each faction pays ‘vet iffrentyin Hal: Ground Command: the UNSC uses flexibility tactical formations and combined arms to defeat ther enemy, whereas the Covenant ploy highly specialised units anc leverage tneir ‘technological superioty o crush all that stand before them. Other factions that willbe introduced in the ‘ture wil algo nave thelr own play syle (Once the Force of your chove has been selected it is time toimagine what Unit ypes you wart to play with. I your pay style al about a few big, powerful units? Or are you more of ‘swarm’ commence, with numerous formations jabbing at your ‘opponent, laokng for weaknesses? Ty out efferent ‘combinations of units to in the pay tye tht ts your persorality and collection the best In adation, your ground forces are only one ‘dimension of his excting tabietop game. Wno wil lead your Force is just a important a decision as the Infantry ana Armour you fight wth. Selecting the best ‘Groune Commander to represent you on the tabletop is key decision, so choose wisely! In ation to gener leaders, future exparsions wil introduce famous characters fom the Halo Universe that have ther own special ules and quis that ater the way you buld an play your Force. THE HOBBY Halo: Ground Command is designed to be played Auichy once it comes out ofa box, but his isa wargame anc preparation time (such as the assembly and the painting of your forces) s needed. Tne nooby element i often just a appealing and interesting as the actual game, so take your time when assembling the Halo miniatures and start to think of ese as bulding blocks for your own stories and scenes. Building your gaming table is also an important par. of Halo: Ground Command. While you coud simply play en an open tabletop, mary players wil aso want to explore the broader hobty side of tabletop miniatures gaming, by creating custom scenery for the game that helps bring the experience of slaying a game tothe fore, ‘We heartiy recommend that players embrave the immersive experience of creating visually spectacular Forces and Terrain. This allows players to create a Force of painted miniatures that is canon-eocurate to the Halo Universe, but we and 343 Industries) ‘encourage players to paint Forces and raft new batlefeas in their own unique ses. The Halo Universes 0g place, ana Hala: Ground Command lets you fit for control of any art oft ‘The creation of worldwide community of gamers, ho come together to olay Halo: Ground Command, isan imoortart aspect of the game Painting and ‘modeling competitions, organised tournaments and online events nll form te backbone of tabletop gaming in the Malo Universe. Heac over tothe Halo: Ground Command Forum at wwwsparengames. co.ukto shere stories of your exctng battles and to share with us images of your paintes miniatures, Halo s more than 8 tabletop games its an auard- ‘inning entertainment brand that has gown into a {otal phenomenon. Beginning with “Halo: Combat Evolved” (2001), the crtally acclaimed and record- shattering series of video games has bul a fan base of millions woccwide and inspired mutisle New York Times best seling novels live-action digtal series, comic books, action figures, pparel and more. You can find out more at www.alowaypoint.com. GAME BASICS Welcome to Halo: Ground Command, a fastaction tabletop miniatures game set inthe excting Halo Universe. As payers, you assume the role of @ Ground Commander whose decisions end tacicelbiliance wise your Force emerge triumphant from a battle oF ifyou fallin your command, will see your fore crushed before you and routed from the battefila! As a Ground Commander, you wl be called upon to ‘ecide wrich Unt in your Force will activate fist. ‘making tactical moves to engage the enemy, The use cof cunning stratagems - combining the strengths oF your mast powerful units o help compensate for any weaknesses your overal force may have - will be called upon through all sages of the gameplay. Oniy the tactically adept wl fore the enemy to reveal their weak points before srkng hare and fastto deliver the killer blow A game starts with payers choosing Force to build ane then moves on to choosing the Unis thet wil form the becibone ofthat Free. This enapter will equip you withthe necessary information to help understand the common names and game ‘mechanics which are used throughout a game of Hale: Ground Command, WHAT YOU NEED TO PLAY ‘To play Halo: Ground Command, 2 number of components are needed! > Aporoptiate Spartan Games Halo: Ground ‘Command Wode's fo your Force. > Halo: Ground Command Game Tokens o show the lke of Damage, Activations anc Cooldown effects tnat Units wil gain dung a game. > Custom Halo Dice wnion come inside Halo ‘Player Battle Seto” soc in & Halo Dice Pack. > ATape Measure (preferably marked in inches) > Afiat Gaming Surface to actas a batlfel and measuring atleast 3 by 3. Ths can be as simple (or 28 complex as you want to make Sart with simple tabletop, an as you gain more experience OU may wish to create @ more dynamic setting for our miniature ground betes to take place upon. > Terrain ether purchased from Spartan Games or ertted Terrain made bythe players, such as ‘woods, nls or defensiole bunkers, > FourSixsided Dice (06) pempearpenganapnppepNY THEO WES | CAE HSS | CORE WECAMUES | FORCE LONG | COMMANDERS HERDS | TERUM | RE-QME SEP BASES IN HALO: GROUND COMMAND Halo: Ground Command vses high quality 1/100%h ‘scale Models procuces by Spartan Games under lense from Microsoft and 343 Industries. These are avalabe from www.spartangames.co.uk and ‘many other retailer. ‘Models in cn be elded based or un-based, and this wil be determined by the actual Model ise Cornet res eves feet nai despite beng dassed a an Amaued Ut the i ly oe Base Ay aft Aumared lets eh acta nthe ght con felted on of Base, and ths ie oun to payer choice, lining Eats. th ght oe wil alas avast cy ‘sing ae 4 MODEL ELEMENTS “Throughout the rules, we wil refer to Elements. The term Element relates toa Base with multiple Infantry (such as Covenant Grunts) oni en Armoured Vehicle (such as a UNSC Werthog), or fortifications and en placements such as 8 Wol Spider Ture) ‘These Elements are then grouped into Units. In cases where @ Unit nas only one Element, such as 3 Banshee Fher for example, it maybe referred to. 8s both an Element and a Unt within the rules, ‘As a Force Commander, wil be yourjoa to combine ‘these various Units into Battle Groups, and then timately ta form @ powerful fighting Force. Elements, Units, Battle Groups and Forces ae all explained in gester deal in the Force Bulling chapter which starts at PAGE 32, Intrenet sch the gary cn sen, nay fied on Bases the willbe motel pr dase deperdng wn co the spel in Ui ce MEASURING AND PRE-MEASURING ‘Ml measurement in Hala: Ground Command is dove im inches (often abbreviated as Xin the rulebook here X's the number of inches being meesured) [tape measure is the easiest way to measure distances. you donot have a tape measuremarked in inches, lease use the standard conversion of = 250m, Measuring allowed at any time for any reason you lke. Tiss a game of tactical ski nota game of who can best estimate distances! THE BATTLEFIELD Halo: Ground Command is payed on what we refer tas. batlfeld, The batted reoresents the area where a climactic battle staking place, and can be the gounds of research station, the deck ofa space ship, even on the surface ofa Halo Ring! ‘The amount of table space you wil need to play Halos Ground Command is dependent on the Maximum Force Value ofthe game being played. Some games willbe compact engagements using a relatively small batlefelo, whereas engagements between massed ‘armies wil require 2 much larger gaming space in ‘order to allow tne appropiate numberof Units tobe used ina sensible way In games using the contents of the Halo: Ground ‘Command, Battle for Reach 2-sayor starter set, for example, a battlefield should typically be 3°x 3 athough a larger batefield willbe needed once Players nave expanded ther intial Forces with more Units. Players should use ther discretion to define the space they have available although we recemnmend 2 batteild doesnot ever have any side shorter than 3, unless a specific Scenarios being played thet calls fora narrower batttild to be used. For more about batvefeds, including what sizes are recommenced for diferent Maximum Force Values, see the Pre-Game Set-Up chapter on PAGE 44, LSC Sans rans feed on tet own Bs. Te ‘imate supe sale tee ype eed of humax ae rng kg eens hat can cas barat saan atl thay ot. Spt mal use favs means incu an sat Re, ket lame ah gover Spartan ase THE RAD ERS | SAE EASES | cORE MEDS PEN AND PAPER Players might need to use pen and paver to keep track ofthe enemy Units they Destroy, orto keep ‘other nelptul notes, This becomes important wien playing Scenarios and for cetermining the winner in any engagement. Which leads us neatly onto: ‘VICTORY POINTS AND WINING AllUnis ina game of Hala: Ground Command have ‘what is known asa Bulé Rating (BR) - see the Force Building chapter on PAGE 29 for more details. AS wel as being crucial forthe ital formation of Forces the {BR plays an important role in cetermining the winner ofa game. \Wnenever a player Destroys an enemy Unt during gmepiay, make ancte of ts BR using your pen and paper. The BR total of Destroyed Unt wil translate into what we call Victory Ponts (VPs). In Hale: Ground Command Scenarios wil last 2 umber of ame Turns after which the player with the highest VPs tata wl be the winner. Wining Game's exolained in more cetal nthe End Phase chapter on PAGE 97. DAMAGE TOKENS are used throughout a game to show ‘that an Element has taken ‘Damage during combat. Elements with one Value ‘on ther Damage Track that suffer a Damage Token are simply removed rom play. wore ye q COOLDOWN TOKENS are used to indicate if@ weapon Is able to firein the Game Turn, if Cooldown Token is placed on top of an Activated Marker, NO weapons inthe Unit cn fire For example, a Unit may have elected to ‘move Flat Out, thus gaining Cooldown Token, FORCE BOLO | COMMANDERS HERDS | TRAN | FRE-GE SET-UP DICE IN HALO Halo: Ground Command uses dice to generate results during game, The use of Dice creates excing random outcomes thet simulate the choos ofa rea battle, the varying skll eves of troops moved ‘meaning that you can never completely precit the ‘outcome of any tabletop action, and that even in the Carkest hou, there i lays hove, During game you will be asked to oll thee types of cice: Halo Dice, Order Dice and Sixsided (D8). More about Dioe mectanis can be found in the Core Game Mechanics part his chapter. GAME TOKENS To summarise and ack bale evens, Hal: Ground ‘Command uses a numer of Game Tokens. These are generally placed next toa Urit or Element) when they are applied. Below are the three types Game Tokens ‘and how they are most commonly appli. ACTIVATION TOKENS ere placed ona Unit once it nas completed its Activation, Note tat tis DOES NOT indicate the Units out ofthe game fora Turn, as there is ‘often the opportunity fora Unit to engage the enemy again using the Reaction Fire ‘game mectanic. CORE GAME MECHANICS GAME TURNS ‘game of Hao: Ground Command follons 2 sequence of what are known as Game Tumns, and 3 ‘game can las for @ number ofthese Game Turns. ach Turn is commonly subdivided Into Phases, which are effectively ways of allowing key events inthe ‘game to be sequenced and easly controled. Think ofa Game Turn as @ house-keeping mectanic ‘or ensuring evens in Halo: Ground Command ali happen in the right sequence, atoning players to knw exactly when to perform sitferent actions. For example, in the PreTurn Phase, olayers will ol Order Dice and determine Intlatve. This is aso the point ‘that Reserve Units mignt become availabe In the Battle Phase payers wil aternate Activations. The player who is Activating wl pick one Ready Unt, ‘and then Move and Fire with that Unit After they have ‘one this, thelr opponent wil pik a Reacy Unit to ‘ethate, and so on, uni ALL Unt, and trefore al Elements, have been Activated. Last lay wil shift tothe End Phase, during wich various effects ae resoWed andthe battlefield made ready forthe next Turn As sisted, 2 game of Halo: Ground Command will last for maldple Game Turns, with any Scenario belog played stiouatng the maximum number of Game Tuins it wil ast should there nat bea clear winner before the stated last Game Tur). Fora more detailed outine of @ Game Tur, see the chapter Breakdown of a Game Turn on PAGE 59. Alather aspecis of the game are contalled by whats knawn as @ Game Mechanic, and these ar invariably controlled by the roling of Dic. The remainder of this chapter wil take you tough the various key Game Mechanies used in a game of Hao: Ground (Command, anc folowing this we wil resk cow all ‘aspects of@ game and discuss how te various Game Mechanics are use. pean, gp ALTERNATING ACTIVATION Inthe Battle Phase, players will se @ system of ‘Alternating Activation. The payer whose tun itis to 0 will pick ONE of ther Units that hes rot yet been used, and wil Activate I Activating a Unt means using those Elements in a Unit to move and then fe their Weapons (how to move and fires described inthe Unit Movement Segment and Unit Attack Segment chapters) After 4 player has Activated an Element, they wll mark the Unit wth an Activation Token - showing that not be Activated again tis Game Tur, b attempt Reaction Fie may stil ‘Once one payer has selected and Activated ALL of the Elements within Unit play will shift tothe other ayer, who will select and Activate @ Uni oftheir own, In this way players wil aternate one after the other, Activating and using ther Unis until ALL the Units on ‘the battlefield have been Activated that Game Tur, This eystem of shitng back and forth with each player selecting and using a Unit is vital component ofthe game experience, at laces pressure ona player's choices. player may often be faced with dilemmas such es: ie 7 aan hap > Dol aetate a Unit for tactical reasons? > Dol acvate a Unt because is under threat? > Wien Unit should | use fist? > What is my opponent doing, and how can put them under pressure? > Shoud attempt Reaction Fre? Keeping track of Activations isan importa pert ofthe gameplay, and remembering to alternate Activations is critical to bullding the tension during a {game of Hale: Ground Command. tren Sprta nt alt ‘savy dng opment THERIOT | GME EAES | cOREWECIS | REACTION FIRE Comat inthe Halo Universe i relentless anc fat- paced, wth no letup inthe action. Halo: Ground Command uilises en innovative Reaction Fite system to represent the ebb ancifow f battle, with Unks moving and fring ina deadly cance, Reaction Fite is, tits core, a form of Ranged Overwatch, which allows players to engage and shoot uring their opponent's Movement Segment. is bbyno means a guarantee of success, and of cou there are risks to fring rom the hips it were. But itcan be 2 tactically engrossing part of abate, as. knowing Fo” WHEN to React 0 an enemy i key decision tor ary payer to make, You can even attempt Reaction Fire with a Unit which has already Activated in a Game Turn, although the Ikenood of successfully n ising the oder to re is wealy reduced! Reaction Frei explained in ful nthe Movement Segment, wth exemples of how and when you can Aeact. See PAGE 65 fr fl etal ONG | COMMANDERS HEROES | ERAN | AE SEP BUILDING BLOCKS OF THE GAME ELEMENTS When building your Fore In Halo: Ground Command, do so by combining Elements into Units, which in urn are combined into Battle Groups, and then tally combined into a fighting Force inivdual Bases of infantry, Vehicles, Fortifeations and Fiyers are all refered to as Elements in the rules. In most cases Elements combine into Unit to bolster their combat effectiveness, especialy wen executing their Attacks upon the enemy units As already described, a Unit sa collection of Elements, assembled to form effective combat groups trained to work together, capable of asng cown ons fre, or created to fll spectic ers Force, ‘These Units adhere to some simple rules: > They MUST be either Infantry, Armoured or Flyer in Type > They MUST achere tothe Force Bulla Reting Limitations relating to their Faction, thet Battle mation and thelr Force Commander. Despite these restvctions, players can te highly exible Units, where the intended tactical use of one Unit may vary significantly rom ancther, due othe diferent ways they are constructed using Unit Upgrades and Special Rules, sc wane seaerow BATE TAN THEM UNV | GAVEBAS | COR WECM | FRCEEOWONG | COMMAWBERS HERDS | TERN | GAME SET BUILD RATING (BR) ach Unit has an important statistic called the Build Rating (BR). The BR gies an indication of the size ‘and effectiveness ofa Unit, and is used fora variety of purposes in Halo: Ground Command, such as ‘combining Units into a Force and being translated into \ietry Points for your opponent when Destroyed. ‘Some Units inerease thelr BR based upon the number of Elements within it, Warthogs for example, are rated at 2 BR each, meaning that a Unit of 2 would take up 4 BR, Should @ Warthog be Destroyed within ‘a Unit of Warthogs, the enemy player gains 2 Victory Points immediate, KEEPING TRACK OF UNITS Keeping track of which Elements belong to whieh Unt is essential, Players should therefore pay close attention to tracking individual Elements and which Unit they belong to. This is easy to manage ithe players have paintes their forces, but i payers are playing with unpsinted forces, some other method of ‘dentication should be establishes. BATTLE GROUPS | Units are formed into Battle Groups which wil be led bythe command Element of your choice. Many Battle Groups are small enough to be only few Units, perhaps supported by an Armoured Vehicle or two, whereas other migt be massive battle formations with numerous Armoured Units supsarted by strong nfanty ana Fier Elements ‘Some Battle Groups have special cules that apply to the Unts that exit within For more information on Battle Groups see PAGE 31 FORCES Forces are constructed from between one and ‘any numberof Battle Grouns. each consisting of 2 umber of Units that have been formed into potent ‘ghting free. Asma Force may only have 3105 Units organised inte singe Bate Group, while a massed ground batle may be mace up of 30 or more Units orgznised inte mutile Battle Groups. l Forces ‘are chosen so that they do nat exceed the Maximum Force Value (MV) each payer has been allocated. a FORCE COMMANDERS ‘The Force Commanders the indvidval in overall control of a Fore. Every Force MUST have one Force CCommaner, Over ume, new Force Commanders wil be made avaliable to players, allowing them to select ‘one that they fee best represents their own playing ‘syle on the gaming table. See the Commanders and Heroes chapter on PAGE 33 for more deta. UNIQUE COMMANDERS ‘These are leaders of renown who are marshaling their forces on the fel of atte. They wil often have specie Orcers nd Able that mark them utes unique, and wl always include special rules pertaining to their Force structure and gameplay style GENERIC COMMANDERS In adtion tothe Unique Commanders and Heroic ‘Characters, players may instead choose to have thelr Force led by a Generic Commander. Generic Commanders have limited Stanars (Orders and do not nave access to Special Orde, Trey do have access toa Unique abil, but isis normaly ngicatve of thelr Faction’ overall combat ‘methodology rther than any specine "named ablity ‘they themselves may possess. See the Commanders ‘and Heroes chapter on PAGE 83 for more details. Payers taking pat in Competitive Pay are restited to using Generic Commanders, as Unique Commanders ana Heroes are kestfornarative and soenario gaming ony. HEROIC CHARACTERS Larger Forces wil have access to Heroic Characters: individuals (or even Artic Intligences) who, by ‘thee actions, have become synonymous with bravery and sacrifice in tre Halo Universe, The levels at which these characters can be introduced tothe game will epenc on the Factions being played, and can sometimes be required as part ofthe narrative for a ‘Scenario or Campaign setting, See the Commanders ‘and Heroes chapter on PAGE 83 for more details.

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