Force Spotlight: Covenant Strike Cell
By : LeonDelgado
Force Spotlight: Covenant Strike Cell
Player: ninjaofcheese
(Built using the 2024 ruleset – points and interactions may change in the current 2026 version)
In this Force Spotlight, we’re taking a look at a compact and flexible 200‑point Covenant list used by ninjaofcheese. This force is a great example of how Covenant armies can combine board control, mid‑range firepower, and disruption tools into a cohesive game plan.
⚠️ Important note:
This list was built using the 2024 rules. With the ongoing refinement of the system in the 2026 version, points, unit roles, and some interactions may change. Consider this a snapshot of how the Covenant played—and felt—under the previous iteration.
The List (200 pts – 2024 Rules)
- 2× Elite Minors with Plasma Rifles – 55 pts
- 3× Special Operations Grunts with Needlers
(Plasma pistol replacement) – 30 pts - 2× Jackals with Plasma Pistols – 20 pts
- 1× Jackal Sniper with Particle Beam Rifle – 35 pts
- 1× Grunt with Needler
(Plasma pistol replacement)
A lean list with very little wasted space—every model has a job.
How the List Plays
This Covenant force is built around early pressure, flexible board control, and layered threat ranges rather than raw durability.
🟣 Special Operations Grunts – Early Game Control
The Spec Ops Grunts are the workhorses of the opening turns. They are typically used for:
- Early objective grabs
- Forward board presence
- Screening and denial depending on the mission
Their Needlers make them surprisingly dangerous if ignored, especially when working together.
🟡 Jackals – Pressure & Flanking
The Jackals act as pushing and flanking elements, using their mobility and positioning to:
- Threaten objectives
- Support the Grunts’ advance
- Force enemy units out of cover
They don’t need to survive the entire game—just long enough to disrupt the opponent’s plans.
🔵 Elite Minors – Mid‑Range Brawlers
The Elites form the backbone of the list. Armed with plasma rifles, they:
- Dominate mid‑range engagements
- Support Jackal advances
- Anchor contested areas once objectives are in play
They provide reliability and hitting power without over‑investing points.
🔴 Jackal Sniper & Lone Grunt – Control and Denial
The Jackal Sniper and the final Needler Grunt fill a key support role:
- Pelican drop denial
- Long‑range pressure
- Forcing opponents to respect backfield threats
They are less about kills and more about controlling where the enemy is allowed to deploy or move.
Why This List Works
What makes this list effective is how well the pieces support each other:
✅ Early board presence from Grunts
✅ Mid‑range dominance from Elites
✅ Constant positional pressure from Jackals
✅ Deployment and drop denial from the sniper element
It plays like a true Covenant force—coordinated, opportunistic, and punishing mistakes rather than brute‑forcing fights.
Looking Ahead to the 2026 Rules
With the current (2026) version of the rules still evolving:
- Point costs may shift
- Some unit interactions may change
- Roles like Spec Ops Grunts or Snipers may be refined
That said, the core concept of this list remains strong: layered threats, objective pressure, and flexible response tools. It’s a solid foundation that should adapt well as the system continues to tighten.
Final Thoughts
This is a great example of a clean, purposeful Covenant list built with a clear plan in mind. It rewards good positioning, timing, and coordination—and punishes opponents who underestimate “cheap” units like Grunts.
Big thanks to ninjaofcheese for sharing both the list and the thinking behind it.
Battle Report: Assault on the Industrial Block
By : LeonDelgado
Mission: Assault
Deployment: Middle‑Ground
Forces: 2v2 – UNSC & Covenant
Points: 200 pts per side
The Battlefield
The battle was fought in a compact industrial district, likely part of a larger base complex. The table was dominated by heavy prefab buildings, cargo containers, and industrial platforms, creating a dense, urban layout with very limited open ground.
Large structures sat near the centerline, forming hard choke points and blocking most long‑range fire. Movement lanes ran between buildings, forcing vehicles and infantry alike to commit early to specific routes. Unlike the forest board, this table heavily favored durability, area control, and short‑range firepower.
Perfect conditions to bring out the big guns.
Forces & Intent
This test game was used as an opportunity to field large models:
- Hunters on the Covenant side, anchoring lanes with brutal close‑range threat
- Warthogs on the UNSC side, providing mobility, exposed gunners, and suppressive fire
With the Assault mission in play, neither side could afford to sit back. The objectives demanded forward pressure and holding ground under fire.
Opening Moves
Both teams deployed aggressively from Middle‑Ground, immediately contesting the central industrial block.
Vehicles pushed forward early, using buildings as partial cover while infantry screened objectives. The narrow streets and container alleys quickly filled with overlapping threat zones: Hunters locking down corridors, Warthogs racing to exploit gaps, and infantry darting between hard cover.
From the start, it was clear this would be a meat‑grinder.
The Blast Weapon Problem Emerges
As the battle escalated, blast weapons began to dominate the center of the table.
At this point, a key rules interaction came under scrutiny:
How do Blast weapons interact with Exposed Crew and Gunners?
For this test, a temporary ruling was used:
- Blast attacks could affect transported models and exposed crew
- Knock‑back would not apply to those models
The result was immediate—and brutal.
Blast markers landing near vehicles proved devastating to the people inside. Gunners and exposed crew were wiped out at an alarming rate, even when the vehicle itself survived the attack. While cinematic, it quickly became clear that this interaction made open‑topped and exposed vehicles far more fragile than intended.
Mid‑Game Chaos
Despite the mounting casualties, the game remained highly engaging.
Hunters performed exactly as hoped—slow, terrifying, and incredibly effective at area denial. Once they claimed a lane, pushing them out required real commitment.
Warthogs added constant pressure, forcing the opposing side to choose between targeting the vehicle or risking the exposed crew continuing to fire. Even under the harsh blast ruling, they played an important tactical role by controlling movement and contesting objectives.
The Assault mission kept both teams fully engaged until the final turns, with no safe fallback positions and no room for passive play.
Endgame & Outcome
The final turns were a grind of attrition around the central structures. Infantry clung to objectives, vehicles limped but stayed relevant, and heavy units continued to dictate space.
Regardless of the final score, the game felt good to play:
- Clear tactical decisions
- Constant pressure
- Strong identity for large models
- No runaway advantage despite the lethal blast interactions
Post‑Game Designer Notes
🚨 Blast vs Exposed Crew – Ruling Update
This test highlighted a necessary clarification:
✅ Blast weapons should NOT affect transported models, exposed crew, or gunners
✅ Only direct attacks may target them
While the temporary ruling was useful for testing, it proved far too lethal and undermined the role of open‑topped and exposed vehicles. This interaction will be clarified explicitly in the rules.
📘 Manual Usability Improvements
This game also reinforced the importance of fast rule lookup during play.
Recent updates focused on making information easier to find, and this will continue to be a priority. The goal is for players to:
- Locate key rules quickly
- Resolve edge cases without slowing the game
- Spend more time playing and less time searching
Further refinements to wording and structure are planned with this in mind.
Final Thoughts
This was a very enjoyable test game.
- Big models felt impactful and fun
- The Assault mission kept tension high throughout
- The board rewarded positioning and commitment
- The ruleset continues to feel solid and engaging
Most importantly:
👉 The current iteration of the game is fun, and that’s exactly where a system should be during testing.
Battle Report: Crash Site Echo
By : LeonDelgado
Covenant vs UNSC – Test Game
The battle was fought on the outskirts of a small frontier outpost, half‑swallowed by a dense forest. Scattered hab‑structures, supply containers, and ruined foundations marked what was once a quiet base—now a warzone.
At the heart of the settlement lay the real prize:
a crashed transport, torn open on impact and surrounded by scorched earth and debris. Whatever it had been carrying was important enough to draw both sides into a brutal fight for control.
Forces Engaged
The Covenant strike force advanced under the command of an Elite Major, supported by:
- Four Grunts armed with plasma pistols
- Two Needler Grunts
- Shield‑bearing Jackals forming the main firing line
- A Jackal sniper attempting to dominate the crash site from cover
- A black‑ops Grunt carrying a heavy weapon
- And a Suicide Grunt, pacing nervously near the wreckage
Opposing them, the UNSC deployed a compact but highly coordinated Marine force, anchored by Sergeant Johnson, whose presence alone promised trouble.
The Battlefield
The forest pressed in on all sides, its thick canopy and undergrowth severely limiting visibility. Long‑range firing lanes were rare and unreliable, forcing both sides to maneuver cautiously between trees, ruins, and containers.
The crashed transport dominated the center of the table, forming
a natural strongpoint—and a deadly kill zone. Any unit holding it would control the flow of the battle, but staying there meant enduring relentless close‑range fighting.
Snipers on both sides struggled to find clean shots, frequently repositioning as the shifting battle lines denied them stable sightlines.
Opening Engagements
The Covenant struck fast and hard.
Using the cover of the forest and the abandoned structures, Covenant units surged forward and quickly eliminated the UNSC communications Marine before he could trigger a redeployment maneuver. With UNSC coordination briefly disrupted, the Covenant seized the area around the crash site and secured the central objective, scoring an early lead in victory points.
For a moment, it looked like the Covenant would lock the Marines out of the town entirely.
Pressure Builds
The UNSC responded by tightening their formation and preparing a Pelican‑supported push into the settlement. Marines advanced through the trees and ruins, using cover to close the distance while avoiding the worst of Covenant fire.
As the battle dragged on, Covenant momentum began to falter. Missed shots, failed damage rolls, and increasing UNSC pressure slowly eroded their advantage. The fighting shifted decisively into close quarters—shotguns, plasma pistols, and grenades dominating the narrow streets and wreckage‑strewn ground.
At the center of it all, Sergeant Johnson pushed forward with grim determination.
Disaster Narrowly Avoided
One of the most dramatic moments came when the Covenant nearly wiped out a tightly packed group of Marines near the crashed transport.
A perfectly thrown plasma grenade landed squarely among them. Had it gone off as planned, it would have broken the UNSC advance entirely.
At the last possible moment, Johnson issued a rapid command redeployment, pulling his Marines clear just before the blast engulfed the area. The explosion tore through empty ground and wreckage instead of power armor—turning what should have been a decisive Covenant strike into a missed opportunity.
Johnson Takes the Field
Surviving the blast, Johnson immediately counterattacked.
Leading from the front, shotgun roaring, he tore through Covenant infantry around the crash site. Grunts fell in droves, Jackal lines buckled under sustained pressure, and the Covenant formation began to collapse as the Marines pushed deeper into the settlement.
The Suicide Grunt remained a constant threat, forcing careful positioning and slowing the UNSC advance—but it wasn’t enough to stop the momentum shift.
The final round was tense and hard‑fought, with both sides trading blows amid the ruins and burning wreckage. In the end, UNSC control of the crash site and surrounding objectives secured the victory.
Final Result
UNSC Victory
A narrow, hard‑earned win after a brutal fight over the wrecked transport.
Final Thoughts
An extremely close and cinematic game from start to finish.
- The crashed transport gave the battle a clear narrative focus
- Dense forest and ruined structures forced constant movement
- Objectives kept both sides under pressure at all times
- Several clutch moments dramatically altered the flow of battle
Sergeant Johnson fully lived up to his reputation during the late‑game push.
Easily one of the most enjoyable test games so far.
Post‑Game Analysis & Balance Notes
Overall impressions of balance were very positive. The rules flowed smoothly, and the match stayed competitive right up to the final activation.
Grunts
Grunts are currently costed at 5 points, and while reducing them to 4 was briefly considered, post‑game reflection suggests this isn’t necessary yet. Many Covenant losses were likely due to player mistakes—especially forgetting key rules like Stand Together during critical turns.
Further testing is planned before any changes are made.
Elites
Elite units performed exceptionally well, carrying much of the Covenant’s offensive pressure. Future Covenant forces will likely include more Elites, as they proved reliable in both attack and defense.
Suicide Grunt
A standout unit. The Suicide Grunt exerted constant psychological pressure, shaping UNSC movement throughout the game. Expect to see more of them in future Covenant lists.
Halo Tactics – Back to the Fight
By : LeonDelgado
A New Chapter for the Game
Hi everyone 👋
First of all, thank you for sticking with this project and continuing to be part of this community — it really means a lot.
Taking a Step Back… and Moving Forward
It’s been a while.
The last time I actively worked on Halo Tactics was around 2024. When Mantic released their official Halo game, I honestly thought that might be the natural direction for the community—and that fan-made projects like this one might slowly fade out.
So I stepped away.
But time has a funny way of clarifying things.
The truth is, my passion for Halo hasn’t gone anywhere. And while Mantic’s game is solid, it doesn’t quite deliver the kind of experience I personally love — something more narrative-driven, more flexible, and more focused on small-scale skirmishes.
Revisiting Halo Tactics, I realized something important:
👉 What we’ve been building here is still unique.
👉 It still has a place.
👉 And it’s worth continuing.
So… I’m back.
What’s Changed in the New Version
What started as a simple cleanup turned into something much bigger.
I went through the entire ruleset with one goal:
make the game tighter, clearer, and more enjoyable to play.
Here are some of the biggest improvements:
🔧 Streamlined Core System
The activation system has been refined around Action Tokens, making turns more dynamic and tactical. Players still alternate activations, but decisions now feel more meaningful—especially with mechanics like Push, which let you take risks for extra actions at a cost. [Halo Tacti...5_2026.pdf | PDF]
⚔️ Cleaner, More Tactical Combat
Combat has been clarified and tightened:
- Attacks use a consistent 2D6 + Attack vs Defense system
- Cover, line of sight, and positioning matter more than ever
- New clarity around Deflection (armor/cover) vs Evasion (agility) makes outcomes easier to read [Halo Tacti...5_2026.pdf | PDF]
Overall, fights now feel faster, clearer, and more cinematic.
🧠More Interesting Decisions Every Turn
Between Advance, Combat Advance, Charge, Attack, and Special Actions, each activation gives you meaningful tactical choices. [Halo Tacti...5_2026.pdf | PDF]
Combined with facing, line of sight, and terrain rules, positioning is now just as important as raw firepower.
🚗 Vehicles & Unit Roles Reworked
Vehicles and unit types have been redesigned to feel more distinct:
- Vehicles now rely on crew and fire arcs, adding depth to positioning
- Infantry remains flexible and objective-focused
- Mechanical units introduce unique interactions (like EMP vulnerability) [Halo Tacti...5_2026.pdf | PDF]
This creates clearer battlefield roles and more interesting army composition.
🎯 Stronger Faction Identity
Each faction now plays differently:
- UNSC rewards coordination and teamwork
- Covenant thrives on synergy between units
- Flood overwhelms through numbers and adaptability
- Insurrectionists use terrain and positioning
- Banished reward aggression and counterattacking [Halo Tacti...5_2026.pdf | PDF]
This was a big goal—and I’m really happy with how it’s shaping up.
💥 Weapons & Abilities Refined
Weapons and abilities have been standardized and clarified:
- Clear universal rules like Blast, Rapid Fire, Precision, and Armor Piercing
- More consistent interactions across the system
- Better balance between ranged and close combat play [Halo Tacti...5_2026.pdf | PDF]
This makes the game easier to learn—and deeper to master.
A Better Overall Experience
The result of all this?
The game feels:
- Faster
- Cleaner
- More tactical
- More immersive
And most importantly—more fun.
New updated stat cards are also on the way, with clearer layouts and improved readability.
Growing the Community (Locally and Beyond)
On a personal note, I’ve also started looking for local players here in Nottingham.
If you're nearby and interested in giving the game a try, you’re more than welcome! The goal is to grow a small local group and get regular games going.
On Community and Respect
I’m also aware of ongoing discussions around model distribution and creators’ rights.
I just want to be clear:
👉 I fully support creators
👉 This project has always been about passion, respect, and fun—not profit
That’s why the rules will always remain free.
Looking Ahead: The Future of Halo Tactics
Recently, I’ve started investing more time and resources into improving the quality of the game, including better digital tools for rules and presentation.
At the same time, I’m thinking long term.
🌌 A Future-Proof System
One of my main goals is to create a fully original version of the game:
- Removing direct references to Halo and protected IPs
- Creating a model-agnostic sci-fi ruleset
- Keeping the same gameplay style and spirit
This doesn’t replace the current version—it runs alongside it.
The idea is simple:
- ✅ Keep what makes the game special
- ✅ Improve quality and presentation
- ✅ Ensure it can grow freely for years to come
What Comes Next
There’s a lot I’m excited about:
- New units
- Expanded rules
- Possibly a full campaign system
- A cleaner, fully illustrated manual
This project has already been an amazing journey—and I’m hopeful there’s much more ahead.
Final Words
This game exists because of you all.
Your feedback, your games, your support—it’s what kept this alive, even when I stepped away.
So thank you 🙌
Let’s see where this goes next.
Marine Vs Grunts
By : LeonDelgadoOk, today we will build the Grunts, the basic units of
our covenant armies. For this I will use a clear battlefield, units starting at
Units
involved: 1 marines vs 2 Grunts.
Round 1
(Marine go first)
·
Marine Activates: Shoot at Grunt A, he need a 6+ to
hit Def 8; Hit (2d5 = 4+2 + 2 Attack = 8)
·
[ Grunt A health drops to 1 and becomes fatigated ]
·
Grunt A Activates: Shoot at Marine, he need a 8+ to
hit; Miss (2d5 = 3+2 + 2 Attack = 7)
·
Grunt B Activates: Shoot at Marine, he need a 7+ to
hit; Miss (2d5 = 2+1 + 2 Attack = 5)
Round 2
(Grunt go first)
·
Grunt A Activates: Shoot at Marine, he need a 8+ to
hit; Hit (2d5 = 6+2 + 2 Attack = 10)
·
[ Marine health drops to 2 and becomes Fatigued]
·
Grunt B Activates: Shoot at Marine, he need a 6+ to
hit; Hit (2d5 = 4+4 + 2 Attack = 8)
Result: Grunt Victory
Round 1
(Marine go first)
·
Marine Activates: Shoot at Grunt A, he need a 6+ to
hit Def 8; Hit (2d5 = 6+5 + 2 Attack = 13)
·
[ Grunt A health drops to 1 and becomes Fatigued]
·
Grunt A Activates: Shoot at Marine, he need a 8+ to
hit; Miss (2d5 = 5+1 + 2 Attack = 8)
·
Grunt B Activates: Shoot at Marine, he need a 7+ to
hit; Miss (2d5 = 2+1 + 2 Attack = 5)
Round 2
(Grunt go first)
·
Grunt A Activates: Shoot at Marine, he need a 8+ to
hit; Hit (2d5 = 4+5 + 2 Attack = 11)
·
[ Marine health drops to 2 and becomes fatigated]
·
Grunt B Activates: Shoot at Marine, he need a 5+ to
hit; Hit (2d5 = 6+6 + 2 Attack = 8)
Result: Grunt Victory
Round 1
(Grunt go first)
·
Grunt A Activates: Shoot at Marine, he need a 7+ to
hit; Hit (2d5 = 5+2+ 2 Attack = 9)
·
[ Marine health drops to 2 and becomes Fatigued]
·
Grunt B Activates: Shoot at Marine, he need a 6+ to
hit; Miss (2d5 = 4+2 + 2 Attack = 8)
·
Marine Activates: Shoot at Grunt A, he need a 6+ to
hit Def 8; Hit (2d5 = 5+5 + 2 Attack = 12)
·
[ Grunt A health drops to 1 and becomes Fatigued]
Round 1
(Marine go first)
·
Marine Activates: Shoot at Grunt A, he need a 6+ to
hit Def 8; Miss (2d5 = 3+1 + 2 Attack = 6)
·
Grunt A Activates: Shoot at Marine, he need a 7+ to
hit; Hit (2d5 = 4+6 + 2 Attack = 12)
Result: Grunt Victory
Notes - Reflexions
Is clear that the current Grunts was as strong (if not better) than the marines, so we do some adjustment to the points
Point adjustment (Grunt point cost raise from 5 to 7), new set up: 3 Grunts vs 2 marines (21 points vs 20).
Battle 4
(Using “Stand together” SR)
Round 1
(Marine go first)
·
Marine A Activates: Shoot at Grunt A, he need a 6+
to hit Def 8; Miss (2d5 = 5+2 + 2 Attack = 7)
·
Marine B Activates: Shoot at Grunt A, he need a 6+
to hit Def 8; Miss (2d5 = 1+4 + 2 Attack = 7)
·
Grunt A Activates: Shoot at Marine A, he need a 6+
to hit; Hit (2d5 = 3+3 + 2 At +
·
[ Marine A health drops to 2 and becomes Fatigued]
·
Grunt B Activates: Shoot at Marine A, he need a 6+
to hit; Hit (2d5 = 6+4 + 2 At +
·
[ Marine A is kill and removed from board ]
Round 2
(Grunt go first)
·
Grunt A Activates: Shoot at Marine B, he need a 6+
to hit; Hit (2d5 = 6+4 + 2 At +
·
[ Marine B health drops to 2 and becomes Fatigued]
·
Grunt B Activates: Shoot at Marine B, he need a 5+
to hit; Hit (2d5 = 5+4 + 2 At +
Result: Grunt Victory
Battle 4
(Using “Stand together” SR)
Round 1
(Marine go first)
·
Marine A Activates: Shoot at Grunt A, he need a 6+
to hit Def 8; Hit (2d5 = 5+2 + 2 Attack = 7)
·
[ Grunt A health drops to 1 and becomes Fatigued]
·
Marine B Activates: Shoot at Grunt A, he need a 6+
to hit Def 8; Miss (2d5 = 1+4 + 2 Attack = 7)
·
Grunt A Activates: Shoot at Marine A, he need a 7+
to hit; Hit (2d5 = 3+3 + 2 At +
·
[ Marine A health drops to 2 and becomes Fatigued]
·
Grunt B Activates: Shoot at Marine A, he need a 6+
to hit; Hit (2d5 = 6+4 + 2 At +
·
[ Marine A is kill and removed from board]
Round 2
(Grunt go first)
·
Grunt A Activates: Shoot at Marine B, he need a 6+
to hit; Hit (2d5 = 6+4 + 2 At +
·
[ Marine B health drops to 2 and becomes Fatigued]
·
Grunt B Activates: Shoot at Marine B, he need a 5+
to hit; Hit (2d5 = 5+4 + 2 At +
Result: Grunt Victory
Notes - Reflexions
Grunts still to powerful, not representing well the cowardly and nimble enemies we face in the games, so a new profile and points are set up
New Test: Marine Vs Grunt (updated profile)
Units
involved: 1 marines vs 2 Grunts.
Round 1
(Marine go first)
·
Marine Activates: Shoot at Grunt A, he need a 6+ to
hit Def 8; Hit (2d5 = 5+2 + 2 Attack = 7)
·
[ Grunt A health drops to 1 and becomes Fatigued]
·
Grunt A Activates: Shoot at Marine, he need a 7+ to
hit; Hit (2d5 = 6+5 + 1 At +
·
[ Marine A health drops to 2 and becomes Fatigued]
·
Grunt B Activates: Shoot at Marine A, he need a 6+
to hit; Hit (2d5 = 3+4 + 1 At +
·
[ Marine is kill and removed from board]
Result: Grunt Victory
Battle 2
(Using “Stand together” SR)
Round 1
(Marine go first)
·
Grunt A Activates: Shoot at Marine, he need a 7+ to
hit defense 9; Miss (2d5 = 1+5 + 1 At +
·
Grunt B Activates: Shoot at Marine, he need a 7+ to
hit defense 9; Hit (2d5 = 4+6 + 1 At +
·
[ Marine A health drops to 2 and becomes Fatigued
and def drop to 8]
·
Marine Activates: Shoot at Grunt A, he need a 6+ to
hit Def 8; Hit (2d5 = 6+3 + 2 Attack = 11)
·
[ Grunt A health drops to 1 and becomes Fatigued]
Round 2
(Marine go first)
·
Marine Activates: Shoot at Grunt A, he need a 6+ to
hit Def 8; Miss (2d5 = 1+4 + 2 Attack = 7)
·
Grunt A Activates: Shoot at Marine, he need a 6+ to
hit; Hit (2d5 = 6+5 + 1 At +
·
[ Marine is kill and removed from board]
Result: Grunt Victory
Point adjustment
(Grunt point cost raise from 5 to 6), new set up: 3 Grunts vs 2 marines (18
points vs 20).
Battle 3
(Using “Stand together” SR)
Round 1
(Marine go first)
·
Marine A Activates: Shoot at Grunt A, he need a 6+
to hit Def 8; Hit (2d5 = 4+3 + 2 Attack = 9)
·
[ Grunt A health drops to 1 and becomes Fatigued]
·
Marine B Activates: Shoot at Grunt A, he need a 6+
to hit Def 8; Hit (2d5 = 6+3 + 2 Attack = 11)
·
[ Grunt A is kill and removed from board]
·
Grunt B Activates: Shoot at Marine A, he need a 7+
to hit defense 9; Hit (2d5 = 6+5 + 1 At +
·
[ Marine A health drops to 2 and becomes Fatigued
and def drop to 8]
·
Grunt C Activates: Shoot at Marine A, he need a 7+
to hit defense 9; Miss (2d5 = 2+3 + 1 At +
Round 2 (Grunts go first)
·
Grunt B Activates: Shoot at Marine A, he need a 7+
to hit defense 9; Hit (2d5 = 4+5 + 1 At +
·
[ Marine A is kill and removed from board]
·
Grunt C Activates: Shoot at Marine B, he need a 7+
to hit defense 9; Miss (2d5 = 2+6 + 1 At +
·
[ Marine B health drops to 2 and becomes Fatigued
and def drop to 8]
·
Marine B Activates: Shoot at Grunt B, he need a 6+
to hit Def 8; Hit (2d5 = 6+2 + 2 Attack = 10)
·
[ Grunt B health drops to 1 and becomes Fatigued]
Round 3 (Marine go first)
·
Marine B Activates: Shoot at Grunt B, he need a 6+
to hit Def 8; Hit (2d5 = 5+1 + 2 Attack = 8)
·
[ Grunt B is kill and removed from board]
·
Grunt C Activates: Shoot at Marine B, he need now a
7+ to hit defense 8; Miss (2d5 = 3+1 + 1 At = 4)
Round 4 (Grunts go first)
·
Grunt C Activates: Shoot at Marine B, he need now a
7+ to hit defense 8; Miss (2d5 = 5+1 + 1 At = 7)
·
Marine B Activates: Shoot at Grunt C, he need a 6+
to hit Def 8; Hit (2d5 = 2+3 + 2 Attack = 7)
Round 5 (Grunts go first)
·
Grunt C Activates: Shoot at Marine B, he need now a
7+ to hit defense 8; Miss (2d5 = 1+1 + 1 At = 3)
·
Marine B Activates: Shoot at Grunt C, he need a 6+
to hit Def 8; Hit (2d5 = 4+3 + 2 Attack = 9)
·
[ Grunt C is kill and removed from board]
Result: Marine Victory
Result
With this new profile and point cost the Grunt are finally taking their role in the game, At the moment we will keep these numbers.




