by Dan Carlson

A group of Buccaneers have encountered a new enemy in the Caribbean! While stopping at an island in search of a hidden cache of supplies, our Buccaneers discovered something otherworldly. Rumors of a powerful hunter had hit the Americas already, but this was mostly dismissed as exaggeration by a few guards who had gotten drunk on the night watch. What the Buccaneers didn’t know, is that they too were being observed…

While this had intended to be an April Fools post, Adpeticon prep had gotten this off track, so we decided to take more time to refine these rules and give them out as a Halloween gift to the Blood and Plunder Community! Totally not inspired in any way by Mantic games’ Halo: Flashpoint game, I’ve taken the liberty of creating rules for the Sanghelli, more commonly referred to as Elites by residents of Earth. While these rules are not slated for tournament play, they can provide a silly break or hilarious interactions for casual games!
The Elites

Elites are an alien race featured in the Halo franchise. Halo (for those who maybe have heard of it but never partook in gameplay) is a sci-fi first-person shooter that was released in 2001 for the Xbox, and combines elements of previous shooters with horror-esque elements and dynamic gunplay. For our purposes, we will be focusing on the Elites encountered in this first game.

The Elites are a war-like race of aliens that hail from the world of Sanghelios. They are part of an alien conglomerate known as The Covenant. The Covenant represent several alien races under one banner focused on a religion known to them as The Great Journey. At the time of Halo: Combat Evolved, the Elites are the higher echelon of the Covenant Military. They represent squad leaders, generals, religious staff, and Admirals (shipmasters in their tongue) of mighty Star Fleets. They relish the chance to prove themselves in combat and are more often than not command groups of other species. This ruleset will represent a squad of these mighty warriors that have landed on Earth by accident, and have run into our Buccaneers.

Halo: Combat Evolved

If you have never played the first halo game, it can be downloaded both on on Steam (for PC players) or via the Xbox Store via Microsoft. It is rated M for mature for blood, gore, language, and violence. As of this writing, both versions are only $9.99 and feature the Anniversary upgrade, meaning the graphics have been overhauled to better suit gaming post 2001.

Okay, But Why?
The premise of these rules was to be a fun little addition to the ever growing catalogue of Holiday Content we have been coming up with over here at Blood and Pigment. As far as the Elites go in general, after the positive reaction to the Predator rules set, and after my yearly playthrough of Halo on Legendary Difficulty, I jokingly mentioned I would do a set for April Fools, and then Mantic games announced Halo: Flashpoint. While I have not played the game, the Elite Models showcased were enough to get me writing and excited. While I absolutely love miniature wargaming, I am also big on video games in general and Halo holds a special place in my childhood nostalgia and overall love of gaming, making this a sort of love-letter in my own style.

Elite Faction- Force Rules
The Elites follow a few guidelines to help keep them balanced against other Plunder forces, these provisons include:
- All units in this Force consist of a single model each
- If this Force only contains 1 model, that model is always considered the Force’s Commander
- Models only retreat when they reach 7 Fatigue
- This Force may not take Ships of any size
- This Force may only contain up to 4 models for games up to 200 points.
- All units in this force gain the Grawwhhh! and Waauuggghhh special rules.

The Elites are aggressive warriors but they have limited numbers since the crashed vessel only carried a few Elites. Their “units” are comprised of individual models, designed to be taken in games of up to 200 points. This allows smaller forces of traditional Plunder minis to be matched up against varying forces of Elites. The Cunning and Evade Special Rules give them some mobility options, as aliens that can live beyond 300 years may have over a century of combat experience. Since they do not have access to any of their traditional vehicles, they cannot take any ships or boats.

Overview of the Elite Units for Blood and Plunder
Like most militaries, the Elites have a system of ranks to differentiate them and for easy identification on the battlefield. These ranks not only refer to their military prowess, but religious standing as well. An Elite Minor is the lowest rank, where an Elite Zealot is a fanatical warrior of his faith.

Elite Units
Elite Zealot: The Elite Zealot is the cream of the crop when it comes to battlefield commanders. They represent a being that can have up to a century of combat experience (or more!), with thousand laid low at their feet. they are some of the finest single warriors in the galaxy, and prefer up close and personal combat with their energy swords. While their presence in a recon squad is rare, sometimes a Zealot seeking even more glory will join a scouting squad not only to get a personal look at the enemy, but for the chance to keep his combat skills practiced.

Elite Major: The Elite Major is a standard leader for recon squads. They have distinguished themselves enough in battle to be placed in charge of other Elites. Their crimson armor not only makes them easily identifiable amongst friendly units, but it also barks a challenge to those who wish to test their mettle.

Stealth Elite Major: Stealth Elites are often employed as assassins or rear guard, keeping to the shadows with their active camouflage. They are able to strike virtually silently before fading back into the background of their chosen environment.

Elite Minor: the Elite Minor is the basic soldier of the Sanghelli race, and works as a squad leader for the other races in the Covenant. While they are the lowest ranking Elite, they are fully trained warriors. They are physically stronger than humans, and strategic thinkers. Their only flaw is if cornered, they will fly into a rage and attempt to best their foe in melee, which has lead to the deaths of many Elites when retreat would have been the better call.

Stealth Elite Minor: Like the Stealth Elite Majors, Stealth Elite Minors prefer discretion over brute force. They prefer to strike from a distance, using the element of surprise to eliminate their enemy quickly. While their camouflage is impressive, it is not as string as those used by frontline troops, making them more vulnerable if discovered.

Special Ops Elite: Special Operations Elites represent the toughest soldiers available to the Covenant. They are battle tested, battle hardened, and are equipped with the best gear possible (only Elite Zealots have better shields). These Elites have fought in some of the most horrid and deplorable conditions, and have risen through the ranks as a true combat specialist. They are not to be taken lightly.


New Weapons, Equipment, and Special Rules for the Elites
The Elites are technologically and physically superior to humans on an individual bases, making them a tough foe to fight. While units in Blood and Plunder bring the technology of the 17th and 18th Century, the Elites are armed with plasma weapons, energy shields, and Active Camouflage.
Weapons and Equipment

Active Camouflage: Models cannot draw Line of Sight to this unit or target it from a distance greater than 18’.

Energy Shields: This unit is always in Cover and cannot benefit from Hard Cover. A unit equipped with Energy Shields may reroll 1 failed Save per attack. This unit ignores the +1 Save penalty for ranged attacks originating from higher elevation (pg. 54).
Stealth Energy Shields: This unit gains the Hidden rule, is treated as if it is always in Cover, and cannot
benefit from Hard Cover. This unit ignores the +1 Save penalty for ranged attacks originating from higher elevation (pg 54).

Plasma Rifle: This weapon tolls 2 dice when making Ranged attacks, does not receive Reload Markers after shooting, and suffers a +1 range penalty for every 6” (instead of every 4”) and rolls 3 dice for Ranged attacks. Shoot Tests with this weapon always succeed on a natural 10, regardless of range. Additionally, a Plasma Rifle can be used as a Standard Melee Weapon.

Needler: This weapon suffers a +1 range penalty for every 6” (instead of every 4”) and rolls 3 dice for Ranged
attacks. Shoot Tests with this weapon always succeed on a natural 10, regardless of range. Additionally, the Needler does not receive Reload markers after shooting and can be used as a Standard Melee Weapon. A unit equipped with a Needler gains the Ball & Shot Special Rule.


Plasma Grenades: Plasma Grenades are explosives and follow all standard rules for explosives (See “Making an Attack with Explosives,” p. 58 of the Blood & Plunder rule book.). Model throwing Plasma Grenades rolls 3 dice during a Shoot Test. The target number for the Shoot Test is 7+, and no additional bonuses can be applied to it. When this unit rolls any natural 10’s for a Shoot Test using Plasma Grenades, an additional d10 may be rolled for each natural 10, to attempt to score additional hits. Natural 10s rolled with the bonus dice do not
trigger any additional dice. Save attempts will only succeed on a 9+ against hits from a Plasma Grenade.


Energy Sword: A unit armed with an Energy Sword gains the Swordsmen and Brawlers Special Rules. Each success counts as two hits and enemies suffer +2 to Fight Save tests (10s always succeed) when defending against this weapon. This weapon can make defensive attacks.

New Special Rules
Hit Points (X): This unit has X Hit Points and may roll one Save per Hit taken, regardless of model count. It
is removed when reduced to 0 HP. When testing Fatigue, roll 1d10 for being hit plus 1d10 per damage taken.
Might: This unit rolls an additional d10 when making a Fight Test.
Wort Wort Wort!: The first time an enemy model moves within 24” and line of sight of a model with this rule (or this unit moves within 24” of an enemy model), all friendly units may make a free 4” move toward that model. This effect occurs only once per game.
Grawwhhh!: If this model is reduced to 1 hit point from a ranged Attack, it may make a 5” Charge or Move towards the attacking unit. The unit may take Defensive actions as usual.
Waauuuggghhh!: On removal of this model, all friendly models within 8″ must take a Resolve test.
- Those that fail retreat 3″ directly from the killer
unit, as if Shaken, even if engaged. - Enemy units disengaged by this retreat may consolidate 1″.
Unique: Only 1 of these models may be taken in any Force.
How to Play as the Elites
The Elites favor more of a ranged style of gameplay with one exception. While each model only puts out 2-3 shots, they are very skilled and very likely to make at least 1 hit. Always being considered in cover will help with their saves, but you should avoid being caught between two units throwing lead at 1 single Elite. Plasma Grenades can help even the odds if the enemy gets too close, and Elites should be used more in games around an objective as opposed to scenarios like Encounter because their low model count makes them very vulnerable. Elite Minors, Elite Majors, and Special Ops Elites all fall into this style of play.

Stealth Elites are more like the Native American Factions, wanting to remain Hidden and only charging if needed. A group of Stealth Elites can frustrate models with a 7 Shoot, but may find their Active Camouflage unhelpful against units with a better Shoot value.

As mentioned above, The Elite Zealot represents the cream of the crop. Lacking any ranged weapons, they prefer to close with the enemy and destroy them in glorious hand to hand combat. Their energy swords rip through flesh and bone with ease, and they boast the strongest shielding available, as well as over a century of combat experience.

How to Play Against the Elites
Fighting against the Elites may seem like a daunting task, but its certainly doable. While the Elites like to hang back and shoot away at your units, a group of dedicated fighters can turn the tides in melee combat! Numbers will usually be your greatest strength, so use it! A group of sharp-shooting boucaniers can lay enough hits on an Elite to whittle away at its Hit Points, and Lanceros charging from cover still apply the +1 penalty to Elite’s Fight Saves! Even a few units of humble militia can all focus their fire on a single model. if your opponent brings an Elite Zealot to the table, you’ll want to try and keep him away from any vulnerable units unless you want them to become piles of charred meat. Simply trying to overwhelm him through sheer number of hits will put him down, but it is rare that he will ever run!

Recommended Scenarios

Here is a list of Scenarios we recommend to use with the Elites! While they are built mainly for Land, they can also be in an amphibious game so long as they don’t need ships! For the best experience, going up to 199 points is recommended. Going beyond this threshold may put the Elites at a severe numerical disadvantage.
Core Rulebook
- Take and Hold

No Peace Beyond the Line
- Escort
- Rescue
- Search & Recover
- Plunder

Raise the Black
- A Wanted Man (Land)
- Ambush
- Hostage Raid

Where to Acquire Minis
While Mantic Games has announced a Banished Box set for Halo Flashpoint, and the Spartan Edition comes with some Elites as well, these are expensive unless you already own them. Etsy has a ton of great options available to suit any player’s needs. I placed mine on laser cut MDF 25×50 bases from Phalanx Consortium due to their affordability.
Download the Rules!
The rules are available for free via direct download here.
Conclusion
Will the Elites conquer their foes, or will they be able to snag some supplies to repair their vessel and escape the planet before alerting more than just a ragtag group of buccaneers? This is entirely up to YOU! if you enjoy content like this, let us know on the official Firelock games Facebook Group as well as the Official Discord Channel as well!

What timing….. WE played the Predator scenarios last weekend at HMGS_PSW convention. Native just lost, Privateers scored a bloody victory. At same convention that morning displayed and GM’d a quad HALO board game with 17 painted miniatures per side. Now I have a future HALO Elites vs. Team BP scenario to play.