Sangheili Mercenary (Plasma Rifle) is a member of the Sangheili Mercenaries in Halo: Flashpoint
About
Sangheili Mercenary (Plasma Rifle) has a loadout of Energy Daggers, Plasma Rifle, Plasma Grenade along with Energy Shield (3) and Evade
Keywords
Energy Shield (n)
Energy Shields take effect whenever the model takes Hits, but before any Armour or Armour Piercing is taken into account.
Models with the Energy Shield keyword start the game with (n) Energy Shields (fully charged). When a model with this keyword takes Hits from losing an opposed dice test, they lose one shield for each hit they need to block, until all Hits have been negated or they have run out of energy shields. If there are Hits remaining after all energy shields have gone, adjust this by any Armour or Armour Piercing that apply to calculate if the model will actually suffer Wounds (refer to Damage and Death on page 20 of the rulebook)
If a model is protected by more than one Energy Shield source, they are all used before moving on to armour.
At the beginning of each Round, every model with the Energy Shield keyword regains 1 depleted Energy Shield on their Profile card (up to a maximum of n) to represent their Energy Shield regenerating. Flip one Energy Shield token back to its blue side.
Evade
When an unpinned model with the Evade keyword is the subject of a Shoot action but is not killed or Pinned or subject to any forced movement, it may make an immediate 1 cube Advance action. This may trigger an Assault action as normal.
Smash (n)
A model with the Smash keyword gains +n dice when performing a fight test
Continuous Fire
When a weapon with this keyword is used in a Ranged test, it benefits from Weight of Fire (2. At the end of the current Shoot action, the model that used the weapon must take a 3 dice Survive test (2). If the test failed it must take 1 wound. Armour and Shields do not protect against this damage. If this kills the model, the kill is awarded to the opposing player.
Energy Shield Depleter/ESD (n)
When a model takes hits from a Shoot or Assault attack, caused by a weapon with the ESD keyword, immediately deplete (n) Energy Shields from the target model. Then resolve the Hits caused against the target's remaining Energy Shields and Armour as usual.
If the target model is protected by an Energy Shield Barrier, the Barrier is depleted first, then the target model's own Energy Shield
Long
A normal Shoot action made with a weapon with this keyword is a long action. A Blaze Away Shoot action with a Rapid Fire weapon is still a short action.
Rapid Fire
A model using a weapon with the Rapid Fire keyword may choose to fire it normally, or 'Blaze Away'with a Shoot action in an attempt to pin models, but cause no wounds. Rules that affect Shoot actions still apply unless noted otherwise.
The shooting player must declare they are making a Blaze Away ateempt and then follow the normal rules for a Shoot action (LOS, Range, etc). There are no benefits from Crouching for either the shooter or the target during Blaze Away. The Optics keyword has no effect when making a Blaze Away roll.
The player making the Blaze Away rolls a 4 dice Ranged Test (x)
The player controlling the target model now rolls a 3dice Survive test (x) and compares the number of successes rolled.
If the shooting model has rolled more successes than the target model, the target model has 1 Energy Shield depleted and becomes pinned (see page 26 of the Rulebook). With any other result, nothing happens.
Note: Armour and Armour Piercing are not applicable when making a Survive roll against a Blaze Away because no damage is caused
Frag (n)
After rolling to hit with a weapon using the Explosive or Grenade keywords, roll a (n) dice 4+ test (x) for the strength of the attack. No modifiers or rerolls allowed. Models in the target cube must roll a 3 dice Survive test (x)
The shooter rolls once for the attack and then each model in the cube rolls separately for their Survive test (enemy and friendly models are all affected)
Draw or Survive has more successes: Attack fails to cause any hits
Frag has more successes: The difference in number of successes is the number of hits caused. (refer to Damage and Death on page 20 in the rulebook)
Whatever the results of the attack, all surviving models in the target cube are thrown one cube in a random direction (refer to Scatter on page 28 in the rulebook) and are then pinned.
Grenade
There will always be other keywords to denote the type of explosive attack after rolling to hit. e.g. (Frag)
Grenades are thrown using using a Shoot action. Choose a target cube within range. If you do not have LOS to the target cube, then both the shooting model and the target cube must be visable when viewed directly above. (i.e The grenade is thrown directly into the cube if you have LOS, or lobbed over whatever is blocking LOS.)
Roll a 3 dice Ranged test (1) with no modifiers or rellows allowed. Success means that the Grenade has landed in the target cube. Failure requires a Scatter roll (see page 28 in the rulebook) to determine which cube the Grenade detonates in. The enemy does not make a roll to oppose this Shoot test, but there may be a later damage roll (e.g. Frag)
A Grenade that would Scatter through a solid wall (or the board edge) will bounce off it and stay in the original target cube.
The effect the Grenade has varies by type, see the weapon profile or item description for the Range, AP and Keywords for that grenade type.
Lethal (n)
A model that suffers wounds from a weapon with the Lethal keyword (after applying shields and armour) takes (n) additional wounds (in total, not per wound suffered)
Lethal is cumulative. If more than one Lethal modifier applies to the attack, add together the (n) values.
One-Use
One use only.
Sticky
If 2 or more successes are rolled when making the Ranged test to throw the Grenade, it will deplete all the Energy Shields of 1 model (chosen by the attacking placyer) in the target cube and within LOS of the model that threw it.
Gallery
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Sangheili Mercenary (Plasma Rifle)
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