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Spartan Brawler is a member of Halo Flashpoint Fireteam in Halo: Flashpoint

About

Spartan Brawler is named after the BRAWLER-class Mjolnir however the model has a MK17 MOD1 CBRN/KUZNETS attachment to its helmet. It has a loadout of M11 Combat Knife, CQ548 Bulldog along with Energy Shields (2).

An alternative version of this model is Spartan Brawler (Fireteam Hydra)

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.

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

Knockback

When a model using a weapon with this keyword makes a Ranged or Fight test and rolls more successes than the target model (regardless of whether any wounds are caused) it will force the target into an adjacent cube on the same level. Resolve the attack as normal, then move the target one cube directly away from the attack (see page 26 of the rulebook)

If the attacker and target are in the same cube (i.e. in an Assault action) then the attacker choose any adjacent cube on the same level to move the target into.

Otherwise, use a normal Line of Sight between attacker and target to work out where the model moves (i.e. a Shoot action). Continue the LOS from the attacker through the target and into the first new cube beyond the one the target is standing in and on the same level. If it is unclear which cube the target moves into, roll a dice to randomly determine the destination

Refer to page 26 on Forced Movement rules for consequent effects of Knockback.

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.

Gallery

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