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Spartan Zvezda (Fireteam Hydra)

Spartan Zvezda (Fireteam Hydra) is a member of Fireteam Hydra in Halo: Flashpoint

About

Spartan Zvezda (Fireteam Hydra) is named after the ZVEZDA-class Mjolnir Armour and has a loadout of M11 Combat Knife, Cindershot along with Energy Shields (2) and Scout

An alternative version of this model is Spartan Zvezda

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.

Scout

After deployment, but before the first Round, a model with the Scout keyword may make a free one-cube Advance action. If both sides have models with Scout then the player who will take the first Turn moves all their scouts first. A scout may not enter a cube containing an enemy model during this pre-battle movement but may pick up items, weapons or scenario objects. (e.g. Power Seeds)

Additionally, a model with Scout keyword can keep a Crouch Token they already have when they make an Advance action.

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

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.

Implosion (n)

After rolling to hit with an Implosion weapon using the Explosive or Grenade keyword, 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 roll 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)

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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