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This is a quick reference keyword guide for [[Halo: Flashpoint]]
This is a quick reference [[keywords|keyword]] guide for [[Halo: Flashpoint]]
{{Acrobatic}}
{{Acrobatic}}
 
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{{Active Camouflage}}
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{{Blast}}
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{{Continuous Fire}}
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{{Energy Shield (n)}}
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{{Energy Shield Barrier (n)}}
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{{ESD (n)}}
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{{Evade}}
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{{Explosive}}
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{{Fast Transition}}
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{{Fearless}}
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{{Firing Platform (n)}}
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{{Flight}}
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{{Frag (n)}}
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{{Grenade}}
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{{Horde}}
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{{Implosion (n)}}
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{{Imposing}}
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{{Jump Pack}}
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{{Knockback}}
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{{Lethal (n)}}
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{{Life Support}}
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{{Long}}
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{{Lunge}}
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{{Medic}}
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{{One-Use}}
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{{Optics}}
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{{Pack Mule}}
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{{Rapid Fire}}
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{{Scout}}
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{{Smash (n)}}
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{{Sniper Scope}}
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{{Stoic}}
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{{Stealthy}}
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{{Sticky}}
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{{Support Weapon}}
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{{Suppression}}
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{{Tactician (n)}}
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{{Two-Uses}}
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{{Unstoppable}}
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{{Weight of Fire (n)}}
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{{mantic}}
{{mantic}}

Latest revision as of 16:40, 7 January 2025

This is a quick reference keyword guide for Halo: Flashpoint

Acrobatic

For scenarios in which Kills count towards the victory conditions (e.g. Slayer) each enemy killed by a model with this keyword counts as 2 kills

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Active Camouflage

If the model is targeted by a ranged attack, that attack will not gain the Clear Shot +2 dice, High Ground +1 or Crouched +1 die modifiers if this model has fully charged Energy Shields.

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Blast

Before the damage and other effects of this weapson have been resolved, the models in all cubes adajcent to the explosion (in all directions) have 1 Energy Shield depleted

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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.

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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.

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Energy Shield Barrier (n)

Instead of covering a single model, an Energy Shield Barrier provides protection for every model, friend or foe, in the same cube. However, the protection is only effective against Ranged attacks as any attacker engaging in an Assault with CC weapons is already inside the Barrier.

When the Energy Shield Barrier is place in a cube, place (n) Energy Shields Tokens with it. If a model is protected by more than one Energy Shield or Barrier during an attack, then all of them apply. Remove shields from the Barrier first, and then from the model's own Energy Shield. Energy Shield Barriers are removed from the board if all their shields are used or depleted. Energy Shield Barriers do not regenerate at the satrt of the Round.

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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

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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.

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Explosive

There are always other keywords to denote the type of explosive attack after rolling to hit. (e.g. Frag (n))

When using an Explosive weapon, perform a Shoot action, which must target a cube that is LOS; you do not need to be able to see an individual model in the cube. Make a 3 dice Ranged test (1) with no modifiers or rerolls allowed. If successful, the target cube is hit. If failed, roll to Scatter (refer to Page 28 in the rulebook) to determine which adjacent cube on the same level is hit instead. There is no opposed roll made by the enemy to this Shoot test, but there may be a later damage roll (e.g. Frag (n)). Explosive weapons will not bounce off solid walls, they will affect whichever cube the Scatter roll indicates. If they Scatter off the battlefield they miss completely and have no effect. Now resolve the type of attack on the affected cube using the other keywords

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Fast Transition

When the model takes a Shoot action it can make an attack with two ranged weapons it is carrying. The attacks may target the same or different enemy models. Declare the target of both weapons before rolling any dice. Resolve the dice rolls for one weapon completely, then resolve the rolls for the second weapon separately. A model with Fast Transition that uses a Shoot symbol on a Command Die only benefits from a single extra Shoot action from one of the available weapons. You may not use this ablility to shoot the same weapon twice in a single action. Cannot be used with any long shoot action

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Fearless

The model can never be Pinned (even if caused by other keywords). If affected by an attack that has effects in addition to pinning, such as Hits caused by Frag, the additional effects still apply.

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Firing Platform (n)

A model firing a weapon with the firing platform keyword gains +n dice when performing a Shoot action

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Flight

A model with this keyword can pass through cubes without walls or floors during their movement, and may change levels without climbing up or down terrain. The model must end its move in a cube (and position) that allows it to be physicallly placed on the gaming table. If the model falls, it will not take damage or Pinned

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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.

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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.

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Horde

During a close combat fight, models with the Horde keyword gain the friendly model bonus as normal, plus an additional +1 die modifier for each friendly model in the same cude (not counting itself) that also has the Horde keyword.

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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)

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Imposing

This model recieves a +1 die modifier in Fight or Survive dice tests during an Assault

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Jump Pack

A model that has the Jump Pack keyword takes no damage, and is not Pinned, by Falling.

In addition, a model with a Jump Pack can:

  • Move up or down levels without needing to climb.
  • Jump over solid full-cube height walls on the same level, counting as a single cube of movement
  • Jump over gaps in the floor or the same level (up to one cube wide), provided it has enough cubes or movement to do so.



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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.

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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.

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Life Support

If the model suffers wounds, but is not killed, then the Life Support automatically kicks in. The model is immediately returned to an undamaged state. This happens automatically and does not cost an action.

Life Support is always One-Use.

Life Support only works on the model itself, and cannot be used to resurrect models that have been killed outright.

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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.

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Lunge

This weapon profile is used with a Shoot action, but can only benefit from the Clear Shot and High Ground Ranged test modifiers (where applicable). Additionally, the test is made with the user's Fight stat instead of thier Ranged stat.

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Medic

This model may perform an Auxiliary action to remove 1 Wound Marker from a friendly model in the same cube.

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One-Use

One use only.

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Optics

A weapon with the Optics keyword adds a +1 die modifier to Shoot actions. Headshots occur on rolls of 7 and 8

This keyword may not be used when using the Rapid Fire keyword to make a Blaze Away Shoot action.

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Pack Mule

This model may carry up to 3 items, 2 picked-up weapons and 2 scenario objects. (e.g. Power Seeds)

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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

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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.

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Smash (n)

A model with the Smash keyword gains +n dice when performing a fight test

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Sniper Scope

When using this weapon, you may take either a normal short action Shoot (which gains no extra bonus) or a long action Shoot. Declare which before rolling any dice. If a long action is selected, the Ranged test gains a +2 dice modifier and Headshots will occur on 7 or 8.

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Stoic

The model can never be Pinned (even if cause by other keywords). If affected by an attack that has effects in addition to pinning, such as Hits caused by Frag, the additonal effects still apply. Additionally, this model can never take the Crouch action.

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Stealthy

When this model is the target of a Shoot action which benefits from the Clear Shot modifier, the opponent only gains +1 die for the Clear Shot.

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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.

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Support Weapon

A model carrying a weapon with the Support Weapon Keyword may not perform Sprint actions, throw grenades or make Fight tests in Assault. Advance actions may be performed, but only using a Speed stat of 1.

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Suppression

In addition to causing Hits and Wounds as normal, a weapon with this keyword causes all models (from either side) in the same cube as the target model to be Pinned.

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Tactician (n)

While the Tactician model is in play on the board (not when off the board waiting to respawn):

  • Its player adds (n) Command Dice to their Command Dice roll at the start of the Round.
  • The player may make (n) rerolls at this time
  • At the end of the Round, may carry over (n) unused Command Dice instead of rolling them again at the start of the next Round

Having more than one Tactician in a Fireteam provides additional benefits. If more than one model on the board has the keyword Tactician, add together the (n) value from each source.

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Two-Uses

Two uses only.

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Unstoppable

When this model triggers an Assault action by moving into a cube, they receive a +3 dice modifier to the Fight test instead of the normal +2

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Weight of Fire (n)

A model with this keyword may reroll (n) dice when making Ranged tests.

Weight of Fire is cumulative. If more than one Weight of Fire modifier applies to the test, add together the (n) value from each source.

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