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Keyword Reference Guide

Revision as of 01:04, 5 January 2025 by Dave (talk | contribs)

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

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.

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

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.

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.

Firing Platform (n)

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

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.

Imposing

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

One-Use

One use only.

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.

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

Two-Uses

Two uses only.

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

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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