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Keyword Reference Guide

Revision as of 04:47, 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.

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.

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

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.

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.

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.

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

Smash (n)

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

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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