This is a quick reference Weapons/Items guide for Halo: Flashpoint
Items[edit | edit source]
Active Camouflage (Type II)[edit | edit source]
This item provides the Keyword ‘Active Camouflage’ once activated. This keyword is lost if this model Sprints, Fights, or Shoots.
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Drop Wall (Type II)[edit | edit source]
Place an Energy Shield Barrier (2) in the holder’s cube. One-Use.
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Explosive Ammo (Type III)[edit | edit source]
The model carrying this item may use it with a ranged weapon to gain +1 die modifier and Lethal (1) in a single Ranged test. May not be used with weapons which have the Explosive, Grenade or Lunge keyword. One-Use.
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Fragmentation Grenade (Type III)[edit | edit source]
The standard high-explosive, dual-purpose fragmentation grenade. This item has the weapon profile R3, AP1, Frag (5), Grenade, One-Use.
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Grappleshot (Type II)[edit | edit source]
This item may be used to make a free one-cube Advance action: this may be used in addition to other Advance or Sprint actions this Turn. Alternatively, it can be used to pick up an Item or Weapon Token within LOS in an adjacent cube. One-Use.
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Hardlight Shield (Type I)[edit | edit source]
While carrying this item, the model has +1 Armour (AR). The item is returned to the supply when the model carrying it next receives a Wound Token.
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Health Pack (Type I)[edit | edit source]
The model carrying this item has the keyword Life Support. As an Auxiliary Action this item can be used to remove all damage the model carrying it has currently suffered. Return to the spare pile when triggered.
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Overshield (Type II)[edit | edit source]
The model carrying this item can use it to add 1 to their Energy Shield. This addition only lasts until the Energy Shield is used or depleted. This Shield must be used/depleted before using the model’s own Shields. One-Use.
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Plasma Grenade (Type III)[edit | edit source]
This item has the weapon profile R3, AP2, Frag (4), Grenade, Lethal (1), One-Use, Sticky.
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Quantum Translocator (Type II)[edit | edit source]
The model carrying this item may use it immediately prior to making an Advance or Sprint action. Place the QT Token in the same Cube that the model activated it in. Up to the end of that Activation, if you are within 2 cubes of the QT Token, you may return to that cube. This will not trigger a ‘breakaway’ attack from an opponent and the model does not move through any intervening cubes or terrain, it is simply picked up and placed in the original cube. If there is an enemy model in the cube that the model returns to, an Assault will be triggered, but will not gain the +2 Dice as this is not an advance action. The item is returned to the supply at the end of the Activation in which it is used. One-Use.
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Shroud Screen (Type II)[edit | edit source]
When this item is used, place the token in the holder’s cube, or any adjacent cube within LOS. The Shroud Screen blocks LOS into, out of, in, or through that cube for the rest of the Round. The cube itself may still be targeted (e.g. with Explosive weapons). One-Use.
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Threat Sensor (Type II)[edit | edit source]
Pick a target cube for the Threat Sensor, for the remainder of the round friendly models are considered to have LOS to that cube and any models within it, and all adjacent cubes from that location. One-Use.
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Thruster (Type II)[edit | edit source]
Use this item to add +1 to a model’s speed stat for an Advance or Sprint action made using the model’s normal short or long actions. Must be used before beginning the affected move action. One-Use.
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Intel (Type I)[edit | edit source]
When revealed, this item is worth + 1 VP to the team that reveals it. One-Use.
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Weapons[edit | edit source]
BR75 Battle Rifle[edit | edit source]
Range 5 AP 1
Keywords: Optics, Rapid Fire, Weight of Fire (1)
Optics[edit | edit source]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[edit | edit source]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 atempt 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 Weight of Fire (n)[edit | edit source]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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