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Halo Tactics Rulebook V1

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TACTICS Miniatures Combat Evolved
Transcript
  • TACTICS

    Miniatures Combat Evolved

  • In the year 2552 humanity is at war with the alien alliance known as "the covenant". Is a lost war, with millions of world burned to the ground and billions death in this genocidal camping humanity only hope lies in the brave soldiers of the UNSC to defend earth and avoid extinction. This rulebook provides the rules for fast, tactical miniatures battles (skir-mishes) in the Halo universe.

    The entire Halo universe forms the backdrop for this fast-paced, action-packed miniatures game. With all the heroes, villains, vehicles and aliens of the creatures to choose from, you command forces that can sway the course of historyor at least the next battle!

    You pick your faction. You select your troops. You command your forces. And its up to you to prove yourself against the competition in head-to-head action set in the fantastic Halo universe.

  • Created by Leon Delgado

    TACTICS

  • Credits

    Writer and Head of Project: Leon DelgadoDesigner: Leon DelgadoArt: Several authors. Digital art taken from several sources from the Internet without authorization of their authors, this is a free share project and I will ask for forgiveness from the owners of the rights of this images. Rules consultant: Camilo Valencia.

    Special thanks: To all those who help me with their ideas and endure the play testing of this rules..

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    Index

    Introduction.....................................................2

    Basics of the game.........................................4

    Characters........................................................6

    The Turn.........................................................10

    Movement.......................................................14 Combat...........................................................18

    Weapons.........................................................24

    Powers and Special abilitieses....................30

    Terrain............................................................34

    Organising a battle........................................40

  • 2Introduction In the year 2552 humanity is at war with the alien alliance known as the covenant. Is a lost war, with millions of world burned to the ground and billions death in this genocidal camping humanity only hope lies in the brave soldiers of the UNSC to defend earth and avoid extinction. This rule-book provides the rules for fast, tactical miniatures battles (skirmishes) in the Halo universe.

    The entire Halo universe forms the backdrop for this fast-paced, action-packed miniatures game. With all the heroes, villains, vehicles and aliens of the creatures to choose from, you command forces that can sway the course of historyor at least the next battle!

    You pick your faction. You select your troops. You com-mand your forces. And its up to you to prove yourself against the competition in head-to-head action set in the fantastic Halo universe.

    The two ways of playHalo Tactics is a modular game build using the Halo Ac-tionClix/HeroClix rules as a base set of rules and expand-ed into new ways of playing, this game have two basic ways of being played: Grid system or Open terrain, leaving to the players to choose his favoured mode of playing.

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    Open Terrain: The open terrain game mode is the stan-dard way to play Halo Tactics. In this mode, the game will set up in a table in which the player will set up 3D terrain that will use in the battle.

    Grid system: When a player chooses to play using the Grid system the will use a battle map (a 2d map that show the terrain features from a top point of view) which is di-vided in a square grid of 1 (also called 1 UM). This system is also used when a miniature move inside of a building. The rules for playing in a Grid system is explained in the apendix 1: Grid System.

    Measure unitsIn Halo Tactics we will use MU, also call Measure units, in order to determine distances. One MU is equal to 1 inch.

    What You Need to PlayYou need to bring a few things with you when you come to the table to play.

    You cant fight a battle without troops. Heres what you need to create your squad.

    Miniatures: Your squad must contain at least 3 miniatures (you can have more than one of the same kind; see Build-ing Your own force on page 40).

    Character Cards: Each miniature has an associated Character card, which lets you keep track of your char-acters on the battlefield and lists their game statistics and abilities. See How to read a Character card on page 6.

    Halo Cards: You use Halo cards buy special equipment and abilities for your characters. See Halo Cards on page 8.

    Other ItemsYoull need various tokens and other pieces to keep track of things during the battle. Make sure you have enough action markers to mark all your character activation during a turn and objective markers.

    Youll also need some Damage tokens (to keep track of injuries to your creatures) and markers to keep track of your grenades pool.

    At the end of this book you can find several pages of use-ful tokens that you can photocopy for your use, and also in the Website of Halo Tactics you will find several PDF files that will make easy for you creating your own tokens. Set each of these components nearby so that each player can easily reach his or her miniatures, cards, and tokens.

  • 4Basics of the Game

    In a skirmish, a UNSC squad and a Covenant squad battle each other. The winner is the player whose squad defeats all the enemy characters. For other sorts of scenarios, including multiplayer and team skirmishes, see Select a mission on page 46.

    THE MOST IMPORTANT RULE!Halo Tactics is an involving game, with many different fac-tions, weapons and possibilities. In a game of this size and complexity there are bound to be occasions where a particular situation lies outside these rules, often when unusual models interact. At other times you may know the rule is covered but you just cant seem to find the right page. Then again you may know the rule, but the reality of exactly where your models are on the table may make it a really close call.

    All of these instances can lead to arguments, so it is im-portant to remember that the rules are just a framework to create an enjoyable game. Winning at any cost is less important than making sure both players not just the vic-tor have a good time. If a dispute does crop up then work out the answer in a gentlemanly manner. Many players simply like to roll off and let the dice decide who is right, allowing them to get straight back to blasting each other to pieces. After the game you can happily continue your discussion of the finer points of the rules, or agree how you will both interpret them should the same situation happen again. You could even decide to change the rules to suit you better (this is known as a house rule).

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    The most important rule then is that the rules arent all that important! So long as both players agree you can treat them as sacrosanct or mere guidelines the choice is en-tirely yours.

    How to WinTo win you must score victory points equal to your squat point value or by defeating all the enemy characters. The Halo tactics game contain several missions, each one ex-plains the way to obtain victory points and special victory conditions.

    Tie-Breaker: If no character has damaged an enemy char-acter, made an attack roll, or forced an enemy character to make a save for 10 rounds in a row, total up the points for characters that have been defeated. The player who has defeated the most points worth of characters is the winner. If players are tied, the winner is the player who has a char-acter closest to the center of the battle grid. If players are still tied, the player with the highest-cost character nearest the center is the winner.

    DICE (D6)In a Halo Tactics battle you often need to roll dice to see how the actions of your models turn out how effective their shooting is, what damage theyve done to a vehicle, if they avoid an explosion, and so on. Almost all of the dice rolls in Halo Tactics use standard six-sided dice (usually referred to as D6).

    ROLLING A D3In rare circumstances you may be told to roll a D3. Since theres no such thing as a three-sided dice, use the follow-ing method for determining a score between 1 and 3. Roll a D6 and halve the score, rounding up. Thus 1 or 2=1, 3 or 4=2 and 5 or 6=3.

    MODIFYING DICE ROLLSSometimes, you may have to modify the result of the dice roll. This is noted as D6 plus or minus a number, such as D6+1 or D6-2. Roll the dice and add or subtract the num-ber to or from the score to get the final result. For example, D6+2 means roll a dice and add 2 to the score, giving a total of between 3 and 8.

    You may also be told to roll a number of dice in one go, which is written as 2D6, 3D6, and so on. Roll the indicated number of dice and add the scores together, so a 2D6 roll

    is two dice rolled and added together for a score of be-tween 2-12. Another method is to multiply the score of a dice by a certain amount, such as D6x5 for a total between 5 and 30. Finally, a combination of methods may be used, such as 3D6-3 giving a total of 0-15.

    Re-rollsIn some situations the rules allow you a re-roll of the dice. This is exactly as it sounds pick up the dice you wish to re-roll and roll them again. The second score counts, even if it means a worse result than the first, and no single dice can be re-rolled more than once regardless of the source of the re-roll. If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice and not just some of them, unless the rule granting you the re-roll explicitly specifies otherwise.

    Roll-offsIf the rules require players to roll-off, this simply means that each player rolls a dice and the player that scores the highest result wins the roll-off. If the players roll the same result, both dice must be rolled again until one player is the winner.

    Measuring distancesIn games of Halo Tactics, distances are measured in inches (), also called measured units (MU), with a tape measure o a measuring stick. You can always check any distance at any time.

    This allows you o check whether your units are in range of their target before they attack

    Distances between models and all other objects (which can be other models, terrain features and so on) are al-ways measured from the closest point on one base to the closest point on the other base.

    For example, if any part of a models base is within 6 of the base of an enemy character, the two characters are said to be within 6 of each other.

    Sometimes the rules will call upon a character to move di-rectly towards another character, or some other feature on the battlefield. Where this is the case, draw an imaginary line from the centre of the miniature to its destination, and move the character forwards along this line a number of inches equal to the distance stated.

  • 6CHARACTERS Halo Tactics is played using collectable miniature figures standing on a base. Together, the figure and the base are called a character. Each character has a corresponding stat card that lists its game statistics.

    Characters you play are called friendly characters, and characters your opponents play are called opposing char-acters. Characters can only be friendly to one force. Some game effects may change a character from friendly to op-posing (or vice versa); when that game effect ends, the character returns to be friendly to the force it was friendly to before the game effect took place.

    How to Read a Character Card Look at the stat card displayed below (both sides, Front and Back)

    Visual representation (Front Card side)A picture of the miniature that correspond to this card is displayed in the front of the card for easy matching.

    Name Match the name on each stat card to the name on the base of the miniature.

    Faction Symbol Your squad belongs to a specific faction, which corre-sponds to the sides participating in the battles that rage

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    across the Halo universe. Each characters stat card has a symbol that identifies which faction it can fight for. Char-acters must have the same faction symbol to belong in the same squad. Factions have a special ability that affect the members of that faction, each faction special ability are explained in powers and Special abilities, in page 30.

    CostThe cost is the number of points you pay to add a charac-ter to your squad. A squad can contain up to 400 points of characters.

    Keywords: All creatures have one or more keywords, which some Command cards and effects refer to. For ex-ample, a Command card might be usable only by a crea-ture with the Spartan keyword.

    StatisticsThis section provides information you need to play the game.

    A character has five combat values, this values are set in two columns next to the symbol of the same type: Speed, Attack, Defense, damage, and Health.

    Each stat is divided in two colours: Blue and Red. The blue Colum (also called Fresh stats) is the stats that the char-acter MUST use when he has full health or more than half (rounded down) of his Initial Health.

    When a character health drops below half of his initial Health (rounded down) he become fatigued. When a char-acter is wounded or fatigued he can only use the Red stat value. Then a Character health value is equal or less than the half of this initial Health (rounded down) he become fa-tigued. From that moment he can ONLY USE the second-

    ary number (in the red circle) of his stats, this secondary number is called Fatigued stat.

    Speed: This is the number of MU (Measure units) or inches that the character can move when spend a Move action.

    Defense: represents how hard the character is to hit in combat. An attacker must roll this number or higher to hit the character and deal damage.

    Attack: is a measure of how effective the character is in combat. When the character makes an attack, roll two 6-sided die (2d6) and add this number. If the result equals or exceeds the enemys Defense, the attack hits.

    Damage: is how much damage the charac-ter deals when an attack hits.

    Health: Tells you the health level or how many wound had remaining the character, is time the character takes damage his health level decreases. When a character health reaches 0 is considered KO or out of play.

    When a character Health is equal or below of his Fatigued Health value, he become fatigued and from that moment, all his other stats change to his fatigued version.

  • 8Special AbilitiesThese include any special attacks, qualities, or limits a character has. Special abilities may override the general rules.

    Commander EffectSome characters can help the rest of their squad, direct-ing them, encouraging them, or coordinating their attacks. These effects are listed here.

    Weapon blockHere you will find the rules for the weapon that the charac-ter begins the battle and the range in inches of this weapon (next to the Cross symbol), a target must be in a distance equal or minor of this value in order of being in range of your attacks.

    Fresh Stats and Fatigued Stats All the characters start the game using their blue stat value (also called Fresh stats). Some powers can only be used when a character is Fresh. This is indicated with a blue circle or symbol next to the power.

    Each time a character takes damage, his health value is reduce equal to the damage taken. When a character health is reduce to a number equal or below of half of his health he become fatigued.

    Each character has an arrow in his Health value that shows the Health number threshold for the fatigue value for easy reference. So for example, a Marine has Health 5 and Fa-tigue threshold of 2. This is indicated in the card like this:

    So when he only have 2 or les of health is considered fa-tigued.

    When a character is fatigued he can only use the second-ary stat of each one of the stats (speed, defence, attack, and damage), this secondary stat is in a red circle and is called fatigued stat value. His Health dont change, and he

    keeps the damage taken so far.

    If a character health increase during the game (using med-packs, special effects, etc), and his Health score is greater than his threshold value (his health/2 rounded down), he is no longer fatigued and use again his blue stats.

    When a character health value become 0 is KO and is retired from the game.

    Multiple Cards Some characters are so large that one card is not enough. Usually this cards are use to hold special rules or weapons that the character posses. The first card has his statistics and the secondary special rules for the character.

    Halo CardsHalo Cards list equipment the characters can use. Both UNSC and Covenant characters can use Halo Cards. The rules governing the cards are listed at the top of the card. All Halo Cards can only be used once. When you build your team you can purchase Halo cards and designate those to a character,

    Point cost: Here you will find the point cost of the halo card, this point cost increase the point cost value of the character that purchase this halo card (increasing his VP in some missions).

    Requirements: Here the card will specify which charac-ters can use that card. Some halo cards can only be use by specific characters or character with an specific key-word.

    Rules Text: This area describes the actions the Command card allows the creature to take.

    Attach text: Some halo cards have a special effect that you attach to a character by sliding the card underneath that character card. This attach text grants the character an additional power or imposes a hindrance until the halo card is removed.

    Weapon cardsAll characters start the game with a weapon. This is also called weapon block or weapon card.

    In that weapon blog you can find the range of the weapon and the special rules that apply to the character when he make an attack using that weapon.

    Weapon damage: When a character use a weapon he makes a damage equal to his Damage value, some weap-ons increase this value.

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    Swapping weapons: Characters can switch weapons with one another if they are on the same team and they are touching bases as a free action.

    Dropping weapons: When a character is eliminated from the game for any reason, all Weapon and Halo cards the character has will be placed on the space where he was eliminated. The next character to land on the space can claim some or all the cards as a free action.

    A character can carry only one weapon at the time (except for dual weapon sets) when he picks up a new weapon his old weapon is place it on the board.

    Character typesThere is many types of soldiers and war machines in the Halo universe, for all propose of these rules all are called Characters. Characters are divided in infantry, Monstrous creatures, vehicles and Flyers.

    InfantryInfantry units include all types of foot soldiers, whether human or alien. A typical infantry character has a small or large base (25 mm for medium size characters and 40 mm for large character). Infantry are fairly slow moving, but can cross almost any terrain (given enough time) and make the best use of cover to avoid enemy fire. Infantry are the most common and dependable characters in the Halo universe and the bulk of the rules are concerned with them.

    Jump infantry.Jump infantry are equipped with jump packs, jet packs, wings, teleport devices or other means of moving quickly over short distances. They commonly take advantage of these by dropping onto the battlefield in the midst of the enemy heroically or foolishly depending on your per-spective. Jump infantry can move like normal infantry or activate their jump device to make a high-speed move, leaping over intervening terrain and models. Jump infantry tend to be a rare and valuable commodity in most armies.

    VehiclesSome characters in the Halo universe are vehicles or char-acters riding a vehicle. In this case they move and act like a normal character, with some exceptions.

    ArmorSome vehicles have an armor value with a number in brackets, for example Armor (2), this number is the dam-age reduced from an attack (just like shields and tough-ness abilities), but they cannot be penetrated by normal weapons. Only Armor piercing weapons can ignore the Armor special ability.

    Vehicle weapons & line of sightJust like infantry, vehicles characters need to be able to draw a line of sight to their targets in order to shoot at them.

    When firing a vehicles weapons, point them against the

    target and then trace the line of sight from each weapons mounting and along its barrel, to see if the shot is blocked by terrain or models. If the target unit happens to be in cover from only some of the vehicles weapons, then work out if the target gets cover saves exactly as if each firing weapon on the vehicle was a separate firing model in a normal unit.

    On some models it will be actually impossible to literally move the gun and point it towards the target, because of the way the model is assembled or because the gun has been glued in place. In this case, players should assume that the guns on a vehicle are free to rotate or swivel on their mountings. In order to make clear how much any gun is supposed to rotate, refer to the vehicles entry, where each weapon has been classified as either turret-mount-ed, pintle-mounted (or bolt-on), sponson-mounted or hull-mounted. Then apply the following guidelines:

    Turret-mounted weapons can usually rotate 360, togeth-er with the entire turret, unless the design of the model prevents this.

    Hull-mounted weapons can fire in a 45 arc from their mounting point.

    Sponson-mounted weapons vary greatly, as some can cover the full 180 of the flank they are mounted on (or even slightly more), while others are more limited. This is determined by the shape and position of the sponsons mounting.

    Pintle-mounted (or bolt-on) weapons can either fire in a 360 arc, if they are mounted on the vehicles turret; or can fire in a 45 arc from their mounting point, if they are mounted on the vehicles hull.

    In the rare cases when it matters (your tank might be tar-geting a sniper high up in a bell tower), assume that guns can swivel vertically roughly by 45, even if the barrel on the model itself cannot physically do that!

    FlyersSome vehicles and character have the special ability Fly. Characters that fly ignore terrain and move over other characters. They cannot end their movement over impass-able terrain or other characters and they cannot be attack by melee attacks. Only ranged attacks can hit a vehicle that can fly.

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    THE TURN A tremendous amount of action takes place in a battle: squads are constantly manoeuvring and shooting, tanks rumble into action and artillery fire roars overhead in a torrential downpour of destruction.

    A game of Halo Tactics represents the flow of battle but, in order to turn the chaos into a manageable game, players alternate taking turns moving and fighting with their characters.

    Initiative RollA skirmish begins with an initiative roll to determine who goes first. Each player rolls 2d6. The player with the higher initiative roll chooses who goes first. (Reroll ties.) Sometimes youll want to go first; other times youll want to see what your opponent is up to before committing your forces.

    Rounds, Phases, and TurnsA skirmish is played in rounds.

    One round is divided in several Phases. In each phase, players activate characters in their squads to take actions, each activating two characters at time. You can only activate a character once in a round (see pushing below), and you must active 2 characters in phase. If you do not have any characters to activate your phase is over.

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    When both players have activated all their characters, the round is over.

    When you activate a character you can give him one free action and one action (see actions below)

    First Player: Activates two characters, one at a time. Activating two characters this way is called a phase.

    Second Player: Activates two characters, one at a time.

    First Player: Activates two more characters. These are characters that have not been activated yet this round.

    Second Player: Activates two more characters. These are characters that have not been activated yet this round.

    Repeat until all the characters have activated. Sometimes a player has more characters than his or her opponent and activates many characters at the end of the round.

    Each character can be activated only once in a round. When a character activates, that is the characters turn. To indicate that a character has been activated in a round, put an action token or turn its stat card.

    A round ends when all players have activated all their characters once. Then a new round begins with a new initiative roll.

    The turn sequence As we see before both players alternate phases in a turn. The order that a Turn must be played is this:

    1. Roll for initiative2. Phase A: Player A activate 2 characters. 3. Phase B: Player B activate 2 characters.4. Repeat Phase A and B until all Characters are activated or has an Action token (see action Tokens later). 5. Repeat Step 1.

    GIVING ACTIONS TO CHARACTERSDuring your phase, you must activate two characters, when you activate a character you can give him any number of free actions and one action. When a character is given an action, that action can be used for only one power or ability that requires that type of action to activate.

    You must completely resolve the activation of one character before you activate the next character, also you must completely resolve one action before you begin the next action.

    Resolving an action includes resolving any free actions or game effects that action allows followed by applying action tokens and then pushing damage to each character that received a second action token during that action. A character can never be given more than one non-free action per turn.

    ACTIONSEach phase you must activate two characters per turn, until all your characters have being activated. You can give a unit only one action per turn. Some actions involve moving your unit, attacking with your unit, or both.

    All aspects of these actions are described in this section. Choose from the following options when assigning actions to your units:

    Each phase you get two actions to give to your units. You can give a unit only one action per turn. Some actions involve moving your unit, attacking with your unit, or both.

    All aspects of these actions are described in this section. Choose from the following options when assigning actions to your units:

    1. MOVE: Move the Character. The character can move up to his speed value in MU or squares.

    2. RUN/ FULL SPEED: The character speed increase in +6, but he cannot make any attack during this phase.

    3. ATTACK: The unit can shoot at, throw a grenade at (see Weapons), or use a special ability against an enemy unit (a unit controlled by an opponent), all this is explained in the combat section.

    4. MOVE AND ATTACK: Move the unit and then attack (shoot, throw a grenade, or use a special ability). If your unit moves up to 4 and attacks, it does not suffer any attack penalties. If your unit moves more than 4, it can still attack, but you must subtract -3 from its attack value.

    5. ATTACK AND COVER: The unit can attack and then move up to 4.

    6. Move and OPEN A DOOR: The character can move up to his speed value, if at the end of his movement is next to a door (in base contact) he can open the door.

    7. OPEN A DOOR and MOVE: If the character is next to a door (in base contact) he can open the door and then move up to 4 MU (or squares).

    8. OPEN A DOOR and ATTACK: If the character is next to a door (in base contact) he can open the door and then attack, but you must subtract -3 from its attack value.

    9. Do a Power/ Special Action: You can use one of your powers or special actions. You can read more in the Power section.

    10. Dont do anything: You can choose to dont make an action when activate the character.

    Replaces Attacks: Sometimes the text of a special ability or power says that it replaces attacks. In this case, a character can use that special ability or power instead of making its usual attack.

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    A character can use this power if he is able to make an attack and has the same penalties if he moved more than 4 spaces, also if he makes the special ability or power before moving he can only move up to 4 spaces.

    ACTION TOKENS When you give a character any action (other than a free action see below), give the character an action token as the action resolves and put it near the characters base on the map. You can use any small object, such as a coin or bead, as an action token. A token reminds all players that a character has been given an action.

    An action token can be as simple as a dice, coin or complex as a proper marker that you modelled for this specific event. IN the end of this rulebook and in the Halo Tactics web site you can find several tokens that you can print and use for your games.

    No game effect can result in more than 2 action tokens on a character. If part of a game effect would cause this

    to happen, that part of the game effect are ignored. Whoever, a character can be

    activated several times in a turn, giving him more than one action token, also some powers can confer an action token in a character. If a player get a second Action token, that character suffer Pushing damage (see Pushing, below)

    CLEARING ACTION TOKENS At the end of your turn, after you and your opponent have finished taking and resolving all of your actions (including free actions that occur at the end of your turn) and declared your turn to be over, remove all action tokens from each of the characters the battlefield. This is called clearing your action tokens.

    PUSHING You can activate a character more than one time in a round, this is called PUSHING a character. To PUSH a character you must select a character that is at no more than 12 from the character you want to push and activate that character that has no action tokens (is not yet activated in the turn), this character is given up his activation for his teammate.

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    One character can Push a teammate that is not more than 12 of distance. Doing this put another action token on the target teammate and allow him to activate immediately for a second (or even more) time.

    When a character is activated a second (or more) time, receives one pushing damage after his action is resolve. Game effects that evade, reduce, ignore, or transfer damage do not affect pushing damage unless the effect specifi cally says it does.

    Standard, Free/ minor, and Immediate ActionsWhen you activate a character (see activation above) is considered that he is taking an Standard action. There is other two special actions a character can use as result of a power or Command card: free and immediate actions.

    Standard: Most actions are standard, often an attack of some sort. A character you control can take a standard action only during your Activate phase and only during that creatures activation. Standard actions are: Move, Run/ full speed, Attack, Move and attack, Attack and cover, Move and open a door, Open a door and move, Open a door and attack, Do a power/ special action, Dont do anything. Taking a standard action put an action token on that character.

    Free/ Minor: These represent quick actions, such as drawing a hidden blade, or setting up for an attack. A creature you control can take free actions at any time during its activation, whether its have an action token or not. Theres no limit to the number of free actions a creature can take during its activation.

    Immediate: Immediate actions are usually responses to other actions. They can be played on any players phase. Taking an immediate action may (or not) put an action token in the character, depending on the source of the action.

    Actions When one of your phases start you must activate 2 char-acters under you control until all your characters are acti-vated. When you activate a character, it takes its turn. On its turn, a character can do one of the following things.

    MOVE You can choose to just move the Character. The character can move up to his speed value in inches or squares (if you are using a grid system). Some terrain may hinder your movement or just block the advance of the character.

    During his movement a character can also make special movement actions like Hide, jump, scale, jump down, all part of moment. Movement will be explained in detail on the Movement section (page 14).

    RUN/ FULL SPEEDMoving in the battlefield sometimes will demand that a character or vehicle move at higher ratio in order to avoid attacks or reach a critical position. A character can choose to increase his speed in +6, but he cannot make any attack or use special power (unless the power allow it) during this phase. Running will be explained in detail on the Movement section.

    ATTACKA character can shoot at, throw a grenade at (see Weapons), or use a special ability against an enemy unit (a unit controlled by an opponent). There are two types of attacks: Melee attacks (to targets adjacent to the character) and range attacks (to hit distant targets), all this is explained in the combat section.

    MOVE AND ATTACKA character can move and during the same action make an attack if he move up to his speed. With this action you can move the character and then attack (shoot, throw a grenade, or use a special ability). If your character moves up to 4 and then attacks, it does not suffer any attack penalties. If your character moves more than 4, it can still attack, but you must subtract -3 from its attack value. After resolving the attack the character activation ends.

    ATTACK AND COVERSometimes you have a clear shoot but you are in the open, so you can try to shoot and then go back. A character can attack and then move up to 4.

    Move and OPEN A DOORThe character can move up to his speed value, if at the end of his movement is next to a door (in base contact) he can open the door. The door will remain open until the character move away or is KO. Interactions with doors will be explained in detail on the Movement section.

    OPEN A DOOR and MOVEIf the character is next to a door (in base contact) he can open the door and then move up to 4. The door will close after this if is no character in base contact with the door.

    OPEN A DOOR and ATTACKIf the character is next to a door (in base contact) he can open the door and then attack, but you must subtract -3 from its attack value (just like if he moved more than 4). Interactions with doors will be explained in detail on the Movement section.

    Do a Power/ Special ActionYou can use one of your powers or special actions. You can read more in the Power section.

    Dont do anythingYou can choose to dont make an action when activate the character.

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    During its turn, a character can move up to a number of squares equal to his speed value in the base of the miniature if he moves before attacking, or up to 4 MU if he moves after attacking.

    A character can move up to movement rate their in any direction. They may move up and down ladders and stairs, and over low obstacles such as barrels, boxes, etc.

    In normal circumstances, characters do not have to move their full distance, or at all if, you do not want them to. All exceptions are explained later and invariably involve compulsory moves.

    MOVEMENT DISTANCEA character can move a distance equal (or less) to his Speed score in inches with a movement action. This represents most creatures moving at a reasonable pace but stopping several times to scan the surrounding landscape for enemies, communicate with their commanders, etc. It is perfectly fine to measure a units move in one direction, and then change your mind and decide to move it somewhere else (even the opposite way entirely!) or decide not to move it at all.

    MOVEMENT

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    Moving modelsWhen moving models, its a common mistake to measure the distance and then place the model on the far side of the tape measure. This is incorrect, as it adds the entire length of the models base to the distance moved. While this is not a huge error on a 25mm base, it makes a considerable difference on a vehicle, in which case it might almost double the move (as shown below). The two diagrams here show examples of the right and wrong way to move your models.

    MODELS IN THE WAYA model may not move into or through the space occupied by another model (which is represented by its base or by its hull) or through a gap between friendly models that is smaller than its own base (or hull) size.

    A model cannot move so that it touches an enemy model during his movement action unless he wants to fight him using the Move and attack action. To keep this distinction clear, a model may not move within 1 of an enemy model unless assaulting.

    If a character moves into base to base contact with an enemy character, is considered in combat with that character. A character can only move out of an combat with another character, thats next to (adjacent to) an enemy, if he pass a break out check (see page 23.

    If character pass close to an enemy character (2) and dont stop, that enemy can make an immediate attack against that character.

    In the example above, we can see that the first example (top) is an incorrect way to move the miniature, while the example in the bottom is the correct way to measure the distance and move the miniature.

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    Hiding The Hiding rule represents characters concealing themselves in a way that our unmoving and dramatically posed models cannot. A hiding characters keeps as still as possible, just peeking out of cover.

    A character can hide if he ends his activation behind a low wall, a column or in a similar position where he could reasonably conceal himself. The player must declare that the character is hiding and place a Hidden counter beside the model for it to count as being hidden.

    A character that make any action other than move (up to his speed) cannot hide that phase. His sudden burst of speed does not give him time to hide.

    A character may stay hidden over several turns, so long as he stays behind cover. He may even move around so long as he stays hidden while doing so. If an enemy moves so that he can see the hidden character with no cover, the model is no longer hidden and the counter is removed. When hidden, a character cannot be seen, attack or subject to powers or special abilities. While hiding, a model cannot attack or use power/special abilities without giving away its position. If a hidden model attack, or moves so that he can be seen, he is no longer hidden and can be target at as normal.

    A character may not hide if he is too close to an enemy character he will be seen or heard no matter how well concealed. Enemy character will always see, hear or otherwise detect hidden foes within 12.

    WALLS AND BARRIERSWalls, hedges and other low obstacles form barriers that you can either go around or leap over. A model can leap over a barrier that is less than 1 high. This does not affect its movement in any way

    Climbing In the ruined cities during the battles of the Halo universe your characters will face the need to climb to reach the upper floors of buildings.

    Any model (except animals!) can climb up or down fences, walls, etc. He must be touching what he wants to climb at the start of his movement phase. He may climb up to his total Movement spending a power action. Any remaining movement can be used as normal. If the height is more than the models normal move, he cannot climb the wall.

    To climb, a character must take an climb test, rolls 1d6 and with a 3+ he succeed. If he fails it whilst climbing up, he cannot move that turn. If he fails it while climbing down, he falls from where he started his descent (see the Falling section).

    Jumping downYour warrior may jump down from high places (up to a maximum height of 6) such as walkways and balconies at any time during his movement phase. Take a jump test, you need a 3+ in 1d6. If he fails any of the tests, the model falls from the point where he jumped, takes damage (see Falling) and may not move any more during the movement phase. If successful, the model can continue his movement as normal (jumping down does not use up any of the models Movement allowance).

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    Jumping over gaps Models may jump over gaps (up to a maximum of 3) and streets, (e.g., from the roof of a building to another). Deduct the distance jumped from the models movement. If your model does not have enough movement to jump the distance, he automatically falls. If your model is able to cover the distance, he must pass an jump test or fall (3+ in 1d6).

    Warriors knocked downIf a warrior is knocked down within 1 of the edge of a roof or building, there is a chance that it will slip and fall off. Roll 1d6, with 3+ the character is safe. If the test is failed, the model falls over the edge to the ground and takes damage as detailed below.

    Falling A model that falls takes a damage equal to the height in inches that it fell (e.g., if the model fell 4, it would take 4 points of damage). This damage can be reduced but not avoided. A model that falls may not move any further or hide during that turn, even if it is not hurt.

    Doors Doors can open and close during the course of a skirmish. Building has doors and those must be determined before the game if can be opened or not. Doors are closed and considered walls unless they are open. Opening a Door: A door becomes open at the end of any characters turn when a character is adjacent to the door. An open door has no effect on movement, line of sight, or cover. (Its effectively not there anymore.)

    Closing a Door: A door remains open until a characters turn ends with no character adjacent to it, at which point it becomes closed. A character can chose to close a door as a free action during his activation. The door will open again when a different character is in base contact with the door.

    Large Characters, Huge Char-acters, and Moving Large characters use a base of 2 wide and 2 long. Huge characters base instead uses a base 3 wide and 3 long. They pay the extra costs for moving into low objects or difficult terrain if any part of their base moves into such an area. They cannot move if any part of their base would move into a space containing an enemy.

    Squeezing: Large and Huge characters can squeeze through small openings and down narrow hallways that are at least half as wide as their normal space (rounding up to 2 for Huge creatures), provided that they end their movement in an area that they can normally occupy. Large characters cant squeeze past enemies. Some very big androids and vehicles cant squeeze at all.

    Movement and TerrainThe battlefield terrain can affect your movement speed, in the terrain section all terrains are explained but here will see that for movement purpose there is three basic types of terrain:

    Clear terrain can be moved across without any penalty, and generally covers most of the battlefield.

    Difficult terrain slows down models wishing to move through it, and can sometimes be dangerous to models passing through it. A character can move through difficult terrain but each 1 of movement will cost him 2 of his speed.

    Impassable terrain cannot be moved across or into.

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    COMBATSome characters in the Halo universe attack with Machine guns, others use combat knifes, and others wield energy swords. When a character attacks an enemy, you choose your target, make an attack roll, and, if the attack roll hits, deal damage.

    The following general rules apply to both close combat attacks and ranged combat attacks.

    AttackingIf you want to attack with one of your characters (both into Melee combat or ranged combat) you must follow this steps when you activate the character during your phase.

    1. Activate your character. Pick one of your Characters and give him one of the five actions that can make him attack (attack, move and attack, attack and cover, open a door and attack, do a power/ special action).

    2. Check line of sight & pick a target. Check its line of sight and choose a target for it. Only if your character can see his target he can attack him.

    3. Check range. The target must be in a distance equal or lesser than your attack range.

    4. Roll to hit. Roll 2D6 for each attack you have, some character can make more than one attack (this is the special rule

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    multiattack). If the score is equal or greater than the targets defence you hit.

    5. Resolve Damage. For each shot that hits, the target receive a damage equal to your damage score. If your have an attack that targets multiple targets you split the damage into the targets.

    6. Remove casualties. Each wound suffered may be cancelled or reduce by some power or gear, after resolving each hit individually you must mark the new Damage score of the target.

    Choosing Your TargetBefore making an attack, choose which enemy the attacking character (attacker) is targeting.

    Line of Sight: The attacker must be able to see the enemy. See Line of Sight, below.

    Cover: A character cant target an enemy who has cover unless that enemy is the closest enemy. See Cover, below.

    Determining Range: Count the distance between the character and the target for determining range, as you would count distance for movement. If the distance is greater than the range of the character he cannot attack that target.

    Adjacent Enemies: If enemies are adjacent to the attacker (base to base), it must target one of those enemies.

    Check rangeAll weapons have a maximum effective range which is the furthest distance they can shoot. Printed on the card of all characters is the Range score value that is the range of the attacks of that character. If a target is beyond this maximum range, the shot misses automatically. This is why you have to choose your target before measuring the range.

    When youre checking range, simply measure from the firer to the target. If the distance between the attacker and the target is equal or less than the Range score, the target is in range.

    Aiming to the Ground [Especial Rule]Any character can choose to make an attack to a specific point in the battlefield. Put a marker in the place you are aiming (a small base or dice) and then resolve the attack as if that point have Defense 14. You must be able to see the marker (true line of sight) and the marker can only get cover from intervening models.

    If you hit resolve your attack as normal. This attack action is useful with range weapons with the blast rule, sometimes is easier to hit the ground next to a really dodgy character than the character himself.

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    Line of sightLine of sight determines what a model can see. Many situations call for you to determine whether or not a model has line of sight. A model normally needs a line of sight whenever it wishes to attack an enemy, whether with a combat knife, energy sword, pistol or plasma gun. Line of sight literally represent your warriors view of the enemy - they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

    For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its eyes to any part of the targets body (the head, torso, arms or legs).

    Generally, a character can target any enemy (the defender) it can see. Seeing a defender is determined by finding line of sight. Draw an imaginary line from any point in the attackers space to any point in the defenders space. If the player who controls the attacking character can draw that line without touching a wall, that character has line of sight to that defender. A line that nicks a corner or runs along a wall does not provide line of sight. If a wall outline does not extend to a corner, line of sight can be drawn only through that corner. Only walls, closed doors, and big objects that count as walls block line of sight. Characters, low objects, difficult terrain, and pits do not block line of sight.

    Line of Sight: Open terrain systemHalo Tactics uses what we call true line of sight. This means that you will take the positions of models and terrain at face value, and simple look to see if your characters have a view of their targets.

    True line of sight makes the game feel much more cinematic and puts you in the heart of the fighting - existentially, if not physically. There is nothing like getting a models view to bring a game to life. Of course, this does mean that there

    are occasionally borderline cases when it is hard to tell if a model can see a target or

    not, but players should always be generous and give their opponent the benefit of the doubt. Sometimes, all that will be visible of a model is a weapon,

    banner or other ornament he is carrying. In these cases, the model is not visible. Similarly, we ignore wings and tails, and antennae even though they are technically part of the models body. These rules are intended to ensure that models dont get penalised for having impressive banners, weaponry and so on.

    CoverCharacters and certain kinds of terrain, such as low objects and walls, can provide cover against attacks. A character can attack an enemy with cover only if its the nearest enemy. If the attacker can attack that enemy, the enemy gets a +1 bonus to its Defense for having cover.

    No matter how many terrain features or characters provide a character with cover, it gets the +1 bonus to Defense just once. A character never has double cover.

    An adjacent enemy never has cover.

    Cover - Open terrain system: If your character can see the complete body of the target, see line of sight above, the target has no cover. If any part of the miniature has some kind of cover, the target benefits from cover.

    Characters and Cover: Characters provide cover, whether theyre allies or enemies.

    When are models in Cover?When any part of the target models body (as defined on page 16) is obscured from the point of view of the firer, the target model is in cover. This is intentionally generous, and it represents the fact that the warrior, unlike the model, will be actively trying to take cover (as well as the smoke, explosions and flying debris that are mercifully absent from our tabletop battlefields).

    Firers may of course shoot over intervening terrain if they are tall enough or high up on some terrain piece so that their line of sight is completely clear. As usual, check the

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    firers line of sight by taking a good look from behind their heads, and see what they see.

    Intervening modelsIf a target is partially hidden from the firers view by other models, it receives the same +1 cover bonus to his Defense in the same way as if it was behind terrain.

    This does not mean that intervening models literally stop the shots, but rather that they obscure the sight of the firers or otherwise spoil their aim. A failed hit because of cover in this case might mean that the firer has not shot at all, missing the fleeting moment when the target was in its sights. This is because, in the case of intervening friends, the firer would be afraid of hitting his comrades; while in the case of intervening enemies, the firer is distracted by the more immediate threat.

    Scenic rocks and other decorative elements that players might have placed on the base of their models are always ignored from the point of view of determining cover (you cannot take your cover with you!).

    Example: in the figure above you can see that the figure B and C have cover. Both improve their defense in +1. Figure A has no cover.

    ExceptionsIn order to keep the game flowing at a faster pace, we have made a few exceptions to the cover rules given on the previous page, namely:

    Inside area terrain: Target models whose bases are at least partially inside area terrain are in cover, regardless of the direction the shot is coming from. This represents their increased chance of diving into or behind a piece of covering terrain.

    Firing over a barrier: Models that are in base contact with a linear piece of terrain they can see over, such as a low wall, barricade, tank trap or a fence, can fire at enemies on the other side without the barrier getting in the way of their shots.

    THE ATTACK ROLLTo determine whether or not an attack succeeds, the attacking player rolls 2d6 (the attack roll) and adds the result to the attackers Attack Value. The sum is the Attack Total. If the Attack Total is equal to or greater than the targets Defense Value, the attack succeeds and is a hit (it is a successful at tack roll); otherwise, it fails and is a miss.

    If an attack misses, damage is not dealt by the attack. Certain game effects allow characters to evade a hit evading a hit turns it into a miss.

    Attacking Allied Characters A character cant attack an allied character. This restriction doesnt prohibit the use of special abilities that also harm alliesonly attacks.

    DEALING DAMAGE When an attack hits, the damage dealt to the target is equal to the attackers Damage Value, modified by any game effects. The target health value is then reduced by a number equal to the damage taken.

    As a target health value reduce he must use the corresponded column in his statistics box that has the same number of health than his current health. So, if a Character has 8 points of health and takes 3 points of damage, his health is reduced to 5, he must use from that moment the Column that show a health value of 5 from that moment on.

    Unless specified otherwise, ef fects that would increase damage dealt are calculated before effects that would decrease damage dealt. If multiple game effects would allow for damage dealt to a character to be reduced or ignored, only one game effect can activate, to be decided by the characters controlling player. If damage dealt is reduced to 0, then the target is not damaged. Damage dealt cannot be reduced below 0. Game effects that reference the amount of damage a character has been dealt use the damage dealt value after all modifiers have been applied to it.

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    NO DAMAGE Damage from an attack that deals no damage cant be modified. Attacks that deal no damage deal neither critical hit damage to the target nor critical miss damage to the attacker (see Rolling 2 and 12: Critical Misses and Critical Hits, below).

    PENETRATING DAMAGE Penetrating damage is damage dealt that cant be reduced (such as by the Toughness power), but can be evaded, ignored, increased, or transferred to another character.

    UNAVOIDABLE DAMAGE Unavoidable damage is damage dealt that cant be evaded, reduced, modified, ignored, or transferred to another character.

    HEALING Characters can have their damage healed through the use of powers like Regeneration, Steal Energy, and Support, as well as through other game effects. When a character is healed of damage, his damage score will reduce and therefore he will use the new corresponded stat column.

    A character damage score cannot be reduce below 0. A character is not considered healed unless a game effect causes it to reduce his damage score.

    ROLLING 2 AND 12: CRITICAL MISSES AND CRITICAL HITS If you roll a two (two 1s) on an attack roll, you automatically miss the target, even if your Attack Total would allow you to hit the target. This is called a critical miss. Immediately deal the attacking character 1 unavoidable damage; this represents a weapon backfire or your character straining or wounding itself during the action. This unavoidable damage is not part of the attack.

    If you roll a 12 (two 6s) on an attack roll, you automatically hit the target, regardless of what you needed to roll to hit. This is called a critical hit. A critical hit increases damage dealt by 1 to each successfully hit target.

    When using the Support power (see the Powers and Abilities Card) and a critical miss is rolled for the attack roll, the attempt is an automatic miss and the target is dealt 1 unavoidable damage instead. If a critical hit is rolled for the attack roll, the attempt is an automatic hit, and you add 1 to the amount of damage healed by the target.

    KNOCK BACK When a player rolls doubles on a successful attack roll, the target is knocked back after any damage taken from the attack is applied. Knock back represents a character being thrown backward by the force of an attack. Certain game effects might knock back a character or allow a character to ignore knock back. Check for those game effects before applying knock back.

    A knocked back character is moved back one 1 for each 1 point of damage taken. Move the character in a straight line away from the attacking charactercalled the knock back path. If multiple characters take damage from a game effect that causes knock back, resolve the knock back starting with the character farthest from the attacker.

    Movement along a knock back path ignores the effects of hindering terrain and objects on movement.

    Some blast weapons or attacks have the Knock back rule, in that case the main target of the attack (the character in the center of the blast) is move following the rules of knock back, and other characters under the blast template move away from the centre of the template.

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    KNOCK BACK DAMAGE A characters knock back path cant continue beyond a space that blocks movement (like a wall). If it would do so, the characters knock back path ends in the space before its path would cross into the obstacle, and the character is dealt 1 damage. This damage dealt is called knock back damage. It can be reduced as normal and is applied separately and after damage dealt by the attacker. Knock back into a terrain feature does not destroy it.

    If the knock back path would cross a space occupied by another character, put the knocked back character in the last unoccupied space adjacent to the other character. Stopping in this way does not deal damage to either character.

    KNOCK BACK OFF ELEVATED TERRAINWhen a character is knocked across the rim of elevated terrain (i.e.: from a higher elevation to a lower elevation, the knock back path ends in the base of the elevated terrain (or first square of a lower elevation, in the grid system) and that character is dealt falling damage as usual (1 point of damage for each 1 of falling distance). If the first space of a lower elevation along the knock back path is occupied by another character, the knock back path ends in a space next to that character (selected by the knock back target) and the knock back target takes falling damage and the secondary character takes 1 knock back damage.

    Characters using the Flight ability (see the Powers and Abilities Card) which are knocked back off of elevated terrain are not dealt knock back damage, though they still end their knock back path in the first empty space of a lower elevation.

    Attack (Close combat) Action Close combat represents fierce melee attacks that the characters do, like using combat knifes, energy swords, even the bare fist. Character with a range of 0 can only use Close combat attacks.

    Attack (RANGED COMBAT) ActionRanged combat represents attacks that take place over distance, such as thrown bombs, repulsor rays, machine guns, energy blasts, and psionic attacks.

    Every character has a weapon range value printed on its card. This is the maximum number of MU (or inches) that a characters ranged combat attack can reach. If the range value is greater than 0 and your character is not adjacent to an opposing character, then your character can make a ranged combat attack. A character can attack in any direction, regardless of the direction it is facing.

    MULTIPLE RANGED COMBAT TARGETSSome characters can make more than one attack, this is done with the special ability Multiattack. This ability has a number, for example, Multiattack (2), this number is the maximum number of different targets the character can target with a single attack action (for unless a game effect indicates otherwise (for example, by indicating targets all characters). A character can target the same character more than once during an attack.

    If a character attacks more than one target, that character must be able to draw a line of fire to each target. A character can use its full range against each character targeted.

    When your character targets multiple targets with a ranged combat attack, make only one attack roll; compare this Attack Total to every targets Defense Value. Divide the attackers Damage Value any way you choose among the successfully hit targets. A successfully hit target can be dealt 0 damage or any non-fractional amount of damage, provided that all damage dealt is divided among the successfully hit targets.

    Example #1: Jason gives a ranged combat action to A, which has Multiattack (2). Jason chooses two opposing characters within As range and line of fire.

    A has an Attack Value of 9. Jason rolls 2d6, with a result of 8. The Attack Total is 17 (10+7=17). Jason compares his 17 to the Defense Value of the two targets: One is B, with a Defense Value of 18, and the other is C, with a Defense Value of 15. A misses B, but he hits C for 3 damage. A cant deal less than 3 damage to C.

    Example #2: Norm uses A to make a ranged combat attack targeting B and C, hitting both targets and dealing 4 damage. Norm could choose to deal 2 damage to each target, 3 damage to one target and 1 damage to the other, or 4 damage to one target and 0 damage to the other.

    Especial: A character with the Multiattack special rule cannot use it with a weapon that has the Area special rule.

    BREAKING AWAY If a character that is next to one or more enemy characters is given an action and attempts to move, that character must successfully break away before it can move.

    To break away, roll a d6. On a result of 3 or less, that character fails to break away and cant move; the enemy next to the character can resolve one attack against that character and the active character cannot many any other action. On a result of 4 or higher, that character succeeds in breaking away from all opposing characters adjacent to it.

    A character that successfully breaks away generates an attack of opportunity

    Regardless of any game effects, a d6 roll of 1 automatically results in a character failing to break away, while a d6 roll of 6 automatically results in a character succeeding in breaking away.

    Only one successful break away roll is required to move away from all adjacent opposing characters or other game effects that may require break away from that space. Once a character successfully breaks away, it can move through spaces (or squares) adjacent to every opposing character or game effect from which it broke away; but ends its movement as normal if it becomes adjacent to an opposing character that it did not break away from this action.

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    WEAPONS During the Covenant and human wars, warfare spawned innumerable weapons, ranging in capability from the simple but efficient Magnum pistol to the barely controllable energies of the plasma cannon. In this section we describe how characteristics and special rules reflect the differences between different weapons.

    Every weapon has a profile that consists of several elements, for example

    Weapon special rulesWeapons have several common rules that apply to them.

    Assault weapon: a character using a weapon with this rule can move more than 4 and dont suffer penalties.

    Barrage (X): place a counter of on the battlefield (a small dice of 1cm is fine). Make an attack roll against defence 14. If you attack roll hit, leave the counter in that position. At the beginning of your next face (before you activate your own characters) place the blast marker center over the counter, all miniatures under the marker are hit and takes damage equal to X. If the attack misses the attack then roll 2d6, pick the highest result and disregard the other roll, your opponent can place the marker anywhere on the battlefield distance equal to the result of the roll in inches.

    Barrage and ruins: Barrage weapons work by lobbing munitions high into the air, bringing death to the enemy from above. The advantage of these indirect fire weapons

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    is that they can be used to engage targets beyond the limited lines of sight. The disadvantage is that they explode the moment they strike a structure, meaning warriors can shelter deep within ruins.

    Barrage weapons always strike the highest level that is under the hole in the centre of the marker. Only models on this level and under the template are actually hit.

    Blast: This rule always have a number in brackets, like Blast (1). When you hit a character with a weapon with this rule you must place a blast marker (a circle with 3 radius with a hole of 1 cm in the centre) in a way that the centre of the marker is inside the base. Any miniature touched by the marker receive damage equal to the number on brackets, this damage cannot be Penetrating or Unavoidable.

    Burst of fire: A character using a weapon with this special rule can reroll the attack roll.

    Heavy: This is a massive weapon and need a special support to be fired, only characters with inhuman strength special rule can carry a Heavy weapon.

    Overheating: a character that rolls a double 1 using a weapon with this rule cannot make another attack with this weapon for a complete round.

    Slow: Slow weapons require time to aim and makes impossible to move and shoot at the same time. A weapon with this rule cannot be shoot at the same face that the character move.

    Precision: +2 to attack if the target is at 4 or more.

    Penetrating: the damage from this weapon is penetrating damage (see special powers).

    Unavoidable: the damage from this weapon is Unavoidable damage (See special powers).

    knock back (X): Targets hit by this weapon are knock back a number of inches equal to X.

    GrenadesSome characters start the game with grenades, as indicated by the icon respective grenade icon their character cards. If a character gets a grenade, put a Grenade token on its character card; a character can throw a grenade only if it has a Grenade token on its card.

    Frag: Range 8. Area (3), Damage 4. Targets hit by this weapon are knock back 4. Deal 2 extra damage to the target if its knock back path is blocked.

    Flashbang: Range 8, No damage, Area (no damage). Put an action token on all hit characters that have zero action tokens.

    Plasma: Range 8, Area (3) (Especial). On a hit mark the hit character. At the beginning of your next turn, deal 4 damage to the character marked in this way and apply the area damage. Targets hit by this weapon are knock back 4. Deal 2 extra damage to the target if its knock back path is blocked.

    Thermite: Armor Piercing, Penetrating, damage 4, Blast (3), Targets hit by this weapon are knock back 4. Deal 2 extra damage to the target if its knock back path is blocked. A character with this grenade can use it to clear an area of 4 of blocking terrain or walls

    UNSC weaponsName: Magnum PistolRange: 12Cost: +5Properties: Assault weapon. Precision.

    Name: M45-TS Shotgun Range: 12Cost: +5Properties: Assault weapon. Deal +1 damage at 8 or less.

    Name: M7057/DP FlamethrowerRange: 12Cost: +5Properties: Blast (1). Damage +2 against swarms.

    Name: MA5C Assault rifleRange: 24Cost: +20Properties: When this unit succeeds at a shot and the attack roll is doubles, you may shot again at any target.

    Name: BR55 Battle rifleRange: 24Cost: +20Properties: When this unit succeeds at a shot and the attack roll is doubles, the shot deals an extra 1 damage.

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    Name: M7 / Caseless SMGRange: 24Cost: +20Properties: When this unit succeeds at a shot and the attack roll is doubles, the shot also deals 1 damage to every enemy unit adjacent to the target.

    Name: S2 AM Sniper RifleRange: 48Cost: +45Properties: Precision. Heavy. When this unit succeeds at a shot and the attack roll is doubles, deal an extra 2 damage.

    Name: M41 SSR MAV/AW (SPNKr) Rocket launcherRange: 36Cost: +45 Properties: Blast (2), Armor Pearcing, +2 Damage, -1 to attack when attacking non vehicles. Targets hit by this weapon are knock back 4. Deal 2 extra damage to the target if its knock back path is blocked.

    Name: M247 GPMG TURRETRange: 36Cost: +45

    Properties: Penetrating. Burst of fire. +2 Damage. When this unit succeeds at

    a shot and the attack roll is doubles, you may shot again at any target.

    Covenant weaponsName: Energy SwordRange: 0Cost: +5Properties: Owner can only attack adjacent characters. On a hit deal +1d6 extra damage.

    Name: Gravity HammerRange: 0Cost: +5Properties:Blast (2) (This blast dont affect user of the weapon). Owner can only attack adjacent characters. On a hit deal +1d3 extra damage. Targets hit by this weapon are knock back 4. Deal 2 extra damage to the target if its knock back path is blocked.

    Name: Plasma PistolRange: 12Cost: +5Properties: Assault weapon. Penetrating.

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    Name: Plasma RifleRange: 24Cost: +20Properties: Overheating. When this unit succeeds at a shot and the attack roll is doubles, you may shot again at any target

    Name: Fuel Rod CannonRange: 36Cost: +45Properties: Blast (2), Penetrating, +2 Damage, -1 to attack when attacking non vehicles. Targets hit by this weapon are knock back 4. Deal 2 extra damage to the target if its knock back path is blocked.

    Name: Plasma CannonRange: 36Cost: +30Properties: Damage +2. Penetrating.

    Name: Spiker RifleRange: 24Cost: +20Properties: Penetrating. In close Combat deals an extra 1 damage.

    Name: Needler rifleRange: 24Cost: +20Properties: Blast (1). Assault weapon.

    Name: Covenant CarabineRange: 24Cost: +20Properties: When this unit succeeds at a shot and the attack roll is doubles, the shot deals an extra 1 damage.

    Name: Brute ShotRange: 24Cost: +25Properties: Blast (1). When this unit succeeds at a shot and the attack roll is doubles, deal an extra 1 damage. In close Combat deals an extra 1 damage.

    Name: Particle beam rifleRange: 48Cost: +45Properties: Precision. Slow. When this unit succeeds at a shot and the attack roll is doubles, deal an extra 2 damage.

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    POWERS AND SPECIAL ABILITIES

    Character have special abilities (also called special rules) and powers that allow them to do actions that are not nor-mally allowed (like moving all his speed and making an attacks without penalty). Powers and special abilities are always printed on a character card, are visible through the statistic box.

    Rules for Special Abilities, Powers, and Commander EffectsSpecial abilities, powers, and commander effects all have some rules in common.

    Replaces AttacksMany special abilities and powers allow a character to use them anytime during its turn, and their use doesnt prevent that character from being able to attack during that turn. If using a special ability or power replaces attacks, this fact is noted in the abilitys rules text on the stat card and in the definition in the glossary at the end of this booklet.

    Special abilities and powers that replace attacks can be used only on the acting characters turn, and any moment that he could use an attack. For example the character can move and use the power (like moving and attacking), or use the power and move 4 (like attack and move).

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    Some special abilities and powers replace a characters entire turn. A character cant do anything else that turn, not even move.

    Targets of Special Abilities and Powers When you choose an enemy as a target for a special abil-ity, use the same rules as for attacks.

    Line of Sight: You can choose only an enemy that the act-ing character can see.

    Cover: If an enemy has cover, his defence increase in +1 against the power, and you cant choose it as the target unless its the nearest enemy.

    Adjacent Enemy: If one or more enemies are adjacent to the acting character, you must choose one of these en-emies as the target.

    Simultaneous Effects If several effects happen at the same time, play them out one after the other. Usually it doesnt matter what order these effects happen in. If it does matter, use the following rules.

    Players Choice: If several effects apply to one players character or characters, that player determines the order.

    Acting Player First: If the effects apply to more than one players characters, the acting player (the one whose char-acter is doing something) goes first.

    Standard and named powersA standard power is a power with only its name printed next to the circle on the character card (such as Blades/Claws/Fangs); an explanation of its effects appears on the Powers and Abilities section. A named power, like SEIS-MIC BLAST (Quake), is a standard power with a specific descriptive title. It is capitalized next to a circle and is fol-lowed in parentheses by the name of the standard power (which is explained on the Powers and Abilities Card). All references to a standard power in a game effect refer to a standard or a named power.

    Reading powers and special abilitiesThe majority of the powers are explained in the card for easy reading, but for space reasons some are just mention by name (like Infiltration), in that case is a common spe-cial power that is described in this section and you must rules and you must check in the basic rules for the descrip-tion of the power.

    Activating powers and abilitiesSpecial abilities are passive special rules that affect the character or characters that interact with the owner of the ability. To use these abilities usually you dont have to spend a Power action to use it. In the description of the Special ability you can see how it affect the actions of the character.

    Most special abilities are automatic. They either always work, or they work under certain conditions. For example,

    an OSDT has Infiltration (can be deployed anywhere on the battlefield at 14 or more of enemy characters) and Deflection when he is Fresh (+2 to defence against ranged attacks). If youre activating the ODST, you dont have to choose whether to use a special ability, and you dont have to choose between them. Both abilities work whenever you need them to.

    Powers instead need to use a power action in order to use it, in the description of the power explain the benefits and results of using a power. When you spend a power action, the character is limited to do only what his power allow him to do, he cannot move (unless the power allow him) or make an attack (also, unless the power allow him to attack).

    Usually powers and Special abilities are permanent to the character, but some powers and Special abilities can only be used when the character is Fresh or Fatigued. In this case the power or Special ability has a Blue circle if can only be used when the character is Fresh, and a red circle when is fatigued.

    Some power and Special abilities has a specific icon cor-respondent with one of the stats with a blue or red colour. This is just like having a blue or red circle and is only to indicate that when the character become fatigued he re-places the blue power with the power marked with red.

    For example: Spartans has the Shields special ability when they are fresh, and Dodge when they are fatigued.

    When a power or ability indicates that the character may do something, that indicates an option that the player of that character can make when the situation presents it-self. Other than that, powers and Special abilities are not optional. A special power that says Character can use Blades/Claws/Fangs and Stealth does not allow the char-acter to choose whether or not it is using Stealth (since that standard powers description does not use the word may) but does allow the character to choose when it will roll a d6 for its close combat attack (since the description of that standard power does use the word may).

    Power availability Some powers have a symbol of blue or Red colour next to them in the stat card, this symbols represent that the power is only available when the character is fresh (with a blue symbol) or Fatigued (with the Red symbol).

    Command abilitiesSome characters are able to influence allies on the battle-field. These characters have commander effects. Com-mander effects do not normally affect Mechanical, Vehi-cles, Swarm or Savage characters.

    Command abilities are global effects that are always ac-tive and affect one or more miniatures as described by the power.

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    For a character benefit of the command ability from an-other character he must:

    Had line of Sight with the commander

    Be in range of the command ability.

    Team abilitiesTeam abilities are special abilities a character can use due to its alliance with a team or an affiliated group. When a characters card includes a team symbol, it indicates the character possesses the team ability, as described on the team abilities description. Characters may have more than one team symbol on their card; this grants the possession of multiple team abilities. Characters can also possess team abilities through special powers or trait abilities or Additional Team Ability cards. Unless specified otherwise, these granted team abilities do not replace the symbols or team abilities currently possessed by the character.

    UNITED NATIONS SPACE COMMAND (UNSC): When this character is adjacent to a friendly UNSC characters modify his range values by +2. Give this character a pow-er action and choose an adjacent UNSC friendly charac-ter. The chosen character modifies its damage value by +1 while adjacent to this character and making ranged com-bat attacks this turn. Uncopyable.

    Covenant Empire: Characters with the Covenant Empire team ability may replace their attack value with the un-modified attack value of an adjacent friendly character with the Covenant Empire team ability

    THE FLOOD: Characters using the Flood Ally team ability treat hindering terrain as clear terrain for movement pur-poses. Give this character a power action, he can move and his speed value increase in +4 (he still need to make any break away test if necessary).

    Insurrectionists: Characters using the Insurrection-ists team ability treat hindering terrain as clear terrain for movement purposes. If this character has cover, his cover bonus is +2 instead of +1.

    Special powers and abilitiesHere is a summary of all the special rules, power and abili-ties of the Halo Tactics characters.

    Active Camo: Modify this characters defense value by +2 against range attacks.

    Aimed shot: give this character a power action, he makes a ranged combat attack modifying his attack value by +2.

    Ambidexterity: You can carry two weapons at the same time.

    Armor (X): Damage dealt to this character is reduced by X. Only weapons with the armor piercing special rule can

    overpass this reduction.

    Assault weapon: If you move more than 4 and attack, you dont subtract 3.

    Burst of fire: You may re-roll the attack dice if you want, you must keep the second result even if is worse.

    Charge: If this character move and then attack, he dont suffer penalties for moving more than 4.

    Claws: +1 damage in close combat attacks.

    Close and deadly: This character can reroll any melee attack roll he makes.

    Combat Dodge: Modify this characters defense value by +2 against close combat attacks.

    Combat reflexes: Modify this characters defense value by +2 against close combat attacks. When this character takes damage from an attack, it may choose to be knocked back. This character ignores knock back damage.

    Deflection: Modify this characters defense value by +2 against ranged combat attacks.

    Detonate: when the this character is next to an enemy character or his health value is reduced to 0 he explodes. Place a blast marker over this character, all characters un-der this blast take 3 points of damage and are knock back 5 away from the explosion.

    Dodge: When this character is hit by an attack, you may roll a d6 before damage is dealt. On a result of 5-6, this character evades the attack. Weapons with Unavoidable special rule ignore Dodge.

    Double tap: When this character hits an enemy character with a grenade, after the attack is resolved he may imme-diately make a ranged combat attack targeting the same enemy character as a free action.

    Far shot: if this character dont move, he increase the range of any weapon he carries in 4.

    Fury: Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action.

    Guide attack: Give a power action to this character, all friendly Marines characters at 6 get +1 to attack rolls until the beginning of next turn.

    Hologram: This character can only be hit by close combat attacks. Cortana cannot use any weapon or grenade. This character always pass break up test.

    Hunter: At the beginning of the game pick up an enemy character, this character has +1 damage against that ene-my character. When the chosen character is removed from game you can select a new enemy character.

    Incapacitate: Give this character a power action. Make one attack with a range of 24 that deals no damage. If the

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    attack hits, give the target an action token. (this power can cause Push damage).

    Infection: If this character destroys a non-flood enemy character, reduce the health value of the flood infection in 1. The defeated character remains in the battlefield, in the next phase that character return to game under the con-trol of the Flood player with a health value of 5. This new infected character keeps his weapons and gains Claws, Fury and Toughness (1) special rules and the gains flood team ability replacing any previous team ability.

    Infection carrier: After this character Detonates, replaced it with two 2 Flood infection bases (characters), one in the space previously occupied for this character and other next to it.

    Infesting spores: Each time an opposing character takes damage from a close combat attack made by this charac-ter, heal this character of 1 damage.

    Inhuman Strength: This character can carry heavy weap-ons.

    Infiltration: Characters with this special rule are deployed last, after all other units (friends and foe) have been de-ployed. If both sides have infiltrators, the players roll-off and the winner decides who goes first, and then alternate deploying these characters. Infiltrators may be set up any-where on the table that is more than 14 from any enemy unit. This includes inside a building, as long as the building is more than 14 from any enemy unit.

    Inspire confidence: Give a power action to this character, you can use the UNSC team ability and as a free action this character can make a range attack.

    Jump infantry: A character with this special rule or tyope can fly over the battle field instead of moving on the sur-face, landing at the end of its move. It isnt slowed by ter-rain features that normally slow movement, such as difficult terrain or obstacles. It can move over pits but cannot end its movement on them. A jump infantry character can move over other characters, ignoring them (though it cannot end its movement in a space occupied by another character or in an illegal position). This character still needs to make checks for break away.

    Massive: This character cannot be push back.

    Marksman: The character can reroll any range attack roll he makes.

    Multiattack(X): A character with this ability can make a number of extra attacks equal to the X number. A char-acter with the Multiattack special rule cannot use it with a weapon that has the Blast special rule.

    Override: At the end of this character turn as a free ac-tion designate 1 door that he can see as open or closed. It remains open or closed until the end of this character next turn, or until is defeated.

    Power attack: give this character a power action, he makes an immediate attack modifying his damage value by +1.Precision: +2 attack against units more than 4 away.

    Precise shot: when this character make a ranged attack reduce the cover bonus of his target in -1.

    Penetrating Damage: the damage from this weapon or attack cannot be reduced.

    Runner: give this character a power action, she move up to his speed +8 this round.

    Shields: Damage dealt to this character is reduced by 1.

    Smash: A character hit by a close combat attack from this character takes +1d3 additional damage.

    Slow: You cannot move in the same turn you make a range attack or use this weapon, you may still make a me-lee attack.

    Quickfire: When this character hits a character with a gre-nade, after the attack resolves he may immediately make a ranged combat attack targeting the same character as a free action.

    Take Cover: Modify this characters defense value by +2 against ranged combat attacks.

    Toughness (X): Damage dealt to this character is reduced by X. Only weapons with the Penetrating special rule can overpass this reduction. (Hip cost x(x-1))

    Unavoidable Damage: the damage from this weapon or attack cannot be avoided or evaded.

    We are in the path of Rightness: Once during your turn, this character allows you to reroll one of your rolls, ignoring the original roll.

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    TERRAIN The galaxy is a vast place with millions of different warzones: ice worlds, desert worlds, hive worlds, feral worlds and many other exotic types of battlefield if you can imagine it, then it probably exists somewhere. The terrain covering these worlds can vary from broad, empty plains to sky-scraping towers of plexiglass and plasteel, from verdant jungles to barren moonscapes or baking hot deserts. How to represent terrain on the battlefield is discussed later.

    For now, were going to discuss terrain only in terms of how infantry move through it.

    Terrain typesTerrain provides useful cover from enemy fire, but can also impede the movement of your units. Troops can be slowed by pushing through or climbing over barriers and obstructions. There are three general classes of terrain: clear, difficult and impassable.

    Clear terrain can be moved across without any penalty, and generally covers most of the battlefield.

    Difficult terrain slows down models wishing to move through it, and can sometimes be dangerous to models passing through it.

    Impassable terrain cannot be moved across or into.

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    Terrain effectsTerrain moving through terrain has different effects as detailed below.

    Clear terrain: A character moving through clear terrain has no penalties to his movement.

    Difficult/ hindering terrain: Is a character is moving passing an area of difficult terrain, an area containing rubble, broken ground, or other difficult terrain, each 1 of movement will cost him 2 of his speed.

    For example, a soldier with speed 7 move 2 in open ground, and then he moves 2 over some barrels (costing him 4 of movement), after passing the barrels he only have 1 of movement left.

    Impassable terrain: models may not be placed in impassable terrain unless the models concerned have a special rule in their profile granting them an exception (like being able to fly above the terrain) or both players agree to it.

    Dangerous terrain: as mentioned previously, some terrain features will be dangerous to move through. This is represented by the dangerous terrain test. Roll a D6 for every model that has entered, left or moved through one or more areas of dangerous terrain during its movement. On the roll of a 1 or 2, the model suffers 3 points of unavailable damage.

    Low Objects: Low Objects (a battl


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