Академический Документы
Профессиональный Документы
Культура Документы
TACTICS
Credits
Writer and Head of Project: Leon Delgado
Designer: Leon Delgado
Art: 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..
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
Introduction
Open Terrain: The open terrain game mode is the standard 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 divided 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 units
You need to bring a few things with you when you come to
the table to play.
Other Items
Basics of the
Game
Halo Tactics is an involving game, with many different factions, 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 important 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 victor 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).
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 entirely yours.
How to Win
DICE (D6)
ROLLING A D3
is two dice rolled and added together for a score of between 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-rolls
Roll-offs
Measuring distances
Sometimes the rules will call upon a character to move directly 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.
CHARACTERS
Faction Symbol
Your squad belongs to a specific faction, which corresponds to the sides participating in the battles that rage
ary number (in the red circle) of his stats, this secondary
number is called Fatigued stat.
Cost
The cost is the number of points you pay to add a character to your squad. A squad can contain up to 400 points of
characters.
Statistics
This 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 character 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 character 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 fatigued. From that moment he can ONLY USE the second-
Damage: is how much damage the character 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.
Special Abilities
If a character health increase during the game (using medpacks, 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.
Commander Effect
Some characters can help the rest of their squad, directing them, encouraging them, or coordinating their attacks.
These effects are listed here.
Weapon block
Here you will find the rules for the weapon that the character 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.
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 Fatigue threshold of 2. This is indicated in the card like this:
Multiple Cards
Halo Cards
Weapon cards
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 weapons increase this value.
Character types
Infantry
Jump infantry.
Vehicles
Some characters in the Halo universe are vehicles or characters riding a vehicle. In this case they move and act like
a normal character, with some exceptions.
Armor
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-mounted, pintle-mounted (or bolt-on), sponson-mounted or hullmounted. Then apply the following guidelines:
Turret-mounted weapons can usually rotate 360, together 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 targeting 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!
Flyers
THE TURN
Initiative Roll
10
ACTIONS
11
11
ACTION TOKENS
PUSHING
12
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.
Actions
When one of your phases start you must activate 2 characters under you control until all your characters are activated. When you activate a character, it takes its turn. On
its turn, a character can do one of the following things.
MOVE
ATTACK
Sometimes 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.
You can use one of your powers or special actions. You can
read more in the Power section.
Dont do anything
13
13
MOVEMENT
MOVEMENT DISTANCE
14
Moving models
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.
15
15
Hiding
16
Climbing
Jumping down
Doors
17
17
COMBAT
Attacking
18
4. Roll to hit.
Roll 2D6 for each attack you have, some character
can make more than one attack (this is the special rule
Check range
19
19
Line of sight
Cover
20
21
21
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.
22
23
23
WEAPONS
24
Grenades
UNSC weapons
25
25
26
a shot and the attack roll is doubles, you may shot again
at any target.
Covenant weapons
Name: Energy Sword
Range: 0
Cost: +5
Properties: Owner can
only attack adjacent
characters. On a hit deal
+1d6 extra damage.
Name: Gravity Hammer
Range: 0
Cost: +5
Properties: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 Pistol
Range: 12
Cost: +5
Properties: Assault weapon. Penetrating.
27
27
28
29
29
POWERS AND
SPECIAL
ABILITIES
Replaces Attacks
30
When you choose an enemy as a target for a special ability, use the same rules as for attacks.
Line of Sight: You can choose only an enemy that the acting 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 enemies as the target.
Simultaneous Effects
Power availability
Command abilities
Some characters are able to influence allies on the battlefield. These characters have commander effects. Commander effects do not normally affect Mechanical, Vehicles, Swarm or Savage characters.
Command abilities are global effects that are always active and affect one or more miniatures as described by the
power.
31
31
For a character benefit of the command ability from another character he must:
Burst of fire: You may re-roll the attack dice if you want,
you must keep the second result even if is worse.
Team abilities
Here is a summary of all the special rules, power and abilities 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.
32
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 control 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 character, heal this character of 1 damage.
Inhuman Strength: This character can carry heavy weapons.
Infiltration: Characters with this special rule are deployed
last, after all other units (friends and foe) have been deployed. 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 anywhere 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 surface, landing at the end of its move. It isnt slowed by terrain 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.
33
33
TERRAIN
Terrain types
34
Terrain effects
Walls: Walls that only cover 75% (or less) of the character
are considered difficult terrain. To pass the wall the
character must climb up the wall, to do this reduce the
height of the wall from the speed of the character. If the wall
height is double of the character is considered Impassable
terrain instead. Some big objects count as walls.
Doors: Doors act like walls while closed and have no
effect while open.
Low Visibility Zone: A terrain with this rule block line of
sight. You can see any character inside the terrain (the
character gets cover) but you cannot see characters that
in the opposite side of the terrain. This represent debris,
trees or bushes that block your view in the battlefield.
35
35
Buildings
Impassable buildings
36
Occupying buildings
Ruins
37
37
Guidelines on categorising
terrain
38
39
39
ORGANISING A
BATTLE
Choose Sides
40
Squad-Building Etiquette
41
41
setting up terrain
42
As a general rule in Halo Tactics, the more terrain, the better the
gaming experience. If you use too little terrain, games will be
short and not very satisfactory, with too much advantage going to
the player who gets to shoot first. For a balanced game, where
close combat troops have a chance to get into contact with the
enemy without being completely blown away in a couple of turns,
we expect that about a quarter of the total playing surface should
have terrain on it.
In your terrain collection there should be a good mixture of
types. An equal division between terrain which interferes with
line of sight and provides cover (such as woods or ruins), terrain
which provides cover, but does not block line of sight (such as
barricades, craters, scrubland and low rubble) and terrain which
blocks line of sight completely (such as hills, rocky outcrops,
buildings, etc.) makes for good tactical play. It is best to build your
terrain collection with this in mind, otherwise the game balance
could be seriously affected. Terrain that completely blocks line
of sight is particularly important. Too much of it and your ranged
firepower will be seriously impaired favouring assault troops; too
little and the game will turn into a shooting match, with very little
movement or tactical choices.
pieces
are
43
43
Deployment
44
Result
Middle ground
Spearhead
Contact
Middle ground
Spearhead
Contact
wipeout!
45
45
Select a mission
Result
Hard point
Assault
Slayer
Hardpoint
Each team must fight over the control of three tactical objectives on the map, those represent data cores, injured
teammates, lost weapons caches, etc. Take and hold
these hardpoints to earn VP.
Number of Players: Two.
Squats: Build a squat with 200- (quick), 400- (standard),
or 600-point cost limits (epic) using the standard squat
construction rules (see Building your own squat, p. 40).
Setup: Hardpoint uses the standard set-up procedure for
terrain (see Preparing the battlefield, p. 42). After placing
and defining the terrain, you must place an objective in the
middle of the board (Alpha target), then each player must
place 1 tactical objectives in their own deployment zone at
12 (or more) from the table edge and all must be 12 apart
of each other.
Deployment: After positioning the objectives, you deploy
your squat. Hardpoint uses the standard Deployment procedure (see Deployment, p. 44).
Scoring Victory Points: There are two ways to score victory points.
Killing the Team Leader: Each player must select one nonvehicle character from their squat, that is the squat leader. If you manage to kill the squat leader from the enemy
squat you score 20 victory points (in a quick match), or 40
victory points (for standard matches), or 60 victory points
(for epic games).
Controlling objectives: At the end of a round, for each objective that you control you score 25 victory points (in a
quick match), or 50 victory points (for standard matches),
or 75 victory points (for epic games). You control an objective if there is at least one of your characters, and no
enemy characters, within 3 of it.
As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly where
this distance will be measured from. You can use counters
or designed a terrain piece in the battlefield as objective,
in that case the control area is measured from the base or
hull of the terrain.
Ending the game: This mission last a random number of
game turns. At the end of game turn 5, a player must roll a
dice. On a 1-3 the game ends immediately, on a 4+ a new
game turn is played. If this is the case, a player will roll
another dice at the end of each turn after the 5th, until 1, 2
or 3 is rolled, in that moment the game ends automatically.
Victory Conditions: When the game ends (see ending
the game, above) the player with the higher number of victory points wins the battle.
46
Assault
Slayer
Setup: Assault uses the standard set-up procedure for terrain (see Preparing the battlefield, p. 42). After placing
and defining the terrain, you must place 3 tactical objectives. Each player setup one objective in their own deployment zone at 12 from the table edge and the final objective are placed in the middle of the board (alpha objective).
Setup: Slayer uses the standard set-up procedure for terrain (see Preparing the battlefield, p. 42). After placing
and defining the terrain, you must place 1 tactical objective
in the middle of the board.
47
47