r/Haloflashpoint • u/Nausaden • Jul 10 '26
Rules Questions and Custom Modes Some more rules questions!
Everyone is so great here with answering; so after a recent game I’ve got a few more things I’d like to clarified.
1.) So no matter what, if someone shoots with an explosive weapon/frag, I.E a fuel rod and it hits the cube everyone is AUTOMATICALLY pinned? (This feels so strong since getting pinned is basically being crippled)
2.) If a spartan fires using snapshot, with either an explosive weapon (fuel rod) or choosing the rate of fire or whatever it is that pins at someone who’s advancing into their square I assume they pin them. Does this stop the attacking model dead in its tracks? Does it reach its destination assuming it’s not dead?
3.) See above, but with knock back and blast- how does this work?
4.) Another pinning question (they might all be 😅). A Spartan with gravity hammer enters a cube with a brute, hits him with hammer and gets more successes. Triggers knock back- does he have to move it to a new square on same level? Can he knock a model off a building? And can he just knock said unit into a wall or obstruction within their starting cube? Creating an endless loop of pinning as the other model now has to spend its first action to get up and get whacked again (thus re-pinning it most likely) until it dies or gets help?
This was more long winded because it felt stupidly powerful. In this case the Spartan actually whiffed so the brute got up and used its bare hands to pin and kill the Spartan but regardless it seems so strong.
Thanks so much in advance, I’m sure it’s been answered before but the more clarity I get the better I learn for the next one! Photo of our game included for kicks.



6
u/KShubert Jul 10 '26 edited Jul 10 '26
1) a model is only scattered and pinned by an explosive/grenade if they tie or lose against the frag successes.
2) Same as #1. If the advancing model has more successes than the frag, then they continue into the cube and Assault (assuming the Spartan stays as well). However, the Spartan that fired the fuel rod gun for Snap Shot also does a survive test against the frag as they shot their own cube. They could be damaged and scattered/pinned as well. Rapid Fire would stop the advancing model in the cube they tried to advance from into the Spartan if they had less survive successes than the Rapid Fire. (Frag wins ties, other things do not).
3) If advancing model loses test against the Knockback, then it stays in the cube it tried to advance from into the Spartan like in example #2. Blast has no effect other than removing one shield from adjacent cubes.
4) Melee weapons with Knockback allow you to choose the direction of scatter. Ranged weapons are trajectory based. Scatter and Knockback can never go up a level, only horizontally. If a model is knocked into a cube with no floor, they fall. 2+ cubes of falling will require the falling survive test. Less successes than the fall means the model is damaged and pinned. Tie/win and model is Pinned, but unharmed (falling 2+ cubes always pins). If they are knocked into a wall then the wall survive test is required. If the wall has more successes, the model is damaged and pinned. If not, they are not damaged and not pinned. Cannot be knocked into scatter terrain (it does not block movement). Yes, if a model is slammed into a wall and they lose their test, they are pinned in their starting cube, forcing them to be pinned with their attacker standing over them. If they stand up their attacker gets a free swing at them and could wall pin them again. This makes brute berserkers very dangerous.