HALO ACTIONCLIX RULES PDF

If the Halo video games, action figures, and dubious body armor aren't enough Master Chief goodness for you, then you'll be happy to know that the alien-fighting supersoldier is getting his own collectible miniatures game. Halo ActionClix will feature dozens of tiny, plastic Master Chiefs and Spartan soldiers, each equipped with tiny, plastic weapons, and able to pilot not-quite-as-tiny plastic vehicles. Like the other -Clix games, Halo ActionClix is a tactical tabletop game where players can collect tiny figures from starter and booster packs. The games' names come from the clicking wheel in every figure's base. The wheel displays that figure's abilities and statistics, and it changes by "clicking" the wheel when they heal or take damage.

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Each turn you get three 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 unit. ATTACK: The unit can shoot at see Shooting , throw a grenade at see Grenades , or use a special ability against see Attacking an enemy unit a unit controlled by an opponent.

If your unit moves up to 4 squares and attacks, it does not suffer any attack penalties. If your unit moves more than 4 squares, it can still attack, but you must subtract 3 from its attack value.

Moving A units speed value represents the number of squares it can move. A unit can move a number of squares less than or equal to its speed value.

The following are some general movement rules: Units can move diagonally. Units cant move through squares occupied by other units. Units cant move through solid black lines on the map, which represent walls or other solid features. A unit cant end its movement in a square occupied by another unit.

Your unit cant end its movement on one of your spawn points. Your unit can end its movement on one of your opponents spawn points, allowing you to make a loot roll see Loot Rolls. Squares next to one another including diagonally next to one another are adjacent, as are units that occupy those squares. The basic game is similar to PVP play in the Halo electronic game.

You earn Kill points by attacking and eliminating your opponents units. Each unit stands on a base that contains a unique Clix dial, which tracks the units health and abilities.

Each unit also has an associated character card, which is printed with the units special abilities and other game information. Most units are representations of soldiers, called figures. Other types of units, however, such as vehicles, will be introduced to the game. Unless specified otherwise, these rules refer to units in general. Combat Values A unit has four numerical combat values on its dial that are visible through its stat slot. These values represent how well the unit does certain things: speed value for movement , attack value for attacking , damage value for damaging enemies , and defense value for avoiding attacks.

Line of Fire When a unit attacks an enemy unit, it is an attacker; the enemy unit is the target of the attack. An attacker can attack any target to which it has a clear line of fire. To determine if a unit has a clear line of fire to a target, draw an imaginary line from the center of the attackers square to the center of the targets square.

If any of the following are true, your line of fire is blocked and you cant attack the target; otherwise, the line of fire is clear: The line of fire crosses a solid black line.

The line of fire crosses a square occupied by an enemy unit other than your target. A units line of fire is not blocked by friendly units units you or an allied teammate controls. When you give your unit an action that includes an attack option described in Actions , declare which one attack your unit will use. This is a diagram of your units dial.

Use it to see whats coming and to compare your unit with others. This unit gets a Grenade token when it is deployed, and also when it respawns. Figure E must move to shoot Figure X. Figure B is on a diagonal, and can be hit. If this color appears in the units stat slot, the unit can use the associated ability described on its character card.

When this unit shoots and the attack roll is two 6s, the shot also deals 1 damage to every enemy unit adjacent to the target. Shooting and throwing grenades are described in these rules, and special abilities are described on the character cards of the units that possess those abilities.

Attack special abilities are usually, but not always, used as part of a shot or throwing a grenade. Shooting If the line of fire is clear, your unit can shoot at the target. Roll 2d6, called the attack roll, and add the result to your units attack value to determine the total attack value, remembering to include any modifiers for special abilities of the attacker and target. Remember: If your unit moved more than 4 squares before shooting, you must subtract 3 from its attack value.

Compare the total attack value to the targets defense value. If the total attack value is equal to or greater than the targets defense value, the shot hits! If you roll two 6s on the attack roll, your unit automatically hits. Knockback Some weapons cause targets to be knocked back moved away from the force of the shot. If a weapon knocks back a target, draw line of fire from the attacker and move the target away from the attacker along a path of squares whose center is closest to the line of fire.

If two squares are equally close to the line of fire, the attackers player chooses how the target will be knocked back. A units knockback path cant continue beyond a wall, another unit, or the edge of the map. If it would do so, the units knockback path stops in the square before the path would cross into any of those areas.

Figure F knocks back Figure T. When a unit is eliminated by an enemy unit, the following occurs: The attackers player gains 1 Kill token 1 Kill point toward victory. The attacker gains 1 Upgrade token, which is placed on the attackers character card. Turn the eliminated units dial to full health and put it into your reserves; you can choose to respawn it see Respawning. An Upgrade token is worth 25 points.

When you upgrade a unit, you can spend any number of Upgrade tokens it has on its character card; add together the units current point value and the total points of the Upgrade tokens spent: The result is the point value of the unit up to which you can upgrade your unit. Choose the new unit and turn its dial until its health meter matches the health meter of the unit being upgraded.

Remove the upgraded unit from the map and place the new unit in its square. Spent Upgrade tokens are removed from the upgraded units character card. Unspent Upgrade tokens are transferred to the new units card. There is no limit to the number of Upgrade tokens a unit can possess.

If a unit is eliminated, its Upgrade tokens remain on its character card and can be used if that unit respawns. Some units are restricted from certain upgrades.

Ignore these restrictions if you are playing with a limited number of units. Any Grenade tokens possessed by an upgraded unit transfer to the new units character card.

Respawning a unit occurs as part of one of the three actions you get on your turn. When you respawn a unit, you can choose that unit again from your reserves, or you can choose another reserve unit of equal or lower point value to put into play.

After choosing your respawned unit, put in on the map on any of your spawn points that has not been captured by an enemy unit see Capturing Spawn Points. It must be given an action that moves it off of the spawn point that turn; it can attack that turn if given an action that allows it to both move and attack. If all of your spawn points are captured, you cant respawn units until one of your spawn points is no longer captured.

If this creates a situation in which you cant use all three actions available to you on your turn, the extra actions are lost. A unit can swap weapons only if it isnt also given an action that turn. To swap weapons, choose a unit in your reserves that has the same point value as the unit you intend to swap. Match up the health meter of the new unit with the health meter of the unit being swapped out, then remove the swapped unit from the map and place the new unit in its square.

Replace the swapped out units character card with the new units character card. Any Grenade tokens the swapped out unit possessed are lost.

Upgrade tokens possessed by the swapped out unit do transfer to the new unit. Loot Rolls Each time a unit is given an action and ends its turn on an opponents spawn point, you can make a loot roll: Roll 2d6, compare the result to the Loot Roll chart, and implement the effect.

Note: A unit must both be given an action AND end its turn on an opposing spawn point in order to make a loot roll. A unit not given an action on your turn cant make a loot roll, even if it remains on the spawn point from the previous turn. The Loot Roll chart also appears on the backs of spawn point counters.

The unit gets a Grenade token. The unit gets an Upgrade token. A unit cant be healed past full health. Deal 1 damage to the target if its knockback path is blocked. Note: Information on character cards might alter or change these rules.

When text on a character card contradicts these rules, use the character card text. For a standard Halo ActionClix game, you must have a starting force of at least five units that have a combined total point value of or less.

You cant include any units in your starting force that cost more than points. You can play with a force that has more units and a greater point value, but games will take longer. Your Reserves Match up any other units you own those not in your starting force with their character cards and place them off to the side of the map.

These units are your reserves and can be brought into play by upgrading units or swapping weapons. More units give you more options! Counters and Tokens Each player chooses two spawn point counters of the same color and collects several each of Grenade tokens, Kill tokens, and Upgrade tokens. In a standard game, each player brings two maps and places them side by side in front of him or her, forming a square with the opponents two maps.

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Halo Actionclix Rules

Each turn you get three 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.

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Halo ActionClix and other nerd games

Halo ActionClix was announced on the February 2, and released on September 18, , exactly one week from the release of Halo 3. It brings new game mechanics to the WizKids Clix game franchise, such as weapon swapping, figure respawning and vehicle-based combat. The set includes around 84 figures, which includes preview content for Halo 3. A number of vehicle packs are being made, one of which was a battle-damaged Scarab released exclusively throughout the San Diego Comic Con on July 26—

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Halo ActionClix

User Name Remember Me? You are currently viewing HCRealms. If you would like to participate in the community, please Register to join the discussion! If you are having problems registering to an account, feel free to Contact Us. Halo Actionclix standad rules? Did anyone or is anyone going to come up with some standardized rules for Halo Actionclix that includes figures, Veh.

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