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Halo: Breakpoint Rules


Playing Halo Breakpoint

Halo: Breakpoint is best played on a battlefield around 3ft by 4ft and is designed for 28mm scale, individually based miniatures. Most games will feature several squads of models and larger games may include vehicles.

A game of Halo: Breakpoint lasts for 6 rounds.

Vehicle Ram

Models with the "Vehicle" special may make a free attack action against any unit it comes into base contact with using the Vehicle Ram weapon.

Special Rules

The following special rules are used in Halo Firefight games:

Model Special Rules Effect
Active Camo Attacks against this model have -1 to their Attack Roll and an additional -1 for every full 12 inches of distance between the attacker and target. If this model is hit by any attacks, takes an attack action, or spends more than 3 Command Points during an activation it loses the Active Camo rule for the remainder of the round.
Officer Units that contain an Officer model do not have to roll when activating with a single command point, they automatically pass the test. Units with the Panic special rule may re-roll their panic test if they are within 6 inches of a friendly unit with this special rule.
Jetpack This model counts as having the Flying special rule and gains +3 to their Movement attribute when making an Advance action.
Panic Any time this unit loses a model to an attack it must roll a d6. On a roll of a 1 it loses a Command Point.
Valuable Asset (X) Killing a model with this Special rule awards X Victory Points.
Weapon Special Rules Effect
Deployable This weapon cannot be used if the unit has performed a Move action this round. If this weapon is used, the unit cannot make a Move action this round.
Plasma The Shields special rule does not apply against attacks against weapons with this rule.

A Covenant Elite Minor

A Covenant Elite Minor with Energy Sword