Halo: Flashpoint – The Command Dice
Halo: Flashpoint is not just about moving minis onto the playing field and sending them into battle. A decisive factor for the flow of the game and exciting tactical twists and turns are the command dice. They represent training, leadership and that little bit of luck that can make every battle unpredictable.
What are command dice?
At the start of each round, both players roll their command dice. By default it is two dice, but certain models with the Tactician (n) keyword allow additional dice, rerolls and even taking unused results into the next round.
The result is a mixture of planning and luck: you never know exactly what options you will have available, but you can use Tactician models to strongly influence the dice pool.
What are the Command Dice good for?
Each dice result gives you the opportunity to use additional actions or advantages. This makes Command Dice an extremely flexible tool that can make the difference between victory and defeat. Here are the most important results:






Dice result | Effect |
---|---|
+1 model | Activate a second model (not in the first turn of a round). Or use it in the end phase to take the initiative for the next round. |
Extra The | Add +1 dice to a Ranged, Fight or Survive test. Can be spent multiple times per test (before dice are rolled). |
Movement (Advance) | The model makes one free movement (1 cube). |
Shot (Shoot) | The model performs a free shooting action. |
Close combat (Assault) | The model makes a free melee action against a model in the same cube. |
Special command | Activate the special ability of your faction/fireteam. Content depends on your faction. |
Restrictions for Command Dice
As powerful as the Command Dice are, there is one important limitation that you should always keep in mind during the game:
A model may only use one of the results Advance, Shoot or Assault per activation.
In concrete terms, this means
- If a model has already used a free Shoot action through a Command Die, it may not additionally spend an Advance result for a free movement in the same activation.
- The following also applies: If a model has received an Assault action through Command Dice, it cannot be moved in the same turn through an Advance roll.
This restriction ensures that the Command Dice remain supplements to your regular actions and prevents a model from suddenly stacking a whole chain of bonus actions due to the luck of the dice.
Tactical importance
The Command Dice are at the heart of tactical flexibility in Halo: Flashpoint. They allow you to go beyond the usual two actions, combine attacks, secure movements or take the initiative at the right moment.
It’s the timing that makes them so valuable: an extra shot at the decisive moment, an advance to secure the mission objective or the +1 model effect to surprise the opponent with two activations in a row – all of these give you the tools to actively influence every round.
Tactician models make the whole thing even more exciting: more dice, more rerolls, more control – if you use your leadership wisely, you can really dominate the battlefield.
Conclusion:
The Command Dice are not just a nice extra, but a central mechanism of Halo: Flashpoint. They add spice, surprises and tactical depth to the game – exactly what makes a skirmish exciting.