Holoecho

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Human Sphere N3 Content.

Marker

Holoecho-1.jpg Holoecho-2.jpg

Activation

  • Automatic when deployed, placing three Holoechoes on the game table, within Coherency of each other. Players must respect the general conditions of the Deployment rules.
  • If the Holoprojector L2 bearer is outside enemy LoF, then the bearer may automatically activate this state at the beginning of the Reactive Turn, placing the other two Holoechoes in base to base contact with it.
  • During their Active Turn, troopers with Holoprojector L2 may revert to the Holoecho state by expending an Entire Order while outside enemy LoF. The player will place the other two Holoechoes in base to base contact with the Holoprojector L2 bearer.

Effects

  • While in the Holoecho state, the trooper is represented by three Holoechoes: the Holoecho 1 Marker, the Holoecho 2 Marker and the actual model.
The player must note in secret which of these three Holoechoes represents the real bearer of Holoprojector L2, with the other two being holographic decoys.
  • The bearer of Holoprojector L2 and his holographic decoys act the same time, performing exactly the same Order declared. However, the holographic decoys cannot interact with scenery, considering any Activate or Alert declaration as an Idle.
  • Coherency. The Holoechoes must be in Coherency of another Holoecho, regardless who is the real Holoprojector L2 bearer. For example, one of the Holoechoes must have at least one of the other two Holoechoes in its ZoC.
In the Deployment Phase, the player can perform a Deployment Phase Coherency Check after having deployed the Holoechoes.
In the Active or Reactive Turn, when activating the Holoechoes with an Order or ARO, the player must perform an Initial Coherency Check.
In the Active or Reactive Turn, when finishing an Order or ARO, the player must perform a Final Coherency Check.
  • The Holoechoes are considered real troopers in regards to providing AROs, checking LoF, and activating enemy weapons or pieces of Equipment (Mines, E/Maulers, etc.), but since they act simultaneously, all three provide only one ARO to each enemy in LoF or ZoC.
  • In order to know if a Holoecho is the bearer or just a holographic decoy, the enemy must pass a Discover Roll against that Holoecho.
  • In his Active Turn only, a trooper in the Holoecho state may use the Surprise Attack Special Skill.
  • In his Active Turn only, a trooper in the Holoecho state may use the Surprise Shot L1 Special Skill to declare a BS Attack or a Hacking Attack that benefits from the Surprise Shot L1 MODs.
  • The effect of the Holoecho state can be combined with the effects of the Holoprojector L1 state.
  • This allows the player to replace the model with others from the same army possessing the same Silhouette value, and also to replace the Holoecho Markers with figures. However these must represent the same type of trooper as the model, possessing the same weapons and equipment, like the Holoecho Markers do. If it is not possible, then the player must place a Holoecho Marker beside that model to reflect its condition.
If the player is using models instead of Holoecho Markers, then at the start of his Active Turn or if he activates the Holoecho state in his Active Turn, the player must place a Holoecho Marker next to one of the three models, but it is not compulsory that model be the real Holoprojector L2 bearer. By this way, his adversary can know he is facing a Holoprojector L2 trooper in order to be able to delay his AROs. The player can remove that Holoecho Marker at the end of his Active Turn.
  • This State does not affect Automatic Special Skills or Automatic Equipment.


Cancellation

An exception to this rule is made when Holoprojector L2 bearer fails an Initial Coherency Check, then the player must remove all the holographic decoys immediately, before measuring movement, if he has declared any.
  • The Holoecho state of a holographic decoy is canceled, whenever:
    • It is successfully Discovered.
    • It enters base to base contact with a model.
    • It receives a successful hit that forces him to make an ARM/BTS Roll, or a Critical hit.
    • It breaks Coherency with the other Holoechoes.
    • The real Holoprojector L2 bearer's Holoecho state is cancelled for any reason.
  • Anytime a holographic decoy cancels its Holoecho state the player must remove its Holoecho from the table at the end of the Order that happened.
  • An exception to this rule is made when the Holoecho fails a Coherency Check, then the player must remove the Holoecho immediately, before measuring movement, if he has declared any.
  • The cancellation of the Holoecho state is applied to the whole declared Order. So, if a trooper in the Holoecho state declares a Move + BS Attack Order, he will be considered discovered all along his Movement, even if the BS Attack would be performed at the end of that Movement.


FAQ

N3 Frequently Asked Question Updated: 1.1
Q: What is the angle of LoF of a Holoecho?
A: The same as its owner, usually 180˚.
Related Pages: Holoecho, Holoprojector L2, LoF