Ejemplos de Fireteam

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Esta regla N4 no se utiliza en CodeOne.

Anexo de Reglas

Esta regla procede del anexo al reglamento de Infinity N4 que contiene una serie de reglas, habilidades especiales, armas y equipo que han sido adaptadas al sistema N4, pero con carácter provisional. Las reglas aquí incluidas se consideran completamente oficiales, aunque son susceptibles de ser modificadas en próximas expansiones del reglamento N4.


Ejemplo de Fireteam. Habilidad de Movimiento:

Durante su Turno Activo, como al Jugador de Yu Jing le interesa que dos miembros de su Fireteam de cinco Zhanshis accedan a una posición elevada, declara Trepar como Orden del Fireteam. Los dos Zhanshis trepan, mientras que el resto de los miembros del Fireteam, aunque activados igualmente por esa Habilidad de Movimiento, no hacen nada, considerándose como si hubieran ejecutado una Inacción.


Ejemplo de Fireteam. Habilidad de Apoyo:

En su Turno Activo, un Fireteam de cinco Zhanshis declara la primera Habilidad de su Orden: Mover. El Líder de Equipo es un Hacker, por lo que declara Hackear como segunda Habilidad Corta de la Orden. Esta sería una combinación de Habilidades de Movimiento + Apoyo. En este caso, el Líder de Equipo no ha declarado un Ataque CD, los demás miembros del Fireteam no pueden apoyarlo otorgándole Bonos. Además, el resto de miembros del Fireteam no son Hackers, por lo que se considera que han ejecutado una Inacción, siendo el Líder de Equipo el único que actúa. Pero, aunque entre ellos hubiera otro Hacker, éste tampoco actuaría y el Líder de Equipo no recibiría apoyo alguno.

En la siguiente Orden, se declara la primera Habilidad de su Orden: Mover. Tras la correspondiente Comprobación de Coherencia y las declaraciones de ORA, se declara la segunda Habilidad Corta del Fireteam: Ataque CD. De nuevo, una combinación de Habilidades de Movimiento + Apoyo. Tanto el Líder como los demás miembros del Fireteam se mueven, pero el único que efectúa Tiradas de CD es el Líder de Equipo. Como es un Fireteam de compuesto por 5 Tropas, el Líder recibe un MOD de +1 a R y un MOD de +3 a CD.

Si se hubiera declarado Descubrir en vez de Ataque CD como segunda Habilidad de la Orden, entonces el Líder de Equipo habría sido el único que hubiera realizado la Tirada de VOL, recibiendo un MOD de +3 a VOL.

En cualquiera de los casos anteriores, los restantes miembros del Fireteam eran susceptibles de recibir las ORA de Tropas enemigas en LDT o ZC. En caso de que hubiera sido así, el adversario habría efectuado Tiradas Normales, ya que éstos no podrían enfrentar al no realizar Tirada.


Ejemplo de Fireteam. Habilidad de Evasión-1:

Durante su Turno Activo, el Fireteam de cinco Zhanshis declara la primera Habilidad de su Orden: Mover. Tras las correspondientes declaraciones de ORA, el jugador debe decidir cuál será la segunda Habilidad de la Orden.

El Fireteam se encuentra en una situación en la cual su Líder de Equipo carece de LDT con todas las Tropas enemigas con capacidad de ORA. Aunque cada Tropa reactiva sólo dispone de una ORA para todo el Fireteam, el jugador activo prefiere no arriesgarse a declarar un Ataque CD, que permitiría que algunas Tropas enemigas pudieran realizar una Tirada Normal no Enfrentada sobre alguna Miniatura del Fireteam. Por lo que declara Esquivar. Cada miembro del Fireteam efectúa una Tirada Enfrentada con el enemigo correspondiente.


Ejemplo de Fireteam. Habilidad de Evasión-2:

Supongamos ahora que los adversarios del Fireteam fueran dos Dāturazi, y que uno de ellos declarara ORA de Ataque CD contra el Líder de Equipo con un Chain Rifle, mientras que el otro Dāturazi efectuara una ORA de Ataque CD con un Fusil Combi contra otro Zhanshi. En este caso, el Líder de Equipo para Esquivar realizara una Tirada Normal de FIS, para Esquivar la Plantilla, mientras que el otro Zhanshi debería realizar una Tirada Enfrentada de FIS contra CD.


Ejemplo de Fireteam. Habilidad de Apoyo/ Evasión:

En la situación que se puede ver en el Gráfico, durante su Turno Activo, el Fireteam de Zhanshis ha declarado Mover en la primera Habilidad Corta de la Orden. El Fireteam sólo otorga una única ORA a cada Fusilero, declarando cada uno de ellos una ORA de Ataque CD.

En esta situación, el Líder de Equipo carece de LDT con el Fusilero de la derecha, por tanto, sólo podrá efectuar una Tirada Enfrentada de Ataque CD contra el Fusilero de la izquierda.

Ahora el jugador debe decidir si su Líder de Equipo declara Ataque CD (Apoyo), para enfrentarse al Fusilero de la izquierda, permitiendo así que el otro Fusilero pueda realizar un Tirada Normal no Enfrentada de Ataque CD contra uno de los Zhanshis. O, por el contrario, declarar Esquivar (Evasión) con lo que todos los miembros del Fireteam podrían Esquivar, efectuando dos Tiradas Enfrentadas de FIS (una por el Líder de Equipo y otra por el Zhanshi amenazado) contra el Ataque CD de los Fusileros.


esp-fireteam-supportevade-1024.jpg


Fireteam Example. Team Leader Change #1:

In the Active Turn, the player with the Fireteam of five Zhanshi wants to perform an attack against the enemy. So, with their new Order he declares the Team Leader will be the Zhanshi carrying the HMG, and he places the Team Leader Token beside it. Then, after declaring the first Short Skill of the Order, the player checks Coherency, verifying which other Fireteam members are in Coherency with the new Team Leader. As one of the Fireteam members is too far away, they are now out of the Fireteam, and the player can only activate four Troopers with the Order. So, the Team Leader can only apply the bonuses for a Fireteam of four members, instead of five members.


Fireteam Example. Team Leader Change #2:

The Fireteam of five Zhanshi has suffered a casualty, who is in Unconscious State. With a new Order, the player places the Team Leader Token besides one of the Fireteam members who is a Paramedic. The player declares the first Short Skill of the Order: Move. Then, he checks Coherency, verifying that the other Fireteam members are in Coherency with the new Team Leader. All the Fireteam members move so that the Paramedic Zhanshi is in Silhouette contact with the Unconscious Trooper. With the second Short Skill of the Order, the Paramedic Zhanshi uses his MediKit. Meanwhile, the rest of the Fireteam members, although activated by that second Short Skill, do not perform any actions, and will instead perform an Idle.


Fireteam Example. Reactive Turn #1:

In the Active Turn, a Dāturazi armed with a Chain Rifle spends his Order and declares a BS Attack against the Fireteam of five Zhanshi. The Yu Jing player determines that the Large Teardrop Template of the Chain Rifle will only affect three of their Zhanshi (numbers 1, 2, and 3). If the Yu Jing player declares BS Attack as an ARO, those Zhanshi will need to perform a Saving Roll, so they decide to not risk them and declares Dodge as the ARO for those three Zhanshi, and also for Zhanshi #4. This Trooper, who is not affected by the Template, will use the Dodge Skill to move into Partial Cover. Zhanshi #5 doesn't declare an ARO as he already is in Partial Cover (see graphic).

eng-fireteam-reactive-1.jpg


Fireteam Example. Reactive Turn #2:

During the Active Turn, an Arjuna and his Kiranbot declare Move as the first Short Skill of the Order, and are in LoF of the Fireteam of five Zhanshi. The five Zhanshi declare the same ARO, BS Attack, but three of them target the Arjuna and the other two the Kiranbot. Thanks to the Peripheral (Synchronized) Special Skill, the Arjuna and the Kiranbot can choose different targets. The Arjuna declares the second Short Skill of the Order: BS Attack against Zhanshi #1, and the Kiranbot declares BS Attack as well, but against Zhanshi #2. As the Zhanshi belong to a five member Fireteam, they can all apply the corresponding bonuses.

Face to Face Rolls are performed between the Arjuna and Zhanshi #1, who has a bonus MOD of +3 to his BS Attribute and also +1 to the Burst of his weapon in ARO, so he will shoot twice. As the Kiranbot attacks with a Direct Template Weapon, Zhanshi #2 performs two Normal Rolls with BS, thanks to the bonus of +1 to the Burst of his weapon in ARO. Zhanshi #2 also gains a MOD of +3 to his BS, but he will have to make a Saving Roll for being hit by the Direct Template weapon. The other Zhanshi, who perform Normal Rolls as they are not being attacked, will also apply the bonuses to their BS Attack AROs (see graphic).

eng-fireteam-reactive-2.jpg


Fireteam Example. CC vs Martial Arts L5:

During their Active Turn, a Fireteam of three Zhanshi declares a Move + CC Attack Order against Miyamoto Mushashi, who has the Martial Arts L5 Special Skill. Only the Zhanshi designated as Team Leader will be able to perform the CC Attack, receiving a +1 MOD to B for each additional allied Trooper engaged in CC. Miyamoto's Martial Arts L5 gives him B2 and he decides to target the Zhanshi designated as Team Leader, resulting in a Face to Face Roll between the Zhanshi's B3 and Miyamoto's B2.

Fireteam Example. Fireteam Integrity in the Reactive Turn:

In the Active Turn, a Fusilier armed with a Missile Launcher declares a BS Attack against an Zhanshi from the Fireteam of five Zhanshi. However, this Attack is performed in LoF of the Team Leader and three other members of that Fireteam. The Team Leader and these three Zhanshi declare BS Attack AROs (applying the support bonuses). But the targeted Zhanshi declares Dodge, so he is automatically out of the Fireteam, because his ARO is different from the Fireteam's ARO declared by the rest of the Fireteam members. Therefore, the Yu Jing player only can use the Support bonuses of a four member Fireteam.

In the previous situation, if the Team Leader declared an ARO different from the Fireteam's ARO, the one declared by the other three Fireteam members, then he would automatically leave the Fireteam, and the Fireteam would be cancelled at the end of that Order.


Example of Order Spending and ARO Procedures (Fireteam in the Active Turn):

  1. The active player places the Team Leader Token besides the Trooper they want to be the Team Leader during that Order. Then they declare the first Short Skill of the Order. Next, they check the number of members that are in Coherency with the Team Leader.
  2. The reactive player declares the AROs of all their Troopers who can react to any Fireteam member. Each enemy Trooper gets only one ARO against the whole Fireteam.
  3. The active player declares the second Short Skill of the Order.
  4. The reactive player declares the AROs of any Troopers who gain an ARO to any Fireteam member due to the second Short Skill of the Order.
  5. If the active player declared a Support Skill, then they apply the corresponding bonuses determined by the number of Fireteam members. Both players roll any required dice.
  6. At the end of the Order, at the end of the Conclusion step, after having performed any movement due to a failed Guts Roll or any other rule, the active player checks Coherency again, to check if any Fireteam members leave the Fireteam, or if aFireteam Cancellation happens.

Fireteam Game Example

Fireteam Creation

In the Deployment Phase, the Yu Jing player deploys five Zhanshi on the game table, placing a Team Leader Token beside one of them. Next, he performs a Coherency Check, verifying if the other Zhanshi are inside the Team Leader's ZoC. As one of them is not, the player moves it, placing the Model inside the Team Leader's ZoC. The PanOceanian player, in their Deployment Phase, places their five Fusiliers in a cluster and places the Team Leader Token beside one of them, checking that the others are in Coherency, inside the Team Leader's ZoC. As all of them are inside the ZoC, the PanOceanian player doesn't need to move any of their Fusiliers.

Fireteam Order: Movement + Movement

During their Active Turn, the Yu Jing player spends one Order on their Zhanshi Fireteam to declare Move + Move, as they are outside enemy LoF. With only one Order he activates the five Zhanshi and all of them declare the same Order, performing the same two Short Movement Skills.

Fireteam Order: Team Leader Change; Movement (Jump)

With their next Order, the Yu Jing player changes the Fireteam's leadership, placing the Team Leader Token beside Zhanshi #1, who is armed with a HMG. In the same Order, as two members of a Fireteam of five Zhanshi are on a broken skyway, so they need to declare the Entire Order Jump in order to keep moving. Their player declares Jump as the Fireteam Order and performs aCoherency Check, confirming all Zhanshi are in Coherency. The two Zhanshi on the skyway will perform the Jump, but the rest will not need to Jump and will instead perform an Idle. At the end of the Order, the player performs anotherCoherency Check.

During their Active Turn, two members of a Fireteam of five Zhanshi are on a broken skyway, so they need to declare the Entire Order Jump in order to keep moving. Their player declares Jump as the Fireteam Order. The two Zhanshi on the skyway will perform the Jump, but the rest will not need to Jump and will instead perform an Idle.

Fireteam Order (Movement + Support) against Fireteam ARO (Support)

With a new Order, the Zhanshi Team Leader declares Move, but now the PanOceanian player can declare an ARO as two members from their Fireteam of Fusiliers have LoF to the Zhanshi. Both Fusiliers declare a BS Attack ARO, but each of them can only choose one of the Zhanshi as a target. Fusilier #1 chooses Zhanshi #1 (the Team Leader, armed with a HMG) and Fusilier #2 chooses Zhanshi #2 (Combi Rifle). Both Fusiliers are armed with a Combi Rifle. Since they are part of a five member Fireteam, they get all the bonuses of a five member Fireteam in ARO. In this situation they can use the +3 BS MOD and the +1 B MOD.

The Yu Jing player now has to choose between Support or Evasion. If he declares Evasion, and wins the Face to Face Rolls, he could avoid the BS Attacks against both Troopers, but this will not remove the threat. If he uses Support and declares a BS Attack, he will apply the bonuses to the Team Leader, but Fusilier #2 will perform two Normal Rolls against Zhanshi #2, who can declare neither a BS Attack nor a Dodge as he will be providing Support to their Team Leader.

Finally, the Yu Jing player decides to risk it and declares a BS Attack, applying the Support bonuses for a five member Fireteam (+3 BS MOD and +1 B MOD). The player decides to split the Team Leader's Burst 5 (the HMG's B 4 and the Support bonus +1 B MOD) between both Fusiliers, with three Face to Face BS Attacks against Fusilier #1 and two Normal Roll BS Attacks against Fusilier #2.

Fusilier #2, thanks to the Support bonuses, can shoot in ARO with Burst 2 (Combi Rifle in ARO: B 1 and the Support bonus +1 B MOD) and with better accuracy (Support bonus +3 BS MOD). He succeeds in his two Normal Rolls against Zhanshi #2, who fails one of the Saving Rolls and enters Unconscious State.

On the other side, Zhanshi #1 wins his Face to Face Rolls against Fusilier #1, who enters Unconscious State as well after failing a Saving Roll. However, neither of Zhanshi #1's BS Attacks against Fusilier #2 are successful.

Fireteam Order (Movement + Support) against Fireteam ARO (Evasion)

The Yu Jing player has lost one of their Zhanshi, so he can now only use the bonuses of a four member Fireteam. With a new Order, he places the Team Leader Token beside Zhanshi #3, armed with a Combi Rifle and a Grenade Launcher. In the same Order, he declaresMove as the first Short Skill of the Order, but he only moves the new Team Leader, who gains LoF to Fusilier #2.

The PanOceanian player, guessing he is going to be attacked with the Grenade Launcher (which, thanks to the Support bonuses has B 2) decides to declare Dodge. The Fireteam of Fusiliers now has only four members, so it can only apply the corresponding bonuses. The PanOceanian player declares Dodge, and thanks to the Support bonuses, the Fireteam members get the Sixth Sense Special Skill, so they will not apply the negative MOD for Dodging a Template Weapon without LoF to the attacker.

Zhanshi #3 declares a BS Attack against Fusilier #2. He does not receive the +3 BS MOD, as he now belongs to a four member Fireteam, but he still has the +1 B MOD, so his Grenade Launcher has B 2. The player places the Circular Template over Fusilier #2 and checks whether this also affects Fusiliers #4 and #5. Now it is time to make the corresponding rolls to see how the situation is resolved...