Fireteams in the Reactive Turn

From Infinity
Jump to: navigation, search

This N4 rule is not used in CodeOne.

Annex Rule

This rule is from the annex to the Infinity N4 ruleset, containing a series of rules, special skills, weapons and pieces of equipment which have been adapted to the N4 system, but with a provisional nature. Rules included here are completely official, however they may be modified in further expansions of the N4 ruleset.

Fireteams in the Reactive Turn

  • In the Reactive Turn, all the Fireteam members (the Team Leader and the rest of the members) have all the bonuses that being part of a Fireteam provides (depending on the number of Trooper that compose the Fireteam).
  • Also, in ARO, each Fireteam Member performs Rolls and applies their effects.
  • In the Reactive Turn, all the Fireteam Members gain their own separate AROs. However, any declared AROs must be the same for all of the reactive members, which is called the Fireteam's ARO.
Players must consider the Fireteam's ARO to be the one declared by more than half of the Fireteam members that declare an ARO. Consequences for deviating from the Fireteam's ARO can be checked in Fireteam Integrity.
  • Each Fireteam member must observe the Coherency rule in regard to the Team Leader. The player must perform a Coherency Check at the start and end of each ARO, to know how many members the Fireteam has.
If a Fireteam member fails a Coherency Check, breaking Coherency with the Team Leader, they stop being part of the Fireteam immediately.
  • When facing multiple Active Troopers (Coordinated Orders, other Fireteams...), each Fireteam member must choose only one of the Troopers activated by the Order as their target, but they are not obliged to choose the same target. The ARO declared must be the same for the entire Fireteam.