Difference between revisions of "Fireteams: Basic Rules"

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(Fireteams Update)
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{{update | March 2022}}
 
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== Common Requirements ==
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== Fireteam Creation ==
* To use this rule, a player must field a '''[[Sectorial Army List]]''', an [[Army List]] that specifies that Fireteams are available, or have a Special Skill, piece of Equipment or Hacking Program that allows its use.
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Each Army has a Fireteams Chart that indicates the quantity and type of Fireteams that the player may create during the game.
* A Fireteam can only be composed of those Troopers listed as being able to compose Fireteams.
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* During the [[Deployment Phase]], place a Fireteam Leader Token (FIRETEAM LEADER), or equivalent, beside one of the Troopers that meet the Requirements of this rule.<br>In that moment, the player must make a [[Coherency]] Check relative to the chosen Fireteam Leader.
* A Fireteam must be composed of Troopers belonging to the same Unit, or of those that the '''Sectorial Army List''' specifies are able to do so. Some special Fireteams can ignore this Requirement, as specified in their description or in the Sectorial Army List.
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* During the game, spend a [[Command Token] and place a Fireteam Leader Token (FIRETEAM LEADER) beside one of the Troopers that meet the instructions of the [[Fireteams Chart]] of their Army.
* The members of a Fireteam '''must observe the [[Coherency]]''' rule in regards to the '''Team Leader'''.
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* A Trooper '''cannot''' simultaneously be part of more than one Fireteam.
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{{important-start}}
* All members of a Fireteam must belong to the same [[Combat Group]].  
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When a Fireteam is created, the player must declare which Troopers are part of it.
* The player must nominate one of the Fireteam members as the Team Leader, placing a Team Leader Token. (F: TEAM LEADER) beside them.
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{{important-end}}
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== Fireteam Types ==
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The types of Fireteams that the player may use during a match are:
  
== Team Leader ==
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===Fireteam Duo===
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{{image | name=n4-fireteam-type-duo-450.png | style=128 }}
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When created, a Fireteam Duo must contain two Troopers.
  
{{image | name=fireteam0.jpg | style=128 }}
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===Fireteam Haris===
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{{image | name=n4-fireteam-type-haris-450.png | style=128 }}
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When created, a Fireteam Haris must contain three Troopers.
  
The Team Leader is the acting Trooper of a Fireteam with access to certain added bonuses. As we will see later on, the Team Leader determines the Order that all Fireteam members will declare, is the Reference Trooper for the [[Coherency]] rule the rest of the Fireteam members must observe, and is the Trooper whose elimination causes the [[Fireteam Cancellation|cancellation of the Fireteam]], etc.
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===Fireteam Core===
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{{image | name=n4-fireteam-type-core-450.png | style=128 }}
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When created, a Fireteam Core must contain a minimum of three and a maximum of five Troopers.
  
The Team Leader is not a fixed model, but can change from Order to Order as the player desires.
 
  
The Team Leader is identified by a Team Leader Token (F: TEAM LEADER) or equivalent, depending on the type of Fireteam.
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==General Rules of Fireteams==
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* The members of a Fireteam must observe the [[Coherency]] rule in regards to the Fireteam Leader.
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* A Trooper cannot simultaneously be part of more than one Fireteam.
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* All members of a Fireteam must belong to the same [[Combat Group]].
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* When a [[Regular Order]] is spent on a member of a Fireteam, they automatically become the Fireteam Leader. Additionally, they activate the other members of the Fireteam (see [[Fireteam Order]]).
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* Fireteams must contain of a minimum of two Troopers and a maximum of five Troopers (always observing the Army’s [[Fireteams Chart]]).
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* Fireteams allow the use of the [[Fireteam Bonuses]] for two, three, four, or five members depending on the Composition and number of Troopers in the Fireteam.
  
  
== Creation of a Fireteam ==
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==Fireteams and CC==
* During the [[Deployment Phase]], placing a Team Leader Token (F: TEAM LEADER), or equivalent, beside one of the Troopers that meet the Requirements of this rule.
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In '''[[Close Combat]]''', whether in the Active or Reactive Turn, when several members are engaged in the same CC, '''only''' the Fireteam Leader can be chosen to perform the CC Roll, applying the [[Close Combat with Multiple Troopers]] rule.
: In that moment, the player can make a [[Coherency Check]] relative to the chosen Team Leader.
 
* During the game, spending a Command Token and placing a Team Leader Token (F: TEAM LEADER) beside one of the Troopers that meet the Requirements of this rule.
 
* When a Fireteam is created, the player must declare which Troopers are members of it.
 
  
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In the Reactive Turn, if the Fireteam Leader is not engaged in that CC, the player must choose '''one''' of the Fireteam members who are engaged in that CC to perform the CC Roll, applying the Close Combat with Multiple Troopers rule.
  
{{important-start}}
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In ARO, the enemy will be able to target any Fireteam member engaged in the CC, but only one of them.
When creating a Fireteam that includes Wildcard Troopers, the player must include at least one Trooper from the Units listed for that Fireteam in the Sectorial chart, or a Trooper that counts as a member of one of those Units.  
 
{{important-end}}
 
  
  
== Changing the Team Leader  ==
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==Fireteams, Frenzy and Impetuous==
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While in a Fireteam, the [[Frenzy]] and [[Impetuous]] Special Skills of a Trooper are '''not''' applied.
  
Players nominate the Team Leader during the [[Deployment Phase]], when the Fireteam is created. However, players can change the Team Leader during the game.  
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If the Trooper leaves the Fireteam, any Frenzy and Impetuous Special Skills will apply again, in whatever state they were in when the Trooper joined the Fireteam.
  
Changing the Team Leader allows any Fireteam member to take over when their Special Skills, weaponry, or Equipment are most required.
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Any Fireteam that is an exception to this rule will specify this in its description.
  
In the Active Turn, a player can change the Team Leader by placing the Team Leader Token beside the Fireteam member he wishes to take over as Team Leader, when declaring the first Skill of an Order.
 
  
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==Fireteams and Suppressive Fire State==
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A Trooper stops being part of a Fireteam if they enter [[Suppressive Fire State]]. In addition, a Trooper’s Suppressive Fire State is cancelled when joining a Fireteam.
  
== Fireteams and CC ==
 
* In [[Close Combat]], whether in the Active or Reactive Turn, when several members are engaged in the same CC, '''only''' the Team Leader Trooper can be chosen to perform the CC Roll, applying the [[Close Combat with Multiple Troopers]] rule.
 
* In the Reactive Turn, if the Team Leader is not engaged in that CC, the player must choose '''one''' of the Fireteam members who are engaged in that CC to perform the CC Roll, applying the Close Combat with Multiple Troopers rule.
 
* In ARO, the enemy will be able to target any Fireteam member engaged in the CC, but only one of them.
 
  
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==Fireteams and Comms Attack==
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In the Reactive Turn, if the Fireteam has more than one [[Hacker]] and the player declares a Hacking ARO, every reactive Hacker may use a different [[Hacking Program]].
  
== Fireteams, Frenzy and Impetuous ==
 
* While in a Fireteam, the [[Frenzy]] and [[Impetuous]] Special Skills of a Trooper are '''not''' applied.
 
* If the Trooper leaves the Fireteam, any Frenzy and Impetuous Special Skills will apply again, in whatever state they were in when the Trooper joined the Fireteam.
 
* Any Fireteam that is an exception to this rule will specify this in its description.
 
  
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==Fireteams, Motorcycles, and Pilots==
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[[Pilot]]s—and Troopers possessing a [[Motorcycle]]—can [[General Movement Rules|Mount or Dismount]] from their Motorcycle or TAG and use their new Unit Profile without leaving their Fireteam.
  
== Fireteam and Suppressive Fire State ==
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However, in the case of a Pilot (Remote), if the player performs a Reset to regain control of their TAG, it automatically leaves the Fireteam.
* A Trooper stops being part of a Fireteam if they enter [[Suppressive Fire State]].
 
* In addition, a Trooper's Suppressive Fire State is cancelled when joining a Fireteam.
 
  
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{{update-end}}
  
 
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Revision as of 15:10, 6 July 2022

Update March 2022

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.


Fireteam Creation

Each Army has a Fireteams Chart that indicates the quantity and type of Fireteams that the player may create during the game.

  • During the Deployment Phase, place a Fireteam Leader Token (FIRETEAM LEADER), or equivalent, beside one of the Troopers that meet the Requirements of this rule.
    In that moment, the player must make a Coherency Check relative to the chosen Fireteam Leader.
  • During the game, spend a [[Command Token] and place a Fireteam Leader Token (FIRETEAM LEADER) beside one of the Troopers that meet the instructions of the Fireteams Chart of their Army.
IMPORTANT

When a Fireteam is created, the player must declare which Troopers are part of it.


Fireteam Types

The types of Fireteams that the player may use during a match are:

Fireteam Duo

n4-fireteam-type-duo-450.png When created, a Fireteam Duo must contain two Troopers.

Fireteam Haris

n4-fireteam-type-haris-450.png When created, a Fireteam Haris must contain three Troopers.

Fireteam Core

n4-fireteam-type-core-450.png When created, a Fireteam Core must contain a minimum of three and a maximum of five Troopers.


General Rules of Fireteams

  • The members of a Fireteam must observe the Coherency rule in regards to the Fireteam Leader.
  • A Trooper cannot simultaneously be part of more than one Fireteam.
  • All members of a Fireteam must belong to the same Combat Group.
  • When a Regular Order is spent on a member of a Fireteam, they automatically become the Fireteam Leader. Additionally, they activate the other members of the Fireteam (see Fireteam Order).
  • Fireteams must contain of a minimum of two Troopers and a maximum of five Troopers (always observing the Army’s Fireteams Chart).
  • Fireteams allow the use of the Fireteam Bonuses for two, three, four, or five members depending on the Composition and number of Troopers in the Fireteam.


Fireteams and CC

In Close Combat, whether in the Active or Reactive Turn, when several members are engaged in the same CC, only the Fireteam Leader can be chosen to perform the CC Roll, applying the Close Combat with Multiple Troopers rule.

In the Reactive Turn, if the Fireteam Leader is not engaged in that CC, the player must choose one of the Fireteam members who are engaged in that CC to perform the CC Roll, applying the Close Combat with Multiple Troopers rule.

In ARO, the enemy will be able to target any Fireteam member engaged in the CC, but only one of them.


Fireteams, Frenzy and Impetuous

While in a Fireteam, the Frenzy and Impetuous Special Skills of a Trooper are not applied.

If the Trooper leaves the Fireteam, any Frenzy and Impetuous Special Skills will apply again, in whatever state they were in when the Trooper joined the Fireteam.

Any Fireteam that is an exception to this rule will specify this in its description.


Fireteams and Suppressive Fire State

A Trooper stops being part of a Fireteam if they enter Suppressive Fire State. In addition, a Trooper’s Suppressive Fire State is cancelled when joining a Fireteam.


Fireteams and Comms Attack

In the Reactive Turn, if the Fireteam has more than one Hacker and the player declares a Hacking ARO, every reactive Hacker may use a different Hacking Program.


Fireteams, Motorcycles, and Pilots

Pilots—and Troopers possessing a Motorcycle—can Mount or Dismount from their Motorcycle or TAG and use their new Unit Profile without leaving their Fireteam.

However, in the case of a Pilot (Remote), if the player performs a Reset to regain control of their TAG, it automatically leaves the Fireteam.