Difference between revisions of "Fireteam Integrity"

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{{n4annex}}
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In the '''Active and Reactive Turns''', a Fireteam is automatically cancelled in the following situations:
{{n4list}}
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* The Fireteam Leader enters [[Isolated State]] or any [[Null]] State.
In the Active Turn and Reactive Turn, a Trooper stops being part of a Fireteam in the following cases:
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* If the Fireteam Leader is activated during the [[Impetuous Phase]] of their [[Player Turn]].
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* If the Fireteam Leader leaves the Fireteam.
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* The Fireteam Leader declares an [[ARO]] different from the [[Fireteam's ARO]].
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* The Fireteam is reduced to one member.
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* A [[Retreat Situation | Retreat! situation]] occurs.
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* The player uses a [[Command Token]] to create another Fireteam, and exceeds the maximum number of Fireteams of that Type allowed in their Army or Sectorial. In this case, the player must decide which of the Fireteams is cancelled.
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* In the Active or Reactive Turn, the player voluntarily chooses to cancel the Fireteam. This requires no additional expenditure of Orders or Command Tokens. The player must indicate so before the Order is spent by any of the players.
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In the Active Turn and Reactive Turn, '''a Trooper automatically stops being part of a Fireteam''' in the following cases:
 
* The Trooper enters or is in [[Isolated State]] or any [[Null]] State.
 
* The Trooper enters or is in [[Isolated State]] or any [[Null]] State.
* The Trooper breaks [[Coherency]] with the [[Team Leader]].
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* The Trooper breaks [[Coherency]] with the Fireteam Leader.
* The Trooper is [[Irregular]] and uses its [[Irregular Order]].
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* The Trooper is [[Irregular]] and uses their [[Irregular Order]].
* The Trooper is the [[Lieutenant]] and spends the [[Lieutenant Special Order]].
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* The Trooper is the [[Lieutenant]] and spends their [[Lieutenant Special Order]].
* The Trooper enters or is in a State that allows it to be substituted by a [[Marker]] ([[Camouflaged]], [[Impersonation State|Impersonation]], [[Holoecho]]...), unless a Special Skill, piece of Equipment or Scenario Special Rule indicates otherwise.
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* The Trooper is [[Impetuous]] and is activated during the [[Impetuous Phase]] of their [[Player Turn]].
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* The Trooper enters or is in a State that allows it to be substituted by a [[Marker]] ([[Camouflaged]], [[Impersonation State | Impersonation]], [[Holoecho]]...), unless a Special Skill, piece of Equipment or Scenario Special Rule indicates otherwise.
 
* The Trooper enters [[Suppressive Fire State]].
 
* The Trooper enters [[Suppressive Fire State]].
* A [[Command Token]] or Special Skill, Equipment, or Special Scenario rule is used to move the Trooper to a different [[Combat Group]].
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* The Trooper is moved to a different [[Combat Group]].
* In the Reactive Turn, if the Trooper declares an ARO that is different from the '''Fireteam's ARO''', the one declared by the majority of the Fireteam members.  
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* In the Reactive Turn, if the Trooper declares an [[ARO]] that is different from the [[Fireteam's ARO]].
* When any Fireteam member declares an ARO different from the '''[[Fireteam's ARO]]''', then the players must consider the Fireteam's ARO to be the one declared by more than half of the Fireteam members.  
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: For example, in a five member Fireteam where only three of them declare an ARO, if two members declare one kind of ARO, and the third one declares a different ARO, this member will automatically leave the Fireteam.
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: When there is no majority of ARO, for example, if the three members each declare a different ARO, then the player can choose which ARO is considered to be the '''Fireteam's ARO''', and the other two members will automatically leave the Fireteam.
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In any of the above cases, the Trooper stops being part of the Fireteam the moment the Order or ARO is declared. '''Consequently:'''
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* In the Active Turn, the Trooper is not activated by the Fireteam's Order, so he is considered inactive for [[ARO]] purposes.
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* In the Reactive Turn, the Trooper is not able to benefit from the advantages of being in a Fireteam.
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* When one or more members leave the Fireteam, the player must recalculate the number of members to check if a Fireteam Cancellation occurs, or to determine the bonuses available to the members during that Order if there are still enough members for there to be a Fireteam.
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{{see-also}}
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'''[[Number 2]]'''
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* The Fireteam Leader of that Fireteam enters [[Isolated State]] or any [[Null]] State
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[...]
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* The user may automatically become the new Fireteam Leader of his Fireteam, placing the Fireteam Leader Token beside him.
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{{see-also-end}}
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{{Greybox | Example }}
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In a five member Fireteam where only three of them declare an [[ARO]], if two members declare the same Skill in ARO, and the third member declares a different Skill, the Skill declared by the two members has been declared by more than half of the reacting members and is the [[Fireteam’s ARO]]. The third member will automatically leave the Fireteam.
  
In any of the above cases, the Trooper stops being part of the Fireteam the moment the Order or ARO is declared, or when the case says. Consequently:
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On the other hand, if two members declare the same Skill in ARO, but two others declare different Skills, then no Skill has been declared by more than half of the reacting members. The player can choose which Skill is the Fireteam’s ARO, and the members that declared a different Skill will automatically leave the Fireteam.
* In the '''[[Active Turn]]''', that Trooper is not activated by the Fireteam's Order, so is considered inactive for [[ARO]] purposes.
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{{greybox-end}}
* In the '''[[Reactive Turn]]''', that Trooper is not is not able to benefit from the advantages of being in a Fireteam.
 
  
When one or more members leave the Fireteam, the player must recalculate the number of members to check if a '''[[Fireteam Cancellation]]''' occurs, or to determine the bonus available to the members during that Order if there are still enough members for there to be a Fireteam.
 
  
If the Fireteam has not been cancelled, then the Troopers who left will automatically be able to '''rejoin it''' if they are in Coherency with the Team Leader '''during the Order Count step of their next [[Tactical Phase]]'''.
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{{remember}}
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'''[[Fireteams:_Basic_Rules#Rejoining_the_Fireteam_in_the_States_Phase | Rejoining the Fireteam in the States Phase]]'''
  
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Troopers who left a Fireteam can automatically rejoin it if they are in [[Coherency]] with the Fireteam Leader once again at the end of the next [[States Phase]].
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{{remember-end}}
  
{{important-start}}
 
Members of a Fireteam cannot be part of [[Coordinated Order | Coordinated Orders]].
 
{{important-end}}
 
  
  
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[[Category:Fireteams]]
 
[[Category:Fireteams]]
[[Category: N4 Annex]]
 

Latest revision as of 09:50, 28 April 2025


In the Active and Reactive Turns, a Fireteam is automatically cancelled in the following situations:

  • The Fireteam Leader enters Isolated State or any Null State.
  • If the Fireteam Leader is activated during the Impetuous Phase of their Player Turn.
  • If the Fireteam Leader leaves the Fireteam.
  • The Fireteam Leader declares an ARO different from the Fireteam's ARO.
  • The Fireteam is reduced to one member.
  • A Retreat! situation occurs.
  • The player uses a Command Token to create another Fireteam, and exceeds the maximum number of Fireteams of that Type allowed in their Army or Sectorial. In this case, the player must decide which of the Fireteams is cancelled.
  • In the Active or Reactive Turn, the player voluntarily chooses to cancel the Fireteam. This requires no additional expenditure of Orders or Command Tokens. The player must indicate so before the Order is spent by any of the players.


In the Active Turn and Reactive Turn, a Trooper automatically stops being part of a Fireteam in the following cases:


In any of the above cases, the Trooper stops being part of the Fireteam the moment the Order or ARO is declared. Consequently:

  • In the Active Turn, the Trooper is not activated by the Fireteam's Order, so he is considered inactive for ARO purposes.
  • In the Reactive Turn, the Trooper is not able to benefit from the advantages of being in a Fireteam.
  • When one or more members leave the Fireteam, the player must recalculate the number of members to check if a Fireteam Cancellation occurs, or to determine the bonuses available to the members during that Order if there are still enough members for there to be a Fireteam.


SEE ALSO

Number 2

[...]

  • The user may automatically become the new Fireteam Leader of his Fireteam, placing the Fireteam Leader Token beside him.


Example

In a five member Fireteam where only three of them declare an ARO, if two members declare the same Skill in ARO, and the third member declares a different Skill, the Skill declared by the two members has been declared by more than half of the reacting members and is the Fireteam’s ARO. The third member will automatically leave the Fireteam.

On the other hand, if two members declare the same Skill in ARO, but two others declare different Skills, then no Skill has been declared by more than half of the reacting members. The player can choose which Skill is the Fireteam’s ARO, and the members that declared a different Skill will automatically leave the Fireteam.


REMEMBER

Rejoining the Fireteam in the States Phase

Troopers who left a Fireteam can automatically rejoin it if they are in Coherency with the Fireteam Leader once again at the end of the next States Phase.