Difference between revisions of "Guts Roll"
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When Troopers survive a successful Attack, it means their body armor took the brunt of the impact, keeping them from serious injury. This triggers a primal fear of death, and survival instincts kick in. The Troopers' survival instincts can force them to recoil from danger and dive for cover. | When Troopers survive a successful Attack, it means their body armor took the brunt of the impact, keeping them from serious injury. This triggers a primal fear of death, and survival instincts kick in. The Troopers' survival instincts can force them to recoil from danger and dive for cover. | ||
− | {{ | + | {{css_skillbox |black| GUTS ROLL}} |
{{Requirements}} | {{Requirements}} | ||
* The Trooper is not in an [[Engaged]], [[Null]] or [[IMM]] State. | * The Trooper is not in an [[Engaged]], [[Null]] or [[IMM]] State. | ||
− | * The Trooper had suffered one or more successful | + | * The Trooper had suffered one or more successful Attacks that cause the Trooper to enter any [[State]]s or to perform any [[Saving Rolls]]. |
− | {{ | + | * The Guts Roll is performed even if all the attackers are in a [[Null]] State at the end of the Order. |
− | * A Guts Roll consists in a single Normal [[WIP]] Roll, always performed at the very end of the Order, after performing any [[Saving | + | |
+ | {{effects}} | ||
+ | * A Guts Roll consists in a single [[Normal Roll | Normal]] [[WIP]] Roll, always performed at the very end of the Order, after performing any [[Saving Roll]]s. | ||
* If the Guts Roll is successful, the Trooper must stand its ground and must do nothing else. | * If the Guts Roll is successful, the Trooper must stand its ground and must do nothing else. | ||
* If a Trooper would have to make a Guts Roll, its owner can instead choose to fail it automatically. | * If a Trooper would have to make a Guts Roll, its owner can instead choose to fail it automatically. | ||
− | * '''If the WIP Roll is failed | + | * '''If the WIP Roll is failed''', it is compulsory to perform the first of these options that the Trooper can complete: |
− | ** | + | ** The Trooper must move up to 2 inches to '''completely leave''': |
− | *** The LoF of the Enemy or Enemies (for example, in the case of a Coordinated Order, or multiple | + | *** The [[LoF]] of the Enemy or Enemies (for example, in the case of a [[Coordinated Order]], or multiple [[ARO]]s) that have performed Attacks against the Trooper. |
− | *** The danger zone or Area of Effect of Attacks that did not require LoF. | + | *** The danger zone or Area of Effect of Attacks that did not require LoF. |
− | ** | + | ** If this is not possible, the Trooper must move up to 2 inches to gain [[Cover | Total or Partial Cover]] from all attackers. |
− | ** | + | ** If the two previous options are not possible, the Trooper must go [[Prone]], facing in any direction its player chooses |
+ | * Check the enemy LoF or Area of Effect from the Trooper's final position at the end of the Order, when the Guts Roll is made. | ||
+ | * When checking the enemy's LoF or Area of Effect, if the Trooper is already outside them and the Guts Roll is failed, the Trooper enters Prone State, facing in a direction of the player's choice. | ||
* This movement of a failed Guts Roll: | * This movement of a failed Guts Roll: | ||
− | ** Does not generate | + | ** Does '''not''' generate [[ARO]]s or activate [[Deployable]] Weapons or Equipment. |
** Must follow the [[General Movement Rules]] as well as the [[Moving and Measuring]] rules. | ** Must follow the [[General Movement Rules]] as well as the [[Moving and Measuring]] rules. | ||
− | ** Does '''not''' allow the Trooper to enter Silhouette contact with enemy Troopers, or with | + | ** Does '''not''' allow the Trooper to enter [[Silhouette contact]] with enemy Troopers, or with Scenario Objectives. |
+ | {{css_skillbox-end}} | ||
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+ | {{important-start}} | ||
+ | Attacks that have no PS value and do not cause any State do not require a Guts Roll. | ||
+ | {{important-end}} | ||
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− | + | {{see-also}} | |
+ | '''[[Stun Ammunition]]''' | ||
+ | * Additionally, failing the [[Saving Roll]] causes the target to automatically fail the subsequent [[Guts Roll]] for having survived an Attack, unless he has the [[Courage]] Special Skill or an equivalent. | ||
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+ | '''[[Climbing Plus]]''' | ||
+ | * Climbing Plus also allows the user to move on vertical surfaces as if performing normal Movement on a horizontal surface when declaring [[Move]] or [[Dodge]], or during movement due to a failed [[Guts Roll]]. The [[General Movement Rules]] and [[Moving and Measuring]] chapter must be applied. | ||
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+ | '''[[Courage]]''' | ||
+ | * Courage allows its user to choose to automatically pass any [[Guts Roll]]s. | ||
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− | + | '''[[Religious Troop]]''' | |
− | + | * The user automatically passes all their [[Guts Roll]]s without requiring a Roll. This means that the user is forced to hold their position and cannot withdraw or seek cover after surviving an Attack. | |
− | + | * However, if the player wants the user to withdraw or gain [[Cover]] after surviving an Attack, then they may make a [[WIP]] Roll. If the Roll is a success, the user can apply the Effects of failing the Guts Roll. | |
− | + | {{see-also-end}} | |
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− | {{section-combat-module}} | + | {{n5-section-combat-module}} |
[[Category: Combat Module]] | [[Category: Combat Module]] |
Latest revision as of 12:40, 25 April 2025
Possibility of Survival (PS) | Saving Roll (SR) | Wounds | Guts Roll || Ballistic Skills | BS Attack | Template Weapons and Equipment | Direct Template Weapons | Impact Template Weapons | Ranged Weapon Profile | Intuitive Attack | Speculative Attack || Close Combat | CC Attack | Melee Weapon Profile || Quantronic Combat (Hacking)
When Troopers survive a successful Attack, it means their body armor took the brunt of the impact, keeping them from serious injury. This triggers a primal fear of death, and survival instincts kick in. The Troopers' survival instincts can force them to recoil from danger and dive for cover.
GUTS ROLL
REQUIREMENTS
- The Trooper is not in an Engaged, Null or IMM State.
- The Trooper had suffered one or more successful Attacks that cause the Trooper to enter any States or to perform any Saving Rolls.
- The Guts Roll is performed even if all the attackers are in a Null State at the end of the Order.
EFFECTS
- A Guts Roll consists in a single Normal WIP Roll, always performed at the very end of the Order, after performing any Saving Rolls.
- If the Guts Roll is successful, the Trooper must stand its ground and must do nothing else.
- If a Trooper would have to make a Guts Roll, its owner can instead choose to fail it automatically.
- If the WIP Roll is failed, it is compulsory to perform the first of these options that the Trooper can complete:
- The Trooper must move up to 2 inches to completely leave:
- The LoF of the Enemy or Enemies (for example, in the case of a Coordinated Order, or multiple AROs) that have performed Attacks against the Trooper.
- The danger zone or Area of Effect of Attacks that did not require LoF.
- If this is not possible, the Trooper must move up to 2 inches to gain Total or Partial Cover from all attackers.
- If the two previous options are not possible, the Trooper must go Prone, facing in any direction its player chooses
- The Trooper must move up to 2 inches to completely leave:
- Check the enemy LoF or Area of Effect from the Trooper's final position at the end of the Order, when the Guts Roll is made.
- When checking the enemy's LoF or Area of Effect, if the Trooper is already outside them and the Guts Roll is failed, the Trooper enters Prone State, facing in a direction of the player's choice.
- This movement of a failed Guts Roll:
- Does not generate AROs or activate Deployable Weapons or Equipment.
- Must follow the General Movement Rules as well as the Moving and Measuring rules.
- Does not allow the Trooper to enter Silhouette contact with enemy Troopers, or with Scenario Objectives.
IMPORTANT
Attacks that have no PS value and do not cause any State do not require a Guts Roll.
REMEMBER
Troopers in Engaged State do not make Guts Rolls.
SEE ALSO
- Additionally, failing the Saving Roll causes the target to automatically fail the subsequent Guts Roll for having survived an Attack, unless he has the Courage Special Skill or an equivalent.
- Climbing Plus also allows the user to move on vertical surfaces as if performing normal Movement on a horizontal surface when declaring Move or Dodge, or during movement due to a failed Guts Roll. The General Movement Rules and Moving and Measuring chapter must be applied.
- Courage allows its user to choose to automatically pass any Guts Rolls.
- The user automatically passes all their Guts Rolls without requiring a Roll. This means that the user is forced to hold their position and cannot withdraw or seek cover after surviving an Attack.
- However, if the player wants the user to withdraw or gain Cover after surviving an Attack, then they may make a WIP Roll. If the Roll is a success, the user can apply the Effects of failing the Guts Roll.
Possibility of Survival (PS) | Saving Roll (SR) | Wounds | Guts Roll || Ballistic Skills | BS Attack | Template Weapons and Equipment | Direct Template Weapons | Impact Template Weapons | Ranged Weapon Profile | Intuitive Attack | Speculative Attack || Close Combat | CC Attack | Melee Weapon Profile || Quantronic Combat (Hacking)