Difference between revisions of "Coherency"
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Coherency is the game mechanic which allows management of several linked troopers acting together and simultaneously in the same Order while applying a rule, Special Skill, piece of Equipment, Game State... that requires those troopers to stay in close proximity. | Coherency is the game mechanic which allows management of several linked troopers acting together and simultaneously in the same Order while applying a rule, Special Skill, piece of Equipment, Game State... that requires those troopers to stay in close proximity. | ||
− | Coherency is determined by the '''[[Zone of Control]]''' of a specific | + | Coherency is determined by the '''[[Zone of Control]]''' of a specific trooper known as the Reference Trooper. The Reference Trooper can vary and is defined by each rule, Special Skill, piece of Equipment... which requires Coherency (for example, the Team Leader of a [[Fireteam]], the Controller of a [[Peripheral]] or an HVT...). |
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+ | To be in Coherency, the rest of the linked troopers must be '''inside the Zone of Control''' of the Reference Trooper. | ||
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== Coherency Check == | == Coherency Check == | ||
===During the Deployment Phase=== | ===During the Deployment Phase=== | ||
− | The player can check Coherency, measuring the | + | The player can check Coherency, measuring the Zone of Control of the Reference Trooper to be sure the rest of the linked troopers are inside it. |
− | After having checked Coherency, the player can adjust the placement of those troopers so they are all inside the Zone of Control . | + | After having checked Coherency, the player can adjust the placement of those troopers so they are all inside the Zone of Control. |
However, this adjustment is not allowed regarding the last figure kept back as reserve, nor during the deployment of that Trooper (or Troopers if any rule, Special Skill, piece of Equipment... allows several to kept back in reserve). | However, this adjustment is not allowed regarding the last figure kept back as reserve, nor during the deployment of that Trooper (or Troopers if any rule, Special Skill, piece of Equipment... allows several to kept back in reserve). | ||
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===At the start or end of an Order=== | ===At the start or end of an Order=== | ||
− | The player must check Coherency at the start of the Order, after having declared the first Short Skill of the Order, | + | The player must check Coherency at the start of the Order, after having declared the first Short Skill of the Order, the Long Skill, or an ARO, but before measuring movement, if any has been declared. The player must also check Coherency 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. |
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− | The player must also check Coherency at the end of the Order, at the end of the ''' | ||
== Breaking Coherency == | == Breaking Coherency == | ||
+ | When a Coherency Check is failed, if a trooper is out of the Reference Trooper’s ZoC, then Coherency is broken and its consequences are applied immediately, as Stated by the rule, Special Skill, piece of Equipment... the player is applying. | ||
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{{Greybox-start | Breaking Coherency Game Example}} | {{Greybox-start | Breaking Coherency Game Example}} | ||
− | In the Active Turn, after declaring a | + | In the Active Turn, after declaring a Fireteam’s first Short Skill of the Order, or Long Skill, any members out of Coherency with the Team Leader would leave the Fireteam and not be activated. [[Fireteam Bonuses]] would then be recalculated. |
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Revision as of 16:33, 21 March 2025
Open and Private Information | Unit Profile | Army List | Orders and the Order Pool | Trooper Activation | ARO: Automatic Reaction Order | Order Expenditure Sequence | Initiative and Deployment | Game Sequence | Loss of Lieutenant | Silhouettes | Line of Fire | Zone of Control | Zones, Bases and Silhouettes | Coherency | Distances and Measurements | Replacing Game Elements | Rolls | Face to Face Rolls
Coherency is the game mechanic which allows management of several linked troopers acting together and simultaneously in the same Order while applying a rule, Special Skill, piece of Equipment, Game State... that requires those troopers to stay in close proximity.
Coherency is determined by the Zone of Control of a specific trooper known as the Reference Trooper. The Reference Trooper can vary and is defined by each rule, Special Skill, piece of Equipment... which requires Coherency (for example, the Team Leader of a Fireteam, the Controller of a Peripheral or an HVT...).
To be in Coherency, the rest of the linked troopers must be inside the Zone of Control of the Reference Trooper.
Coherency Check
During the Deployment Phase
The player can check Coherency, measuring the Zone of Control of the Reference Trooper to be sure the rest of the linked troopers are inside it.
After having checked Coherency, the player can adjust the placement of those troopers so they are all inside the Zone of Control.
However, this adjustment is not allowed regarding the last figure kept back as reserve, nor during the deployment of that Trooper (or Troopers if any rule, Special Skill, piece of Equipment... allows several to kept back in reserve).
At the start or end of an Order
The player must check Coherency at the start of the Order, after having declared the first Short Skill of the Order, the Long Skill, or an ARO, but before measuring movement, if any has been declared. The player must also check Coherency 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.
Breaking Coherency
When a Coherency Check is failed, if a trooper is out of the Reference Trooper’s ZoC, then Coherency is broken and its consequences are applied immediately, as Stated by the rule, Special Skill, piece of Equipment... the player is applying.
In the Active Turn, after declaring a Fireteam’s first Short Skill of the Order, or Long Skill, any members out of Coherency with the Team Leader would leave the Fireteam and not be activated. Fireteam Bonuses would then be recalculated.

To make the game faster, in those situations in which it is clear and evident that Coherency is kept (when the troopers are close to the Reference Trooper, and clearly inside his Zone of Control), it is not necessary to perform a Coherency Check, unless the adversary asks for it.
Open and Private Information | Unit Profile | Army List | Orders and the Order Pool | Trooper Activation | ARO: Automatic Reaction Order | Order Expenditure Sequence | Initiative and Deployment | Game Sequence | Loss of Lieutenant | Silhouettes | Line of Fire | Zone of Control | Zones, Bases and Silhouettes | Coherency | Distances and Measurements | Replacing Game Elements | Rolls | Face to Face Rolls