Difference between revisions of "Fireteam Examples"

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===Fireteam Example. Movement Skill:===
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{{update | March 2022}}
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Included below are a set of examples for Fireteam Creation, rejoining Fireteams, and game situations for the different Fireteams. These include Fireteam Charts and options from different Units. Please remember that the official up to date information is found in the [https://infinitytheuniverse.com/army/infinity| Infinity Army] app.
  
During their Active Turn, as the Yu Jing player wants that two Zhanshi of their Fireteam to reach an elevated position, declares [[Climb]] as the Fireteam Order. Both Zhanshi climb, while the rest of the Fireteam members, even though activated by the same Movement Skill, don't do anything, and will instead perform an [[Idle]].
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In the Infinity Army app you can check the Unit Profiles and Fireteam Charts for every Army or Sectorial Army, useful tools to help assemble your Army Lists.  
  
  
===Fireteam Example. Support Skill:===
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==EXAMPLE 1: Creating a Fireteam==
During the [[Active Turn]], a Fireteam of five Zhanshi declares the first Short Skill of their Order: [[Move]]. The Team Leader is a [[Hacker]], so he declares [[Hacking]] as second Short Skill of the Order. This is a Movement + Support Skills combination. In this case, the Team Leader has not declared a [[BS Attack]], so the rest of the Fireteam members cannot provide any bonus. Moreover, the other Zhanshi are not [[Hackers]], so they will instead perform an [[Idle]], and the Team Leader is the only one who acts. But, even if there were another [[Hacker]] in the Fireteam, this Trooper would not act either, and the Team Leader would not receive any support.
 
  
With the next Order, the first Short Skill is declared: [[Move]]. After checking [[Coherency]], and the adversary's ARO declarations, the player declares the Second Short Skill of the Order: [[BS Attack]]. Once again, this is a Move + Support Skills combination. The Team Leader and the members of the Team move, but the Team Leader is the only one who performs the BS Attack. As this is a Fireteam of five models, the Team Leader gets a +1 B MOD, and a +3 BS MOD.  
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===Case 1: Trooper Selection and Deployment.===
  
If the [[Discover]] Skill was declared instead of BS Attack as the second Skill of the Order, the Team Leader would have been the only one to perform the WIP roll, receiving a +3 WIP MOD.
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During the Deployment Phase, a White Banner player wants to build a Zhanshi Fireteam Core. As shown in the Fireteams Charts, in order to create a Zhanshi Fireteam Core it is mandatory to include at least 1 Zhanshi. The other members of the Fireteam can be any possible combination of the listed Troopers without exceeding their maximum values. For example, 3 Zhanshi (Paramedic, Missile Launcher, and MULTI Sniper Rifle), 1 Zhanshi Yīshēng and Chief Cheong-Hee Jeong.
  
In any of these cases, the remaining Fireteam members were susceptible to AROs from enemy Troopers. In these cases, the opponent would perform Normal Rolls, because the Fireteam members could not perform any roll.
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{{image | name=eng-fireteam_n4-ex1plain-2048.jpg | style=fullborder }}
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{{image | name=eng-fireteam_n4-zhanshi-orig.png | style=full }}
  
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After deploying their Troopers, the player selects the Zhanshi (Paramedic) as Fireteam Leader, placing the Fireteam Core Token next to them. At the same time, the player tells their opponent which Troopers are part of the Fireteam and checks that all of them fulfil the Coherency rule with respect to their Fireteam Leader. Since one of them is outside the ZoC of the Fireteam Leader, the player places them inside the ZoC, since it is still the first part of the player’s Deployment Phase.
  
===Fireteam Example. Evasion Skill #1:===
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{{advice-start}}
In the [[Active Turn]], a Fireteam of five Zhanshi declares the first Short Skill of their Order: [[Move]]. After the corresponding ARO declarations, the player has to decide what will be the second Short Skill of the Order.
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During the match, the player may create another Fireteam by spending a Command Token. In this case, they must be sure that all the Troopers that they want to be part of the Fireteam are within the Zone of Control of the Trooper chosen as Fireteam Leader. Troopers that are not in Coherency cannot become part of the Fireteam.
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{{advice-end}}
  
The Fireteam is in a situation where its Team Leader does not have [[LoF]] to any of the enemy Troopers able to perform AROs against the Fireteam. Each reactive Trooper has only one ARO against the entire Fireteam. The Fireteam's player prefers to not risk declaring a [[BS Attack]], which would allow some of the enemy Troopers to perform Normal Rolls against the Fireteam members. Instead, he chooses to declare [[Dodge]]. So, each Fireteam member performs a Face to Face Roll against the corresponding enemy Troopers.
 
  
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===Case 2: Wildcards and Availability higher than 1.===
  
===Fireteam Example. Evasion Skill #2:===
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Karhu Troopers have Availability 5 in the WinterFor Sectorial Army. As shown in the Fireteams Chart image, as Karhu Troopers are Wildcards they can be part of any WinterFor Fireteam. Also, they are one of the Units that can form a WinterFor Beta Fireteam.
Let's suppose the Fireteam are two Dāturazi, and one of them declares a BS Attack ARO against the Team Leader with a Chain Rifle, while the other Dāturazi declares a BS Attack ARO with a Combi Rifle against another Zhanshi. In this case, the Team Leader will perform a Normal PH Roll, while the other Zhanshi will have to perform a Face to Face Roll of [[PH]] against [[BS]].
 
  
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{{image | name=eng-fireteam_n4-sval-orig.png | style=1024 }}
  
===Fireteam Example. Support / Evasion Skill:===
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In the Wildcard Table, the Maximum of 4 indicates that the player may include up to 4 Karhu in the Sectorial's Fireteams. Therefore, a Fusilier Fireteam Core could be made up of 1 Fusilier and 4 Karhu.
In the situation shown in the graphic, during the [[Active Turn]], the Zhanshi Fireteam declares [[Move]] as the first Short Skill of the Order. The opponent declares [[BS Attack]] AROs with their two Fusiliers, with the Fireteam only providing one ARO to each of them.
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In the same way, you can include 2 Karhu in a Fusilier Fireteam Core, 2 Karhu in a Nisses Fireteam Haris, and 1 Karhu in a WinterFor Beta Fireteam. All this is possible because the Sectorial's Availability of 5 for Karhu Troopers is not exceeded and because WinterFor allows 1 Fireteam Core and up to 2 Fireteams Haris.
  
Here, the Team Leader has no [[LoF]] to the Fusilier on the right, so he could only declare a Face to Face Roll of [[BS Attack]] against the Fusilier on the left.
 
  
Now, the player must decide if their Team Leader declares [[BS Attack]] (Support) to face the Fusilier on the left, which would allow the other Fusilier to perform a [[BS Attack]] with a Normal Roll against one of their Zhanshi. Alternatively, he can declare [[Dodge]] (Evasion), so all Fireteam members could [[Dodge]], performing two Face to Face Rolls (one for the Team Leader and one for the threatened Zhanshi) against the [[BS Attack]]s of the Fusiliers.
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==EXAMPLE 2: Creating a Fireteam. Bonuses for Size and Composition==
  
{{image | name=eng-fireteam-supportevade.jpg | style=512border }}
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Let us now analyze the Morat Fireteams. The following image shows the Morat Fireteams Charts and the Fireteam Bonus Table.  
  
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{{image | name=eng-fireteam_n4-morats-orig.png | style=full }}
  
===Fireteam Example. Team Leader Change #1:===
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{{image | name=eng-fireteam_n4-bonuses-orig.png | style=full }}
In the [[Active Turn]], the player with the Fireteam of five Zhanshi wants to perform an attack against the enemy. So, with their new Order he declares the Team Leader will be the Zhanshi carrying the HMG, and he places the Team Leader Token beside it. Then, after declaring the first Short Skill of the Order, the player checks Coherency, verifying which other Fireteam members are in [[Coherency]] with the new Team Leader. As one of the Fireteam members is too far away, they are now out of the Fireteam, and the player can only activate four Troopers with the Order. So, the Team Leader can only apply the bonuses for a Fireteam of four members, instead of five members.
 
  
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In this case, the mandatory minimum to build a Morat Fireteam is that at least one of the Troopers that has a (*) in the Min column is part of the Fireteam. The rest of the Troopers can be any combination from the Table that does not exceed the allowed maximum. For example: 
  
===Fireteam Example. Team Leader Change #2:===
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===Case 1: Fireteam Core===
The Fireteam of five Zhanshi has suffered a casualty, who is in [[Unconscious]] State. With a new Order, the player places the Team Leader Token besides one of the Fireteam members who is a [[Paramedic]]. The player declares the first Short Skill of the Order: [[Move]]. Then, he checks Coherency, verifying that the other Fireteam members are in [[Coherency]] with the new Team Leader. All the Fireteam members move so that the [[Paramedic]] Zhanshi is in Silhouette contact with the [[Unconscious]] Trooper. With the second Short Skill of the Order, the [[Paramedic]] Zhanshi uses his MediKit. Meanwhile, the rest of the Fireteam members, although activated by that second Short Skill, do not perform any actions, and will instead perform an [[Idle]].
 
  
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* 3x Kurgat (Morat)
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* 1x Yaogat (Morat)
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* 1x Kaitok (Morat)
  
===Fireteam Example. Reactive Turn #1:===
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Since it is a five-member Fireteam Core, they will all get the Fireteam Size Bonuses for 2, 3, 4, and 5 members.  
In the [[Active Turn]], a Dāturazi armed with a Chain Rifle spends his Order and declares a [[BS Attack]] against the Fireteam of five Zhanshi. The Yu Jing player determines that the Large Teardrop Template of the Chain Rifle will only affect three of their Zhanshi (numbers 1, 2, and 3). If the Yu Jing player declares [[BS Attack]] as an ARO, those Zhanshi will need to perform a Saving Roll, so they decide to not risk them and declares [[Dodge]] as the ARO for those three Zhanshi, and also for Zhanshi #4. This Trooper, who is not affected by the Template, will use the [[Dodge]] Skill to move into [[Partial Cover]]. Zhanshi #5 doesn't declare an ARO as he already is in [[Partial Cover]] (see graphic).
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Additionally, since all members have ‘(Morat)’ after their name, they also get the Fireteam Composition Bonuses for 3, 4, and 5 members.
  
{{image | name=eng-fireteam-reactive-1.jpg | style=512border }}
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In summary, all the members of such a Fireteam add the following Bonuses to any MODs shown on their Unit Profile:
  
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* A +1B MOD to their BS Attacks.
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* The Sixth Sense Special Skill.
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* A +3 MOD to their Discovery Rolls.
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* A +3 MOD to their BS Attack Rolls.
  
===Fireteam Example. Reactive Turn #2:===
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===Case 2: Fireteam Core ===
During the [[Active Turn]], an Arjuna and his Kiranbot declare [[Move]] as the first Short Skill of the Order, and are in [[LoF]] of the Fireteam of five Zhanshi. The five Zhanshi declare the same ARO, [[BS Attack]], but three of them target the Arjuna and the other two the Kiranbot. Thanks to the [[Peripheral (Synchronized)]] Special Skill, the Arjuna and the Kiranbot can choose different targets. The Arjuna declares the second Short Skill of the Order: [[BS Attack]] against Zhanshi #1, and the Kiranbot declares [[BS Attack]] as well, but against Zhanshi #2. As the Zhanshi belong to a five member Fireteam, they can all apply the corresponding bonuses.
 
  
Face to Face Rolls are performed between the Arjuna and Zhanshi #1, who has a bonus [[MOD]] of +3 to his [[BS]] Attribute and also +1 to the [[Burst]] of his weapon in ARO, so he will shoot twice. As the Kiranbot attacks with a Direct Template Weapon, Zhanshi #2 performs two Normal Rolls with BS, thanks to the bonus of +1 to the [[Burst]] of his weapon in ARO. Zhanshi #2 also gains a [[MOD]] of +3 to his [[BS]], but he will have to make a Saving Roll for being hit by the Direct Template weapon. The other Zhanshi, who perform Normal Rolls as they are not being attacked, will also apply the bonuses to their [[BS Attack]] AROs (see graphic).
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* 3x Morat Vanguard (Morat)
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* 1x Kyosot
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* 1x Zabuk
  
{{image | name=eng-fireteam-reactive-2.jpg | style=512border }}
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Another example of a five-member Fireteam Core. In this case, all its members will gain the Fireteam Size Bonuses for 2, 3, 4, and 5 members. However, as the Fireteam is not made up entirely by Troopers from the same Unit or with ‘(Morat)’ after their name, they will not get any Fireteam Composition Bonuses.
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In summary, all the members of such a Fireteam get the following Bonuses:
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* A +1B MOD to their BS Attacks.
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* The Sixth Sense Special Skill.
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* A +1 MOD to their BS Attack Rolls.  
  
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===Case 3: Calculating Fireteam Bonuses ===
  
===Fireteam Example. CC vs Martial Arts L5:===
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The Fireteam Core from the previous case loses the Kyosot and the Zabuk during the match. From that point on, the Fireteam Core, with only 3 Morat Vanguard (Morat) will get both the Fireteam Size and Composition Bonuses (see [[Fireteam Integrity]]).
During their Active Turn, a Fireteam of three Zhanshi declares a Move + CC Attack Order against Miyamoto Mushashi, who has the Martial Arts L5 Special Skill. Only the Zhanshi designated as Team Leader will be able to perform the CC Attack, receiving a +1 MOD to [[B]] for each additional allied Trooper engaged in CC. Miyamoto's Martial Arts L5 gives him B2 and he decides to target the Zhanshi designated as Team Leader, resulting in a Face to Face Roll between the Zhanshi's B3 and Miyamoto's B2.
 
  
===Fireteam Example. Fireteam Integrity in the Reactive Turn:===
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In summary, all members of this Fireteam get the following Bonuses:
In the [[Active Turn]], a Fusilier armed with a Missile Launcher declares a [[BS Attack]] against an Zhanshi from the Fireteam of five Zhanshi. However, this [[Attack]] is performed in [[LoF]] of the Team Leader and three other members of that Fireteam. The Team Leader and these three Zhanshi declare [[BS Attack]] AROs (applying the support bonuses). But the targeted Zhanshi declares [[Dodge]], so he is automatically out of the Fireteam, because his ARO is different from the Fireteam's ARO declared by the rest of the Fireteam members. Therefore, the Yu Jing player only can use the Support bonuses of a four member Fireteam.
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* A +1B MOD to their BS Attacks.  
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* A +3 MOD to their Discovery Rolls.
  
In the previous situation, if the Team Leader declared an ARO different from the [[Fireteam's ARO]], the one declared by the other three Fireteam members, then he would automatically leave the Fireteam, and the Fireteam would be cancelled at the end of that Order.
 
  
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==EXAMPLE 3: Order Expenditure Sequence and AROs (Fireteam in the Active Turn)==
  
===Example of Order Spending and ARO Procedures (Fireteam in the Active Turn):===
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# The Active Player spends a Regular Order and places the Fireteam Leader Token besides the Trooper that they nominate as Fireteam Leader during that Order. Then they declare the first Short Skill of the Order. Next, they perform a Coherency Check to find out how many members are in Coherency with the Fireteam Leader, remaining within their Leader's ZoC.
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# The Reactive Player declares the AROs of all their Troopers who can react to any Fireteam member. Each enemy Trooper gets only one ARO against the whole Fireteam.
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# The Active Player declares the second Short Skill of the Order.
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# The Reactive Player declares the AROs of any Troopers who gain an ARO with the second Short Skill of the Order.
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# Both players determine what Modifiers (MODs) to apply, and the Active Player applies the corresponding Fireteam Size and Composition Bonuses. Both players make any required Rolls.
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# At the end of the Order, during its Conclusion and after having performed any movement due to Guts Rolls, the Active Player performs a Coherency Check to  see if any member has left the Fireteam, or if the Fireteam has been cancelled.
  
# The active player places the Team Leader Token besides the Trooper they want to be the Team Leader during that Order. Then they declare the first Short Skill of the Order. Next, they check the number of members that are in [[Coherency]] with the Team Leader.
 
# The reactive player declares the AROs of all their Troopers who can react to any Fireteam member. Each enemy Trooper gets only one ARO against the whole Fireteam.
 
# The active player declares the second Short Skill of the Order.
 
# The reactive player declares the AROs of any Troopers who gain an ARO to any Fireteam member due to the second Short Skill of the Order.
 
# If the active player declared a Support Skill, then they apply the corresponding bonuses determined by the number of Fireteam members. Both players roll any required dice.
 
# 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, the active player checks Coherency again, to check if any Fireteam members leave the Fireteam, or if a [[Fireteam Cancellation]] happens.
 
  
===Fireteam Game Example===
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==EXAMPLE 4: Move and Dodge (Fireteam in the Active Turn)==
  
====Fireteam Creation ====
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In the situation shown in the image, during their Active Turn the Zhanshi Fireteam has declared Move as the first Short Skill of the Fireteam Order. The Fireteam grants a single ARO to each Fusilier, with each one declaring a BS Attack ARO.
In the [[Deployment Phase]], the Yu Jing player deploys five Zhanshi on the game table, placing a Team Leader Token beside one of them. Next, he performs a [[Coherency Check]], verifying if the other Zhanshi are inside the Team Leader's [[ZoC]]. As one of them is not, the player moves it, placing the Model inside the Team Leader's [[ZoC]]. The PanOceanian player, in their [[Deployment Phase]], places their five Fusiliers in a cluster and places the Team Leader Token beside one of them, checking that the others are in Coherency, inside the Team Leader's [[ZoC]]. As all of them are inside the ZoC, the PanOceanian player doesn't need to move any of their Fusiliers.
 
  
====Fireteam Order: Movement + Movement====
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{{image | name=eng-fireteam_n4-ex4-2048.jpg | style=fullborder }}
During their [[Active Turn]], the Yu Jing player spends one Order on their Zhanshi Fireteam to declare [[Move]] + [[Move]], as they are outside enemy [[LoF]]. With only one Order he activates the five Zhanshi and all of them declare the same Order, performing the same two Short Movement Skills.
 
  
====Fireteam Order: Team Leader Change; Movement (Jump)====
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In this situation, the Fireteam Leader doesn’t have LoF to Fusilier B, so they may only make a BS Attack Face to Face Roll against Fusilier A.
With their next Order, the Yu Jing player changes the Fireteam's leadership, placing the Team Leader Token beside Zhanshi #1, who is armed with a HMG. In the same Order, as two members of a Fireteam of five Zhanshi are on a broken skyway, so they need to declare the Entire Order Jump in order to keep moving. Their player declares Jump as the Fireteam Order and performs a [[Coherency Check]], confirming all Zhanshi are in [[Coherency]]. The two Zhanshi on the skyway will perform the Jump, but the rest will not need to Jump and will instead perform an Idle. At the end of the Order, the player performs another [[Coherency Check]].
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Now the player has to decide if the Fireteam Leader declares BS Attack against Fusilier A, allowing Fusilier B to make a Normal BS Attack Roll against Zhanshi 3. Or, alternatively, to declare Dodge (a Skill with the Movement Label), so that all the Fireteam members can Dodge. This would result in two Face to Face PH Rolls (one for the Fireteam Leader and another one for Zhanshi 3) against the Fusiliers' BS Attack. The other Zhanshi make Normal PH Rolls.  
  
During their Active Turn, two members of a Fireteam of five Zhanshi are on a broken skyway, so they need to declare the Entire Order Jump in order to keep moving. Their player declares Jump as the Fireteam Order. The two Zhanshi on the skyway will perform the Jump, but the rest will not need to Jump and will instead perform an Idle.
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{{remember-start}}
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During a Fireteam Order, the Skills that are performed by both the Fireteam Leader and the rest of the members are:
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* Reset
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* Skills with the Movement Label (except Berserk)
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** Dodge
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** Move
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**Jump
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** Climb
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See [[Fireteam Order]].  
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{{remember-end}}
  
====Fireteam Order (Movement + Support) against Fireteam ARO (Support)====
 
With a new Order, the Zhanshi Team Leader declares [[Move]], but now the PanOceanian player can declare an ARO as two members from their Fireteam of Fusiliers have [[LoF]] to the Zhanshi. Both Fusiliers declare a [[BS Attack]] ARO, but each of them can only choose one of the Zhanshi as a target. Fusilier #1 chooses Zhanshi #1 (the Team Leader, armed with a HMG) and Fusilier #2 chooses Zhanshi #2 (Combi Rifle). Both Fusiliers are armed with a Combi Rifle. Since they are part of a five member Fireteam, they get all the bonuses of a five member Fireteam in ARO. In this situation they can use the +3 BS [[MOD]] and the +1 B [[MOD]].
 
  
The Yu Jing player now has to choose between Support or Evasion. If he declares Evasion, and wins the Face to Face Rolls, he could avoid the [[BS Attacks]] against both Troopers, but this will not remove the threat. If he uses Support and declares a [[BS Attack]], he will apply the bonuses to the Team Leader, but Fusilier #2 will perform two Normal Rolls against Zhanshi #2, who can declare neither a [[BS Attack]] nor a [[Dodge]] as he will be providing Support to their Team Leader.
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==EXAMPLE 5: Movement Skill (Fireteam in the Active Turn)==
  
Finally, the Yu Jing player decides to risk it and declares a [[BS Attack]], applying the Support bonuses for a five member Fireteam (+3 BS [[MOD]] and +1 B [[MOD]]). The player decides to split the Team Leader's [[Burst]] 5 (the HMG's [[B]] 4 and the Support bonus +1 B MOD) between both Fusiliers, with three Face to Face [[BS Attacks]] against Fusilier #1 and two Normal Roll [[BS Attacks]] against Fusilier #2.
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{{image | name=eng-fireteam_n4-ex5-2048.jpg | style=fullborder }}
  
Fusilier #2, thanks to the Support bonuses, can shoot in ARO with [[Burst]] 2 (Combi Rifle in ARO: [[B]] 1 and the Support bonus +1 B MOD) and with better accuracy (Support bonus +3 BS MOD). He succeeds in his two Normal Rolls against Zhanshi #2, who fails one of the [[Saving Rolls]] and enters [[Unconscious]] State.
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During their Active Turn, the Yu Jing player wants two of their five-Zhanshi Fireteam to gain the high ground and declares Climb as the Fireteam Order. Both Zhanshi (A and B) climb while the other members of the Fireteam—although also activated by the Movement Skill—do nothing and instead perform an Idle.
  
On the other side, Zhanshi #1 wins his Face to Face Rolls against Fusilier #1, who enters [[Unconscious]] State as well after failing a Saving Roll. However, neither of Zhanshi #1's [[BS Attacks]] against Fusilier #2 are successful.
 
  
====Fireteam Order (Movement + Support) against Fireteam ARO (Evasion)====
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==EXAMPLE 6: Changing Leader, and Hacking (Fireteam in the Active Turn)==
The Yu Jing player has lost one of their Zhanshi, so he can now only use the bonuses of a four member Fireteam. With a new Order, he places the Team Leader Token beside Zhanshi #3, armed with a Combi Rifle and a Grenade Launcher. In the same Order, he declares [[Move]] as the first Short Skill of the Order, but he only moves the new Team Leader, who gains [[LoF]] to Fusilier #2.
 
  
The PanOceanian player, guessing he is going to be attacked with the Grenade Launcher (which, thanks to the Support bonuses has [[B]] 2) decides to declare [[Dodge]]. The Fireteam of Fusiliers now has only four members, so it can only apply the corresponding bonuses. The PanOceanian player declares [[Dodge]], and thanks to the Support bonuses, the Fireteam members get the [[Sixth Sense]] Special Skill, so they will not apply the negative MOD for Dodging a Template Weapon without LoF to the attacker.
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During their Active Turn, the player with a Fireteam of four Kamau and one Machinist Varuna Div (Kamau) aims to carry out a Comms Attack against the enemy. To that end, during their new Fireteam Order, they decide that the Kamau Hacker will be the Fireteam Leader and place the Fireteam Leader Token besides them.  
  
Zhanshi #3 declares a [[BS Attack]] against Fusilier #2. He does not receive the +3 BS MOD, as he now belongs to a four member Fireteam, but he still has the +1 B MOD, so his Grenade Launcher has [[B]] 2. The player places the Circular Template over Fusilier #2 and checks whether this also affects Fusiliers #4 and #5. Now it is time to make the corresponding rolls to see how the situation is resolved...
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{{image | name=eng-fireteam_n4-ex6-2048.jpg | style=fullborder }}
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{{image | name=eng-fireteam_n4-kamau-orig.png | style=full }}
  
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Next, they declare the Move Skill and the entire Fireteam advances. The Fireteam Leader declares the use of a Hacking Program against the enemy Trooper as the second Short Skill of the Order. In this case, the Fireteam Leader has not declared a BS Attack, so no MOD for Fireteam Bonuses is applied. Additionally, the rest of the Fireteam members perform Idles, so the Fireteam Leader is the only one to act. However, even if there is another Hacker in the Fireteam, they would not act and the Fireteam Leader would receive no Bonus whatsoever.
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During the following Fireteam Order the first Skill of the Order is declared: Move. After the corresponding Coherency Check and ARO declaration, the second Short Skill of the Fireteam is declared: BS Attack.
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{{image | name=eng-fireteam_n4-ex6b-2048.jpg | style=fullborder }}
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Both the Fireteam Leader and the other Fireteam members Move, but only the Fireteam Leader performs a BS Attack Roll. Since it is a five-Trooper (Kamau) Fireteam, the Leader applies both the Fireteam Size and Composition Bonuses, receiving a +1 B MOD and a +3 BS MOD.
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Had Discover been declared as the second Skill of the Fireteam Order instead of BS Attack, the Fireteam Leader would have been the only one to perform the WIP Roll, receiving a +3 WIP MOD. In any of the previous cases, the other Fireteam members are vulnerable to enemy Trooper AROs—the opponent would make Normal Rolls, since the other members could not perform any Roll.
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==EXAMPLE 7: Changing Leader and Fireteam Suffering a Casualty (Fireteam in the Active Turn)==
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Now suppose that the five-Trooper (Kamau) Fireteam has suffered a casualty, who is in the Unconscious State. With a new Order, the player places the Fireteam Leader Token next to one of the Fireteam members, a Kamau Paramedic. Next, they declare the first Skill of the Fireteam Order: Move. After this they perform a Coherency Check, verifying that the other members fulfil the Coherency rule and are inside the new Fireteam Leader's ZoC. All of the Fireteam members are moved and the Fireteam Leader enters Silhouette contact with the Unconscious Kamau.
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During the second Short Skill of the Fireteam Order, the Fireteam Leader uses their MediKit. Meanwhile, the other Fireteam members are activated by the second Short Skill, but do nothing and perform an Idle instead.
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==EXAMPLE 8: Fireteam ARO (Fireteam in the Reactive Turn)==
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{{image | name=eng-fireteam_n4-ex8-orig.jpg | style=fullborder }}
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As seen in the image, a Dāturazi armed with a Chain Rifle spends an Order during their Active Turn and declares a BS Attack against the five-Zhanshi Fireteam. The Morat player verifies that the Chain Rifle's Large Teardrop Template only affects three of the five Zhanshi (numbered 1, 2, and 3).
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If the Yu Jing player declares BS Attack as the Fireteam ARO, the three Zhanshi will each have to make a Saving Roll, so the player decides not to risk it. Instead, they declare Dodge as the Fireteam ARO. Zhanshi 4, although unaffected by the Template, will use their Dodge to gain Partial Cover. Zhanshi 5, already in Partial Cover, declares BS Attack as their ARO. As Zhanshi 5 has declared a different Skill from the Fireteam ARO, they automatically stop being part of the Fireteam, lose all Fireteam Bonuses, and so their ARO only gets Burst 1 and a +3 Distance MOD.
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Suppose that, in the previous case, Zhanshi 1 to 4 declared BS Attack AROs and Zhanshi 5 a Dodge ARO. Zhanshi 5 automatically stops being part of the Fireteam and the Zhanshi that declare BS Attack only apply the Fireteam Size and Composition Bonuses for two, three, and four members.
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{{remember-start}}
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If Zhanshi 5 is in Coherency with the Fireteam Leader during the Yu Jing player's next Tactical Phase, the player may apply the rule for rejoining a Fireteam and once again have a five-member Fireteam Core.
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However, if the player is in their Active Turn and they want to have a five-member Fireteam Core without waiting until their next Tactical Phase, they will have to spend a Command Token and recreate the Fireteam following the Fireteam Creation rules.
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{{remember-end}}
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==EXAMPLE 9: Fireteam ARO 2 (Fireteam in the Reactive Turn)==
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{{image | name=eng-fireteam_n4-ex9-orig.jpg | style=fullborder }}
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{{image | name=eng-fireteam_n4-bonuses-orig.png | style=full }}
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During their Active Turn, an Arjuna and their Kiranbot declare Move as the first Short Skill of their Order, in LoF of the five-Zhanshi Fireteam. All five Zhanshi declare the same ARO, BS Attack, but three of them target the Arjuna while the other two target the Kiranbot.
 +
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Thanks to the Peripheral (Synchronized) Special Skill, the Arjuna and the Kiranbot can choose different targets. The Arjuna declares a BS Attack against Zhanshi 1 as the second Short Skill of the Order and the Kiranbot also declares BS Attack, but aimed at Zhanshi 2. As the Zhanshi make up a five-member Fireteam that belong to the same Unit, all of them can apply the corresponding Fireteam Size and Composition Bonuses.
 +
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A series of Face to Face Rolls ensues between the Arjuna, and Zhanshi 1 who has a +3 BS Attack MOD and a +1 Burst 1 MOD in ARO, so they shoot twice. Since the Kiranbot attacks with a Direct Template Weapon, Zhanshi 2 makes two Normal BS Rolls thanks to their weapon’s +1 Burst MOD Bonus in ARO and they also apply the +3 BS MOD. However, they will have to make a Saving Roll due to the Direct Template Weapon. The other Zhanshi have not been attacked, so they also make Normal Rolls, applying the Burst and BS Bonuses (see image).
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==EXAMPLE 10: Fireteam CC Combat vs. L5 Martial Arts (Fireteam in the Active Turn)==
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A three-Zhanshi Fireteam Haris in their Active Turn declares a Move + CC Attack against Miyamoto Mushashi, who has the Martial Arts L5 Special Skill. Only the Zhanshi designated as Fireteam Leader can perform the CC Attack, receiving a +1 B Bonus for each allied Trooper engaged in the Close Combat. Miyamoto can apply his Martial Arts Level 5, which grants him B2, and target the Zhanshi Fireteam Leader. A Face to Face Rol will ensue between the Zhanshi's B3 and Miyamoto Mushashi's B2.
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{{remember-start}}
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Mushashi can choose any of the three Zhanshi as the target for his B2 CC Attack, but he may only target one of them, since each Reactive Trooper can only target a single Fireteam Trooper (either the Fireteam Leader or any other Fireteam member), although it is not mandatory that all of them choose the same target.
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{{remember-end}}
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==EXAMPLE 11: Fireteam Integrity (Fireteam in the Active Turn)==
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{{image | name=eng-fireteam_n4-morats-orig.png.jpg | style=full }}
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We have a four-member Morat Fireteam Core made up of:
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* 1x Kurgat (Morat)
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* 2x Dartok (Morat)
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* 1x Zabuk
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While the Zabuk is Fireteam Leader, the Kurgat is killed and they are removed from the game table. Despite the Fireteam having lost a Trooper that was mandatory at the moment of creating the Fireteam, the Fireteam itself is not cancelled as none of the conditions that cause the cancellation of a Fireteam have been met. For the rest of the game, the now three-member Fireteam Core will continue to apply the Fireteam rules as usual.
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==EXAMPLE 12: Fireteam Confrontation==
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===Case 1: Fireteam Order (Move + BS Attack) against Fireteam ARO (BS Attack).===
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With a new Order, the Fireteam Leader of the five-Zhanshi Fireteam declares Move, and the PanOceanian player declares AROs during their Reactive Turn since two members of their five-Fusilier Fireteam gain LoF to the Zhanshi. Both Fusiliers declare a BS Attack ARO, but each of them can only target one of the Zhanshi that form the Fireteam. Fusilier 1 chooses Zhanshi 1 (Fireteam Leader armed with a Heavy Machine Gun) and Fusilier 2 chooses Zhanshi 2 (Combi Rifle). Both Fusiliers are armed with Combi Rifles and, since they are part of a five-member Fireteam, they have all the Bonuses of a five-member Fireteam in ARO. In this case, both of them can apply the +3 BS MOD and the +1 B MOD.
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The Yu Jing player must now decide whether to Attack or Dodge. Should they declare Dodge and win the Face to Face Rolls, they could avoid the BS Attacks against both Troopers, but this would not eliminate the threat. If they declare BS Attack, they will apply the Bonuses to the Fireteam Leader, but that would allow Fusilier 2 to make two Normal Rolls against Zhanshi 2, who would not be able to Dodge or perform a BS Attack, since they would be performing an Idle.
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Finally, the player decides to risk it and declares BS Attack, applying the five-member Fireteam Bonuses (+3 BS MOD and +1 B MOD). The player decides to divide their Fireteam Leader's Burst 5 (Heavy Machine Gun B 4 plus the +1 B MOD to BS Attack) between the Fusiliers, with three Face to Face BS Attacks against Fusilier 1 and two Normal BS Attack Rolls against Fusilier 2.
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Thanks to the Bonuses provided for being part of a five-member Fireteam, the Fusiliers can shoot in ARO with Burst 2 (Combi Rifle in ARO: B 1 plus +1 B MOD to BS Attack) and with a higher accuracy (+3 MOD to BS).
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Both Normal Rolls against Zhanshi 2 are successful and the target, having failed a Saving Roll, enters the Unconscious State.
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Meanwhile, Zhanshi 1 wins the Face to Face Roll against Fusilier 1, who also becomes Unconscious after failing their Saving Roll. However, none of Zhanshi 1’s BS Attacks against Fusilier 2 are successful.
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===Case 2: Fireteam Order (Move + BS Attack) against Fireteam ARO (Dodge).===
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Having lost one of their Zhanshi, the Yu Jing player only has the four-member Fireteam Bonuses now. Spending a new Order, they place the Fireteam Leader Token next to Zhanshi 3, who is armed with a Combi Rifle and a Grenade Launcher. The player declares Move as the first Short Skill of the Fireteam Order, but they only move the new Fireteam Leader, who gains LoF to Fusilier 2. The PanOceanian player, assuming that they are about to be attacked with the Grenade Launcher (which has B 2 thanks to the Fireteam Bonuses), decides to declare Dodge. The Fusilier Fireteam is now a four-member Fireteam, so they can only apply the corresponding Bonuses. Having declared Dodge, and thanks to their Fireteam Bonuses, the members of the Fireteam have the Sixth Sense Special Skill. This means that the -3 MOD for Dodging a Template Weapon without LoF to the attacker is not applied.
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Zhanshi 3 declares BS Attack against Fusilier 2. With the Fireteam reduced to four members of the same Unit, their BS MOD is reduced to +1, but they still have the +1 B MOD, so their Grenade Launcher has B 2. The Yu Jing player places the Circular Template on Fusilier 2 and verifies that it also affects Fusiliers 4 and 5. Now the players must carry out the corresponding Rolls to find out how the situation is resolved.
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==EXAMPLE 13: Game Situations with Fireteams==
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===Case 1: Fireteam Order, Changing Leader, and Movement (Jump).===
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During their next Order, the player chooses a new Fireteam Leader, placing the Fireteam Leader Token besides the Zhanshi armed with a Heavy Machine Gun. During this Order, since two of the Zhanshi are on a broken catwalk, the Fireteam Leader declares Jump as the Fireteam Order. Next, a Coherency Check is performed, which confirms that all the Fireteam members are still inside the new Fireteam Leader's ZoC. Therefore all the Zhanshi can perform the Jump, moving horizontally even though they lack a gap to pass over, and the player indicates where each of them finishes their Jump. At the end of the Order, the player makes yet another Coherency Check.
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===Case 2: Fireteam Order, Changing Leader, and carry out mission.===
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A Fusilier Fireteam Core is next to a Scenario's Objective Console. The PanOceanian player spends an Order and changes the Fireteam Leader, placing the Fireteam Leader Token next to the Fusilier Hacker. As the Fireteam are out of range of any enemy Troopers, they declare Move + Activate Console as the Fireteam Order. The Fusilier Hacker moves into Silhouette contact with the Console and makes the required Roll, without adding any Bonuses or MODs for being part of a Fireteam. Meanwhile, the rest of the Fusiliers also move for the first Short Skill of the Order and they perform an Idle for the second Short Skill.
  
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[[Category:Fireteams]]
 
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[[Category: N4 Annex]]
 
[[Category: N4 Annex]]

Revision as of 15:36, 25 July 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.


Update March 2022
Included below are a set of examples for Fireteam Creation, rejoining Fireteams, and game situations for the different Fireteams. These include Fireteam Charts and options from different Units. Please remember that the official up to date information is found in the Infinity Army app.

In the Infinity Army app you can check the Unit Profiles and Fireteam Charts for every Army or Sectorial Army, useful tools to help assemble your Army Lists.


EXAMPLE 1: Creating a Fireteam

Case 1: Trooper Selection and Deployment.

During the Deployment Phase, a White Banner player wants to build a Zhanshi Fireteam Core. As shown in the Fireteams Charts, in order to create a Zhanshi Fireteam Core it is mandatory to include at least 1 Zhanshi. The other members of the Fireteam can be any possible combination of the listed Troopers without exceeding their maximum values. For example, 3 Zhanshi (Paramedic, Missile Launcher, and MULTI Sniper Rifle), 1 Zhanshi Yīshēng and Chief Cheong-Hee Jeong.

eng-fireteam_n4-ex1plain-2048.jpg eng-fireteam_n4-zhanshi-orig.png

After deploying their Troopers, the player selects the Zhanshi (Paramedic) as Fireteam Leader, placing the Fireteam Core Token next to them. At the same time, the player tells their opponent which Troopers are part of the Fireteam and checks that all of them fulfil the Coherency rule with respect to their Fireteam Leader. Since one of them is outside the ZoC of the Fireteam Leader, the player places them inside the ZoC, since it is still the first part of the player’s Deployment Phase.

sibylla-head.jpg
Sibylla's Advice

During the match, the player may create another Fireteam by spending a Command Token. In this case, they must be sure that all the Troopers that they want to be part of the Fireteam are within the Zone of Control of the Trooper chosen as Fireteam Leader. Troopers that are not in Coherency cannot become part of the Fireteam.


Case 2: Wildcards and Availability higher than 1.

Karhu Troopers have Availability 5 in the WinterFor Sectorial Army. As shown in the Fireteams Chart image, as Karhu Troopers are Wildcards they can be part of any WinterFor Fireteam. Also, they are one of the Units that can form a WinterFor Beta Fireteam.

eng-fireteam_n4-sval-orig.png

In the Wildcard Table, the Maximum of 4 indicates that the player may include up to 4 Karhu in the Sectorial's Fireteams. Therefore, a Fusilier Fireteam Core could be made up of 1 Fusilier and 4 Karhu. In the same way, you can include 2 Karhu in a Fusilier Fireteam Core, 2 Karhu in a Nisses Fireteam Haris, and 1 Karhu in a WinterFor Beta Fireteam. All this is possible because the Sectorial's Availability of 5 for Karhu Troopers is not exceeded and because WinterFor allows 1 Fireteam Core and up to 2 Fireteams Haris.


EXAMPLE 2: Creating a Fireteam. Bonuses for Size and Composition

Let us now analyze the Morat Fireteams. The following image shows the Morat Fireteams Charts and the Fireteam Bonus Table.

eng-fireteam_n4-morats-orig.png

eng-fireteam_n4-bonuses-orig.png

In this case, the mandatory minimum to build a Morat Fireteam is that at least one of the Troopers that has a (*) in the Min column is part of the Fireteam. The rest of the Troopers can be any combination from the Table that does not exceed the allowed maximum. For example:

Case 1: Fireteam Core

  • 3x Kurgat (Morat)
  • 1x Yaogat (Morat)
  • 1x Kaitok (Morat)

Since it is a five-member Fireteam Core, they will all get the Fireteam Size Bonuses for 2, 3, 4, and 5 members. Additionally, since all members have ‘(Morat)’ after their name, they also get the Fireteam Composition Bonuses for 3, 4, and 5 members.

In summary, all the members of such a Fireteam add the following Bonuses to any MODs shown on their Unit Profile:

  • A +1B MOD to their BS Attacks.
  • The Sixth Sense Special Skill.
  • A +3 MOD to their Discovery Rolls.
  • A +3 MOD to their BS Attack Rolls.

Case 2: Fireteam Core

  • 3x Morat Vanguard (Morat)
  • 1x Kyosot
  • 1x Zabuk

Another example of a five-member Fireteam Core. In this case, all its members will gain the Fireteam Size Bonuses for 2, 3, 4, and 5 members. However, as the Fireteam is not made up entirely by Troopers from the same Unit or with ‘(Morat)’ after their name, they will not get any Fireteam Composition Bonuses. In summary, all the members of such a Fireteam get the following Bonuses:

  • A +1B MOD to their BS Attacks.
  • The Sixth Sense Special Skill.
  • A +1 MOD to their BS Attack Rolls.

Case 3: Calculating Fireteam Bonuses

The Fireteam Core from the previous case loses the Kyosot and the Zabuk during the match. From that point on, the Fireteam Core, with only 3 Morat Vanguard (Morat) will get both the Fireteam Size and Composition Bonuses (see Fireteam Integrity).

In summary, all members of this Fireteam get the following Bonuses:

  • A +1B MOD to their BS Attacks.
  • A +3 MOD to their Discovery Rolls.


EXAMPLE 3: Order Expenditure Sequence and AROs (Fireteam in the Active Turn)

  1. The Active Player spends a Regular Order and places the Fireteam Leader Token besides the Trooper that they nominate as Fireteam Leader during that Order. Then they declare the first Short Skill of the Order. Next, they perform a Coherency Check to find out how many members are in Coherency with the Fireteam Leader, remaining within their Leader's ZoC.
  2. The Reactive Player declares the AROs of all their Troopers who can react to any Fireteam member. Each enemy Trooper gets only one ARO against the whole Fireteam.
  3. The Active Player declares the second Short Skill of the Order.
  4. The Reactive Player declares the AROs of any Troopers who gain an ARO with the second Short Skill of the Order.
  5. Both players determine what Modifiers (MODs) to apply, and the Active Player applies the corresponding Fireteam Size and Composition Bonuses. Both players make any required Rolls.
  6. At the end of the Order, during its Conclusion and after having performed any movement due to Guts Rolls, the Active Player performs a Coherency Check to see if any member has left the Fireteam, or if the Fireteam has been cancelled.


EXAMPLE 4: Move and Dodge (Fireteam in the Active Turn)

In the situation shown in the image, during their Active Turn the Zhanshi Fireteam has declared Move as the first Short Skill of the Fireteam Order. The Fireteam grants a single ARO to each Fusilier, with each one declaring a BS Attack ARO.

eng-fireteam_n4-ex4-2048.jpg

In this situation, the Fireteam Leader doesn’t have LoF to Fusilier B, so they may only make a BS Attack Face to Face Roll against Fusilier A. Now the player has to decide if the Fireteam Leader declares BS Attack against Fusilier A, allowing Fusilier B to make a Normal BS Attack Roll against Zhanshi 3. Or, alternatively, to declare Dodge (a Skill with the Movement Label), so that all the Fireteam members can Dodge. This would result in two Face to Face PH Rolls (one for the Fireteam Leader and another one for Zhanshi 3) against the Fusiliers' BS Attack. The other Zhanshi make Normal PH Rolls.

REMEMBER

During a Fireteam Order, the Skills that are performed by both the Fireteam Leader and the rest of the members are:

  • Reset
  • Skills with the Movement Label (except Berserk)
    • Dodge
    • Move
    • Jump
    • Climb

See Fireteam Order.


EXAMPLE 5: Movement Skill (Fireteam in the Active Turn)

eng-fireteam_n4-ex5-2048.jpg

During their Active Turn, the Yu Jing player wants two of their five-Zhanshi Fireteam to gain the high ground and declares Climb as the Fireteam Order. Both Zhanshi (A and B) climb while the other members of the Fireteam—although also activated by the Movement Skill—do nothing and instead perform an Idle.


EXAMPLE 6: Changing Leader, and Hacking (Fireteam in the Active Turn)

During their Active Turn, the player with a Fireteam of four Kamau and one Machinist Varuna Div (Kamau) aims to carry out a Comms Attack against the enemy. To that end, during their new Fireteam Order, they decide that the Kamau Hacker will be the Fireteam Leader and place the Fireteam Leader Token besides them.

eng-fireteam_n4-ex6-2048.jpg eng-fireteam_n4-kamau-orig.png

Next, they declare the Move Skill and the entire Fireteam advances. The Fireteam Leader declares the use of a Hacking Program against the enemy Trooper as the second Short Skill of the Order. In this case, the Fireteam Leader has not declared a BS Attack, so no MOD for Fireteam Bonuses is applied. Additionally, the rest of the Fireteam members perform Idles, so the Fireteam Leader is the only one to act. However, even if there is another Hacker in the Fireteam, they would not act and the Fireteam Leader would receive no Bonus whatsoever.

During the following Fireteam Order the first Skill of the Order is declared: Move. After the corresponding Coherency Check and ARO declaration, the second Short Skill of the Fireteam is declared: BS Attack.

eng-fireteam_n4-ex6b-2048.jpg

Both the Fireteam Leader and the other Fireteam members Move, but only the Fireteam Leader performs a BS Attack Roll. Since it is a five-Trooper (Kamau) Fireteam, the Leader applies both the Fireteam Size and Composition Bonuses, receiving a +1 B MOD and a +3 BS MOD.

Had Discover been declared as the second Skill of the Fireteam Order instead of BS Attack, the Fireteam Leader would have been the only one to perform the WIP Roll, receiving a +3 WIP MOD. In any of the previous cases, the other Fireteam members are vulnerable to enemy Trooper AROs—the opponent would make Normal Rolls, since the other members could not perform any Roll.


EXAMPLE 7: Changing Leader and Fireteam Suffering a Casualty (Fireteam in the Active Turn)

Now suppose that the five-Trooper (Kamau) Fireteam has suffered a casualty, who is in the Unconscious State. With a new Order, the player places the Fireteam Leader Token next to one of the Fireteam members, a Kamau Paramedic. Next, they declare the first Skill of the Fireteam Order: Move. After this they perform a Coherency Check, verifying that the other members fulfil the Coherency rule and are inside the new Fireteam Leader's ZoC. All of the Fireteam members are moved and the Fireteam Leader enters Silhouette contact with the Unconscious Kamau.

During the second Short Skill of the Fireteam Order, the Fireteam Leader uses their MediKit. Meanwhile, the other Fireteam members are activated by the second Short Skill, but do nothing and perform an Idle instead.


EXAMPLE 8: Fireteam ARO (Fireteam in the Reactive Turn)

eng-fireteam_n4-ex8-orig.jpg

As seen in the image, a Dāturazi armed with a Chain Rifle spends an Order during their Active Turn and declares a BS Attack against the five-Zhanshi Fireteam. The Morat player verifies that the Chain Rifle's Large Teardrop Template only affects three of the five Zhanshi (numbered 1, 2, and 3).

If the Yu Jing player declares BS Attack as the Fireteam ARO, the three Zhanshi will each have to make a Saving Roll, so the player decides not to risk it. Instead, they declare Dodge as the Fireteam ARO. Zhanshi 4, although unaffected by the Template, will use their Dodge to gain Partial Cover. Zhanshi 5, already in Partial Cover, declares BS Attack as their ARO. As Zhanshi 5 has declared a different Skill from the Fireteam ARO, they automatically stop being part of the Fireteam, lose all Fireteam Bonuses, and so their ARO only gets Burst 1 and a +3 Distance MOD.

Suppose that, in the previous case, Zhanshi 1 to 4 declared BS Attack AROs and Zhanshi 5 a Dodge ARO. Zhanshi 5 automatically stops being part of the Fireteam and the Zhanshi that declare BS Attack only apply the Fireteam Size and Composition Bonuses for two, three, and four members.

REMEMBER

If Zhanshi 5 is in Coherency with the Fireteam Leader during the Yu Jing player's next Tactical Phase, the player may apply the rule for rejoining a Fireteam and once again have a five-member Fireteam Core.

However, if the player is in their Active Turn and they want to have a five-member Fireteam Core without waiting until their next Tactical Phase, they will have to spend a Command Token and recreate the Fireteam following the Fireteam Creation rules.


EXAMPLE 9: Fireteam ARO 2 (Fireteam in the Reactive Turn)

eng-fireteam_n4-ex9-orig.jpg eng-fireteam_n4-bonuses-orig.png

During their Active Turn, an Arjuna and their Kiranbot declare Move as the first Short Skill of their Order, in LoF of the five-Zhanshi Fireteam. All five Zhanshi declare the same ARO, BS Attack, but three of them target the Arjuna while the other two target the Kiranbot.

Thanks to the Peripheral (Synchronized) Special Skill, the Arjuna and the Kiranbot can choose different targets. The Arjuna declares a BS Attack against Zhanshi 1 as the second Short Skill of the Order and the Kiranbot also declares BS Attack, but aimed at Zhanshi 2. As the Zhanshi make up a five-member Fireteam that belong to the same Unit, all of them can apply the corresponding Fireteam Size and Composition Bonuses.

A series of Face to Face Rolls ensues between the Arjuna, and Zhanshi 1 who has a +3 BS Attack MOD and a +1 Burst 1 MOD in ARO, so they shoot twice. Since the Kiranbot attacks with a Direct Template Weapon, Zhanshi 2 makes two Normal BS Rolls thanks to their weapon’s +1 Burst MOD Bonus in ARO and they also apply the +3 BS MOD. However, they will have to make a Saving Roll due to the Direct Template Weapon. The other Zhanshi have not been attacked, so they also make Normal Rolls, applying the Burst and BS Bonuses (see image).


EXAMPLE 10: Fireteam CC Combat vs. L5 Martial Arts (Fireteam in the Active Turn)

A three-Zhanshi Fireteam Haris in their Active Turn declares a Move + CC Attack against Miyamoto Mushashi, who has the Martial Arts L5 Special Skill. Only the Zhanshi designated as Fireteam Leader can perform the CC Attack, receiving a +1 B Bonus for each allied Trooper engaged in the Close Combat. Miyamoto can apply his Martial Arts Level 5, which grants him B2, and target the Zhanshi Fireteam Leader. A Face to Face Rol will ensue between the Zhanshi's B3 and Miyamoto Mushashi's B2.

REMEMBER

Mushashi can choose any of the three Zhanshi as the target for his B2 CC Attack, but he may only target one of them, since each Reactive Trooper can only target a single Fireteam Trooper (either the Fireteam Leader or any other Fireteam member), although it is not mandatory that all of them choose the same target.


EXAMPLE 11: Fireteam Integrity (Fireteam in the Active Turn)

eng-fireteam_n4-morats-orig.png.jpg

We have a four-member Morat Fireteam Core made up of:

  • 1x Kurgat (Morat)
  • 2x Dartok (Morat)
  • 1x Zabuk

While the Zabuk is Fireteam Leader, the Kurgat is killed and they are removed from the game table. Despite the Fireteam having lost a Trooper that was mandatory at the moment of creating the Fireteam, the Fireteam itself is not cancelled as none of the conditions that cause the cancellation of a Fireteam have been met. For the rest of the game, the now three-member Fireteam Core will continue to apply the Fireteam rules as usual.


EXAMPLE 12: Fireteam Confrontation

Case 1: Fireteam Order (Move + BS Attack) against Fireteam ARO (BS Attack).

With a new Order, the Fireteam Leader of the five-Zhanshi Fireteam declares Move, and the PanOceanian player declares AROs during their Reactive Turn since two members of their five-Fusilier Fireteam gain LoF to the Zhanshi. Both Fusiliers declare a BS Attack ARO, but each of them can only target one of the Zhanshi that form the Fireteam. Fusilier 1 chooses Zhanshi 1 (Fireteam Leader armed with a Heavy Machine Gun) and Fusilier 2 chooses Zhanshi 2 (Combi Rifle). Both Fusiliers are armed with Combi Rifles and, since they are part of a five-member Fireteam, they have all the Bonuses of a five-member Fireteam in ARO. In this case, both of them can apply the +3 BS MOD and the +1 B MOD.

The Yu Jing player must now decide whether to Attack or Dodge. Should they declare Dodge and win the Face to Face Rolls, they could avoid the BS Attacks against both Troopers, but this would not eliminate the threat. If they declare BS Attack, they will apply the Bonuses to the Fireteam Leader, but that would allow Fusilier 2 to make two Normal Rolls against Zhanshi 2, who would not be able to Dodge or perform a BS Attack, since they would be performing an Idle.

Finally, the player decides to risk it and declares BS Attack, applying the five-member Fireteam Bonuses (+3 BS MOD and +1 B MOD). The player decides to divide their Fireteam Leader's Burst 5 (Heavy Machine Gun B 4 plus the +1 B MOD to BS Attack) between the Fusiliers, with three Face to Face BS Attacks against Fusilier 1 and two Normal BS Attack Rolls against Fusilier 2.

Thanks to the Bonuses provided for being part of a five-member Fireteam, the Fusiliers can shoot in ARO with Burst 2 (Combi Rifle in ARO: B 1 plus +1 B MOD to BS Attack) and with a higher accuracy (+3 MOD to BS).

Both Normal Rolls against Zhanshi 2 are successful and the target, having failed a Saving Roll, enters the Unconscious State.

Meanwhile, Zhanshi 1 wins the Face to Face Roll against Fusilier 1, who also becomes Unconscious after failing their Saving Roll. However, none of Zhanshi 1’s BS Attacks against Fusilier 2 are successful.

Case 2: Fireteam Order (Move + BS Attack) against Fireteam ARO (Dodge).

Having lost one of their Zhanshi, the Yu Jing player only has the four-member Fireteam Bonuses now. Spending a new Order, they place the Fireteam Leader Token next to Zhanshi 3, who is armed with a Combi Rifle and a Grenade Launcher. The player declares Move as the first Short Skill of the Fireteam Order, but they only move the new Fireteam Leader, who gains LoF to Fusilier 2. The PanOceanian player, assuming that they are about to be attacked with the Grenade Launcher (which has B 2 thanks to the Fireteam Bonuses), decides to declare Dodge. The Fusilier Fireteam is now a four-member Fireteam, so they can only apply the corresponding Bonuses. Having declared Dodge, and thanks to their Fireteam Bonuses, the members of the Fireteam have the Sixth Sense Special Skill. This means that the -3 MOD for Dodging a Template Weapon without LoF to the attacker is not applied.

Zhanshi 3 declares BS Attack against Fusilier 2. With the Fireteam reduced to four members of the same Unit, their BS MOD is reduced to +1, but they still have the +1 B MOD, so their Grenade Launcher has B 2. The Yu Jing player places the Circular Template on Fusilier 2 and verifies that it also affects Fusiliers 4 and 5. Now the players must carry out the corresponding Rolls to find out how the situation is resolved.


EXAMPLE 13: Game Situations with Fireteams

Case 1: Fireteam Order, Changing Leader, and Movement (Jump).

During their next Order, the player chooses a new Fireteam Leader, placing the Fireteam Leader Token besides the Zhanshi armed with a Heavy Machine Gun. During this Order, since two of the Zhanshi are on a broken catwalk, the Fireteam Leader declares Jump as the Fireteam Order. Next, a Coherency Check is performed, which confirms that all the Fireteam members are still inside the new Fireteam Leader's ZoC. Therefore all the Zhanshi can perform the Jump, moving horizontally even though they lack a gap to pass over, and the player indicates where each of them finishes their Jump. At the end of the Order, the player makes yet another Coherency Check.

Case 2: Fireteam Order, Changing Leader, and carry out mission.

A Fusilier Fireteam Core is next to a Scenario's Objective Console. The PanOceanian player spends an Order and changes the Fireteam Leader, placing the Fireteam Leader Token next to the Fusilier Hacker. As the Fireteam are out of range of any enemy Troopers, they declare Move + Activate Console as the Fireteam Order. The Fusilier Hacker moves into Silhouette contact with the Console and makes the required Roll, without adding any Bonuses or MODs for being part of a Fireteam. Meanwhile, the rest of the Fusiliers also move for the first Short Skill of the Order and they perform an Idle for the second Short Skill.