Difference between revisions of "Fireteams in the Active Turn"

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(Fireteams Update)
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{{update | March 2022}}
 
During the Active Turn, Fireteams behave differently from other Infinity Troopers, as explained below:
 
During the Active Turn, Fireteams behave differently from other Infinity Troopers, as explained below:
  
== Fireteam Activation in the Active Turn ==
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{{skillbox |black| FIRETEAM ORDER | ATTACK / MOVEMENT }}
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{{Requirements}}
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During the [[Order Phase]] of the Active Turn, the Fireteam Order requires spending 1 [[Regular Order]] from the [[Order Pool]] of the Fireteam members’ [[Combat Group]].
  
* During the Active Turn, all the Fireteam members are activated with a single Regular Order from the [[Order Pool]] of their [[Combat Group]].
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The player must nominate one member of the Fireteam as the Fireteam Leader, placing a Fireteam Leader Token (FIRETEAM LEADER) beside them.
* All members of the Fireteam '''must declare and execute the same''' Short Skills of the Order, or Entire Order, as the Team Leader.
 
: If any of the Fireteam members does not meet the Requirements of a Skill declared during the Order, then they instead perform an Idle instead of that Skill, while the others may act normally.
 
* Each Fireteam member must observe the [[Coherency]] rule in regard to the Team Leader. The player must perform a '''Coherency Check''' at the start and end of each Order, to know how many members the Fireteam has.
 
: If a Fireteam member fails a Coherency Check, breaking Coherency with the Team Leader, they stop being part of the Fireteam immediately.
 
* Each reactive Trooper can choose only one of the Troopers (whether the Team Leader or one of the other Fireteam members) as their target, but they are not obliged to choose the same target.  
 
  
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Members of a Fireteam must observe the [[Coherency]] rule regarding the Fireteam Leader. If they do not, see [[Fireteam Integrity]].
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{{Effects}}
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* All Fireteam members are activated with the Fireteam Order.
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* By declaring [[Reset]] or any Skill with the [[Movement]] Label (except [[Berserk]]), both the Fireteam Leader and the other Fireteam members perform that Skill. If any other Skill is declared, only the Fireteam Leader performs the declared Skill and the other Fireteam members perform an [[Idle]] while '''granting the Fireteam Leader a set of Bonuses''' determined by the size and composition of the Fireteam.
  
=== Fireteams, NCO and Tactical Sense ===
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If any of the Fireteam members does not meet the Requirements of a Skill declared during the Order or does not have the Skill, then they perform an Idle instead of that Skill, while the others may act normally.
If the nominated Team Leader has the [[NCO]] or [[Tactical Awareness]] Special Skill, they can can use the [[Lieutenant Special Order]] or their extra Order, as applicable, as a Regular Order to activate all the Fireteam members.  
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* Each Reactive Trooper can choose only one of the Troopers (whether the Fireteam Leader or one of the other Fireteam members) as their target, but they are not obliged to choose the same target.  
  
  
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Any members that break [[Coherency]] are no longer part of the Fireteam (see [[Fireteam Integrity | Integrity of a Fireteam]]).
 
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== Fireteam Order: Skills Classification ==
 
 
 
Declaring Orders for a Fireteam works differently, and is limited to specific combinations of Skills.
 
 
 
Specific Skill combinations compose a Fireteam Order. These Skills are grouped into three different classifications depending on their effects: Movement Skills, Support Skills, and Evasion Skills.
 
 
 
When declaring an Order with a Fireteam, players can only use the specific Skill combinations shown in the Fireteam Order Chart:
 
 
 
{| class="wikitable-dark"
 
|-
 
! Fireteam Order: Skill Combinations
 
|-
 
| Movement Skill
 
|-
 
| Movement Skill + Movement Skill
 
|-
 
| Movement Skill + Evasion Skill / Evasion Skill + Movement Skill
 
|-
 
| Movement Skill + Support Skill / Support Skill + Movement Skill
 
|-
 
| Evasion Skill
 
|-
 
| Support Skill
 
|}
 
 
 
 
 
=== Movement Skills ===
 
This classification includes all Short Movement Skills (except [[Discover]]), and the Entire Order Skills [[Cautious Movement]], [[Climb]], and [[Jump]].
 
 
 
When declaring a Movement Skill, the Team Leader and all Fireteam members perform the declared Movement.
 
 
 
Entire Order Movement Skills cannot be combined with other Skills.
 
 
 
 
 
=== Evasion Skills ===
 
This classification includes the [[Dodge]] and [[Reset]] Short Skills.
 
 
 
When declaring an Evasion Skill in the [[Active Turn]], the Team Leader and the Fireteam members all perform the corresponding Rolls.
 
 
 
 
 
=== Support Skills ===
 
This classification includes the Skills not specified in the previous classifications. Basically, this includes the Short Movement Skill [[Discover]], all Short Skills except those stated in the Evasion classification, and all [[Entire Order]] Skills that do not have the [[Movement Label]].
 
 
 
This category also includes scenario Short Skills, such as "Activate Console" or "Deploy and Activate Beacon".
 
 
 
When declaring Support Skills, only the Team Leader performs the Roll and applies its effects. The rest of the Fireteam members do not perform any Roll or apply any effects, but they give the Team Leader certain bonuses determined by the number of Fireteam members.
 
 
 
  
 
== FAQs & Errata ==
 
== FAQs & Errata ==

Revision as of 14:58, 7 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
During the Active Turn, Fireteams behave differently from other Infinity Troopers, as explained below:

FIRETEAM ORDER ATTACK / MOVEMENT
Requirements

During the Order Phase of the Active Turn, the Fireteam Order requires spending 1 Regular Order from the Order Pool of the Fireteam members’ Combat Group.

The player must nominate one member of the Fireteam as the Fireteam Leader, placing a Fireteam Leader Token (FIRETEAM LEADER) beside them.

Members of a Fireteam must observe the Coherency rule regarding the Fireteam Leader. If they do not, see Fireteam Integrity.

Effects
  • All Fireteam members are activated with the Fireteam Order.
  • By declaring Reset or any Skill with the Movement Label (except Berserk), both the Fireteam Leader and the other Fireteam members perform that Skill. If any other Skill is declared, only the Fireteam Leader performs the declared Skill and the other Fireteam members perform an Idle while granting the Fireteam Leader a set of Bonuses determined by the size and composition of the Fireteam.

If any of the Fireteam members does not meet the Requirements of a Skill declared during the Order or does not have the Skill, then they perform an Idle instead of that Skill, while the others may act normally.

  • Each Reactive Trooper can choose only one of the Troopers (whether the Fireteam Leader or one of the other Fireteam members) as their target, but they are not obliged to choose the same target.


FAQs & Errata

N4 FAQ
Version: 1.0, Jan 2021

Q: Can Berserk be used while in a Fireteam?

A: Yes. Only the Troops with Berserk will perform the Skill, the rest will perform an Idle and the Team Leader will be the only one performing the CC Attack.

Related Pages: Berserk, Fireteams in the Active Turn


N4 FAQ
Version: Updated 1.1.1, Dec 2021

Q: If several Troopers are activated at once (for example a Coordinated Order or a Fireteam) and one of them uses Stealth while outside a reactive Trooper's ZoC or Hacking Area, can the Trooper that used Stealth be chosen as the target of AROs?

A: Yes, but the ARO will only be considered valid if the Stealth user performs a Skill that allows AROs. A: Yes, but the ARO will become an Idle if the Stealth user does not declare a Skill that allows AROs.

Related Pages: Coordinated Orders, Fireteams in the Active Turn, Stealth