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{{section-combat-module}}
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#redirect [[Módulo de Combate]]
 
 
 
 
In Infinity CodeOne, combat allows Troopers to perform Attacks. There are three kinds of ''[[Attacks]]'': Ballistic Skills (BS), Close Combat (CC) and Quantronic Combat (Hacking). This section details every rule necessary to resolve Attacks.
 
 
 
''[[Ballistic Skills|BS]]'', ''[[Close Combat|CC]]'', or ''[[Hacking]]'' combat takes place within the normal [[Order Expenditure Sequence]] and it is based on the different Rolls in Infinity CodeOne.
 
 
 
 
 
== Types of Weapon ==
 
Each weapon in Infinity has its own game profile, and some of them have special rules that are explained in the [[Ammunition and Weaponry]] chapter. This rulebook also contains a ''[[Weapons Chart]]'' for you to refer to during games.
 
 
 
Weapons in Infinity CodeOne are divided as follows:
 
* '''BS Weapons:''' Those weapons having Ranges and Range MODs or using a Template to affect an area of the game table. 
 
* '''Melee Weapons:''' Those that can '''only''' be used in CC and possess the ''[[CC Trait]]''. 
 
* '''Mixed Weapons:''' Those weapons having Ranges and Range MODs but also the ''[[CC Trait]]''. So, they have a use Mode as a Melee Weapon and another use Mode as a BS Weapon. 
 
* '''Deployable Weapons:''' Those weapons that can be placed on the game table whereupon they become an independent element. They possess the ''[[Deployable Weapon]]'' Trait.
 
 
 
 
 
== Burst (B) ==
 
In Infinity CodeOne, when a Trooper performs an ''[[Attack]]'' during their Active Turn they may roll as many dice as indicated by their Weapon or piece of Equipment.
 
 
 
When declaring the ''[[Attack]]'', the player must specify:
 
* The Weapon, Equipment, or Special Skill that they will use.
 
* How will they divide the ''Burst (B)'' of the ''[[Weapon]]'', ''[[Equipment]]'', or ''[[Special Skill]]'' between one or more targets. In this situation, all the ''[[Attack]]s'' must be declared from the same point. 
 
* Additionally, if the Weapon, Equipment, or Special Skill has different types of ammunition or options, the player must declare at that moment which one will they use.
 
 
 
If, during the ''[[Trooper_Activation#Order_Expenditure_Sequence|Resolution of the Order]]'', it is verified that some of the dice of the ''Burst (B)'' assigned to a target do not meet the necessary Requirements, then those dice will be lost. The rest of the dice of the ''B'' that do meet the Requirements will be resolved normally.
 
 
 
 
 
== Burst During the Reactive Turn (ARO) ==
 
In ARO, '''the B value is always reduced to 1'''; however some rules or Special Skills can modify this value. If the target declared Move plus any Short Skill or Short Movement Skill, the Reactive Player may declare the ARO at any point along the Active Trooper’s movement.
 
 
 
 
 
== Modifiers (MOD) ==
 
Both during the Active and Reactive Turns, there may be Modifiers (''[[MODs]]'') that affect the ''Burst (B)''. They are applied when declaring the Attack. There are also ''[[MODs]]'' to the ''[[Attack]]'' Rolls, which are applied in the Resolution step of the Order. These ''[[MODs]]'' are explained in the sections for their respective Types of Combat (''[[Ballistic Skills|BS]]'', ''[[Close Combat|CC]]'', or ''[[Hacking]]'').
 
 
 
 
 
== Attack Roll ==
 
Once all ''[[MODs]]'' have been established, players perform the ''[[BS Attack]], [[CC Attack]]'', or ''[[Hacking]]'' Rolls using the corresponding Attribute which, as a general -but not exclusive- rule, is ''[[BS]], [[CC]], [[PH]]'', or ''[[WIP]]''. The order in which the Attack Rolls are performed is irrelevant.
 
 
 
 
 
== Normal Roll ==
 
If the Skill declared by the target does not affect the outcome of the ''[[Attack]]'', the attacker can make a Normal Roll (see [[Rolls]]).
 
 
 
The player performs as many Rolls as indicated by the ''Burst (B)'' value assigned to each target.
 
 
 
 
 
== Face to Face Roll ==
 
If the Skill declared by the target does affect the outcome of the ''[[Attack]]'' (for example declaring a ''[[BS Attack]]''), then a Face to Face Roll is made (see [[Rolls]]).
 
 
 
Both players make one Roll for each point of ''Burst'' they assigned to that target.
 
 
 
 
 
== Criticals ==
 
A ''[[Critical]]'' is an automatic success. Unless otherwise specified, each ''[[Critical]]'' rolled in an Attack causes the target to make an additional ''[[Saving Roll]]''.
 
 
 
If the ''[[Attack]]'' does not cause the target to make Saving Rolls, the effect of the Critical will be specified in the rules for that ''[[Attack]]'', Ammunition etc.
 
 
 
 
 
{{greybox-start}}
 
Some weapons use certain Types of Ammunition capable of altering the effects of an Attack, causing more than one ''[[Saving Roll]]'' for each success, reducing the ''[[ARM]]'' or ''[[BTS]]'' of the target, etc. This can also alter the way Criticals work.
 
 
 
The additional roll gained by scoring a Critical Hit, will retain both the attribute used to make a saving throw and the traits of the weapon used in the attack, (unless otherwise stated).
 
{{greybox-end}}
 
 
 
 
 
{{remember-start}}
 
In a Face to Face Roll, '''Criticals''' always win, trumping any non-critical result rolled by the opponent. If both players roll one or more Criticals, the Face to Face Roll is a tie and both Troopers fail.
 
{{remember-end}}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
{{section-combat-module}}
 
 
 
 
 
[[Category:Combat Module]]
 

Revisión actual del 15:35 22 may 2025