Tiradas

De Infinity
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En Infinity CodeOne se emplean tiradas de dados de 20 caras (d20 en adelante) como método para determinar si una Tropa tiene éxito al realizar alguna acción. Por ejemplo, para saber si logra impactar contra su objetivo al realizar un disparo, si es capaz de hackear a un adversario, si descubre a una Tropa enemiga camuflada, etc.

La mecánica de juego de Infinity CodeOne se basa en dos tipos de tiradas diferentes, Normales y Enfrentadas, y en ambas se utiliza el d20.

Éxito en La Tirada

Las Tropas y elementos de juego tienen una serie de Atributos que definen sus aptitudes para realizar las diferentes acciones en el juego. Llamaremos Valor de éxito (VE), al valor numérico resultante de aplicar los Modificadores pertinentes, tanto positivos como negativos, al Atributo correspondiente para realizar una Habilidad.

Para saber si una Habilidad tiene éxito se lanzan d20 y se compara el resultado del dado con el Valor de éxito. Todo resultado Igual o Inferior al Valor de éxito, significa que la Habilidad ha sido exitosa.


Modificadores (MOD)

En determinadas ocasiones es necesario sumar o restar Modificadores (en adelante, MOD) al Atributo antes de efectuar una tirada. Al aumentar o reducir el valor de un Atributo de la Tropa, los MOD reflejan el nivel de dificultad de la Habilidad a ejecutar. Un MOD positivo refleja una Habilidad más sencilla de realizar de lo habitual, mientras que un MOD negativo representa una Habilidad más difícil de lo normal.

IMPORTANTE

Siempre que en una regla se mencione el valor de un Atributo se estará refiriendo al Valor de Éxito, el que se obtiene cuando se han aplicado todos los MOD.

Modificador Máximo

Modificador Máximo

La suma total de Modificadores aplicables a una Tirada nunca deberá superar el +12 o el -12.

Cualquier resultado de la suma del total de Modificadores que exceda el límite de +12 o de -12 no será tenido en cuenta, aplicando en tales casos un MOD máximo de +12 o -12, según corresponda.

Los principales MOD que se aplican en juego suelen ser:


En el Perfil de Unidad pueden aparecer Modificadores (MOD) positivos (+) o negativos (-):

  • Un MOD positivo (+) entre paréntesis junto a una Habilidad Especial, Arma o Equipo se aplicará únicamente al poseedor de la Habilidad Especial, Arma o Equipo.
  • Un MOD negativo (-) entre paréntesis junto a una Habilidad Especial, Arma o Equipo se aplicará únicamente a los Enemigos.
  • El valor de un Atributo, Ráfaga, Daño... entre paréntesis junto a una Habilidad Especial, Arma o Equipo se aplicará únicamente al hacer uso de dicha Habilidad Especial, Arma o Equipo.


RECUERDA

Redondeos:

Siempre que haya que dividir un número en Infinity CodeOne (un resultado de una tirada, un Atributo, un MOD... etc.), se redondea hacia arriba. Por ejemplo, la mitad de 5 (5/2 = 2,5) sería 3.

Maximum Modifier Example

Maximum Modifier Example

eng-maximum-modifier-1024.jpg

Nombre Distancia (cm) Daño R Munición Atr. Salv. Propiedades
20 40 60 80 100 120 240
Combi Rifle +3 +3 -3 -3 -6 -6 -- 13 3 N ARM

The Akal Commando declares: Move + BS Attack with his Combi Rifle. His BS Attack will apply the following MODs:

  • -6 for the Hac Tao’s Mimetism.
  • -3 for Cover.
  • -6 for Range.

The total sum of Modifiers is -15. Given that the maximum MOD is -12, the Success Value (SV) will be 13 - 12 = 1.

Criticals

Criticals represent the improved outcomes of actions that resulted in an exceptional success. When the result on the die matches the Success Value (remember: the value of the Attribute with all MODs applied), the action is a Critical success. The goal of the action was achieved in the best possible way. A perfect success, congratulations!

In Face to Face Rolls, Criticals always win, regardless of the rival’s results. If both players get one or more Criticals, the Face to Face Roll is a tie and both Troopers are considered to have failed.

See Also

Criticals and Attacks

Success Values Below 1

Negative MODs can sometimes cause the Success Value to drop below 1 for an action. In these cases, the player does not roll the dice, and the Roll is an automatic failure.

Success Values Above 20

In other cases, a high Attribute or positive MODs to an Attribute can cause the Success Value to be higher than 20. In this case, consider the Success Value to be 20, but with the peculiarity that the player adds the amount by which the Success Value exceeded 20 to his result on the die (a Success Value of 23 would add 3 to the result).

In these cases, any result of 20 or more on the roll is a Critical, if applicable. Success Values above 20 (either from positive MODs or plainly stated in the Troop Profile) increase the chance of obtaining a Critical result.

Example

Example of a Success Value/Attribute Over 20

The Knight of Justice has a Close Combat (CC) Attribute value of 23. Therefore, any result in a Normal Roll will be a success. Every time he performs a CC roll, he also adds 3 to the die’s result (for example: 4 + 3 = 7). For that reason, he will obtain a Critical if the result is 17 or higher: 17 (17 + 3 = 20), 18 (18 + 3 = 21), 19 (19 + 3 = 22), etc.

Normal Roll

Normal Rolls are the most common, basic dice rolls in Infinity. This roll is used when a Trooper is not facing off against an enemy, but instead must check if they successfully use an uncontested or passively contested Skill (such as trying to Discover a camouflaged enemy or healing an ally by means of the Doctor Special Skill).

To make a Normal Roll and find out if a Trooper is successful when performing a Skill, simply roll one d20 and compare the result against the Success Value of the relevant Attribute of the Trooper performing the action. If the result on the die is equal to or lower than the Success Value, the Skill is successful, and the Trooper achieves its goal.

Normal Roll Example

Normal Roll Example

The Fusilier's BS Attribute is 12 and he has to make a Normal BS Roll with a -3 MOD, with a BS Success Value of 9, so he rolls a d20 and gets an 8. Since the Success Value is 9, the roll is a success. Later on, the Fusilier tries another Normal BS Roll, but this time he gets a 12. As the Success Value is 9, he fails the roll.


Face to Face Rolls

When two or more Troopers act at the same time to try to thwart each other's progress, Face to Face Rolls are used to determine which side acts faster and more effectively.

To do so, both players roll for their Troopers involved in the face-off and compare each result to the relevant Success Value, as they would in a Normal Roll. Failures are simply discarded but, unlike in a Normal Roll, each side's successes are compared to the opponent’s.

When comparing, successes cancel enemy successes with a lower result—even if they are canceled, in turn, by higher enemy successes.

IMPORTANTE

For actions to be resolved with a Face to Face Roll, both Troopers must affect each other directly. If either action does not affect the outcome of the other, use Normal Rolls instead.

Breaking ties Face to Face Rolls can result in a tie. In the event of a tie (Criticals or not), both rolls cancel each other, no effects are applied and the Order is spent.


Here is a rundown of possible outcomes
  • Both fail. No one achieved their goal.
  • One fails and the other passes. The Trooper that succeeded wins the Face to Face Roll and achieves its goal.
  • Both pass. The Trooper with the higher successful roll cancels the enemy successes, wins the Face to Face Roll and achieves its goal.
  • Both pass, but one rolls a Critical. The Trooper who got a Critical wins the Face to Face Roll, even if the Critical roll was equal to or lower than the enemy success.
  • Both roll Criticals. Neither Trooper wins the Face to Face Roll as the Criticals cancel each other and no effects are applied. Non-critical successes are discarded.
  • One rolls a Critical and the other rolls two (or more) Criticals. As in the previous case, all Criticals are cancelled and no effects are applied.


Face to Face Roll: Dodge and Reset

In a Face to Face Roll, success in the Common Skills Dodge and Reset does not affect the ability of the attacker to execute their action, only their ability to affect the dodging/resetting Trooper. For example, dodging an Attack with several targets only cancels the attack against the Trooper who dodged, and does not cancel the attack against the rest of the targets.


Examples

Example of Face to Face 1 vs 1 Rolls

eng-ftf-1v1-1024.jpg

Nombre Distancia (cm) Daño R Munición Atr. Salv. Propiedades
20 40 60 80 100 120 240
Combi Rifle +3 +3 -3 -3 -6 -6 -- 13 3 N ARM

In his Active Turn, the Fusilier declares a BS Attack with his Combi Rifle against the Zhanshi.

Range 15 inches

He will apply the following MODs to his BS Attack:

  • +3 for Range.
  • -3 for Cover.

His Success Value (SV) will be 12 + 3 – 3 = 12.

In her Reactive Turn, the Zhanshi declares as an ARO a BS Attack with her Combi Rifle against the Fusilier.

She will apply the following MODs to her BS Attack:

  • +3 for Range.
  • -3 for Cover.

Her Success Value (SV) will be 11 + 3 – 3 = 11.

All the Rolls are successful, but the Zhanshi’s 7 wins the Face to Face Roll because it cancels out all the other successful results below 7.

The Fusilier is hit, and he must make a Saving Roll.


Example of Face to Face Roll and Normal Roll

eng-ftf-and-normal-1024.jpg

Nombre Distancia (cm) Daño R Munición Atr. Salv. Propiedades
20 40 60 80 100 120 240
Combi Rifle +3 +3 -3 -3 -6 -6 -- 13 3 N ARM

The Fusilier declares a BS Attack with his full Burst against Zhanshi A, who declares once again an ARO of BS Attack. Zhanshi B declares an ARO of BS Attack against the Fusilier.

Since the declared Attacks affect each other, the Fusilier and Zhanshi A must make a Face to Face Roll. Zhanshi B will make a Normal Roll because the Fusilier’s shots do not affect him.

Range: 15 inches Range: 9 inches

He will apply the following MODs to his BS Attack:

  • +3 for Range.
  • -3 for Cover.

His Success Value (SV) will be 12 + 3 – 3 = 12.

Both Zhanshi will apply the following MODs to their BS Attacks:

  • +3 for Range.
  • -3 for Cover.

Their Success Value (SV) will be 11 + 3 – 3 = 11.

In the Face to Face Roll both get a Critical, and as a result, their successes cancel each other and none of them hits their target.

Meanwhile, Zhanshi B gets a 14 in his Roll, and, since his Success Value (SV) was 11, he misses his shot against the Fusilier.


Example of Two Face to Face Rolls

eng-2-ftf-rolls-1024.jpg

Nombre Distancia (cm) Daño R Munición Atr. Salv. Propiedades
20 40 60 80 100 120 240
Combi Rifle +3 +3 -3 -3 -6 -6 -- 13 3 N ARM

If the Fusilier divided his Combi Rifle’s Burst (B) 3, making 2 shots against Zhanshi A and 1 against Zhanshi B, we would have to make two Face to Face Rolls.

He will apply the following MODs to his BS Attack:

  • +3 for Range.
  • -3 for Cover.

His Success Value (SV) will be 12 + 3 – 3 = 12.

Both Zhanshi will apply the following MODs to their BS Attacks:

  • +3 for Range.
  • -3 for Cover.

Their Success Value (SV) will be 11 + 3 – 3 = 11.

In the first Face to Face Roll, Fusilier VS Zhanshi A, the 5 cancels out the Fusilier’s 4 and the 9 wins the Face to Face Roll since it is the highest success. Therefore, Zhanshi A is successfully hit, and she will have to make a Save Roll.

In the second Face to Face Roll, Fusilier VS Zhanshi B, both get an 11, which is a success for both. However, for Zhanshi B this is a Critical and, as a result, he wins the Face to Face Roll. Now it is the Fusilier who has been successfully hit, and it is a Critical Hit!