Home › Forums › TABLETOP GAMES › INFINITY › INFINITY RULE QUESTIONS › Clarification Template Weapons
A template weapon such as Nanopulser, Chainrifle etc. doesn’t need a dice-roll for hitting an enemy unit. It only need the reach. All units under the template are hit if they can’t dodge. A dodge is only possible with the short-skill dodge in active turn (but only for the active unit, not for other units of the active player), or with a ARO dodge of the reactive player (all units of the reactive player can dodge with ARO). That makes direct template weapons used in ARO more dangerous than in the active turn.
Example: In his active turn a Yu Jing Zhanshi shoots a 3-Bullets-Burst out of his Combi Rifle at an Aleph Unit with Nanopulser in the reactive turn. The Aleph player decides to use the Nanopulser, a small teardrop direct template weapon, to shoot back as his ARO (no roll needed because template). The Zhanshi can make 3 normal rolls with his Combi Rifle and the Aleph Unit has to make as many armor rolls as the Zhanshi hits. It is unfortunate for the Yu Jing player, that behind the shooting Zhanshi are 2 other Zhanshi lined up in a row and also in the area of effect of the template Nanopulser. The first Zhanshi can’t dodge anymore because with shooting he used already a short-skill (no 2 short-skills are allowed) and his unfortunate two Zhanshi friends can’t dodge, because it is the active turn for the Yu Jing player and he activated one unit with this order the other two units behind him can’t dodge, because they have no ARO (active turn) and they can’t spend a short skill dodge, because another unit is active. They have to take the hit and hope that the armor prevail the damage.
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Home › Forums › TABLETOP GAMES › INFINITY › INFINITY RULE QUESTIONS › Clarification Template Weapons
A template weapon such as Nanopulser, Chainrifle etc. doesn’t need a dice-roll for hitting an enemy unit. It only need the reach. All units under the template are hit if they can’t dodge. A dodge is only possible with the short-skill dodge in active turn (but only for the active unit, not for other units of the active player), or with a ARO dodge of the reactive player (all units of the reactive player can dodge with ARO). That makes direct template weapons used in ARO more dangerous than in the active turn.
Example: In his active turn a Yu Jing Zhanshi shoots a 3-Bullets-Burst out of his Combi Rifle at an Aleph Unit with Nanopulser in the reactive turn. The Aleph player decides to use the Nanopulser, a small teardrop direct template weapon, to shoot back as his ARO (no roll needed because template). The Zhanshi can make 3 normal rolls with his Combi Rifle and the Aleph Unit has to make as many armor rolls as the Zhanshi hits. It is unfortunate for the Yu Jing player, that behind the shooting Zhanshi are 2 other Zhanshi lined up in a row and also in the area of effect of the template Nanopulser. The first Zhanshi can’t dodge anymore because with shooting he used already a short-skill (no 2 short-skills are allowed) and his unfortunate two Zhanshi friends can’t dodge, because it is the active turn for the Yu Jing player and he activated one unit with this order the other two units behind him can’t dodge, because they have no ARO (active turn) and they can’t spend a short skill dodge, because another unit is active. They have to take the hit and hope that the armor prevail the damage.
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