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[N4] Quiet Professional: Tactiques | Compétences d'Attaque de Tir

Démarré par Wizzy, 11 Septembre 2024 à 14:50:09

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Wizzy

Hello la Sphère,

Voici l'indexation d'une vidéo de Quiet Professional, qui parle de tactique autour du tir.



Quiet Professional https://www.youtube.com/@quietprofessional4557





CitationInfinity N4 | Tactiques | Compétences d'Attaque de Tir

Je fournis quelques considérations lorsque vous effectuez des attaques de compétences de tir pendant une partie d'Infinity.
00:00 Intro
00:30 Attaques TR
01:01 Toucher
04:26 Blessure
08:17 Pièces d'ORA






BALLISTIC
SKILL
CONSIDERATIONS



BS Attack
Two Dice Rolls
To Hit +MODS
To Wound +MODS
Automatic Reaction Order



BS Attack
Fundamental aspect of Infinity
Most orders consist of Move + Attack (BS)
Order Expenditure Sequence -Resolution step
Roll two dice outcomes To Hit To Wound



To Hit
JOIN THE BEST TO REACH VICTORY
First dice outcome
Determines the success of a trooper's shooting ability
Advantage in Active turn (Burst)
MODs affect the success value



To Hit MODS
Mimetism (-3), (-6)
Multispectral visor Lvl 1, 2, 3
Camouflage Discover only
Weapon range (-3), (0), (+3)
Partial cover (-3)




To Hit MODS
MULTISPECTRAL VISOR 1
Against camo Discover
Against camo -3 Discover / Mimetism = 0
Against camo -6 Discover / Mimetism = -3
MULTISPECTRAL VISOR 2
Against camo Discover
Against camo -3 Discover / Mimetism = 0
Against camo -6 Discover / Mimetism = 0
MULTISPECTRAL VISOR 3
Against camo Auto Discover
Against camo -3 Auto Discover / Mimetism = 0
Against camo -6 Auto Discover / Mimetism = 0



To Wound
Second dice outcome
Saving Roll (ARM & BTS)
Determines the success of causing a wound to an opponent's trooper
Partial cover offers some advantage
Ammo MODs affect the success value



To Wound
Partial cover (+3)
Ammunition (reduce / negate)
Ammunition (extra dice rolls)
Skills (-3) Marksmanship, Impetuous



To Wound
Ammunition (reduce / negate)
Armour Piercing (AP) halve trooper ARM value
Electromagnetic (E/M) halve trooper BTS value




To Wound
Ammunition (extra dice rolls)
Electromagnetic (E/M) x2 dice per hit
Stun x2 dice per hit
Double Action (DA) x2 dice per hit
Explosive (EXP) x3 dice per hit



Automatic Reaction Order (ARO)
Disadvantage:
1B in ARO
Consideration:
Trooper, higher BS
Weapon, larger effective range (+3)
Ammo, offers more dice rolled
Trooper, higher ARM & BTS



ARO
Intruder:
BS 13 | ARM 3 | BTS 6
MSV lvl 2 Camouflage Mimetism (-3)
Multi sniper rifle:
DA ammo
AP/Shock ammo
Hollowman:
BS 13 | ARM 4 | BTS 6
Super jump Religious troop
Missile Launcher:
EXP ammo
AP+EXP ammo



SUMMARY
BS Attack
Two Dice Rolls
To Hit & MODS
To Wound & MODs
Automatic Reaction Order
···− ·· ···− ·  ·−·· ·−  ··· ··− ·−−· ·−· · −− ·− − ·· ·  −− ·−− −−− ··− ·− ···· ·− ···· ·− ···· ·− ···· ·−