Airborne Deployment (AD)

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Airborne Deployment

Airborne Infantry units use air vehicles to reach key battlefield positions and create unexpected fire vectors.

AIRBORNE DEPLOYMENT ENTIRE ORDER
Optional.
REQUIREMENTS
EFFECTS
  • You may choose not to deploy your AD troopers during the Deployment Phase, keeping them off the game table until you decide to deploy them during your Active Turn.
  • As long as they are off the game table, AD troopers add no Orders to their respective Order Pools. However, an undeployed AD trooper still generates an Order usable only to deploy with Airborne Deployment.
  • To deploy using any Level of the Airborne Deployment Special Skill, the user must declare an Entire Order and expend his own Order, which was not added to the Order Pool during the Order Count phase of the Active Turn.
  • Troopers using Airborne Deployment cannot deploy Prone or in base to base contact with another model, Marker, mission objective or piece of scenery.


Airborne Deployment and Impetuousness

Impetuous and Extreme Impetuous troopers with any Level of Airborne Deployment are forced to use their Impetuous Order to deploy during the Impetuous Phase of their Active Turn. You can prevent this deployment like you would any Impetuous Order declaration.


AIRBORNE DEPLOYMENT LEVEL 1. PARACHUTIST

This unit has been trained to parachute or fast-rope from heliborne vehicles immediately before combat in order to find an alternative point of ingress into the battlefield and flank the enemy forces.

PARACHUTIST ENTIRE ORDER
Optional.
REQUIREMENTS
  • During the Deployment Phase, mentally divide the edges of the play area down the middle into eight segments (two on each side).
  • Then, choose one of these segments and write it down in secret for later verification. For the rest of the game, all your troopers with the AD: Parachutist Special Skill deploy through that segment of the play area's edge.
EFFECTS
  • By spending one Entire Order, the user of this Special Skill may deploy anywhere on the segment of the play area's edge secretly chosen during the Deployment Phase.
  • The user may never deploy inside the enemy Deployment Zone.
  • When deploying this way, the base of the model or Marker must be in contact with the edge of the play area.
  • When you place a model — but not a Marker — on the battlefield, you are required to share all Open Information relative to that trooper.

Table Areas

Use this diagram as reference when you divide the play area's edge into segments. Troopers with AD: Parachutist or AD: Airborne Infiltration could enter the battlefield through any point of segments 1, 2, 3 or 4; or through the halves of segments 5 or 8 that are outside the enemy Deployment Zone.

Troopers with AD: Tactical Jump may enter through any point of any segment, even those inside the enemy Deployment Zone.

Table areas.jpg

AIRBORNE DEPLOYMENT LEVEL 2. AIRBORNE INFILTRATION

Troopers with the AD: Airborne Infiltration Special Skill are experienced parachutists who feel most at home in incursion operations, behind enemy lines.

AIRBORNE INFILTRATION ENTIRE ORDER
Optional.
REQUIREMENTS
EFFECTS
  • In your Active Turn, when you decide to deploy one of your troopers with this Special Skill, mentally divide the edges of the play area down the middle into eight segments (two on each side).
  • By spending one Entire Order, the user of this Special Skill may deploy anywhere on the segment of the play area's edge of your choice.
  • The user may never deploy inside the enemy Deployment Zone.
  • When deploying this way, the base of the model or Marker must be in contact with the edge of the play area.
  • When you place a model - but not a Marker - on the battlefield, you are required to share all Open Information relative to that trooper.


Airborne Infiltration and Coordinated Orders

If you declare a Coordinated Order to deploy using AD: Airborne Infiltration, all participants must enter the battlefield through the same segment.


AIRBORNE DEPLOYMENT LEVEL 3. INFERIOR COMBAT JUMP

Some airborne units can only afford jump gear older than the modern military standard, but they put it to great use despite its limitations in course correction and maneuverability.

INFERIOR COMBAT JUMP ENTIRE ORDER
Optional.
REQUIREMENTS
EFFECTS

Level 3 of Airborne Deployment is identical to Level 4, Combat Jump, with the only exception that the trooper must attempt a PH-3 Roll when deploying.

AIRBORNE DEPLOYMENT LEVEL 4. COMBAT JUMP

Some troops, equipped with special jump gear, have been trained to dive from the sky directly onto the battlefield, falling upon the enemy in devastating surprise strikes.

COMBAT JUMP ENTIRE ORDER
Optional.
REQUIREMENTS
EFFECTS
  • In your Active Turn, when you decide to deploy one of your troopers with this Special Skill, place a Circular Template anywhere on the battlefield. This Template represents the Drop Zone.
  • Any horizontal flat surface the size of a Circular Template and free of scenery elements may be chosen as the Drop Zone.
  • You cannot place the Drop Zone inside or in contact with a Low Visibility or Zero Visibility Zone.
  • Place your AD: Combat Jump trooper anywhere inside the Drop Zone, thus selecting your preferred deployment location. The entire base of the model or Marker must be inside the Circular Template of the Drop Zone.
  • Then, the trooper makes a PH Roll. If the trooper passes the Roll, he successfully deploys on his chosen location. AROs are generated taking only that location into account.
  • If the trooper fails his PH Roll, make a Dispersion Roll, placing the center of the Dispersion Circular Template on top of the center of the trooper's base. The result of the Dispersion Roll determines the troop's effective deployment location. AROs are generated taking only that location into account.
  • When you place a model - but not a Marker - on the battlefield, you are required to share all Open Information relative to that trooper.


Combat Jump and Coordinated Orders

If you declare a Coordinated Order to deploy using AD: Combat Jump, all participants must use the same Drop Zone, but their PH Rolls and possible Dispersions are resolved individually.

Combat Jump and AI Beacon

If a trooper with the AI Beacon Special Skill (see Infinity Human Sphere) suffers a Dispersion while attempting to use AD: Combat Jump in its Deployment Phase, and that Dispersion takes it out of the play area, consider that trooper lost as a casualty for Retreat! and Victory Points purposes.

Grafico3D---Salto-de-Combate.jpg

AIRBORNE DEPLOYMENT LEVEL 5. SUPERIOR COMBAT JUMP

Combatants with this level of Airborne Deployment are exceptionally gifted skydivers who always have a firm control over the jump course and a backup plan in case something goes wrong while in midair.

SUPERIOR COMBAT JUMP ENTIRE ORDER
Optional.
REQUIREMENTS
EFFECTS
  • This Level has the same effects and limitations as the previous one, with one exception: if the trooper fails his PH Roll to deploy and the subsequent Dispersion takes him out of the play area or into a location where he cannot deploy, then he may deploy in any point of his Deployment Zone spacious enough to fit the Drop Zone Circular Template.

AIRBORNE DEPLOYMENT LEVEL X. TACTICAL JUMP

Troopers with AD: Tactical Jump are not only outstanding parachutists, but also savvy infiltrators with a honed tactical sense.

TACTICAL JUMP ENTIRE ORDER
Optional.
REQUIREMENTS
EFFECTS
  • In your Active Turn, when you decide to deploy one of your troopers with this Special Skill, mentally divide the edges of the play area down the middle into eight segments (two on each side).
  • By spending one Entire Order, the user of this Special Skill may deploy anywhere on the segment of the play area's edge of your choice.
  • The user may deploy inside the enemy Deployment Zone.
  • When deploying this way, the base of the model or Marker must be in contact with the edge of the play area.
  • When you place a model — but not a Marker — on the battlefield, you are required to share all Open Information relative to that trooper.
  • This Level does not grant its user any numerical Levels of this Special Skill.

AD: Tactical Jump and Coordinated Orders

Troopers with AD: Tactical Jump may participate in a Coordinated Order with troopers with Levels 1 or 2 of Airborne Deployment.

However, in that case, the AD: Tactical Jump trooper must enter the battlefield through the same segment chosen for the rest of participants.


It seems apparent that the tactical and strategic possibilities of airborne deployments hinge much more crucially on their army's technological acumen, mediated by the specific budgetary and supply restrictions of the theater of war, than on the skill of their soldiers. The results expected from a force with access only to atmospheric and low-altitude aircraft — namely fast-rope insertions and HALO (High Altitude, Low Opening) or HAHO jumps — are not comparable to those of spacecraft with supra-atmospheric and orbital launch capabilities. This technological superiority translates into a tangible advantage in terms of precision and flexibility in a combat situation. Nevertheless, the realities of field work and the local conditions (adverse meteorology, lack of aerial supremacy or intel) may necessitate more archaic methods of deployment. This is one of the reasons why modern airborne units incentivize holistic training programs that prepare operatives for all possible circumstances and modes of ingress, trusting that versatile soldiers will go above and beyond to fulfill their missions regardless of the operational conditions.

Except from Manual of Tactical Jump, by Kirpal Singh. PanOceanian Hexahedron Publishing Service.


FAQ

N3 Frequently Asked Question Updated: 1.1
Q: When do AI Beacons deploy?
A: AI Beacons deploy during the Deployment Phase, just like any other troop that has no Deployment Special Skill.
Related Pages: AI Beacon, Airborne Deployment (AD)
N3 Frequently Asked Question Updated: 1.1
Q: Can you pick your AD: Parachutist location at any time during the Deployment Phase of any player?
A: No. You have to choose the location during the Deployment Phase of the owning player.
Related Pages: Deployment Phase, Parachutist


Switching Combat Groups

N3 Frequently Asked Question Updated: 1.1
Q: Can units that are not deployed on the table (TO, AD) be moved to a different Combat Group by using a Command Token?
A: Yes, but that will inform the opponent of the existence of those troopers.
Related Pages: Airborne Deployment, Combat Group, Command Tokens, Hidden Deployment
N3 Frequently Asked Question Updated: 1.2
Q: Does it make the unit’s information public?
A: No it doesn’t.
Related Pages: Airborne Deployment, Combat Group, Command Tokens, Hidden Deployment


Coordinated Order with Airborne Deployment

N3 Frequently Asked Question Updated: 1.1
Q: I have some AD troops. They are all in the same group and they are all Regular. Now:

a) Can I use one of their personal Orders to do a Coordinated Order?

A: No. You need a Regular Order from the Order Pool.
Related Pages: Airborne Deployment, Coordinated Orders
N3 Frequently Asked Question Updated: 1.1
Q: I have some AD troops. They are all in the same group and they are all Regular. Now:

b) If I coordinate the landing, will the Orders of the AD troopers be added to the Order Pool or not?

A: No. As those Orders can only be used to deploy the AD trooper that generated it, the AD Orders are lost.
Related Pages: Airborne Deployment, Coordinated Orders
N3 Frequently Asked Question Updated: 1.1
Q: I have some AD troops. They are all in the same group and they are all Regular. Now:

c) The same case as b), but with Impetuous troopers. If I coordinate the landing using a Regular Order from my pool, will their Impetuous Orders be lost?

A: The Impetuous Order would be lost because you would have cancelled it. Remember that Impetuous Orders are only available during the Impetuous Phase.
Related Pages: Airborne Deployment, Coordinated Orders


N3 Frequently Asked Question Updated: 1.1
Q: What happens when the Face to Face roll for Airborne Deployment vs Hack Transport Aircraft results in a tie?
A: As stated in the Hacking Program, the Hacker needs to win the roll to apply the effects of the Program. So, in the case of a tie, the Program doesn’t have any effect at all.
Related Pages: Combat Jump, Hack Transport Aircraft