Ghost (G)

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This Special Skill is a distinctive trait of biomechanical or artificial soldiers operated via telepresence or an on-board pilot AI. There are several types of Ghost, but this Special Skill does not have numerical Levels.

A Ghost is an intelligence, resident or foreign, organic or artificial, that takes hold of the machine and governs its actions. What exactly is the difference between a machine and a living being?


Ghost: Autotool

GHOST: AUTOTOOL AUTOMATIC SKILL
Obligatory.
REQUIREMENTS
EFFECTS


The Autotool limited AI system was developed during the heyday of the Ur Civilization, and was modeled after Ruaria behavioral patterns. With this technology, the Ur created and mass-produced semi-autonomous tools of all kinds, revolutionizing a wide array of fields. Eventually, the EI updated the last version of the technology and repurposed it for auxiliary control of its tactical operative incarnations.


Ghost: Jumper L1

Human Sphere N3 Content.

Troopers with this Special Skill have several bodies available on the game table they can activate, jumping from one to another to always be in the thick of the action.

G. JUMPER L1 AUTOMATIC SKILL
Obligatory
REQUIREMENTS
  • The player must enlist either two or three Proxies available to a trooper with this Special Skill.
  • All the Proxies of a G: Jumper trooper must be in the same Combat Group, where they are counted as only one trooper.
EFFECTS
  • This Special Skill allows its user to have several troopers called Proxies.
  • A G: Jumper trooper provides a single Order no matter how many Proxies he has.
  • This Special Skill allows G: Jumper troopers to deploy two or three Proxies, applying any Deployment Special Skills they might have (Airborne Deployment, Infiltration...).
  • Players do not need to place the Active Proxy Marker in the Deployment Phase.
  • During the Active Turn, the G: Jumper trooper can activate any of his Proxies by placing the Active Proxy Marker beside the Proxy he wants to activate when declaring the Order.
  • The only Proxy that can perform the Order is the one with the Active Proxy Marker.
  • During the Reactive Turn, the G: Jumper trooper can activate a Proxy by placing the Active Proxy Marker beside it if an enemy trooper declares an Order in LoF or ZoC. This allows the Proxy to declare an ARO normally.
  • If an Order is declared in LoF or ZoC of several Proxies that belong to the same G: Jumper trooper, then his player can activate only one of them.
  • Inactive Proxies can react in ARO to any Order declared in LoF or ZoC by declaring Change Facing, Dodge, or Reset, if possible.
  • At the end of the Order in which a Proxy entered the Isolated state, or any Null state, the player can place the Active Proxy Marker beside any of the G: Jumper trooper's other Proxies which is not in Isolated state, or any Null state.
  • A G: Jumper trooper cannot activate a Proxy in Isolated state, or any Null state, until such state is cancelled.
  • If all the Proxies of a G: Jumper trooper are in Isolated state, or any Null state, then the G: Jumper will be considered a casualty until at least one of his Proxies recovers from such state.


G: Jumper: Deployment

In the Deployment Phase or during the game (if the Proxies possess any Special Skill which allows them to deploy during the game), the player must deploy all the Proxies of a G: Jumper at the same time, as if they were a single trooper.

G: Jumper and Victory Points

The player must count separately each Proxy's Cost Attribute value of its Troop Profile.

G: Jumper and AI Beacon

If the player has at least one AI Beacon that is not in Isolated state, or any Null state on the game table and all the Proxies of a G: Jumper trooper (no matter the Combat Group they belong to) enter a Null or Isolated state, then he can keep using the Order provided by the G: Jumper trooper. That Order will be added to the Order Pool of the AI Beacon's Combat Group.

The Order of the G: Jumper will be available only while the player has in any Combat Group at least one AI Beacon which is not in Isolated state, or any Null state. So, if the AI Beacon enters in a Null or Isolated state, then the Order of the G: Jumper will be transferred automatically to any other AI Beacon from any Combat Group which is not in any of these states.

The AI Beacon has no effect on Victory Points for the Proxies, which will count normally.

G: Jumper and Lieutenant

If the G: Jumper trooper is the Lieutenant and all his Proxies enter the Isolated state, or any Null state, then that will result in a Loss of Lieutenant situation. This situation can be cancelled normally whether the player has an AI Beacon or not.

G: Jumper, Hidden Deployment and Camouflage and Hiding

Placing an Active Proxy Marker beside a Proxy that is in a Marker state (Camouflage, TO Camouflage, Impersonation, Holoecho...) doesn't reveal the Proxy, because it is the type of Order or Short Skill of the Order declared which cancels those states.

The same happens with Hidden Deployment, activating the Proxy doesn't reveal the trooper. So, it is not required that the player place the Active Proxy Marker on the game table until the moment he spends the Order or ARO on the hidden trooper.

G: Jumper and Combat Groups

When a player moves a G: Jumper trooper from one Combat Group to another, he will move all the Proxies, as they are considered to be a single trooper in each Combat Group.

REMEMBER

G: Jumper grants its user the G: Remote Presence Special Skill (see Infinity N3).


Ghost: Jumper Examples

Ghost: Jumper Game Example:

The Posthuman Valentina Nero has 3 Proxies on the battlefield. A Proxy Mk.2 (infiltrated TO) armed with a MULTI Sniper Rifle, a Proxy Mk.3 (Heavy Infantry) with a Spitfire and a Proxy Mk.1 Hacker, placed in the Deployment Zone. Valentina decides to activate her infiltrated Proxy, placing the Active Proxy Marker beside it and declaring her Order: Move + BS Attack. The successful shots of her Sniper Proxy clear the path for her Heavy Infantry Proxy Mk.3 with Spitfire. So, she places the Active Proxy Marker beside it and declares her next Order: Move + Move, taking up a good firing position with the Heavy Infantry. That is the end of the ALEPH player's Active Turn, with the Active Proxy Marker beside the Heavy Infantry.

Then, the Active Turn of her opponent begins. A Hellcat lands in the rearguard of the ALEPH player, in LoF of Valentina's Inactive Proxy Mk.1 Hacker, and in the ZoC of the Proxy Mk.3, which is the Active Proxy. Valentina has right to react with both Proxies, and decides to not jump into the Proxy Mk.1 Hacker, keeping the Proxy Mk.3 as the Active Proxy and declaring its ARO: Change Facing. With this ARO, the Hellcat will be in the LoF of the Proxy Mk.3. Moreover, the inactive Proxy Mk.1 Hacker declares a Dodge ARO, to gain Partial Cover against the threat of the Hellcat. Both Proxies succeed in their respective rolls.

In the next Order, the Hellcat declares a Move + BS Attack Order, sharing the Burst between the Inactive Proxy Mk.1 Hacker and the Active Proxy Mk.3. Valentina declares a BS Attack ARO with the Active Proxy Mk.3, while the Inactive Proxy Mk.1 Hacker declares Dodge. The Active Proxy Mk.3 has to make a Face to Face BS Roll against the Hellcat. While the Inactive Proxy Mk.1 has to make a Face to Face PH vs BS Roll. However, the Proxy fails the Dodge and the ARM Roll, losing one Wounds Attribute point, but it is still in the game, thanks to the V: No Wound Incapacitation Special Skill.

Ghost: Jumper Game Example 2:

Let's suppose at the beginning of the Active Turn, the Hellcat landed in LoF of the Inactive Proxy Mk.1 Hacker, but out of LoF and ZoC of the Active Proxy Mk.3. Then, Valentina would only get an ARO with the Inactive Proxy Mk.1 Hacker. So the Posthuman decides to jump into it, places the Active Proxy Marker beside it, and declares a BS Attack ARO. The Hellcat now is threatened by the Normal BS Roll of the Active Proxy Mk.1 Hacker.

Ghost: Jumper Game Example 3:

Let's imagine now the Inactive Proxy Mk.1 had entered the Dead state due the BS Attack of the Hellcat, removing the model from the game table. In a normal situation, that would be the end of the Posthuman, but as she has the G: Jumper Special Skill, and two Proxies which are not in Null, or Isolated state, then she can place the Active Proxy Marker beside one of them and keep playing.

Ghost: Jumper Game Example 4:

But let's suppose now that Inactive Proxy Mk.1 in Dead state would be the Posthuman's last Proxy. In a normal situation, that would mean the loss of the Order in the Order Count phase of her next Active Turn. However, the player has one AI Beacon, keeping the Order provided by Valentina.

Ghost: Jumper Game Example 5:

During the Deployment Phase, Valentina Nero, our intrepid Posthuman, decides to start playing with her Proxy Mk.2 (infiltrated TO) which is in the Hidden Deployment state. This state doesn't require players to place the model on the game table, and it is not necessary to place the Active Proxy Marker on the game table.


Those who possess Ghost: Jumper skills are entities, whether from artificial origin or not, whose consciousness inhabits the data net and can download themselves into different bodies called Proxies in order to interact with the physical world. The Posthumans related to ALEPH's Special Situations Section have at least two Proxies deployed on the battlefield in which they can download themselves and take part in the thrill of combat, being able to jump from one to another to always be in the thick of the action, or as a quick escape route.

Ghost: Mnemonica

GHOST: MNEMONICA AUTOMATIC SKILL
Optional.
REQUIREMENTS
  • In order to activate this Special Skill, the user must be in a Null state.
EFFECTS
  • The user may transfer his own WIP Attribute, along with the Ghost: Mnemonica Special Skill and the Lieutenant Special Skill (if applicable), to any other trooper in the same army that is on the battlefield in the form of a figure or Marker and has a Cube.
  • The new WIP replaces the host's original value.
  • If the G: Mnemonica trooper was also the army's Lieutenant, the host becomes the new Lieutenant.
  • Once activated, this transfer is automatic at the end of the Order in which the user entered in Null state.
  • You must identify the figure or Marker that acts as host, but not whether the Lieutenant Special Skill is transferred—that is Private Information—.
  • After the transfer is complete, the original user, now in Dead state, is removed from play.
  • If the host enters in a Null state, the original user's WIP, G: Mnemonica and Lieutenant Special Skill may be transferred again to another ally who fulfills the same requirements (Cube...).This transfer makes the host enters in Dead state.
  • G: Mnemonica also grants its user the Valor: Courage Special Skill.
  • Troopers with G: Mnemonica do not have a Cube.


Mnemonica is a capability displayed only by EI Aspects, further proof of the terrible sophistication of VoodooTech. It allows the Aspect to jump onto an allied vessel's Cube upon destruction of its physical form (a Charontid, an Anathematic, a fearsome Avatar...), overriding the host's control over his own body so that the EI may continue to lead the charge, whatever the cost in soldier's lives.


Ghost: Remote Presence

GHOST: REMOTE PRESENCE AUTOMATIC SKILL
Obligatory.
REQUIREMENTS
EFFECTS
  • G: Remote Presence grants its user the Valor: Courage Special Skill.
  • Troopers with G: Remote Presence do not have a Cube.
  • Troopers with G: Remote Presence and an STR Attribute have two distinct levels of Unconsciousness.
  • In game terms, when a trooper with G: Remote Presence loses all STR points, it enters the Unconscious state like any other trooper would. However, if the trooper receives damage again and loses one further STR point, it does not enter the Dead state as usual, but instead enters a second level of the Unconscious state signified by a second Unconscious Marker (UNCONSCIOUS). Only if the user loses further STR points does it fall Dead and is removed from play.
  • Troopers with G: Remote Presence need only an Engineer in base to base contact to pass a single WIP Roll in order to recover from either level of Unconsciousness and revert back to STR 1.
  • Additionally, when using Engineer (or other Special Skills or piece of Equipment that state so explicitly) to repair a trooper with G: Remote Presence, you may expend one Command Token to reroll a failed WIP Roll.


Remote Presence technology is a characteristic trait of unmanned TAGs and Remotes. Remotes are controlled by a pseudo-AI and a suite of expert programs that govern their combat behavior with precision and fearless logic. TAGs, on the other hand, benefit from the autonomy of a human pilot, but Remote Presence technology allows these pilots, miles away from the battlefield, to focus on performance instead of safety.

Ghost: Servant

N2 Human Sphere & Paradiso Content, to be updated!
This skill contains second edition content from Human Sphere and Campaign Paradiso.
Human Sphere & Paradiso FAQ Entry
DO THE 3RD ED ALTERATIONS TO STATES AND SPECIAL AMMUNITIONS AFFECT G: JUMPER, G: SERVANT OR G: SYNCHRONIZED?

These three Special Skills, G: Jumper, G: Servant and G: Synchronized, now have the Comms Equipment Trait, making them vulnerable to Special Ammunitions and Hacking Programs that induce the Isolated state. If the user is rendered Isolated, Proxies and Remotes governed by these Special Skills enter stand-by mode and remain idle until the user's Isolated state is canceled. Active Proxies that render Isolated cannot jump to other Proxies. Also, those Inactive Proxies that render Isolated cannot be activated until the Isolated state be cancelled.

This Special Skill that allows a Doctor or an Engineer to operate or repair by tele-presence through a Remote. Only figures with the Doctor or Engineer Special Skillcan use Remotes with Ghost: Servant. Before the battle starts it is compulsory to determine which figure will control each Servant Remote, which cannot be used by any other miniature.

With Ghost: Servant, the figure and the Remote are activated at the same time with only 1 Order. It works similarly to Ghost: Synchronized, as both must declare the same Order. If one of the two figures cannot perform the complete Order (the Long Skill or both Short Skills of the Order), he will be inactive and he will not perform the Order. However, if he can perform one of the two Short Skills of the Order, then he will perform that single Skill, while the other figure will perform the complete Order.

The difference from Ghost: Synchronized is that the Doctor/ Engineer makes the WIP roll, and it is the Remote which performs it. The Doctor/ Engineer can heal, repair or act through the Ghost: Servant, but it is necessary that the Remote be in base contact with the target. The Remote has neither the Doctor or Engineer Special Skills: it cannot heal or repair by itself as it needs to be controlled by the Doctor/ Engineer.

Usually, to allow the Servant Remote moves until reach its target, the Doctor/ Engineer declares the Order but doesn’t perform it, being in a safe place on the battlefield. Meanwhile, it is the Servant Remote who performs the Order, moving until in base contact with the target.

The Doctor/ Engineer and the Remote only provide a single Order to the Orders Reserve and both are activated with only one Order. It is mandatory both figures belong to the same Combat Group where they count as a single figure. A Doctor/ Engineer can have more than 1 Servant Remote, but he can only activate them one by one, applying the other rules considerations. Meanwhile, the other Remotes will be inactive.

As they are activated by one single Order, the Doctor/ Engineer and the Remote will provide a single ARO to each figure with LoF to either or both of them. If they cross a Suppression Fire (SF) zone, both can receive shots from the shooter maintaining the SF.

The Doctor/ Engineer and the Remote each get their own ARO in reaction to every Order declared in their LoF or inside their Zone of Control. These AROs must be the same for both figures, applying the Ghost: Synchronized rule.

The Doctor/ Engineer can see through the sensors and optical devices of his Remote, so he can react to any Order declared in LoF or ZC of his Remote with Alert, Change Facing, Dodging or with any Skill which does not require LoF to perform.

The Servant Remote always disconnects automatically if the Doctor/ Engineer is out of the game table (Due to Airborne Deployment, Hidden Deployment…) or if he falls Unconscious or Dead. A disconnected Remote stands still and cannot receive Orders or perform AROs. An Immobilized (IMM) Marker must be placed beside the base of a disconnected Remote. The Remote connects automatically, without spending any Order or Short Skill, at the end of an Order in which the Doctor/ Engineer comes back from Unconscious state or enters the game table.

Contrary to Ghost: Synchronized, there is no limit in the operating distance between the Servant Remote and its Doctor/ Engineer.

Servant Remotes are Not Impetuous figures, so they cannot be activated with Impetuous Orders.

Remotes with Ghost: Servant which possess the Airborne Deployment (AD) Special Skill can be deployed by spending 1 Order from the Order Reserve or, if the player prefers, by using the same Order through which its Doctor/ Engineer is deployed, without requiring the spending of an additional Order. In such a situation, they must be deployed at the same time and from the same side of the game table, or using the same Circular Template, as their Doctor/ Engineer.

Remotes with Ghost: Servant also have the G: Remote Presence Special Skill.

Remotes with Ghost: Servant don’t provide Victory Points to the enemy and are not counted as casualties for the Retreat! rule.

If the Doctor/ Engineer is hacked (If he is liable to be hacked) or if he receives a hit from E/M Special Ammunition and fails his BTS roll, his Remote will disconnect automatically because its link is interrupted. The Remote will connect again at the end of the Order in which the Doctor/ Engineer is freed from the hacking or his equipment is repaired. A sepsitorized Doctor/ Engineer can use his Ghost: Servant in the normal way.

Example: The Mech-Engineer Yie Yang declares the first Short Skill of the Order, Move. She moves towards a Total Cover area while the little Yáozao, her Servant Remote, moves towards an Unconscious Gujia, downed in the middle of the battlefield. An enemy miniature declares his ARO, shooting at the Yáozao. Yie Yang declares the second Short Skill of the Order, Dodge. The Yáozao must perform a Face to Face roll, but not Yie Yang, as she is not being menaced. The valiant Yáozao wins the roll, dodging the enemy shot. Yie Yang receives a new Order to spend, and she declares a Move. She moves until in base contact with the Total Cover, and the Yáozao runs towards the Guijia. There is no ARO against them, so the second Short Skill is to Move again. She stands still behind the Cover and the Yáozao moves up to its target. The next Order is to Move + Repair, with the Yáozao reaching the fallen T.A.G. while Yie Yang remains safe behind Cover, from where she performs the WIP roll to repair by tele-presence through her reliable Yáozao, recovering one Structure point on the fallen Guijia.

Ghost: Servant N2 FAQ

-Can a Remote servant] be part of a Linked team ?

A Remote Server can not be part of a Link team , as the team members must belong to the same unit.

If the Doctor / Engineer wants to activate it, he´ll be out of the Linked Team.

- When are destroyed Ghost: Servant and Ghost: Synchronized bots counted for the purposes of Retreat?

When their operator becomes Unconscious or Dead.

Ghost: Synchronized

N2 Human Sphere & Paradiso Content, to be updated!
This page contains second edition content from Human Sphere and Campaign Paradiso.
Human Sphere & Paradiso FAQ Entry
DO THE 3RD ED ALTERATIONS TO STATES AND SPECIAL AMMUNITIONS AFFECT G: JUMPER, G: SERVANT OR G: SYNCHRONIZED?

These three Special Skills, G: Jumper, G: Servant and G: Synchronized, now have the Comms Equipment Trait, making them vulnerable to Special Ammunitions and Hacking Programs that induce the Isolated state. If the user is rendered Isolated, Proxies and Remotes governed by these Special Skills enter stand-by mode and remain idle until the user's Isolated state is canceled. Active Proxies that render Isolated cannot jump to other Proxies. Also, those Inactive Proxies that render Isolated cannot be activated until the Isolated state be cancelled.

With this Special Skill a non-Hacker miniature can control an auxiliary Remote which has synchronized its Ghost with his. This is an automatic Special Skill and it does not require the spending of any Orders or making any rolls to use it.

The Controller and the Remote only provide a single Order to the Orders Reserve and both are activated with only one Order. It is mandatory both figures belong to the same Combat Group where they count as a single figure.

A Synchronized Remote basically replicates the actions performed by its Controller. To act, the Controller and the Remote must declare the same Order, but it is not necessary they have the same target. If one of the two figures cannot perform the complete Order (the Long Skill or both Short Skills of the Order), he will be inactive and he will not perform the Order. However, if he can only perform one of the two Short Skills of the Order, then he will perform that single Skill, while the other figure will perform the complete Order.

Ghost: Synchronized Example 1

The Auxilia Calvin, with his back against the exterior wall of a small building, sends his Auxbot, affectionately named “Hobbes”, towards one of the building’s corners while he moves towards the opposite corner. So, the first Short Skill of the Order is declared (Movement) activating both figures, who move in different directions. When arriving at the end of his Movement, Calvin sees an enemy Zhanshi who declares ARO (Shooting) against him. Meanwhile, “Hobbes” when arriving at the corner faces a Celestial Guard who reacts by Shooting in ARO as well. With the second Short Skill, Calvin declares he will perform a BS attack, shooting the complete Burst (B) of his Combi Rifle at the Zhanshi, and “Hobbes” declares a BS attack with its Heavy Flamethrower, placing the Teardrop Template over the unfortunate Celestial Guard.

Spending a single Order from the Order Reserve, Calvin and his Auxbot have attacked two different enemies. Let’s see what could happen if the situation was different.

Syn1.jpg

Ghost: Synchronized Example 2

The Auxilia Calvin, with his back against the exterior wall of a small building, sends “Hobbes” his little Auxbot, towards one of the building’s corners while he goes towards the opposite corner. So, the first Short Skill of the Order is declared (Movement) activating both figures, who move in different directions. When arriving at the end of his Movement, Calvin doesn’t see any enemies. Meanwhile, “Hobbes” when arriving at the corner faces two Zhanshi who both declare ARO (Shooting) against him. With the second Short Skill, “Hobbes” declares a BS attack with its Heavy Flamethrower, placing the Teardrop Template over the two Zhanshi. Meanwhile, Calvin declares he will perform a BS attack too - although he has no target in LoF, it’s mandatory he declares in that way to allow “Hobbes” to perform his attack.

Syn2.jpg

As they are activated by one single Order, the Controller and the Remote will provide a single ARO to each figure with LoF to either or both of them. If they cross a Suppression Fire (SF) zone, both can receive shots from the shooter maintaining the SF.

The Controller and the Remote each get their own ARO in reaction to every Order declared in their LoF or inside their Zone of Control. Those AROs must be the same for both figures, applying the Ghost: Synchronized rule regarding the execution of Orders.

The Controller can see through the sensors and optical devices of his Remote, so he can react to any Order declared in LoF or ZC of his Remote with Alert, Change Facing, Dodging or with any Skill which does not need LoF to perform.

The Remote must be always inside the Zone of Control of its Controller. The Synchronized Remote always disconnects automatically when is out of the Zone of Control, or if the Controller falls Unconscious or Dead. A disconnected Remote stands still and cannot receive Orders or perform AROs. An Immobilized (IMM) Marker must be placed beside the base of a disconnected Remote. The Remote connects automatically, without spending any Order or Short Skill, at the end of the Order in which it is once again inside the Zone of Control of its Controller, or at the end of an Order in which the Controller comes back from the Unconscious state.

Ghost: Synchronized works in the same way when the Controller has more than one Remote. In this situation, the Controller and all his Remotes are activated with only one Order.

Remotes with Ghost: Synchronized also have the G: Remote Presence Special Skill.

Remotes with Ghost: Synchronized don’t provide Victory Points to the enemy and are not counted as casualties for the Retreat! rule.

If the Controller is hacked (If he is liable to be hacked) or if he receives a hit from E/M Special Ammunition and fails his BTS roll, his Remote will disconnect automatically because its link is interrupted. The Remote will connect again at the end of the Order in which the Controller is freed from the hacking or his equipment is repaired. A sepsitorized Controller can use his Ghost: Synchronized in the normal way.

A Controller can be Synchronized with a creature like a Pupnik, instead of a Remote. In this situation, and when it is allowed in an Army List, the G: Synchronized rule is applied, replacing the word “Remote” with the name of the creature (Pupnik, for example).

If the Controller is Impetuous, then the synchronized creature (Or creatures, but never Remotes) will be as well, but, as with normal Orders, both only provide a single Impetuous Order, which activates them all.

Ghost: Synchonized N2 FAQ

- When are destroyed Ghost: Servant and Ghost: Synchronized bots counted for the purposes of Retreat?

When their operator becomes Unconscious or Dead.