Ghost (G)
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?
Contents
- 1 Ghost: Autotool
- 2 Ghost: Jumper L1
- 3 Ghost: Jumper LZ
- 4 Ghost: Marionette
- 5 Ghost: Mnemonica
- 6 Ghost: Remote Presence
- 7 Ghost: Servant
- 8 Ghost: Synchronized
- 9 FAQ
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
| |
EFFECTS
|
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 L1 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: Jumper LZ
Third Offensive 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. However, troopers possessing Ghost: Jumper Level Z can activate REMs that are in a Fireteam, improving their capabilities.
- QUICK RESUME
- During the Active Turn, every Remote of a Fireteam possessing an ACTIVE PROXY LZ Marker replaces the values of its CC, BS and WIP Attributes from its profile with the ones from the trooper with this Special Skill. However, during the Reactive Turn, only one of those Remotes will benefit from this Special Skill.
GHOST: JUMPER LEVEL Z | AUTOMATIC SKILL |
NFB, Optional | |
REQUIREMENTS
| |
EFFECTS
|
G: Jumper LZ and AI Beacon
If the player has at least one AI Beacon in that is not in Isolated state or any Null state on the game table, and the G: Jumper LZ Trooper (no matter the Combat Group they belong to) enters a Null or Isolated state, then the player can keep using the Order provided by the G: Jumper LZ trooper. That Order will be added to the Order Pool of the AI Beacon's Combat Group.
The Order of the G: Jumper LZ trooper will be available only while the player has in any Combat Groups at least one AI Beacon that is not in Isolated state, or any Null state. So, if the AI Beacon enters a Null or Isolated state, the Order of the G: Jumper LZ trooper 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 G: Jumper LZ trooper, which will count normally.
REMEMBER |
G: Jumper LZ grants its user the G: Remote Presence Special Skill (see Infinity N3). |
Ghost: Jumper Z Examples
EXAMPLE OF G: JUMPER LZ IN THE ACTIVE TURN:
During her Active Turn, an ALEPH OperationS Sectorial Army player with an Apsara, a G: Jumper LZ trooper, and a Fireteam: Core of Dakini Tacbots with a ACTIVE PROXY LZ Marker spends an Order to make their Team Leader declare BS Attack. Due to the ACTIVE PROXY LZ Marker, this Remote replaces its CC, BS and WIP Attributes with the Apsara's ones, so the BS 13 of this trooper is applied.
In the next Order, the Team Leader declares Reset, so every member of the Fireteam: Core also declares Reset.
The Dakini Tacbots are Remotes (REM), so, since their Fireteam has the ACTIVE PROXY LZ Marker, all of them replace their CC, BS and WIP Attributes with the Apsara's ones. So, all the Dakini Tacbots of the Fireteam: Core apply the WIP 13 of this G: Jumper LZ trooper.
EXAMPLE OF G: JUMPER LZ IN REACTIVE TURN:
During her Reactive Turn, an ALEPH OperationS Sectorial Army player declares AROs against the declaration of an Order within the LoF of the Remotes of her Fireteam: Core with the ACTIVE PROXY LZ Marker. Since the AROs are due to one Order, only one of the Remotes will be able to replace its CC, BS and WIP Attributes with the Apsara´s ones.
EXAMPLE OF G: JUMPER LZ. CANCELLING AND REASSIGNING:
During the Active Turn of the ALEPH OperationS Sectorial Army, her Fireteam: Core of Dakini Tacbots is cancelled due to loss of members. Spending her last Order, the player places the ACTIVE PROXY LZ Marker on the table again, next to the Haris Leader (F: HARIS LEADER) Marker of a Special Fireteam: Haris consisting in a Yadu, a Samekh FTO and a Rudras GunBot. During the next Reactive Turn, against an Order declared within the LoF or ZoC of the members of that Fireteam: Haris, they'll be able to declare AROs. Although, since they are in their Reactive Turn, only one of the Remotesthe Samekh FTO or the Rudras Gunbotwill be able to replace its CC, BS and WIP Attributes with the Apsara's ones.
- For the Aspects of ALEPH and for the Posthumans, having different bodies or even jumping from one body to another is something essential in their own nature. So doing the same with a Remote was an obvious step, although not particularly desirable for the Posthumans, accustomed to more sophisticated options. Despite the manifest tactical benefits, this technology was initially developed for support work during rescues and emergency situations. In a disaster area, industrial or service Remotes may be found, maybe because the authorities have them available or just because they are there, forgotten. Usually, these kinds of civil Remotes have the physical endurance and capabilities to be able to accomplish dangerous tasks but lack the decision-making capacity and agility necessary for delicate operations with human lives at stake. In these situations, G: Jumper covers those deficiencies.
Ghost: Marionette
Troopers with this Special Skill do not have their own Orders, but instead are activated by the same Order as their Controller, who is the trooper that appears in the same Unit Profile. Troopers possessing G: Marionette are activated in teams called Troupes, that behave like a Fireteam: Core, replicating the actions declared by their Controller, who is defenseless while controlling them.
G: MARIONETTE | AUTOMATIC SKILL |
Obligatory | |
REQUIREMENTS
| |
EFFECTS
|
REMEMBER |
G: Marionette troopers also have the G: Remote Presence Special Skill (Infinity N3), and the Number 2 Special Skill (Human Sphere N3). |
Sibylla's Advice. |
![]() Usually, in order that the G: Marionette troopers may act, their Controller must declare an Order without getting to execute it, staying still in a safe place on the battlefield. Meanwhile the G: Marionette troopers are the ones who are executing the Order. |
G: Marionette: Deployment
In the Deployment Phase or during the game (if they have any Special Skill that allows them to deploy during the game), G: Marionette troopers will be deployed at the same time as their Controller, as if they were a single trooper.
G: Marionette and Remotes
It is not necessary to include a Hacker or TAG in the Army List to be able to enlist Remotes (REM) possessing G: Marionette.
G: Marionette, Coordinated Order and Fireteams
G: Marionette troopers and their Controller cannot be part of a Coordinated Order nor be a member of any type of Fireteam, unless specified otherwise.
G: Marionette and Combat Groups
When a player moves the Controller from one Combat Group to another, he will also move all G: Marionette troopers that are assigned to them, as they are considered to be a single trooper in each Combat Group.
G: Marionette and Hacking Programs
G: Marionette troopers cannot benefit from any Supportware program.
A genuine Tunguskan product, the units with G: Marionette are the creation of underground hackers-toymakers, who use them as elements for remote operation. However, even with the undeniable technical capacities of these hackers-toymakers, the Marionette system is inferior to the Ghost: Jumper systems used by ALEPH. The weak point of this technology is the state of deep immersion demanded of the Controller, whose consciousness is projected into her remote units, leaving her own body defenseless.
Ghost: Mnemonica
GHOST: MNEMONICA | AUTOMATIC SKILL |
Optional. | |
REQUIREMENTS
| |
EFFECTS
|
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
|
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
Human Sphere N3 Content. |
This Special Skill allows a Doctor or an Engineer to operate or repair remotely through the Skill's user.
G: SERVANT | AUTOMATIC SKILL |
Obligatory | |
REQUIREMENTS
| |
EFFECTS
|
REMEMBER |
G: Servant grants its user the G: Remote Presence Special Skill (see Infinity N3). |
G: Servant: Deployment
G: Servant troopers will be deployed at the same time their Doctor/Engineer is deployed as if they were a single trooper.
G: Servant and Remotes
It is not necessary to include a Hacker or TAG in the Army List to be able to enlist Remotes (REM) possessing G: Servant.
G: Servant and Doctor and Engineer Special Skills
Thanks to this Special Skill, a trooper with G: Servant can cancel the Unconscious state of another trooper, recover STR points, and perform all the capabilities of the Doctor and Engineer Special Skills, even though they lack them. However, when using this Special Skill, it will be the Doctor/Engineer who makes the corresponding Roll.
Players cannot apply the Doctor/Engineer Special Skills to different targets in the same Order. The Doctor/Engineer Special Skills can only be applied to one target per Order.
The G: Servant trooper must meet all respective requirements to use the Doctor/Engineer Special Skills remotely.
Sibylla's Advice. |
![]() Usually, to allow the G: Servant trooper to reach the target, the Doctor/Engineer declares the Order, but doesn't perform it (which is considered an Idle), standing still in a safe place of the battlefield. Meanwhile, the G: Servant trooper performs the Order, moving until it reaches base to base contact with the target. |
G: Servant, Coordinated Order and Fireteams
A G: Servant trooper and its Doctor/Engineer cannot be part of a Coordinated Order nor be a member of any type of Fireteam, unless specified otherwise.
G: Servant and Combat Groups
When a player moves a Doctor/Engineer from one Combat Group to another, he will also move any of his other G: Servant troopers, as they are considered to be a single trooper in each Combat Group.
G: Servant Game 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 Yáozăo, her G: Servant Remote, moves towards a Gūjiă in an Unconscious state, downed in the middle of the battlefield. A PanOceanian Fusilier with LoF to the Yáozăo declares a BS Attack ARO against it. Yie Yang then declares the second Short Skill of the Order, Dodge. The Yáozăo must perform a Face to Face Roll, but not Yie Yang, as she is not being threatened, so players consider this to be an Idle. The valiant Yáozăo wins the roll, dodging the enemy shot. Yie Yang spends a new Order, declaring Move as the first Short Skill of the Order. She moves until she reaches base contact with the Total Cover, while and the Yáozăo runs towards the Gūjiă. There is no ARO against them, so Yie Yang declares Move again as the second Short Skill of the Order. She stands still behind the Total Cover and the Yáozăo moves up to its target. The next Order is to Move + Engineer, with the Yáozăo reaching the fallen TAG while Yie Yang remains safe behind Total Cover, from where she performs the WIP Roll to repair by tele-presence through her reliable Yáozăo, recovering one point of the STR Attribute of the fallen Gūjiă.
The effectiveness of medical assistance troops can be severely hindered by the difficulty and high level of risk that approaching fallen comrades through a crossfire implies. To minimize the risks and increase the odds of success, remote technologies have been developed, installed in highly mobile robotic platforms that can cross the battlefield and perform emergency interventions with higher efficacy and safety for themselves and their patients.
Ghost: Synchronized
Human Sphere N3 Content. |
The user of this Special Skill does not have its own Order, but instead is activated by the same Order of its Controller, the trooper who has the G:Synchronized trooper as a BS Weapon option. A G: Synchronized trooper replicates the Orders performed by its Controller.
G: SYNCHRONIZED | AUTOMATIC SKILL |
Obligatory | |
REQUIREMENTS
| |
EFFECTS
|
REMEMBER |
G: Synchronized grants its user the G: Remote Presence Special Skill (see Infinity N3). |
G: Synchronized: Deployment
G: Synchronized troopers will be deployed at the same time their Controller is deployed as if they were a single trooper.
G: Synchronized and Remotes
It is not necessary to include Hacker or TAG in the Army List to be able to enlist Remotes (REM) possessing G: Synchronized.
G: Synchronized, Coordinated Order and Fireteams
A G: Synchronized trooper and its Controller cannot be part of a Coordinated Order nor be a member of any type of Fireteam, unless specified otherwise.
G: Synchronized and Combat Groups
When a player moves the Controller of a Synchronized Unit from one Combat Group to another, he will also move all other members of the Synchronized Unit, as they are considered to be a single trooper in each Combat Group.
G: Synchronized and Hacking Programs
If the player activates any Hacking Program which provides any MOD or state to the Controller of a G: Synchronized trooper (Cybermask, or Kaleidoscope, for example), then such MOD or state will also be applied to the G: Sychronized trooper.
G: Synchronized Examples:
G: Synchronized Example #1:
- In the Active Turn, 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 (Move) activating both figures. Then, an Initial Coherency Check is made and both models move in different directions. When arriving at the end of his movement, Calvin sees an enemy Alguacil who declares a BS Attack ARO against him. Meanwhile, "Hobbes" when arriving at the corner faces a Grenzer who reacts declaring a BS Attack 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 Alguacil, and "Hobbes" declares a BS Attack with its Heavy Flamethrower, placing the Large Teardrop Template over the unfortunate Grenzer (see Graphic). Next, a Final Coherency Check is made to verify that Hobbes is still inside Calvin's ZC.
- Spending a single Order from the Order Reserve, Calvin and his Auxbot have attacked two different enemies.
G: Synchronized Example #2:
- Let's see what could happen if the situation was different. The Auxilia Calvin, with his back against the exterior wall of a small building, sends his little Auxbot "Hobbes" towards one of the building's corners while he goes towards the opposite corner. So, the first Short Skill of the Order is declared (Move) 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 Alguaciles who both declare a BS Attack ARO against the Remote. With the second Short Skill, "Hobbes" declares a BS Attack with its Heavy Flamethrower, placing the Large Teardrop Template over the two Alguaciles. Meanwhile, Calvin declares he will perform a BS Attack too. Although he has no target in LoF, it's required that he declares a BS attack to allow "Hobbes" to perform its BS Attack (see Graphic).
G: Synchronized. Close Combat Example #1:
- In the Active Turn, the Auxilia Calvin and his Auxbot Hobbes engage in CC with an Alguacil. Both Auxilia and Auxbot declare a CC Attack, choosing Calvin to perform the CC Attack. The Alguacil declares a CC Attack ARO, targeting Calvin. A Face to Face Roll is made where Calvin gets a MOD of +1 to his B and +1 to the PH Attribute for Damage thanks to his Auxbot.
G: Synchronized. Close Combat Example #2:
- In the Reactive Turn, the Auxilia Calvin is engaged in CC with an Alguacil, without his Auxbot Hobbes. The Alguacil declares a CC Attack, targeting the Auxilia. Both Auxilia and Auxbot declare a CC Attack, but only Calvin performs the CC Attack, as the Auxbot is not engaged in CC with any enemy, and its ARO is considered as Idle.
The constant link capabilities of an operator and a synchronized unit allows a tactical understanding between both elements that provides superior control over the operations zone. The operator receives data through the synchronized unit's sensors, and the unit responds automatically to any order that the operator transmits via wireless signals, data link, or pheromonic connection.
FAQ
N3 Frequently Asked Question | FAQ Version: 1.1 |
Q: An Auxilia and his Auxbot declares Move as first Short Skill of his Order. A Celestial Guard who only has LoF against Auxbot decide not to declare any ARO. With the second Short Skill, the Auxilia and Auxbot Move again, so that the Auxilia is now within the LoF with the Celestial Guard. Could the Celestial Guard declare an ARO against Auxilia now? | |
A: No, because the Auxilia and the Auxbot generated a single ARO as they possess the G: Synchronized Special Skill. Therefore, as the Celestial Guard has decided not to declare his ARO after the first Short Skill, he has lost the ability to declare any ORA against that Order. | |
Related Pages: ARO, G: Servant, G: Synchronized, Fireteams in the Active Turn, Coordinated Orders, Structure of an Order |
N3 Frequently Asked Question | FAQ Version: 1.5, Jan 2019 |
Q: How are troopers with G: Servant and G: Synchronized counted for Dominating Zones of Operations, Killing and Victory Points? | |
A: Troops with G: Servant have their own cost in points and that is the value that is used to count Victory Points, Killing or points for Dominate a Zone. In the case of troops with a G: Synchronized or G: Servant trooper included in their unit entry, break down the points cost for each trooper. For example, an Auxilia and its Auxbot cost 14 points, but the breakdown of points indicates that the Auxbot costs 4 points, which are part of the 14 points of the Synchronized Unit, so the Auxilia costs 10 points. So, if both are in the same area to be controlled, the Synchronized Unit would add 14 points (not 18) and if they are in different areas you would have to count 4 points in one area for the Auxbot and 10 points (14-4) by the Auxilia in the other area. It works in the same way for calculating Victory Points and Killing. | |
Related Pages: End Game, Ghost |
N3 Frequently Asked Question | FAQ Version: 1.5, Jan 2019 |
Q: Can I use G: Servant to cancel Immobilized state from his linked Engineer? | |
A: No. As the G: Servant trooper doesn’t have the Engineer Skill it is the G: Servant’s Controller who is performing the Engineer Skill, and this cannot be done while in Immobilized state. | |
Related Pages: Engineer, Ghost |
Dogged/No Wound Incapacitation
N3 Frequently Asked Question | FAQ Version: 1.2 |
Q: How do V: Dogged and G: Remote Presence interact with each other? | |
A: When a trooper that has both skills enters the Unconscious state for first time, the player controlling it has to choose which to use.
If the player chooses to activate V: Dogged, the trooper will ignore the effects of the Unconscious state and enter the Dogged state. That means that the trooper will enter the Dead state at the end of the Turn, or if the trooper suffers a new wound before the Turn ends. If the player chooses to use G: Remote Presence, the trooper will suffer the effects of the Unconscious state, but will gain a second Unconscious level before entering the Dead state and it could be repaired meanwhile. | |
Related Pages: Dogged, G: Remote Presence, No Wound Incapacitation, Unconscious, V: Dogged, V: No Wound Incapacitation |
N3 Frequently Asked Question | FAQ Version: 1.1 |
Q: If a trooper with G: Remote Presence and V: Dogged enters the second level of Unconsciousness, can he use Dogged? | |
A: Yes, because V: Dogged can activate when the trooper entered the Unconscious state. | |
Related Pages: Dogged, G: Remote Presence, No Wound Incapacitation, Unconscious, V: Dogged, V: No Wound Incapacitation |
N3 Frequently Asked Question | FAQ Version: 1.1 |
Q: Is it the same procedure with V: No Wound Incapacitation? | |
A: Yes, because the activation is the same as V: Dogged. | |
Related Pages: Dogged, G: Remote Presence, No Wound Incapacitation, Unconscious, V: Dogged, V: No Wound Incapacitation |
N3 Frequently Asked Question | FAQ Version: 1.1 |
Q: Does a trooper with the G: Servant Special Skill provide the bonus of +1 to Burst in CC to friendly troopers in the same combat? | |
A: Yes, but only if they have not been activated by Order or ARO. | |
Related Pages: Close Combat, G: Servant |
N3 Frequently Asked Question | FAQ Version: 1.2 |
Q: When all the Proxies of a G: Jumper trooper are in a Null or Isolate state and the player has an AI Beacon, if the AI Beacon changes ownership via an enemy Minesweeper, does the enemy add one or two Orders to their Ordel Pool? | |
A: One. If the original owner recovers ownership of the AI Beacon, it will be add two Orders to the Order Pool, one for the AI Beacon and one for the G. Jumper. | |
Related Pages: AI Beacon, G: Jumper, Isolated, Minesweeper, Order Pool |
N3 Frequently Asked Question | FAQ Version: 1.1 |
Q: When a group of troopers activate simultaneously (using a Coordinated Order or a Fireteam, for example), and they receive an ARO from a Template Weapon, does the attack affect all the troops that traverse the area of effect at any time during the Order, or does the Reactive Player have to declare the exact moment where he places the template, affecting only some of the targets? | |
A: The template affects all the troopers that get in contact with the area of effect during this Order, as everything happening during the Order is simultaneous. | |
Related Pages: ARO, Coordinated Orders, Fireteams in the Active Turn, G: Servant, G: Synchronized, Template Weapon |
N3 Frequently Asked Question | FAQ Version: 1.1 |
Q: When two or more troopers activate simultaneously, (through a Coordinated Order or Fireteam, for example) can one of them “hide” behind the others to avoid AROs? | |
A: No. Troopers don’t block LoF while moving. | |
Related Pages: ARO, Coordinated Orders, Fireteams in the Active Turn, G: Servant, G: Synchronized, LoF |
N3 Frequently Asked Question | FAQ Version: 1.1 |
Q: What happens when several troopers try to activate the same mission objective through a Coordinated Order or G: Synchronized? | |
A: If all pass the Roll, you meet the Requirement and the element is activated.
If all fail the roll, you do not meet the Requirement and the element is not activated. If some troops fail the roll and other troops pass the roll, you meet the Requirement and the element is activated, since the failure of one does not eliminate the success of another (as would occur with Heal / Repair). | |
Related Pages: Coordinated Orders, G: Synchronized, ITS |
N3 Frequently Asked Question | FAQ Version: 1.3, Oct 2017 |
Q: When a trooper with the G: Servant or G: Synchronized Skill is in a Null state or a Disconnected state, can his controller be part of a Coordinated Order? | |
A: Yes. | |
Related Pages: Coordinated Order, G: Servant, G: Synchronized |
N3 Frequently Asked Question | FAQ Version: 1.7, Jul 2019 |
Q: A troop with Ghost: Jumper L1 enters in Suppression Fire state, when the Proxy activates another Proxy. Does it cancel the Suppression Fire state or still “associated” with the Proxy in which it was declared? | |
A: The Suppression Fire state stays on the Proxy who declared it. | |
Related Pages: Ghost_(G), Suppressive Fire, Suppressive Fire (State) |
N3 Frequently Asked Question | FAQ Version: 1.9, Jan 2020 |
Q: What effect does Isolated state have on troopers with the G: Synchronized, G: Servant or Antipode Special Skills? | |
A: None. | |
Related Pages: Antipode, Ghost, Isolated |