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INFINITY QUICKSTART

posted Oct 07, 2015 05:48:47 by ChrisBirch
Discuss the Quickstart, error corrections etc here
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91 replies
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AlbertoMosqueraVillarino said Oct 12, 2015 23:00:04
I don't really understand the drop prone soak
Ranged attacks targeting a prone character at
Medium range or further are made at +1 diffi culty
and the prone character also gains +2 Soak for each
Effect rolled on cover dice

what does it mean? been prone do not grants cover? you have to roll cover dices first an then add 2 dices for each effect to the regular soak dices? it seems too complicated.

Covering fire reload comsumption is in adition of the heat cost from reactions?
[Last edited Oct 12, 2015 23:04:44]
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AlbertoMosqueraVillarino said Oct 12, 2015 23:06:21
- Page 38 Hassasin character sheet. the hassasin can't communicate with the other players. None of his two languages are in common with the rest of the characters.
The version I have has that fixed, he now has a quantronic translator that grants him English.

TNX :)

EDIT:
aditional posible errors.
- Page 16 lower chart. Trauma effects of serious harm: "+1 difficulty on all Awareness, Intelligence, PERCEPTION and Willpower actions.". Perception (observation) is already included in awareness skill checks. Could you have ment PERSONALITY as it's said on the text a few lines up? or is it only to enphasize that [D0] perception actions are [D1]s after a trauma?
- Page 9 side CD chart & Page 20 weapon quality knockdown. As it is deduced from page 9 chart, once you roll an effect, the enemy does a check to nulify it. As reading Page 20 you deduce that the enemy goes prone atomatically after trigering the effect and then he have to perform a [DN] check in order to stand up. It it's the page 9 version, Does the enemy get an automatic reaction versus all effects or just knock down?
[Last edited Oct 13, 2015 00:14:15]
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AdamEzra said Oct 13, 2015 05:12:26
I read it to be that anyone shooting at you from Medium range and beyond gets +1 difficulty. If you are within Reach of cover, and would get with +2 soak dice. Or +4 soak dice (light and heavy cover), you would gain an extra 2 points of Soak, not dice, for eachb"effect" rolled. So with light cover you could at best, gain 4 points of soak. (2 effects for a total of +4 points) or with heavy cover , 8 points of soak.
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JustinAlexander said Oct 13, 2015 08:06:20
Momentum. Is there a limit to number of times a use can be invoked per action? Or timing? As I understand it right now. With 4 Momentum, you can add a CR die, then add another after the first one is rolled, then re-roll potentially all 6CR dice, then reroll them any of them again? Thus using all 4 Momentum? Or is there a timing limit. Like they all have to be declared before any are resolved? Or once you start resolving Momentum, you can't spend any more?


I'm not sure what you mean by CR dice. If you're talking about Combat Dice rolled for damage, you can't add Combat Dice to damage using Momentum.

In terms of timing, you basically spend Momentum one point (or one chunk of points) at a time. And you can do so at essentially any time and repeatedly in sequence. So you could, for example, roll damage, then spend 1 Momentum to Re-Roll Damage, then spend 2 Momentum for Bonus Damage. Or you could spend 2 Momentum to attempt a Knockout and, if that fails, spend 2 Momentum to attempt a Disarm.

what does it mean? been prone do not grants cover? you have to roll cover dices first an then add 2 dices for each effect to the regular soak dices? it seems too complicated.


Being prone does not grant Cover dice. But if you're prone and within Reach of Cover, then the Cover dice you're rolling generate +2 Soak for each Effect you roll. (If you aren't in cover, then you aren't rolling cover dice, and the portion of the rules for being prone is irrelevant to your current situation.)

Covering fire reload comsumption is in adition of the heat cost from reactions?


Yes.

- Page 9 side CD chart & Page 20 weapon quality knockdown. As it is deduced from page 9 chart, once you roll an effect, the enemy does a check to nulify it. As reading Page 20 you deduce that the enemy goes prone atomatically after trigering the effect and then he have to perform a [DN] check in order to stand up. It it's the page 9 version, Does the enemy get an automatic reaction versus all effects or just knock down?


I'm confused, but want to understand your confusion. There's nothing on pg. 9 about enemies nullifying Effects. The rule on pg. 20 requiring the target of a Knockdown to make an Athletics test is specific to Knockdown and should be understood as a free action. If the test is passed, the target is not knocked prone at all because they are "knocked prone unless" they make the test.

Could you explain how you interpreted the check to prevent falling prone to be a check to stand back up from prone? I'd like to make sure the verbiage is clear, but I don't see what's causing the misunderstanding here.

Thanks! Thanks to everyone, actually, for sharing your thoughts and insights here. You're helping make the game better and I really appreciate that.
Infinity RPG Line Developer
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Nathan.Dowdell said Oct 13, 2015 10:19:55
I read it to be that anyone shooting at you from Medium range and beyond gets +1 difficulty. If you are within Reach of cover, and would get with +2 soak dice. Or +4 soak dice (light and heavy cover), you would gain an extra 2 points of Soak, not dice, for eachb"effect" rolled. So with light cover you could at best, gain 4 points of soak. (2 effects for a total of +4 points) or with heavy cover , 8 points of soak.

Technically, those are the maximums you could get for Cover Soak anyway (rolling two 2s for Light Cover, or four 2s for Heavy Cover - Soak dice from cover work in the same way as damage dice). What being Prone does is make higher totals more likely by making the Effect (the 6 face) count as 2 rather than 0. It increases the average amount of Soak rolled.
[Last edited Oct 13, 2015 10:20:10]
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
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AlbertoMosqueraVillarino said Oct 13, 2015 15:26:03
In terms of timing, you basically spend Momentum one point (or one chunk of points) at a time. And you can do so at essentially any time and repeatedly in sequence. So you could, for example, roll damage, then spend 1 Momentum to Re-Roll Damage, then spend 2 Momentum for Bonus Damage. Or you could spend 2 Momentum to attempt a Knockout and, if that fails, spend 2 Momentum to attempt a Disarm.

As I read the spent of momentum to add dices is previous to roll the dices.

Being prone does not grant Cover dice. But if you're prone and within Reach of Cover, then the Cover dice you're rolling generate +2 Soak for each Effect you roll. (If you aren't in cover, then you aren't rolling cover dice, and the portion of the rules for being prone is irrelevant to your current situation.)

so, esentially, when a prone individual is in reach of cover, Efects count as 2s in the roll. Then, From my point of view there is a need on ephasize in the rules the diference from "soak dices" and "damage soak". In that terms, cover and armour provide "soak dices" and when roled; 1s provide 1 soak damage; 2s provide 1 soak damage and 6s (effects or N) provide 2 soak damage.

I'm confused, but want to understand your confusion. There's nothing on pg. 9 about enemies nullifying Effects. The rule on pg. 20 requiring the target of a Knockdown to make an Athletics test is specific to Knockdown and should be understood as a free action. If the test is passed, the target is not knocked prone at all because they are "knocked prone unless" they make the test.

Could you explain how you interpreted the check to prevent falling prone to be a check to stand back up from prone? I'd like to make sure the verbiage is clear, but I don't see what's causing the misunderstanding here.


Ok, lets explain it. The example chart sais:
The result of 6 generates an Effect, so she checks the pistol’s weapon qualities. One of the qualities is Knockdown (see pg. 20), so the Effect means that the Morat trooper will need to pass an Athletics test (D1) or fall prone
so, as I undesrtand from de text, the morat has an oportunity of spending a free action in reaction to the knockdown effect to nulify it's effect.

The knockdown quuality in page 20 sais:
If one or more Effects is rolled, the target is knocked prone unless it can pass an Athletics test with a difficulty equal to the number of Effects rolled.

As it's said in the text there is no reference to that free reaction. I understand tha the morat of the page 6 is knocked down automatically when effect is rolled. Then, when his turn is in play, the morat has to pass a [D"N"] Athletic test (where N is the number of effects) to stando up.

So, one of the tests has an error. Either the page 9 should say "so the Effect means that the Morat trooper falls prone and will need to pass an Athletics test (D1) to stand up.", "so the Effect means that the Morat trooper can spend 1 heat to react and pass an Athletics test (D1) to don't fall prone." or the thext of the page 20 should say "If one or more Effects is rolled, the target should make Athletics test with a difficulty equal to the number of Effects rolled or is knocked prone."

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I have another 2 questions:
When 2 or more weapon cualities take effect at the same time. The taser function of the SIDEWINDER
SECURITY STUNNER is a good example. it's 2 properties; Knockdown & Stun. If I roll 3 sixes, I have to distribute the number of effects into the 2 properties or they both benefit from the 3 effects roled?

The Nonlethal Disregard of damage is aplied after or before the damage soak? It's not clear in the text.
[Last edited Oct 13, 2015 15:34:53]
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Nathan.Dowdell said Oct 13, 2015 15:38:27
So, one of the tests has an error. Either the page 9 should say "so the Effect means that the Morat trooper falls prone and will need to pass an Athletics test (D1) to stand up.", "so
the Effect means that the Morat trooper can spend 1 heat to react and pass an Athletics test (D1) to don't fall prone." or the thext of the page 20 should say "If one or more Effects is rolled, the target should make Athletics test with a diffi culty equal to the number of Effects rolled or is knocked prone."

The Athletics test to resist being knocked over is made immediately. It is not a Reaction, so no Heat is required. It's an immediate function of the Knockdown quality - pass the test or be knocked over. It requires no test in order to stand, merely the appropriate action.

To my reading, both page 9 and page 20 support that reading. However, I also know what actual rule is, having been working on this system for close to two years, so this might well stop me spotting unclear text.

I have another 2 questions:
When 2 or more weapon cualities take effect at the same time. The taser function of the SIDEWINDER
SECURITY STUNNER is a good example. it's 2 properties; Knockdown & Stun. If I roll 3 sixes, I have to distribute the number of effects into the 2 properties or they both benefit from the 3 effects roled?

All qualities trigger on each Effect rolled. So the security stunner causes both Knockdown and Stun effects for each 6 rolled - using your example, if 3 Effects are rolled, the target would need a Daunting D3 Athletics test to stay standing, and he would also be Staggered for three rounds.

The Nonlethal Disregard of damage is aplied after or before the damage soak? It's not clear in the text.

The text has changed since I last saw it, it does need a rework. It should be that you roll damage to see if you beat the target's Soak (at which point, you gain an extra Effect, as if you've rolled an extra 6), and then disregard any damage you would inflict.
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
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AlbertoMosqueraVillarino said Oct 13, 2015 16:28:43
To my reading, both page 9 and page 20 support that reading. However, I also know what actual rule is, having been working on this system for close to two years, so this might well stop me spotting unclear text.

reading the text again I think you are totally right. I've interpreted "unless" as "until" :P

An alternative reformulation of the text of the page 20 could be:
Knockdown: If one or more Effects is rolled, the target has to inmediately pass an Athletics test with a difficulty equal to the number of Effects rolled or be knocked prone.


TNX again for the clarifications

I think that the phrase "All qualities trigger on each Effect rolled." should be included in the main text of the dices, rolls or weapon qualities. :D

Another questions:
Any clarification about the close quarters question? What penalies are laid upon ranged weapons when in reach of enemies?

when is produced the Bleeding condition? it should be produced as effect by all blade weapons or it's produced by some especial weapon/quality? It can be used as complication on reactions? And what about blind condition? can by imposed as an effect of a NonLethal dirty move in a fight like throwing sand on the enemies face?


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Nathan.Dowdell said Oct 13, 2015 17:28:04
Another questions:
Any clarification about the close quarters question? What penalies are laid upon ranged weapons when in reach of enemies?

Unless a ranged weapon has the Close Quarters quality, all attacks made while an enemy is within Reach of you increase in difficulty by one step. The Close Quarters quality removes that difficulty increase.

when is produced the Bleeding condition? it should be produced as effect by all blade weapons or it's produced by some especial weapon/quality? It can be used as complication on reactions? And what about blind condition? can by imposed as an effect of a NonLethal dirty move in a fight like throwing sand on the enemies face?

Bleeding is typically produced by the Gruesome weapon quality - it represents major and life-threatening bleeding, not any injury that draws blood. Blind similarly is normally only produced by special attacks, but you could easily allow it to be caused by a Momentum spend from an attack or other action if you feel it's justified.
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
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Hammered2Niner said Oct 13, 2015 20:27:40
Shouldn't the Dog Warrior and Father-Knight characters start with reloads?
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Gareth Lawrence said Oct 14, 2015 14:31:28
I might be being an idiot, it's a frequent occurrence, but it seems the hacking rules are absent from the quickstart but there are instances of potential hacking (crash coffin), stuff in general, and one of the PCs is listed as carrying a CLAW-3 hacking device. Am I missing something or was that a deliberate choice to keep it short and to the point?
If it's deliberate might I ask if we will get to see the hacking rules before the conclusion of the campaign as I find it quite integral to the theme and I'd like to see how it's handled.
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JustinAlexander said Oct 14, 2015 22:53:54
@Hammered2Niner: They could have reloads, but these specific characters opted not to buy them. (If they start getting nervous during the Quickstart adventure, there's no reason they couldn't requisition some from Corporal Yorgos, though.)

@Gareth: The basic rules for Infowar (aka hacking) are integrated with attacks. So the CLAW-3 software in the Assault Hacking Device works just like any other weapon. So where you'd shoot your guns to do damage to the Vigour of the Morat Troopers on pg. 35, you'd use your CLAW-3 program to do damage to the Firewall of the Crash Coffin Door on pg. 36. (You could also use your CLAW-3 program to do damage to the Firewall of the Morat's personal area network.)

The major addition for Infowar in the full rules will be Breach Effects: When you inflict a Breach on someone using an Infowar attack, you'll be able to specifically affect their quantronic systems in some specific way (crashing their communications system, accessing the file you want to copy, etc.). There will also be specialized software programs that will allow you to spend Momentum in order to create specific Breach Effects by spending Momentum (without necessarily creating a Breach). For example, you might have a piece of hacking software that's specifically designed to target communications systems, so if you use that software to attack and you spend 2 Momentum you'll be able to crash the target's comms.

The result will give you a really versatile hacking experience, but won't require you to learn a specialized set of mechanics: Everything runs on the same chassis.
Infinity RPG Line Developer
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Nicholas Simpson said Oct 14, 2015 23:57:31
@Justin

Glad to hear the feedback about having different software with specific breach effects was either heard or already thought of. :)
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AbhishekRay said Oct 15, 2015 03:14:35

I don't know if this has been asked before but can you use Reaction to attack at range? I have seen that in Infinity wargame the players can do 'ARO' where one can attempt to fire as another unit is coming out of cover, moving or also firing. I think this idea is very cool. Is 'Covering Fire' a rpg version of this 'ARO'? Or can you use reaction to also make another range attack at the opponent?
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AlbertoMosqueraVillarino said Oct 15, 2015 05:39:31
Unless a ranged weapon has the Close Quarters quality, all attacks made while an enemy is within Reach of you increase in difficulty by one step. The Close Quarters quality removes that difficulty increase.

Is that penalty aditional to the penalty of shooting out of the optimal range(close range)? I understand that melee (reach range) is another range.

I don't know if this has been asked before but can you use Reaction to attack at range? I have seen that in Infinity wargame the players can do 'ARO' where one can attempt to fire as another unit is coming out of cover, moving or also firing. I think this idea is very cool. Is 'Covering Fire' a rpg version of this 'ARO'? Or can you use reaction to also make another range attack at the opponent?

I think reactions,the "ready action" and the spend of heat to interrupt players are 3 kind of tools to simulate pretty well the ORA

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One more question, what is the optimal range of medikit & hacker device? I supose that is the close range.
[Last edited Oct 15, 2015 12:57:44]
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