solkan

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About solkan

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  1. You just indicate that the trooper in question isn't declaring an ARO and the order continues as normal. That means that template weapons get their templates placed like normal. The holoecho gets removed if it "receives a successful hit that forces him to make an ARM/BTS Roll, or a Critical hit", or if that happens to the real trooper. You don't reveal that it was a holoecho until you remove it. It's uncommon, but it is occasionally a good idea for a trooper to not declare an ARO. For instance, you could get set up where there's a camo marker nearby that you think is a mine that will go off if you declare Dodge; and the BS attack is trying to get you into setting off the mine. Also, conaider the choice you'd be looking at if the opponent was shooting at the real trooper instead of a holoecho: If you declare a Dodge, you lose all of your holoechoes the end of the order even if the attack misses. If you don't declare a Dodge, they attack might still miss and you could stay in holoecho state. So you have to think about the odds involved, and whether the shots are likely to hit. Admittedly, it's probably more common to not declare an ARO against Discover than it is to not declare an ARO against shooting. But it's still plausible.
  2. Given that gender in biological constructs (for example, biological humans) is in part performative by the individual and in part performative by society, what restrictions do you imagine there being on that performance by non-biological constructs? Note that the gender of Aleph constructs has been explicitly shown to be performative in the background material, being chosen in various cases to influence the human reactions.
  3. There's unfortunately no skill like "Place deployable" which can be declared by all of the troops to allow them to place one of whatever they happen to have for equipment. So it's not possible to have one model place a monofilament mine and another place a sniffer because there's no single skill both models can declare to do the two different things. In contrast, the different perimeter weapons all use the same skill to go in to stand by mode. So if you had troops with Crazy Koalas, Mad Traps, and SymbioBugs somehow, you could do a coordinated order to make them each put their weapon in standby mode.
  4. Like Robock points out, you do have to pick a model because the template has to cover the model that set the mine off. Mines also have the unusual (compared to a normal template BS attack) that the attack is mandatory if it is legal, and impossible to declare for situations where the template attack would be cancelled (such as covering a friendly model). So you can get into a situation where you need to use trial-and-error to resolve the mine detonation.
  5. Let's see.. From which it follows that looking up the point costs and SWC for a model is a violation of the private information rules. The rest of the rulebook, and the rules to the game, are open information during a game. If you want to find out the point cost of a particular model, you have to kill it (because then its point cost and SWC become public information.)
  6. Prone sets the silhouette to S0, Foxhole sets the silhouette to S3. That makes the mutually incompatible. So you're not going to get a Prone Foxhole trooper. If you assume the authors didn't make a mistake in the phrasing for "entering the Prone state", then Foxhole must cancel Prone, and the reason Prone doesn't list this cancellation condition is the simple fact that the rules were written in two different books without the aid of a time machine.
  7. You need to round up some of the Assault Kingdom action figures, instead. Those are about the right size for a TAG.
  8. Imagine having multiple models able to place different mines. Or having a Camo trooper near the Naga's deployed Camo markers. Having a second combat group isn't a surprise. The number of troopers in the apparently empty second combat group is. Please read the holoprojector rules, and note the part where the real trooper isn't necessarily the model.
  9. The proxies are not the Lt, so killing the individual proxies does nothing. Once you've killed all of the proxies, you have killed the lieutenant. The beacons are irrelevant, that's just a bizarre consolation order being generated, it doesn't change the fact that the rules consider the lieutenant killed. So you kill the three proxies in order to kill one lieutenant.
  10. From Ghost: Jumper: In other words, you DO NOT nominate one of the proxies as Lt. The jumper lt. isn't killed until all of the proxies are "killed".
  11. It's fascinating that you think it's bad to lie verbally but it's okay to lie in writing. Especially since the courtesy list is conveying the same information concerning whether there is a second combat group.
  12. So there's two different issues: 1. The person doing stuff during a turn switches back and forth several times during an order, usually four or five times. 1.5. The messiest and most useless arguments in the world occur when players argue about who should be doing what and for how long. And notions like 'both players should have an equal share of the clock' are really sort of dubious (at best) or take for granted without supporting evidence. 2. What do you do when the clock runs out? You have to do something, right? If anything bad happens as a result of the clock running out, that's exploitable to cause the player to lose. 3. The amount of time that an order is going to take to resolve varies radically and arbitrarily. Part of the reason people dislike timed turns is that there tend to be things that one player can do which cause the other player to run their time down. For instance, if I declare an order that goes past your models, your AROs may take up more clock time than my (active turn) skills to resolve. Part of the core problem is lack of awareness of the time passing, and figuring out how to make the players aware of the time without becoming overwhelmingly distracting or taking up,a huge amount of time. I mean, imagine if you gave each player a tablet, and had them press a button as they started their turn, and at each step of each order during the game. That'd give you a perfect record of where the time in their game was spent, but it would also take up a significant amount of time. A simple system where the player presses a button at the end of each order, and receives an electric shock (or just a buzzing sound ) if the button isn't pressed within a fixed time period, would be less work but also less perfect. Maybe if there was some way to rig up an order counter dispenser. Something where you loaded it up with X orders to dispense over Y minutes with an audible signal, so you could look at it and see whether you were ahead or behind schedule.
  13. As far as I can tell, criticals exist in Infinity for the same reason Malifaux has the red and black jokers--to periodically ruin a player's "sure thing". It's the element of luck that you cannot mitigate, designed to be that way. So I can understand that there's a group that are going to hate the idea, any feasible implementation of the idea, or anything like Fatality which strengthens the idea. But all of the statements about "I hate crits because they do this thing" seem to be a case of just providing evidence that they're working as designed. Crits, death and taxes.
  14. You can't find anything that states anything clearly on that point because you're chasing a preconception on your part. If a prone model places a mine, is the mine prone? No, because the mine's state isn't connected to deployer's state. Likewise, the mine isn't impetuous or irregular depending on who placed it on the table. Same thing goes for things like crazy koalas: If any state of the user effects the deployed equipment, the rules will tell you. If it doesn't, it won't.
  15. Keep in mind that mines aren't prone. They're just naturally S0. Otherwise, the cover mechanics apply to "targets" of BS Attacks, not "troopers" or anything where you'd be able to argue types. If you shoot at something, you determine if there's partial or total cover and proceed accordingly.