I have questions about modifiers in general and some particular examples: 1) Does "B=2" considered to be a modifier to burst? 2) Does neurocinetics / total reaction / enhanced reaction considered to be a modifier? (it has similar effect as B=X) 3) In ARO: can burst modifier from 3-man fireteam be combined with enhanced reaction / total reaction / neurocinetics ? 4) In ARO: what burst can use a total reaction bot under enhanced reaction buff? Reference rules I have not found my answer in: - p81 (general description on modifiers) - p64 (enhanced reaction) - p115 (total reaction) - p106 (neurocinetics) - annex v1.1 p7 (fireteam) Thanks in advance
1) I would say so, as the burst of the trooper had been modified, but to a fixed number rather than bonus. 2) No, No, Yes, TR and Neurokinetics don't change burst in ARO, just allow you to use the full amount. ER actually modifies the burst of the trooper. 3) Burst Modifiers don't stack, the Fireteam exception only applies to Active Turn. 4) Burst 2, due to the effects of Enhanced Reaction, I recommend Assisted Fire instead.
so just to clarify, if a maruader sniper (+1B native) was in a Haris, in the active turn, he gets to fire 4 times, but in the reactive turn, he is only a Burst 2 reaction?
To be clear, we're saying that being part of the fireteam gives the +1 bonus, right, not the +1B on the sniper rifle, which only applies to the active turn?
The Marauder sniper in the example is in a Haris and still get the burst bonus from the Haris in reactive. As far as I understand the red box rule for Modifiers, any Burst modifier inside a () bracket will not apply during reactive turn. Burst modifiers in square brackets [] will apply during reactive turn (e.g. Yan Huo Neurocinetics[+1B] profile) while burst modifiers from abilities should also apply during reactive turn (e.g. Double Shot trait on Mine Dispensers)
You just responded after I realized they were talking about the fireteam bonus and not the +1B and edited my initial question, but its good to know that there's a difference mechanically between square and round brackets.
I *think* so. The text in Skills and Equipment regarding Modifiers that tells us that MODs to Burst do not apply in Reactive turn seem to be referring to the previous "Remember" box which is all about MODs on skills and equipment inside rounded brackets. I don't think I've seen elsewhere where burst is not applied in reactive turn, so it's a bit weird given that it seemingly is a reminder of a rule but in actuality is a rule in and of itself. https://infinitythewiki.com/index.php?title=Skills_and_Equipment_in_Infinity Just... remember that Maggy would have to target the same spot in reactive, meaning you can't stick down two mines, you only get one mine with a "re-roll" so to speak. Or "Twin-linked" on the mine dispenser in ARO if putting it in Warhammer-speak (7th ed.).
I think it is something that requires clarification. I thought so too until I read thw double shot rules that says it applies a mod to the shot.
As written, Double Shot only increases active turn Burst. But... as written, Yan Huo missile launcher with Neurocinetics either has 1B on active and reactive or 2B on active and 1B on reactive. Not 1B active and 2B reactive which was probably the intended result (based on N3 FAQ and common sense).
I don't think the brackets are actually significant. This came up with the N3 Yan Huo Neurocinetics as well, and they issued a FAQ of "Q: Does dual weapons + Neurocinetics work the way you'd naively assume it to? A: Yes, of course." I expect something similar to gloss over any wording inconsistencies here as well.