Hej, from other games i like the tactical depth to put a model into overwatch (reaction ready) state. Normally that means that you have to spend (reserve) some potential actions or movement to put that model into overwatch, so that it can react on a later phase or on enemy actions. Im totally aware that an absolute core rule of infinity is the ARO which means every unit is in a reaction state at any time - bit what if the ARO of an model in overwatch-state could be augmented? For example by aditional actions, normal Burst … you name it. In my opinion it could add aditional tactical depth…
They could introduce a skill that let certain high burst weapons spend an Order to go into a state that increased reactive burst in exchange for a more limited range band, even give attackers a penalty due to the weight of fire. Or you could let certain combinations of troopers form squads that support each other more closely with spotting, communication, and covering fire. This could increase burst and BS at the expense of remaining in coherency. Another option might be some sort of support hacker that can optimise another Remote's firing protocols, increasing their burst or maybe giving them Marksmanship.
Hmm, guys... Suppressive Fire anyone? Sure, it is limited to some weapons only, the range bands are what they are but still, that -3 to shooting at SF'ing model can be pretty nasty Also, combined with skills like Marksmanship, or equipment like X-visor, it becomes even nastier. And that is something anyone with SF-capable weapon can do. SMGs, rifles, Spitfires, HMGs, etc etc. We haven't even touched on specilized skills like Total Reaction, or Neurokinetics, or Burst +X (Reactive)...
Im looking to overwatch more as a general state which any model can use and not a special skill available to some.
Anyone can use Suppressive Fire, as long as they have weapon capable of it. And not so many weapons aren't. Mostly, weapons for which it wouldn't make sense.
Apparently no one got @colbrook's joke here. His "suggestions" are just the rules for suppressive fire, link teams, and EVO hackers. I also don't understand the point of the question. There are multiple mechanics in the game to create this sort of overwatch stance.
:) yes supressive fire indeed is very similar. Maybee it could be modified and or extended to something which allows more actions? Such as throwing / deploying / hacking … Still the idea would be to get more out of ARO when in „overwatch / reaction state“… but seems also like i would have to deeper dive into existing rules and check all possibilities ;)
Throwing - Grenades / Smoke Grenades are Burst 1 in Active Turn (except for some very rare profiles with extra Burst on grenades). Plus, I know we shuldn't be applying RL logic to Infinity, but... have you ever thrown a grenade IRL? I mean, how would you want to chuck them out faster? Deploying - Burst 1 in Active and Reactive. Now, maybe setting up a cluster of mines makes some sense, but with Deployable Repeaters - absolutely none. Notto mention it is already non-opposed, so it gives you no advantage in cnfronting the active model. Hacking... now that's a nest of wasps I wouldn't touch with a ten-meter pole myself: allow a hacker to have increased Burst in ARO Hacking, and do it in all the repeater Control zones he has access to? We'd never hear the end of the complaints agaisnt Nomads... OTOH, with Suppressive Fire, you need to declare the weapon you're using. Should you be forced to declare hacking program for "Suppressive Hacking", too...? some of them are useless agaisnt certain targets, after all. Now, I could imagine a "Prepared" state (independent from Suppressive Fire state), which would provide, let's say, a +3 modifier to a pre-specified ARO. Be it BS attack, Hacking, Dodge or something else. However, if one had to spend an Order to enter the state (like with Suppressive Fire), I guess it would see very little use, given the Orders are a very limited resource.