Assuming the following situation:
I have a wizard with strength 6, the arcing bolt power (which has strength 1), and infused item 1, which is used to infuse the rifles(assuming they're advanced) with said Arcing Bolt.
I have a class with strength 2 wielding rifles (which go off at strength 4).
Arcing bolt says the power has the strength of the caster + the strength of the power (1).
4 questions follow.
1. Would the power then have strength 7 since the wizard is the one 'infusing the power', would it be strength 3 since the riflemen are the ones shooting the guns (and thus can possibly pseudo 'cast' the power through the infusion), or would it be 5 since the strength of the rifle is used for calculating the combat situation?
2. The power furthermore states to roll a melee/ranged attack upon completing the casting of the power to actually hit with it. Since the infuse item ability states the power goes off as normal between the difficulty and mortal threshold (8-12 in case of humanoids) by making a ranged (in this case) attack roll, would I still need to roll the extra ranged attack roll for the arcing bolt power to hit, even if the bullet itself already made a hit?
3. Do imbued powers still need to be rolled for, or do are these 'always' active as well? And can all imbued powers meant for weapons be used for all weapons?
4. Also, is there some limit as to which powers can/can't be infused? Infusing something like conjure battlefield terrain, magma pools, or earthen wall would be a bit odd.
Uh... okay, there's a lot of moving parts here. I'm no higher than 80% on most of these, so take them as you will.
Any Power that derives its Strength from the caster takes that value from the model actually using it, without factoring in any equipment.
I don't think you need to make a second attack roll. The Power is very awkwardly worded to make sure that you factor in the actual Power's Strength when making the attack in the first place.
Imbued Powers maintain their 'Always On' status for Infused items. They can only be applied to their permitted weapon types, so read the Power carefully. If there isn't a specified weapon type, it can go on any of them (get ready for Holy Hand Grenades in the 2nd Age).
I mean, you could Infuse those powers, but Earthen Wall and Magma Pools specifically forbid their casting in places where models are already present/would be affected. There's an edge case where you target a Flying Above Combat squad with a Magma Pool-Infused ranged weapon to create a pool underneath them that doesn't immediately affect them? I think the only practical limitation here is targeting; you can't normally target friendly models for combat actions, and thus you can't shoot healing arrows at them. Might be something to change in the base rules, but that's another discussion.
The Technomancer is applying Powers they know onto the weapons in question. Any changes you've made to the Power beforehand are applied to the copy on the weapon as well. This includes increasing Properties, so make sure you're actually able to use the weapon in question.
Think that's everything. Some neat things going on here, I like it.