Infinity N3: Core Book
Infinity N3: Core Book Rulebook
Table of Contents
Table of Contents
- Credits
- Introductory Game
- Introduction
- Basic Rules
- Game Sequence
- Orders and Order Pool
- Ballistic Skills (BS)
- Close Combat
- Damage
- Characteristics
- Skills
- Common Skills
- Special Skills
- Advanced Command
- Airborne Deployment (AD)
- Antipode
- Bioimmunity
- Booty
- Camouflage and Hiding (CH)
- Climbing Plus
- Doctor
- Engineer
- Executive Order
- Explode
- Forward Deployment
- Forward Observer
- Ghost (G)
- Heavyweight
- Hacker
- Impersonation
- Infiltrate
- Immunity
- Inspiring Leadership
- Kinematika
- Lieutenant
- Manned
- Marksmanship
- Mechanized Deployment
- MetaChemistry
- Morat
- Multiterrain
- Non-Hackable
- Paramedic
- Pilot
- Regeneration
- Religious Troop
- Sat-Lock
- Sensor
- Shasvastii
- Spawn-Embryo (State)
- Sixth Sense
- Strategos
- Super-Jump
- Surprise Shot
- Terrain
- Total Reaction
- Transmutation
- Valor (V)
- Veteran
- CC Special Skills
- Weaponry
- Equipment
- End-Game Conditions
- Triumph and Defeat: Victory Conditions in Infinity
- Advanced Rules
- Advanced Combat: Hacking
- Special Terrain Rules
- Scenery Structures
- Game States
- Setting Up the Gaming Table
- Scenarios
Credits
Created by: Alberto Abal Couceiro, Fernando Liste Azpeitia, Gutier Lusquiños Rodríguez, Carlos Torres Rodríguez
Chief Executive Manager: Fernando Liste Azpeitia
Background Direction and Development: Gutier Lusquiños Rodríguez, Carlos Torres Rodríguez
Rules and Scenarios Management: Gutier Lusquiños Rodríguez, Carlos Torres Rodríguez
Rules Structure: David Rosillo Lizana
Rules and Scenarios Development: Gutier Lusquiños Rodríguez, David Rosillo Lizana, Carlos Torres Rodríguez, Corvus Belli
Art Direction: Carlos Torres Rodríguez
Cover Art: Aleksi Briclot
Layout: David Rosillo Lizana, Hugo Rodríguez García
Infinity is a trademark of Corvus Belli S.L.L. All rights reserved: Copyright 2014 Corvus Belli S.L.L.
Introductory Game
What Is This?
Consider this chapter to be your Quick Access to the basic game mechanics of Infinity. Simply put, this is an abridged, simplified version of the Infinity rulebook, designed to ease you into your first Infinity game as a learning experience.
After playing your first Introductory Game, you will be ready to tackle the full rulebook with a firm grasp on the basics.
You will need:
- Measuring tape.
- 3 twenty-sided dice (d20) per player.
- 3 Infinity miniatures per player.
- Model terrain.
- A gaming table.
Measuring tape: how to measure
All game distances are given in inches. When measuring the distance between two troopers, players must measure between the closest base edges. When moving troopers around the battlefield, make sure to always use the same part of the base for your measurements.
Game Table and Terrain
We recommend using a 48" by 48" table for Infinity games, but for the Introductory Game a 32" by 24" surface should suffice.
We strongly suggest you make sure the game area includes plenty of model terrain and scenery to simulate cover and blind angles.
Troop Profile
Each Infinity trooper has a Troop Profile that details his Attributes: a series of numeric values that represent how well the trooper can fare against the game's challenges. The different Attributes of Infinity troopers are:
- MOV: Movement.
- BS: Ballistic Skills.
- CC: Close Combat.
- PH: Physique.
- WIP: Willpower.
- ARM: Armor.
- BTS: Bio-Technological Shield.
- W: Wounds.
- S: Silhouette.
Additionally, Troop Profiles list the trooper's Special Skills, Equipment and weapons.
Example Troop Profile — Fusiliers: MOV 4-4, CC 13, BS 12, PH 10, WIP 12, ARM 1, BTS 0, W 1, S 2. Weapons: Combi Rifle, Knife.
Line of Fire (LoF)
Line of Fire (LoF) is the criterion by which players determine whether a trooper can see his target. LoF is an imaginary straight line between a trooper and his potential target.
In Infinity, troopers have a LoF angle of 180º, that is, they can see with the front half of their base. For a trooper to be able to draw LoF to his target, these conditions must be met:
- The target must be within the trooper's front 180º arc.
- The trooper must be able to see a part of his target at least the size of its head.
- LoF must not be obstructed by other troopers or by pieces of scenery.
Volume and Silhouette Templates
In game terms, all combatants occupy an unvarying volume on the table. This volume is cylinder-shaped, with its width determined by the base size and its height by the type of trooper.
Silhouette Templates are a game aid designed to help players determine the in-game volume and height of a trooper.
If doubts about the volume of a trooper arise during a game, use the Silhouette Templates to decide exactly what cylinder-shaped space it takes up on the game table.
Rolls
To figure out whether a trooper is able to successfully complete his action, roll a twenty-sided die (d20). Playing with these rules, each player might need to roll up to three dice simultaneously.
Normal Roll
Only one player takes part in a Normal Roll. Roll a d20 and compare the result to the acting trooper's relevant Attribute. If the result is equal to or lower than the Attribute, the action is successful.
Face to Face Roll
When two or more troopers have opposing intentions, both players participate in a Face to Face Roll. Each player rolls a d20 and compares the result to their trooper's Attribute and to the opponent's result. The trooper with the highest result that did not go over its Attribute value wins the Face to Face Roll and cancels the opponent's attempt.
If the players can roll more than one d20, when comparing, successes cancel enemy successes with a lower die result — even if they are Cancelled, in turn, by higher enemy successes.
In the event of a tie, both rolls cancel each other and no effects are applied.
Modifiers (MOD)
Modifiers (sometimes called MODs) are penalties or bonuses different game situations can impose on a Roll. Modifiers can be either positive or negative and they are applied to the Attribute before rolling the dice.
Maximum Modifier: The total sum of all Modifiers applied to a Roll can never exceed +12 or -12.
IMPORTANT: Whenever a rule mentions the value of an Attribute, consider it to mean the final value, obtained after applying all MODs.
Criticals
If the result on the dice is equal to the final value of the Attribute, the Roll is a Critical success.
In a Face to Face Roll, Criticals always win, trumping any non-critical result rolled by the opponent. If both players roll a Critical, the Face to Face Roll is a tie and both troopers fail.
Initiative Roll
To decide which player goes first, make a Face to Face Roll using WIP.
Deployment
Before the game begins, players must deploy their troopers on the battlefield. The winner of the Initiative Roll will be the first to perform the Deployment. Each player has his own 12-inch-deep Deployment Zone on opposite sides of the game table.
Each trooper's base must be inside the Deployment Zone in its entirety. Troopers can be deployed over the buildings and containers placed inside the Deployment Zone.
You may only deploy troopers where their base fits.
Game Sequence
The game is played in a series of Rounds, and each Round is divided into two Player Turns.
The player who won the Initiative Roll goes first, that is, has the first Player Turn. When that Turn ends, the opponent's Turn begins. Alternate Turns until one player loses all his troopers. Then, the game ends.
Active Player, Reactive Player
The Active Player is the player currently playing his Turn. During the opponent's Turn, that player becomes the Reactive Player.
Order Pool
As the Active Player, the first thing you must do when your Active Turn begins is count how many of your troopers are still alive on the table. That is the number of Orders you may spend during that Active Turn. These make up your Order Pool.
By spending one Order, you may activate one trooper. You decide which trooper to activate each time you spend an Order. You could activate each trooper once, use all your Orders on one trooper, or anything in between.
Once you have spent all your Orders, your Active Turn ends.
Markers
Markers help to remember relevant information during the game. In this Introductory Game only 3 Regular Order Markers are necessary for each player.
Orders
During your Active Turn, you spend your Orders sequentially to activate your troopers. By spending one Order, you may have one of your troopers perform one of the following combinations of Skills:
- Move + BS Attack (Ballistic Skill)
- Move + CC Attack (Close Combat)
- Move + Dodge
- Move + Move
AROs
When the Active Player declares the first Skill of an Order, and before he can declare the second, both players check to see if any of the Reactive Player's troopers can react with an ARO (Automatic Reaction Order).
All of the Reactive Player's troopers that have Line of Fire to (that is, they can 'see') the trooper that is using the Order, may declare one of these AROs:
- BS Attack
- Close Combat Attack
- Dodge
Spending an Order — example sequence: Step 1: Active Player declares 1st Short Skill of the Order: Move. Step 2: Reactive Player declares ARO: BS Attack. Step 3: Active Player declares 2nd Short Skill of the Order: BS Attack. Step 4: Measure BS Attack distance and make Rolls.
Skills
Move
When a trooper declares Move, he may move up to his first MOV value in inches. While moving, he may freely change the direction he is facing.
Declaring Move includes disclosing the exact route the trooper follows.
The second value of the MOV Attribute is the number of inches a trooper may move if he declares Move for the second time during a single Order.
BE CAREFUL! Remember to measure from the same spot in the model's base at the start and at the end of a Movement.
BS Attack
In order to declare a BS Attack, the trooper must have Line of Fire to his target and must not be in base to base contact with an enemy.
Before rolling the BS Attack, measure the distance between the trooper and his target and apply the appropriate MOD to his BS Attribute.
Example weapon — Combi Rifle. Distance Modifiers: 0–8" +3, 8–16" +3 (untouched at close range in this simplified example), 16–32" no MOD, 32–48" -3, 48–96" -6. Damage: 13. Burst: 3.
BS Attack Roll and Burst: When one of your troopers declares a BS Attack, you make a BS Roll to find out whether the attack was successful. If the target declares a BS Attack against your trooper in response or tries to Dodge your attack, then you both make a Face to Face Roll. Otherwise, resolve the attack with a Normal Roll.
When he declares a BS Attack, a trooper in his Active Turn may shoot as many times as the Burst (B) value of his weapon (in this case, a Combi Rifle). The Active Player may distribute those shots among any number of targets, but must do so during the declaration of the attack.
The Active Player rolls as many d20s as the Burst value of his trooper's Combi Rifle, and compares the results to the BS of the trooper, as explained above under Rolls.
If the Active Player splits his Burst between different targets and these react in ARO, each Face to Face Roll is rolled separately following the order the Active Player wishes.
The Burst value of the Reactive Player is always 1.
Cover: Cover can obstruct Lines of Fire and offers troopers a modicum of protection. The target of a BS Attack is in Partial Cover when it is in base to base contact with a piece of scenery that partly blocks the Line of Fire of the attacker.
Troopers in Partial Cover impose a -3 Modifier to the BS Attribute of their attacker, and also enjoy a +3 Modifier to their own ARM Rolls.
CC Attack
Troopers may only declare a CC Attack if they are in base to base contact with their target.
CC Attack Roll: When one of your troopers declares a CC Attack, you make a CC Roll to find out whether the attack was successful. If the target declares another CC Attack or a BS Attack against your trooper in response or tries to Dodge your attack, then you both make a Face to Face Roll. Otherwise, resolve the attack with a Normal Roll.
Roll a d20 and compare the result to the CC Attribute of your trooper as explained above under Rolls.
Example weapon — Knife. Damage: PH -1. Burst: 1.
Dodge
To declare Dodge, a trooper must be in base to base contact with, or have Line of Fire to, an attacking enemy.
A trooper that declared Dodge makes a Physique (PH) Roll to avoid the CC or BS Attack.
Additionally, troopers in their Reactive Turn that Dodge successfully may move up to 2 inches. This movement cannot be used to enter base to base contact with an enemy.
Armor and Damage
Successful attacks force their target to pass an Armor (ARM) Roll or receive injuries and be removed from play.
To make an ARM Roll, roll a d20 and add the result to the ARM Attribute of your trooper. If the sum is higher than the Damage value of the weapon used in the attack, the trooper passes his ARM Roll. If the sum is equal to or lower than the Damage of the weapon, the trooper loses one point from his Wounds Attribute.
If the trooper loses his last Wounds point, he is removed from play.
If the trooper survives an Attack against him from outside of his 180º LOF, he can turn to face the attacker, at the end of the Order and without any Roll required.
When a Critical success is rolled in any Attack Roll (being a BS or a CC Attack) the target directly loses one point of his Wounds Attribute value without any ARM Roll required.
Introduction
Infinity, a Miniatures Combat Game
Infinity is a 28mm metal miniatures game simulating special operations and skirmishes in a high technology sci-fi universe.
Infinity recreates Direct Action operations, which are quick, lethal, and very risky. Missions are executed in the midst of a combat zone or behind enemy lines, but always in critical areas where the level of risk is the highest. The player assumes command of a small group of elite troops, specifically chosen before the battle begins to suit the mission's profile. This allows players to tailor their team's composition depending on the current mission, fielding different operatives from different units to find the professional troops whose skills may be the most useful during the operation.
Infinity is an innovative game system, dynamic and entertaining, which allows all players to participate during the entire gaming sequence. It possesses a great amount of realism and flexibility, providing players with a wide variety of tactical and strategic maneuvers to employ during the game.
Infinity: Game Summary
To enjoy a game of Infinity, the players must agree on a certain number of Army Points, which will define the scale of the game and the type of scenario or mission that they want to play.
Once they have agreed on the number of Army Points, each player creates their own Army List, selecting those troops available to their faction that are best suited for the chosen scenario. Each troop has a Cost value in points. Players choose the troops they want, but the total Cost of the troops chosen cannot exceed the Army Points agreed upon.
Next, the players set the gaming table, distributing the terrain over the surface in a configuration agreeable to all players.
Once the table is set, the players start the game by deploying their miniatures and markers on the gaming table. The game is organized through a series of Game Rounds, and in each Round, each player has their own Active Turn. During their Active Turn, each player assigns Orders to the troops to activate and play with them, moving them about the table, attacking enemy troops, and accomplishing the scenario objectives. At the same time, the opponent is also playing, by reacting to the actions made by the player who is in the Active Turn, thanks to the Automatic Reaction Orders (ARO).
During the game, the Rounds continue until the End-Game conditions are met, which ends the game. Once the game is finished, the players check their Objective Points and their Victory Points to determine who the winner is.
What You Need
To play Infinity you will need the following things:
- A measuring tape of at least 48 inches.
- Some 20 sided dice (d20).
- Infinity miniatures to represent the troops of both players.
- Scenery. At least 8 big elements and 6 small items. As it will be soon become apparent, scenery and terrain is a very important part of Infinity.
- A 4ft x 4ft gaming table. Although the game can be played in surfaces of other sizes, this is the standard size of an Infinity gaming table.
- Markers and templates, all available for free in the Download section of the official Infinity website at: www.infinitythegame.com
Game Elements: Terminology and Alignment
This rules set uses precise terminology throughout to refer to key elements of the game that players have at their disposal. Therefore, it is important to point out which terms are used to indicate the alignment of those elements.
Terminology
This rules set features a collection of terms which refer to very specific game elements that help to clarify the extent of the rules.
- Deployable weapon. Game element with a Troop Profile that may belong to the Army List of some players, and is capable of performing and receiving Attacks.
- Civilian. Game element with a Troop Profile that does not belong to the Army List of any player, and which cannot be targeted by Attacks.
- Figure / Model. Game element with a Troop Profile represented on the table by a miniature.
- Marker. Game element with a Troop Profile represented on the table with a token as specified by some Special Skill or Equipment.
- Target. Game element capable of being targeted by Attacks.
- Deployable piece of equipment. Game element with a Troop Profile, which belongs to the Army List of any of the players, and is able to perform some type of Special Skill or Trait. This element may also be designated as a target and receive Attacks.
- Trooper. Game element with a Troop Profile, which belongs to the Army List of any player, capable of spending Orders as well as declaring and receiving Attacks.
Key Words
Important terms are italicized in this rulebook to make them easier to locate when using the Index.
Background Texts
Texts with this format provide information related to the Infinity universe and help the players understand the reality represented by the rules, immersing them in the game environment. However, background texts are for informative purposes only and do not constitute actual rules in the game. These texts appear especially in the Skills, Weapons, and Equipment sections.
Alignment
In Infinity it is important to define which game elements belong to each player side, and which ones belong to none. This determines if those game elements are capable of being attacked, and if so, from whom these attacks may come.
The Alignment adjectives help the players know the extent of the rules over certain game elements, like Troopers, Models…
- Friendly. Troopers that belong to the player's Army List, or to those of a team mate, or team mates if the game is played in pairs or groups.
- Enemy. Troopers that belong to the opposing player's Army List or to his team mate or team mates if the game is played in pairs or groups.
- Hostile. Civilians or game elements that do not belong to the Army Lists of either the player or the opponent, which are not a threat to them and are not capable of declaring Attacks, but apply negative MODs to Troopers interacting with them. Hostile is considered a subgroup within Neutral, and therefore any rule mentioning the term Neutral also applies to the Hostile elements.
- Neutral. Civilians or game elements that do not belong to the Army Lists of either the player or the opponent, which are not a threat to them and are not capable of declaring Attacks.
Terminology: Interaction Between Zones and Bases
This rules set frequently uses terms that define the interaction between troops and other game elements.
- Base to Base contact. One or more Troopers with their bases in direct contact. This term also applies when the trooper's base is in contact with a game element that may or may not have a base, like a piece of terrain.
- Inside. To consider a Trooper inside a defined game area (like for example, a Zone of Control, a Zero Visibility Zone, or a Difficult Terrain Zone) its base must be in contact with the zone or be at least partially within the zone.
- Totally inside. When a rule specifies "totally inside", then the Trooper's entire base must be inside the defined area. This is the term used in the Domination Areas and Quadrant Control rules applicable in certain missions or scenarios.
Open and Private Information
Information in an Infinity game can be either Open or Private.
Consider any piece of information on a player's Army List that is not explicitly Private as Open and knowable to all. You must share Open Information about your Army List while you deploy your models during the Deployment Phase, and also any time your opponent asks during the game.
Private Information is information you can keep to yourself that your opponent cannot ask about. Your Private Information remains secret until a specific game event forces you to disclose it.
You are required to write down all Private Information before the game starts to show your opponent if necessary.
These pieces of information are Private in Infinity:
- Your troopers' Cost and SWC.
- The identity of your Lieutenant, whether the one originally fielded as such or one appointed in-game.
- The presence of Hidden Deployment troopers.
- The presence of Airborne Deployment troopers.
- The presence of troopers disguised by Holoprojector (see Infinity: Human Sphere).
- The contents of your Camouflage and TO Camouflage Markers.
- The contents of your Impersonation Markers.
- Any Special Skill, weapon or piece of Equipment possessing the Private Information Label.
Private Information about a trooper becomes Open Information when that trooper falls Dead and is removed from play as a casualty.
Basic Rules
The basic rules are one of the pillars of the general game mechanics; these are the rules all players must know in order to play. This chapter, along with the next one: Combat, creates the game engine that establishes Infinity as an excellent modern tactical combat simulator.
Basic Rules establish the Infinity troops features and the way in which they behave inside the game environment. They also determine how to create combat forces and the rules needed to begin playing, as well as the game structure. The pivotal section of this chapter though is the explanation of the Orders system, as this is the central core of the game model players will be constantly using. It is the system that will enable players to participate during the entire game without having to stop playing at any point.
Volume and Silhouette Templates
In game terms, all troops occupy an unvarying volume on the table. This volume is cylinder-shaped, with its width determined by the base size and its height by the type of troop.
Silhouette Templates are a game aid designed to help players determine the in-game volume and height of a troop.
If doubts about the volume of a troop arise during a game, players can use the Silhouette Templates to decide exactly what cylinder-shaped space it takes up on the game table. Depending on their unit type, troops have in their Profile an Attribute called Silhouette (S) that indicates which Silhouette Template they should use.
Line of Fire (LoF)
Line of Fire (LoF) is the criterion by which players determine whether a troop can see its target (another model, a Marker, etc.). In Infinity, being able to draw LoF is a requisite for performing BS Attacks and many other Common and Special Skills (Discover, Dodge…).
The Line of Fire (LoF) is an imaginary straight line that joins any point of the volume of a model or Marker to any point of the volume of another.
In Infinity, troops have a LoF angle of 180º, that is, they can see with the front half of their base. Players should clearly mark the limits of that arc on their troops' bases.
For a troop to be able to draw LoF to its target, it must meet these conditions:
- The target must be within the troop's front 180º arc.
- The troop must be able to see, at least, a part of the volume of its target with the size of the target's head, or a minimum size of approximately 3x3mm (the size of the black squares on the Silhouette Templates).
- LoF can be drawn from any point in the troop's volume to any point in the target's volume.
- LoF can be obstructed by figures — friendly or not — and pieces of scenery.
Unless otherwise indicated for specific purposes, Markers do not obstruct LoF.
In the same way, troops declaring a Movement (as Move, Climb, Jump, Engage, Dodge in ARO…) do not obstruct LoF all along their trajectory.
LoF: Game Aids — Miniature poses and irregular scenery can make LoF hard to determine. In those cases, it is up to the players to reach an agreement. Trying to look at the target from the miniature's point of view can be useful, as can holding a tape measure straight between the troops to see whether anything obstructs the LoF.
LoF and Silhouette Templates
Infinity miniatures have some very dynamic poses that can sometimes make it tricky to decide whether there is LoF. To make LoF judgments easier, Infinity provides Silhouette Templates with which to determine the actual in-game volume of a figure.
LoF of Moving Figures
For the entirety of its Order, a troop that declared Movement can draw a 360º LoF.
LoF of Figures in CC
Figures engaged in CC can draw a 360º LoF, but only to whatever they are in base contact with.
Figures engaged in CC cannot draw LoF to models, Markers or any other elements with which they are not in base contact.
LoF and Friendly Figures
Remember that friendly figures also obstruct your vision, blocking LoF. Bear in mind that you cannot attack friendly or Neutral units, whether as models or Markers.
Mutual Awareness
In Infinity, Line of Fire always assumes reciprocity, following the rule of thumb "if I can see you, you can see me". This means that as long as any troop can draw LoF to its target, the target can draw LoF to its attacker as well (assuming, of course, that the attacker is within the target's front 180º arc).
Graphic example: the Fusilier draws LoF to the Grenzer, the Alguacil, and also the Iguana, even though the Iguana is behind the Alguacil — because the Iguana's Silhouette Template is higher than the Alguacil's, the Fusilier can draw LoF over the Alguacil's head. However, the Fusilier cannot draw LoF to the Spektr because the taller Iguana is blocking his LoF, nor to the Reverend Healer, as the piece of scenery is blocking his LoF. Likewise, the Dāturazi cannot draw LoF to the Alguacil on the piece of scenery because the Iguana is blocking his LoF.
Distances and Measurements
Distances in the game table are measured in inches, using a tape measure or ruler.
When measuring the distance between two troopers, players must measure between the closest base edges.
To determine what is the distance between two objects or scenery items, players must measure a straight line between them.
When moving troopers around the battlefield, players must measure the complete route (including, for example, any detour to avoid obstacles) and must always use the same part of the base for their measurements.
IMPORTANT! As a general rule, the Skills that compose an Order must be declared before measuring (see Structure of an Order, page 28).
Zone of Control
Troopers have an awareness of their surroundings thanks to rear sensors or plain (or augmented) hearing.
A trooper's Zone of Control is an area 8 inches extending from the border of its base, as measured vertically or horizontally. The Zone of Control is projected upwards and downwards in a cylinder 8 inches high.
Zone of Control and ARO
Enemies entering or acting inside the Zone of Control of a trooper while remaining outside that figure's LoF can be reacted to, but only by using the Common Skill Change Facing or Reset, unless the trooper has a Special Skill or piece of Equipment that can be used without LoF.
Rolls
Infinity uses 20-sided dice (commonly known as d20) to determine whether specific actions are successful. For example, players roll dice to find out whether their troops succeed in hitting their target in ranged combat, hacking into enemy systems, discovering a hidden enemy, etc.
Infinity's game mechanics revolve around two types of d20 rolls: Normal Rolls and Face to Face Rolls.
Normal Rolls
Normal Rolls are the most common, basic dice rolls in Infinity. This roll is used when a troop is not facing off against an enemy, but instead must prove successful in an uncontested or passively contested Skill (such as Opening/Closing doors, trying to Discover a camouflaged enemy or healing an ally by means of the Doctor Special Skill).
To make a Normal Roll and find out if a troop is successful when performing a Skill, simply roll one d20 and compare the result against the relevant Attribute of the troop performing the action. If the result on the die is equal to or lower than the Attribute, the Skill is successful, and the troop achieves its goal.
EXAMPLE: The Fusilier Angus has to make a Normal BS Roll, so he rolls a d20 and gets an 8. Since the value of Angus' BS Attribute is 12, he passes the roll. Later on, Angus tries another Normal BS Roll, but this time he gets a 15. With a BS Attribute of 12, he fails the roll.
Modifiers (MOD)
In most cases, the circumstances of an action apply Modifiers (MODs) to the relevant Attribute before a roll is made. MODs, by increasing or decreasing the numeric value of an Attribute, denote the difficulty of the Skill at hand. A positive MOD applies when the Skill performed is easier than usual, and a negative MOD represents that the Skill is harder than usual.
The most commonly used MODs are:
- Range (see page 33): can modify the BS and WIP Attributes.
- Cover (see page 34): can modify the BS and ARM Attributes.
- Skills and Equipment: can modify several different Attributes.
- Maximum Modifier: The sum total of the Modifiers applied to a Roll can never exceed +12 or -12.
Any Modifier that adds up to more than +12 or less than -12 is ignored and replaced by the maximum MOD of +12 or -12, as appropriate.
MAXIMUM MODIFIER EXAMPLES: An Akal Commando declares a BS Attack with his Combi Rifle against a Spektr with the Special Skill TO Camouflage, who is in Partial Cover. The Modifiers the Akal Commando needs to apply to his BS Roll are: Range of the weapon (-6), TO Camouflage (-6) and Partial Cover (-3); totaling -15. However, the Akal Commando only applies the -12 maximum to his BS Roll, ignoring the excess Partial Cover MOD.
Let's assume that, in addition to her TO Camouflage and her Partial Cover, the Spektr is on the other side of a Poor Visibility Zone, and is currently in a Targeted state. In this unlikely scenario, the negative MODs to the Akal Commando's BS Roll would be: Range of the weapon (-6), TO Camouflage (-6), Partial Cover (-3) and Poor Visibility Zone (-6); for a total of -21. The Akal Commando has a positive MOD by virtue of the Spektr's Targeted state (+3), leaving the final MOD as a bleak -18. However, just as before, the Akal Commando applies only the maximum -12 to his BS Roll.
IMPORTANT! Whenever a rule mentions the value of an Attribute, consider it to mean the final value, obtained after applying all MODs.
Criticals
Criticals represent the improved outcomes of actions that resulted in an exceptional success. When the result on the die matches the value of the Attribute (remember: the value of the Attribute with all MODs applied), the action is a Critical success. The goal of the action was achieved in the best possible way. A perfect success, congratulations!
Attributes below 1: Negative MODs can sometimes cause the final value of an Attribute to effectively drop below 1 for an action. In these cases, the player does not roll the dice, and the Roll is an automatic failure.
Attributes above 20: In other cases, accumulating positive MODs can cause the final value of an Attribute to rise above 20. In this case, consider the final value of the Attribute to be 20, but with the peculiarity that the player adds to his result on the die the amount by which the Attribute exceeded 20 (an Attribute of 23 would add 3 to the die).
In these cases, any result of 20 or more on the roll is a Critical, if applicable. Attributes above 20 (either from positive MODs or plainly stated in the troop profile) increase the chance of obtaining a Critical result.
EXAMPLE: Legendary warrior Miyamoto Mushashi has a Close Combat (CC) of 25. Whenever he makes an unmodified CC roll, he adds 5 to his die. Consequently, any unmodified Normal Roll is a success and he obtains a Critical with a result on the die of 15 (15 + 5 = 20), 16 (16 + 5 = 21), 17 (17 + 5 = 22) etc...
Rounding: In Infinity, any time a number (a result on a die, an Attribute, a MOD...) is divided and rounded to an integer, it is always rounded up. For example, half of 5 (5 / 2 = 2.5) would be 3.
Failure Category (FC)
The Failure Category (FC) is the margin by which the die result exceeds the relevant Attribute. The FC is used to determine how badly the action failed.
To calculate the FC of a roll, simply subtract the final value of the Attribute from the result on the die.
EXAMPLE: The Fusilier Angus, with a BS Attribute of 12, makes a BS Roll and gets an 18. His FC on this roll is 6 (18 - 12 = 6). If he had had a +3 MOD in the same roll, his FC would be 3 (18 – 15 = 3).
Face to Face Rolls
When two or more troops act at the same time to try to thwart each other's progress, Face to Face Rolls are used to determine which side acts faster and more effectively.
To do so, both players roll for their troops involved in the face-off and compare each result to the relevant Attribute, as they would in a Normal Roll. Failures are simply discarded but, unlike in a Normal Roll, each side's successes are compared to the other sides'.
When comparing, successes cancel enemy successes with a lower die result — even if they are Cancelled, in turn, by higher enemy successes.
Here is a rundown of possible outcomes:
- Both fail. No one achieved their goal.
- One fails and the other passes. The trooper that succeeded wins the Face to Face Roll and achieves its goal.
- Both pass. The trooper with the higher successful die cancels the enemy successes, wins the Face to Face Roll and achieves its goal.
- Both pass, but one of the successes is Critical. The trooper who got a Critical wins the Face to Face Roll, even if the critical roll was lower than the enemy success.
- Both successes are Critical. Neither trooper wins the Face to Face Roll as both Criticals cancel each other and no effects are applied. Non-critical successes are discarded.
- One rolls a Critical and the other rolls two (or more) Criticals. As in the previous case, all Criticals are cancelled and no effects are applied.
Breaking Ties
Face to Face Rolls can result in a tie. In the event of a tie (Criticals or not), both rolls cancel each other, no effects are applied and the Order is spent.
IMPORTANT! For actions to be resolved with a Face to Face Roll, both troops must affect each other directly. If either action does not affect the outcome of the other, use Normal Rolls instead.
Face to Face Roll: Dodge and Reset — In a Face to Face Roll, success in the Common Skills Dodge and Reset does not affect the ability of the attacker to execute their action, only their ability to affect the dodging/resetting troop. For example, dodging an Attack with several targets only cancels the attack against the troop who dodged, and does not cancel the attack against the rest of the targets.
NOTE: In a Face to Face Roll, the winner prevents the loser's action, usually meaning that the loser's shots miss. In this scenario any Disposable or limited weapons or equipment (such as Panzerfaust, Mines, E/Maulers…) are used up in the attempt.
FACE TO FACE ROLL EXAMPLE: ONE VERSUS ONE — The Fusilier Angus opens fire against the Alguacil Ortega, who shoots back. Angus' Ballistic Skill (BS) is 12, while Ortega has a BS of 11. They both roll their dice. Angus gets a 4, and Ortega gets a 7. Both pass their rolls, but Ortega's result is higher and he wins the Face to Face Roll, canceling Angus' success. Angus gets shot before he can even pull the trigger!
FACE TO FACE ROLL PLUS NORMAL ROLL — The Fusilier Angus attempts fire against Ortega, who again shoots back. However, Angus failed to notice the Alguacil Díaz behind him, preparing to open fire into his back. The actions of Angus and Ortega affect each other's outcome, so they make a Face to Face Roll. However, Angus' action does not affect Díaz's, so he makes a Normal Roll against the Fusilier. The result of Díaz's Normal Roll is unaffected by the result of the Face to Face Roll between Angus and Ortega.
TWO SIMULTANEOUS FACE TO FACE ROLLS — Angus survives the previous attack and corrects his position so he can fire against both Ortega and Díaz. Both Alguaciles fire back. This time, two separate Face to Face Rolls are made: Angus versus Ortega and Angus versus Díaz.
Angus possesses a Combi Rifle, a weapon with Burst 3, allowing him to shoot 3 times. Angus fires two shots against Ortega and the third against Díaz. In his Face to Face Roll against Ortega, Angus rolls a 9 and a 4, two successes. Meanwhile, Ortega rolls a 5, another success too. As Ortega's success is higher than the 4 rolled by Angus, this is cancelled. However, the 9 rolled by Angus cancels the 5, as this is a lower success. In this way, Ortega takes a single hit, as his roll managed to cancel the other one.
Meanwhile, in the Face to Face Roll against Díaz, Angus rolls an 11, a success. However, Díaz rolls an 11 too. This seems to be a tie, but Díaz's modified BS Attribute value is 11, which means he scored a Critical success, cancelling Angus' success. So, our favourite Fusilier is shot again.
Dispersion
Some Special Skills and pieces of Equipment, including certain weapons, can malfunction or ricochet if the player fails the relevant Roll, altering the trajectory and final point of impact or landing.
- In game terms, if a Special Skill or piece of Equipment has a description that specifies it uses the Dispersion rules, then each time the Roll to use it fails, place the Circular Template on the table, centered on the point of impact designated by the player when he used the Skill or Equipment.
- Place the Circular Template with the number 1 facing the center of the game table (as you would when using Special Skills as AD: Combat Jump).
- Once the Circular Template is placed, the player rolls a die to determine the direction of Dispersion, as indicated by the numbers printed on the Circular Template.
- Next, the player moves the dispersing element (be it a troop, a Template, a piece of scenery, etc.) 16 inches in the direction indicated by the die.
Dispersion has a fixed range of 16 inches from the center of the Circular Template, unless a Special Skill or the conditions of the scenario state otherwise.
If the dispersed element is a troop, such as one using certain Deployment Special Skills (AD: Combat Jump, Impersonation…), and the Dispersion places the troop outside of the game table, or in any location where it cannot be placed, or within the opponent's Deployment Zone, then the figure is placed anywhere within the limits of its owner's Deployment Zone in contact with one of the borders of the game table.
If, after using the Dispersion rule, a part of the base of a troop is outside the game table, anywhere it does not fit (a narrow ledge, inside a wall, etc.), or within an area where it cannot deploy, then the previous case applies and the figure is placed next to one of the borders of the table within the limits of its owner's Deployment Zone.
Unit Profile
In Infinity, troops are grouped into Units. A Unit is a group of soldiers of a specific army. All soldiers within a Unit have received the same training and have the same Attributes, Skills, and the same basic gear. Each Unit has a Unit Profile with all the data you need to play it.
The Unit Profile is what makes any given type of soldier different from the rest, and it includes the following information:
International Standard Code (ISC)
All units have their own battle history and a reputation associated to their name. Sometimes, these names are popularized in their original language (such as Line Kazak or Bagh-Mari), but most often they are translated to the speaker's language (as is the case of the Orc Troops and the Hac Tao). To avoid confusion, O-12 has created an international nomenclature, called ISC, for its intelligence reports and analysis.
ISC names are shown in the header of each unit's profile, in holocards inserted into blister packs, and printed on box sets.
Troop Types
Infinity units are classified according to their mobility, armor, and operational profile. The different Troop Types are:
- Light Infantry (LI). The most common foot soldiers in any army, these mobile, lightly armored troops usually have plenty of support weapons to choose from.
- Medium Infantry (MI). Medium Infantry are Special Forces with elite training and equipment, capable of carrying out specialized combat maneuvers.
- Heavy Infantry (HI). Heavy Infantry are foot soldiers equipped with heavy, often servo-powered armor. They can withstand incredible punishment, yet most remain as mobile as Light Infantry.
- Skirmishers (SK). These are light Special Forces, more focused on stealth and infiltration than raw firepower.
- Warband (WB). Warbands include light assault units who use their high mobility to engage the enemy at close quarters.
- Remote (REM). Remotes are semi-autonomous support units, usually lightly armored but extremely mobile and versatile. Your Army List must include a Hacker or a TAG to include Remotes.
- TAG. TAGs (Tactical Armored Gear) combine the benefits of an augmented heavy armor and a heavily armed walking vehicle. Despite their strong armor, these units are faster than any unaided human. Having one in your Army List allows you to include REMs.
- Special Units (SU). Special Units include all units that do not fit into any of the other categories.
Troop Classification
Troop classification identifies the unit's function within the army and its most salient operational features. It can determine army compositions in missions and scenarios, or in alternative Army Lists for Tournaments and Campaigns.
- Garrison Troops. Lightly trained, these units usually act as reinforcements and rearguard support for the rest of the army.
- Line Troops. Usually the most numerous, Line Troops form the main corps of the army.
- Specially Trained Troops (Spec. Trained Troops). Specially Trained Troops are Line Troops who have undergone specialized training for certain types of missions.
- Veteran Troops. These troops have participated in many campaigns, seen more than their share of combat, and earned their reputation.
- Elite Troops. Elite Troops are Special Forces given the best training and equipment and tasked with the most dangerous special ops.
- Headquarters Troops. The crème de la crème of elite soldiers, Headquarters Troops are employed only for the most important missions.
- Mechanized Troops. Mechanized Troops include units who deploy using mechanized means, whether TAG or armored transports.
- Support Troops. This is an umbrella term for all units with a restricted support role in battle.
- Mercenary Troops. These professional soldiers sell their combat expertise for a price. They can join a regular army. Unless otherwise stated, players cannot add Mercenary Troops to any Combined Army or alien Army List.
Attributes
Attributes are a series of numeric values that describe a unit's basic capabilities. In game terms, these are used to make Rolls and calculate the success or failure of attempted actions.
Units have these Attributes:
- Movement (MOV). The amount of inches this trooper can move with an Order. The MOV Attribute usually has two values: the first time the trooper moves in an Order, and the second.
- Close Combat (CC). This conveys the trooper's prowess in hand-to-hand combat.
- Ballistic Skills (BS). This conveys the trooper's prowess in ranged combat.
- Physique (PH). This represents all physical skills, such as strength, dexterity, throwing, dodging...
- Willpower (WIP). This represents all mental skills, such as Discover, Doctor, Hacking…
- Armor (ARM). This is a numeric value for the trooper's overall armor. The higher the value, the heavier and more effective the armor is in reducing the damage of enemy attacks.
- Bio-Technological Shield (BTS). This is a numeric value for the trooper's NBC (Nuclear, Biological, Chemical), Nanotechnological, Electromagnetic, and Anti-Hacking protections.
- Wounds (W). This represents the physical endurance of the trooper, and how much punishment it can withstand before losing consciousness or dying.
- Structure (STR). This represents the capacity of mechanoid troopers (TAG, REM...) and vehicles to soak up damage before ceasing to function.
- Availability (AVA). This indicates the number of troopers from this Unit allowed in a single Army List.
- Silhouette (S). This indicates the three-dimensional volume of the troop for game purposes. The value refers to a specific type of Silhouette Template.
- Support Weapons Cost (SWC). The cost in Support Points paid for adding a Support Weapon to a troop of that Unit.
- Cost (C). This is the value in Army Points of the trooper with all its Special Skills, Weapons, and Equipment. This value is pivotal when constructing your Army Lists.
Special Skills: This section of the Profile enumerates the Special Skills common to all troopers of the Unit (see Special Skills, page 65).
Equipment: These are all pieces of Equipment carried by the trooper (see Equipment, page 133).
Options: Each Unit Profile has one or more weapon options, organized in rows in the lower area of the profile. Each row displays the weapons, SWC, and Cost for that option, as well as any possible Special Skills or Equipment unique to that option.
Example Unit Profile — Joan of Arc (ISC: Jeanne d'Arc), Character, HI: MOV 4-4, CC 23, BS 15, PH 15, WIP 15, ARM 5, BTS 6, W 2, S 2, AVA 1. Special Skills: Inspiring Leadership · Martial Arts L3 · Religious Troop · V: No Wound Incapacitation. Options: MULTI Rifle + Nanopulser / Pistol + AP CCW (SWC 0, C 49); MULTI Rifle + Nanopulser / Pistol + DA CCW (SWC 0, C 50); as Lieutenant, MULTI Rifle + Nanopulser / Pistol + AP CCW (SWC +1, C 49); as Lieutenant, MULTI Rifle + Nanopulser / Pistol + DA CCW (SWC +1, C 50).
Army List
The Army List is the list of troops that make up the combat forces the player will be using during the game.
In order to play a game of Infinity, the first step will be to determine the number of Army Points with which the Army List will be created. This number will be decided by mutual agreement between the players, or it could be determined by the organizer in the case of a tournament.
The number of Army Points in an Army List will determine the troops the player will be able to use during the game. In order to be able to play a fair game, both players will have the same number, at least to an extent, of Army Points. Even though there can be small variations to that number of Points, the players will assess and adjust them by mutual agreement, or applying the tournament rules, in case they are playing in one. A higher number of Army Points allowed will also mean more versatility for the players when creating their Army Lists.
A standard Infinity game is organized with 300 Points, which would let players field an adequate amount of troops and give a game of average duration. For reference purposes, the standard games and missions in the Official Tournaments of the ITS, the organized game system of Infinity, are designed to play with 300 points.
On the other hand, if a quick game is preferred, then 200 points are enough, even though the versatility of the Army List of the player will be considerably limited.
Games with over 300 Points will lengthen the game duration. However, they tend to be the more appropriate choice when players have agreed on lining up a high number of high points cost troops, as is the case with, for example, TAGs.
Army Points and Value
In order to create an Army List, the player needs to select his troops from the ones available for his faction (PanOceania, Yu Jing, Ariadna...) and add their Costs.
The total sum of the Cost from the troops that make up an Army List must always be equal to or lower than the number of Army Points agreed upon for the game.
Availability
All troops have an Availability (AVA) value on their Unit Profile. The Availability Attribute determines the maximum number of troops from that same Unit the Army List can use.
A Total Availability value allows the player to field as many troops from that Unit as desired.
The Unit Profile also includes a section where the Sectorial Availability of the troop is specified. This value determines the maximum amount of available troops for a Sectorial Army from that faction. The Sectorial Armies are army corps or specific sections from the army, or small territorial armies from a particular area, region, or planet from the faction they belong to. If the value appears marked with a color, then it means that unit can form Fireteams (to learn more, check Infinity: Human Sphere).
Support Weapons Cost (SWC)
The Support Weapons are the weapons or Special Equipment not included in the basic or standard troop equipment. These Support Weapons have a specific cost named Support Weapons Cost (SWC).
On each Unit Profile, the SWC for each configuration of that troop is specified, taking into account the weapons and the equipment at their disposal. Troops with basic equipment have a SWC 0. For example, a Fusilier with a Combi Rifle has a SWC 0. However, troops with Support Weapons usually have higher SWC values.
The total amount of SWC points available to use on troops equipped with Support Weapons is related to the total number of Army Points that make up the Army List. In game terms, each 50 Army Points will award 1 point of SWC to use on troops with Support Weapons.
For example, in a 300 Point game, players will have 6 SWC points available to spend in Support Weapons.
Extra SWC: Troops with a SWC value preceded by the + symbol will award the player that much extra SWC points to be added to the total of the Support Weapons Points available for his Army List. Moreover, it will not cost the player any SWC to field these troops, as their SWC points value is considered to be 0.
Combat Groups
A Combat Group is a closed group of troops with a maximum number of members no greater than 10.
When the total number of troops making up an Army List is over 10, the player must organize the troops in different Combat Groups.
When creating the Army List, the player must assign each troop to a Combat Group; he will be allowed to create as many Combat Groups as desired, as long as the total amount of troops in each one is no greater than 10.
A Combat Group cannot be reorganized during the game. Because of this, once the game has begun, players are not allowed to transfer troops nor their given Orders to a different Combat Group other than the one they belong to.
Lieutenant
Army Lists must have a troop with the Special Skill Lieutenant.
However, players are not allowed to field more than one troop with the Special Skill Lieutenant in the Army List, regardless of the Level of said Special Skill.
Remotes
In order to be able to field one or more troops of the Remote type (REM) the Army List must include at least one TAG or a trooper possessing the Hacker Special Skill. However, it does not need to be in the same Combat Group.
Infinity Army
Infinity Army is the free and official tool to create Army Lists for Infinity.
Infinity Army helps the player create his own Army Lists through an easy and intuitive interface. The management software of this application assesses the legality of each Army List the player creates keeping in consideration the guidelines for the creation of Army Lists for standard games, or following the different models from the ITS tournaments, chosen by the player.
Furthermore, the Infinity Army has all the updated Unit Profiles available for Infinity. Any modification to an existing unit or the addition of a new unit made through the official Infinity website, or through the launching of a new book or supplement, will be automatically reflected in Infinity Army.
To make its use and management easier, Infinity Army has a tutorial mode in which Sibylla, the virtual assistant, will guide the player through the entire creation process of his Army List.
Infinity Army is the quickest and easiest way to create Army Lists, and it is available for free on the official Infinity website: http://www.infinitythegame.com/army
Initiative and Deployment
Initiative Roll
Before the game begins, players make a Face to Face Roll using their respective Lieutenant's WIP Attributes. The winner of the Initiative Roll can choose between keeping Deployment and keeping Initiative. Whichever option the winner declined goes to the other player.
In case of a tie, or if both players fail the Initiative Roll, they will re-roll it.
The WIP Attribute of the Lieutenant is considered Private Information.
Keeping Initiative: The player who kept Initiative gets to choose which player has the first Player Turn and which player has the second Player Turn in each Game Round. This order is maintained throughout the game.
Keeping Deployment: The player who kept Deployment gets to choose who deploys first, and in which Deployment Zone.
Deployment Phase
This phase comes after the Initiative Roll, once the Initiative and Deployment have been chosen. During the Deployment Phase, before the game begins, players place their troops on the battlefield.
The Deployment Phase is divided into the following steps:
- Player One Deployment: Following the order established in the Initiative Roll, as decided by the player who kept Deployment, the first player places all but one of his troops inside his Deployment Zone.
- Player Two Deployment: Once Player One is done, Player Two places all but one of her troops inside her Deployment Zone.
- Player One Last Figure: Then, Player One places the troop he kept back during step one.
- Player Two Last Figure: Finally, Player Two places the troop she kept back during step two.
REMEMBER: Some Special Skills, such as Infiltrate and Mechanized Deployment, allow players to place certain troops outside their Deployment Zones. Other Special Skills, like Airborne Deployment or TO Camouflage, allow players not to place certain troops on the battlefield at all during the Deployment Phase. Finally, the Strategos Special Skill can alter the Deployment rules for both players.
Deployment Rules
To deploy your troops on the table, follow these rules:
- The base of each troop must be entirely within the Deployment Zone.
- Troops cannot be deployed in base to base contact with enemy troops, neutral troops, Markers or Objectives, regardless of their Special Skills.
- If, at the beginning of his first Player Turn, the player's Lieutenant has been not deployed by virtue of some Special Skill, such as Airborne Deployment, that player begins his first Player Turn in a situation of Loss of Lieutenant (see Loss of Lieutenant in page 31).
- When a troop deploys, its owner can choose to deploy it Prone. To do so, simply place a Prone Marker (PRONE) beside the troop.
- Unless otherwise agreed upon, troops cannot deploy in a location without enough space to fit their entire base.
Game Sequence
Game Round
Infinity games are divided into Game Rounds, or Rounds, during which both players have the chance to take an active role. This means each Round is divided into two Player Turns, or Turns, one for each player.
At the start of a Round, a new Player Turn begins, following the turn order determined during the Initiative Phase (see Initiative, page 26).
At the end of the Round, all game effects (Special Skills, Weapons, Equipment...) with a Round duration also end.
Player Turn
During each Turn there is an Active Player and a Reactive Player. The Active Player can activate his troops and execute actions, while the Reactive Player can react to the activation of the Active Player's troops (see ARO: Automatic Reaction Order, page 30).
Each Player Turn is divided into these steps:
- Start of the Turn: Tactical Phase
- Retreat! check
- Loss of Lieutenant check
- Order count
- Impetuous Phase
- Orders Phase
- End of the Turn
Start of the Turn: Tactical Phase
The Tactical Phase is the step when the Active Player makes a series of quick checks before he starts activating his troops.
Retreat! Check: The Active Player counts his Victory Points to see if he enters a Retreat! situation (see End-Game Conditions, page 143).
REMEMBER: The Active Player's Victory Points are the sum of the Cost of all his troops not in a Null state (Unconscious, Dead, Sepsitorized…).
Loss of Lieutenant check: The Active Player checks whether he is in Loss of Lieutenant (see page 31).
Order count: The Active Player counts how many Orders he has at his disposal for this Turn, by counting the number, type and state of his troops. He also applies the effects of Retreat! and/or Loss of Lieutenant (if necessary).
Regular Orders: For each Regular troop deployed on the table that is not in a Null state (Unconscious, Dead, Sepsitorized…), the Active Player adds one Regular Order Marker (REGULAR) to his Order Pool.
REMEMBER: Each Combat Group has its own independent Order Pool.
Special Lieutenant Order: The Active Player, unless he is in Retreat! or Loss of Lieutenant, places a Special Lieutenant Order Marker (LIEUTENANT) on the table, being careful not to place the Marker next to his Lieutenant.
Irregular Orders: Then, the Active Player places an Irregular Order Marker (IRREGULAR) on the table for each of his Irregular troops not in a Null state.
Impetuous Orders: Finally, the Active Player places an Impetuous Order Marker (IMPETUOUS) next to each of his Impetuous troops not in a Null state.
UNDEPLOYED TROOPERS: Troops that have yet to deploy on the table (for example, due to the Special Skill Airborne Deployment) do not contribute their Order to their Order Pool. Undeployed troops' Orders are Private Information, so their player can keep their Order Markers secret and out of sight of the opponent.
Impetuous Phase
During this phase, the Active Player must expend all available Impetuous Orders (see Impetuous Order below).
REMEMBER: The Impetuous Phase is not applied if a Retreat! situation is determined during the Retreat! Check.
Orders Phase
This is the main phase of the Player Turn, when the Active Player gets to use his Order Pools, his Irregular Orders and the Special Lieutenant Order to activate his troops. The Active Player has no obligation to expend all Orders. However, unused Orders cannot be reserved for subsequent Turns, but are lost instead.
End of the Turn
Once the Active Player runs out of Orders, or decides not to use the remaining ones, all effects created by the Active Player with a Turn duration end; Markers and Templates representing those effects are removed from play. All Order Markers still on the table are removed as well.
Lastly, if the Player Turn took place in a Loss of Lieutenant situation, the Active Player can appoint a new Lieutenant, whose identity is still Private Information. Then, the Turn ends.
Orders and Order Pool
Orders
In Infinity, the capacity of an army to maneuver and take actions is measured in Orders. An Order is a game term, a sort of currency spent to activate a trooper so that it can take part in the battle. The higher the number of Orders at its disposal, the more an army can do.
Each one of the aligned troopers that is not in one of the Null states (Unconscious, Dead, Sepsitorized, Spawn-Embryo…) contributes an Order during its Active Turn.
Structure of an Order
Players use Orders to activate troopers and have them perform actions in the form of Skills (Move, Jump, CC Attack…). Depending on their complexity and the in-game time taken, Skills are divided into:
- Short Movement Skills: Can be declared twice or combined with a different Short Movement Skill in the same Order. For instance, you could use an Order to Move and Discover. They can also combine with a Short Skill.
- Short Skills: Can only combine within the same Order with a Short Movement Skill. Cannot be declared twice or combined with other Short Skills.
- Entire Order Skills (or just Entire Order for short): These Skills employ one whole Order and cannot combine in any way.
In other words, the expenditure of an Order allows the activated trooper to declare one of the following combinations of Skills:
- Any one Entire Order Skill.
- Any one Short Movement Skill plus any one Short Movement Skill.
- Any one Short Movement Skill plus any one Short Skill (and vice versa).
REMEMBER: Even if declared one after the other, both Skills in a single Order occur simultaneously. For example, if you declare Move plus BS Attack, (the Short Skill troopers use to fire their weapons), you can make the BS Attack at any point during the movement route declared, and not necessarily at the beginning or the end of that route.
Types of Orders
Regular Order
Regular Orders are those contributed by troopers with the Training Characteristic Regular.
The Regular Order provided by each trooper is available to any trooper in the same Combat Group.
Marker: Regular Orders are represented by a Regular Order (REGULAR) Marker.
The status and expenditure of Regular Orders is Open Information. Players must place their Regular Order Markers where all players can see them.
Irregular Order
Irregular Orders are those contributed by troopers with the Training Characteristic Irregular.
Irregular Orders are only available to the trooper that provided them, and can never activate a different trooper.
Marker: Irregular Orders are represented by an Irregular Order (IRREGULAR) Marker.
The status and expenditure of Irregular Orders is Open Information. Players must place their Irregular Order Markers where all players can see them.
Impetuous Order
Impetuous Orders are those contributed by troopers with the Fury Characteristic Impetuous or Extreme Impetuous.
Impetuous Orders are additional Orders used exclusively by the trooper that provided them.
Impetuous Orders are only used during the Impetuous Phase of their Active Turn and the rules governing their use are described in the section Fury: Extreme Impetuous (see page 47).
Marker: Impetuous Orders are represented by an Impetuous Order (IMPETUOUS) Marker placed beside the trooper to whom it belongs. The status and expenditure of Impetuous Orders is Open Information.
Special Lieutenant Order
The Lieutenant of each army has a special extra Order that is for his use only. This Order is not included in the Order Pool, but kept separate for the Lieutenant to use.
IMPORTANT! The Special Lieutenant Order has special applications that can be very helpful, but using it broadcasts who the Lieutenant is in your Army List, giving your opponent a clear potential target. Use it judiciously.
REMEMBER: Only units and Special Characters with a Lieutenant option on their trooper profile are available as Lieutenant when building an Army List. Some Special Characters provide your army with extra SWC points (+1, +2…), but only when they are fielded as your Lieutenant.
Marker: The Special Lieutenant Order is represented by a Special Lieutenant Order (LIEUTENANT) Marker.
The status and expenditure of the Special Lieutenant Order is Open Information. Players must place their Special Lieutenant Order Markers where all players can see them.
Order Pool
The Order Pool is the amount of Regular Orders available to each Combat Group during their Active Turn. The more troopers with the Characteristic Regular in a Combat Group, the bigger its Order Pool.
Each Combat Group has its own Order Pool. Furthermore, each Combat Group can only use its own Regular Orders, and never Orders from the Order Pool of a different Combat Group.
There is no limit to the number of times Regular Orders can activate the same trooper during its Active Turn; the only limit is the size of the Order Pool of its Combat Group.
You can spend Regular Orders from your Order Pools in any order. When you activate a trooper, you do not need to spend all orders you plan to use on that trooper consecutively, but can alternate between troopers and even Combat Groups.
Players are not required to expend all Regular Orders in their Order Pools.
Players recalculate Order Pools at the beginning of each of their Active Turns, during the Tactical Phase. Each time players suffer a casualty, that is, when one of their troopers enters a Null state (Unconscious, Dead, Sepsitorized…), they lose that trooper's Orders for subsequent Turns.
Structure of the Order Pool
Only Regular orders go into the Order Pool. Irregular Orders, Impetuous Orders and the Special Lieutenant Order are not part of any Order Pool.
IMPORTANT! The status and expenditure of Order Pools is Open Information. Players must place the Order Markers for each of their Order Pools where all players can see them.
Order Pools and Undeployed Troopers
Only troopers on the battlefield, whether in the form of a figure or represented by a Marker — Camouflage, TO, Impersonation, etc. — contribute Orders to their Order Pool. Regular troopers that have not yet deployed onto the table due to Special Skills such as Airborne Deployment or TO Camouflage do not add their Order to their Order Pool until they start their Active Turn deployed.
The exception to this rule is provided by those troopers possessing a Special Skill as Airborne Deployment or TO Camouflage deployed using an Impetuous Order (see above).
The status and existence of Orders provided by undeployed troopers is Private Information. Markers for Regular Orders provided by undeployed troopers can be kept secret and out of sight of the opponent.
Order Markers and Undeployed Troopers
The status and existence of Orders provided by undeployed troopers is Private Information.
If a trooper has a Special Skill that allows it to not deploy during the Deployment Phase, its player can keep that trooper's orders (Regular, Irregular, Impetuous, Lieutenant...) out of sight of the opponent until the trooper finally deploys.
ORDER POOL EXAMPLE: A player has an Army List with 12 Regular troopers divided in two Combat Groups of 8 and 4 troopers respectively. She has two Order Pools, one with 8 Regular Orders and a second one with 4 Regular Orders.
She could use her 8 Regular Orders in the first Order Pool to activate the 8 troopers in that Combat Group once. She could also give all those Orders to a single trooper, activating it 8 times. Alternatively, she could give 4 Orders to one trooper, 3 to another and 1 to a third trooper.
She can assign those 8 Orders in any combination within the first Combat Group, and do the same with the 4 Regular Orders available for the second Combat Group. What she cannot do is use orders from the first Combat Group to activate troopers in the second Combat Group, or vice versa.
ARO: Automatic Reaction Order
In Infinity games, thanks to the Automatic Reaction Order (ARO) mechanic, players never stop making game-altering decisions. Even during their opponent's Active Turn, they can take actions as their figures and Markers react to enemies activating with Orders.
A trooper owned by the Reactive Player can declare an ARO if any of the following is true:
- It has Line of Fire (LoF) to a trooper being activated by the Active Player.
- An enemy trooper activates within its Zone of Control (ZoC).
- It has a Special Skill or piece of Equipment allowing reaction to enemy actions without LoF.
The Reactive Player must declare AROs for all eligible troopers immediately after the Active Player declares his Entire Order or the first Short Skill of his Order (see: Order Expenditure Sequence below). Troopers that fail to do so lose their ARO against that Order. If, by declaring the second Short Skill of its Order, the active trooper gives ARO to enemy troopers that did not have ARO against the first Short Skill, then those enemy troopers can declare their AROs.
Each time the Active Player activates a trooper by spending an order, each eligible enemy gets one single ARO, regardless of the number of Skills the Active Player declares during that Order.
AROs must choose the trooper activated by the Order as their target.
Troopers cannot react to AROs, since only the Active Player's Orders give AROs and only the Reactive Player can declare AROs.
There is no limit to the number of troopers that can react to the activation of a single enemy trooper.
IMPORTANT! Using an ARO, the Reactive Player can only declare Skills that specifically state they are usable in ARO.
All at Once
In Infinity, Orders and AROs are simultaneous regardless of the Skills declared.
For example, if an activated trooper declares Move + BS Attack and chooses to shoot from its starting position (taking advantage of a favorable Range), and its target reacts with a BS Attack, choosing to shoot at the end of the Movement (again, for Range purposes), then both actions are still considered to be simultaneous for all game purposes.
IMPORTANT! All AROs are also simultaneous. This means that, if a Camouflage Marker spends an Order to Move, its opponent can declare Discover with all troopers with LoF to it, but cannot declare Discover with one of the troopers and BS Attack with the rest, waiting for the Discover Roll to be successful (see: Camouflage and Hiding, page 70).
Order Expenditure Sequence
Each time the Active Player decides to use an Order (of whatever type) to activate a trooper, follow these steps:
- Activation: The Active Player declares which trooper will activate.
- Order expenditure: The Active Player removes from the table, or otherwise marks as spent, the Order Marker he uses to activate the trooper.
- Declaration of the First Skill: The Active Player declares the first Short Skill of the Order, or the Entire Order he wants to use. If movements are declared, the player measures the movement distance and places the trooper at the final point of its movement.
- Declaration of AROs: The Reactive Player checks which of her troopers can react against the activated trooper, and declares AROs for each of them. If a trooper can declare an ARO but fails to do so, the chance is lost. If movements are declared, the player measures the movement distance and specifies where the trooper would be at the end of its movement.
- Declaration of the Second Skill: The Active Player declares the second Short Skill of the Order, if applicable. If movements are declared, the player measures the movement distance and places the trooper at the final point of its movement.
- Declaration of AROs: The Reactive Player can check whether new AROs are available, and declare those. If movements are declared, the player measures the movement distance and specifies where the trooper would be at the end of its movement.
- Resolution: Players take measurements, determine MODs, and make Rolls.
- Effects: Players apply all effects of successful Orders or AROs, and make ARM/BTS Rolls.
- Conclusion: If necessary, players make Guts Rolls and apply their effects.
IMPORTANT! All details and choices related to the execution of a Short Skill, Short Movement Skill, or Entire Order Skill must be specified when it is declared. For instance, if you declare a movement, specify the entire route; if you declare a BS Attack, specify which Weapon will be used, who the targets are, how the Burst is divided, etc.
A Skill declaration is not valid if the Requirements for their execution are not met. For example, a CC Attack cannot be performed against a figure that is not in base to base contact with the attacker.
If the Player declares a Skill and, when he applies its Effects, he realizes the Requirements are not met, then the Skill is considered null. However, the trooper who declared it still generates ARO, as if he has declared an Idle, and loses the ammunition or equipment used, if he declared the use of a Disposable weapon or piece of Equipment.
Loss of Lieutenant
Despite their training and their constant connection with Mission Control, losing a team leader to enemy fire or system failure can wreak havoc on the discipline of soldiers, creating a moment of confusion in which everyone is left to their own devices, without a coordinated tactical approach. This situation is usually temporary, and order reigns again once the next rung in the chain of command steps up or Mission Control chooses a new leader.
Activation
If, during the Tactical Phase of the Active Turn, the Active Player lacks a Lieutenant because they did not deploy or the previous Lieutenant is currently in a Null (Unconscious, Dead, Sepsitorized…) or Isolated state, then a situation of Loss of Lieutenant is automatically declared.
Effects
When an army enters a Loss of Lieutenant situation, all troops in its Army List become Irregular.
Cancellation
The player can appoint a new Lieutenant at no cost at the end of the Turn in which he entered the Loss of Lieutenant situation. The identity of this new Lieutenant is still considered Private Information.
IMPORTANT! Troops with the Irregular Characteristic or the REM Troop Type on their Troop Profile cannot be appointed as Lieutenant.
Ballistic Skills (BS)
Ranged combat and firefights are the foundation of modern warfare, and play an equally pivotal role in Infinity.
The Skill used for firefights is Ballistic Skill (BS). An exchange of fire takes place within the normal Order expenditure sequence and uses the same types of Rolls as all other combat in Infinity.
BS Attack Declaration
Requirements
For a trooper to declare a BS Attack in its Active Turn or Reactive Turn, it needs to:
- Be using a BS Weapon, or a Skill or piece of Equipment capable of making a BS Attack.
- Be able to draw Line of Fire (LoF) to the target of the BS Attack, unless the BS Weapon, Skill or piece of Equipment used doesn't require LoF.
- Not be in base to base contact with any enemies during the Activation phase of that Order.
The player must make sure to meet all Requirements when activating the trooper by declaring the BS Attack.
Burst
Each time a trooper declares a BS Attack, it can take as many shots as the Burst (B) value of its BS Weapon.
During the declaration of a BS Attack, the player can distribute a number of shots equal to the Burst value among one or more targets, as long as they are valid (within LoF, if needed).
MOVE + BS ATTACK (OR VICE VERSA): Since the Skills used in an Order are simultaneous, a BS Attack can be declared at any point during the route followed by the Move Skill. If the Burst is divided among several targets, all shots must be made from a single point. Usually, the attack is made from the position that offers the biggest advantage: a clear LoF, uncovered targets, optimal range, etc.
IMPORTANT! The player must specify, at the time of the BS Attack declaration, which BS Weapon, Equipment or Special Skill the trooper will use. Furthermore, if the chosen BS Weapon, Equipment or Special Skill has different Ammunition or options, he must select which one at that moment.
Burst During Reactive Turn (ARO): In ARO, the B value is always reduced to 1; however some rules or Special Skills can modify this value. If the target declared Move plus any Short Skill or Short Movement Skill, the Reactive Player can make the attack at any point during the target's movement.
Burst Modifiers: Certain situations can alter the usual B value of a weapon. Players apply Burst Modifiers when declaring the BS Attack.
BS Attack Resolution
Once the BS Attack is declared, players check which MODs apply, take the necessary measurements, and make the BS Attack Rolls.
Modifiers (MOD)
Before rolling, the player must check which MODs are applicable. The most common are:
- Range: Most BS Weapons, pieces of Equipment and Special Skills that can make BS Attacks put a Range MOD on the attack that depends on the distance between the attacker and the target. If the target is farther from the attacker than the maximum Range value of the BS Weapon, piece of Equipment or Special Skill, then the BS Attack fails automatically (the Order is spent, Disposable weapons are used up, etc.).
- Cover: If the target is in Partial Cover, the attacker applies a -3 MOD to all his BS Attack Rolls against that target.
- Visibility: If the LoF is drawn through an area with special Visibility Conditions, the attacker's Roll can suffer penalties (see Visibility Conditions).
- Special Skills and Equipment: Certain Special Skills and Equipment can add a MOD to BS Attack Rolls.
BS Attack Roll
After calculating the MODs, players make their Rolls using the relevant Attribute, usually BS. Simultaneous BS Attack Rolls can be made in any order.
Normal Roll: If the Skills declared by the target do not affect the outcome of the BS Attack, the attacker can make a Normal Roll. The attacker makes one roll for each point of Burst he assigned to a target.
Face to Face Roll: If the Skills declared by the target do affect the outcome of the BS Attack (like declaring another BS Attack would, for example), then a Face to Face Roll is made. Both players make one Roll for each point of Burst they assigned to that exchange.
BS Attack Results
For each successful BS Attack Roll, the target must make an ARM/BTS Roll (see Damage).
Criticals
Rolling a Critical means the attack is an automatic success. Unless otherwise specified, each Critical rolled in a BS Attack causes the target to lose 1 point from their Wounds/Structure Attribute without making an ARM/BTS Roll to avoid the damage.
REMEMBER: Certain weapons use Special Ammunition capable of altering the effects of a BS Attack, causing more than one ARM/BTS Roll for each success, reducing the ARM/BTS of the target, etc. This can also alter the way Criticals work.
Cover
The term Cover refers to all pieces of scenery that partially or completely obstruct LoF, thus preventing the attacker from making a clean BS Attack.
Cover is an essential part of Infinity gameplay. We recommend you make sure the game table has plenty of scenery on it, so that troopers can use Cover to maneuver and advance. Official Infinity terrain and scenery is designed to play well with the Cover rules and make for an interesting tactical simulation experience.
There are two categories of Cover in Infinity: Partial Cover and Total Cover.
Partial Cover
Partial Cover partially blocks the attacker's vision of his target.
Requirements:
- The target of the BS Attack must be in base contact with a piece of scenery.
- For a piece of scenery to be considered a valid Cover, it must conceal at least a third of the target. This means that it must have a height that is equal to or higher than one third of the target's height, and must also cover at least the equivalent of one third of its base.
- When in doubt, check the Silhouette (S) attribute of the target and its Silhouette Template to see the measurements of that minimum height and width.
- The troop must be able to see, at least, a part of the volume of its target with the size of the target's head, or a minimum size of approximately 3x3mm (the size of the black squares on the Silhouette Templates).
Effects:
- The trooper that declared a BS Attack must apply a -3 MOD to its BS Attribute.
- The target of the BS Attack can apply a +3 MOD to its ARM/BTS Attribute in any possible subsequent ARM/BTS Rolls.
Total Cover
Total Cover completely blocks the attacker's vision of his target, obstructing any LoF.
Requirements: For a trooper to be in Total Cover, one of these two must be true:
- The pieces of scenery completely obstructs the attacking enemy's LoF.
- The attacking enemy does not have LoF to the trooper.
Effects: Troopers cannot declare BS Attacks with weapons, Special Skills or pieces of Equipment that require LoF against a target in Total Cover.
BS Attacks into Close Combat
If a trooper declares a BS Attack against an enemy in base to base contact with an ally, he applies a -6 MOD to his BS for each ally in that Close Combat (this is in addition to all other MODs for Range, Cover, CH: Camouflage, etc.).
If the trooper fails his Roll and the Failure Category (FC) is less than or equal to the MOD applied for allied troopers (-6, -12, etc., depending on the number of allies in that CC), then an ally takes the hit and is forced to make an ARM/BTS Roll. If several allies were participating in the CC, the attacker can choose which one takes the hit.
EXAMPLE: Fusilier Angus watches as his comrade Fusilier Bipandra is attacked in CC by the Alguacil Ortega. Angus, always the gentleman, tries to help and declares his ARO will be to make a BS Attack, then opens fire on Ortega. To hit Ortega, Angus needs to roll 9 or less on his d20 [BS: 12 +3 (Range MOD) –6 (MOD for trying to avoid friendly fire) = 9]. What he rolls instead is a 12. Uh oh. He failed his Roll, and he did so because of the MOD for having to avoid hitting his ally engaged in that CC (10 to 15 on the die). This means his FC is 3 (12-9=3), less than the value of the MOD (-6), so Angus ends up shooting Bipandra by accident. Now Bipandra must make an ARM Roll and, if she passes it, she will want to have a word with her comrade Angus.
Twin Weapons
When a trooper has two identical BS weapons, he may use them simultaneously for enhanced firepower.
TWIN WEAPONS — Automatic Skill, Optional, Active Turn
Requirements:
- The trooper must have two identical BS weapons (two Rifles, two Combi Rifles, two Boarding Shotguns, two Light Flamethrowers, etc.).
Effects:
- Troopers with two of the same BS weapon can use them as a single weapon with a +1 Bonus to its Burst (B).
- Thanks to this Bonus, in Active Turn, a trooper with 2 identical Direct Template Weapons (2 Chain Rifles, 2 Light Flamethrowers...) may place the Template twice per declaration, even against different targets.
- In order to Dodge several Direct Templates placed in a single Order, the target must pass a single Normal PH (or PH-3) Roll. If successful, all Templates are dodged.
- Even if the weapons have different Shooting Modes, the whole Burst must use the same type of Shooting Mode.
- The +1 B Bonus is not applicable when the attack is an Entire Order Skill (Intuitive Attack, Speculative Fire...).
- If the trooper uses the Twin Weapons rule with Disposable Weapons with limited ammunition (such as two Panzerfausts), then benefiting from the +1 B Bonus means expending one additional projectile.
- For example, a trooper with two Panzerfausts (a weapon capable of shooting twice and with B 1) using the Bonus would make an attack with B 2, thus consuming in a single Order one projectile from each Panzerfaust. A second BS Attack with both Panzerfausts would deplete them both.
REMEMBER: The Twin Weapons rule cannot be used if both weapons are not identical. For example, a trooper with a Combi Rifle and a MULTI Rifle, or one with a Chain Rifle and a Nanopulser, would not be able to apply this rule. This rule is only usable in the Active Turn.
Template Weapons and Equipment
BS Weapons and Equipment that use an Area of Effect Template affect not only the target enemy, but also an area of the game table determined by the size of the Template.
There are two kinds of Template BS Weapons and Equipment, depending on where and when the Template is placed: Direct Template and Impact Template.
Area of Effect
The Area of Effect of a Template is the area it covers with a single declaration of use. For example, if you declare an Attack using a Template Weapon, all troopers or targets in base contact or inside the Area of Effect of the Template are affected by the Attack declared.
Effects:
- Any trooper in base contact with a Template, or whose base or Silhouette Template is covered at least partially by a Template, is equally affected by the Template Weapon or Equipment.
- Troopers affected by a Template Weapon or Equipment can declare Dodge as their second Short Skill or ARO, even if they do not have LoF to the attacker.
- Dodging an Attack with a Template Weapon usually involves passing a PH Roll.
- However, that Roll becomes a PH-3 Roll in these cases: if the trooper affected by the Template Weapon does not have LoF to the attacker; if the Template Weapon is a Deployable Weapon (such as a Mine or an E/Mauler).
- Troopers affected by a Template Weapon who declare Change Facing will perform a PH-3 Roll.
IMPORTANT! Troopers affected by a Template Weapon cannot benefit from the +3 MOD to ARM/BTS for Partial Cover.
Template Weapons on a Close Combat: Template Weapons that affect at least one trooper engaged in a Close Combat affect all troopers in that Close Combat, even if some of them are not in direct contact with the Template. Bear in mind that troopers cannot declare Attacks against their friendly troopers.
Template Weapons and Friendly and Neutral troopers: It is not allowed to declare Attacks against friendly or Neutral troopers. So, if the player declares an Attack with a Template weapon that affects a friendly or Neutral trooper, then that shot is considered null (but not any other shot of the same Burst with no Civilian or Neutral troopers affected by a Template). All those troops who were affected by the nullified shot can still declare ARO. In such a situation, if the Template weapon has the Expendable Trait one use is considered spent.
Types of Template
In this rulebook, there are three kinds of Templates used by weapons and pieces of Equipment: the Circular Template, the Large Teardrop Template and the Small Teardrop Template.
Templates used by Template Weapons and Equipment have a height equal to their radius or half their width (unless otherwise specified, as in the case of Smoke Special Ammunition). To help determine the three-dimensional Area of Effect of a Template, add a second identical template perpendicular down the middle so the cross-section forms an X.
Direct Template Weapons
As their name implies, these weapons place a Template where their user stands.
Effects:
- These weapons require no BS Roll to hit.
- Place the Template down when you declare the Attack to determine what the Attack affects, as that might influence the possible second Short Skill and AROs.
- Teardrop Direct Template (Chain Rifle, Flamethrower, etc.): Place the narrow end of the Teardrop Template (Blast Focus) contacting the edge of the attacker's base or Silhouette Template. All troopers affected by the Template suffer the Attack.
- Circular Direct Template: Place the center of the Circular Template (Blast Focus) over the center of the attacker's base. All troopers affected by the Template suffer the Attack.
- Affected troopers can Dodge the Attack of a Direct Template Weapon by passing a Normal PH Roll (or PH-3 in the cases mentioned previously under Effects).
- If an affected trooper declares an Attack against the user of the Direct Template Weapon as the second Short Skill of an Order or as an ARO, then that Attack is resolved with a Normal Roll using the relevant Attribute (if the weapon, Special Skill, etc. requires a Roll) instead of a Face to Face Roll. Once the Attack is resolved, and regardless of the outcome, the trooper suffers the effect of the Template.
- Direct Template Weapons with a Burst (B) value greater than 1 allow the attacker to place the Template as many times per order as the B value, even sharing this B against different targets (see Twin Weapons).
- Direct Template Weapons allow the user to declare the Skill Intuitive Attack.
IMPORTANT! Even in contact with the Template, troopers declaring an Attack with a Direct Template weapon are not affected by it, unless the description of such weapon states the contrary.
Blast Focus and scenery: Each Template has a Blast Focus to determine if nearby scenery protects a trooper from the Template's effects. If LoF can be drawn from the Blast Focus to the trooper, then that trooper is affected by the Template. However, if the LoF cannot be drawn due to the presence of a piece of scenery, then the trooper is considered to be in Total Cover and is not affected by the Template. The Blast Focus is at the center of the Circular Template and at the narrow end of the Teardrop Templates. The Blast Focus can only draw LoF inside the Area of Effect of the Template.
Impact Template Weapons
These weapons place a Template at the point of impact.
Requirements:
- Unlike Direct Template Weapons, Impact Template Weapons require an Attack Roll, using BS or the appropriate Attribute, to hit.
- The user of one of these weapons must declare a main valid target, and that target is used as a reference to place the Template.
- Place the Template down when you declare the Attack to determine who is affected by that Attack, as that might influence the possible second Short Skill and AROs.
Effects:
- The Template only applies its effect on each affected trooper if the Attack Roll is successful.
- The trooper who declared the Attack compares this Roll against each enemy trooper affected by the Template individually. Each enemy trooper affected by the template resolves his Face to Face Roll with the Template user independent of each other; the Face to Face Roll of one affected enemy trooper does not affect the Face to Face Rolls of the others.
- The attacker must designate a main target, from whom all MODs applied to his Roll will be determined. This Roll will be compared against each enemy trooper affected by the Template.
Teardrop Impact Template (Shotgun, Plasma Rifle, etc.): Place the narrow end of the Teardrop Template (Blast Focus) contacting the edge of the main target's base, following the Line of Fire. The narrow end of the Template (Blast Focus) must be in contact with the edge that is closest to the attacker, so that the main target is unequivocally affected by the Template. All other troopers affected by the Template suffer the Attack as well.
Circular Impact Template (Grenades, Grenade Launchers, etc.): Place the center of the Circular Template (Blast Focus) over the center of the main target's base. All other troopers affected by the Template suffer the Attack as well.
In order to Dodge an Attack with an Impact Template Weapon, the main target or any other affected trooper can make a Face to Face Roll with their PH (or PH-3 in the cases mentioned under Effects) against the attacker's Attack Roll.
Critical Hits with Templates
Rolling a Critical in an Attack Roll with a Template Weapon causes the target of the attack (and only the target) to suffer Damage automatically and lose one point of Wounds/Structure, bypassing the ARM or BTS Roll, and applies what its Special Ammunition specifies in case of Critical.
Other troopers affected by the Template do not suffer the effects of the Critical, but they still suffer the regular effects of the Template.
Responding to a Template Weapon Roll
Against an Attack with a Template Weapon that required a Roll to hit — whether it was an Impact Template Weapon or an Intuitive Attack — each affected enemy may make a separate Face to Face Roll against the attacker.
Circular Impact Template — special cases: Remember that, when declaring Speculative Fire with an Impact Template Weapon, you do not have to place the Template on top of the center of the target's base. When using Smoke Special Ammunition, you do not need to declare an enemy as target; the target can be an area on the game table.
Worked examples from the rulebook:
- Main target reacts by shooting: In his Active Turn, a Hellcat wielding a Boarding Shotgun (a weapon using the Small Teardrop Impact Template, B2) declares a BS Attack against three Fusiliers in a straight line. Each successful BS Roll places a Small Teardrop Template; the players confirm the Template covers all three Fusiliers. Only the first Fusilier has LoF to the Hellcat and declares BS Attack as his ARO — a Face to Face Roll with his BS against the Hellcat's two BS Rolls. The other two Fusiliers, lacking LoF, may instead Dodge with a PH-3 Face to Face Roll against the Hellcat's two Rolls. If the first Fusilier wins his Face to Face Roll he avoids the Damage; the other two must each win their own PH-3 roll to avoid it.
- Target reacts by Dodging: If the target Fusilier instead declares Dodge as his ARO, it is a Face to Face Roll using his PH (without the negative MOD, since he has LoF) against the Hellcat's two BS Rolls. The other two Fusiliers can still try to Dodge with PH-3 against the same two Rolls.
- All targets react by shooting: If all three Fusiliers have LoF to the Hellcat and all declare BS Attack as ARO, each makes his own separate Face to Face Roll against the Hellcat's two BS Rolls; one Fusilier's result does not affect another's. If the main target Fusilier wins, the Attack against him is cancelled and the Hellcat must make an ARM Roll — but this does not cancel the Attack against the other two Fusiliers, who each still face the Hellcat's two Rolls independently.
- Nullified shot: If the three Fusiliers are spread out and the Hellcat splits his Burst between them, and the second shot's Template also covers a friendly Alguacil, that second shot is nullified (Attacks cannot hit friendly troopers) — but the Fusilier targeted by that shot may still react with an ARO (a Normal Roll), and the Hellcat still resolves the Face to Face Roll for the first, non-nullified shot.
Close Combat
Urban combat, the struggle for control of a building, ship-to-ship boarding actions... In the modern warfare environment, soldiers often face the enemy at close quarters, where there is little room to wield a rifle or machine gun with any effectiveness. In these situations, they are trained to resort to close-quarters armament: small, short-range firearms (such as pistols) and hand-to-hand weapons (knives, machetes, swords, claws...).
Close Combat (CC) encounters take place within the normal Order expenditure sequence and use the same types of Rolls as all other forms of combat in Infinity.
CC Attack Declaration
Requirements
For a troop to declare a CC Attack either in its Active Turn or Reactive Turn, it needs to:
- Be using a CC Weapon, or a Skill or piece of Equipment capable of a CC Attack.
- Be in base to base contact with an enemy.
The player must make sure to meet all Requirements before activating the troop and declaring the CC Attack.
Burst
In the Active Turn, each time a troop declares a CC Attack, it can make as many attacks as the Burst (B) value of its CC Weapon. However, in the Reactive Turn, the Burst value is 1 but can be modified after that by some Special Rules or Skills.
During the declaration of a CC Attack, the player can distribute a number of attacks equal to the Burst value among one or more targets, as long as all targets are valid (in base to base contact with the attacker).
Burst Modifiers: Certain situations can alter the usual B value of a weapon. Players apply Burst Modifiers when declaring the CC Attack.
IMPORTANT! The player must specify, at the time of the CC Attack declaration, which CC Weapon, Equipment or Special Skill the troop will use. Furthermore, if the chosen CC Weapon, Equipment or Special Skill has different Ammunitions or options, he must choose them at that moment.
CC Plus Movement Sequence
Close Combat typically takes place immediately after a Movement. This means the most common CC sequence is as follows:
An active trooper declares, using the first Short Skill of his Order, that he will Move into base to base contact with an enemy.
Said enemy declares an ARO, usually either BS Attack or CC Attack, but it might also be a Dodge (or Reset), a Hacking Program (if available), or any Special Skill usable in this situation.
The active trooper declares the second Short Skill of his Order, which might be any of the above mentioned: BS Attack, CC Attack, Dodge (or Reset), a Hacking Program (if available) or an eligible Special Skill.
Then, both the active trooper and the target in ARO make their Face to Face Rolls (unless one of the Skills used indicates otherwise).
CC Attack Resolution
Once the CC Attack is declared, players check which MODs apply and make the CC Attack Rolls.
Modifiers (MOD)
Before rolling, the player must check which MODs are applicable. The most common are:
- Special Skills and Equipment: Certain Special Skills and Equipment can add a MOD to CC Attack Rolls (see CC Special Skills).
- Close Combat against several enemies: Troops declaring CC Attack apply a MOD of +1 to their B for each ally that is in base to base contact, and in Engaged state, with the target of their attack and is not activated either by an Order or an ARO. The maximum number of troops in base to base contact with a model with a 25 mm round base is 4. The maximum number of troops in base to base contact with a model with a 40 mm (or wider) round base is 6.
CC Attack Roll
After calculating the MODs, players make their Rolls using the relevant Attribute, usually CC. Simultaneous CC Attack Rolls can be made in any order.
Normal Roll: If the Skills declared by the target do not affect the outcome of the CC Attack, the attacker can make a Normal Roll. The attacker makes one roll for each point of Burst he assigned to a target.
Face to Face Roll: If the Skills declared by the target affect the outcome of the CC Attack (like declaring another CC Attack would, for example), then a Face to Face Roll is made. Both players make one Roll for each point of Burst they assigned to that exchange.
CC Attack Results
For each successful CC Attack Roll, the target must make an ARM/BTS Roll.
Criticals
Rolling a Critical means the attack is an automatic success. Unless otherwise specified, each Critical rolled in a CC Attack causes the target to lose 1 point from their Wounds/Structure Attribute without an ARM/BTS Roll being made to avoid the damage.
REMEMBER: Certain weapons use Special Ammunition capable of altering the effects of a CC Attack, causing more than one ARM/BTS Roll for each success, reducing the ARM/BTS of the target, etc. This can also alter the way Criticals work.
Interacting with a Close Combat
Any troop in base to base contact with an enemy engaged in Close Combat can only declare CC Attack, Dodge, or other skills usable in Close Combat. For example, other skills that require base to base contact but are not CC-related, such as Doctor or Engineer, cannot be declared in these circumstances.
Damage
In Infinity, Damage is the capacity of a weapon, Attack, Special Skill, piece of Equipment, Hacking Program, etc. to harm or impair its target in any way. The Damage value, represented by a number, is indicated on the weapon's profile or in the rules for the specific Special Skill, Equipment, etc.
However, this Damage is not usually applied to the target as is. Most often, the target has a chance to avoid harm by passing an ARM/BTS Roll to ignore the Damage.
Generally speaking, each success in an Attack Roll forces the target to make one separate ARM/BTS Roll.
The description of the type of Attack, Ammunition, Special Skill, Equipment, Hacking Program, etc. indicates whether a successful Attack with it forces the target to make an ARM or BTS Roll.
ARM Roll
ARM Rolls work slightly differently from other Rolls in Infinity. An ARM Roll is a Roll modified by the ARM Attribute.
To make an ARM Roll, roll a d20, add the value of the ARM Attribute of the target and compare the result to the Damage value of the Attack.
An ARM Roll is successful if the final result is higher than the Damage value of the Attack. In that case, the target receives no Damage and suffers no alteration to its Attribute profile or its state.
Conversely, an ARM Roll fails if the final result is equal to or lower than the Damage value of the Attack. When this happens, the most common consequence is the loss of one point from the target's Wounds/Structure, or a change in its state, depending on the weapon or ammunition used in the Attack.
BTS Roll
Certain Special Ammunition types, Attacks, Equipment, Hacking Programs, etc. can force the target to use its BTS Attribute in place of its ARM.
BTS Rolls work like ARM Rolls, except that the value added to the result is the BTS Attribute instead of the ARM.
A BTS Roll is successful if the final result is higher than the Damage value of the Attack. In that case, the target receives no Damage and suffers no alteration to its Attribute profile or its state.
Conversely, a BTS Roll fails if the final result is equal to or lower than the Damage value of the Attack. When this happens, the most common consequence is the loss of one point from the target's Wounds/Structure or a change in its state, depending on the weapon or ammunition used in the Attack.
Wounds
Unless otherwise specified, each failed ARM/BTS Roll reduces by 1 the Wounds/Structure Attribute of the trooper that received the Attack. When this happens, place a Wound Marker (WOUND) next to the trooper. Use the numbers on the Markers to indicate the number of Wounds/Structure points the trooper has lost so far. If the trooper has lost enough Wounds/Structure points to fall Unconscious, use an Unconscious/Damaged Marker instead.
Unconsciousness and Death
If the value of the Wounds/Structure Attribute of a trooper reaches 0, then that trooper falls immediately into the state of Unconscious (see Game States).
DAMAGE: EXCEPTIONS: Certain Special Ammunition, Attacks, Equipment, Hacking Programs, etc. force the target to make more than one ARM/BTS Roll for each success in the Attack Roll. Others cause the target to lose more than one Wounds/Structure point when an ARM/BTS Roll is failed, or cause a change in the state of the target... The specific effects of each type of Ammunition, Attack, etc. are explained in their rules.
However, if the Wounds/Structure Attribute falls below 0, the trooper enters the Dead state (see Game States).
EXAMPLE OF DAMAGE, ARM ROLL, UNCONSCIOUSNESS AND DEATH: The Fusilier Angus is involved in a deadly firefight with his arch-enemy the Alguacil Ortega. In the Face to Face Roll of the BS Attack, Angus gets two successes with the Normal Ammunition of his Combi Rifle, meaning Ortega must make two ARM Rolls. A Combi Rifle's Damage is 13, and Ortega has an ARM Attribute of 1. This means Ortega gets to add a +1 to each die, and needs to exceed 13, the Damage of the Combi Rifle, with both dice to avoid harm. The dice are rolled, and Ortega gets these results: 14 and 13. He adds +1 to each die for final ARM Rolls of 15 and 14. Both are higher than the Damage of the gun, so both ARM Rolls are successful, and Ortega suffers no Damage, that is, he loses no points from his Wounds Attribute.
After a change of Player Turn, the face-off continues with a new Order. This time it is Ortega who obtains two successes on his Face to Face Roll, forcing Angus to make two ARM Rolls. Ortega is also using a Combi Rifle, and Angus' ARM is also 1, so the calculations are the same as the previous turn. Angus adds +1 to the result of each die, and needs his final results to exceed 13. Angus rolls and gets an 18 and a 9. With his ARM, the final results are 19 and 10: one success and one failure. Consequently, Angus subtracts one point from his Wounds. Since his Attribute was 1, it now changes to 0, and Angus enters a state of Unconscious. An Unconscious Marker (UNCONSCIOUS) is placed next to poor old Angus' base.
Had Angus failed his two ARM Rolls, he would have lost two points from his Wounds Attribute, leaving him with -1 Wounds and making him enter the Dead state and be removed from play.
BTS ROLL EXAMPLE: A Reverend Healer declares a BS Attack with her Nanopulser against a PanOceanian Neoterra Bolt. The Bolt declares Dodge, but fails his Roll. He must now make a BTS Roll. The Nanopulser uses Nanotech Special Ammunition, which forces the target to make a BTS Roll instead of using his ARM.
A Nanopulser's Damage is 13, and the Neoterra Bolt has a BTS Attribute of 6. This means the Bolt gets to add +6 to the result on his die. To succeed at the BTS Roll, he needs a final result higher than 13, the Damage value of a Nanopulser. The Bolt adds +6 to his die result of 8, meaning the result of his BTS Roll is 14. This is higher than the Damage of the Nanopulser, so the BTS Roll is successful, and the Bolt suffers no Damage, that is, he loses no points from his Wounds Attribute.
Falling Damage
Certain game conditions, such as the Jump Skill, can cause troopers to fall from heights during the course of the battle. When this happens, the trooper will receive Damage from the fall unless it can succeed at an ARM Roll.
To calculate the Damage received, measure the height of the fall, and use the trooper's first MOV value to divide this fall height into sections. Each section (even if incomplete) means the trooper receives a cumulative Damage value of 10.
If the ARM Roll is failed, the trooper loses 1 point from its Wounds/STR Attribute and must repeat the ARM Roll until it reaches a state of Dead or passes an ARM Roll.
EXAMPLE OF FALL DAMAGE: The Fusilier Angus, being who he is, trips and falls during combat. To calculate how much Damage to roll against in his subsequent ARM Roll, the height of the fall is measured: 5 inches. Since the first value of Angus' MOV is 4, this means he falls two sections, and therefore receives a total Damage of 20 (10 + 10 = 20). Angus makes his ARM Roll and fails, so he loses 1 point from his Wounds Attribute and is now Unconscious. However, having failed his roll, Angus must now make a new ARM Roll. If he were to fail that one, he would enter the Dead state and be removed from play.
Guts Roll
When a troop passes an ARM or BTS Roll, it means their body armor took the brunt of the impact, keeping them from serious injury. This triggers a primal fear of death, and survival instincts kick in. The troop's survival instincts can force them to recoil from danger and dive for cover.
Requirements
Several events can force a troop to make a Guts Roll:
- Passing one or more ARM or BTS Rolls.
- Failing one or more ARM or BTS Rolls, but not remaining in a Null or Immobilized state.
- Surviving one or more successful Attacks from weapons, types of Equipment or Hacking Programs with the Non-Lethal Trait, or that do not provoke ARM or BTS Rolls.
Rules for Guts Rolls (Active/Reactive Turn)
QUICK SUMMARY: If a troop survives an Attack, at the end of the Order it must make a Normal WIP Roll. In case of failure or forfeit, the troop must exit the danger zone or improve its Cover as much as possible — Total Cover being preferable to Partial Cover — with up to 2 inches of movement. If it can do neither, the troop must go Prone. If none of these cases applies, the troop does nothing.
- To make a Guts Roll, a troop makes one single Normal WIP Roll, regardless of the number of Attacks the troop survived during the resolution of the Order.
- If the Guts Roll is successful, the troop can stand its ground and must do nothing else.
- If the troop fails its Guts Roll, it must go Prone or move up to 2 inches in order to abandon the danger zone, gain Cover, or improve its Cover against the attack.
- This movement can never be towards the enemy who declared the Attack, nor can it be used to enter base to base contact with an enemy.
- Guts Rolls are always made at the end of the resolution of the Order, during its Conclusion, after all ARM/BTS Rolls have been made.
- If a troop would have to make a Guts Roll, its owner can instead choose to fail it automatically and move the troop as required.
- Troops in Close Combat do not make Guts Rolls.
How to move after a failed Guts Roll
- If the troop has no Cover against the attack, it must move up to 2 inches in order to obtain Partial or Total Cover against at least one of the enemies who Attacked it, or go Prone.
- If the troop has Partial Cover against the attack, it must move up to 2 inches in order to obtain Total Cover against at least one of the enemies who Attacked it, or go Prone.
- If the troop is inside a danger zone, such as the Area of Effect of a Special Skill or a weapon that uses a Template or that requires no LoF, it must move up to 2 inches in order to exit the danger zone, or declare itself Prone if it can prevent further Attacks that way.
- If none of the previous cases apply — because a 2-inch movement is not enough to improve the troop's Cover or make it abandon the danger zone, because the troop cannot go Prone, or for any other reason — the troop does not move at all and performs no actions.
- Troops must use the movement that results from a failed Guts Roll to obtain the best available type of Cover. For example, a troop must choose a Total Cover position before a Partial Cover, and abandoning a danger zone has a higher priority than gaining Total Cover.
- A troop who failed its Guts Roll cannot use its 2-inch movement to approach the enemy who declared the Attack against it, even if that would allow the troop to gain better Cover.
- Movement resulting from a failed Guts Roll can never be used to enter base to base contact with enemies or objectives.
GUTS ROLL: EXAMPLE OF PLAY-1: The Alguacil Ortega, in his Active Turn, faces the Fusiliers Angus and Silva, both in their Reactive Turn. After making and resolving the BS and ARM Rolls, Ortega and Angus both must make a Guts Roll.
Ortega fails his Guts Roll. Since he is currently in Partial Cover and does not have Total Cover within reach in a 2-inch radius, he goes Prone, thus exiting his enemies' LoF and gaining Total Cover against them.
Angus, in the meantime, is not in Cover at all, and fails his Guts Roll as well, so he must move to get to Cover. However, no Cover is available in a 2-inch radius, forcing Angus to go Prone.
GUTS ROLL: EXAMPLE OF PLAY-2: Fusilier Angus, in his Reactive Turn, faces the fearsome Irmandinho Fendetestas, who declares a BS Attack with his Chain Rifle — a Direct Template weapon — against Angus. Angus responds with a BS Attack, so he automatically receives a hit from the Direct Template weapon. After passing the ARM Roll, Angus must make a Guts Roll. However, Angus does not have Cover, so he decides to forfeit his Guts Roll. Since this is an automatic failure, Angus must move to a position that provides Cover. However, there is no available Cover in a 2-inch radius that is outside the Area of Effect of the Direct Template weapon. Angus must move away from his attacker to exit the danger zone created by the Direct Template weapon, even if that movement leaves him in open ground.
GUTS ROLL: EXAMPLE OF PLAY-3: A Haqqislamite Maghariba Guard TAG, in its Active Turn, is in Partial Cover when it receives a series of hits that force it to make a Guts Roll. The Maghariba fails its Normal WIP Roll, but there is no Total Cover within its 2-inch reach and, since it is a TAG, it cannot go Prone. The Maghariba cannot improve its Cover, so it stands its ground and does not move at all.
Warning!
When deployed on the battlefield, all troopers are connected with their brothers-in-arms, so if one of them suffers an attack all other troopers close to him will become aware of it and will try to find the source of the attack.
Requirements
To perform a Warning! the following conditions must be met:
- The trooper cannot be activated by Order or ARO in the same Order.
- An allied trooper inside his Zone of Control or the trooper himself must have been targeted by an Attack.
Warning! Rule (Active Turn/Reactive Turn)
- Warning! is always performed at the end of the Order, in the Conclusion, after the ARM/BTS Rolls.
- Warning! allows the trooper to spin, without changing its position, to modify the arc of his LoF so the attacker is within it.
- This is an automatic movement which doesn't require any Roll.
- As Warning! is performed at the Conclusion of the Order, it doesn't generate an ARO.
WARNING! GAME EXAMPLE: The unlucky Fusilier Angus suffers a hit from a Grenzer sniper positioned far away. After performing, and failing, the ARM Roll, Angus enters the Unconscious state. However, the Fusilier is inside the Zone of Control of his inseparable Fusilier Bipandra who was not able to react before as she had her back to the Nomads sniper. So, before this Order ends, Bipandra can declare a Warning! and spin around to place the Grenzer in LoF.
Characteristics
Characteristics are distinctive traits held by all troopers, mainly related to their training, combat style, background and personality.
All Characteristics are Obligatory, meaning players cannot choose not to use them. There are seven possible Characteristics, identified by their correspondent icons in the Troop Profile. Six are grouped under three categories (Back-up, Training and Fury), while the seventh, Hackable is independent.
Back-up
This Characteristic indicates whether the trooper has some kind of external memory and personality storage that can be recovered after its demise.
Back-up: Cube
This indicates that the trooper has an automated memory recording and storage device, commonly known as a Cube.
Troopers with a Cube are easier to heal. Additionally, Cube-wearing casualties can potentially be recovered for use in future missions. This possibility is only applied in the Campaign Rules for Infinity (see the rulebook Infinity: Campaign: Paradiso).
Effects: When using the Doctor Special Skill (or other Special Skills or Equipment that explicitly state they benefit from this rule) to heal a trooper with a Cube, you can expend one Command Token to re-roll the WIP Roll if it was a failure.
Training
This Characteristic represents the type of training the trooper received.
Training: Irregular
This trooper has learned to fight in an undisciplined, disorganized way, and can be expected to worry first and foremost about himself.
Effects: Irregular troopers do not add their Orders to the Order Pool of their combat group, but instead keep them for their own use. Bear in mind that these troopers can still receive Orders from the Order Pool.
Training: Regular
This trooper received regular military training, and can be expected to follow instructions, maintain discipline under enemy fire, work in a team and coordinate with his comrades.
Effects: Regular troopers add their Orders to their Order Pool, where they can be used by any troopers in the same Combat Group.
Fury
The different levels of Fury denote the ferocity of a trooper when it enters combat, and whether he can be expected to disregard his own safety for a chance to destroy the enemy. The four levels of Fury are Extremely Impetuous, Impetuous, Frenzy, and Non Impetuous.
Fury: Extremely Impetuous
Extremely Impetuous troopers crave only the thrill of combat, preferably up close and personal.
Effects:
- Extremely Impetuous troopers cannot benefit from Partial Cover MODs.
- Being Extremely Impetuous gives the trooper an Impetuous Order. This Impetuous Order is generated in addition to the trooper's normal Order.
- Troopers with this Characteristic must expend their Impetuous Order during the Impetuous Phase, and follow the rules specific to these kinds of orders.
Impetuous Order
Requirements:
- Troopers must expend their Impetuous Orders during the Impetuous Phase.
- Impetuous Orders allow only a number of fixed combinations of Common Skills, as indicated by the Impetuous Order Chart. During an Impetuous Order, you cannot declare Skills or combinations of Skills not in the Impetuous Order Table.
- As shown by the Chart, the order in which the Skills are declared is irrelevant (Move can be declared first or second).
Impetuous Order Chart — legal combinations of Skills: Airborne Deployment; Move + Activate (Activate + Move); Move + Attack (Attack + Move); Move + Dodge (Dodge + Move); Move + Idle (Idle + Move); Move + Move; Jump; Climb.
- The Common Skill Move is mandatory in all Impetuous Orders, where it works in a specific and limited way.
- When a trooper declares Move as part of an Impetuous Order, he always moves the entirety of his corresponding MOV value. For example, if an Impetuous (or Extremely Impetuous) trooper declares Move once during an Impetuous Order, he moves the total amount of inches indicated by the first value of his MOV. If Move is declared a second time during the Impetuous Order, he also moves the full number of inches indicated by the second value of his MOV.
- A trooper using an Impetuous Order can move a distance shorter than the maximum only if he reaches base contact with an enemy, or if he enters an area of Special Terrain that impairs his Movement or forces him to declare Jump or Climb in order to keep moving.
Impetuous Order: Direction of Movement: When executing a Move as part of an Impetuous Order, the trooper must move towards the nearest enemy figure by the most direct route possible.
The nearest enemy figure is the one that can be reached in the least number of Orders, even if that figure is not in LoF. Jump or Climb skills must be used if that would shorten the route.
If there are no enemy figures on the table, the trooper treats the closest point in the enemy Deployment Zone as the closest enemy trooper and moves towards it as above. If the trooper is already in the enemy Deployment Zone, and there are no enemy figures on the table, then the Impetuous Order is cancelled.
Markers and figures in a Null state (Unconscious, Sepsitorized…) do not count as enemies for the purposes of Impetuous movement.
During an Impetuous Order a trooper can never move in a Prone state so he will automatically stand up at the beginning of the mandatory Move, or at the start of a Jump or Climb.
As shown by the Impetuous Order Chart, an Impetuous (or Extremely Impetuous) trooper can substitute the combination of the mandatory Common Skill Move + [allowed Skill] for the Entire Order Skills Climb or Jump if these are necessary to fulfill his obligation to advance towards the nearest enemy.
In this case, as it would when using Move, the movement declared with Climb or Jump must be the entirety of the first value of the trooper's MOV, and must be directed towards the nearest enemy figure, or towards the enemy Deployment Zone without retreating unless forced to by terrain.
Impetuous (or Extremely Impetuous) troopers that have not deployed because of the Special Skill Airborne Deployment must use their Impetuous Orders to deploy during the Impetuous Phase of their Player Turn.
Canceling an Impetuous Order
During their Impetuous Phase, players can cancel one Impetuous Order of an Extremely Impetuous trooper by expending one Regular Order from that Order Pool. To do so, remove the Impetuous Order Marker from that trooper, who cannot use it for any other purpose.
Canceling an Impetuous Order does not give the trooper the ability to benefit from Partial Cover MODs, as the trooper is still Extremely Impetuous.
Impetuous Order and Deployment
If the Impetuous Order is used to perform a deployment outside the Deployment Phase (by using a Special Skill such as Airborne Deployment, for example) the Impetuous (or Extremely Impetuous) trooper will provide his Order to his owner the moment he is placed on the game table, adding it to the Order Pool if he is Regular, or placing it next to the trooper if he is Irregular.
REMEMBER: The Impetuous Order cannot be used in a Retreat! situation.
Fury: Impetuous
Impetuous troopers are always eager to engage in combat.
Effects: Impetuous troopers have the same rules as Extremely Impetuous troopers, with the only exception that they are not obliged to expend their Impetuous Order, and can cancel it without paying the Regular Order cost. To do so, simply remove the Impetuous Order Marker from the table, announcing that you decline to use it.
REMEMBER: Impetuous troopers cannot benefit from MODs for being in Partial Cover. Canceling an Impetuous Order does not give the trooper the ability to benefit from Partial Cover MODs, as the trooper is still Impetuous.
Fury: Frenzy
The trooper's urge to kill is barely contained. Once he gets a first taste of blood, he will become a whirlwind of death.
Requirements: Frenzy activates only after the trooper causes an enemy to lose one point from their Wounds or STR Attribute.
Effects:
- When he deploys, a trooper with Frenzy is Non Impetuous. However, if he causes an enemy to lose one point from their Wounds or STR Attribute, then he will start his next Active Turn as an Impetuous trooper and will remain Impetuous for the rest of the game.
- When a trooper with Frenzy becomes Impetuous, it loses the advantages provided by Special Skills like CH: Camouflage, CH: TO Camouflage (both are reduced to CH: Mimetism), Impersonation, Holoprojector (see Infinity: Human Sphere), etc.
Hackable
This Characteristic identifies those troopers technologically advanced enough to suffer attacks from or be aided by infowar and hacking systems.
Effects: A trooper with the Hackable Characteristic can be targeted by both allies and enemies using certain Hacking Programs.
Skills
The actions available to Infinity troopers are coded into Skills. There are two major kinds of Skills: Common Skills, which are available to all troopers, and Special Skills, available only to units whose troop profile specifically states that they possess them.
Labels
Labels indicate a series of defining aspects of the Skill for quick reference. The most common Labels are:
- Attack. The use of this Skill is a form of Attack. Remember that you cannot declare attacks against allies or Neutral units, whether represented by figures or Markers.
- Advanced Combat: Hacking. This Skill relates to the advanced Hacking rules.
- Movement. The use of this Skill is a form of Movement.
- No LoF. This Skill does not require LoF towards the target.
- No Roll. Using this Skill does not require a Roll.
Both Common and Special Skills can also be divided into:
- Automatic Skills. Automatic Skills are those that can be employed without expending an Order or ARO. Consequently, these Skills do not require a Roll.
- ARO Skills. ARO Skills are those that Troopers may perform as an ARO.
- Deployment Skills. Deployment Skills are those used during the Deployment Phase. These Skills must observe the usual Deployment rules except when otherwise stated.
- Entire Order Skills. To declare one of these Skills, the user must expend one Entire Order. These Skills can only be declared in Active Turn.
- Short Movement Skills. To declare one of these Skills, the user must expend one Short Movement Skill.
- Short Skills. To declare one of these Skills, the user must expend one Short Skill.
Common Skills
Common Skills can be employed by any trooper, as they do not require any specific item or mention in the unit's Troop Profile.
Activate
A Common Skill that allows the user to switch interactive pieces of terrain on or off, and also to open or close doors, windows and any other mobile or interactive elements on the game table.
ACTIVATE — Short Movement Skill/ARO. Movement, No Roll.
Requirements: The user must be in base contact with the desired interactive element.
Effects: Without a Roll, the user may interact with an element of the battlefield that can be opened, closed or otherwise activated, but which doesn't have its own designated usage profile. Terrain elements with a usage profile designated by the special scenario rules or by mutual agreement before the game may require special conditions or actions in order to activate.
Alert
This Skill allows the user to warn all allies of an imminent danger so that they may face in the direction of the threat.
ALERT — ARO. No Roll.
Requirements: The user must have LoF to an active enemy who declares or executes an Order.
Effects: By declaring this Skill, the user allows any number of his allies to declare Change Facing and turn towards the enemy who declared the Order, even if they do not have LoF or even if the enemy is outside their Zone of Control. The selected allies declare Change Facing in the same Order in which the Alert Skill was declared. The Reactive Player must select which allies declare Change Facing immediately after declaring Alert. By Changing Facing, these allies expend their ARO, so any troopers who Change Facing cannot declare any further AROs during that Order.
Special Maneuver: Alert and Change Facing: With this Special Maneuver in the same Order in which a trooper declares Alert, other friendly troopers can declare Change Facing when they have no LoF with a foe outside their Zone of Control or if they were in other similar game situation. As everything happens in the same Order, the roll to Change Facing can be a Face to Face Roll against the trooper in Active Turn, if this declared an Attack against the troopers declaring Change Facing.
EXAMPLE: In her Reactive Turn, Fusilier Bipandra gains LoF towards Alguacil Ortega, who declared Move as first Skill of his Order to sneak up on Fusilier Angus. Angus, Ortega's hapless nemesis, has his back turned and cannot see Ortega approaching. Since Ortega is too far from Bipandra for an effective shot, she decides to declare Alert as her ARO. This allows Angus to declare an ARO, Change Facing, to turn around towards Ortega. Then, the Alguacil declares his second Skill of the Order, BS Attack. Assuming Angus passes his PH-3 Face to Face Roll, he not only will Dodge the Attack, but also he will enjoy LoF against Ortega. So, the next time the Alguacil declares an Order, Angus will be able to respond to any incoming fire from his arch-enemy.
BS Attack
Common Skill employed to attack in ranged combat using a BS Weapon or another suitable weapon or piece of Equipment.
BS ATTACK — Short Skill/ARO. Attack.
Requirements: The user must have LoF towards the target unless the BS Weapon, Special Skill or Equipment used states specifically that it does not require LoF.
Effects: The user employs his BS Attribute (or that specified by the weapon) to fire upon one or more enemies. At the time of the BS Attack declaration, the user must choose which of his appropriate BS Weapons, Special Skills or pieces of Equipment to use. If the attacker has more than one target and a BS Weapon, Special Skill or piece of Equipment with a Burst value higher than 1, he must distribute his attacks as part of the BS Attack declaration. The attacker must also specify which type of Ammunition he will use, if more than one is available, as part of the BS Attack declaration.
Cautious Movement
Under certain circumstances, troopers can declare this Common Skill to move about the battlefield without attracting enemy AROs.
CAUTIOUS MOVEMENT — Entire Order. Movement, No LoF, No Roll.
Requirements: At the moment of declaration, the user must be outside the LoF and the Zone of Control of all enemy figures and Markers.
Effects: Allows the user to move up to the first value of his MOV Attribute, generating no AROs to enemies in the process. For this Cautious Movement to generate no AROs, it must end at a location that is also outside the LoF and the Zone of Control of all enemy figures and Markers. When you declare Cautious Movement, you can measure the distance to your intended destination to see if this Entire Order Skill is viable. If it is not, the trooper follows its declared route, but does not enjoy the other benefits of Cautious Movement, so enemies might ARO as usual. You cannot use Cautious Movement inside the Zone of Control of an enemy. Cautious Movement must follow the General Movement rules as well as the Moving and measuring sidebar, both of which are explained in the Move Common Skill rules.
IMPORTANT! TAG, Remotes, Motorcycles and Vehicles can never declare Cautious Movement.
REMEMBER: Troops in Hidden Deployment are neither figures nor Markers, so they cannot react to a Cautious Movement even if they have LoF.
EXAMPLE: Fusilier Angus wants to sneak up on his arch-enemy Alguacil Ortega. Since he has Total Cover behind a tall building, Angus is outside LoF of Ortega and the other Nomads, including a TO Camouflage Marker. He estimates that he can reach another Total Cover behind a bin with the first value of his MOV where he would be safely hidden, so he declares Cautious Movement. Ortega and all other Nomad troops, including the TO Camouflage Marker, are unable to react in ARO because Angus' Cautious Movement began and ended out of their LoF.
EXAMPLE OF CAUTIOUS MOVEMENT AND HIDDEN DEPLOYMENT: In her Active Turn, a player wants her Camouflage Marker to declare Cautious Movement. She checks that no enemy figures or Markers have LoF to her Camouflage Marker in either its current location or its final position, so she declares the Cautious Movement. Her opponent did have a trooper in Hidden Deployment who would have had LoF to the Camouflage Marker as it finished its Cautious Movement. However, since the trooper is not physically on the table either as a marker or as a figure, it cannot halt the Cautious Movement declaration. Once declared, by the very nature of the Cautious Movement, the Hidden Deployment unit cannot reveal itself with an ARO.
CC Attack
Common Skill employed to attack in melee combat against an opponent in base to base contact.
CC ATTACK — Short Skill/ARO. Attack.
Requirements: The user must be in base to base contact with an enemy.
Effects: The user employs his CC Attribute to fight in Close Combat (CC). By declaring a CC Attack, troopers automatically draw their CC Weapons. If they have more than one CC Weapon in their profile, they can choose which ones to use. When declaring a CC Attack players can only use those weapons with the CC Trait. If the attacker has more than one target and a Burst value higher than 1, he must distribute his attacks as part of the CC Attack declaration.
Change Facing
A reaction by which the user turns around to face an enemy who acts outside his LoF.
CHANGE FACING — ARO. Movement, No LoF.
Requirements: A figure can only declare this ARO if either of these is true: an allied declares an Alert ARO; or an enemy declares or carries out an Order inside the Zone of Control of the user.
Effects: Change Facing works like the Dodge Skill in Reactive Turn, but the Roll to use it is PH-3 and the user does not get to Move on a success, only turn around so that the active enemy is inside his LoF. Any rules, Traits, Special Skills, etc. that would apply a MOD to a Dodge attempt also apply to this Common Skill.
Change Facing and Template Weapons: Troopers who declare Change Facing and are affected by a Template Weapon will perform a PH-3 Roll. The -3 MOD imposed by Template Weapons is not applied as it is considered it is included in the PH-3 Roll of Change Facing.
EXAMPLE OF CHANGE FACING AND CUMULATIVE MODS: In his Active Turn, an Akal Sikh Commando armed with a Boarding Shotgun declares he will Move as the first Short Skill of his Order. With this Movement, he will enter the Zone of Control of a Raicho, a Morat TAG, but will remain outside its LoF. Since the Movement takes place entirely outside the Raicho's LoF but inside its Zone of Control, the TAG can declare Change Facing as its ARO. The Akal decides to try his luck and declares that the second Short Skill of his Order will be a BS Attack. This gives the Raicho the opportunity to avoid the Attack by Changing Facing, but first it must win the Face to Face Roll against the Akal's BS Attack. Even though the Attack is performed with a Template Weapon without LoF to the attacker, the roll to Change Facing is still a PH-3 Roll. Furthermore, as a bulky TAG it suffers a -6 MOD to all Dodge attempts. The final MOD to the Raicho's PH Roll is -9.
Imagine the Active attacker was a Spektr armed with the same Boarding Shotgun. She also declares Move and sneaks into the Raicho's Zone of Control. The Spektr's TO Camouflage gives her the Special Skill Stealth, which lets her Move undetected inside an enemy's Zone of Control but out of his LoF. That means the Raicho does not get to ARO in response to the first Short Skill. The Spektr then declares that her second Short Skill will be a Surprise Shot. By declaring an Attack, she forfeits her Stealth Special Skill and gives the Raicho the opportunity to ARO. It does so by Changing Facing to try and evade the attack. Now it must win the Face to Face Roll against the Spektr's BS Attack. Even though the Attack is performed with a Template Weapon without LoF to the attacker, the roll to Change Facing is still a PH-3 Roll. Furthermore, it suffers a -3 MOD to its PH for trying to dodge a Surprise Shot. TAGs are also not great at dodging, and suffer a -6 MOD to all Dodge attempts. The combined total of all MODs to the Raicho's Roll is a whopping -12, so the Raicho makes a PH-12 Roll.
Climb
This Common Skill allows the user to scale heights and move up and down vertical surfaces.
CLIMB — Entire Order. Movement, No LoF, No Roll.
Requirements: The user's base must be in contact with a vertical surface. While Climbing the user's base must be fully in contact with the surface over which he is moving. Troopers cannot Move through spaces narrower than their base.
Effects:
- The user may climb vertically up to the first value of his MOV Attribute in inches.
- Climbing does not require a Roll.
- As long as the user is holding on to a vertical surface, he cannot declare any Skills other than Climb.
- Troopers who are Climbing or holding on to a vertical surface cannot benefit from Partial Cover MODs.
- Troops can never be in the Prone state while they Climb or hold on to a vertical surface.
- For visualization purposes, troopers using the Climb Skill move with the underside of their bases in contact with the vertical surface.
- Climb allows only movement up or down vertical surfaces; this means troopers cannot use their excess Climbing movement to keep moving on a horizontal surface once they are done climbing. Once the trooper reaches a level surface, his movement ends for that Order.
- Climbing movement must follow the General Movement rules as well as the Moving and measuring sidebar, both of which are explained in the Move Common Skill rules.
IMPORTANT! Motorcycles and Vehicles can never Climb.
REMEMBER: A figure in the Reactive Turn who is holding onto a vertical surface cannot ARO. The reason for this is that, while on a vertical surface, the only available Skill is Climb, and Climb is an Entire Order that cannot be used in Reactive Turn.
Coup de Grâce
Common Skill employed to execute an Unconscious opponent in Close Combat.
COUP DE GRÂCE — Short Skill. Attack, No Roll.
Requirements: The user must be in base to base contact with an Unconscious enemy (marked by an Unconscious or Spawn-Embryo Marker).
Effects: A Coup de Grâce is a CC Attack that does not require a CC Roll. By declaring Coup de Grâce, the target is killed automatically, going from Unconscious to Dead state without the possibility of an ARM or BTS Roll.
Discover
This Skill allows the user to locate enemies hidden in the form of a Marker, forcing them to reveal the Trooper, Weapon, or Equipment the Marker represents.
DISCOVER — Short Movement Skill/ARO. Movement.
Requirements: The user must be able to draw LoF to the target.
Effects: If the user passes a Normal WIP Roll, his target is no longer represented with a Camouflage, TO Camouflage, Impersonation (…) Marker, and must be represented by the actual Trooper model or Weapon or Equipment Marker. This WIP Roll is modified by the same MODs that affect BS Attacks (Cover, Range, Camouflage, TO Camouflage, ODD, Impersonation…). The Discover Skill has its own Range MOD table, as if it were a BS Weapon: 0–8" (Short) +3, 8–32" (Medium) 0, 32–48" (Long) -3, 48–96" (Maximum) -6.
A trooper that fails a WIP Roll to Discover a Marker cannot attempt to Discover the same Marker until the next Player Turn. The trooper may still attempt to Discover a different Marker that Player Turn, and its player may still attempt to Discover the first Marker using a different trooper.
Special Maneuver: Discover + BS Attack: The combination of Discover + BS Attack in a single Order is a special maneuver that allows the trooper to make a Discover attempt and then a BS Attack against the same enemy, but only if the Discover attempt is successful. The game sequence for this special maneuver is:
- The Active Player declares Discover against an enemy as the first Short Skill of his Order.
- His opponent declares AROs normally. If the target declares an ARO that would reveal it, then the Active Player may declare BS Attack as the second Short Skill of his Order, ignoring the now redundant Discover Roll.
- If the target did not reveal itself, then the Active Player may still declare a BS Attack. However, he must make his Discover Roll, and only if it is successful may he roll his BS Attack. If the Active Player fails that Discover Roll, the declared BS Attack is Cancelled and null.
EXAMPLE OF DISCOVER IN ACTIVE TURN: In his Active Turn, Fusilier Angus has an enemy Camouflage Marker behind Partial Cover in his LoF. Angus has been ordered to eliminate it, so he declares the first Short Skill of his Order: Discover. The enemy Marker, confident in his CH: Camouflage skill and the protection of its Partial Cover, bides its time and declares no ARO. Angus then declares the second Short Skill of his Order: BS Attack with his Combi Rifle.
For Angus to make the BS Attack he declared, he first needs to pass the Discover WIP Roll. In this case, Angus applies to his WIP Attribute a series of MODs: a +3 Range MOD, a -3 Partial Cover MOD, and a -3 CH: Camouflage MOD. Angus' final Roll will be WIP-3 (+3 - 3 - 3 = -3).
If he passes this Discover Roll, then he will get to roll for his BS Attack. If he fails the Discover Roll, then his BS Attack will be lost.
Angus makes his WIP-3 Roll and succeeds, so the Marker is replaced by the model of the enemy that it represented. Now Angus can roll the BS Attack he had previously declared.
Had Angus failed his WIP-3 Roll, he would have been unable to execute his BS Attack, and would have lost the second Short Skill of his Order.
EXAMPLE OF DISCOVER IN REACTIVE TURN: In his Active Turn, an enemy Camouflage Marker declares a Short Movement Skill within LoF of Fusiliers Angus and Bipandra.
The only AROs available to the Fusiliers are Dodge (to try to relocate slightly) and Discover (to reveal the Marker and be able to shoot at it in subsequent Orders). What they very specifically cannot do is have Angus declare Discover and Bipandra declare BS Attack. Remember that all AROs are simultaneous, and a Marker must be revealed before it can be the target of a BS Attack.
The Fusiliers can also delay their ARO declaration until the Marker declares the second Short Skill of its Order; but if the Marker is not revealed by its second Skill, then they would lose their chance to ARO at all.
After some deliberation, Angus will attempt to Discover and Bipandra will delay her ARO to cover all bases. The Camouflage Marker plans to bank on Angus' legendary poor luck and declares Move as his second Short Skill, remaining camouflaged for now. This means that Bipandra loses her chance to react to that Order. But Angus has a chance to pass a Normal WIP Roll to Discover the Camouflage Marker. Were he to fail this Roll, Angus would be unable to try to Discover that Marker again until the next Player Turn.
Dodge
This Common Skill allows the user to attempt to evade an Attack against him. It also gives the user the opportunity to move a short distance as an ARO.
DODGE — Short Skill/ARO. Movement.
Requirements: The user must be able to draw LoF to the attacker.
Effects:
- Allows the user to make a Face to Face Roll to evade one or more simultaneous enemy Attacks.
- This Face to Face Roll pits the user's PH Attribute against whichever Attribute the attacker uses (BS, CC, PH, WIP…).
- In the Active Turn, the Dodge Roll is compared to all attack AROs generated by the active trooper.
- In the Reactive Turn, the Dodge Roll is compared to all Burst (B) attacks from all active enemies. For example, a reactive trooper could Dodge with a single Roll several shots from enemies using a Coordinated Order or all Close Combat attacks.
- In Reactive Turn only, a successful Dodge allows the user to Move — or use another Short Movement Skill that doesn't require a Roll — up to 2 inches.
- Movement resulting from Dodging in Reactive Turn can never be used to enter base to base contact with an enemy. Only the Common Skill Engage allows that.
- Movement resulting from Dodging in Reactive Turn must follow the General Movement Rules as well as the Moving and measuring sidebar, both of which are explained in the Move Common Skill rules.
IMPORTANT! Motorcycles and Remotes suffer a -3 MOD to their PH Attribute in all Dodge attempts. TAG suffer a -6 MOD to their PH Attribute in all Dodge attempts.
Dodge and Face to Face Rolls
Remember that winning a Face to Face Roll to Dodge an Attack does not stop the Attack from taking place, only keeps the user from receiving Damage.
Consequently, Dodging an Attack does not stop other friendly troopers from being affected by it.
For example, if an Attack with a Template Weapon is Dodged by its target, the trooper who won the Face to Face Roll receives no Damage, but the Template is still placed down and might affect other troopers. To avoid the Damage these other troopers would have to succeed at their own Dodge Rolls.
Coordinated Order: Dodge and Reset
If the target of a Coordinated Order chooses to Dodge or Reset as his ARO, then his Roll is compared in Face to Face against all attacking Rolls.
Dodging in CC: Disengaging
While in Close Combat, in addition to evading Attacks, Dodge allows the user to Disengage from CC. If the attempt is successful, in the Active Turn, separate the user from his opponent one millimeter, so that their bases are no longer in contact. In the Reactive Turn, Dodge also allows to Move up to 2 inches.
This is the only way for a trooper to abandon a Close Combat with an active enemy trooper without declaring an Attack.
Dodging Template Weapons
Template Weapons can be Dodged with a PH Roll.
A trooper may attempt to Dodge a Template Weapon without LoF to the attacker, by passing a PH-3 Roll.
The Template of a Deployable Weapon can also be Dodged by passing a PH-3 Roll.
Dodging Hacking Programs and Comms Attacks
Dodge does not allow the user to evade Attacks caused by Hacking Programs or Comms Attacks, but the Reset Skill does.
EXAMPLE OF DODGE IN ACTIVE TURN: In his Active Turn, Fendetestas the Irmandinho declares Move as the first Short Skill of his Order to reach the protection of a Total Cover. This action is seen by four enemies, all of whom declare BS Attack as their ARO. Fendetestas, who cannot return fire with his limited-range Chain Rifle, declares Dodge as the second Short Skill of his Order.
There is a Face to Face Roll between the Irmandinho's PH Roll and the four BS Rolls of his enemies. Fendetestas must obtain a better result than all his opponents in order to evade all Attacks.
Fendetestas rolls a 9 on the die, lower than his PH Attribute, making his Roll a success. Now his enemies need a result on their dice that is higher than 9 but lower than their own BS Attributes in order to hit the evasive Irmandinho. The dice roll and show 3, 5, 17 and 12. The 3 and 5 results are successes (lower than the shooters' modified BS), but they are lower than Fendetestas' Roll, so these two attackers lose the Face to Face Roll and cannot hit their mark. The 17 is a failure as it is higher than the shooter's BS plus the weapon's Range MOD (11+3=14), so it is discarded. The 12, however, is a success (assuming the same BS and Range MOD as the previous attacker), and it is also better than Fendetestas' result.
The end result is that Fendetestas Dodges two BS Attacks, a third one fails and the fourth finds its mark forcing the Irmandinho to make one ARM Roll.
EXAMPLE OF DODGE IN ACTIVE TURN: DODGING BS ATTACKS AND TEMPLATES: In his Active Turn, Fusilier Angus declares Move as the first Short Skill of a brand new Order. A vigilant Morat Vanguard sees him and declares a BS Attack ARO, while the callous Dāturazi Jedak declares a BS Attack with his Chain Rifle, a Direct Template Weapon.
Angus, not a huge fan of shootouts, declares Dodge as the second Short Skill of his Order. The Fusilier makes a PH Roll that will be compared in Face to Face against the Morat Vanguard, and will act as a Normal Roll against the Dāturazi's Direct Template Weapon. Angus rolls a 3, a success against the Chain Rifle's Template, which he dodges nimbly for no damage. However, the Morat Vanguard rolls a 9 in her BS Roll, a better result than Angus' 3. He wins the Face to Face Roll and hits Angus with her BS Attack. Once again, Angus is forced to make an ARM Roll for his life.
EXAMPLE OF DODGE IN REACTIVE TURN: In his Reactive Turn, Fendetestas the Irmandinho receives a BS Attack at the hands of a Fusilier. The attacker is out of the range of his weapons, so Fendetestas declares Dodge as his ARO, and indicates a nearby Total Cover as his destination. After measuring, it turns out that the Total Cover is out of his 2-inch reach, so Fendetestas decides he will move his full 2 inches and end up half-way to the Cover. A Face to Face Roll between the BS Attribute of the Fusilier in Active Turn and the Irmandinho's PH will decide their fates. Today is Fendetestas' lucky day, so he wins the Face to Face Roll, moving his 2 inches and evading the BS Attack.
Had it not been his lucky day, he would have lost the Face to Face Roll. That would have entailed being hit by the BS Attack, and making an ARM Roll. He also would have been unable to move the two inches he had declared. Then, assuming he passed his ARM Roll, he would have had to make a Guts Roll.
EXAMPLE OF DODGE IN REACTIVE TURN: DODGING BS ATTACKS AND TEMPLATES: In his Reactive Turn, Fusilier Angus declares Dodge as an ARO against a BS Attack carried out by Alguacil Ortega and his Combi Rifle. But Angus' ARO sets off a nearby Anti-Personnel Mine.
As always, despite receiving Attack from different sources, Angus makes one single PH Roll that he then compares to each enemy's efforts. Angus compares the result on his die to all of Ortega's Rolls (3 BS Rolls, using a B3 Combi Rifle). Angus also applies a -3 MOD to his PH (due to the Mine's Deployable Trait) and compares it to the same die result he used to fend off Ortega. If successful, he manages to avoid the Mine's Attack.
The possible outcomes of this scenario are:
- Angus wins his Face to Face Roll against Ortega — Dodging his gunfire — but fails his Normal Roll to evade the Mine. This would prevent Angus from Moving at all with his Dodge, and would force him to make an ARM Roll.
- Angus wins his Modified Normal Roll against the Mine, but loses against Ortega's attacks. Again, Angus wouldn't be able to Move, and would make the corresponding ARM Rolls.
- Angus fails to evade either enemy, so he doesn't move and must make the appropriate ARM Rolls.
- Angus miraculously succeeds in Dodging all attacks, so he receives no damage and can Move as allowed by the Dodge Skill in ARO.
Engage
This Common Skill allows a trooper in the Reactive Turn to move into base to base contact with an enemy.
ENGAGE — ARO. Movement.
Requirements: In order to declare Engage as an ARO, the user must have an active enemy declare or perform an Order within his LoF and a 2-inch radius around him.
Effects:
- This ARO allows the user to move into base to base contact with an enemy activated by an Order within his LoF and inside a 2-inch radius.
- You do not have to determine a specific route to follow when declaring Engage.
- The user must pass a Normal or Face to Face PH Roll in order to successfully Engage.
- If the Roll is successful, then the user Dodges all Attacks against him and moves into base to base contact with his target at the final location previously declared.
- However, when entering base to base contact, the active trooper decides where around its base to place the reactive trooper.
- If the user was inside the Area of Effect of a Deployable Weapon, then successfully Engaging his enemy does not activate or set off that Deployable Weapon.
- If the user fails his Roll, then he receives all successful Attacks against him and does not move into CC.
- If the target of Engage declares an Attack of any kind, including a CC Attack, against the user, and wins the Face to Face Roll, then the user receives all pertinent impacts and makes his ARM/BTS Rolls without moving.
- Failing the Engage Roll also sets off enemy Deployable Weapons if the user is in their Area of Effect, forcing him to make all pertinent ARM/BTS Rolls without moving.
- You cannot declare Engage if the reactive trooper would be incapable of reaching his target even if it is closer than 2 inches (for example, if there is a wall or an insurmountable chasm in the way).
- Engage movement must follow the General Movement rules of the Move Common Skill.
- Any rules, Traits, Special Skills, etc. that would apply a MOD to a Dodge attempt also apply to this Common Skill.
Measuring Engage: Immediately after declaring an Engage ARO, and before the Active Player would declare the next Short Skill of the Order, measure to check whether the target is inside the 2-inch range. If the target is farther than 2 inches, then the Engage ARO cannot be executed and the reactive trooper performs an Idle ARO instead.
IMPORTANT! Motorcycles and Remotes suffer a -3 MOD to their PH Attribute in all Engage attempts. TAG suffer a -6 MOD to their PH Attribute in all Engage attempts.
Visualizing an Engage
Engage is conceived as a movement of opportunity when an enemy passes by a reactive trooper. By passing his Roll, the reactive trooper moves into base to base contact to force a Close Combat situation in subsequent Orders, or simply to engage the enemy in CC to limit his options. If the user fails his Roll, he does not get to move or Dodge any incoming Attacks. If the target of Engage declared a CC Attack against the user and wins the Face to Face Roll, this represents how the user tried to approach his foe, received a hit and backtracked to his original position.
ENGAGE EXAMPLE: In his Reactive Turn, the vicious Dāturazi Jedak is the target of a BS Attack at the hands of the intrepid Fusilier Angus. Since Angus seems to be close enough, Jedak declares Engage as his ARO in order to enter Close Combat. The Combined Army player measures the distance and confirms that the enemy Fusilier is less than 2 inches away, so the Engage attempt is legal. Once this is confirmed, Angus declares the second Short Skill of his Order: Move into a Partial Cover. A Face to Face Roll takes place between the BS Attribute of the Fusilier in Active Turn and the Dāturazi's PH. Today happens to be Jedak's lucky day, so he wins the Face to Face Roll, moving his 2 inches and evading the BS Attack. The Dāturazi enters base to base contact with poor old Angus. Now, Angus' player, as Active Player, gets to decide where on the Fusilier's base to place Jedak's model. She places it so that, in the almost certain eventuality that Angus should be struck down by a CC Attack, Jedak would be left standing within LoF of several PanOceanian soldiers.
Had it not been his lucky day, Jedak would have lost the Face to Face Roll. In that case, since he failed to evade the BS Attack, he would have made an ARM Roll. Additionally, his movement into base to base contact with Fusilier Angus wouldn't take place.
Idle
Common Skill that allows the user to execute no action at all.
IDLE — Short Movement Skill. Movement, No LoF, No Roll.
Effects:
- A trooper that declares Idle performs no action.
- Idle is a Common Skill and, as such, its declaration activates the trooper, potentially generating AROs.
- Whenever a trooper that received an Order in the Active Turn chooses not to perform an action with one of the two Short Skills of that Order, that trooper is considered to declare Idle.
- The trooper is also considered to perform an Idle when he has declared a Skill not allowed by the rules. In such situation, the ammunition of Expendable weapons or pieces of Equipment is spent, too.
Intuitive Attack
Intuitive Attack represents those times when a soldier perceives movement through the corner of his eye and instinctively sprays the area with his weapon in the hopes of unearthing a hidden enemy.
INTUITIVE ATTACK — Entire Order. Attack.
Requirements: The user must employ a BS Weapon with the Intuitive Attack Trait.
Effects:
- Allows the user to make one single BS Attack against an enemy in a state that would normally make him ineligible as target of Attack without previous Discovery, such as Camouflaged, TO Camouflaged, etc.
- Intuitive Attack may also be used when the LoF towards the target is blocked by a Zero Visibility Zone.
- In order to make an Intuitive Attack, the user must pass an unmodified WIP Roll. MODs from Partial Cover, Special Skills (Camouflage, TO…), Equipment (ODD…) or any other source do not apply to this Roll.
- If the target reacts by declaring an Attack or Dodge, his reaction is simultaneous and resolved by a Face to Face Roll.
- If the user fails his WIP Roll, he cannot attempt to make another Intuitive Attack against the same target until his next Active Turn.
- If the user rolls a Critical in his WIP Roll, the target loses one point from his Wounds or STR Attribute directly, bypassing the usual ARM or BTS Roll.
- If more than one enemy would be affected by the Intuitive Attack, the shooter must choose only one of them as the main target. Only the main target suffers the Critical damage.
Intuitive Attack and Burst: When declaring an Intuitive Attack, the trooper can only make one single BS Attack and his B is always 1, regardless of the B value of the BS Weapon and any MODs to Burst (such as those granted by Twin Weapons).
EXAMPLE OF INTUITIVE ATTACK AGAINST A CAMOUFLAGE MARKER: In his Active Turn, Fendetestas the Irmandinho, clutching his Chain Rifle — a Direct Template weapon — declares an Intuitive Attack against a mysterious enemy Camouflage Marker a few steps away.
The Camouflage Marker, wary of the effect of Fendetestas' gun, declares a BS Attack ARO. There is a Face to Face Roll between the Irmandinho's WIP and the BS of his camouflaged foe. Whoever wins the Face to Face Roll will deal an impact and prevent the opponent from Attacking.
If the Camouflage Marker had declared Dodge as ARO, then there would be a Face to Face Roll between Fendetestas' WIP and the PH of the camouflaged stranger. If Fendetestas lost this Face to Face Roll, then his opponent would avoid the Intuitive Attack.
EXAMPLE OF INTUITIVE ATTACK FROM ZERO VISIBILITY ZONE AGAINST SEVERAL TARGETS: In his Active Turn, Fendetestas the Irmandinho, standing inside a Smoke Template — a Zero Visibility Zone — and carrying his trusty Chain Rifle, resolves to make an Intuitive Attack against a couple of Fusiliers who are outside the Zero Visibility Zone.
The first Fusilier declares a BS Attack ARO, while the second chooses instead to Dodge.
Consequently, the Irmandinho makes one single WIP Roll, which is then compared in Face to Face against the first Fusilier's BS-6 Roll (the MOD imposed by the Zero Visibility Zone for responding to a BS Attack from out of LoF) and against the second Fusilier's PH-3 Roll (the MOD for trying to Dodge a Template Weapon without LoF).
If Fendetestas were to win the Face to Face Roll against both, then they would each make an ARM Roll.
If the first Fusilier, who declared a BS Attack, were to win the Face to Face Roll, then Fendetestas would be the one to make an ARM Roll. However, the success of the first Fusilier would not prevent the second from taking Damage; he would have to win the Face to Face Roll himself.
If the second Fusilier were to win his Face to Face Roll against the Irmandinho, then he would take no Damage and would be able to move up to 2 inches as per his Dodge ARO.
EXAMPLE OF INTUITIVE ATTACK WITH A DEPLOYABLE WEAPON: In her Active Turn, a Spektr equipped with Anti-Personnel Mines declares Intuitive Attack to place a Mine so that it catches an enemy TO Camouflage Marker in its Area of Effect.
The Marker declares no ARO, so the Spektr must pass a Normal WIP Roll to lay his Mine. If he fails, the Mine will not be placed on the game table, but the Spektr will have expended one of his available Mines.
If the TO Camouflage Marker had declared an ARO such as BS Attack, then there would be a Face to Face Roll between the Spektr's WIP and the enemy TO's BS.
If the Spektr were to win the Face to Face Roll, he would lay the Mine (in the form of a Camouflage Marker) on the game table. The BS Attack of the trooper under the TO Camouflage Marker would have no effect but the Mine would not detonate yet.
If the TO Camouflage Marker were to win the Face to Face Roll, then the Spektr would not be able to lay his Mine and would suffer the effect of the Attack (an ARM Roll, usually).
Jump
This Common Skill allows the user to clear obstacles and leap over small distances.
JUMP — Entire Order. Movement, No LoF, No Roll.
Effects:
- Allows the user to move horizontally (to clear a gap), vertically (to reach a higher or lower surface), diagonally or tracing a parabola, up to his first MOV Attribute value in inches.
- Jump is a Common Skill that does not require a Roll.
- When Jumping, measure the horizontal, vertical, diagonal or parabolic distance between the starting location and the landing spot.
- If the first MOV value is insufficient to reach a landing spot for the Jumping model, then assume it falls vertically from the end of its available Movement to the ground. Measure this fall distance for Falling Damage purposes.
- Troopers cannot benefit from Partial Cover MODs during an Order in which they declared Jump.
- Jumping movement must follow the General Movement rules as well as the Moving and measuring sidebar, both of which are explained in the Move Common Skill rules.
- When Jumping, the landing point cannot be narrower than the base of the trooper.
REMEMBER: Troopers can vault over obstacles smaller than their Silhouette Template at no cost. Anything higher than that requires a Jump declaration.
Measuring parabolas: The easiest way to measure a parabolic route is using a flexible ruler, bending it for convenience.
JUMP EXAMPLE 1: During his Active Turn, Fusilier Angus has to clear a 2 inch high obstacle. As this is a height greater than his Silhouette template, Angus has to declare Jump to be able to clear it.
JUMP EXAMPLE 2: During his Active Turn, Fusilier Angus decides to get down from the roof of a building by the fastest way, just jumping down. The building is 6 inches high and the first MOV value of Angus is 4, so he has to face the remaining 2 inches as a fall. Following the Falling Damage rule, this means an ARM Roll with Damage 10, because it is only a single falling section. If Angus fails this roll, he must keep making ARM Rolls until he succeeds, or until he reaches the Dead state.
JUMP EXAMPLE 3: During his Active Turn, Fusilier Angus declares he is going to Jump from one roof to another. The player measures the distance, 4 inches, and checks that it corresponds with Angus' first MOV value, so he can perform the Jump. If the distance is bigger than his first MOV value, then with his Jump Angus only reaches 4 inches and will fall to the ground from that point.
Lean Out
This Common Skill represents a quick peek over of a ledge in order to fire upon an enemy below that would normally be outside LoF. Leaning out is useful for troopers on rooftops to attack enemies at ground level.
LEAN OUT — Entire Order. Attack.
Requirements: The user must be in base contact with the edge of an elevated position or high ground (such as a rooftop, a balcony, a window, etc.). If there is a terrain element along the edge of the elevated position (a parapet, a barricade, a windowsill...), it cannot be thicker than 1 inch or higher than half the height of the trooper who Leans Out.
Effects:
- Lean Out is an Entire Order comprised of Move + BS Attack.
- In exceptionally ambiguous cases, you can hold the model (or the Silhouette Template) in the air in base contact with the edge of the terrain in order to draw LoF and execute the BS Attack. In these cases, hold the model so that the underside of the base (or the Silhouette Template) is entirely in the air to help clarify LoF.
- At the end of the Order, place the model where it was before the Lean Out declaration.
- By declaring Lean Out, the trooper gains LoF to targets directly below, near the base of the terrain element the trooper is perched upon. Likewise, these enemies gain LoF towards the active trooper (assuming, of course, they are facing toward him).
- Troopers in base contact with windows or parapets of the right dimensions can also Lean Out. The same rules apply in these cases, with the only exception that the user of this Common Skill gains Partial Cover.
- If the user is Prone when he declares Lean Out, he can benefit from Partial Cover against all enemies in lower positions.
REMEMBER: When declaring the Move part of the Entire Order, you must specify the exact route the trooper will follow, so that the opponent can declare the appropriate AROs. Troopers have a LoF arc of 360º while they are moving.
LEAN OUT EXAMPLE: In his Active Turn, Alguacil Ortega, who is standing on the edge of a rooftop with no parapet, tries to draw a bead on his hated adversary, Fusilier Angus, who is using that building as cover at ground level.
Ortega cannot see Angus from his position, so he declares Lean Out as an Entire Order. Ortega's player holds the model in the air so that its base is in contact with the outer edge of the rooftop. Then, Lines of Fire are drawn from that position. Once LoF is determined, Ortega returns to his initial position. In game terms, Ortega has moved, obtained LoF towards Angus for a moment and made a BS Attack, finishing his movement where he started. The Fusilier, who also gains LoF against Ortega, declares his own ARO: BS Attack.
In this situation, Angus is not forced to apply the negative MODs for Partial Cover to his BS Roll, since the rooftop does not have a parapet or any other element that would give Ortega Partial Cover. Conversely, if there was a conveniently sized cover along the edge of the rooftop, or if Ortega was Prone, then Angus would suffer the Partial Cover MODs.
Move
Common Skill that allows the user to move about the battlefield.
MOVE — Short Movement Skill. Movement, No LoF, No Roll.
Requirements: The user's base must be fully in contact with the surface over which he is moving. Troopers cannot Move through spaces narrower than their base.
Effects:
- Allows the user to traverse the battlefield up to a distance determined by his MOV Attribute.
- By declaring Move, the user may move up to the first value of his MOV Attribute in inches.
- If the user declares Move again with the second Short Skill of the same Order, he may then move up to the second value of his MOV Attribute in inches.
IMPORTANT! Once declared, troopers always reach the end of their Movement, even if they fall into a Null or Immobilized state due to successful enemy Attacks along the way. When Moving, measurements must be done always from the same point of the base.
MOVEMENT EXAMPLE: In his Active Turn, Angus is leaning against a wall in Total Cover. He does not have LoF to his nemesis Alguacil Ortega, on the other side of the building. Ready to put an end to their feud, Angus declares his first Short Skill: Move.
Angus moves only slightly so that his base peeks around the corner just enough to gain LoF to his target while still in Partial Cover. Once he has seen Ortega, Angus' model returns to his original position in Total Cover. His Move declaration will take him to the corner and back.
Since Ortega also gains LoF to Angus, he declares his ARO: BS Attack.
Angus then declares the second Short Skill of his Order, another BS Attack.
In the subsequent Face to Face Roll, Ortega suffers the Partial Cover MODs. Were Ortega to win the Face to Face Roll, and Angus to fail his ARM Roll, then Angus would end his Order in Unconscious state behind the Total Cover, where he finished his movement.
Moving and Measuring: You can measure immediately after declaring Move and before determining where the trooper ends his Movement. The sequence of events would be: Move declaration, clarifying the direction and the intention of the trooper's final location, measuring, and declaration of the real movement's ending point.
General Movement Rules
- MOV values indicate the maximum distance the unit can move, but there is no minimum. Troopers do not have to exhaust their movement when they declare Move.
- By declaring Move, a trooper may go Prone or revert back to the Normal standing state at the start of his Movement at no cost. Remember that troopers have reduced mobility while Prone.
- By declaring Move, a trooper may Mount or Dismount a Motorcycle, TAG, Vehicle, etc. at the start of his Movement at no cost, the new troop profile will be applied during the whole sequence of the Order.
- A trooper can vault over any obstacle not higher than his Silhouette Template (as determined by his Silhouette Attribute) at no cost, without declaring Jump or Climb.
- After Moving one of your figures, you can leave it facing any direction.
- When declaring any form of Movement, you must specify the exact route the trooper will follow, so that the opponent can declare the appropriate AROs.
- Troopers have a LoF arc of 360º while they are moving.
- A trooper's Movement ends automatically whenever he enters base to base contact with an enemy, even if the movement route specified is cut short as a result.
Move: Scenery and Allied Models: Any piece of scenery whose height is equal or inferior to the trooper's Silhouette Template does not block his Movement. By the way, allied troopers, and only allied, whose Silhouette Attribute is equal or inferior to the trooper's Silhouette Attribute does not block his Movement.
Stairs and Ladders: Those pieces of scenery representing stairs and ladders allow movement on vertical or diagonal surfaces using the Move Skill at no cost, without declaring Jump or Climb.
Gaming Etiquette: Checking all possible Lines of Fire for all figures and Markers on the table can be cumbersome. It is perfectly acceptable for a player to ask their opponent whether existing Lines of Fire could disrupt the declaration of a given Order before declaring it. Players are expected to share this Open Information in a truthful and sportsmanlike manner. Honesty and fair play are conducive to a better gaming atmosphere, and all players benefit from that.
Reset
This Common Skill allows the user to sidestep cyber-attacks by quickly rebooting all systems.
RESET — Short Skill/ARO. Advanced Combat: Hacking, No LoF.
Requirements: A trooper can only declare Reset if at least one of these is true:
- The trooper is targeted by a Hacking Attack, i.e., any Attack declared using a Hacking Program.
- The trooper is targeted by a Comms Attack.
- The trooper is in the Immobilized-1 state.
- In his Reactive Turn, the trooper has an enemy declare or execute an Order in his Zone of Control.
Effects:
- By passing a Face to Face WIP Roll, the trooper avoids a Hacking Attack or a Comms Attack.
- The user can declare Reset even without LoF to the attacker, and even if the attacker is outside his Zone of Control and his Hacking Area. Reset can be also declared if the attacker is in base to base contact with the user, in Engaged state.
- If the user wins the Face to Face WIP Roll, he may apply the Guts Roll rules.
- By passing a Normal WIP Roll, the user cancels his own Immobilized-1 state.
Coordinated Order: Dodge and Reset: If the target of a Coordinated Order chooses to Dodge or Reset as his ARO, then his Roll is compared in Face to Face against all attacking Rolls.
In the hyper-technological modern warfare environment, nearly every piece of gear has been designed with safeguards against hostile interference. If a cyber-attack is underway, the soldier can simply perform a soft system reboot to revert to optimal operational settings and avoid its pernicious effects. This process is very quick, as it bypasses normal shutdown protocols in case of emergency. However, expert infowar operators are capable of paralyzing semi-autonomous robotic units and powered armor suits before a soft reboot can take place. For this purpose, these devices are universally fitted with a manually-controlled hard reset switch that cannot be blocked via software.
Speculative Fire
This Common Skill allows the user to execute a BS Attack against a target outside LoF or, if he has a suitable weapon, to choose a location other than the target as the center of the attack.
SPECULATIVE FIRE — Entire Order. Attack.
Requirements: The user must employ a BS Weapon with the Speculative Fire Trait.
Effects:
- The user may make a single BS Attack against a target outside his LoF.
- If the user employs a BS Weapon with the Circular Impact Template Trait, this Skill allows him to place the center of the Circular Template somewhere other than over the target of the attack. However, the target must be inside the Area of Effect of the Circular Template.
- In that case, both the target of the attack and the point of impact may be chosen irrespective of LoF.
- Place the Template directly on the game table or horizontally over a piece of terrain, and never on a vertical surface or in the air.
- Declaring Speculative Fire entails a -6 MOD to BS or the relevant Attribute. This MOD is added to all others MODs applicable to the BS Attack (Range, Cover, etc.).
Speculative Fire and Burst: In Speculative Fire, the trooper can only make one single BS Attack and his B is always 1, regardless of the B value of the BS Weapon and any MODs to Burst (such as those granted by Twin Weapons).
Speculative Fire and Visibility Zones: Speculative Fire ignores MODs imposed by Visibility Zones (whether Low, Poor, or Zero), considering that the penalty for not seeing your target is included in the -6 MOD for Speculative Fire.
Speculative Fire: Tactical Advice: Speculative Fire with Template weapons can avoid MODs by Partial Cover, the CH Special Skill, ODD… by placing the Template so it is not centered on the target. You can use Speculative Fire to attack enemy troopers with CH: Camouflage, TO or ODD who are behind a Partial Cover. By placing the center of the Template behind the enemy, you can bypass all MODs from Partial Cover (-3) and TO or ODD (-6), replacing them with one single Speculative Fire MOD (and whatever Range MODs are applicable).
SPECULATIVE FIRE EXAMPLE: In his Active Turn, the vicious Dāturazi Jedak wants to crush Fusilier Angus, who is standing behind a wall, in Close Combat. In order to keep Angus from shooting him down when he turns the corner, Jedak wants to throw a Smoke Grenade over the wall. Since Angus is outside the Dāturazi's LoF and Smoke Grenades have the Speculative Fire Trait, Jedak is able to declare Speculative Fire.
Jedak spends an Entire Order and declares Speculative Fire. Then, he places the Circular Template so that it affects Angus. Smoke Grenades are an Impact Template weapon, so Angus can declare a Dodge ARO (with his PH-3) even though the Speculative Fire came from outside his LoF. As Jedak uses a weapon loaded with Smoke Special Ammunition, and Angus reacts declaring Dodge, the Order is resolved with two separate Normal Rolls. Jedak makes a Normal PH-3 Roll (+3 for the Smoke Grenade's Range MOD and -6 for the Speculative Fire MOD = -3) and Angus a Normal PH-3 Roll.
Suppressive Fire
Suppressive Fire is a combat stance that gives the user the ability to deter enemy actions and movements through concentrated fire.
While in Suppressive Fire, the soldier is more concerned with saturating the combat area with gunfire than he is with actually inflicting damage to the enemy forces. The goal of Suppressive Fire is to restrict the capacity of the enemy forces to maneuver or return fire successfully, by threatening them with indiscriminate hostile fire.
In the hands of a trained soldier providing Suppressive Fire, a gun becomes a mere area-denying tool, burning through magazines at a rate that makes their accuracy irrelevant. The only goal is to saturate the area with projectiles so that the enemy is forced to keep his head down or face hell.
SUPPRESSIVE FIRE — Entire Order. Attack.
Requirements: The user must employ a weapon with the Suppressive Fire Trait.
Effects: Allows the user to enter the Suppressive Fire state.
State: Suppressive Fire
Activation: To activate this state, the trooper must declare the Entire Order Suppressive Fire. Place a Suppressive Fire Marker (SUP. FIRE) beside the user.
Effects:
- Enemy troopers apply a -3 MOD to their Attribute on all Face to Face Rolls against a trooper in Suppressive Fire.
- While in Suppressive Fire, the SF Mode profile replaces the trooper's usual BS Weapon profile. The SF Mode profile is used by all troopers engaged in Suppressive Fire.
- Suppressive Fire allows the affected trooper to react in ARO with its full Burst (B) value: B3. The full Burst must be used against a single target and cannot be divided between several active enemies (when reacting against a Coordinated Order, for example).
- The SF Mode profile alters the Range and B values of the weapon being used, but not Damage, which remains unchanged. Similarly, the weapon maintains Type of Ammunition and Traits while in SF Mode.
SF Mode profile — Range Modifiers: 0–8" (Short) 0, 8–16" (Medium) 0, 16–24" (Long) -3, 24–96" no further use beyond this. Damage: as original weapon. Burst: 3. Ammunition: as original weapon. Traits: as original weapon.
IMPORTANT! Only weapons with the Trait Suppressive Fire in their Weapons Table profile may be used to declare SF. With very few exceptions, only weapons with B3 or higher may be used to declare SF. Weapons with B2 or lower, or whose Traits box does not indicate Suppressive Fire capabilities, cannot be used to declare SF, even if they apply a MOD that would make their B higher than 2.
Cancellation: The Suppressive Fire state is automatically cancelled in any of these cases:
- The trooper declares an Order.
- The trooper declares an ARO other than a BS Attack using Suppressive Fire.
- The trooper uses a weapon that cannot be used for Suppressive Fire.
- The trooper's state changes to a Null state, or to Blinded, Engaged, Immobilized, Isolated, Retreat! or to any other state which specifies that it cancels Suppressive Fire.
- The trooper's army enters a Loss of Lieutenant situation.
- The trooper joins any kind of Infinity Fireteam (Core, Haris, Enomotarchos, Tohaa…) (see Infinity: Human Sphere and Infinity: Campaign: Paradiso).
SUPPRESSIVE FIRE EXAMPLE 1: In her Active Turn, a PanOceanian player orders her faithful Fusilier Angus to provide Suppressive Fire. She spends one Entire Order and places a Suppressive Fire Marker (SUP. FIRE) next to Angus' base. During her next Reactive Turn, her opponent activates a figure with a Short Movement Skill inside Angus' LoF, so Angus can react with his full Burst. However, Angus must substitute his HMG profile for the SF Mode profile. This alters his weapons' Range MODs and reduces its B4 to B3. The opponent declares the second Short Skill of his Order: a BS Attack on Angus. This puts him under Angus' Suppressing Fire, so he must apply a -3 MOD to his BS.
SUPPRESSIVE FIRE EXAMPLE 2: The PanOceanian player's opponent, during his Active Turn, declares a Coordinated Order that activates three figures inside Angus' LoF. Angus, still in Suppressive Fire, must decide against which one of these three enemies to unload his full SF Mode Burst. Next, each of the three enemies declares a BS Attack against poor old Angus. The figure Angus chose as his target makes a Face to Face BS Roll against Angus, suffering the -3 MOD to BS imposed by the Suppressive Fire. However, the other two active troopers resolve their attacks as Normal BS Rolls, since Angus can only react to one of the three incoming enemies.
SUPPRESSIVE FIRE EXAMPLE 3: THROUGH A ZERO VISIBILITY ZONE: Fusilier Angus, still in SF in his Reactive Turn, receives a BS Attack through a Zero Visibility Zone. Angus declares he will return fire with a BS Attack ARO. Angus can utilize the full Burst of his SF Mode weapon, but each of his Rolls suffers a -6 MOD to BS due to the Zero Visibility Zone.
Special Skills
Special Skills are available only to a select few units by virtue of their extensive training, their specialized gear, or their natural ability.
Special Skills and Equipment: Labels
Like Common Skills, all Special Skills and pieces of Equipment have one or more Labels that quickly mark them as having certain game features. The possible Labels for Special Skills and Equipment are:
- Attack. The use of this Special Skill or piece of Equipment is considered an Attack.
- BS Attack. The use of this Special Skill or piece of Equipment is a form of BS Attack.
- CC Attack. The use of this Special Skill or piece of Equipment is a form of CC Attack.
- CC Special Skill. This Special Skill is governed by the rules pertaining to CC Special Skills.
- Comms Attack. The use of this Special Skill or piece of Equipment is a form of Attack that allows the target to declare Reset as a response.
- Movement. The use of this Special Skill or Equipment is a form of Movement.
- Negative Feedback (NFB). Troopers can only use one Special Skill or piece of Equipment with this Label or Trait at a time. Activating any NFB Special Skill, Equipment, Hacking Program, special rule, etc. automatically cancels and deactivates any other NFB Special Skills, pieces of Equipment, Hacking Programs, etc. the trooper might have. This effect remains until the newly activated Feedback Skill, Equipment, etc. is Cancelled.
- Obligatory. The use of this Special Skill or Equipment is compulsory and cannot be waived.
- Optional. The use of this Special Skill or Equipment is optional and can be waived.
- Private Information. Whether or not any of your troopers has this Special Skill or Equipment is a piece of Private Information and you are not required to share it.
In the Labels section of some Special Skills you may also find Traits like the ones used for Weapons and Equipment (see Weaponry).
Special Skill Levels
Some Special Skills are divided into Levels of expertise with distinct effects and uses. Unless otherwise stated, any numerical Level of a Special Skill automatically grants all lower Levels of the same Skill. For example, a Level 3 also grants Levels 1 and 2. Conversely, alphabetical Levels such as Level X state whether they grant any other Levels of the Skill or not.
Advanced Command
This Special Skill identifies those soldiers with the best resources and a knack for Command and Control duties.
ADVANCED COMMAND — Automatic Skill. Optional.
Effects: Fielding the user of this Special Skill in your Army List gives you one extra Command Token to use during the game. You may expend this extra Command Token at any point during the game, even if the user of this Special Skill has not deployed yet, and even if he is in a Null state (Unconscious, Dead, Sepsitorized…).
Airborne Deployment (AD)
Airborne Infantry units use air vehicles to reach key battlefield positions and create unexpected fire vectors.
AIRBORNE DEPLOYMENT — Entire Order. Optional.
Effects:
- You may choose not to deploy your AD troopers during the Deployment Phase, keeping them off the game table until you decide to deploy them during your Active Turn.
- As long as they are off the game table, AD troopers add no Orders to their respective Order Pools. However, an undeployed AD trooper still generates an Order usable only to deploy with Airborne Deployment.
- To deploy using any Level of the Airborne Deployment Special Skill, the user must declare an Entire Order and expend his own Order, which was not added to the Order Pool during the Order Count phase of the Active Turn.
- Troopers using Airborne Deployment cannot deploy Prone or in base to base contact with another model, Marker, mission objective or piece of scenery.
Airborne Deployment and Impetuousness: Impetuous and Extreme Impetuous troopers with any Level of Airborne Deployment are forced to use their Impetuous Order to deploy during the Impetuous Phase of their Active Turn. You can prevent this deployment like you would any Impetuous Order declaration.
AD Level 1. Parachutist
This unit has been trained to parachute or fast-rope from heliborne vehicles immediately before combat in order to find an alternative point of ingress into the battlefield and flank the enemy forces.
PARACHUTIST — Entire Order. Optional.
Preparations: During the Deployment Phase, mentally divide the edges of the play area down the middle into eight segments (two on each side). Then, choose one of these segments and write it down in secret for later verification. For the rest of the game, all your troopers with the AD: Parachutist Special Skill deploy through that segment of the play area's edge.
Effects: By spending one Entire Order, the user of this Special Skill may deploy anywhere on the segment of the play area's edge secretly chosen during the Deployment Phase. The user may never deploy inside the enemy Deployment Zone. When deploying this way, the base of the model or Marker must be in contact with the edge of the play area. When you place a model — but not a Marker — on the battlefield, you are required to share all Open Information relative to that trooper.
Table Areas: Troopers with AD: Parachutist or AD: Airborne Infiltration could enter the battlefield through any point of segments 1, 2, 3 or 4; or through the halves of segments 5 or 8 that are outside the enemy Deployment Zone. Troopers with AD: Tactical Jump may enter through any point of any segment, even those inside the enemy Deployment Zone.
AD Level 2. Airborne Infiltration
Troopers with the AD: Airborne Infiltration Special Skill are experienced parachutists who feel most at home in incursion operations, behind enemy lines.
AIRBORNE INFILTRATION — Entire Order. Optional.
Effects: In your Active Turn, when you decide to deploy one of your troopers with this Special Skill, mentally divide the edges of the play area down the middle into eight segments (two on each side). By spending one Entire Order, the user of this Special Skill may deploy anywhere on the segment of the play area's edge of your choice. The user may never deploy inside the enemy Deployment Zone. When deploying this way, the base of the model or Marker must be in contact with the edge of the play area. When you place a model — but not a Marker — on the battlefield, you are required to share all Open Information relative to that trooper.
Airborne Infiltration and Coordinated Orders: If you declare a Coordinated Order to deploy using AD: Airborne Infiltration, all participants must enter the battlefield through the same segment.
AD Level 3. Inferior Combat Jump
Some airborne units can only afford jump gear older than the modern military standard, but they put it to great use despite its limitations in course correction and maneuverability.
INFERIOR COMBAT JUMP — Entire Order. Optional.
Effects: Level 3 of Airborne Deployment is identical to Level 4, Combat Jump, with the only exception that the trooper must attempt a PH-3 Roll when deploying.
AD Level 4. Combat Jump
Some troops, equipped with special jump gear, have been trained to dive from the sky directly onto the battlefield, falling upon the enemy in devastating surprise strikes.
COMBAT JUMP — Entire Order. Optional.
Effects:
- In your Active Turn, when you decide to deploy one of your troopers with this Special Skill, place a Circular Template anywhere on the battlefield. This Template represents the Drop Zone.
- Any horizontal flat surface the size of a Circular Template and free of scenery elements may be chosen as the Drop Zone.
- You cannot place the Drop Zone inside or in contact with a Low Visibility or Zero Visibility Zone.
- Place your AD: Combat Jump trooper anywhere inside the Drop Zone, thus selecting your preferred deployment location. The entire base of the model or Marker must be inside the Circular Template of the Drop Zone.
- Then, the trooper makes a PH Roll. If the trooper passes the Roll, he successfully deploys on his chosen location. AROs are generated taking only that location into account.
- If the trooper fails his PH Roll, make a Dispersion Roll, placing the center of the Dispersion Circular Template on top of the center of the trooper's base. The result of the Dispersion Roll determines the troop's effective deployment location.
- When you place a model — but not a Marker — on the battlefield, you are required to share all Open Information relative to that trooper.
Combat Jump and Coordinated Orders: If you declare a Coordinated Order to deploy using AD: Combat Jump, all participants must use the same Drop Zone, but their PH Rolls and possible Dispersions are resolved individually.
Combat Jump and AI Beacon: If a trooper with the AI Beacon Special Skill (see Infinity: Human Sphere) suffers a Dispersion while attempting to use AD: Combat Jump in its Deployment Phase, and that Dispersion takes it out of the play area, consider that trooper lost as a casualty for Retreat! and Victory Points purposes.
AD Level 5. Superior Combat Jump
Combatants with this level of Airborne Deployment are exceptionally gifted skydivers who always have a firm control over the jump course and a backup plan in case something goes wrong while in midair.
SUPERIOR COMBAT JUMP — Entire Order. Optional.
Effects: This Level has the same effects and limitations as the previous one, with one exception: if the trooper fails his PH Roll to deploy and the subsequent Dispersion takes him out of the play area or into a location where he cannot deploy, then he may deploy in any point of his Deployment Zone spacious enough to fit the Drop Zone Circular Template.
AD Level X. Tactical Jump
Troopers with AD: Tactical Jump are not only outstanding parachutists, but also savvy infiltrators with a honed tactical sense.
TACTICAL JUMP — Entire Order. Optional.
Effects: In your Active Turn, when you decide to deploy one of your troopers with this Special Skill, mentally divide the edges of the play area down the middle into eight segments (two on each side). By spending one Entire Order, the user of this Special Skill may deploy anywhere on the segment of the play area's edge of your choice. The user may deploy inside the enemy Deployment Zone. When deploying this way, the base of the model or Marker must be in contact with the edge of the play area. When you place a model — but not a Marker — on the battlefield, you are required to share all Open Information relative to that trooper. This Level does not grant its user any numerical Levels of this Special Skill.
AD: Tactical Jump and Coordinated Orders: Troopers with AD: Tactical Jump may participate in a Coordinated Order with troopers with Levels 1 or 2 of Airborne Deployment. However, in that case, the AD: Tactical Jump trooper must enter the battlefield through the same segment chosen for the rest of participants.
Antipode
Members of this alien race have a unique in-game behavior in that they form Assault Packs.
SUMMARY: Members of an Assault Pack always act in unison as a single trooper: they all activate with a single Order, declare the same Skills, choose the same target, and generate a single ARO.
ANTIPODE — Automatic Skill. Obligatory.
Requirements:
- In order to field troopers with this Special Skill, you must include a trooper with an Antipode Control Device in the same Combat Group.
- All members of an Assault Pack belong to the same Combat Group, where they count as one single trooper.
- Troopers with this Special Skill deploy in Assault Packs of at least three members.
- When you declare an Order, name one member of the Assault Pack as that Order's Spearhead, and place a Spearhead Marker (SPEARHEAD) beside him.
Effects:
- All members of an Assault Pack generate one single Order between them and activate in unison with a single Order.
- All members of an Assault Pack must declare and execute the exact same sequence of Skills.
- If one of the Skills of the Order demands a target, all members of the Assault Pack must act against the same single target.
- Should one of the members of the Assault Pack be unable to execute the Entire Order (or both Short Skills of the Order) declared, then that member must remain idle while the rest act normally.
- Since they activate with a single Order, all members of an Assault Pack generate one ARO only to enemies with LoF or in ZoC to them.
- In Close Combat, only one of the Antipodes may make a CC Roll, but that one Antipode benefits from a MOD of +1 B and +1 Damage per other member of the Pack in base to base contact with the target, and in Engaged state.
- The adversary can select any member of the Pack as a target, but only one of them.
- During their Reactive Turn, each member of the Assault Pack that has an enemy declare or execute an Order in their LoF or ZoC may react in ARO. All eligible members of the Assault Pack must declare the same ARO and follow the Antipode rules for Order execution.
- Each member of an Assault Pack must always be within the Zone of Control (ZoC) of another member of the same Pack that is not in a Null state. For example, in a three-strong Assault Pack, each member must always have at least one of the other two in their ZoC.
- A member of a Pack who is outside the ZoC of other member enters the Immobilized-2 state at the end of the Order that happened. Place an Immobilized-2 Marker (IMM-2) beside the straggler's base. The Immobilized-2 state is Cancelled automatically at the end of any Order in which the isolated Antipode is within the ZoC of at least one other member of his Pack.
- At the start of each Active Turn, if one of your Assault Packs has lost its Controller or at least one of its members (i.e.: they are Unconscious or Dead), or if the Control Device is Disabled, make a single WIP-3 Roll for the whole Pack.
- If the Pack passes the WIP-3 Roll, it continues to act normally.
- If the Pack fails the WIP-3 Roll, it enters the Retreat! state (place a Retreat! Marker beside it) and must attempt to retreat through the nearest edge of the play area. Members of an Assault Pack in this state cannot declare Skills other than Move or Dodge.
Antipodes and Suppressive Fire: If several members of an Assault Pack enter the LoF of a Trooper in the Suppressive Fire (SF) state, only one of them can be chosen as target by the enemy in SF.
Antipode and Frenzy: Following the Frenzy rule, an Antipode becoming Impetuous will make all the other members of the Pack become automatically Impetuous too.
Bioimmunity
The user of this Special Skill has the innate or acquired ability to shrug off damage from biological or toxic weaponry.
BIOIMMUNITY — Automatic Skill. Obligatory.
Effects: The user is immune to the special effects of Bio-Munitions — including Shock, Viral (see Infinity: Human Sphere) and any others within the Bio-Munition Category — treating them like Normal Ammunition instead. However, player can choose to roll ARM or BTS.
EXAMPLE: A Bioimmune trooper with a high BTS value who receives one impact with Shock Special Ammunition makes one single BTS Roll. If he failed the Roll, the trooper would suffer one Wound instead of the usual effects of Shock ammo. However, if the same trooper has a high ARM value and receives one impact with Viral Special Ammunition, he would make a single ARM Roll, instead of the two BTS Rolls of Viral ammo. If he failed the Roll, the trooper would suffer 1 Wound instead of the usual effects of Viral ammo.
Booty
Soldiers with this Special Skill have an uncanny ability to find equipment and gear during their field operations, and take some of it as a keepsake. As a consequence, each of them carries a different extra weapon or piece of equipment into battle.
BOOTY LEVEL 1 — Deployment Skill. Optional.
Effects: Immediately after placing each of your troopers with Booty Level 1 on the table for deployment, you may roll on the Booty L1 Table once to determine that trooper's extra loot. Loot obtained via the Booty L1 Table is added to the trooper's gear, and does not replace his own weapons or Equipment.
Booty L1 Table (d20): 1-3 +1 ARM; 4 EXP CC Weapon; 5 Light Shotgun; 6 +4 ARM; 7 Grenades; 8 Adhesive Launcher; 9 Light GL; 10 Light Flamethrower; 11 Panzerfaust; 12 E/M Grenades; 13 E/M CC Weapon; 14-15 +2 ARM; 16 X Visor; 17 Monofilament CC Weapon; 18 Combi Rifle; 19 AP Rifle; 20 AutoMediKit.
BOOTY LEVEL 2 — Deployment Skill. Optional.
Effects: Immediately after placing each of your troopers with Booty Level 2 on the table for deployment, you may roll on the Booty L2 Table once to determine that trooper's extra loot. Loot obtained via the Booty L2 Table is added to the trooper's gear, and does not replace his own weapons or Equipment.
Booty L2 Table (d20): 1-2 +1 ARM; 3 Chain Rifle; 4 AutoMediKit; 5 Nanopulser; 6 Panzerfaust; 7 MULTI Sniper Rifle; 8 Smoke Grenades; 9 CH: Mimetism; 10 +2 ARM; 11 MULTI Rifle; 12 Multispectral Visor L1; 13 Breaker Rifle; 14-15 Adhesive Launcher; 16 +3 ARM; 17 Flash Pulse; 18 Motorcycle (MOV 8-6); 19 ODD: Optical Disruptor; 20 HMG.
Camouflage and Hiding (CH)
This Special Skill represents the soldier's ability to conceal his position and move stealthily. There are several Levels of Camouflage and Hiding.
CH Level 1. Mimetism
The user of this Level of CH can use any number of tricks to become a harder target to hit.
MIMETISM — Automatic Skill. Obligatory, NFB.
Effects: Any BS Attack against the user of CH: Mimetism suffers a -3 MOD to the relevant Attribute (BS, PH, WIP...).
CH Level 2. Camouflage
The user of this Level of CH has the tools and expertise to disappear from plain view.
CAMOUFLAGE — Automatic Skill. Optional, NFB, Fire-Sensitive.
Effects: During the Deployment Phase, allows the user to deploy in the Camouflaged state. During the game, allows the user to be in the Camouflaged state. Additionally, any BS Attacks against the user of CH: Camouflage suffer a -3 MOD to the relevant Attribute (BS, PH, WIP...).
IMPORTANT! CH: Camouflage automatically grants its user the Surprise Attack, Surprise Shot L1, and Stealth Special Skills.
CH: Camouflage and Fire Special Ammunition: A trooper with CH: Camouflage who is affected by Fire Special Ammunition, regardless of the outcome of the ARM Roll, has his CH downgraded to Level 1, CH: Mimetism, until it is repaired (by an Engineer, for example). To indicate this, place a Burnt Marker (BURNT) beside the trooper.
AROs against CH Markers: The only AROs available against a CH: Camouflage Marker (CAMO) or a CH: TO Camouflage Marker (TO CAMO) are Discover, Change Facing, and Dodge. Bear in mind that when reacting to a CH: Camouflage or CH: TO Camouflage Marker, you may delay your ARO declaration until after the Marker declares its second Short Skill. However, if you choose to delay your ARO, you may only declare it if the Camouflage Marker revealed itself with its second Short Skill. If the Marker does not reveal itself, the reactive trooper loses his right to ARO.
Camouflaged (State)
Activation: Automatic in the Deployment Phase. During their Active Turn, troopers with CH: Camouflage may revert to the Camouflaged state by expending one Entire Order while outside enemy LoF.
Effects:
- While Camouflaged, troopers are not represented by a model on the table but by a Camouflage Marker (CAMO).
- Troopers cannot enter base to base contact with a Camouflage Marker.
- Enemies cannot declare Attacks against a trooper in the Camouflaged state without previously Discovering that trooper, or declaring Intuitive Attack.
- In order to Discover a Camouflaged trooper, the enemy must pass a Discover Roll with a -3 MOD.
- If an enemy successfully Discovers your Camouflaged trooper, replace the Camouflage Marker with the trooper's model facing in the direction of your choice.
- If an enemy fails his Discover Roll, that enemy cannot attempt to Discover the same Camouflaged trooper until the next Active or Reactive Turn.
- In his Active Turn only, a trooper in the Camouflaged state may use the Surprise Attack Special Skill.
- In his Active Turn only, a trooper in the Camouflaged state may use the Surprise Shot L1 Special Skill to declare a BS Attack or a Hacking Attack that benefits from the Surprise Shot L1 MODs.
- Camouflage Markers (CAMO) have a 360º LoF.
- Camouflage Markers (CAMO) retain the Silhouette (S) values printed on their troop profiles.
- If the Camouflage Marker is concealing a weapon or a piece of Equipment with the CH: Camouflage Special Skill, its Silhouette (S) value is 2.
- This State does not affect Automatic Special Skills or Automatic Equipment.
Cancellation: A trooper's Camouflaged state is Cancelled, and its Marker replaced by its model, whenever:
- The Camouflaged trooper declares a Skill other than Cautious Movement or a Short Movement Skill that does not require a Roll (except Alert).
- Following the previous, the Camouflaged trooper declares a Surprise Attack or a Surprise Shot.
- The Camouflaged trooper enters base to base contact with a model.
- The Camouflaged trooper is successfully Discovered.
- The Camouflaged trooper receives a successful hit that forces him to make an ARM/BTS Roll, or a Critical hit, without previous Discovery (by means of an Intuitive Attack, a Template Weapon whose target was a nearby model, etc.).
- The Camouflaged trooper becomes Impetuous (due to the Frenzy Characteristic or any other effect) or enters Retreat! state. In either case, the trooper's CH Level is downgraded to CH: Mimetism. The trooper recovers his original CH Level when the Retreat! situation is Cancelled. However, the trooper does not revert to the Camouflaged state. To regain the Camouflaged state, the trooper must follow the Activation rules.
Whenever the Camouflaged state is Cancelled, replace the Camouflage Marker (CAMO) with the trooper's model, facing whatever direction the owning player chooses. When you replace one of your Markers with a model, you are required to share all Open Information relative to that trooper.
The cancellation of Camouflaged state is applied to the whole declared Order. So, if a Camouflaged trooper declares a Move + BS Attack Order, he will be considered discovered all along his Movement, even if the BS Attack would be performed at the end of that Movement.
EXAMPLE OF CAMOUFLAGE AND HIDING AND BASE TO BASE CONTACT: In his Active Turn, a SAS in the Camouflage Marker (CAMO) state declares the first Short Skill of his Order: Moving into base to base contact with an enemy Fusilier. Since he ends his Movement in base to base contact, the SAS reveals himself automatically: he loses his Camouflaged state and the Marker is replaced by his model. Remember that as a general rule, all events that take place during an Order are simultaneous. This means that by entering base to base contact at the end of his Movement, the SAS is revealed and acts as a model during his entire Movement route. The CH: Camouflage Marker (CAMO) is replaced by the SAS model the moment he declares his Movement, and this affects possible AROs.
Enemy troopers with LoF may react against the SAS, but since he executes the first Short Skill of his Order as a model and not a Marker, enemies cannot delay their ARO declarations. They may, however, choose to react with an Attack against the SAS. The Fusilier, now in base to base contact with the SAS, may react by declaring a BS Attack, a CC Attack, or Dodge, for example.
Once enemies have declared their AROs, the SAS declares the second Short Skill of his Order. He may declare Surprise Shot L1, Surprise Attack, or Dodge, among others, depending on his foes' AROs. The SAS declares Surprise Attack. Assuming there are no other enemies with LoF, the best course of action for the SAS is to declare a Surprise Attack against the lone Fusilier. This Special Skill burdens his foe with a -6 MOD in the ensuing Face to Face Roll. This Roll is between the SAS' CC Attribute and the Fusilier's CC-6 (if his ARO is a CC Attack), his BS-9 (-6 by Surprise Attack, and -3 by CH: Camouflage, if his ARO is a BS Attack), or PH-6 (if his ARO is Dodge).
However, since Surprise Attack is a CC Attack and must be made in base to base contact, the SAS can also benefit from his CC Special Skills and their associated MODs.
If the Fusilier declares Dodge and wins the Face to Face Roll, he may disengage from base to base contact with the SAS and move the distance allowed by Dodging in Reactive Turn, ending the order a few inches away from the SAS.
The SAS declares Surprise Shot L1. Let's say there are two enemies with LoF to the SAS in addition to the Fusilier. In that case, the SAS calculates that his best bet is to declare a Surprise Shot L1 as his second Short Skill and split the B 3 of his Rifle between the target Fusilier he is going to reach base contact with and the other two enemies, thus giving each of them a -3 MOD in addition to the -3 imposed by his CH: Camouflage.
In this scenario, there are 3 Face to Face Rolls between the active trooper's BS and the modified Attributes of the three Fusiliers. If the target Fusilier declares a BS Attack, his BS Attribute, modified by the -3 MOD from Surprise Shot L1 and the -3 MOD from CH: Camouflage, are pitted against the BS of the SAS.
Like in the previous case, if that target Fusilier declares Dodge and wins the ensuing Face to Face Roll, the two models enter base to base contact briefly but the Fusilier gets to move as per his Dodge ARO, and ends the Order away from the SAS model.
The SAS declares Dodge. Imagine there are many enemies with LoF to the SAS, all of whom declare Attacks against him. In this scenario, the SAS would choose to declare Dodge as the second Short Skill of his Order, in an attempt to avoid damage.
A Face to Face Roll is made between the PH Attribute of the SAS and the corresponding attributes of his opponents. If the SAS wins this Face to Face Roll, then he evades all Attacks and ends the Order in base to base contact with the Fusilier.
Like in the previous cases, if that Fusilier declares Dodge and wins the ensuing Face to Face Roll, the two troopers enter base to base contact briefly but the Fusilier gets to move as per his Dodge ARO, and ends the Order away from the SAS model.
EXAMPLE OF CAMOUFLAGE AND HIDING, STEALTH AND BASE TO BASE CONTACT WITH AN ENEMY FACING AWAY: In his Active Turn, a SAS in the Camouflage Marker (CAMO) state declares the first Short Skill of his Order: Moving into base to base contact with an enemy Fusilier who is with his back towards him. Since the S.A.S. possesses also the Stealth Special Skill, his target cannot declare ARO against a Short Movement Skill declared inside his Zone of Control but out of his LoF.
However, the Fusilier can declare ARO if the S.A.S.' second Short Skill of the Order is any non-Movement Short Skill. In such situation, the Fusilier can only declare a CC Attack or Dodge ARO (or Reset, but the S.A.S. is not a Hacker), as he is in Engaged state. If there would not be base to base contact, then the Fusilier could declare Change Facing as ARO.
CH Level 3. TO Camouflage
This level of expertise and gear allows a soldier to disappear into thin air and become virtually invisible.
TO CAMOUFLAGE — Automatic Skill. Optional, NFB, Fire-Sensitive.
Effects: During the Deployment Phase, allows the user to deploy in the Hidden Deployment state. During the Deployment Phase, allows the user to deploy in the TO Camouflaged state instead. During the game, allows the user to be TO Camouflaged. Additionally, any BS Attacks against the user of CH: TO Camouflage suffer a -6 MOD to the relevant Attribute (BS, PH, WIP...).
IMPORTANT! CH: TO Camouflage automatically grants its user the Surprise Attack, Surprise Shot L1, and Stealth Special Skills.
Hidden Deployment and Infiltration: A trooper with both CH: TO Camouflage and Infiltration may combine the effects of Hidden Deployment with those of Infiltration. In that case, write down your chosen deployment location before making the Infiltration Roll, in order to determine the effects of a failed Roll.
CH: TO Camouflage and Fire Special Ammunition: A trooper with CH: TO Camouflage who is affected by Fire Special Ammunition, regardless of the outcome of the ARM Roll, has his CH downgraded to Level 1, CH: Mimetism, until it is repaired (by an Engineer, for example). To indicate this, place a Burnt Marker (BURNT) beside the trooper.
Hidden Deployment (State)
Activation: Automatic in the Deployment Phase.
Effects:
- The Hidden Deployment state is a special form of deployment that allows the user to deploy during the Deployment Phase but place neither model nor Marker on the battlefield.
- In your Deployment Phase, write down the position of your Hidden Deployment troopers in as much detail as possible (make sure to specify whether the trooper is in Cover, Prone, etc.) in order to show your opponent when their state is Cancelled and their position revealed.
- The Hidden Deployment state is Private Information. However, once it is Cancelled, your opponent has the right to verify that trooper's deployment.
- As long as they remain in the Hidden Deployment state, troopers do not add their Order to the Order Pool, but instead generate an Order they may only use themselves.
- Until a trooper's Hidden Deployment state is Cancelled, that trooper is considered not to be on the game table at all. Consequently, such a trooper does not affect allied LoF, is not affected by Template Weapons, etc.
- In his Active Turn only, a trooper in the Hidden Deployment state may use the Surprise Shot L1 Special Skill to declare a BS Attack or a Hacking Attack that benefits from the Surprise Shot L1 MODs.
Cancellation:
- The Hidden Deployment state is automatically Cancelled whenever the trooper declares any Short Skill, Entire Order or ARO.
- If the Hidden Deployment trooper declares Cautious Movement or any other Short Movement Skill that does not require a Roll (except Alert), then his state of Hidden Deployment is Cancelled. Place a TO Camouflage Marker (TO CAMO) in the position you wrote down during the Deployment Phase.
- If the trooper declares a Skill or Entire Order other than those previously mentioned, the Hidden Deployment state is also Cancelled. In that case, place the model that represents the trooper in the position you wrote down, facing in the direction of your choice.
- When you place a model on the battlefield, you are required to share all Open Information relative to that trooper.
- The Hidden Deployment state is Cancelled if the user is Discovered by means of a Special Skill that explicitly allows it (such as Sensor).
- Once a trooper has lost his state of Hidden Deployment, he cannot regain it.
TO Camouflaged (State)
Activation: Automatic in the Deployment Phase. Automatic during the game when the user of CH: TO Camouflage cancels his Hidden Deployment state by declaring a Skill that does not reveal him as a model. During their Active Turn, troopers with CH: TO Camouflage may revert to the TO Camouflaged state by expending one Entire Order while outside enemy LoF.
Effects:
- While Camouflaged, troopers are not represented by a model on the table but by a TO Camouflage Marker (TO CAMO).
- Troopers cannot enter base to base contact with a TO Camouflage Marker.
- Enemies cannot declare Attacks against a trooper in the TO Camouflaged state without previously Discovering that trooper, or declaring Intuitive Attack.
- In order to Discover a TO Camouflaged trooper, the enemy must pass a Discover Roll with a -6 MOD.
- If an enemy successfully Discovers your TO Camouflaged trooper, replace the TO Camouflage Marker (TO CAMO) with the trooper's model facing in the direction of your choice.
- If an enemy fails his Discover Roll, that enemy cannot attempt to Discover the same TO Camouflaged trooper until the next Active or Reactive Turn.
- In his Active Turn only, a trooper in the TO Camouflaged state may use the Surprise Attack Special Skill.
- In his Active Turn only, a trooper in the TO Camouflaged state may use the Surprise Shot L1 Special Skill to declare a BS Attack or a Hacking Attack that benefits from the Surprise Shot L1 MODs.
- TO Camouflage Markers (TO CAMO) have a 360º LoF.
- TO Camouflage Markers (TO CAMO) retain the Silhouette (S) values printed on their troop profiles.
- If the TO Camouflage Marker is concealing a piece of Equipment with the CH: TO Camouflage Special Skill, its Silhouette (S) value is 2.
- This state does not affect Automatic Special Skills or Automatic Equipment, which still works as usual.
Cancellation: A trooper's TO Camouflaged state is Cancelled, and its Marker replaced by its model, whenever:
- The TO Camouflaged trooper declares a Skill other than Cautious Movement or a Short Movement Skill that does not require a Roll (except Alert).
- Following the previous, the TO Camouflaged trooper declares a Surprise Attack or a Surprise Shot.
- The TO Camouflaged trooper enters base to base contact with a model.
- The TO Camouflaged trooper is Discovered.
- The TO Camouflaged trooper receives a successful hit that forces him to make an ARM/BTS Roll, or a Critical hit, without previous Discovery (by means of an Intuitive Attack, a Template Weapon whose target was a nearby model, etc.).
- The TO Camouflaged trooper becomes Impetuous (due to the Frenzy Characteristic or any other effect) or enters Retreat! state. In either case, the trooper's CH Level is downgraded to CH: Mimetism. The trooper recovers his original CH Level when the Retreat! situation is Cancelled. However, the trooper does not revert to the TO Camouflaged state. To regain the TO Camouflaged state, the trooper must follow the Activation rules.
Whenever the TO Camouflaged state is Cancelled, replace the TO Camouflage Marker (TO CAMO) with the trooper's model, facing whatever direction the owning player chooses. When you replace one of your Markers with a model, you are required to share all Open Information relative to that trooper. The cancellation of the TO Camouflaged state is applied to the whole declared Order. So, if a Camouflaged trooper declares a Move + BS Attack Order, he will be considered discovered all along his Movement, even if the BS Attack would be performed at the end of that Movement.
CAMOUFLAGE EXAMPLE: REGAINING CAMOUFLAGE VS HIDDEN DEPLOYMENT: In her Active Turn, a player wants one of her models with the CH: Camouflage Special Skill to return to the Camouflaged state. She confirms that there aren't any enemy models or Markers with LoF to the trooper, and spends one Order to cloak him into a Camouflage Marker. Her opponent knows he has a trooper in Hidden Deployment who would have LoF to the active trooper. However, as the Hidden Deployment trooper is not on the table either as a model or as a Marker, he cannot disrupt the active trooper's declaration of regaining the Camouflaged state. Once the Entire Order has been declared, the Hidden Deployment trooper nevertheless has the chance to reveal himself and declare an ARO, disrupting the execution of the Order — it cannot be carried out if it fails to comply with its Requirements — and making the active trooper lose his Order as it then becomes illegal. Additionally, if the trooper in Hidden Deployment were to declare an Attack as his ARO, he would make a Normal Roll.
CH Level X. Ambush Camouflage
The user of the Level X of the Camouflage and Hiding (CH) Special Skill can do more than conceal his position; he can create a credible decoy to mislead the enemy.
AMBUSH CAMOUFLAGE — Automatic Skill. Optional, NFB, Fire-Sensitive.
Effects:
- Level X has all benefits and limitations of Level 2, CH: Camouflage.
- In addition to the Level 2 effects, the user may place an additional Camouflage Marker (CAMO) inside his Zone of Control during the Deployment Phase only.
- This additional Camouflage Marker is a decoy, and hides no trooper, weapon or piece of Equipment. It must remain immobile until it is Discovered or until the user of Ambush Camouflage reveals himself or is Discovered, at which point the Camouflage Marker is simply removed from play.
- The placement of the decoy Camouflage Marker cannot violate the Deployment rules or any restrictions to deployment put forth by the rules of the scenario being played.
- When you deploy the user of Ambush Camouflage and his decoy, you must write down the number of the Camouflage Marker that acts as a decoy in order to show your opponent when the decoy or the owner of this Special Skill is revealed.
IMPORTANT! CH: Ambush Camouflage automatically grants its user the Surprise Attack, Surprise Shot L1, and Stealth Special Skills.
Climbing Plus
Troopers with Climbing Plus are particularly gifted in or equipped for climbing and vertical relocation.
CLIMBING PLUS — Automatic Skill. Optional.
Effects:
- This Special Skill alters the user's Climb Skill from an Entire Order Skill to a Short Movement Skill.
- Climbing Plus allows the user to move along vertical surfaces as if executing a normal Movement on horizontal ground.
- Climbing Plus allows its user to declare other Short Movement Skills or Short Skills (Move + BS Attack, for example) while moving along or holding onto a vertical surface.
- However, as with the Climb Skill, the user cannot benefit from Partial Cover MODs as long as he is on a vertical surface.
- In his Reactive Turn, the user of Climbing Plus may react in ARO normally despite holding onto a vertical surface.
REMEMBER: When declaring the use of Climbing Plus during a Movement, you must specify the exact route the trooper will follow, so that the opponent may declare the appropriate AROs. Troopers have a LoF arc of 360º while they are moving.
CLIMBING PLUS EXAMPLE: A Reaktion Zond, a Nomad Remote with the Climbing Plus Special Skill, declares the first Short Skill of its Order: Moving from its position to the top of a nearby wall. The Reaktion Zond (MOV 6-4) moves 2 inches horizontally to reach the base of the wall and climbs up his remaining 4 inches towards the top. Its opponent declares a BS Attack ARO as soon as he gains LoF to the Remote climbing up the wall. The Zond declares the second Short Skill of its Order, BS Attack, but in the ensuing Face to Face Roll it cannot benefit from Partial Cover MODs because it is still on a vertical surface.
Doctor
Troopers with this Special Skill have the medical know-how to stabilize their unconscious comrades while on the field, saving their lives and returning them to active duty. This Special Skill has several Levels that reflect the user's depth of knowledge and access to top-of-the-line military medical gear.
Doctor and Cube wearers: If the target is a trooper with a Cube, then the Doctor may expend one Command Token to reroll his failed WIP Roll. This Roll may be rerolled indefinitely as long as a Command Token is spent each time. These rerolls take place during the same Order in which the Doctor Special Skill was declared, and generate no further AROs.
DOCTOR — Short Skill. Optional.
Requirements: The user must be in base to base contact with his target. The target must have a Wounds Attribute. The target must be in Unconscious state.
Effects:
- Doctor allows the user, by passing a Normal WIP Roll, to heal 1 point of the target's Wounds Attribute and cancel his Unconscious state back to Normal.
- If the user fails his WIP Roll, the target Dies automatically and is removed from play.
- Troopers can be restored to health from Unconscious state as many times as necessary, declaring each time a use of this Special Skill and passing the corresponding WIP Roll.
- Troopers healed by Doctor can be healed by MediKit, AutoMediKit or Regeneration afterwards, and vice versa.
- In certain missions and scenarios, Doctors are considered Specialist Troopers, that is, they meet the requirements to fulfill certain mission objectives.
NOTE: A Doctor with V: No Wound Incapacitation who is in Unconscious state may attempt to heal himself, but failing the WIP roll will cause him to Die.
DOCTOR PLUS — Short Skill. Optional.
Requirements: The user must be in base to base contact with his target. The target must have a Wounds Attribute. The target must be Unconscious.
Effects: Doctor Plus has the same effects and limitations as Doctor. However, the user of Doctor Plus benefits from a +3 MOD to his WIP Attribute in all WIP Rolls to use this Special Skill. Doctor Plus troopers have the same status as Doctors in any mission or scenario that considers Doctors to be Specialist Troopers.
AKBAR DOCTOR — Short Skill. Optional.
Requirements: The user must be in base to base contact with his target. The target must have a Wounds Attribute. The target must be Unconscious.
Effects:
- Akbar Doctor has the same effects and limitations as Doctor.
- However, upon a successful use of the Akbar Doctor Special Skill, the target not only recovers from the Unconscious state, but also regains all points of the Wounds Attribute originally printed on his troop profile.
- Akbar Doctor grants its user the Doctor Plus Special Skill.
- However, the effects of these two Special Skills are not combinable, so the user must declare and benefit from them separately.
- Akbar Doctors have the same status as Doctors in any mission or scenario that considers Doctors to be Specialist Troopers.
Engineer
Engineers have the means and the skill to repair damaged equipment on the field.
ENGINEER — Short Skill. Optional.
Requirements: The user must be in base to base contact with his target.
Effects:
- By declaring Engineer the user may make a Normal WIP Roll to repair the target and have it regain 1 Structure point. The user may declare uses of this Special Skill until the target has recovered its full STR.
- If the user fails his Normal WIP Roll, his target loses 1 Structure point instead of regaining one.
- Alternatively, by passing a Normal WIP Roll, the user may cancel all of the target's states susceptible of being repaired by an Engineer (Burnt, Disabled, Immobilized, Isolated…). When these states are Cancelled, remove the corresponding Markers. If the target is affected by more than one of these states simultaneously, one single successful WIP Roll cancels them all.
- No ill effects are caused by failing the Normal WIP Roll to cancel the target's states, and the user may make further attempts as long as he keeps spending Orders.
- The exception to this rule is the Unconscious state, which requires a separate WIP Roll to cancel, and whose cancellation does not affect other states. If the user fails his Normal WIP Roll, his target loses 1 Structure point, entering in Dead state, if applicable.
- This Special Skill also grants its user the Deactivator Equipment, allowing him to deactivate enemy D-Charges and Deployable Weapons.
- Troopers with this Special Skill have unique ways to interact with Scenery Items. The rules of Scenery Items that are also mission objectives must always specify whether an Engineer may be used to interact with them, and how. Other Scenery Items with predefined traits have a Scenery Element profile that indicates the WIP Roll necessary to interact with them using Engineer.
- In certain missions and scenarios, Engineers are considered Specialist Troopers, that is, they meet the requirements to fulfill certain mission objectives.
Repairing G: Remote Presence troopers: If the target of the repair is a trooper with the G: Remote Presence Special Skill, then the Engineer may expend one Command Token to reroll his failed WIP Roll. This Roll may be rerolled indefinitely as long as a Command Token is spent each time. These rerolls take place during the same Order in which the Engineer Special Skill was declared, and generate no further AROs.
ENGINEER: DETONATE D-CHARGES — Short Skill, ARO. Optional.
Effects: Troopers with the Engineer Special Skill may remotely detonate, without range or LoF restrictions and without a Roll, a D-Charge previously planted by themselves or by any other trooper from their army.
Executive Order
The user of this Special Skill has special authorization from his High Command to assume immediate command of the combat force.
EXECUTIVE ORDER — Automatic Skill. Obligatory, Private Information.
Requirements: This Special Skill activates only when the user deploys on the game table.
Effects: The moment the user of Executive Order is placed on the game table for deployment, he becomes his army's Lieutenant, stripping the former Lieutenant of his rank. The identity of this new Lieutenant is still considered Private Information.
Loss of Lieutenant and Executive Order: You cannot use this Special Skill while your army is in a Loss of Lieutenant situation. You may nominate a trooper with Executive Order as your Lieutenant at the end of your Active Turn as usual.
Explode
This Special Skill marks the trooper's capacity to detonate in a blast, voluntarily or otherwise. Explode is a Special Skill with several Levels.
EXPLODE LEVEL 1 — Automatic Skill. Obligatory.
Requirements: The user must be in the Unconscious state for this Special Skill to activate.
Effects:
- This Special Skill forces its user to detonate automatically when he enters in the Unconscious state.
- At the end of the Order in which the user entered the Unconscious state, place a Circular Template centered on the user's base. This Circular Template indicates the Area of Effect of the explosion.
- Explode causes Damage 13 hits with Shock Special Ammunition.
- Once all Rolls have been made, the user enters in Dead state and it is removed from the game table.
REMEMBER: If the user enters the Dead state directly due to a Special Skill (such as V: Dogged), a Special Ammunition (such as Shock) or because he suffered the loss of more Wounds than his current Attribute during a single Order, then he does not Explode.
NOTE: If a unit's Troop Profile indicates only "Explode", consider that unit to have Level 1 of this Special Skill.
Forward Deployment
This Special Skill marks troopers who move before the bulk of their own forces and take positions beyond the established allied lines.
FORWARD DEPLOYMENT LEVEL 1 — Deployment Skill. Optional.
Effects: The user of this Special Skill can deploy freely up to 4 inches beyond the limits of his Deployment Zone. In a standard battlefield with 12-inch Deployment Zones, the user of Forward Deployment L1 would be able to deploy anywhere inside a 16-inch Deployment Zone.
IMPORTANT! You cannot use Forward Deployment to deploy in base to base contact with another model, Marker, or mission objective.
Forward Observer
Forward Observers are specialist units with the ability to tag a target so that other allies may rain down indirect or guided fire upon them even without a clear Line of Fire.
FORWARD OBSERVER — Short Skill. BS Attack, Optional.
Requirements: The user must be able to draw LoF to the target.
Effects:
- The use of Forward Observer is a form of Attack with a BS Weapon that uses the WIP attribute, and instead of forcing the target to make an ARM Roll, forces him to enter the Targeted state.
- Place a Targeted Marker (TARGETED) near the target of a successful Forward Observer attack.
- The Forward Observer Special Skill also grants its user a BS Weapon called Flash Pulse, to be used in accordance with its description and weapon profile.
- In certain missions and scenarios, Forward Observers are considered Specialist Troopers, that is, they meet the requirements to fulfill certain mission objectives.
Flash Pulse (granted weapon) — Range: 0–24" 0, 24–48" -3, 48–96" -6. Damage: target enters the Targeted state. B: 2. Ammunition: —. Traits: Non-Lethal, Non-Lootable, Technical Weapon.
Critical hits with Forward Observer: Critical hits with Forward Observer have no additional special benefits. Specifically, rolling a Critical with this Special Skill does not turn subsequent Guided Special Ammunition attacks into automatic Criticals.
Ghost (G)
This Special Skill is a distinctive trait of biomechanical or artificial soldiers operated via telepresence or an on-board pilot AI. There are several types of Ghost, but this Special Skill does not have numerical Levels.
GHOST: AUTOTOOL — Automatic Skill. Obligatory.
Effects: This Special Skill is equivalent to G: Remote Presence, but additionally requires that the army field at least one trooper with G: Mnemonica, or Hacker, or a TAG, in order to field the user. Despite its lack of Cube, a trooper with the G: Autotool Special Skill may receive a G: Mnemonica trooper's WIP value, G: Mnemonica Special Skill and Lieutenant Special Skill (if applicable).
GHOST: MNEMONICA — Automatic Skill. Optional.
Requirements: In order to activate this Special Skill, the user must be in a Null state.
Effects:
- The user may transfer his own WIP Attribute, along with the Ghost: Mnemonica Special Skill and the Lieutenant Special Skill (if applicable), to any other trooper in the same army that is on the battlefield in the form of a figure or Marker and has a Cube.
- The new WIP replaces the host's original value.
- If the G: Mnemonica trooper was also the army's Lieutenant, the host becomes the new Lieutenant.
- This transfer is automatic at the end of the Order in which the user entered in Dead state.
- You must identify the figure or Marker that acts as host, but not whether the Lieutenant Special Skill is transferred — that is Private Information.
- After the transfer is complete, the original user, now in Dead state, is removed from play.
- If the host falls Unconscious, the original user's WIP, G: Mnemonica and Lieutenant Special Skill may be transferred again to another ally who fulfills the same requirements (Cube...). This transfer makes the host go from Unconscious to Dead.
- G: Mnemonica also grants its user the Valor: Courage Special Skill.
- Troopers with G: Mnemonica do not have a Cube.
GHOST: REMOTE PRESENCE — Automatic Skill. Obligatory.
Effects:
- G: Remote Presence grants its user the Valor: Courage Special Skill.
- Troopers with G: Remote Presence do not have a Cube.
- Troopers with G: Remote Presence and an STR Attribute have two distinct levels of Unconsciousness.
- In game terms, when a trooper with G: Remote Presence loses all STR points, it enters the Unconscious state like any other trooper would. However, if the trooper receives damage again and loses one further STR point, it does not enter the Dead state as usual, but instead enters a second level of the Unconscious state signified by a second Unconscious Marker (UNCONSCIOUS). Only if the user loses further STR points does it fall Dead and is removed from play.
- Troopers with G: Remote Presence need only an Engineer in base to base contact to pass a single WIP Roll in order to recover from either level of Unconsciousness and revert back to STR 1.
- Additionally, when using Engineer (or other Special Skills or piece of Equipment that state so explicitly) to repair a trooper with G: Remote Presence, you may expend one Command Token to reroll a failed WIP Roll.
Heavyweight
This Special Skill refers to those troopers possessing a size or volume bigger than the usual in their Troop Type category.
HEAVYWEIGHT — Automatic Skill. Obligatory.
Effects: Troopers possessing this Special Skill cannot cross Narrow Gates, no matter the Silhouette Attribute they have. The Movement of a Heavyweight trooper ends automatically whenever he passes through a Wide Gate, even if the movement route specified is cut short as a result. The trooper will be placed on the far side of the Wide Gate Marker, in base to base contact with it.
Hacker
Hackers are a unit's field infowar specialists.
HACKER — Automatic Skill. Obligatory.
Effects:
- The Hacker is equipped with a Hacking Device that allows him to use Advanced Combat: Hacking techniques.
- Troopers with this Special Skill have unique ways to interact with Scenery Items. The rules of Scenery Items that are also mission objectives must always specify whether a Hacker may be used to interact with them, and how. Other Scenery Items with predefined traits have a Scenery Element profile that indicates the WIP Roll necessary to interact with them using Hacker.
- In certain missions and scenarios, Hackers are considered Specialist Troopers, that is, they meet the requirements to fulfill certain mission objectives.
Impersonation
This Special Skill allows the user to deploy farther than the rest of his army and avoid detection by disguising as an enemy. Impersonation has several states that represent how difficult it is to identify the user as a foe.
IMPERSONATION LEVEL 1. BASIC IMPERSONATION — Deployment Skill. Optional, NFB, Fire-Sensitive.
Effects:
- During the Deployment Phase, allows the user to deploy anywhere on the game table except for the enemy Deployment Zone.
- Allows the user to deploy in the Impersonation-1 state.
- Allows the user to deploy inside the enemy Deployment Zone by making a WIP Roll.
- Roll the user's WIP after placing him on the battlefield in order to determine the effects of a failed Roll.
- The user cannot deploy in base to base contact with any other trooper.
- This Level of Impersonation is less effective against armies formed by members of a species alien to the user. A human trooper (in a Haqqislam army, for example) with Basic Impersonation can never adopt the Impersonation-1 state against an alien army (the Combined Army, for example).
IMPORTANT! Any Level of Impersonation automatically grants its user the Surprise Attack, Surprise Shot L1 and Stealth Special Skills.
Impersonation: Failing a Deployment Roll: If the user fails his WIP Roll, he is penalized with a Dispersion Roll. Place the center of the Circular Template over the center of the deployed user's base. If the Dispersion takes the user outside the game table, or anywhere he cannot deploy, place him inside your own Deployment Zone in base contact with one of the borders of the game table. Additionally, if the user fails his Deployment Roll, he loses the option to deploy in the Impersonation-1 state, must deploy as a figure and not a Marker, and loses any Deployable Weapons and/or Equipment deployed alongside him.
IMPORTANT! You cannot use Impersonation to deploy in base to base contact with another figure, Marker or mission objective. This is true of all Levels of the Impersonation Special Skill unless otherwise stated in the Level rules or the conditions of the scenario being played.
Impersonation-1 (State)
Activation: Automatic during the Deployment Phase, provided the user passes the WIP Roll if necessary. During the user's Active Turn, by expending one Entire Order while outside enemy LoF.
Effects:
- While in the Impersonation-1 state, troopers are not represented by a model on the table but by an Impersonation-1 Marker (IMP-1).
- Troopers cannot enter base to base contact with an Impersonation-1 Marker.
- Enemies cannot declare Attacks against a trooper in the Impersonation-1 state.
- In order to Discover an Impersonated-1 trooper, the enemy must pass a Discover Roll with a -6 MOD.
- Upon a successful Discover Roll, the Impersonator enters the Impersonation-2 state. To represent this, replace the Impersonation-1 Marker with an Impersonation-2 Marker (IMP-2).
- If an enemy fails his Discover Roll, that enemy cannot attempt to Discover the same impersonator until the next (Active or Reactive) Turn.
- In his Active Turn only, a trooper in the Impersonation-1 state may use the Surprise Attack Special Skill.
- In his Active Turn only, a trooper in the Impersonation-1 state may use the Surprise Shot L1 Special Skill to declare a BS Attack or a Hacking Attack that benefits from the Surprise Shot L1 MODs.
- Impersonation-1 Markers (IMP-1) have a 360º LoF.
- Impersonation-1 Markers (IMP-1) retain the Silhouette (S) values printed on their Troop Profile.
- This State does not affect Automatic Special Skills or Automatic Equipment.
Cancellation: A trooper's Impersonation-1 state is Cancelled whenever:
- The impersonator declares a Skill other than Cautious Movement or a Short Movement Skill that does not require a Roll (except Alert). In that case, replace the Impersonation-1 Marker (IMP-1) with the user's figure.
- The impersonator declares a Surprise Attack or a Surprise Shot.
- The impersonator enters base to base contact with a trooper. In that case, replace the Impersonation-1 Marker (IMP-1) with the user's figure.
- The impersonator is Discovered. In that case, the impersonator enters the Impersonation-2 state. To represent this, replace the Impersonation-1 Marker with an Impersonation-2 Marker (IMP-2).
- The impersonator becomes Impetuous (due to the Frenzy Characteristic or any other effect) or enters Retreat! state. In either case, the trooper loses his ability to use the Impersonation Special Skill. The trooper recovers his ability to use the Special Skill when the Retreat! situation is Cancelled. However, the trooper does not revert to the Impersonation-1 state. To regain the Impersonation-1 state, he must follow the Activation rules.
- Whenever you replace an Impersonation Marker with the trooper's figure, place the model facing a direction of your choice.
- When you place a figure on the battlefield, you are required to share all Open Information relative to that trooper.
- The cancellation of Impersonation-1 state is applied to the whole declared Order. So, if an Impersonated trooper declares a Move + BS Attack Order, he will be considered discovered all along his Movement, even if the BS Attack would be performed at the end of that Movement.
Impersonation-2 (State)
Activation: The Impersonation-2 state activates when the trooper is Discovered while in the Impersonation-1 state.
Effects:
- While in the Impersonation-2 state, troopers are not represented by a model on the table but by an Impersonation-2 Marker (IMP-2).
- Troopers cannot enter base to base contact with an Impersonation-2 Marker.
- Enemies cannot declare Attacks against a trooper in the Impersonation-2 state.
- In order to Discover an Impersonated-2 trooper, the enemy must pass a Discover Roll that applies no MODs.
- Upon a successful Discovery, replace the Impersonation-2 Marker (IMP-2) with the user's figure.
- If an enemy fails his Discover Roll, that enemy cannot attempt to Discover the same impersonator until the next (Active or Reactive) Turn.
- In his Active Turn only, a trooper in the Impersonation-2 state may use the Surprise Attack Special Skill.
- In his Active Turn only, a trooper in the Impersonation-2 state may use the Surprise Shot L1 Special Skill to declare a BS Attack or a Hacking Attack that benefits from the Surprise Shot L1 MODs.
- Impersonation-2 Markers (IMP-2) have a 360º LoF.
- Impersonation-2 Markers (IMP-2) retain the Silhouette (S) values printed on their Troop Profile.
- This State does not affect Automatic Special Skills or Automatic Equipment.
Cancellation: A trooper's Impersonation-2 state is Cancelled whenever:
- The impersonator declares a Skill other than Cautious Movement or a Short Movement Skill that does not require a Roll (except Alert). In that case, replace the Impersonation-2 Marker (IMP-2) with the user's figure.
- The impersonator declares a Surprise Attack or a Surprise Shot.
- The impersonator enters base to base contact with a trooper. In that case, replace the Impersonation-2 Marker (IMP-2) with the user's figure.
- The impersonator is Discovered. In that case, replace the Impersonation-2 Marker (IMP-2) with the trooper's figure.
- The impersonator becomes Impetuous (due to the Frenzy Characteristic or any other effect) or enters Retreat! state. In either case, the trooper loses his ability to use the Impersonation Special Skill. The trooper recovers his ability to use the Special Skill when the Retreat! situation is Cancelled. However, the trooper does not revert to the Impersonation-2 state. To regain an Impersonation state, the trooper must follow the Activation rules of Impersonation-1 state.
- Whenever you replace an Impersonation Marker with the trooper's figure, place the model facing a direction of your choice.
- When you place a figure on the battlefield, you are required to share all Open Information relative to that trooper.
- The cancellation of Impersonation-2 state is applied to the whole declared Order. So, if an Impersonated trooper declares a Move + BS Attack Order, he will be considered discovered all along his Movement, even if the BS Attack would be performed at the end of that Movement.
IMPERSONATION LEVEL 2. IMPERSONATION PLUS — Deployment Skill. Optional, NFB, Fire-Sensitive.
Effects: This Level has the same effects and limitations as Impersonation L1, with one exception: Impersonation L2 may be used to impersonate a species alien to the user.
IMPORTANT! Enemies perceive an impersonator in the Impersonation-1 or Impersonation-2 state (IMP-1 or IMP-2 Marker) as an ally.
Reacting to an Impersonator: The only AROs available against an Impersonation Marker are Discover, Change Facing and Dodge. Enemies in their Reactive Turn may delay their ARO declarations until the impersonator declares the second Short Skill of his Order.
Impersonation and Fire Special Ammunition: A trooper with Impersonation who is affected by Fire Special Ammunition, regardless of the outcome of the ARM Roll, loses the ability to use this Special Skill until it is repaired (by an Engineer, for example). To indicate this, place a Burnt Marker (BURNT) beside the trooper.
EXAMPLE OF IMPERSONATION AND BASE TO BASE CONTACT: In his Active Turn, a Hassassin Fiday in the Impersonation-1 Marker (IMP-1) state moves into base to base contact with an enemy Fusilier, which reveals him and replaces the Marker with his figure for the whole Movement (the same principle as the Camouflage base-to-base example above). The Fusilier may react with a BS Attack, CC Attack, or Dodge; the Fiday then declares his second Short Skill (CC Attack, BS Attack, or Dodge) depending on the Fusilier's ARO, benefiting from his CC Special Skills if the exchange is in Close Combat, or splitting his weapon's Burst between multiple enemies if he declares a BS Attack.
IMPERSONATION EXAMPLE: REGAINING IMPERSONATION VS HIDDEN DEPLOYMENT: This works the same way as the equivalent Camouflage example above: a Hidden Deployment enemy trooper cannot disrupt the declaration of an Order to regain the Impersonation-1 state (since it is not physically on the table), but it may still reveal itself and declare an ARO once the Order is declared, potentially making the Order illegal.
Infiltrate
The user of this Special Skill may deploy outside the limits of his own Deployment Zone. Infiltration is divided into several Levels. Infiltrators have superior deployment capabilities that allow them to traverse the no-man's-land and penetrate the enemy lines undetected.
INFILTRATE LEVEL 0. INFERIOR INFILTRATION — Deployment Skill. Obligatory.
Effects: Troopers with this Special Skill must deploy outside their own Deployment Zone, and in the enemy half of the game table. To do that, they must attempt an Infiltration Roll (Normal PH-3 Roll).
INFILTRATE LEVEL 1. INFILTRATION — Deployment Skill. Optional.
Effects: This Level allows the user to choose between two forms of Deployment:
- Option A: During the Deployment Phase and without a Roll, the user may deploy anywhere in his player's half of the game table, but never beyond the middle line.
- Option B: During his Deployment Phase, the user may deploy anywhere in his opponent's half of the game table except the enemy Deployment Zone. To do that, the user must attempt an Infiltration Roll (Normal PH-3 Roll).
Infiltration Roll: The Infiltration Roll is a Normal PH-3 Roll necessary to infiltrate beyond the mid line of the game table. You must make the Infiltration Roll after placing the user of this Special Skill on the battlefield, in order to determine the effects of a failed Roll.
Failing an Infiltration Roll: If the user fails his Infiltration Roll, he must deploy inside his player's Deployment Zone and in contact with one of the edges of the game table. Additionally, after failing an Infiltration Roll, the user loses the option to deploy in Camouflaged or TO Camouflaged state and the Hidden Deployment option granted by the Camouflage and Hiding (CH) Special Skill, as well as any Deployable Weapons and Equipment deployed alongside him, which are removed from the game table.
IMPORTANT! You cannot use Infiltrate to deploy inside the enemy Deployment Zone or in base to base contact with another figure, Marker, or mission objective. This is true of all Levels of the Infiltrate Special Skill unless otherwise stated in the Level rules or the conditions of the scenario being played.
INFILTRATE LEVEL 2. SUPERIOR INFILTRATION — Deployment Skill. Optional.
Effects: Level 2 of this Special Skill is identical to Level 1, with the sole exception that the Infiltration Roll to use it is a Normal PH+3 Roll.
Immunity
Troopers with this Special Skill have an extraordinary innate or artificial capacity to withstand specific types of damage. There are several Immunities, but this Special Skill does not have numerical Levels.
IMMUNITY: POSSESSION — Automatic Skill. Optional.
Effects: The user is immune to any effect that would induce the Possessed state, including those from Hacking Programs and other special rules.
IMMUNITY: SHOCK — Automatic Skill. Optional.
Effects: The user is immune to the special effects of the Shock Special Ammunition, treating it like Normal Ammunition.
IMMUNITY: TOTAL — Automatic Skill. Optional.
Effects: The user is immune to the special effects of Standard Special Ammunitions — AP, DA, EXP, Fire, Nanotech, Plasma, Shock, T2 (see Infinity: Human Sphere) — and any other Special Ammunitions that state so explicitly, treating them like Normal Ammunition. Stun Special Ammunition (see Infinity: Campaign: Paradiso) does not force the user to make either ARM or Guts Rolls.
Inspiring Leadership
This Special Skill ties the behavior of entire armies to the user's discipline and state of mind.
INSPIRING LEADERSHIP — Automatic Skill. Obligatory.
Requirements: In order to apply the effects of Inspiring Leadership, the user must be his army's Lieutenant, whether chosen during the creation of the Army List or appointed during the battle.
Effects:
- As long as the user of Inspiring Leadership remains on the battlefield in a non-Null state (any but Unconscious, Dead, or Sepsitorized), replace the Training Characteristic (Regular/Irregular) of every other trooper in the Army List with the user's.
- As long as the user of Inspiring Leadership remains on the battlefield in a non-Null state, all troopers under the user's command enjoy the benefits of the V: Courage Special Skill.
- You may declare a Coordinated Order that includes the user by spending the Special Lieutenant Order only, without further expenditures of Command Tokens or extra Orders.
- As long as the user of Inspiring Leadership remains on the battlefield in a non-Null state, his army will not be affected by the effects of the Retreat! rule.
Kinematika
This Special Skill allows the user to move further with a successful Reactive Turn Dodge.
KINEMATIKA LEVEL 1 — Automatic Skill. Obligatory.
Requirements: The user may only benefit from the effects of this Special Skill when declaring Engage or Dodge in Reactive Turn.
Effects: The user benefits from a 1-inch bonus to the movement distance allowed by the Engage ARO and the Dodge Skill in Reactive Turn.
KINEMATIKA LEVEL 2 — Automatic Skill. Obligatory.
Requirements: The user may only benefit from the effects of this Special Skill when declaring Engage or Dodge in Reactive Turn.
Effects: The user benefits from a 2-inch bonus to the movement distance allowed by the Engage ARO and the Dodge Skill in Reactive Turn.
Lieutenant
The user of this Special Skill is the officer in command of his entire combat force. This Special Skill has different Levels, but any time a rule mentions the term 'Lieutenant' without specifying a Level, the statement applies to all Levels equally.
LIEUTENANT LEVEL 1 — Automatic Skill. Obligatory, Private Information.
Requirements: You must field exactly one single trooper with this Special Skill (regardless of Level) in your Army List. Your Army List cannot include more than one trooper with this Special Skill (regardless of Level).
Effects:
- The first Level of this Special Skill is printed on Troop Profiles as Lieutenant, without mentioning its Level.
- The user of this Special Skill has a Special Lieutenant Order (see Orders and Order Pool).
- During the Tactical Phase, if your army's Lieutenant is in a Null state (Unconscious, Dead…) or is not yet deployed on the game table, apply the Loss of Lieutenant rules.
- Certain Special Skills, such as Chain of Command (see Infinity: Human Sphere) may avert this situation.
Manned
This Special Skill is characteristic of certain TAG and Vehicles with an actual on-board pilot who can abandon the cockpit and take arms if necessary.
MANNED — Automatic Skill. Obligatory.
Effects:
- The user can be the target of certain Hacking Programs with that requirement.
- Units with this Special Skill have an alternative Troop Profile with the Pilot Special Skill on it.
- This Special Skill allows the user to receive Orders from its Order Pool despite being Unconscious. These Orders can only be used to Dismount the Pilot (see General Movement Rules) and use the Pilot's Troop Profile.
- A Manned trooper whose Pilot has dismounted cannot use its TAG or Vehicle Troop Profile to declare Orders or AROs.
- The TAG or Vehicle figure of a Manned trooper whose Pilot has dismounted is still a valid target for enemy attacks.
- If the TAG or Vehicle figure of a Manned trooper whose Pilot dismounted enters the Dead state, remove both the TAG or Vehicle and the Pilot from play.
Marksmanship
Users of this Special Skill are exceptional sharpshooters, adept at hitting their target's weakest spots and making every shot count.
MARKSMANSHIP LEVEL 1 — Automatic Skill. Optional.
Requirements: The user may only benefit from this Special Skill when he declares a BS Attack.
Effects: In addition to their usual Ammunition, all BS Weapons wielded by the user have Shock Special Ammunition. The benefits of Shock Special Ammunition granted by Marksmanship are added to any other Special Ammunitions employed by the BS Weapon. However, these benefits do not apply to BS Weapons with any of these Traits: Throwing Weapon, Technical Weapon, and Non-Lethal.
MARKSMANSHIP LEVEL 2 — Automatic Skill. Optional.
Requirements: The user may only benefit from this Special Skill when he declares a BS Attack.
Effects: The user may ignore the negative MOD to BS imposed by the target's Partial Cover.
MARKSMANSHIP LEVEL X — Automatic Skill. Optional.
Requirements: The user may only benefit from this Special Skill when he declares a BS Attack. The user must be using a BS Weapon with a B value of 2 or more after applying Modifiers.
Effects: This Special Skill allows the user to reduce the B value of his weapon to 1, and in return apply to that single shot a +6 BS MOD. This MOD is added to any other applicable MODs. This Special Skill is only usable in Active Turn. Marksmanship Level X does not include any other Levels of the Marksmanship Special Skill.
Mechanized Deployment
This Special Skill distinguishes those troopers, usually part of mechanized regiments, who have an enhanced freedom of deployment that stems from their use of transport vehicles.
MECHANIZED DEPLOYMENT LEVEL 1 — Deployment Skill. Optional.
Requirements: All your troopers who use this Special Skill must deploy inside the Zone of Control of one of them, chosen by you.
Effects: The user of this Special Skill may ignore the restriction to deploying outside his Deployment Zone, and may deploy anywhere in his half of the gaming table.
IMPORTANT! You cannot use Mechanized Deployment to deploy in base to base contact with another model, Marker, or mission objective.
NOTE: If a unit's Troop Profile indicates only "Mechanized Deployment", consider that unit to have Level 1 of this Special Skill.
MetaChemistry
This Special Skill provides its user with random advantages and Special Skills that represent a plethora of combat drug treatments and biotechnological augmentations.
METACHEMISTRY — Deployment Skill. Optional.
Effects: Immediately after placing each of your troopers with MetaChemistry on the table for deployment, you may roll on the MetaChemistry Table once to determine that trooper's extra MOD or Special Skill.
MetaChemistry Table (d20): 1-3 Natural Armor (+1 ARM); 4-5 V: Dogged; 6 Bioimmunity; 7-8 Enhanced Mobility (MOV: 8-4); 9 Reinforced Biotech (+6 BTS); 10-11 Enhanced Physique (+3 PH); 12-13 V: No Wound Incapacitation; 14 Sixth Sense L2; 15-16 Regeneration; 17-18 Super-Jump; 19 Climbing Plus; 20 Total Immunity.
Morat
A Special Skill that codifies the toughness and sense of duty so characteristic of members of the Morat species.
MORAT — Automatic Skill. Obligatory.
Effects: This trooper has the Special Skills Veteran L1 and Religious Troop.
Multiterrain
This Special Skill distinguishes its user as having a special competence to operate in a variety of environments.
MULTITERRAIN — Automatic Skill. Optional.
Requirements:
- Before deploying, the user must choose which Type of Terrain to specialize in.
- The user can choose only one single Type of Terrain from those listed in the rulebook (Water, Desert, Mountain, Jungle or Zero-G).
- If the Troop Profile includes a list of Types of Terrain in parentheses after Multiterrain, then the user may only choose from that list.
- You must declare the user's chosen Type of Terrain when you deploy him.
Effects: Troopers with this Special Skill can move normally through the Type of Terrain of their choosing, ignoring all the usual restrictions to Movement imposed by Difficult Terrain and Very Difficult Terrain (see MOV Difficulty).
Non-Hackable
Whatever technological systems this unit might carry are rudimentary enough that they are not susceptible to Hacking attempts.
NON-HACKABLE — Automatic Skill. Obligatory.
Effects: The user of this Special Skill cannot be the target of Hacking Attacks whose Requirements include that the target be a specific Troop Type (HI, REM, TAG…) usually subject to hacking attempts.
NON-HACKABLE EXAMPLES: A Veteran Kazak, part of a Non-Hackable unit whose Troop Type is HI, cannot be the target of Hacking Programs such as Gotcha!, Basilisk or Carbonite, even though the Requirements of these Hacking Programs necessitate only that the target be a HI. These Hacking Programs manipulate systems that are absent in the Veteran Kazak's primitive HI armor suit. However, the Veteran Kazak could be the target of a Hacking Program such as Spotlight, which induces the Targeted state, because its Requirements don't specify the target must belong to a series of Troop Types. This is because this Hacking Program doesn't rely on the target's HI armor systems, but instead uses external systems, such as air-remotes and satellites, to tag him.
Paramedic
Paramedics provide their unit with first aid treatment on the field.
PARAMEDIC — Automatic Skill. Obligatory.
Effects: A Paramedic is equipped with MediKits to stabilize his fallen comrades. A Paramedic's supply of MediKits is unlimited. In certain missions and scenarios, Paramedics are considered Specialist Troopers, that is, they meet the requirements to fulfill certain mission objectives.
Pilot
Users of this Special Skill are pilots or drivers of vehicles or TAG with the Manned Special Skill.
PILOT — Automatic Skill. Obligatory.
Requirements: This Special Skill activates only when the user deploys on the game table.
Effects:
- This Special Skill allows the user to use an alternative Troop Profile.
- This Pilot Troop Profile is usable only after the trooper declares a Move Short Skill and specifies he will use it to Dismount his Manned TAG or Vehicle.
- The Pilot Troop Profile may also activate as a result of a successful enemy Hacking Program with that Effect.
- The Pilot of an Unconscious Vehicle or TAG generates no Orders for himself or for his Order Pool.
- The Pilot of an Unconscious Vehicle or TAG is not considered either as a survivor or a casualty for Victory Points, Retreat! or any other purposes.
Regeneration
This Special Skill represents the capacity of certain troopers to mend the Wounds they incurred and overcome Unconsciousness without external help.
REGENERATION — Entire Order. Optional.
Effects:
- This Special Skill allows its user to spend the Entire Order required to activate it even when on the battlefield in a Null state.
- Regeneration allows its user, by passing a PH Roll, to regain 1 point previously lost from his Wounds Attribute.
- If the user fails his PH Roll, he loses 1 additional point from his Wounds Attribute.
- If the user is Unconscious and fails his PH Roll, he immediately Dies and is removed from play.
- If the user lost enough points from his Wounds Attribute to enter the Dead state before he could attempt to activate Regeneration, he cannot use this Special Skill and must be removed from play. (For example, if a trooper with Wounds 1 receives three hits from a Burst and fails two Armor Rolls.)
- Troopers with Regeneration do not generate Orders for themselves or for their Order Pool while they are Unconscious.
IMPORTANT! Regeneration automatically grants its user the Shock Immunity Special Skill. Regeneration is compatible with the use of MediKit or Doctor. This means that a trooper with Regeneration can be healed by Regeneration after being healed by a Paramedic or a Doctor, and vice versa, as long as all Requirements are met.
Religious Troop
The beliefs and teachings of their leaders have made these soldiers into loyal warriors with an unshakable faith. The ardor of these zealots is enough to help them stand firm in battle even when their comrades have given up hope.
RELIGIOUS TROOP — Automatic Skill. Obligatory.
Effects:
- Troopers with this Special Skill pass all their Guts Rolls automatically without rolling any dice.
- This means that troopers with this Special Skill are forced to hold their position and cannot withdraw or seek cover after surviving one or more ARM or BTS Rolls.
- However, the user has the chance to voluntarily make a Guts Roll after surviving one or more ARM or BTS Rolls or a Non-Lethal Attack.
- In that case, the Religious Troop Special Skill makes that Guts Roll have the opposite effect, that is, the user must pass his Guts Roll in order to go Prone or move up to 2 inches to abandon the danger zone, gain Cover or improve his Cover.
- This movement can never be towards the enemy who declared the Attack, nor can it be used to enter base to base contact with an enemy.
- Troopers with the Religious Troop Special Skill are unaffected by the Retreat! rules, acting normally until the end of the game.
- Additionally, during a Retreat! situation, troopers with this Special Skill cannot voluntarily abandon the game table unless the scenario rules indicate otherwise.
RELIGIOUS TROOP EXAMPLE: A PanOceanian Father-Knight who is in Partial Cover is hit by an Attack but survives all ARM Rolls. Since he has the Religious Troop Special Skill, he does not have to make a Guts Roll and must maintain his position. However, the Father-Knight decides he is too exposed in that spot. After making all necessary ARM Rolls, and before the Order sequence ends, the Father-Knight declares he will attempt to make a Guts Roll to seek cover. If he passes the Guts Roll, he may declare Prone or move 2 inches seeking Total Cover.
Sat-Lock
The user of this Special Skill is able to connect to the satellite network and use it to detect hidden threats and remotely tag enemies as artillery targets.
SAT-LOCK — Entire Order. Comms Attack, Comms Equipment, Optional, No LoF, Zone of Control.
Requirements: In addition to Sat-Lock, the user must also have both the Forward Observer and Sensor Special Skills. The target must be inside the user's Sensor Area.
Effects:
- This Special Skill allows its user to declare a Comms Attack with a WIP-6 Roll against a target within Sensor Area.
- This Roll applies no further MODs (for Range, Cover, CH, ODD…) or bonuses unless otherwise specified.
- Upon a successful Roll, the target enters the Targeted state, signified by a Targeted Marker (TARGETED).
- The user need not have LoF to the target.
- With this Special Skill, the Comms Attack may be declared against an enemy Camouflage or TO Camouflage Marker. In that case, a successful Roll not only tags the target as Targeted, but also Discovers him, replacing the Marker with the target's model.
Sensor
Hyper-developed senses and sophisticated tracking technology are the two sides of the Sensor coin. Either way, the bottom line is the same: the ability to uncover hidden threats in one's immediate surroundings.
SENSOR — Short Skill. Attack, Optional, Zone of Control.
Effects:
- By declaring Sensor, the user may make a Normal WIP+6 Roll (without Range or Camouflage and Hiding Modifiers) to simultaneously Discover all enemy troopers, Weapons or pieces of Equipment in the Hidden Deployment, Camouflaged or TO Camouflaged states inside the user's Sensor Area.
- To declare Sensor, you do not need to have LoF to the target, or indeed designate any target at all.
- Enemies with the CH: Camouflage or CH: TO Camouflage Special Skills cannot regain the Camouflaged or TO Camouflaged state inside the Zone of Control of a trooper with the Sensor Special Skill.
- Sensor also grants its user, automatically and without making Rolls or spending Orders, a +6 MOD to WIP when declaring Discover against Camouflage or TO Camouflage Markers.
- Sensor also grants its user the ability to declare Sensor: Triangulated Fire.
SENSOR: TRIANGULATED FIRE — Entire Order. BS Attack, Optional.
Requirements: The user must have the Sensor Special Skill. The user must also have LoF to the target.
Effects: Allows the user to declare a BS Attack with one of his BS Weapons against a target within LoF by making a BS-3 Roll, ignoring all other applicable MODs (Range, Cover, Special Skills such as Camouflage, TO, ODD…).
REMEMBER: Triangulated Fire does not allow the user to hit a target farther away than the weapon's Maximum Range. For example, a Combi Rifle can never hit a target at a distance of more than 48 inches.
Sensor and Area of Effect: Sensor is an Area of Effect Special Skill: it does not require a target, but instead applies equally over an Area of Effect and may reveal several Markers and enemies in Hidden Deployment with a single Roll. Other than the number of available Orders, there is no limit to the number of times a trooper can declare the Sensor Special Skill in Active Turn, even on the same area.
Sensor Area: A trooper's Sensor Area is the Area of Effect of his Sensor Special Skill, and it comprises both his Zone of Control (ZoC) and the Zones of Control of allied Sniffers.
Shasvastii
Racial Special Skill that represents the characteristic behavior of Shasvastii combatants when they fall Unconscious.
SHASVASTII — Automatic Skill. Obligatory.
Effects: Troopers with this Special Skill have a special form of Unconscious state called Spawn-Embryo.
SHASVASTII EXAMPLE: A Shasvastii Shrouded falls Unconscious and its player places a Spawn-Embryo Marker (SPAWN-EMBRYO) near its model. At the end of the Turn, the Shrouded, in the Spawn-Embryo state, is not counted as a casualty by its army. During the following turn, an enemy hits the Spawn-Embryo Shrouded with a successful BS Attack. The Shrouded maintains its usual ARM value in the subsequent ARM Roll, but nevertheless fails and is removed from play. At the end of that Turn, the Shrouded finally joins the list of casualties.
Spawn-Embryo (State)
Labels: Null.
Activation: This state is activated when a trooper with the Special Skill Shasvastii would fall Unconscious.
Effects: Spawn-Embryo is the name of the Unconscious state for troopers with the Special Skill Shasvastii. The Spawn-Embryo state works like the Unconscious state, with the following discrepancies:
- Instead of placing an Unconscious Marker (UNCONSCIOUS) next to the trooper, place a Spawn-Embryo Marker.
- During the game, troopers in the Spawn-Embryo state do not count as casualties for the purposes of determining the total point cost of surviving troopers. Similarly, the opposing army cannot count them as casualties when determining the point cost of eliminated troopers.
- If a trooper in the Spawn-Embryo state receives an Attack, it uses the regular ARM value indicated in its profile.
- Troopers in the Spawn-Embryo state are not removed from the battlefield even if their player does not have the means to heal them (Doctor, Paramedic, AutoMediKit...).
- At the end of the game, troopers in the Spawn-Embryo state are treated like Unconscious troopers, that is, they do not count towards their players' Victory Points.
Cancellation:
- As with the Unconscious state, a trooper in the Spawn-Embryo state that loses one or more further Wounds points enters the Dead state and is removed from play as a casualty.
- Similarly, as with the Unconscious state, the Spawn-Embryo state is cancelled if the trooper regains at least one point of its Wounds Attribute and enters the Normal state thanks to being healed by a Special Skill (Doctor, Regeneration…), a piece of Equipment (AutoMedikit, MediKit…), or any other effect.
REMEMBER: The Spawn-Embryo state is a type of Unconscious state, and troopers in either state do not generate Orders.
Sixth Sense
Troopers with this Special Skill have an uncanny ability to sense imminent threats. There are several levels of Sixth Sense representing the extent of this ability.
SIXTH SENSE LEVEL 1 — Automatic Skill. Optional, Zone of Control.
Requirements: In order to use Sixth Sense L1, an enemy must be inside the user's Zone of Control. That enemy must declare an Attack against the user.
Effects:
- Allows the user to respond with a Face to Face Roll to Attacks (and only Attacks) directed at him by an enemy inside his Zone of Control, even without LoF to the attacker and regardless of the facing of the user.
- In Close Combat, the user may ignore the negative MOD to his Roll imposed by an enemy Surprise Attack.
- If the user is the target of a Surprise Shot from within his Zone of Control, he may ignore the negative MOD to his Roll imposed by any level of that Special Skill.
- Sixth Sense L1 allows its user to respond to Attacks against him through a Zero Visibility Zone without suffering the usual -6 MOD, as long as the attacker is within the user's Zone of Control.
- In the Reactive Turn, Sixth Sense L1 allows its user to delay his ARO declaration until after the declaration of the second Short Skill of the enemy inside his Zone of Control.
- When attacked with a template weapon from outside his LoF but within his ZoC, the user may ignore the -3 MOD to Dodge a template from outside his LoF.
EXAMPLE OF SIXTH SENSE L1 VS A TO CAMOUFLAGE MARKER: A TO Camouflaged Spektr moves towards a Maakrep Tracker with her back turned. The Spektr is inside the Tracker's Zone of Control, but he has not declared an Attack so she cannot use her Sixth Sense L1 to shoot back. The Maakrep Tracker chooses to delay her ARO declaration until after the Spektr declares his second Short Skill (both because the active trooper is a TO Marker and because of her Sixth Sense L1). The Spektr declares a BS Attack as the second Short Skill of his Order. Now that she is the target of an Attack, the Maakrep Tracker may benefit from her Sixth Sense L1 to react as if she was facing the Spektr and ignore the handicap imposed by the Spektr's Surprise Shot L1. The Tracker chooses to declare a BS Attack so the Order is resolved with a Face to Face BS Roll between both soldiers.
EXAMPLE OF SIXTH SENSE L1 VS A REAR ATTACK: An Alguacil moves towards a Maakrep Tracker with her back turned, keeping outside her LoF. The Alguacil is now inside the Tracker's Zone of Control so she uses her Sixth Sense L1 Special Skill to delay her ARO, waiting for the Alguacil to make his move. The Alguacil declares a BS Attack as the second Short Skill of his Order. Now that she is the target of an Attack, the Maakrep Tracker uses her Sixth Sense L1 to react as if she was facing towards the Alguacil. The Tracker chooses to declare a BS Attack so the Order is resolved with a Face to Face BS Roll between both soldiers. Had the Alguacil declared a further Movement instead of a BS Attack, the Maakrep Tracker would have been able to declare an ARO against an unseen active enemy inside her Zone of Control (Change Facing).
SIXTH SENSE LEVEL 2 — Automatic Skill. Optional.
Requirements: In order to use Sixth Sense L2, the user must be the target of an Attack.
Effects:
- Allows the user to respond with a Face to Face Roll to Attacks (and only Attacks) directed at him by an enemy outside his LoF and regardless of the facing of the user.
- If the user is the target of a Surprise Shot, he may ignore the negative MOD to his Roll imposed by any level of that Special Skill.
- Sixth Sense L2 allows its user to respond to Attacks against him through a Zero Visibility Zone without suffering the usual -6 MOD.
- When attacked with a template weapon from outside his LoF the user may ignore the -3 MOD to Dodge a template from outside his LoF.
Sixth Sense Special Skill and Speculative Fire: A trooper with Sixth Sense may react to a Speculative Fire Attack against him from outside his LoF by declaring a Dodge, Engage… with an unmodified PH Roll, as if the attacker was inside his LoF. In the case of Sixth Sense L1, this is only true as long as the attacker is inside the user's ZoC. Sixth Sense L2 has no such range restriction.
Sixth Sense Special Skill and Guided Weaponry: Similarly, a trooper with Sixth Sense may react to an Attack with a Guided weapon declared against him from outside his LoF by declaring a Dodge, Engage… with an unmodified PH Roll, as if the attacker was inside his LoF. In the case of Sixth Sense L1, this is only true as long as the attacker is inside the user's ZoC. Sixth Sense L2 has no such range restriction.
Strategos
This Special Skill identifies professional strategists, individuals with superior analytical minds and a wealth of knowledge on the art of war and its psychological implications.
STRATEGOS LEVEL 1 — Automatic Skill. Optional.
Requirements: In order to benefit from this Level of Strategos, the user must be his army's Lieutenant.
Effects: At the beginning of your Active Turn, during your Order Count, replace the Special Lieutenant Order Marker with a Regular Order Marker. Add this Marker to the Order Pool of the user's Combat Group.
STRATEGOS LEVEL 2 — Deployment Skill. Optional.
Requirements: In order to benefit from this Level of Strategos, the user must be his army's Lieutenant.
Effects: During the Deployment Phase, you may set aside two troopers to deploy after your opponent instead of the usual one.
STRATEGOS LEVEL 3 — Deployment Skill. Optional.
Requirements: In order to benefit from this Level of Strategos, the user must be his army's Lieutenant.
Effects: During the Deployment Phase, you may prevent your opponent from setting aside one trooper to deploy after you.
EXAMPLE: STRATEGOS L2 VS STRATEGOS L3: An army led by a Strategos L2 facing an army led by a Strategos L3 may set aside one trooper in the Deployment Phase, while the L3 may set aside two.
EXAMPLE: STRATEGOS L3 VS STRATEGOS L3: Two armies led by Strategos L3 troopers deploy normally, each setting aside one trooper to deploy after the opponent.
Super-Jump
Troopers with Super-Jump have the ability to perform super-human jumping feats thanks to special gear, augmentations, or evolutionary advantages.
SUPER-JUMP — Automatic Skill. Movement, Optional.
Effects:
- This Special Skill alters the user's Jump Skill from an Entire Order Skill to a Short Movement Skill.
- It also allows the user to jump vertically, diagonally or horizontally as many inches as the first value of his MOV Attribute.
- Super-Jump allows its user to declare other Short Movement Skills or Short Skills (Jump + BS Attack, for example) while jumping in the air.
- The user may declare the Jump Skill as an Entire Order to add up both his MOV values into one single mighty jump.
- However, as with the Jump Skill, the user cannot benefit from Partial Cover MODs while in the air. The user of Super-Jump may benefit from Partial Cover MODs (assuming all other requirements are met) while on the ground, at the beginning and end of the jump.
Obstacles: When the user of Super-Jump moves normally on the ground, he may vault over obstacles up to his height without penalty.
Fall Damage and Super-Jump: A trooper with Super-Jump only suffers Fall Damage on the portion of his fall that exceeds the sum of both his MOV values in inches. In other words, subtract the user's total MOV value from his fall distance to calculate Fall Damage. For example, a Super-Jumper with MOV 4-4 who leaps down from the rooftop of a 10-inch building suffers Fall Damage for the last 2 inches (10 - 4 - 4 = 2). By Falling Damage rules, he must make an ARM Roll to overcome a Damage 10 hit.
Falling and AROs: Enemies may react normally in ARO to an activated trooper's free fall movement, even if the fall causes the active trooper to move farther than his MOV.
REMEMBER: When declaring the use of Super-Jump, you must specify the exact trajectory the trooper will follow, so that the opponent may declare the appropriate AROs. Troopers have a LoF arc of 360º while they are moving.
SUPER-JUMP EXAMPLE: Using a trooper with Super-Jump, MOV 6-4: (A) an obstacle the same height as the trooper can simply be moved straight through using the first MOV value; (B) an obstacle at the maximum height the trooper can jump and still execute another Short Skill (such as BS Attack) — no Cover MODs apply while airborne, and the 4-inch fall on the far side is harmless since it is shorter than the sum of both MOV values; (C) facing a larger 12-inch drop, the trooper can jump straight down, jump diagonally down within his combined MOV of 10 inches to avoid an ARM Roll entirely, or push further out horizontally and accept a Fall Damage ARM Roll for the excess height — and if the total fall would exceed what an ARM Roll could plausibly overcome, the trooper risks falling to his Death. Enemies who see the trooper falling may declare AROs throughout.
Surprise Shot
Using this Special Skill, a trooper can open fire upon unsuspecting enemies, making them fumble to respond.
SURPRISE SHOT L1 — Short Skill. BS Attack, Optional.
Requirements: In addition to Surprise Shot, the user must be able to use one of the Special Skills CH: Camouflage, CH: Limited Camouflage, CH: TO Camouflage, Impersonation or any other that explicitly allows its user to make Surprise Shots. The user of this Special Skill must be in a Marker state (Camouflaged, TO, Impersonation-1…) or in the Hidden Deployment state at the time when he receives an Order and activates.
Effects: In a Face to Face Roll between the user's BS Attack or Hacking Attack and an enemy, the enemy suffers a -3 MOD to the relevant Attribute. This -3 MOD is added to other MODs caused by Camouflage and Hiding, Range, Cover, etc. The user of this Special Skill cannot declare Surprise Shot again until he regains the Marker state.
Terrain
Troopers with this Special Skill can move without penalty through a specific Type of Terrain matching their training.
TERRAIN — Automatic Skill. Optional.
Requirements: The Type of Terrain on the game table must match the Type of Terrain printed on the user's Troop Profile.
Effects: Troopers with this Special Skill can move normally through their appointed Type of Terrain, ignoring all the usual restrictions to Movement imposed by Difficult Terrain and Very Difficult Terrain (see MOV Difficulty).
Total Reaction
Troopers with this Special Skill have superior reaction capabilities, packing as much of a punch in ARO as on the offense.
TOTAL REACTION — Optional.
Effects: The user may use the full Burst (B) of his weapon against a single target in ARO.
Notes on Total Reaction: If the BS Roll is a Normal Roll, make as many Rolls as the weapon's B value, like you would in Active Turn. If the BS Roll is a Face to Face Roll, the resolution is similar to firing in Active Turn, but taking more dice into account. Players make all BS Rolls and then compare them. All modified results that are better than the opponent's best Roll hit their mark and force the target to make an ARM Roll.
TOTAL REACTION EXAMPLE: Fusilier Angus is standing on open ground, 12 inches away from a Total Reaction-enabled Yaókòng Hùsòng Remote. In his Active Turn, Angus declares a BS Attack against the Yaókòng Hùsòng. The Remote reacts by declaring a BS Attack ARO. With its Total Reaction Special Skill, the Yaókòng Hùsòng shoots four times (his HMG has B4) instead of just once. Angus' Combi Rifle has B3, so he makes three Face to Face BS Rolls against the Remote's four. Angus has BS 12. With his Combi Rifle's Range MOD (-3), his modified Attribute is 12 - 3 = 9. Angus rolls and gets a 3 (success), a 17 (failure) and an 8 (success). The Yaókòng has a modified BS of 11 + 3 (Range MOD). His four dice show a 2 (success), a 14 (Critical hit), a 13 (success) and a 20 (failure). The Yaókòng Hùsòng gets to hit with all dice better than Angus' best (an 8). That means the Remote hits twice, with his 14 and his 13. As a result, Angus loses one point from his Wounds Attribute automatically (for the Critical) and must make one single ARM Roll.
Transmutation
This Special Skill represents the user's ability to transform into a different type of trooper with its own Attributes and Skills. The most illustrative example is a Dogface's transformation into a Dog-Warrior.
TRANSMUTATION — Automatic Skill. Obligatory.
Requirements: For this Special Skill to activate, the user must lose his first point of Wounds/STR.
Effects:
- The user substitutes his Troop Profile with the alternative version indicated on the Army List.
- Replace the user's model with his alternate form at the end of the Order in which he lost the first point of his Wounds/STR Attribute. From that moment on, the user adopts his alternate form's Troop Profile.
- If the user does not have an alternate form model, place a Transmuted Marker (TRANSMUTED), or the specific Marker required by the user's alternate form, next to the user's model to represent his new status. For example, use a Transmuted Marker (TRANSMUTED) to mark that a Fractaa has adopted her Survival Form.
- If the user lost more than one point of his Wounds/STR Attribute during the Order, deduct the remainder from the new profile at the end of the Order.
TRANSMUTATION EXAMPLE: Mikhail, a stone-cold, badass Dogface, receives three simultaneous hits. He makes his three ARM rolls and fails one of them, so he loses 1 point from his current Wounds Attribute. His player replaces the Dogface model with a Dog-Warrior model, and Mikhail swaps his Troop Profile for a Dog-Warrior's, which comes into being with Wounds 2.
Imagine the fierce Mikhail had failed two of his ARM rolls and lost two points of his Wounds Attribute. Mikhail would then subtract one single point of Wounds from his Dogface profile, replace his profile with the Dog-Warrior form, and subtract the other point from the Wounds Attribute of his new profile. Mikhail is still standing, but his current Wounds Attribute is 1 instead of a Dog-Warrior's initial 2.
If Mikhail had had the misfortune to fail his three ARM Rolls, he would suffer the loss of three points of his Wounds Attribute. Mikhail would then subtract one single point of Wounds from his Dogface profile, replace his profile with the Dog-Warrior form, and subtract the remaining two points from the Wounds Attribute of his new profile. Mikhail's Dog-Warrior profile is left with Wounds 0 instead of the original 2 (2-2=0 Wounds), so he would enter the Unconscious state, represented by an Unconscious Marker next to the Dog-Warrior model.
Valor (V)
This Special Skill codifies a soldier's courage and determination in combat. There are three Levels of Valor, each representing a different level of tenacity, commitment to duty, and endurance to pain.
VALOR LEVEL 1. COURAGE — Automatic Skill. Optional.
Effects:
- V: Courage allows its user to choose the outcome of any of his own Guts Rolls.
- Troopers with the V: Courage Special Skill are unaffected by the Retreat! state, acting normally until the end of the game.
- However, even in a Retreat! situation, troops possessing V: Courage are affected by Loss of Lieutenant.
VALOR LEVEL 2. DOGGED
Some soldiers show such utter disregard for their own lives that even the most crippling injuries will not keep them from reaching their goal.
VALOR LEVEL 2. DOGGED — Automatic Skill. Optional.
Effects: Troopers with this Special Skill have a special form of Unconscious state called Dogged.
Dogged (State)
Activation: The trooper entered the Unconscious state and his player announced he would activate the Special Skill Dogged, whether in an Active or Reactive Turn.
Effects: The Unconscious state of troopers using the Special Skill Dogged has the following special rules:
- Instead of placing an Unconscious Marker next to the trooper, place a V2 Marker.
- To activate the state, the player must announce the trooper uses Dogged when he falls Unconscious.
- Dogged temporarily alters the Unconscious state of the user, removing the Null Label.
- This means that Dogged allows the trooper to ignore the effects of the Unconscious state, treating it like the Normal state instead, but only for the rest of that Player Turn.
- At the end of the Turn, the trooper in the Dogged state automatically falls Dead and is removed from play.
- If the trooper in this state loses one or more further points of his Wounds Attribute, he enters the Dead state directly and is removed from play.
- Once activated, this state prevents the trooper from being healed by Special Skills or Equipment such as Doctor, AutoMedikit, MediKit, Regeneration…
- This state does not affect Automatic Special Skills or Automatic Equipment.
Cancellation: The Dogged state is automatically cancelled when the trooper loses another point from his Wounds or the Player Turn ends. In either case, he falls Dead and is removed from play.
VALOR LEVEL 3. NO WOUND INCAPACITATION
This soldier has a super-human capacity to endure pain and maintain consciousness in the face of terrible injuries.
VALOR LEVEL 3. NO WOUND INCAPACITATION — Automatic Skill. Optional.
Effects: Troopers with this Special Skill have a special form of Unconscious state called No Wound Incapacitation.
No Wound Incapacitation (State)
Activation: The trooper entered the Unconscious state and his player announced he would activate the Special Skill No Wound Incapacitation, whether in an Active or Reactive Turn.
Effects: The Unconscious state of troopers using the Special Skill No Wound Incapacitation has the following special rules:
- Instead of placing an Unconscious Marker next to the trooper, place a V3: NWI Marker.
- To activate the skill, the player must announce the trooper uses No Wound Incapacitation when he falls Unconscious.
- No Wound Incapacitation alters the Unconscious state of the user, removing the Null Label.
- This means that No Wound Incapacitation allows the trooper to ignore the effects of the Unconscious state, treating it like the Normal state instead.
- However, if the trooper in this state loses one further point of his Wounds Attribute, he enters the Dead state directly and is removed from play.
- This state does not affect Automatic Special Skills or Automatic Equipment.
Cancellation:
- The No Wound Incapacitation state is automatically cancelled when the trooper loses a further point from his Wounds. He then falls Dead and is removed from play.
- The No Wound Incapacitation state may also be cancelled by healing the affected trooper (using Special Skills or Equipment such as Doctor, AutoMediKit, MediKit, Regeneration…), making it recover at least one point of its Wounds Attribute and returning it to the Normal state.
- If the Roll to heal a trooper in the No Wound Incapacitation state fails, the trooper automatically enters the Dead state and is removed from play.
Veteran
This soldier has survived years of active duty in the thick of the fight, and has picked up more than a few tricks along the way.
VETERAN LEVEL 1 SUMMARY: During the game, the user always remains Regular and not affected by Retreat! state.
VETERAN LEVEL 1 — Automatic Skill. Optional.
Effects:
- If the user's army enters a Loss of Lieutenant situation, the user remains Regular.
- If the user's army enters a Retreat! situation, the user remains Regular and is not affected by the Retreat! state, acting normally until the end of the game.
- The user ignores all the Isolated state effects (caused by E/M Special Ammunition, the Oblivion Hacking Program, scenario special rules, etc.).
VETERAN LEVEL 2 — Automatic Skill. Optional.
Effects: Veteran L2 grants its user the Sixth Sense L2 and V: No Wound Incapacitation Special Skills.
CC Special Skills
CC Special Skills are Special Skills that can be used while engaged in Close Combat.
All Skills included in the group of CC Special Skills share a few common traits:
- Their use is optional.
- They are only usable in Close Combat, so a trooper must be in base to base contact with an enemy in order to use them.
- CC Special Skills, as well as all MODs provided by them, work and are applied in both Active and Reactive Turns, unless otherwise specified.
- If a trooper has more than one CC Special Skill, he can use them all and combine their effects. For instance, a trooper with Berserk and Martial Arts can apply both and combine the MODs provided by the former with the MODs of one of the Levels of the latter.
If a CC Special Skill is an exception to these rules, it is stated explicitly in its description.
How to Read CC Charts
Some CC Special Skills give a trooper a series of MODs and advantages that are displayed in Charts with the following elements:
- Attack MOD: A MOD to the CC Attribute of the user when making a CC Attack.
- Opponent MOD: A MOD applied to the Attribute of an enemy when making a Face to Face Roll.
- Damage MOD: A MOD to the PH Attribute of the user to determine the Damage of a successful CC Attack.
- Burst MOD: A MOD to the B value of the user's CC Weapon (Knife, CC Weapon, Pistol…) when making a CC Attack.
- Type of Damage: Special effects applied to the Damage done in CC by the user.
- Special: General special effects the user can apply.
Assault
Certain troopers, highly trained in assault techniques, are capable of making the most of the momentum gained when charging headfirst towards the enemy, diving into melee with unstoppable force.
ASSAULT — Entire Order. Movement, CC Special Skill.
Requirements: The target must be within the user's LoF when this CC Special Skill is declared. The target must be within a maximum distance equal to or smaller than the sum of the user's two MOV values.
Effects:
- Assault is an Entire Order made up of the Short Movement Skill Move + CC Attack.
- The user can declare Assault to add up the two values of his MOV Attribute into a single Short Movement Skill that lets him enter base to base contact with an enemy.
- Assault also applies an Attack MOD, as shown in the Assault Chart.
- This CC Special Skill applies the Movement General Conditions and also the Movement and Measurement Sidebar of the Move Common Skill.
REMEMBER: When declaring Assault as an Entire Order, you must declare both the Short Movement Skill Move and the target of the CC Attack before the opponent declares AROs.
IMPORTANT: MEASURING ASSAULT: When a trooper declares Assault as an Entire Order, players must check whether the target is within range of the Assault charge, that is, the sum of the two values of the user's MOV Attribute, by measuring immediately after the Assault declaration is made and before the Reactive Player declares AROs. If the distance to the target is bigger than the sum of the two MOV values of the user, then the user will only Move the distance and trajectory declared.
Assault Chart: Attack MOD -3, Opponent MOD 0, Damage MOD 0, Burst MOD 0, Type of Damage —, Special *. (*Allows the user to perform the Assault CC Special Skill.)
Berserk
A berserk trooper is overcome with bloodlust or such single-minded determination that all concern for personal safety is cast aside in an attempt to annihilate the opponent.
IMPORTANT! Troopers with the Berserk Special Skill automatically have the V: Courage Special Skill even when not in Close Combat.
BERSERK — Automatic Skill. Optional, CC Special Skill.
Requirements: The user must enter or be in base to base contact with an enemy. This Special Skill can be used in both Active and Reactive Turns.
Effects:
- The user of this CC Special Skill can choose between two CC Combat Modes, as shown in the Berserk Chart.
- The user can choose to use either CC Combat Mode, but not both, as their effects do not combine.
- When declaring the use of Berserk, the user can only choose one CC Combat Mode.
- The player must indicate to his adversary which CC Combat Mode will be in use when he declares the use of Berserk.
EXAMPLE OF BERSERK ATTACK: A Highlander from the 45th Highlander Rifles is in base to base contact with a Svalarheima Nisse. The Highlander declares a CC Attack with his Berserk Special Skill, so he applies the effects of Berserk Attack. The Nisse declares a CC Attack in response. Due to the special effect of Berserk Attack, they both make one Normal CC Roll and not a Face to Face Roll with their CC as they would normally. However, the Highlander can add the +6 MOD to his CC provided by his Berserk Attack. If both were to pass their respective Normal CC Rolls, they would each have to make an ARM Roll.
Berserk Chart: Berserk Attack — Attack MOD +6, Opponent MOD 0, Damage MOD 0, Burst MOD 0, Type of Damage —, Special *. Assault — Attack MOD -3, Opponent MOD 0, Damage MOD 0, Burst MOD 0, Type of Damage —, Special **. (*Turns the Face to Face Roll into a Normal Roll — both troopers make a Normal Roll instead of the usual Face to Face Roll; whoever declares an Attack and passes their Normal Roll forces the enemy to make an ARM Roll, and as a result both combatants may suffer Damage. **Allows the user to use the Assault Special Skill.)
Dual Wield
Troopers with this CC Special Skill have been specially trained to be able to effectively wield a Close Combat weapon in each hand.
DUAL WIELD — Automatic Skill. Optional, CC Special Skill.
Requirements: The user must enter or be in base to base contact with an enemy. This Special Skill can be used in both Active and Reactive Turns.
Effects: This CC Special Skill allows the user to combine the effects of the Special Ammunitions of two different CC Weapons.
EXAMPLE OF DUAL WIELD: Miyamoto Mushashi, Mercenary duelist with the Dual Wield Special Skill, has succeeded in a Face to Face CC Roll against a PanOceanian Swiss Guard. Since Miyamoto has an AP CC Weapon as well as an EXP CC Weapon, the Swiss Guard must make three ARM Rolls (caused by the EXP Special Ammunition) and apply the effect of the AP Special Ammunition (halving the ARM value of the target) to each of them.
Martial Arts
Thanks to meditation, rigorous discipline and intense training, troopers with this Special Skill have superior hand-to-hand skills that translate into advantages to their Close Combat abilities.
IMPORTANT! Troopers with any Level of Martial Arts automatically have the Surprise Attack, Stealth and V: Courage Special Skills, even when not in Close Combat.
MARTIAL ARTS — Automatic Skill. Optional, CC Special Skill.
Requirements: Either in an Active or Reactive Turn, a trooper must reach or be in base to base contact with an enemy in order to be able to use this Special Skill.
Effects:
- Each Level of Martial Arts gives a series of specific MODs and advantages to CC, as shown in the Martial Arts Chart.
- If a trooper has a Level of Martial Arts, it automatically has all lower Levels. However, you cannot combine the advantages of different Levels of this Special Skill.
- When using Martial Arts, a trooper can employ only one Level from those at its disposal.
- A player must indicate which Level of Martial Arts will be in use when he declares the use of this Special Skill.
Martial Arts Chart:
| Level | Attack MOD | Opponent MOD | Damage MOD | Burst MOD | Special |
|---|---|---|---|---|---|
| 1 | 0 | -3 | +1 | 0 | — |
| 2 | 0 | 0 | +3 | 0 | — |
| 3 | +3 | -3 | 0 | 0 | — |
| 4 | 0 | 0 | 0 | +1 | — |
| 5 | 0 | -6 | 0 | 0 | * |
*Level 5: During the Active Turn, by declaring one Short Skill of an Order, this Level allows the user to make a CC Attack against each enemy in base to base contact with him, and in Engaged state. During the Reactive Turn, in a Face to Face Roll when the user declares a CC Attack his B will always be equal to the B of his adversary.
Martial Arts L5 ARO against Coordinated Orders and Antipodes: During the Reactive Turn, in a Face to Face Roll against the Spearhead of a Coordinated Order or Antipodes, if the trooper with Martial Arts L5 declares a CC Attack his B will always be equal to the B of his adversary.
Worked examples (Miyamoto Mushashi, Martial Arts L5, vs. Fusiliers and Shaolin monks with Martial Arts L3): In Active Turn, entering base to base contact with three enemies who each react with a CC Attack, Miyamoto (declaring L5 as his second Short Skill) makes one separate Face to Face CC Roll against each, and each opponent applies a -6 MOD to his CC from Miyamoto's Level 5. In Reactive Turn against a lone attacker supported by two allies in base contact (each granting the attacker +1 B), Miyamoto's Level 5 lets him match the attacker's B in his own CC reply, while the attacker still suffers the -6 MOD. Against a Coordinated Order, only the Spearhead may make the CC Attack (gaining +1 B per other participant in base contact), but Miyamoto's Level 5 lets him reply with a matching B. Where the opponent also has Martial Arts (e.g. Level 3), both sides' MODs combine algebraically: e.g. a Level 3 opponent's own +3 Attack MOD is added to the -6 Opponent MOD imposed by Miyamoto's Level 5, netting -3, while Miyamoto himself takes the opponent's -3 Opponent MOD from their Level 3.
Poison
Thanks to advanced biomodifications, or due to some evolutionary advantages, the trooper is able to secrete a neurotoxin which makes his blows highly lethal.
POISON — Automatic Skill. Optional, CC Special Skill.
Effects:
- In Close Combat, this Special Skill forces the target to make an extra BTS Roll for each successful CC Attack declared by the user.
- The extra BTS Roll must be made regardless of the CC Weapon or Special Ammunition used in the CC Attack.
- The Damage of this BTS Roll is determined by the user's PH Attribute and the type of CC Weapon (Knife, CC Weapon…) used in the CC Attack.
- A Critical hit in the CC Attack Roll has no effect on the extra BTS Roll imposed by this Special Skill.
- Troopers with a Structure (STR) Attribute instead of Wounds are immune to the effects of this Special Skill.
POISON EXAMPLE: A misguided remark by Fusilier Angus about Haqqislamite women has escalated to a brief brawl between him and Tarik Mansuri. Angus readily loses the Face to Face CC Roll, so he must make two ARM Rolls due to the Special Ammunition on Tarik's DA CC Weapon. Angus also has to make a BTS Roll due to Mansuri's Poison Special Skill. If Angus survives the barrage, maybe — just maybe — he will have learned a valuable lesson.
Scavenger
Troopers with this Special Skill have the sense of opportunity and lack of scruples necessary to procure materiel from fallen enemies.
SCAVENGER — Entire Order. CC Attack, CC Special Skill, Optional.
Requirements: The user of this Special Skill must be in Active Turn. The user must be in base to base contact with an Unconscious enemy trooper and spend one Entire Order.
Effects:
- The Scavenger Special Skill allows the user to take one item (a piece of Equipment, a BS Weapon or a CC Weapon) from an enemy in the Unconscious state.
- The user may take only one item from among those printed on the enemy's Troop Profile.
- Each time the user takes a new item from an Unconscious enemy, he must discard any other items previously looted with this Special Skill.
- The user cannot take any items with the Non-Lootable Trait.
- Scavengers may use and benefit from any looted item they carry (for example, they can make full use of a Hacking Device).
- By using this Special Skill to take an item, the user also automatically makes a Coup de Grâce against the enemy. Consequently, use of this Special Skill is a form of CC Attack.
Stealth
The user of this Special Skill has received special training with a focus on silent movement, the art of remaining undetected, and the capacity to strike an unsuspecting enemy with unrelenting close combat attacks from out of the blue.
STEALTH — Automatic Skill. CC Special Skill, Optional.
Requirements: The user of this Special Skill must be in his Active Turn.
Effects:
- Allows the user to make Cautious Movements inside the Zone of Control of an enemy.
- A trooper with Stealth that declares a Short Movement Skill or Cautious Movement within the Zone of Control of one or more enemies but outside their LoF does not grant AROs to those enemies, even if he reaches base contact with them.
- However, if the second Short Skill of the Order is any non-Movement Skill, then those enemies can react normally in ARO.
- If the Movement of the trooper with Stealth ends in base to base contact with an enemy and declares any non-Movement Short Skill, then the enemy can only declare CC Attack, Dodge, Reset, or those Skills that can be used in Engaged state.
Stealth, Sixth Sense and Deployable Equipment: This Special Skill is not effective against troopers with the Sixth Sense Special Skill nor, for obvious reasons, against Deployable Weapons or Equipment (Mines, E/Maulers...).
Surprise Attack, Stealth and CH: Camouflage and Hiding / Impersonation: If a trooper has access to these three Special Skills, it can combine their effects to obtain further advantages to its maneuvers.
Surprise Attack
Using this Special Skill, a trooper can fall upon an unsuspecting enemy with sudden Close Combat attacks that are not easily countered.
SURPRISE ATTACK — Short Skill. Attack, CC Special Skill.
Requirements: To be able to use Surprise Attack, the trooper must fulfill all the following Requirements:
- In addition to Surprise Attack, the user needs to be able to use one of the CH: Camouflage, CH: Ambush Camouflage, CH: Limited Camouflage, CH: TO Camouflage, Impersonation Special Skills or another Special Skill that explicitly allows the user to make a Surprise Attack.
- The user of this Special Skill must be in Marker state (Camouflage, TO, Impersonation-1…) or in Hidden Deployment state when he is assigned an Order and activates.
- The user of this CC Special Skill must enter base to base contact with the target in the course of the same Order its use is declared.
Effects: If all requirements are satisfied, the user of this CC Special Skill can apply the Surprise Attack MOD when in Close Combat, as shown in the Surprise Attack Chart. The user of this CC Special Skill cannot use Surprise Attack again until it regains the Marker state.
Surprise Attack Chart: Attack MOD 0, Opponent MOD -6, Damage MOD 0, Burst MOD 0, Type of Damage —, Special —.
EXAMPLE OF STEALTH + SURPRISE ATTACK: During her Active Turn, a Ninja in a TO Camouflage Marker state (thanks to CH: TO Camouflage) advances on an unsuspecting Orc Trooper, her route avoiding the Orc's LoF but crossing a nearby Fusilier's Zone of Control — since CH: TO Camouflage also grants Stealth, the Fusilier cannot react. In her next Order, she moves into base to base contact with the Orc (again avoiding his LoF), so the Orc can only react with a CC Attack, without a Change Facing first. Entering base to base contact reveals the Ninja's figure automatically, but because she was still a Marker when the Order began, she can still apply Surprise Attack (-6 MOD to the Orc's CC) — and, combined with Martial Arts L2 (+3 Damage MOD), she gets a strong advantage in the Face to Face Roll. Even a loss only costs the two-Wound Orc one Wound, so on her next Order the Ninja — now a revealed figure, no longer eligible for Surprise Attack — must finish him off relying on Martial Arts L3 alone.
Weaponry
In the trade of war, weapons are a soldier's tools. The world of Infinity has an enormous variety of fighting implements, from the futuristic and sophisticated to the basic and rudimentary. In the right hands, any of them can be absolutely lethal.
Each weapon in Infinity has its own game profile, and some of them have special rules. This chapter will teach you how to read these profiles, and explain each individual weapon's rules. This rulebook also contains a Weapons Chart (see Quick Reference Charts) for you to refer to during games.
Weapon Profile
All usable weapons have their own profile. To explain how to read a weapon's profile, we will look at a Combi Rifle, the most common weapon in Infinity.
Combi Rifle — Ranges: 0–8" (Short) +3, 8–16" (Medium) +3, 16–32" (Long) -3, 32–48" (Maximum) -6. Damage: 13. Burst: 3. Ammunition: N. Traits: Suppressive Fire.
Range
This indicates the range of the weapon in inches, and how effective it is when firing against a target at different distances. Weapons have four possible Ranges: Short, Medium, Long and Maximum.
In the table, each Range has two values. The first is the upper distance limit, in inches, for that Range. The second is the Modifier (MOD) applied to attacks within that Range.
BS Attacks against a target farther than the Maximum Range of the weapon fail automatically without a Roll.
EXAMPLE: A Combi Rifle firing against a target at Short Range (from 0.01" to 8") applies a +3 MOD to the shooter's BS Attribute. At Medium Range (8.01" to 16"), it applies a +3 MOD to the shooter's BS. At Long Range (16.01" to 32"), the Combi applies a -3 MOD to the shooter's BS. Finally, at Maximum Range (32.01" to 48"), the Combi Rifle applies a -6 MOD to the shooter's BS. Any BS Attack made with this weapon against a target farther than 48 inches fails automatically.
Damage
The weapon's destructive potential. The higher a weapon's Damage value, the more dangerous it is. Use the Damage value to calculate the difficulty of ARM/BTS Rolls against that weapon.
Burst (B)
The B value is the number of shots the weapon is capable of firing in a single BS Attack Skill declaration. This value only applies during the Active Turn. During the Reactive Turn, the B value is reduced to 1.
When firing, you can distribute the weapon's Burst amongst any number of enemies within LoF. Choose this distribution when declaring the Short Skill BS Attack.
This means that when you declare a BS Attack with a Combi Rifle, you can make three BS Rolls — each one an attempt to hit a target — because the weapon's Burst is 3.
Traits
Most weapons and Equipment have special features, called Traits. Traits usually relate to Common or Special Skills, or to specific effects that make these weapons or pieces of Equipment special. Some of them are self-explanatory, but here is a list of all major Traits for reference purposes:
- Anti-materiel. This weapon's Special Ammunition can affect structures and pieces of scenery.
- ARO. This weapon or piece of Equipment is only usable in ARO.
- Attack. The use of this piece of Equipment is a form of Attack.
- CC. This weapon can make CC Attacks.
- Comms Equipment. The technology of this piece of Equipment depends on signals and communications. This Equipment is vulnerable to the effects of certain Hacking Programs and Special Ammunition.
- Concealed. This weapon or piece of Equipment benefits from some or all the effects of the Special Skill CH: Camouflage (Camouflage Marker, -3 BS, etc.). Refer to the description of the weapon or Equipment for more details. Camouflage Markers concealing a weapon or a piece of Equipment have a Silhouette (S) value of 2.
- Deployable. The user of this weapon or piece of Equipment can place it on the battlefield — but never on a vertical surface — whereupon it becomes an independent element. Deployable weapons and Equipment have their own profile with Attributes, and are targetable by Attacks and Skills. The placement of Deployable weapons and Equipment cannot violate the Deployment rules or any restrictions on deployment put forth by the rules of the scenario being played. In the Active Turn, the trooper can deploy the Deployable weapon or Equipment in base contact or, if he moved, in base contact with any part of his route. In the Reactive Turn, the trooper must deploy the Deployable weapon or Equipment in base contact. A Deployable weapon or Equipment is not considered deployed until the Conclusion of the Order.
- Direct Template. This weapon or piece of Equipment uses the Direct Template rules, firing the Template indicated in brackets.
- Disposable. This weapon or Equipment has a limited amount of ammunition or uses, and one is expended every time you declare its use, regardless of the success or failure of the Roll involved. The profile indicates, by means of a figure in brackets after the Disposable trait, the number of uses for that weapon or Equipment.
- Dodge. This weapon can be used as a Special Dodge.
- Duration. Indicates the duration of the effect of this weapon or piece of Equipment. Turn means the effect ends automatically at the end of that Player Turn. 2 Turns, for example, indicates the effect ends automatically at the end of the next Player Turn.
- Fire-Sensitive. Fire Special Ammunition affects this weapon or piece of Equipment.
- Guided. In Active Turn, this weapon can make a BS Attack against a target in the Targeted state, ignoring LoF and making a BS+6 Roll (this includes the Targeted MOD; apply no other MODs for Range, Cover, CH: Camouflage, etc.). Resolve the Attack with a Face to Face Roll if it used an Impact Template Weapon, or if the target had LoF to the attacker. When using the Guided Trait, the weapon's B is always 1, ignoring all possible bonuses and Modifiers. The Guided Trait is limited to 5 Attacks per Active Turn. Guided projectiles are Hackable and can be neutralized by ECM.
- Heavy MULTI. This is a multipurpose weapon capable of utilizing different types of Heavy Special Ammunition. Heavy MULTI weapons have 2 Fire Modes: Burst Mode — AP or Shock Special Ammunition (the shooter chooses which; the whole Burst must use the same type; this Mode allows the use of the Suppression Fire Trait); Anti-materiel Mode — fires EXP Special Ammunition, Burst value reduced to 1, this Mode possesses the Anti-materiel Trait.
- Impact Template. This weapon or piece of Equipment places a Template on the point of impact. The specific type of Template used is indicated in brackets.
- Indiscriminate. This weapon or piece of Equipment is usable or deployable even if there is a Camouflage and Hiding Marker in its Area of Effect, and even if there is no valid target nearby.
- Intuitive Attack. This weapon can make Intuitive Attacks.
- Light MULTI. This is a multipurpose weapon capable of utilizing different types of Light Special Ammunition. Light MULTI weapons have 2 Fire Modes: Burst Mode — AP or Shock Special Ammunition (the shooter chooses; whole Burst must use the same type; allows Suppression Fire); Anti-materiel Mode — fires DA Special Ammunition, Burst reduced to 1, possesses the Anti-materiel Trait.
- Medium MULTI. This is a multipurpose weapon capable of utilizing different types of Medium Special Ammunition. Medium MULTI weapons have 2 Fire Modes: Anti-tank Mode — AP Special Ammunition only; Anti-materiel Mode — DA Special Ammunition only, possesses the Anti-materiel Trait.
- NFB (Negative Feedback). Like the Label of the same name, the use of this piece of Equipment is incompatible with any other piece of Equipment or Special Skill possessing the same Label or Trait.
- Non-Lethal. This weapon or piece of Equipment utilizes a Type of Ammunition that does not cause Damage, or does not require its target to make ARM or BTS Rolls when hit.
- Non-Lootable. This weapon or piece of Equipment cannot be looted with the Special Skill Scavenger.
- Prior Deployment. You must place this weapon or piece of Equipment on the game table during the Deployment Phase.
- Reflective. The effects of this weapon will be also applied to troopers equipped with a Multispectral Visor of any Level, or any other piece of Equipment that specifies the same.
- Silent. If you use this weapon or piece of Equipment to make an Attack while outside the target's LoF, that target cannot react by Changing Facing or apply the Warning! rule unless he survives the Attack (that is, isn't in a Null state after the Attack is resolved). Additionally, enemies without LoF in whose Zone of Control the Attack took place or was declared cannot declare AROs or apply the Warning! rule unless the target survives the Attack. This means that these enemies must delay their ARO declaration until after the Attack is resolved.
- Speculative Fire. This weapon can perform Speculative Fire.
- State. This weapon or piece of Equipment can cause the target to enter the state indicated by the profile.
- Suppressive Fire (SF). This weapon can engage in Suppressive Fire, substituting its usual profile with the SF Mode profile.
- Targetless. This weapon utilizes a Special Ammunition capable of firing without designating an enemy as a target.
- Technical Weapon. This weapon can make BS Attacks, but uses the WIP Attribute in place of BS. When using this weapon, consider all rules and MODs that would affect the trooper's BS as affecting his WIP Attribute instead.
- Throwing Weapon. This weapon can make BS Attacks, but uses the PH Attribute in place of BS. When using this weapon, consider all rules and MODs that would affect the trooper's BS as affecting his PH Attribute instead.
- Zone of Control (ZoC). The Area of Effect of this weapon or piece of Equipment is equivalent to the user's Zone of Control (a radius of 8 inches).
Ammunition
The Class of Ammunition used by the weapon. There are two Classes of Ammunition: Normal (N) and Special.
Ammunition Categories: Categories are a way to classify Ammunition depending on its properties. There are three Categories:
- Standard: The Special Skill Immunity: Total affects this Ammunition.
- Exotic: This Ammunition ignores the effects of the Special Skill Immunity: Total.
- Bio-Munition: The Special Skill Bioimmunity affects this Ammunition.
Normal (N) Ammunition
Normal Ammunition is the conventional form of ammunition, and has no special effects.
Category: Standard.
Roll: Normal (N) Ammunition forces its target to make one ARM Roll per impact suffered.
Effects: Each ARM Roll failed against Normal (N) Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with Normal Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the usual ARM Roll.
Types of Special Ammunition
Certain weapons can fire ammunition with effects that differ from the standard Normal Ammunition. Listed below are the different Types of Special Ammunition and their effects.
Combining Special Ammunition: Weapons with two or more Special Ammunition types in brackets separated by the 'plus' symbol (AP+DA, for example) apply the effects of both in each of their Attacks. Certain Special Skills, such as Dual Wield, allow the user to combine the effects of two or more types of Special Ammunition.
In either case, when the combined effects involve the same Attribute (ARM, for example), apply both in the same Roll. For example, in the case of AP+DA, two Special Ammunition types that affect ARM, each successful attack would cause the target to make two ARM Rolls (due to DA Special Ammunition) with his ARM value halved (due to AP Special Ammunition) in both Rolls.
Otherwise — if the Special Ammunition affects different Attributes — then their effects are not combined, but applied separately, forcing the target to make a separate Roll for each affected Attribute. For example, in the case of AP+E/M, the target must make a halved ARM Roll (due to AP Special Ammunition) and, additionally, a halved BTS Roll (due to E/M Special Ammunition).
Adhesive (ADH) Special Ammunition
This Ammunition projects a charge of extremely strong, ultra-fast-hardening cement designed to immobilize the target.
Category: Exotic.
Roll: After a successful attack using Adhesive Special Ammunition, the target must make a PH-6 Roll.
Effects: If the target fails the PH-6 Roll, it enters the Immobilized-2 state. Place an Immobilized-2 Marker (IMM-2) next to it. Troops who failed the PH-6 Roll and are rendered Immobilized-2 cannot make the subsequent Guts Roll. Critical hits with Adhesive Special Ammunition cause the target to enter the Immobilized-2 state directly, bypassing the PH-6 Roll.
Armor-Piercing (AP) Special Ammunition
A type of ammunition designed to penetrate even the toughest armor plating.
Category: Standard.
Roll: After a successful attack using AP Special Ammunition, the target must make an ARM Roll using half his ARM value.
Effects: AP Special Ammunition reduces the ARM value of its target to half of its original value, rounding up. Consequently, any ARM above 0 cannot be reduced below 1. The effects of AP Special Ammunition apply only to the ARM value of the target, and not to the Partial Cover MOD, which remains unaltered. Each ARM Roll failed against AP Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with AP Special Ammunition cause the target to lose 1 point from his Wounds/STR Attribute directly, bypassing the usual ARM Roll.
Breaker Special Ammunition
A type of ammunition devised to pierce the biotechnological protections of troops and vehicles.
Category: Standard.
Roll: After a successful attack with Breaker Special Ammunition, the target must make a BTS Roll using half his BTS value.
Effects: Breaker Special Ammunition reduces the BTS value of its target to half of its original value, rounding up. The effects of Breaker Special Ammunition apply only to the BTS value of the target, and not to the Partial Cover MOD, which remains unaltered. Each BTS Roll failed against Breaker Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with Breaker Special Ammunition cause the target to lose 1 point from his Wounds/STR Attribute directly, bypassing the usual BTS Roll.
Breaker Ammo Quick Reference Chart: BTS Attribute 0 → value against Breaker ammo 0; BTS 3 → 2; BTS 6 → 3; BTS 9 → 5.
Double Action (DA) Ammunition
This Special Ammunition uses high-impact light caliber projectiles.
Category: Standard.
Roll: After a successful attack using DA Special Ammunition, the target must make two separate ARM Rolls.
Effects: Double Action (DA) Special Ammunition forces its target to make two ARM Rolls per impact suffered. The second ARM Roll is mandatory, even if the target fails the first one or falls Unconscious. Each ARM Roll failed against DA Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with DA Special Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the first ARM Roll (the target must still make the remaining Roll).
DA ammo and terrain: DA Special Ammunition can affect structures and pieces of scenery that have a profile with Attributes and have been identified as possible targets by previous agreement or by the scenario rules.
ATTENTION: Use of this Special Ammunition is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Double Trouble (DT) Special Ammunition
The name of this Special Ammunition identifies several types of wide-spectrum, high-impact munitions.
Category: Standard.
Roll: After a successful attack using DT Special Ammunition, the target must make two separate BTS Rolls.
Effects: Double Trouble (DT) Special Ammunition forces its target to make two BTS Rolls per impact suffered. The second BTS Roll is mandatory, even if the target fails the first one or falls Unconscious. Each BTS Roll failed against DT Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with DT Special Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the first BTS Roll (the target must still make the remaining Roll).
ATTENTION: Use of this Special Ammunition is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Electromagnetic (E/M) Special Ammunition
This ammunition emits a high-energy electromagnetic pulse upon activation or upon impact, with the intent of disabling the target's electronics.
Category: Exotic.
Roll: After a successful attack using E/M Special Ammunition, the target must make a BTS Roll using half his BTS value.
Effects:
- E/M Special Ammunition reduces the BTS value of its target to half of its original value, rounding up.
- Failing a BTS Roll against E/M Special Ammunition causes the target to enter the Isolated state, preventing it from receiving Orders from the Order Pool. In that case, place an Isolated Marker next to the affected figure. If, at the start of his following Active Turns, the trooper is still Isolated, then he is considered to be Irregular and it does not add his Order to that Turn's Order Pool.
- If the target fails the BTS roll and is Heavy Infantry (HI), a TAG, a Remote (REM) or a Vehicle, then it is rendered Immobilized-2 in addition to Isolated. In that case, place an Immobilized-2 Marker (IMM-2) next to it in addition to the Isolated Marker.
- If the target fails the BTS and has one or more pieces of Equipment with the Comms Equipment Trait, then that equipment enters the Disabled state (in addition to the Isolated and Immobilized states, if applicable). In that case, place a Disabled Marker (DISABLED), in base to base contact with it.
- A trooper who receives an impact from E/M Special Ammunition and fails the BTS Roll must make the usual Guts Roll. The exception to this are HIs, TAGs, Remotes and Vehicles that, having failed the BTS Roll, are now Immobilized-2 and cannot make Guts Rolls. Also, troopers possessing the V: Courage Special Skill or an equivalent can ignore this rule.
- Critical hits with E/M Special Ammunition cause the target to suffer its effects (Isolated, etc.) directly, bypassing the usual BTS Roll.
E/M Special Ammunition and CC Weapons: Close Combat Weapons that use E/M Special Ammunition cause Normal damage in addition to the E/M effect. Critical hits in CC are always applied to the E/M effect. Consequently, the target must make an ARM Roll in addition to the BTS Roll (with half its usual BTS value). For both Rolls, the CC Weapon's Damage is the trooper's PH Attribute.
E/M Ammo Quick Reference Chart: BTS Attribute 0 → value against E/M ammo 0; BTS 3 → 2; BTS 6 → 3; BTS 9 → 5.
EXAMPLE OF E/M SPECIAL AMMUNITION: Fusilier Angus is resting against Partial Cover, when an E/M Grenade suddenly explodes nearby. Since the Grenade's Circular Template affects Angus, he must make a BTS Roll. He predictably fails his Roll, so now an Isolated Marker (ISOLATED) is placed beside him. Next, Angus must make a Guts Roll. Meanwhile, Fusilier Spencer, who was behind Angus and the Cover, was also affected by the Circular Template, so he makes his BTS Roll — successfully — but he still has to make a Guts Roll if he wants to stay put. The well-aimed Grenade also affected Father-Knight Bernhardt, who failed his BTS Roll. He now gets an Isolated Marker (ISOLATED) and, even worse, his armor suit shuts down, leaving him Immobilized-2 and trapped inside, signaled by an Immobilized-2 Marker (IMM-2) beside him.
ATTENTION: This Special Ammunition affects Cubes and its use is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Explosive (EXP) Special Ammunition
A type of ordnance designed to cause massive damage to the target by detonating on impact.
Category: Standard.
Roll: After a successful attack using Explosive Special Ammunition, the target must make three separate ARM Rolls.
Effects: Explosive Special Ammunition forces its target to make three ARM Rolls per impact suffered. The three ARM Rolls are mandatory, even if the target fails one of them or falls Unconscious. Each ARM Roll failed against EXP Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with Explosive Special Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the first ARM Roll (the target must still make the remaining two Rolls).
Exp ammo and terrain: Explosive Special Ammunition can affect structures and pieces of scenery that have a profile with Attributes and have been identified as possible targets by previous agreement or by the scenario rules.
ATTENTION: Use of this Special Ammunition is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Flash Special Ammunition
A variety of non-lethal weapons and devices capable of temporarily incapacitating a target by overloading his visual receptors.
Category: Exotic.
Roll: After a successful attack using Flash Special Ammunition, the target must make a BTS Roll.
Effects: Failing the BTS Roll causes the target to enter the Blinded state, placing a Blinded Marker (BLINDED) beside him. Additionally, failing the BTS Roll causes the target to fail the subsequent Guts Roll for having survived an attack, unless he has the Special Skill V: Courage or an equivalent. The target remains Blinded until the end of the Player Turn in which he entered the state. Critical hits with Flash Special Ammunition cause the target to enter the Blinded state directly, bypassing the usual BTS Roll.
Fire Special Ammunition
A variety of flamethrowers and incendiary ammunitions that damage the target by saturating the area around it with long-lasting flames and heat.
Category: Standard.
Roll: After a successful attack using Fire Special Ammunition, the target must make an ARM Roll.
Effects: If the target fails its ARM Roll, it loses 1 point from its Wounds/STR Attribute and must keep making ARM Rolls until it reaches the Dead state or passes an ARM Roll. When the target passes an ARM Roll, the Fire dies out. Additionally, a trooper affected by Fire Special Ammunition who has Fire-Sensitive Special Skills or Equipment will enter the Burnt state, regardless of the result of the ARM Roll. Place a Burnt Marker (BURNT) beside all troopers with Fire-Sensitive Special Skills or Equipment when they are affected by Fire Special Ammunition. Critical hits with Fire Special Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the ARM Roll, and to make an additional ARM Roll. The target must keep making ARM Rolls until it reaches the Dead state or passes an ARM Roll.
ATTENTION: Use of this Special Ammunition is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Smoke Special Ammunition
Smoke Special Ammunition is a non-lethal ammunition used to block enemy lines of fire, allowing allied forces to advance and maneuver. This type of ammunition is governed by special rules.
Category: Exotic.
Effects:
- Smoke Special Ammunition generates a Zero Visibility Zone (see Visibility Conditions) the size of a Circular Template and with infinite height.
- The Smoke Template remains on the table until the end of the Player Turn in which it was placed.
- Smoke Special Ammunition is a non-offensive ammunition, so it does not require an enemy — or, in fact, any trooper at all — as a target, and can be thrown at any point on the table.
- Shooting or throwing Smoke Special Ammunition is a Special Dodge.
- Critical hits with Smoke Special Ammunition have no additional effect.
Smoke and Special Dodge: Unlike other Special Ammunition, Smoke can be used to avoid enemy Attacks, but only if those Attacks require LoF and a Roll, and their LoF is blocked by the Smoke Circular Template being placed. Smoke has the special property of being able to stop an Attack in the same Order it was declared. For this reason, using this Special Ammunition is a Special Dodge. However, a trooper who throws Smoke in ARO cannot move up to 2 inches the way a normal Dodge would allow. Bear in mind that Special Dodge and the Dodge Skill are different things with different rules.
Smoke and Template Weapons: The fact that using Smoke is a Special Dodge affects the rules governing Template Weapons in two separate ways: when the trooper throwing Smoke is facing off against several enemies, his Roll is used against all eligible Face to Face Attack Rolls, but he will need to win every single Face to Face Roll in order to leave the Smoke Template on the table; and enemies affected by the Area of Effect of the Smoke Template that declare Dodge as an ARO to abandon said Area of Effect make a Normal Roll and not a Face to Face Roll against the Smoke-throwing trooper.
Smoke and Speculative Fire: Certain weapons that use Smoke Special Ammunition allow the user to use the Speculative Fire Common Skill. In that case, the Common Skill Speculative Fire works normally, even though it is a Special Dodge and not an Attack.
Smoke and Surprise Shot: This Ammunition is usable as part of a Surprise Shot despite being a Special Dodge.
EXAMPLE OF IMPACT TEMPLATE WEAPONS AND SMOKE: In his Active Turn, a Shaolin Monk decides to lob a Smoke Grenade at a few Fusiliers in order to sneak up on them. The Shaolin declares a Special Dodge with his Smoke Grenade and places the Template on the table. A total of 3 Fusiliers are affected by the Template's Area of Effect.
Two of them declare BS Attack as their ARO against the Shaolin's declaration. This means there are two Face to Face BS Rolls against the one PH Roll made by the Shaolin.
The third Fusilier does not have LoF to the Shaolin but, being affected by the Area of Effect, he can react with a Dodge in ARO. He declares Dodge so that, if he passes his Roll, he can move outside the Template. In this situation, the Fusilier must make a Normal PH-3 Roll to Dodge.
The dice roll, and the Shaolin does better than the two firing Fusiliers, so he gets to leave his Smoke Circular Template on the table and avoid both attacks. Meanwhile, the Dodging Fusilier passes his Normal PH-3 Roll and moves 2 inches to get outside the Circular Template.
Imagine that one of the Fusiliers who declared a BS Attack loses his Face to Face Roll against the Shaolin, but the other Fusilier who declared a BS Attack wins it. In that case, the Shaolin would avoid the first Fusilier's Attack, but would be forced to make an ARM Roll by the second Fusilier's BS Attack. In addition, the owner of the Shaolin would have to remove the Smoke Template from the table.
K1 Special Ammunition
High-technology ordnance designed to penetrate even the densest armor plating currently in use.
Category: Exotic.
Roll: After a successful attack using K1 Special Ammunition, the target must make an ARM Roll.
Effects: K1 Special Ammunition ignores the armor of the target, treating his ARM Attribute as 0. K1 Special Ammunition has a fixed Damage value of 12, regardless of the weapon used to fire it. This Damage 12 can never be altered by bonuses or Modifiers (MODs) from Special Skills (such as Martial Arts L2), Equipment, scenario rules, etc., unless otherwise specified. Each ARM Roll failed against K1 Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with K1 Special Ammunition cause the target to lose 1 point from his Wounds/STR Attribute directly, bypassing the usual ARM Roll.
K1 Special Ammunition and Cover: K1 Special Ammunition has no effect on Cover Modifiers, which apply normally.
K1 Ammo and terrain: K1 Special Ammunition can affect structures and pieces of scenery that have a profile with Attributes and have been identified as possible targets by previous agreement or by the scenario rules.
Monofilament Special Ammunition
Monofilament technology is very sophisticated and used to cut through any material with minimal effort.
Category: Exotic.
Roll: After a successful attack using Monofilament Special Ammunition, the target must make an ARM Roll.
Effects: Monofilament Special Ammunition ignores the armor of the target, treating his ARM Attribute as 0. Monofilament Special Ammunition has a fixed Damage value of 12, regardless of the weapon used to fire it. This Damage 12 can never be altered by bonuses or Modifiers (MODs) from Special Skills (such as Martial Arts L2), Equipment, scenario rules, etc., unless otherwise specified. Monofilament Special Ammunition kills directly, so a failed ARM Roll against it causes the target to enter the Dead state and be removed from the game, regardless of his remaining Wounds, Structure points or Special Skills (Spawn-Embryo, G: Remote Presence...). Critical hits with Monofilament Special Ammunition cause the target to Die and be removed from the game, bypassing the usual ARM Roll.
Monofilament Special Ammunition and Cover: Monofilament Special Ammunition has no effect on Cover Modifiers, which apply normally.
Nanotech Special Ammunition
A military-use technology based on the short-range dispersal of microscopic robots programmed to destroy the target.
Category: Standard.
Roll: After a successful attack using Nanotech Special Ammunition, the target must make a BTS Roll.
Effects: Each BTS Roll failed against Nanotech Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with Nanotech Special Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the usual BTS Roll.
Nimbus Special Ammunition
Nimbus is a non-lethal ammunition used to obscure enemy lines of fire and reduce the firepower of any BS Attack that crosses the area.
Category: Exotic.
Effects:
- Nimbus Special Ammunition generates an area with the effects of both a Low Visibility Zone and a Saturation Zone (see Visibility Conditions and Saturation) the size of a Circular Template and with infinite height.
- The MODs of Low Visibility Zone due to Nimbus Special Ammunition will be also applied to troopers equipped with a Multispectral Visor of any Level, or any other piece of Equipment that specifies the same.
- The Nimbus Template remains on the table until the end of the Player Turn in which it was placed.
- Firing Nimbus Special Ammunition is an Attack.
- Nimbus Special Ammunition is a non-offensive ammunition, so it does not require an enemy — or, in fact, any trooper at all — as a target, and can be thrown at any point on the table.
- Critical hits with Nimbus Special Ammunition have no additional effect.
Nimbus Plus Special Ammunition
Nimbus Plus Special Ammunition is a more advanced and potent application of Nimbus technology.
Category: Exotic.
Effects: Nimbus Plus Special Ammunition works identically to Nimbus Special Ammunition, but the area generated is both a Poor Visibility Zone and a Saturation Zone. The MODs of Poor Visibility Zone due to Nimbus Plus Special Ammunition will be also applied to troopers equipped with a Multispectral Visor of any Level, or any other piece of Equipment that specifies the same.
Plasma Special Ammunition
This sophisticated Special Ammunition has a double effect, forcing its target to make both an ARM and a BTS Roll.
Category: Standard.
Roll: After a successful attack using Plasma Special Ammunition, the target must make an ARM Roll and a BTS Roll.
Effects: Plasma Special Ammunition uses the Small Teardrop Impact Template. Each ARM Roll failed against Plasma Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Each BTS Roll failed against Plasma Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. Critical hits with Plasma Special Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the usual ARM Roll (the target must still make the BTS Roll). The effect of a Critical hit only applies to the target of the attack, and not to other figures affected by the Impact Template.
Shock Special Ammunition
This Special Ammunition is designed to kill rather than simply incapacitate enemy combatants.
Category: Bio-Munition, Standard.
Roll: After a successful attack using Shock Special Ammunition, the target must make an ARM Roll.
Effects: Each ARM Roll failed against Shock Special Ammunition causes the target to lose one point from his Wounds/STR Attribute. If the target has a Wounds Attribute of 1 on his profile and fails an ARM Roll against Shock Special Ammunition, then he enters the Dead state directly, bypassing the Unconscious state. This specific special effect does not apply to: units whose Wounds Attribute is higher than 1 on their profile (such as Heavy Infantry); troopers who, during the course of the game, increased their Wounds Attribute above 1; units with a Structure (STR) Attribute instead of a Wounds Attribute, such as Remotes, TAGs, Vehicles, etc. — against these, Shock Special Ammunition has the same effects as Normal Ammunition.
Special Ammo Quick Reference Chart:
| Special Ammunition | Type of Roll | Number of Rolls | Special Effect |
|---|---|---|---|
| Adhesive | PH-6 | 1 | Immobilized-2 |
| AP | ARM | 1 | Halved ARM |
| Breaker | BTS | 1 | Halved BTS |
| DA | ARM | 2 | — |
| DT | BTS | 2 | — |
| E/M | BTS | 1 | Halved BTS, Isolated, Immobilized-2 (HI, REM, TAG) |
| EXP | ARM | 3 | — |
| Fire | ARM | 1+ | Roll until success, Burnt |
| Flash | BTS | 1 | Blinded |
| K1 | ARM | 1 | ARM = 0 |
| Monofilament | ARM | 1 | ARM = 0, Dead |
| Nanotech | BTS | 1 | — |
| Nimbus | — | — | Low Visibility Zone, Saturation Zone |
| Nimbus plus | — | — | Poor Visibility Zone, Saturation Zone |
| Plasma | ARM + BTS | One of each | Small Teardrop Template |
| Shock | ARM | 1 | Dead (troops with Wounds 1) |
| Smoke | — | — | Zero Visibility Zone |
IMPORTANT! Shock Special Ammunition cancels the effects of the target's Special Skills Valor L2: Dogged and Valor L3: No Wound Incapacitation. Shock Special Ammunition also cancels the effects of the Spawn-Embryo part of the Shasvastii Special Skill.
ATTENTION: Use of this Special Ammunition is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Types of Weapons
Adhesive Launcher (ADHL) — a non-lethal BS Weapon designed to immobilize targets without inflicting damage on them. Range: 0–8" 0, 8–16" +3, 16–32" -3, 32–48" -6. Damage: —. B: 1. Ammunition: Adhesive. Traits: Non-Lethal.
Bare-Handed — troopers without CC Weapons can attempt to fight in CC using their fists or other parts of their body to inflict damage on their opponent. Damage: PH-2. B: 1. Ammunition: N. Traits: CC.
CC Weapon — the term "Close Combat (CC) Weapon" covers all full-sized melee weapons (swords, sabers, axes, spears...) an Infinity soldier might carry. CC Weapons can use the Special Ammunitions stated in their Weapons Table profile.
| Name | Damage | B | Ammunition | Traits |
|---|---|---|---|---|
| CC Weapon | PH | 1 | N | CC |
| AP CC Weapon | PH | 1 | AP | CC |
| DA CC Weapon | PH | 1 | DA | Anti-materiel, CC |
| E/M CC Weapon | PH | 1 | N + E/M* | CC |
| EXP CC Weapon | PH | 1 | EXP | Anti-materiel, CC |
| Monofilament CC Weapon | 12 | 1 | Monofilament | CC |
| Shock CC Weapon | PH | 1 | Shock | CC |
*NOTE: E/M CC Weapon requires an ARM Roll + a BTS Roll; Damage = PH.
NOTE: The skill and training of certain elite units make them capable of using a combat knife with the effectiveness of a full-sized CC Weapon. In these cases, their profile says 'CC Weapon' even if their miniature carries a knife.
D-Charges — Demolition (or simply D) Charges is the generic name for any number of remotely detonated explosive charges. As a weapon, they have been designed to demolish structures, objectives and terrain alike, but they can also be used in Close Combat.
D-CHARGES — Short Skill, ARO. CC Attack.
Requirements: The user must be in or enter base to base contact with the target.
Effects: Using D-Charges is a two-step process: Planting and Detonating.
- Planting a D-Charge on an enemy figure: the user, in base to base contact, spends one Short Skill of an Order or ARO, and passes a Face to Face Roll using his CC.
- Planting a D-Charge on a piece of scenery or an Unconscious or Immobilized enemy: in base to base contact, spend one Short Skill of an Order or ARO. No Roll needed.
- Detonating a D-Charge: the user, or another friendly trooper with D-Charges or the Special Skill Engineer, spends one Short Skill of an Order or an ARO. No Roll needed.
- D-Charges can only be detonated if they have been previously planted.
D-Charges profile: Damage: 14. B: 1. Ammunition: AP + EXP. Traits: Anti-materiel, CC, Deployable, Disposable (3).
Drop Bears — "Drop Bear" is the colloquial name used in the military for a thrown version of the Anti-Personnel Mine. The operator of this weapon can throw it, even over an obstacle, or alternatively can deploy it within arm's reach like an old-fashioned mine.
DROP BEARS — Short Skill/ARO. Attack.
Requirements: In the Reactive Turn, LoF to the Active trooper is required.
Effects:
- This weapon is a modified version of Anti-Personnel Mines and has two different in-game uses, each with its weapon profile: as a Throwing Weapon and as a Deployable Weapon. When you use your Drop Bear, use the appropriate profile for your chosen method of deployment.
- As a Throwing Weapon: A Drop Bear can be tossed or thrown, becoming a regular Anti-Personnel Mine when it touches the ground. You do not need a target to throw a Drop Bear as a Throwing Weapon, simply point the desired location and make the corresponding Roll. If you pass the Roll, the Drop Bear is successfully deployed, placing a Mine Marker (MINE) at the Conclusion of the Order, and becomes an Anti-Personnel Mine. This means that a Drop Bear never detonates during the same Order in which it is thrown as a Throwing Weapon.
- As a Deployable Weapon: Using this deployment option, Drop Bears are identical to Anti-Personnel Mines, with the single peculiarity that they are placed on the table as a Mine Marker (MINE), not as a Camouflage Marker.
IMPORTANT! Deploying a Drop Bear as a Throwing Weapon can never be an Intuitive Attack. Consequently, they cannot be thrown if there is a Camouflage or TO Marker inside the Trigger Area, unless a valid target is also inside it. In order to make an Intuitive Attack using a Drop Bear, you must deploy it as a Deployable Weapon. If you fail the PH Roll to throw a Drop Bear, it is lost and expended. Troopers carry three Drop Bears, and expend one of them each time they declare their use, either as a Throwing Weapon or a Deployable Weapon.
Chain Rifle — a Direct Template BS Weapon, very useful within Large Teardrop range and against large groups, where its low Burst is offset by a big Area of Effect. Damage: 13. B: 1. Ammunition: N. Traits: Direct Template (Large Teardrop), Intuitive Attack.
ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Dodging a Detonating Drop Bear: Drop Bears are Template Weapons and Deployable Weapons, so their effect can be Dodged by passing a PH-3 Roll.
Drop Bear profile: ARM 0, BTS 0, STR 1, S 0.
Drop Bear as a Throwing Weapon — Range: 0–8" +3, 8–16" -3. Damage: —. B: 1. Ammunition: —. Traits: Disposable (3), Speculative Fire, Targetless, Throwing Weapon.
Drop Bear as a Deployable Weapon: Damage: 13. B: 1. Ammunition: Shock. Traits: Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack.
EXAMPLE OF DROP BEARS AS A THROWING WEAPON: During his Active Turn, a Neoterra Bolt wants to toss a Drop Bear near a wall corner. To reduce the chance of failing and losing his Drop Bear, the Bolt Moves within 8 inches of the corner so he can benefit from the Drop Bear's +3 Range MOD. He places the Mine Marker and makes his Roll. It is a success, so the Marker stays. With his next Order, the Bolt wants to place another Drop Bear, but this time tossed over a wall, outside his LoF. Without LoF, all he can do is declare Speculative Fire, spending one Entire Order; being within 8 inches he applies a +3 MOD to his PH, partly offsetting the -6 MOD for Speculative Fire. He again passes the Roll, and leaves the Mine Marker on the spot he had previously declared.
E/Mauler
The E/Mauler is a deployable weapon that uses E/M Special Ammunition. As a weapon, it is useful to disrupt and isolate techno-dependent professional troops.
E/MAULER — Short Skill, ARO. Attack.
Requirements: In the Reactive Turn, LoF to the Active trooper is required.
Effects: E/Maulers work exactly like Anti-Personnel Mines (see Mines below), with the following exceptions: E/Maulers use E/M Special Ammunition and have Damage 13. Replace the E/Mauler's Camouflage Marker with an E/Mauler Marker when it is Discovered by an enemy.
REMEMBER — E/Maulers and Intuitive Attacks: This weapon allows the user to make Intuitive Attacks: by passing a WIP Roll, you can lay an E/Mauler even if an enemy Camouflage and Hiding Marker is inside the Trigger Area.
Dodging an E/Mauler: E/Maulers are Template Weapons and Deployable Weapons, so their effect can be Dodged by passing a PH-3 Roll.
E/Mauler profile: ARM 0, BTS 0, STR 1, S 0. Damage: 13. B: 1. Ammunition: E/M. Traits: Concealed, Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack.
ATTENTION: This weapon disables Cubes and its use is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Electric Pulse — a contact-activated, electricity-based CC Weapon.
ELECTRIC PULSE — Short Skill/ARO. CC Attack.
Requirements: Base to base contact.
Effects:
- Electric Pulse is a weapon that does not require a CC Roll to use.
- When an enemy in base to base contact declares a CC Attack or a Dodge against the user of an Electric Pulse, this CC weapon applies a -6 MOD to that enemy's CC or PH for the appropriate Normal Roll.
- If the opponent fails his CC or PH Roll with a Failure Category equal to or less than 6 (that is, if he fails his CC or PH Roll due to the -6 MOD), then that enemy is rendered Immobilized-2 (with his correspondent IMM-2 Marker) for 2 Turns (the state is Cancelled automatically at the end of the next Player Turn).
- Electric Pulse can be used proactively by declaring a CC Attack with it, but the effect only applies if the enemy declares an ARO.
Electric Pulse profile: Damage: —. B: 1. Ammunition: —. Traits: 2 Turns, CC, IMM-2, Non-Lootable, Non-Lethal.
Flamethrower (FT) — a BS Weapon that places a Direct Template using Fire Special Ammunition.
ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Variants:
- Heavy Flamethrower (Heavy FT): a heavy duty version of the Flamethrower, with a longer and hotter stream. Damage: 14. B: 1. Ammunition: Fire. Traits: Direct Template (Large Teardrop), Intuitive Attack.
- Light Flamethrower (Light FT): a lightweight, portable Flamethrower that sacrifices some effective range and power for a compact design. Damage: 13. B: 1. Ammunition: Fire. Traits: Direct Template (Small Teardrop), Intuitive Attack.
Flash Pulse — a BS Weapon designed to incapacitate the target briefly without causing lasting damage. Range: 0–24" 0, 24–48" -3, 48–96" -6. Damage: 13. B: 1. Ammunition: Flash. Traits: Non-Lootable, Technical Weapon.
Grenades — a BS Throwing Weapon, useful at short range against groups of enemies or obscured targets. Range: 0–8" +3, 8–16" -3. Damage: 13. B: 1. Ammunition: N. Traits: Impact Template (Circular), Speculative Fire, Throwing Weapon.
Variants:
- Smoke Grenades: a non-lethal variant of hand grenades that uses Smoke Special Ammunition. Range: 0–8" +3, 8–16" -3. Damage: —. B: 1. Ammunition: Smoke. Traits: Impact Template (Circular), Non-Lethal, Special Dodge, Speculative Fire, Targetless, Throwing Weapon.
- E/M Grenades: this version of the standard Grenade emits a strong E/M pulse that can render enemy communication systems inoperative and is highly effective against high tech targets. Range: 0–8" +3, 8–16" -3. Damage: 13. B: 1. Ammunition: E/M. Traits: Impact Template (Circular), Speculative Fire, Throwing Weapon. ATTENTION: This weapon disables Cubes and its use is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
- Nimbus Grenades: a non-lethal variant that produces a cloud of Nimbus Special Ammunition nanobots. Range: 0–8" +3, 8–16" -3. Damage: —. B: 1. Ammunition: Nimbus. Traits: Impact Template (Circular), Non-Lethal, Reflective, Speculative Fire, Targetless, Throwing Weapon.
- Nimbus Plus Grenades: non-lethal hypertech weapons that deploy Nimbus Plus Special Ammunition, a more up-to-date version of Nimbus technology. Range: 0–8" +3, 8–16" -3. Damage: —. B: 1. Ammunition: Nimbus Plus. Traits: Impact Template (Circular), Non-Lethal, Reflective, Speculative Fire, Targetless, Throwing Weapon.
Grenade Launcher (GL) — a BS Weapon capable of accepting different types of projectiles (explosive, smoke, E/M…) and using Speculative Fire.
Variants:
- Light Grenade Launcher (Light GL): reduced range, but enough firepower to command respect. Range: 0–8" 0, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 1. Ammunition: N. Traits: Impact Template (Circular), Speculative Fire.
- Light E/M Grenade Launcher (Light E/M GL): a variant of the light GL model that fires projectiles using E/M Special Ammunition. Range: 0–8" 0, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 1. Ammunition: E/M. Traits: Impact Template (Circular), Speculative Fire.
- Light Nimbus Grenade Launcher: light version of the tactical Grenade Launcher that fires projectiles loaded with the advanced Nimbus Special Ammunition. Range: 0–8" 0, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 1. Ammunition: Nimbus. Traits: Impact Template (Circular), Non-Lethal, Reflective, Speculative Fire, Targetless.
- Light Smoke Grenade Launcher (Light Smoke GL): fires only non-lethal Smoke Special Ammunition. Range: 0–8" 0, 8–16" +3, 16–32" -3, 32–48" -6. Damage: —. B: 1. Ammunition: Smoke. Traits: Impact Template (Circular), Non-Lethal, Special Dodge, Speculative Fire, Targetless.
- Heavy Grenade Launcher (Heavy GL): longer effective range, but no greater firepower than more conventional models; too cumbersome for foot soldiers, conceived as mobile artillery mounted on TAGs, vehicles and support Remotes. Range: 0–8" -3, 8–32" 0, 32–48" -3, 48–96" -6. Damage: 14. B: 1. Ammunition: N. Traits: Impact Template (Circular), Non-Lootable, Speculative Fire.
Heavy Machine Gun (HMG) — a powerful long-range support BS weapon with a high Burst value. Range: 0–8" -3, 8–16" 0, 16–32" +3, 32–48" -3. Damage: 15. B: 4. Ammunition: N. Traits: Suppressive Fire.
Variants:
- AP HMG: a Heavy Machine Gun loaded with AP Special Ammunition. Range: 0–8" -3, 8–16" 0, 16–32" +3, 32–48" -3. Damage: 15. B: 4. Ammunition: AP. Traits: Suppressive Fire.
- MULTI HMG: fires Heavy MULTI Ammunition, giving the user two Shooting Modes. Burst Mode — Range: 0–8" -3, 8–16" 0, 16–32" +3, 32–48" -3. Damage: 15. B: 4. Ammunition: AP/Shock. Traits: Heavy MULTI, Non-Lootable, Suppressive Fire. Anti-materiel Mode — same Range. Damage: 15. B: 1. Ammunition: EXP. Traits: Anti-materiel, Heavy MULTI, Non-Lootable.
Hyper-Rapid Magnetic Cannon (HMC) — a support BS Weapon that shoots Light MULTI Ammunition, giving the user two Shooting Modes on the fly; one of the highest Burst values on the Infinity Weapons Table.
- Burst Mode — Range: 0–8" -3, 8–16" 0, 16–32" +3, 32–96" 0. Damage: 15. B: 5. Ammunition: AP/Shock. Traits: Light MULTI, Non-Lootable, Suppressive Fire.
- Anti-materiel Mode — same Range. Damage: 15. B: 1. Ammunition: DA. Traits: Anti-materiel, Light MULTI, Non-Lootable.
Knife — a small bladed weapon, usually less capable of inflicting damage than bigger CC Weapons, but more easily concealed and more precise for silent takedowns. Damage: PH-1. B: 1. Ammunition: Shock. Traits: CC, Silent.
Mines — a type of Deployable Weapon used to control small areas of the battlefield and influence the movement of enemy troops.
Variant — Anti-Personnel Mines: the standard design for Mines, capable of exploding in an arc of Shock Special Ammunition.
MINES — Short Skill/ARO. Attack.
Requirements: In the Reactive Turn, LoF to the Active trooper is required.
Effects:
- By spending a Short Skill or ARO, the user places a Camouflage Marker (CAMO) on the game table to represent the camouflaged Mine. This action is an Attack. In the Active Turn, the trooper can deploy the Camouflage Marker in base contact or, if he moved, in base contact with any part of his route. In the Reactive Turn, the trooper must deploy the Camouflage Marker in base contact. Mines or Camouflage Markers are not considered deployed until the Conclusion of the Order.
- Replace the Camouflage Marker with a Mine Marker (MINE) when it is Discovered by an enemy.
- Mine Markers retain the beneficial MODs provided by the CH: Mimetism Special Skill (BS-3).
- Mines have a 360º LoF arc.
- Mines ignore all Visibility Conditions.
- Once on the game table, Mines must trigger when an enemy figure or Marker declares or executes an Order or ARO inside their Trigger Area.
- As a Direct Template Weapon, when a Mine triggers it places a Small Teardrop Template with Damage 13 and Shock Special Ammunition.
- The Small Teardrop Template must be placed so that it affects the enemy figure or Marker that triggered the Mine.
- A Mine never triggers if the Small Teardrop Template also affects an ally, even if that ally is Unconscious.
- Impersonation Markers (IMP-1 and IMP-2) do not trigger enemy Mines.
- Once a Mine triggers, it is removed from play.
REMEMBER: A Mine cannot be placed if there is an enemy Camouflage or TO Marker inside its Trigger Area. This rule does not apply if there is a valid, non-camouflaged enemy inside the Trigger Area, or if the Mine is deployed as an Intuitive Attack.
Dodging a Mine: Mines are Template Weapons and Deployable Weapons, so their effect can be Dodged by passing a PH-3 Roll.
Mine (Anti-Personnel/Monofilament) profile: ARM 0, BTS 0, STR 1, S 0. Damage: 13. B: 1. Ammunition: Shock. Traits: Concealed, Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack.
ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Trigger Area: The Trigger Area of a Mine (whether it is a Camouflage or a Mine Marker) is the area within the radius of the Small Teardrop Template extended out from the edge of the base of the Mine. The Trigger Area excludes any areas in Total Cover from the Blast Focus of the Small Teardrop Template.
Variant — Monofilament Mines: the most sophisticated version of this weapon, it uses Monofilament Special Ammunition to great effect.
MONOFILAMENT MINES — Short Skill/ARO. Attack.
Requirements: In the Reactive Turn, LoF to the Active trooper is required.
Effects: Monofilament Mines follow the same rules as Anti-Personnel Mines, but using Monofilament Special Ammunition instead of Shock.
Profile: Damage: 12. B: 1. Ammunition: Monofilament. Traits: Concealed, Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack.
ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Missile Launcher (ML) — a support BS Weapon that fires self-propelled explosive ordnance, designed for use in long-range combat against armored targets or clusters of enemies.
Variants:
- Missile Launcher, ML: possesses two Shooting Modes. Blast Mode (Impact Template Circular, applies EXP across the whole Area of Effect) — Range: 0–8" -3, 8–24" 0, 24–40" +3, 40–96" -3. Damage: 14. B: 1. Ammunition: EXP. Traits: Anti-materiel, Impact Template (Circular). Antitank Mode (no Template, combined AP + EXP) — same Range. Damage: 14. B: 1. Ammunition: AP + EXP. Traits: Anti-materiel.
- Smart Missile Launcher (Smart ML): a lighter, more advanced version with two Shooting Modes. Guided Mode (projectiles home in on a target flagged by a Forward Observer) — Damage: 14. B: 1. Ammunition: AP + DA. Traits: Anti-materiel, Guided, Impact Template (Circular). Auto-Aim Mode (improved accuracy profile) — Range: 0–8" 0, 8–24" 0, 24–40" +3, 40–96" 0. Damage: 14. B: 1. Ammunition: AP + DA. Traits: Anti-materiel, Impact Template (Circular). Both Modes apply their Special Ammunitions across the whole Area of Effect of the Circular Template.
Nanopulser — a hyper-tech BS Weapon that fires a Direct Template of Nanotech Special Ammunition. Damage: 13. B: 1. Ammunition: Nanotech. Traits: Direct Template (Small Teardrop), Intuitive Attack, Non-Lootable.
ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Ojotnik — a mid/long range precision BS weapon available only to certain elite Ariadnan troops. Range: 0–8" -3, 8–32" +3, 32–48" 0, 48–96" -6. Damage: 14. B: 2. Ammunition: AP. Traits: —.
Panzerfaust — a disposable BS weapon that fires rocket-propelled explosive projectiles at long range. Range: 0–8" -3, 8–16" 0, 16–32" +3, 32–48" -3. Damage: 14. B: 1. Ammunition: AP + EXP. Traits: Anti-materiel, Disposable (2).
Pistol — a BS weapon useful both at short range and in CC. Range: 0–8" +3, 8–16" 0, 16–24" -6. Damage: 11. B: 2 (1 in CC). Ammunition: N. Traits: CC.
Variants:
- Breaker Pistol: loads Breaker Special Ammunition. Range: 0–8" +3, 8–16" 0, 16–24" -6. Damage: 12. B: 2 (1 in CC). Ammunition: Breaker. Traits: CC.
- Heavy Pistol: can inflict more Damage. Range: 0–8" +3, 8–16" 0, 16–24" -6. Damage: 14. B: 2 (1 in CC). Ammunition: Shock. Traits: CC.
- AP Heavy Pistol: fires AP Special Ammunition. Range: 0–8" +3, 8–16" 0, 16–24" -6. Damage: 14. B: 2 (1 in CC). Ammunition: AP. Traits: CC.
Plasma Carbine — a cut-down version of the Plasma Rifle, using Plasma Special Ammunition, sacrificing fire rate and accuracy for a bigger payload; has two Shooting Modes.
- Blast Mode (Impact Template Small Teardrop, applies Plasma across the whole Area of Effect) — Range: 0–8" +3, 8–16" +3, 16–32" -3, 32–40" -6. Damage: 13. B: 2. Ammunition: Plasma. Traits: Impact Template (Small Teardrop).
- Hit Mode (no Template, higher Damage) — same Range. Damage: 14. B: 2. Ammunition: Plasma. Traits: —.
Portable Autocannon — a high-powered Support BS weapon with a long-range window of effectiveness; the combined effect of its two Special Ammunitions (AP + EXP) makes up for its reduced Burst. Range: 0–8" -3, 8–16" 0, 16–32" +3, 32–48" -3. Damage: 15. B: 2. Ammunition: AP + EXP. Traits: Anti-materiel.
Rifle — the standard BS weapon; a versatile firearm, considerable power, most effective at medium range. Range: 0–8" 0, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 3. Ammunition: N. Traits: Suppressive Fire.
Variants:
- AP Rifle: uses AP Special Ammunition. Range: 0–8" 0, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 3. Ammunition: AP. Traits: Suppressive Fire.
- Breaker Rifle: uses Breaker Special Ammunition. Range: 0–8" 0, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 3. Ammunition: Breaker. Traits: Suppressive Fire.
- Combi Rifle: a more modern variant, less cumbersome and more accurate at close ranges (positive MOD at Short Range). Range: 0–8" +3, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 3. Ammunition: N. Traits: Suppressive Fire.
- Breaker Combi Rifle: employs Breaker Special Ammunition. Range: 0–8" +3, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 3. Ammunition: Breaker. Traits: Suppressive Fire.
- K1 Combi Rifle: customized to use K1 Special Ammunition. Range: 0–8" +3, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 12. B: 3. Ammunition: K1. Traits: Anti-materiel, Suppressive Fire.
- Plasma Rifle: a hyper-technological, alien variant firing Plasma Special Ammunition, the rarest Rifle used on the battlefields of the Human Sphere; two Shooting Modes. Blast Mode (Impact Template Small Teardrop, Plasma across the whole Area of Effect) — Range: 0–8" +3, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 3. Ammunition: Plasma. Traits: Impact Template (Small Teardrop), Suppressive Fire. Hit Mode (no Template, higher Damage) — same Range. Damage: 14. B: 3. Ammunition: Plasma. Traits: Suppressive Fire.
- MULTI Rifle: gives the user two Shooting Modes on the fly. Burst Mode — Range: 0–8" +3, 8–16" +3, 16–32" -3, 32–48" -6. Damage: 13. B: 3. Ammunition: AP/Shock. Traits: Light MULTI, Suppressive Fire. Anti-materiel Mode — same Range. Damage: 13. B: 1. Ammunition: DA. Traits: Anti-materiel, Light MULTI.
Sepsitor
A Direct Template BS Weapon that uses VoodooTech to induce the Sepsitorized state in troops with a Cube or a similar Back-up Characteristic. There are different versions of this technology, depending on their power.
Variant — Sepsitor: the standard application of Sepsitor technology, this Disposable Weapon is limited to 2 uses.
SEPSITOR — Short Skill/ARO. BS Attack.
Effects: This weapon uses the Direct Template Weapon rules, with these differences: this weapon's Damage is equal to its operator's WIP value; upon receiving a successful attack with Sepsitor Special Ammunition, the target must make a BTS Roll; if the target fails the BTS Roll, it automatically enters the Sepsitorized state.
Profile: Damage: WIP. B: 1. Ammunition: —. Traits: Direct Template (Large Teardrop), Disposable (2), Intuitive Attack, Non-Lootable.
Variant — Sepsitor Plus: a more potent version, without any limitations on the number of times it can be fired in battle.
SEPSITOR PLUS — Short Skill/ARO. BS Attack.
Effects: This weapon uses the same rules as a Sepsitor, but it is not a Disposable Weapon, so it can be fired indefinitely.
Profile: Damage: WIP. B: 1. Ammunition: —. Traits: Direct Template (Large Teardrop), Intuitive Attack, Non-Lootable.
Shotgun — there are different kinds of shotguns, but all are short-range BS weapons, packing quite a punch despite their comparatively low Burst.
Variants:
- Boarding Shotgun: a more advanced, powerful Shotgun with two Shooting Modes. Blast Mode (Impact Template Small Teardrop) — Range: 0–8" +6, 8–16" 0, 16–24" -3. Damage: 14. B: 2. Ammunition: N. Traits: Impact Template (Small Teardrop). AP Mode (no Template, applies AP) — same Range. Damage: 14. B: 2. Ammunition: AP. Traits: —.
ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
- Heavy Shotgun: a higher-Damage variant of the Boarding Shotgun, primarily vehicle-mounted; two Shooting Modes. Blast Mode — Range: 0–8" +6, 8–16" 0, 16–24" -3. Damage: 15. B: 2. Ammunition: N. Traits: Impact Template (Small Teardrop). AP Mode — same Range. Damage: 15. B: 2. Ammunition: AP. Traits: —.
ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
- Light Shotgun: the basic shotgun model, useful at short ranges. Range: 0–8" +6, 8–16" 0, 16–24" -3. Damage: 13. B: 2. Ammunition: N. Traits: Impact Template (Small Teardrop).
ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.
Sniper Rifle — a BS Weapon capable of great accuracy at extreme distances. Range: 0–8" -3, 8–16" 0, 16–48" +3, 48–96" -3. Damage: 15. B: 2. Ammunition: Shock. Traits: —.
Variants:
- AP Sniper Rifle: fires AP Special Ammunition. Range: 0–8" -3, 8–16" 0, 16–48" +3, 48–96" -3. Damage: 15. B: 2. Ammunition: AP. Traits: —.
- Plasma Sniper Rifle: fires Plasma Special Ammunition; two Shooting Modes. Blast Mode (Impact Template Small Teardrop) — Range: 0–8" -3, 8–16" 0, 16–48" +3, 48–96" -3. Damage: 14. B: 2. Ammunition: Plasma. Traits: Impact Template (Small Teardrop). Hit Mode — same Range. Damage: 15. B: 2. Ammunition: Plasma. Traits: —.
- K1 Sniper Rifle: customized to fire K1 Special Ammunition. Range: 0–8" -3, 8–16" 0, 16–48" +3, 48–96" -3. Damage: 12. B: 2. Ammunition: K1. Traits: Anti-materiel.
- MULTI Sniper Rifle: fires a range of Medium MULTI Special Ammunitions, two Shooting Modes. AP Mode — Range: 0–8" -3, 8–16" 0, 16–48" +3, 48–96" -3. Damage: 14. B: 2. Ammunition: AP. Traits: Medium MULTI. Anti-materiel Mode — same Range. Damage: 15. B: 2. Ammunition: DA. Traits: Anti-materiel, Medium MULTI.
Spitfire — a support BS Weapon particularly useful at medium ranges thanks to its signature high Burst value. Range: 0–8" 0, 8–24" +3, 24–32" -3, 32–48" -6. Damage: 14. B: 4. Ammunition: N. Traits: Suppressive Fire.
NOTE: This profile replaces the one introduced in the rulebook Infinity: Human Sphere, and is the only officially sanctioned Spitfire profile for ITS events.
Suppressive Fire Mode — the weapon profile substituted while a trooper is in the Suppressive Fire state (see Suppressive Fire, Common Skills). Range: 0–8" 0, 8–16" 0, 16–24" -3. Damage: * (use original weapon values). B: 3. Ammunition: * (use original weapon values). Traits: * (use original weapon values).
Tactical Bow — this close-combat, hand-operated BS weapon remains relevant for its capacity to make silent attacks from a distance. Range: 0–8" +3, 8–16" 0, 16–24" -6. Damage: PH. B: 1. Ammunition: DA. Traits: Anti-materiel, Silent.
Equipment
In Infinity, game-relevant pieces of materiel and gear are collectively called Equipment. Their use is usually non-offensive, but they give their users special abilities and bonuses that improve their prospects of survival on the battlefield.
Equipment: Labels and Traits
Like Special Skills, all pieces of Equipment have one or more Labels that quickly mark them as having certain game features (see the full list of Labels in Skills). In the Labels section of some pieces of Equipment you can also find Traits like the ones used for Weapons (see the full list of Traits in Weaponry).
Equipment: Levels
Like Special Skills, certain pieces of Equipment are divided into several alphabetic or numeric Levels that represent grades of effectiveness and refinement of the same basic technology.
360º Visor
This piece of Equipment expands the user's LoF arc.
360º VISOR — Automatic Equipment. Obligatory.
Effects: This Visor gives the user a 360º LoF arc, instead of the usual 180º.
Antipode Control Device
This piece of Equipment allows the user to deploy and control the Antipodes of an Ariadnan Assault Pack.
ANTIPODE CONTROL DEVICE — Automatic Equipment. Comms Equipment, Non-Lootable.
Effects: A Requirement for enlisting and deploying an Assault Pack.
REMEMBER: If the Control Device user falls Unconscious or Dead, or is rendered Isolated by the effect of E/M Special Ammunition or the Blackout Hacking Program, refer to the Antipode rules.
AutoMediKit
This piece of Equipment allows users to heal themselves, recovering from the Unconscious state without intervention from Doctors or Paramedics.
AUTOMEDIKIT — Entire Order. Non-Lootable.
Requirements: The user of this piece of Equipment must be in Unconscious state.
Effects:
- This piece of Equipment allows its user to spend the Entire Order required to activate it despite being in a Null state.
- The user of AutoMediKit must spend one Entire Order and then make a PH Roll.
- If the PH Roll is successful, the user recovers one point of Wounds automatically, canceling the Unconscious state and removing the Unconscious Marker from the game.
- If the PH Roll fails, the user enters the Dead state directly and must be removed from the game.
- Using AutoMediKit, troopers can recover from the Unconscious state as many times as desired, as long as they keep declaring Entire Orders and passing their PH Rolls.
Deactivator
This device is capable of deactivating traps and automated weapons deployed by the enemy.
DEACTIVATOR — Short Skill. BS Attack, Non-Lootable.
Requirements: The user of this piece of Equipment must have LoF to the target. Deactivator may be used only against enemy weapons deployed on the game table, and never against Camouflage Markers.
Effects:
- Deactivator allows the user, by passing a Normal WIP Roll, to deactivate enemy D-Charges or Deployable Weapons (Mines, E/Maulers…) within LoF.
- The WIP Roll is only Modified by Range, never by Special Skills (CH: Mimetism, for example), Equipment (such as ODD: Optical Disruptor) or Cover.
- If the user passes the WIP Roll, the enemy weapon is removed from play.
Profile — Range: 0–8" +6, 8–16" +3, 16–24" -6. Damage: —. Ammunition: —. B: 1. Traits: BS Attack, Non-Lootable.
Deployable Repeater
This is a hacking range amplifier designed for deployment onto the battlefield.
DEPLOYABLE REPEATER — Short Skill, ARO. Attack, Comms Equipment, Deployable, Disposable (3), Indiscriminate, Zone of Control.
Requirements: LoF to the Active trooper.
Effects:
- By spending a Short Skill or ARO, the user places a Deployable Repeater Marker (REPEATER) on the game table. This action is an Attack.
- In the Active Turn, the trooper can deploy the Deployable Repeater Marker in base contact or in any point of his Movement, if he declared any. In Reactive Turn, the trooper will deploy the Deployable Repeater Marker in base contact.
- Players will place the Deployable Repeater Marker at the Conclusion of the Order.
- Once placed on the table, the Deployable Repeater starts functioning in the following Orders.
- A Deployable Repeater is a piece of Equipment that contains a Repeater.
- A deployed Repeater remains on the table until the end of the game or until it is destroyed.
Deployable Repeater profile: ARM 0, BTS 0, STR 1, S 1.
Deflector
This anti-hacking protection system merges several different technologies to safeguard its bearer and all members of his Fireteam (see Infinity: Human Sphere).
DEFLECTOR LEVEL 1 — Automatic Equipment. Comms Equipment, Non-Lootable.
Effects: Allows the user to deploy with an active Deflector, which requires no Orders or Rolls. Any Hacking Attack against the user of a Deflector, or against the associated trooper if the user is not carrying the Deflector himself (for example, if he has a TinBot) or, by extension, against any member of the user's Fireteam, must apply a -3 MOD to the Attribute used to perform the Hacking Attack.
DEFLECTOR LEVEL 2 — Automatic Equipment. Comms Equipment, Non-Lootable.
Effects: This level of Deflector works exactly like Level 1, but applies a -6 MOD to the Attribute used by the Hacking Attack.
ECM
Electronic Counter-Measures are systems installed on vehicles and TAGs with the goal of disrupting and deactivating enemy guided projectiles.
ECM — Automatic Equipment. ARO.
Requirements: This Automatic Equipment only activates against BS Attacks that benefit from the Guided Trait.
Effects: Allows its user to react with ECM in ARO against any BS Attacks against him that benefit from the Guided Trait, even if the user cannot draw LoF to the attacker. ECM cancel the +6 MOD to BS granted by the Guided Trait.
REMEMBER: If a trooper declares ECM as an ARO, he cannot attempt to Dodge as well; the ARO against that Order is spent activating the ECM.
ECM EXAMPLE: In its Active Turn, a Son-Bae Yaókòng Remote, equipped with a Smart Missile Launcher, declares a BS Attack against a Drãgao TAG that had previously been Targeted by a Forward Observer. The Drãgao, outside the LoF of the Yaókòng Remote, can still declare an ARO because the Attack uses an Impact Template, and also because the attack is Guided and the TAG has ECM. The Drãgao must choose between Dodging the Template (Face to Face PH-9 Roll — TAG Dodging -6 to PH, and Impact Template out of LOF -3 to PH — against the Remote's BS+6), or activating his ECM (thus canceling the +6 MOD to the Remote's BS Roll). After weighing his chances, the Drãgao pilot chooses the ECM option. The Yaókòng Remote fails its unmodified Normal BS Roll, and the projectile is innocuously lost.
ADVANCED ECM — Automatic Equipment. ARO.
Requirements: This Automatic Equipment only activates against BS Attacks that benefit from the Guided Trait.
Effects: Advanced ECM is governed by the same rules as ECM but, in addition to canceling the +6 MOD to BS granted by Targeted, it applies a -3 MOD to the BS of the enemy who declared a Guided BS Attack against the user.
Evacuation Device (ED)
This piece of Equipment encompasses all systems designed to prolong the life of TAG and vehicle pilots by evacuating them in case of mortal danger.
ED: Escape System — a mechanism designed to swiftly expel the crew from inside a TAG or vehicle, permitting the evacuation of the Operator from the cockpit by means of an automated emergency protocol.
ED LEVEL 1: ESCAPE SYSTEM — Automatic Equipment. Non-Hackable, Non-Lootable, Obligatory.
Requirements: The Escape System activates automatically at the end of any Order during which the TAG lost its last STR point, whether the TAG itself is in its Active Turn or its Reactive Turn.
Effects: The activation process of an Escape System has two steps: (1) At the end of the Order during which the TAG lost its last STR point, place the TAG Operator model in base to base contact with the TAG model. (2) Then, remove the TAG model and replace it with a Smoke Circular Template.
- If the TAG lost more STR points than it had remaining, the excess points are subtracted from the Operator's profile.
- The activation process must always be completed, even if the Operator is already Unconscious or Dead, and even if the TAG is Immobilized (due to Hacking, Adhesive Special Ammunition or any other reason).
- A TAG equipped with an Escape System provides its Order to the player who fielded it until its Operator enters a Null state (Unconscious, Dead, Sepsitorized…).
- If the Operator would be vulnerable to Hacking or E/M Ammunition, he cannot be Hacked or harmed by E/M until after its model is placed on the game table.
REMEMBER: Always use the ARM value of the TAG until after the Operator model is placed on the game table. Activating the Escape System does not require the expenditure of any Orders, and therefore enemies cannot react in any way to the ejection of the Operator. Always place the Smoke Circular Template, even if the Operator lost all his Wounds and was ejected Dead.
ESCAPE SYSTEM EXAMPLE: The mercenary Jenny Molina, piloting her Anaconda TAG, faces several foes in her active turn. The dice roll unfavorably for the Anaconda, who receives a Critical plus an additional impact whose ARM roll it fails. Jenny's TAG just lost 2 STR. At the end of that Order, after the ARM and Guts Rolls, the Anaconda's Escape System activates. Her player places Jenny's model in base to base contact with the Anaconda, and then replaces the Anaconda with a Smoke Circular Template. The Operator is thus protected by a Zero Visibility Zone. Jenny might have lost her Anaconda, but she still has her Spitfire and a lot of fight in her.
If the confrontation had resulted in Jenny's Anaconda receiving a Critical hit and failing two additional ARM Rolls, then the Anaconda would have lost 2 STR points and Jenny would have subtracted 1 point from her Wounds Attribute. Note that all Rolls would have used the Anaconda's ARM value. In that case, the Anaconda's Escape System would have activated anyway, and evacuated an Unconscious Jenny in base to base contact with the TAG, which would then be replaced by a Smoke Circular Template. If the same Anaconda had received a Critical hit and failed three additional ARM Rolls, then Jenny would have lost 2 Wounds and entered the Dead state. In that case, there would be no need to place her model on the table, but the Smoke Circular Template would still be placed.
FastPanda
The Fast Panda is a self-propelled hacking range amplifier designed for short-range remote deployment to key areas of the battlefield.
FASTPANDA — Short Skill, ARO. Attack, Disposable (1), Comms Equipment, Deployable.
Requirements: In the Reactive Turn, LoF with the Active trooper is required.
Effects:
- By expending one Short Skill or one ARO, without any Rolls needed, the user of this piece of Equipment can deploy the FastPanda model a maximum of 8 inches from his base.
- To deploy a FastPanda, place it next to the user's base and then move it as if it had declared the Short Movement Skill Move with one single MOV value of 8 inches.
- FastPandas are placed at the Conclusion of the Order.
- The Short Skill Deploy FastPanda is an Attack.
- Enemies can react in ARO to the declaration in Active Turn of the Short Skill Deploy FastPanda, but only against the figure activated by the Order and not against the FastPanda itself, as troopers cannot react to a FastPanda.
- The FastPanda is a piece of Equipment that contains a Repeater.
- Once deployed, the FastPanda becomes a static element and cannot move or be moved.
- A deployed FastPanda remains on the table until the end of the game or until it is destroyed.
FastPanda profile: MOV 8. ARM 0. BTS 0. STR 1. S 1. Repeater.
FASTPANDA EXAMPLE: During her Active Turn, the wicked Interventor Morgana is standing inside a room when she decides to Deploy FastPanda to place it outside. However, the Nomad Interventor forgot that the door is a Security Gate and requires one Short Skill to open. The FastPanda can do nothing except the one Short Movement Skill Move, so when it reaches base to base contact with the door it cannot continue. To the chagrin of the wicked Morgana, the FastPanda remains deployed by the door.
Had the Security Gate been open, the FastPanda would have moved up to its MOV 8 and deployed where the Interventor wanted. Even if there had been several enemies with LoF to the FastPanda as it dashed to its resting point, none of them could have reacted against it, since it is not a figure activated by an Order but a piece of Equipment. However, all enemies with LoF to Morgana could have reacted to her declaring Deploy FastPanda.
MediKit
MediKits are Special Equipment that can help allies regain consciousness. The MediKit is the injury treatment medical device used by all Paramedics.
MEDIKIT — Short Skill.
Requirements: MediKits can only be used on Unconscious friendly troopers. A MediKit can be used in one of two ways: to use it remotely, the user must have LoF to the target; to use it as contact equipment, the user must be in base to base contact with the target.
Effects:
- Used remotely, a MediKit is a piece of Equipment that acts as a Non-Lethal BS Weapon. If the user spends one Short Skill and passes a BS Roll with all applicable MODs (Range, Cover, Camouflage and Hiding, ODD…), the target gets to make just a PH-3 Roll.
- The MediKit can also be used in base to base contact simply by spending one Short Skill. This gives the target the chance to make a PH-3 Roll.
- If the target passes the PH-3 Roll, he recovers 1 point of its Wounds Attribute, automatically recovering from Unconsciousness.
- If the target fails the Roll, he immediately enters the Dead state and is removed from play.
- Using a MediKit never causes the target to make an ARM Roll or a Guts Roll.
- Using a MediKit, troopers can be recovered from the Unconscious state as many times as desired, as long as they keep passing their PH-3 Rolls.
REMEMBER: MediKits can only be used to heal friendly troopers in the Unconscious state, and they can recover only 1 point of their Wounds Attribute at a time. MediKits cannot heal more than 1 point of Wounds, and they have no effect on non-Unconscious troopers.
Profile — Range: 0–8" +3, 8–16" 0, 16–24" -6. Damage: —. Ammunition: —. B: 1. Traits: Non-Lethal.
MediKit and Marker troopers: Using MediKit on a remote target is not an Attack, but it nonetheless reveals the user if he was in a Marker state (Camouflage, TO, Impersonation…).
Motorcycle
Motorcycles are single-person light transport capable of great maneuverability and top speeds. For game purposes, Motorcycles are not a Vehicle (VH).
MOTORCYCLE — Automatic Equipment. Non-Hackable.
Effects:
- Units equipped with a Motorcycle have two separate pairs of MOV values in their profile. Use the first MOV pair when the trooper is riding his Motorcycle and the second pair when the trooper dismounts and moves on foot.
- Likewise, any trooper with a Motorcycle has two different Silhouette (S) Attributes. Use the first Silhouette Template when the trooper is riding his Motorcycle and the second type of Silhouette Template when he dismounts and moves on foot.
- When a trooper on a Motorcycle declares the Short Skill Move and announces he will Dismount, replace the mounted figure by a Motorcycle Marker (MOTORCYCLE) or a piece of scenery of similar diameter. Place the trooper's model in base to base contact with the Motorcycle Marker, or measure his movement from the edge of the Marker's base, as you prefer.
Motorcycle Marker profile: ARM 0, BTS 0, STR 1, S 4.
IMPORTANT! While mounted on a Motorcycle, troopers have a -3 MOD to their PH when attempting to Dodge, Change Facing or Engage. Troopers mounted on a Motorcycle cannot go Prone. Troopers mounted on a Motorcycle cannot Climb. Troopers mounted on a Motorcycle cannot Jump vertically or diagonally upward, they can only Jump horizontally and vertically or diagonally downward. Troopers mounted on a Motorcycle cannot benefit from MODs for Partial Cover.
Multispectral Visor
This piece of Equipment was designed to combat the effects of different military concealment and camouflage technologies.
MULTISPECTRAL VISOR LEVEL 1 — Automatic Equipment. Obligatory.
Effects: This Visor adjusts the CH: Mimetism, CH: Camouflage and Low Visibility Zone MODs suffered by the user from -3 to 0. Additionally, it adjusts the CH: TO Camouflage, ODD and Poor Visibility Zone MODs suffered by the user from -6 to -3.
MULTISPECTRAL VISOR LEVEL 2 — Automatic Equipment. Obligatory.
Effects: This Visor adjusts all levels of the Camouflage and Hiding (CH) Special Skill, Optical Disruption Devices (ODD), Low Visibility and Poor Visibility Zones MODs suffered by the user to 0. Additionally, it allows the user to draw LoF through Zero Visibility Zones, and ignore the -6 MOD imposed by those Zones on BS Attacks. A trooper equipped with this piece of Equipment ignores the Dodge effect of Smoke Special Ammunition.
MULTISPECTRAL VISOR LEVEL 3 — Automatic Equipment. Obligatory.
Effects: The user of this piece of Equipment automatically passes all WIP Rolls to Discover an enemy with any level of the Special Skill Camouflage and Hiding (CH). When engaged in CC Combat against an enemy with the Special Skill Camouflage and Hiding (CH), the user of a Multispectral Visor L3 ignores the -6 MOD to his Roll imposed by the Special Skill Surprise Attack. When fired upon by an enemy in LoF with the Special Skill Camouflage and Hiding (CH), the user of a Multispectral Visor L3 ignores the -3 MOD to his Roll imposed by the Special Skill Surprise Shot L1.
ODD: Optical Disruption Device
A complex photon-bending device that makes it hard to draw a bead on the user.
ODD LEVEL 1: OPTICAL DISRUPTOR — Automatic Equipment. Fire-Sensitive, NFB, Obligatory.
Effects: Allows the user to deploy with an active Optical Disruptor, which requires no Orders or Rolls. Enemies suffer a -6 MOD to all BS Attacks against the user of an Optical Disruptor. CC: Optical Disruptor has no effect in CC.
ODD and Fire Special Ammunition: If the user of ODD is affected by Fire Special Ammunition, then this piece of Equipment is rendered Burnt, regardless of the result of the ARM Roll. Place a Burnt Marker beside the user, who remains in that state until his Equipment is repaired (usually by an Engineer).
Repeater
This is a range amplifier for Hackers.
REPEATER — Automatic Equipment. Comms Equipment, Obligatory, Zone of Control.
Effects:
- Repeater broadens the Hacking Area of all Hackers in play.
- Hackers in the same Army List as the Repeater, and their possible allies in multiplayer games, can hack in the Zone of Control (8-inch radius) of the Repeater as if it was their own. In the same way, they can also react with Hacking Programs to enemy Orders declared in the Zone of Control of the Repeater as if it were their Zone of Control.
- Hackers can also attempt to hack through an enemy Repeater only if the Repeater is inside their Zone of Control. By doing this, they can perform hacking attempts against targets inside the Zone of Control of the enemy Repeater, and also against any enemy Hacker, but they suffer the Firewall MODs (a -3 MOD to their WIP Roll, while their target gets a +3 MOD to his BTS).
IMPORTANT! This piece of Equipment is automatically active and cannot be deactivated by its owner.
Repeater + Impersonation or Camouflage and Hiding: Troopers or pieces of Equipment that have Repeater in addition to any Special Skills that allow them to act as Markers instead of figures (Camouflage and Hiding, Impersonation…) reveal themselves automatically if a friendly Hacker attempts to use their Repeater ability. Hackers cannot use a repeater carried by an enemy trooper in a Marker state.
Repeater and Hidden Deployment: Troopers with Repeater who are using Hidden Deployment reveal themselves automatically if a friendly Hacker attempts to use their Repeater ability.
Repeater and AROs: Troopers cannot react against a Repeater being used by an enemy Hacker. They can only react against the Hacker himself, if possible.
Sniffer
This is a non-Lethal Deployable device that collects sensory information for using Sensor remotely.
SNIFFER — Short Skill, ARO. Attack, Comms Equipment, Deployable, Disposable (3), Indiscriminate, Zone of Control.
Requirements: In the Reactive Turn, LoF with the Active trooper is required.
Effects:
- A Sniffer can be used by friendly troopers with the Special Skill Sensor to declare that Special Skill in the Sniffer's Zone of Control (an 8-inch radius) as if it were their own.
- Troopers with Sensor need not have LoF to, nor be within a specific distance of, a Sniffer in order to use it.
- A Sniffer can only be used by friendly troopers with Sensor.
- By spending a Short Skill or ARO, the user places a Sniffer Marker (SNIFFER) on the game table. This action is an Attack.
- In the Active Turn, the trooper can deploy the Sniffer Marker in base contact or in any point of his Movement, if he declared any. In Reactive Turn, the trooper will deploy the Sniffer Marker in base contact.
- Players will place the Sniffer Marker at the Conclusion of the Order.
- Once the Sniffer Marker is on the table, the Sniffer is active and, in following Orders, friendly Sensor units can declare their Special Skill in its Zone of Control.
- A deployed Sniffer remains on the table until the end of the game or until it is destroyed.
Sniffer profile: ARM 0, BTS 0, STR 1, S 1.
Sniffer and Camouflage and Hiding: A trooper with the Special Skill CH: Camouflage or CH: TO Camouflage cannot return to their Camouflaged or TO states inside the Zone of Control of an enemy Sniffer as long as there is a trooper with Sensor in that army that is not in a Null state.
TinBot
A TinBot is a semi-autonomous piece of Equipment that remains near its owner and provides him with some bonus or benefit.
TINBOT — Automatic Equipment. Comms Equipment, Deployable (1), Non-Lootable, Prior Deployment.
Requirements: While the owner of a TinBot is in a Null state (that is, Unconscious, Dead, Sepsitorized...) or Isolated, the TinBot ceases to exert its effect.
Effects:
- During the Deployment Phase, place the TinBot in base to base contact with its owner.
- The TinBot always remains in base to base contact with its owner, and moves alongside him.
- For all game purposes, a TinBot is treated as a Marker and not a figure.
- If the owner of a TinBot falls Dead, remove the TinBot from the game alongside its owner.
- A TinBot can have a variety of Special Skills and pieces of Equipment; use only those specified in its owner's profile.
Examples of TinBot profiles: TinBot A (Deflector L1); TinBot B (Deflector L2).
X Visor
This piece of Equipment increases its user's accuracy at difficult ranges.
X VISOR — Automatic Equipment. Obligatory.
Effects: This piece of Equipment alters the Range MODs of the user's BS Weapons, Special Skills, and Equipment from -3 to 0 and from -6 to -3. X Visor benefits also apply to Common Skills with Range bands, such as Discover and Suppressive Fire.
End-Game Conditions
Depending on the desired length and type of battle, players can choose different ways to decide when an Infinity game is over.
The Infinity game system has a standard end-game condition called Retreat!, designed to be used by default, and a series of alternative end-game conditions that players can use if they agree to beforehand or if they are playing a tournament or special mission that requires them.
Standard End-Game Condition: Retreat!
Under Retreat! rules, the game ends when one of the players has lost all available troops, either because they fell in combat or because they withdrew and abandoned the battlefield.
Retreat! allows Infinity players to continue to play as long as there are survivors on the table, fighting to their last man to turn the game around at the last minute.
In game terms, each player must, at the beginning of their Active Turn, during the Tactical Phase, make a count of their surviving troops. For this purpose, consider any troops that have not yet been placed on the table (Airborne Deployment, Hidden Deployment…) as survivors. If the sum of the survivors' Cost in points is equal to or less than 25% of the points available for building the Army List, then that army enters a state of Retreat!
END-GAME: RETREAT! — Point value of survivors (25% of Army points): 400 Army Points → 100 or less; 300 → 75 or less; 200 → 50 or less; 150 → 38 or less; 100 → 25 or less.
An army in Retreat! is automatically considered to be in a state of Loss of Lieutenant. As long as the army is in Retreat!, its owner cannot name a new Lieutenant. If the state of Retreat! is Cancelled and the army has a Lieutenant, then the Loss of Lieutenant state is Cancelled as well.
When the Retreat! state is declared at the beginning of a player's Active Turn, that player places a Retreat! Marker (RETREAT!) beside each of his surviving troops.
Troops with a Retreat! Marker (RETREAT!) can only use Short Movement Skills, Cautious Movement, Change Facing, Dodge or Reset (or any Special Skills that allow it explicitly). This Marker can only be removed by canceling the state of Retreat! altogether.
Troops with the Special Skill V: Courage (or any that include its effects, such as Martial Arts, G: Remote Presence, G: Mnemonica…), Religious Troop, or any other Special Skill that protects them from the effects of Retreat! state do not receive a Retreat! Marker (RETREAT!) and ignore all effects of Retreat! state until the end of the game.
REMEMBER: During his Active Turn, a player can expend a Command Token for each trooper he wants to have ignore the effects of Retreat! These troops ignore the effects of the Retreat! state until the end of the game.
In a Retreat! situation, all troops who exit the game table via the widest side of their Deployment Zone are considered to have survived the battle and can be counted as Victory Points by their owner.
When a player in Retreat! has lost or evacuated all troops in his Army List, the battle ends (unless the specific end-game conditions of the scenario being played indicate otherwise).
IMPORTANT! In a Retreat! situation the Impetuous Phase of the Player Turn is not applied, so those Extremely Impetuous, Impetuous, and Frenzy troopers cannot use their Impetuous Order.
Canceling the State of Retreat!
At the beginning of each of their Active Turns, players can make a count of their surviving troops. If the point cost of the survivors is more than the 25% threshold — because an Unconscious troop was restored to combat readiness, for example — then the Retreat! state is Cancelled, the relevant Retreat! Markers (RETREAT!) are removed, and the Active Turn can be played normally.
Retreat! Quick Reference Chart:
- If a player's surviving troops add up to 25% or less of the Army List points, that player is declared in Retreat!
- The army is in Loss of Lieutenant.
- All troops (save Special Skill exceptions) become Irregular as per the Loss of Lieutenant rules. Place an Irregular Order Marker beside each of them.
- Place a Retreat! Marker beside each affected troop on the battlefield.
- Troops with a Retreat! Marker can only declare Short Movement Skills, Cautious Movement, Dodge and Reset.
- Troops with a Retreat! Marker who exit the table through the broad side of their Deployment Zone will be counted as Victory Points.
- At the start of each turn, re-count the survivors. If they add up to more than 25% of the Army List, cancel Retreat!
Alternative End-Game Condition: Sudden Death Mode
This mode is simpler and has been designed to facilitate quick, fun games. Sudden Death Mode is particularly useful for beginners, but is recommended for all players who prefer their games short and dramatic.
In Sudden Death Mode, the game ends when one of the players has lost too many troops to continue to fight, and must fall back.
In game terms, both players count their survivors at the end of each Active Turn, following the same method as in Retreat! Condition. If the sum of the survivors' Cost in points is equal to or less than 25% of the available points for building the Army List, that player is immediately Defeated and the game ends, (unless the specific end-game conditions of the scenario being played indicate otherwise).
END-GAME: SUDDEN DEATH — Point value of survivors (25% of Army points): 400 Army Points → 100 or less; 300 → 75 or less; 200 → 50 or less; 150 → 38 or less; 100 → 25 or less.
If at any point both armies have less than 25% of their Cost in surviving troops, then the victor is the army with a higher percentage of surviving troops. Bear in mind that undeployed troops (Airborne Deployment, Hidden Deployment…) are considered survivors.
END-GAME: SUDDEN DEATH EXAMPLE: At the end of the PanOceanian player's turn, both he and his opponent, a Yu Jing player, count the points they have available. PanOceania has a total of 74 points in survivors, from a 300-point Army List, so that player would be automatically Defeated. However, the Yu Jing player has a total of 53 points in surviving troops (19 points for his Zhanshi armed with a HMG and 34 points worth of Ninja still in Hidden Deployment) from a 300-point Army List (meaning Yu Jing suffered 247 points in casualties). This is 21 points less than his opponent, so the PanOceanian player wins the game.
End-Game: Scenario Mode
This end-game mode is used when playing a mission or scenario with explicit end-game conditions. In this case, apply the end-game conditions stated in the scenario rules.
End-Game: Limited Time Frame Mode
The Limited Time Frame Mode establishes a time limit for the game. This mode is most often used in tournaments and championships, but can serve as a way for players to increase the difficulty of the game by restricting the time they have to execute their strategy.
In Limited Time Frame Mode, players must be informed beforehand of the total time limit for the game, and also of the time limit for each of their player turns.
Triumph and Defeat: Victory Conditions in Infinity
Once the game is over, it is time to determine the victor. The player who fulfills all victory conditions wins the game, but the conditions that govern victory — or defeat — depend on the type of game played.
Standard Game
In a Standard Game, the players meet on the battlefield with the goal of eliminating the opponent's forces. There is no specific objective, except destroying the enemy while suffering as few casualties as possible.
At the end of a Standard Game, both players compare their Victory Points. In Infinity, Victory Points are the player's Surviving Troops Points. That is, the sum of the Cost in points of those troops that survived the battle (by not finishing it in one of the Null states). The player with the most Victory Points wins the game.
Mission or Scenario
The tactical flexibility and troop variety of Infinity allow for games that go beyond simply destroying the opponent's forces.
In order to spice things up, or to recreate wartime special operations or high-stakes espionage missions, you can play games with a series of objectives that transcend mere carnage (such as downloading crucial data from a console in the middle of the game table) or that add unusual game conditions (different Deployment Zones or variable time limits, for instance). When a game has goals beyond wholesale elimination of the enemy, it becomes a mission, or a scenario.
Missions pose an additional challenge to players, who must prioritize between eliminating the enemy and pursuing the objectives.
Each scenario or mission must specify the objectives players will strive to complete. During the mission, achieving objectives nets players Objective Points, at a rate determined beforehand by the mission rules. Missions and scenarios can also have their own Victory Conditions, specified in the End of Mission section of their rules. These may include, for example, an objective or objectives that must be accomplished to achieve victory. The player who fulfills all Victory Conditions of the scenario wins the game. If no specific Victory Conditions are stipulated, victory goes to the player with the most Objective Points at the end of the game.
The amount of Victory Points each player has is always used to break ties if both players earn the same amount of Objective Points in a scenario.
Playing Scenarios: This Core Book includes a number of scenarios so you can try exciting new game modes, but don't forget to take a look at the Infinity Tournament System section on the official Infinity website, where you can download the official tournament rules.
Tournament Game
In a Tournament, Victory Conditions depend on the type of event. In an official ITS tournament, Victory Conditions are determined by the official ITS rules. In a non-ITS event, tournament rules are determined by the organizers.
ITS Rules: Remember that the ITS rules, Infinity's organized play system, are freely available from the Downloads section of the official Infinity website.
Advanced Rules
Advanced rules bring a new level of interest to Infinity. This chapter gathers all those rules that, even though they are not entirely required in order to play Infinity, complement the game by providing a more strategic, futuristic, and simulative component.
The game mechanics of these Advanced Rules are based on the basic mechanics of Infinity. Therefore, the difficulty level is not greater than that of the basic rules. However, they are presented in a separate chapter to gradually introduce players to the Infinity rules in a specific sequence to make the game easier to learn.
Nevertheless, once a player has tried these Advanced Rules on the game table he will realize how essential they are in order to fully enjoy a good game of Infinity.
Command Tokens
Command Tokens represent the command and control resources at your disposal to support your combat force. Each player has four Command Tokens per game. Command Tokens have two different gaming use modes: Strategic Use and Tactical Use.
Command Tokens: Strategic Use
The Strategic Use of the Command Tokens has a special and unique nature, reflecting intel defensive actions deployed by Mission Control.
Only the player who has the second Player Turn can apply the Strategic Use of the Command Tokens. The player can only apply the Strategic Use in the first Turn of the first Game Round.
Only during the Tactical Phase of the enemy Turn the player can spend one single Command Token to perform one of the following options:
- Nullify two Regular Orders of the enemy Order Pool during that Turn only. The player using the Command Token will decide from which Combat Group or Groups the nullified Orders will come. The player can only perform this option in the enemy Tactical Phase, after the Order Count.
- Prevent the adversary from using more than one single Command Token during that first Turn.
Command Tokens: Tactical Use
Players can apply the Tactical Use of the Command Tokens during the game. This reflects the tactical usage of intel resources by Mission Control.
By expending one Command Token, you may do one of the following:
- Permanently move an allied troop to a different Combat Group, but respecting the 10 members limit. This option can only be used during the Order Count in the Tactical Phase of the Active Turn.
- Cancel the Possessed state of a friendly trooper in an Active Turn that follows the turn in which the model became Possessed. This option can only be used before the Order Count in the Tactical Phase of the Active Turn.
- Declare a Coordinated Order, expending a Regular Order from the Order Pool as well.
- Have an allied troop automatically pass or fail a Guts Roll, as desired, ignoring the result on the die and any Special Skills the troop might have.
- Transform the Irregular Order provided by an Irregular troop into a single Regular Order, substituting the corresponding Order Marker but only for that Player Turn.
- Have one troop be unaffected by Retreat! This troop ignores the effects of the Retreat! situation until the end of the game.
- Reroll a failed WIP Roll when trying to use the Special Skill Doctor on a troop with a Cube. This reroll does not provide a new ARO to the enemy.
- Reroll a failed WIP Roll when trying to use the Special Skill Engineer on a troop with the Ghost Special Skill. This reroll does not provide a new ARO to the enemy.
Except those options that specify the contrary, players may use Command Tokens either at the beginning of their Active Turn, during the Tactical Phase before making the Order Pool count, or at any point during their Active Turn's Impetuous Phase and Orders Phase.
Players may expend as many Command Tokens during a single Active Turn as they desire, assuming they have enough. Players may also use more than one Command Token for the same effect.
Players cannot expend Command Tokens during their Reactive Turn.
EXAMPLE OF USE OF COMMAND TOKENS: REROLLING: During her Active Turn, a Reverend Healer tries to use her Special Skill Doctor to heal the courageous Alguacil Ortega, who is currently Unconscious. She expends one Short Skill of her Order, but fails her WIP Roll. However, her player uses a Command Token to reroll the WIP Roll. Without expending or declaring a new Order, the Reverend Healer rolls her WIP again. Sadly, luck is not on her side and she fails again. Still her player wants to spend a new Command Token and give the Reverend Healer one further opportunity to pass her WIP Roll and heal Ortega. This will be her last chance, but only because her player has no more Command Tokens left to spend.
Coordinated Orders
A Coordinated Order is an organized combat action or maneuver carried out by several troopers at once. By acting in unison, they can minimize the enemy's capacity for hostile reaction and use their superior numbers to safely neutralize a target.
COORDINATED ORDER (REGULAR ORDER + COMMAND TOKEN) — Labels: Attack/Movement.
Requirements:
- To declare a Coordinated Order, you must spend 1 Regular Order and 1 Command Token.
- Up to 4 troopers can participate in a Coordinated Order.
- When you declare a Coordinated Order, name one of the participating troopers as that Order's Spearhead, and place a Spearhead Marker (SPEARHEAD) beside him.
- All participating troopers must declare and execute the exact same sequence of Skills.
- If one of the Skills of the Coordinated Order demands a target, all troops must act against the same single target.
- Only troopers with the same Training (Regular/Irregular) and in the same Combat Group can participate in a Coordinated Order.
- You can only declare a Coordinated Order during the Orders Phase of your Active Turn.
Effects:
- In a Coordinated Order, the Spearhead trooper uses half the usual Burst (B) of his weapon, including any bonuses, rounded up. All other troopers participating in the Coordinated Order have their B reduced to 1, regardless of their weapon.
- The group of troopers in a Coordinated Order provokes one single ARO to each enemy within LoF or ZoC. Reactive troopers may choose which of the coordinated troopers they will declare their ARO against, and are not obligated to choose the same target.
- If one or more of the participants in the Coordinated Order is unable to complete any of the Short Skills of the Order, then they only complete those they can. However, for the purposes of ARO generation, these troopers count as having declared all Short Skills of the Order.
- In Close Combat, only the Spearhead trooper will perform the CC Roll, getting a MOD of +1 to his B and +1 to the PH Attribute for Damage for each friendly trooper participating in the Coordinated Order engaged with the adversary.
- Other friendly troopers engaged in that CC but not participating in the Coordinated Order don't provide any Bonus to the Spearhead trooper.
- When the Coordinated Order is finished, the player must remove the Spearhead Marker (SPEARHEAD) from the table.
Coordinating Skills: In a Coordinated Order, all participants must declare the same sequence of Skills, but can perform the same Skills differently. Consequently, in a coordinated BS Attack each participant would be able to choose his own weapon and apply its effects. For example, one of the troopers could use his Combi Rifle, another throw a Grenade, a third one shoot with her Flash Pulse, and the fourth employ his Chain Rifle, since all these count as a BS Attack. However, in a BS Attack part of a Coordinated Order, none of the participants could declare Speculative Fire or Intuitive Attack, since these Skills are different than a BS Attack.
Coordinated Order: Hacking: Hacking Programs cannot be used in a Coordinated Order unless there is a scenario special rule, or the player has a trooper in the Army List possessing a piece of equipment or Special Skill, which specifies otherwise.
Coordinated Order: Dodge, Change Facing, Engage and Reset: If the target of a Coordinated Order chooses to Dodge, Change Facing, Engage or Reset as his ARO, then his Roll is Face to Face against attacking Rolls.
Coordinated Order: Success + Failure: If the participants of a Coordinated Order declare the use of a Skill or Equipment such as Doctor, MediKit or Engineer on a common target, then each failure in the Rolls cancels one success. In the event of a draw, the target suffers no effect at all.
COORDINATED ORDER EXAMPLE: MOVEMENT + BS ATTACK: In her Active Turn, a PanOceanian player coordinates a group of 3 Fusiliers and 1 Orc Troop to mount an attack against a Raicho, a Morat TAG of the Combined Army. The PanOceanian player spends a Command Token and a Regular Order, and assigns the Spearhead role to the Orc Troop by placing a Spearhead Marker beside it. Then, she declares the first Short Skill of her Coordinated Order: Move. The Morat TAG can only declare ARO against one of the four PanOceanian troopers in its LoF, so it declares a BS Attack against the Spearheading Orc Troop. The Orc's BS is higher and his B, even halved, is better than that of the coordinated Fusiliers, so he is more likely to inflict serious damage. The PanOceanian player declares the second Short Skill of her Coordinated Order: BS Attack against the Morat TAG. The exchange is resolved with a Face to Face BS Roll between the Orc Troop, whose MULTI Rifle has its Burst reduced to 2, and the Raicho. The three Fusiliers, meanwhile, make one Normal BS Roll each, as their B is 1.
COORDINATED ORDER EXAMPLE: MOVEMENT + CC ATTACK: During his Active Turn, a Combined Army player decides to coordinate a group of 4 Vanguard Infantry Morats and sic them into Close Combat against a Dragão. He spends a Command Token and a Regular Order, places a Spearhead Marker beside one of the Morats, and declares the first Short Skill of his Coordinated Order: Move. The Dragão can only react against one of the oncoming Vanguards, so it declares BS Attack against the Spearhead Morat. The Combined Army player declares the second Short Skill of his Coordinated Order: CC Attack against the PanOceanian TAG. There is a Face to Face Roll between the Spearhead Morat's CC and the Dragão's BS. The Morat has the +1 MOD to his B provided by each one of his comrades engaged in that CC, so the Morat has a B's total value of +4 (1+3). If the Morat wins the CC Face to Face Roll, then he will also have the +1 MOD to his Damage provided by each one of his comrades engaged in the fight (Damage +3).
COORDINATED ORDER EXAMPLE: FAILED ACTIVATION: To see what happens when one of the coordinated troopers is unable to carry out one of the Skills declared, we return to the previous example of 3 Fusiliers and 1 Orc Troop against a Raicho. After selecting the Orc Troop as Spearhead and declaring the first Short Skill of the Order, Movement, the player measures and moves her four troopers. The Raicho declares its ARO, and it becomes apparent that there is no LoF between the TAG and one of the Fusiliers. In spite of this, the PanOceanian player declares a BS Attack against the Raicho with the second Short Skill of the Coordinated Order. The Fusilier without LoF will simply be unable to open fire. Specifically, the Fusilier does not perform the declared BS Attack, and just stands there instead. However, the Fusilier has been activated and for the purposes of ARO generation has declared the BS Attack the same as his comrades.
COORDINATED ORDER EXAMPLE: COORDINATING MARKER TROOPERS: In her Active Turn, the PanOceanian player wants to coordinate 2 TO Camouflage Markers and 1 Orc Troop against the fearsome Raicho. The PanOceanian player spends a Command Token and a Regular Order, selects the Orc Troop as Spearhead, and declares the first Short Skill of her Coordinated Order: Move. The Morat TAG can only declare its ARO against one of the three looming PanOceanian troopers, and chooses to react to one of the TO Camouflage Markers. Since he is reacting to a TO Camouflage Marker, the Raicho may delay its ARO, so it waits until the PanOceanian player declares the second Short Skill of her Order to see if the chosen TO Marker reveals itself before declaring ARO.
Advanced Combat: Hacking
In a modern battlefield, computer and electronic systems are just as important as bombs and rifles, since they are the ones ensuring that everything works and moves in the right direction. Long distance communications are carried out with quantronic devices rather than by radio, which is now relegated to emergency situations and mainly used for short distance communications. Without proper communications, supplies and backup will never get anywhere, the artillery will never be able to take up a position, missiles will never be guided towards their targets, and troops will be unaware of the battlefield conditions and will not know what they are up against. The only troops that can cause or prevent this kind of situation are the Tactical Hackers: experts on infowar, cyberassault and electronic defense and combat. They are the troopers equipped and trained to use Hacking Devices in the maelstrom of the modern battlefield.
Hacking Devices are small quantronic computers, specially set up for infowar and cybercombat. They are used both to attack the enemy computer systems and as a defense against these kinds of attacks. Each Hacking Device uses specific skills and hacking programs to fulfill a particular role in combat.
Hacking Rules
In the Infinity universe, cybercombat and infowar operations are collectively referred to as Hacking. Operatives equipped with a Hacking Device are called simply Hackers.
Hacking Devices come in various models with different degrees of specialization and Hacking Program suites.
Depending on their intended purpose, Hacking Programs allow their user to deploy offensive or defensive measures, support his allies, interact with his environment, etc.
Hackers may only use the Hacking Programs available to their Hacking Device.
Dabbling in Hacking: Hacking rules are advanced rules. This doesn't mean they are complex or convoluted, but they are extensive and committing them to memory in one sitting may be a daunting task. To ease you into the use of these advanced rules, we recommend an incremental approach. Hacking works very similarly to other mechanics in Infinity, for example CC Special Skills. Start by reading the first few sections: Types of Hacking Programs, Hacking Area, Hacking Devices and Hacking Programs: Characteristics, Firewalls, and the legend to the Hacking Programs Table. Next, choose the Hacking Device you intend to use and check its entry in the quick reference table (see Quick Reference Charts). Familiarize yourself with the programs available to you and how to use them.
Types of Hacking Programs
For ease of reference, Hacking Programs in Infinity are organized in a number of ways. They are primarily divided into a series of Types, according to their function and effect on the battlefield.
The different Types of Program are further organized by Level. Access to one Level automatically grants the Hacker access to all lower Levels of the same Type.
- Control Programs (CLAW). Offensive programs designed to disable and stall enemy targets.
- Attack Programs (SWORD). These programs are deployed with the specific purpose of incapacitating enemy Hackers.
- Defensive Programs (SHIELD). These programs are used to defend from or neutralize the effects of enemy attacks.
- Utility Programs (GADGET). A miscellaneous group of programs Hackers may deploy to affect their environment, their allies, or themselves.
- Upgrade Programs (UPGRADE). Custom-made software tailored to the style and preference of specific infowar operatives. These programs are too complex for standard-issue Hacking Devices.
Program Categories
Hacking Program Categories help sort programs for ease of reference.
- Anti-Hacker Protocols (AHP). Attack programs capable of incapacitating or killing enemy Hackers.
- Comm-Sat. Comm-Sat programs enable tampering with the communications system of the enemy datasphere.
- Defense Protocols (DP). Protective software deployed to fend off cyberattacks that rely on Anti-Hacker Protocols.
- Infowar. Infowar programs are very diverse, but they all impose or cancel states on troopers, hackable or otherwise.
- ITAG. ITAG programs are offensive pieces of software specifically designed to penetrate TAG defenses.
- Supportware. These programs are designed to aid allies in the fight, granting them certain combat bonuses.
- Toolbox. Toolbox programs exert a passive effect on the environment, maximizing the Hacker's chances of survival.
Hacking Area
This term refers to the Area of Effect of Hacking Programs when it covers not only the Hacker's Zone of Control (ZoC), but also the Zones of Control of all usable Repeaters.
Using friendly Repeaters carries no penalty, but using Repeaters deployed by the enemy is only possible within their Zone of Control and carries some negative MODs (see Repeater).
Hacking Devices and Hacking Programs: Characteristics
Hacking Devices and their suite of Hacking Programs obey a series of general rules:
- They act in Zone of Control, be it the Hacker's or a Repeater's if the specific Hacking Program allows hacking in Hacking Area.
- Their target need not be within the Hacker's LoF, unless otherwise specified by the Hacking Program's rules.
- They automatically identify whether a figure — but not a Marker — inside the Hacker's Hacking Area is targetable by a specific Hacking Program.
- They allow the player to enlist REMs in his Army List.
Firewalls
Certain pieces of Equipment, Hacking Devices, and programs incorporate defense mechanisms against Hacking Attacks. These defenses are codified in the Firewall rule, which applies a series of MODs to hinder the Attack and enhance the target's protection.
In game terms, Firewall imposes an additional -3 MOD to the WIP of the trooper who declared the Hacking Attack. Additionally, Firewall grants the target of the Attack a +3 BTS MOD.
Firewall MODs apply only once per Roll, regardless of the number of intervening Firewalls.
FIREWALL EXAMPLE: A Hacker declares a Hacking Attack through an enemy Repeater against another Hacker equipped with a Defensive Hacking Device. Both the Repeater (which was deployed by the enemy) and the Defensive Hacking Device deploy Firewalls against the Attack, but the Firewall MODs apply only once, not once per Firewall involved. Consequently, the attacking Hacker suffers a -3 MOD to her WIP, and her target enjoys a +3 MOD to his potential BTS Roll.
Hacking Programs
This Hacking Programs list is organized by Type of Program and Level.
Hacking Programs: Labels
Like Common Skills, Special Skills, and pieces of Equipment, Hacking Programs have one or more Labels that quickly mark them as having certain game features (see Labels) and relay their Type of Program and Level.
Legend to Quick Reference Hacking Programs Chart
Hacking Programs grant the user a series of MODs and advantages that are displayed in charts with the following elements:
- Attack MOD: A MOD applied to the WIP Attribute of the user when employing the Hacking Program.
- Opponent MOD: A MOD applied to the WIP Attribute of enemies in a Face to Face Roll against the user of the Hacking Program.
- Damage: A value used to determine the Damage applied to the target upon a successful use of the Hacking Program. Unless otherwise specified, the Attribute used to resist Damage from Hacking Programs is BTS.
- Burst: A numeric value representing the number of Attacks or attempts granted by each Order spent in that Hacking Program in the Active Turn. If the B value is higher than 1, it can be focused on a single target or distributed among several targets. In Reactive Turn, B is always 1 unless otherwise specified.
- Target: The list of Troop Types susceptible of being chosen as targets of the Hacking Program.
- Skill Type: Indicates the type of Skill (Entire Order, Short Skill, ARO…) that the user must spend in order to employ the Hacking Program.
- Special: Lists the special effects that govern the use of the Hacking Program. It may include the duration of the effect: Turn means the effect ends automatically at the end of that Player Turn; 2 Turns indicates the effect ends automatically at the end of the following Player Turn. It may also include the range of the Hacking Program: Hacking Area includes the Hacker's Zone of Control plus the Zones of Control of any usable Repeaters; Zone of Control includes only the Hacker's; if no range is mentioned, assume the range of the Hacking Program covers the entire game table. This section may also include the state induced on the target, or the type of Special Ammunition the Program uses, or whether the Hacking Program belongs to a Special Category of Hacking Devices.
Hacking Programs Chart:
| Type | Name | Attack MOD | Opponent MOD | Damage | B | Target | Skill Type | Special |
|---|---|---|---|---|---|---|---|---|
| CLAW-1 | Blackout | 0 | 0 | 15 | 1 | Comms Equipment | Short Skill/ARO | Hacking Area. State: Disabled. |
| CLAW-1 | Gotcha! | 0 | 0 | 13 | 2 | TAG, HI, REM, Hacker | Short Skill/ARO | 2 Turns. Hacking Area. State: IMM-1. |
| CLAW-1 | Overlord | 0 | 0 | 14 | 1 | TAG | Short Skill/ARO | Hacking Area. Breaker Spec. Ammo. State: POS. |
| CLAW-1 | Spotlight | -3 | 0 | — | 1 | — | Short Skill | Turn. Hacking Area. State: Targeted. |
| CLAW-3 | Basilisk | 0 | 0 | 13 | 3 | TAG, HI, REM, Hacker | Short Skill/ARO | 2 Turns. Hacking Area. State: IMM-1. |
| CLAW-3 | Carbonite | +3 | 0 | 13 | 2 | TAG, HI, REM, Hacker | Short Skill/ARO | Hacking Area. DT Spec. Ammo. State: IMM-1. |
| CLAW-2 | Expel | 0 | 0 | 13 | 1 | Manned TAG | Short Skill/ARO | Hacking Area. The TAG expels its Pilot. |
| CLAW-2 | Oblivion | 0 | 0 | 16 | 1 | TAG, HI, REM, Hacker | Short Skill/ARO | Hacking Area. State: Isolated. |
| CLAW-3 | Total Control | 0 | 0 | 16 | 1 | TAG | Short Skill/ARO | Hacking Area. DT Spec. Ammo. State: POS. |
| SWORD-1 | Brain Blast | 0 | 0 | 14 | 2 | Hacker | Short Skill/ARO | Hacking Area. Loss of 1 Wounds/STR. |
| SHIELD-1 | Exorcism | 0 | -3 | 18 | 2 | Possessed TAG | Short Skill | Cancels Possession. DT Spec. Ammo. |
| SHIELD-1 | Hack Transport Aircraft | -6 | — | — | 1 | — | ARO | Face to Face Roll vs PH of the user of Combat Jump. Apply Dispersion rules. |
| SHIELD-1 | U-Turn | — | -3 | — | 1 | Guided Spec. Ammo | ARO | Cumulative MOD to Attacks with Guided Spec. Ammo. |
| SHIELD-2 | Breakwater | 0 | -6 | — | 1 | Hacker | Short Skill/ARO | Nullifies Hacking Attack. |
| SHIELD-3 | Counterstrike | -3 | -3 | — | 1 | Hacker | Short Skill/ARO | Reflects Hacking Attack back to attacker. |
| SHIELD-3 | Zero Pain | 0 | 0 | — | 2* | Hacker | Short Skill/ARO | Nullifies Hacking Attack. B2 in ARO. |
| GADGET-1 | Fairy Dust | — | — | — | 1 | HI | Entire Order | 2 Turns. All HIs gain Firewall MODs. |
| GADGET-1 | Lockpicker | 0 | 0 | — | 1 | — | Short Skill | Base to base contact. Can open/activate Security terrain. |
| GADGET-1 | Controlled Jump | — | — | — | 1 | — | Entire Order | Turn. +3 PH MOD to all Combat Jumps. |
| GADGET-2 | Assisted Fire | — | — | — | 1 | REM | Entire Order | 2 Turns. Target gains Marksmanship L2. |
| GADGET-2 | Enhanced Reaction | — | — | — | 1 | REM | Entire Order | 2 Turns. Target gains B2 in ARO. |
| UPGRADE | Cybermask | 0 | 0 | — | 1 | — | Entire Order | Replace user with Impersonation-2 Marker. |
| UPGRADE | White Noise | 0 | 0 | — | 1 | — | Short Skill | Turn. NFB. Hacking Area. Circular Template that obstructs LoF of Multispectral Visors. |
| UPGRADE | Stop! | 0 | 0 | 16 | 2 | TAG, HI, REM, Hacker | Short Skill/ARO | 2 Turns. Hacking Area. Breaker Spec. Ammo. State: IMM-1. |
| UPGRADE | Sucker Punch | 0 | -3 | 16 | 1 | Hacker | Short Skill/ARO | Hacking Area. DT Spec. Ammo. Loss of 1 Wounds/STR. |
HACKING PROGRAMS (CLAW-1)
BLACKOUT (Infowar) — Short Skill/ARO. Attack, CLAW-1.
Requirements: The target must carry a piece of Equipment with the Comms Equipment Trait (Hacking Device, Repeater, Sniffer...). The target of this Hacking Program need not have the Hackable Characteristic.
Effects: Allows the user to make a WIP Roll against the target. A successful Roll forces the target to make a BTS Roll versus Damage 15. Failing the BTS Roll causes the target to enter the Disabled state, signified by a Disabled Marker (DISABLED) in base to base contact. The effects of this program persist until the opponent cancels the induced state by whatever means. The range of this program is the Hacker's Hacking Area.
REMEMBER: The target may declare Reset as his ARO, regardless of his Troop Type (LI, MI, HI…) and even if the Hacking Attack takes place outside of his LoF. However, pieces of Equipment (Deployable Repeaters, Sniffers, FastPandas…) are unable to declare Reset.
GOTCHA! (Infowar) — Short Skill/ARO. Attack, CLAW-1.
Requirements: The target must be an enemy with the Hackable Characteristic (HI, TAG, REM...) or an enemy Hacker.
Effects: In the Active Turn, the user may distribute two WIP Rolls among one or two targets. Each successful Roll forces the target to make a BTS Roll versus Damage 13. Failing the BTS Roll causes the target to enter the Immobilized-1 state, signified by an Immobilized-1 Marker (IMM-1). The effect of this Hacking Program is Cancelled automatically at the end of the following Player Turn after the declaration of this program, but the induced state may be Cancelled earlier by other means. The range of this program is the Hacker's Hacking Area.
OVERLORD (ITAG) — Short Skill/ARO. Attack, CLAW-1.
Requirements: The target must be an enemy TAG. If the target is a Manned TAG, its Pilot/Operator must be inside it.
Effects: Allows the user to make a WIP Roll against the target. A successful Roll forces the target to make a BTS Roll versus Damage 14 while suffering the effects of Breaker Special Ammunition, that is, using only half its BTS value. Failing the BTS Roll causes the target to enter the Possessed state, signified by a Possessed Marker (POS) in base to base contact. The effects of this program persist until the opponent cancels the induced state by whatever means. The range of this program is the Hacker's Hacking Area.
Possessed Trooper profile: MOV 4-4, CC 13, BS *, PH *, WIP 11, ARM *, BTS *, STR *, S *. (*Use the trooper's original values.)
SPOTLIGHT (Infowar) — Short Skill. Attack, CLAW-1, Non-Lethal.
Requirements: You may choose any enemy within range as target of this program. The target need not have the Hackable Characteristic.
Effects: In the Active Turn, allows the user to make a WIP-3 Roll against the target. Upon a successful Roll, the target enters the Targeted state, signified by a Targeted Marker (TARGETED) in base to base contact. The effect of this program is Cancelled automatically at the end of the current Player Turn, but the induced state may be Cancelled earlier by other means. The range of this program is the Hacker's Hacking Area.
REMEMBER: The target may declare Reset as his ARO, regardless of his Troop Type, and even if the Hacking Attack takes place outside of his LoF. However, pieces of Equipment (Deployable Repeaters, Sniffers, FastPandas…) are unable to declare Reset.
HACKING PROGRAMS (CLAW-2)
EXPEL (ITAG) — Short Skill/ARO. Attack, CLAW-2.
Requirements: The target must be an enemy TAG with the Manned Special Skill. The target must not be Possessed.
Effects: Allows the user to make a WIP Roll against the target. A successful Roll forces the target to make a BTS Roll versus Damage 13. Failing the Roll forces the opponent to place, at the end of the Order, the Pilot model in base to base contact with the TAG. From that point on, the opponent must substitute the Pilot profile for the TAG's. For the opponent to be able to use the TAG's Troop Profile instead of the Pilot's, the Pilot must declare a Short Movement Skill (or an ARO) to mount the TAG again. The trooper regains the TAG's Troop Profile at the beginning of the following Order after mounting the TAG. An expelled Pilot continues to generate Orders for her Order Pool. Enemies may choose the TAG as a target while the Pilot is outside it. The range of this program is the Hacker's Hacking Area.
Expel and Evacuation Devices: This Hacking Program cannot interact with Evacuation Devices (ED), such as Escape System or Ejection System (see Infinity: Human Sphere). When used against a TAG with this piece of Equipment, Expel works normally, but replacing "the Pilot" with "the Operator".
OBLIVION (Infowar) — Short Skill/ARO. Attack, CLAW-2.
Requirements: The target must be an enemy with the Hackable Characteristic (HI, TAG, REM...) or an enemy Hacker.
Effects: Allows the user to make a WIP Roll against the target. A successful Roll forces the target to make a BTS Roll versus Damage 16. Failing the BTS Roll causes the target to enter the Isolated state, signified by an Isolated Marker (ISOLATED) in base to base contact. The effects of this program persist until the opponent cancels the induced state by whatever means. The range of this program is the Hacker's Hacking Area.
HACKING PROGRAMS (CLAW-3)
BASILISK (Infowar) — Short Skill/ARO. Attack, CLAW-3.
Requirements: The target must be an enemy with the Hackable Characteristic (HI, TAG, REM...) or an enemy Hacker.
Effects: In the Active Turn, the user may distribute three WIP Rolls among one or several targets. Each successful Roll forces the target to make a BTS Roll versus Damage 13. Failing the BTS Roll causes the target to enter the Immobilized-1 state, signified by an Immobilized-1 Marker (IMM-1). The effects of this Hacking Program are Cancelled automatically at the end of the following Player Turn after its declaration, but the induced state may be Cancelled earlier by other means. The range of this program is the Hacker's Hacking Area.
CARBONITE (Infowar) — Short Skill/ARO. Attack, CLAW-3.
Requirements: The target must be an enemy with the Hackable Characteristic (HI, TAG, REM...) or an enemy Hacker.
Effects: In the Active Turn, the user may distribute two WIP+3 Rolls among one or two targets. A successful Roll forces the target to make two BTS Rolls versus Damage 13, applying the effects of DT Special Ammunition. Failing either or both Rolls causes the target to enter the Immobilized-1 state, signified by an Immobilized-1 Marker (IMM-1). The effect of this program is Cancelled automatically at the end of the current Player Turn, but the induced state may be Cancelled earlier by other means. The range of this program is the Hacker's Hacking Area.
TOTAL CONTROL (ITAG) — Short Skill/ARO. Attack, CLAW-3.
Requirements: The target must be an enemy TAG. If the target is a Manned TAG, its Pilot/Operator must be inside it.
Effects: Allows the user to make a WIP Roll against the target. A successful Roll forces the target to make two BTS Rolls versus Damage 16, applying the effects of DT Special Ammunition. Failing the BTS Roll causes the target to enter the Possessed state, signified by a Possessed Marker (POS) in base to base contact. The effects of this program persist until the opponent cancels the induced state by whatever means. The range of this program is the Hacker's Hacking Area.
Possessed Trooper profile: MOV 4-4, CC 13, BS *, PH *, WIP 11, ARM *, BTS *, STR *, S *. (*Use the trooper's original values.)
HACKING PROGRAMS (SWORD-1)
BRAIN BLAST (AHP) — Short Skill/ARO. Attack, SWORD-1.
Requirements: The target must be an enemy Hacker.
Effects: In the Active Turn, the user may distribute two WIP Rolls among one or two targets. A successful Roll forces the target to make a BTS Roll versus Damage 14. For each failed BTS Roll, the target loses one point of his Wounds/Structure Attribute. The range of this program is the Hacker's Hacking Area.
HACKING PROGRAMS (SHIELD-1)
EXORCISM (Infowar) — Short Skill. Attack, Non-Lethal, SHIELD-1.
Requirements: The target must be a TAG in the Possessed state.
Effects: The user may distribute two WIP Rolls among one or two targets. In a Face to Face Roll, this program imposes a -3 MOD on the target's Attribute (for example, on the target's WIP if it reacted by declaring a Reset). A successful Roll forces the target to make two BTS Rolls versus Damage 18, applying the effects of DT Special Ammunition. If the target fails that Roll, its Possessed state is Cancelled; remove the corresponding Marker from play. The range of this program is the Hacker's Hacking Area.
HACK TRANSPORT AIRCRAFT (Comm-Sat) — ARO. SHIELD-1.
Requirements: This program may only be used in response to the opponent declaring an AD: Combat Jump Order.
Effects: Allows the user to react in ARO to the declaration of an AD: Combat Jump, even without LoF to the target. By using this program, the Hacker may make a Face to Face Roll with his WIP-6 versus the PH Roll of the enemy making a Combat Jump. If the Hacker wins, the enemy making a Combat Jump suffers the effects of a Dispersion. If the Hacker does not win the Face to Face Roll, the Combat Jump proceeds as normal, but the Hacker suffers no further ill effects. This program's range covers the entire game table.
U-TURN (Comm-Sat) — Automatic Skill/ARO. ARO, SHIELD-1.
Requirements: This program may only be used in response to the opponent declaring an Attack with a weapon with the Guided Trait.
Effects: Allows the user to react in ARO to the declaration of an Attack that employs a weapon with the Guided Trait, even without LoF to the attacker. By declaring the use of this program, the enemy who declared an Attack with a weapon with the Guided Trait automatically suffers a cumulative -3 MOD to his BS Roll. This program's range covers the entire game table.
HACKING PROGRAMS (SHIELD-2)
BREAKWATER (DP) — Short Skill/ARO. SHIELD-2.
Requirements: The user must be chosen as the target of a Hacking Attack.
Effects: Allows the user to make a WIP Roll against the attacking Hacker. If this results in a Face to Face Roll, this program imposes a -6 MOD on the attacker's Attribute. A successful Roll means the user nullifies the Hacking Attack against him and avoids all Damage and special effects from the Attack. This program may be used each time the user is the target of a Hacking Attack.
HACKING PROGRAMS (SHIELD-3)
COUNTERSTRIKE (DP) — Short Skill/ARO. SHIELD-3.
Requirements: The user must be chosen as the target of a Hacking Attack.
Effects: Allows the user to make a WIP-3 Roll against the attacking Hacker. If this results in a Face to Face Roll, this program imposes a -3 MOD on the attacker's Attribute. If the user wins, he not only avoids all Damage and special effects from the Attack against him, but additionally reflects the Attack back to the attacker, who suffers the Attack's Damage and special effects, if applicable. This program may be used each time the user is the target of a Hacking Attack.
ZERO PAIN (DP) — Short Skill/ARO. SHIELD-3.
Requirements: The user must be chosen as the target of a Hacking Attack.
Effects: In Active or Reactive Turn, this program allows the user to make two WIP Rolls against the attacking Hacker. If the user wins with either Roll, he nullifies the Hacking Attack against him and avoids all Damage and special effects from the Attack. This program may be used each time the user is the target of a Hacking Attack.
HACKING PROGRAMS (GADGET-1)
LOCKPICKER (Toolbox) — Short Skill/ARO. GADGET-1.
Requirements: The user must be in base to base contact with a piece of terrain identified as a Scenery Item with the Hackable Trait.
Effects: By passing a WIP Roll, the user may activate, deactivate, open or shut the Hackable Scenery Item.
REMEMBER: This WIP Roll may be modified by the profile of the Hackable Scenery Item or by the scenario Special Rules.
CONTROLLED JUMP (Supportware) — Entire Order. GADGET-1.
Requirements: Only troopers with AD: Airborne Deployment may benefit from the effects of this Hacking Program. The target need not have the Hackable Characteristic.
Effects: Controlled Jump allows all troopers from the user's Army List who, during that Player Turn, declare the AD: Combat Jump Special Skill to benefit from a +3 MOD to their PH Attribute when deploying. When the user activates this program, which does not require a Roll, place a numbered Supportware Marker (SUPPORTWARE) beside him. The effects of Controlled Jump persist until the end of the Player Turn, at which point you must remove all corresponding Markers. This program's range covers the entire game table. The MOD granted by this Supportware is not cumulative.
FAIRY DUST (Supportware) — Entire Order. GADGET-1.
Requirements: Only HIs from the same Army List as the user may be chosen as targets. Targets cannot benefit from the effects of a different GADGET Program during the same Order/ARO. HIs can only benefit from the effects of a single GADGET Program during any particular Order or ARO.
Effects: Fairy Dust grants all HIs from the Hacker's Army List a Firewall, allowing any of them to benefit from the corresponding MODs whenever they suffer a Hacking Attack. When the user activates this program, which does not require a Roll, place a Fairy Dust Supportware Marker (SUP: FAIRYDUST) beside him. The effects of Fairy Dust persist until the end of the following Player Turn after the declaration of this Hacking Program, at which point you must remove all corresponding Markers. This program's range covers the entire game table.
REMEMBER (Supportware programs, general rule): Each Hacker can only sustain one active Supportware program at a time. Hackers may voluntarily cancel an active Supportware program by declaring another and expending the corresponding Order. Supportware programs are automatically Cancelled whenever their user enters a Disabled or Isolated state or any Null state.
HACKING PROGRAMS (GADGET-2)
ASSISTED FIRE (Supportware) — Entire Order. GADGET-2.
Requirements: The target must be a REM from the same Army List as the user, and must be inside the user's Hacking Area. The target cannot currently be benefiting from the effects of another GADGET Program.
Effects: Assisted Fire grants the target REM the Marksmanship L2 Special Skill. When the user activates this program, which does not require a Roll, place a numbered Supportware Marker (SUPPORTWARE) beside him. Also, place a Marksmanship L2 Marker (MARKSMANSHIP L2) in base to base contact with the REM. The effects of Assisted Fire persist until the end of the following Player Turn after the declaration of this Hacking Program, at which point you must remove all corresponding Markers. Once activated, this program's range covers the entire game table.
ENHANCED REACTION (Supportware) — Entire Order. GADGET-2.
Requirements: The target must be a REM from the same Army List as the user, and must be inside the user's Hacking Area. The target cannot currently be benefiting from the effects of another GADGET Program.
Effects: Enhanced Reaction grants the target REM a Burst value of 2 in ARO. When the user activates this program, which does not require a Roll, place a numbered Supportware Marker (SUPPORTWARE) beside him. Also, place an Enhanced Reaction: B2 Marker (E. REACTION: B2) in base to base contact with the REM. The effects of Enhanced Reaction persist until the end of the following Player Turn after the declaration of this Hacking Program, at which point you must remove all corresponding Markers. Once activated, this program's range covers the entire game table.
HACKING PROGRAMS (UPGRADE)
CYBERMASK (Supportware) — Entire Order. NFB, UPGRADE.
Requirements: The user must be outside the LoF of all enemies.
Effects: By passing a WIP Roll, the user enters the Impersonation-2 state. Replace the user's model with an Impersonation-2 Marker (IMP-2). The effects of this program persist until the user reveals himself as per the Impersonation-2 state rules. This program affects only the Hacker himself and therefore has no range.
REMEMBER: A Hacker in the Camouflaged, TO or similar state may not enter the Impersonation-2 state, and vice versa.
STOP! (Infowar) — Short Skill/ARO. Attack, UPGRADE.
Requirements: The target must be an enemy with the Hackable Characteristic (HI, TAG, REM...) or an enemy Hacker.
Effects: The user may distribute two WIP Rolls among one or two targets. A successful Roll forces the target to make a BTS Roll versus Damage 16, while suffering the effects of Breaker Special Ammunition, that is, using only half his BTS value. Failing the BTS Roll causes the target to enter the Immobilized-1 state, signified by an Immobilized-1 Marker (IMM-1) in base to base contact. The effects of this Hacking Program are Cancelled automatically at the end of the following Player Turn after its declaration, but the induced state may be Cancelled earlier by other means. The range of this program is the Hacker's Hacking Area.
SUCKER PUNCH (AHP) — Short Skill/ARO. Attack, UPGRADE.
Requirements: The target must be an enemy Hacker.
Effects: Allows the user to make a WIP Roll against the target. In a Face to Face Roll, this program imposes a -3 MOD on the target's Attribute. A successful Roll forces the target to make two BTS Rolls versus Damage 16, applying the effects of DT Special Ammunition. For each failed BTS Roll, the target loses one point of his Wounds/Structure Attribute. The range of this program is the Hacker's Hacking Area.
WHITE NOISE (Toolbox) — Short Skill/ARO. NFB, UPGRADE.
Effects: By passing a WIP Roll, the user may place a White Noise Circular Template inside his Hacking Area. The White Noise Template must be entirely within the Hacking Area. The effects of this program persist until the end of the Player Turn, at which point you must remove the White Noise Circular Template. The range of this program is the Hacker's Hacking Area.
WHITE NOISE: SUMMARY: Troopers wearing a Multispectral Visor cannot draw LoF through a White Noise Zone (see Special Terrain Rules).
HACKING EXAMPLE 1: During her Active Turn, the perfidious Interventor Morgana decides to Hack two enemies, an Orc Troop and a Father-Knight, two PanOceanian HIs that she thinks are both inside her Hacking Area, within 8 inches or less of her FastPanda equipped with a Repeater. She declares the Basilisk Hacking Program, and splits the B3 of the Program: two Attacks against the Father-Knight and other against the Orc Troop. The Father-Knight declares a Reset ARO. The Orc Troop thinks he is not inside the Hacking Area and declares a BS Attack. When the measurements are checked during the Resolution step of the Order, the Father-Knight is within the Hacking Area, however, the Orc Troop is not because it is nine inches from the FastPanda. Therefore, the Attack against the Orc Troop is invalid and it can make a Normal BS Attack Roll. A WIP Face to Face Roll occurs between the Interventor and Father-Knight. The Interventor performs two WIP Rolls for her two attacks (B2) and the Father-Knight makes one WIP Roll for his Reset. The Hacker gets 6 and 11, while the HI gets an 8. The result of the rolls — the Father-Knight's 8 cancels the attacking 6, because it is a lower success, but the 11 of the Hacker is even higher and the HI must make a BTS roll to avoid the effects of the Hacking Attack.
HACKING EXAMPLE 2: During her Active Turn, the perfidious Interventor Morgana decides to use the Spotlight Hacking Program vs. the savage Dāturazi Jedak. While the Dāturazi does not have the Hackable characteristic, the Spotlight Program indicates that it is not necessary for the target to have it. In response to this attack, the Dāturazi declares a Reset ARO. This produces a Face to Face Roll between the Interventor's WIP-3 (the Attacker MOD of the Spotlight Program) and the Dāturazi's WIP. If the Interventor wins the roll, the effect of the Hacking Program is applied and the Dāturazi is marked, entering the Targeted state without making a Roll.
Hacking: Equipment
Hacking Device — the standard version of the Hacking Device, a multi-purpose and versatile piece of Equipment.
HACKING DEVICE — Equipment. Comms Equipment.
Effects: This piece of Equipment allows use of the following Hacking Programs: CLAW Level 1, SWORD Level 1, SHIELD Level 1 and also all GADGET Programs. This piece of Equipment allows the player to enlist REMs in his Army List.
Special Category: EI — Unless specified to the contrary, all the Hacking Devices shown in the Combined Army's Army List possess this Special Category. This Special Category also allows use of the Sucker Punch UPGRADE Program.
Hacking Device Plus — the advanced version of the Hacking Device, a piece of Equipment more powerful than the standard version.
HACKING DEVICE PLUS — Equipment. Comms Equipment.
Effects: This piece of Equipment allows use of the following Hacking Programs: CLAW Level 2, SWORD Level 1, SHIELD Level 2 and also all GADGET Programs. Also, it allows use of the following UPGRADE Programs: Cybermask (Toolbox); Sucker Punch (AHP); White Noise (Toolbox). This piece of Equipment allows the player to enlist REMs in his Army List.
Defensive Hacking Device — the basic version of the Hacking Device, a very useful piece of Equipment to support the combat force.
DEFENSIVE HACKING DEVICE — Equipment. Comms Equipment.
Effects: This piece of Equipment allows use of the following Hacking Programs: SHIELD Level 3 and also GADGET Level 1 Programs. If the user is targeted by a Hacking Attack, it allows application of Firewall MODs. This piece of Equipment allows the player to enlist REMs in his Army List.
Assault Hacking Device — the offensive version of the Hacking Device, a piece of Equipment designed to perform cyberattacks against high tech enemy troops.
ASSAULT HACKING DEVICE — Equipment. Comms Equipment.
Effects: This piece of Equipment allows use of CLAW Level 3 Hacking Programs. This piece of Equipment allows the player to enlist REMs in his Army List.
Special Category: EI — Unless specified to the contrary, all the Hacking Devices shown in the Combined Army's Army List possess this Special Category. This Special Category also allows use of the Stop! UPGRADE Program.
Sibylla's Advice: Check the different Hacking Devices Quick Reference Charts in the Quick Reference Charts section.
Special Terrain Rules
Special Terrain zones are areas of the battlefield with special game rules. Players can situate them freely and mark their perimeter in a number of different ways, up to and including building their own thematic scenery.
Special Terrain rules are an easy way to spice up your Infinity games with new tactical challenges, and create interesting, asymmetrical battlegrounds.
Requirements
- Mark Special Terrain areas when you set up the game table, before the game starts.
- These areas must have well-defined, recognizable limits whether they are represented by templates, pieces of scenery, or any other means.
- In game terms, Special Terrain areas have infinite height unless otherwise specified.
- Players must discuss and agree on the specific characteristics of each Special Terrain while setting up the game table.
- Special Terrain areas are categorized according to their MOV Difficulty, Saturation, Visibility Conditions and Type of Terrain.
- Each Special Terrain must have one Type of Terrain and at least one other characteristic.
Area of Effect of Special Terrain Zones
The Area of Effect of a Special Terrain zone is the area in which its special effects are applied. Any trooper in base contact with a Special Terrain zone, or whose base or Silhouette Template is covered at least partially by Special Terrain zone, is equally affected by the Effects of the zone.
MOV Difficulty
Traversing certain areas of the battlefield can be challenging to regular soldiers. Terrain hindrances are codified into two possibilities: Difficult Terrain and Very Difficult Terrain.
Difficult Terrain
Requirements: Troopers must apply the Difficult Terrain rules when their base is inside or in contact with a Difficult Terrain area and they declare a Movement Skill such as Move, Cautious Movement, Jump, Climb, the Special Skill Assault (in Active Turn), Dodge and Engage (in Reactive Turn). Difficult Terrain also affects troopers who make base contact with it during an Order.
Effects: Entering base contact with a Difficult Terrain area immediately and automatically ends the trooper's Movement, regardless of its type. If the trooper chooses to continue to move through the Difficult Terrain area, he must declare a new Order and suffer the following effects:
- In Difficult Terrain, troopers use only their second MOV value.
- Troopers that declare a Move + Move Order use their second MOV value for both Short Skills.
- During their Reactive Turn, troopers in Difficult Terrain that declare Dodge or Engage or fail a Guts Roll can move no more than 1 inch.
EXAMPLE: A trooper in Active Turn with a MOV Attribute of 4-2 is outside a Difficult Terrain area. She declares Move and makes contact with the Difficult Terrain, whereupon her Movement ends immediately, even if she would normally be able to move the rest of her MOV. She would need to declare a new Order to keep moving, and for the purposes of that Order her MOV would be 2-2. Similarly, in her Reactive Turn, if her Dodge moves her into base contact with the Difficult Terrain, her Dodge movement ends immediately, even if she had not exhausted it. A trooper already in base contact with Difficult Terrain who declares Move + Move gets to move up to 2 + 2 inches; in her Reactive Turn she can only move up to 1 inch (half the usual value) — or 2 inches if she also has Kinematika L1.
Very Difficult Terrain
Requirements: Troopers must apply the Very Difficult Terrain rules when their base is inside or in contact with a Very Difficult Terrain area and they declare a Movement Skill such as Move, Cautious Movement, Jump, Climb, the Special Skill Assault (in Active Turn), Dodge and Engage (in Reactive Turn). Very Difficult Terrain also affects troopers who make base contact with it during an Order.
Effects: Entering base contact with a Very Difficult Terrain area immediately and automatically ends the trooper's Movement, regardless of its type. If the trooper chooses to continue to move through the Very Difficult Terrain area, he must declare a new Order and suffer the following effects:
- In Very Difficult Terrain, troopers use only their second MOV value.
- In Very Difficult Terrain, troopers cannot declare two Short Movement Skills in the same order.
- During their Reactive Turn, troopers in Very Difficult Terrain that declare Dodge or Engage or fail a Guts Roll can move no more than 1 inch.
EXAMPLE: A trooper with MOV 4-2 outside a Very Difficult Terrain area who declares Move and makes contact with it has her Movement end immediately, just as with Difficult Terrain. A trooper already in base contact who declares Move + BS Attack gets to move up to 2 inches, but cannot declare Move + Move at all while in contact with Very Difficult Terrain. In Reactive Turn she can only move up to 1 inch (half the usual value for Dodge/Engage) — or 2 inches with Kinematika L1.
Saturation
This characteristic describes the existence of solid obstacles that can limit the effectiveness of projectiles that traverse the area.
Saturation Zone
Effects: Any BS Attack from, into, or through a Saturation Zone suffers a -1 Burst MOD. Consequently, any BS Attack whose LoF makes contact with a Saturation Zone suffers the -1 B MOD. The minimum Burst value is always 1.
EXAMPLE: In his Active Turn, Fusilier Angus declares a BS Attack against Alguacil Ortega, whose LoF crosses a Saturation Zone. Angus has a B3 Combi Rifle, so with the -1 B MOD he gets to shoot twice (B3-1=2). Ortega shoots back declaring a BS Attack ARO; his LoF also crosses the Zone, but his ARO is already B1 and cannot be reduced further.
High Saturation Zone
Effects: A High Saturation Zone acts like a Saturation Zone, but the Burst MOD to BS Attacks that traverse it is -2 instead of -1. Consequently, any BS Attack whose LoF makes contact with a High Saturation Zone suffers the -2 B MOD. The minimum Burst value is always 1.
Visibility Conditions
Due to thick vegetation, jagged rocks, snow, sandstorms and any number of other reasons, some areas obscure a soldier's vision and his ability to aim accurately. This is represented by the following game rules. Vision-obscurant areas are divided into two categories.
IMPORTANT! Visibility MODs never stack with other Visibility MODs. If an area would be affected by two or more Visibility Zones of whatever type, apply only the most obscuring. For example, if a Low Visibility Zone (-3 MOD) coincides with a Poor Visibility Zone (-6 MOD), treat that area as a Poor Visibility Zone. If two Poor Visibility Zones coincide, apply only one single -6 MOD.
Visibility Conditions and AD: Combat Jump: You cannot use AD: Combat Jump nor place the Landing Zone Template inside of, or in contact with, an area with Low, Poor, or Zero Visibility Conditions.
Low Visibility Zone
Effects: Any Skill, Special Skill or piece of Equipment that requires LoF and is declared from, into, or through a Low Visibility Zone suffers a -3 MOD to the relevant Attribute in the required Roll. Consequently, any Skill, Special Skill or piece of Equipment whose LoF makes contact with a Low Visibility Zone suffers the -3 MOD. This -3 MOD for Low Visibility stacks with other MODs for Special Skills, Equipment, Partial Cover, Range... but never with other Zone of Visibility MODs.
EXAMPLE: Fusilier Angus splits his Combi Rifle's B3 between three foes. Against Alguacil Ortega, whose LoF crosses a Low Visibility Zone (though Ortega himself is not inside it), Angus suffers a -3 MOD. Against a TO Camouflaged Spektr standing inside the Zone, Angus suffers -6 (TO) - 3 (Low Visibility) = -9. Against a Reverend Healer with CH: Mimetism and Partial Cover inside the Zone, Angus suffers -3 (Mimetism) -3 (Cover) -3 (Low Visibility) = -9. Similarly, a Forward Observer's WIP Roll to tag a target across a Low Visibility Zone suffers -3, and a Discover Roll against a Camouflage Marker inside a Low Visibility Zone suffers -3 (CH: Camouflage) -3 (Low Visibility) = -6.
Poor Visibility Zone
Effects: Any Skill, Special Skill or piece of Equipment that requires LoF and is declared from, into or through a Poor Visibility Zone suffers a -6 MOD to the relevant Attribute in the required Roll. Consequently, any Skill, Special Skill or piece of Equipment whose LoF makes contact with a Poor Visibility Zone suffers the -6 MOD. This -6 MOD for Poor Visibility stacks with other MODs for Special Skills, Equipment, Partial Cover, Range... but never with other Zone of Visibility MODs.
Zero Visibility Zone
Effects:
- Troopers cannot draw LoF through a Zero Visibility Zone.
- Inside a Zero Visibility Zone, troopers can only declare Skills that do not require LoF or that require them to be in base to base contact with their target.
- Any trooper who is the target of a BS Attack into or out of a Zero Visibility Zone, or whose LoF traverses a Zero Visibility Zone, may respond to the attacker even without LoF, provided the trooper is facing the attacker.
- However, without a clear LoF to his target, the trooper's ARO (or second Short Skill of his Order in Active Turn) options are reduced to BS Attack with a -6 MOD or Dodge without the MOD.
- This -6 BS MOD stacks with other MODs to BS from Special Skills, Equipment, Partial Cover, Range, etc., but never with other Visibility Zone MODs.
- If the trooper is not facing the attacker, but the Attack is performed inside his Zone of Control, then the ARO can be Change Facing.
Visibility Zones and Speculative Fire: Speculative Fire whose LoF crosses a Visibility Zone (of any type) or part of it, need not apply the negative MOD for the Visibility Zone, only the -6 MOD for Speculative Fire.
ZERO VISIBILITY ZONE EXAMPLE 1: MULTISPECTRAL VISOR L2: Zakalwe, the Intruder, declares a BS Attack against Fusiliers Angus, Bipandra and Spencer, all on the other side of a Zero Visibility Zone (Zakalwe's Multispectral Visor L2 lets him draw LoF through it). Fusilier Spencer's BS Attack ARO applies a -6 MOD for the Zero Visibility Zone, on top of Range, Partial Cover, and CH: Camouflage MODs. Fusilier Bipandra instead declares Dodge, avoiding the Zero Visibility Zone MOD (and any other MOD) in her Face to Face Roll. Fusilier Angus, whose back is turned, cannot declare any ARO at all — being a target normally grants the right to ARO, but he cannot draw LoF to the Intruder regardless of the Zero Visibility Zone, since he isn't facing the threat. Fusilier Silva, whose LoF to the Intruder is also obscured by the Zone, cannot ARO either, since she was not a target of the BS Attack.
ZERO VISIBILITY ZONE EXAMPLE 2: INTUITIVE ATTACK: Dāturazi Jedak, standing inside a Zero Visibility Zone, declares an Intuitive Attack with his Chain Rifle against Fusilier Angus, outside the Zone. Since an Intuitive Attack is a BS Attack, Angus can react to Jedak's Entire Order with a Face to Face Roll (even if Jedak fails his own Roll and never gets to shoot). If Angus reacted with a BS Attack he would suffer a -6 MOD; instead he Dodges, suffering only the -3 MOD for dodging a Template Weapon without LoF to the attacker.
White Noise Zone
Effects: A White Noise Zone acts as a Zero Visibility Zone, but only for troopers equipped with a Multispectral Visor of any Level, or any other piece of Equipment that specifies the same. This means troopers wearing a Multispectral Visor cannot draw LoF through a White Noise Zone. Inside a White Noise Zone, troopers with a Multispectral Visor can only declare Skills that do not require LoF or that require them to be in base to base contact with their target. Any trooper with a Multispectral Visor who is the target of a BS Attack into or out of a White Noise Zone, or whose LoF traverses a White Noise Zone, may respond to the attacker even without LoF, provided the Visor-wearing trooper is facing the attacker. However, without a clear LoF to his target, the trooper's ARO (or second Short Skill of his Order in Active Turn) options are reduced to BS Attack with a -6 MOD or Dodge without the MOD. This -6 BS MOD stacks with other MODs to BS from Special Skills, Equipment, Partial Cover, Range, etc., but never with other Visibility Zone MODs. If the trooper is not facing the attacker, but the Attack is performed inside his Zone of Control, then the ARO can be Change Facing.
Notes on White Noise Zones: Speculative Fire from a trooper equipped with a Multispectral Visor whose LoF crosses a White Noise Zone or part of it need not apply the negative MOD for that Visibility Zone, only the -6 MOD for Speculative Fire.
Types of Terrain
This characteristic describes the type of environment that dominates the area. Select the Type of Terrain before deploying, so that both players know whether they can use the Special Skills Terrain and Multiterrain. For now, the Types of Terrain available for Infinity games are:
- Aquatic Terrain — any area of open water or partially submerged land: oceans, lakes, rivers, marshes, swamps.
- Desert Terrain — open areas that receive very little rainfall, usually severely hot and covered in sand, always dry and void of open water: sand dunes, rocky grounds, desolate savannas.
- Mountain Terrain — areas high above sea level, usually rocky and sparsely vegetated, as well as arctic and subarctic ecoregions: low/mid/high mountain areas, ravines, fjords, cliffs, arctic plains, tundra.
- Jungle Terrain — densely vegetated areas of any kind: rainforest, jungle, dense woodlands, thickly grown alien biomes.
- Zero-G Terrain — any area where gravity is low to nonexistent, requiring different movement and orientation skills than solid ground; includes areas with and without an atmosphere, including the vacuum of space: spacecraft cargo bays, outer rings of small space stations or orbitals, outside a flagship's hull, a space boarding operation, a derelict spaceship, a moon base with malfunctioning artificial gravity.
Hostile Environment: You can complete your Special Terrain by using the Hostile Environment rules introduced in the Infinity: Campaign: Paradiso rulebook. To do so, simply assign a Hostility Level to each area.
Special Terrain Suggestions and Examples:
| Examples | Type of Terrain | MOV Difficulty | Visibility Conditions | Saturation | Hostility Level |
|---|---|---|---|---|---|
| Beach | Aquatic | Difficult | — | No | — |
| Open sea | Aquatic | Very Difficult | — | No | Insecure |
| Swamp | Aquatic | Very Difficult | — | Saturation Zone | Insecure |
| Rocky ground | Desert | Difficult | — | Saturation Zone | — |
| Sand dunes | Desert | Very Difficult | — | No | Adverse |
| Low mountain or steep hills | Mountain | Difficult | — | No | — |
| Arctic plains | Mountain | Difficult | — | No | Insecure |
| Mid-mountain | Mountain | Very Difficult | — | No | — |
| High mountain | Mountain | Very Difficult | Low Visibility | Saturation Zone | Adverse |
| Woods | Jungle | Difficult | Low Visibility | Saturation Zone | Insecure |
| Jungle | Jungle | Very Difficult | Low Visibility | Saturation Zone | Adverse |
| Dense jungle | Jungle | Very Difficult | Poor Visibility | High Saturation Zone | Dangerous |
| Primeval forest | Jungle | Very Difficult | Zero Visibility | High Saturation Zone | Dangerous |
| Zero-G | Zero-G | Very Difficult | — | No | — |
| Storm | Aquatic/Desert/Mountain/Jungle | — | Increases Visibility Conditions by one level | — | — |
| Engine Room | — (optionally Zero-G) | — (Difficult if Zero-G) | Low Visibility | Saturation Zone | — |
| Generator Room | — (optionally Zero-G) | — (Difficult if Zero-G) | White Noise | Saturation Zone | — |
| Energy Core Room | — (optionally Zero-G) | — (Difficult if Zero-G) | Low Visibility + White Noise | — | — |
Scenery Structures
Guns and explosives can destroy more than foes. Some of them, using specific Special Ammunitions, can also demolish or dismantle structures and objects on the battlefield. This is represented by assigning a Scenery Item Profile to certain pieces of scenery or a Scenery Building Profile to certain buildings and structures. These two types of Scenery Structure profiles allow troopers to act upon select pieces of terrain and scenery on the battlefield.
Both players must agree on the Scenery Structure Profiles for their game table before the game starts. Missions and scenarios do not normally allow the use of the Scenery Structure profiles; players can only use them if they are specifically described in the scenario rules.
IMPORTANT! Weapons and Ammunition with the Anti-materiel trait are the only means of attacking Scenery Structures. A Scenery Item cannot be chosen as the target of an Attack that would also affect troopers, be they enemy or allied.
Representing Props: Some missions and scenarios in the Infinity Tournament System require specific Props on the battlefield for troopers to interact with. We recommend you use Official Infinity Terrain to represent these Props. You can also represent these Props with the printable Markers available at the Downloads section of the official Infinity website. In game terms, both the official Infinity pieces of terrain and any you create yourself provide Cover just like regular pieces of scenery and terrain. However, if you use Markers instead of physical, three-dimensional pieces of scenery, these do not provide Cover of any kind.
Scenery Item Profile
A Scenery Item is usually a single piece of scenery with a simple, contained structure, such as a section of wall, a doorway, a barricade, a console, etc.
The Scenery Item Profile Chart contains several examples of Scenery Items you can use in your games or as a guide for your own creations. For a better reference, the different items are grouped in three Types of Scenery Items:
- Access. Indicates an element that provides access to an area of the game table or into a Scenery Building.
- Construction. This is a structural element which supports a Scenery Building, but it can also be found as a separate item on the game table.
- Props. These are the different and separate scenery items troopers can interact with.
Each Scenery Item profile has the following mandatory Attributes:
- Armor (ARM): This value determines how resistant to damage the Scenery Item is. The higher the value, the more resilient the element, and thus the more it reduces the damage of enemy attacks. Scenery ARM values range from 0 to 12.
- Bio-Technological Shield (BTS): A numeric value for the Scenery Item's NBC (Nuclear, Biological, Chemical), Nanotechnological, and Electromagnetic protections. Scenery BTS values range from 0 to 12 in intervals of 3 (0, 3, 6, 9 or 12).
- Structure (STR): This value represents how durable a Scenery Item is and how much damage it can withstand before it is destroyed or dismantled. Scenery STR values range from 1 to 8.
- Access Width (AW): This indicates the dimensions of a Scenery Item — or part of it — that allows troopers to pass through, such as a doorway, a window, etc. There are three possible Access Widths: Narrow (only wide enough for troopers with S 2 or lower; marked by a Narrow Gate Marker), Wide (allows all troopers through, regardless of S value; marked by a Wide Gate Marker), Cargo (allows all troopers through freely, regardless of S value and the Heavyweight Special Skill; marked by a Cargo Gate Marker). All Scenery Items with access points must note their Access Width on their profile.
Traits: This section includes all Traits codifying the special rules that govern the Scenery Item. The most common Traits are:
- Capacity. Marks how many troopers it can hold, depending on their Silhouette Attribute: Cargo Single — one single trooper with S 1 or S 2. Cargo Standard — three configurations: 4 troopers with S 1 or S 2; or 1 trooper with S 3 or S 5 + 1 trooper with S 1 or S 2; or 1 trooper with S 4, S 6 or S 7. Cargo Plus — an upgraded capacity, five configurations: 6 troopers with S 1 or S 2; or 2 troopers with S 3 or S 5; or 1 trooper with S 3 or S 5 + 2 troopers with S 1 or S 2; or 1 trooper with S 4, S 6 or S 7 + 1 trooper with S 1 or S 2; or 1 trooper with S 8.
- Compartment. Troopers inside this piece of scenery may declare Dodge to exit it as a response to an Attack against it. If the trooper Dodges successfully, place her in base to base contact outside the piece of scenery.
- Hackable. This piece of scenery is vulnerable to manipulation by means of the Lockpicker Hacking Program or the Engineer Special Skill. The WIP Roll can be modified by the Special Rules of some scenarios.
- Logistics. By spending one Short Skill of an Order and succeeding at a WIP Roll, a trooper in base contact with this piece of scenery can make a Roll on any of the Booty Charts to obtain weaponry or equipment. Once a success has been rolled, that trooper cannot use the Logistics Trait of this piece of scenery again. Troopers possessing the Booty or the Scavenger Special Skill, or any other Skill which specifies so, don't need to make the WIP Roll and may automatically make a Roll on any of the Booty Charts. A trooper in base contact with this piece of scenery may spend one Short Skill of an Order to cancel his Unloaded state.
- Fire-Vulnerable. Fire Special Ammunition has the Anti-materiel Trait when used against this piece of scenery.
- Landing Aid. An automatic beacon device specifically intended to provide a safe descent and landing. Any trooper or Landing Craft whose Drop Zone is on a Scenery Building with this Trait, or inside the Area of Effect of a Scenery Item possessing this Trait, gets a +3 MOD to the PH Roll.
- Runway. A Scenery Item possessing this Trait allows motorcycles and Vehicles (VH) in base to base contact with its higher end to declare a diagonally upward Jump.
Scenery Item Profile Chart:
| Type | Name | ARM | BTS | STR | AW | Traits |
|---|---|---|---|---|---|---|
| Access | Armored Door | 8 | 3 | 3 | Optional | Hackable (WIP Roll) |
| Access | Armored Window | 2 | 3 | 1 | Optional | Hackable (WIP Roll) |
| Access | Doorway | 1 | 0 | 1 | Optional | — |
| Access | High Security Gate | 4 | 6 | 2 | Optional | Hackable (WIP-3 Roll) |
| Access | High Security Window | 4 | 6 | 2 | Optional | Hackable (WIP-3 Roll) |
| Access | Security Gate | 3 | 3 | 2 | Optional | Hackable (WIP Roll) |
| Access | Security Window | 1 | 0 | 1 | Optional | Hackable (WIP Roll) |
| Access | Window | 0 | 0 | 1 | Optional | Hackable (WIP Roll) |
| Construction | Biowall | 5 | 0 | 2 | — | Fire-Vulnerable |
| Construction | Bulkhead | 6 | 0 | 3 | — | — |
| Construction | Girder Structure | 11 | — | 3 | — | — |
| Construction | Inner Wall | 8 | 0 | 3 | — | — |
| Construction | Outer Wall | 10 | 0 | 3 | — | — |
| Construction | Partition | 3 | 0 | 1 | — | — |
| Construction | Ramp | 4 | 0 | 2 | — | Runway |
| Construction | Reinforced Wall | 12 | 0 | 4 | — | — |
| Construction | Walkway | 4 | 0 | 2 | — | — |
| Props | Armory/Panoply/Locker | 0 | 0 | 1 | — | Logistics |
| Props | Balcony | 2 | 0 | 2 | — | — |
| Props | Beacon | 1 | 0 | 1 | — | Hackable (WIP Roll) |
| Props | Console | 0 | 0 | 1 | — | Hackable (WIP Roll) |
| Props | Elevator | 0 | 0 | 1 | — | Compartment, Cargo Single |
| Props | Hoist | 0 | 0 | 1 | — | Cargo Plus, Compartment |
| Props | Piece of Street Furniture | 0 | 0 | 1 | — | — |
| Props | Security Console | 1 | 3 | 1 | — | Hackable (WIP-3 Roll) |
| Props | Supply Crate | 1 | 0 | 1 | — | — |
| Props | Tech-Coffin | 1 | 0 | 1 | — | — |
| Props | Transmission Antenna | 4 | 3 | 2 | — | Hackable (WIP Roll) |
Transparent and semi-transparent scenery: Some Scenery Items possess transparent or semi-transparent plastic acrylic pieces. In game terms, players must consider they block LoF as any other opaque item.
Scenery Building Profile
A Scenery Building is usually a more complex, bigger piece of terrain composed of several Scenery Items.
The Scenery Building Profile Chart contains several examples of buildings and structures you can use in your games or as a guide for your own creations.
When you design a Scenery Building profile, remember to detail the profiles of each Scenery Item in it. Almost every Scenery Building has at least a few walls and an access point. That means each Scenery Building profile has these mandatory fields:
- Type of Construction. Lists the type of Construction elements (Walls, Partitions…) that form the building. The number of these elements is indicated in parentheses.
- Type of Access. Lists the types of Access that allow ingress into or through the building. The number of these elements is indicated in parentheses.
- Access Width. Lists the size of each Type of Access in the building.
- Traits. Lists the special features of the building, if any. This field is usually reserved for Special Terrain Zones (Visibility, Saturation…), number of levels and Lifts if required.
Scenery Building Profile Chart:
| Type of Building | Type of Construction | Type of Access | Access Width | Traits |
|---|---|---|---|---|
| Administration Building | Outer Wall (x4) | Security Gate (x4) | Narrow Access (x2), Wide Access (x2) | — |
| Biobungalow | Biowall (x4) | Doorway (x2) | Narrow Access (x2) | — |
| Bunker | Reinforced Wall (x4) | Armored Door (x4) | Narrow Access (x2), Wide Gate (x2) | — |
| Colony Prefab | Bulkhead (x4) | Doorway (x2) | Narrow Access (x1), Wide Gate (x1) | — |
| Engine Room | Outer Wall (x4) | Security Gate (x2) | Wide Access (x2) | Saturation Zone |
| Landing Pad | Girder Structure (x4) | — | — | Landing Aid |
| Multitower | Inner Wall (x4) | Security Gate (x1) | Narrow Access (x1) | — |
| Residence | Inner Wall (x4) | Doorway (x2) | Narrow Access (x2) | — |
Scenery Buildings: Roofs: Unless specified to the contrary, the roof of a Scenery Structure will correspond with the Type of Construction indicated in its Scenery Building Profile.
Damage and Destruction: If the Structure Attribute of a Scenery Item reaches zero, the element enters the Damaged state (see Game States). Conversely, if the Structure Attribute reaches a value below 0, the Scenery Item is Destroyed (see Game States).
Scenery Structures: Lifts
Lifts allow troopers to change the level in a Scenery Building or structure faster than using the stairways.
There are two different types of Lifts: Elevators and Hoists, possessing a different Capacity Trait (see Scenery Item Profile Chart).
Depending on the Type of Elevator, these Scenery Items must be represented by an Elevator Marker, a Hoist Template or a scenery piece of the same diameter. Players must place the Marker, Template or scenery item on each level of the Scenery Building.
Effects:
- To activate a Lift it is necessary that a trooper be in base contact or inside the Lift and declare the Activation Common Skill. The player must specify which level he wants the Lift to reach when declaring Activation.
- Everything inside a Lift will appear in the level declared by the player, at the end of the Order, in its Conclusion, after the Guts Rolls, if they were necessary.
- If both players declare Activation in the same Order, but specifying different levels, then the Elevator will be blocked and will not move in that Order.
- A Lift is always available. If there are any troopers or items inside the Lift on the same level the player has declared he wants the Lift to reach, then they are placed outside the Lift with their base in contact at the end of that Order, in its Conclusion.
- Unless the scenario rules indicate otherwise, Access points on Lifts are always open.
LIFTS EXAMPLE: During their Reactive Turn, Fusilier Angus and Fusilier Bipandra are on Level 3 (Lingerie) of a commercial building. Angus is placed inside an Elevator. Meanwhile Bipandra, who is outside, has LoF to the Elevator. On Level 1 (Perfumery) of the same building, a stealthy Spektr spends 1 Order to enter the Elevator, place an Anti-Personnel Mine, and leave the Elevator. With a new Order, Alguacil Ortega moves to reach base contact with the Elevator and declares Activation with the second Short Skill of the Order. This means Angus is moved outside the Elevator, with his base in contact with the Elevator, while the Camouflage Marker representing the Mine appears on Level 3 inside the Elevator. Angus and Bipandra have LoF to the Marker placed inside the Elevator, but neither of them can declare any ARO to this Order because, apart from the fact the Order was declared outside their LoF and ZoC, the Mine only becomes visible at the end of the Order.
Scenery Structures: Landing Crafts
Landing Crafts are transport aircraft or orbital vehicles that act as Scenery Items and, in certain scenarios, as Props with special rules for deployment and exfiltration.
Effects: Troopers inside a Landing Craft have Total Cover against Attacks from outside. Unless the scenario rules indicate otherwise, Access points on Landing Crafts are always open.
Landing Crafts Chart:
| Type | PH | ARM | BTS | STR | AW | Traits |
|---|---|---|---|---|---|---|
| Dropship | 15 | 8 | 9 | 3 | Wide Access (x1) | Cargo Standard, Compartment, Hackable, Combat Jump |
| Dropcarrier | 15 | 8 | 9 | 3 | Cargo Access (x1) | Cargo Plus, Compartment, Hackable, Combat Jump |
Landing Crafts have some special Traits:
Combat Jump: A piece of scenery with this Trait can, under certain circumstances, use a variant of the AD: Combat Jump Special Skill.
- The Landing Craft can only use the AD: Combat Jump Level, or the AD: Inferior Combat Jump when specified by the scenario rules.
- If this piece of scenery is not aligned with either player and its Dispersion causes it to leave the game table, then both players roll a d20. The player with the highest result gets to decide on which Deployment Zone to place the piece of scenery in contact with an edge of the table.
- Any troopers holding onto or on top of the exterior of this piece of scenery when it takes off fall to their Deaths automatically and are removed from play.
Dropship Template: Some missions and scenarios require you to use Dropships. To represent these Props, you can use a piece of scenery of approximate size or one of the printable cut-outs and Dropship Templates you can download free from the Downloads section of the official Infinity website. These cut-outs are the size of a Cargo Standard Dropship.
Game States
This appendix collects the game States that can affect troopers and Scenery Items during a game, organized alphabetically. Several States — Camouflaged, TO Camouflaged, Hidden Deployment, Impersonation-1, Impersonation-2, Spawn-Embryo, Dogged, No Wound Incapacitation, and Suppressive Fire — are granted by specific Special Skills and were already transcribed in full under their Special Skill entries above (Camouflage and Hiding, Impersonation, Shasvastii, Valor, and Suppressive Fire respectively); they are not repeated here.
Blinded
Activation: The trooper suffered a successful attack from an enemy using Flash Special Ammunition or another Special Ammunition or Special Scenario Rule capable of causing this state.
Effects: Blinded troopers cannot draw LoF; consequently: Blinded troopers may only declare Short Movement Skills (except Discover) and Short Skills or AROs that do not require LoF. Blinded troopers cannot use Special Skills that require LoF. This state does not affect Automatic Special Skills or Automatic Equipment.
Blinded and Template Weapons: All Attacks with a Template Weapon against a Blinded trooper are made from outside its LoF, so the trooper may only Dodge by passing a PH-3 Roll.
Cancellation: The Blinded state is automatically cancelled at the end of the Player Turn during which it was caused.
Burnt
Activation: Troopers with Special Skills or pieces of Equipment with the Fire-Sensitive Trait enter this state by receiving a hit from a weapon using Fire Special Ammunition, regardless of the result of their ARM Roll.
Effects: Causes all Fire-Sensitive Special Skills and pieces of Equipment of the affected trooper to malfunction: any Level of the Special Skill Camouflage and Hiding (CH) the trooper had is reduced to Level 1, CH: Mimetism, even if the trooper passes its ARM Roll. Similarly, Fire Special Ammunition disables all Levels of the Impersonation Special Skill and all Levels of ODD, Holoprojector (see Infinity: Human Sphere) and any other pieces of Equipment or Special Skills that indicate so in their description, even if the affected trooper passed his ARM Roll.
Cancellation: A trooper with the Special Skill Engineer (or an equivalent Skill) may cancel the Burnt state by spending one Short Skill of an Order while in base to base contact with the affected trooper and passing a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state).
Damaged
Activation: A piece of scenery or of Equipment that loses the last point of its Structure (STR) Attribute, leaving it with exactly zero, enters the Damaged state automatically. A Scenery Building with half (rounded up) of its Construction Scenery Items in the Damaged state is considered to be in Damaged state too.
Effects: While in this state, whatever functionality the Scenery Item had has no effect. Whatever Automatic Special Skills and Automatic Equipment the piece of scenery had have no effect while it is Damaged. A Scenery Building in the Damaged state is considered to be Difficult Terrain.
Cancellation: A trooper with the Special Skill Engineer (or an equivalent Skill) may cancel the Damaged state by spending one Short Skill of an Order while in base contact with the affected Scenery Item and passing a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state). If the Damaged state is Cancelled, the Element regains 1 point of its STR Attribute. Certain Special Skills, pieces of Equipment and special scenario rules can also cancel the Damaged state.
Dead
Labels: Null.
Activation: If a trooper in the Normal state loses all the points of his Wounds/Structure Attribute, and takes one or more extra points of damage, he enters the Dead state automatically. If a trooper in the Unconscious state loses one or more points from his Wounds/Structure Attribute, he enters the Dead state automatically.
Effects: Troopers in this state are removed from play. Troopers in this state count as casualties for all purposes, and are not considered as survivors for the purposes of Retreat! Troopers in this state cease to generate Orders in successive turns. Players cannot count their Dead troopers as survivors for Victory Point purposes at the end of the game.
Cancellation: The Dead state is generally irreversible and cannot be cancelled, unless the rules specific to the mission or scenario being played indicate otherwise. In that case, follow the procedure stated in the rules.
Disabled
Activation: The trooper suffered a successful attack using E/M Special Ammunition or a Hacking Program capable of causing this state. The trooper suffered the effect of a piece of scenery, or a Special Scenario Rule or condition capable of causing this state.
Effects: All of the trooper's pieces of Equipment with the Comms Equipment Trait stop working and cannot be used. All of the trooper's weapons and pieces of Equipment specified by the Special Scenario Rule stop working and cannot be used.
Cancellation: A trooper with the Special Skill Engineer (or an equivalent Skill) may cancel the Disabled state by spending one Short Skill of an Order while in base to base contact with the affected trooper and passing a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state).
Destroyed
Labels: Null.
Activation: A Scenery Item or a piece of Equipment that loses more points of Structure than its current STR Attribute enters the Destroyed state automatically. If a Damaged Scenery Item or a piece of Equipment loses one or more points from its Structure Attribute, it enters the Destroyed state automatically. A Scenery Building with half (rounded up) of its Construction Scenery Items in the Destroyed state is considered to be in the Destroyed state too.
Effects:
- If the Scenery Item or the piece of Equipment was represented by a Marker, simply remove it from play. If it was a physical piece of scenery, place a Destroyed Marker (DESTROYED) beside it.
- If it was a Construction Scenery Item (Wall, Partition…) on its own or as part of a Scenery Building, place a Narrow Gate Marker (NARROW GATE) on the point of impact.
- LoF can never be drawn through Narrow Access points created by the Destroyed state.
- A trooper's base can never be completely or partially inside a Narrow Access created in this way. When moving through one of these openings, the trooper goes from base contact with one side of the Narrow Access to base contact with the other.
- A Scenery Building in the Destroyed state is considered to be Very Difficult Terrain and a Saturation Zone.
- If there are any troopers or Scenery Items inside the Scenery Building when it enters the Destroyed state, they will not be affected.
Cancellation: The Destroyed state is generally irreversible and cannot be Cancelled, unless the rules specific to the mission or scenario being played indicate otherwise. In that case, follow the procedure stated in the rules.
Engaged
Activation: This state activates when the trooper is in base contact with an enemy trooper.
Effects:
- Troopers in Engaged state are considered to be in Close Combat (CC).
- For this reason, they can only declare CC Attack, Coup de Grâce, Dodge and those Skills which specify that they can be used in CC Combat or in the Engaged state, as Reset.
- Troopers in the Engaged state cannot draw LoF outside their Close Combat.
- Troopers in the Engaged state can only use those weapons with the CC Trait.
- When declaring a BS Attack against a trooper in Engaged state, then the rule BS Attacks into Close Combat must be applied.
- Template Weapons that affect a trooper in Engaged state affect all troopers in that Close Combat, even if some of them are not in direct contact with the Template.
Cancellation:
- This state is cancelled when the trooper ceases to be in base contact with any enemy troopers.
- The Engaged state can be cancelled when all the adversaries are in a Null or Immobilized state. The remaining trooper can then declare Move (but following the structure of the Order) to separate from the adversary and to cancel the Engaged state.
- If the adversary passes to Unconscious state (with an Unconscious or a Spawn-Embryo Marker), then the trooper could also declare a Coup de Grâce in any following Order to cancel the Engaged state.
- A trooper can also cancel the Engaged state by succeeding in a Dodge Roll, whether it's a Normal or Face to Face Roll.
Immobilized-1
Activation: The trooper suffered a successful Attack using Special Ammunition or a Hacking Program capable of causing this state. The trooper suffered the effect of a piece of scenery or a Special Scenario Rule or condition capable of causing this state.
Effects:
- Troopers in the Immobilized-1 state cannot declare Short Movement Skills other than Discover.
- Troopers in this state cannot declare Attacks nor any Short Skills other than Reset, Regeneration, Sensor, AutoMediKit, or those that state so explicitly in their description.
- Immobilized troopers cannot declare Entire Order Skills.
- Automatic Special Skills and Automatic Equipment continue to work, but the trooper must still respect all declaration restrictions.
- Troopers in the Immobilized-1 state continue to generate Orders for their Order Pool.
Cancellation: The affected trooper may cancel this state via a successful Reset. A trooper with the Special Skill Engineer (or an equivalent Skill) may cancel the Immobilized-1 state by spending one Short Skill of an Order while in base to base contact with the affected trooper and passing a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state).
IMMOBILIZED-1 EXAMPLE: A trooper in the Immobilized-1 state may apply the MODs provided by its X Visor should it declare Discover, as it is a piece of Automatic Equipment.
Immobilized-2
Activation: The trooper suffered a successful Attack using Special Ammunition or a Hacking Program capable of causing this state. The trooper suffered the effect of a piece of scenery or a Special Scenario Rule or condition capable of causing this state.
Effects: The effects of Immobilized-2 are identical to the effects of Immobilized-1.
Cancellation: Only a trooper with the Special Skill Engineer (or an equivalent Skill) may cancel the Immobilized-2 state. To do so, the Engineer must spend one Short Skill of an Order while in base to base contact with the affected trooper and pass a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state). Certain Special Skills (such as Antipode), weapons or pieces of Equipment can cause a modified version of the Immobilized-2 state that may only be cancelled in the specific way described by that Special Skill, weapon or Equipment.
IMPORTANT: Whenever the text of a rule, ammunition, or scenario refers to an effect that causes the Immobilized state without a number, consider it to mean Immobilized-2. Similarly, when the text refers to an Immobilized Marker, consider it to mean Immobilized-2 (IMM-2).
Isolated
Activation: The trooper suffered a successful Attack using Special Ammunition or a Hacking Program capable of causing this state (such as E/M Special Ammunition or the Blackout Infowar Hacking Program). The trooper suffered the effect of a piece of scenery or a Special Scenario Rule or condition capable of causing this state.
Effects:
- While Isolated, troopers cannot receive Orders from their Order Pool.
- If, at the start of his following Active Turns, the trooper is still Isolated, then he is considered to be Irregular and it does not add his Order to that Turn's Order Pool.
- The Isolated state disables all pieces of Equipment with the Trait Comms Equipment (Hacking Device, Repeater…) carried by the affected trooper for the duration of the state.
- Additionally, if an army's Lieutenant is Isolated, then at the beginning of its next Active Turn the army enters a Loss of Lieutenant situation unless the state is cancelled first.
- An Isolated trooper ceases to be part of any kind of Infinity Fireteam (Core, Haris, Enomotarchos, Tohaa…) (see Infinity: Human Sphere and Infinity: Campaign: Paradiso). If the Isolated trooper is the Link Leader (or equivalent) then the Fireteam will break too.
- This state does not affect Automatic Special Skills or Automatic Equipment (with the exception of Comms Equipment).
Cancellation: A trooper with the Special Skill Engineer (or an equivalent Skill) may cancel the Isolated state by spending one Short Skill of an Order while in base to base contact with the affected trooper and passing a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state). If an army enters a Loss of Lieutenant situation because its Lieutenant was Isolated at the start of the Active Turn, canceling the Isolated state does not revoke the Loss of Lieutenant, as that situation may only be cancelled as indicated by its own rules.
Normal
Activation: Unless otherwise noted, all troopers deploy in this state. Troopers in the Unconscious state revert to the Normal state if they recover at least 1 point of their Wounds or Structure Attribute.
Effects: Troopers in this state have at least one point of Wounds or Structure and generate Orders for their players to use during the Tactical Phase of their Active Turn.
Cancellation: The Normal state is cancelled when the trooper enters a Null state (Unconscious, Dead, Sepsitorized, Spawn-Embryo…) or when the effect of a Special Skill, weapon or piece of Equipment so indicates.
Possessed
Labels: Null.
Activation: The trooper suffered a successful Attack using an Attack Hacking Program, Special Skill or weapon capable of causing this state.
Effects: Troopers in this state cannot activate or receive Orders from their player's Order Pool.
- While they are Possessed, troopers cease to generate Orders in subsequent Active Turns after they enter this state.
- While they are Possessed, troopers are considered to be enemies by the rest of their owner's troopers. However, Possessed troopers are considered to be friendly by the troopers of the player that caused this game state.
- Possessed troopers may be activated and receive Orders from the Order Pool of the player who caused them to enter the Possessed state. The Possessed trooper can only receive Orders from the Order Pool of the same Combat Group as the trooper who caused the possession.
- Possessed troopers do not generate Orders for the Order Pool of the player who caused them to enter the Possessed state.
- When the Possessed trooper is activated by the player who induced the possession, he must use the Possessed Trooper profile instead of his own.
- This state does not affect Automatic Special Skills or Automatic Equipment.
- Possessed troopers count as casualties for the purposes of Retreat!
- Players cannot count Possessed troopers as survivors for Victory Point purposes at the end of the game.
Possessed Trooper profile: MOV 4-4, CC 13, BS *, PH *, WIP 11, ARM *, BTS *, S *. (*Use the trooper's original values.)
Cancellation: This game state is automatically cancelled if the owning player spends 1 Command Token in a Player Turn that follows the turn in which the state was caused, but after the Order Count Phase. The Possessed state is automatically cancelled if the owning player succeeds in performing the Exorcism Hacking Program on the troop in this game state.
Prone
Activation: During the Deployment Phase, players may deploy one or more of their troopers Prone by placing a Prone Marker beside them. When a trooper declares the Short Movement Skill Move, its player may indicate that it will go Prone. By doing so, the trooper begins its Short Movement Skill Move already in the Prone state. The Short Movement Skill Move is therefore executed while Prone and the consequent reduction to the trooper's MOV and S applies during its movement. If a trooper enters the Unconscious state, it falls Prone automatically unless it belongs to a Unit Type unable to go Prone (REM, TAG, Vehicle…) or has a piece of Equipment that prevents it from going Prone (a Motorcycle, for example).
Effects:
- Prone troopers have a Silhouette (S) value of 0, that is, the equivalent height of a base.
- While in this state, troopers have both their MOV values halved.
- While Prone, troopers cannot Jump or Climb.
- Prone troopers that are the target of a BS Attack declared by an enemy from a lower position than them will benefit from Partial Cover MODs against that attack.
- This state does not affect Automatic Special Skills or Automatic Equipment, except when explicitly stated in their description.
Cancellation: A Prone trooper may automatically cancel this state by declaring the Short Movement Skill Move. The player must announce he is cancelling the Prone state when declaring the Short Skill Move. By doing so, the state is cancelled at no cost and the trooper can carry out its Move using its regular MOV and S values.
Retreat!
Activation: If, at the beginning of your Player Turn, the sum of your survivor troopers' Cost in points is equal to or less than 25% of the points available for building your Army List, then your army enters Retreat! (see Standard End-Game Condition: Retreat! for the full point thresholds and rules).
Effects: Troopers with a Retreat! Marker may declare only Short Movement Skills, Cautious Movement, Change Facing, Dodge and Reset. The Retreat! situation automatically entails Loss of Lieutenant, so all troopers in Retreat! become Irregular. This state does not affect Automatic Special Skills or Automatic Equipment.
Cancellation: If, at the beginning of one of your Player Turns, the sum of your survivor troopers' Cost in points is more than 25% of the points available for building your Army List, the Retreat! situation of your army is cancelled. In this case, remove all your Retreat! Markers from play. You may also cancel a single trooper's Retreat! state by spending a Command Token. If you do, the trooper ignores the effects of Retreat! until the end of the game.
Sepsitorized
Labels: Null.
Activation: A Cube-wearing trooper failed its BTS Roll against a Sepsitor Attack.
IMPORTANT! Only troopers with a Cube, or an equivalent Back-up Characteristic, can enter this state.
Effects:
- The trooper ceases to be a part of the army that fielded him. The player who fielded the trooper considers him to be in the Dead state for all purposes, including Order generation and survivor count for Retreat!
- Furthermore, the Sepsitorized trooper is automatically considered an enemy to the player who originally fielded it.
- Instead, the Sepsitorized trooper now belongs to the army whose player caused him to enter that state. Consider the Sepsitorized trooper to belong to the Combat Group of the trooper who used the Sepsitor against him.
- However, troopers in this state do not generate Orders for the player who Sepsitorized them and they are not accounted for Retreat!
- Sepsitorized troopers cannot be counted by either player during the Victory Point count at the end of the game.
- This state does not affect Automatic Special Skills or Automatic Equipment.
Cancellation: Barring special Scenario rules, this state is irreversible and cannot be cancelled.
Targeted
Activation: The trooper suffered a successful Attack using a Special Skill, Special Ammunition or a Hacking Program capable of causing this state. The trooper suffered the effect of a piece of scenery or a Special Scenario Rule or condition capable of causing this state.
Effects:
- Troopers declaring a BS Attack or a Hacking Attack against a Targeted trooper may apply a +3 MOD to their relevant Attribute.
- This MOD is cumulative with all other MODs for Range, Cover, CH: Camouflage, etc., with the exception of Guided Trait, whose MODs already factor this in.
- If a trooper in the Targeted state is chosen as the target of Speculative Fire, then the -6 MOD usually applied to that type of Attack is ignored. However, the +3 MOD is still applied.
- Troopers in the Targeted state can be chosen as targets of Attacks using BS Weapons with the Guided Trait, applying the full advantages of this Trait.
- This state does not affect Automatic Special Skills or Automatic Equipment.
Cancellation: The Targeted state is automatically cancelled at the end of the Player Turn during which it was caused.
Transmuted
Activation: The trooper with the Special Skill Transmutation loses his first Wounds/Structure point.
Effects: As explained in the description of the Special Skill Transmutation, the trooper switches to his alternative profile (shown in his Trooper Profile) at the end of the first Order in which he lost at least a point from his Wounds/Structure Attribute. Place a Transmuted marker (TRANSMUTED) beside the trooper to indicate the change has taken place.
Cancellation: Barring special Scenario rules, the Transmuted state is irreversible and cannot be cancelled.
Unconscious
Labels: Null.
Activation: A trooper that loses the last point of his Wounds/STR Attribute, leaving him with exactly zero, enters the Unconscious state automatically.
Effects:
- Troopers in this state cannot activate or receive Orders from their player's Order Pool.
- The exception to this are those Special Skills and pieces of Equipment whose description states they may be used while Unconscious (such as Regeneration, AutoMediKit…).
- While they are Unconscious, troopers cease to generate Orders in subsequent Active Turns after they enter this state.
- Unconscious troopers count as casualties for the purposes of Retreat!
- Automatic Special Skills and Automatic Equipment have no effect while Unconscious.
- Unconscious troopers automatically fall Prone unless they are a Trooper Type unable to do so.
- Players cannot count their Unconscious troopers as survivors for Victory Point purposes at the end of the game.
Cancellation: Regarding troops with the Wounds Attribute: a trooper with the Special Skill Doctor (or an equivalent Skill) may cancel the Unconscious state by spending one Short Skill of an Order while in base to base contact with the affected trooper and passing a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state). Regarding troops with the STR Attribute: a trooper with the Special Skill Engineer (or an equivalent Skill) may cancel the Unconscious state the same way. Canceling the Unconscious state does not cancel the Prone state.
Unloaded
Activation: The trooper has entirely depleted the ammunition of a weapon or a piece of Equipment with the Trait Disposable.
Effects: The trooper can no longer use the relevant weapon or piece of Equipment.
Cancellation: A trooper with the Special Skill Baggage (see Infinity: Human Sphere), or an equivalent Skill, may cancel the Unloaded state by spending one Short Skill of an Order while in base to base contact with the affected trooper with no Roll required (unless the Special Skill or Scenario that caused the state specified otherwise). Some scenarios and missions might have Special Rules that allow troopers to cancel this state. In that case, follow the procedure stated in the rules.
Setting Up the Gaming Table
Infinity is a game that possesses a great amount of realism and flexibility, faithfully depicting tactics and maneuvers in a modern combat. As in a real combat, in Infinity the terrain, the combat environment, has a special relevance, determining both the strategy and the tactical options of the players. That way an Army List, as effective as it might be, will not be as strong when played on two different tables. Hence, an important step in the preparation of an Infinity game is the setting up of the gaming table and the placement of the terrain.
Due to the importance of this step, it is advisable that both players participate in the process of setting up the gaming table, alternating between one another to place the terrain elements, or simply placing them by mutual agreement.
IMPORTANT! The advice given in this section is for information only. Although advisable, it is not mandatory to follow this guide to set up a gaming table.
Terrain and Cover
The terrain pieces, Scenery Items and Buildings, configure the gaming environment where the troops will move during the game.
In Infinity most of the troopers have the ability of performing BS Attacks, in addition they tend to be equipped with weapons that shoot up to 48 inches or even 96 inches for the long range variants. Hence, the main goal of terrain on the gaming table is to provide Cover that allows troops to move and maneuver without immediately falling under enemy fire. Using cover to round and flank the enemy is vital to ensure victory!
The layout of the terrain must force troops to maneuver across the gaming table to try to obtain a tactical advantage over the enemy. When deploying terrain it is advisable that both players find a point of balance placing enough Cover to allow the troops to maneuver, but without canceling the usefulness of long distance weapons. That way a balanced gaming table will be created, providing the same level of advantages for both players regardless of the Army List that they have crafted.
In a standard Infinity table of 4 x 4 foot size, this balance is achieved by placing a minimum of eight big terrain pieces (4 x 6 inches base and more than 2.5 inches in height) and at least 6 small pieces of terrain.
Terrain Layout
Nevertheless, a balanced gaming table is based not only on the quantity of terrain used, but also on its layout.
When placing terrain on the gaming table it is advisable that the big terrain pieces be placed so that the gaps between them are less than 10 inches. It is also advisable that the big pieces of terrain be placed in a way that the majority of the Lines of Fire that could be traced from one side of the table to the other are blocked.
A good way of ensuring that the placement of the big terrain pieces is blocking LoF is by trying to trace a broken line in the middle of the table using three big blocks of terrain. This way the safe zones alternate with Lines of Fire suitable for snipers.
Small terrain pieces must be placed in such a way that Cover is provided in those zones that have less terrain. It is advisable to build corridors between the big terrain pieces using small terrain pieces, providing Cover that enables the troops to maneuver across the table.
Also, when placing terrain on the gaming table it is important to make sure that the troops of both players can deploy without being completely exposed to the opponent's Lines of Fire from the beginning of the game.
Sibylla's Advice: It is very useful for the big terrain pieces to have parapets, windows, porches, and other elements that allow the troops to take Cover while advancing through them.
Accessibility
Big terrain pieces can represent buildings or structures with their respective rooftops and high zones that are an ideal place to deploy snipers or heavy support troops. If these rooftops do not have a way to access them (through stairs or elevators, for example), it will be hard for the troops to climb up or down them, limiting the tactical options of both players. Hence it is advisable that the majority of the terrain pieces have upper zones that are accessible from the ground.
It is also advisable to avoid placing the terrain in such a way that too many bottlenecks and blind alleys are created. The more options the table offers for advancing towards the enemy the more interesting the tactical choices will be.
Symmetric and Asymmetric Deployment Zones
Symmetric Deployment Zones are those that have the same amount of terrain pieces of the same size, placed in a similar way on both sides of the game table. On the other hand, Asymmetric Deployment Zones are those that do not have the same amount of terrain pieces, or those terrain pieces are not of equivalent sizes, producing an imbalance and an obvious advantage for one side of the table over the other.
When starting an Infinity game, the players make the Initiative Roll. The winner of that roll will have to choose between being the first player to activate his/her troops (Choosing Initiative) or decide which side of the table each player will deploy their troops on (Choosing Deployment).
If both Deployment Zones are symmetric, then choosing Initiative will always be the more interesting and favorable option, because none of the Deployment Zones provides a clear advantage.
Hence, it is advisable to deploy terrain in such a way that one of the Deployment Zones provides more Cover and/or has higher terrain pieces, giving a tactical advantage to the player who chooses to deploy on that side.
Sibylla's Advice: A good way to break the symmetry of a gaming table is to add a "sniper's nest", in an elevated tower in one of the Deployment Zones. The advantage that this provides will not go unnoticed by any veteran player.
Game table examples: An 8 big-scenery-piece table with Asymmetric Deployment Zones, and a 9 big / 6 small scenery-piece table with Asymmetric Deployment Zones, are given as illustrated examples of good terrain layouts.
Scenarios
The tactical flexibility of the game mechanics of Infinity allows for the games to be much more than simply setting out to exterminate the enemy.
In the ITS (Infinity Tournament System), the organized game system of Infinity, games are laid out with a set number of objectives to meet (e.g. take control of a building), or specific game conditions (e.g. Special Terrain Areas). These kinds of games are referred to as missions or scenarios, and they recreate tactical situations as well as operations from the military sphere and espionage circles of the highest levels.
Granted, a mission or a scenario means a higher level of difficulty, requiring greater planning of the Army List as well as a more polished set of tactical and gaming abilities on the part of the player. However, they also mean a greater level of fun and entertainment than the regular extermination game.
This section includes a small set of missions similar to the ones used on the ITS that serve as introduction to this new level of gaming.
Victory in a Scenario
The purpose of a scenario is to accomplish a mission by meeting its defined objectives and obtaining the Objective Points designated for each met objective.
While playing a scenario, the player who gets the higher number of Objective Points is the winner.
In the event of a tie regarding the number of Objective Points scored, both players will have to compare their Victory Points. The player with the highest value on Victory Points will win the tiebreak.
Classified Objectives
In the Infinity Official Scenarios, the Classified Objectives are additional objectives a player can accomplish to get more Objective Points.
Usually, each Classified Objective provides 1 Objective Point, but this amount can vary due to the special conditions of the scenario.
Each Classified Objective provides its Objective Points one single time in each scenario. Even if the requirements of the Classified Objective are achieved again, it will not provide additional Objective Points.
A trooper possessing a Disabled Marker (DIS) can still accomplish the Classified Objectives.
Classified Objectives Selection
The amount of Classified Objectives that can be fulfilled during the mission is listed on the scenario report. The player has two ways of choosing the Classified Objectives, by means of the Chart: Classified or by means of the Classified Deck.
The player will make the selection of the Classified Objectives after learning what mission will be played and with what faction his opponent will be playing, but always before creating his Army List. When playing an ITS tournament, official tournament rules will be applied.
Chart: Classified: The player will pick one of the four models from the Chart: Classified, roll the two dice for each Classified Objective allowed in the scenario, and then choose one of the two outcomes. If the outcome of both die rolls is the same, the player can repeat one of the rolls until he gets a different outcome.
Classified Objectives are considered Private Information until they are fulfilled. The player must write down his Classified Objectives when he picks them, in the same manner that he writes down the Lieutenant ID or the location of troopers in Hidden Deployment.
Classified Deck: If the player owns a Classified Deck, he must shuffle the deck in front of his opponent and pick two cards for each Classified Objective determined in the scenario. He will be allowed to discard one of them. The discard will take place before picking the next two cards for the following Classified Objective.
The Classified Objectives are considered Private Information until they are fulfilled. The player must keep his Classified Objective cards and show them to his opponent if he demands it once the Objective has been fulfilled.
High Value Target (HVT) Model
The HVT (High Value Target) represents a non-combatant character belonging to the enemy side and placed on the game table as the target of Classified Objectives.
The deployment of one of these models is compulsory for both players, as their presence and interaction with other models in-game has consequences for the achievement of Classified Objectives when playing scenarios.
You can use any figure from the Infinity or the Infinity Bootleg range, preferably those designated as HVT or as a Civilian. Good examples of this are the O-12 High Commissioner, the Tohaa Diplomat, Go-Go Marlene, the Fusilier Angus, the TAG Pilots, the VIP Executive or the HAZMAT A1 Specialist.
The HVT models may be necessary to accomplish some Classified Objectives. However, these models are especially useful when used to replace one of the Classified Objectives assigned to the player.
Requirements:
- Each player must deploy one HVT model at the beginning of his Deployment Phase.
- The players must deploy their HVT models a minimum of 4 inches outside of any Deployment Zones. Moreover, the players cannot place their HVT models either on top of or inside of any Scenery Item or Building, always deploying it in an accessible location on the table.
Effects:
- HVT models are Neutral to both players.
- HVT models don't belong to the Army List, and thus cannot provide or receive Orders from the players.
- If either player hurts a HVT model (leaving it in a Null state), then that player will automatically lose the scenario and any Objective Points achieved in it. Moreover, his adversary receives 2 extra Objective Points (never exceeding the maximum of 10).
- Some scenario special rules or Classified Objectives can modify this rule.
SECURE HVT (Classified Objective)
When in game, the player can replace one of his Classified Objectives with Secure HVT. This is an optional Classified Objective all players can choose to replace one of the Classified Objectives they rolled on the Classified Objectives Chart.
The Secure HVT optional Classified Objective is accomplished when the player has one of his troopers (who is not in a Null state) inside the Zone of Control of the enemy HVT and at the same time, the Zone of Control of his own HVT is free of enemy troops (not counting those in a Null state).
The Secure HVT optional Classified Objective provides the same number of Objective Points the scenario provides for each normal Classified Objective accomplished.
Objectives
DATA SCAN — Requirements: Hacker. Objective: The Hacker must spend one Short Skill of the Order and succeed at one WIP-3 Roll against any enemy model inside his Zone of Control.
SABOTAGE — Requirements: D-Charges. Special: The player must choose a Scenery Building or a Scenery Item placed entirely inside the enemy's half of the table. This piece of scenery will be considered the target of the Classified Objective. Objective: To detonate a D-Charge on the targeted piece of scenery. It is not required to make an ARM Roll for the piece of scenery. When detonating the D-Charge, the rules for Scenery Structures do not apply.
EXPERIMENTAL DRUG — Requirements: Doctor or Paramedic. Objective: To get an allied trooper recovered from Unconscious to Normal state by using the Doctor Special Skill, or by using a MediKit.
TELEMETRY — Requirements: Forward Observer or Spotlight Hacking Program. Objective: To succeed at an Attack against an enemy trooper using Forward Observer or the Spotlight Hacking Program.
TEST RUN — Requirements: Engineer. Objective: To succeed at an Engineer Roll on any allied trooper, getting it to recover 1 STR point.
EXTREME PREJUDICE — Requirements: —. Objective: To perform a Coup de Grâce against an Unconscious or Spawn-Embryo enemy model.
HVT: ESPIONAGE — Requirements: Hacker. Objective: A Hacker with the enemy HVT model inside his Zone of Control must spend a Short Skill and succeed at a WIP-3 Roll.
HVT: RETROENGINEERING — Requirements: Engineer. Objective: An Engineer in base contact with the enemy HVT model must spend a Short Skill and succeed at a WIP+3 Roll.
HVT: INOCULATION — Requirements: Doctor or Paramedic. Objective: A Doctor or Paramedic in base contact with the enemy HVT model must spend a Short Skill and succeed at a WIP+3 Roll.
HVT: DESIGNATION — Requirements: Forward Observer or Spotlight Hacking Program. Objective: The player must succeed at two Forward Observer Rolls or two Spotlight Hacking Program Rolls against the enemy HVT model. The player is authorized to perform this type of Attack against the HVT model.
Classified Chart Models
Classified Chart Mk. 1: 1 Test Run; 2 Experimental Drug; 3 Data Scan; 4 Extreme Prejudice; 5 Sabotage; 6 HVT: Espionage; 7 Telemetry; 8 HVT: Retroengineering; 9 Extreme Prejudice; 10 Sabotage; 11 HVT: Inoculation; 12 Experimental Drug; 13 HVT: Designation; 14 Data Scan; 15 HVT: Espionage; 16 HVT: Designation; 17 Telemetry; 18 HVT: Inoculation; 19 Test Run; 20 HVT: Retroengineering.
Classified Chart Mk. 2: 1 HVT: Espionage; 2 Test Run; 3 HVT: Designation; 4 Experimental Drug; 5 HVT: Inoculation; 6 Data Scan; 7 HVT: Retroengineering; 8 Extreme Prejudice; 9 HVT: Designation; 10 Telemetry; 11 HVT: Inoculation; 12 Telemetry; 13 HVT: Espionage; 14 Sabotage; 15 Experimental Drug; 16 Extreme Prejudice; 17 Sabotage; 18 HVT: Retroengineering; 19 Data Scan; 20 Test Run.
Classified Chart Mk. 3: 1 Data Scan; 2 HVT: Designation; 3 Experimental Drug; 4 Test Run; 5 Data Scan; 6 Telemetry; 7 Extreme Prejudice; 8 HVT: Inoculation; 9 Telemetry; 10 HVT: Retroengineering; 11 Sabotage; 12 HVT: Espionage; 13 Test Run; 14 HVT: Designation; 15 Sabotage; 16 HVT: Retroengineering; 17 Extreme Prejudice; 18 HVT: Espionage; 19 Experimental Drug; 20 HVT: Inoculation.
Classified Chart Mk. 4: 1 HVT: Retroengineering; 2 HVT: Espionage; 3 Test Run; 4 HVT: Designation; 5 Extreme Prejudice; 6 HVT: Espionage; 7 HVT: Inoculation; 8 Telemetry; 9 Experimental Drug; 10 HVT: Inoculation; 11 Data Scan; 12 Sabotage; 13 Experimental Drug; 14 HVT: Retroengineering; 15 Extreme Prejudice; 16 Test Run; 17 Data Scan; 18 HVT: Designation; 19 Telemetry; 20 Sabotage.
Scenario 1: Annihilation
Mission Objectives
Main Objectives:
- To kill between 75 and 150 enemy Army Points (1 Objective Point).
- To kill between 151 and 250 enemy Army Points (2 Objective Points).
- To kill more than 250 enemy Army Points (3 Objective Points).
- If you have between 75 and 150 surviving Army Points (1 Objective Point).
- If you have between 151 and 250 surviving Army Points (2 Objective Points).
- If you have more than 250 surviving Army Points (3 Objective Points).
Classified: Each player has 2 Classified Objectives (2 Objective Points for each one).
Forces: Side A: 300 points. Side B: 300 points.
Deployment: Side A and Side B: Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.
Scenario Special Rules
Game table size: 48 x 48 inches.
Killing: A trooper is considered Killed when it enters the Dead state, or is in a Null state at the end of the game. Those troopers that, at the end of the game, have not been deployed on the game table, will be considered as Killed by the adversary.
No Quarter: In this scenario, Retreat! rules are not applied.
End of the Mission: This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.
Scenario 2: The Armory
Mission Objectives
Main Objectives:
- Dominate the Armory at the end of each Game Round (1 Objective Point).
- Dominate the Armory at the end of the game (3 Objective Points).
- Acquire more weapons from the Panoplies than the adversary at the end of the game (2 Objective Points).
Classified: Each player has 2 Classified Objectives (1 Objective Point each one).
Forces: Side A: 300 points. Side B: 300 points.
Deployment: Side A and Side B: Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.
Exclusion Zone: There is an Exclusion Zone covering an 8 inch area on either side of the central line of the game table. The Airborne Deployment, Impersonation, Infiltration, and Mechanized Deployment Special Skills cannot be used to deploy in the Exclusion Zone. This does not apply to troopers that suffer Dispersion.
Scenario Special Rules
Game table size: 48 x 48 inches.
The Armory: Placed in the center of the table, it covers an area of 8 by 8 inches. To represent the Armory, we recommend using the Objective Room by Micro Art Studio, the Command Bunker by Warsenal or the Panic Room by Customeeple. In game terms it is considered to have walls of infinite height that completely block Line of Fire. It has four Gates, one in the middle of each wall.
The Gates of the Armory are closed at the start of the game. To open them, a Specialist Troop must be in base contact with one of them, spend one Short Skill of an Order, and succeed at a WIP Roll. This opens all Gates of the Armory.
The Armory Gates must be represented by a Narrow Gate Marker or a scenery piece with the same size. The Armory Gates have a Narrow Gate Width.
The Scenery Structure rules are allowed in this scenario.
Armory Scenery Building Profile: Outer Wall (x4), Security Gate (x4), Narrow Access (x4), Traits: Panoply (x2).
| Type of Element | Name | ARM | BTS | STR | AW | Traits |
|---|---|---|---|---|---|---|
| Access | Security Gate | 3 | 3 | 2 | Narrow Gate | Hackable (WIP Roll) |
| Construction | Outer Wall | 10 | 0 | 3 | — | — |
| Props | Panoply | 0 | 0 | 1 | — | Logistics |
Dominate the Armory: The Armory is considered Dominated by a player if he has more Army Points than the adversary inside the area. Only troopers that are miniatures or Markers (Camouflage, TO, Impersonation…) count. Troopers in a Null state will not be counted. Markers representing weapons or pieces of equipment (like Mines or Deployable Repeaters), and any Marker that does not represent a trooper will not be counted either.
Shasvastii: Troopers possessing the Shasvastii Special Skill placed inside the Armory will always be counted while they are in Normal or Spawn-Embryo states.
Panoplies: There are 2 Panoplies, placed inside the Armory on different corners. Players can use the Logistics Trait of each Panoply in the game. Specialist Troops can roll twice in the Booty Chart, but they can only choose one of the results. Each Panoply must be represented by an Objective Marker or by a scenery piece of the same diameter.
Specialist Troops: For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers and Paramedics are considered Specialist Troops. Hackers cannot make use of Repeaters to perform tasks reserved for Specialist Troops. A Specialist Troop with a Disabled Marker can still accomplish the Objectives of this scenario.
End of the Mission: This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. If one of the players starts his Active Turn in a Retreat! situation, the game will end at the end of that Turn.
Map: A 48x48 inch table with Deployment Zone A and Deployment Zone B each 12 inches deep on opposite edges, an 8-inch Exclusion Zone on either side of the centerline, and the 8x8 inch Armory building centered on the table, containing two Panoply markers in opposite corners and Narrow Access gates at the midpoint of each wall.
Scenario 3: Supremacy
Mission Objectives
Main Objectives:
- Dominate the same number of Quadrants as the adversary at the end of each Game Round (1 Objective Point, but only if at least 1 Quadrant is Dominated by the player).
- Dominate more Quadrants than the adversary at the end of each Game Round (2 Objective Points).
- Hack a Console (1 Objective Point).
Classified: Each player has 1 Classified Objective (1 Objective Point only if the player has less than 10 Objective Points).
Forces: Side A: 300 points. Side B: 300 points.
Deployment: Side A and Side B: Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.
Scenario Special Rules
Game table size: 48 x 48 inches.
Quadrants: At the end of each Game Round, but not before, the table is divided into four areas as seen on the map. Then, each player checks how many Quadrants are dominated and the Objective Points are counted.
Dominate the Quadrants: A Quadrant is considered Dominated by a player if he has more Army Points than the adversary inside the area. Only troopers that are miniatures or Markers (Camouflage, TO, Impersonation…) count. Troopers in a Null state will not be counted. Markers representing weapons or pieces of equipment (like Mines or Deployable Repeaters), and any Marker that does not represent a trooper will not be counted either.
Shasvastii: Troopers possessing the Shasvastii Special Skill placed inside a Quadrant will always be counted while they are in Normal or Spawn-Embryo states.
Consoles: There are 4 Consoles, placed in the center of each Quadrant, 12 inches from the edge of the table. Each Console must be represented by a Console A Marker or by a scenery piece of the same diameter (such as the Human Consoles by Micro Art Studio, the Tech Consoles by Warsenal or the Comlink Console by Customeeple). In this scenario, the Consoles have a Scenery Item Profile, so they can be targeted, applying the Scenery Structures rules, but not before the second Game Round.
Console profile: ARM 0, BTS 0, STR 1, AW —, Traits: Hackable (WIP-3 Roll).
Hacking the Consoles: To Hack a Console it is necessary that a Specialist Trooper be in base contact with the Console, spend one Short Skill of an Order, or an ARO, and succeed at a Normal WIP-3 Roll. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order, or ARO, and making the roll.
Hackers avoid penalties to Hack a Console so do not suffer the -3 WIP MOD.
A player can Hack a Console previously Hacked by the other player.
At the end of the game, players will make a Face to Face WIP Roll for each Console that has been hacked by both players. Each player can Roll the WIP of every Specialist Trooper which survived the scenario. This can result in a Face to Face Roll with several participants. The winner of the Face to Face Roll will get the Objective Point provided by that Console. In case of a tie, the Face to Face Roll will be re-rolled. If only one of the players has surviving Specialist Troops, that player will automatically get the Objective Point directly. If neither player has any Specialist Troopers, the Objective Point is lost.
Specialist Troops: For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers and Paramedics are considered Specialist Troops. Hackers cannot make use of Repeaters to perform tasks reserved for Specialist Troops. A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.
End of the Mission: This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. If one of the players starts his Active Turn in a Retreat! situation, the game will end at the end of that Turn.
Map: A 48x48 inch table divided into four 24x24 inch Quadrants (1 through 4, arranged 2x2), with Deployment Zone A and Deployment Zone B each 12 inches deep on opposite edges, and a Console placed at the center of each Quadrant, 12 inches from the table edge.
Scenario 4: Nimbus Zone
Mission Objectives
Main Objectives:
- Download a Data Pack from a Console (2 Objective Points for each Data Pack downloaded).
- To have Disconnected more Antennae than the adversary at the end of the game (2 Objective Points).
- Control more Consoles than the adversary at the end of the game (1 Objective Point).
Classified: Each player has 1 Classified Objective (1 Objective Point).
Forces: Side A: 300 points. Side B: 300 points.
Deployment: Side A and Side B: Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.
Exclusion Zone: There is an Exclusion Zone covering an 8 inch area on either side of the central line of the game table. The Airborne Deployment, Impersonation, Infiltration, and Mechanized Deployment Special Skills cannot be used to deploy in the Exclusion Zone. This does not apply to troopers that suffer Dispersion.
Scenario Special Rules
Game table size: 48 x 48 inches.
Nimbus Zone: In an area of 8 inches on both sides of the central line of the game table, the effects of the Nimbus Special Ammunition (Low Visibility Zone + Saturation Zone) are applied constantly. This Nimbus Zone will vanish automatically at the end of the Order in which the last Nimbus Antenna is Disconnected or enters the Destroyed state.
Nimbus Antennae: There are a total of 4 Nimbus Antennae, each of them placed 4 inches from the central line of the game table and 12 inches from the edges. Each Nimbus Antenna must be represented by a Transmission Antenna Marker (TRANS. ANTENNA) or by a scenery piece of the same diameter (such as the Communications Array by Warsenal or the Sat Station Antenna by Customeeple). In this scenario the Nimbus Antennae have a Scenery Item Profile. They can be targeted, applying the Scenery Structures rules, but not before the second Game Round.
Nimbus Antenna profile: ARM 4, BTS 3, STR 2, AW —, Traits: Nimbus Antenna.
Disconnect the Nimbus Antennae: To Disconnect a Nimbus Antenna it is necessary that a Specialist Trooper be in base contact with the Nimbus Antenna, spend one Short Skill of an Order and succeed at a Normal WIP-3 Roll. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order and making the roll. Engineers avoid penalties to Disconnect a Nimbus Antenna so do not suffer the -3 WIP MOD. Once a Nimbus Antenna has been Disconnected, it cannot be Disconnected again by any player. Disabled Markers (DIS) will be used to mark Disconnected Nimbus Antennae.
Consoles: There are 3 Consoles placed on the central line of the game table. One is placed at the center of the game table and the other two are placed 12 inches from the edge of the table. Each Console must be represented by a Console A Marker or by a scenery piece of the same diameter (such as the Human Consoles by Micro Art Studio, the Tech Consoles by Warsenal or the Comlink Console by Customeeple).
Download the Data Packs: To Download a Data Pack it is necessary that a Specialist Trooper be in base contact with a Console, spend one Short Skill of an Order and succeed at a Normal WIP-3 Roll. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order and making the roll. Hackers avoid penalties to Download a Data Pack and do not suffer the -3 WIP MOD. Each player can only get a maximum of 1 Data Pack from each Console. Data Packs cannot be downloaded until the second Game Round.
Control the Consoles: A Console is considered to be Controlled by a player as long as that player is the only one with at least one Specialist Troop (as a model, not a Marker) in base contact with it. Non-specialist troops cannot Control the Console, but can prevent the enemy from Controlling it by being in base contact with it. Troopers in a Null state (Unconscious, Dead, Sepsitorized…) cannot do either.
Specialist Troops: For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers and Paramedics are considered Specialist Troops. Hackers cannot make use of Repeaters to perform tasks reserved for Specialist Troops. A Specialist Troop with a Disabled Marker can still accomplish the Objectives of this scenario.
End of the Mission: This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. If one of the players starts his Active Turn in a Retreat! situation, the game will end at the end of that Turn.
Map: A 48x48 inch table with Deployment Zone A and Deployment Zone B each 12 inches deep on opposite edges, an 8-inch-wide Nimbus Zone straddling the centerline, four Nimbus Antennae positioned 4 inches from the centerline and 12 inches from the side edges, and three Consoles arranged along the centerline — one at the table's center and one each 12 inches from the two side edges.