Infinity: Uprising
Infinity: Uprising Rulebook
Table of Contents
Table of Contents
- Dire Foes Mission 1: Train Rescue (Free Angus)
- Dire Foes Mission 2: Fleeting Alliance
- Dire Foes Mission 3: Dark Mist
- Dire Foes Mission 4: Flee or Die
- Dire Foes Mission 5: Viral Outbreak
- Dire Foes Mission 6: Defiant Truth
- Dire Foes Mission 7: Candy Cloud
Dire Foes Mission 1: Train Rescue (Free Angus)
Mission Objectives
Main Objectives
- Open the door of the Train Cab (maximum 1 Objective Point per player).
- Download the Container Unlock Codes (maximum 1 Objective Point per player).
- Release Angus (1 Objective Point).
- Synchronize Angus (maximum 1 Objective Point per player).
- Steal Angus (maximum 1 Objective Point per player).
- Rescue and secure Angus (3 Objective Points).
The source prints the last two objectives in the right-hand column with no heading of their own; they are transcribed here as the final items of the Main Objectives list.
Classified
Each player has 1 Classified Objective (2 Objective Points).
Forces
Side A: 300 points.
Side B: 300 points.
The source prints "Sideo B" here; it is transcribed as "Side B".
Deployment
Side A and Side B: Both players deploy on opposite sides of the game table, in an area 12 inches deep.
Deploying inside or in base contact with the Mag-Lev Train is not permitted.
Gaming Guide: Mission Sequence
- Open the door of the Train Cab.
- Download the Container Unlock Codes (maximum 1 Objective Point per player).
- Open a Container (Doctors).
- Stabilize Angus.
- Synchronize/steal Angus.
- Rescue and secure Angus.
Scenario Special Rules
Game table size: 48 x 48 inches.
Mag-Lev Train
The Mag-Lev Train is placed on the game table with the rest of the scenery, before the Deployment Phase starts.
The Mag-Lev Train occupies the center of the table, dividing it in two. It is composed of 2 Train Cabs and 1 open wagon placed between them. For convenience, players can use the Mag-Lev Train Templates available for free on the Download section of the official Infinity website. Mag-Lev Train Templates must be placed centered along the middle line of the game table.
The middle wagon is completely open, and it is possible to draw LOF through it. However, it carries 4 Containers, which are the usual cargo of the Mag-Lev Train. The containers will determine which Lines of Fire (LOFs) can be drawn through it when shooting from, towards, or through this intermediate wagon.
The two Train Cabs are placed on either end of the Mag-Lev Rail Area. They have a size of 8x4 inches and are considered to have infinite height and to completely block all LOFs. The electrified surface of the Train Cabs prevents models from Climbing them. This includes troops possessing the Climbing Plus Special Skill.
Containers
The scenery items on the middle wagon are the containers available for free download from the Download section of the official Infinity website. Alternatively, a scenery item of similar size can be used.
There are four Containers. These Containers will be placed in the numbered docks 2, 3, 9 and 12 of the Mag-Lev Template.
Train Cabs
To be able to Free Angus, players must first obtain the Unlock Codes that open the Containers.
The Unlock Codes can be found in the Autopilot Consoles (AC). There are two ACs, one inside each of the Train Cabs.
The Access Gates are closed. To open them, a Specialist Troop must be in base contact with it and spend 1 Short Skill of an Order, with no WIP Roll required.
If the Mag-Lev Train Templates are not used, then the Access Gates must be represented by a Wide Gate Marker or a scenery piece of the same width.
Unlock Codes
To Download the Unlock Codes, a Specialist Troop must be in base contact with the Autopilot Console (AC), spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
If the Mag-Lev Train Templates are not used, then the Autopilot Consoles (AC) must be represented by a Console B Marker or a scenery piece with the same diameter (Such as the Human Consoles by Micro Art Studio or the Tech Consoles by Warsenal).
Releasing Angus
Angus, the objective the players must try and free, is imprisoned inside one of the Containers the Mag-Lev Train carries. Only troops possessing the Doctor Special Skill (but not those with the G: Servant Special Skill) can open the Containers.
To Open a Container, a Doctor must be in base contact with it, spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
The first time each Container is successfully opened, a roll on the Unknown Cargo chart must be made.
Unknown Cargo
| 1D20 | Result |
|---|---|
| 1-9 | No relevant cargo |
| 10-18 | Angus |
| 19-20 | Security System (Electric Pulse) |
When a Security System result is rolled, all models and Markers in base contact with the Container will suffer the effect of an Electric Pulse.
There is only 1 Angus in the 4 Containers. Once a No Relevant Load or Security System is rolled for 3 different Containers, the last Container will automatically have Angus inside it.
Once Angus is free, his model is placed in base contact with the model who released him.
When a Container is checked, it opens completely, and all the panels which compose it fall to the ground. In game terms, after having applied the effects of the Unknown Cargo Chart, the Container must be removed from the game table at the end of that Order. Any troop placed over a Container when it is removed must be also removed from the game table, and will be considered a casualty.
Stabilizing Angus
Once Angus has been released it is necessary to Stabilize him before he can be Synchronized.
To Stabilize Angus, a Doctor must be in base contact with him (personally or acting through a troop possessing the G: Servant Special Skill), spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
Synchronizing Angus
In this scenario, Angus has a Civvie profile and applies the Civvies rules (See Infinity: Human Sphere) with regards to Synchronization.
Angus cannot be Synchronized until he has been Stabilized. Once Angus has been Stabilized by one of the players it is not necessary to Stabilize him again.
Angus will always be considered to be a Neutral Civvie towards PanOceanian players and a Hostile Civvie towards players of any other faction.
Stealing Angus
A troop can Steal Angus from another troop he has been previously synchronized with. To do so, use the Civvies rules (See Infinity: Human Sphere).
Angus will not be considered Stolen until he is synchronized with the troop that is trying to steal him.
Rescuing and Securing Angus
For Angus to have been successfully Rescued and Secured, at the end of the game he must be Stabilized, Synchronized and inside of the Zone of Deployment of the troop with which he is synchronized.
Specialist Troops
For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers and figures possessing the Chain of Command Special Skill are considered Specialist Troops.
Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved to Specialist Troops.
Remember: Troops with the Specialist Troop Special Skill can accomplish the different functions Specialist Troops have in this scenario, even those reserved only for Doctors.
A Specialist Troop who has been affected by E/M Special Ammunition and has his weapons and equipment Disabled can still accomplish the Objectives of this scenario.
End of the Mission
This scenario has a limited time frame: it will automatically end at the end of the third game turn.
If one of the players starts his active turn in a state of Retreat!, the game will end at the end of that player's turn.
If either player hurts Angus (Leaving him in an Unconscious or Dead state), then that player will automatically lose the scenario and any Objective Points achieved in it.
Narrative Mode
This scenario can be played in Narrative Mode, reflecting some events of the current history of the Infinity universe.
In Narrative Mode, Side A will always be a PanOceanian generic army. Meanwhile, Side B will always be a generic Combined Army force or an army from the Morat Aggression Forces.
In Narrative Mode, Indigo Fusilier Bipandra and Treitak Anyat automatically consider any Security System result in the Unknown Cargo chart as an Angus result.
Indigo Fusilier Bipandra has a Modifier of +3 to the WIP Roll needed to Stabilize Angus. Moreover, this character does not need to make the WIP Roll to Synchronize Angus.
Treitak Anyat can download the Unlock Codes and Stabilize Angus by succeeding at a Normal WIP+3 Roll in each case.
Dire Foes Mission 2: Fleeting Alliance
Mission Objectives
Main Objectives
- Activate the Generator (1 Objective Point).
- Initialize the Evacuation System (1 Objective Point for each player).
- Control the Evacuation Console at the end of the game (1 Objective Point).
- Have the Marine Engineering Officer synchronized at the end of the game (1 Objective Point).
- Evacuate more troops than the opponent (1 Objective Point per evacuation exceeding the opponent's, up to a maximum of 4 Objective Points).
Secondary Objectives
- Use the Authorized Specialist to initialize the Evacuation System (1 extra Objective Point).
- Evacuate the Authorized Specialist (1 extra Objective Point).
Classified
Each player has 1 Classified Objective (1 Objective Point).
A player's Objective Point count cannot exceed 10 points for this mission. If a player obtained 10 Objective Points via main and secondary objectives, ignore that player's Classified Objective.
Forces
Side A: 300 points.
Side B: 300 points.
Deployment
Side A and Side B: Both players deploy on opposite sides of the game table, in an area 12 inches deep.
This scenario is set inside a facility so the use of the Special Skill Airborne Deployment (AD) is not allowed.
Deploying in base contact with the Generator Consoles or the Objective Room, or inside the latter, is not permitted.
Gaming Guide: Mission Sequence
- Activate a Generator Console.
- Activate the Evacuation Console (Both players must do it during their first Game Turn).
- Evacuate eligible troops using the Evacuation Elevators.
- Evacuate the Authorized Specialist.
- Control the Evacuation Console.
- Synchronize the Marine Engineering Officer.
Scenario Special Rules
Game table size: 48 x 48 inches.
Generator Consoles
The Generator can be turned on using the Generator Consoles. There are two Generator Consoles, each placed on one half of the table. Both are located 8 inches from the central line of the table and 24 inches from the edge of the table (See map below).
The Generator Consoles 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 or the Tech Consoles by Warsenal).
To Activate a Generator Console, a Specialist Troop must be in base contact with it, spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
Security Remotes
These Remotes are fixed to the floor and cannot move. They must be represented by a Security Remote Marker (Sec. REM) with the height of a model's base, or by a scenery piece of the same diameter.
Security Remotes are reactive elements. They activate in response to any Order declared by an active figure in LOF, but not by Markers.
The Security Remotes have the Special Skill Total Reaction and a 360º Visor. They are armed with a Combi Rifle and an Electric Pulse.
There are four Security Remotes. Two of them are placed on the central line of the table, 8 inches from the edge of the game table. The other two are on each half of the table, in base contact with one of the Security Room Gates (See map below).
They will not react against the troops of a player who, at any time during that Player Turn, has had the Marine Engineering Officer Synchronized.
The source prints this sentence, beginning "They will not react", in the Gaming Guide box under the mission sequence, without naming its subject. It is placed here under Security Remotes because they are the scenario's reactive elements.
Objective Room
Placed in the center of the table, it has an area of 8 x 8 inches. In game terms it is considered to have walls of infinite height that completely block Line of Fire. It has four open Gates, one in the middle of each wall (See map below).
To represent the Objective Room, we recommend using the Objective Room by Micro Art Studio or the Command Bunker by Warsenal.
The Objective Room Gates must be represented by a Narrow Gate Marker or a scenery piece of the same size. Troops with a base wider than the length of the marker cannot cross the threshold.
Initializing the Evacuation System
The Evacuation System must be initialized before the Evacuation Elevators can be used.
To Initialize the Evacuation System, at least one of the players must have activated the Generator and both players must activate the Evacuation Console.
The Evacuation System will be considered initialized and operational in the Game Turn following the one in which both players have Activated the Evacuation Console.
Activating the Evacuation Console
There is one Evacuation Console placed in the center of the Objective Room. The Evacuation Console must be represented by a Console B Marker or by a scenery piece of the same diameter (such as the Human Consoles by Micro Art Studio or the Tech Consoles by Warsenal).
To Activate the Evacuation Console, a Specialist Troop must be in base contact with it, spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
Only Specialist Troops can Activate the Evacuation Console.
Both players must Activate the Evacuation Console in the first Game Turn (See: End of the Mission).
Controlling the Evacuation Console
The Evacuation 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 Evacuation Console, but can prevent the enemy from Controlling it by being in base contact with it. Unconscious, Dead or Sepsitorized troops cannot do either.
Marine Engineering Officer
The Marine Engineering Officer has the troop profile of a Neutral Civvie, and applies the Civvie rules (See Infinity: Human Sphere) with regards to synchronization.
There is only 1 Marine Engineering Officer and she is placed in one of the four corners of the Objective Room. Before starting the game, players number the corners from 1 to 4 and Roll on the Marine Engineering Officer Chart to know where they must place the model.
Marine Engineering Officer Chart
| 1D20 | Result |
|---|---|
| 1-5 | Corner #1 |
| 6-10 | Corner #2 |
| 11-15 | Corner #3 |
| 16-20 | Corner #4 |
Evacuation Elevators
There are eight Evacuation Elevators placed in two sets of four (in base contact with each other) on each side table edge, two of them on either side of the center line of the table (see the map below).
These are represented by Elevator Markers, or a scenery piece with the same diameter (such as the Elevator Doors by Micro Art Studio or the Elevators by Bandua Wargames).
By spending 1 Short Skill of an Order, a model that is eligible to be evacuated and is inside an Evacuation Elevator can activate it, leaving the game table at the end of that Order.
Models cannot enter an Evacuation Elevator as long as it is occupied by another model.
At the end of each Player Turn, the Evacuation Elevators automatically eject any non-evacuated troops inside them. In such a case, the model is placed outside the Evacuation Elevator, in base contact with it.
In the same way, troops in an Unconscious or Immobilized state will be placed, in base contact with the Evacuation Elevator they were inside of at the end of the Order in which they passed to that state.
Evacuation Elevators do not provide Cover.
Evacuating Troops
Antipodes, Hungries, Pupniks and models with the Special Skill G: Remote Presence are not eligible to be evacuated.
Only models and not Markers can be evacuated. Markers are revealed automatically when they activate an Evacuation Elevator.
Troops evacuated by the Evacuation Elevators do not provide their Order to the Order Reserve in subsequent turns, but they are not counted as casualties for Retreat! purposes.
If a Lieutenant leaves the game table via the Evacuation Elevators, then that model's army will enter a Loss of Lieutenant state.
Authorized Specialists
Each player must designate one Specialist Troop as an Authorized Specialist.
This information is public and must be disclosed when the Authorized Specialist is first deployed.
Specialist Troops
For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers and troops possessing the Chain of Command Special Skill are considered Specialist Troops.
Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved to Specialist Troops.
Remember: Troops with the Specialist Troop Special Skill can accomplish the different functions Specialist Troops have in this scenario.
A Specialist Troop who has been affected by E/M Special Ammunition and has his weapons and equipment Disabled can still accomplish the Objectives of this scenario.
End of the Mission
This scenario has a limited time frame: it will automatically end at the end of the third game turn.
If one of the players starts his active turn in a state of Retreat!, the game will end at the end of that player's turn.
Unless, by the end of the first Game Turn, both players have Activated the Evacuation Console, the game will end automatically with the defeat of both players.
If either player hurts the Marine Engineering Officer (leaving her in an Unconscious or Dead state), then that player will automatically lose the scenario and any Objective Points achieved in it.
Narrative Mode
This scenario can be played in Narrative Mode, reflecting some events of the current history of the Infinity universe.
In Narrative Mode, Side A will always be a Nomad generic army or an army from the Jurisdictional Command of Corregidor. Meanwhile, Side B will always be an ALEPH generic army or an army from the Steel Phalanx.
In Narrative Mode, Vortex Lupe Balboa and Sergeant Chandra Thrasymedes must be the designated Authorized Specialists of their players.
Lupe Balboa and Thrasymedes do not need to make the WIP Roll to Activate the Generator Console or to Activate the Evacuation Console.
Dire Foes Mission 3: Dark Mist
Mission Objectives
Main Objectives
- To mark two enemy Antennae (1 Objective Point).
- To mark the third enemy Antennae (1 Objective Point).
- To connect the Generator (1 Objective Point by each Generator).
- To transmit the Bombing Authorization from the Console (3 Objective Points).
- To control the Console at the end of the game (1 Objective Point).
- To control the Comm-Tech 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 an area 12 inches deep.
Deploying in base contact with the Antennae or the console is not permitted.
Scenario Special Rules
Game table size: 48 x 48 inches.
Marking the Antennae
There are three Antennae in each Zone of Deployment. All of them must be placed inside the Zone of Deployment of each player, 1 inch from its border. Two of them are placed 8 inches from the edge of the table and the other 24 inches from both edges of the table (See map below).
The Antennae 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).
Only Forward Observers can mark the Antennae. To do so, they must successfully use their Forward Observer Special Skill, applying a Modifier of -3 to the WIP Roll due to the effects of the Dark Mist. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
Generators
There are two Generators on the table, placed along the central line and 8 inches from the edges. Each of them must be represented by a Console B Marker or by a scenery piece of the same diameter (such as the Human Consoles by Micro Art Studio or the Tech Consoles by Warsenal).
Each Generator can provide the necessary energy to activate the Console. One of the Generators must be Activated before you can Transmit the Bombing Authorization.
To Activate a Generator, a Specialist Troop must be in base contact with it, spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
If the WIP Roll is failed with a Failure Category of 3 or more, then all models and Markers in base contact with the Generator will suffer the effect of an Electric Pulse.
Transmitting the Bombing Authorization
There is one Console placed in the center of the table. The 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 or the Tech Consoles by Warsenal).
To Transmit the Bombing Authorization, a Specialist Troop must 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, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO, but a Generator must be activated again before each attempt.
The Bombing Authorization can only be transmitted if the player has marked at least 2 of the 3 enemy Antennae.
The Bombing Authorization can never be transmitted before the second Game Turn.
Controlling the Console
The 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. Unconscious, Dead or Sepsitorized troops cannot do either.
Comm-Tech
There is only one Comm-Tech and she is placed on the central line of the game table, 8 inches from the Console. Before starting the game, one of the players rolls 1d20: an odd result will have the Comm-Tech placed on the left of the Console, while an even result places her on the right.
The Comm-Tech has the troop profile of a Neutral Civvie, and applies the Civvie rules (See Infinity: Human Sphere).
Controlling the Comm-Tech
The Comm-Tech 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 her. Non-specialist troops cannot Control the Comm-Tech, but can prevent the enemy from Controlling her by being in base contact with her. Unconscious, Dead or Sepsitorized troops cannot do either.
Specialist Troops
For the purposes of this scenario, only Hackers, Engineers (even using G: Servant models), Forward Observers and troops possessing the Chain of Command Special Skill are considered Specialist Troops.
Hackers cannot make use of Repeaters models to perform tasks reserved to Specialist Troops.
Remember: Troops with the Specialist Troop Special Skill can accomplish the different functions Specialist Troops have in this scenario.
A Specialist Troop who has been affected by E/M Special Ammunition and has his weapons and equipment Disabled can still accomplish the Objectives of this scenario.
Dark Mist
The Dark Mist is a mass-scale nanotechnologic system of optical interference and signal jamming. It was designed as a battlefield asset to provide cover and concealment for both regular forces and special operations teams.
In game terms, Dark Mist reduces LOF to a maximum of 24 inches. Beyond that Distance, troops cannot establish LOF.
Moreover, Dark Mist provides an additional Modifier of -3 to any PH Rolls to use the Special Skills Infiltration and AD: Combat Jump, and the WIP Roll for deployment using the Special Skill Impersonation.
The Dark Mist rules are applied across the whole game table, including scenery items and indoors areas.
Hard Difficulty Level
Using these optional rules, players can increase the Difficulty Level of the scenario. At the Hard Difficulty Level, all enemy Antennae must be Marked in order to be able to Transmit the Bombing Authorization.
End of the Mission
This scenario has a limited time frame: it will automatically end at the end of the third game turn.
If one of the players starts his active turn in a state of Retreat!, the game will end at the end of that player's turn.
If either player hurts the Comm-Tech (leaving her in an Unconscious or Dead state), then that player will automatically lose the scenario and any Objective Points achieved in it.
Narrative Mode
This scenario can be played in Narrative Mode, reflecting some events of the current history of the Infinity universe.
In Narrative Mode, Side A will always be the Ariadnan generic army or the Caledonian Highlander Army. Meanwhile, Side B will always be the Yu Jing generic army or the JSA.
In Narrative Mode, Intel Isobel McGregor and the Guǐ Fēng Yuriko Oda have a MOD of +3 to their WIP Attribute for all rolls to Activate a Generator and to Transmit the Bombing Authorization.
Dire Foes Mission 4: Flee or Die
Mission Objectives
Defender Objectives
- Evacuate the VIP Executive (5 Objective Points).
- Evacuate the Main Data Box once the VIP Executive has been Neutralized (4 Objective Points).
- Rescue the VIP Executive (3 Objective Points).
- Retrieve the Main Data Box once the VIP Executive has been Neutralized (2 Objective Points).
- Activate the Distress Beacon in the Crash Coffin (1 Objective Point).
- Evacuate the Secondary Data Boxes (2 Objective Points per box evacuated).
- Retrieve the Secondary Data Boxes (1 Objective Point per box evacuated).
Attacker Objectives
- Neutralize the VIP Executive and evacuate the Main Data Box (5 Objective Points).
- Neutralize the VIP Executive (3 Objective Points).
- Retrieve the Main Data Box once the VIP Executive has been Neutralized (1 Objective Point).
- Activate the Distress Beacon in the Crash Coffin (1 Objective Point).
Classified
Each player has one Classified Objective worth 1 Objective Point, obtainable only if the player's Objective Point score does not exceed 10.
Forces
ATTACKER: 300 points.
DEFENDER: 300 points.
Deployment
ATTACKER and DEFENDER: the Deployment Zones are areas 12 inches wide along two opposite edges of the game table.
Troops with the Special Skill Mechanized Deployment cannot deploy farther than 24 inches from their edge of the table.
This scenario has environmental hazards that add a -3 Modifier to all PH Rolls to deploy using Infiltration or AD: Combat Jump and to the WIP Roll to deploy using Impersonation.
No models can be deployed in the 8-inch wide area along the central line of the table (see map).
Choosing a Side
If this mission is not played in Narrative Mode, players can assign the Attacker and Defender roles freely. If no agreement is reached, each player rolls a d20 and whoever gets the highest result will be the Defender.
Predetermined Initiative
For the purposes of this scenario, the Defender is always assumed to have won the Initiative roll.
Scenario Special Rules
Game table size: 48 by 48 inches.
Hostile Environment
The area 4 inches to each side of the central line of the table is considered an Adverse Level Hostile Environment Area, forcing a Damage 11 ARM Roll on a 19 or 20 die result as described in the Hostile Environment rules you will find in the Infinity Campaign: Paradiso rulebook.
Crash Coffins
Three Crash Coffins are distributed along the central line of the table. One of them is placed in the middle of the line, and the other are placed on either side, 8 inches from each edge of the table.
Crash Coffins must be represented by a Crash Coffin Marker or by a piece of scenery of the same diameter (such as the Crash Coffin by MicroArt Studio).
Only Specialist Troops can Open Crash Coffins. To do so, they must be in base contact with the Crash Coffin, spend one Short Skill of an Order, and succeed at a WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
Once the Crash Coffin is open, roll on the Unknown Cargo chart:
Unknown Cargo
| 1D20 | Result |
|---|---|
| 1-12 | Secondary Data Box |
| 13-20 | VIP Executive |
There is only 1 VIP Executive in the 3 Crash Coffins. Once a Secondary Data Box result is rolled for 2 different Crash Coffins, the last Crash Coffin will automatically contain the VIP Executive.
Once the VIP Executive has been located, place her model in base contact with the model who found her.
Distress Beacon
Crash Coffins are equipped with a Distress Beacon players can use to facilitate the extraction.
To Activate a Distress Beacon, a Specialist Troop must be in base contact with the Crash Coffin that contained the VIP Executive, spend one Short Skill of an Order, and succeed at a WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
Defender: Synchronizing the VIP Executive
To be able to evacuate the VIP Executive, the Defender must first Synchronize her to a Specialist Troop. Non-specialists cannot synchronize with the VIP Executive.
The VIP Executive has the troop profile of a Civvie, and applies the Civvie rules (See Infinity: Human Sphere) with regards to synchronization.
The VIP Executive is always considered to be a Neutral Civvie towards the Defender and a Hostile Civvie towards the Attacker.
Defender: Rescuing the VIP Executive
The Defender has Rescued the VIP Executive if, at the end of the mission, she remains Synchronized with one of the Defender's Specialist Troops still on the game table.
Attacker: Neutralize the VIP Executive
The VIP Executive will be neutralized if she is wounded into Unconsciousness or killed. However, she can only be neutralized in Close Combat.
Any player who renders the VIP Executive Unconscious or Dead in any way other than Close Combat automatically loses the game.
Main Data Box
If the Attacker manages to Neutralize the VIP Executive, place a Data Box marker (DATA BOX) or a suitable piece of scenery (such as the Tech Crates by Micro Art Studio, the Gang Tie Containers by Bandua Wargames or the Supply Boxes de Warsenal) in base contact with her.
Secondary Data Boxes
Secondary Data can be downloaded from each of the two Crash Coffins that do not contain the VIP Executive.
To Download Secondary Data, a Specialist Troop must be in base contact with the Crash Coffin, spend one Short Skill of an Order or ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
Once the data is Downloaded, place a Data Box marker (DATA BOX) or a suitable piece of scenery (such as the Tech Crates by Micro Art Studio, the Gang Tie Containers by Bandua Wargames, or the Supply Boxes de Warsenal) in base contact with the Specialist Troop.
Carrying Data Boxes
A model can carry no more than one Data Box at a time.
If a model carrying a Data Box enters a state of Unconscious or Dead, leave the Data Box marker on the table.
All models can pick up a Data Box from the ground, from the hands of another model who is Unconscious or Immobilized, or from an ally. To do so, the model must make base contact with the box and spend a Short Skill.
Remember: Executing a Short Skill, such as picking up a Data Box, will force troops under a Marker (Camouflaged, Impersonators, Holoechoes…) to reveal themselves.
Retrieving Data Boxes
A Data Box is considered to be Retrieved if, at the End of the Mission, it is being carried by a model in a Normal state (that is, one that is not Unconscious, Immobilized, Dead…) still on the game table.
Specialist Troops
For the purposes of this scenario, only Hackers, Engineers and Doctors (Those both even via G: Servant models), Forward Observers, and troops with Chain of Command are considered Specialist Troops.
Hackers cannot make use of Repeaters to perform tasks reserved for Specialist Troops.
Remember: Troops with the Specialist Troop Special Skill can accomplish the different functions Specialist Troops have in this scenario.
A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.
Dropships
Four Dropships are placed on the game table: two inside each Deployment Zone, and with each of them touching the edge of the table and the edge of the Deployment Zone (as shown in the map). Each player's Dropships are numbered 1 to 2, with the Dropship on the left of the player being #1 and the one on the right #2.
The VIP Executive, the Main Data Box and the Secondary Data Boxes can only be evacuated via a Dropship.
Any model carrying one of these things that is inside a Dropship can trigger a lift-off by spending one Short Skill of an Order.
Remember: Models inside a Dropship are in Total Cover. Dropships have only one entrance and exit, represented by the hatch in the Dropship cutouts and templates available in the Downloads section of the official Infinity website.
Sabotage
Troops from both sides have managed to sabotage one of each other's Dropships before the battle.
During the Deployment Phase, each player secretly writes down which of their opponent's Dropships has been sabotaged (either #1 or #2).
When a model spends a Short Skill to activate a Dropship that was sabotaged, if the opponent has a Specialist Troop with LOF to the Dropship, the Specialist can use their ARO to try to stop the launch. To do so, the player shows the number they wrote. If the number matches the Dropship's and the Specialist Troop succeeds at a WIP Roll, the Dropship fails to launch and cannot be used to Evacuate for the rest of the game.
End of the Mission
This scenario has a limited time frame: it will automatically end at the end of the third game turn.
If one of the players starts his active turn in a state of Retreat!, the game will end at the end of that player's turn.
Narrative Mode
This scenario can be played in Narrative Mode, representing some events of the current history of the Infinity universe.
In Narrative Mode, the Defender is always a generic PanOceanian army or a Military Order sectorial army, and the Attacker is always a generic Haqqislam army or a Hassassin Bahram sectorial army.
In this game mode, Brother Konstantinos and the Hassassin Husam Yasbir can ignore the environmental -3 Modifier to Infiltration PH Rolls. Both of them also have a +3 WIP Modifier to all Rolls to Activate the Distress Beacon, Open Crash Coffins and Download Secondary Data.
Dire Foes Mission 5: Viral Outbreak
The mission sheet's flavour text is omitted. Its rules begin below.
Mission Objectives
Main Objectives
- Activate Decontamination Chambers (1 Objective Point each).
- Activate the Main Console (3 Objective Points).
- Control the Main Console at the end of the game (3 Objective Points).
- Control the HAZMAT A1 Specialist 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 deploy on opposite sides of the game table, in an area 12 inches deep.
Deploying inside or in base contact with the Objective Room is not permitted.
Scenario Special Rules
Game table size: 48 x 48 inches.
Sources of Contagion
Sources of Contagion are represented by Circular Templates and are considered to have infinite height.
At the beginning of the first game turn, before the first player's turn starts, make a roll to place a single Source of Contagion on the table. New Sources of Contagion are placed at the beginning of each game turn: place 2 new Sources of Contagion at the beginning of the second game turn and 3 new Sources of Contagion at the beginning of the third game turn.
To place a Source of Contagion, use a slightly modified version of the Dispersion rule: place the Circular Template on the center of the table with the arrow pointing towards one of the Deployment Zones, then roll a die. Move the template a number of inches equal to the number rolled, in the direction indicated by the last digit of that number.
For the first roll, point the template's arrow towards the Deployment Zone of the player who won Initiative. For subsequent rolls, alternate between Deployment Zones.
Sources of Contagion remain on the table for the whole game and cannot be removed.
When a model inside or in base contact with a Source of Contagion declares an Order or ARO, or if during an Order or ARO a model makes base contact with a Source of Contagion, that model must make a PH Roll with its PH modified by its (positive) BTS. This roll does not force markers to reveal themselves.
Rolling a 20 always causes the PH Roll to fail, regardless of the model's BTS Attribute.
On a failed PH Roll, place an Infected Marker beside the model.
Important: Those troops possessing the Structure (STR) Attribute instead of the Wounds (W) Attribute are not affected by the Sources of Contagion and are not forced to make the PH Roll.
Infected
Before each player's turn begins, troops with an Infected Marker must each make a PH Roll with their PH modified by their (positive) BTS. Models that fail this roll die immediately, regardless of their remaining Wounds. Models that die this way are immediately removed from the table as casualties and do not add their Order to their side's Order Reserve.
Rolling a 20 always causes the PH Roll to fail, regardless of the model's BTS Attribute.
Doctors in base contact (or via a G: Servant troop in base contact) can cure Infected troops by spending one Short Skill of an Order and removing the Infected Marker. No Roll is required. Infected troops can also be cured by a Decontamination Chamber.
Infected Doctors can cure themselves by spending one Short Skill of an Order, with no Roll required.
Decontamination Chambers
Two Decontamination Chambers are placed on the table, each on one half of the table. Both are located 8 inches from the central line of the table and 24 inches from the lateral edges of the table (see map).
To activate a Decontamination Chamber, a Specialist Troop in base contact with it must spend one Short Skill of an Order and succeed at a WIP-3 Roll. Troops with the Special Skill Doctor must succeed at a WIP Roll. Repeaters and G: Servant troops cannot be used to activate a Decontamination Chamber.
Each player can activate both Decontamination Chambers, even if they had been previously activated by the opponent.
Once activated, Decontamination Chambers can be used by troops from either side.
In order to be decontaminated, a model with an Infected Marker must be in base contact with the chamber and spend one Short Skill of an Order. Decontamination Chambers can only decontaminate one single model per Order. Once the Short Skill is spent, remove the Infected Marker from the model.
Decontamination Chambers must be represented by a Tech Coffin Marker or a piece of scenery of the same diameter.
Objective Room
Placed in the center of the table, it has an area of 8 by 8 inches. 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 (See map below).
To represent the Objective Room, we recommend using the Objective Room by Micro Art Studio or the Command Bunker by Warsenal.
The Gates of the Objective Room 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 to the Objective Room.
The Objective Room Gates must be represented by a Narrow Gate Marker or a scenery piece with the same size. Troops with a base wider than the length of the Marker cannot cross the threshold.
Activating the Main Console
There is one Main Console placed in the center of the Objective Room. The Main 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 or the Tech Consoles and the Communications Array by Warsenal).
To Activate the Main Console, a Specialist Troop must be in base contact with it, spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.
Both players can activate the Main Console, even if it had been previously activated by the opponent.
Controlling the Main Console
The Main Console is considered to be Controlled by a player as long as that player is the only one with at least one non-Infected Specialist Troop (as a model, not a Marker) in base contact with it. Non-specialist troops cannot Control the Main Console, but can prevent the enemy from Controlling it by being in base contact with it. Unconscious, Dead or Sepsitorized troops cannot do either.
HAZMAT A1 Specialist
The HAZMAT A1 Specialist has the troop profile of a Civvie, and uses the Civvie rules (See Infinity: Human Sphere). She always acts as a Neutral Civvie towards both players.
There is only one single HAZMAT A1 Specialist and she is placed in one of the four corners of the Objective Room. Before starting the game, players number the corners from 1 to 4 and Roll on the HAZMAT A1 Specialist Chart to know where they must place the model.
HAZMAT A1 Specialist Chart
| 1D20 | Result |
|---|---|
| 1-5 | Corner #1 |
| 6-10 | Corner #2 |
| 11-15 | Corner #3 |
| 16-20 | Corner #4 |
The HAZMAT A1 Specialist can ignore all effects caused by the Sources of Contagion.
Controlling the HAZMAT A1 Specialist
The HAZMAT A1 Specialist is considered to be Controlled by a player as long as that player is the only one with at least one non-Infected Specialist Troop (as a model, not a Marker) in base contact with her. Non-specialist troops cannot Control the HAZMAT A1 Specialist, but can prevent the enemy from Controlling her by being in base contact with her. Unconscious, Dead or Sepsitorized troops cannot do either.
Specialist Troops
For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers and troops possessing the Chain of Command Special Skill are considered Specialist Troops.
Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved for Specialist Troops.
Remember: Troops with the Specialist Troop Special Skill can accomplish the different functions Specialist Troops have in this scenario.
A Specialist Troop who has been affected by E/M Special Ammunition and whose weapons and equipment are Disabled can still accomplish the Objectives of this scenario.
End of the Mission
This scenario has a limited time frame: it will automatically end at the end of the third game turn.
If one of the players starts their active turn in a state of Retreat!, the game will end at the end of that player's turn.
If either player hurts the HAZMAT A1 Specialist (leaving her in an Unconscious or Dead state), then that player will automatically lose the scenario and any Objective Points achieved in it.
Narrative Mode
This scenario can be played in Narrative Mode, reflecting some events of the current history of the Infinity universe.
In Narrative Mode, Side A is always a Tohaa army, while Side B is always generic Combined Army or an army from the Shasvastii Expeditionary Force.
In Narrative Mode, Hatail Aelis Keesan and Shasvastii Corax Hasht have a +3 WIP Modifier to all Rolls to Activate Decontamination Chambers and to Activate the Main Console.
Dire Foes Mission 6: Defiant Truth
The mission sheet's flavour text is omitted. Its rules begin below.
Special Rules (as listed on the mission sheet): Objective Room, Evacuation System Consoles, Connect Console, Freelance Stringer, Dropships, Sabotage, Dropship Sabotage, Evacuation, Killing, Specialist Troops.
Mission Objectives
Main Objectives
- To Connect an Evacuation System Console (1 Objective Point).
- To have the Freelance Stringer in CivEvac state at the end of the game (3 Objective Points).
- To Evacuate the Freelance Stringer (3 Objective Points).
- To kill more Specialist Troops than the adversary (2 Objective Points).
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. Troopers may not use Airborne Deployment, Forward Deployment, Mechanized Deployment, and Infiltrate Special Skills or the deployment rule of the Impersonation Special Skill to deploy inside of an 8 inch area on either side of the central line of the game table. The Exclusion Zone is not applied to troopers that suffer Dispersion.
Scenario Special Rules
Game table size: 48 x 48 inches.
Objective Room
The Objective Room is placed in the center of the table, covering an area of 8 by 8 inches. To represent it, we recommend using the Objective Room by Micro Art Studio, the Command Bunker by Warsenal, the Operations Room by Plastcraft, or the Panic Room by Customeeple.
In game terms it is considered to have walls of infinite height that completely block Line of Fire.
The inner area of the Objective Room is considered a Saturation Zone.
It has four Gates, one in the middle of each wall (See map below). The Gates of the Objective Room are open. The Objective Room Gates must be represented by a Narrow Gate Marker or a scenery piece of the same size. The Objective Room Gates have a Narrow Gate Width.
Evacuation System Consoles
There are 2 Consoles, placed in different halves of the game table, each of them 8 inches from the central line of the table and 24 inches from the edges.
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 and the Communications Array by Warsenal, or the Comlink Console by Customeeple).
Connect Console (Short Skill)
Labels: Attack.
Requirements:
- Only Specialist Troops can declare this Skill.
- The Specialist Troop must be in base contact with a Console.
- Each player can only Connect one Console.
Effects:
- Allows the Specialist Troop to make a Normal WIP Roll to Connect the Console.
- If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.
Dropship Sabotage (ARO)
Labels: Attack, No LoF.
Requirements:
- Only Specialist Troops can declare this Skill.
- An enemy Specialist Troop has declared Evacuation while being inside a Dropship the player has marked as Sabotaged.
Effects:
- By succeeding at a WIP Face to Face Roll, one of the Reactive Player's Specialist Troops cancels, without LoF, the Evacuation his adversary declared.
- The player must show his adversary, if he requires so, the note with the number of the Sabotaged Dropship.
Evacuation (Short Skill)
Labels: Attack.
Requirements:
- Only Specialist Troops can declare this Skill.
- The Specialist Troop must be inside of a Dropship.
- This Skill cannot be declared until the second Game Round.
- This Skill cannot be declared if the player has not previously Connected a Console.
Effects:
- If the adversary has not designated the Dropship as Sabotaged, or if he has not declared the Dropship Sabotage ARO, then just spending one Short Skill, without any roll needed, is all that is required for a successful Evacuation.
- If the adversary has designated the Dropship as Sabotaged, and declares the Dropship Sabotage ARO, then spending one Short Skill and succeeding at a Face to Face WIP Roll is required for a successful Evacuation.
- If the Dropship has been Sabotaged and the player fails the Face to Face Roll, this roll can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.
- If the Evacuation is successful, then the models and the Dropship template must be removed from the game table at the end of the Order that happened.
- Troops that have been Evacuated by the Dropship don't provide their Order in subsequent Tactical Phases. However, even though they have left the game table, they are not considered casualties for Retreat! purposes.
Remember: Troops with the Specialist Operative Special Skill can accomplish the different functions Specialist Troops have in this scenario. A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.
Freelance Stringer
The Freelance Stringer has a Civilian Troop Profile. Both players must consider her as Neutral. The Freelance Stringer is placed in the center of the Objective Room.
If the Freelance Stringer is Evacuated in the CivEvac state, then both Objectives are accomplished.
Players can use the Freelance Stringer model from the Dire Foes Mission Pack 6: Defiant Truth, or any model from the Infinity or the Infinity Bootleg range, preferably those designated as an HVT or as a Civilian.
Dropships
There are four Dropships. Each half of the game table has two of them, placed on the edges of the table, in contact with the edge of the Deployment Zone (see the map). Each players' two Dropships are numbered 1 and 2. The Dropship placed at the right of the player is Number 1, and the one placed at the left is Number 2.
Each Dropship must be represented by a Dropship Template, the cut-out model — both available in the Downloads section of the Infinity website — or by a scenery piece of the same size.
Remember:
- Troopers inside a Dropship have Total Cover against Attacks from outside.
- Troopers can only enter and exit the Dropship through the hatch shown on the Dropship Template and in the cut-out model available in the Downloads section of the Infinity website, or through whatever access the scenery piece has. The hatch has a Wide Gate Width.
Sabotage
Before the battle, troopers who infiltrated behind the enemy lines have sabotaged one of the enemy Dropships.
During the Deployment Phase each player must take note of the enemy Dropship he has sabotaged (1 or 2). This number is considered Private Information until the player declares the Dropship Sabotage ARO.
Killing
A trooper is considered Killed when he enters the Dead state, or is in a Null state at the end of the game.
Troopers that have not been deployed on the game table at the end of the game are considered Killed by the adversary.
Specialist Troops
For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops.
Hackers, Doctors and Engineers cannot use Repeaters or G: Servant models to perform tasks reserved to Specialist Troops.
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! state, the game will finish at the end of that Turn.
Narrative Mode
This scenario is described in a generic way, but can be played in Narrative Mode that reflects events in the current Infinity Universe history.
In Narrative Mode, Faction A will always be the Imperial Service Army of Yu Jing, while Faction B will always be a generic Haqqislam army.
In this Mode, Faction A (Yu Jing) will consider the Freelance Stringer as Hostile, while Faction B (Haqqislam) will consider her Neutral.
In the Narrative Mode, the Guǐ Fēng Xi Zhuang and Husam Leila Sharif will not need a WIP roll to Connect the Console, nor to Synchronize the Freelance Stringer.
Dire Foes Mission 7: Candy Cloud
The mission sheet's flavour text is omitted. Its rules begin below.
Table Configuration: M.
Special Rules (as listed on the mission sheet): Exclusion Zone, High Sierra, Consoles, Activate a Console, Analysis Sequence, Complete the Analysis Sequence, Anti-intruder Mines, Candy Double, Specialist Troops, DataTracker, DataTracker Special Order, Narrative Mode.
Mission Objectives
Main Objectives
- Activate a Console (1 Objective Point per Console, up to a maximum of 3 Points).
- Complete the Analysis Sequence (1 Objective Point).
- Have Candy Cloud in CivEvac state at the end of the game (2 Objective Points).
- Have Candy Cloud in CivEvac state with your DataTracker at the end of the game (2 extra Objective Points).
Classified
Each player has 1 Classified Objective (2 Objective Points).
Forces
SIDE A: 300 points.
SIDE B: 300 points.
Deployment
Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.
Exclusion Zone. Troopers may not use the Airborne Deployment, Forward Deployment, Mechanized Deployment, or Infiltration Special Skills or the deployment rule of the Impersonation Special Skill to deploy inside of an 8 inch area on either side of the central line of the game table. The Exclusion Zone is not applied to troopers that suffer Dispersion.
It is not allowed to deploy in base to base contact with a Console.
Scenario Special Rules
Game table size: 48 x 48 inches.
High Sierra
Due the destruction caused by the combat operations, the whole table is considered a High Sierra Zone. In this area Movement restrictions are not applied, however, all troopers possessing Mountain Terrain or Multiterrain get a +1 inch Bonus to their first MOV value.
This Bonus will be applied only during a Move Common Skill declared or performed in the whole table.
Consoles
There is a total of four Consoles placed in different halves of the game table, each of them 8 inches from the central line of the table and 12 inches from the edges of the game table.
Each Console must be represented by a Console A Marker (CONSOLE A) or by a scenery piece of the same diameter (such as the Human Consoles by Micro Art Studio, the Tech Consoles and the Communications Array by Warsenal or the Comlink Console by Customeeple).
Each player has a different number for each Console. Players must consider their Console 1 to be the one closer to their Deployment Zone and on their left (see the map).
If the players roll a Console they have already Activated, then they must repeat the roll.
Each player will consider as Designated Consoles those rolled on the Chart, and not those rolled by the adversary.
Activate a Console (Short Skill)
Labels: Attack.
Requirements:
- Only Specialist Troops can declare this Skill.
- The Specialist Troop must be in base contact with the Console.
- The maximum number of Consoles a player can Activate is three.
Effects:
- By succeeding a Normal WIP+3 Roll it is considered that the Specialist Troop has Activated the Console. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.
- Once a player has Activated a Console, that player cannot Activate it again.
- Players can Activate a Console which has been Activated previously by their adversary.
- A Console that has been Activated by both players is considered to still be Activated for both players.
- Player A and Player B Markers can be used to mark which Consoles they have Activated. It is recommended each player uses a different kind of Marker.
Analysis Sequence
Each player has to discover their own Analysis Sequence, which is composed of an initial Console (the first Activated) and two Designated Consoles (those rolled in the Analysis Sequence Chart).
After succeeding the WIP+3 Roll, the player must make a roll on the Analysis Sequence Chart to know which is the next Designated Console they have to Activate. The maximum number of Designated Consoles each player has is two.
Analysis Sequence Chart
| 1D20 | Result |
|---|---|
| 1-4 | Console 1 |
| 5-8 | Console 2 |
| 9-14 | Console 3 |
| 15-20 | Console 4 |
Complete the Analysis Sequence
To Complete the Analysis Sequence it is necessary to have Activated the initial Console and the two Designated Consoles rolled in the Analysis Sequence Chart.
It is not compulsory that the same Specialist Troop Activate all the Consoles.
Anti-intruder Mines
There are two Anti-intruder Mines deployed in the central line of the game table 12 inches from the edge of the table each one (See the map).
The Anti-intruder Mines apply the Antipersonnel Mines rules (See N3 rules) with the exception they consider as an enemy any trooper other than Candy Double or the HVTs.
The Anti-intruder Mines must be represented by a Camouflage Marker (CAMO) or by a scenery piece of the same diameter.
Candy Double
There is only one Candy Double and she is placed on the center of the game table.
In this scenario Candy Double has a Neutral Civilian profile, applying the Civilian rules (See Human Sphere N3) regarding the CivEvac state.
In this scenario, each Specialist Troop and the DataTracker can have up to two Civilians in CivEvac state at the same time. Other troops able to declare Synchronize Civilian can have only one Civilian in such state.
Players can use the Candy Double model from the Dire Foes Mission Pack 7: Candy Cloud.
Specialist Troops
For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops.
Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved to Specialist Troops.
Remember: Troops with the Specialist Operative Special Skill can accomplish the different functions Specialist Troops have in this scenario.
A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.
DataTracker
At the end of the Deployment Phase, players must declare which troop from their Army List is the DataTracker. The trooper chosen must be always one of the models deployed on the game table. Players are not allowed to choose troopers in Hidden Deployment or in Marker state. This trooper must always be on the game table as a model and not as a Marker (Camouflaged, TO, Holoecho…). Also, Irregular troops and those whose Troop Type is REM are not eligible to be DataTrackers.
The DataTracker is identified with a DataPack Marker (DATA PACK).
DataTracker Special Order
In this scenario the DataTracker has an extra Irregular Order that is for his use only, and which cannot be transformed into a Regular Order. This Order is not included in the Order Pool, but kept separate for the DataTracker to use.
Narrative Mode
This scenario can be played in Narrative Mode, reflecting some events of the current history of the Infinity universe.
In Narrative Mode, Side A will always be an USAriadnan Sectorial Army. Meanwhile, Side B will always be an Onyx Contact Force Sectorial Army.
Grunt Spec-Ops Rosie Munroe and Nexus-7 Kerr-Nau automatically passes the WIP Roll to Activate a Console.
Grunt Spec-Ops Rosie Munroe and Nexus-7 Kerr-Nau have a MOD of +3 to the WIP Rolls when using Synchronize Civilian on Candy Double.
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! state, the game will end at the end of that Turn.