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Infinity Rules n5 en v1

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100% found this document useful (1 vote)
406 views191 pages

Infinity Rules n5 en v1

Uploaded by

Tracy Bloom
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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INDEX

INTRODUCTION..................................................... 5 COMBAT MODULE...............................................36


INFINITY: OBJECTIVE AND GAME SUMMARY.................................................5 TYPES OF WEAPONS.......................................................................................... 36
BURST (B)............................................................................................................. 36
BASIC RULES........................................................ 6 MODIFIERS (MOD)........................................................................................... 36
BASIC RULES..........................................................................................................6 ATTACK ROLL....................................................................................................... 36
GAME MODES.....................................................................................................6 NORMAL ROLL................................................................................................. 36
GAME ELEMENTS: TERMINOLOGY AND ALIGNMENT...................................7 FACE TO FACE ROLL....................................................................................... 37
OPEN AND PRIVATE INFORMATION.....................................................................7 POSSIBILITY OF SURVIVAL (PS)........................................................................ 37
LABELS AND TRAITS IN INFINITY...................................................................7 SAVING ROLL (SR)............................................................................................... 37
BASIC CONCEPTS IN INFINITY..............................................................................7 WOUNDS........................................................................................................... 37
ARMIES................................................................................................................7 UNCONSCIOUSNESS AND DEATH................................................................ 38
UNIT PROFILE.....................................................................................................8 GUTS ROLL...................................................................................................... 38
TROOPER CHARACTERISTICS..........................................................................8 BALLISTIC SKILLS (BS)...................................................................................... 39
SKILLS AND EQUIPMENT.................................................................................9 BS ATTACK....................................................................................................... 39
WEAPONRY.........................................................................................................9 RANGE.............................................................................................................. 42
GAME STATES.....................................................................................................9 TEMPLATE WEAPONS AND EQUIPMENT..................................................... 42
ARMY LIST...........................................................................................................9 TEMPLATE WEAPONS, AND ALLIED AND NEUTRAL TROOPERS............ 44
TYPES OF ORDERS.............................................................................................. 11 SPECULATIVE ATTACK................................................................................... 47
ORDER POOL........................................................................................................ 12 INTUITIVE ATTACK.......................................................................................... 48
TROOPER ACTIVATION AND STRUCTURE OF AN ORDER.............................. 13 TEMPLATE WEAPONS, SCENERY ELEMENTS AND TOTAL COVER.......... 49
ARO: AUTOMATIC REACTION ORDER................................................................ 13 CLOSE COMBAT (CC)........................................................................................... 51
ALL AT ONCE........................................................................................................ 14 CC ATTACK....................................................................................................... 51
ORDER EXPENDITURE SEQUENCE................................................................... 14 QUANTRONIC COMBAT (HACKING)................................................................... 54
INITIATIVE ROLL.................................................................................................. 15 HACKER............................................................................................................ 54
DEPLOYMENT RULES......................................................................................... 16 KEY TO THE HACKING PROGRAMS QUICK REFERENCE CHART.............. 57
GAME ROUND....................................................................................................... 16 HACKING PROGRAMS..................................................................................... 59
PLAYER TURN...................................................................................................... 16
START OF THE TURN: TACTICAL PHASE..................................................... 16 AMMUNITION AND WEAPONRY..........................63
IMPETUOUS PHASE........................................................................................ 17 AMMUNITION....................................................................................................... 63
ORDERS PHASE.............................................................................................. 17 NORMAL (N) AMMUNITION............................................................................ 63
STATES PHASE................................................................................................ 17 ARMOR PIERCING (AP) AMMUNITION.......................................................... 63
END OF THE TURN.......................................................................................... 17 DOUBLE ACTION (DA) AMMUNITION............................................................ 64
LOSS OF LIEUTENANT........................................................................................ 18 ECLIPSE AMMUNITION................................................................................... 64
SILHOUETTE TEMPLATES, LINE OF FIRE AND ZONE OF CONTROL............ 18 ELECTROMAGNETIC (E/M) AMMUNITION.................................................... 64
SILHOUETTE.................................................................................................... 18 EXPLOSIVE (EXP) AMMUNITION................................................................... 65
LINE OF FIRE (LOF)......................................................................................... 18 PARALYSIS (PARA) AMMUNITION................................................................. 65
ZONE OF CONTROL (ZOC).............................................................................. 20 SHOCK AMMUNITION..................................................................................... 65
COHERENCY..................................................................................................... 21 SMOKE AMMUNITION..................................................................................... 66
DISTANCES AND MEASUREMENTS.............................................................. 21 STUN AMMUNITION........................................................................................ 67
REPLACING GAME ELEMENTS...................................................................... 22 T2 AMMUNITION.............................................................................................. 67
ROLLS............................................................................................................... 23 COMBINED AMMUNITION................................................................................... 67
COMBINED SAVING ROLL.............................................................................. 67
MOVEMENT MODULE..........................................27 WEAPONRY........................................................................................................... 67
MOVING AND MEASURING................................................................................. 27 D-CHARGES..................................................................................................... 69
HORIZONTAL MEASUREMENT...................................................................... 27 DISCO BALLER................................................................................................ 70
HORIZONTAL MEASUREMENT (COMPLEX PATHS).................................... 27 DROP BEARS................................................................................................... 70
VERTICAL MEASUREMENT(LADDERS MINE DISPENSER............................................................................................ 71
AND VERTICAL SURFACES)........................................................................... 28 MINES............................................................................................................... 71
MOVE................................................................................................................. 29 PERIMETER WEAPONS.................................................................................. 72
GENERAL MOVEMENT RULES........................................................................... 30 PITCHER........................................................................................................... 73
MOVEMENT AND OBSTACLES....................................................................... 30 SEPSITOR......................................................................................................... 73
CAUTIOUS MOVEMENT................................................................................... 32 SYMBIOBOMB.................................................................................................. 74
JUMP................................................................................................................. 32 ARMED TURRET.............................................................................................. 74
CLIMB................................................................................................................ 34 WILDPARROT................................................................................................... 74
SKILL AND EQUIPMENT MODULE......................75 MIMETISM...................................................................................................... 100
MODIFIERS EXPLAINED (MODS)....................................................................... 75 MINELAYER.................................................................................................... 100
LEVELS, LABELS, AND TRAITS......................................................................... 75 MNEMONICA.................................................................................................. 101
COMMON AND SPECIAL SKILLS IN INFINITY.................................................. 76 MORPHO-SCAN............................................................................................. 101
COMMON SKILLS IN INFINITY........................................................................... 76 NATURAL BORN WARRIOR.......................................................................... 101
ALERT!.............................................................................................................. 76 NCO................................................................................................................. 102
BS ATTACK....................................................................................................... 77 NEUROCINETICS ............................................................................102
CAUTIOUS MOVEMENT................................................................................... 77 NO COVER....................................................................................................... 102
CC ATTACK....................................................................................................... 77 NO WOUND INCAPACITATION .................................................................... 102
CLIMB................................................................................................................ 77 NON-HACKABLE............................................................................................ 103
DISCOVER......................................................................................................... 77 NUMBER 2...................................................................................................... 103
DODGE.............................................................................................................. 79 PARACHUTIST ...............................................................................103
IDLE................................................................................................................... 80 PARAMEDIC.................................................................................................... 103
INTUITIVE ATTACK.......................................................................................... 80 PERIPHERAL.................................................................................................. 104
JUMP................................................................................................................. 80 PROTHEION.................................................................................................... 106
MOVE................................................................................................................. 80 REGENERATION ............................................................................................ 107
LOOK OUT!....................................................................................................... 81 RELIGIOUS TROOP........................................................................................ 107
PLACE DEPLOYABLE...................................................................................... 82 REMDRIVER .................................................................................................. 107
RELOAD............................................................................................................ 83 REMOTE PRESENCE..................................................................................... 108
REQUEST SPEEDBALL................................................................................... 84 SAPPER.......................................................................................................... 108
RESET............................................................................................................... 85 SENSOR.......................................................................................................... 108
SPECULATIVE ATTACK................................................................................... 85 SHASVASTII ...................................................................................109
SUPPRESSIVE FIRE........................................................................................ 85 SIXTH SENSE................................................................................................. 109
SPECIAL SKILLS IN INFINITY............................................................................. 86 SPECIALIST OPERATIVE............................................................................... 109
AERIAL.............................................................................................................. 86 STRATEGIC DEPLOYMENT........................................................................... 110
BERSERK.......................................................................................................... 86 STEALTH......................................................................................................... 110
BOOTY............................................................................................................... 86 STRATEGOS................................................................................................... 110
CAMOUFLAGE.................................................................................................. 87 SUPER-JUMP................................................................................................. 111
CHAIN OF COMMAND...................................................................................... 87 SURPRISE ATTACK....................................................................................... 112
CLIMBING PLUS............................................................................................... 87 TACTICAL AWARENESS................................................................................ 112
COMBAT INSTINCT.......................................................................................... 88 TAGCOM.......................................................................................................... 112
COMBAT JUMP................................................................................................. 88 TERRAIN......................................................................................................... 112
COURAGE......................................................................................................... 89 TOTAL REACTION.......................................................................................... 112
COUNTERINTELLIGENCE............................................................................... 89 TRANSMUTATION ......................................................................................... 113
DECOY............................................................................................................... 89 TRIANGULATED FIRE.................................................................................... 114
DOCTOR............................................................................................................ 89 VULNERABILITY............................................................................................ 114
DOGGED ........................................................................................................... 90 WARHORSE.................................................................................................... 115
ENGINEER........................................................................................................ 90 EQUIPMENT IN INFINITY................................................................................... 115
EXPLODE.......................................................................................................... 91 360° VISOR.................................................................................................... 115
EXRAH ............................................................................................91 AI MOTORCYCLE............................................................................................ 115
FORWARD DEPLOYMENT............................................................................... 91 ALBEDO.......................................................................................................... 115
FORWARD OBSERVER.................................................................................... 92 BAGGAGE........................................................................................................ 116
FRENZY............................................................................................................. 92 BANGBOMB.................................................................................................... 116
FT MASTER...................................................................................................... 92 BIOMETRIC VISOR......................................................................................... 116
G: JUMPER ...................................................................................................... 93 CUBE............................................................................................................... 116
GUARD.............................................................................................................. 94 DAZER............................................................................................................. 117
HACKER............................................................................................................ 94 DEACTIVATOR................................................................................................ 117
HIDDEN DEPLOYMENT................................................................................... 94 DEPLOYABLE COVER.................................................................................... 117
IMMUNITY......................................................................................................... 95 DEPLOYABLE REPEATER............................................................................. 118
IMPERSONATION............................................................................................. 95 ECM................................................................................................................. 118
IMPETUOUS .................................................................................... 96 FASTPANDA................................................................................................... 118
INFILTRATION.................................................................................................. 97 FIREWALL...................................................................................................... 118
INSPIRING LEADERSHIP................................................................................ 97 GIZMOKIT ......................................................................................119
LIEUTENANT.................................................................................................... 98 HACKING DEVICE.......................................................................................... 119
LIMITED COVER............................................................................................... 98 HOLOMASK.................................................................................................... 120
MARKSMANSHIP............................................................................................. 98 HOLOPROJECTOR......................................................................................... 120
MARTIAL ARTS................................................................................................ 98 MEDIKIT.......................................................................................................... 120
METACHEMISTRY.......................................................................................... 100 MOTORCYCLE................................................................................................. 121
MULTISPECTRAL VISOR.............................................................................. 121 SCENARIOS.......................................................145
NANOSCREEN ............................................................................................... 121 ANNIHILATION................................................................................................... 145
REPEATER...................................................................................................... 121 DOMINATION...................................................................................................... 147
SYMBIOMATE................................................................................................. 122 SUPPLIES........................................................................................................... 149
TINBOT............................................................................................................ 123 FIREFIGHT.......................................................................................................... 151
X-VISOR.......................................................................................................... 123
GAME STATES AND GLOSSARY MODULE........153
COMMAND MODULE.........................................124 STATES................................................................................................................ 153
COMMAND TOKENS........................................................................................... 124 CAMOUFLAGED STATE ................................................................................ 153
COORDINATED ORDERS .................................................................................. 125 DEAD STATE................................................................................................... 155
DECOY STATE................................................................................................. 155
FIRETEAMS MODULE.......................................128 DISCONNECTED STATE................................................................................ 156
FIRETEAMS: BASIC RULES.............................................................................. 128 ENGAGED STATE.......................................................................................... 156
FIRETEAM CREATION................................................................................... 128 FOXHOLE STATE ........................................................................................... 157
REJOINING THE FIRETEAM IN THE STATES PHASE................................ 128 HIDDEN DEPLOYMENT STATE..................................................................... 157
FIRETEAM TYPES.......................................................................................... 128 HOLOECHO STATE ....................................................................................... 158
GENERAL RULES FOR FIRETEAMS:........................................................... 129 HOLOMASK STATE........................................................................................ 160
FIRETEAMS CHART....................................................................................... 129 IMMOBILIZED-A STATE................................................................................. 160
FIRETEAM INTEGRITY.................................................................................. 130 IMMOBILIZED-B STATE ................................................................................ 161
FIRETEAMS IN THE ACTIVE TURN.............................................................. 130 IMPERSONATION STATE.............................................................................. 162
FIRETEAMS IN THE REACTIVE TURN......................................................... 131 ISOLATED STATE .......................................................................................... 164
FIRETEAM BONUSES.................................................................................... 131 NORMAL STATE............................................................................................. 164
FIRETEAMS AND CC COMBAT..................................................................... 132 PRONE STATE................................................................................................ 165
FIRETEAMS AND SUPPRESSIVE FIRE...................................................... 132 POSSESSED STATE ...................................................................................... 165
FIRETEAMS AND COMMS ATTACK............................................................. 132 RETREAT! STATE ......................................................................................... 166
FIRETEAM EXAMPLES................................................................................. 133 SEPSITORIZED STATE ................................................................................. 166
STUNNED STATE ......................................................................................... 166
TERRAIN AND SCENERY STRUCTURES...........139 SUPPRESSIVE FIRE STATE ........................................................................ 167
SPECIAL TERRAIN........................................................................................ 139 TARGETED STATE ........................................................................................ 167
CHARACTERISTICS OF THE TERRAIN........................................................ 139 UNCONSCIOUS STATE ................................................................................ 168
SCENERY STRUCTURES............................................................................... 141 UNLOADED STATE......................................................................................... 168
GLOSSARY.......................................................................................................... 169
TRIUMPH AND DEFEAT MODULE.....................142 TERMINOLOGY............................................................................................... 169
STANDARD GAME.......................................................................................... 142 ALIGNMENT................................................................................................... 169
RETREAT!....................................................................................................... 142 INFINITY LABELS AND TRAITS................................................................... 170
CHARACTERISTICS OF AN ARMY IN THE RETREAT! SITUATION .......... 142
MISSION OR SCENARIO................................................................................ 143 QUICK REFERENCE CHARTS............................172
FREE GAME.................................................................................................... 143 WEAPON CHART................................................................................................ 172
SETTING UP THE GAMING TABLE................................................................... 143 QUICK REFERENCE CHARTS........................................................................... 184
INTRODUCTION

BEFORE YOU READ ANY FURTHER:


If this is your first contact with Infinity, we recommend that you begin by getting familiar with the Quick Start Rules available at infinityuniverse.com.
There you will find everything you need to know to play your first games. Then you can check the full rules present in this book.

INTRODUCTION
INFINITY, A MINIATURES COMBAT GAME
INFINITY IS A 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. THE PLAYER ASSUMES COMMAND OF A SMALL
GROUP OF ELITE TROOPERS ENGAGING IN UNDERCOVER AND CLANDESTINE OPERATIONS.

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: their own Active Turn. During their Active Turn, each player assigns
OBJECTIVE AND GAME SUMMARY Orders to the Troopers to activate and play with them, moving them about
the table, attacking enemy Troopers, and accomplishing the scenario
Infinity is a competitive game that pits two rival armies against each objectives. At the same time, the opponent is also playing, by reacting
other in a struggle to complete a series of tactical objectives. The game to the actions made by the player who has the Active Turn, thanks to
lasts three rounds, or until all a player’s units are eliminated. Mission Automatic Reaction Orders (ARO).
details and the different End-Game modes that determine the winner are
described further below. During the game, the Rounds continue until the End-Game conditions
are met, which ends the game. Once the game has finished, the players
Once the table is set, the players start the game by deploying their check their Objective Points and their Victory Points to determine who the
miniatures and markers on the gaming table. The game is organized winner is.
through a series of Game Rounds, and in each Round, each player has

5
BASIC RULES

BASIC RULES
BASIC RULES GAME MODES

These basic rules are one of the pillars of the general game mechanics; During a game of Infinity, depending on how familiar you are with the
these are the rules all players must know in order to play. This chapter game, we recommend the following Game Modes:
creates the game engine that establishes Infinity as an excellent modern TABLE DEPLOYMENT ARMY GAME
TYPE OF GAME SWC
tactical combat simulator. SIZE ZONE POINTS DURATION

24 X 32
Basic rules establish the characteristics of Infinity Troopers and the way BEGINNER GAMES 8 X 24 INCHES 150 3 40 MIN
INCHES
in which they behave inside the game environment. They also determine
32 X 48
how to create combat forces and the rules needed to begin playing, as RAID GAMES 8 X 32 INCHES 200 4 50 MIN
INCHES
well as the game structure. The fundamental section of this chapter is
the explanation of the Orders system, the central core of the game model INTERMEDIATE 32 X 48
8 X 32 INCHES 250 5 60 MIN
that players will be using constantly. It is the system that enables players GAMES INCHES
to participate during the entire game, without having to stop playing at
48 X 48 12 X 48
any point. STANDARD GAMES 300 6 90 MIN
INCHES INCHES

WHAT YOU NEED MAGNUM GAMES,


48 X 48 12 X 48
AND GAMES WITH 350 7 100 MIN
INCHES INCHES
To play Infinity you will need the following things: REINFORCEMENTS

» A measuring tape of at least 48 inches. LARGE-SCALE 48 X 48 12 X 48


400 8 120 MIN
» Some 20-sided dice (d20). GAMES INCHES INCHES

» Corvus Belli miniatures to represent the Troopers of both players.


» Scenery. At least 4 big elements and 10 small items. As it will be soon
become apparent, scenery and terrain are a very important part of
Infinity.
» A 48 x 48-inch gaming table. Although the game can be played on
smaller surfaces, this is the ideal gaming table size to player larger
games of Infinity.
» Markers, Tokens and templates. All of them available for free on the
Download section of the official Infinity website at: Infinityuniverse.
com

6
BASIC RULES

GAME ELEMENTS: These pieces of information are Private in Infinity:


TERMINOLOGY AND ALIGNMENT
» Your Troopers’ Cost and SWC.
This rules set uses precise terminology throughout to refer to key » The presence of Troopers possessing the Combat Jump or
elements of the game that players have at their disposal. Parachutist Special Skill.
» The presence of Hidden Deployment Troopers.
You can find all Infinity Terminology and Alignment terms in the Glossary » The presence of troopers disguised by HoloMask.
found on page 169. » The identity of Troops with Chain of Command or Counterintelligence.
» The contents of your Markers.
Sibylla explains
» The identity of your Lieutenant.
I’ll give you the definitions of Troopers
and Peripherals, because they are the
main terms that you will find mentioned When the game ends, an Army List’s Private Information becomes Open
in the rules. Information.
Trooper. Game element with Attributes which
belongs to the Army List of any player, able LABELS AND TRAITS IN INFINITY
to contribute and spend Orders, as well as
declaring and receiving Attacks.
The function of Labels and Traits is to quickly indicate details and to
group common features.
Peripheral. Special category of Trooper that
is unable to contribute or spend Orders by
itself and, therefore, takes no space in the LABELS
Army List. It is activated when its
Controller, the Trooper on which it depends, spends
an Order, replicating their actions. Labels indicate a series of defining aspects of a Skill, Special Skill or
piece of Equipment for quick reference. You can find all Infinity Labels in
the Glossary found on page 169.
OPEN AND
PRIVATE INFORMATION TRAITS

Information about Army Lists in an Infinity game can be either Open or Most weapons and Equipment have special features, called Traits.
Private.
Traits usually relate to Common Skills or Special Skills, or to specific
Consider any piece of information on a player’s Army List that is not effects that make these items special. Some of them are self-explanatory.
explicitly Private as Open and knowable to all. You must share Open You can find all Infinity Traits in the Glossary found on page 169.
Information about your Army List while you deploy your Models, Markers
and Tokens during the Deployment Phase, and also any time your
opponent asks during the game. BASIC CONCEPTS IN INFINITY
Private Information is information you can keep to yourself that your ARMIES
opponent cannot ask about. Your Private Information remains secret until
a specific game event forces you to disclose it. In Infinity there are several Factions that represent the different Armies
of the Human Sphere and the alien forces of the Combined Army.
You are required to write down all Private Information before the game
starts to show your opponent if necessary.

7
BASIC RULES

UNIT PROFILE All this makes each Unit unique and sets them apart from the rest.

“Soldiers” in Infinity are called Troopers and are grouped into Units The contents and features specific to each Trooper are shown in different
belonging to each Army. ways:

All members of a Unit have received the same training and have the same » Under the Attributes, Equipment and Special Skills common to all
Attributes, Skills, and the same basic gear. Each Unit has a Unit Profile Unit options are shown.
with all the data you need to play it. » When one of the options of a profile has a Special Skill, it will be
shown next to the Trooper’s name.
» If one of the options has Equipment, it will be shown in round
EXAMPLE OF DIFFERENT UNITS brackets next to the name or Special Skill. For example:
(Multispectral Visor L2) or Hacker (Hacking Device).

» Equipment is separated from BS Weapons by a vertical bar (“|”) in the


Weaponry and Equipment column.
» Peripherals are separated from Weapons and Equipment by a double
vertical bar (“||”) in the Weaponry and Equipment column.
» CC Weapons, or special weapons that may be used as BS or CC
Weapons, are in the Melee Weapons column.

TROOPER CHARACTERISTICS

The following terms are important for playing:

Included below is the format for Unit Profiles, to help you become familiar with the » Training: Type of Order contributed by the Trooper to the
terms, Attributes, and all the Profiles’ information. Order Pool.
» Troop Type:
» LI – Light Infantry
» MI – Medium Infantry
» HI – Heavy Infantry
» REM - Remote
» TAG - Tactical Armored Gear.
» WB - Warband
» SK – Skirmisher
» VH - Vehicle
» Peripheral

» Trooper Classification: Trooper classification identifies the unit’s


function within the army and its most salient operational features. It
can determine army compositions in missions and scenarios.

» Garrison Troopers
» Line Troopers
» Specially Trained Troopers
» Veteran Troopers
» Elite Troopers
» Headquarters Troopers
» Mechanized Troopers
Common Characteristics of the Unit. » Support Troopers
1. International Standard Code. » Mercenary Troopers
2. Attributes. » Character
3. Common Equipment and Special Skills for the Unit. » ISC (International Standard Code): To avoid confusion, O-12 has
4. Name and different combinations of Special Skill, Equipment, and Weapons and created an international nomenclature, for its intelligence reports
the Cost for each Trooper. and analysis, which stays constant across different languages.
5. Peripheral.
» Hackable: This Characteristic identifies those Troopers
In this Trooper Profile example, we can see the Delta Unit has different options, technologically advanced enough to suffer attacks from or be aided
by infowar and hacking systems. A Trooper with the Hackable
each of them possessing different weapons and pieces of Equipment, and one that
Characteristic can be targeted by both allies and enemies using
also includes a Yudbot-B, which is a Peripheral, a special category of Trooper, with certain Hacking Programs. HI, REM, and TAG Troopers are Hackable
the Delta as its Controller. unless otherwise stated. Hackers, regardless of Troop Type, are
also Hackable.

8
BASIC RULES

Want to know more? You may find all the additional info
to further explore the Infinity Universe in AVAILABILITY (AVA)
fluff books, articles and appendices! This indicates the number of Troopers from this Unit allowed in a single
Moreover, I am at your service as an AI Army List.
interface at www.infinityuniverse.ai. You
can ask me everything you want to know
about the lore and backstory of the Infinity SILHOUETTE (S)
Universe. This indicates the three-dimensional volume of the Trooper for game
Sibylla’s advice purposes. The value refers to a specific type of Silhouette Template.

ATTRIBUTES SUPPORT WEAPONS COST (SWC)


The cost in Support Weapon Points paid for adding a Support Weapon to
Attributes are a series of numeric values that describe the basic a Trooper of that Unit. This value is pivotal when constructing your Army
capabilities of Troopers and game elements. In game terms, these are Lists.
used to make Rolls and calculate the success or failure of attempted
actions made by Troopers and game elements. For simplicity, Attribute COST (C)
definitions always refer to the term Trooper. 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
MOVEMENT (MOV) Army Lists.
The number of inches this Trooper can move with an Order. The MOV Attribute
usually has two values, the first one being for the first time the Trooper moves
in an Order, and the other one for the second time he moves. IMPORTANT
Some Unit Profiles might not have a numerical value for one of their
If the Trooper’s Unit Profile does not have a number for the MOV Attribute Attributes and instead have a “-” symbol. In this the case, they cannot
and instead has “-”, the Trooper is stationary and immobile, so cannot declare or use any Skill that requires that Attribute.
move under any circumstances.
SKILLS AND EQUIPMENT
CLOSE COMBAT (CC)
This conveys the Trooper’s prowess in hand-to-hand combat. In the corresponding sections of this rulebook, you will find each
Common Skill, Special Skill, and piece of Equipment in Infinity explained
BALLISTIC SKILLS (BS) in detail.
This conveys the Trooper’s prowess in ranged combat.
WEAPONRY
PHYSIQUE (PH)
This represents all physical skills, such as strength, dexterity, throwing, In the Combat Module section, you will find all the information needed to
dodging... use Weapon Charts in Infinity, and in the Weaponry section you will find
those weapons that require further explanation.
WILLPOWER (WIP)
This represents all mental skills, such as Discover, Doctor, Hacking… GAME STATES

ARMOR (ARM) ‘State’ is a game term for each of the altered conditions, beneficial or not,
This is a numeric value for the Trooper’s overall armor. The higher that a Trooper or game element might find itself in.
the value, the heavier and more effective the armor is in reducing the
damage of enemy attacks. Each State has a specific game effect, as well as individual methods
of activation and cancellation. States in Infinity are cumulative and are
BIO-TECHNOLOGICAL SHIELD (BTS) indicated by placing State Tokens next to an affected Trooper.
This is a numeric value for the Trooper’s NBC (Nuclear, Biological,
Chemical), Nanotechnological, Electromagnetic, and Anti-Hacking ARMY LIST
protections.
The Army List is the list of Troopers that make up the combat forces the
VITALITY (VITA) player will be using during the game.
This represents the physical endurance of the Trooper, and how much
punishment it can withstand before losing consciousness or dying. In order to play a game of Infinity, the first step will be to determine the
number of Army Points with which the Army Lists will be created. This
STRUCTURE (STR) number will be decided by mutual agreement between the players, or it
This alternative to the Vitality Attribute represents the capacity of could be determined by a specific mission or scenario you are playing, or
mechanical Troopers (TAGs, REMs...) or scenery structures to soak up by the organizer if you are playing at an event.
damage before ceasing to function.
An Army List may include a maximum of 15 Troopers.

9
BASIC RULES

A standard Infinity game is organized with 300 Points and 6 SWC, which IMPORTANT
would let players include up to 15 Troopers for an average duration Only those Troopers who contribute or spend Orders take up space in
game. the Combat Group. Peripherals do not contribute or spend Orders, so
they do not count towards the maximum limit of 10 Troopers in a Combat
Group.
SECTORIAL ARMY LISTS

The Sectorial Armies are specific sections of a faction, or small territorial IMPORTANT
armies from a specific area, region, or planet of the faction to which they
Although the content of a Marker is Private Information, which Combat
belong. Each faction in Infinity may have one or more Sectorial Armies. Group they belong to is Open Information.

The Sectorial Armies have their own distinct Army Lists with Trooper If the Marker is a Deployable Weapon or piece of Equipment, it belongs
to the Combat Group of the Trooper that deployed it.
Availabilities that are different from the generic Army of the faction they
belong to. They will often have greater access to specific units, at the cost
of not being able to access other units from their generic Armies, which AVAILABILITY (AVA)
in turn belong to other Sectorial Armies of the same faction.
All Troopers have an Availability (AVA) value on their Unit Profile. The
A player who uses a Sectorial Army List will only be able to field Troopers Availability Attribute determines the maximum number of Troopers from
listed in the Sectorial Army, and will not be able to field Troopers from the Unit that can be included in the player’s Army List.
the Generic Army List that are not specifically listed in the Sectorial
Army. An Availability of Total allows the player to field as many Troopers from
that Unit as desired, without exceeding the agreed Army Points for the
At the same time, if a Generic Army List is used, players may not field game, or the number of Troopers allowed in the Army List.
Sectorial Army Troopers that are not included in the Generic Army List, or
field the troopers using the Availabilities listed for the Sectorial Army. SUPPORT WEAPONS COST (SWC)

ARMY POINTS AND VALUE Support Weapons are the weapons or Special Equipment not included in
the basic or standard equipment. These Support Weapons have a specific
The total sum of the Cost of the Troopers that make up an Army List must cost named Support Weapons Cost (SWC).
always be equal to or lower than the number of Army Points agreed
upon for the game. On each Unit Profile, the SWC for each option for that Trooper is specified,
taking into account the weapons and the equipment at their disposal.
In order to create an Army List, the player needs to select his Troopers
from the ones available for his faction (PanOceania, Yu Jing, Combined In game terms, each 50 Army Points will provide 1 point of SWC to spend
Army...) and add up their Cost. on Troopers with Support Weapons.

COMBAT GROUP For example, in a standard 300 Point game, players will have 6 SWC
points available to spend on Troopers with Support Weapons.
A Combat Group is a closed group of Troopers with a maximum number
of members no greater than 10. EXTRA SWC:

When the total number of Troopers making up an Army List is more than Troopers whose SWC value has the + symbol will provide the player that many extra
10, the player must organize the Troopers into separate Combat Groups. SWC points to be added to the total of the Support Weapons Points available for his
Army List. In addition, it will not cost the player any SWC to field these Troopers, as
When creating the Army List, the player must assign each Trooper to a their SWC points value is considered to be 0.
Combat Group; he can create extra Combat Groups as needed, as long as
the total number of Troopers in each one is no greater than 10.

A Combat Group cannot normally be reorganized during the game.


Because of this, players are not allowed to transfer Troopers or their
Orders from one Combat Group to another.

10
BASIC RULES

LIEUTENANT INFINITY ARMY

Army Lists must have one Trooper with the Lieutenant Special Skill. Infinity Army is the free and official tool to create Army Lists for Infinity. This tool
offers:
However, players are not allowed to field more than one Trooper with the • An easy and intuitive interface. This software assesses the legality of each
Lieutenant Special Skill in their Army List. Army List the player creates, both for standard games and to participate in
Infinity events.
• Infinity Army has all the updated Unit Profiles available for Infinity.

Infinity Army and the Infinity Army App for mobile devices are the quickest and
easiest ways to create Army Lists, and both are available for free on the official
Infinity website: Infinityuniverse.com

ORDERS AND THE ORDER POOL

In Infinity, the capacity of an army to maneuver and take actions is Combat Group.
measured in Orders. An Order is a game concept, a sort of currency spent
to activate a Trooper so that it can take part in the battle. The higher the SPECIAL LIEUTENANT ORDER
number of Orders at its disposal, the more an army can do.
Lieutenant Special Orders are not added to the Order
Pool, but is kept separate for the Lieutenant’s own use.
TYPES OF ORDERS The status and expenditure of the Lieutenant Special
Order is Open Information.
REGULAR ORDER

Regular Orders are those contributed by Troopers who TACTICAL ORDER


have received regular military training, and can be
expected to follow instructions, maintain discipline Tactical Orders are only available to Troopers who
under enemy fire, work in a team and coordinate with have undergone special training and possess greater
their comrades. operational versatility.

Regular Troopers add their Orders to the Order Pool, where they can be Tactical Orders are special Orders that are not added to
spent by any Trooper in the same Combat Group to take actions. the Order Pool, but are instead kept by the Trooper for their own use,
though they may also be spent for advanced rules and for Fireteams (see
IRREGULAR ORDER page 127).

Irregular Orders are those contributed by Troopers who


have learned to fight in an undisciplined, disorganized REMEMBER
way, who can be expected to worry first and foremost A player is not obliged to spend all the Orders available to him,
about themselves. regardless of their category.

The Order contributed by an Irregular Trooper is not added


to the Order Pool of their Combat Group but is instead kept by them for IMPORTANT
their own use. However, the player must clearly state which Combat The status and expenditure of every Order is Open Information. Players
Group the Trooper, and their Irregular Order belong to. These Irregular must place the Tokens for each Order, including the Lieutenant’s, where
Troopers can still spend Regular Orders from the Order Pool of their all players can see them. Moreover, they must warn their opponent
when they are going to using it to activate their Troopers, including the
Lieutenant.

11
BASIC RULES

ORDER POOL ORDER POOL EXAMPLE

The Order Pool is the number of Regular Orders available to an Army List LIST COMPOSED OF:
in its Active Turn. The more Regular Troopers in an Army List, the bigger • 10 Troopers which provide a Pool of 10 Orders.
its Order Pool. • 12 Models (including 2 Peripherals).
• Peripherals do not provide an Order for the player’s Order Pool and they are
» Each Combat Group has its own Order Pool, that cannot be disregarded for the 10-member limit for the player’s list.
transferred from one Combat Group to another. Players have several ways to consume said Orders:
» Only Regular Orders go into the Order Pool. Irregular Orders, the The 10 Regular Orders may be consumed as seen fit. Whether to activate up to
Lieutenant Special Order, and Tactical Orders are not part of any 10 Troopers once each, to activate a single Trooper up to 10 times, or to activate
Order Pool.
different Troopers alternatively. 4 Regular Orders to one Trooper, 4 Regular Orders
» Players recalculate Order Pools at the beginning of each of their to another Trooper, and 2 Regular Orders to a different one, for example.
Active Turns, during the Tactical Phase. (further detailed in the Game Keep in mind that a Peripheral is activated by the same Order that activates their
Sequence section, on page 22).
Controller, the Trooper who is actually spending the Order. So that single Order
» Each Regular Trooper deployed on the battlefield, in the form of a activates both of them at the same time.
Model or Marker and not in any Null State, contributes an Order to the
Order Pool of their Combat Group.

» Regular Troopers that are not on the battlefield in the form of a Model ORDER POOL EXAMPLE
or Marker, due to Special Skills, do not add their Order to their Order
Pool until they start their Active Turn on the battlefield as a Model
The player has an Army List made up of 12 Troopers, all of them Regular,
or Marker. The status and existence of Orders provided by these
Troopers is Private Information. Regular Orders provided by these distributed in two Combat Groups. One containing 8 Troopers and the other
Troopers can be kept secret and out of sight of the opponent. containing 4 Troopers. Therefore, the player has 2 different Order Pools, one with
» There is no limit to the number of Regular Orders may be spent to 8 Regular Orders and the other one with 4 Regular Orders. The first Combat Group,
activate the same Trooper during their Active Turn; the only limit is with its 8 Regular Orders, could spend 1 Order on each of the Troopers in the Group,
the size of the Order Pool of their Combat Group.
activating all of them, once. Alternatively, the player could spend all the Orders on
» You can spend Regular Orders from your Order Pools in any order. a single Trooper, activating it 8 times. Or he could spend 4 Orders on one Trooper, 3
When you activate a Trooper, you do not need to spend all Orders you Orders on another, and 1 Order on a different one…
plan to use on that Trooper consecutively, but can alternate between
In the same way, with the second Combat Group, which has a Pool of 4 Regular
Troopers.
Orders, the player would also be free to choose how the Orders are spent. What you
» Players are not required to spend all the Regular Orders in their cannot do is activate Troopers from the second Combat Group by spending Orders
Order Pools. from the first Combat Group.

12
BASIC RULES

REMEMBER: ARO: AUTOMATIC


In an Infinity Army List, players must assign each Trooper to a Combat REACTION ORDER
Group; they can create extra Combat Groups as needed, as long as the
total number of Troopers in each one is no greater than 10, each with its In Infinity games, thanks to the Automatic Reaction Order (ARO)
own Order Pool.
mechanic, the action and decision-making never stops. Even during their
opponent’s Active Turn, a player’s Troopers, Models and Markers can
TROOPER ACTIVATION AND react each time the opponent activates one of his Troopers by spending

STRUCTURE OF AN ORDER an Order.

Players use Orders to activate Troopers and have them perform actions The Reactive Player’s Troopers may declare an ARO whenever they meet
in the form of Skills (Move, Jump, CC Attack…). Depending on their any of the following criteria:
complexity and the in-game time taken, Skills are divided into:
» An enemy Trooper activates within its Line of Fire (LoF).
Basic Short Skills: These skills are Move, Discover, and Idle. They can » An enemy Trooper activates within its Zone of Control (ZoC) or
be declared twice, or can be combined with a different Basic Short Skill Hacking Area.
in the same Order. For instance, you could use an Order to Move and » It has a Special Skill, weapon, or piece of Equipment that specifies
Discover. They can also be combined with a Short Skill. that the Trooper can react to enemy actions without LoF or ZoC.
» It is affected by a Template Weapon, or is the target of a Comms
Short Skills: Most of the Skills available in Infinity are Short Skills. They Attack.
can only be combined in an Order with a Basic Short Skill. They cannot be The Reactive Player must declare AROs for all eligible Troopers, Models,
declared twice or be combined with other Short Skills. or Markers immediately after the Active Player declares his Long Skill, or
the Basic Short Skill he intends to perform first (see: Order Expenditure
Long Skills: These Skills employ one whole Order and cannot be Sequence, page 14). Troopers that fail to do so lose their ARO against
combined in any way. that Order. If, by declaring the second Short Skill of its Order, the active
Trooper gives an ARO to enemy Troopers that did not have ARO against
You can check the Skills summary chart on page 186. the first Basic Short Skill, then those enemy Troopers can declare their
AROs.

STRUCTURE OF AN ORDER
Each time the Active Player activates a Trooper by spending an Order,
ER
RE

U
D
G

LA R
R O

each eligible enemy Trooper gets one single ARO, regardless of the
BASIC SHORT SKILL + BASIC SHORT SKILL
number of Skills the Active Player declares during that Order.

BASIC SHORT SKILL + SHORT SKILL


The target of an ARO must always be one of the Troopers that have been
activated by the Order.
LONG SKILL
Troopers may not react to AROs, since only the Active Player’s Orders
Therefore, spending an Order allows the activated Trooper to declare a give AROs and only the Reactive Player may declare AROs.
maximum of two Skills, choosing from one of the following combinations
and always declared in the order shown: There is no limit to the number of Troopers that may react to an Order
being spent on an enemy Trooper.
» 1 Basic Short Skill + 1 Basic Short Skill.
» 1 Basic Short Skill + 1 Short Skill.
» 1 Long Skill (which activates the Trooper and expends the whole IMPORTANT
Order).
Using an ARO, the Reactive Player can only declare Skills that
specifically State they are usable in ARO. (check the Summary Chart on
IMPORTANT page XXX).

Even if declared one after the other, both Skills in a single Order are Unless a Special Skill, Equipment or scenario rule States otherwise,
performed simultaneously. For example, if you declare Move plus BS AROs always have Burst B1. In such a situation, if the Reactive Trooper
Attack, (the Short Skill that Troopers use to fire their weapons), you can has a Burst value higher than one in ARO, they cannot split it amongst
make the BS Attack at any point during the declared movement route, different targets.
and not necessarily at the beginning or end of that route.

13
BASIC RULES

ALL AT ONCE 2. Reactive Player’s AROs

In Infinity, Orders and AROs are simultaneous regardless of the Skills 2.1 ARO Check. The Reactive Player checks if they are allowed to
declared. declare AROs with their Troopers. Players may check from the Active
Trooper if any Trooper or Game Element is inside the Zone of Control
For example, if an activated Trooper declares Move + BS Attack and (ZoC) of the Active Trooper.
chooses to shoot from its starting position (to take advantage of a
favorable Range), and its target reacts with a BS Attack, choosing to 2.2 ARO Declaration. The Reactive Player declares the AROs of
shoot at the end of the Movement (again, for Range purposes), then both those Troopers that are allowed to declare one. Troopers are not
actions are still considered to be simultaneous for all game purposes. forced to declare AROs, but if a Trooper can declare an ARO and fails
to do so, they forfeit their right to declare an ARO against this Order.

3. Declaration of the Second Skill: The Active Player declares the


IMPORTANT
second Short Skill of the Order, if applicable. If movements are
All AROs are also simultaneous. This means that, if a Camouflage
declared, the player measures where the Trooper can move, chooses
Marker declares a Move, the opponent can declare Discover with
Troopers that have LoF to it, but they cannot declare Discover with one of the route, and places the Trooper at the final point of its movement.
the Troopers and BS Attack with the rest, waiting for the Discover Roll to
be successful (see: Camouflaged State, page 153).
4. Reactive Player’s AROs

4.1 ARO Check. The Reactive Player checks if they are allowed to
declare AROs with those Troopers that couldn’t declare an ARO in
IMPORTANT
the previous ARO Check step. Players may check from the Active
The type, status, and expenditure of any Order (Regular, Irregular,
Trooper if any Trooper or Game Element falls inside the Zone of
Tactical, the Lieutenant Order, which Combat Group it belongs to,
whether it has been spent or not...) is Open Information. Players must Control (ZoC) of the Active Trooper.
place the Tokens for each and every one of their Orders in a visible place
on the gaming table, and they must inform their opponent every time
4.2 ARO Declaration. The Reactive Player declares the AROs of those
they spend an Order to activate a Trooper, even if it is the Lieutenant
Order. Troopers that are allowed to declare one. Troopers are not forced to
declare AROs, but if a Trooper can declare an ARO and fails to do so,
they forfeit their right to declare an ARO against this Order.
ORDER
EXPENDITURE SEQUENCE 5. Resolution: Check that the Skills and pieces of Equipment whose
use has been declared meet their respective Requirements, make all
Each time the Active Player decides to spend an Order (of whatever type) necessary range measurements, determine which MODs apply, and
to activate a Trooper, follow these steps: then both players make their Rolls. If any Skill or piece of Equipment
doesn’t meet its Requirements, the Trooper instead performs an Idle.
1. Activation: The Active Player declares which Trooper will activate.
5.1 Effects: Players apply all effects of successful Skills and
1.1 Order expenditure: The Active Player removes from the table, or Equipment including Saving Rolls and Dodge movement.
otherwise marks as spent, the Order he uses to activate the Trooper.
5.2 Conclusion: Guts Rolls are made if necessary, and their effects
1.2 Declaration of the First Skill: The Active Player declares the first are applied, as well as those of Alert!. End of the Order.
Basic Short Skill, or the Long Skill, they want to use. If movements
are declared, the player measures where the Trooper can move,
chooses the route, and places the Trooper at the final point of its IMPORTANT
movement. All details and choices related to the execution of a Basic Short Skill,
Short Skill, or Long Skill must be specified when it is declared.
For instance, if you declare a movement, you must specify the entire
route.
If you declare an Attack, you must specify which Weapon, piece of
Equipment, Special Skill, Ammunition, or other option will be used, who
the targets are, the specific point where the shots are taken from, how
the Burst is divided between targets, etc.

14
BASIC RULES

Infinity. Fair play:


IMPORTANT
To streamline the game, the opponent may assist the
When declaring Alert!, any Basic Short Skill, or the Long Skills Jump or Active Player with measurements, checking LoF, etc.
Climb, their Requirements must be checked when the Skill is declared. This will make the game more exciting and dynamic.
For all other Skills that are declared as part of an Order or ARO, their Fair play is a win-win for both players and is
Requirements must be checked during step 5 of the Order Expenditure essential for a good game atmosphere. If mistakes
Sequence: Resolution. are made, ideally both players should come to an
agreement to fix the problem.
If the use of a Skill, weapon, or a piece of Equipment is declared and
when the Requirements are checked they are not met, the action is The tagline “in Infinity it’s always your turn” isn’t
cancelled and the Trooper instead performs an Idle. Additionally, any just about using AROs to react during your opponent’s
declared uses of Disposable items are expended and lost. turns, but that it is also a tool to interact
continuously with your opponent, creating a constant
dialogue that makes the games more engaging and
enjoyable. This makes it easier to keep learning and
improving your game skills, and has helped create a
tight community of players, whose friendship reaches
across borders and oceans.

INITIATIVE AND DEPLOYMENT


INITIATIVE ROLL DEPLOYMENT PHASE

Before the game begins, players make a Face to Face Roll using their This phase comes after the Initiative Roll, once the Initiative and
respective Lieutenant’s WIP Attributes. So, both players roll a D20 and Deployment have been chosen. During the Deployment Phase, before the
compare their results and the one with the higher result (that does not game begins, players place their Troopers on the battlefield.
exceed their Lieutenant’s WIP Attribute) is the winner of the Initiative
Roll. The winner of the Initiative Roll can choose between keeping The Deployment Phase is divided into the following steps:
Deployment and keeping Initiative. Whichever option the winner declined
goes to the other player. 1. 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 Troopers totally inside his
In the case of a tie, or both players failing, repeat the Initiative Roll. In the
Deployment Zone.
Initiative Roll, the WIP Attribute of the Lieutenant is Open Information.
2. Player Two Deployment: Once Player One is done, Player Two places
KEEPING INITIATIVE all but one of her Troopers totally inside her Deployment Zone.
3. Player One Last Trooper: Then, Player One places the Trooper he
The player who kept Initiative gets to choose which player has the first kept back during step one.
Player Turn and which player has the second Player Turn in each Game 4. Player Two Last Trooper: Finally, Player Two places the Trooper she
Round. This order is maintained throughout the game. kept back during step two.

KEEPING DEPLOYMENT NOTE:

The player who kept Deployment gets to choose who deploys first, and in Some Special Skills, such as Forward Deployment, allow players to place certain
which Deployment Zone. Troopers outside their Deployment Zones.
Other Special Skills, like Combat Jump, allow players not to place certain Troopers
on the battlefield at all during the Deployment Phase.
Finally, some Special Skills may alter the Deployment rules for both
players.

15
BASIC RULES

DEPLOYMENT RULES » Unless previously agreed upon, Troopers cannot deploy in a location
without enough space to fit their entire base.
» Players can measure the size of the Deployment Zones, those areas
To deploy your Troopers on the table, follow these rules:
where Troopers possessing the Forward Deployment Special Skill can
deploy, the central line of the game table and any Exclusion Zone the
» The base of each Trooper must be totally inside the Deployment Zone.
game scenario specifies.
» Troopers cannot be deployed in contact with enemy and neutral
Models, Markers, or Tokens, or in contact with any mission objective,
no matter the Special Skills they have.
» When a Trooper deploys, its owner can choose to deploy it Prone. To
do so, simply place a Prone State Token beside the Trooper.

GAME SEQUENCE
GAME ROUND PLAYER TURN
Infinity games are divided into Game Rounds, or Rounds, during which During each Turn there is an Active Player and a Reactive Player. The
both players have the chance to take an active role. This means each Active Player can activate his Troopers and execute actions, while the
Round is divided into two Player Turns, or Turns, one for each player. Reactive Player can react to the activation of the Active Player’s Troopers
(see ARO: Automatic Reaction Order, page 14).
At the start of a Round, a new Player Turn begins, following the turn order
determined during the Initiative Phase. Each Player Turn is divided into these steps:

1. Start of the Turn: Tactical Phase


GAME SEQUENCE
1.2 Executive Use of Command Tokens

PLAYER 1 PLAYER 2
1.3 Retreat! Check
TURN TURN

1.4 Loss of Lieutenant check

1.5 Order count

2. Impetuous Phase

3. Orders Phase

4. States Phase

5. 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 they start activating their Troopers.

EXECUTIVE USE OF COMMAND TOKENS

The Active Player may make Executive Use of their Command Tokens.

16
BASIC RULES

RETREAT! CHECK REMEMBER


Each Combat Group has its own independent Order Pool, Irregular
The Active Player counts his Victory Points to see if he enters a Retreat! Orders, and Tactical Orders.
situation (see End-Game Conditions, page 142).

LOSS OF LIEUTENANT CHECK REMEMBER


Troopers that have yet to be deployed on the table as Models or
The Active Player checks whether he is in Loss of Lieutenant (see page Markers (for example, due to the Combat Jump Special Skill) do not
18). contribute their Order to the Order Pool. Undeployed Troopers’ Orders
are Private Information, so their player can keep their Orders secret and
out of sight of the opponent.
ORDER COUNT

The Active Player counts how many Orders he has at his disposal for this IMPETUOUS PHASE
Turn, by counting the number, type and States of his Troopers.
During this phase, the Active Player may activate each Trooper with
the Impetuous Special Skill once, without spending an Order. Check the
Regular Orders Impetuous Special Skill on page 96.
For each Regular Trooper deployed on the table, as a Model or Marker,
that is not in a Null State (Unconscious, Dead…), the Active Player adds ORDERS PHASE
one Regular Order to the corresponding Order Pool.
This is the main phase of the Player Turn, when the Active Player
gets to use their Order Pool, Irregular Orders, Tactical Orders, and the
Irregular Orders Lieutenant Special Order to activate their Troopers. The Active Player has
For each Irregular Trooper deployed on the table, as a Model or Marker, no obligation to expend all Orders. However, unused Orders cannot be
that is not in a Null State, the Active Player places an Irregular Order reserved for subsequent Turns and are lost.
Token on the table, making it clear which Combat Group it belongs to.
STATES PHASE

Lieutenant Special Order Once the Active Player runs out of Orders, or decides not to use the
If the Active Player has a Lieutenant deployed on the table, as a Model remaining ones, both players will carry out any checks for those States
or Marker, that is not in a non-Null State, the Active Player places the or Skills that require it. These rolls do not generate AROs.
Special Lieutenant Order in a visible place.
All Order Tokens still on the table are removed.

Tactical Order END OF THE TURN


For each Trooper with Tactical Awareness deployed on the table, as
a Model or Marker, that is not in a Null State, the Active Player places Once all checks are made, the Active Player Turn ends.
a Tactical Order on the table, making it clear which Combat Group it
belongs to.

17
BASIC RULES

LOSS OF LIEUTENANT SILHOUETTE TEMPLATES


SILHOUETTE BASE HEIGHT TEMPLATE
Despite their training and their constant connection with Mission Control,
X * 3 MM (BASE HEIGHT) SX
losing a team leader to enemy fire or system failure can wreak havoc
0 25 mm 3 mm S0
on the discipline of soldiers, creating a moment of confusion in which
1 25 mm 25 mm S1
everyone is left to their own devices, without a coordinated tactical
2 25 mm 40 mm S2
approach. This situation is usually temporary, and order reigns again
3 40 mm 32 mm S3
once the next rung in the chain of command steps up or Mission Control 4 55 mm 32 mm S4
chooses a new leader. 5 40 mm 45 mm S5
6 40 mm 55 mm S6
ACTIVATION 7 55 mm 67 mm S7
► If, during the Tactical Phase of the Active Turn, the Active Player lacks
8 70 mm 70 mm S8
a Lieutenant because they did not deploy it on the game table (as a
Model or as a Marker) or the previous Lieutenant is currently in a Note *: While in Prone State, the width of the base corresponds with the Trooper’s
Null (Unconscious, Dead, Sepsitorized...) or Isolated State, then a Silhouette Attribute.
Loss of Lieutenant situation is automatically declared.
S2
S3 S4

EFFECTS 25mm
S1
40mm
32mm 32mm

► While an army is in a Loss of Lieutenant situation, all Troopers in its


25mm 25mm 40mm 55mm
Army List are Irregular.
S5 S6 S7 S8

CANCELLATION 45mm
55mm
67mm
► At the end of the player’s Turn, they must appoint a new Lieutenant, 70mm

at no cost, which cancels the Loss of Lieutenant situation. The new 40mm
40mm
Lieutenant gains the Lieutenant Special Skill, with no additional 55mm
70mm
abilities. The identity of this new Lieutenant is still considered Private
Information.
LINE OF FIRE (LOF)

IMPORTANT Line of Fire (LoF) is the criterion by which players determine whether a
Troopers whose Unit Profile has the Irregular Characteristic or the REM Trooper can see its target. The Line of Fire (LoF) is an imaginary straight
Troop Type cannot be appointed as Lieutenant. line that joins any point of the volume of a Model, Token, Marker or valid
target to any point of the volume of another.

SILHOUETTE TEMPLATES, Remember that the volume of a Model, Marker, or Token is determined by

LINE OF FIRE AND ZONE OF the value of its Silhouette Attribute.

CONTROL In Infinity, Troopers have a Line of Fire (LoF) angle of 180°, matching the
front half of their base, as shown on the base of the miniatures.
SILHOUETTE
For a Trooper to be able to draw LoF to its target, it must meet these
In game terms, all Troopers occupy an unvarying volume on the table. conditions:
This volume is cylinder-shaped, with its width determined by the base
size and its height by the type of Trooper. » The target must be totally or partially within the Trooper’s front 180º
arc, unless some Special Skill or piece of Equipment ignores this
restriction.
Silhouette Templates are a game aid designed to help players determine
the in- game volume and height and width of a Trooper. » The Trooper must be able to see part of the volume of its target, with
a minimum size of 3x3mm.
If doubts about the volume of a Trooper arise during a game, players can » LoF can be drawn from any point of the Trooper’s Silhouette to any
use the Silhouette Templates to decide exactly what cylinder-shaped point of the target’s Silhouette without being obstructed by any pieces
of scenery or the Silhouette of any Model (friendly or enemy).
space it takes up on the game table. Any part of the model that juts out of
the perimeter of its base is ignored for game purposes.

Depending on their unit type, Troopers have in their Profile an Attribute


called Silhouette (S) that indicates which Silhouette Template they should
use.

18
BASIC RULES

To facilitate movement and interactions during game, we must consider LOF EXAMPLES
the following exceptions when drawing LoF.

» As long as a Trooper can draw LoF to their target, the target can
draw LoF to that Trooper as well, as long as that Trooper is within the
target’s front 180º arc.
» Troopers that declared any Skill with the Movement Label can draw a
360º LoF all along their route.
» Troopers do not obstruct LoF all along their route.
» Markers do not obstruct LoF.
» Unless specified otherwise, Markers have a 360º LoF.
» Troopers who are in Engaged State cannot draw LoF to Troopers or
game elements that are not in Engaged State with them. In addition, The red Trooper has no LoF, but the blue Trooper does.
Troopers who are in Engaged State are not affected by Visibility
Conditions or by other rules affecting LoF .

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. To make checking LoF easier it is
advised to make use of Silhouette Templates, rulers, laser pointers... to see whether
anything obstructs the LoF.
VOLUME AND LINE OF FIRE (LOF)
Both Troopers have a LoF

The blue Trooper has no LoF, but the red Trooper does.

Volume of a Miniature and use of the Silhouette Template to check the LOF.

Both Troopers have LoF.

19
BASIC RULES

ZONE OF CONTROL (ZOC) BASE CONTACT/ SILHOUETTE CONTACT

Troopers have an awareness of their surroundings. Zone of Control (ZoC) The Troopers are positioned with their Silhouettes in contact with each
is defined as an imaginary cylinder with a radius of 8 inches from the other. This term also applies when the Trooper’s Silhouette is in contact
outer edge of the Trooper’s Silhouette, extending 8 inches up from the top with a game element that may or may not have a base, like a piece of
of the Silhouette and 8 inches down from the bottom of the Silhouette. terrain.

ZONE OF CONTROL AND AROS A Trooper is always in Silhouette contact with themselves.

Enemies entering or acting inside the Zone of Control of a Trooper while


remaining outside that Trooper’s LoF can be reacted to.

Players can check the Zone of Control (ZoC). Measurements must always
be made from the Active Trooper, checking a maximum of 8 inches
from any point along their path. If there are Reactive Troopers or Game
Elements within the Zone of Control (ZoC) of the Active Trooper, they can
declare an ARO (see Order Expenditure Sequence, page 14).

ZONE OF CONTROL

8”
INSIDE

8” To consider a Trooper to be inside a defined game area (for example


a Zone of Control, a Zero Visibility Zone, or a Difficult Terrain Zone) its
Silhouette must be in contact with the zone, or be at least partially within
8” the zone.

TOTALLY INSIDE

When a rule specifies “totally inside”, then the Trooper’s entire Silhouette
must be inside the defined area.

INTERACTION BETWEEN ZONES,


BASES AND SILHOUETTES

This ruleset frequently uses terms that define the interaction between
Troopers and other game elements.

20
BASIC RULES

INTERACTING WITH ZONES BREAKING COHERENCY

When a Coherency Check is failed, if a trooper is out of the Reference


Trooper’s ZoC, then Coherency is broken and its consequences are
INSIDE applied immediately, as Stated by the rule, Special Skill, piece of
Equipment... the player is applying.
TOTALLY INSIDE
BREAKING COHERENCY GAME EXAMPLE
INSIDE
In the Active Turn, after declaring a Fireteam’s first Short Skill of the Order, or
OUTSIDE Long Skill, any members out of Coherency with the Team Leader would leave the
Fireteam and not be activated. Fireteam Bonuses would then be recalculated.

To make the game faster, in those situations in which


it is clear and evident that Coherency is kept (when
the troopers are close to the Reference
Trooper, and clearly inside his Zone of
Control), it is not necessary to perform a
Coherency Check, unless the adversary
asks for it.

COHERENCY Sibylla Advice

Coherency is the game mechanic which allows management of several DISTANCES AND MEASUREMENTS
linked troopers acting together and simultaneously in the same Order
while applying a rule, Special Skill, piece of Equipment, Game State... that Distances on the game table are measured in inches, using a tape
requires those troopers to stay in close proximity. measure or ruler.

Coherency is determined by the Zone of Control of a specific trooper When measuring the distance between two Troopers, players must
known as the Reference Trooper. The Reference Trooper can vary and is measure between the closest parts of their Silhouettes.
defined by each rule, Special Skill, piece of Equipment... which requires
Coherency (for example, the Team Leader of a Fireteam, the Controller of To determine what the distance is between two objects or scenery items,
a Peripheral or an HVT...). players must measure a straight line between them.

To be in Coherency, the rest of the linked troopers must be inside the


In Infinity, it is advised to use the base for
Zone of Control of the Reference Trooper. measuring distances. By doing so, it is
easier to determine the reference point for
the distance and speed up the game. Only on
COHERENCY CHECK rare occasions it will be necessary to
use the Silhouette Template to know the
exact range between two Troopers.
» During the Deployment Phase.
The player can check Coherency, measuring the Zone of Control of Sibylla Advice
the Reference Trooper to be sure the rest of the linked troopers are
inside it.
After having checked Coherency, the player can adjust the placement
of those troopers so they are all inside the Zone of Control. REMEMBER
However, this adjustment is not allowed regarding the last figure As a general rule in Infinity, the Skills that compose an Order must
kept back as reserve, nor during the deployment of that Trooper (or be declared before taking any measurements (see Order Expenditure
Troopers if any rule, Special Skill, piece of Equipment... allows several Sequence, page 14).
to kept back in reserve).

» At the start or end of an Order or ARO.


The player must check Coherency at the start of the Order, after
having declared the first Short Skill of the Order, the Long Skill, or an
ARO, but before measuring movement, if any has been declared. The
player must also check Coherency at the end of the Order, at the end
of the Conclusion step, after having performed any movement due to
a failed Guts Roll or any other rule.

21
BASIC RULES

DISTANCE BETWEEN TWO MINIATURES DIFFERENT DIAMETERS

However, some Special Skills, pieces of Equipment, game conditions,


or scenario conditions require that the replacement Trooper to have a
different Silhouette Attribute value and base size.

4”
In this case, the player has two options to choose from:

» The player can match the center of the replacement Trooper’s base
with the center of the original Trooper’s base.
» The player can make the edge of the replacement Trooper’s base
match the edge of the original Trooper’s base. As seen in the graphic,
the arc of the circumference of the borders must coincide.

This allows, for example, the replacement Trooper to gain contact with
Cover that the original Trooper didn’t have. In a similar way, this allows
the replacement Trooper to enter Engaged State. However, this rule
cannot be used to cancel the Engaged State.

REPLACING GAME ELEMENTS Where the replacement is mandatory and inevitable, because of a rule,
Special Skill, or piece of Equipment that has the Obligatory Label, the
Occasionally, during a game, it is necessary to replace a Game Element following must be taken into account:
like a Trooper, or a piece of Equipment, with another Model or Marker
due to a Special Skill, piece of Equipment, game condition, or scenario » If the space available is less than the volume determined by
condition. For simplicity, these definitions always refer to the term the silhouette template, the replacement Trooper will enter the
Immobilized-A State. This State can only be cancelled by the
Trooper.
conditions of the space containing the Trooper changing, and may not
be cancelled in the usual manner defined by the State itself. Pieces of
MATCHING DIAMETERS Equipment will be removed from the gaming table instead of entering
the Immobilized-A State.
If the replacement Trooper possesses the same base size, then the
base of the replacement Trooper must match the position of the original Bases:
Trooper’s base. Matching Center

Bases:
Matching Edges

22
BASIC RULES

ROLLS The most commonly used MODs are:

Infinity uses 20-sided dice (commonly known as d20) to determine » Range (see page 42): can modify the BS, PH and WIP Attributes.
whether specific actions are successful. For example, players roll dice to » Cover (see page 41): can modify the BS, PH, WIP, and Saving Rolls.
find out whether their Troopers succeed in hitting their target in ranged » Skills, Weapons and Equipment (see page 75): can modify several
combat, hacking into enemy systems, discovering a hidden enemy, etc. different Attributes.
» States can also modify different Attributes. If a Trooper is in several
Infinity’s game mechanics revolve around two types of d20 rolls: Normal States that affect the same Attribute, their effects are cumulative.
Rolls and Face to Face Rolls. Different Modifiers (MOD) may appear in the Unit Profiles .

SUCCESSFUL ROLL » Any MOD or value in round brackets next to a Special Skill, Weapon,
or Equipment—such as CC Attack (+3), Combat Jump (PH=10), CC
Weapon (PS=6), Combi Rifle (+1B), etc.—only applies when using the
Troopers and game Elements have a series of Attributes that define their
Skill, Weapon, or Equipment.
capabilities to perform different game actions. Rolls are made against
the Success Value (SV), the numeric value resulting from applying the » Positive MODs only apply to the user.
relevant Modifiers (both negative and positive) to the Attribute used for » Negative MODs only apply to enemies.
the Skill. ▲ Negative MODs for Automatic Skills and Equipment—such as
Mimetism (-6), or Surprise Shot (-3)—always apply the MOD as
specified in their rules.
To find out if a Skill has succeeded, a d20 is rolled and the result is
compared to the Success Value. Any result that is equal to or lower than ▲ Negative MODs for other Skills, Weapons, and Equipment—such as
the Success Value means that the Skill was successful. Dodge (-3), or CC Attack (-3)—only apply during Face to Face Rolls.
» “ReRoll” in round brackets next to a Skill, Weapon, or Equipment will
MODIFIERS (MOD) allow the user to reroll one die from the Roll, only when using that
Skill, Weapon, or Equipment.

In most cases, the circumstances of an action apply Modifiers (MODs) » “+1 SD” or “+1 Special Die” in round brackets next to a Skill, Weapon,
to the relevant Attribute before a roll is made. MODs, by increasing or or Equipment allows the player to roll one extra die, and then select
and discard one die from the Roll. This extra die does not increase
decreasing the numeric value of an Attribute, denote the difficulty of the
the Burst value of the Special Skill, Weapon, or Equipment, and does
Skill at hand. A positive MOD applies when the Skill performed is easier not expend additional Disposable uses. If distributing Burst between
than usual, and a negative MOD makes the Skill harder than usual. several targets, the extra die must be allocated to one of those
targets, and a die discarded from the Roll against that target.

If used in a Face to Face roll, a die is selected and discarded after


IMPORTANT both players have rolled. If both players have to select and discard
Whenever a rule mentions the value of an Attribute, consider it to mean a die, the Active Player selects first. This MOD applies in both Active
the Success Value, obtained after applying all MODs. and Reactive Turns.

This MOD cannot be applied to Long Skills. Also, it cannot be applied


MAXIMUM MODIFIER: to Skills, Weapons, or Equipment that do not require a Roll, for
example, Direct Template Weapons.
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. REMEMBER–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.

23
BASIC RULES

MAXIMUM MODIFIER EXAMPLE SUCCESS VALUE BELOW 1

NK TEAM
BLI
Negative MODs can sometimes cause the Success Value to drop below 1
GHT BRIG
HLI AD
RC

BLINK
O

SILVESTAR
E
T

ROVER
SI
LV
ER
STAR ROV
ER
S
PA
N O C E A NIA

BS 13
for an action. In these cases, the player does not roll the dice, and the Roll
BS 13 MAX MOD -12 BS 1
fails automatically.
bs weapon: combi rifle

Partial Cover -3 B
Mimetism -6 ATTRIBUTES AND SUCCESS VALUE ABOVE 20
Range -3
A
In other cases, an Attribute can be higher than 20, or the total positive
MOD added to the Attribute can make the Success Value exceed 20.

A Success Value over 20 increase the chances of rolling a Critical


34” success. The amount over 20 indicates the possible results on the die roll
that, in addition to a 20, will give a Critical success. For instance, with a
Success Value of 23, a Critical success is achieved when rolling a 20, but
also when rolling a 1, 2, or 3 on the die.
COMBI RIFLE
Number of Saving Roll
Name Ammo PS B Traits EXAMPLE OF AN ATTRIBUTE AND SUCCESS VALUE OVER 20:
Saving Rolls Attribute
Combi Rifle 1 ARM N 7 3 SUPPRESSIVE FIRE

RANGE
A Trooper has a Close Combat (CC) Attribute value of 24. Therefore, as their Success

16” 32” 48” 96” Value is 24, any result in a Normal Roll is a success. In addition, any roll of 20, 1, 2,
+3 -3 -6 3, or 4 on the die is a Critical success.

Trooper A declares: Move + BS Attack with his Combi Rifle. His BS Attack will apply NORMAL ROLL
the following MODs:
• -6 for Trooper B’s Mimetism. Normal Rolls are the most common, basic dice rolls in Infinity. This roll is
• -3 for Cover. used when a Trooper is not facing off against an enemy, but instead must
• -6 for Range. check if they successfully use an uncontested or passively contested Skill
The total sum of Modifiers is -15. (such as trying to Discover a camouflaged enemy or healing an ally by
Given that the maximum MOD is -12, the Success Value (SV) will be 13 - 12 = 1. means of the Doctor Special Skill).

To make a Normal Roll and find out if a Trooper is successful when


CRITICALS performing a Skill, simply roll one d20 and compare the result against
the Success Value of the relevant Attribute of the Trooper performing
Criticals represent the improved outcomes of actions that resulted in the action. If the result on the die is equal to or lower than the Success
an exceptional success. When the result on the die matches the Success Value, the Skill is successful, and the Trooper achieves its goal.
Value (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 NORMAL ROLL EXAMPLE:
best possible way. A perfect success, congratulations!
The Fennec Fusilier’s BS Attribute is 12 and he has to make a Normal BS Roll
In Face to Face Rolls, Criticals always win, regardless of the rival’s with a -3 MOD, with a BS Success Value of 9, so he rolls a d20 and gets an 8. Since
results. If both players get one or more Criticals, the Face to Face Roll is a the Fennec’s Success Value is 9, the roll is a success. Later on, this Fusilier tries
tie and both Troopers are considered to have failed another Normal BS Roll, but this time he gets a 12. As the Success Value is 9, the
Fennec fails the roll.

24
BASIC RULES

FACE TO FACE ROLLS FACE TO FACE ROLL: DODGE AND RESET

When two or more Troopers act at the same time to try to thwart each In a Face to Face Roll, success in the Common Skills Dodge and Reset
other’s progress, Face to Face Rolls are used to determine which side does not affect the ability of the attacker to execute their action, only
acts faster and more effectively. their ability to affect the dodging/resetting Trooper. For example, dodging
an Attack with several targets only cancels the attack against the Trooper
To do so, both players roll for their Troopers involved in the face-off and who dodged, and does not cancel the attack against the rest of the
compare each result to the relevant Success Value, as they would in a targets.
Normal Roll. Failures are simply discarded but, unlike in a Normal Roll,
each side’s successes are compared to the opponent’s. EXAMPLE OF FACE TO FACE 1 VS 1 ROLLS

先駆 隊
LONIAL
L CO

When comparing, successes cancel enemy successes with a lower


RE
SHENKU

FO
T
KES

RCE
FENNEC S
EN
KU TROOP
S
NN

RS
FE
E C F U SILIE

result—even if they are canceled, in turn, by higher enemy successes. BS 11


BS 12
bs weapon: combi rifle
bs weapon: combi rifle

IMPORTANT
A B
For actions to be resolved with a Face to Face Roll, both Troopers’
actions must affect each other directly. If either action does not affect
the outcome of the other, use Normal Rolls instead. 7
6
Range
Cover
+3
-3
4 Range +3
Cover -3

BREAKING TIES 1
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.
COMBI RIFLE
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
Combi Rifle 1 ARM N 7 3 SUPPRESSIVE FIRE

HERE IS A RUNDOWN OF POSSIBLE OUTCOMES: RANGE

16” 32” 48” 96”


• Both fail. No one achieved their goal.
+3 -3 -6
• 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 roll cancels the enemy
successes, wins the Face to Face Roll and achieves its goal.
In his Active Turn, the Fennec Fusilier (Trooper A) declares a BS Attack with his
• Both pass, but one rolls a Critical. The Trooper who got a Critical wins the
Combi Rifle against the Senku (Trooper B).
Face to Face Roll, even if the Critical Roll was equal to or lower than the enemy
success. Range 15 inches

• Both roll Criticals. Neither Trooper wins the Face to Face Roll as the Criticals He will apply the following MODs to his BS Attack:
cancel each other and no effects are applied. Non-critical successes are • +3 for Range.
discarded.
• -3 for Cover.
• One rolls a Critical and the other rolls two (or more) Criticals. As in the pre-
His Success Value (SV) will be 12 + 3 – 3 = 12.
vious case, all Criticals are cancelled and no effects are applied.
In her Reactive Turn, the Senku declares as an ARO a BS Attack with her Combi
Rifle against the Fusilier.
She will apply the following MODs to her BS Attack:
• +3 for Range.
• -3 for Cover.
Her Success Value (SV) will be 11 + 3 – 3 = 11.
All the Rolls are successful, but the Senku’s 7 wins the Face to Face Roll because it
cancels out all the other successful results below 7.
The Fennec Fusilier is hit, and he must make a Saving Roll.

25
BASIC RULES

EXAMPLE OF FACE TO FACE ROLL AND NORMAL ROLL EXAMPLE OF TWO FACE TO FACE ROLLS
軍 軍
L CO
LONIAL 先駆 隊 L CO
LONIAL 先駆 隊
RE RE
FO

FO
T

T
KES

KES
RCE

RCE
FENNEC SENKU 軍
先駆 隊
FENNEC SENKU 軍
先駆 隊
NN NN
RS

RS
FE

FE
E C F U SILIE S
EN S
E C F U SILIE S
EN S
KU TROOP KU TROOP

BS 12 BS 11 SENKU BS 12 BS 11 SENKU
bs weapon: combi rifle
S

bs weapon: combi rifle


S

bs weapon: combi rifle bs weapon: combi rifle


EN S EN S
KU TROOP KU TROOP

BS 11 BS 11
bs weapon: combi rifle bs weapon: combi rifle

Range +3 11 11
Cover -3
12
14 11
8 Range +3 Range +3
Cover -3 Range +3 Cover -3 Range +3
3 Cover -3 Cover -3
5
Range
Cover
+3
-3
9
9”
4

COMBI RIFLE COMBI RIFLE


Number of Saving Roll Number of Saving Roll
Name Ammo PS B Traits Name Ammo PS B Traits
Saving Rolls Attribute Saving Rolls Attribute
Combi Rifle 1 ARM N 7 3 SUPPRESSIVE FIRE Combi Rifle 1 ARM N 7 3 SUPPRESSIVE FIRE

RANGE RANGE

16” 32” 48” 96” 16” 32” 48” 96”


+3 -3 -6 +3 -3 -6

The Fennec declares a BS Attack with his full Burst against Senku A, who declares If the Fennec divided his Combi Rifle’s Burst (B) 3, making 2 shots against Senku A
once again an ARO of BS Attack. Senku B declares an ARO of BS Attack against the and 1 against Senku B, we would have to make two Face to Face Rolls.
Fennec. The Fennec will apply the following MODs to his BS Attack:
Since the declared Attacks affect each other, the Fennec and Senku A must make a • +3 for Range.
Face to Face Roll. Senku B will make a Normal Roll because the Fennec’s shots do • -3 for Cover.
not affect him. His Success Value (SV) will be 12 + 3 – 3 = 12
• Range 15 inches Both Senku will apply the following MODs to their BS Attacks:
• Range 9 inches • +3 for Range.
The Fennec will apply the following MODs to his BS Attack • -3 for Cover.
• +3 for Range. Their Success Value (SV) will be 11 + 3 – 3 = 11.
• -3 for Cover. In the first Face to Face Roll, Fennec VS Senku A, the 5 cancels out the Fusilier’s 4
His Success Value (SV) will be 12 + 3 – 3 = 12. and the 9 wins the Face to Face Roll since it is the highest success. Therefore, Senku
Both Senku will apply the following MODs to their BS Attacks: A is successfully hit, and she will have to make a Save Roll.
• +3 for Range. In the second Face to Face Roll, Fennec VS Senku B, both get an 11, which is a
• -3 for Cover. success for both. However, for Senku B this is a Critical and, as a result, he wins
Their Success Value (SV) will be 11 + 3 – 3 = 11. the Face to Face Roll. Now it is the Fennec who has been successfully hit, and it is a
In the Face to Face Roll both get a Critical, and as a result, their successes cancel Critical Hit!
each other and none of them hits their target.
Meanwhile, Senku B gets a 14 in his Roll, and, since his Success Value (SV) was 11,
he misses his shot against the Fennec.

26
MOVEMENT

MOVEMENT MODULE
IN INFINITY, MOVEMENT ALLOWS TROOPERS TO GET AROUND THE GAME BOARD. THIS SECTION DETAILS ALL NECESSARY RULES TO PERFORM SUCH
MOVEMENTS. MOVEMENT TAKES PLACE WITHIN THE NORMAL ORDER EXPENDITURE SEQUENCE.

THE MOVEMENT ATTRIBUTE (MOV) FROM THE UNIT PROFILE (PAGE 8) INDICATES THE NUMBER OF INCHES THIS TROOPER CAN MOVE WITH AN
ORDER. THE MOVEMENT ATTRIBUTE USUALLY HAS TWO VALUES: THE FIRST TIME THE TROOPER MOVES IN AN ORDER, AND THE SECOND.

MOVING AND MEASURING HORIZONTAL MEASUREMENT


(COMPLEX PATHS)
You can measure Movement distances immediately after declaring any
Skill with the Movement Label and before determining where the Trooper The player measures to see how far the Trooper can reach and
ends his Movement, always measuring from the same point on the establishes the route they will take. After determining the end point of
base’s outer edge and underside. the route, the player places the Model or Marker there. If necessary, the
player can mark the exact location of the end point and use the Model
The sequence of events is: or Marker at other points along the route to check LoF and AROs. When
everything is decided, the Model or Marker must be placed at the end of
1. The player declares a Skill with the Movement Label. the route.
2. Measure to find out which locations the Trooper could reach with
that Skill.
final position
3. Declare the final location, and the exact route that the Trooper is
taking to reach it.
4. Move the Trooper to the final location

IMPORTANT
When performing a Movement, measurement must always be made
from the same point of the base’s outer edge and underside.

initial position

HORIZONTAL MEASUREMENT
Route and final position of the Model/Marker

LONIAL
L CO
RE
FO
T

initial position
KES

RCE

FENNEC
NN
RS
FE

E C F U SILIE

4” MOV 4-4

4”

final position

The Model/Marker is placed along the route to check LoF and AROs.

27
MOVEMENT

Sibylla explains

Some players, instead of establishing the full route


of the Trooper from the get-go, prefer to make
several measurements from one point on the game
board to the next, placing the Trooper each time
at each of these points in their route. For
example, they would move the Trooper up to
a corner, make a new measurement, and then
move around it and go to the next corner
and place the Model there. This is not
the standard way of measuring Movement
for Infinity, but it is acceptable as
long as the player places the Trooper right
behind the point where they are pausing the
movement, so they do not gain extra Movement
distance.

4”
VERTICAL MEASUREMENT
(LADDERS AND VERTICAL SURFACES)

Ladder

4”

4” 4”

Scenery elements featuring stairs or ladders allow Troopers to move along those
vertical or diagonal surfaces as if they were horizontal surfaces. Therefore, a
Trooper may use any Skill or ARO with the Movement Label without declaring Jump
or Climb, and without the restrictions of Jump or Climb. The distance travelled must
be measured on the surface the Trooper is moving along, as shown in the diagram.

28
MOVEMENT

MOVE EXAMPLE 1

Basic Common Skill that allows Troopers to move about the battlefield. Moving over catwalks and through narrow passageways.

MOVE
BASIC SHORT SKILL
Movement, No LoF, No Roll.

REQUIREMENTS

Players must check the Requirements of this Skill when declaring it.
► At least half the Trooper’s base must stay in contact with the surface
on which they are moving, except when vaulting over obstacles (see
General Movement Rules).
► Any surface they move on must be at least half as wide as their base.
► The Trooper must be able to finish their movement on a surface that’s
equal to or larger 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
4”
Attribute in inches.
► If the user declares Move again as their second Basic Short Skill of
the Order, they may then move up to the second value of their MOV
Attribute in inches.
► Move must follow the General Movement Rules as well as the Moving
and Measuring rules. 4”

EXAMPLE 2

Order (Move + Move) on surfaces that are smaller than the base.

4” 4”

4” 4”

Although in both cases the distance covered is 8 inches, in case B, it is not possible to
carry out the movement because there is no valid surface at the end of the first Move.

29
MOVEMENT

GENERAL MOVEMENT RULES MOVEMENT AND OBSTACLES

» When moving Troopers around the battlefield, players must measure EXAMPLE OF VAULTING OVER OBSTACLES
the complete route (including, for example, any detour to avoid LOWER THAN SILHOUETTE HEIGHT.
obstacles) and must always use the same part of the base for their
measurements.

» 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.

» A Trooper can vault over, onto, or off any scenery item whose
height is equal to or lower than the height of the Trooper’s Silhouette
Template, with no need to declare Climb or Jump (see vaulting
example).

» This vertical movement is not taken into account when measuring


how far the Trooper moves, but the Trooper counts as moving up and
over the obstacle for the purposes of LoF.

» Likewise, while they Move, a Trooper may peek over the edge of a 4”
roof or other surface with up to half of its Silhouette, notably to have
LoF to Targets located on the same level or on a different level (see
the example and Sibylla explains).

» A Trooper can move through Allied Models, Markers, and Tokens, but The Trooper may move over the obstacle without declaring Jump or Climb, since
they cannot end their movement in the space occupied by another the obstacle’s height is equal to or lower than the height of the Trooper’s Silhouette
Model, Marker, or Token.
Template, on both sides.
» Troopers have a LoF arc of 360º while they are moving.
» After Moving one of your models, you can leave it facing any direction.
» A Trooper’s Movement ends automatically whenever he enters
Silhouette contact with an enemy, even if the specified movement
route is cut short as a result.

» In order to pass between an Enemy Trooper and an obstacle without


entering Silhouette contact, the space in between must be wider than
your Trooper’s base.

» When performing a Short Skill or ARO with the Movement Label


(except for Jump), or when moving after failing a Guts Roll, a Trooper
may enter or leave Prone State at either the start of their Movement
or the end of their Movement , at no cost. However, this will affect the
distance they can move.
4”
» Independently of the type of movement performed (Move, Jump,
Climb, etc.), the movement cannot, in any way, cause the Trooper to
fall. If the Trooper cannot reach a new location with their Move, Jump,
Climb… they do not perform the movement and they perform an Idle
instead. Conversely, in the second picture, the Trooper may not pass over the obstacle
» Once declared, Troopers always reach the end of their Movement, without declaring Jump or Climb, since the obstacle is higher than the height of the
even if they enter a Null or Immobilized State due to successful Trooper’s Silhouette Template on one side.
enemy Attacks along the way.

You can check Prone State in the Infinity States Module on page 165.

4”

Distance is measured on the surface the Trooper is moving along. The player must keep
in mind the Trooper’s position all along the Trooper’s route, as shown in the diagram.

30
MOVEMENT

MOVEMENT SEQUENCE AND FINAL FACING EXAMPLE OF MOVEMENT

L CO
LONIAL
2” RE
L CO
LONIAL

FO
T
RE

KES

RCE
final position FENNEC

FO
T
KES

RCE
FENNEC NN

RS
FE
E C F U SILIE
NN

RS
FE
E C F U SILIE

MOV 4-4 MOV 4-4

initial position

After making their movement, the Trooper can face in any direct the player chooses.
Therefore, at the end of the movement in the first image, the player turns the Model
to face in any direction, without moving it from its final position. In his Active Turn, the Fennec is leaning against a wall in Total Cover. He does not
have LoF to the Senku, on the other side of the building. The Fennec declares his
first Short Skill: Move.
Therefore, the Player will measure the trajectory’s distance, determine his direction
Sibylla explains
and path, then move the Fennec’s base so that his base peeks around the corner to
When moving, only half of the Trooper’s base is gain LoF to his target while still in Partial Cover.
required to be in contact with the surface they are
moving on. Therefore, when moving, a Trooper Once he has seen the Senku, the Fennec’s model returns to his original position in
can move part of its base over the edge of Total Cover. His Move declaration will take him to the corner and back.
the surface, for instance to gain LoF to
Targets located on the same level or Since the Senku also gains LoF to the Fennec, he declares his ARO: BS Attack.
on a different level. To make movement The Fennec then declares the second Short Skill of his Order, another BS Attack.
and interactions during the game easier,
scenery elements such as parapets and In the subsequent Face to Face Roll, the Senku must apply the Partial Cover MODs.
railings must be considered when drawing LoF
(see example).

MOVING AND PEEKING AROUND A CORNER

However, he wins the Face to Face Roll, while the Fennec fails his Saving Roll. Then,
the Fennec would end his Order in Unconscious State behind Total Cover, where he
finished his movement.

REMEMBER
Once they declare movement , Troopers always reach the end of
their Movement, even if they enter a Null or Immobilized State due to
successful enemy Attacks along the way.

31
MOVEMENT

CAUTIOUS MOVEMENT JUMP

Under certain circumstances, Troopers can declare this Common Skill to This Common Skill allows the user to clear obstacles and leap over small
move about the battlefield without attracting enemy AROs. distances.

CAUTIOUS MOVEMENT JUMP


LONG SKILL LONG SKILL
Movement, No LoF, No Roll. Movement, No LoF, No Roll.

REQUIREMENTS REQUIREMENTS
► When a Trooper declares Cautious Movement, it must begin and end
at two points on the game table that lie outside of all enemy Models Players must check the Requirements of this Skill when declaring it.
and Markers’ LoF and Zone of Control. ► The Trooper must be able to reach a horizontal landing spot, which
► When a Hackable Trooper in Model form declares Cautious must be equal to or larger than the Trooper’s base.
Movement, it must begin and end at two points on the game table
that lie outside of all enemy Hackers’ Hacking Zones. EFFECTS
► Allows the user to move horizontally, vertically, diagonally or tracing a
EFFECTS parabola. The user can Jump up to 6 inches regardless of their MOV
► Allows the Trooper to move up to the first value of his MOV Attribute. Attribute, measuring from the base’s outer edge and underside .
If the Skill’s Requirements are met, the Trooper does not generate ► Jump is a Common Skill that does not require a Roll.
any enemy AROs in the process. ► When Jumping, measure the horizontal, vertical, diagonal or
► If the Cautious Movement begins or ends within the LoF or ZoC of any parabolic distance between the starting location and the landing
enemy Trooper (in Model form) or Marker, the Trooper will generate spot, measuring from the base’s outer edge and underside.
AROs as usual. ► Troopers cannot benefit from Partial Cover MODs during an Order in
► If a Hackable Trooper is in Model form and its Cautious Movement which they declared Jump.
begins or ends inside the Hacking Area of any enemy Hackers, the ► Jumping movement must follow the General Movement rules as well
Trooper will generate AROs as usual. as the Moving and Measuring rules.
► Cautious Movement must follow the General Movement Rules as well ► Some Troopers have the Jump Skill listed in their Unit Profile with
as the Moving and Measuring rules. a distance shown in round brackets. These Troopers can Jump the
listed distance, instead of 6 inches.
► Declaring Jump cancels automatically Prone State.
IMPORTANT
TAGs cannot declare this Common Skill. .
Sibylla explains:

REMEMBER Measuring parabolas: The easiest way to measure a


parabolic route is using a flexible measuring
Troopers in Hidden Deployment are neither Models nor Markers, so they tape, bending it for convenience.
cannot react to a Cautious Movement even if they have LoF.
Before the game begins, it is a good
idea for both players to agree on which
CAUTIOUS MOVEMENT EXAMPLE surfaces on the game table will require
the use of the Jump Skill, taking into
account potentially dubious cases.
A PanOceanian Trooper in Model form intends to close in on a Nomad Trooper. Since
the Trooper is in Total Cover behind a tall building, outside the LoF and ZoC of the
Nomad Troopers and an enemy Camouflage Marker, the PanOceanian Trooper uses
part of their first MOV value to move behind a container where they will also be
outside the LoF and ZoC of the Nomad Troopers and the Camouflage Marker.
No Nomad Troopers, including the Camouflage Marker, can declare AROs, since the
PanOceanian Trooper’s Movement begins and ends outside their LoF and ZoC.

32
MOVEMENT

EXAMPLE 1 EXAMPLE 3

LONIAL
L CO
the maximum distance the trooper can
LONIAL
RE L CO
RE
FO
T

FO
KES

RCE

T
FENNEC

KES
jump is 6 inches

RCE
NN
FENNEC
RS
FE

E C F U SILIE NN

RS
FE
E C F U SILIE

MOV 4-4 MOV 4-4

6”

6”

In his Active Turn, the Trooper declares he is going to Jump from one roof to
In their Active Turn, a Trooper has to clear a 1.75-inch-high obstacle. As this is higher another. The player measures the distance and checks that it falls within the Jump
than their Silhouette template, the Trooper must declare Jump to be able to clear it. distance of 6 inches, and that the landing spot is at least as large as his base, so he
can choose the spot as the final location of his movement.
EXAMPLE 2 If the distance is too far, or the Model’s base cannot be placed on the landing spot,
then the Trooper cannot Jump to that spot. He must choose a new landing spot he
LONIAL
RE
L CO
the maximum distance the trooper can can reach safely and land on, or he performs an Idle instead and remains in place.
FO
T
KES

RCE

FENNEC jump is 6 inches


NN
RS
FE

E C F U SILIE

MOV 4-4

10”

In his Active Turn, the Trooper decides to get down from the roof of a building as
fast as possible, by jumping down. He declares Jump and measures the height of
the building, which is 10 inches. However, the Trooper can only Jump up to 6 inches.
As the distance is more than 6 inches, he cannot make this Jump and, as there is no
safe alternative landing spot, he performs an Idle instead.

33
MOVEMENT

CLIMB
IMPORTANT
This Common Skill allows the user to climb and move on vertical Troopers cannot be deployed on a vertical surface, neither during the
surfaces. Deployment Phase nor during the game.
As long as a Trooper is holding on to a vertical surface, they cannot
CLIMB declare any Skills other than Climb.
LONG SKILL A Trooper who is Climbing or holding onto a vertical surface and
becomes Unconscious will place the corresponding State Token beside
Movement, No LoF, No Roll. them as usual. Even while climbing, Unconscious Troopers are still in
Prone State, except for those Unit Types that cannot enter Prone State.
REQUIREMENTS
A Trooper who is Climbing or holding onto a vertical surface cannot
benefit from Partial Cover MODs.
Players must check the Requirements of this Skill when declaring it.
► The Trooper’s base must be in contact with a vertical surface.
► At least half the Trooper’s base must stay in contact with the surface REMEMBER
on which they are moving. A Trooper in the Reactive Turn who is holding onto a vertical surface
► The Trooper must be able to finish their movement on a surface that cannot declare an ARO. The reason for this is that, while on a vertical
is equal to or larger than their base. surface, the only available Skill is Climb, and Climb is a Long Skill that
cannot be used in the Reactive Turn.

EFFECTS
► Allows the Trooper to Climb up to 6 inches along a vertical surface, REMEMBER
measuring from the base’s outer edge and underside. Any height on the game table that is higher than the height of a Trooper’s
► Climbing is a Common Skill that does not require a Roll. Silhouette Template—determined by the Trooper’s Silhouette Attribute—
► When Climbing players must measure the vertical distance from the requires declaring the Jump or Climb Common Skills to pass it.
starting point to the destination, measuring from the base’s outer
edge and underside.
► For visualization purposes, Troopers using the Climb Skill move with
Sibylla explains
at least half of their base’s underside in contact with the vertical
surface. Before the game begins, it is a good
idea for both players to agree on which
► Climb only allows movement on vertical surfaces. The Climb Skill surfaces on the game table will require
does not allow to move on a horizontal surface, even if the 6 inches the use of the Climb Skill, taking into
account potentially dubious cases, such as
granted by this Skill exceed the distance that needs to be Climbed. buildings with slightly angled walls.
Therefore, a Trooper will finish their Climbing movement the
moment the whole of their base in contact with a horizontal surface
(see Example 1).
► Climbing movement must follow the General Movement rules as well
as the Moving and Measuring rules
► Some Troopers have the Climb Skill listed in their Unit Profile with
a distance shown in round brackets. These Troopers can Climb the
listed distance, instead of 6 inches .

34
MOVEMENT

CLIMB EXAMPLE 1 CLIMB EXAMPLE 2

LONIAL
L CO
RE

FO
T
KES

RCE
FENNEC
NN

RS
FE
E C F U SILIE

MOV 4-4

2”

6”

6” 6”
6”
the maximum
distance the
trooper can
LONIAL
L CO
RE
FO
T
KES

RCE

NN
FENNEC climb is 6 inches
RS
FE

E C F U SILIE

MOV 4-4
2”

A Trooper that is in Silhouette contact with an obstacle declares the Climb Skill. A Trooper spends an Order and declares the Move Skill until they reach
When measuring, the player finds that the distance the Trooper needs to Climb is base contact with an obstacle. With a second Order, they declare the
shorter than the maximum distance for this Skill (6 inches). Hence, it is enough Climb Skill, check that the 6 inches granted by this Skill are enough
to Climb the obstacle and move onto its upper surface. Even though the 6 inches to move onto the upper surface of the obstacle, and then finish their
granted by the Climb Skill exceeds the distance that needs to be Climbed, the movement on the horizontal surface.
Trooper must finish their movement as soon as the whole of their base is in contact Next, the player spends a third Order to Move to the edge of the obstacle.
with the upper surface of the obstacle. Since they see no enemies and there is no ARO to their Move, their
Order’s second Skill will be an Idle. To descend on the other side, they
declare the Climb Skill again, measure the height of the obstacle, and find
that the height of this side of the obstacle is greater than the 6 inches
granted by Climb. Therefore, the player needs to spend another Order to
finish the Climb and reach the bottom.
Remember that a Trooper will end their Climb movement the moment
the whole of their base is in contact with a horizontal surface. If the
player decides at some point not to spend any more Orders on a climbing
Trooper, they will remain in the position they are in until more Orders are
spent on them, or until they enter Dead State .

35
COMBAT

COMBAT MODULE
IN INFINITY, COMBAT ALLOWS TROOPERS TO PERFORM ATTACKS. THERE ARE THREE KINDS OF ATTACKS: BALLISTIC SKILLS (BS), CLOSE COMBAT
(CC) AND QUANTRONIC COMBAT (HACKING). THIS SECTION DETAILS EVERY RULE NECESSARY TO RESOLVE ATTACKS.

BS, CC, OR HACKING COMBAT TAKES PLACE WITHIN THE NORMAL ORDER EXPENDITURE SEQUENCE AND IT IS BASED ON THE DIFFERENT ROLLS IN
INFINITY.

TYPES OF WEAPONS When declaring the Attack, the player must specify:

Each weapon in Infinity has its own game profile, and some of them have » The Weapon, Equipment, or Special Skill that they will use.
special rules that are explained in the Ammunition and Weaponry chapter » The way they will divide the Burst (B) of the Weapon, Equipment, or
(see page 63). This rulebook also contains a Weapons Chart (see page Special Skill between one or more targets. In this situation, all the
Attacks must be declared from the same point.
172) for you to refer to during games.
» Additionally, if the Weapon, Equipment, or Special Skill has different
Weapons in Infinity are divided as follows: types of ammunition or options, the player must then declare which
one they will use.

» BS Weapons: Those weapons having Ranges and Range MODs or If, during the Resolution of the Order, it is verified that some of the
using a Template to affect an area of the game table. dice of the Burst (B) assigned to a target do not meet the necessary
» Melee Weapons: Close-quarters weapons that can only be used in CC Requirements, then those dice will be lost. The rest of the dice of the B
and possess the CC Trait. that do meet the Requirements will be resolved normally.
» Mixed Weapons: Those weapons having Ranges and Range MODs but
also the CC Trait. So, they have a Use Mode as a Melee Weapons and BURST DURING REACTIVE TURN (ARO)
another Use Mode as a BS Weapon

» Deployable Weapons: Those weapons that can be placed on the game In ARO, the B value is always reduced to 1; however, some rules or
table whereupon they become an independent element. They possess Special Skills can modify this value. If the target declared Move plus any
the Deployable Weapon Trait.
Short Skill or Basic Short Skill, the Reactive Player may declare the ARO
» BS Weapons (PH): These weapons are BS Weapons but are used with at any point along the Active Trooper’s movement.
the PH Attribute instead of BS. When using these weapons, any rules
or MODs that apply to BS Attacks or to the BS Attribute are applied to
the PH Attribute instead. These weapons have the BS Weapons (PH)
MODIFIERS (MOD)
Trait.
» BS Weapons (WIP): These weapons are BS Weapons but are used Both during the Active and Reactive Turns, there may be Modifiers
with the WIP Attribute instead of BS. When using these weapons, (MODs) that affect the Burst (B). They are applied when declaring the
any rules or MODs that apply to BS Attacks or to the BS Attribute
Attack. There are also MODs to the Attack Rolls, which are applied in the
are applied to the WIP Attribute instead. These weapons have the BS
Weapons (WIP) Trait. The BS Attack (Shock) Skill cannot be combined Resolution step of the Order. These MODs are explained in the sections
with these weapons. for their respective Types of Combat (BS, CC, or Hacking).

BURST (B)
ATTACK ROLL
In Infinity, when a Trooper performs an Attack during their Active Turn
they must roll as many dice as indicated by their Weapon, Skill or piece of Once all MODs have been established, players perform the BS Attack, CC
Equipment. Attack, or Hacking Rolls using the corresponding Attribute which, as a
general -but not exclusive- rule, is BS, CC, PH, or WIP. The order in which
During their Active Turn, Troopers must use their full Burst (B) value the Attack Rolls are performed is irrelevant.
including all Modifiers (MODs). However, MODs from Skills and Equipment
with the Optional Label, such as the Fireteam Burst Bonus, do not have to NORMAL ROLL
be applied during the Active or Reactive Turn.
If the Skill declared by the target does not affect the outcome of the
Attack, the attacker can make a Normal Roll (see Rolls, page 23).

The player performs as many Rolls as indicated by the Burst (B) value
assigned to each target.

36
COMBAT

FACE TO FACE ROLL SAVING ROLL (SR)


If the Skill declared by the target does affect the outcome of the Attack The Saving Roll (SR) lets you know if the target’s armor or protections
(for example declaring a BS Attack), then a Face to Face Roll is made (see save it from suffering damage from an attack.
Rolls, page 23).
Saving Rolls work like any other Roll in the Infinity game mechanics.
Both players make one Roll for each point of Burst they assigned to that
target. To calculate the Success Value of the Saving Roll, the player must take
the target’s ARM or BTS Attribute value, as appropriate, and add the
CRITICALS following to it:

A Critical is an automatic success. Unless otherwise specified, each » The Weapon’s PS value.
Critical rolled in an Attack causes the target to make an additional Saving » The (+3) MOD due to Partial Cover, if applicable.
Roll. » Apply other MODs (+ or -) due to Special Skills or rules, if any.

If the Attack does not cause the target to make Saving Rolls, the effect of Once the Success Value of the Saving Roll is determined, the player rolls
the Critical will be specified in the rules for that Attack, Ammunition etc. a d20 for each hit and compares the result:

NOTE: » Saving Roll passed:


» If the final result is equal to or lower than the Success Value of the
Some weapons use certain Types of Ammunition capable of altering the effects of Saving Roll, the impact does not cause damage, so the target does
not receive any Wounds, and its state is not altered.
an Attack, causing more than one Saving Roll for each success, reducing the ARM or
BTS of the target, etc. This can also alter the way Criticals work. » Saving Roll failed:
The additional roll gained by scoring a Critical Hit will retain both the Attribute used » If the final result is higher than the Success Value of the Saving Roll,
to make the Saving Roll and the Traits of the weapon used in the attack. the impact causes damage. The most common consequence is that
the target receives a Wound or is affected by a detrimental state.

Some Attacks, Special Ammo, or Weapons require a different type of


REMEMBER Saving Roll. They have no PS value and instead list an Attribute with a
In a Face to Face Roll, Criticals always win, trumping any non-critical MOD (such as PH -6), which requires a Normal Roll against the specified
result rolled by the opponent. If both players roll one or more Criticals, Attribute, applying the listed MOD.
the Face to Face Roll is a tie and both Troopers fail.
WOUNDS
POSSIBILITY OF SURVIVAL (PS)
As a rule, the target of an Attack receives one Wound for each successful
In Infinity, the Possibility of Survival (PS) is the capacity of a weapon, hit. This is represented by a Wound Token (WOUND) next to the target,
Attack, Special Skill, piece of Equipment, Hacking Program, etc. to harm with a numerical value to indicate how many Wounds the Trooper has
or impair its target. The PS value, represented by a number, is indicated received. If the target has received as many Wounds as the value of its
on the weapon’s profile or in the rules for the specific Special Skill, VITA/STR Attribute, place an Unconscious State Token (UNCONSCIOUS)
Equipment, etc. as well.

However, this PS value is not usually applied to the target as is. Targets
often have the right to a Saving Roll that determines if their Armor (ARM) IMPORTANT
or Biotechnological Shield (BTS) protects them from this damage. Certain types of Ammunition, Attacks, Equipment, Hacking Programs,
etc. force the target to make more than one Saving Roll for each success
Generally, each uncancelled success in an Attack Roll forces the target to in the Attack Roll (For example, DA ammunition forces the target to
perform 2 Saving Rolls for each successful Attack). Others inflict more
perform one Saving Roll. than one Wound with each failed Saving Roll or cause a change in the
state of the target.
The descriptive text of the type of Attack, Ammunition, Special In these cases, the special effects are explained in the rule or the
Skill, Equipment, Hacking Program, etc., used in an Attack indicates Weapon Chart.
whether the target must use their ARM, BTS, or any other Attribute (or
combination of them) when performing a Saving Roll.

Sibylla explains

The PS value indicates the lethality of a


weapon, based on the probability of the
target surviving the hit. The lower the PS
value, the more lethal the weapon.

37
COMBAT

UNCONSCIOUSNESS AND DEATH GUTS ROLL

If a target receives as many Wounds as the value of its VITA/STR When Troopers survive a successful Attack, it means their body armor
Attribute, it enters Unconscious State. took the brunt of the impact, keeping them from serious injury. This
triggers a primal fear of death, and survival instincts kick in. The
On the other hand, if the target receives more Wounds than the value of Troopers’ survival instincts can force them to recoil from danger and dive
its VITA/STR Attribute, it enters Dead state. for cover.

You can check Unconscious State in the Infinity States Module on page
168.

You can check Dead State in the Infinity States Module on page 155.

GUTS ROLL
REQUIREMENTS
► The Trooper is not in an Engaged, Null or IMM State.
► The Trooper had suffered one or more successful Attacks that cause the Trooper to enter any States or to perform any Saving Rolls.
► The Guts Roll is performed even if all the attackers are in a Null State at the end of the Order.

EFFECTS
► A Guts Roll consists in a single Normal WIP Roll, always performed at the very end of the Order, after performing any Saving Rolls.
► If the Guts Roll is successful, the Trooper must stand its ground and must do nothing else.
► If a Trooper would have to make a Guts Roll, its owner can instead choose to fail it automatically.
► If the WIP Roll is failed, it is compulsory to perform the first of these options that the Trooper can complete:
► The Trooper must move up to 2 inches to completely leave:
► The LoF of the Enemy or Enemies (for example, in the case of a Coordinated Order, or multiple AROs) that have performed Attacks against the
Trooper.
► The danger zone or Area of Effect of Attacks that did not require LoF.
► If this is not possible, the Trooper must move up to 2 inches to gain Total or Partial Cover from all attackers.
► If the two previous options are not possible, the Trooper must go Prone, facing in any direction its player chooses
► Check the enemy LoF or Area of Effect from the Trooper’s final position at the end of the Order, when the Guts Roll is made.
► When checking the enemy’s LoF or Area of Effect, if the Trooper is already outside them and the Guts Roll is failed, the Trooper enters Prone State,
facing in a direction of the player’s choice.
► This movement of a failed Guts Roll:
► Does not generate AROs or activate Deployable Weapons or Equipment.
► Must follow the General Movement Rules as well as the Moving and Measuring rules.
► Does not allow the Trooper to enter Silhouette contact with enemy Troopers, or with Scenario Objectives.

IMPORTANT
Attacks that have no PS value and do not cause any State do not require a Guts Roll.

REMEMBER
Troopers in Engaged State do not make Guts Rolls.

38
COMBAT

BALLISTIC SKILLS (BS) BS ATTACK

Ranged combat and firefights are the foundation of modern warfare and Common Skill employed to attack in ranged combat using a BS Weapon
play an equally pivotal role in Infinity. or another suitable weapon or piece of Equipment.

BS ATTACK
SHORT SKILL / ARO
Attack.

REQUIREMENTS
► 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) from the position of your Attack to the position of the target, unless the BS Weapon, Skill or piece of Equipment
used doesn’t require LoF.

EFFECTS
► The user employs his BS Attribute (or Attribute specified by the weapon) to fire upon one or more enemies.
► When declaring a BS Attack, the user must choose which of his BS Weapons, Special Skills or pieces of Equipment to use, from those available in his
Unit Profile.
► 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, they must distribute
their attacks as part of the BS Attack declaration.
► All shots must be declared from the same point.
► If the chosen weapon has more than one Type of Ammunition available, you must choose one for the entire Burst, as part of the BS Attack declaration.
► Troopers with the BS Attack (Guided) Skill listed on their Unit Profile:
► During the Active Turn, they may perform a BS Attack against a target in Targeted State, without requiring LoF.
► BS Attacks (Guided) must be carried out with the weapon’s Blast Mode if it has one, or a Mode with the Impact Template (Circular) Trait. If the
weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon’s Modes and apply the Trait to
that Mode.
► A Trooper can avoid a BS Attack (Guided) with a successful Dodge or Reset Face to Face Roll. If a Reset Roll is successful, in addition to avoiding the
Attack, the Trooper’s Targeted State is cancelled.
► Restriction: Unless the Skill itself indicates otherwise, the B will always be 1 regardless of the actual B value of the Weapon or any MODs applied to
the B.
► Restriction: The distance to the target cannot exceed the weapon’s maximum Range.
► Restriction: The target cannot be in an enclosed room; a possible trajectory for the Attack must always exist.
► Restriction: BS Attack (Guided) has a limit of 5 Attacks per Turn for the Active Player.
► Restriction: Weapons with the BS Attack (PH) or BS Attack (WIP) Traits cannot be used with the BS Attack (Guided) Skill.
► The user must apply any Range MODs. Other negative MODs (for example Mimetism, Partial Cover, Visibility Zones...) are not applied unless they
specify that they work against BS Attack (Guided).

REMEMBER made from the position that offers the biggest advantage: a clear LoF, targets out of

The target must apply a -3 MOD to Dodge if they have no LoF towards Cover, optimal range, etc.
the Attacker.
The Targeted State gives the target a -3 MOD to Reset Rolls, also any BS
Attack against them gets a +3 MOD.
Sibylla explains

MOVE + BS ATTACK To determine the Range MOD when performing


a BS Attack (Guided), measure the
distance from the Attacker to the target
Since the Skills used in an Order are simultaneous, a BS Attack can be declared at in a straight line. Any other possible
trajectories of this attack are not taken
any point during the route followed by the Move Skill. If the Burst is divided among into account.
several targets, all shots must be made from a single point. Usually, the attack is

39
COMBAT

EXAMPLE OF BS ATTACK (GUIDED)

LANZAMISILES
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
MISSILE LAUNCHER
3 ARM/2 AP+EXP 6 3 Anti-Material
(Hit Mode)

MISSILE LAUNCHER Anti-material, Impact


3 ARM EXP 6 3
(Blast Mode) Template (Circular)

RANGE

8” 24” 40” 96”


TARGET
TROOPER -3 0 3 -3

TRAJECTORY

RANGE
35

REM

The Missile Launcher Remote declares a BS Attack (Guided) against a Trooper with the Mimetism (-6) Special Skill, who is in Targeted State.
The following MODs apply to the Remote’s BS Attack (Guided) Roll:
• +3 for Range.
• +3 for the target’s Targeted State.
As the Remote is using BS Attack (Guided), they do not have to apply the target’s Mimetism (-6) MOD, nor any MODs for Cover. In addition, of the two firing modes available to
the Missile Launcher, the Attack must be made with Blast Mode (EXP ammunition).
The target of the Attack has two ARO options:
• Dodge with a -3 MOD due to Dodging a Template Weapon without LoF to the Attacker.
• Reset with a -3 MOD due to being in Targeted State.
Therefore, the REM makes a Face-to-Face BS Attack Roll (BS +6) against the target’s Dodge Roll (PH -3) or Reset Roll (WIP -3) Roll.

BS ATTACK INTO A CLOSE COMBAT BS ATTACK MODIFIERS (MOD)

If a BS Attack is declared against an enemy Trooper that is engaged in CC Before performing the BS Attack Roll (or Rolls), the player must check
Combat a -6 MOD must be applied for each Allied Trooper engaged in the every MOD they must apply. There are MODs that will affect the numerical
CC (in addition to any MODs for Range, Cover, Mimetism… for the target). value of the roll, the Attribute and others may affect the BS Attack Roll’s
Burst (B). Existing MODs are:
Every failed BS Attack Roll will hit the Allied Trooper, forcing them to
perform a Saving Roll. If there are several Allied Troopers locked in that » Cover
Close Combat, then the Trooper’s player chooses which one of them » Range
receives each hit. » Special Skills, Weapons, pieces of Equipment, or States.

40
COMBAT

COVER LINE OF FIRE AND COVER

The term Cover refers to all pieces of scenery that partially or completely NO COVER
obstruct LoF, thus preventing the attacker from making a clean BS Attack.

EFFECTS
► If the target is in Total Cover, the attacker may not perform a BS
Attack with Weapons, Special Skills, or Equipment, that requires LoF.
► If the target is in Partial Cover, the attacker will apply a -3 MOD to
their BS Attack Roll, and the target of the BS Attack applies a +3 MOD
to its Saving Roll (SR), if necessary.

TYPES OF COVER:

TOTAL COVER

Total Cover completely blocks the attacker’s vision of his target,


obstructing any LoF to their Silhouette. PARTIAL COVER
Partial Cover due to being in contact with a scenery element that covers part of the
The target is in Total Cover when one or more scenery items completely target’s Silhouette.
blocks LoF to its Silhouette.

PARTIAL COVER

Partial Cover does not allow the attacker to see the whole Silhouette of
their BS Attack’s target.

The target is in Partial Cover when they are in contact with a piece of
scenery that partially obscures their Silhouette.

TOTAL COVER

41
COMBAT

COVER AND GAME SITUATIONS If the target is beyond the maximum Range of the BS Weapon, piece of
Equipment or Special Skill, then the BS Attack automatically fails (the
Order is spent, Disposable weapons lose a use, etc.).

B
For example, for the Combi Rifle we have the following values:

» If the distance between the Trooper and the Target is from 0 to 16


A inches, the Trooper has a +3 MOD to their BS Attack Roll due to
Range.

» If the distance is greater than 16 inches and equal to or less than 32


inches, the Trooper has a -3 MOD to their BS Attack Roll due to Range.
» If the distance is greater than 32 inches and equal to or less than 48
A inches, the Trooper has a -6 MOD to their BS Attack Roll due to Range.
» The BS Attack automatically fails if the Range is more than 48 inches.

SPECIAL SKILLS, WEAPONS, EQUIPMENT OR STATES

B Certain Special Skills, Weapons, Equipment or States can apply a MOD to


BS Attack Rolls. These Special Skills, Weapons, pieces of Equipment, or
States are explained in the respective sections of this rulebook.

TEMPLATE WEAPONS AND EQUIPMENT

In both situations the Blue Trooper has Cover from the Orange Trooper. BS Weapons and Equipment that use a Template have an Area of Effect
that affects not only the main target, but also an area of the game table
RANGE determined by the size of the Template.

The Main Target of a Template Weapon or Equipment is a Game Element


that must be able designated as a valid target for the BS Attack, from
which the MODs applied to the Roll are determined, if a Roll is required.
This Roll will be opposed separately, one by one, by the rest of the
Enemies affected by the template.

There are two types of Weapons and Equipment Templates:


COMBI RIFLE
Number of Saving Roll
Name
Saving Rolls Attribute
Ammo PS B Traits » Direct Template.
Combi Rifle 1 ARM N 7 3 SUPPRESSIVE FIRE » Impact Template.

RANGE

16” 32” 48” 96”


IMPORTANT
+3 -3 -6
If the Main Target is outside the Area of Effect of the Template Weapon
or Equipment, the BS Attack is automatically considered a failure and no
All BS Weapons, pieces of Equipment, and Special Skills that can make Game Element will be affected by the Template.
BS Attacks apply a Range MOD that depends on the distance between the
attacker and the target.

42
COMBAT

TYPES OF TEMPLATES AREA OF EFFECT

In this rulebook, there are three kinds of Templates used by Weapons and The Area of Effect of a Template is the area it covers with a single
pieces of Equipment: the Circular Template, the Large Teardrop Template declaration of use. For example, if you declare an Attack using a Template
and the Small Teardrop Template. Weapon, all Troopers or targets in Silhouette contact or inside the Area of
Effect of the Template are affected by the Attack.
The height of the Templates used by Template Weapons and Equipment
is equal to their radius, or half their width (except for those Ammunitions
whose Traits otherwise specify it).

43
COMBAT

AREA OF EFFECT OF TEMPLATE TEMPLATE WEAPONS, AND


WEAPONS AND EQUIPMENT ALLIED AND NEUTRAL TROOPERS

EFFECTS Declaring Attacks against Allied or Neutral Troopers is not allowed, nor is
► When using a Template Weapon or Equipment, any Trooper whose base it allowed to perform Attacks that may affect them, unless the Template
or Silhouette Template is in contact with the Template, or is partially or lacks a PS Attribute value and does not inflict States. Therefore, if when
fully inside it, is affected by the Weapon or Equipment. declaring an Attack with a Template Weapon, an Allied or Neutral Trooper
► Any Trooper affected by a Template Weapon or Equipment can declare would be affected by the Template, that shot is cancelled (but not other
Dodge as their second Short Skill or ARO, even if they do not have LoF shots of that same Burst that have no Allies or Neutrals within their Area
to the Trooper declaring the Attack. of Effect). Any reactive Troopers within the Area of Effect of the cancelled
► As a general rule, Dodging an Attack with a Template requires a shot can still declare AROs.
successful PH Roll.
► As an exception to this, in the following cases the Dodge requires a PH In this case of a cancelled shot, if a Weapon with the Disposable Trait was
-3 Roll to avoid an Attack with a Template Weapon: used, the initially declared use is still consumed.
► If the Trooper affected by the Template Weapon Attack has no LoF to the
attacker. TEMPLATE WEAPONS, ALLIED AND NEUTRAL TROOPERS
► If the Template Weapon Attack is from a Deployable Weapon (a Mine, for
example).
► Once placed, the Template remains on the game table until the
Resolution step of the Order.
► The Area of Effect of a Template can affect Allied Troopers as long as the 4
Template has no PS value and does not inflict any State.
► When several Troopers are activated at the same time (a Coordinated
Order or Fireteam, for example), the Template affects every Trooper 2
that was in Silhouette contact with its Area of Effect at any time during
that Order, since everything happens simultaneously during the Order.
► Critical Hits with Template Weapons: 3
► When a Critical is rolled when using a Template Weapon, it counts
as a Critical against the Main Target of the attack, and only the Main
Target. Against any Secondary Targets affected by the Template, it is
a successful Roll instead of a Critical. 1
► 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,
etc.—, each affected enemy may make a separate Face to Face Roll Trooper 1 has B2 with their Pulzar. When declaring a BS Attack against Troopers 2
against the attacker. and 3 it is found that Template B affects Trooper 4 (Allied or Neutral). Template B is
therefore cancelled.
Troopers 2 and 3 may declare AROs normally.
IMPORTANT
Troopers affected by a Template Weapon do not benefit from the +3 MOD TEMPLATE WEAPONS INTO CLOSE COMBAT
to the Saving Roll (SR) for Partial Cover.
Template Weapons placed on a group of Troopers engaged in Close
Combat will always affect every Trooper involved, even if, due to the
Template’s placement, it contacts only some of them. Players must
take this into account, since Attacks cannot be performed against Allied
Troopers.

44
COMBAT

DIRECT TEMPLATE WEAPONS DIRECT TEMPLATE PLACEMENT EXAMPLES

When using these weapons, the player may place the Template without
making a Roll.

DIRECT TEMPLATE WEAPONS


EFFECTS
► They do not require a BS Roll to hit.
► When declaring the Attack, the Template must be placed on the table
to check that the Main Target is within the Area of Effect, and to
determine which Troopers or game elements (Markers, Deployable
weapons or Equipment...) are affected by the Attack.
► The placement of the Direct Template depends on their type:
► Direct Teardrop Template: The narrow end of the Teardrop
Template (Blast Focus) must be placed in contact with the edge of
the Silhouette of the Trooper declaring the Attack. Every Trooper
affected by the Template will suffer the Attack. The Template
cannot be placed so that it would go through the Silhouette of the Direct Template Weapon, Blast Focus and placement of the Template.
Trooper that is declaring the Attack (see example).
► Direct Circular Template: The center of the Circular Template
(Blast Focus) must be placed over the center of the base of the
Trooper declaring the Attack, and every Trooper affected by the
Template will suffer the Attack.
► Dodging a Direct Template Weapon requires a Normal PH Roll (or
PH-3 as mentioned previously).
► If a Trooper affected by a Direct Template Weapon declares an Attack
against the user of the Direct Template Weapon, their Attack will be a
Normal Roll (if the Weapon, Special Skill, etc., requires a Roll). In the
Resolution step of the Order, the Trooper will need to make a Saving
Roll, since this type of Template Weapon affects targets directly,
without needing to Roll to hit.
► In ARO, any Active Trooper in the Area of Effect of the Template
during the Order counts as a Main Target when checking whether the
Template is cancelled.
► Those Direct Template Weapons that have a Burst (B) value higher
than 1, allow the Template to be placed as many times per Order
as their Burst (B) value indicates, and to distribute this B among The Teardrop Template’s placement cannot pass through the Trooper’s own Silhouette.
different targets if so wished.

LIÚ XÏNG
JUMP INFANTRY
PH 12
combat jump (explosion)

The center of the Circular Template (Blast Focus) must be over the center of the
Trooper’s base.

45
COMBAT

EXAMPLE OF DIRECT TEMPLATE WITH BURST (B2): AREA OF IMPACT TEMPLATE WEAPONS
EFFECT, PLACEMENT, AND TROOPERS AT DIFFERENT LEVELS
These weapons place a Template at the point of impact.

4 IMPACT TEMPLATE WEAPONS

1 REQUIREMENTS
► Impact Template Weapons require an Attack Roll, using BS, PH, or
2 the appropriate Attribute to hit.
3
► It is obligatory to declare a valid Main Target who will be the
reference to place the Circular Template. The Main Target must be in
LoF when declaring the Attack.
► When the Attack is declared, the center of the Circular Template
(Blast Focus) must be placed over the center of the Main Target’s
During his Active Turn, a Trooper with a Pulzar (B+1), a Direct Template BS Weapon, base. This way, the player will check the Area of Effect and determine
declares Move and BS Attack with B2 from the point he has chosen to perform the which Troopers or game elements (Markers, weapons, Deployables...)
BS Attack. The Trooper may place each Template freely, affecting different targets if are affected by this Attack.
he so chooses.
The Trooper affects 3 out of 4 enemies in range. As the Active Trooper is using a EFFECTS
Direct Template Weapon, any Attacks declared as AROs will not be Face to Face ► The Circular Template only applies its effect on each affected Trooper
Rolls. if the Normal or Face to Face Roll is successful.
As Trooper nº3 is in Prone State, they are not affected by the Template, since it does ► The Trooper who declared the Attack compares this Roll against each
not touch their Silhouette. enemy trooper affected by the Template individually. Each enemy
Trooper affected by the template resolves their Face to Face Roll
completely independently of each other. The Face to Face Roll of one
affected enemy Trooper cannot affect the Face to Face Rolls of the
EXAMPLE OF A DIRECT TEARDROP others (see the example below).
TEMPLATE WEAPON. SHOT CANCELLED. ► All MODs applied to the attacker’s Roll are determined using a valid
Main Target as the basis. As stated above, this Roll is compared
separately against the Rolls of each of the other enemy Troopers
affected by the Template (“Secondary Targets” from now on).
► In order to Dodge an Attack with an Impact Template Weapon, the
A B Main Target and any Secondary Targets affected by the Impact
Template may make a Face to Face Roll with their PH (or PH-3 in the
cases mentioned under Effects) against the attacker’s Attack Roll.
► Impact Template, Special Cases:
► When using an Impact Template Weapon with the Targetless Trait
(such those using Smoke Ammunition), you do not need to declare
an enemy Trooper as the Main Target; the target can be an area on
the game table.
In this picture, we have Trooper A who declares a BS Attack against Trooper B with ► When declaring Speculative Attack with an Impact Template
his Direct Template Weapon (a Pulzar). He places it in such a way that it affects an Weapon, you do not have to place the Circular Template over the
enemy Camouflage Marker (CAMO). center of the target’s base.
Since Trooper B is not in the Area of Effect of the Teardrop Template, the Attack is
cancelled and the Marker remains unaffected.
IMPORTANT
To Dodge an Attack with several Impact Templates in the same Order,
IMPORTANT every Face to Face Roll must be performed separately against the PH
Roll (or PH-3 Roll, according to the case) of the target Trooper, allowing
To Dodge an Attack with several Direct Templates in the same Order, a the Trooper to dodge all Templates with a single Roll.
single Normal PH (or PH-3) Roll must be passed, allowing the Trooper to
Dodge all Templates with one Roll.

IMPORTANT
Despite being in contact with the Template, Troopers declaring an
Attack with a Direct Template will not be affected by it, unless otherwise
specified in the Weapon’s, Skill’s or Type of Ammunition’s description.

46
COMBAT

EXAMPLE OF IMPACT TEMPLATE WEAPON. TARGETS REACT SPECULATIVE ATTACK


WITH BS ATTACK AND DODGE WITHOUT LOF. SHOT CANCELLED.
This Common Skill allows the user to execute a BS Attack against a
RE
L CO
LONIAL

target outside LoF or, if he has a suitable weapon, to choose a location


FO
T
KES

RCE

FENNEC 1
NN
RS
FE

E C F U SILIE

BS 12
other than the target as the center of the attack.
LONIAL
L CO
RE

FO
T
KES

RCE
bs weapon: combi rifle FENNEC 2
NN

RS
FE
E C F U SILIE

BS 12 LONIAL
L CO
RE
bs weapon: combi rifle

FO
T
KES

RCE
FENNEC 3

SPECULATIVE ATTACK
NN

RS
FE
E C F U SILIE

PH 10

LONG SKILL
BS Attack

UNIDROM
REQUIREMENTS
BS 11

bs weapon: plasma carbine


► The user must employ a BS Weapon with the Speculative Attack Trait.
► It must be possible to draw a trajectory between the Trooper and the
Number of
PLASMA CARBINE
Saving Roll
impact point.
Name Ammo PS B Traits
Saving Rolls Attribute
Plasma Carbine ( Blast Mode) 1 AND 1 ARM + BTS N 7 2 IMPACT TEMPLATE (CIRCULAR)

RANGE
EFFECTS
16”
+3
32”
-3
40”
-6
96”
► The user may make a single BS Attack against a target outside their
LoF.
The Unidron declares BS Attack with his Plasma Carbine in Blast Mode, targeting ► The Burst (B) of this BS Attack is always 1, regardless of the actual B
Fusiliers 1 and 2, hoping that the template would also affect Fennec 3. value of the Weapon or any MODs applied to the B.
After declaring the BS Attack, the Circular Templates are centered on the Fennecs ► If the user employs a BS Weapon with the Impact Template (Circular)
and it is indeed checked that they also affect Fennec 3, as well as the Unconscious Trait, this Skill allows them to place the center of the Circular
Unidron next to Fennec 1. Template somewhere other than centered on the Main Target of the
Therefore, Fennec 3 gains the right to ARO, since he was affected by a Template attack. However, the Main Target must be inside the Area of Effect of
Weapon and the other Attack, declared against Fennec 1, was cancelled because it the Circular Template.
affected an Allied Trooper. ► In this case, both the target of the attack and the impact point may be
In that moment, Fennecs 1 and 2 declare their AROs: BS Attack. Fennec 3 declares chosen without needing LoF.
Dodge (PH-3 due to the lack of LoF to his attacker). ► Place the Template directly on the game table or horizontally over a
Thus, the following Rolls are performed: piece of terrain, and never on a vertical surface or in the air.
One Normal Roll from Fennec 1 against the Unidron. ► The user must apply a -6 MOD to BS, or the corresponding Attribute,
Two Face to Face Rolls from the Unidron against Fennecs 2 and 3. The result for Speculative Attack, and also any Range MODs. Other negative
obtained by the Unidron after applying all relevant MODs will be compared MODs (for example Mimetism, Partial Cover, Visibility Zones...) are not
separately with the BS Attack of Fennec 2 and the Dodge of Fennec 3. applied.

Sibylla Explains

This is the procedure to perform a Speculative


Attack:

1º Designate the Main Target of the Attack.

2º Place the Circular Template to designate


the impact point of the Attack (it may
be a target outside LoF, or a point on
the table as long as the Circular Template
affects the target).

3º Then, a check is made to ascertain which


other Troopers are affected to determine all
AROs.

4º Measure the distance between the Trooper and the


impact point, all relevant MODs are applied, and the
Rolls are made.

47
COMBAT

EXAMPLE OF SPECULATIVE ATTACK INTUITIVE ATTACK

Intuitive Attack represents those times when a soldier perceives


movement through the corner of his eye and instinctively sprays the area
DĀTURAZI with his weapon in the hopes of unearthing a hidden enemy.
PH 14 MODS PH 11

INTUITIVE ATTACK
bs weapon (ph) grenade

LONG SKILL
BS Attack

no line of fire REQUIREMENTS


► The user must employ a BS Weapon with the Intuitive Attack Trait.
► The target of the Intuitive Attack (or Main Target if using a Template
Range +3 Weapon) must be outside the user’s LoF due to a Zero Visibility Zone,
Speculative Attack -6
6” or be in a State that would normally prevent Attacks from being
performed against them without previously being Discovered, such
GRENADES as the Camouflaged State.
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute EFFECTS
Speculative Attack, BS ► The user may perform a single BS Attack Roll against the target.
Grenades 1 ARM N 7 1 Weapon (PH), Impact
Template (Circular). ► The Burst (B) of this BS Attack will always be 1 regardless of the
RANGE actual B value of the Weapon or any MODs applied to the B.
8” 16” 96” ► In order to make an Intuitive Attack, the user must pass an
+3 -3 unmodified WIP Roll. MODs from Partial Cover, Special Skills, pieces
of Equipment or any other source do not apply to this Roll.
► If the target reacts by declaring an Attack or Dodge, his reaction is
During his Active Turn, a Dāturazi intends to attack the Blink located behind a wall. simultaneous and resolved by a Face to Face Roll, if applicable.
To prevent the Blink from shooting him during his advance, the Dāturazi decides ► If the user fails his WIP Roll, he cannot attempt to make another
to throw a Grenade at him. Since Grenades have the Speculative Attack Trait, the Intuitive Attack against the same target until his next Active Turn.
Dāturazi declares a Speculative Attack without requiring LoF. To do so, the Morat ► If more than one enemy would be affected by the Intuitive Attack, the
player follows these steps: shooter must choose only one of them as the Main Target.
• 1º They remove one Order from their Order Pool and declare a Speculative ► If the WIP Roll is a Critical, it counts as a Critical against the Main
Attack Long Skill, designating the Blink as their Main Target. Target of the attack, and only the Main Target. Against other targets
• 2º They place the Circular Template on the gaming table so that it affected by the Intuitive Attack, it is a successful Roll instead of a
• affects the Blink, and designate the impact point. Critical.
• 3º Once the Circular Template is placed and centered on that point, a check is
► An Intuitive Attack must be declared in order to place a Deployable
made to ascertain which other Troopers are affected.
Weapon on the gaming table if there is an enemy Camouflaged
• The Blink declares his ARO. In this case, as he is being affected by a Template
Weapon, he may declare Dodge. Marker (CAMO) inside its Trigger Area. This restriction does not apply
• 4º The distance between the Dāturazi and the designated impact point is mea- if there is a valid, non-camouflaged enemy Model inside the Trigger
sured. A Face to Face Roll ensues between the Dāturazi and the Blink. Area. If the WIP Roll is failed, the Deployable Weapon is not placed
• The following MODs will be applied to the Blink’s Dodge Roll: on the table and, if it also has the Disposable Trait, one use must be
• -3 to Dodge a Template without LoF to the attacker considered spent.
• The following MODs will be applied to the Dāturazi’s Speculative Attack Roll:
• +3 for Range.
• -6 for Speculative Attack.
Given that it is a Speculative Attack, the Dāturazi does not need to apply the
Mimetism MOD (-6) of the Blink, or any MOD due to Cover.

48
COMBAT

EXAMPLE OF INTUITIVE ATTACK EXAMPLE

DĀTURAZI

PH 14
bs weapon (ph): grenades

A B 2

1 3

Trooper A declares an Intuitive Attack against the Camouflaged Marker [CAMO].


The Marker [CAMO] has two options:
GRENADES
• Declare nothing and not reveal itself unless Trooper A passes the required
Number of Saving Roll
WIP Roll, in which case it will be hit by the template and be forced to make the Name Ammo PS B Traits
Saving Rolls Attribute
corresponding Saving Roll, which would reveal it.
Speculative Attack, BS
• Declare Dodge, BS Attack, etc. and oppose Trooper A’s WIP Roll with its ARO. Grenades 1 ARM N 7 1 Weapon (PH), Impact
Template (Circular).
In this situation, if Trooper B was affected by the Template, his Roll would oppose
RANGE
Trooper A’s WIP Roll.
8” 16” 96”
+3 -3
TEMPLATE WEAPONS, SCENERY
ELEMENTS AND TOTAL COVER By performing an Attack with an Impact Template, the Circular Template is centered
on the underside of the Main Target’s Base, regardless of the impact point on the
A Template’s Area of Effect may be determined by the presence of target. Any Game Element in contact or within the Area of Effect of the Circular
scenery elements on the game board, as seen in the graphics. Template will also be affected by the Attack. As we see in the picture, thanks to the
scenery element, it is not possible to draw a LoF from the Blast Focus to Trooper 3,
In Infinity, different Templates have a Blast Focus, which is used to who is therefore unaffected.
determine if a Trooper is affected by the Template, or if the Template’s
Area of Effect has been blocked by Total Cover from intervening scenery WEAPON PROFILE
elements. For a Trooper to be affected by the Template, it must be (BS WEAPONS AND TEMPLATE WEAPONS)
possible to trace a LoF from the Template’s Blast Focus to the Trooper,
without being blocked by Total Cover. In Infinity, every Weapon has its own game profile and some of them even
have special usage rules. This chapter describes how to read such a
The Blast Focus is the center of the Circular Template and the narrow end profile, and each Weapon is detailed individually in the Weapons Chart, on
of the Teardrop Templates. page 172. The MULTI Rifle will be used as an example to explain how to
read a BS Weapon profile.
LoF from the Blast Focus to a Trooper may only be drawn within the Area
of Effect of the Template itself.
Want to know more? You may find all the additional
info to further explore the Infinity Universe in
DIRECT TEMPLATE EXAMPLE: AREA background books, articles and appendices!
OF EFFECT, BLAST FOCUS, AND SCENERY Moreover, I am at your service as an AI
interface at www.infinityuniverse.ai.
You can ask me everything you want to
know about the lore and backstory of the
Infinity Universe.

Sibylla’s Advice

MULTI Weapons are an example of Weapons that have more


than one firing mode. Each firing mode has a Burst (B) and different
Ammunition associated with them. The player must decide which firing
mode to use each time they declare a BS Attack.

Range indicates the Weapon’s reach in inches. In this case the MULTI
Rifle has a reach of 0 to 48 inches, this reach is divided in different
The Scenery element completely covers the enemy Trooper. Therefore, LoF cannot ranges that imply different MODs to the BS Attack Roll, as explained in
be traced from the Blast Focus so the Trooper is not affected by the Area of Effect. the Range Modifier section (see page 42).

49
COMBAT

Possibility of Survival (PS) indicates the destructive capability of the The Saving Roll Attribute column indicates which Attribute or Attributes
Weapon. The lower the PS value, the more powerful the Weapon. (ARM, BTS, PH, ARM+BTS, etc.) any Saving Rolls are made against to
avoid the hit’s damage or Effects. As with Ammunition, saving against
Burst (B) is the number of dice the Active Player must roll when declaring different Attributes or their combination may be necessary (see
a BS Attack. Remember that in the Reactive Turn the value of B is 1, Possibility of Survival (PS) on page 37). The Attribute can also be shown
unless modified by a rule or Skill. with MODs, usually negative (-3, -6), or it can directly show the value for
that Attribute (ARM=0).
The Ammunition column indicates what Type of Ammunition the Weapon
uses. If two Types of Ammunition are shown linked by a “+” it means both The Number of Saving Rolls (SR: No) column indicates the number of
Types are combined. Saving Rolls that need to be made for every hit received.

EXAMPLE 1 Traits are special features some Weapons and pieces of Equipment
possess. They are all explained in the Labels and Traits Section (see page
The MULTI Rifle in Burst Mode can use AP Ammunition and B3. This means that if 169). An asterisk (*) in this section indicates that the Weapon or piece of
the player declares BS Attack, they will roll 3 dice with AP Ammunition. Conversely, Equipment has extra rules in the corresponding section of the rulebook.
if they decide to use Anti-materiel Mode they will have just 1 die available, but will
use DA Ammunition. Next, two more examples on how to read the Weapons Chart (available in
full on page 172) are shown.

EXAMPLE 3

MULTI RIFLE
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
MULTI RIFLE (Anti-
2 ARM DA 7 1 ANTI-MATERIEL
Materiel Mode) BREAKER COMBI RIFLE
MULTI RIFLE Number of Saving Roll
(AP Mode)
1 ARM/2 AP 7 3 SUPPRESSIVE FIRE Name Ammo PS B Traits
Saving Rolls Attribute
BREAKER
RANGE 1 ARM/2 AP 7 3 SUPPRESSIVE FIRE
COMBI RIFLE
16” 32” 48” 96”
RANGE
+3 -3 -6
16” 32” 48” 96”
+3 -3 -6

EXAMPLE 2 The Breaker Combi Rifle indicates that for each received impact the target must
perform one Saving Roll, with their BTS Attribute halved.
A weapon that uses AP+DA Ammunition indicates that the target must perform 2
Saving Rolls for each hit received (due to DA Ammunition), with the corresponding
Saving Roll Attribute halved (due to AP Ammunition).
EXAMPLE 4

MEDIKIT
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
Medikit - - - - 1 NON-LETHAL, [***].
RANGE

8” 16” 24” 96”


+3 0 -6

The MediKit is a piece of Equipment that is a Non-Lethal BS Weapon. Therefore,


the Weapons Chart indicates the Range MOD. Although in the Traits section the [***]
indicates that it is a weapon or piece of Equipment that has additional explanation in
the Skills and Equipment section of the rulebook.

50
COMBAT

CLOSE COMBAT (CC) INTERACTING WITH A CLOSE COMBAT

Any Trooper in Silhouette contact with an Allied Model that is in the


Urban combat, attempting to take a building, or ship to ship space- Engaged State may only declare CC Attack, Dodge or other related Skills
boarding often occur in reduced spaces, which favors close combat with that may be used in CC. For example, in these circumstances declaring
bladed weapons (knives, machetes, sabers, swords, claws, etc.) which we Skills such as Doctor or Engineer on a Trooper in Engaged State is not
generically call Melee Weapons. allowed.

CC ATTACK You can check Engaged State in the Game States Module on page 153.

Skill that allows Close Combat fighting, striking an adversary in MOVEMENT SEQUENCE AND CC
Silhouette contact.
Close Combat is often associated with a Movement, the most common game

CC ATTACK sequence in this case is the following:

SHORT SKILL / ARO Step 1:


The Active Player (Trooper A) consumes an Order and declares Move.
Attack
Step 2:
REQUIREMENTS The Reactive Player (Trooper B) declares CC Attack as their ARO.
► Be using a Melee Weapon, a Skill, or piece of Equipment that allows Step 3:
for a CC Attack. The Active Player (Trooper A) declares CC Attack as the second Short Skill of the
► Be in Silhouette contact with an enemy Model or Target. Order.
Step 4:
EFFECTS The corresponding Face to Face Roll is performed. Face to Face Roll:
► Allows use of the CC Attribute to fight in Close Combat (CC). • Active Player: 1 Die in CC.
► By declaring a CC Attack, Troopers may only use those Weapons with • Reactive Player: 1 Die in CC.
the CC Trait.
► If a Trooper has several targets and a Burst value that is higher
than 1, the player must clarify how they are dividing the Burst when A
declaring the CC Attack.
► In the Resolution step, check which MODs to apply, and make the CC
Attack Rolls using the corresponding Attribute.
► For each success obtained in CC Attack Rolls, the target must perform
a Saving Roll (see Possibility of Survival (PS) on page 37). RE
L CO
LONIAL

FO
T
KES

RCE
FENNEC
► Coup de Grâce: When declaring the CC Attack, if the Enemy Target is NN RS
FE

E C F U SILIE

MOV 4-4
in Unconscious State (including if it is represented by a Shasvastii-
Embryo Token), then, without needing to perform a roll, the target 軍
先駆 隊
CC 13
SENKU melée weapon: ccw
automatically goes from Unconscious to Dead State without the S
EN
KU TROOP
S

possibility of making a Saving Roll. MOV 4-4

► Coup de Grâce cannot be used against a Trooper who has activated CC 15 B


melée weapon: ccw
the Dogged or No Wound Incapacitation Special Skill. Therefore, the
CC Attack is resolved normally.

51
COMBAT

CC ATTACK MODIFIERS (MOD) EXAMPLE OF CLOSE COMBAT AGAINST SEVERAL ENEMIES

Before performing the CC Attack Roll (or Rolls), the player must check Active Turn:
every MOD they must apply. The MODs are: In the image we have a Fennec and a Lambda Doctor with his Peripheral (Servant)
Yudbot.
» Close Combat against several enemies. Step 1:
» Special Skills, Weapons and Equipment. The Active Trooper (the Lambda) consumes an Order and declares Move.
Step 2:
CLOSE COMBAT WITH MULTIPLE TROOPERS The Reactive Trooper (the Fennec) declares a BS Attack against the Doctor as their
ARO.
This rule is applied when more than 2 Troopers are in Silhouette contact Step 3:
with the target and any of them is activated. The Active Trooper declares CC Attack. The player chooses the Doctor to perform
the CC Attack.
DURING THE ACTIVE TURN: The Doctor obtains a +1B MOD for having his Peripheral (Servant) in Silhouette
contact with his target.
When declaring a CC Attack, the Player must select one Trooper or
Peripheral activated by the Order. That Trooper or Peripheral performs LAMBDA
the CC Attack and has a +1 MOD to Burst (B) for each Allied Trooper or
MOV 4-4
Peripheral that is not in a Null or Immobilized State and is in Silhouette
CC 14
contact with their target.
LONIAL
L CO
RE

melée weapon: ccw

FO
T
KES

RCE
FENNEC
NN

RS
FE
E C F U SILIE

MOV 4-4
DURING THE REACTIVE TURN:
BS 12
bs weapon: combi rifle
When declaring AROs, if the Reactive player decides to declare CC Attack
they must select only one Trooper or Peripheral in Silhouette contact
with the target. The selected Trooper performs a CC Attack and has a +1
YUDBOT
MOD to B for each Allied Trooper or Peripheral in in Silhouette contact
with the target. The MOD is only applied for those allies that are not in a MOV 6-4

Null or Immobilized State, and have not declared Dodge, Idle or Reset. CC 11
melée weapon: ccw para (-3)

OTHER CC RESTRICTIONS
LAMBDA CC 14 / MOV 4-4
» When in Close Combat it is only possible to declare Berserk, CC Yudbot CC 11 / MOV 15-10]
Attack, Dodge, Idle, Reset, and Skills that specify that they can be Step 4:
used in Close Combat or in Engaged State.
Measurements for the BS Attack are made and the dice are rolled.
» The maximum number of Models that may be in Silhouette contact
with a Model on a 25 mm base is 4. Face to Face Roll:
» The maximum number of Models that may be in Silhouette contact • Active Player: CC Attack with 2 Dice.
with a Model on a 40 mm or larger base is 6. • Reactive Player: BS Attack with 1 Die.

LAMBDA

MOV 4-4
CC 14 LONIAL
L CO
RE
melée weapon: ccw
FO
T
KES

RCE

FENNEC
NN
RS
FE

E C F U SILIE

YUDBOT MOV 4-4

MOV 6-4 BS 12
bs weapon: combi rifle
CC 11
melée weapon:
ccw para (-3)

52
COMBAT

EXAMPLE OF CLOSE COMBAT AGAINST SEVERAL ENEMIES SPECIAL SKILLS AND EQUIPMENT FOR CC

Reactive Turn: Certain Special Skills, Weapons, and Equipment impose MODs to CC
In the Blue player’s Active Turn, a Move + CC Attack Order is added to the previous Attack Rolls, as seen in the rulebook (see Special Skills, Weaponry, and
example’s melee: Equipment, although it is recommended that these concepts be applied
Step 1: as they appear in the game).
The Active Trooper (the Fennec) consumes an Order and declares Move to reach
Silhouette contact with the Peripheral (Servant). MELEE WEAPON PROFILE

In Infinity, every Weapon has its own game profile and some of them even
RE
L CO
LONIAL have special usage rules. This chapter describes how to read such a
FO
T
KES

RCE

FENNEC profile and details each Weapon individually. The CC Weapon will be used
NN
RS
FE

E C F U SILIE

MOV 4-4 as an example to explain how to read a Melee Weapon profile.


CC 13
melée weapon: ccw

CC WEAPON
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
CC WEAPON 1 ARM N 8 1 CC

Step 2:
Since the Troopers involved in a Close Combat do not have LoF outside Close Range indicates the Weapon’s reach in inches. Melee Weapons usually
Combat, they cannot declare BS Attack. Therefore, the Reactive Player’s Troopers lack a Range.
(Orange) can only declare CC Attack, Reset, Idle, or Dodge with their Lambda or
Peripheral (Servant). Possibility of Survival (PS) indicates the destructive capability of the
They decide to declare CC Attack as an ARO with their Peripheral (Servant). Weapon. The lower the PS value, the more powerful the Weapon.

Step 3: Burst (B) is the number of dice the Active Player must roll when
As the second half of the Order, the Active Trooper declares CC Attack. declaring a CC Attack. Remember that in the Reactive Turn the value of B
The Fennec gets a +1B MOD thanks to his partner being in Silhouette contact with is generally 1, unless modified by a rule or Skill.
the Peripheral (Servant).
The Peripheral does not get a +1B MOD because its Controller is not in Silhouette The Ammunition column indicates what Type of Ammunition the Weapon
contact with the Active Trooper. uses. If two Types of Ammunition are shown linked by a “+” it means both
Types are combined.

The Saving Roll Attribute column indicates which Attribute or Attributes


LONIAL
L CO
RE
FO
T
KES

RCE

FENNEC
NN
(ARM, BTS, PH, ARM+BTS, etc.) any Saving Rolls are made against to
RS
FE

E C F U SILIE

MOV 4-4
avoid the hit’s damage or Effects. As with Ammunition, saving against
CC 13
different Attributes or their combination may be necessary (see Saving
melée weapon: ccw
Rolls (SR) on page 37). The Attribute can also be shown with MODs,
usually negative (-3, -6), or it can directly show the value for that
Attribute (ARM=0).

The Number of Saving Rolls (SR: No.) column indicates the number of
YUDBOT
Saving Rolls that need to be made for every hit received.
MOV 6-4
CC 11 Traits are special features some Weapons and Equipment pieces
melée weapon: ccw para (-3)
possess. They are all explained in the Labels and Traits Section (see page
169). An asterisk (*) in this section indicates that the Weapon or piece of
Step 4: Equipment has extra rules in the corresponding section of the rulebook.
The corresponding Rolls are performed.
Face to Face Roll:
• Active Player. CC Attack with 2 Dice.
• Reactive Player: CC Attack with 1 Die.

53
COMBAT

EXAMPLE HACKER
MONOFILAMENT CC WEAPON
The term Hacker designates a set of Troopers who have received specific
Number of Saving Roll
Name Ammo PS B Traits training in Infowar. This training allows them to make use of Hacking
Saving Rolls Attribute
Monofilament CC Devices, and the programs specifically designed for them.
1 ARM=0 N 8 1 CC, State: DEAD.
Weapon

HACKER
In the case of the Monofilament CC Weapon, its Saving Roll Attribute indicates that AUTOMATIC SKILL
the target will have their ARM value reduced to 0 for their Saving Roll and its Traits
Obligatory
indicate that, should they receive any Wounds, they will enter Dead State directly.
EFFECTS
► Hackers may be equipped with a Hacking Device that will grant them
access to certain Hacking Programs, depending on the type of Device
Want to know more? You may find all the additional
info to further explore the Infinity Universe in they are using, or to make direct use of certain Programs without
background books, articles and appendices! requiring a device.
Moreover, I am at your service as an AI ► Hackers may have Upgrade Programs assigned to them.
interface at www.infinityuniverse.ai. ► This Special Skill remains active even when its owner is in a Null
You can ask me everything you want to
know about the lore and backstory of the State.
Infinity Universe.

Sibylla’s Advice
UPGRADE PROGRAMS (UPGRADE)

QUANTRONIC Custom-made software tailored to the style and preference of specific

COMBAT (HACKING) infowar operatives. If available, they will be listed in the Unit Profile, in
round brackets next to the name of the Hacker or the Device.
In Infinity, infowar and cyberwarfare tasks, defined as Hacking, are
shouldered by the Hackers, specialized Troopers who can use the SUPPORTWARE PROGRAMS
different Hacking Programs which define quantronic combat.
These are programs of extended duration which are mainly designed to
GETTING STARTED WITH HACKING support allied Troopers on the battlefield by granting them bonuses to
improve their combat capabilities. Likewise, they may also be designed to
According to their nature, Hacking Programs allow the Hacker to act in an hinder enemy Troopers, applying negative MODs to them.
aggressive or defensive manner, support other Troopers, interact with scenery, etc.

IMPORTANT
IMPORTANT • A Trooper can benefit from the effects of only one Program with the
When making your Army Lists in Infinity Army, a summary of the Supportware Label at a time.
Hacking Programs will be included, in the same way that a summary of • Each Hacker can only sustain one active Supportware Program at a
your Troopers’ weapons is included. time.
• A Hacker can cancel an active Supportware Program by declaring
another Program and expending the corresponding Order or ARO.
• A Supportware Program is automatically cancelled if the target of
the Supportware is targeted by a new Supportware Program, or if
the Hacker running the Program enters Isolated State or any Null
States.

54
COMBAT

FIREWALLS HACKING AREA

Some Troopers or Hacking Devices have pieces of Equipment which This term refers to the Area of Effect of Hacking Programs. In Infinity a
provide extra protection against Comms Attacks. These defenses are Hacker’s Hacking Area matches their Zone of Control, and the Zone of Control
codified in the Firewall rule, which applies a series of MODs to hinder the of Repeaters and Deployable Repeaters of either the Player or their Allies.
Attack and enhance the target’s protection.
In addition, if a Hacker is within the Zone of Control of an Enemy Repeater
FIREWALL or Deployable Repeater, their Hacking Area includes all Enemy Troopers
EQUIPMENT on the game table. However, if the Enemy Trooper is not a Hacker,
any ARO or Hacking Program using the Enemy Repeater will fail its
Obligatory
Requirements, and instead an Idle will be performed.
EFFECTS
► Any enemy that declares a Comms Attack against a Trooper HACKING AREA IN ARO
benefitting from a Firewall must apply a negative MOD to his WIP
Attribute, as indicated between brackets: Firewall (-3), Firewall (-6)… Enemies entering or acting inside the Hacking Area of a Hacker while
► A Trooper benefiting from a Firewall also applies a MOD of +3 to their remaining outside that Hacker’s LoF and ZoC can be reacted to.
Saving Rolls (SR) against Comms Attacks.
► Troopers can only benefit from one Firewall at a time. If a Trooper can In the ARO Check steps of the Order Expenditure Sequence (see page 14),
benefit from more than one Firewall, their player will decide which players can check if the Active Trooper is inside any Reactive Troopers’
one to apply. Hacking Areas. Measurements must always be made from the Active
Trooper, checking a maximum of 8 inches from any point along their path,
and from the Active Trooper’s Repeaters. If the measurements show that
the Active Trooper is within the Hacking Area of the Reactive Trooper,
Sibylla Explains
they can declare an ARO.
The Firewall in a Comms Attack is the
equivalent of Cover in a BS Attack, it hinders
the Attack and aids the target’s Saving Roll. HOLOMASK AND HACKING AREA

Although the MOD to the Attack varies (-3,


-6…), the MOD to the Saving Roll is always When using an Enemy Repeater to include an Enemy Trooper in the
fixed (+3), unless a specific rule indicates Hacking Area, any ARO or Hacking Program against a Trooper who does
otherwise.
not have the Hacker Special Skill on their real Unit Profile will fail its
Requirements in the Resolution step of the Order, and instead an Idle will
HACKING DEVICES be performed. This will reveal that the Enemy Trooper is not a Hacker.
AND HACKING PROGRAMS: CHARACTERISTICS
HOLOMASK AND REPEATER
Hacking Devices and Hacking Programs have the following
characteristics: Similarly, when using an Enemy Trooper’s Repeater, if that Trooper is in
HoloMask State and does not have a Repeater on their real Unit Profile
» They act in the user’s Hacking Area. then any ARO or Hacking Program using their fake Repeater will fail its
» They do not require LoF to act, unless the Hacking Program’s own Requirements in the Resolution step of the Order, and instead an Idle will be
description states otherwise. performed. This will reveal that the Enemy Trooper does not have a Repeater.
» Only Troopers in Model form may be targeted by Hacking Programs.
» They benefit, if applicable, from the target’s Targeted State.

55
COMBAT

REPEATER REMEMBER
Firewall imposes an additional MOD (-3, -6...) to the WIP Roll of the
This is a range amplifier for Hackers. Trooper declaring a Comms Attack against a Trooper benefitting from a
Firewall, for example if attacking through an enemy Repeater.

REPEATER The Trooper benefiting from the Firewall also applies a MOD of +3 to
their Saving Rolls (SR) against the Comms Attack.
AUTOMATIC EQUIPMENT
Only the MODs of a single Firewall can be applied, even if the Trooper
Comms Equipment, Obligatory, Zone of Control. benefits from more than one. In the case of the Trooper benefitting from
more than one Firewall, their player will decide which one to apply.
EFFECTS
► Repeaters extend the Hacking Area of all Hackers in the same Army
List. EXAMPLE OF HACKING ZONE
► Hackers within the Zone of Control of an enemy Repeater may use it
to apply Hacking Programs against any enemy Hacker, but applying
Firewall MODs (-3).
► There can be no reaction against a Repeater that is being used by an
enemy Hacker, only against the Hacker, if possible.

8”
IMPORTANT HACKER
This piece of Equipment is automatically active and cannot be
deactivated by its owner, unless its carrier is in Isolated State or any
Null States.

DEPLOYABLE REPEATER

This is a hacking range amplifier designed for deployment onto the


battlefield.

8”
DEPLOYABLE REPEATER
REPEATER
EQUIPMENT
Comms Equipment, Deployable, Disposable (3), Indiscriminate ,
Zone of Control.

EFFECTS
► When the player declares the Place Deployable Common Skill, the
Trooper places a Deployable Repeater Token (REPEATER) on the
game table.
► The Deployable Repeater is a piece of Equipment that contains a
Repeater.
8”
DEPLOYABLE
REPEATER
REPETIDOR DE POSICIÓN
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
Deployable DISPOSABLE (3),
- - - - 1
Repeater DEPLOYABLE.
ARM BTS STR S The Hacker may use their Hacking Programs in the area that includes the Zone of
0 0 1 1 Control of the Repeater, the Deployable Repeater and their own Zone of Control.

56
COMBAT

EXAMPLE OF HACKING AREA AND AROS THROUGH REPEATERS EXAMPLE OF CAMOUFLAGED


STATE AND ARO THROUGH A REPEATER

REPEATER This time, the Hacker is in Camouflaged State and declares Idle.
ENEMY As the Camouflaged Marker is inside the Enemy Hacker’s Hacking Area, the Enemy
HACKER
Hacker can delay their ARO in case the Camouflaged Marker is a Hacker.
ACTIVE The Enemy Hacker may declare an ARO only if the Camouflaged Marker reveals
HACKER
themselves with the second Short Skill of the Order.
DEPLOYABLE
REPEATER

KEY TO THE HACKING


PROGRAMS QUICK REFERENCE CHART
ENEMY HI
Each Hacking Program grants a series of MODs and advantages when
used, that are reflected in charts listing the following information:

DEPLOYABLE REPEATER » Attack MOD. A MOD that is applied to the user’s WIP Attribute.
Number of Saving Roll » Opponent’s MOD. A MOD that is applied to an enemy Trooper’s
Name Ammo PS B Traits
Saving Rolls Attribute Attribute when performing a Face to Face Roll.
Deployable DISPOSABLE (3),
Repeater
- - - - 1
DEPLOYABLE.
» Possibility of Survival (PS). The value used to determine the
destructive capability of a successful Hacking Program Roll. Unless
otherwise stated, the Attribute used in the Saving Roll to resist the
For the sake of simplicity, in this example, the Stealth Special Skill is not being used.
effects of a Hacking Program is BTS.
During his Active Turn, a Hacker decides to declare Idle as the first Basic Short Skill
of the Order. As shown in the picture, he is outside his enemies’ LoF and ZoC, but » Burst (B). The number of dice the Active Player must roll when
since he is a Hacker, he can use the Deployable Repeater and a Trooper with the declaring the Hacking Program. When the B value is higher than 1, it
may be concentrated on a single target or be divided among several
Repeater piece of Equipment to increase his Hacking Area, allowing him to act from
targets. Remember that in the Reactive Turn the B value is generally
his current position. 1, unless modified by a rule or Skill.
Therefore, since the Hacker is within the Hacking Area of the Enemy Hacker, the » Target. The Troop Type that can be targeted by the Hacking Program.
enemy declares his ARO: Oblivion. » Type of Skill. Indicates the type of Skill (Long Skill, Short Skill, ARO,
As the Enemy Heavy Infantry is in the Active Trooper’s Hacking Area, they can etc.) that must be spent to use the Hacking Program.
declare an ARO, choosing to declare a Reset. » Special. This indicates the special effects that the Hacking Program’s
The second Skill of the Hacker is Carbonite, dividing his B2 between the Enemy user may apply. This section may also indicate a State that will be
imposed on the target, or the type of Ammunition and Traits that may
Heavy Infantry and the enemy Hacker.
apply.
The following Face to Face Rolls occur:
Reset by the Enemy Heavy Infantry vs Carbonite from the Hacker.
• No Modifiers (MOD). REMEMBER
Oblivion from the Enemy Hacker vs Carbonite from the Hacker. Unless otherwise stated, the range of every Program is always the
• Enemy Hacker MODs: Hacker’s Hacking Area.
• -3 Firewall MOD for using an Enemy Repeater.
• Hacker MODs:
• No Modifiers (MOD).
If a Saving Roll is required, the Possibility of Survival (PS) of Oblivion will suffer a +3
MOD from the Firewall.

57
COMBAT

HACKING PROGRAMS CHART


OPPONENT’S
NAME ATTACK MOD PS B TARGET SKILL TYPE SPECIAL
MOD

ASSISTED FIRE - - - - REM LONG SKILL TARGET MODEL GAINS MARKSMANSHIP.

TAG, HI, REM, SHORT SKILL DA AMMO, NON-LETHAL, STATE:


CARBONITE 0 0 7 2
VH, HACKER / ARO IMMOBILIZED-B.

CONTROLLED SHORT SKILL +3/-3 MOD TO THE PH OF EVERY TROOPER


- - - - -
JUMP / ARO THAT PERFORMS COMBAT JUMP.

CYBERMASK - - - - - LONG SKILL REPLACE USER WITH IMP-2 MARKER.

ENHANCED
- - - - REM LONG SKILL TARGET GAINS B2 IN ARO.
REACTION

TAG, REM,
FAIRY DUST - - - - LONG SKILL THE TARGETS GAIN FIREWALL MODS.
HI, VH

TAG, HI, REM, SHORT SKILL


OBLIVION 0 0 4 2 AP AMMO, NON-LETHAL, STATE: ISOLATED
VH, HACKER / ARO

SHORT SKILL
TOTAL CONTROL 0 0 4 1 TAG DA AMMO, NON-LETHAL, STATE: POS/NORMAL
/ ARO

SHORT SKILL TARGET RECEIVES 1 WOUND FOR EACH


TRINITY +3 0 6 3 HACKER
/ ARO FAILED SAVING ROLL.

SHORT SKILL
SPOTLIGHT 0 0 5 2 - AP AMMO, NON-LETHAL, STATE: TARGETED.
/ ARO

NFB, REFLECTIVE: CIRCULAR TEMPLATE


WHITE NOISE - - - 1 - SHORT SKILL
BLOCKING LOF FOR MULTISPECTRAL VISORS.

SHORT SKILL NULLIFIES COMMS ATTACK. B2 IN ARO, NON-


ZERO PAIN 0 -3 - 2 -
/ ARO LETHAL

HACKER DEVICE PROGRAMS CHART

DEVICE PROGRAM 1 PROGRAM 2 PROGRAM 3 PROGRAM 4 PROGRAM 5 PROGRAM 6

HACKING DEVICE CARBONITE SPOTLIGHT TOTAL CONTROL OBLIVION

HACKING DEVICE
CARBONITE SPOTLIGHT TOTAL CONTROL OBLIVION WHITE NOISE CYBERMASK
PLUS

KILLER HACKING
TRINITY CYBERMASK
DEVICE

EVO HACKING ASSISTED


ENHANCED REACTION FAIRY DUST CONTROLLED JUMP
DEVICE FIRE

58
COMBAT

HACKING PROGRAMS CONTROLLED JUMP


SHORT SKILL / ARO
ASSISTED FIRE Supportware, No Roll.
LONG SKILL
EFFECTS
Supportware, No Roll.
► When the user declares the use of this Program, which does not
REQUIREMENTS require a Roll, the Program’s Effects are applied immediately, instead
► The target must be a REM from the same Army List as the user, and of in the Resolution step, and a Controlled Jump Supportware Token
must be inside the user’s Hacking Area. (Sup: Controlled Jump) is placed beside the user.
► If declared as an ARO to an enemy Trooper declaring Combat Jump,
EFFECTS this means that the -3 MOD will affect the enemy Trooper’s PH Roll.
► Assisted Fire grants the target REM the Marksmanship Special Skill ► It is not mandatory to declare Controlled Jump as an ARO to an
(see page 98). enemy Trooper declaring Combat Jump, instead the Hacker can
► When the user activates this Program, which does not require a Roll, choose to wait and declare an ARO in the normal way.
place an Assisted Fire Token (SUP: ASSISTED FIRE) beside the user ► As long as Controlled Jump is active, when performing the Combat
and beside the REM. Jump Skill every Allied Trooper applies a +3 MOD while every Enemy
► Once activated, this Program’s range covers the entire game table. Trooper must apply a -3 MOD. If both players have Controlled Jump
active, the effects of both Programs are cancelled.
► A player cannot have more than one active Controlled Jump Program.
► This Program’s range covers the entire game table.
CARBONITE
SHORT SKILL / ARO
IMPORTANT:
Comms Attack, Non-Lethal.
• This Program affects Troopers even if they don’t have the Hackable
REQUIREMENTS Characteristic.
► The target may only be an enemy Trooper with the Hackable • Controlled Jump can be declared as an ARO against a Combat Jump
Characteristic (HI, REM, TAG, VH...) or an enemy Hacker. Long Skill anywhere on the table.

EFFECTS
► In the Active Turn, this Program’s Burst of 2 allows the user to CYBERMASK
perform two WIP Rolls, which can be distributed among one or more LONG SKILL
targets as usual.
NFB, No Roll.
► Each successful Roll, due to DA Ammunition, forces the target to
make two Saving Rolls against BTS, with PS 7. REQUIREMENTS
► Any failed Saving Roll causes the target to enter Immobilized-B State, ► The user must be outside the LoF of enemy Markers or Troopers.
placing an Immobilized-B State Token (IMM-B) by them.
► A Critical with Carbonite forces its target to perform an additional EFFECTS
Saving Roll. ► The user enters the Impersonation-2 state, which does not require
► The range of this Program is the Hacker’s Hacking Area. a Roll, replacing the user’s model with an Impersonation-2 Marker
(IMP-2).
► The effects of this Program persist until the user reveals themselves as
per the Impersonation-2 state rules.
Sibylla Explains ► This Program affects only the Hacker himself and therefore has no
For each Carbonite Critical received, the range.
target must perform 3 Saving Rolls: 2
due to the DA impact and 1 more due to the
additional Saving Roll.
REMEMBER NFB
You can check Immobilized-B State in the Infinity States While the Hacker is in IMP-2 State, the Program’s NFB Label applies,
Module on page 161. so they cannot use or apply any other Skill, piece of Equipment, or
Hacking Program that has the NFB Label, for example Mimetism, Albedo,
Holoprojector etc.

You can check Impersonation State in the Infinity States Module on page
162.

59
COMBAT

ENHANCED REACTION OBLIVION


LONG SKILL SHORT SKILL / ARO
Supportware, No Roll. Comms Attack, Non-Lethal.

REQUIREMENTS REQUIREMENTS
► The target must be a REM from the same Army List as the user and ► The target must be an enemy with the Hackable Characteristic (HI,
must be inside the user’s Hacking Area. REM, TAG, VH...) or an enemy Hacker.

EFFECTS EFFECTS
► Enhanced Reaction grants the target REM a Burst value of 2 in ARO. ► In the Active Turn, this Program’s Burst of 2 allows the user to
► When the user activates this Program, which does not require a Roll, perform two WIP Rolls, which can be distributed among one or more
place a Supportware Enhanced Reaction Token (Sup: Enhanced targets as usual.
Reaction) beside the user, and beside the REM. ► Each successful Roll, due to AP Ammunition, forces the target to
► Once activated, this Program’s range covers the entire game table. make a Saving Roll against their halved BTS, with PS 4.
► Any failed Saving Roll causes the target to enter Isolated State,
placing an Isolated State Token (ISOLATED) by them.
► A Critical with Oblivion forces its target to perform an additional
FAIRY DUST Saving Roll, applying their halved BTS value.
► The range of this Program is the Hacker’s Hacking Area.
LONG SKILL
You can check Isolated State in the Infinity States Module on page 164.
Supportware, No roll.

REQUIREMENTS SPOTLIGHT
► Only HIs, REMs, TAGs, or VHs from the same Army List as the user SHORT SKILL / ARO
may be chosen as targets.
Comms Attack, Non-Lethal.

EFFECTS EFFECTS
► Fairy Dust allows the Player to choose a single Troop Type (HI, REM, ► In the Active Turn, this Program’s Burst of 2 allows the user to
TAG, or VH) that will benefit from Firewall (-3). Every Trooper of the perform two WIP Rolls, which can be distributed among one or more
Hacker’s Army List that belongs to the chosen Troop Type applies the targets as usual.
corresponding MODs every time they suffer a Comms Attack. ► Each successful Roll, due to AP Ammunition, forces the target to
► When the user activates this Program, which does not require a Roll, make a Saving Roll against their halved BTS, with PS 5.
place a Fairy Dust Token (SUP: FAIRYDUST) beside them. ► Any failed Saving Roll causes the target to enter Targeted State,
► This Program’s range covers the entire game table. placing a Targeted State Token (TARGETED) by them.
► A Critical with Spotlight forces its target to perform an additional
Saving Roll, applying their halved BTS value.
► The range of this Program is the Hacker’s Hacking Area.
EXAMPLE OF SUPPORTWARE USE AND CANCELLATION

During their Active Turn, a Player that has two Troopers with EVO Hacking Devices IMPORTANT
on the table, declares Fairy Dust with one of them and chooses REMs as the Troop The target of this Hacking Program does not need to have the Hackable
Type that will benefit from this Supportware. For tactical reasons, they decide to Characteristic.
spend the last Order on the other Trooper with an EVO Hacking Device to declare
Enhanced Reaction on a REM located in the vanguard.
By designating a REM that was already benefitting from Fairy Dust, the new REMEMBER
Supportware Program deactivates the Fairy Dust Program and the corresponding The target of a Hacking Program or a Comms Attack can declare a Reset,
Token is removed from the table. regardless of their Troop Type (LI, MI, HI, etc.), and even if this Hacking
Program or Comms Attack is performed from outside their LoF.

REMEMBER You can check Targeted State in the Infinity States Module on page 167.
A Supportware Program is automatically cancelled if the target of the
Supportware is targeted by a new Supportware Program, or if the
Hacker running the Program enters Isolated State or any Null States.

60
COMBAT

TOTAL CONTROL WHITE NOISE


SHORT SKILL / ARO SHORT SKILL
Comms Attack, Non-Lethal. NFB

REQUIREMENTS REQUIREMENTS
► The target must be an enemy TAG, or a TAG in Possessed State. ► To use this this Hacking Program, the Hacker must be the Active
Trooper.
EFFECTS
► In the Active or Reactive Turn, this Program has a Burst of 1, allowing EFFECTS
the user to perform one WIP Roll against the target. ► The White Noise Hacking Program generates a White Noise Zone the
► Each successful Roll, due to DA Ammunition, forces the target to size of a Circular Template and with infinite height.
make two Saving Rolls against BTS, with PS 4. ► On a successful Normal WIP Roll, the Hacker may place the Circular
► Any failed Saving Roll causes the target to enter Possessed State, Template representing the White Noise Zone inside their Hacking
placing a Possessed State Token (POS) by them. If this Program is Area at the end of the Order.
used against a TAG in Possessed State, any failed Saving Roll cancels ► The Circular Template must be totally inside the Hacking Area.
the target’s Possessed State, causing them to enter Normal State, ► The effects of this Program persist until the start of the States Phase,
and the Possessed State Token (POS) is removed. at which point you must remove the Circular Template.
► A Critical with Total Control forces its target to perform an additional ► While the Circular Template is on the game table, the Program’s NFB
Saving Roll. Label applies to the Hacker, so they cannot use or apply any other
► The range of this Program is the Hacker’s Hacking Area. Skill, piece of Equipment, or Hacking Program that has the NFB
Label, for example Mimetism, Albedo, Holoprojector etc.
You can check Possessed State in the Infinity States Module on page 166. ► The range of this Program is the Hacker’s Hacking Area.

TRINITY
SHORT SKILLS / ARO IMPORTANT:

Comms Attack Troopers possessing a Multispectral Visor cannot draw LoF through a
White Noise Zone (see page 121).
REQUIREMENTS
► The target must be an enemy Hacker.

EFFECTS ZERO PAIN


► In the Active Turn, this Program’s Burst of 3 allows the user to SHORT SKILL / ARO
perform three WIP Rolls, which can be distributed among one or
Comms Attack, Non-Lethal.
more targets as usual.
► The user applies a +3 WIP MOD to their Roll. REQUIREMENTS
► Each successful Roll forces the target to make a Saving Roll against ► Troopers can only perform Zero Pain if at least one of these is true:
BTS, with PS 6. ► They are the Active Trooper.
► For each failed Saving Roll, the target receives 1 Wound. ► In the Reactive Turn, if they are allowed to declare an ARO.
► A Critical with Trinity forces its target to perform an additional Saving
Roll. EFFECTS
► The range of this Program is the Hacker’s Hacking Area. ► In the Active or Reactive Turn, this Program allows the user to make
two WIP Rolls in a Face to Face Roll to evade all enemy Comms
Attacks.
► A -3 WIP MOD is applied to the enemy Comms Attacks.
► If the user wins with either Roll, the Comms Attack fails, the user
does not have to make any Saving Rolls, and they avoid any Special
Effects of the Attack.

61
COMBAT

EXAMPLE OF QUANTRONIC COMBAT (HACKING) Step 3:


Therefore, as the Hacker wins the Face to Face Roll, the Active Trooper must
Step 1: perform 2 Saving Rolls due to DA Ammunition, against PS 7.
The Active Trooper declares a Move from point A to point B. Saving Roll = 13 (PS 7 + BTS 6).
The Reactive Trooper declares a Carbonite Hacking Program ARO. Due to the 14, the Active Trooper enters Immobilized-B State, placing an
The Active Trooper declares Reset for their second Skill of the Order. They do not Immobilized-B Token next to them.
declare a BS Attack against the Hacker because it is clear that they lack LoF to the
Hacker along their entire movement path. REVEREND

K U NI N
R
EV E R E N
CUSTODIER

BA
Step 2:

S
D
C R
US
T O DIE

MOV 4-4
The Face to Face Rolls are performed.
WIP 14
Active Trooper, Reset (WIP Roll, in this case there are no MODs to apply): 1 d20 with equipment: hacking device
Success Value (SV) = 13. A
Reactive Trooper, Carbonite (WIP Roll, in this case there are no MODs to apply): 1
d20 with SV = 13.
They both succeed, but the Reactive Trooper’s 7 cancels the Active Trooper’s 3. TA
CTICAL REG

IM
HEAV

ENT
GRIFFIN
RI P

S
G
F FI
N TROO

REVEREND BTS 6
B
K U NI N
R
EV E R E N

CUSTODIER
BA

saving roll
S
D

C R
US
T O DIE

MOV 4-4 14 6
WIP 14
equipment: hacking device
A
TA
CTICAL REG
7
Y

IM
HEAV

ENT

GRIFFIN
RI P
3
S
G

F FI
N TROO

MOV 6-2
WIP 12
action: reset

62
AMMUNITION AND WEAPONRY

AMMUNITION AND
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.

AMMUNITION NORMAL (N) AMMUNITION

In Infinity, weapons have different Types of Ammunition, each of Normal Ammunition is the conventional form of ammunition and has no
them with different effects and with their own features. The Types of special effects.
Ammunition available in Infinity are the following:
NORMAL (N) AMMUNITION
» Normal (N)
» Armor Piercing (AP) ROLL
» Double Action (DA) ► Normal (N) Ammunition forces its target to make one Saving Roll per
» Eclipse impact suffered.
» Electromagnetic (E/M)
» Explosive (EXP) EFFECTS
» Paralysis (PARA) ► Each Saving Roll failed against Normal (N) Ammunition inflicts 1
» Shock Wound on the target.
» Smoke ► Critical hits with Normal (N) Ammunition cause the target to make an
» Stun additional Saving Roll.
» T2

The Ammunition column in the Weapons Chart specifies what type of ARMOR PIERCING (AP) AMMUNITION
Ammunition each weapon uses.
A type of ammunition designed to penetrate even the toughest armor
In game terms, the different types of Ammunition represent the effects plating.
the weapons have on the various protections of the units and structures
of Infinity. Hence the Attribute or Attributes (ARM, BTS, PH) used for ARMOR-PIERCING (AP)
Saving Rolls to avoid damage from a weapon will vary. This depends on AMMUNITION
the weapon used, and is specified in the Weapons Chart.
ROLL
► After a successful attack using AP Ammunition, the target must
REMEMBER make a Saving Roll per hit suffered, using half his ARM or BTS value
Certain effects of some types of Ammunition may require dividing the (ARM/2 or BTS/2) as specified by the weapon being used.
value of some Attributes, and in such cases, it may be necessary to
round the result. EFFECTS
Rounding: ► AP Ammunition reduces the ARM or BTS value of its target to half of
In Infinity, any time a number (a result on a die, an Attribute, a MOD...) is its original value, rounding up. Consequently, any ARM or BTS above
divided and rounded to an integer, it is always rounded up. For example, 0 cannot be reduced below 1.
half of 5 (5 / 2 = 2.5) would be 3. ► Each Saving Roll failed against AP Ammunition inflicts 1 Wound on
the target.
► Critical hits with AP Ammunition cause the targets to make an
additional Saving Roll, applying their halved ARM or BTS value.

63
AMMUNITION AND WEAPONRY

REMEMBER
DOUBLE ACTION (DA) AMMUNITION
The Area of Effect of a Template may affect Allied Troopers as long as
the Template lacks the PS Attribute and causes no State.
This Ammunition uses high-impact light caliber projectiles.
Multispectral Visors are affected by the Reflective Trait, so Troopers
equipped with this piece of Equipment also perform Face to Face Rolls
DOUBLE ACTION (DA) AMMUNITION against weapons with Eclipse Ammunition.

ROLL
► After a successful attack using DA Ammunition, the target must make ELECTROMAGNETIC (E/M) AMMUNITION
two Saving Rolls per hit suffered.
This ammunition emits a high-energy electromagnetic pulse upon
EFFECTS activation or upon impact, with the intent of disabling the target’s
► Each Saving Roll failed against DA Ammunition inflicts 1 Wound on electronics.
the target.
► The second Saving Roll is mandatory, even if the target fails the first ELECTROMAGNETIC
one or falls Unconscious. (E/M) AMMUNITION
► Critical hits with Double Action (DA) Ammunition cause the target to
make an additional Saving Roll. ROLL
► After a successful attack using E/M Ammunition, the target must
make two Saving Rolls per hit suffered, using half his BTS value
(BTS/2 x 2).
Sibylla Explains

For each Critical hit with DA Ammunition, EFFECTS


the target must make 3 Saving Rolls: 2 ► E/M Ammunition reduces the BTS value of its target to half of its
due to the hit with DA Ammunition and 1
more due to the additional Saving Roll. original value, rounding up.
► A failed Saving Roll against E/M Ammunition causes the target to
enter Isolated State, placing an Isolated Token next to it, preventing it
ECLIPSE AMMUNITION from receiving Orders from the Order Pool.
► If, at the start of his following Active Turns, the Trooper is still
Eclipse Ammunition is a variant of Smoke Ammunition designed to block Isolated, then he is considered to be Irregular and it does not add his
the effect of the Multispectral Visors. Order to that Turns Order Pool.
► If the target fails a Saving Roll and is Heavy Infantry (HI), a TAG, a
ECLIPSE AMMUNITION Remote (REM), or a Vehicle (VH), then it also enters Immobilized-B
State. Place an Immobilized-B Token (IMM-B) next to it in addition to
EFFECTS the Isolated Token.
► Eclipse Ammunition works in exactly the same way as Smoke ► A Trooper who receives a hit from E/M Ammunition and fails the
Ammunition, but the Zero Visibility Zone it generates also affects Saving Roll must make the usual Guts Roll, if applicable.
Multispectral Visors, preventing them from drawing LoF, regardless ► The exceptions to this are HIs, TAGs, Remotes, and Vehicles that,
of their Level. having failed the Saving Roll, are now Immobilized-B and cannot
► Performing an Attack with a weapon with Eclipse Ammunition allows make Guts Rolls. Also, Troopers possessing the Courage Special
the user to make a Face to Face Roll against all enemy Attacks that Skill, or an equivalent, can ignore this rule.
require a Roll and LoF, and whose LoF passes through the Reflective ► Critical hits with E/M Ammunition cause the target to make an
Zero Visibility Zone generated by the Template. additional Saving Roll, applying their halved BTS value.
► If a Trooper with a Multispectral Visor is the target of a BS Attack into,
through, or out of this Zero Visibility Zone, their Multispectral Visor You can check Isolated and Immobilized-B States in the Game States
cannot reduce the MODs of the resulting Poor Visibility Zone. Module on page 161.

64
AMMUNITION AND WEAPONRY

EXPLOSIVE (EXP) AMMUNITION EXAMPLE:

A type of ordnance designed to cause massive damage to the target by In the case of the Heavy Riotstopper, a Direct Template weapon that uses PARA
detonating on impact ammunition, if it hits a target with a PH Attribute of 12, this Trooper will have
to make a PH-6 Roll (12 – 6 = 6). Therefore, any result equal to or lower than 6

EXPLOSIVE (EXP) AMMUNITION will mean that the target avoids entering Immobilized-A State. Otherwise, an
Immobilized-A State Token will have to be placed in contact with the target’s base.
ROLL
► After a successful attack using Explosive (EXP) Ammunition, the You can check Immobilized-A State in the Game States Module on page
target must make three Saving Rolls per hit suffered. 160.

EFFECTS SHOCK AMMUNITION


► Each Saving Roll failed against EXP Ammunition inflicts 1 Wound on
the target. This Ammunition is designed to kill rather than simply incapacitate
► The three Saving Rolls are mandatory, even if the target fails one of enemy combatants.
them or falls Unconscious.
► Critical hits with Explosive Ammunition cause the target to make an SHOCK AMMUNITION
additional Saving Roll.
ROLL
► After a successful attack using Shock Ammunition, the target must
make a Saving Roll per hit suffered.
Sibylla Explains

For each Critical hit with EXP EFFECTS


Ammunition, the target must make 4
Saving Rolls: 3 due to the hit with EXP ► Each Saving Roll failed against Shock Ammunition inflicts 1 Wound to
Ammunition and 1 more due to the additional its target.
Saving Roll.
► Critical hits with Shock Ammunition cause the target to make an
additional Saving Roll.
► If the target has the VITA Attribute, with a value of 1, any failed
PARALYSIS (PARA) AMMUNITION Saving Rolls against Shock Ammunition will also cancel any type of
Unconscious State the target is in, or has entered during this Order,
This ammunition has been specially designed not to cause any real harm, and the target passes directly to Dead State.
but it is powerful enough to immobilize any adversary.

PARALYSIS (PARA) AMMUNITION REMEMBER


Shock Ammunition affects Unconscious State and any Special Skills that
ROLL affect a Trooper’s Unconscious State:
► After a successful attack using Paralysis (PARA) Ammunition, the • Unconscious
target must make a Saving Roll (PH-6) per hit suffered.
• Shasvastii and Shasvastii-Embryo
• Dogged
EFFECTS
► If the target fails the PH-6 Roll, it enters Immobilized-A state. Place an • No Wound Incapacitation
Immobilized-A Marker (IMM A) next to it. All their special effects are cancelled by Shock Ammunition and those
► Critical hits with Paralysis (PARA) Ammunition cause the target to Troopers pass directly to the Dead State.
make an additional PH-6 Roll.
► This Ammunition has no effect on targets that have no PH Attribute.
In that case, the target will not roll and will ignore the effects of this
Ammunition.

65
AMMUNITION AND WEAPONRY

SMOKE AMMUNITION EXAMPLE OF SMOKE, FACE TO FACE ROLLS AND NORMAL ROLLS

Smoke Ammunition is a non-lethal ammunition used to block enemy lines


of fire, allowing allied forces to advance and maneuver. 2 3

SMOKE AMMUNITION 1
EFFECTS
► Smoke Ammunition generates a Zero Visibility Zone (see: Special
Terrain, Visibility Conditions, page 139) the size of a Circular Template
and with infinite height.
► The Smoke Template remains on the table until the start of the States
Phase. ACTIVE TROOPER
► Smoke 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 in the picture declares Move, Troopers 1, 2, and 3 declare BS Attack as their AROs
be thrown at any point on the table. As the second half of their Order, the Active Trooper throws a Smoke Grenade,
► Performing an Attack with a weapon with Smoke Ammunition allows placing a Template on the gaming table to determine which Troopers will be
the user to make a Face to Face Roll against all enemy Attacks that affected.
require a Roll and LoF, and whose LoF passes through the Zero Trooper 1 is not affected because his LoF does not cross the Template, so he makes
Visibility Zone generated by the Smoke Template. a Normal Roll instead of a Face to Face Roll.
► Critical hits with Smoke Ammunition have no additional effect, other The LoF of Trooper 2 does cross the Circular Template, so he will perform a Face
than winning the Face to Face Roll, if applicable. to Face Roll between his BS and the Active Trooper’s PH. Trooper 3, despite the fact
► If the Trooper is making a Face to Face Roll against several Attacks, that his LoF crosses the Circular Template, will perform a Normal Roll thanks to his
he will need to win every single Face to Face Roll in order to leave Multispectral Visor, which allows him to draw LoF through the Smoke.
the Smoke Template on the table. If he loses any of them (or fails The Circular Smoke Template will remain on the table until the States Phase if the
an unopposed Normal Roll) the Smoke Template is removed in the Active Trooper wins the Face to Face Roll against Trooper 2.
Effects step of the Order.
► Any enemy in the Area of Effect of the Smoke Template that declares EXAMPLE OF SMOKE AND SCENERY ELEMENTS
a Dodge ARO will make a Normal Roll, not a Face to Face Roll against
the Smoke user.

IMPORTANT
The Area of Effect of a Template can affect Allied Troopers as long as the
Template has no PS Attribute and does not inflict any State.
Multispectral Visors can draw Line of Fire through Zero Visibility Zones,
so Troopers equipped with this piece of Equipment do not perform Face
to Face Rolls against Smoke Ammunition.

IMPORTANT
Template Weapons and their Area of Effect are affected by Scenery
Elements.
As the Area of Effect of the Smoke Templates has infinite height, they
form a cylinder starting from the Template upwards that will be affected
by scenery elements. The Area of Effect will be cut horizontally and
vertically by such scenery elements (see the example).

As shown in the picture, the Area of Effect of Smoke Grenades is affected by


Scenery Elements. In this situation, Trooper is not inside the Smoke Template due to
the balcony that is cutting off the Area of Effect of the Circular Template.

66
AMMUNITION AND WEAPONRY

STUN AMMUNITION EXAMPLES OF COMBINED AMMUNITION

A type of ammunition devised to incapacitate its target without killing it. • A hit with AP+DA Ammunition forces the target to perform two Saving Rolls
(due to the DA Ammunition) with the ARM or BTS Attribute halved (due to the AP

STUN AMMUNITION Ammunition).


• A Critical with AP+DA Ammunition forces the target to perform one extra Saving Roll
ROLL with the ARM or BTS Attribute halved. Consequently, the target must perform three
► After a successful attack with Stun Ammunition, the target must Saving Rolls with the ARM or BTS Attribute halved, for each Critical with AP+DA
make one Saving Roll per hit suffered. Ammunition (two due to the DA Ammunition and one due to the Critical).
• A Critical with AP+EXP Ammunition forces the target to perform one extra Saving
EFFECTS Roll with the ARM or BTS Attribute halved.
► A failed Saving Roll against Stun Ammunition causes the target to The target must therefore perform four Saving Rolls with the ARM or BTS Attribute
enter Stunned State. Place a Stunned State Token (STUNNED) next halved for each Critical with AP+EXP Ammunition (three due to the EXP Ammunition and
to it. one due to the Critical).
► Additionally, failing the Saving Roll causes the target to automatically
fail the subsequent Guts Roll for having survived an Attack, unless he
has the Courage Special Skill or an equivalent. COMBINED SAVING ROLL
► Critical hits with Stun Ammunition cause the target to make an
additional Saving Roll. Some weapons in Infinity may require a Saving Roll against different
Attributes.

You can check Stunned State in the Game States Module on page 166. These weapons will indicate the different combined Attributes with the plus
sign (ARM+BTS for example).
T2 AMMUNITION
When a Critical is obtained with a weapon with a Combined Saving Roll, the
A high-value ammunition that causes severe damage to the target. target must make an additional Saving Roll against the ARM Attribute.

T2 AMMUNITION EXAMPLES OF COMBINED SAVING ROLLS

ROLL A hit from a Plasma Carbine forces its target to make two Saving Rolls, one against the
► After a successful attack using T2 Ammunition, the target must make ARM Attribute and the other against the BTS Attribute. A Critical from the Plasma Carbine
an ARM Roll per hit suffered. forces its target to make an additional Saving Roll against the ARM Attribute. Therefore,
the target will perform two Saving Rolls against the ARM Attribute and one against the
EFFECTS BTS Attribute.
► Each failed Saving Roll against T2 Ammunition inflicts 2 Wounds on
the target.
► Critical hits with T2 Ammunition cause the target to make an WEAPONRY
additional Saving Roll. Failing this additional Saving Roll inflicts only
1 additional Wound on the target. It is important to indicate, before Each weapon in Infinity has its own game profile, and some of them have
performing the Saving Rolls, which die corresponds to the Saving special rules. This section details those weapons that require a more specific
Roll from the hit and which die to the additional Saving Roll from the explanation. This rulebook also contains a Weapons Chart (see page 172) for
Critical effect. you to refer to during games.

IMPORTANT
• Any MOD or value in round brackets next to a Special Skill, Weapon, or
COMBINED AMMUNITION Equipment — such as CC Attack (+3), Combat Jump (PH=10), BS Attack
(+3), CC Weapon (PS=6), Combi Rifle (+1B), etc.— only applies when
using the Skill, Weapon, or Equipment.
In Infinity some weapons can combine the effects of more than one
type of Ammunition. These weapons will indicate the different types of • Positive MODs only apply to the user.
Ammunition they combine with the plus sign (AP+DA for example). • Negative MODs only apply to enemies.
• “ReRoll” in round brackets next to a Skill, Weapon, or Equipment will
Combined Ammunition works as a single Ammunition that adds the allow the user to reroll one die from the Roll, only when using that Skill,
Weapon, or Equipment.
effects of the different Ammunitions that compose it.
• See a more detailed explanation of the MODs in Modifiers Explained,
page 75.
Therefore, when obtaining a Critical with Combined Ammunition, the
target must perform an additional Saving Roll. The additional Saving Roll
will apply the effects of the different types Ammunition that compose it,
if applicable.

67
AMMUNITION AND WEAPONRY

MIXED WEAPONS

These weapons can be used as both BS Weapons and CC Weapons, so


they have two different Modes.

» In CC Weapon Mode it:


» Uses the Trooper’s CC Attribute.
» Has the CC Trait.
» Is a CC Weapon for all purposes.
» In BS Weapon Mode it:
» Uses the Trooper’s BS Attribute.
» Has Range MODs.

» Is a BS Weapon for all purposes. If the weapon uses an Attribute other than BS to make BS Attacks, this will be listed in its Traits.

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

ANTI-MATERIEL,
TRENCH-HAMMER BS WEAPON (PH),
0 0 -3 6 1 DA ARM 2
(BS Mode) DISPOSABLE (3),
[*].

ANTI-MATERIEL,
TRENCH-HAMMER
6 1 DA ARM 2 CC, DISPOSABLE
(CC Mode)
(3), [*].

KOBRA PISTOL (BS


3 0 -6 7 2 N ARM 1 [*]
Mode)

KOBRA PISTOL (CC


7 1 SHOCK ARM 1 CC, [*].
Mode)

68
AMMUNITION AND WEAPONRY

D-CHARGES

Demolition (or simply D) Charges is the generic name for any number of
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
REQUIREMENTS
► To use D-Charges in Demolition Mode, the user must be in Silhouette
contact with a Building or Scenery Structure, or with an Enemy Model
in an Immobilized or Null State (except Sepsitorized or Possessed).
► To use D-Charges in CC Mode, the user must be in Silhouette contact
with an enemy Trooper.

EFFECTS
► D-Charges in Demolition Mode:
► Are placed using the Place Deployable Short Skill.
► Restriction: Cannot be used in ARO.
► Detonate during the Resolution Step of the Order, without requiring
a Roll.
► D-Charges in CC Mode:
► Follow the CC Combat rules.
► The detonation of D-Charges doesn’t affect the user.
► Both Modes of using this weapon share the Disposable (3) Trait.
The user may use it just 3 times max, no matter which Mode they
are using.
► The Improvised Trait gives a CC-6 MOD to the user.

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

D-CHARGES ANTI-MATERIEL,
6 1 AP+EXP ARM/2 3
(Demolition Mode) DISPOSABLE (3), [*].

ANTI-MATERIEL, CC,
D-CHARGES (CC
6 1 AP+EXP ARM/2 3 DISPOSABLE (3),
Mode)
IMPROVISED, [*].

69
AMMUNITION AND WEAPONRY

DISCO BALLER DROP BEARS

A two-use Disposable BS support weapon that allows Speculative “Drop Bear” is the colloquial name used in the military for a thrown
Attacks, uses the BS Attribute, and fires Disco Balls, light-emitting version of the Mine. The operator of this weapon can throw it, even over
jamming devices. an obstacle, or alternatively can deploy it within arm’s reach like an old-
fashioned mine.
DISCO BALL
BS Attack, Disposable (2), Targetless. DROP BEAR
EFFECTS EFFECTS
► A successful BS Roll allows the player to place a Disco Ball Model or ► This weapon has two modes of use, Deployable Mode and BS Mode:
Token at the point of impact. ► Drop Bear (Deployable Mode):
► The Eclipse Special Ammo Circular Template must be placed with the In this Mode, Drop Bears work just like a Mine, so are placed with
Disco Ball Model or Token at its center. the Place Deployable or Intuitive Attack Common Skills, except
► At the start of the States Phase, the Disco Ball deactivates. Remove that a Mine Token [Mine (-3)] is placed instead of a Camouflage
Marker.
the Circular Template.
► Deactivated Disco Balls can be reactivated using the Activate Disco ► Drop Bear (BS Mode):
Ball Skill. You do not need a target to throw a Drop Bear as a BS Weapon,
► A deployed Disco Ball remains on the table until the end of the game, simply choose the desired location and make the corresponding
or until it is destroyed. Roll. If you pass the Roll, the Drop Bear is successfully deployed
and becomes a Mine, placing a Mine Token [MINE (-3)] in the
Conclusion step of the Order.

A Drop Bear cannot detonate during the Order it is used in BS


DISCO BALL Mode.
ARM BTS STR S
In BS Weapon Mode, Drop Bears cannot be placed where there
0 0 1 1
is an enemy Camouflage Marker inside its Trigger Area. This
restriction does not apply if there is a valid, non-camouflaged
enemy inside the Trigger Area

ACTIVATE DISCO BALL ► The Disposable (3) Trait is shared between all Modes. The bearer of
SHORT SKILL this weapon has only three uses available, no matter which Modes
are used.
Attack

REQUIREMENTS
► The Trooper must have the Deactivator piece of Equipment. DROP BEARS (DEPLOYABLE MODE)
► The Disco Ball must be in the LoF or Zone of Control of the Trooper.
► Only allied Disco Balls can be Activated this way, never enemy Disco DROPBEARS
Balls. Name
Number of Saving Roll
Ammo PS B Traits
Saving Rolls Attribute
Intuitive Attack, Disposable
EFFECTS DROPBEARS 1 ARM SHOCK 7 1
(3), Direct Template (Small
Teardrop Template),
► By making a successful WIP +3 Normal Roll, this Skill allows for the Deployable, [*]
remote activation of an allied Disco Ball. ARM BTS STR S
► The Range MODs of the Deactivator are applied to the Roll. 0 0 1 0
► If the Roll is successful, in the Conclusion Step of the Order place the
Eclipse Special Ammo Circular Template, centered on the Disco Ball
Model or Token. DROP BEARS (BS MODE)
► At the start of the States Phase, the Disco Ball deactivates. Remove
the Circular Template.
DROPBEARS
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
BS Weapon (PH), Speculative
DROPBEARS -- -- -- -- 1 Attack, Disposable (3),
Targetless, [*]

RANGE

8” 16” 96”
+3 -3

70
AMMUNITION AND WEAPONRY

MINE DISPENSER MINE DISPENSER


BS Attack, Targetless
A Disposable BS Weapon that shoots Mines and allows its user to
perform Speculative Attacks using their BS Attribute. EFFECTS
► In game terms, this weapon uses the same rules as Drop Bears in BS
Mode, and the same Effects are applied when placing the Mine Token.
► The type of Mines in the Mine Dispenser are listed in brackets after
the weapon’s name in the Trooper’s Unit Profile.

MINES

Mines are a type of Deployable Weapon used to control small areas of the battlefield and influence the movement of enemy troops. There are various types
of Mines available, all of them work following the same mechanics, but they feature different types of Special Ammunition with their corresponding specific
properties.

MINES
EFFECTS
► When the player declares the Place Deployable Common Skill, instead of placing a Token to represent the Mine, he will place a Camouflaged Marker
[CAMO(-3)].
► Replace the Camouflage Marker [CAMO (-3)] with a Mine Token [MINE (-3)] when it is discovered by an enemy.
► The Camouflage Marker and the Mine Token both benefit from the MODs provided by the Mimetism (-3) Special Skill.
► Mines have a 360º LoF arc.
► As a Direct Template Weapon, when any type of Mine is triggered, a Small Teardrop Template must be placed and the PS and Ammunition specified in the
Weapons Chart must be applied.
► The Small Teardrop Template must be placed so that it affects the enemy Model or Marker that triggered the Mine.
► Restriction: A Mine never triggers if the Small Teardrop Template would affect an ally, even if that ally is Unconscious.
► Once on the game table, Mines must trigger when an enemy Model or Marker declares or executes a Skill or ARO inside their Trigger Area, checking it
at that moment by placing the Small Teardrop Template. If it is determined that the Model or Marker is not within the Trigger Area, the Mine will neither
detonate nor be revealed.
► Once a Mine triggers, it is removed from play.
► A Mine is a Template Weapon and a Deployable Weapon, so it imposes a -3 PH MOD to any attempt to Dodge its effects.
► The Trigger Area of a Mine (whether it is a Camouflage Marker or a Mine Token) 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 (see graphic).
► Restriction: A Mine cannot be placed if there is an enemy Camouflage Marker inside its Trigger Area. This restriction does not apply if there is a valid, non-
camouflaged enemy inside the Trigger Area, or if an Intuitive Attack was declared.
CYBERMINES:
► As Cybermines are Deployable Template Weapons that make Comms Attack, they can only be evaded with a Reset, rather than a Dodge, applying a -3
WIP MOD.
► Troopers who are hit by a Cybermine must make two Saving Rolls against BTS, with PS 5. If the target fails either Saving Roll, it enters Stunned State.
► However, any Troopers with the Hackable Characteristic (HI, REM, TAG, VH...) and Hackers who fail either Saving Roll enter Immobilized-B State instead
of Stunned State.
CHEST MINES:
► This weapon has two Modes of use:
► In BS Weapon Mode, Chest Mines function as a Direct Template Weapon, not applying the Mines rule.
► In CC Weapon Mode, Chest Mines function as a CC Weapon, not applying the Mines rule. If the user wins the Face to Face Roll, the Chest Mine will affect
all enemy Troopers in Silhouette contact with its bearer. This weapon cannot be used in CC if there are allied troopers in Silhouette contact with its
bearer.
► The Disposable (2) Trait is shared between all Modes. The bearer of this weapon has only two uses available, no matter which Modes are used.
► The detonation of a Chest Mine doesn’t affect its bearer.

REMEMBER
Dodge movement and movement from failed Guts Rolls does not generate AROs or trigger Deployable Weapons or Equipment.

71
AMMUNITION AND WEAPONRY

MINES EXAMPLE PERIMETER WEAPONS AND THE BOOST TRAIT

These devices have been specifically designed to protect the immediate


perimeter of their user, and also to detect and/or dissuade intrusion
attempts during the user’s security duties.

trigger area
In the Glossary you can consult all the Traits that indicate how a weapon
operates.

BOOST
EFFECTS
► Once the weapon with the Boost Trait is in play on the game table, it
is triggered when an enemy Model declares or performs an Order or
area of effect
ARO in its Zone of Control. When triggered, the weapon must move
until it enters Silhouette contact with the enemy Model, and then
detonate. The only way to avoid this attack is a successful Normal
Dodge Roll. Once the weapon has detonated, it is removed from the
MINE game.
► The weapon will not trigger if the path from the weapon to the
MINE
enemy Model is blocked, for example by an impassable obstacle (for
ARM BTS STR S
example a wall of infinite height, a closed door or sealed room...) or
0 0 1 0
a gap too small for the Silhouette Template of the weapon to pass
through.
► The weapon is not triggered by Camouflage Markers (CAMO),
Impersonation Markers (IMP-1 and IMP-2), or by those Markers who
specify so in their description.
Sibylla Explains
► The weapon does not activate other Deployable Weapons or
You may consult the types of Mine listed in Equipment
the Weapon Chart, on page 172.

PERIMETER WEAPONS

Within military confines, the term tactical perimeter devices is used for
automated zone defense systems.

Some examples of Perimeter Weapons are CrazyKoalas, MadTraps,


WildParrots, and all other Weapons or pieces of Equipment with the
Perimeter Trait.

PERIMETER WEAPONS
EFFECTS
► These weapons are placed on the game table using the Place
Deployable Common Skill, applying the Perimeter and Deployable
rule.
► Therefore, when players declare the Place Deployable Common Skill,
they place the Perimeter Weapon or piece of Equipment totally inside
the Zone of Control of the Trooper, instead of placing it in Silhouette
contact.

72
AMMUNITION AND WEAPONRY

PERIMETER, DEPLOYABLE, AND BOOST EXAMPLE PITCHER

A support BS Weapon that shoots Deployable Repeaters, a range


amplifier for Hackers.

PITCHER
BS Attack, Targetless.
CRAZYKOALA
EFFECTS
► A successful BS Roll allows players to place a Deployable Repeater
Token (REPEATER) at the point of impact.

PITCHER
Number of Saving Roll
Name PS B Traits
M
AASAI
H
Saving Rolls Attribute Ammo
N

U
MORA

NT

MORAN MASAI
ER

O
Disposable (2),
C

R O
R E GI D
deployable weapon: Indiscriminate, Non-Lethal,
crazykoala PITCHER -- -- -- -- 1
Speculative Attack,
Targetless, [*]

RANGE

24” 32” 48” 96”

During his Active Turn, a Moran Masai Hunter wants to intimidate an enemy Trooper 0 -3 -6

that is clearly out of his range, dissuading him from carrying out an attack.
To do so, he declares Place Deployable and places his CrazyKoala (Deployable,
Perimeter, and Boost) as shown in the picture. He may place it with the enemy SEPSITOR
Marker inside its Zone of Control because there is also a non-Camouflaged Enemy
inside its Zone of Control. A Direct Template BS Weapon that uses VoodooTech to induce
Sepsitorized State in Troopers with a Cube or similar system. There are
different versions of this technology, depending on their power.

SEPSITOR
Attack

CRAZYKOALA
REQUIREMENTS
► The target must be a Trooper with a Cube, or a piece of Equipment
that performs a similar function.

EFFECTS
► It works as a Direct Template Weapon, and it applies all the rules for
AASAI
this type of weapon with the following special features:
M H
N

U
MORA

NT

MORAN MASAI
ER

O
C

► A successful hit with a Sepsitor forces the target to make a Saving


R O

deployable weapon:
R E GI D

crazykoala
Roll, using the PS value listed in the weapon’s profile.
► Critical hits with a Sepsitor force the target to make an additional
CRAZYKOALA Saving Roll.
Number of Saving Roll
Name
Saving Rolls Attribute
Ammo PS B Traits ► If the target fails the Saving Roll, it enters Sepsitorized State.
DISPOSABLE (2),
Crazykoala 1 ARM SHOCK 5 1 BOOST, PERIMETER, You can check Sepsitorized State in the Game States Module on page 166.
DEPLOYABLE, [*].

Once placed on the gaming table, when the Order concludes, the CrazyKoala is
considered to be in play on the game table. From that moment on, it will perform
Boost, detonating against any Enemy Model that declares or performs an Order or
ARO within its Zone of Control.

73
AMMUNITION AND WEAPONRY

SYMBIOBOMB WILDPARROT

The SymbioBomb is a single-use weapon that allows its owner, a Trooper This mobile weapons platform has been designed to be deployed on the
whose Unit Profile must list the SymbioBomb, to assign it to another battlefield at a distance, acting as a Mine with E/M Special Ammunition.
Trooper in the same army, who is known as the user, in order to grant the
latter additional attack and support advantages. WILDPARROT

SYMBIOBOMB EFFECTS
► These weapons are placed with the Place Deployable or Intuitive
Assignable (Transmutation), Comms Attack, Optional.
Attack Common Skills, always applying the Deployable and
EFFECTS Perimeter rule.
► By expending one Short Skill/ARO, the user can use one Pheroware ► Therefore, when players deploy this weapon, they place the
Tactic: Endgame, Eraser, or Mirrorball (see Weapons Chart). WildParrot totally inside the Zone of Control of the Trooper, instead of
► When using the Endgame or Eraser Pheroware Tactics with a placing it in Silhouette contact.
SymbioBomb, a -3 MOD is applied to the target of the Comms Attack ► Deployed WildParrots work like E/M Mines, except that a WildParrot
in any Face to Face Roll. Token or Model is placed instead of a Camouflage Marker.
► The SymbioBomb is removed from the game table at the end of the
Order in which it was used. WILDPARROT
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
EXAMPLE OF SYMBIOBOMB
Intuitive Attack, Disposable
(1), Non-Lethal, Perimeter,
During the Deployment Phase, the Tohaa Player assigns its Kaeltar Specialist’s WILDPARROT 2 BTS/2 E/M 7 1 Direct Template Weapon
(Small Teardrop Template),
SymbioBombs to a Sakiel and to a Gorgos, who already had a SymbioMate. Deployable, [*]
ARM PB EST S

ARMED TURRET 0 0 1 1

The Armed Turret is a Deployable Weapon designed to be deployed on the DEPLOYABLE PROFILES
battlefield to react to the enemy. DEPLOYABLE ARM BTS STR S
AP MINE 0 0 1 0
ARMED TURRET CYBERMINE 0 0 1 0
Disposable (1), Perimeter, Deployable. DROP BEARS (Deployable Weapon) 0 0 1 0

EFFECTS E/M MINE 0 0 1 0


► These weapons are placed on the game table using the Place MONOFILAMENT MINE 0 0 1 0
Deployable Common Skill, applying the Perimeter and Deployable SHOCK MINE 0 0 1 0
rule.
VIRAL MINE 0 0 1 0
► The Armed Turret is a Deployable Weapon, reacting with BS Attack or
WILDPARROT 0 0 1 0
CC Attack to any Order declared by an active Enemy Model (but not a
Marker) within its LoF or in Silhouette contact. CRAZYKOALA 0 0 1 1

► The Armed Turret’s BS Weapon is listed in brackets after the FASTPANDA 0 0 1 1


weapon’s name in the Trooper’s Unit Profile. MADTRAPS 0 0 1 1
► The Armed Turret must be removed from the gaming table when it FASTPANDA 0 0 1 1
suffers a number of Wounds equal or higher than its STR Attribute
MADTRAPS 0 0 1 1
value.
► Restriction: The Armed Turret is stationary and cannot move.

ARMED TURRET
MOV CC BS PH WIP ARM BTS STR S
-- 5 10 -- -- 2 3 1 2

Equipment: 360 Visor


Special Skills: Total Reaction
Weapons: As specified in the Trooper’s Unit Profile
CC Weapons: PARA CC Weapon (-3)

74
SKILLS AND EQUIPMENT

SKILL AND EQUIPMENT


MODULE
INFINITY POSSESSES A SERIES OF SKILLS AND PIECES OF EQUIPMENT WHICH ALLOWS A TROOPER TO ACT DURING THE GAME. MOREOVER, IN THIS
SECTION WE WILL EXPLAIN HOW UNIT PROFILES ARE NOTATED, FOR A SIMPLER AND QUICKER UNDERSTANDING OF THE INFORMATION ABOUT
SKILLS AND PIECES OF EQUIPMENT.

MODIFIERS MODs imposed by Skills, Special Skills, or pieces of Equipment may be applied to

EXPLAINED (MODS) their users, or to those enemy Troopers acting against them, in several different
ways. For example:
First and foremost is identifying the Modifiers or MODs, (+) bonus or (-) BS Attack (+1B) means that, when its user declares a BS Attack in their Active Turn,
penalties that appear in Unit Profiles: they must apply a +1 MOD to their BS Weapon’s Burst. They may not, however, apply
this MOD during their Reactive Turn if they declare a BS Attack ARO.
Any MOD or value in round brackets next to a Special Skill, Weapon, or BS Attack (Shock) means that the user adds Shock Ammunition to all their BS
Equipment—such as CC Attack (+3), Combat Jump (PH=10), BS Attack Attacks.
(+3), CC Weapon (PS=6), Combi Rifle (+1B), etc.—only applies when using Mimetism (-3) means that a Trooper declaring BS Attack or Discover against the
the Skill, Weapon, or Equipment. user must apply an additional -3 MOD to their Roll.
Combat Jump (PH=10) means that, when performing the PH Roll required by this Skill, a
» Positive MODs only apply to the user. PH value of 10 must be applied instead of the user’s PH Attribute.
» Negative MODs only apply to enemies. ECM (Hacking -3) means that a Trooper declaring a Hacking Program against the user
▲ Negative MODs for Automatic Skills and Equipment—such as must apply an additional -3 MOD to their Roll.
Mimetism (-6), or Surprise Shot (-3)—always apply the MOD as Immunity (POS) means that the user cannot enter the Possessed State.
specified in their rules.
Heavy Rocket Launcher (PS=5) means that the PS of this Weapon is 5 in all usage
▲ Negative MODs for other Skills, Weapons, and Equipment—such as Modes, regardless of the different PS values listed in the Weapons Chart for its Modes.
Dodge (-3), or CC Attack (-3)—only apply during Face to Face Rolls.
» “ReRoll” in round brackets next to a Skill, Weapon, or Equipment will
allow the user to reroll one die from the Roll, only when using that LEVELS, LABELS, AND TRAITS
Skill, Weapon, or Equipment.

» “+1 SD” or “+1 Special Die” in round brackets next to a Skill, Weapon, If a Special Skill or piece of Equipment has different Levels and only one
or Equipment allows the player to roll one extra die, and then select of them is listed, it means the Trooper may only use the listed Level.
and discard one die from the Roll. This extra die does not increase
the Burst value of the Special Skill, Weapon, or Equipment, and does
not expend additional Disposable uses. If distributing Burst between If “Total” is used, the player may choose which Level to use in each Order
several targets, the extra die must be allocated to one of those or ARO they declare.
targets, and a die discarded from the Roll against that target.
If used in a Face to Face roll, a die is selected and discarded after The Labels, Traits and Effects of Skills and pieces of Equipment a Trooper
both players have rolled. If both players have to select and discard a has can be combined with each other, as long as the NFB Label is
die, the Active Player selects first.
respected.
This MOD applies in both Active and Reactive Turns.
This MOD cannot be applied to Long Skills. Also, it cannot be applied
to Skills, Weapons, or Equipment that do not require a Roll, for IMPORTANT
example, Direct Template Weapons.
Negative Feedback (NFB). The use of a Special Skill, Equipment, Hacking
Program, etc., with the NFB Label is incompatible with any other Special
IMPORTANT Skill, Equipment, Hacking Program, etc., with the same Label or Trait
(see Labels and Traits on page 169).
As a general rule, if these Modifiers (MODs) affect Burst (B), they are only
applied during the Active Turn.
The maximum Burst (B) value of any Attack is 6, no matter how many
MODs to B are applied. The extra dice for “+1SD” do not count towards
this maximum, as they do not increase the Burst value. A good player lets their adversary know w
hen they don’t use one of the Special
Skills with the Optional Label. To
expedite the match, both players may
consider that these Optional Special Skills
are always applied, unless otherwise stated.

Sibylla’s advice

75
SKILLS AND EQUIPMENT

COMMON AND SPECIAL IMPORTANT

SKILLS IN INFINITY Skills can only be declared from a position that the Trooper has already
been in or moved through during the current Order. Therefore, the Active
Different actions a Trooper may declare are called Skills. There are two Trooper cannot declare a Skill from a position they have not reached yet.
types of Skills: Common Skills, that any Trooper can declare, and Special
Skills, that can only be declared by those units which list the Special Skill
in their Unit Profile. Want to know more? You may find all the
additional info to further explore the
Infinity Universe in background books,
Both Common and Special Skills have labels that indicate defining articles, and appendices.
characteristics, for quick reference. You can check all Labels and Traits Sibylla’s advice
on page 169.

Both Common and Special Skills can also be divided into: COMMON SKILLS IN
INFINITY
AUTOMATIC SKILLS
Common Skills can be employed by any Trooper, without needing to be
Automatic Skills are those that can be employed without expending an listed in the Unit Profile.
Order or ARO. Consequently, these Skills do not require a Roll.
ALERT!
DEPLOYMENT SKILLS
Troopers are aware of what is happening around them and are also
Deployment Skills are those used during the Deployment Phase or during connected to their comrades, so attacks do not go unnoticed.
the game, when the Troopers are deployed. These Skills must observe
the usual Deployment rules except when otherwise stated. ALERT!
AUTOMATIC SKILL
BASIC SHORT SKILLS Optional, No Roll.

To declare one of these Skills, the user must expend one Basic Short REQUIREMENTS
Skill. ► The Trooper has not have been activated by an Order or ARO in the
same Order.
SHORT SKILLS ► The Trooper, or an Allied Trooper within their Zone of Control, has
been the target of an Attack.
To declare one of these Skills, the user must expend one Short Skill.
EFFECTS
LONG SKILLS ► At the end of the Order, during its Conclusion, and after performing
any Saving Rolls, Troopers that meet the Requirements may turn on
To declare one of these Skills, the user must expend their entire Order. the spot, without changing position, to modify their LoF angle as their
These Skills can only be declared in the Active Turn. player chooses.
► This movement is automatic, it does not require a Roll and does not
ARO SKILLS generate AROs, since it happens during the Conclusion Step of the
Order.
ARO Skills are those that Troopers may perform as an ARO.

Sibylla explains

Some Skills, States, and rules have


Restrictions. These Restrictions
emphasize aspects of the game that cannot
be done when Troopers declare or perform
their actions.

76
SKILLS AND EQUIPMENT

BS ATTACK
DISCOVER
Number of Saving Roll
Common Skill employed to attack in ranged combat against an opponent. Name Ammo PS B Traits
Saving Rolls Attribute
Check the complete rules in the Infinity Combat Module, p. 39. DISCOVER - - - - - [***]

CAUTIOUS MOVEMENT
RANGE

8” 32” 48” 96”


+3 0 -3 -6
This Common Skill allows the user, in specific situations, to move about
the battlefield without attracting enemy AROs. Check the complete rules
in the Infinity Movement Module, p. 32.
REMEMBER
CC ATTACK Discover is a Basic Short Skill, and it may therefore be combined with
any other Basic Short Skill or Short Skill (see Trooper Activation on page
Common Skill employed to attack in melee combat against an opponent 13).
in Silhouette contact. Check the complete rules in the Infinity Combat
Module, p. 51.
IMPORTANT
CLIMB A common combination in an Order is Discover + Attack. This tactical
maneuver allows you to declare an Attack against a Camouflaged
This Common Skill allows the user to scale heights and move on vertical enemy, which cannot normally be done.
surfaces. Check the complete rules in the Infinity Movement Module, p. • If the Camouflaged target declares an ARO, revealing themselves,
34. there is no need to perform the Discover Roll before resolving the
Attack.
• If the Camouflaged target does not declare an ARO, the Trooper will
DISCOVER need to pass the Discover Roll before resolving any Attack against
that target.
This Skill allows the user to locate enemies hidden in the form of a
• Remember that the Active Trooper may Discover one target and
Marker, forcing them to reveal the Trooper, Weapon, or Equipment that Attack a different target if they choose to do so.
the Marker represents

DISCOVER
BASIC SHORT SKILL / ARO

REQUIREMENTS
► The user must be able to draw LoF to the target.
► This Skill cannot be used against the same Target twice in the same
Order.

EFFECTS
► If the user passes a Normal WIP Roll, applying the same MODs as in a
BS Attack (Cover, Range, Mimetism…), the target Marker is removed,
and must be replaced with the actual Trooper Model, or Weapon or
Equipment Token.
► 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.
► Note that a Trooper that has been revealed, and re-entered
Camouflaged State or Impersonation-1 or 2 State again, does not
count as the same Marker.
► A Trooper that fails the WIP Roll attempting to Discover a Marker, may
attempt to Discover another different Marker.
► The Discover Skill has its own Range MODs, as if it were a BS Weapon

77
SKILLS AND EQUIPMENT

EXAMPLE DISCOVER + BS ATTACK

NK TEAM
BLI

1 BLINK 2A BLI
NK TEAM hf
ind
er Dro
nb

3A BLI
NK TEAM hf
ind
er Dro
nb

As the Camouflage Trooper reveals itself by declaring an ARO, the Discover Roll is no

t
ot

ot
Pa

Pa
s

s
BLINK PATHFINDER BLINK PATHFINDER
PA
N O C E A NIA

BS 13 PA
N O C E A NIA A 軍
先駆 隊
PA
N O C E A NIA A longer necessary and the corresponding Face to Face Rolls are performed.

A
I I

P

先駆 隊 N
OCEAN
N
OCEAN

SENKU state: camouflage marker BS 13 BS 11 SENKU BS 13 BS 11


MODs FOR TROOPER VS CAMOUFLAGE TROOPER:

bs weapon: combi rifle bs weapon: assault pistol bs weapon: combi rifle
S
S
EN S 先駆 隊 EN
KU TROOP
S
OP

+3 for Range. +3 for Range.


KU TRO

WIP 12 SENKU BS 11
bs weapon: combi rifle
S
EN S -3 for Cover. -3 for Cover.
WIP 12
KU TROOP

er Dro
BS 11 -6 for Mimetism.
bs weapon: combi rifle
ind nb
hf
t

ot
Pa

PATHFINDER WIP 12 vs
A MODS FOR TROOPER VS REMOTE:
A

I
P

N
bs weapon: combi rifle
OCEAN

BS 11 +3 for Range. +3 for Range.


bs weapon: combi rifle -3 for Cover. -3 for Cover.

vs
A Trooper declares Discover as his first Basic Short Skill of the Order.
Then, the Reactive Player declares their AROs:

The Reactive Player declares their AROs:


the The Remote declares BS Attack with its Combi Rifle.
camouflaged The Trooper under the Camouflage Marker (-6) declares BS Attack with their
trooper and Assault Pistol.
the remote
declare a bs
attack

NK TEAM
BLI

4B BLINK 5B BLI
NK TEAM hf
ind
er Dro
nb

ot
Pa

s
BLINK PATHFINDER
PA
N O C E A NIA

The camouflage marker BS 13 PA


N O C E A NIA A

A
I

P

先駆 隊 N
OCEAN

does not declare any SENKU state: camouflage marker BS 13 BS 11


aros and the remote S
EN
KU TROOP
S state: camouflage marker bs weapon: combi rifle

declares a bs attack WIP 12



先駆 隊
bs weapon: combi rifle

hf
ind
er Dro
nb
SENKU
S

ot
EN

Pa
S
KU TROOP

s
PATHFINDER BS 11
A

A
I

P
er Dro N
ind

2B
NK TEAM hf
nb OCEAN
BLI

3B BS 11 WIP 12
t

ot
Pa

er Dro
ind
s

NK TEAM nb
hf
BLI
BLINK PATHFINDER
t

ot
Pa

PA
N O C E A NIA A BLINK PATHFINDER bs weapon: combi rifle bs weapon: combi rifle
A

I
P

N
OCEAN
PA

BS 13 BS 11 N O C E A NIA A
A

I
P

N
OCEAN

BS 13 BS 11
state: camouflage marker bs weapon: combi rifle
state: camouflage marker bs weapon: combi rifle 14

先駆 隊

SENKU
S
EN
KU TROO PS


先駆 隊
BS 11 vs
SENKU
S
EN
KU TROOP
S WIP 12 If the Discover Roll is unsuccessful:
WIP 12 bs weapon: combi rifle The shot assigned to the Camouflage Marker is lost. The Player will not be able to
bs weapon: combi rifle
declare Discover against that Camouflage Marker until the next Player Turn.

Since the shot assigned to the Camouflage Marker is cancelled, only the Face to Face
Roll between the Trooper and the Remote is made.

4B BLI
NK TEAM hf
ind
er Dro
nb

5B BLI
NK TEAM hf
ind
er Dro
nb

ot

t
Pa

ot
Pa
s

s
BLINK PATHFINDER BLINK PATHFINDER
PA A PA
N O C E A NIA

A
I A
P
N O C E A NIA

A
I

P
N
OCEAN N
OCEAN

• The Reactive Player declares their AROs: The Trooper declares his second Skill of the Order: BS Attack. BS 13 BS 11 軍
先駆 隊 BS 13 BS 11
• The Remote declares BS Attack with its Combi Rifle. bs weapon: assault pistol bs weapon: combi rifle bs weapon: assault pistol bs weapon: combi rifle
SENKU
• The Camouflage Marker (-6) does not declare an ARO. With his Combi Rifle’s B3, he assigns two shots to the Remote and one to the 軍
S
EN
KU TROOP
S

先駆 隊

Camouflage Marker. BS 11
SENKU
Before making the BS Attack Rolls, the Discover Roll is resolved. This Roll has the
S
EN
KU TROOP
S
WIP 12
BS 11 bs weapon: combi rifle
following MODs:
WIP 12
-6 for Mimetism.
bs weapon: combi rifle
+3 for Range.
-3 for Cover

Discover Roll: WIP 12, SV = 6 (12 - 6 + 3 - 3).

vs
5

If the Discover Roll is successful, the Camouflage Marker is replaced with the The Trooper performs a Normal Roll against the revealed Camouflage Trooper and
Camouflage Trooper’s Model. a Face to Face Roll against the Remote. Apply the corresponding MODs for each Roll
as indicated in image (3A).

78
SKILLS AND EQUIPMENT

DODGE EXAMPLE OF DODGE AND ENGAGED

This Common Skill allows the user to move and to attempt to evade an Step 1:
Attack against them. It also gives the user the opportunity to turn around The Active Trooper declares Move as the first Basic Short Skill of their Order.
to face an enemy who acts outside their LoF. The enemy declares Dodge as their ARO, attempting to reach close combat, to halt
the Active Trooper’s advance.

DODGE The Active Trooper declares BS Attack as the second Skill of their Order. The

SHORT SKILL / ARO Fusilier’s Success Value will be 15 (12 + 3):


• BS = 12.
Movement
• +3 for Range.
REQUIREMENTS The Reactive Trooper’s Success Value will be 10:
• PH = 10
Troopers can only Dodge if at least one of these is true:
ACTIVE TROOPER
► They are the Active Trooper.
LONIAL
L CO
RE

FO
T
KES

RCE
FENNEC
► In the Reactive Turn, if they are allowed to declare an ARO. NN

RS
FE
E C F U SILIE

MOV 4-4

EFFECTS bs weapon: combi rifle


BS 12 軍
先駆 隊

SENKU
► Allows the user to make a Face to Face Roll to evade all enemy
x S
EN
KU TROOP
S

Attacks during an Order or ARO, regardless of the Burst (B) value 16 8 PH 10


melée weapon: ccw
(for example, Dodging every strike in Close Combat, or shots from
several opponents). 7
► This Face to Face Roll pits the user’s PH Attribute against whichever 2
Attribute the attacker uses (BS, CC, PH or WIP).
► If the user is not making a Face to Face Roll (for example if they
have not been Attacked or have been affected by a Direct Template
Weapon), they will instead make a Normal PH Roll. Step 2:
► Dodge does not allow the user to evade Comms Attacks, but the Reset The corresponding Face to Face Roll is performed.
Common Skill does (see page 85). The Reactive Trooper wins the Face to Face Roll and dodges the Active Trooper’s
► A successful Normal or Face to Face Dodge Roll allows the user to shots. If the player chooses to, they may now move the Reactive Trooper up to 2
move up to 2 inches . This movement: inches in any direction.
► Is measured, declared, and the Trooper moves, during the Effects
step of the Order Expenditure Sequence. If both players have RE
L CO
LONIAL 軍
先駆 隊
FO
T
KES

SENKU
RCE

FENNEC
Troopers that successfully Dodged, the Active Player will move NN
RS
FE

E C F U SILIE S
EN S
KU TROOP

their Troopers first, then the Reactive Player will move theirs. MOV 4-4 PH 10
melée weapon: ccw
► Does not generate AROs or trigger Deployable Weapons or BS 12
bs weapon: combi rifle
Equipment.
► Dodge follows the General Movement Rules as well as the Moving
and Measuring sidebar, both of which are explained in the Movement
Module.
► Dodge allows the user to enter Engaged State (see Engaged State,
p. 156) with an enemy, as long as the movement is enough to reach
2”
Silhouette contact with that enemy.
► A successful Dodge Roll, whether it is a Normal or Face to Face,
allows the user to cancel their Engaged State and IMM-A State,
applying any State-specific MODs.
Step 3:
During step 5.1 of the Order Expenditure Sequence, the Reactive Trooper checks
IMPORTANT how far he can get with his 2 inches of movement. After checking that the Active

A -3 PH MOD must be applied to the Dodge Roll in the following Trooper is within that distance, he decides to move into contact, and ends up in
circumstances. Even if several of these circumstances apply, only one -3 Engaged State.
MOD is applied.
• In ARO, if the Active Trooper is inside ZoC and outside LoF.
• If Dodging a Template Weapon without LoF to the attacker.
• If Dodging the Template of a Deployable Weapon.

79
SKILLS AND EQUIPMENT

EXAMPLE OF DODGE AND DEPLOYABLE WEAPON IDLE

During his Active Turn, the Trooper declares Move as the first Basic Short Skill of Common Skill that allows the user to execute no action at all.
their Order.
The Reactive Trooper is probably within a Mine’s Trigger Area. If he declares an ARO, IDLE
the Mine will detonate. Since the alternative to not declaring an ARO is to suffer three BASIC SHORT SKILL
unopposed shots from the enemy, the Reactive Trooper declares Dodge as their ARO.
No Roll
The Active Trooper declares BS Attack as the second Skill of their Order.
Declaring the Dodge ARO gives the Reactive Trooper a Face to Face Roll against the 3 EFFECTS
enemy shots, and also an attempt to avoid being hit by the Mine. ► A Trooper that declares Idle performs no action. As such, its
The Reactive Trooper’s Success Value will be 10: declaration just activates the Trooper, potentially generating AROs.
• PH = 10 ► 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
The Active Trooper’s Success Value will be 15: Order, that Trooper is considered to declare Idle.
• BS = 12 ► In the Resolution Step of the Order, if a Trooper is found to have not
• +3 for Range met the Requirements of a declared Skill, they instead perform an
Idle. In this situation:
Result: ► The ammunition of Disposable weapons or pieces of Equipment is
The Reactive Trooper manages to avoid the Fusilier’s shots by winning the Face to spent.
Face Roll with his 8. ► If the Trooper is in Marker form, it is revealed, and its Model is
However, the Mine hits the Reactive Trooper. The Mine is a Deployable Weapon, and placed where the Marker was.
it imposes a -3 MOD to Dodge. Therefore, the Reactive Trooper would only avoid
the mine if his die’s result was 7 or less. By failing to Dodge the Mine’s impact,
the Reactive Trooper will also be unable to move up to 2 inches, even though he
succeeded against the Active Trooper’s Attacks. INTUITIVE ATTACK
ACTIVE TROOPER
Common Skill used to perform ranged Attacks against Markers, or
LONIAL
L CO
RE
FO
T
KES

RCE

FENNEC
NN
through Zero Visibility Zones. Check the complete rules in the Infinity
RS
FE

E C F U SILIE

先駆 隊
MOV 4-4
SENKU Combat Module, p. 48.
S
EN
KU TROOP
S BS 12
PH 10 bs weapon: combi rifle
melée weapon: ccw JUMP
Range +3
This Common Skill allows the user to clear obstacles and leap over small
16 distances. Check the complete rules in the Infinity Movement Module, p.
32.
8 7
x MOVE
2
Common Skill that allows the user to move about the battlefield. Check
the complete rules in the Infinity Movement Module, p. 29.

80
SKILLS AND EQUIPMENT

LOOK OUT! EXAMPLE OF LOOK OUT!

This Skill allows the user to warn all allies of imminent danger so that During his Reactive Turn, Trooper A gains LoF to an enemy that has declared Move
they can turn to face new threats. as the first Basic Short Skill of the Order, which allows him to approach Trooper B.
As Trooper B is looking the other way, the enemy is outside his Line of Fire and Zone

LOOK OUT! of Control.

ARO Since the enemy is too far from Trooper A for him to shoot effectively, Trooper A
decides to declare the Look Out! ARO, and the Reactive Player indicates that Trooper
No Roll
B will make a Dodge (PH-3) Roll as their ARO because he is alerted. The enemy
REQUIREMENTS declares a BS Attack against Trooper B.
Thanks to Look Out!, Trooper B may make his Dodge (PH-3) Roll. If the Trooper wins
Players must check the Requirements of this Skill when declaring it. the Face to Face Roll, in addition to avoiding the Attack, he may turn around to face
► The user must have LoF to an enemy Trooper or Marker who declares the enemy, if he wishes so. In that case, in the next Order that the enemy declares,
or performs an Order. Trooper B will already have LoF to react by declaring, for example, BS Attack
against his enemy.
EFFECTS
► Allows all other Troopers of the same player to modify their LoF
without displacing, if the player so chooses. This will be considered
as if the Troopers modifying their LoF had declared an ARO.
► This modification to the LoF is made through a Normal or Face to
Face Dodge (PH-3) Roll. This will be a Normal Roll, unless the alerted
Trooper has been targeted by an Attack that can be evaded with a
Face to Face Dodge Roll.
► The alerted Troopers may perform the Dodge (PH-3) Roll as long as
they had not declared any other previous ARO.
► The Reactive Player must indicate which Troopers will modify their
LoF after declaring their Look Out! ARO.
► All the other Troopers’ Dodge (PH-3) Rolls will be made in the same
Order as the Trooper using the Look Out! ARO.

81
SKILLS AND EQUIPMENT

PLACE DEPLOYABLE

Common Skill that allows placement of Deployable Weapons, pieces of


Equipment, and Peripherals on the game table. The Deployable item must
be represented by a Token, or alternatively by a Model, a Model or by a
scenery piece of the same Silhouette.

PLACE DEPLOYABLE
SHORT SKILL / ARO
Attack

REQUIREMENTS
► Have a Weapon or piece of Equipment with the Deployable Label, or have a Peripheral (Ancillary).
► In the Reactive Turn, LoF to the Active Trooper is required.

EFFECTS
► Allows the user to place a single Token or Model on the game table to represent the weapon, piece of Equipment, or Peripheral (Ancillary), with no
Roll required.
► In the Active Turn, the Trooper can deploy the Token or Model in Silhouette contact or, if he moved, in Silhouette contact with any part of his route.
In the Reactive Turn, the Trooper must deploy it in Silhouette contact.
► The Token must be fully supported by the surface it is placed on and cannot be placed on a vertical surface.
► The Token representing the weapon, piece of Equipment, or Peripheral (Ancillary) is placed at the Conclusion of the Order in which the Trooper
declared this Skill. The enemy may only react against the Trooper that declares the Skill, not against the weapon, piece of Equipment, or
Peripheral (Ancillary) that is placed on the table during that Order or ARO.
► Once the Token has been placed on the table, the weapon, piece of Equipment, or Peripheral (Ancillary) is activated and can be used in subsequent
Orders/AROs.
► A weapon, piece of Equipment, or Peripheral (Ancillary) deployed on the battlefield will remain in play until the end of the game, until it is
destroyed, or in the case of Deployable Weapons until detonated.
► When placing a Weapon, piece of Equipment, or Peripheral (Ancillary), Deployment rules must be observed and, in the case of playing a
scenario, the Deployment restrictions it may impose.
► Restriction: A Deployable Weapon cannot be placed if there is an enemy Camouflage Marker inside its Trigger Area. This restriction does not
apply if there is a valid, non-camouflaged enemy inside the Trigger Area, or an Intuitive Attack was made.
Deployable and Perimeter:
Weapons and pieces of Equipment with both the Deployable and the Perimeter Traits have the following additional rules:
► When players declare the Place Deployable Common Skill, they place the Weapon or piece of Equipment totally inside the Zone of Control of the
Trooper, instead of placing it in Silhouette contact.
► It must be possible to draw a path from the Trooper to the Perimeter Weapon’s location. The path cannot be blocked by an impassable obstacle
(for example a wall of infinite height, a closed door or sealed room...) or a gap too small for the Silhouette Template of the Perimeter Weapon to
pass through.
► The Weapon or piece of Equipment will be placed at the Conclusion of the Order.
► Once the Model or Token is on the table, the Weapon or piece of Equipment becomes a static element.

REMEMBER
Deployable weapons and pieces of Equipment and Peripherals (Ancillary) have their own profiles with Attributes and can be designated as targets in
games.

82
SKILLS AND EQUIPMENT

DEPLOYABLE AND PERIMETER EXAMPLE RELOAD

ENEMY HEAVY
This Common Skill allows a Trooper to cancel their Unloaded State,
INFANTRY
or replenish any expended uses of Disposable weapons or pieces of
Equipment.

RELOAD
SHORT SKILL /ARO
Attack
DEPLOYABLE WEAPON
REQUIREMENTS
► The Trooper must be inside the Zone of Control of an Allied Trooper
with the Baggage piece of Equipment. The Trooper with Baggage
HACKER
must be in a non-Null State.
During her Active Turn, a Hacker wants to declare a Comms Attack against an ► The Trooper is in Unloaded State, or has expended uses of any
enemy who is clearly outside her Hacking Area. weapons or piece of Equipment with the Disposable Trait.
To avoid the Camouflaged Marker that stands in her way, she declares Place
Deployable and places her FastPanda (Repeater, Deployable, Perimeter) as shown EFFECTS
in the picture. ► Without requiring a Roll, the Trooper cancels their Unloaded State, or
regains all expended uses of their Disposable weapons or pieces of
Equipment.
► Restriction: This effect may only be applied to a single Allied Trooper
per Order.
► Recovering the use of Disposable weapons and pieces of Equipment
does not affect any weapons and pieces of Equipment that were
already deployed on the gaming table.

You can check Unloaded State in the Infinity States Module on page 168.

FASTPANDA
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
DISPOSABLE (1),
INDISCRIMINATE,
Fastpanda 1 -- -- 5 1 PERIMETER, DEPLOYABLE,
ZONE OF CONTROL, [***].

ARM BTS STR S


0 0 1 1

Once placed on the game table, when the Order concludes, the FastPanda is
activated, and its Repeater may be used to Attack the enemy.

83
SKILLS AND EQUIPMENT

REQUEST SPEEDBALL

This Common Skill allows players to call for tactical support on the ground and send airborne supplies to the Troopers on the battlefield by means of
the so-called Speedballs.

REQUEST A SPEEDBALL
AUTOMATIC SKILL
Optional

REQUIREMENTS
► Have two Speedball Tokens (see Command Tokens: Strategic Use).

EFFECTS
► When Requesting a Speedball during their Active Turn , players must place two Speedball Tokens on the game table applying the Combat Jump Skill
rules, and then make a PH Roll for each of them with a PH value of 14.
► Before making each of the Combat Jump Rolls, the player needs to choose what support equipment this suborbital drop contains. The player
choosing an item from the Speedball Chart for the first Token and making a roll on the Chart for the second Token.
► Speedball Tokens cannot be placed in Silhouette contact with Models, Markers, Tokens, or scenario objectives.
► Any allied Trooper in a non-Null state who enters Silhouette contact with a Speedball Token automatically picks up the item it contains. The Speedball
Item Token is placed in Silhouette contact with the Trooper and the Speedball Token is removed. This action automatically cancels any Marker State
the Trooper is in.
► The items found inside a Speedball are single-use and non-transferable, and the Speedball Item Token must be removed from the table after use.
Speedball items may be used in both Active and Reactive Turns at will, unless specified otherwise.
► Restriction: A Trooper cannot have more than one Speedball Item Token at any given time.
► The Speedball items available are the following:
► VitaPack: If a Trooper with the VITA Attribute receives any Wounds, they must automatically remove a Wound in the Conclusion Step 5.2 of that
Order. If applicable, this will cancel their Unconscious State.
A VitaPack can be used on an Allied Trooper in Silhouette contact by spending a Short Skill of an Order.
► AutoRepairS(uite): If a Trooper with the STR Attribute receives any Wounds, they must automatically remove a Wound in the Conclusion Step 5.2 of
that Order. If applicable, this will cancel their Unconscious State.
An AutoRepairS(uite) can be used on an Allied Trooper in Silhouette contact by spending a Short Skill of an Order.
► Switch On: If a Trooper enters the Immobilized A or B, Isolated, or Stunned States, they must automatically remove all those states in Conclusion
Step 5.2 of that Order.
Switch On can be used on an Allied Trooper in Silhouette contact by spending a Short Skill of the Order.
► Jetpack: The bearer can use the Super-Jump (Jet Propulsion) Special Skill during one Order only. This use of the item is restricted to Troopers with
Silhouette 2.
► Overkill: The bearer of this Speedball item may choose between two use modes. The first mode allows its user to cancel their Unloaded State and
regain all expended uses of their Disposable weapons or pieces of Equipment, in the Conclusion Step 5.2 of the Order. Alternatively, the second
mode grants the user the BS Attack (SR-1) Skill during one Order only.
► NanoShield: If a Trooper has to make any Saving Rolls, they must automatically apply a +2 MOD to all their Saving Rolls in the Resolution Step 5 of
that Order.

SPEEDBALL CHART
ROLL ITEM ROLL ITEM
1-3 VITAPACK 11-13 JETPACK (S:2)
4-6 AUTOREPAIRS 14-16 OVERKILL
7-10 SWITCH ON 17-20 NANOSHIELD

84
SKILLS AND EQUIPMENT

EXAMPLE OF SPEEDBALL (AUTOREPAIRS) SPECULATIVE ATTACK

In its Active Turn, a TAG declares Move and enters Silhouette contact with an This Common Skill allows the user to perform a BS Attack against a
allied Speedball Token. The player removes the Speedball Token and places an target outside LoF. Check the complete rules in the Infinity Combat
AutoRepairS Token, the item inside the Speedball, next to the TAG. Module, p. 47.
During the same Order, the TAG receives two Wounds. So, in the Conclusion Step of
the Order, after making any Guts Roll movement, right before the end of the Order, SUPPRESSIVE FIRE
the player replaces the Wound (2) Token with a Wound (1) Token and removes the
AutoRepairS Token. In Suppressive Fire, the soldier is more intent on saturating the combat
If the TAG received three Wounds and entered Unconscious State, the player would area with gunfire, rather than actually inflicting damage to the enemy
be able to use this Speedball item to remove one Wound and therefore cancel their forces.
Unconscious State. However, had it received enough Wounds to enter Dead State,
it would not be able to remove a Wound in the Conclusion of the Order as it would The goal of Suppressive Fire is to restrict the capacity of the enemy
have been removed from the game table in the Effects Step. And in any case, Dead forces to maneuver or successfully return fire, by unleashing a barrage
State is irreversible! of overwhelming gunfire upon them.

RESET SUPPRESSIVE FIRE


LONG SKILL
This Common Skill allows the user to sidestep cyber-attacks by quickly
Attack
rebooting all systems.
REQUIREMENTS
RESET ► The user must select a weapon with the Suppressive Fire Trait.
SHORT SKILL / ARO
EFFECTS
No LoF
► The user enters the Suppressive Fire State, using the selected
REQUIREMENTS weapon.
► G: Jumper and Suppressive Fire:
Troopers can only Reset if at least one of these is true: If a Trooper with G: Jumper has a Proxy in Suppressive Fire State,
► They are the Active Trooper. that Proxy stays in Suppressive Fire State even if another Proxy is
► In the Reactive Turn, if they are allowed to declare an ARO. activated.

EFFECTS You can check Suppressive Fire State in the Infinity States Module on
► Allows the user to make a Face to Face Roll to evade all enemy page 85.
Comms Attacks and BS Attacks (Guided) during an Order or ARO,
regardless of the Burst (B) value.
► This Face to Face Roll pits the user’s WIP Attribute against the
attacker’s WIP Attribute.
► If the user is not making a Face to Face Roll (for example they are not
the target of a Comms Attack), they will instead make a Normal Roll
against their WIP Attribute.
► Reset does not allow the user to evade other types of Attacks, but the
Dodge Skill (see page 79) does.
► A successful Reset Roll, whether it’s a Normal or Face to Face, allows
the user to cancel their Targeted State and IMM-B State, applying any
State-specific MODs.

REMEMBER
A Reset only allows Face to Face Rolls against Comms Attacks and BS
Attacks (Guided).

85
SKILLS AND EQUIPMENT

SPECIAL SKILLS IN INFINITY BERSERK

This type of Skills cannot be performed by every Trooper, only by those A berserk Trooper is overcome with bloodlust or such single-minded
with it listed in their Unit Profile. Troopers belonging to that Unit have determination that all concern for personal safety is cast aside in an
received special training or have pieces of Equipment or natural skills attempt to annihilate the opponent.
that allows them to perform the Special Skill.
BERSERK
AERIAL LONG SKILL
Attack, CC Attack, CC Special Skill, Movement, Optional.
Troopers possessing this Special Skill have flight capabilities. While in
combat, Aerial Troopers stay as close to the ground as possible to avoid REQUIREMENTS
being an easy target. ► The target must be within the user’s LoF when declaring this Skill.

AERIAL EFFECTS
AUTOMATIC SKILL Allows the user to declare Move + CC Attack as a single Long Skill,
with the following special effects:
Obligatory

EFFECTS ► The Move can be as far as both values of his MOV Attribute added
► Restriction: While this Skill is active, the Trooper cannot be in Prone together to reach Silhouette contact with the target.
State or Engaged State. ► If, when measuring to find where the Trooper can move, they cannot
► Restriction: While this Skill is Active, the Trooper is never in reach Silhouette contact with the target, the Trooper will perform an
Silhouette contact with other Models, Objectives, or scenery items, Idle and therefore will neither Move, nor perform the CC Attack).
and vice versa, even if physically touching them. ► If a MOD appears between brackets, for example Berserk (+3), that
► Restriction: Troopers with this Special Skill cannot declare Cautious MOD is applied to the CC Attack.
Movement ► This CC Special Skill may be declared without being in Silhouette
contact with a target.
► Although Berserk is a Long Skill, when performing it the user may
IMPORTANT still apply any (+1 SD) MOD they have.
Aerial and Guard:
The Guard Special Skill may not be used against Troopers with the Aerial
Skill, unless they are in Unconscious State. REMEMBER
As Berserk is a Long Skill, when it is declared the player must indicate
both the route of the Basic Short Skill Move and the target of the CC
Attack before his opponent declares any AROs.
Sibylla explains:

The aerial movement of Troopers with this Skill is


represented using the Super-Jump and Terrain
(Total) Special Skills, which are listed in
their Unit Profiles. Similarly, the fact
that these Troopers are harder to hit
due to their higher speed and the height
they can fly at is represented using the
Mimetism Special Skill.

In addition, it is impossible to enter


Silhouette contact with these Troopers
unless they are in Unconscious State, so if
they are not Unconscious any Wounds they have
received can only be removed by using a GizmoKit.

86
SKILLS AND EQUIPMENT

BOOTY CHAIN OF COMMAND


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. The owner of this Special Skill is the next in line in the command echelon
As a consequence, each of them carries a different extra weapon or piece to the officer in command, being able to replace him if necessary during
of equipment into battle. the combat operation.

BOOTY CHAIN OF COMMAND


DEPLOYMENT SKILL AUTOMATIC SKILL
Optional Optional, Private Information.

EFFECTS REQUIREMENTS
► Booty allows a roll on the Booty Chart, after deploying the Trooper in ► This Special Skill can only be used at the start of the player’s Loss of
Model form on the table, in order to determine that Trooper’s extra Lieutenant check.
item. ► The player’s Lieutenant must be in the Isolated State or any Null
► The item obtained via the Booty Chart is added to the Trooper’s gear State.
and does not replace any of the Trooper’s weapons or pieces of ► The user must be on the game table as a Model or as a Marker.
Equipment. ► The user cannot be in the Isolated State or any Null State.

EFFECTS
► The user automatically becomes the new Lieutenant of the Army List,
BOOTY CHART
gaining the Lieutenant Special Skill with no extra abilities.
1-2 +1 ARM 13 PANZERFAUST
► The Loss of Lieutenant check is successful this Turn.
LIGHT
3-4 14 MONOFILAMENT CC WEAPON ► Even if the previous Lieutenant recovers from the Isolated or Null
FLAMETHROWER
5-6 GRENADES 15 MOV 8-4 State, the user will continue to be the Lieutenant.
7-8 DA CC WEAPON 16 TAG: BS ATTACK (SHOCK)
MULTISPECTRAL
9 17 OTHER TROOP TYPES: MULTI RIFLE
VISOR L1
CLIMBING PLUS
10 EXP CC WEAPON 18 MULTI SNIPER RIFLE

ADHESIVE LAUNCHER Troopers with Climbing Plus are particularly gifted in or equipped for
11 19 TAG: IMMUNITY (ARM)
RIFLE climbing and vertical relocation.
TAG: IMMUNITY (AP)
TAG: BS ATTACK (+1 B)
12 OTHER TROOP TYPES: 20
+ 2 ARM
OTHER TROOP TYPES: HMG CLIMBING PLUS
AUTOMATIC SKILL
Movement, Optional.
CAMOUFLAGE
REQUIREMENTS
This Special Skill represents the soldier’s ability to conceal their position ► At the end of the movement, Troopers must be able to place
and move stealthily. themselves on a surface that is equal or larger than their base.

CAMOUFLAGE EFFECTS
AUTOMATIC SKILL ► With this Special Skill, the Climb Long Skill is turned into a Basic Short
Skill.
Optional
► By turning Climb into a Basic Short Skill, the Climbing Plus Special Skill
EFFECTS allows its user to perform other Basic Short Skills (except Move) or
► During the Deployment Phase, it allows the user to deploy in Short Skills (e.g. Climb + BS Attack) while moving on a vertical surface,
Camouflaged State. or if hanging from a height (see Trooper Activation, p. 13).
► In game, it allows the user to enter Camouflaged State. ► Restriction: As with the Climb Skill, Troopers using Climbing Plus do not
benefit from Partial Cover MODs while they are on a vertical surface.
You can check Camouflaged State in the Infinity States Module on page ► For visualization purposes, Troopers using this Skill move with at least
153. half of their base’s underside in contact with the vertical surface, as
indicated in the Requirements of the Move and Climb Skills.
► During the Reactive Turn, Climbing Plus allows its owner to react in ARO,
if applicable, while being on a vertical surface.
► If the Trooper is or becomes Impetuous (due to having the Frenzy Skill
or due to any other rule), he will be able to use Climbing Plus in the
Impetuous Phase.

87
SKILLS AND EQUIPMENT

COMBAT INSTINCT
IMPORTANT
Troopers cannot be deployed on vertical surfaces during the Deployment Troopers with this Skill have a special talent for sensing danger, which
Phase or during the game. enables them to react swiftly to any surprise attack.

COMBAT INSTINCT
REMEMBER AUTOMATIC SKILL
• When declaring the use of Climbing Plus, the complete and exact Optional
trajectory that Trooper will perform must be specified so the rival
player may declare all their AROs. EFFECTS
• Troopers have a 360° LoF during their entire trajectory. ► The user ignores Surprise Attack MODs from attackers.

CLIMBING PLUS AND MULTIPLE TROOPERS EXAMPLE:


IMPORTANT
In the Active Turn, several Troopers have been activated with the same Order The Stealth Special Skill is not effective against Troopers with Combat
(Fireteams, Peripherals, Coordinated Orders) and need to clear an obstacle. They Instinct.
declare Climb as the first Skill of the Order. Any of the Troopers who have the
Climbing Plus Special Skill can declare Climb as a Basic Short Skill, while the other
Troopers each have a choice of declaring Climb as a Long Skill, or declaring an Idle. COMBAT JUMP

For the second Skill of the Order, any of the Troopers who declared an Idle, or Some Troopers, equipped with special jump gear, have been trained to
Climb as a Basic Short Skill, can declare a second Basic Short Skill or Short Skill dive from the sky directly onto the battlefield, falling upon the enemy in
as normal. While the Troopers who declared Climb as a Long Skill have already devastating surprise strikes.
declared their entire Order and cannot declare a second Skill.

COMBAT JUMP
LONG SKILL
Airborne Deployment (AD), Private Information, Optional.

EFFECTS
► This Trooper is not required to deploy during the Deployment Phase, remaining off-table until their player decides to deploy them during their Active
Turn.
► While off-table, the Trooper will not add their Order to the Order Pool during the Tactical Phase. However, they may enter the table using their own
Order to use this Special Skill, when the player chooses.
► By using this Special Skill, the player cannot place the Trooper in Prone State, or in Silhouette contact with enemy and neutral Models, Markers, or
Tokens, or in contact with any scenario objective.
► The player may deploy the Trooper on any horizontal surface of the game table, as long as the size of the surface is equal to or larger than their base.
► Deploying inside buildings or enclosed pieces of Scenery is not permitted, even if they have an open roof or open doors or windows like, for example,
an Objective Room.
► After placing the Trooper on their landing spot, with any Deployable Weapons or Equipment that they can deploy, the player performs a PH Roll. If the
Roll is passed, the Trooper lands successfully and remains where the player has placed them. Then, the Reactive Player declares all their AROs.
► If the user fails the Roll, they must be placed within their player’s Deployment Zone, always in contact with the edge of the game table. Additionally,
after failing the Roll, the user loses the option to deploy in a Marker State or as a Decoy and is always deployed as a Model. Any Deployable Weapons
and Equipment deployed alongside him are removed from the game table. Then, the Reactive Player declares all their AROs.
► Restriction: During the Order this Special Skill is used, the Trooper cannot benefit from Partial Cover.
► When a player moves the Trooper into a different Combat Group, while it is off the table, they must inform their opponent that the Trooper exists. The
Trooper’s information remains Private, until the Trooper is deployed.
► This Special Skill can be used during the Impetuous Phase, which requires removing both the Trooper’s Impetuous Token and their own Order.
► While off-table, Troopers with this Special Skill can be selected to deploy as part of a Coordinated Order. However, in this situation they will lose their
own Order.
► Combat Jump (Explosion) has the following additional rules:
► After performing the PH Roll and determining the Trooper’s final location, the Trooper makes a Direct Template Attack, placing the center of the
Circular Template (Blast Focus) over the center of their base.
► This Attack has PS 8 with Normal Ammunition, against the ARM Attribute.
► The Trooper is not affected by this Attack.
► This is a single-use Special Skill, and its user cannot perform it again.

88
SKILLS AND EQUIPMENT

COURAGE DOCTOR

This trooper is unafraid of death and ready to lay down his life in the Troopers with this Special Skill have the medical know-how to stabilize
execution of his duty. their unconscious comrades while in the field, saving their lives and
returning them to active duty.
COURAGE
AUTOMATIC SKILL DOCTOR
Optional SHORT SKILL
Optional
EFFECTS
► Courage allows its user to choose to automatically pass any Guts REQUIREMENTS
Rolls. ► Troopers using this Special Skill must be in Silhouette contact with
► Troopers with the Courage Special Skill are unaffected by Retreat! their target.
situations, so they cannot enter Retreat! State and act normally until ► The target must have the Vitality Attribute and be in Unconscious
the end of the game. State.
► However, even in a Retreat! situation, Troops possessing Courage are
affected by Loss of Lieutenant. EFFECTS
► By passing a Normal WIP Roll, the target’s Unconscious State is
cancelled, by removing 1 single Wound from those it has received,
unless a rule or Skill specified otherwise. If the WIP Roll fails, the
COUNTERINTELLIGENCE target automatically enters the Dead State and is removed from the
game table .
This Special Skill allows its owner to partially counteract the effects of ► Troopers may be recovered from the Unconscious State as many
the Command Token Strategic Use times as necessary, as long as the Doctor passes the WIP Roll.
► This Skill may present the following variations in the Unit Profile:
COUNTERINTELLIGENCE ► Doctor (2W): Allows the target to remove 2 Wounds when their
AUTOMATIC SKILL Unconscious State is cancelled.
► Doctor (ReRoll -X): Any failed Roll with this Skill may be rerolled,
Optional, Private Information.
but with a negative MOD (-X) to the WIP Attribute. The player must
REQUIREMENTS accept the result of this last Roll. This reroll does not provide a
► The Effects of this Special Skill are only applied if its owner has been new ARO to the enemy.
deployed on the game table, either as a Model or as a Marker.

EFFECTS IMPORTANT
► This Special Skill counteract the effects of the Strategic Use of a Even if the player failed the roll granted by (ReRoll -X), they could still
Command Token by reducing to one the number of Orders the apply the Operational Use of the Command Tokens to repeat a Doctor’s
adversary can nullify. WIP Roll.
► Alternatively, this Special Skill counteracts the limit on Command However, the negative MOD of the Doctor (ReRoll -X) Skill does not apply
Token use imposed by the adversary due to the Strategic Use of a when repeating this Roll.
Command Token, increasing it to two.

DECOY

This Special Skill generates static replicas of the user to deceive the
enemy.

DECOY
DEPLOYMENT SKILL
Optional

EFFECTS
► Allows its user to deploy in Decoy State when they are placed on the
table.

You can check Decoy State in the Infinity States Module on page 155.

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SKILLS AND EQUIPMENT

DOGGED ENGINEER

Some soldiers show such utter disregard for their own lives that even the Engineers have the means and the skill to repair damaged Equipment on
most crippling injuries will not keep them from reaching their goal. the field.

DOGGED ENGINEER
AUTOMATIC SKILL SHORT SKILL
Optional Optional

REQUIREMENTS REQUIREMENTS
► The Trooper enters Unconscious State, and his player declares that ► Troopers using this Special Skill must be in Silhouette contact with
he is activating the Dogged Special Skill, whether in the Active or their target.
Reactive Turn.
EFFECTS
EFFECTS ► Engineer allows, by passing a Normal WIP Roll, removing a Wound
► The Unconscious State of Troopers using the Dogged Special Skill has from a target with the Structure Attribute (STR). This cancels
the following special rules: Unconscious State if applicable.
► Instead of placing an Unconscious Token next to the Trooper, place ► This Special Skill can be declared as many times as necessary to
a Dogged Token. remove all the Wounds that the target has.
► To activate Dogged, the player must announce its use when the ► If the Engineer fails the Normal WIP Roll, the target receives a
Trooper enters Unconscious State. Wound instead of removing it, entering Unconscious or Dead State if
► Allows the Trooper to ignore the effects and Null Label of applicable.
Unconscious State, treating it as Normal State instead, but only for ► Alternatively, by passing a Normal WIP Roll, a Trooper with Engineer
the rest of that Player Turn. may cancel all of their target’s States that can be canceled by this
► If a Trooper activates this Special Skill, then in the States Phase of Special Skill except Unconscious (Immobilized-A and B, Targeted,
that Player Turn the Trooper automatically enters Dead State and etc.), removing the corresponding State Tokens.
is removed from the game table. ► Failing the Normal WIP Roll when trying to cancel other states has no
► If the Trooper receives another Wound, they enter Dead State negative consequence, and the Roll can be performed again in future
directly and are removed from the game table. Orders.
► Once activated, Dogged prevents the Trooper from being healed (by ► Engineer and Remote Presence:
Special Skills or Equipment such as Doctor, MediKit, Regeneration...). ► Regardless of which level of Unconscious State the target is in,
► Troopers with Remote Presence, the STR Attribute, and Dogged may with a single successful WIP Roll, they remove all the Wounds
activate this Special Skill when they enter any level of Unconscious necessary to cancel the target’s Unconscious State .
State, but not if they are already in Unconscious State.
► This Special Skill does not interfere with any Automatic Special Skills
or Automatic Equipment, which will function normally.

REMEMBER
Shock Ammunition cancels the Unconscious State of Troopers using this
Special Skill, and they pass directly to Dead State.

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SKILLS AND EQUIPMENT

EXPLODE EXRAH

This Special Skill marks the Trooper’s capacity to detonate in a blast Special Skill specific to Exrah Troopers that determines what happens
when these aliens enter Unconscious State.
EXPLODE
AUTOMATIC SKILL EXRAH
Attack, Obligatory. AUTOMATIC SKILL
Obligatory.
REQUIREMENTS
► The user must be in Unconscious State for this Special Skill to EFFECTS
activate. ► If a Trooper with this Special Skill enters Unconscious State, they
automatically pass directly to Dead State, without receiving an extra
EFFECTS Wound, and must be removed from the game table.
► This Special Skill forces its user to detonate automatically when he ► Therefore the Trooper cannot be healed in any way (through
enters Unconscious state. the use of Special Skills or Equipment such as Doctor, MediKit,
► At the end of the Order in which the user entered Unconscious State, Regeneration...).
before making Guts Rolls, the Trooper makes a Direct Template ► This Special Skill remains active even when its owner is in a Null
Attack, placing the center of the Circular Template (Blast Focus) over State.
the center of their base.
► Explode applies Shock Ammunition, forcing targets to make a Saving
Roll against ARM, with PS7.
► Enemy Troopers who are affected by the Attack and had performed a FORWARD DEPLOYMENT
Dodge will avoid this Attack if they passed their PH Roll.
► Once all Rolls have been made, the user enters Dead State and is This Special Skill marks Troopers who move before the bulk of their own
removed from the game table. forces and take positions beyond the established allied lines.

FORWARD DEPLOYMENT
IMPORTANT DEPLOYMENT SKILL
If a Trooper enters Dead State directly due to a Special Skill (e.g. Superior Deployment, Optional.
Dogged), an Ammunition (e.g. Shock), or because he suffers several
Wounds in a single Order, this Special Skill does not activate. EFFECTS
If the user activates the Dogged or No Wound Incapacitation Special ► The users of this Special Skill can be deployed beyond the limit of
Skills when entering Unconscious State, he does not Explode. their Deployment Zone. The number of inches that those Troopers
may deploy beyond their Deployment Zone appears between round
brackets in their Unit Profile.
REMEMBER
Template Attacks that affect allied Models or Markers are canceled, but
the user of Explode still enters Dead State. REMEMBER
Troopers cannot be deployed in contact with enemy and neutral Models,
Markers, or Tokens, or in contact with any mission objective, no matter
the Special Skills they have.

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SKILLS AND EQUIPMENT

FORWARD OBSERVER FT MASTER

This Special Skill characterizes Troopers who move before the bulk of A Fireteam Master is capable of turning a handful of undisciplined
their own forces and take positions beyond the established allied lines. troopers into a well-oiled war machine.

FORWARD OBSERVER FT MASTER


SHORT SKILL / ARO AUTOMATIC SKILL
BS Attack, Optional Optional.

REQUIREMENTS REQUIREMENTS
► The user must be able to draw LoF to the target. ► The Trooper with this Special Skill must be part of a Fireteam.

EFFECTS EFFECTS
► The use of Forward Observer is a form of Attack with a BS Weapon ► In the Order Count step of the Tactical Phase, if this Trooper is part of
with the BS Weapon (WIP) Trait, and instead of forcing the target to a Fireteam, all the members of that Fireteam are Regular.
make a Saving Roll, causes them to enter Targeted State. ► If a Unit name is listed in brackets after this Special Skill in the
► Place a Targeted Token (TARGETED) beside the target of a successful Trooper’s Unit Profile, and the Trooper’s Fireteam contains any
Forward Observer attack. members belonging to that Unit, the Fireteam is automatically
canceled if the FT Master Trooper is no longer in the Fireteam.

FORWARD OBSERVER
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute Sibylla explains
FORWARD BS WEAPON (WIP), State:
- - - - 2
OBSERVER TARGETED, NON-LETHAL, [***] Having an FT Master in a Fireteam does
RANGE
not prevent its members from suffering the
effects of Loss of Lieutenant.
24” 48” 196”
0 -3

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.

FRENZY
AUTOMATIC SKILL
Obligatory, States Phase.

ACTIVATION
► Automatic in the States Phase if the user has inflicted at least one
Wound on an Enemy Trooper, or caused them to enter Dead State.

EFFECTS
► If the user inflicts at least one Wound on an enemy Trooper, or causes
them to enter Dead State, then in the next States Phase the Trooper
gains the following Special Skills and retains them for the remainder
of the game:
► Impetuous
► Limited Cover
► When Frenzy Troopers gain the Impetuous Special Skill, they cancel
any Marker State they are in (Camouflaged, Impersonation...), and
any other States that say so. These Troopers cannot re-enter those
States.

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SKILLS AND EQUIPMENT

G: JUMPER G: JUMPER AND LIEUTENANT

Troopers with this Special Skill have several bodies available on the If the G: Jumper Trooper is the Lieutenant and all his Proxies are in
game table they can activate, jumping from one to another to always be Isolated State or any Null State, that will result in a Loss of Lieutenant
in the thick of the action. situation. This situation can be cancelled normally.

G: JUMPER G: JUMPER, HIDDEN


AUTOMATIC SKILL DEPLOYMENT AND MARKER STATES

Obligatory
Placing an Active Proxy Token beside a Proxy that is in a Marker State
REQUIREMENTS (Camouflaged, Impersonation, Holoecho...) doesn’t reveal the Proxy,
► The player must enlist either two or three Proxies available to a because the Proxy hasn’t declared any Skills yet.
Trooper with this Special Skill.
► All the Proxies of a G: Jumper Trooper must be in the same Combat The same applies to Hidden Deployment State, activating the Proxy
Group, where they are counted as only one Trooper. doesn’t reveal the Trooper. So, it is not required that the player place the
Active Proxy Token on the game table until the moment he declares an
EFFECTS Order or ARO with the hidden Trooper.
► This Special Skill allows its user to have several Models called
Proxies. G: JUMPER AND COMBAT GROUPS
► A G: Jumper Trooper provides a single Order no matter how many
Proxy Models he has. When a player moves a G: Jumper Trooper into a different Combat Group,
► This Special Skill allows G: Jumper Troopers to deploy two or three he will move all the Proxies, as they are considered to be a single Trooper
Proxies, applying any Deployment Special Skills they might have in each Combat Group.
(Airborne Deployment, Infiltration...).
► Players do not need to place the Active Proxy Token in the G: JUMPER AND SUPPRESSIVE FIRE
Deployment Phase.
► During the Active Turn, the G: Jumper Trooper can activate any of his If a Trooper with G: Jumper has a Proxy in Suppressive Fire State, that
Proxies by placing the Active Proxy Token beside the Proxy he wants Proxy stays in Suppressive Fire State even if another Proxy is activated.
to activate when declaring the Order.
► The only Proxy that can declare Orders is the one with the Active ACTIVE TURN GAME EXAMPLE
Proxy Token.
► During the Reactive Turn, if an Order allows several Proxies that A Posthuman Trooper has 3 Proxies on the battlefield. A Proxy Mk.2 (infiltrated
belong to the same G: Jumper Trooper to react in ARO, then the and Camouflaged) armed with a MULTI Sniper Rifle, a Proxy Mk.1 (Engineer) with a
player must choose only one of them to be the Active Proxy by Combi Rifle and a Proxy Mk.5 Forward Observer, placed in the Deployment Zone. The
placing the Active Proxy Token beside it. Posthuman Trooper decides to activate her infiltrated Proxy Mk.2, placing the Active
► Active Proxies can react in ARO normally. Proxy Token beside it and declaring her Order: Move + BS Attack. The successful
► Any Inactive Proxies that react in ARO can only declare Dodge or shots of her Sniper Proxy clear the path for her Proxy Mk.5 Forward Observer.
Reset. So, she places the Active Proxy Token beside the Mk.5 and declares her next Order:
► At the end of the Order in which a Proxy entered Isolated State, or any Move + Move. That is the end of the ALEPH player’s Active Turn, with the Active Proxy
Null State, the player can place the Active Proxy Token beside any of Token beside the Proxy Mk.5 Forward Observer.
the G: Jumper Trooper’s other Proxies which is not in Isolated State,
or any Null State.
► A G: Jumper Trooper cannot activate a Proxy in Isolated State, or any
Null State, until the State is cancelled.
► If all the Proxies of a G: Jumper Trooper are in Isolated State, or any
Null State, then the G: Jumper Trooper will be considered a casualty
until at least one of his Proxies recovers from the State.

G: JUMPER AND VICTORY POINTS

The player must count separately each Proxy’s Cost Attribute value of its
Unit Profile.

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SKILLS AND EQUIPMENT

REACTIVE TURN GAME EXAMPLE


GUARD
Troopers with this CC Special Skill go into combat with an escort unit.
PROXY MK.5

PH 11 GUARD
aro: dodge
AUTOMATIC SKILL
RNE ASSA
BO

Optional
UL
AIR

BANSHEE
BA
NSHEES

PH 12 REQUIREMENTS
skill: combat jump
► The target of the CC Attack must be in LoF and ZoC.
PROXY MK.2

BS 13 EFFECTS
aro: bs attack
► Allows the user to perform a CC Attack but with no need to reach or
be in Silhouette contact with the target.
► Both the user and the target can perform Skills and apply MODs and
CC Special Skills that require Silhouette Contact. For example: they
Then, the Active Turn of her opponent begins. A Trooper with the Combat Jump can apply Martial Arts, Natural Born Warrior, D-Charges, or the +1B
Special Skill lands in the rearguard of the ALEPH player, in LoF of the Inactive Proxy MOD for each Allied Trooper engaged in CC.
Mk.5, and in the ZoC of the Proxy Mk.4, the Active Proxy. The ALEPH player reacts
with both Proxies, and decides to jump into the Proxy Mk.5, which becomes the
Active Proxy and declares its ARO: BS Attack. In addition, the Inactive Proxy Mk.4 HACKER
declares a Dodge ARO, to face the threat of the enemy.
Hackers are a Unit’s field infowar specialists. You may check the Combat
PROXY MK.5 Module on page 54 for everything related to Hacking in Infinity.
PH 11
aro: dodge HIDDEN DEPLOYMENT
RNE ASSA
BO

Some Troopers have a superior capacity to blend in with their environment,


UL
AIR

BANSHEE
BA

which allows them to go completely unnoticed by the Enemy.


NSHEES

PH 12
skill: combat jump

PROXY MK.2 HIDDEN DEPLOYMENT


BS 13 DEPLOYMENT SKILL
aro: bs attack
Optional, Private Information

EFFECTS
► During the Deployment Phase, it allows the user to deploy in Hidden
Since the enemy’s Combat Jump is a Long Skill, no Face to Face Rolls are made with Deployment State
the Proxies. Both Proxies pass their Rolls, so the enemy must make a Saving Roll and
the Proxy Mk.4 can use Dodge movement and face in the direction its player wishes. You can check Hidden Deployment State in the Infinity States Module on
page 157.

94
SKILLS AND EQUIPMENT

IMMUNITY IMMUNITY AND CRITICAL HITS

Troopers with this Special Skill have an extraordinary innate or artificial If a Trooper suffers a Critical hit with the Ammunition, effect, Attribute,
capacity to withstand specific types of damage. There are several State, etc. which it is immune to, unless they have Immunity (Critical),
Immunities categories. they will have to make the additional Saving Roll, but ignoring any Special
Effects of the Ammunition, since it is treated as Normal (N) Ammunition.
IMMUNITY
AUTOMATIC SKILL IMMUNITY EXAMPLES

Obligatory
Example 1
REQUIREMENTS A Trooper with Immunity (ARM) is hit by a Missile Launcher. Thanks to their
Immunity (ARM), instead of making three Saving Rolls due to the EXP Ammunition,
This Special Skill is activated when one of the following Requirements they only have to make one Saving Roll using their ARM Attribute, since the hit is
is met: treated as being made with Normal Ammunition.
► The Trooper must make a Saving Roll. Example 2
► The Trooper is affected by the State indicated in their Immunity. A Trooper with Immunity (ARM) is hit with a Monofilament CC Weapon. Thanks
to their Immunity (ARM), they only make one Saving Roll, ignoring the Weapon’s
EFFECTS ARM=0 and State: Dead Traits, so they do not reduce their ARM to 0 and the Dead
► This Special Skill has different categories shown between brackets in State is not applied if the Saving Roll is failed.
the Unit’s Profile, which indicates to which type of Ammunition or Effect If the impact is a Critical, the Trooper makes two Saving Rolls, ignoring the
it is applied. The most common are: Weapon’s ARM=0 and State: Dead Traits.
► Immunity (Trait): The Trooper ignores the special effects of the listed Example 3
Trait. A Trooper with Immunity (Enhanced) suffers an impact from a Plasma Rifle.
► Immunity (Ammunition): The Ammunition listed between brackets is We must remember that Immunity (Enhanced) avoids the special effects of any
treated as Normal (N) Ammunition. Its special effects, and any MODs ammunition, treating it as Normal Ammunition.
to the Attribute and number of the Saving Rolls are ignored. Plasma weapons use Normal Ammunition, but their Saving Roll is ARM+BTS, so the
► Immunity (ARM): Any Ammunition that requires a Saving Roll using Trooper with Immunity (Enhanced) must make a Saving Roll against ARM and also a
the ARM Attribute is treated as Normal (N) Ammunition. Its special Saving Roll against BTS.
effects, and any MODs to the Attribute and number of the Saving Example 4
Rolls are ignored. A Trooper with Immunity (BTS) is hit by a Flash Pulse. Thanks to their Immunity
If the Weapon, Skill, or piece of Equipment used in the Attack has (BTS), the hit is treated as being made with Normal Ammunition. However, the Non-
Traits, the Trooper is completely immune to any of those Traits that Lethal Trait of the Weapon, indicating that it does not inflict Wounds, is applied. In
cause States, refer to inflicting Wounds, or reduce the Attributes of addition, the State: Stunned Trait is applied if the Trooper fails their Saving Roll.
the target. For example, State: Dead, Continuous Damage, or ARM=0.
► Immunity (BTS): Any Ammunition that requires a Saving Roll using
the BTS Attribute is treated as Normal (N) Ammunition. Its special
effects, and any MODs to the Attribute and number of the Saving
Rolls are ignored.
If the Weapon, Skill, or piece of Equipment used in the Attack has
Traits, the Trooper is completely immune to any of those Traits that
cause States, refer to inflicting Wounds, or reduce the Attributes of
the target. For example, State: Dead, Continuous Damage, or BTS=0.
► Immunity (Enhanced): A Trooper with this Special Skill has both
Immunity (ARM) and Immunity (BTS).
► Immunity (State): the Trooper is completely immune to any Comms
Attack effect or special rule effect that causes the listed State, for
example Possessed (POS). The Trooper cannot enter that State.
► Immunity (Critical): The Trooper will not make the additional Saving
Roll caused by Critical hits.

IMPORTANT
This Special Skill does not apply against Comms Attacks, with the sole
exception of Immunity (State).
Also, Immunity does not apply against the Non-Lethal and State:
Stunned Traits, which are always applied.

95
SKILLS AND EQUIPMENT

IMPERSONATION IMPETUOUS
This Special Skill allows the user to deploy farther forward than the
rest of his army and avoid detection by disguising himself as an enemy. Impetuous Troopers are always eager to engage in combat: the closer
Impersonation has several States that represent how difficult it is to and the nastier, the better.
identify the user as a foe.
IMPETUOUS
IMPERSONATION AUTOMATIC SKILL
DEPLOYMENT SKILL Impetuous Phase, Obligatory.
Optional, NFB, Superior Deployment.
EFFECTS
EFFECTS ► During the Turn’s Tactical Phase, the player will place an Impetuous
► During the Deployment Phase, the Trooper may be deployed Token next to every Trooper with this Special Skill. This Token will
anywhere on the game table except for the enemy Deployment Zone. be removed when the Trooper is activated, or at the end of the
► Allows the user to deploy in the Impersonation-1 (IMP-1) state. Impetuous Phase for any Trooper that has not been activated.
► Restriction: Troopers whose Unit Profile indicates that they ► During the Turn’s Impetuous Phase, the player may activate each
have Impersonation (IMP-2) may only deploy and activate the Impetuous Trooper once, without spending an Order. However,
Impersonation-2 (IMP-2) State. removing the Impetuous Token to activate the Trooper counts
► Allows the user to deploy inside the enemy Deployment Zone by as spending an Order on them, applying the Order Expenditure
making a WIP Roll. Sequence normally.
► Make the Normal WIP Roll after placing the user on the game table, ► Restriction: Impetuous activations only allow a fixed set of Skill
with any Deployable Weapons or Equipment that they can deploy. combinations:
► If the user fails the Roll, they must be placed within their player’s ► Move + CC Attack.
Deployment Zone, always in contact with the edge of the game ► Move + BS Attack.
table. Additionally, after failing the Roll, the user loses the option ► Move + Dodge.
to deploy in a Marker State and is always deployed as a Model. Any ► Move + Idle.
Deployable Weapons and Equipment deployed alongside him are ► Move + Move.
removed from the game table. ► Jump.
► The user cannot be deployed in contact with enemy and neutral ► Climb.
Models, Markers, Tokens, or in contact with any mission objective. ► Berserk.
► Skills with the Airborne Deployment Label.
You can check Impersonation-1 and Impersonation-2 States in the Infinity ► Those Skills that specify they can be used during the Impetuous
States Module on page 162. Phase.
► Restriction: In the Impetuous Phase, when declaring a Skill with
the Movement Label, the Trooper must always move the full
corresponding MOV value, attempting to perform the first of these
options that the Trooper can complete:
► Enter Silhouette contact with an Enemy Trooper during this move.
► Go towards the Enemy Deployment Zone without doubling back
from the movement’s starting position, applying the following
priorities:
1. Use their complete MOV value.
2. End their movement as far as possible from their starting point.
3. If they cannot end their movement closer to the enemy
Deployment Zone, the Trooper performs an Idle.
► Once inside the enemy Deployment Zone, the Trooper can move
normally as long as they stay inside it.
► Troopers may only move a shorter distance if they reach Silhouette
contact with an Enemy or a Special Terrain area hinders their
Movement or forces them to declare Jump or Climb.
► In the Impetuous Phase, when declaring Move, Jump, or Climb, the
Trooper must cancel Prone State, move the full corresponding MOV
value, and cannot enter Prone State at the end of the movement.
► Restriction: Impetuous Troopers cannot enter Marker States
(Camouflaged, Impersonation...), or any other States that say so.
► Players in Retreat! situation do not carry out the Impetuous Phase
during their Turn.

96
SKILLS AND EQUIPMENT

INFILTRATION INFILTRATION EXAMPLE

The user of this Special Skill may deploy outside the limits of their A Trooper with the Infiltration, Camouflage, and Minelayer Special Skills, and Shock
Deployment Zone thanks to their training in infiltration techniques. Mines, decides to deploy in the Enemy’s half of the table. They must follow these
steps:

INFILTRATION • Place both Camouflaged (-3) Markers in the Enemy’s half of the table following
the Minelayer rule.
DEPLOYMENT SKILL
• Check that the Markers are in Zone of Control of each other.
Superior Deployment, Optional. • Make the Infiltration Roll, which in this case has a Success Value equal to their
PH Attribute -3.
EFFECTS
► During the Deployment Phase, the Trooper may be deployed If the Infiltration Roll is failed, the Trooper is placed in Model form within their
anywhere in the player’s half of the table. player’s Deployment Zone, touching an edge of the game table and losing the Shock
► It also allows the user to deploy in the opponent’s half of the game Mine which is removed from the game table.
table by making a successful Infiltration Roll.
► The user cannot use Infiltration to deploy inside the enemy If the Trooper has the Infiltration (PH=18) Special Skill, the Success Value for their
Deployment Zone Infiltration Roll (PH-3) is 15 (18-3=15).

INFILTRATION ROLL
INSPIRING LEADERSHIP
► An Infiltration Roll is required to infiltrate into the enemy’s half of the
table. This is a Normal Roll with PH-3. This Special Skill ties the behavior of entire armies to the user’s
► If a Trooper has Infiltration listed in its Unit Profile with a PH value discipline and state of mind.
between brackets, any Infiltration Roll is made using that value.
► The Infiltration Roll must be made after placing the user on the game INSPIRING LEADERSHIP
table, along with any Deployable Weapon or piece of Equipment they AUTOMATIC SKILL
can deploy.
Obligatory
► Failed Infiltration Roll. If the user fails the Roll, they must be placed
within their player’s Deployment Zone, in contact with the edge of the REQUIREMENTS
game table. ► In order to apply the effects of Inspiring Leadership, the user must be
the Lieutenant of the Army, be on the game table, and not be in a Null
Additionally, after failing this Roll, the user loses the option to State (Unconscious, Dead, Sepsitorized…).
deploy in a Marker State or Hidden Deployment State and is always
deployed as a Model. Any Deployable Weapons and Equipment that EFFECTS
were deployed alongside them are removed from the game table. ► All Troopers in the Army List that provide Orders:
► Possess the Regular Training Characteristic.
► Have the Courage Special Skill.
REMEMBER ► You may declare a Coordinated Order that includes the user by
Troopers cannot be deployed in contact with enemy and neutral Models, spending only the Special Lieutenant Order, without expenditure of
Command Tokens or extra Orders.
Markers, or Tokens, or in contact with any mission objective, no matter
the Special Skills they have. ► The army is not affected by the Retreat! rule, and never enters a
Retreat! situation.

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SKILLS AND EQUIPMENT

LIEUTENANT LIMITED COVER


For a variety of reasons, the Trooper cannot benefit from the BS MODs for
The user of this Special Skill is the commanding officer of the combat being in Partial Cover.
force deployed by the player.
LIMITED COVER
LIEUTENANT AUTOMATIC SKILL
AUTOMATIC SKILL Obligatory.
Private Information, Obligatory.
EFFECTS
EFFECTS ► Attacks against this Trooper do not apply the -3 BS MOD for Partial
► The user of this Special Skill has a Lieutenant Special Order (p. 11). Cover.
► If, during the Tactical Phase of the Turn, the Lieutenant is in Isolated
State or any Null State (Unconscious, Dead, etc.) or has not been
deployed on the gaming table, the Loss of Lieutenant rule will be MARKSMANSHIP
applied (p. 18).
► This Special Skill remains active even when its owner is in a Null Users of this Special Skill are exceptional sharpshooters, adept at hitting
State, until a new Lieutenant is appointed. Once that happens, the their target’s weakest spots and making every shot count.
owner of this Special Skill loses it.
► When a new Lieutenant is appointed (due to Loss of Lieutenant, MARKSMANSHIP
Chain of Command...), they gain the Lieutenant Special Skill, with no AUTOMATIC SKILL
additional abilities.
Optional
► In the Unit Profile, this Special Skill may have additional abilities
listed. Some examples are: REQUIREMENTS
► +1 Command Token. The player that takes this Trooper as their ► The user may only benefit from this Special Skill when he declares a
Lieutenant will have one extra Command Token for the match. BS Attack.
► +1 Order. This indicates that this Lieutenant has two Special
Lieutenant Orders each Turn instead of one. EFFECTS
► The user may ignore the negative BS MODs imposed by Partial Cover,
and Nanoscreen.
IMPORTANT
• The presence of a Trooper with the Lieutenant Special Skill in the
player’s Army List is obligatory.
• The player’s Army List cannot include more than one Trooper with
this Special Skill.

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SKILLS AND EQUIPMENT

MARTIAL ARTS EXAMPLE 1. MARTIAL ARTS L3 VS MARTIAL ARTS L1


Thanks to intense training, Troopers with this Special Skill have superior hand-
to- hand skills that translate into advantages to their Close Combat abilities. During his Active Turn, a Trooper with the Martial Arts L3 Special Skill declares a CC
Attack against a Trooper with the Martial Arts L1 Special Skill. Applying the values

MARTIAL ARTS that correspond to each level, the MODs are calculated:

AUTOMATIC SKILL Active Trooper:


The Trooper must apply the following MODs:
CC Special Skill, Optional.
◼ +3 for Martial Arts L3.
REQUIREMENTS ◼-3 for the Reactive Trooper’s Martial Arts L1.
► In the Active or Reactive Turn, the Trooper must reach or be in The Active Trooper’s Success Value is calculated:
Silhouette contact with the target and declare a CC Attack. ◼SV = 23 (23 +3 - 3).
The Active Trooper has a (+1 SD) MOD to their Burst, so they roll two dice for the
EFFECTS Face to Face Roll and discard one of them.
► Each Level of Martial Arts gives a series of specific MODs and Reactive Trooper:
advantages in CC, as shown in the Martial Arts Chart. The Trooper must apply the following MODs:
► The Trooper’s Unit Profile will list which Level of Martial Arts the ◼-3 for the Active Trooper’s Martial Arts L3.
Trooper has. They may only use the Level listed in their Unit Profile. The Reactive Trooper’s Success Value is calculated:
◼SV = 18 (21 - 3).
MARTIAL ARTS CHART The Reactive Trooper rolls a single die as he does not have any MOD to his Burst.
OPPONENT
LEVEL ATTACK MOD BURST MOD
MOD
1 0 -3 0 EXAMPLE 2.
2 +3 -3 0 MARTIAL ARTS L4 VS DOCTOR + PERIPHERAL (SERVANT)
3 +3 -3 +1 SD REACTIVE TROOPER

4 +3 -3 +1B LAMBDA+
JUDBOT
BS 14

5 +3 -3 +1B, +1 SD cc weapon

► Attack MOD: A MOD to the CC Attribute of the user when making a CC 旗


本 帝国衛 ACTIVE TROOPER


HATAMOTO

Attack.
HA

RD
TA

UA
O

G
TO L
IMPERIA

MOV 4-4
CC 23

► Opponent MOD: A MOD applied to the Attribute of an enemy when PH 13


martial arts level 4

making a Face to Face Roll. ACTIVE TROOPER (HATAMOTO)

► Burst MOD: A MOD to the Burst (B) value of the user’s CC Weapon 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

CRITICAL SUCCESSFUL ROLL CRITICAL

when making a CC Attack.


REACTIVE TROOPER (LAMBDA+JUDBOT)
The “+1 SD” MOD allows the player to roll one extra die, and then 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

select and discard one die from the Roll. This extra die does not CERTAIN DEFEAT CHANCES OF WINNING CRITICAL AUTOMATIC FAILURE

increase the Burst value of the CC Weapon and does not expend
additional Disposable uses. If distributing Burst between several In his Active Turn, a Trooper with the Martial Arts L4 Special Skill declares a CC
targets, the extra die must be allocated to one of those targets, and a Attack against a Doctor and his Peripheral (Servant).
die discarded from the Roll against that target. The Reactive Player declares CC Attack, choosing the Doctor to make the CC Attack.
If used in a Face to Face roll, a die is selected and discarded after The Doctor will receive +1B in CC since his Peripheral is in the combat.
both players have rolled. If both players have to select and discard a Both Players apply their different MODs:
die, the Active Player selects first. Active Trooper:
This MOD applies in both Active and Reactive Turns. • +3 to CC for Martial Arts L4.
The Trooper’s Success Value is calculated:
• SV = 26 (23 + 3).
IMPORTANT The Active Trooper has a +1B MOD and +1 SD MOD to their Burst, so they roll three

The MODs in the Martial Arts Chart are applied in both the Active Turn dice for the Face to Face Roll and discard one of them.
and the Reactive Turn. Doctor:
• -3 to CC due to the Active Trooper’s Martial Arts L4.
• +1B due to the Close Combat with Multiple Troopers rule.
The Doctor’s Success Value is calculated:
Sibylla explains
• SV = 12 (15 - 3).
If a Trooper has B1 and (+1SD), this MOD does not The Doctor only rolls two dice.
increase the Burst value and the extra
die cannot be allocated to a different
Trooper. However, if he has (+1 SD) and The Active Trooper performs a CC Face to Face Roll with 3 dice (although they must
the Burst value is higher than one and
he distribute the Burst between several discard one of them, since their B value is 2) against the Doctor’s two dice in ARO.
targets, the extra die must be allocated to The Active Trooper is in an advantageous position. Analyzing the possible outcomes
one of those targets, and a die discarded
from the Roll against that target. of the Face to Face Roll reveals the following:

99
SKILLS AND EQUIPMENT

Unless the Doctor gets a Critical hit, the Active Trooper will win the Face to Face Roll MINELAYER
if he rolls a 13 or higher. In addition, any of the dice that roll a 1, 2, 3, 4, 5, or 6 would
be Critical hits. The user of this Special Skill can secure his point of deployment by
The Doctor’s CC has gone down from 15 to 12. Even though he rolls two dice, his placing a Mine, or other Deployable Weapon or piece of Equipment he
chances of winning the Face to Face Roll are slim. carries, nearby to prevent enemy Troopers from approaching.

MINELAYER
METACHEMISTRY DEPLOYMENT SKILL
Optional
This Special Skill provides its user with random advantages and
Special Skills that represent a plethora of combat drug treatments and REQUIREMENTS
biotechnological augmentations ► There can be no enemy Troopers or Camouflage Markers inside the
Trigger Area of the Deployable Weapon or piece of Equipment when it is
METACHEMISTRY deployed, or inside the Zone of Control for Perimeter Weapons.
DEPLOYMENT SKILL ► The deployment of the Deployable Weapon or piece of Equipment must
follow the Deployment general conditions and must always be within
Optional
the area in which the Minelayer Trooper is allowed to Deploy.
EFFECTS
► Immediately after placing the Trooper with MetaChemistry on the EFFECTS
table for deployment, you may roll once on the MetaChemistry Table ► When the user of this Special Skill is deployed, they may place the
to determine that Trooper’s extra MOD or Special Skill. Deployable Weapon or piece of Equipment inside his Zone of Control.
► Special Skills obtained via the MetaChemistry Chart are added to the ► If the Deployable Weapon or piece of Equipment has the Disposable
Trooper’s Skills, and do not replace any of them. Trait, then it will be subtracted from the total of available uses.
► If the user deploys using a Special Skill with the Superior Deployment
Label, and fails a Roll to deploy, then in addition to the effects shown
in the Special Skill, the Minelayer will lose the Deployable Weapon or
METACHEMISTRY CHART piece of Equipment, subtracting it from the total of available uses if it
has the Disposable Trait.
1-3 +3 PH 15 NO WOUND INCAPACITATION
EXAMPLE OF ALLOWED AND PROHIBITED AREAS
4-5 SUPER-JUMP 16 +1 ARM + IMMUNITY (ARM)

6-7 REGENERATION 17 DOGGED + IMMUNITY (ENHANCED)


ENEMY DEPLOYMENT ZONE
8-10 CLIMBING PLUS 18 MOV: 6-4 + SUPER-JUMP

11-12 MOV: 8-4 19 MOV: 8-4 + CLIMBING PLUS TROOPER WHO PASSED AN
INFILTRATION ROLL
13-14 +6 BTS 20 +3 PH + REGENERATION
Areas the Weapon
or Equipment
MIMETISM TROOPER WITH INFILTRATION OR
cannot be placed
as they are beyond
FORWARD DEPLOYMENT the Trooper’s
This Special Skill represents the soldier’s ability to conceal their position Deployment
restrictions
and move stealthily, making them difficult to target in combat.

TROOP THAT MUST DEPLOY INSIDE


MIMETISM HIS OWN DEPLOYMENT ZONE

AUTOMATIC SKILL
DEPLOYMENT ZONE
NFB, Obligatory.

EFFECTS
► Any enemy declaring a BS Attack that requires LoF, or Discover,
against the user of this Skill must apply a negative MOD to their EXAMPLE OF MINELAYER AND INFILTRATION
Attribute, as shown in round brackets in the Unit Profile: Mimetism
(-3), Mimetism (-6)… During the Deployment Phase, a Trooper with Minelayer uses his Infiltration and Hidden
► The Mimetism MOD does not apply to CC Attacks. Deployment Special Skills to place himself in the enemy half of the table. The player,
though not placing a Model or Marker representing the Trooper on the table, may still
lay a Mine within the Zone of Control of the Trooper, but always outside of the enemy
Deployment Zone.
If the Infiltration Roll is failed, besides losing the ability to deploy in Marker and Hidden
Deployment States, the Mine that was laid next to the Trooper is removed from the
gaming table.

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SKILLS AND EQUIPMENT

MNEMONICA MORPHO-SCAN

Mnemonica is a capability displayed only by EI Aspects, further proof of Morpho-scan allows the user to replicate the Attribute values of an
the terrible sophistication of VoodooTech. It allows the Aspect to jump enemy model in Zone of Control.
onto an allied vessel’s Cube upon destruction of its physical form.
MORPHO SCAN
MNEMONICA SHORT SKILL
AUTOMATIC SKILL Comms Attack, No Roll, Optional, Zone of Control.
Optional
REQUIREMENTS
REQUIREMENTS ► The target must be an enemy Model possessing the Vitality Attribute
► In order to activate this Special Skill, the user must enter a Null State. and be in the user’s Zone of Control.
► Morpho-scan has no effect on enemy Markers, or enemy Troopers
EFFECTS possessing the STR Attribute.
► The user may transfer his own WIP Attribute value and the
Mnemonica Special Skill to another Trooper in the same army. That EFFECTS
Trooper must be on the battlefield in the form of a Model or Marker ► This Skill doesn’t require a Roll.
and have either a Cube or the REM Troop Type. If the user has ► Morpho-scan replaces the MOV, CC, BS and PH Attribute values of its
the Lieutenant Special Skill this is also transferred, including any user with the ones of its target.
additional abilities and MODs such as (+1 Order). ► Morpho-scan imposes a MOD of -9 to its target if they declare a Reset
► The new WIP value replaces the host’s original WIP value. ARO to prevent it, no matter what kind of Troop it is (LI, MI, HI...), and
► If the Mnemonica Trooper was also the army’s Lieutenant, the host even if the Morpho-scan is declared outside of its LoF.
will become the new Lieutenant. ► Once this Special Skill is used successfully, having replaced the
► Once activated, this transfer is automatic at the end of the Order in owner’s Attribute values with those of its target’s, it cannot be used
which the user entered the Null State. again during the game.
► You must identify the Model or Marker that is the new host, but not
whether the Lieutenant Special Skill has been transferred, as that is
Private Information.
► After the transfer is complete, the original user, now in Dead State, is NATURAL BORN WARRIOR
removed from the game table.
► If the new host enters a Null State, the original user’s WIP value, Troopers with this CC Special Skill are superb fighters, able to cancel the
Mnemonica Special Skill and Lieutenant Special Skill may be negative MODs that their enemies try to impose on them in Close Combat.
transferred again to another ally who fulfills the same requirements.
► In addition, Troopers with Mnemonica are never considered to have a NATURAL BORN WARRIOR
Cube. AUTOMATIC SKILL
CC Special Skill

REQUIREMENTS
► The user must be the target of a CC Attack and must declare a CC
Attack.

EFFECTS
► In the CC Face to Face Roll, the user ignores all negative MODs
imposed by the opposing Trooper.

Sibylla explains

A Natural Born Warrior who is the target of


a CC Attack from a Trooper with Surprise
Attack (-3), Martial Arts Level 3, CC
Attack (-3), and PARA CC Weapon (-3) and
declares CC Attack themselves does not
suffer any of the negative MODs normally
caused by these Skills and Weapons in the
Face to Face Roll.

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SKILLS AND EQUIPMENT

NCO Sibylla explains:

Keep in mind that the most severe


This Special Skill designates the trusted non-commissioned officer of the restriction always applies. If a No Cover
Lieutenant, who can operate under their direct orders. Trooper also has Limited Cover due to
another rule or Skill, the No Cover Skill
will still apply.
NCO
AUTOMATIC SKILL
Optional NO WOUND INCAPACITATION

EFFECTS Troopers with this Special Skill have a higher tolerance to Wounds or
► Allows the user to replace any Special Lieutenant Orders with Tactical combat damage.
Orders and assign them to the user.
► This Special Skill does not require the NCO and the Lieutenant to be in NO WOUND INCAPACITATION
the same Combat Group. AUTOMATIC SKILL
► If the Trooper with this Special Skill is a member of a Fireteam and is
Optional
designated as the Team Leader, then he may use that Tactical Order
to activate his Fireteam . REQUIREMENTS
► The Trooper enters Unconscious State, and his player declares that
he is activating the No Wound Incapacitation Special Skill, whether in
the Active or Reactive Turn.
Sibylla explains:

To use the Lieutenant Order, the Order must EFFECTS


have been generated during the Order ► The Unconscious State of Troopers using the No Wound Incapacitation
Count. Once generated, the Order may be
spent during the Order Phase, even if the Special Skill has the following special rules:
Lieutenant has entered a Null State since ► Instead of placing an Unconscious Token next to the Trooper, place
then.
an NWI Token.
► To activate No Wound Incapacitation, the player must announce its
use when the Trooper enters Unconscious State.
NEUROCINETICS ► Allows the Trooper to ignore the effects and Null Label of
Unconscious State, treating it as Normal State instead.
A Trooper with this Special Skill possesses enhanced response implants, ► If the Trooper receives another Wound, they enter Dead State
which provide him with a better reaction capability. directly and are removed from the game table.
► This Special Skill does not interfere with Automatic Special Skills
NEUROCINETICS or Automatic Equipment, which will continue to function normally.
AUTOMATIC SKILL ► The user of the No Wound Incapacitation Special Skill can be
healed (using Special Skills or Equipment such as Doctor, MediKit,
Obligatory
Regeneration...), removing one Wound, going back to Normal State,
EFFECTS and removing the NWI Token.
► During the Active Turn, the Burst (B) value of all the BS Weapons of ► If the Roll to heal the user of the No Wound Incapacitation Special Skill
this Trooper is reduced to 1. fails, the Trooper automatically enters Dead State and is removed
► During the Reactive Turn, Neurocinetics allows the Trooper to use the from the game table.
whole Burst (B) value of their BS Weapons against a single target. ► Troopers with Remote Presence, the STR Attribute, and No Wound
Any MOD to B only applies in the Reactive Turn. Incapacitation may activate this Special Skill when they enter any
level of Unconscious State, but not if they are already in Unconscious
State.
NO COVER

For a variety of reasons (agility, size, training...), the Trooper cannot REMEMBER
benefit from any of the MODs granted by Partial Cover. Shock Ammunition cancels the Unconscious State of Troopers using this
Special Skill, and they pass directly to Dead State.
NO COVER
AUTOMATIC SKILL
Obligatory.

EFFECTS
► Troopers with this Special Skill do not benefit from Partial Cover
MODs.

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SKILLS AND EQUIPMENT

NON-HACKABLE PARACHUTIST

Troopers that have technological systems that are so rudimentary that The owner of this Special Skill has been trained to parachute or fast-rope
they are not susceptible to Hacking attempts. from heliborne vehicles immediately before combat, in order to find an
alternative point of ingress onto the battlefield, and to flank the enemy
NON-HACKABLE forces
AUTOMATIC SKILL
Obligatory PARACHUTIST
LONG SKILL
EFFECTS
Airborne Deployment (AD), Optional, Private Information.
► The user of this Special Skill cannot be the target of Hacking Attacks
whose Requirements require the target have a specific Unit Type (HI, EFFECTS
REM, TAG, etc.). ► This Trooper is not required to deploy during the Deployment Phase,
► This Special Skill remains active even when its owner is in a Null remaining off-table until their player decides to deploy them during
State. their Active Turn.
► While off-table, the Trooper will not add their Order to the Order Pool
during the Tactical Phase. However, they may enter the table using
their own Order to use this Special Skill, when the player chooses.
NUMBER 2 ► By using this Special Skill, the player cannot place the Trooper in
Prone State, or in Silhouette contact with enemy and neutral Models,
The owner of this Special Skill is the next in line in the command echelon Markers, or Tokens, or in contact with any scenario objective.
to the Team Leader of a Fireteam, being able to replace him if necessary ► The player may deploy the Trooper on any surface of the game table,
during combat operations. as long as that surface’s size is equal to or larger than their base and
is in contact with the edge of the table.
NUMBER 2 ► They may not be deployed within the enemy Deployment Zone.
AUTOMATIC SKILL ► Once the Trooper is placed on their entry point, the Reactive Player
declares all their AROs.
Optional
► Restriction: During the Order this Special Skill is used, the Trooper
REQUIREMENTS cannot benefit from Partial Cover.
► The user must be part of a Fireteam. ► This Special Skill can be used during the Impetuous Phase, which
► The Fireteam Leader of that Fireteam enters Isolated State or any requires removing both the Trooper’s Impetuous Token and their own
Null State Order.
► While off-table, Troopers with this Special Skill can be selected to
EFFECTS deploy as part of a Coordinated Order. However, in this situation they
► The user may automatically become the new Fireteam Leader of his will lose their own Order.
Fireteam, placing the Fireteam Leader Token beside him. ► Parachutist (Deployment Zone) allows the Trooper to deploy within
► Even if the Fireteam Team Leader recovers from their Isolated or Null the enemy Deployment Zone.
State, the Number 2 Trooper will continue to be the Fireteam Leader
until the player decides otherwise.

PARAMEDIC

Paramedics provide their unit with first aid treatment on the field.

PARAMEDIC
AUTOMATIC SKILL
Obligatory

EFFECTS
► Paramedics are equipped with MediKits to recover their Unconscious
comrades.

103
SKILLS AND EQUIPMENT

PERIPHERAL

Game elements with this Special Skill are Models or Tokens representing
pieces of Equipment or Weapons operated by telepresence or given
certain autonomy by a control AI.

PERIPHERAL
AUTOMATIC SKILL
Obligatory

EFFECTS
► When creating an Army List or determining how many Troopers each Combat Group can contain, a Controller and all its Peripherals are counted as a
single Trooper.
► Peripherals are deployed on the game table at the same time as their Controller, unless a rule for that type of Peripheral says otherwise.
► If the Controller has a Deployment Skill that allows them to deploy after the Deployment Phase, but their Peripherals do not, these Peripherals are
deployed during the Deployment Phase and remain in Disconnected State until their Controller is deployed on the game table and moves within the
operating distance for that type of Peripheral.
► Peripherals are always activated with the same Order as their Controller, executing the same Short Skills of the Order, or Entire Order, although they
are not required to have the same target.
► If any of the game elements (Controller or Peripheral) does not meet the Requirements of a Skill of the Order declared by the Controller and
Peripherals, then they perform an Idle instead of such Skill, while the other may act normally.
► Each reactive Trooper must choose only one of the Troopers (be it the Controller or one of their Peripherals) activated by the Order as their target, but
they are not obliged to choose the same target.
► During the Reactive Turn, both the Controller and the Peripherals gain their own separate AROs. However, unless a specific rule says otherwise, any
declared AROs must be the same for both the Controller and the Peripherals.
► In Close Combat, the rules described in Close Combat with Multiple Troopers (see p. 52) must be applied.
► If the Controller enters any Null State or Isolated State, the Peripheral will enter Disconnected State at the end of that Order.
► If the Peripheral enters Isolated State, it will also enter Disconnected State at the end of that Order.
► Peripherals with a point cost in their profile count towards Victory Points, Zone of Operations control, etc. Remember that the total cost of the Unit
includes Peripherals and, therefore, the value of the Peripherals must be deducted to determine the itemized points of the Units.
► If the Controller has or gains—due any scenario condition or Skill—the Impetuous Special Skill, the Controller’s Peripherals are also affected.
► Restriction: Peripherals and their Controller cannot be part of a Coordinated Order nor be a member of any type of Fireteam.
► A Controller and their Peripherals always belong to the same Combat Group. If the player moves the Controller into a different Combat Group, all their
Peripherals are moved as well.
► If the player activates a Hacking Program that grants a MOD or State to the Controller (e.g. Cybermask), that MOD or State will also be applied to their
Peripherals.
► The Peripheral Special Skill remains active even when its owner is in a Null State.
► There are different types of Peripherals, each with their own features:
► Peripheral (Servant):
► Only Troopers with the Doctor or Engineer Special Skills may have Peripherals (Servant).
► There is no limit to the operating distance between the Trooper with Peripheral (Servant) and their Controller.
► Restriction: The Controller may have a maximum of two Peripherals (Servant) under their control. In this case, they may only activate them one at
a time, applying the previous conditions. Meanwhile, the other Peripheral (Servant) will be inactive.
► Peripheral (Servant) and Doctor/Engineer:
► This Special Skill allows the Controllers, if they are Doctors or Engineers, to use their Special Skill even if they are not in Silhouette contact with
the target.
► If a Peripheral is in Silhouette contact with an allied Model, their Controller can perform the Doctor/Engineer Skill, targeting that Model.
► In this case, by using the Doctor/Engineer Skill, the Doctor/Engineer will be the one performing the Roll, even if the Trooper in Silhouette contact
with the target is the Peripheral (Servant).
► The Doctor/Engineer Skill can only be performed on one target per Order.
► Peripheral (Synchronized):
► Each Peripheral (Synchronized) must observe the Coherency rule in regard to its Controller. The player must perform a Coherency Check at the
start and end of each Order or ARO.
► If a Peripheral (Synchronized) Trooper fails a Coherency Check, breaking Coherency with its Controller, it will enter Disconnected State
immediately, before measuring any declared movement.
► If the Disconnected Trooper passes a Coherency Check with its Controller, its Disconnected State is immediately cancelled.
► If the Controller has more than one Peripheral (Synchronized) this Special Skill works the same way. In this situation, with a single Order, both the
Controller and all their Peripherals (Synchronized) are activated.

104
SKILLS AND EQUIPMENT

► Peripheral (Control):
► There is no limit to the operating distance between the Trooper with Peripheral (Control) and their Controller.
► Restriction: The Controller may have a maximum of three Peripherals (Control) under their control. These Peripherals form a Control Unit.
► The player must designate one member of the Control Unit as the Spearhead, placing a Spearhead Token (SPEARHEAD) beside it.
► Each Peripheral (Control) must observe the Coherency rule in regard to the Spearhead of their Control Unit. The player must perform a Coherency
Check at the start and end of each Order or ARO.
► If a Peripheral (Control) Trooper fails a Coherency Check, breaking Coherency with the Spearhead of its Control Unit, it will enter Disconnected
State immediately, before measuring any declared movement.
► If the Disconnected Trooper passes a Coherency Check with the Spearhead of its Control Unit at the end of an Order or ARO, its Disconnected State
is immediately cancelled.
► Each time the Controller and Peripherals are activated with an Order, the player must designate one member of the Control Unit as that Order’s
Spearhead, placing a Spearhead Token (SPEARHEAD) beside it.
► If the Spearhead enters any Null State, the player must designate a new Spearhead immediately.
► In the Active Turn, if a Skill is declared that requires a target, only the Controller and the Spearhead perform the Skill, and the other members of
the Control Unit perform an Idle instead.
► Peripheral (Ancillary):
► There is no limit to the operating distance between the Trooper with Peripheral (Ancillary) and their Controller.
► A Peripheral (Ancillary) does not deploy on the game table with their Controller. Instead, the Controller may deploy their Peripheral (Ancillary) by
performing the Place Deployable Common Skill.
► If a Peripheral (Ancillary) is on the game table and is not in Disconnected State or any Null State, their Controller cannot be part of Coordinated
Orders or Fireteams. If the Controller deploys their Peripheral (Ancillary), or its Disconnected or Null States are canceled, the Controller
automatically stops being part of the Fireteam.

IMPORTANT
• When included in an Army List, Peripherals must always be associated with a Controller.
• Both the Controller and the Peripherals must respect the selected Army’s general availability limit (AVA).

Normally, for a Peripheral (Servant) to move towards their target, the Doctor/Engineer will
usually remain still in a safe spot on the battlefield. Meanwhile, the Peripheral performs the
Order, moving until it reaches contact with the target.

Sibylla’s Advice

105
SKILLS AND EQUIPMENT

PERIPHERAL (SYNCHRONIZED) EXAMPLE


PROTHEION
Users of this CC Special Skill can remove Wounds or increase the value of
their Vitality Attribute whenever they inflict Wounds in Close Combat.


先駆 隊 先駆 隊

ENEMY B ENEMY A
S
S EN S
EN S KU TROOP
KU TROOP

PROTHEION
AUTOMATIC SKILL
CC Special Skill, Optional.

REQUIREMENTS
► In the Active or Reactive Turn, the Trooper must reach or be in
Silhouette contact with the target and declare a CC Attack.
► The target must have the VITA Attribute.

PERIPHERAL
CONTROLLER
EFFECTS
(SYNCHRONIZED)
► For each Wound they inflict on the target of the CC Attack, or Coup de
Grâce they perform, the user removes 1 Wound they have received.
If the user hasn’t received any Wounds, they increase their VITA
Attribute value by 1.
In the Active Turn, a Trooper and their Peripheral (Synchronized) are hidden behind ► Restriction: The value of the user’s VITA Attribute may only be
a wall, and are planning to move to different ends of it. The player activates them increased by a maximum of two points.
both with the same single Order and declares Move as the first Basic Short Skill of ► If the user’s VITA Attribute is higher than its original value, the player
the Order. Before making any measurements or moving the Models, a Coherency must place a Power-Up 1 or Power-Up 2 Token to indicate the current
Check is made, and is passed. The Controller sends their Peripheral (Synchronized) value of the Trooper’s VITA Attribute.
to one end of the wall while he moves to the other end. ► When multiple Wounds are inflicted in the same Order, the user
An enemy can see the Controller and declares a BS Attack ARO against him. follows this sequence:
Meanwhile, a second enemy can see the Peripheral, so he reacts with a BS Attack ► First, they use Wounds they have inflicted to remove their Wounds,
ARO. With the second Short Skill of the Order, the Controller and their Peripheral if they have any.
declare BS Attacks. The Controller fires the entire Burst (B) of his weapon at the ► Then they use any remaining Wounds they have inflicted to
first enemy, while the Peripheral (Synchronized) uses its Heavy Flamethrower, increase the value of their VITA Attribute, never increasing it
placing the Large Teardrop Template over the second enemy. Then, another beyond the maximum of two points.
Coherency Check is made to verify that the Peripheral (Synchronized) is still inside ► Finally, any Wounds inflicted on them during this Order are applied.
the Controller’s ZoC.
Thanks to Peripheral (Synchronized), the Controller and their Peripheral have
attacked two different enemies, using a single Order from the Order Pool.
EXAMPLE 1
PERIPHERAL (ANCILLARY) EXAMPLE
A Trooper with the Protheion Special Skill enters Close Combat against an enemy,
In the Active Turn, a Trooper with an undeployed Peripheral (Ancillary), declares his who declares CC Attack as their ARO. The Trooper with Protheion wins the fight
first Basic Short Skill and is not targeted by any enemy AROs. He decides to use the and the enemy fails their Saving Roll, receiving a Wound and entering Unconscious
Place Deployable Common Skill to deploy his Peripheral (Ancillary) on the game State. When the Order concludes, the Trooper with Protheion places a Power-Up 1
table. The Trooper places their Peripheral (Ancillary) in Silhouette contact. Token next to his base, showing that his VITA Attribute is now 2.
From this moment on, each time the Trooper activates, his Peripheral (Ancillary) During the next Order, the Trooper with the Protheion Special Skill declares a CC
activates as well following the Peripheral rules, with no limit to the operating Attack against the Unconscious enemy, performing a Coup de Grâce so that the
distance between the Controller and the Peripheral (Ancillary). target automatically passes from Unconscious to Dead State, without performing a
Saving Roll. At the end of the Order, the Trooper with Protheion places a Power-Up 2
Token next to his base, showing that his VITA Attribute is now 3.

EXAMPLE 2

A Trooper with the Protheion Special Skill and a VITA Attribute of 2, who has
received a Wound in a previous combat, uses his DA CC Weapon to CC Attack an
enemy who has a VITA Attribute of 2. The Trooper with Protheion wins the Roll,
forcing the enemy to perform 2 Saving Rolls due to his DA CC Weapon. The enemy
fails both Saving Rolls, receives 2 Wounds, and enters Unconscious State. Thanks
to his Protheion Special Skill, the Trooper removes the Wound he had previously
received, and increases the value of his VITA Attribute by one, placing a Power-Up 1
Token next to his base. If, in a later Order, he performs a Coup de Grâce against the
Unconscious enemy, he increases his VITA Attribute by another point and replaces

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SKILLS AND EQUIPMENT

the Power-Up 1 Token with a Power-Up 2 Token. The Trooper with Protheion now RELIGIOUS TROOP
has a VITA Attribute value of 4 and the enemy is removed from the game table.
Let’s say that the Trooper had not received any Wounds and still inflicts two Wounds The beliefs and teachings of their leaders have made these soldiers into
on his enemy. And, during the same Order, a different enemy opens fire on him from loyal warriors with an unshakable faith. The ardor of these zealots is
a distance and inflicts one Wound. In this case, the Trooper first increases his VITA enough to help them stand firm in battle even when their comrades have
value by two by inflicting two Wounds on the enemy in Close Combat, and then he given up hope.
receives the Wound caused by the enemy shooter. At the end of the Order, he has a
VITA Attribute value of 4 represented by a Power-Up 2 Token, and one Wound. RELIGIOUS TROOP
AUTOMATIC SKILL
Obligatory
REGENERATION
EFFECTS
This Special Skill represents the capacity of certain Troopers to heal from ► The user automatically passes all their Guts Rolls without requiring
damage they have received, by removing Wounds. a Roll. This means that the user is forced to hold their position and
cannot withdraw or seek cover after surviving an Attack.
REGENERATION ► However, if the player wants the user to withdraw or gain Cover after
AUTOMATIC SKILL surviving an Attack, then they may make a WIP Roll. If the Roll is a
success, the user can apply the Effects of failing the Guts Roll.
States Phase, Optional.
► The user is not affected by the Retreat! situation and does not enter
ACTIVATION the Retreat! State, acting normally until the end of the game.
► Automatic during the States Phase, if the player decides to use this ► Restriction: In a Retreat! situation, the user cannot voluntarily
Special Skill. abandon the game table unless the scenario rules indicate otherwise.
► The user is affected by the Loss of Lieutenant situation, including in a
EFFECTS Retreat! situation.
► During the States Phase, the user makes a Normal PH Roll:
► If the Roll is a success, the Trooper removes 1 Wound, cancelling the
Unconscious State if applicable.
► If the Roll fails, the Trooper receives 1 additional Wound. REMDRIVER
► This Special Skill remains active even when its owner is in a Null
state. This Special Skill allows its owner to provide MODs to a Remote in the
same Army List.

REMDRIVER
NOTE: DEPLOYMENT SKILL
Optional
If the Trooper receives a Wound, the player places a Regeneration Token beside the
Model, as a reminder to perform the check in the next States Phase. EFFECTS
► When deploying the owner of this Special Skill, the player will place
a REMDRIVER Token beside a Remote already deployed on the game
table.
► A Remote possessing a REMDRIVER Token will benefit from the MODs
appearing in round brackets in the Unit Profile of the owner of this
Special Skill.
► The player will remove the REMDRIVER Token at the end of the Order
in which the owner of this Special Skill enters any Null state.
► A Remote cannot have more than one REMDRIVER Token.

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SKILLS AND EQUIPMENT

REMOTE PRESENCE SAPPER

Remote Presence technology is a characteristic trait of unmanned TAGs This Special Skill allows its user to deploy in a fortified emplacement that
and Remotes. Remotes are controlled by a pseudo-AI and a suite of provides some in-game advantages.
expert programs that govern their combat behavior with precision and
fearless logic. TAGs, on the other hand, benefit from the autonomy of a SAPPER
human pilot, but Remote Presence technology allows these pilots, miles DEPLOYMENT SKILL / LONG SKILL
away from the battlefield, to focus on performance instead of safety.
Optional

REMOTE PRESENCE REQUIREMENTS


AUTOMATIC SKILL ► The space in which the user activates Foxhole State must have a
height and width equal or greater than the Silhouette Template of
Obligatory
this State.
EFFECTS ► Otherwise, the Trooper will not be able to enter Foxhole State and will
► Troopers with Remote Presence and the STR Attribute have two perform an Idle instead.
distinct levels of Unconscious State.
► When the Trooper receives as many Wounds as their STR Attribute EFFECTS
value, they enter Unconscious State like any other Trooper. However, ► In the Deployment Phase, the user may deploy in Foxhole State,
if the Trooper receives one Wound more than its STR value, they placing a Foxhole Token beside them.
do not enter Dead State as usual, but instead enter a second level ► In the Active Turn, a Trooper can use this Long Skill to enter Foxhole
of Unconscious State, signified by a second Unconscious Token State and place a Foxhole Token beside them.
(UNCONSCIOUS). Only if they receive one more Wound do they
enter Dead State and be removed from the table. This means that
a Remote Presence Trooper only enters Dead State if it has two or You can check Foxhole State in the Infinity States Module on page 157.
more Wounds more than its STR Attribute value.
► Regardless of which level of Unconscious State the Trooper is in, SENSOR
with a single successful WIP Roll with the Engineer Special Skill, or
successful PH Roll with a GizmoKit, they may remove all the Wounds Hyper-developed senses and sophisticated tracking technology are the
necessary to cancel their Unconscious State. two sides of the Sensor coin. Either way, the bottom line is the same: the
► Additionally, when using Engineer (or other Special Skills or piece of ability to uncover hidden threats in one’s immediate surroundings.
Equipment that specifically say so) to repair a Trooper with Remote
Presence, you may expend Command Tokens to reroll a failed WIP SENSOR
Roll. SHORT SKILL
► This Special Skill remains active even when its owner is in a Null
Attack, Optional, Zone of Control.
state.
EFFECTS
► By declaring Sensor, the user may make a Normal WIP+6 Roll
(without applying Range or Mimetism MODs) to simultaneously
Discover all enemy Troopers, Weapons or pieces of Equipment in the
Hidden Deployment or Camouflaged States, who are inside the user’s
Zone of Control.
► The user does not need LoF to a target, or to designate a target at all.
► Enemies with the Camouflage Special Skill cannot regain
Camouflaged State inside the Zone of Control of the user.
► Sensor also grants its user, automatically and without making Rolls
or spending Orders, a +6 MOD to WIP when declaring Discover
against Camouflage Markers.

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SKILLS AND EQUIPMENT

IMPORTANT
SHASVASTII
The Stealth Special Skill is not effective against Troopers with Sixth
Sense.
Racial Special Skill that represents the characteristic behavior of
Shasvastii combatants when they fall Unconscious.
REMEMBER
SHASVASTII A successful Dodge can cancel Engaged State if the Trooper can reach a
AUTOMATIC SKILL valid position that is outside Silhouette contact.

Obligatory

REQUIREMENTS
► The Trooper enters Unconscious State, and his player declares that SIXTH SENSE EXAMPLE
he is activating the Shasvastii Special Skill, whether in the Active or
Reactive Turn. SKILL: SIXTH SENSE
ARO: DODGE
EFFECTS
► The Unconscious State of Troopers using the Shasvastii Special Skill
(usually referred to as ‘Shasvastii-Embryo’) has the following special
rules:
► Instead of placing an Unconscious Token next to the Trooper, place
a Shasvstii-Embryo Token.
► To activate Shasvastii, the player must announce its use when the
Trooper enters Unconscious State.
► During the game, the Trooper is counted when calculating Victory
Points for the Retreat! situation, and for any other rules or
ACTIVE TROOPER MOVE
conditions required by the scenario. + BS ATTACK.
► At the end of the game, the Trooper’s Unconscious State loses
these special rules, so they are not counted when calculating
Victory Points. During his Active Turn, a Trooper advances in cover behind a Smoke Template.
There are no AROs to his advance because the first enemy does not have LoF due to
the Smoke and the second enemy is Engaged in Close Combat with another Trooper.
SIXTH SENSE With the second Skill of their Order, the Trooper decides to declare BS Attack
against the second enemy, so he must apply the MOD for a BS Attack into a Close
Troopers with this Special Skill have an uncanny ability to sense Combat.
imminent threats. This Sixth Sense is either an instinctive skill, or the As the second enemy has Sixth Sense and is the target of an Attack, he can declare
result of a pseudo-AI designed for threat detection and appraisal that Dodge as his ARO if he wants to avoid the Trooper’s shots.
senses immediate dangers. Troopers with Sixth Sense are able to
perceive the aggression level and hostile intent of their enemies without
needing to see them, allowing them to respond swiftly to any attack.
SPECIALIST OPERATIVE
SIXTH SENSE
AUTOMATIC SKILL The user of this Special Skill can accomplish missions and objectives
when playing scenarios, even if he does not have one of the roles
Optional
specified as a Specialist Troop in the scenario.
EFFECTS
► Allows the user to respond to Attacks (and only Attacks) directed at SPECIALIST OPERATIVE
them by enemies outside their LoF. For the purposes of drawing Line AUTOMATIC SKILL
of Fire to the attackers, the user has a 360° LoF arc, and if they are
Optional
in Engaged State, they can draw LoF to attackers outside their Close
Combat. EFFECTS
► If the user is the target of a BS Attack through a Zero Visibility Zone, ► Playing a mission or a scenario, the user of this Special Skill is
they ignore the -6 MOD from the resulting Poor Visibility Zone. considered to be a Specialist Troop and may use the special rules the
► If the user declares Dodge or Reset, no negative MODs are applied, mission or scenario specifies for this type of Trooper.
with the exception of the -6 PH MOD for Immobilized-A State, the -3 ► The user of this Special Skill will be considered to be a Specialist
WIP MOD for Immobilized-B State, and the -9 WIP MOD for Isolated Troop, even if he doesn’t fulfill any of the defining characteristics of
State. this type of Trooper (not being an Engineer, Doctor, Hacker, etc.) in the
scenario rules.

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SKILLS AND EQUIPMENT

STRATEGIC DEPLOYMENT STRATEGOS

This Special Skill allows its owner and the Troopers belonging to their This Special Skill identifies professional strategists, individuals with
same Fireteam to apply the Forward Deployment Special Skill. superior analytical minds and a wealth of knowledge on the art of war
and its psychological implications.
STRATEGIC DEPLOYMENT
DEPLOYMENT SKILL STRATEGOS L1
Optional AUTOMATIC SKILL
Optional
REQUIREMENTS
► During the Deployment Phase, the owner of this Special Skill must be REQUIREMENTS
the first member of the Fireteam to be deployed on the game table. ► In order to benefit from this Level of Strategos, the user must be the
► The owner of this Special Skill must be deployed as the Team Leader army’s Lieutenant.
of the Fireteam.
EFFECTS
EFFECTS ► During the Deployment Phase, you may set aside two Troopers and
► During the Deployment Phase, first the owner of this Special Skill, their Peripherals to deploy after your opponent instead of the usual
and then the rest of their Fireteam, can be deployed as if they have one.
the Forward Deployment (+4”) Special Skill. ► At the beginning of your Active Turn, during your Order Count, replace
► If a scenario or tournament rule provides the Forward Deployment any Special Lieutenant Orders with Regular Orders, adding them to
(+4”) Special Skill to any member of the Fireteam, the owner of the Order Pool of the Lieutenant’s Combat Group.
Strategic Deployment and the rest of the Fireteam can be deployed
as if they have the Forward Deployment (+8”) Special Skill.

STRATEGOS L2
AUTOMATIC SKILL
STEALTH
Optional

The user of this Special Skill has received special training with a focus REQUIREMENTS
on silent movement, the art of remaining undetected, and the capacity ► In order to benefit from this Level of Strategos, the user must be the
to strike an unsuspecting enemy with unrelenting close combat attacks army’s Lieutenant.
from out of the blue.
EFFECTS
STEALTH ► During the Tactical Phase of the Active Turn, in the Executive Use of
AUTOMATIC SKILL Command Tokens step, the user of this Special Skill may move a
Trooper to a different Combat Group without expending a Command
Optional.
Token.
REQUIREMENTS ► During the Deployment Phase, you may set aside two Troopers and
► The user of this Special Skill must be in his Active Turn. their Peripherals to deploy after your opponent instead of the usual
one.
EFFECTS ► At the beginning of your Active Turn, during your Order Count, replace
► The user can declare Cautious Movement inside the Zone of Control of any Special Lieutenant Orders with Regular Orders, adding them to
enemy Models and Markers. the Order Pool of the Lieutenant’s Combat Group.
► If the user declares Cautious Movement, or a Basic Short Skill with
the Movement Label, they only grant AROs to enemies that have LoF
to them.
► If any other Skill is declared, AROs are granted normally.
► If the user enters Silhouette contact with an enemy without entering
their LoF, and declares any of those other Skills, that enemy can only
declare CC Attack, Dodge, Reset, or those Skills that can be used in
Engaged State.

REMEMBER
Stealth is not effective against Troopers with the Combat Instinct or
Sixth Sense Special Skills, or against Deployable Weapons or pieces of
Equipment.

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SKILLS AND EQUIPMENT

SUPER-JUMP SUPER-JUMP EXAMPLE:

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
6”
Movement, Optional.

REQUIREMENTS
► At the end of its movement, the Trooper must be able to stand on a
surface equal to or larger than the size of its base.

EFFECTS
► With this Special Skill, the Jump Long Skill is turned into a Basic
Short Skill.
► It also allows a Trooper to jump vertically, horizontally, diagonally, or During their Active Turn, a Trooper with Super-Jump needs to get past an obstacle.
parabolically up to the distance value of the Jump Skill (6 inches) if As the obstacle is higher than their Silhouette Template, the Trooper must declare
Jump is declared as the first Short Skill of an Order, and an additional Jump in order to pass over it. Thanks to their Special Skill, the Trooper may declare
6 inches if it is declared again as the second Short Skill of the Order. another Short Skill, such as BS Attack during the Jump.
► By transforming Jump into a Basic Short Skill, the Super-Jump
Special Skill allows its user to perform other Basic Short Skills SUPER-JUMP AND MULTIPLE TROOPERS EXAMPLE:
or Short Skills while performing a Jump (for example: Jump + BS
Attack) (see Trooper Activation, p. 13). In the Active Turn, several Troopers have been activated with the same Order
► The user of this Special Skill may declare Jump as a Long Skill and (Fireteams, Peripherals, Coordinated Orders) and need to clear an obstacle. They
add 4 inches to his jumping distance. declare Jump as the first Skill of the Order. Any of the Troopers who have the Super-
► Restriction: When they declare Jump, Troopers with Super-Jump Jump Special Skill can declare Jump as a Basic Short Skill, while the other Troopers
cannot benefit from Partial Cover MODs anywhere along their each have a choice of declaring Jump as a Long Skill, or declaring an Idle.
trajectory.
► If the Trooper is or becomes Impetuous (due to having the Frenzy For the second Skill of the Order, any of the Troopers who declared an Idle, or
Characteristic or any other effect), he can use Jump in the Impetuous Jump as a Basic Short Skill, can declare a second Basic Short Skill or Short Skill
Phase. as normal. While the Troopers who declared Jump as a Long Skill have already
► The Unit Profile of certain Troopers indicates a value between declared their entire Order and cannot declare a second Skill.
brackets next to the Super-Jump Skill. It is the distance that Trooper
can jump, instead of the usual 6 inches of the Jump Skill.
► Super-Jump (Jet Propulsion): SUPER-JUMP (JET PROPULSION):
Troopers with this Skill listed in their Unit Profiles are able to control
the trajectory of their Jumps, which allows them to jump in one
direction and turn back through the air before they land on a surface.

REMEMBER
When declaring the use of Super-Jump, the complete and exact
trajectory that a Trooper will perform must be specified so the rival
player may declare all their AROs.
During their entire trajectory, Troopers have a 360° LoF.
When Jump is declared, the Prone State is automatically cancelled.

In his Active Turn, a Trooper with Super-Jump wants to Attack an enemy Trooper,
but without leaving themselves exposed in the next Order. In addition, an obstacle is
blocking his LoF. So, he decides to use his Super-Jump (Jet Propulsion) Special Skill
to perform a diagonal Jump, tracing a path that clears the obstacle blocking his LoF
allowing him to shoot at the enemy Trooper, and finally return back to the starting
position of the Jump.

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SKILLS AND EQUIPMENT

SURPRISE ATTACK TAGCOM

The user of this Special Skill is able to catch their adversaries unaware The TAGCom is the tactical uplink of the TAGs. It is their operational support
by declaring Attacks that are difficult to avoid. and their eyes and ears on the ground, so it improves their survivability.

SURPRISE ATTACK TAGCOM


AUTOMATIC SKILL AUTOMATIC SKILL
Obligatory Optional

REQUIREMENTS EFFECTS
► To use this Special Skill, Troopers must be in Marker form (for ► While the user is deployed on the table in a non-Null State, all TAGs in
example, Camouflaged, Impersonation, Decoy, Holoecho…) or in their Combat Group benefit from the MODs listed between brackets
Hidden Deployment at the start of the Order in which they are in the user’s Unit Profile.
activated. ► Individual TAGCom MODs are not cumulative, the player may only
► The user must declare a CC Attack, BS Attack, or Comms Attack. apply those that are different from each other.
► The user of this Special Skill must be in their Active Turn.

EFFECTS TERRAIN
► This Attack imposes an additional negative MOD, as shown in round
brackets in the Unit Profile [Surprise Attack (-3), Surprise Attack Some units receive additional training to navigate and fight effectively on
(-6)…]. This MOD only applies to targets of the Attack and applies to a certain type of terrain
any Skill Roll that those targets perform in ARO.
► If a specific Attribute is listed between brackets in the Unit Profile, TERRAIN
such as Surprise Attack (CC-6), the negative MOD only applies to that AUTOMATIC SKILL
Attribute of the targets of the Attack. This MOD is not cumulative with
Optional
other MODs imposed by Surprise Attack, for example if the Trooper
has both Surprise Attack (-3) and Surprise Attack (CC-6). REQUIREMENTS
► Restriction: This Skill cannot be used again until the Trooper returns ► The Type of Terrain of the Terrain area must match the Type of Terrain
to Marker form. printed on the user’s Troop Profile.

EFFECTS
► The user is granted a +1 inch bonus to the first value of their MOV Attribute.
TACTICAL AWARENESS ► This bonus only applies when declaring a Skill with the Movement
Label in the Terrain area.
This Special Skill defines a higher knowledge of the tactical environment ► The user may move normally through Terrain areas of their Terrain
allowing its user a greater operational capability, providing him with an Type without applying any of the Movement restrictions provided by
extra Tactical Order. that Terrain area.
► If the user’s Terrain Special Skill lists several Terrain Types between
TACTICAL AWARENESS brackets on their Unit profile, the player must choose one of them
AUTOMATIC SKILL when placing the Trooper on the gaming table.
► Users with Terrain (Total) apply these Effects to all Types of Terrain
Optional
available in the rules (Aquatic, Desert, Mountain, Jungle, or Zero-G).
EFFECTS
► This Special Skill grants its user a Tactical Order in addition to the one
provided by their Training Characteristic (Regular or Irregular). TOTAL REACTION
► During the Order Count step, if the user is on the game table as a
Model or Marker, the player places a Tactical Order beside the user. Troopers with this Special Skill have higher than normal offensive
► If the Trooper is deployed on the game table during the Order Phase, reaction capabilities in ARO.
a Tactical Order must be placed next to the Trooper who has this
Special Skill. TOTAL REACTION
► If the Trooper with this Special Skill is a member of a Fireteam and is AUTOMATIC SKILL
designated as the Team Leader, this Order can be used to activate the
Optional
Fireteam.
EFFECTS
► When performing a BS Attack ARO, the user may use the full Burst (B)
of their weapon.
► AROs must choose one of the Troopers activated by the Order as
their target.

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SKILLS AND EQUIPMENT

TRANSMUTATION

This Special Skill represents the user’s ability to transform into a different type of Trooper with its own Attributes and Skills.

TRANSMUTATION
AUTOMATIC SKILL

REQUIREMENTS
► The user must meet the condition indicated between brackets next to the Skill.

EFFECTS
► Different types of Transmutation are characterized by the cause that triggers the Trooper’s transformation, which forces or allows them to use their
second Unit Profile.
► When the Trooper transforms, the Model corresponding to the first Unit Profile is replaced with the Model corresponding to the second Unit Profile. If there
is no alternative Model, place a Transmuted (TRANSMUTED) Token (or the corresponding Token if there is a specific one) beside the user, indicating their
new profile.
► The VITA/STR Attribute points of a Trooper possessing this Special Skill are shared among all of their Unit Profiles. So, any Wounds received by one of the
Unit Profiles also apply to the other Unit Profiles.
► Similarly, States are also shared by the different Unit Profiles, if applicable.
► Transmutation (X):
► A Trooper with this Skill is deployed with their first Unit Profile.
► The value listed between brackets in the Unit Profile after the name of this Skill specifies how many Wounds the Trooper must receive before changing
to their second Unit Profile.
► The Trooper and their initial Unit Profile must be replaced by the second Unit Profile—and the Model representing it—at the end of the Order in which the
initial Unit Profile has received at least as many Wounds as the value between brackets after the name of this Skill.
► Transmutation (Escape System-X):
► This works the same way as Transmutation (X), but when the Unit Profile and Model are replaced, an Eclipse Special Ammo Circular Template must be
placed, centered on the Model.
► The number of Wounds required to change Unit Profiles is listed in the name of the Skill in brackets after “Escape System”.
► Transmutation (Hatching):
► The Trooper with this Skill is deployed with its first Unit Profile, but using a Seed-Embryo Token instead of a Model.
► If the Trooper has any Skill that allows it to deploy in Marker form, it uses that Marker instead of the Seed-Embryo Token. If the Trooper is Discovered or
it reveals itself, the Marker is replaced with the Seed-Embryo Token.
► Similarly, if the Trooper has any Deployment Skill with the Airborne Deployment Label, then it will deploy as a Seed-Embryo Token, and it will apply the
rules of its Airborne Deployment Skill as usual.
► The Trooper will change to its second Unit Profile and replace the Marker or the Seed-Embryo Token with the Model that corresponds to its Developed
Form whenever:
► It declares a Skill with the Movement Label as the first Short Skill of its Order. When this happens, its second “Developed Form” Unit Profile is used for
the entire Order Sequence.
► It performs a successful Dodge ARO. The Developed Form profile is applied before the Dodge move is performed.
► Transmutation (Auto):
► The Trooper may deploy using any of their Unit Profiles.
► By performing any Skill with the Movement Label, a Trooper with Transmutation (Auto) may switch between the different Unit Profiles listed in their
Unit Profile. This change always happens at the beginning of their Movement, applying the new Unit Profile for the entire sequence of that Movement.
► This will affect the distance the Trooper can move across the game table, depending on the MOV Attribute of the chosen Unit Profile.
► Transmutation (WIP):
► The Trooper with this Skill is deployed with its first Unit Profile.
► When a Trooper activates, before declaring its Order or ARO, by passing a Normal WIP Roll the Trooper may change to its second Unit Profile. When this
happens, its second Unit Profile is applied during that Player Turn.
► If the player fails the WIP Roll, the Trooper continues to use its first Unit Profile, though he may try again in its next Order or ARO.
► If a MOD is listed after the Skill in the Unit Profile, that MOD applies to these WIP Rolls.

REMEMBER
Game Sequence and Transmutation (X)/(Escape System-X):
If the number of Wounds received is equal to or higher than the value between brackets after the name of this Skill, the Unit Profiles must be changed
after making the Guts Roll.

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SKILLS AND EQUIPMENT

EXAMPLES OF TRANSMUTATION TRIANGULATED FIRE

TRANSMUTATION (X): These detection systems can also aid in the precise triangulation of the
A Trooper with Transmutation (2) receives three simultaneous hits. He makes target, resulting in more effective target acquisition.
his three Saving Rolls and fails two of them, so he receives 2 Wounds. The
Trooper changes to his second Unit Profile and replaces his current Model with TRIANGULATED FIRE
the alternative one, placing his Wounds next to it. Thus, the Trooper will remain LONG SKILL
active on the table, but he still has 2 Wounds. If there is no alternative Model, the
Attack, Optional.
Transmuted Token is used to indicate the change of Unit Profile.
REQUIREMENTS
TRANSMUTATION (ESCAPE SYSTEM-X): ► The user must have LoF to the target.
A Trooper takes multiple hits and receives 2 Wounds. Since this is the number
indicated in his Transmutation (Escape System-2) Skill, the player replaces the EFFECTS
Model of the TAG with that of its Operator and places the Eclipse Special Ammo ► Allows the user to declare a BS Attack against a target without
Circular Template centered on the Operator. applying any MODs to the Roll (Range, Cover, Special Skills such as
If the Trooper is in Stunned and Immobilized-B States when the Unit Profile and the Mimetism...).
Model are changed, the Trooper retains both State Tokens. ► The only exception are MODs that affect Burst (B), which are applied
normally.
TRANSMUTATION (WIP):
A Trooper with Transmutation (WIP-3) is activated in an ARO. Before declaring the
Skill it will perform, its player makes a WIP-3 Roll, and it is successful. Having IMPORTANT
passed the Roll, he may use the Trooper’s second Unit Profile for this ARO. 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.

VULNERABILITY

There are Troops who, no matter how resilient, possess a vulnerability to


certain attacks, weapons or ammunitions.

VULNERABILITY
AUTOMATIC SKILL
Obligatory

EFFECTS
► The user is vulnerable to a type of Attack, weapon or Ammunition
listed between brackets in its Unit Profile. The user’s Immunity
Special Skill cannot be used when facing such an Attack or Special
Skill.

114
SKILLS AND EQUIPMENT

VULNERABILITY EXAMPLE AI MOTORCYCLE

A Trooper with Immunity (Enhanced) and Vulnerability (Viral) they cannot apply the An AI Motorcycle is a Motorcycle that, when its rider dismounts, becomes
effects of Immunity (Total) (treating all Ammunition types as Normal Ammunition a Peripheral (Synchronized) Remote.
and ignoring their special effects) to any weapon with “Viral” in its name.

AI MOTORCYCLE
AUTOMATIC EQUIPMENT
WARHORSE
EFFECTS
This soldier has survived years of active duty in the thick of the fight and ► Units equipped with an AI Motorcycle have two different Unit Profiles,
has picked up more than a few tricks along the way. applying the Transmutation (Auto) rules to change between them:
► Use the Mounted Trooper Profile when the Trooper is riding his or
WARHORSE her AI Motorcycle, applying the rules for the Motorcycle piece of
AUTOMATIC SKILL Equipment.
When changing to this Profile, the Dismounted Trooper Model
Optional
must be in Silhouette Contact with the Peripheral Model. Replace
EFFECTS the Peripheral Model with the Mounted Trooper Model, then
► The user is not affected by the Loss of Lieutenant situation and remove the Dismounted Trooper Model (See Replacing Models and
remains Regular. Markers, page 22).
► The user is not affected by the Retreat! situation, remains Regular, ► Use the Dismounted Trooper Profile when the Trooper
and does not enter Retreat! State, acting normally until the end of the dismounts and moves on foot, applying the rules for Peripheral
game. (Synchronized) to the AI Motorcycle. When changing to this Profile,
► The user cannot enter Isolated State (caused by Ammunition, Hacking replace the Mounted Trooper Model with the Peripheral Model,
Programs, scenario special rules, etc.). then place the Dismounted Trooper Model in Silhouette contact
with it.
► There are two different sets of weapons listed, the first one is for the
IMPORTANT Mounted Trooper Profile, and the second one is for the Dismounted
The Special Skill BS Attack (-X) has no effect against Troopers with the Trooper Profile.
Warhorse Special Skill. ► Restriction: If the Peripheral (Synchronized) Remote is in Isolated,
IMM, or any Null State, the Trooper cannot change to its Mounted
Trooper Profile.
EQUIPMENT IN INFINITY ► Restriction: The Mounted Trooper Profile cannot benefit from any
Supportware affecting the Peripheral (Synchronized) Remote, so it is
Same as Skills, pieces of Equipment allow a Trooper to perform unique canceled for that Trooper at the moment the Mounted Trooper Profile
actions or gain exclusive benefits. These special Effects provided by is applied.
Equipment are detailed next.

IMPORTANT ALBEDO
Some pieces of Equipment can have different Levels, and these are not
cumulative. Therefore, Troopers may only use the MODs and special An Albedo jams Multispectral Visors and targeting systems, preventing
rules of a piece of Equipment specific to the Level they have. its bearer from being the target of an Enemy Trooper carrying that piece
of Equipment.
360° VISOR
ALBEDO
This piece of Equipment expands the user’s LoF arc. AUTOMATIC EQUIPMENT
Obligatory, NFB.
360° VISOR
AUTOMATIC EQUIPMENT EFFECTS
► Any enemy with a Multispectral Visor or the Marksmanship Special
Obligatory
Skill who declares a BS Attack requiring LoF, or Discover, against the
EFFECTS bearer of this piece of Equipment must apply a negative MOD to their
► This type of Visor provides its user with a 360˚ LoF arc, rather than Attribute, as shown in round brackets in the Unit Profile : Albedo (-3),
the usual 180˚ arc. Albedo (-6)…
► The Albedo MOD does not apply to CC Attacks.

115
SKILLS AND EQUIPMENT

BAGGAGE BIOMETRIC VISOR

This piece of Equipment reflects the supplies the player’s combat force This piece of Equipment has been conceived to reduce the effects of the
has available. different impersonation and disguise technologies.

BAGGAGE BIOMETRIC VISOR


AUTOMATIC EQUIPMENT AUTOMATIC EQUIPMENT
Obligatory, No Roll. Obligatory

EFFECTS EFFECTS
► An Allied Trooper inside the Zone of Control of this Trooper may ► The user ignores the WIP-3 MOD imposed by the Impersonation-1
perform the Reload Common Skill to either cancel their Unloaded State.
State, or to regain all expended uses of their Disposable weapons or ► If the user passes a Discover Roll against a Trooper in
pieces of Equipment. This effect may only be applied to a single Allied Impersonation-1 State, that Trooper’s Impersonation State is
Trooper per Order. canceled and their IMP-1 Marker is replaced with the corresponding
► In the States Phase, each Allied Trooper inside the Zone of Control Model.
of this Trooper may automatically cancel their Unloaded State, or ► Users of a Biometric Visor ignore Surprise Attack MODs from
regain all expended uses of their Disposable weapons or pieces of attackers benefitting from Impersonation or Holoecho States, if they
Equipment. have LoF to the attacker. In addition, they also ignore Surprise Attack
► Recovering the use of Disposable weapons and pieces of Equipment MODs from CC Attacks from those attackers even if they don’t have
does not affect any weapons and pieces of Equipment that were LoF to the attacker.
already deployed on the gaming table.

You can check Unloaded State in the Infinity States Module on page 168.
CUBE
BANGBOMB
This indicates that the Trooper has an automated memory recording and
Users of Bangbombs often throw them at their own feet while dodging storage device, commonly known as a Cube.
enemy fire, because, when the Bangbombs hit the ground and detonate,
they create a curtain of reflective particles that enhance the flash of the Troopers with a Cube are easier to heal. Additionally, Cube-wearing
blast, making it easier for the user to dodge and evade enemy attacks. casualties can potentially be recovered for use in future missions.

BANGBOMB CUBE / CUBE 2.0


AUTOMATIC EQUIPMENT AUTOMATIC EQUIPMENT
Optional
EFFECTS
REQUIREMENTS ► When using the Doctor Special Skill (or other Special Skills or pieces
► An enemy Trooper within the user’s LoF or ZoC declares an Attack of Equipment that explicitly say so) to heal a Trooper with a Cube, you
against them. can expend Command Tokens to re-roll a failed WIP Roll.
► The user declares a Dodge.

EFFECTS
► The user applies a MOD to their Dodge Rolls. This MOD is listed in
brackets after the name of this piece of Equipment in the user’s Unit
Profile.
► Restriction: This piece of Equipment cannot be used if the Attack is
made with a Template Weapon.

116
SKILLS AND EQUIPMENT

DAZER DEACTIVATOR
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
The Dazer is Deployable Equipment that creates a Terrain Zone in its
BS WEAPON (WIP)
Zone of Control, which hinders movement for other Troopers. DEACTIVATOR -- -- -- -- 1
[***]

DAZER
RANGE

8” 16” 24” 96”


AUTOMATIC EQUIPMENT +6 +3 -6

Deployable, Disposable (3), Zone of Control.

EFFECTS DEPLOYABLE COVER


► This piece of Equipment generates a Difficult Terrain area of infinite
height in its Zone of Control. A portable defense system designed to place a Scenery Element on the
► Troopers with the Terrain (Total) Special Skill ignore the effects of battlefield to provide cover.
the Dazer and benefit from their MOD when declaring Skills with the
Movement Label. DEPLOYABLE COVER
► A deployed Dazer remains on the table until the end of the game, or AUTOMATIC EQUIPMENT
until it is destroyed.
Deployable, Disposable (1), Indiscriminate.

DAZER EFFECTS
Name
Number of Saving Roll
Ammo PS B Traits ► When the player declares the Place Deployable Common Skill, the
Saving Rolls Attribute
Trooper places the Deployable Cover Scenery Element on the game
DISPOSABLE (3),
DAZER - - - - - DEPLOYABLE, ZONE table.
OF CONTROL.
► The Deployable Cover Scenery Element has a Silhouette Attribute of
ARM PB EST S 3.
0 0 1 0 ► Deployable Cover allows the Partial Cover rule to be applied, or
variants as specified in this rule.
► The Deployable Cover Scenery Element must be removed from the
DEACTIVATOR game table if it suffers a successful Attack from the Deactivator piece
of Equipment.
This device is capable of deactivating traps and automated weapons ► There are two variants of Deployable Cover, each with its own
deployed by the Enemy. features. The player must indicate which one he is using when he
declares Place Deployable:
DEACTIVATOR ► Deployable Cover: Cutting Foam (CF):
SHORT SKILL ► Enemy Troopers cannot claim Partial Cover from this type of
Deployable Cover.
Attack
► Deployable Cover: Vitroferro (VF):
REQUIREMENTS ► Troopers claiming Partial Cover from this type of Deployable
► The target must be within the user’s LoF or ZoC. Terrain do not inflict a -3 BS MOD to their attacker’s BS Attack
► A Deactivator can only target enemy Deployable Weapons and Rolls.
Deployable pieces of Equipment that have been deployed on the ► When in Silhouette contact, the Trooper applies a +6 MOD to
game table, but never Camouflage Markers. their Saving Roll, instead of the usual +3 MOD.
► Restriction: If the total value of the Trooper’s ARM/BTS Attribute
EFFECTS plus MODs exceeds 12, apply a total of 12 instead. Then add the
► The user of Deactivator, by passing a Normal WIP Roll, may deactivate Attack’s PS value.
the enemy Deployable Weapon or Deployable piece of Equipment ► If the Unit Profile lists only one of these variants in brackets, the
(Mines, FastPandas, WildParrots, Deployable Cover, Deployable Trooper may only use that variant.
Repeaters, Artillery Turrets, etc.).
► The WIP Roll only applies MODs for Range, but not those from Special
Skills (for example Mimetism), or Cover.
Sibylla explains:
► If the user passes the WIP Roll, the enemy Deployable weapon or
Deployable piece of Equipment is removed from the game table. A Trooper claiming Partial Cover from Deployable
Cover (Vitroferro) applies a maximum MOD of +6 to
his Saving Roll, even if he is in Partial
Cover from another piece of scenery. Also,
he cannot apply the -3 BS MOD to the enemy
Attacker’s BS Attack Roll. All this only
applies if the Attacker cannot get a full
view of the Trooper’s Silhouette past the
Deployable Cover.

117
SKILLS AND EQUIPMENT

IMPORTANT
FASTPANDA
As the Deployable Cover is a Scenery Element, it does not hinder the
movement of Allied or Enemy Troopers who are taller than its Silhouette
Template. The FastPanda is a self-propelled hacking range amplifier designed for
short-range remote deployment to key areas of the battlefield.

DEPLOYABLE REPEATER FASTPANDA


AUTOMATIC EQUIPMENT
This is a hacking range amplifier designed for deployment onto the
battlefield. You may check the Combat Module on page 56. EFFECTS
► When the player declares the Place Deployable Common Skill, the
ECM user of this piece of Equipment can deploy the FastPanda Model
totally inside of his Zone of Control rather than in contact with his
Electronic Countermeasures cover all systems carried by Troopers, Silhouette.
Vehicles and TAGs with the goal of disrupting and deactivating enemy ► The FastPanda is a piece of Equipment that contains a Repeater.
guided projectiles, Comms Attacks etc. depending on the type of ECM they ► A deployed FastPanda remains on the table until the end of the game
are equipped with. or until it is destroyed.

ECM
AUTOMATIC EQUIPMENT FASTPANDA
Number of Saving Roll
REQUIREMENTS Name
Saving Rolls Attribute
Ammo PS B Traits

► In order to use this Automatic Equipment, its owner must be the Disposable (1),
FASTPANDA -- -- -- -- 1 Indiscriminate, Perimeter,
target of the Attack type listed in round brackets. Deployable, Zone of Control

EFFECTS ARM BTS STR S


0 0 1 1
► ECM imposes a series of negative MODs on the Enemy when they
attempt to Attack the Trooper that owns it.
► Both the affected Attack type and the MOD that it imposes are listed in
the Unit Profile of the Trooper. FIREWALL

Certain pieces of Equipment, Hacking Devices, and programs incorporate


defense mechanisms against Comms Attacks. Check the complete rules
in the Infinity Combat Module on page 55.

118
SKILLS AND EQUIPMENT

GIZMOKIT HACKING DEVICE

Special piece of Equipment that allows other Models with the Structure Hacking Devices are the tools used during cybercombat. Multipurpose
Attribute to remove Wounds. and versatile, these devices can be useful as support elements or to
perform powerful cyberattacks, depending on the Device.
GIZMOKIT
SHORT SKILL HACKING DEVICE
Non-Lethal EQUIPMENT
Comms Equipment
REQUIREMENTS
► The target of a GizmoKit must be an Allied Model. EFFECTS
► A GizmoKit can be used in one of two ways, each one with their own ► Allows the use of the Carbonite, Oblivion, Spotlight, and Total Control
Requirements: Hacking Programs.
► To use it remotely, the user must have LoF to the target.
► To use it as a piece of contact equipment, the user must be in
Silhouette contact with the target.
HACKING DEVICE PLUS
EFFECTS EQUIPMENT
► Used remotely, a GizmoKit is a Non-Lethal BS Weapon. If the user
Comms Equipment
passes a BS Attack Roll, applying the corresponding MODs (for
Range, Cover, etc.), the target performs a single PH Roll. EFFECTS
► A GizmoKit can also be used in Silhouette contact. To do so, the user ► Allows the use of the Carbonite, Cybermask, Oblivion, Spotlight, Total
must spend one Short Skill, without the need for a Roll, and their Control, and White Noise Hacking Programs.
target performs a PH Roll.
► In both cases, by passing the PH Roll, the target removes a Wound.
This cancels Unconscious State if applicable. If the PH Roll is
failed, the target receives a Wound instead of removing it, entering KILLER HACKING DEVICE
Unconscious or Dead State if applicable. EQUIPMENT
► The target of a GizmoKit does not perform a Saving Roll.
Comms Equipment
► A GizmoKit can be used as many times as necessary to remove all the
Wounds that the target has. EFFECTS
► If, due to a Special Skill or rule, a Trooper receives more than one ► Allows the use of the Cybermask and Trinity Hacking Programs.
successful hit or use of GizmoKit during the same Order, if any of the
corresponding PH Rolls is successful, the Trooper removes a Wound.
Even if the Trooper passes every PH Roll, they only remove one
single Wound. EVO HACKING DEVICE
► If a Trooper lists GizmoKit in their Unit Profile with a PH value EQUIPMENT
between brackets, the Trooper will use this PH value when a
Comms Equipment
GizmoKit is used on them.
► GizmoKit and Remote Presence: EFFECTS
Regardless of which level of Unconscious State the target is in, with ► Allows the use of the Assisted Fire, Controlled Jump, Enhanced
a single successful PH Roll, they remove all the Wounds necessary to Reaction, and Fairy Dust Hacking Programs.
cancel their Unconscious State.

REMEMBER
GIZMOKIT
Number of Saving Roll Both Hackers and Hacking Devices may benefit from Upgrades. Check all
Name Ammo PS B Traits
Saving Rolls Attribute the rules on Hacking on page 54.
GizmoKit 1 No-Letal
RANGE

8” 16” 24” 96”


+3 0 -6

119
SKILLS AND EQUIPMENT

HOLOMASK MEDIKIT

A nanotechnological tridimensional pseudo-solid image emitter, Special piece of Equipment that allows other Models to regain
conceived to hide the identity of its user and make it resemble another consciousness.
trooper in its army.
MEDIKIT
HOLOMASK SHORT SKILL
AUTOMATIC EQUIPMENT Non-Lethal
Optional
REQUIREMENTS
EFFECTS ► A MediKit’s target must be an Allied Model in Unconscious State,
► During the Deployment Phase, it allows the user to deploy in unless certain scenario rules say otherwise.
HoloMask State. ► A MediKit can be used in one of two ways, each one with their own
► In game, it allows the user to enter HoloMask State. Requirements:
► To use it remotely, the user must have LoF to the target.
You can check Holomask State in the Infinity States Module on page 160. ► To use it as a piece of contact equipment, the user must be in
Silhouette contact with the target.
HOLOPROJECTOR
EFFECTS
A nanotechnological tridimensional pseudo-solid image emitter, ► Used remotely, a MediKit is a Non-Lethal BS Weapon. If the user
conceived to hide the identity of its user or to deceive the adversaries passes a BS Attack Roll, applying the corresponding MODs (for
regarding the number of enemies they have to face. Range, Cover, etc.), the target performs a single PH Roll.
► A MediKit can also be used in Silhouette contact. To do so, the user
HOLOPROJECTOR must spend one Short Skill without needing a Roll, and their target
AUTOMATIC EQUIPMENT performs a PH Roll.
► In both cases, by passing the PH Roll, the target may remove one
Optional, NFB.
Wound and cancel their Unconscious State. If the PH Roll is failed,
EFFECTS the target automatically enters Dead State and is removed from the
► This piece of Equipment allows its bearers to deploy in Holoecho game table.
State when they are placed on the table. ► The target of a MediKit does not perform a Saving Roll.
► In game, it allows the user to enter Holoecho State. ► A MediKit can be used as many times as necessary to cancel a
Trooper’s Unconscious State, as long as they pass the corresponding
You can check Holoecho State in the Infinity States Module on page 158. PH Roll.
► If, due to a Special Skill or rule, a Trooper receives more than one
successful hit or use of MediKit during the same Order, if any of the
corresponding PH Rolls is successful, the Trooper removes a Wound
and cancels their Unconscious State. In this case, even if the Trooper
passes every PH Roll, they only remove one single Wound.

MEDIKIT
Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
Medikit - - - - 1 No-Letal, [***]
RANGE

8” 16” 24” 96”


+3 0 -6

120
SKILLS AND EQUIPMENT

MOTORCYCLE MULTISPECTRAL VISOR LEVEL 3


AUTOMATIC EQUIPMENT
Motorcycles are single-person light transports that offer great
Obligatory
maneuverability at top speeds. For game purposes, Motorcycles are not a
Vehicle (VH). EFFECTS
► This Visor reduces MODs from Mimetism, and from Visibility Zones,
MOTORCYCLE to 0.
AUTOMATIC EQUIPMENT ► In addition, it allows its user to draw LoF through Visibility Zones
without having to apply that Zone’s MODs to any Skill that requires
EFFECTS LoF.
► Restriction: Troopers mounted on a Motorcycle cannot enter Prone ► Troopers equipped with this piece of Equipment do not make Face to
State. Face Rolls against weapons that use Smoke Ammunition.
► Restriction: Troopers mounted on a Motorcycle cannot declare Climb ► When performing Discover against a target in Camouflaged State, the
or use ladders. user’s WIP Roll is automatically a success.
► Restriction: Troopers mounted on a Motorcycle cannot Jump ► Users of a Multispectral Visor L3 ignore Surprise Attack MODs if they
vertically or diagonally upward, they can only Jump horizontally and have LoF to the attacker. In addition, they also ignore Surprise Attack
vertically or diagonally downward. MODs from CC Attacks even if they don’t have LoF to the attacker.
► Restriction: Troopers mounted on a Motorcycle cannot declare ► Additionally, the user may perform an Attack on a Camouflage Marker
Cautious Movement. (CAMO) without making a previous Discover Roll, but they must apply
the Mimetism MOD indicated on the Marker. Performing this Attack
does not reveal the target before the rest of the army.
REMEMBER
A Trooper on a Motorcycle may drive up ramps and stairs as long as they
respect the General Movement Rules. However, they cannot use ladders. NANOSCREEN

This is a device that generates a thick cloud of nanobots that protects its
MULTISPECTRAL VISOR user against ranged Attacks.

This piece of Equipment was designed to combat the effects of different NANOSCREEN
military concealment and camouflage technologies. AUTOMATIC EQUIPMENT
Obligatory
MULTISPECTRAL VISOR LEVEL 1
AUTOMATIC EQUIPMENT REQUIREMENTS
► The user is the target of a BS Attack.
Obligatory

EFFECTS EFFECTS
► This Visor reduces the MODs of Mimetism (-3), and of Low Visibility ► The Nanoscreen imposes a -3 BS MOD on the attacker’s BS Attack
Zones, to 0. Rolls, and provides a +3 MOD to the user’s Saving Rolls.
► This Visor reduces the MODs of Mimetism (-6), and of Poor Visibility
Zones, to -3.
► Additionally, it allows the user to draw LoF through Zero Visibility REMEMBER
Zones, applying a -6 MOD to any Skill that requires LoF. This device cannot be used against CC Attacks.
► Troopers equipped with this piece of Equipment do not make Face to
Face Rolls against weapons using Smoke Ammunition.
REPEATER

This is a range amplifier for Hackers. You may check the Combat Module
MULTISPECTRAL VISOR LEVEL 2 on page 56.
AUTOMATIC EQUIPMENT
Obligatory

EFFECTS
► This Visor reduces MODs from Mimetism and from Visibility Zones to 0.
► In addition, it allows its user to draw LoF through Visibility Zones without
having to apply that Zone’s MODs to any Skill that requires LoF .
► Troopers equipped with this piece of Equipment do not make Face to
Face Rolls against weapons that use Smoke Ammunition.

121
SKILLS AND EQUIPMENT

SYMBIOMATE SYMBIOMATE GAME EXAMPLE-1

The SymbioMate is a single use piece of Equipment that allows its owner, During the Deployment Phase, the Tohaa Player assigns two of their Kaeltar Specialists’
in whose Unit Profile the SymbioMate is listed, to assign it to a Trooper in SymbioMates to a Gorgos and a Sakiel, two Troopers with the Transmutation (X) Special
the same Army List, called the user, in order to provide additional combat Skill.
advantages. During the game, the Gorgos receives, in the same Order, a successful hit with DA
Ammunition, and a successful Attack with Forward Observer. As the Gorgos possesses

SYMBIOMATE a SymbioMate they are forced to use it. Thanks to the Immunity (Enhanced) Special Skill,

AUTOMATIC EQUIPMENT the TAG treats the DA hit as Normal Ammunition, applying an ARM value of 9, and is not
affected by the Forward Observer Attack. At the end of the Order, the player must remove
Assignable (Transmutation), Obligatory.
the SymbioMate from the game table.
REQUIREMENTS Let’s suppose the Gorgos received two successful hits from a weapon with the
► The SymbioMate must be used when the Trooper is forced to make a Continuous Damage Trait and also an Attack with a Hacking Program. The Gorgos is
Saving Roll. forced to use the SymbioMate, so the TAG ignores the Continuous Damage Trait (thanks
to the Immunity (Enhanced) Special Skill) applying an ARM Attribute value of 9. However,
EFFECTS the Gorgos must perform a Saving Roll against BTS for the Hacking Attack, using the
► A SymbioMate provides its user with ARM and BTS values of 9— Attribute value of 9 provided by the SymbioMate. At the end of the Order, the player must
replacing the ARM and BTS values of the user’s Unit Profile—and it remove the SymbioMate from the game table.
also provides the Immunity (Enhanced) Special Skill. In addition, the If the Gorgos was in Partial Cover, it would apply the -3 MOD to Damage, if applicable.
SymbioMate can be used against Comms Attacks. Later, the Kaeltar Specialist who is the owner of the Sakiel’s SymbioMate passes to Dead
► When a Trooper with a SymbioMate is forced to make any Saving State. However, even though the Kaeltar model is removed from the game table, the
Rollsagainst ARM or BTS, they perform those Saving Rolls with an player will not remove the Sakiel’s unused SymbioMate.
ARM/BTS Attribute value of 9, applying the Immunity (Enhanced)
Special Skill if applicable. Any other Saving Rolls against ARM or BTS SYMBIOMATE GAME EXAMPLE-2
during the same Order also apply the ARM and BTS values of 9, and the
Immunity (Enhanced) Special Skill. In the next Game Round, during a heroic action, the Sakiel suffers two successful hits
► Against Comms Attacks, players apply the ARM and BTS values of 9 but with AP Ammunition and one Critical hit with DA Ammunition, all of them in the same
not the Immunity (Enhanced) Special Skill. Order. As the Sakiel has a SymbioMate, he must use it, so he treats all three hits as
► This is a single-use piece of Equipment, the SymbioMate will be Normal Ammunition due to the Immunity (Enhanced) Special Skill, performing a total of
removed from the game table at the end of the Order in which it was four Saving Rolls with an ARM value of 9—one Saving Roll for each hit and an additional
used. Saving Roll due to the Critical. At the end of that Order, the player must remove the
SymbioMate.
If the Sakiel suffers a successful Attack with a weapon loaded with PARA Ammunition, he
cannot apply the Immunity (Enhanced) Special Skill as PARA Ammunition does not force
Saving Rolls against the ARM or BTS Attributes.

122
SKILLS AND EQUIPMENT

TINBOT EXAMPLES OF TINBOT TYPES

A TinBot is a semi-autonomous piece of Equipment that remains near its TinBot: Firewall (-3)
owner and provides him with some bonus or benefit. Indicates that, when the owner of the TinBot is targeted by a Comms Attack, the
Enemy applies a -3 Firewall MOD.

TINBOT TinBot: Guided (-6)

AUTOMATIC EQUIPMENT Indicates that, when the owner of the TinBot is targeted by a Guided Attack, the
Enemy applies a -6 MOD.
Comms Equipment, Prior Deployment.
TinBot: Discover (+3)
REQUIREMENTS Indicates that, when the owner of the TinBot declares the Discover Skill, they apply
► A TinBot grants its MODs or additional advantages as long as its a +3 WIP MOD.
owner is not in any Null State (Unconscious, Dead, Sepsitorized, etc.)
or Isolated State. X-VISOR

EFFECTS This piece of Equipment increases its user’s accuracy at difficult ranges.
► TinBot Models and Tokens are State Tokens, so they cannot block
movement or LoF, or be targeted by any Skill. X-VISOR
► If the owner of a TinBot enters Dead State, remove the TinBot from AUTOMATIC EQUIPMENT
the game alongside its owner.
Obligatory.
► A TinBot grants its owner with different MODs, Special Skills, or
pieces of Equipment. The player will apply the one specified next to EFFECTS
the TinBot, in the Unit Profile. ► This piece of Equipment alters the Range MODs of the user’s BS
► If the owner of a TinBot is part of a Fireteam, every member of the Weapons, Special Skills, and Equipment from -3 to 0 and from -6 to
Fireteam benefits from the TinBot. -3.
► If the members of a Fireteam have more than one TinBot between ► X-Visor benefits also apply to Common Skills with Range bands, such
them that grants the same advantages, they can only use one of them as Discover and Suppressive Fire.
per declared Order or ARO. If the TinBots grant different MODs for the
same advantage, only the most advantageous MOD may be used.

123
COMMAND

COMMAND MODULE
THIS MODULE 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 THIS MODULE ARE BASED ON THE BASIC MECHANICS OF INFINITY. THEREFORE, THE DIFFICULTY LEVEL IS NO 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 PLAYERS HAVE TRIED THESE RULES ON THE GAME TABLE, THEY WILL REALIZE HOW ESSENTIAL THEY ARE IN ORDER TO
FULLY ENJOY A GOOD GAME OF INFINITY.

COMMAND TOKENS Each player may spend a maximum of two Command Tokens for
Strategic Use, but the player must choose a different action with each
Command Tokens represent the command and control resources at your Command Token.
disposal to support your combat force.
COMMAND TOKENS: EXECUTIVE USE
Each player has four Command Tokens per game.
Executive Use of Command Tokens is made during the player’s Executive
Command Tokens have three different gaming use modes: Use of Command Tokens step of their Tactical Phase, which represents
executive actions performed by Mission Control.
» Strategic Use.
» Executive Use. For each Command Token expended, the player may do one of the
» Operational Use. following:

COMMAND TOKENS: STRATEGIC USE » Permanently move an Allied Trooper and all their Peripherals to a
different Combat Group, keeping in mind the 10-member limit.
» The Strategic Use of Command Tokens has a special and unique » Cancel the Possessed State of an Allied Trooper.
nature, reflecting defensive intel actions deployed by Mission Control.
Those actions are divided into Procedural and Logistical:
COMMAND TOKENS: OPERATIONAL USE
» Procedural: The player who has the first Player Turn may spend 1
single Command Token during their Deployment in order to set aside Players may make Operational Use of their Command Tokens in their
one extra Trooper and their Peripherals, which they will be able to
Active Turn. This represents the tactical use of intel resources by Mission
deploy after their opponent, in step 3 of the Deployment Phase.
Control. For each Command Token expended, the player may perform one
» Procedural: The player who has the second Player Turn may make of the following actions:
Strategic Use of their Command Tokens during the Tactical Phase of
their opponent’s first Turn to perform one of the following actions:
» Declare a Coordinated Order, spending a Regular Order from the
» Remove 2 Regular Orders for this Turn from their opponent’s Order Order Pool of the participating Troopers’ Combat Group.
Pool. The player may choose which Combat Groups these Orders » Have an Allied Trooper automatically pass or fail a Guts Roll, as
correspond to. This option may only be performed during the desired, ignoring the result on the die and any Special Skills the
opponent’s Tactical Phase, right after the Order Count. The player Trooper might have.
may only remove the Orders from Army Lists that have more than
10 Orders (Regular + Irregular + Tactical). » Transforms the Irregular Order provided by an Irregular Trooper into
» Prevent the adversary from using more than one single Command a single Regular Order, substituting the corresponding Order Token
Token during that first Turn. for that Player Turn and adding it to the Order Pool of the Trooper’s
Combat Group.
» One Trooper from that player’s Army List can activate the
Suppression Fire State (along with their Peripherals, if they are a » Have one Trooper be unaffected by Retreat! This Trooper ignores the
Controller), following the Activation rules of the State. effects of the Retreat! situation until the end of the game.
» Logistical: After both players have completed their Deployment, and » Reroll a failed WIP Roll when trying to use the Special Skill Doctor on
following the established Initiative order, each player may spend 1 a Trooper with a Cube. This reroll does not provide a new ARO to the
Command Token to gain 2 Speedball Tokens (see Request Speedball enemy.
on page 84).
» Reroll a failed WIP Roll when trying to use the Special Skill Engineer
on a Trooper with the Remote Presence Special Skill. This reroll does
not provide a new ARO to the enemy.

» Create a new Fireteam by placing a Fireteam Leader Token


(FIRETEAM LEADER) next to a Trooper that meets the army’s Fireteam
Chart Requirements.

124
COMMAND

Players may expend as many Command Tokens during a single Active COORDINATED ORDERS
Turn as they desire, assuming they have enough. Players may also use
more than one Command Token for the same effect. 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
IMPORTANT to safely neutralize a target.
Players cannot expend Command Tokens during their Reactive Turn.
COORDINATED ORDER
Attack / Movement

EXAMPLE OF USE OF COMMAND TOKENS: REROLLING REQUIREMENTS


► To declare a Coordinated Order, players must spend 1 Command
During her Active Turn, a Doctor tries to use her Special Skill Doctor to heal an Token, and 1 Regular Order from the Order Pool of the participating
Allied Trooper, who is currently Unconscious. She expends one Short Skill of her Troopers’ Combat Group.
Order, but fails her WIP Roll. However, her player uses a Command Token to reroll ► Up to 4 Troopers can participate in a Coordinated Order.
the WIP Roll. Without expending or declaring a new Order, the Doctor rolls her WIP ► When players declare a Coordinated Order, they must name one of
again. Sadly, luck is not on her side, and she fails again. Still her player wants to the participating Troopers as that Order’s Spearhead and place a
spend a new Command Token and give the Doctor one further opportunity to pass Spearhead Token (SPEARHEAD) beside them.
her WIP Roll and heal the Allied Trooper. This will be her last chance, but only ► All participating Troopers must declare and execute the exact same
because her player has no more Command Tokens left to spend. sequence of Skills.
► If one of the Skills of the Coordinated Order demands a Trooper, a
Marker, or a mission objective as a target, all Troopers 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 indicated
Burst (B) of their weapon, Equipment or Special Skill, including any
bonuses, rounded up.
► All other Troopers participating in the Coordinated Order have their B
reduced to 1, regardless of their weapon, Equipment or Special Skill.
► Each reactive Trooper must choose only one of the Troopers activated
by the Coordinated Order as their target, but they are not obliged to
choose the same target.
► If any of the Troopers does not meet the Requirements of a Skill
declared during the Coordinated Order, they perform an Idle instead,
while the others may act normally.
► When declaring a CC Attack, only the Spearhead Trooper will perform
the CC Attack. They apply a MOD of +1 to their B for each allied
Trooper that is in Silhouette contact with the target.
► When the Coordinated Order is finished, the player must remove the
Spearhead Token (SPEARHEAD) from the table.

REMEMBER
Peripherals and their Controllers cannot be part of Coordinated Orders.

125
COMMAND

COORDINATING SKILLS COORDINATED ORDER:


TARGETLESS OR DEPLOYABLE TRAITS
In a Coordinated Order, all participants must declare the same sequence
of Skills, but can perform the same Skills differently. Consequently, in a Weapons or pieces of Equipment with the Targetless or Deployable Traits
coordinated BS Attack each participant would be able to choose his own do not have to target the same point on the gaming table.
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 use the REMEMBER
BS Attack Common Skill. Troopers in Hidden Deployment State can be selected to be part of a
Coordinated Order. However, in this situation they will lose their own
However, in a BS Attack part of a Coordinated Order, none of the Order for this Turn.
participants could declare Speculative Attack or Intuitive Attack, since While off-table, Troopers with Airborne Deployment-labelled Skills can
these Skills are different than a BS Attack. be selected to deploy as part of a Coordinated Order. However, in this
situation they will lose their own Order for this Turn.

COORDINATED ORDER: DODGE AND RESET


COORDINATED ORDER EXAMPLE: MOVEMENT + BS ATTACK
If the target of a Coordinated Order chooses to Dodge or Reset as his
ARO, then his Roll is Face to Face against attacking Rolls as appropriate. In their Active Turn, a PanOceanian player coordinates a group of 3 Fennec Fusiliers
and 1 Griffin Trooper to mount an attack against a Mechazoid, a TAG of the JSA. The
COORDINATED ORDER: STATES PanOceanian player spends a Command Token and a Regular Order and assigns the
Spearhead role to the Griffin by placing a Spearhead Token beside him. Then, they
If the player declares a Coordinated Order to activate Game States, each declare the first Basic Short Skill of their Coordinated Order: Move.
participating Trooper must activate the same Game State. For example, The JSA TAG can only declare an ARO against one of the four PanOceanian Troopers
if activating the Camouflaged Game State, all participating Troopers will in its LoF, so it declares a BS Attack against the Spearheading Griffin. The Griffin’s
activate the Camouflaged State, and no other State. BS is higher and his B, even halved, is better than that of the coordinated Fennecs,
so he is more likely to inflict serious damage.
COORDINATED ORDER The PanOceanian player declares the second Short Skill of their Coordinated Order:

AND HACKING PROGRAMS BS Attack against the JSA TAG.


The exchange is resolved with a Face to Face BS Roll between the Griffin, whose
If the player declares a Coordinated Order to use Hacking Programs, HMG has its Burst reduced to 2, and the Mechazoid. The three Fennecs, meanwhile,
the usual restrictions apply - each participating Trooper must use the make one Normal BS Roll each, as their B is 1.
same Hacking Program and choose the same single target, if a target is
required.

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, any
successful Roll means that the Skill was successful.

126
COMMAND

COORDINATED ORDER EXAMPLE: MOVEMENT + CC ATTACK COORDINATED ORDER EXAMPLE:

During his Active Turn, a PanOceanian player decides to coordinate a group of COORDINATING TROOPERS IN MARKER STATES
4 Fennecs and sic them into Close Combat against a Mechazoid. They spend a In her Active Turn, the PanOceanian player wants to coordinate 2 Camouflage
Command Token and a Regular Order, place a Spearhead Token beside one of the Markers and 1 Griffin against the fearsome Mechazoid. The PanOceanian player
PanOceanians, and declare the first Basic Short Skill of their Coordinated Order: spends a Command Token and a Regular Order, selects the Griffin as Spearhead,
Move. and declares the first Basic Short Skill of their Coordinated Order: Move.
The Mechazoid can only react against one of the oncoming Fennecs, so it declares The JSA TAG can only declare its ARO against one of the three looming PanOceanian
BS Attack against the Spearhead Fennec. Troopers and chooses to react to one of the Camouflage Markers. Since he is
The PanOceanian player declares the second Short Skill of their Coordinated Order: reacting to a Camouflage Marker, the Mechazoid may delay its ARO, so it waits until
CC Attack against the JSA TAG. the PanOceanian player declares the second Short Skill of their Order to see if the
There is a Face to Face Roll between the Spearhead Fennec’s CC and the chosen Camouflage Marker reveals itself before declaring an ARO.
Mechazoid’s BS. The Fennec has the +1 MOD to their Burst provided by each one of If the PanOceanian player declares a second Short Skill that will reveal the
their comrades engaged in that CC, so the Fennec has a Burst value of 4 (1+3). Camouflage Markers (BS Attack, for example), the Mechazoid will be able to declare
an ARO against the revealed Trooper.
COORDINATED ORDER EXAMPLE: FAILED ACTIVATION If the PanOceanian player declares a second Short Skill that doesn’t reveal the
Camouflage Markers (another Move, for example), the Mechazoid will lose their
To see what happens when one of the coordinated Troopers is unable to fulfill the right to declare an ARO.
Requirements of one of the declared Skills, we will go back to the previous example
of 3 Fennecs and 1 Griffin Trooper against a Mechazoid.
After selecting the Griffin as Spearhead and declaring the first Basic Short Skill of
the Order, Move, the player measures and moves her four Troopers. The Mechazoid
declares its ARO, and it becomes apparent that there is no LoF between the TAG
and one of the Fennecs. Despite this, the PanOceanian player declares a BS Attack
against the Mechazoid with the second Short Skill of the Coordinated Order. The
Fusilier without LoF will simply be unable to open fire. Specifically, the Fennec will
not perform the BS Attack, and performs an Idle instead.

127
INFINITY FIRETEAMS

FIRETEAMS MODULE
THE INFINITY FIRETEAMS RULE ENABLES A TEAM OF TROOPERS TO MOVE AND ACT AS ONE IN SUPPORT OF ITS FIRETEAM LEADER,
USING FEWER ORDERS THAN USUAL.

IMPORTANT
Sibylla explains
When a Fireteam is created, the player must declare which Troopers are part
This rule allows the activation of groups composed of it, and must follow all the rules and instructions in the Fireteams Chart.
of 2 to 5 Troopers by spending a single Regular
Order during the Active Turn, which will grant a set
of Bonuses in both the Active and Reactive
Turn. REJOINING THE FIRETEAM
These Troopers must be in Coherency by IN THE STATES PHASE
remaining inside the Zone of Control
of the Fireteam Leader, the Trooper At the end of the States Phase, any Troopers who left a Fireteam may
who bears the weight of the Order during
the Active Turn. Fireteam Leadership can automatically rejoin it if they are in Coherency with the Fireteam Leader.
alternate between the Fireteam members;
players can change the Leader with each new
Order. FIRETEAM TYPES

The types of Fireteams that the player may use during a match are:
IMPORTANT
The following Troopers cannot be part of a Fireteam: FIRETEAM DUO

• Peripherals and their Controllers.


When created, a Fireteam Duo must contain two Troopers.
• Troopers in Marker form.
• Troopers with the Infiltration Special Skill. FIRETEAM HARIS
• Troopers possessing Skills with the Airborne Deployment Label.
• Troopers that activate or are in the Suppressive Fire State. When created, a Fireteam Haris must contain three Troopers.

• Troopers who deploy in Decoy State.


FIRETEAM CORE
• Troopers in Isolated State or any Null State.
Additionally, members of a Fireteam cannot be part of a Coordinated When created, a Fireteam Core must contain a minimum of
Order. three and a maximum of five Troopers.

FIRETEAMS: BASIC RULES IMPORTANT


Some Sectorials can modify the conditions for creating a Fireteam,
FIRETEAM CREATION which will be listed in the Sectorial’s Fireteams Chart.

Each Army has a Fireteams Chart that indicates the quantity and type of
Fireteams that the player may create during the game.

» During the Deployment Phase, place a Fireteam Leader Token


(FIRETEAM LEADER), or equivalent, beside one of the Troopers that
meet the Requirements of this rule. In that moment, the player must
make a Coherency Check relative to the chosen Fireteam Leader.

» During the game, spend a Command Token and place a Fireteam


Leader Token (FIRETEAM LEADER) beside one of the Troopers that
meet the instructions of the Fireteams Chart of their Army.

128
INFINITY FIRETEAMS

GENERAL RULES FOR FIRETEAMS:


» The members of a Fireteam must observe the Coherency rule (see
page 21) in regard to the Fireteam Leader.
» A Trooper cannot simultaneously be part of more than one Fireteam.
» All members of a Fireteam must belong to the same Combat Group.
» When a Regular Order is spent on a member of a Fireteam, they
automatically become the Fireteam Leader. Additionally, they activate
the other members of the Fireteam (see Fireteam Order).
» Fireteams must contain a minimum of two Troopers and a maximum
of five Troopers (always observing the Army’s Fireteams Chart).
» Fireteams allow the use of the Fireteam Bonuses for two, three, four,
or five members, depending on the Fireteam Level.

FIRETEAMS CHART
This section explains how to read the information provided in the
Fireteams Chart. To do so, we will use the following Chart as an example,
but it is important to remember that the official and current Charts are
those shown in the Infinity Army app.

» 1. Name of the Army or Sectorial.


» 2. The maximum number of each Type of Fireteam that may be on the
game table at the same time. This is checked every time a Fireteam is
created. In this case, the Morat Aggression Force may have no more
than one Fireteam Core, and no more than two Fireteam Haris, but
has no limit on the number of Fireteam Duos.
» 3. When Creating a Rodoks Fireteam, the player may choose to create
a Fireteam Duo and/or a Fireteam Haris. Once created, the Fireteams
follow the Fireteam Integrity rules. If the Availability of the Troopers
and the rules for creating Fireteams allow it, the player may have a
Fireteam Haris and a Fireteam Duo of Rodoks on the game table at
the same time.
» 4. When Creating a Fireteam, you must observe the minimum and
maximum number of Troopers that can be part of that Fireteam. In
this case, a Hungries Fireteam must include at least one Oznat FTO.
Fireteam Bonuses apply based on the number of Troopers in the
Fireteam who are from the same Unit, or list the name of the Unit or
Fireteam in a note or in brackets.
» 5. Different Units that can form the Morat Fireteams. The asterisk
(*) in the Min column indicates that, when you create any Morat
Fireteam, you must choose at least 1 Trooper with an asterisk (*) in
the Chart.
» [5N] Note: The Fireteam Bonus level of a Morat Fireteam depends
on how many Troopers in the Fireteam have “(Morat)” or are from
the same Unit.
» 6. In some cases, there may be additional conditions for the creation
or operation of Fireteams. These notes take priority over the General
Rules of Fireteams.
» 7. The ‘FTO’ term in the chart indicates that, in a Unit, only those
options with ‘FTO’ in their option name can be part of a Fireteam. This
includes options such as the FTO Lieutenant, the FTO Hacker, or the
FTO-2. However, if a specific FTO is mentioned, for example, the FTO-
2, only that option can be part of the Fireteam.
» 8. Wildcards can be part of any Fireteam. The maximum column
shows the maximum number of Troopers of that Unit that can be
included per Fireteam.

129
INFINITY FIRETEAMS

FIRETEAM INTEGRITY EXAMPLE


In the Active and Reactive Turns, a Fireteam is automatically cancelled in
the following situations: In a five member Fireteam where only three of them declare an ARO, if two
members declare the same Skill in ARO, and the third member declares a different
» The Fireteam Leader enters Isolated State or any Null State.
Skill, the Skill declared by the two members has been declared by more than
» If the Fireteam Leader is activated during the Impetuous Phase of the
half of the reacting members and is the Fireteam’s ARO. The third member will
Player Turn.
automatically leave the Fireteam.
» The Fireteam Leader declares an ARO different from the Fireteam’s
ARO (see page 131). On the other hand, if two members declare the same Skill in ARO, but two others

» The Fireteam is reduced to one member. declare different Skills, then no Skill has been declared by more than half of the
reacting members. The player can choose which Skill is the Fireteam’s ARO, and the
» A Retreat! situation occurs.
members that declared a different Skill will automatically leave the Fireteam.
» The player uses a Command Token to create another Fireteam, and
exceeds the maximum number of Fireteams of that Type allowed in
their Army or Sectorial. In this case, the player must decide which of
the Fireteams is cancelled. REMEMBER
» In the Active or Reactive Turn, the player voluntarily chooses to
REJOINING THE FIRETEAM IN THE STATES PHASE
cancel the Fireteam. This requires no additional expenditure of
Orders or Command Tokens. The player must indicate so before the Troopers who left a Fireteam can automatically rejoin it if they are in
Order is spent by any of the players. Coherency with the Fireteam Leader once again at the end of the States
Phase.
In the Active Turn and Reactive Turn, a Trooper automatically stops being
part of a Fireteam in the following cases:

» The Trooper enters or is in Isolated State or any Null State.


» The Trooper breaks Coherency with the Fireteam Leader. FIRETEAMS IN THE ACTIVE TURN
» The Trooper is Irregular and uses their Irregular Order.
» The Trooper is the Lieutenant and spends their Lieutenant Special During the Active Turn, Fireteams behave differently from other Infinity
Order. Troopers, as explained below:
» The Trooper is Impetuous and is activated during the Impetuous
Phase of the Player Turn.
FIRETEAM ORDER
» The Trooper enters or is in a State that allows it to be substituted
by a Marker (Camouflaged, Impersonation, Holoecho...), unless a Attack / Movement
Special Skill, piece of Equipment or Scenario Special Rule indicates
otherwise. REQUIREMENTS
» The Trooper enters Suppressive Fire State. ► During the Orders Phase of the Active Turn, the Fireteam Order
» The Trooper is moved to a different Combat Group. requires spending 1 Regular Order from the Order Pool of the
» In the Reactive Turn, if the Trooper declares an ARO that is different Fireteam members’ Combat Group.
from the Fireteam’s ARO. ► The player must nominate one member of the Fireteam as the
Fireteam Leader, placing a Fireteam Leader Token (FIRETEAM
In any of the above cases, the Trooper stops being part of the Fireteam
LEADER) beside them.
the moment the Order or ARO is declared. Consequently:
► Members of a Fireteam must observe the Coherency rule (see page
» In the Active Turn, the Trooper is not activated by the Fireteam’s 21) regarding the Fireteam Leader. If they do not, see Fireteam
Order, so he is considered inactive for ARO purposes. Integrity.
» In the Reactive Turn, the Trooper is not able to benefit from the
advantages of being in a Fireteam.
EFFECTS
» When one or more members leave the Fireteam, the player
► All Fireteam members are activated with the Fireteam Order.
must recalculate the number of members to check if a Fireteam
Cancellation occurs, or to determine the bonuses available to the ► If the Fireteam declares Reset or any Skill with the Movement Label,
members during that Order if there are still enough members for both the Fireteam Leader and the other Fireteam members declare
there to be a Fireteam. and perform that Skill. If a different Skill is chosen, only the Fireteam
Leader declares and performs it, while the rest of the members
of the Fireteam declare and perform an Idle, while granting the
Fireteam Leader a set of Bonuses determined by the Fireteam Level.
► If any of the Fireteam members does not meet the Requirements
of a Skill declared during the Order or does not have the Skill, then
they perform an Idle instead of that Skill, while the others may act
normally.
► Each Reactive Trooper can choose only one of the Troopers (whether
the Fireteam Leader or one of the other Fireteam members) as their
target, but they are not obliged to choose the same target.

130
INFINITY FIRETEAMS

FIRETEAMS, NCO,
FIRETEAM BONUSES
AND TACTICAL AWARENESS In Infinity, being in a Fireteam grants a set of Bonuses to its members,
which are divided into several levels.
If a Fireteam member has the NCO or Tactical Awareness Special Skill
and spends a Tactical Order, they are automatically designated as the The Fireteam Level is based on the number of Troopers in the Fireteam
new Fireteam Leader, and the Fireteam is activated as if a Regular Order who belong to the same Unit.
had been spent.
When calculating the Fireteam level, Troopers belong to the same Unit if
they have the same Unit name or are listed in the Fireteams Chart with
REMEMBER the same term between brackets.
Any member that breaks Coherency with the Fireteam Leader is no
longer part of the Fireteam (see Integrity of a Fireteam). FIRETEAM LEVEL CHART
FIRETEAM
REQUIREMENTS
LEVEL
LEVEL 1 THE TROOPERS CAN ALL BELONG TO DIFFERENT UNITS.
FIRETEAMS IN THE REACTIVE TURN LEVEL 2 AT LEAST 2 TROOPERS BELONG TO THE SAME UNIT.
LEVEL 3 AT LEAST 3 TROOPERS BELONG TO THE SAME UNIT.
FIRETEAM ARO
LEVEL 4 AT LEAST 4 TROOPERS BELONG TO THE SAME UNIT.

Players must consider the Fireteam’s ARO to be the Skill declared by LEVEL 5 ALL 5 TROOPERS BELONG TO THE SAME UNIT.
more than half of the Fireteam members that declare an ARO. In any
other case, the player decides which Skill is the Fireteam’s ARO. The Unlike other multi-Trooper activations, like Coordinated Orders and their
consequences for declaring a Skill that is different from the Fireteam’s Spearhead, during the Active Turn the Fireteam Leader has the full Burst
ARO can be found in the Fireteam Integrity section (see page 130). (B) value of their weapon, piece of Equipment, or Skill, plus any applicable
Bonus.
FIRETEAM ARO
EFFECTS IMPORTANT
► During the Reactive Turn, all the Fireteam members gain their own Unless otherwise specified, Fireteam Bonuses are cumulative with each
separate AROs. However, any Skills declared as AROs must be the other, and with other bonuses or MODs provided by other rules, Special
same for all of the reactive members, which is called the Fireteam’s Skills, Equipment, or Hacking Programs.
ARO.
► During the Reactive Turn, all the Fireteam members have all the Therefore, as a quick reference summary, here is the Fireteam Bonuses
bonuses that being part of a Fireteam provides. Chart:
► During the Reactive Turn, all Fireteam members perform their own
FIRETEAM BONUSES CHART
Rolls and apply the corresponding effects on the enemy. Close
FIRETEAM
combat is an exception (see the Fireteams and CC Combat section on BONUS
LEVEL
page 52).
FIRETEAM MEMBERS ARE ACTIVATED WITH A SINGLE
► Each Fireteam member must observe the Coherency rule in regard LEVEL 1
REGULAR ORDER
to the Fireteam Leader. The player must perform a Coherency Check
LEVEL 2 BS ATTACK (+1 SD )
at the start and end of each ARO, to know how many members the
LEVEL 3 +3 DISCOVER AND +1 DODGE
Fireteam has.
► If a Fireteam member fails a Coherency Check regarding the LEVEL 4 +1 BS
Fireteam Leader, they will not count as part of the Fireteam and will LEVEL 5 SIXTH SENSE
immediately stop being part of it.
► When facing multiple Active Troopers (Coordinated Orders, another The Fireteam Level needs to be checked when the Fireteam is created as
Fireteam, Troopers with Peripherals, and so on), each Fireteam well as after it declares any Orders or AROs.
member must choose only one of the Troopers activated by the
Order as their target, but they are not obliged to choose the same
target. However, the Skill declared in ARO must be the same for all
members of the Fireteam.

131
INFINITY FIRETEAMS

Sibylla explains
FIRETEAM BONUS LEVEL 1
During the game, a player decides to
perform a BS Attack with a Fireteam made
» In the Active Turn, all the Fireteam members activate with a single up of 4 Fennec and 1 Griffin. This is a
Regular Order. Level 5 Fireteam because the Griffin has
(Fennec) listed in the Fireteams Chart. The
player designates the Griffin Trooper with
FIRETEAM BONUS LEVEL 2 the HMG as the Fireteam Leader, who will
apply the following MODs and Bonuses to his
BS Attack:
» BS Attack (+1 SD): This Bonus allows the player to roll one extra - Burst 4 (+1 SD) with the HMG, since he has
die, and then select and discard one die from the Roll. This extra B = 4 +1 extra die thanks to the Level 2 FT Bonus.
Therefore, he will roll 5 dice for his BS Attack,
die does not increase the Burst value of the Special Skill, Weapon, and will have to choose and discard one of the dice.
or Equipment, and does not expend additional Disposable uses. If - He applies a +1 MOD to his BS Attribute to
distributing Burst between several targets, the extra die must be determine the Success Value of the Roll, thanks to
allocated to one of those targets, and a die discarded from the Roll the Level 4 FT Bonus.
against that target. After both players have made their Rolls, the
PanOceanian player must discard 1 of the 5 dice he
If used in a Face to Face roll, a die is selected and discarded after rolled to check the result of the Face to Face Roll.
both players have rolled. If both players have to select and discard a
die, the Active Player selects first.

» In the Reactive Turn, all the Fireteam members benefit from this MOD REMEMBER
too. If a Trooper has B1 and (+1 SD), this MOD does not increase the Burst
value and the extra die cannot be allocated to a different target.
» This MOD cannot be applied when declaring Long Skills. Also, it However, if he has (+1 SD) and the Burst value is greater than one and
cannot be applied to Skills, Weapons, or Equipment that do not he distributes the Burst between several targets, the extra die must
require a Roll, for example, Direct Template Weapons. be allocated to one of those targets, and a die discarded from the Roll
against that target.

FIRETEAM BONUS LEVEL 3


FIRETEAMS AND CC COMBAT
» In Active and Reactive Turn, all Fireteam members:
» Have a +3 MOD to their Discover Rolls. » In Close Combat, whether in the Active or Reactive Turn, when
» Have a +1 MOD to their Dodge Rolls. several members are engaged in the same CC, only the Fireteam
Leader can be chosen to perform the CC Roll, applying the Close
Combat with Multiple Troopers rule.
FIRETEAM BONUS LEVEL 4
» In the Reactive Turn, if the Fireteam Leader is not engaged in that
» All Fireteam members have a +1 MOD to their BS Attack Rolls. CC, the player must choose one of the Fireteam members who are
This MOD also applies to weapons with the BS Weapon (PH) and BS engaged in that CC to perform the CC Roll, applying the Close Combat
Weapon (WIP) Traits. with Multiple Troopers rule.

» In ARO, the enemy will be able to target any Fireteam member


FIRETEAM BONUS LEVEL 5 engaged in the CC, but only one of them.

» All Fireteam members have the Sixth Sense Special Skill. FIRETEAMS AND SUPPRESSIVE FIRE

REMEMBER » A Trooper stops being part of a Fireteam if he declares the


When the number of Fireteam members changes, the player must Suppressive Fire Common Skill. In addition, a Trooper’s Suppressive
recalculate the Bonuses that the members can apply during the Order Fire State is automatically cancelled if they join a Fireteam.
(see Fireteam Integrity on page 130).

FIRETEAMS AND COMMS ATTACK


IMPORTANT
A Fireteam’s Bonuses are Private Information until the player declares » In the Reactive Turn, if the Fireteam has more than one Hacker and
a BS Attack or Discover, or some other Skill that benefits from these the player declares a Hacking ARO, every reactive Hacker may use a
Bonuses. different Hacking Program.

REMEMBER
The maximum Burst (B) value of any Attack is 6, no matter how many
MODs to B are applied. The extra dice for “+1SD” do not count towards
this maximum, as they do not increase the Burst value.

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INFINITY FIRETEAMS

FIRETEAM EXAMPLES
CASE 2: WILDCARDS AND AVAILABILITY HIGHER THAN 1.
Included below are a set of examples for Fireteam Creation, rejoining Kempeitai Troopers have Availability 3 in the JSA Ōban Sectorial Army. As shown in
Fireteams, and game situations for the different Fireteams. These include the Fireteams Chart image, as Kempeitai Troopers are Wildcards, they can be part
Fireteam Charts and options from different Units. Please remember that of any Ōban Fireteam.
the official up to date information is found in the Infinity Army app.

In the Infinity Army app you can check the Unit Profiles and Fireteam
Charts for every Army or Sectorial Army, useful tools to help assemble
your Army Lists.

EXAMPLE 1: CREATING A FIRETEAM

CASE 1: TROOPER SELECTION AND DEPLOYMENT.


During the Deployment Phase, a White Banner player wants to build a Zhanshi
Fireteam Core. As shown in the Fireteams Charts, in order to create a Zhanshi
Fireteam Core it is mandatory to include at least 1 Zhanshi. The other members
of the Fireteam can be any possible combination of the listed Troopers, as long as
their maximum value is not exceeded. For example, 3 Zhanshi (Paramedic, Missile
Launcher, and MULTI Sniper Rifle), 1 Zhanshi Yīshēng and Chief Cheong-Hee Jeong.

HANSHI FIRETEAMS HARIS, CORE


MIN MAX
ZHANSHI 1 5
GŪDǍN FTO (Zhanshi) 0 2
SHÀNG JÍ 0 2
Zhanshi YĪSHĒNG (Zhanshi) 0 1
Chief CHEONG-HEE JEONG (Zhanshi) 0 1
QÍSHÌ, TAG pilots 0 1
BEASTHUNTER FTO 0 1
OKTAVIA 0 1

ZANSHI #1FIRETEAM
LEADER

BS 11
bs weapon: combi rifle

After deploying their Troopers, the player selects the Zhanshi (Paramedic) as
Fireteam Leader, placing the Fireteam Core Token next to them. At the same time, In the Wildcard Table, the Maximum of 3 indicates that the player may include up to 3
the player tells their opponent which Troopers are part of the Fireteam and checks Kempeitai in each of the Sectorial’s Fireteams. Therefore, a Keisotsu Fireteam Core could
that all of them fulfil the Coherency rule with respect to their Fireteam Leader. One be made up of 2 Keisotsu and 3 Kempeitai.
of them is outside the ZoC of the Fireteam Leader, but as it is still the first part of In the same way, you can include 2 Kempeitai in a Keisotsu Fireteam Core and 1
the player’s Deployment Phase the player places them inside the ZoC. Kempeitai in a Domaru Fireteam Haris, because you cannot exceed the Sectorial’s
Availability of 3 for the Kempeitai .

Sybilla Explains

During the match, the player may create


another Fireteam by spending a Command
Token. In this case, they must be sure
that all the Troopers that they want to be
part of the Fireteam are within the Zone of
Control of the Trooper chosen as Fireteam
Leader. Troopers that are not in Coherency
cannot become part of the Fireteam.

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INFINITY FIRETEAMS

EXAMPLE 2: CREATING A FIRETEAM. FIRETEAM LEVEL BONUSES


In this case, the mandatory minimum to build a Morat Fireteam is that at least one
Let us now analyze the Morat Fireteams. The following image shows the Morat of the Troopers that has a (*) in the Min column is part of the Fireteam. The rest
Fireteams Charts and the Fireteam Level Bonuses. of the Troopers can be any combination from the Table that does not exceed the
allowed maximum. For example:
Case 1: Fireteam Core
• 3x Kurgat (Morat).
• 1x Yaogat (Morat).
• 1x Kaitok (Morat).
The Fireteam Level is determined based on the number of Troopers of the same
Unit in a Fireteam. Since all members have ‘(Morat)’ after their name, they gain all
the Fireteam Level Bonuses.
In summary, all the Troopers with the same name, or which are labeled in the same
way in their Fireteams Chart, may add the following Bonuses to any other MODs any
of them might have on their Unit Profile:
• BS Attack (+1 SD).
• +3 MOD to Discover Rolls and +1 MOD to Dodge Rolls.
• +1 MOD to BS Attack Rolls.
• The Sixth Sense Special Skill.

Case 2: Fireteam Core


• 3x Morat Vanguard (Morat)
• 1x Kyosot
• 1x Zabuk
Another example of a five-member Fireteam Core. In this case, only 3 members of
the Fireteam are Troopers belonging to the same Unit - those identified as (Morat).
Therefore, all the Fireteam members have the Level 3 Bonuses.
In summary, all the members of such a Fireteam get the following Bonuses:
• BS Attack (+1 SD).
• +3 MOD to Discover Rolls and +1 MOD to Dodge Rolls.
• +1 MOD to BS Attack Rolls.

EXAMPLE 3: ORDER EXPENDITURE SEQUENCE AND AROS (FIRE-


TEAM IN THE ACTIVE TURN)

1. The Active Player spends a Regular Order and places the Fireteam Leader
Token besides the Trooper that they nominate as Fireteam Leader during that
Order. Then they declare the first Basic Short Skill of the Order. Next, they
perform a Coherency Check to find out how many members are in Coherency
with the Fireteam Leader, remaining within their Leader’s ZoC.
2. The Reactive Player declares the AROs of all their Troopers who can react to
any Fireteam member. Each enemy Trooper gets only one ARO against the
whole Fireteam.
3. The Active Player declares the second Short Skill of the Order.
4. The Reactive Player declares the AROs of any Troopers who gain an ARO with
the second Short Skill of the Order.
5. Both players determine what Modifiers (MODs) to apply, and the Active Player
applies the Fireteam Level Bonuses. Both players make any required Rolls.
6. At the end of the Order, during its Conclusion and after having performed any
movement due to Guts Rolls, the Active Player performs a Coherency Check to
see if any member has left the Fireteam, or if the Fireteam has been cancelled.

134
INFINITY FIRETEAMS

EXAMPLE 4: MOVE AND DODGE EXAMPLE 5: MOVEMENT SKILL


(FIRETEAM IN THE ACTIVE TURN) (FIRETEAM IN THE ACTIVE TURN)

In the situation shown in the image, during their Active Turn, the Keisotsu Fireteam
ZANSHI A
has declared Move as the first Short Skill of the Fireteam Order. The Fireteam
grants a single ARO to each enemy, with each one declaring a BS Attack ARO.
ZANSHI B

KEISOTSU 3

LONIAL
L CO
RE FO
T
KES

RCE

FENNEC
NN
RS
FE

E C F U SILIE
aro: bs attack

B ZANSHI #1
FIRETEAM LEADER

LONIAL
L CO
RE
FO
T
KES

RCE

FENNEC
KEISOTSU 1 NN
RS
FE

E C F U SILIE

aro: bs attack
FIRETEAM LEADER

A During their Active Turn, the Yu Jing player wants two of their five- Zhanshi
Fireteam to gain the high ground and declares Climb as the Fireteam Order. Both
Zhanshi (A and B) climb while the other members of the Fireteam—although also
activated by the Movement Skill—do nothing and instead perform an Idle.
In this situation, the Fireteam Leader doesn’t have LoF to enemy B, so they may
only make a BS Attack Face to Face Roll against enemy A. Now the player has to EXAMPLE 6: CHANGING LEADER,
decide if the Fireteam Leader declares BS Attack against enemy A, allowing enemy AND HACKING (FIRETEAM IN THE ACTIVE TURN)
B to make a Normal BS Attack Roll against Keisotsu 3. Or, alternatively, to declare
Dodge (a Skill with the Movement Label), so that all the Fireteam members can
Dodge. This would result in two Face to Face PH Rolls (one for the Fireteam Leader
and another one for Keisotsu 3) against the enemies’ BS Attack. The other Keisotsu
make Normal PH Rolls.

LONIAL
L CO
RE
FO
T
KES

RCE

FENNEC
NN
RS
FE

E C F U SILIE

REMEMBER hacker

During a Fireteam Order, the Skills that are performed by both the
Fireteam Leader and the rest of the members are:
• Reset
• Skills with the Movement Label (except Berserk)
无敌
极上

• Dodge SHÄNG JI INVENCIBLE


• Move aro: reset

• Jump
• Climb During their Active Turn, the player with a Fireteam made up of five Fennec Fusiliers
See Fireteam Order, page 130. aims to carry out a Comms Attack against the enemy. To that end, during their new
Fireteam Order, they decide that the Fennec Fusilier Hacker will be the Fireteam
Leader and place the Fireteam Leader Token besides him.
Next, he declares the Move Skill and the entire Fireteam advances. The Fireteam
Sibylla explains
Leader declares the use of a Hacking Program against the enemy Trooper as the
If the Fireteam Leader declares the second Short Skill of the Order. In this case, the Fireteam Leader has not declared a
Berserk Skill, only the Fireteam members
who have that Skill will be able to BS Attack, so no MODs for Fireteam Level Bonuses are applied. Additionally, the rest
declare and perform it, the rest of the of the Fireteam members perform Idles, so the Fireteam Leader is the only one to
Troopers will declare and perform an Idle.
act. However, even if there is another Hacker in the Fireteam, they would not act and
the Fireteam Leader would receive no Bonus whatsoever.

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INFINITY FIRETEAMS

EXAMPLE 8: FIRETEAM ARO (FIRETEAM IN THE REACTIVE TURN)

ZANSHI ZANSHI
aro: bs attack aro: dodge

4
极上
无敌 5
SHÄNG JI INVENCIBLE
3
aro: bs attack

2
LONIAL
L CO
RE
FO

1
T
KES

RCE

FENNEC
NN
RS
FE

E C F U SILIE

action: bs attack
ZANSHI
FIRETEAM LEADER
aro: dodge
DĀTURAZI
During the following Fireteam Order the first Basic Short Skill of the Order is action: bs attack

declared: Move. After the corresponding Coherency Check and ARO declaration, the
second Short Skill of the Fireteam is declared: BS Attack. Both the Fireteam Leader As seen in the image, a Dāturazi armed with a Chain Rifle spends an Order during
and the other Fireteam members Move, but only the Fireteam Leader performs a their Active Turn and declares a BS Attack against the five- Zhanshi Fireteam. The
BS Attack Roll. Since this Fireteam is made up of 5 Troopers (Fennec Fusiliers), the Morat player verifies that the Chain Rifle’s Large Teardrop Template only affects
Leader applies the Level 5 Fireteam Bonuses, so he gains BS Attack (+1 SD) and a three of the five Zhanshi (numbered 1, 2, and 3).
+1 MOD to his BS Attack. If the Yu Jing player declares BS Attack as the Fireteam ARO, the three Zhanshi
Had Discover been declared as the second Short Skill instead of a BS Attack, the will each have to make a Saving Roll, so the player decides not to risk it. Instead,
Fireteam Leader would have been the only one to perform the WIP Roll, receiving they declare Dodge as the Fireteam ARO. Zhanshi 4, although unaffected by the
a +3 WIP MOD. In any of the previous cases, the other Fireteam members are Template, will use their Dodge to gain Partial Cover. Zhanshi 5, already in Partial
vulnerable to enemy Trooper AROs—the opponent would make Normal Rolls, since Cover, declares BS Attack as their ARO. As Zhanshi 5 has declared a different Skill
the other members could not perform any Roll. from the Fireteam ARO, they automatically stop being part of the Fireteam, lose all
Fireteam Level Bonuses, and so their ARO only gets Burst 1 and a +3 Distance MOD.
EXAMPLE 7: CHANGING LEADER AND FIRETEAM Suppose that, in the previous case, Zhanshi 1 to 4 declared BS Attack AROs and
SUFFERING A CASUALTY (FIRETEAM IN ACTIVE TURN) Zhanshi 5 a Dodge ARO. Zhanshi 5 automatically stops being part of the Fireteam
and the Zhanshi that declare BS Attack only apply the Level 4 Fireteam Bonuses.
Now suppose that this Fireteam made up of 5 Troopers (Fennec Fusiliers) has
suffered a casualty, who is in the Unconscious State. With a new Order, the player
places the Fireteam Leader Token next to one of the Fireteam members, a Fennec REMEMBER
Fusilier Paramedic. Next, they declare the first Basic Short Skill: Move. After If Zhanshi 5 is in Coherency with the Fireteam Leader during the next
this they perform a Coherency Check, verifying that the other members fulfil the States Phase, the player may apply the rule for rejoining a Fireteam and
Coherency rule and are inside the new Fireteam Leader’s ZoC. All of the Fireteam once again have a five-member Fireteam Core.
members are moved and the Fireteam Leader enters Silhouette contact with the However, if the player is in their Active Turn and they want to have a
Unconscious Fennec Fusilier.
five- member Fireteam Core without waiting, they will have to spend
a Command Token and recreate the Fireteam following the Fireteam
During the second Short Skill, the Fireteam Leader uses their MediKit. Meanwhile, Creation rules.
the other Fireteam members are activated by the second Short Skill, but do nothing
and perform an Idle instead.

136
INFINITY FIRETEAMS

EXAMPLE 9: FIRETEAM ARO 2 EXAMPLE 10: FIRETEAM IN CC COMBAT VS.


(FIRETEAM IN THE REACTIVE TURN ) MARTIAL ARTS L5 (FIRETEAM IN ACTIVE TURN)

ZANSHI #2 A three-Zhanshi Fireteam Haris in their Active Turn declares a Move + CC Attack
FIRETEAM LEADER
aro: bs attack against Miyamoto Mushashi, who has the Martial Arts L5 Special Skill. Only the
Zhanshi designated as Fireteam Leader can perform the CC Attack, receiving a
+1 B Bonus for each allied Trooper engaged in the Close Combat. Miyamoto can
4 5
apply his Martial Arts Level 5, which grants him B2 and (+1 SD), and targets the
3 1 Zhanshi Fireteam Leader. A Face to Face Roll ensues between the Zhanshi’s B3 and
Miyamoto Mushashi’s B2 with (+1 SD).
2

REMEMBER
Mushashi can choose any of the three Zhanshi as the target for his B2 CC
अरज
् नु
अरज
् नु Attack, but he may only target one of them, since each Reactive Trooper
KIRANBOTS ARJUNA UNIT can only target a single Fireteam Trooper (either the Fireteam Leader
AR

action: bs attack
J U N A U NIT

or any other Fireteam member), although it is not mandatory that all of


AR

action: bs attack
J U N A U NIT

them choose the same target.

During their Active Turn, an Arjuna and his Kiranbot declare Move as the first Basic
Short Skill of the Order, in LoF of the five-Zhanshi Fireteam. All five Zhanshi declare
the same ARO, BS Attack, but three of them target the Arjuna while the other two EXAMPLE 11: FIRETEAM INTEGRITY
target the Kiranbot. (FIRETEAM IN ACTIVE TURN)
Thanks to the Peripheral (Synchronized) Special Skill, the Arjuna and the Kiranbot
can choose different targets. The Arjuna declares a BS Attack against Zhanshi 1 as
the second Short Skill of the Order, and the Kiranbot also declares a BS Attack, but
aimed at Zhanshi 2. As the Zhanshi form a Fireteam with 5 members belonging to
the same Unit, all of them may apply the corresponding Fireteam Level Bonuses.
A series of Face to Face Rolls ensues between the Arjuna, and Zhanshi 1 who has
a +1 BS Attack MOD and BS Attack (+1 SD) in ARO, so he rolls 2 dice and discards
1. Since the Kiranbot attacks with a Direct Template Weapon, Zhanshi 2 makes
a Normal BS Roll, rolling 2 dice and discarding 1 thanks to his BS Attack (+1 SD)
in ARO, and applying a +1 MOD to his BS Attack. However, he will have to make
a Saving Roll due to the Direct Template Weapon. The rest of the Zhanshi have
not been attacked, so they also make Normal Rolls, applying the Fireteam Level
Bonuses to their AROs.
We have a four-member Morat Fireteam Core made up of:
• 1x Kurgat (Morat)
• 2x Dartok (Morat)
• 1x Zabuk
While the Zabuk is Fireteam Leader, the Kurgat is killed and removed from the
game table. Despite the Fireteam having lost a Trooper that was mandatory at the
moment of creating the Fireteam, the Fireteam itself is not cancelled as none of the
conditions that cause the cancellation of a Fireteam have been met. For the rest of
the game, the now three-member Fireteam Core will continue to apply the Fireteam
rules as usual.

137
INFINITY FIRETEAMS

EXAMPLE 12: FIRETEAM CONFRONTATION EXAMPLE 13: GAME SITUATIONS WITH FIRETEAMS

CASE 1: FIRETEAM ORDER (MOVE + BS ATTACK) AGAINST FIRETEAM ARO (BS CASE 1: FIRETEAM ORDER, CHANGING LEADER, AND MOVEMENT (JUMP).
ATTACK). During their next Order, the player chooses a new Fireteam Leader, placing
With a new Order, the Fireteam Leader of the five-Zhanshi Fireteam declares the Fireteam Leader Token besides the Zhanshi armed with a Heavy Machine
Move, and the PanOceanian player declares AROs during their Reactive Turn since Gun. During this Order, since two of the Zhanshi are on a broken catwalk, the
two members of their five-Fennec Fusilier Fireteam gain LoF to the Zhanshi. Both Fireteam Leader declares Jump as the Fireteam Order. Next, a Coherency Check is
Fusiliers declare a BS Attack ARO, but each of them can only target one of the performed, which confirms that all the Fireteam members are still inside the new
Zhanshi that form the Fireteam. Fusilier 1 chooses Zhanshi 1 (Fireteam Leader Fireteam Leader’s ZoC. Therefore, all the Zhanshi can perform the Jump, moving
armed with a Heavy Machine Gun) and Fusilier 2 chooses Zhanshi 2 (Combi Rifle). horizontally even though they lack a gap to pass over, and the player indicates
Both Fusiliers are armed with Combi Rifles and, since they are part of a five- where each of them finishes their Jump. At the end of the Order, the player makes
member Fireteam, they gain all the Bonuses of a Level 5 Fireteam in ARO. In this yet another Coherency Check.
case, both can apply the +1 MOD to BS Attack and BS Attack (+1 SD).
The Yu Jing player must now decide whether to Attack or Dodge. Should they CASE 2: FIRETEAM ORDER, CHANGING LEADER, AND CARRY OUT MISSION.
declare Dodge and win the Face to Face Rolls, they could avoid the BS Attacks A Fennec Fusilier Fireteam Core is next to a Scenario’s Objective Console. The
against both Troopers, but this would not eliminate the threat. If they declare BS PanOceanian player spends an Order and changes the Fireteam Leader, placing
Attack, they will apply the Bonuses to the Fireteam Leader, but that would allow the Fireteam Leader Token next to the Fennec Fusilier Hacker. As the Fireteam are
Fennec Fusilier 2 to make two Normal Rolls against Zhanshi 2, who would not be out of range of any enemy Troopers, they declare Move + Activate Console as the
able to Dodge or perform a BS Attack, since they would be performing an Idle. Fireteam Order. The Fennec Fusilier Hacker moves into Silhouette contact with
Finally, the player decides to risk it and declares BS Attack, applying the Level 5 the Console and makes the required Roll, without adding any Bonuses or MODs for
Fireteam Bonuses (+1 BS Attack and BS Attack (+1SD)). The player decides to divide being part of a Fireteam. Meanwhile, the rest of the Fusiliers also move for the first
their Fireteam Leader’s Burst 4 (Heavy Machine Gun B4 with (+ 1SD)) between the Basic Short Skill of the Order, and they perform an Idle for the second Short Skill.
Fusiliers, with three Face to Face BS Attacks against Fusilier 1 and a Normal BS
Attack Roll with one extra die thank to the (+1SD) MOD against Fusilier 2.
Thanks to the Bonuses provided for being part of a Level 5 Fireteam, Fusilier 2
can shoot in ARO with BS Attack (+1 SD) and with higher accuracy (+1 MOD to BS
Attacks).
Both Normal Rolls against Zhanshi 2 are successful and the target, having failed a
Saving Roll, enters the Unconscious State.
Meanwhile, Zhanshi 1 wins the Face to Face Roll against Fusilier 1, who also
becomes Unconscious after failing their Saving Roll. However, none of Zhanshi 1’s
BS Attacks against Fusilier 2 are successful.

CASE 2: FIRETEAM ORDER (MOVE + BS ATTACK) AGAINST FIRETEAM ARO (DODGE).


Having lost one of their Zhanshi, the Yu Jing player only has the Level 4 Fireteam
Bonuses now. Spending a new Order, they place the Fireteam Leader Token next to
Zhanshi 3, who is armed with a Combi Rifle. The player declares Move as the first
Basic Short Skill, but they only move the new Fireteam Leader, who gains LoF to
Fennec Fusilier 2. The PanOceanian player decides to declare Dodge. The Fusilier
Fireteam is now a Level 4 Fireteam, so they can only apply the corresponding
Bonuses. Having declared Dodge, and thanks to their Fireteam Bonuses, the
members of the Fireteam gain a +1 MOD to their Dodge Rolls.
Zhanshi 3 declares BS Attack against Fennec Fusilier 2. Now the players must make
the appropriate Rolls to find out how this situation is resolved…

138
TERRAIN AND SCENERY STRUCTURES

TERRAIN AND SCENERY


STRUCTURES
THIS CHAPTER MAKES REFERENCE TO ADDITIONAL RULES THAT PLAYERS MAY USE TO MAKE THEIR MATCHES MORE REALISTIC AND COMPLETE,
THUS INCREASING AND IMPROVING THE GAME EXPERIENCE OF INFINITY. THESE RULES ARE OPTIONAL AND MUST BE AGREED BY PLAYERS
BEFOREHAND.

SPECIAL TERRAIN CHARACTERISTICS OF THE TERRAIN

Special Terrain zones are areas of the battlefield with special game rules. Terrain can be used to improve the game experience and has a series of
Players can situate them freely and mark their perimeter in a number of combined characteristics that allow for multiple gaming options.
different ways, up to and including building their own thematic scenery.
TYPES OF TERRAIN
Special Terrain rules are an easy way to spice up your Infinity games
with new tactical challenges, and create interesting, asymmetrical This characteristic describes the type of environment that dominates the
battlegrounds. area. Select the Type of Terrain before deploying, so that both players
know whether they can use the Terrain Special Skills (see page 112).
SPECIAL TERRAIN
For now, the Types of Terrain available for Infinity games are:
REQUIREMENTS
► Mark Special Terrain areas when you set up the game table, before » AQUATIC TERRAIN:
the game starts. Aquatic Terrain is any area of open water or partially submerged
land. Examples of Aquatic Terrain include oceans, lakes, rivers,
► These areas must have well-defined, recognizable limits whether
marshes, and swamps.
they are represented by templates, pieces of scenery, or any other
means. » DESERT TERRAIN:
► In game terms, Special Terrain areas have infinite height unless Desert Terrain describes open areas that receive very little rainfall.
These areas are usually severely hot and covered in sand; they
otherwise specified.
are always dry and void of open water. Examples of Desert Terrain
► Players must discuss and agree on the specific characteristics of include sand dunes, rocky grounds, and desolate savannas.
each Special Terrain area.
► When preparing the game table, the players must assign the » MOUNTAIN TERRAIN:
characteristics that define each Special Terrain area: Difficult Mountain Terrain encompasses areas high above sea level – usually
rocky and sparsely vegetated – as well as arctic and subarctic
Movement, Saturation, Visibility Conditions and Type of Terrain.
ecoregions. Examples of mountain terrain include low, mid, and high
► Each Special Terrain must have the Type of Terrain characteristic and mountain areas; ravines, fjords, cliffs, arctic plains covered in ice
at least one other characteristic. and snow, and tundra regions.

AREA OF EFFECT OF » JUNGLE TERRAIN:


SPECIAL TERRAIN ZONESL Jungle Terrain describes densely vegetated areas of any kind.
Examples of Jungle Terrain include rainforest, jungle, dense
► In Infinity, the Area of Effect of a Special Terrain zone is the area
woodlands, and thickly grown alien biomes.
in where its special effects are applied. Any Trooper in Silhouette
contact with a Special Terrain zone, or whose base or Silhouette » ZERO-G TERRAIN:
Template is covered at least partially by a Special Terrain zone, is Zero-G Terrain is any area where gravity is low to nonexistent.
Movement and orientation in these circumstances requires different
equally affected by the Effects of the zone.
skills than on solid ground. Zero-G Terrain includes areas with and
without an atmosphere, including the vacuum of space. Examples
of Zero-G Terrain include spacecraft cargo bays, the outer rings of
small space stations or orbitals, outside a flagship’s hull, a space
boarding operation, a derelict spaceship, and a moon base whose
artificial gravity is malfunctioning.

139
TERRAIN AND SCENERY STRUCTURES

DIFFICULT TERRAIN VISIBILITY CONDITION


Some of the battlefield’s zones may feature certain advantages or Algunas zonas de terreno como las espesuras, las áreas muy rocosas y
impairments to the Movement of Troopers attempting to cross them. las tormentas de arena o nieve presentan numerosos obstáculos tanto
a la visión como al disparo. Para reflejarlo se aplican unas condiciones
REQUISITOS especiales de juego. Estas Zonas se dividen en cuatro categorías:
► Troopers must apply the Difficult Terrain rules when their Silhouette ► Low Visibility Zone
is inside or in contact with a Difficult Terrain area and they declare ► Poor Visibility Zone
a Skill with the Movement Label such as Move, Cautious Movement, ► Zero Visibility Zone
Climb, Jump, or the Berserk Special Skill. ► White Noise Zone
► Difficult Terrain also affects Troopers who make Silhouette contact
with it during an Order. EFFECTS
► Any Skill, Special Skill or piece of Equipment that requires LoF, except
EFFECTS Dodge, and is performed from, into, or through a Visibility Zone
► Entering Silhouette contact with a Difficult Terrain area immediately suffers a MOD to the relevant Attribute in the required Roll.
and automatically ends the Trooper’s Movement, regardless of its ► This MOD for Visibility stacks with other MODs for Special Skills,
type, for the rest of the Order. Equipment,
► If the Trooper chooses to continue to move through the Difficult ► Partial Cover, Range... but never with other Zone of Visibility MODs.
Terrain area, they must declare a new Order and apply a MOD of -1 ► Low Visibility Zone;
inch to both values of their MOV Attribute. ► Low Visibility Zones apply a MOD of -3.
► Poor Visibility Zone:
► Poor Visibility Zones apply a MOD of -6.
► Zero Visibility Zone:
SATURATION ► Troopers cannot draw LoF into, through, or out of a Zero Visibility
Zone.
This characteristic describes the existence of solid obstacles that can ► Any Trooper who is the target of a BS Attack into, through, or out
limit the effectiveness of projectiles that traverse the area. of a Zero Visibility Zone treats the Zero Visibility Zone as a Poor
Visibility Zone when drawing LoF to the attacker.
EFECTOS ► White Noise Zone:
► Any BS Attack from, into, or through a Saturation Zone suffers a -1 ► A White Noise Zone acts as a Zero Visibility Zone, but only for
Burst MOD. Troopers equipped with a Multispectral Visor of any Level, or any
► This MOD is applied after dividing the Burst between one or more other piece of Equipment that specifies the same.
targets, and is applied to the Burst value assigned to each target. ► If a Trooper with a Multispectral Visor is the target of a BS Attack
► The Burst value assigned to a target cannot be reduced below 1. into, through, or out of a White Noise Zone, their Multispectral Visor
► The Burst MODs for Saturation Zones never stack with MODs for cannot reduce the MODs of the resulting Poor Visibility Zone.
other Saturation Zones. For example, if the LoF of a BS Attack is draw
through several Saturation Zones, the player will apply only a -1
Burst MOD. IMPORTANT
Visibility Zone MODs never stack with other Visibility Zone MODs. If
any Roll would be affected by two or more Visibility Zones of whatever
type, players will apply only one MOD, that must be always the most
restrictive one.
For example, if a BS Attack’s LoF passes through a Low Visibility Zone
(-3 MOD) and a Poor Visibility Zone (-6 MOD), apply only one single -6
MOD.

140
TERRAIN AND SCENERY STRUCTURES

VISIBILITY ZONES AND SPECULATIVE ATTACK VISIBILITY CONDITIONS AND COMBAT JUMP

Speculative Attacks do not require LoF, so do not apply any negative You cannot use Combat Jump inside of, or in contact with, an area with
MODs for Visibility Zones, only the -6 MOD for Speculative Attack. Low, Poor, or Zero Visibility Conditions.

SPECIAL TERRAIN SUGGESTIONS AND EXAMPLE


EXAMPLE TYPE OF TERRAIN DIFFICULT TERRAIN VISIBILITY CONDITIONS SATURATION ZONE
BEACH AQUATIC YES -- NO
OPEN SEA AQUATIC YES -- NO
SWAMP AQUATIC YES -- YES
ROCKY GROUND DESERT OPTIONAL -- YES
SAND DUNES DESERT YES -- NO
LOW MOUNTAIN OR STEEP
MOUNTAIN -- -- NO
HILLS
ARTIC PLAINS MOUNTAIN OPTIONAL -- NO
MID-MOUNTAIN MOUNTAIN YES LOW VISIBILITY NO
HIGH MOUNTAIN MOUNTAIN YES LOW VISIBILITY YES
WOODS JUNGLE OPTIONAL LOW VISIBILITY YES
JUNGLE JUNGLE YES POOR VISIBILITY YES
DENSE JUNGLE JUNGLE YES POOR VISIBILITY YES
PRIMEVAL FOREST JUNGLE YES ZERO VISIBILITY YES
ZERO-G ZERO-G YES -- NO
AQUATIC/ DESERT/ INCREASES VISIBILITY
STORM -- --
MOUNTAIN/ JUNGLE CONDITIONS BY ONE LEVEL
ENGINE ROOM OPTIONAL ZERO-G YES IF ZERO-G LOW VISIBILITY YES
GENERATOR ROOM OPTIONAL ZERO-G YES IF ZERO-G WHITE NOISE YES
LOW VISIBILITY + WHITE
ENERGY CORE ROOM OPTIONAL ZERO-G YES IF ZERO-G --
NOISE

SCENERY STRUCTURES
REMEMBER
ACCESS WIDTH (AW)) Troopers in Prone state, with Silhouette X, must apply the Silhouette
Attribute value shown on their Unit Profile when considering restrictions
In Infinity N4, the scenery used on the table to simulate the game and for access points.
mission settings is usually made up of buildings with different kinds of
access points, such as a doorway, a window, etc.
IMPORTANTE
This section describes the different types of access points regarding their The Access Width rule always takes priority over the General Movement
size and which Troopers are allowed to pass through them. There are two Rules and the Requirements of Skills with the Movement Label. If
possible Access Widths: a Trooper does not have the Silhouette Attribute a specific access
requires, the Trooper will not be able to go through it.

» Narrow. This access point is only big enough for Troopers with a In Infinity N4, gates and accesses are always considered to be open, not
blocking Line of Fire, unless a special rule or scenario condition says
Silhouette Attribute of 2 or lower. It is marked by a Narrow Gate
otherwise.
Token (NARROW GATE).

» Wide. This access point allows all Troopers to pass through,


regardless of their Silhouette value. It is marked by a Wide Gate
Token (WIDE GATE).

El Tamaño de Acceso de los Elementos de Escenografía debe ser decidido


y consensuado entre los Jugadores antes de comenzar la partida.

141
TRIUMPH AND DEFEAT

TRIUMPH AND DEFEAT


MODULE
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.

END-GAME: RETREAT!
STANDARD GAME POINT VALUE OF SURVIVORS
ARMY POINTS
(25% ARMY POINTS)
In a Standard Game, the players meet on the battlefield with the goal of 400 100 POINTS OR LESS
eliminating the opponent’s forces. There is no specific objective, except 350 88 POINTS OR LESS
destroying the enemy while suffering as few casualties as possible. 300 75 POINTS OR LESS
250 63 POINTS OR LESS
A Standard Game has 3 Game Rounds, and, at the end of the third Game 200 50 POINTS OR LESS
Round, the players will compare their Victory Points. Remember that, in 150 38 POINTS OR LESS
Infinity, your Victory Points are the sum of all the Costs of those Troopers
from your Army List who are not in a Null state. CHARACTERISTICS OF
AN ARMY IN THE RETREAT! SITUATION
The player with the most Victory Points wins the game.
» An army in a Retreat! situation is automatically in a Loss of
In the event that both players end the game with the same number of Lieutenant situation.
Victory Points, the battle will be considered to have ended in a tie. Neither » As long as the army is in the Retreat! situation, the player cannot
of the two armies has managed to prevail! name a new Lieutenant. If the Retreat! situation is cancelled and the
army has a Lieutenant, then the Loss of Lieutenant situation is also
cancelled.
In a Standard Game, if one of the players starts his Active Turn in a
Retreat! situation, the game will end at the end of that Turn. » In a Retreat! situation the Impetuous Phase of the Player Turn is not
applied. So, Impetuous or Frenzy Troopers cannot be activated in the
Impetuous Phase.
RETREAT!
» In a Retreat! situation, all Troopers who exit the game table via the
Retreat! allows Infinity players to continue to play as long as there are widest side of their Deployment Zone are considered to have survived
the battle and can be counted as Victory Points by their owner.
survivors on the table, fighting to their last man to turn the game around
at the last minute. » When a player whose army is in a Retreat! situation has lost or
evacuated all Troopers in their Army List, the game ends, unless the
specific end-game conditions of the scenario being played indicate
In game terms, each player, at the beginning of their Active Turn, during
otherwise.
the Tactical Phase, must make a count of their Victory Points. For this
purpose, consider any Troopers that have not yet been placed on the table » At the beginning of each of their Active Turns, players make a count
(Airborne Deployment, Hidden Deployment…) as survivors. If the sum of of their surviving troops. If the point cost of the survivors is more than
the 25% threshold—because an Unconscious troop was restored to
the Victory Points is equal to or less than 25% of the points available for
combat readiness, for example—then the player’s Retreat! situation
building the Army List, then that army enters a Retreat! situation. is cancelled, the Retreat! Tokens (RETREAT!) are removed from their
Troopers, and the Troopers’ Retreat! States are cancelled.

You can check Retreat! State in the Game States Module on page 166.

142
TRIUMPH AND DEFEAT

MISSION OR SCENARIO SETTING UP


THE GAMING TABLE
The tactical flexibility and troop variety of Infinity allow for games that go
beyond simply destroying the opponent’s forces.
The advice given in this section is for information only. Although
In order to spice things up, or to recreate wartime special operations advisable, it is not mandatory to follow this guide to set up a gaming
table.
or high-stakes espionage missions, you can play games with a series
of objectives that transcend mere carnage or that add unusual game Infinity is a game that possesses a great amount of realism and flexibility,
conditions. Each scenario or mission must specify the objectives that faithfully depicting tactics and maneuvers in a modern combat setting. As
players will strive to complete. During the mission, achieving objectives in a real combat scenario, in infinity the terrain, the combat environment,
gives players Objective Points, at a rate determined beforehand by the has a special relevance determining both the strategy and the tactical
mission rules. When a game has goals beyond wholesale elimination of options available to the players.
the enemy, it becomes a mission, or a scenario.

Due to the importance of this step, it is advisable


The number of Victory Points each player has is always used as a that both players participate in the process
tiebreaker if both players earn the same number of Objective Points in a of setting up the gaming table, alternating
between one another to place the terrain
scenario. elements, or simply placing them by
mutual agreement.

Sibylla’s Advice
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 Downloads section TERRAIN AND COVER
of the official Infinity website. www.Infinityuniverse.com
The terrain pieces, Scenery Items and Buildings, configure the gaming
environment where the troops will move during the game.
FREE GAME
The main goal of terrain on the gaming table is to provide Cover that
This ruleset establishes a series of Game Modes with preset features— allows troops to move and maneuver without immediately falling under
like table size, number of Army Points and Game Rounds, maximum enemy fire. Using cover to round and flank the enemy is vital to ensure
number of Troopers allowed, and so on—that are considered to be the victory!
most suitable to fully enjoy this game. However, the flexibility of Infinity
allows players to play games that modify these parameters, without The layout of the terrain must force troops to maneuver across the
altering the essence of the game. 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
Players are considered to be playing a Free Game when they agree by placing enough Cover to allow the troops to maneuver, but without
beforehand on different features than the ones listed in the Game Modes. canceling the usefulness of long-range weaponry.

An example of a Free Game would be a game with the table and In Infinity, it is advisable to adjust the size of the game table to the
Deployment Zone sizes of a Raid Match, but played with 250 points number of points the players are going to be playing. We suggest the
instead of 200, without a cap on the number of Troopers and with a following:
duration of four Game Rounds instead of the usual three of a Standard
Game. » For a 150-point game, use a 24” x 32” game table.
» For a 200 or 250-point game, use a 32” x 48” game table.
Free Games are a good resource for experienced players to test different » For a 300, 350 or 400-point game, use a 48” x 48” game table.
game combinations and to keep exploring the possibilities of Infinity’s
gaming system. Depending on the size of the game table, players will need more scenery
items to properly cover the game table.

The Battle Packs are 2-player introductory sets containing all the
necessary scenery items to start playing introductory games on 24” x 32”
game table.

143
TRIUMPH AND DEFEAT

TERRAIN LAYOUT ACCESSIBILITY

Nevertheless, a balanced gaming table is based not only on the quantity Big terrain pieces can represent buildings or structures with their
of terrain used, but also on its layout. respective rooftops and elevations. If these rooftops do not have a way to
access them (through stairs or elevators, for example), it will be hard for
When placing terrain on the gaming table, it is advisable that the big the troops to climb up or down them, limiting the tactical options of both
terrain pieces be placed so that the gaps between them are less than 10 players. Hence it is advisable that the majority of the terrain pieces have
inches, trying to trace a broken line in the middle of the table using three elevated zones that are accessible from the ground.
big blocks of terrain. This way the safe zones alternate with Lines of Fire
suitable for snipers. 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
Small terrain pieces must be placed in such a way that Cover is provided table offers for advancing towards the enemy, the more interesting the
in those zones that have less terrain. It is advisable to build corridors tactical choices will be.
between the big terrain pieces using small terrain pieces to provide
Cover that enables the troops to maneuver across the table. SYMMETRICAL AND
ASYMMETRICAL DEPLOYMENT ZONES
It is very useful for the big terrain pieces
to have parapets, windows, porches, and Symmetrical Deployment Zones are those that have the same amount
other elements that allow the troops to
cover while advancing through them. of terrain pieces of the same size, placed in a similar way on both sides
of the game table. On the other hand, Asymmetrical Deployment Zones
Sibylla’s Advice
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
IMPORTANT obvious advantage for one side of the table over the other.
When placing terrain on the gaming table it is important to make sure
that the troops of both players can deploy without being completely It is advisable to deploy terrain in such a way that one of the Deployment
exposed to the opponent’s Lines of Fire from the beginning of the game. Zones provides more Cover and/or has higher terrain pieces, giving a
tactical advantage to the player who chooses to deploy on that side.

250 OR 200 POINTS

150 POINTS

400, 350 OR 300 POINTS

144
SCENARIOS

SCENARIOS
THE TACTICAL FLEXIBILITY INHERENT IN INFINITY ALLOWS GAMES TO BE MORE INTERESTING THAN A TYPICAL EXTERMINATE-THE-ENEMY
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 OF VICTORY POINTS WILL WIN THE TIEBREAK.

THIS SECTION INCLUDES A SMALL SET OF MISSIONS THAT SERVE AS AN INTRODUCTION TO THIS NEW LEVEL OF GAMING. FIND MORE FREE CONTENT
IN THE DOWNLOADS SECTION OF THE INFINITY OFFICIAL WEBSITE: INFINITYUNIVERSE.COM.

ANNIHILATION
MISSION OBJECTIVES

150-POINT 200-POINT 250-POINT 300-POINT 350-POINT 400-POINT OBJECTIVE


GAME GAME GAME GAME GAME GAME POINTS

To kill 40 to 75 To kill 50 to 100 To kill 65 to 125 To kill 75 to 150 To kill 85 to 175 To kill 100 to 200
1 Objective Point.
enemy army points. enemy army points. enemy army points. enemy army points. enemy army points. enemy army points.

To kill 76 to 125 To kill 101 to 150 To kill 126 to 200 To kill 151 to 250 To kill 176 to 270 To kill 201 to 300
3 Objective Points.
enemy army points. enemy army points. enemy army points. enemy army points. enemy army points. enemy army points.

To kill more than To kill more than To kill more than To kill more than To kill more than To kill more than
125 enemy army 150 enemy army 200 enemy army 250 enemy army 270 enemy army 300 enemy army 4 Objective Points.
points. points. points. points. points. points.

If you have 40 to 75 If you have 50 If you have 65 If you have 75 If you have 85 If you have 100
surviving Victory to 100 surviving to 125 surviving to 150 surviving to 150 surviving to 200 surviving 1 Objective Point.
Points. Victory Points. Victory Points. Victory Points. Victory Points. Victory Points.

If you have 76 If you have 101 If you have 126 If you have 151 If you have 176 If you have 201
to 125 surviving to 150 surviving to 200 surviving to 250 surviving to 270 surviving to 300 surviving 3 Objective Points.
Victory Points. Victory Points. Victory Points. Victory Points. Victory Points. Victory Points.

If you have more If you have more If you have more If you have more If you have more If you have more
than 125 surviving than 150 surviving than 200 surviving than 250 surviving than 250 surviving than 300 surviving 4 Objective Points.
Victory Points. Victory Points. Victory Points. Victory Points. Victory Points. Victory Points.

To kill the enemy Lieutenant. 2 Objective Points.

145
SCENARIOS

FORCES AND DEPLOYMENT

SIDE A and SIDE B: Both players will deploy on opposite sides of the SCENARIO SPECIAL RULES
game table, in Deployment Zones whose size depends on the number of
Army Points in the Army Lists. KILLING

ARMY DEPLOYMENT Troopers are considered Killed by the adversary when they enter Dead
SIDE SWC GAME TABLE SIZE
POINTS ZONE SIZES
State, or they are in a Null State at the end of the game.
A AND B 150 3 24 IN X 32 IN 8 IN X 24 IN
Troopers that have not been deployed on the game table, as a Model
A AND B 200 4 32 IN X 48 IN 12 IN X 32 IN
or Marker, at the end of the game will be considered to be Killed by the
A AND B 250 5 32 IN X 48 IN 12 IN X 32 IN adversary.

A AND B 300 6 48 IN X 48 IN 12 IN X 48 IN
END OF THE MISSION
A AND B 350 7 48 IN X 48 IN 12 IN X 48 IN

A AND B 400 8 48 IN X 48 IN 12 IN X 48 IN This scenario has a limited time frame, so it will automatically finish at
the end of the third Game Round.

If a player finds, during the Tactical Phase of his Player Turn, that all
Troopers in their Army List are in a Null state, the mission will finish at
the end of this Player Turn.
400, 350 OR 300 POINTS 250 OR 200 POINTS

DEPLOYMENT ZONE A DEPLOYMENT ZONE A

48”
48”

12”
DEPLOYMENT ZONE B 12” DEPLOYMENT ZONE B

48”
32”

150 POINTS

DEPLOYMENT ZONE A

32”

8” DEPLOYMENT ZONE B

24”
146
SCENARIOS

DOMINATION SCENARIO SPECIAL RULES

MISSION OBJECTIVES DOMINATE QUADRANTS

» Dominate the same number of Quadrants as the adversary at the end At the end of each Game Round, but not before, the table is divided into
of each Game Round (1 Objective Point, but only if at least 1 Quadrant four areas as seen on the map. Each player then checks how many
is Dominated by the player).
Quadrants he is dominating and counts their Objective Points.
» Dominate more Quadrants than the adversary at the end of each
Game Round (2 Objective Points). A Quadrant is considered Dominated by a player if he has more Victory
» Have a Hacked Console at the end of the game (1 Objective Point for Points than the adversary inside it. Only Troopers represented by Models
each Hacked Console). or Markers count. Troopers in a Null state do not count. Tokens and
Markers representing weapons or pieces of Equipment (like Mines), and
FORCES AND DEPLOYMENT those that do not represent a Trooper do not count either.

SIDE A and SIDE B: Both players will deploy on opposite sides of the A Trooper is considered inside a Quadrant when more than half the
game table, in Deployment Zones whose size depends on the number of Trooper’s base is inside that Quadrant.
Army Points in the Army Lists.
Shasvastii. Troopers with the Shasvastii Special Skill who are located
ARMY GAME TABLE DEPLOYMENT MINIMUM
SIDE SWC inside a Quadrant will always add their Points to the total while they are
POINTS SIZE ZONE SIZES VP
in Normal state or Shasvastii Embryo state.
A AND
150 3 24 IN X 32 IN 8 IN X 24 IN 38
B
A AND CONSOLES
200 4 32 IN X 48 IN 12 IN X 32 IN 50
B
A AND There are 4 Consoles, placed on the center of each Quadrant (see map
250 5 32 IN X 48 IN 12 IN X 32 IN 63
B regarding game table size). Each Console must be represented by a
A AND Console A Marker or by a scenery piece of the same diameter (such as
300 6 48 IN X 48 IN 12 IN X 48 IN 75
B
the Human Consoles by Micro Art Studio, the Tech Consoles by Warsenal
A AND
350 6 48 IN X 48 IN 12 IN X 48 IN 88 or the Comlink Console by Customeeple).
B
A AND
B
400 8 48 IN X 48 IN 12 IN X 48 IN 100 HACK CONSOLES
SHORT SKILL
Attack

REQUIREMENTS
► Only Specialist Troops can declare this Skill.
► The Specialist Troop must be in Silhouette contact with the Console.

EFFECTS
► The Console is Hacked if the Specialist Troop succeeds at a Normal
WIP Roll. 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.
► A player can Hack a Console previously Hacked by the adversary. In
this situation, that Console will only be considered Hacked by the last
player to Hack it.
► Hackers apply a +3 MOD to Hack a Console, so they must succeed at a
Normal WIP+3 Roll.

147
SCENARIOS

SPECIALIST TROOPS END OF THE MISSION

For the purposes of this scenario, only Doctors, Engineers, Forward This scenario has a limited time frame, so it will automatically finish at
Observers, Hackers, Paramedics, Specialist Operatives, and Troopers the end of the third Game Round.
possessing the Chain of Command Special Skill are considered Specialist
Troops. If a Player finds, during the Tactical Phase of his Player Turn, that the
Troopers of his Army List who are not in Null state do not add up to
Doctors and Engineers cannot make use of Peripherals to perform tasks the minimum number of Victory Points indicated in the Forces and
reserved for Specialist Troops. Deployment Chart, then the mission will be over at the end of that Player
Turn.

400, 350 or 300 POINTS 250 OR 200 POINTS

DEPLOYMENT ZONE A

QUADRANT 1 QUADRANT 2 QUADRANT 1 QUADRANT 2

6” 6”
48”
48”

QUADRANT 3 QUADRANT 4 QUADRANT 3 QUADRANT 4

12”
DEPLOYMENT ZONE B 12” DEPLOYMENT ZONE B

12” 24”
8” 16”
CONSOLE
CONSOLE

150 POINTS

DEPLOYMENT ZONE A

QUADRANT 1 QUADRANT 2

4”
32”

QUADRANT 3 QUADRANT 4

8” DEPLOYMENT ZONE B

6” 12”

CONSOLE

148
SCENARIOS

SUPPLIES SCENARIO SPECIAL RULES

MISSION OBJECTIVES SUPPLY BOXES

» Control a Supply Box at the end of the battle (2 Objective Points for There is a total of 3 Supply Boxes. One of them must be placed in the
each Controlled Supply Box). center of the table while the other two must be placed on the central line
» Control more Supply Boxes than the adversary at the end of the game of the table, 8 inches from its edges.
(2 Objective Points).
» Control all Supply Boxes at the end of the game (2 extra Objective The Supply Boxes must be represented by a Supply Box Marker, or a
Points). similar scenery item (Such as the Tech Crates by Micro Art Studio, the
Gang Tie Containers by Bandua Wargames, the Supply Boxes by Warsenal
FORCES AND DEPLOYMENT or the Cargo Crates by Customeeple).

SIDE A and SIDE B: Both players will deploy on opposite sides of the PICK UP SUPPLY BOXES
game table, in Deployment Zones whose size depends on the number of SHORT SKILL
Army Points in the Army Lists.
Attack
ARMY GAME TABLE DEPLOYMENT MINIMUM
SIDE
POINTS
SWC
SIZE ZONE SIZES VP
REQUIREMENTS

A AND B 150 3 24 IN X 32 IN 8 IN X 24 IN 38 The Specialist Troop should be in one of the following situations:
► Be in Silhouette contact with a SUPPLY BOX Token that is not being
A AND B 200 4 32 IN X 48 IN 12 IN X 32 IN 50
carried by a Model.
A AND B 250 5 32 IN X 48 IN 12 IN X 32 IN 63 ► Be in Silhouette contact with a Model in a Null state with a SUPPLY
BOX Token.
A AND B 300 6 48 IN X 48 IN 12 IN X 48 IN 75 ► Be in Silhouette contact with an allied Model in a Normal state with a
SUPPLY BOX Token.
A AND B 350 7 48 IN X 48 IN 12 IN X 48 IN 88
EFFECTS
A AND B 400 8 48 IN X 48 IN 12 IN X 48 IN 100
► Spending one Short Skill, without needing a Roll, any Specialist
Troop can pick up a Supply Box in any of the situations previously
It is not permitted to deploy in Silhouette contact with a Supply Box. mentioned.
► The Specialist Troop must follow the Common Rules of Supply Boxes.

COMMON RULES OF SUPPLY BOXES

• Each Specialist Troop can carry a maximum of 1 Supply Box.


• Only Models, and not Markers, can carry the Supply Boxes.
• The Supply Box Token must always be kept on the table, even if the Model
which is carrying it passes to a Null state.

CONTROLLING THE SUPPLY BOXES

A Supply Box is considered to be Controlled by a player if, at the end of


the game, that player has a Model, but not a Marker, carrying it. That
Trooper cannot be in a Null state, and cannot be in Silhouette contact with
any enemy Model.

149
SCENARIOS

SPECIALIST TROOPS END OF THE MISSION

For the purposes of this scenario, only Doctors, Engineers, Forward This scenario has a limited time frame, so it will automatically finish at
Observers, Hackers, Paramedics, Specialist Operatives, and Troopers the end of the third Game Round.
possessing the Chain of Command Special Skill are considered Specialist
Troops. If a Player finds, during the Tactical Phase of his Player Turn, that the
Troopers of his Army List who are not in Null state do not add up to
Doctors and Engineers cannot make use of Peripherals to perform tasks the minimum number of Victory Points indicated in the Forces and
reserved for Specialist Troops. Deployment Chart, then the mission will be over at the end of that Player
Turn.

400, 350 or 300 POINTS 250 OR 200 POINTS

DEPLOYMENT ZONE A DEPLOYMENT ZONE A

48”
48”

12”
DEPLOYMENT ZONE B 12” DEPLOYMENT ZONE B

12” 24”
8” 16”
SUPPLY BOXES
SUPPLY BOXES

150 POINTS

DEPLOYMENT ZONE A

32”

8” DEPLOYMENT ZONE B

8” 12”

SUPPLY BOXES

150
SCENARIOS

FIREFIGHT REINFORCED TACTICAL LINK

MISSION OBJECTIVES In this mission, the identity of the Lieutenant is always Open Information.
The player must indicate which Marker is the Lieutenant if it is in a
» To have more surviving Specialist Troops than the adversary at the Marker state.
end of the game (2 Objective Points).
» To Kill more Specialist Troops than the adversary (1 Objective Point). The Lieutenant must be placed on the game table at the beginning of the
» To Kill more Lieutenants than the adversary (3 Objective Points). first Game Round, either as a model or as a Marker.
» To Kill more Army Points than the adversary (4 Objective Points).
If players lack a Lieutenant at the start of the Tactical Phase of their
FORCES AND DEPLOYMENT Active Turn, because this Trooper was not deployed or because it is in a
Null state (Unconscious, Dead…), then they must name a new Lieutenant,
SIDE A and SIDE B: Both players will deploy on opposite sides of the without Order expenditure. The identity of this new Lieutenant is also
game table, in Deployment Zones whose size depends on the number of Open Information. It is compulsory such Lieutenant be a Model or a
Army Points in the Army Lists. Marker placed on the game table.

ARMY DEPLOYMENT DESIGNATED LANDING AREA


SIDE SWC GAME TABLE SIZE
POINTS ZONE SIZES

A AND B 150 3 24 IN X 32 IN 8 IN X 24 IN The whole game table is considered a Designated Landing Area. Troopers
possessing the Combat Jump Special Skill can apply a +3 MOD to their
A AND B 200 4 32 IN X 48 IN 12 IN X 32 IN
deployment PH Roll. This MOD is cumulative with any other MOD provided
A AND B 250 5 32 IN X 48 IN 12 IN X 32 IN by any other rule.

A AND B 300 6 48 IN X 48 IN 12 IN X 48 IN
Additionally, Troopers who have a Special Skill with the Airborne
A AND B 350 7 48 IN X 48 IN 12 IN X 48 IN Deployment Label (AD) will ignore the prohibition of deploying inside the
A AND B 400 8 48 IN X 48 IN 12 IN X 48 IN enemy Deployment Zone.

SPECIALIST TROOPS
SCENARIO SPECIAL RULES
For the purposes of this scenario, only Doctors, Engineers, Forward
KILLING Observers, Hackers, Paramedics, Specialist Operatives, and Troopers
possessing the Chain of Command Special Skill are considered Specialist
Troopers are considered Killed by the adversary when they enter Dead Troops.
State, or they are in a Null State at the end of the game.
Doctors and Engineers cannot make use of Peripherals to perform tasks
Troopers that have not been deployed on the game table, as a Model reserved for Specialist Troops.
or Marker, at the end of the game will be considered to be Killed by the
adversary. 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 a player finds, during the Tactical Phase of his Player Turn, that all
Troopers in their Army List are in a Null state, the mission will finish at
the end of this Player Turn.

151
SCENARIOS

400, 350 or 300 POINTS 250 OR 200 POINTS

DEPLOYMENT ZONE A DEPLOYMENT ZONE A

48”
48”

12”
DEPLOYMENT ZONE B 12” DEPLOYMENT ZONE B

48”
32”

150 POINTS

DEPLOYMENT ZONE A

32”

8” DEPLOYMENT ZONE B

24”

152
GAME STATES

GAME STATES AND


GLOSSARY MODULE
STATES
A STATE IS A GAME RULE THAT REPRESENTS THE DIFFERENT CONDITIONS, POSITIVE OR NEGATIVE, IN WHICH A TROOPER OR GAME ELEMENT CAN
BE IN, IN INFINITY.

ALL THE DIFFERENT STATES ARE CUMULATIVE, AND ALL OF THEM HAVE ACTIVATION AND CANCELLATION PROCEDURES. STATES ARE
REPRESENTED IN THE FORM OF STATE TOKENS.

STATES THAT ARE CONSIDERED NULL ARE MARKED IN RED, SO THEY ARE MORE EASILY IDENTIFIED.

REMEMBER
States can modify various Attributes. If a Trooper is in several States that affect the same Attribute, their effects are cumulative.

CAMOUFLAGED STATE

CAMOUFLAGED
Marker

ACTIVATION
► Automatic during the Deployment Phase
► During the Active Turn, Troopers may only return to this state by spending a Long Skill, while outside the LoF of enemy Markers or Troopers.

EFFECTS
► In Camouflaged State, the Player does not place the Model on the table, but instead places a Camouflaged Marker.
► Camouflaged Markers can possess the Mimetism Skill, so Camouflaged Markers indicate the MOD level that Mimetism applies, if they have it.
► Restriction: You cannot enter Silhouette contact with an Enemy Camouflaged Marker.
► Restriction: You cannot declare Attacks against Camouflaged Markers, it is necessary to Discover that Marker first (Discover + Attack maneuver),
unless otherwise specified by a rule or Skill.
► To reveal a Camouflaged Marker, a Discover Roll must be passed, applying MODs listed for Discover, including the Marker’s Mimetism, if they have it.
► If the Discover Roll is successful, the Camouflaged Marker is replaced with the corresponding Model, facing in any direction its player chooses.
► A Trooper that fails a WIP Roll to Discover a Marker cannot attempt to Discover the same Marker until the next Player Turn. Note that a Trooper that
has been revealed, and re-entered Camouflaged State again, does not count as the same Marker.
► A Camouflaged Marker has a LoF of 360º.
► A Camouflaged Marker has the same Silhouette (S) value as the Trooper it represents. However, the Camouflaged Marker of a Weapon or piece of
Equipment in Camouflaged State has a Silhouette (S) value of 2.
► This state does not interfere with Automatic Special Skills or Automatic Equipment, which will remain functioning normally.
► Restriction: A Trooper in Camouflaged State cannot be part of a Fireteam. If a member of a Fireteam enters Camouflaged State they automatically
stop being part of the Fireteam.
► Restriction: The only AROs that can be declared against a Camouflaged Marker are: Discover, Dodge, Look Out! or Reset.
► When a Trooper in Camouflaged State is activated, each Reactive Trooper can delay the declaration of their ARO until the second half of the Active
Trooper’s Order has been declared. In this case:
► If the Trooper in Camouflaged state reveals themselves with the second half of their Order (by declaring a BS Attack, moving into Silhouette contact
with an enemy…), the delaying Trooper can declare their ARO.
► If the Trooper in Camouflaged state does not reveal themselves, the delaying Trooper loses their right to declare an ARO.

153
GAME STATES

CANCELLATION
Camouflaged State is canceled whenever:

► The Camouflaged Marker declares an Attack, Look Out!, or any Skill that requires a Roll.
► The Camouflaged Marker declares a Long Skill of any kind, other than Cautious Movement.
► The Camouflaged Marker enters Silhouette contact with an enemy Model.
► The Camouflaged Marker is Discovered.
► The Camouflaged Marker is forced to make a Saving Roll.
► The Trooper is or becomes Impetuous (due to having the Frenzy Special Skill or any other effect), or enters the Retreat! State.
► When Camouflaged State is canceled, the player must replace the Marker with the corresponding Model, facing in any direction the player chooses.
► When replacing the Marker with the Model, the player must provide their adversary with the Trooper’s complete Public Information.

IMPORTANT
STEP 3:
Cancellation of Camouflaged State is applied to the entirety of the
The Caliban declares BS Attack as the second Skill of their Order: He indicates that
declared Order, even if the Skill revealing the Camouflaged Trooper is
performed at the end of the Order. he will use his Boarding Shotgun in Burst Mode to shoot at the Fusilier from Cover,
which is the closest point.
STEP 4:
REMEMBER The Fusilier declares BS Attack with his Combi Rifle, before the Caliban reaches the

ARO against a Marker: Cover.


Remember that the cancellation of the Camouflaged State applies to the entirety of
• The only AROs that can be performed against a Camouflaged (CAMO)
Marker are Discover, Dodge, Look Out!, or Reset. the Order.

• Against a Marker, the enemy can delay declaring their ARO until the
Marker declares the second Short Skill of its Order.
LONIAL
L CO
RE
FO
T
KES

RCE

FENNEC
NN
RS
FE

• In this case, they may declare an ARO only if the Camouflaged


E C F U SILIE

MOV 4-4
Marker reveals themselves with the second Short Skill of their CALIBAN
Order. If the second Short Skill of the Order does not reveal the BS 12 MODS BS 9
MOV 4-4
Marker, the Reactive Trooper loses their right to declare an ARO. bs weapon: combi rifle
BS 12 MODS BS 15
bs weapon: boarding
shotgun
Range +3
Mimetism -3
REMEMBER Surprise Attack -3

Camouflaged Markers (CAMO) may be indirectly affected by Template


Weapons if another non-Camouflaged Enemy Trooper is designated as
the Main Target.
Range +6
Partial Cover -3
EXAMPLE: CAMOUFLAGE AND SURPRISE ATTACK
RESOLUTION:
STEP 1: By declaring BS Attack as the second Skill of their Order, the Caliban has revealed
A Camouflaged Caliban declares Move as their first Skill, moving until they reach Cover. himself for the entire Order, which includes his movement towards the point in
Cover.
STEP 2: The distance between the points where the Skills were declared is measured, and
The Fusilier decides to delay declaring his ARO against the Marker. the Face to Face MODs are calculated.

LONIAL
L CO
RE
FO
T
KES

RCE

FENNEC
NN
RS
FE

E C F U SILIE

MOV 4-4
CALIBAN
BS 12
MOV 4-4
bs weapon: combi rifle
BS 12
bs weapon: boarding
shotgun
Delay ARO

154
GAME STATES

DEAD STATE

DEAD
Null

ACTIVATION
► A Trooper or a game element (“Trooper” from now on) receives more Wounds than their VITA/STR Attribute value.
► A Trooper in the Unconscious State receives more Wounds.

EFFECTS
► The Trooper is removed from the game table and their Combat Group.
► The Trooper ceases to generate Orders in successive Player Turns.
► The Trooper does not count towards the Player’s Victory Points.

CANCELLATION
► Dead State is 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.

DECOY STATE

DECOY STATE

ACTIVATION
► Automatic when deployed.

EFFECTS
► When deploying, this state allows the user to deploy up to two Decoy Markers (DECOY-1 / DECOY-2) in addition to the Trooper, within Coherency of the
user’s Model and respecting the general conditions of the Deployment rules.
► The number of additional Decoys that the Trooper may place during their Deployment is indicated between brackets: Decoy (1) or Decoy (2).
► If the user deploys in Marker form instead of as a Model, for example in Camouflaged or Impersonation States, the player places (CAMO) and (IMP)
Markers on the table instead of the Decoy Markers.
► The Trooper with this Special Skill is represented by up to three Decoys: the Decoy 1 Marker, the Decoy 2 Marker and the actual Model, or Marker if
the user has that choice. The player must note in secret which of these Decoys represents the real user of this Special Skill, with the others being
mere replicas.
► The replicas do not hide a Trooper, Weapon or piece of Equipment and they remain static on the gaming table.
► DECOY-1 and DECOY-2 Markers are placed on the gaming table when a Trooper is replicated in Model form, so they must be considered as Models for
LoF purposes and may be targeted.

CANCELLATION
► A replica Decoy must be automatically removed from the gaming table as soon as:
► It is Discovered.
► It is hit by a successful Attack. In this case, the replica Decoy does not make the Saving Roll and is simply removed.
► An enemy Model enters Silhouette contact with it.
► The Trooper with this Special Skill reveals themself or is Discovered.
► The real Decoy user is revealed, removing all the replicas and placing the Trooper in its real position, whenever:
► The Decoy user declares an Attack, Look Out!, or any Skill that requires a Roll, other than Combat Jump .
► The Decoy user declares a Long Skill of any kind, other than Cautious Movement, Parachutist, or Combat Jump.
► The Decoy user fails an Infiltration Roll or a Combat Jump Roll.
► An enemy Model enters Silhouette contact with the Decoy user, or vice-versa .
► The Decoy user is Discovered.
► The Decoy user is forced to make a Saving Roll.
► The Decoy user becomes Impetuous (due to the Frenzy Special Skill or any other effect) or enters Retreat! State.
► If the user was hidden as a Decoy Marker, the player must replace the Marker with the corresponding Model, facing in any direction the player
chooses.
► When replacing the Marker with the Model, the player must provide their adversary with the Trooper’s complete Open Information.

155
GAME STATES

IMPORTANT
ENGAGED STATE
Decoys, weapons, Equipment and States:
The replicas cannot replicate those Deployable weapons or pieces of ENGAGED STATE
Equipment represented by a Token or Model (TinBots, FastPandas,
SymbioMates, Mines deployed by the Minelayer Special Skill...) the Decoy
user could have. ACTIVATION
► The Trooper is in Silhouette contact with an Enemy Trooper, and
However, the replicas duplicate all the State Tokens (Prone, Unloaded...) neither are in an Immobilized or Null State (except for Sepsitorized
the Decoy user has, and the Effects of Skills that impose MODs on the
or Possessed).
opponent (Albedo, Mimetism...).
Decoy and Fireteam:
EFFECTS
A Trooper using Decoy cannot be part of a Fireteam. If a member of a ► Troopers in Engaged State are considered to be in Close Combat.
Fireteam is deployed using Decoy, then it will automatically cease being
part of the Fireteam. ► Troopers in this state can only declare Berserk, CC Attack, Dodge,
Idle, Reset, and Skills that specify that they can be used in Close
Decoy and Coordinated Orders:
Combat or in Engaged State.
Troopers using Decoy cannot be part of Coordinated Orders. ► Troopers that are in Engaged State may not trace LoF outside their
Decoy and Airborne Deployment: Close Combat.
When deploying a Trooper using Decoy and a Skill with the Airborne ► By declaring BS Attack on a Trooper in Engaged State, the BS Attack
Deployment Label, the player must perform a Coherency Check as if it Into a Close Combat rule must be applied (see page 40).
were the Deployment Phase, even though this is during the game. ► Template Weapons placed on a group of Troopers in Engaged state
will always affect all participating Troopers, even if the placement of
DISCONNECTED STATE the Template would only affect one of them.

DISCONNECTED CANCELLATION
► This state is canceled when the Trooper is no longer in Silhouette
Null
contact with any Enemy Troopers.
ACTIVATION ► A Trooper’s Engaged State is automatically canceled if, in the 5.1
► The Controller of this Trooper is in Isolated State or any Null State. Effects step of any Order, all enemies in Silhouette contact are in an
► The Peripheral fails a Coherency Check. Immobilized or Null State (except for Sepsitorized or Possessed).
► The Peripheral is subject to a successful Attack or Effect of an ► A Trooper may also cancel the Engaged State if they pass a Dodge
Ammunition, Hacking Program, condition, or Scenario Special Rule Roll, either Normal or Face to Face. In this case, the Trooper
that specifies that it causes this state. must leave Silhouette contact, moving up to 2 inches to separate
► The Peripheral is in Isolated State. themselves from the enemy.
► If they cannot move to a valid position that is outside Silhouette
EFFECTS contact, the Trooper will remain in Engaged State without moving.
► Restriction: The Peripheral cannot be activated or declare Orders or
AROs.
► Automatic Special Skills and Automatic Equipment have no effect
while in this state, with the exception of the Peripheral Special Skill.
► Restriction: The Peripheral does not count towards the Player’s
Victory Points.

CANCELLATION
► This state is automatically canceled if the Controller of this Peripheral
recovers from the Isolated State or Null State which activated the
Disconnected State.
► If this state was caused by an Attack, a piece of scenery, or a
Scenario Special Rule applied to this Trooper, then a Trooper with the
Engineer Special Skill (or an equivalent Skill) may cancel this state
by spending one Short Skill of an Order while in Silhouette contact
with the affected Trooper, and passing a Normal WIP Roll (or the Roll
specified by the Special Skill or Scenario).
► If this state was caused by failing a Coherency Check, it is
automatically canceled by passing a Coherency Check at the end of
an Order or ARO.

156
GAME STATES

FOXHOLE STATE

FOXHOLE

ACTIVATION
► Automatic during the Deployment Phase.
► During the Active Turn, Troopers may only return to this state by spending a Long Skill.

EFFECTS
► The Trooper has a Silhouette Attribute value of 3 (S3). If the Trooper’s Unit Profile has a higher Silhouette Attribute value, they use that value while in this state.
► The Trooper has Partial Cover in a 360˚ arc, from all directions and angles.
► The Trooper has the Mimetism (-3) and Courage Special Skills.
► Foxhole State is a fixed position which doesn’t allow its user to perform any type of movement, including movement granted by a successful Dodge Roll.

CANCELLATION
► The Trooper enters Prone State.
► A Trooper in Foxhole State in the Active Turn may automatically cancel this state at the beginning of their movement by declaring a Skill with the
Movement Label. The player must announce he is Canceling Foxhole State when declaring the Skill. By doing so, the state is canceled at no cost and
the Trooper can carry out its Movement using its regular MOV and S values. In the same way, in the Active Turn, the Trooper may automatically cancel
this state at the beginning of a Dodge move.
► When Canceling Foxhole State, the Trooper loses all the advantages provided by it, the Foxhole State Token is removed from the game table and the
Trooper recovers his MOV and Silhouette values.

REMEMBER
The space in which the user of this Special Skill activates Foxhole State must have a height and width equal or greater than the Silhouette Template of this
state.

HIDDEN DEPLOYMENT STATE

HIDDEN DEPLOYMENT
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 without placing a Model or
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 canceled and their position revealed.
► Until a Trooper’s Hidden Deployment State is canceled, that Trooper is considered not to be on the game table at all. Consequently, such a Trooper
does not affect LoF, is not affected by Template Weapons, etc.
However, the player must consider the written down position of the Trooper in Hidden Deployment, to check whether they may declare AROs.
► While in Hidden Deployment State, the Trooper will not add their Order to the Order Pool during the Tactical Phase. They can only use this Order
themselves, when placing the Trooper on the gaming table during the Active Turn.
► Although the Trooper in Hidden Deployment is not considered to be on the table, if the Trooper has the Infiltration Special Skill and makes an
Infiltration Roll, the Roll must be made once their position is written down.
► If the Roll is a success, the Trooper infiltrates and does not lose the Hidden Deployment State.
► If the Roll is failed, the Trooper’s Model is placed within their player’s Deployment Zone, always in contact with the edge of the game table.
► If a Trooper deploys in Hidden Deployment State and in Holoecho State, the player must write down the positions of the three Holoechoes on the
game table and which of them is the real Trooper. When the Trooper’s Hidden Deployment State is canceled you must perform a Coherency Check.
Any Holoechoes that are out of Coherency have their Holoecho State cancelled.
► When a player moves a Hidden Deployment Trooper into a different Combat Group, they must inform their opponent that the Trooper exists. The
Troopers’s information remains Private, until the Trooper is revealed.
► Troopers in Hidden Deployment State can be selected to be part of a Coordinated Order. However, in this situation they will lose their own Order.

157
GAME STATES

► Once a Troopers’ Hidden Deployment State has been cancelled, they cannot regain it.
CANCELLATION
► The Hidden Deployment State is canceled if the user is Discovered by means of a Special Skill that explicitly allows it (for example Sensor).
► The Hidden Deployment state is automatically canceled whenever the Trooper declares an Order or ARO.
► The Trooper’s Model or Marker is placed on the game table, in the position you wrote down, facing in the direction of your choice.
► If the Trooper has a Skill that allows them to deploy in a Marker State (for example Camouflage), they will be able to keep that State as long as:
► They declare Cautious Movement or any Basic Short Skill that does not require making a Roll (except Look Out!).
► They delay their ARO against a Marker.
► They prevent an Enemy Trooper from entering a Marker State.
► If the Trooper in a Marker State declares a Short Skill, Long Skill, or ARO other than those listed above, their Marker State is also cancelled. In this
case, place the Model that represents the Trooper in the position you wrote down, facing in the direction of your choice.
► If a Model or a Marker, ally or enemy, occupies the same space as a Trooper in Hidden Deployment and this Trooper declares an Order or ARO, they
are revealed and are placed as close as possible to their written down position. They cannot be placed in Silhouette contact with the Model or Marker.
► The Hidden Deployment State is canceled if the Trooper becomes Impetuous (due to a game situation) or enters Retreat! State.
► When the Model is placed on the battlefield, the player must provide their adversary with the Trooper’s complete Open Information.

Sibylla explains:

If a Trooper in Hidden Deployment wants to prevent another Trooper in LoF from returning to a
Marker State, they must place the corresponding Model or Marker on the table at the moment the
opponent declares their intention to return to Camouflaged, Impersonation etc. State

HOLOECHO STATE

HOLOECHO

ACTIVATION
► Automatic when deployed, placing up to three Holoechoes on the game table, within Coherency of at least one of the other Holoechoes, respecting the
general conditions of the Deployment rules.
► If the Holoprojector bearer is outside the LoF of enemy Markers or Troopers, then the bearer may automatically activate this state during the States
Phase, placing up to two Holoechoes in Silhouette contact with it.
► During the Active Turn, Troopers may only return to this state by spending a Long Skill, while outside the LoF of enemy Markers or Troopers. The
player will place up to two Holoechoes in Silhouette contact with the Holoprojector bearer.

EFFECTS
► While in Holoecho State, the Trooper is represented by three Holoechoes: the Holoecho 1 Marker, the Holoecho 2 Marker and the actual Model.
► The player must note in secret which of these Holoechoes represents the real Holoprojector bearer, while the others are just holographic decoys.
► The Holoprojector bearer and their holographic decoys act at the same time, performing exactly the same declared Order. However, the holographic
decoys cannot interact with scenery and consider any Look Out! declaration as an Idle.
► Coherency. Each Holoecho must be in Coherency with another Holoecho, regardless of who is the real Holoprojector bearer. For example, one of the
Holoechoes must have at least one of the other two Holoechoes in its ZoC.
► In the Deployment Phase, the player can perform a Coherency Check after having deployed the Holoechoes.
► In the Active or Reactive Turn, when activating the Holoechoes with an Order or ARO, the player must perform Coherency Checks at the start and
end of the Order.
► Holoechoes are considered real Troopers in terms of providing AROs, checking LoF, and activating Enemy weapons or pieces of Equipment (Mines,
CrazyKoalas, etc.). Each Reactive Trooper must choose only one of the Holoechoes activated by the Order as their target, but they are not obliged to
choose the same target. A Reactive Trooper may delay the declaration of his ARO until the Active Trooper in Holoecho State has declared the second
Short Skill of their Order. However, if the Reactive Trooper delays his ARO, then he may only declare the ARO if the Active Trooper reveals themselves
with the second Short Skill of their Order, reacting against the Holoprojector bearer. If the Active Trooper does not reveal themself, the delaying
Trooper loses his right to declare an ARO.
► Holoechoes have a 180º LoF, matching the front half of their base.
► In order to know if a Holoecho is the bearer or just a holographic decoy, the Enemy must pass a Discover Roll against that Holoecho.
► Restriction: A Trooper in Holoecho State cannot replicate those Deployable weapons or pieces of Equipment represented by Tokens or Models
(FastPandas, CrazyKoalas, Mines deployed with the Minelayer Special Skill...) that the Holoprojector bearer may have.
► However, Holoecho State replicates the State Tokens (Prone, Unloaded, etc.) or pieces of Equipment (TinBots, for instance) that the Holoprojector
bearer may have.

158
GAME STATES

► The effects of Holoecho State can be combined with the effects of HoloMask State.
► This combo allows the bearer to replace their Model with that of another Trooper, following the restrictions listed in HoloMask State, and also to
replace the Holoecho Markers with Models. However, these must represent the same type of imitated Trooper as the Model, possessing the same
weapons and equipment, like the Holoecho Markers do.
► If the player is using Models instead of Holoecho Markers, then the first time he activates the Trooper in his Active Turn, the player must place a
Holoecho Marker next to one of the three Models, but it does not need to be the Model of the real Holoprojector bearer. In this way, the opponent
will know he is facing a Trooper in Holoecho State and may to choose to delay his AROs.
► If a Trooper deploys in Hidden Deployment State and in Holoecho State, the player must write down the positions of the three Holoechoes on the
game table, their facing, and which of them is the real Trooper.
► When the Trooper’s Hidden Deployment State is canceled the player must perform a Coherency Check. Any Holoechoes that are out of Coherency
have their Holoecho State cancelled.
► This state does not affect Automatic Special Skills or Automatic Equipment, which will remain functioning normally.
► Restriction: A Trooper in Holoecho State cannot be part of a Fireteam. If a member of a Fireteam enters Holoecho State, they automatically stop being
part of the Fireteam.

CANCELLATION
► The Holoecho State of the real Holoprojector bearer is canceled, removing all the holographic decoys and placing the Holoprojector bearer in its real
position, whenever:
► The Holoprojector bearer declares an Attack, Look Out! or any Skill that requires a Roll.
► The Holoprojector bearer declares a Long Skill other than Cautious Movement.
► The Holoprojector bearer enters Silhouette contact with an enemy Model, or vice-versa.
► The Holoprojector bearer is forced to make a Saving Roll.
► The Holoprojector bearer is Discovered.
► The Holoprojector bearer is or becomes Impetuous (due to the Frenzy Special Skill or any other effect) or enters Retreat! State.
► The Holoprojector bearer breaks Coherency with the other Holoechoes.
► In addition:
► Whenever Holoecho State of the Holoprojector bearer is canceled, remove all the holographic decoys at the end of the Order that happened. If the
bearer was hidden as a Holoecho Marker or as a different Model, replace it with the bearer’s Model, facing the same direction, at the end of the
Order that happened.
► An exception to this rule is made when Holoprojector bearer fails a Coherency Check at the start of an Order, then the player must remove all the
holographic decoys immediately, before measuring any declared movement.
► The Holoecho State of a holographic decoy is canceled, whenever:
► It is Discovered.
► It enters Silhouette contact with an enemy Model, or vice-versa.
► It is hit by a successful Attack. In this case, the decoy does not make the Saving Roll and is simply removed.
► It breaks Coherency with the other Holoechoes.
► The real Holoprojector bearer’s Holoecho State is canceled for any reason.

IMPORTANT
Cancellation of Holoecho State is applied to the entirety of the declared Order, even if the Skill revealing the Holoecho bearer is performed at the end
of the Order.

IMPORTANT
The presence of Troopers in HoloMask or Holoecho State is Private Information. This includes any Special Skills, weapons, and pieces of Equipment
they have.

EXAMPLE OF HOLOECHO STATE AND MODELS:

A player, who has the second Player Turn, decides to intimidate their rival by deploying three Troopers armed with Sniper Rifles on different rooftops, when in reality they
only deploy one Holoprojector and HoloMask bearer and their two holographic decoys in the form of Sniper Models. This maneuver is possible because the HoloMask effect
can be combined with the Holoecho effect.

The player does not need to place a Holoecho Token next to one of the Sniper Models until the start of their Active Turn, indicating to their rival that they have a Trooper with
Holoprojector.

159
GAME STATES

IMPORTANT
HOLOMASK STATE
Cancellation of HoloMask State is applied to the entirety of the declared Order,
even if the Skill revealing the Trooper is performed at the end of the Order.
HOLOMASK
ACTIVATION IMPORTANT
► Automatic when deployed. The presence of Troopers in HoloMask or Holoecho State is Private
► During the Active Turn, Troopers may only return to this state by Information. This includes any Special Skills, weapons, and pieces of
Equipment they have.
spending a Long Skill, while outside the LoF of enemy Markers or
Troopers.
EXAMPLE OF HOLOMASK AND PRIVATE INFORMATION
EFFECTS
► While in HoloMask State, players don’t place the HoloMask bearer’s A Trooper in HoloMask State who is imitating a different Trooper with Mimetism (-3)
Model but the Model of any other Trooper (known as the imitated is the target of an Enemy BS Attack. Even though their Special Skills, weapons and
Model), declaring which weapon option it is duplicating from the pieces of Equipment are considered Private Information, the HoloMasked Trooper
imitated Model’s Unit Profile. cannot apply the Mimetism (-3) Special Skill of the other Trooper. This means that
► Restriction: The imitated Model must be a Trooper from the bearer’s during the Resolution step of the Order, when MODs are applied, the HoloMasked
faction or Sectorial Army and must have the same Silhouette value Trooper’s player must inform his opponent that there is no Mimetism MOD to apply.
as the bearer.
► However, the player will use the real Unit Profile of the HoloMask EXAMPLE OF HOLOMASK AND A FIRETEAM
bearer, just as it appears on their Army List.
► Restriction: A Trooper in HoloMask State cannot replicate those A Fireteam Core of Janissaries includes a Trooper in HoloMask State who is
Deployable weapons or pieces of Equipment represented by Tokens imitating another Fireteam member. The Fireteam declares a Move + BS Attack
or Models (TinBots, FastPandas, SymbioMates, Mines deployed with Order. The HoloMasked Trooper, who is not the Team Leader, moves and provides
the Minelayer Special Skill...) that the imitated Model has. support to the Team Leader. As they perform a Support Skill, the HoloMasked
► In order to Discover a Trooper in the HoloMask State, the Enemy must Trooper is not revealed, and so remains in HoloMask State.
pass a Discover Roll.
► If the Discover is successful, replace the imitated Model with the real However, in the following Order, the Team Leader declares Dodge, so all the
Trooper’s Model, facing the same direction as the imitated Model. Fireteam members make a PH Roll. In this situation, the HoloMasked Trooper is
► This state does not interfere with Automatic Special Skills or revealed automatically.
Automatic Equipment, which will remain functioning normally.

CANCELLATION IMMOBILIZED-A STATE


► A Trooper’s HoloMask State is canceled, replacing the imitated Model
with the real Model, whenever: IMMOBILIZED-A
► The Trooper in HoloMask State declares an Attack, Look Out!, or
any Skill that requires a Roll.
► The Trooper in HoloMask State declares a Long Skill of any kind, ACTIVATION
other than Cautious Movement. ► The Trooper or game element (“Trooper” from now on) suffers a
► The Trooper in HoloMask State enters Silhouette contact with an successful Attack or Effect using an Ammunition, Hacking Program
enemy Model. or a game condition or Scenario Special Rule, capable of causing this
► The Trooper in HoloMask State is forced to make a Saving Roll. state.
► The Trooper in HoloMask State is Discovered.
► A Trooper in HoloMask State is or becomes Impetuous (due to the EFFECTS
Frenzy Special Skill or any other effect) or enters Retreat! State. ► Troopers in Immobilized-A State cannot declare any Skill or ARO,
► In addition: except Dodge, applying a -6 PH MOD.
► Whenever HoloMask State is canceled, replace the imitated Model ► Automatic Special Skills and Equipment continue to work, but the
with the real Model, facing the same direction as the imitated Trooper must still respect all declaration restrictions.
Model, at the end of the Order in which the state was cancelled. ► Troopers in the Immobilized-A state State continue to provide Orders
► When replacing the imitated Model with the real one, the player for their Order Pool.
must provide their adversary with the Trooper’s complete Public CANCELLATION
Information. ► The affected Trooper may cancel this state via a successful Normal or
Face to Face Dodge Roll, applying the -6 PH MOD provided by this state.
► A Trooper with the Engineer Special Skill (or an equivalent Skill)
may cancel the Immobilized-A state by spending one Short Skill of
an Order while in Silhouette contact with the affected Trooper, and
passing a Normal WIP Roll (or the Roll specified by the Special Skill
or Scenario).

160
GAME STATES

EXAMPLE: BS ATTACK AGAINST A


IMMOBILIZED-B STATE
TROOPER IN IMMOBILIZED-A STATE IMMOBILIZED-B
Let’s suppose a Trooper is in Immobilized-A state.
Then, the Active Trooper spends an Order, declares Move + BS Attack, and uses their ACTIVATION
Spitfire against the Immobilized-A Trooper. ► The Trooper or game element (“Trooper” from now on) suffers a
In this state, the Immobilized-A Trooper may only declare Dodge as their ARO, with successful Attack or Effect using an Ammunition, Hacking Program
a -6 MOD. or a game condition or Scenario Special Rule, capable of causing this
Therefore, a Face to Face Roll of 4 Spitfire shots is made against 1 Dodge Roll. state.
The Immobilized-A Trooper will apply the following MODs to the Dodge Roll:
• -6 for Immobilized-A. EFFECTS
With a PH Attribute of 10, the Success Value (SV) will be 10 - 6 = 4. The Active ► Troopers in Immobilized-B State cannot declare any Skill, Attack or
Trooper will apply the following MODs to the BS Attack Roll: ARO, except Reset applying a -3 WIP MOD.
• +3 for Range. ► Automatic Special Skills and Equipment continue to work, but the
• -3 for Cover. Trooper must still respect all declaration restrictions.
With a BS Attribute of 13, the Success Value (SV) will be 13 + 3 - 3 = 13. Resolution: ► Troopers in the Immobilized-B state continue to provide Orders for
The Immobilized-A Trooper lose the Dodge Roll, so he suffers 3 Spitfire hits, since their Order Pool.
the 4th (with a result of 14) is a miss for the Active Trooper. CANCELLATION
► The affected Trooper may cancel this state via a successful Normal
or Face to Face Reset Roll, applying the -3 WIP MOD provided by this
state.
► A Trooper with the Engineer Special Skill (or an equivalent Skill)
may cancel the Immobilized-B state by spending one Short Skill of
an Order while in Silhouette contact with the affected Trooper, and
passing a Normal WIP Roll (or the Roll specified by the Special Skill
or Scenario).

161
GAME STATES

IMPERSONATION STATE

IMPERSONATION
Marker

ACTIVATION
► Automatic during the Deployment Phase, provided the user passes any WIP Roll that is necessary.
► During the Active Turn, Troopers may only return to this state by spending a Long Skill, while outside the LoF of enemy Markers or Troopers.
► This state may also be activated as indicated by Special Skills, Hacking Programs, etc.

EFFECTS
► Restriction: Troopers cannot enter Silhouette contact with an enemy Impersonation Marker.
► Restriction: Troopers cannot declare Attacks against Impersonation-1 Markers (IMP-1).
► Restriction: Troopers cannot declare Attacks against Impersonation-2 Markers (IMP-2), it is required to Discover that Marker first (Discover + Attack
maneuver).
► Restriction: As noted above, an Intuitive Attack may not be declared against a Trooper in Impersonation-1 State or Impersonation-2 State.
► Restriction: A Trooper that fails a WIP Roll to Discover an Impersonation Marker cannot attempt to Discover the same Marker until the next Player
Turn. Note that a Trooper that has been revealed, and re-entered Impersonation State again, does not count as the same Marker.
► An Impersonation Marker has a 360˚ LoF.
► An Impersonation Marker has the same Silhouette (S) value as the Trooper it represents.
► This state does not interfere with Automatic Special Skills or Automatic Equipment, which will remain functioning normally.
► Restriction: A Trooper in Impersonation State cannot be part of a Fireteam. If a member of a Fireteam enters Impersonation State they automatically
stop being part of the Fireteam.
► Restriction: The only AROs that can be declared against an Impersonation Marker are: Discover, Dodge, Look Out! or Reset.
► When a Trooper in Impersonation State is activated, each Reactive Trooper can delay the declaration of their ARO until the second half of the Active
Trooper’s Order has been declared. In this case:
► If the Trooper in Impersonation State reveals themselves with the second half of their Order (by declaring a BS Attack, moving into Silhouette
contact with an enemy…), the delaying Trooper can declare their ARO.
► If the Trooper in Impersonation State does not reveal themselves, the delaying Trooper loses their right to declare an ARO.
► Impersonation has two levels, each with its own specific features:
IMPERSONATION-1
► In Impersonation-1 State, the player does not place the Model on the table but instead places an Impersonation-1 Marker (IMP-1).
► To reveal an Impersonation-1 Marker, a Discover Roll must be passed, applying a -3 MOD.
► If the Discover Roll is successful, the Trooper enters Impersonation-2 State. Replace the Impersonation-1 Marker with an Impersonation-2 Marker
(IMP-2).

IMPERSONATION-2
► In the Impersonation-2 State, the player does not place the Model on the table but instead places an Impersonation-2 Marker (IMP-2).
► To reveal an Impersonation-2 Marker, a Discover Roll must be passed.
► If the Discover Roll is successful, the Impersonation-2 Marker is replaced with the corresponding Model, facing in any direction its player chooses.

CANCELLATION
► The Impersonation State is canceled, and the Impersonation Marker is replaced with the corresponding Model whenever:
► The Impersonation Marker declares an Attack or any Skill that requires a Roll.
► The Impersonation Marker declares a Long Skill of any kind, other than Cautious Movement.
► The Impersonation Marker enters Silhouette contact with an enemy Model.
► The Impersonation-2 Marker (IMP-2) is Discovered.
► The Trooper is or becomes Impetuous (due to having the Frenzy Special Skill or any other effect) or enters Retreat! State.
► When Impersonation State is canceled, its player must replace the Marker with the corresponding Model, facing in any direction the player chooses.
► When replacing the Marker with the Model, the player must provide their adversary with the Trooper’s complete Public Information.

162
GAME STATES

IMPORTANT IMPERSONATION EXAMPLE: REGAINING IMPERSONATION VS


The Discover Skill cannot be declared twice against the same Marker in HIDDEN DEPLOYMENT
an Order. You may, however, attempt to Discover two different Markers in
the same Order. In her Active Turn, a player wants one of her Models with the Impersonation Special
Skill to return to the Impersonation-1 Marker State. She confirms that there aren’t
any enemy Models or Markers with LoF to her Trooper, and spends one Order to
disguise him under an Impersonation-1 Marker. Her opponent knows he has a
IMPORTANT
Trooper in Hidden Deployment who would have LoF to the Active Trooper. However,
Cancellation of Impersonation State is applied to the entirety of the
as the Hidden Deployment Trooper is not on the table as a Model or Marker, he
declared Order, even if the Skill revealing the Impersonating Trooper is
performed at the end of the Order. cannot disrupt the Active Trooper’s declaration of regaining the Impersonation-1
Marker 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
REMEMBER with its Requirements—and making the Active Trooper lose his Order as it becomes

ARO against a Marker: illegal.


In addition, if the Trooper in Hidden Deployment were to declare an Attack as his
• The only AROs that can be declared against an Impersonation
Marker (IMP-1, IMP-2) are Discover, Dodge, Look Out! or Reset. ARO, he would make a Normal Roll.

• Against a Marker, the enemy can delay declaring their ARO until it
declares the second Short Skill of its Order. IMPERSONATION EXAMPLE
• In this case, they may declare an ARO only if the Impersonation RE
L CO
LONIAL

FO
T
KES

RCE
LONIAL

Marker reveals themselves with the second Short Skill of their


RE
L CO
FENNEC 1

FO
T
KES

RCE
FENNEC 2 NN

RS
FE
E C F U SILIE

Order. If the second Short Skill of the Order does not reveal the NN

RS
FE
E C F U SILIE
WIP 12
Marker, the Trooper loses their right to declare an ARO. WIP 12 aro:discover
aro:discover
REMEMBER
SPECULO KILLER
Impersonation Markers are considered Allied Troopers, so Attacks
MOV 4-4
cannot be declared against them. Any shot with a Template Weapon that
impersonation -1
affects an Impersonation Marker is canceled, even if another Enemy
Trooper was designated as the Main Target
SPECULO KILLER
The only exception is declaring Discover + BS Attack against a Marker
(IMP-2) and passing a Discover Roll if the Marker does not reveal itself MOV 4-4
with an ARO. RE
L CO
LONIAL impersonation -2
FO
T
KES

RCE

FENNEC 3
NN
RS
FE

E C F U SILIE

WIP 12
aro:discover

During her Active Turn, a Speculo Killer in Impersonation-1 (IMP-1) State declares
the first Short Skill of her Order: Move.
Now, the three Enemy Troopers with LoF to the Speculo Killer may declare their
AROs.
Troopers 2 and 3 declare Discover, while Trooper 1 delays their ARO.
With the second half of the Order, the Speculo Killer declares Move again, placing
herself in an advantageous position for her next Order.
As the Speculo Killer declared Move + Move, Trooper 1 has lost the right to ARO,
since the Impersonated Trooper has not been revealed. Troopers 2 and 3 make their
respective Discover Rolls and are both successful.
Despite both Troopers getting successes, the Active Player only replaces the IMP-1
Marker with an IMP-2 Marker and the Trooper stays in Marker form.

163
GAME STATES

ISOLATED STATE

ISOLATED

ACTIVATION
► The Trooper or game element (“Trooper” from now on) suffers a successful Attack or Effect using an Ammunition, or a game condition or Scenario
Special Rule, capable of causing this state.

EFFECTS
► Restriction: Troopers in Isolated State cannot receive Orders from their Order Pool.
► Restriction: If, at the start of their following Active Turns, the Trooper is still Isolated, then during that Turn they are Irregular and do not add his Order
to their Order Pool.
► Restriction: The Irregular Order of an Isolated Trooper cannot be transformed in a Regular Order.
► Restriction: While in Isolated State all the Trooper’s Skills and pieces of Equipment with the Comms Attack or Comms Equipment Labels or Traits
(Hacking Device, Repeater...) are disabled. In addition, all their Hacking Programs are disabled. Other Automatic Special Skills and Equipment
continue to work in this state.
► If the Isolated Trooper is the army’s Lieutenant, then at the beginning of the player’s next Active Turn the army enters a Loss of Lieutenant situation
unless the state is canceled before then.
► Restriction: Troopers with the NCO Special Skill may not use the Lieutenant’s Special Order if the Lieutenant is in Isolated State.
► If a Peripheral or a Peripheral’s Controller enters Isolated State, the Peripheral automatically enters Disconnected State.
► Troopers in this state must apply a -9 WIP MOD to their Reset rolls.
► Restriction: A Trooper in Isolated State cannot be part of a Fireteam. If a member of a Fireteam enters Isolated State they automatically stop being
part of the Fireteam.
► In addition, remember that if the Isolated Trooper is the Team Leader the Fireteam will break.
► Restriction: Troopers in Isolated State cannot take part in a Coordinated Order.

CANCELLATION
► A Trooper with the Engineer Special Skill (or an equivalent Skill) may cancel the state by spending one Short Skill of an Order while in Silhouette
contact with the affected Trooper and succeeding at a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state).
► The affected Trooper may cancel this state via a successful Normal or Face to Face Reset Roll, applying the -9 WIP MOD provided by this state.
► If the army is in a Loss of Lieutenant situation as a result of the Lieutenant being in Isolated State, Canceling the Lieutenant’s Isolated State does not
cancel the Loss of Lieutenant situation.

NORMAL STATE

NORMAL STATE
ACTIVATION
► Unless otherwise noted, all Troopers and game elements (“Trooper”
from now on) deploy in this state.
► Troopers in any Null State revert to the Normal State if their Null
States are cancelled.
► Therefore, Troopers in Unconscious State revert to Normal State if a
Wound is remove d.

EFFECTS
► The Trooper generates 1 Order for their player to use during the
Tactical Phase.
► The Trooper counts towards the player’s Victory Points.

CANCELLATION
► Normal State is canceled when the Trooper enters any Null State
(Unconscious, Dead…) or when the effect of a Special Skill, weapon or
piece of Equipment indicates so.

164
GAME STATES

PRONE STATE POSSESSED STATE

PRONE POSSESSED
Null

ACTIVATION ACTIVATION
► During the Deployment Phase, players may deploy one or more of ► The Trooper or game element (“Trooper” from now on) suffers a
their Troopers Prone by placing a Prone Token beside them. successful Attack or Effect using an Ammunition, Hacking Program
► A Trooper may change its status from Normal to Prone, and vice or a game condition or Scenario Special Rule, capable of causing this
versa, at either the start of their Movement or at the end of their state.
Movement, by performing any Short Skill or ARO with the Movement
label (except for Jump) or as a result of a failed Guts Roll. However, EFFECTS
this will affect their Silhouette and the distance they can move ► Restriction: Troopers in this state cannot be activated or receive
around the game table . Orders from their player’s Order Pool. While they are Possessed,
► If a Trooper enters Unconscious State, it automatically enters Prone Troopers are considered to be enemies by the rest of their owner’s
State unless it has the Motorcycle piece of Equipment, or it is a VH or Troopers and are considered to be allies by the Troopers of the player
TAG, Troop Types that cannot enter Prone State. that caused this game state.
► Troopers in this state do not contribute Orders during the Tactical
EFFECTS Phases of either player.
► Prone Troopers have a Silhouette (S) value of X, that is, equivalent to ► Troopers in this state may be activated and receive Orders from the
their base’s height and width. Order Pool of the Combat Group of the Trooper who caused them
► While in this state, Troopers halve the distance they can move when to enter the Possessed state. A Possessed Trooper does not count
performing any Skill with Movement label (Move, Dodge…), or when towards the maximum number of members the Combat Group may
moving as the result of a failed Guts Roll . contain.
► This state does not affect Automatic Special Skills or Automatic ► Possessed Troopers must use the Possessed Trooper profile instead
Equipment, except when explicitly stated in their description. of their own.
► This state does not interfere with Automatic Special Skills or
CANCELLATION Automatic Equipment, which will remain functioning normally.
► A Trooper may change its status from Normal to Prone, and vice ► A Possessed Trooper does not count towards either Players’ Victory
versa, at either the start of their Movement or at the end of their Points.
Movement, by performing any Short Skill or ARO with the Movement ► Restriction: A Trooper in Possessed State cannot be part of a
label (except for Jump) or as a result of a failed Guts Roll. However, Fireteam. If a member of a Fireteam enters Possessed State they
this will affect their Silhouette and the distance they can move automatically stop being part of the Fireteam.
around the game table.
► This state is automatically canceled when the Jump Common Skill is POSSESSED TROOPER
declared. MOV CC BS PH WIP ARM BTS STR S
► Canceling a Trooper’s Unconscious State automatically cancels their 4-4 13 12 --* 11 --* --* --* --*
Prone State as well. NOTE * - USE THE TROOPER’S ORIGINAL ATTRIBUTE VALUES.

CANCELLATION
► In the owning player’s Tactical Phase, during the Executive Use of
Command Tokens step, the player can automatically cancel this state
by spending 1 Command Token.
► The Possessed State is automatically canceled if the owning player
successfully affects the Possessed Trooper with the Total Control
Hacking Program.

165
GAME STATES

RETREAT! STATE SEPSITORIZED STATE

RETREAT! SEPSITORIZED
Null

ACTIVATION ACTIVATION
► At the beginning of the Player Turn, the Trooper’s army enters the ► A Cube-wearing Trooper failed a Saving Roll against a Sepsitor
Retreat! situation. Attack.

EFFECTS EFFECTS
► When the Retreat! situation is declared at the beginning of a player’s ► Restriction: Troopers in this state cannot be activated or receive
Active Turn, that player places a Retreat! Token (RETREAT!) beside Orders from their player’s Order Pool. While they are Sepsitorized,
each of their surviving troops. Troopers are considered to be enemies by the rest of their owner’s
► The Trooper can only use Basic Short Skills, Cautious Movement, Troopers and are considered to be allies by the Troopers of the player
Dodge, or Reset (or any Special Skills that explicitly say so). that caused this game state.
► Troopers in Holoprojector or HoloMask State, or any Marker State, ► Restriction: Troopers in this state do not contribute Orders during the
cancel the state when they enter Retreat! State. Tactical Phases of either player.
► This state does not interfere with Automatic Special Skills or ► Troopers in this state may be activated and receive Orders from the
Automatic Equipment, which will remain functioning normally. Order Pool of the Combat Group of the Trooper who caused them to
► Troopers with the Courage, Religious Troop, or Warhorse Special enter the Sepsitorized state. A Sepsitorized Trooper does not count
Skills, or any other Special Skill that protects them from the effects towards the maximum number of members the Combat Group may
of the Retreat! situation, do not enter Retreat! State. contain.
► This state does not interfere with Automatic Special Skills or
CANCELLATION Automatic Equipment, which will remain functioning normally.
► At the beginning of the player’s Turn, their army leaves the Retreat! ► Restriction: A Sepsitorized Trooper does not count towards either
situation. Players’ Victory Points.
► The Retreat! State of a Trooper can be cancelled by spending a ► Restriction: A Trooper in Sepsitorized State cannot be part of a
Command Token. That Trooper will ignore the effects of Retreat! Fireteam. If a member of a Fireteam enters Sepsitorized State, they
State until the end of the game. automatically stop being part of the Fireteam.

STUNNED STATE

STUNNED

ACTIVATION
► The Trooper or game element (“Trooper” from now on) suffers a
successful Attack or Effect using an Ammunition, Hacking Program, or a
game condition or Scenario Special Rule, capable of causing this state.

EFFECTS
► Restriction: Troopers in this state cannot declare Attacks.
► Moreover, Troopers in Stunned State must apply a MOD of -3 to any Roll
they perform, except Saving Rolls.
► Automatic Special Skills and Equipment continue to work, but the
Trooper must still respect all declaration restrictions.

CANCELLATION
► To cancel this state, Troopers with the Vitality (VITA) Attribute require
a Doctor while Troopers with the Structure (STR) Attribute require an
Engineer.
► A Trooper with the Doctor/Engineer Special Skill (or an equivalent Skill)
may cancel this state by spending one Short Skill of an Order while in
Silhouette contact with the affected Trooper and passing a Normal WIP
Roll (or the Roll specified by the Special Skill or Scenario).
► The Stunned State is automatically canceled at the start of the States
Phase of the Player Turn in which it was caused.

166
GAME STATES

SUPPRESSIVE FIRE STATE TARGETED STATE

SUPPRESSIVE FIRE TARGETED

ACTIVATION ACTIVATION
► The Trooper declared the Suppressive Fire Long Skill. ► The Trooper or game element (“Trooper” from now on) suffers a
successful Attack or Effect using an Ammunition, Hacking Program
EFFECTS or a game condition or Scenario Special Rule, capable of causing this
► Enemy Troopers within Suppressive Fire Range (0-24 inches) apply a state.
-3 MOD to their Attribute in all Face to Face Rolls against a Trooper in
Suppressive Fire State. EFFECT
► While in Suppressive Fire State, the SF Mode profile replaces the ► Any Trooper declaring a BS Attack or Comms Attack against a
selected weapon’s usual BS Weapon profile. The SF Mode profile is Trooper in Targeted State gains a +3 MOD to the Attribute used to
the one that will be used while in Suppressive Fire State. perform that Attack.
► Suppressive Fire allows the affected Trooper to react in ARO with the ► Troopers in this state must apply a -3 WIP MOD to their Reset rolls.
full B3 value of the SF Mode. The full Burst must always be directed ► Restriction: While in this state, Cautious Movement may not be
against a single target and cannot be divided between several active declared.
enemies (when reacting against a Coordinated Order, for example). ► Restriction: A Trooper in this state may not use the Stealth Special
► The SF Mode profile only alters the Range and B values of the weapon Skill.
being used. The weapon’s PS, Ammunition, etc. remain unchanged. ► This state does not interfere with Automatic Special Skills or
► This state does not interfere with Automatic Special Skills or Automatic Equipment, which will function normally.
Automatic Equipment, which will remain functioning normally.
CANCELLATION
CANCELLATION ► The affected Trooper successfully passes a Normal or Face to Face
► Suppressive Fire State is automatically canceled in any of these cases: Reset Roll, applying a -3 WIP MOD.
► The Trooper declares an Order. ► A Trooper with the Engineer Special Skill (or an equivalent Skill) may
► The Trooper declares any ARO other than a BS Attack using the SF cancel the state by spending one Short Skill of an Order while in
Mode profile. Silhouette contact with the affected Trooper, and passing a Normal
► The Trooper uses a weapon that does not have the Suppressive Fire WIP Roll (or the Roll specified by the Special Skill or Scenario).
Trait.
► The Trooper fails a Guts Roll.
► The Trooper enters Engaged, Isolated or Retreat! State, any Null or
Immobilized State, or any other State which specifies that it cancels
Suppressive Fire.
► The Trooper’s army enters a Loss of Lieutenant situation.
► The Trooper joins any Fireteam.

SUPPRESSIVE FIRE MODE WEAPON


Number of Saving Roll
Name Ammo PS B Traits
Saving Rolls Attribute
Suppressive Fire
* * * * 3 [***]
Mode Weapon
RANGE

16” 24” 96”


0 -3
(*): Use original Weapon values.

167
GAME STATES

UNCONSCIOUS STATE UNLOADED STATE

UNCONSCIOUS UNLOADED
Null

ACTIVATION ACTIVATION
► A Trooper or game element (“Trooper” from now on) receives as ► The Trooper or game element (“Trooper” from now on) has entirely
many Wounds as their VITA/STR Attribute value. depleted the ammunition of a weapon or a piece of Equipment either
with the Disposable Trait.
EFFECTS
► Restriction: Troopers in this state cannot declare Orders or AROs. EFFECTS
► Unconscious Troopers automatically enter Prone State unless they are ► The Trooper can no longer use the relevant weapon or piece of
a Troop Type unable to do so. Equipment.
► Troopers in this state do not contribute Orders during the Tactical Phase. CANCELLATION
► Automatic Special Skills and Automatic Equipment have no effect while ► The Trooper performs the Reload Common Skill, which does not
in this state. require a Roll , while inside the Zone of Control of an Allied Trooper
► The Trooper does not count towards the Player’s Victory Points. with the Baggage piece of Equipment. The Trooper with Baggage
must be in a non-Null State.
CANCELLATION ► In the States Phase, the Trooper is inside the Zone of Control of an
► A Wound is removed from the Trooper, leaving them with less Wounds Allied Trooper with the Baggage piece of Equipment. The Trooper
than their VITA/STR Attribute value. with Baggage must be in a non-Null State.
► Doctors can remove Wounds from Troopers with the VITA Attribute, ► Some scenarios and missions have Scenario Special Rules that allow
while Engineers can remove Wounds from Troopers with the STR cancellation of this state. In this case, the player must meet the
Attribute. In both cases, the Wound is removed by performing the conditions specified by those rules.
Doctor/Engineer Special Skill while in Silhouette contact with the ► Canceling this state returns all weapons and pieces of Equipment
affected Trooper, and passing a Normal WIP Roll (or the Roll specified with the Disposable Trait that the trooper possesses to their full
by the Special Skill or Scenario). capacity.
► Other Special Skills and pieces of Equipment allow the removal of
Wounds as indicated in their rules.
► Canceling Unconscious State automatically cancels Prone State as well.

168
GLOSSARY

GLOSSARY
THIS RULEBOOK USES A SERIES OF TERMS THAT DESCRIBE AND REFER TO CERTAIN CONCEPTS THAT ARE IMPORTANT FOR UNDERSTANDING THE
GAME MECHANICS AND THE WAY SPECIFIC RULES, SKILLS, WEAPONS, AND PIECES OF EQUIPMENT WORK.

THIS SECTION COMPILES ALL THESE TERMS FOR QUICK REFERENCE. HOWEVER, IT IS RECOMMENDED THAT THE PLAYERS ARE INTRODUCED TO
THESE CONCEPTS GRADUALLY AS THEY COME UP DURING THEIR FIRST GAMES.

REMEMBER
On the official Infinity website, you can download for free all the Markers, Tokens, and Templates that are necessary for the game. www.infinityuniverse.
com

TERMINOLOGY ALIGNMENT

This set of rules features a collection of terms which refer to very In Infinity it is important to define which game elements belong to a
specific game element that help to clarify the extent of the rules. players’ side, and which belong to no side. This determines if those game
elements are capable of being attacked, and if so, from whom these
» Attributes. Attributes are a series of numeric values that describe attacks may come.
a Trooper’s or game element’s basic capabilities. In game terms,
these are used to make Rolls and calculate the success or failure of
The Alignment terms help the players know the extent of the rules over
attempted actions.
certain game elements.
» Deployable Equipment. Game element with Attributes, which belongs
to the Army List of any of the players and is capable of performing a » Ally. Game elements that belong to the player’s Army List, or to those
Special Skill or Trait. This element may also be designated as a target of their teammates if the game is played in pairs or groups.
and receive Attacks.
» Enemy. Game elements that belong to the opposing player’s Army
» Deployable Weapon. Game element with Attributes that may belong List or to any of their teammates if the game is played in pairs or
to the Army List of a player and is capable of performing and groups.
receiving Attacks.
» Hostile. A game element with its own Attributes that does not belong
» Marker. Game element with Attributes represented on the table with to the Army List of any of the players. It is considered an Enemy by all
a Marker as specified by a Special Skill, Weapon or Equipment. the players and is able to declare and receive Attacks.

» Model. Game element with Attributes represented on the table by a » Neutral. Game elements with Attributes that do not belong to the
miniature. Army Lists of either player.
» Peripheral. Special category of Trooper that is unable to contribute or
spend Orders by itself and, therefore, takes no space in the Army List.
It is activated when its Controller, the Trooper on which it depends,
spends an Order, replicating their actions. The Cost of a Peripheral
is shown in its own Troop Profile but is also added to its Controller’s
Cost.
» Scenery Element. Game element that recreates the scenarios and
serves as a prop on the game table. On certain occasions, they may
have Attributes or become a valid target.

» State Token. Game element that indicates the effect of a rule, Skill, or
State, as a reminder for the player.
» Target. Game element capable of being targeted by Attacks and
effects from Skills or Equipment.
» Token. Game element that represents a piece of Deployable
Equipment or a Deployable Weapon.
» Trooper. Game element with Attributes which belongs to the Army
List of any player, able to contribute and spend Orders, as well as
declaring and receiving Attacks.

» Unit Profile. Represents the set of Troopers that form each Unit in
Infinity. Indicates the numerical values that determine each Trooper’s
Attributes. The Unit Profile also indicates the Characteristics, Special
Skills, Equipment, and Armor of each Trooper.

» Victory Points. The combined Cost of the player’s Troopers who are
in a non-Null state.

169
GLOSSARY

Equipment is incompatible with the use of any other Special Skill or


INFINITY LABELS AND TRAITS piece of Equipment having this same Label or Trait.

Labels and Traits describe game features and particularities of both The activation of any Special Skill, Equipment, Hacking Program,
Skills and weaponry and Equipment. special rule, etc. with Negative Feedback will automatically cancel
and override any other Special Skill, Equipment, Hacking Program,
etc. with Negative Feedback the Trooper may have, until the effects
LABELS of the new Special Skill, Equipment, etc. are canceled or until it is
voluntarily deactivated.
Labels describe a series of defining aspects of Skills, weapons, and Therefore, when using an Order, a Trooper will only be allowed to
pieces of Equipment for a quick reference. They are the following: have one active piece of Equipment, Hacking Program, or Special Skill
with the Negative Feedback Trait.

» Airborne Deployment (AD). This label encompasses all the Skills » No LoF. This Skill does not require LoF to the target.
that are related to Airborne Infantry. Any rule mentioning Airborne » No Roll. This weapon, Special Skill, or piece of Equipment works
Deployment will affect all the Skills that have this Label. automatically and does not require a Roll. If it provides a result, it will
be a fixed one which will be shown between brackets.
» Assignable (Transmutation). When deploying its owner during the
Deployment Phase, and only then, this weapon or piece of Equipment » Null. A Game State with this Label indicates that, in this state, the
can be assigned to Troopers who possess the Transmutation Trooper will not provide an Order, or Victory Points, to the player.
(X) Special Skill, and are present on the game table as a Model
» Obligatory. The use of this Special Skill or Equipment is compulsory
(excluding Troopers using Airborne Deployment, Hidden Deployment,
and cannot be waived
Impersonation State, etc.).
A Trooper possessing the Transmutation (X) Special Skill cannot » Optional. The use of this Special Skill or Equipment is optional and
receive more than one weapon or piece of Equipment of the same can be waived.
type with the Assignable (Transmutation) Label. » Private Information. Whether or not any Troopers have Special Skills
Weapons and pieces of Equipment with the Assignable Label must or Equipment with this Label is Private Information and a player is
be placed and remain in base contact with their user, the assigned not required to reveal it to his opponent until it is used, or the game
Trooper, moving along with them. is over.

These weapons and pieces of Equipment are Game State Tokens » States Phase. This piece of Equipment or Skill can only be used
rather than Model. during the States Phase, unless stated otherwise.
» Attack. The use of this Special Skill or piece of Equipment is » Superior Deployment. This Label encompasses all the Skills that
considered an Attack. Remember that you cannot declare attacks allow Troopers to deploy outside their Deployment Zone. Any rule
against allies or Neutral elements, whether represented by Models or mentioning Superior Deployment will affect all the Skills that have
Markers. this Label.

» BS Attack. The use of this Special Skill or piece of Equipment is a » Supportware. Hacking Programs designed to provide support
form of BS Attack. to Allied Troopers, and to interfere with enemy Troopers on the
battlefield.
» CC Attack. The use of this Special Skill or piece of Equipment is a
form of CC Attack. TRAITS
» CC Special Skill. This Skill can only be used when the user is in
Silhouette contact with the target. Any MODs the Skill may provide Traits are the special features of certain weapons and pieces of
can be combined with other CC Special Skills, and they work equally Equipment.
during the Active Turn and the Reactive Turn, unless the Skill states
otherwise.
Traits are commonly given to Common and Special Skills, or to specific
» Comms Attack. The use of this weapon, Special Skill, or piece of effects that make these rules more unique. Some are pretty obvious, and
Equipment is an Attack that cannot be avoided with the Dodge Special their names describe what their effects are, nevertheless, a list of the
Short Skill, but instead with the Reset Short Skill. Partial Cover different Traits is provided to make them easier to identify:
has no effect on Weapons, Special Skills or pieces of Equipment
possessing this Trait.
» Anti-materiel. This weapon’s Special Ammunition can affect
» Comms Equipment. This Equipment is vulnerable to the effects of structures and pieces of scenery.
certain Hacking Programs and Ammunition. » ARM = 0. This weapon or piece of Equipment reduces the ARM
» Hackable. A Trooper, Peripheral, weapon, or piece of Equipment with Attribute of the Target to 0 when a Saving Roll is required.
the Hackable Characteristic or Label can be targeted by both » ARO. This weapon or piece of Equipment is only usable in ARO.
allies and enemies using certain Hacking Programs. » BioWeapon. This weapon applies the combination of DA+Shock
» Hostile. A game element with its own Attributes that does Special Ammunition to targets with the Vitality (VITA) Attribute.
not belong to the Army List of any of the players. It is considered an » Boost. A weapon possessing this Trait applies the Boost rule,
Enemy by all the players and it is able to declare and receive Attacks. activating when an enemy Model declares or executes an Order or
ARO in its ZoC.
» Marker. This Label indicates that Troopers, Weapons, or pieces of
Equipment can be represented by a Marker, instead of a Miniature or » BS Weapon (PH). This weapon can make BS Attacks, but uses the PH
a Token. Attribute in place of BS. When using this weapon, all rules and MODs
that affect the Trooper’s BS affect their PH Attribute instead.
» Movement. The use of this Skill or Equipment is a form of Movement.
» Negative Feedback (NFB). The use of this Special Skill or piece of » BS Weapon (WIP). This weapon can make BS Attacks, but uses the
WIP Attribute in place of BS. When using this weapon, all rules and

170
GLOSSARY

MODs that affect the Trooper’s BS affect their WIP Attribute instead.
The BS Attack (Shock) Skill cannot be used with weapons with this » Impact Template. This weapon or piece of Equipment places a
Trait. Template on the point of impact, firing the Template indicated in
brackets.
» BTS = 0. This weapon or piece of Equipment reduces the BTS
Attribute of the Target to 0 when a Saving Roll is required. » Improvised. This weapon or piece of Equipment is being used in a
» Burst (B): This indicates the number of dice the player must roll when manner it was not designed for, making it difficult to use. Therefore,
using the weapon or piece of Equipment. the Improvised Trait imposes a MOD of -6 to the corresponding
Attribute of the user.
» Burst: Single Target. This weapon can only choose a single target for
all shots of the Burst. » Indiscriminate. This weapon or piece of Equipment is usable or
» CC. This weapon can be used when making CC Attacks. deployable even if there is a Camouflage and Hiding Marker in its
Area of Effect, and even if there is no valid target nearby.
» Concealed. This weapon or piece of Equipment uses the effects
of Camouflaged State. Refer to the description of the weapon or » Intuitive Attack. This weapon can be used to make Intuitive Attacks
Equipment for more details. Camouflage Markers concealing a » Non-Lethal. No matter the ammunition type, this weapon, piece of
weapon, or a piece of Equipment have a Silhouette (S) value of 2. Equipment or Hacking Program uses, it doesn’t inflict Wounds on the
target, or doesn’t require the target to make a Saving Roll when hit.
» Continuous Damage. After failing a Saving Roll, the target receives
a Wound and will have to keep making Saving Rolls until it passes a Even if a Skill, rule or MOD adds or combines other ammunition types,
Saving Roll or until it enters Dead State. A Critical hit with a weapon the Non-Lethal Trait always take precedence , so this weapon, piece
with this Trait forces the target to make an additional Saving Roll. of Equipment or Hacking Program never inflicts Wounds on the target.
This extra Saving Roll doesn’t apply the Continuous Damage Trait.
» Perimeter. When declaring Place Deployable, the player applies
» Deployable. This weapon or piece of Equipment may be deployed the Deployable and Perimeter rule, placing the weapon or piece of
on the battlefield, thus becoming an element independent of its Equipment completely inside the ZoC of the Trooper, instead of in
carrier. Deployable weapons and pieces of Equipment have their own Silhouette contact.
profiles and their own Attributes, and they may be chosen as a target
» Prior Deployment. You must place this weapon or piece of Equipment
during the game. If a Deployable item enters Unconscious State, it
on the game table during the Deployment Phase.
automatically passes directly to Dead State, without receiving an
extra Wound, and must be removed from the game table. » Reflective. The effects of this weapon or piece of Equipment are also
» Direct Template. This weapon or piece of Equipment uses the Direct applied to Troopers who have the Marksmanship Special Skill or are
Template rules, firing the Template indicated in brackets. equipped with a Multispectral Visor of any Level, or with any other
piece of Equipment that specifies the same.
» Disposable (X). This weapon or Equipment has a limited amount of
ammunition or uses, and one is expended every time you declare » Silent (X). If you use this weapon or piece of Equipment to make an
its use, regardless of the success or failure of the Roll involved, or Attack while inside the target’s ZoC and outside their LoF, the target
if a Skill has been declared illegally. The profile indicates, through a must apply the MOD between brackets to any Face to Face Dodge
figure in brackets after the Disposable trait, the number of uses for Roll they make against the Attack. This MOD is cumulative with other
that weapon or Equipment. Once all the available uses are expended, Dodge MODs.
the Trooper, or the item if the Trooper has several Disposable
weapons or Equipment, will be in Unloaded State. » Speculative Attack. This weapon can be used to make Speculative
Each increment in the Burst (B) value applied to weapons with Attacks.
this Trait due to any MOD uses up a Disposable use. For example, » State. This weapon or piece of Equipment causes its target to enter a
a Trooper with a Panzerfaust (a two-use weapon with B 1) and BS specific Game State. The Game State it causes will be indicated in the
Attack (+1B) must make a BS Attack with B 2, consuming in a single profile of the weapon, Program, or piece of Equipment.
Order the two available uses in the Panzerfaust, so the weapon is
unloaded, and the player must place an Unloaded Token next to the » Suppressive Fire (SF). This weapon allows the user to enter
Trooper. Suppressive Fire State, substituting its usual profile with the SF Mode
profile.
Burst (B) MODs cannot raise the B value higher than the remaining
available uses. » Target (Attribute). This weapon or piece of Equipment is only
In addition, those weapons possessing the Disposable Trait and effective against targets with the Attribute indicated between
different Modes (such as Mixed Weapons, D-Charges…) share the brackets, either VITA or STR. If the target does not have the indicated
number of uses provided by Disposable between all Modes. Attribute, they do not need to make the Saving Roll, as this weapon or
piece of Equipment has no effect on them.
» Double Shot. In the Active Turn, this weapon or piece of Equipment
can apply a +1 MOD to its Burst value. If it also possesses the » Targetless. This weapon utilizes a Special Ammunition capable
Disposable (2) Trait, this Burst MOD can only be applied if both uses of firing without designating an enemy as a target. In the Reactive
remain unspent. Applying this MOD will expend both uses, putting the Turn, LoF to the Active Trooper is required when using a Targetless
Trooper in Unloaded State. weapon.

» Zone of Control (ZC). The range of this weapon or piece of Equipment


is equivalent to the user’s Zone of Control (8 inches).

171
QUICK REFERENCE CHARTS

QUICK REFERENCE CHARTS


WEAPON CHART
BOWS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

TACTICAL BOW +3 0 -6 8 1 DA ARM 2 ANTI-MATERIEL, SILENT (-6).

VIRAL TACTICAL BIOWEAPON (DA+SHOCK),


+3 0 -6 8 1 N BTS 1
BOW SILENT (-6).

CARBINES

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

E/M CARBINE +3 -3 -6 7 2 E/M BTS/2 2 NON-LETHAL, [**].

PLASMA CARBINE ARM and


+3 -3 -6 7 2 N 1 and 1 IMPACT TEMPLATE (CIRCULAR)
(Blast Mode) BTS

PLASMA CARBINE ARM and


+3 -3 -6 6 2 N 1 and 1
(Hit Mode) BTS

172
QUICK REFERENCE CHARTS

CC WEAPONS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

AP CC WEAPON 8 1 AP ARM/2 1 CC.

AP+DA CC
8 1 AP+DA ARM/2 2 ANTI-MATERIEL, CC.
WEAPON

AP+EXP CC
8 1 AP+EXP ARM/2 3 ANTI-MATERIEL, CC.
WEAPON

AP+SHOCK CC
8 1 AP+SHOCK ARM/2 1 CC.
WEAPON

AP+T2 CC
8 1 AP+T2 ARM/2 1 CC.
WEAPON

CC WEAPON 8 1 N ARM 1 CC.

DA CC WEAPON 8 1 DA ARM 2 ANTI-MATERIEL, CC.

E/M CC WEAPON 8 1 N+E/M BTS/2 2 CC, [**].

EXP CC WEAPON 8 1 EXP ARM 3 ANTI-MATERIEL, CC.

MONOFILAMENT
8 1 N ARM=0 1 CC, State: DEAD.
CC WEAPON

CC, State: IMMOBILIZED-A, NON-


PARA CC WEAPON -- 1 PARA PH-6 1
LETHAL.

SHOCK CC
8 1 SHOCK ARM 1 CC.
WEAPON

T2 CC WEAPON 8 1 T2 ARM 1 CC.

TRENCH-HAMMER ANTI-MATERIEL, BS WEAPON


0 0 ç- 6 1 DA ARM 2
(BS Mode) (PH), DISPOSABLE (3), [*].

TRENCH-HAMMER ANTI-MATERIEL, CC,


6 1 DA ARM 2
(CC Mode) DISPOSABLE (3), [*].

VIRAL CC WEAPON 8 1 N PB 1 BIOARMA (DA+SHOCK), CC.

VORPAL CC
BS WEAPON (PH), State: DEAD,
WEAPON (BS +3 0 -3 8 1 N ARM=0 1
[*].
Mode)

VORPAL CC
WEAPON (CC 8 1 N ARM=0 1 CC, State: DEAD, [*].
Mode)

173
QUICK REFERENCE CHARTS

DISPOSABLE SUPPORT WEAPONS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

DISPOSABLE (2), State:


AKRYLAT-KANONE -3 0 +3 -3 -- 1 PARA PH-6 1
IMMOBILIZED-A, NON-LETHAL.

DISPOSABLE (2), NON-LETHAL


BLITZEN -3 0 +3 -3 6 1 E/M BTS/2 2
[**].

CONTINUOUS DAMAGE,
FLAMMENSPEER
-3 0 +3 -3 6 1 N ARM 1 DISPOSABLE (2), IMPACT
(Blast Mode)
TEMPLATE (CIRCULAR).

FLAMMENSPEER CONTINUOUS DAMAGE,


-3 0 +3 -3 6 1 AP ARM/2 1
(Hit Mode) DISPOSABLE (2).

ANTI-MATERIEL, DISPOSABLE
PANZERFAUST -3 0 +3 -3 6 1 AP+EXP ARM/2 3
(2).

FLAMETHROWERS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

INTUITIVE ATTACK,
HEAVY
6 1 N ARM 1 CONTINUOUS DAMAGE, DIRECT
FLAMETHROWER
TEMPLATE (LARGE TEARDROP).

INTUITIVE ATTACK,
LIGHT
7 1 N ARM 1 CONTINUOUS DAMAGE, DIRECT
FLAMETHROWER
TEMPLATE (SMALL TEARDROP).

GRENADES

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

SPECULATIVE ATTACK,
BS WEAPON (PH), IMPACT
ECLIPSE
0 -3 -- 1 ECLIPSE -- -- TEMPLATE (CIRCULAR),
GRENADES
NON-LETHAL, REFLECTIVE,
TARGETLESS, [**].

SPECULATIVE ATTACK,
BS WEAPON (PH), IMPACT
E/M GRENADES +3 -3 7 1 E/M BTS/2 2
TEMPLATE (CIRCULAR), NON-
LETHAL, [**].

SPECULATIVE ATTACK,
GRENADES +3 -3 7 1 N ARM 1 BS WEAPON (PH), IMPACT
TEMPLATE (CIRCULAR).

SPECULATIVE ATTACK,
BS WEAPON (PH), IMPACT
SMOKE GRENADES 0 -3 -- 1 SMOKE -- --
TEMPLATE (CIRCULAR), NON-
LETHAL, TARGETLESS, [**].

174
QUICK REFERENCE CHARTS

GRENADE LAUNCHERS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

SPECULATIVE ATTACK, NON-


ECLIPSE GRENADE LETHAL, IMPACT TEMPLATE
0 -3 -6 -- 1 ECLIPSE -- --
LAUNCHER (CIRCULAR), REFLECTIVE,
TARGETLESS, [**].

SPECULATIVE ATTACK, NON-


E/M GRENADE
0 -3 -6 7 1 E/M BTS/2 2 LETHAL, IMPACT TEMPLATE
LAUNCHER
(CIRCULAR), [**].

GRENADE SPECULATIVE ATTACK, IMPACT


0 -3 -6 7 1 N ARM 1
LAUNCHER TEMPLATE (CIRCULAR).

SPECULATIVE ATTACK, NON-


SMOKE GRENADE
0 -3 -6 -- 1 SMOKE -- -- LETHAL, IMPACT TEMPLATE
LAUNCHER
(CIRCULAR), TARGETLESS, [**].

HEAVY MACHINE GUNS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

AP HEAVY
-3 0 +3 -3 5 4 AP ARM/2 1 SUPPRESSIVE FIRE
MACHINE GUN

HEAVY MACHINE
-3 0 +3 -3 5 4 N ARM 1 SUPPRESSIVE FIRE
GUN

MULTI HEAVY
MACHINE GUN
-3 0 +3 -3 5 1 EXP ARM 3 ANTI-MATERIEL
(Anti-Materiel
Mode)

MULTI HEAVY
MACHINE GUN (AP -3 0 +3 -3 5 4 AP ARM/2 1 SUPPRESSIVE FIRE
Mode)

MULTI HEAVY
MACHINE GUN -3 0 +3 -3 5 4 SHOCK ARM 1 SUPPRESSIVE FIRE
(Shock Mode)

175
QUICK REFERENCE CHARTS

MARKSMAN RIFLES

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

AP MARKSMAN
-3 +3 -3 -6 7 3 AP ARM/2 1 SUPPRESSIVE FIRE
RIFLE

K1 MARKSMAN ANTI-MATERIEL, SUPPRESSIVE


-3 +3 -3 -6 7 3 N ARM=0 1
RIFLE FIRE

MARKSMAN RIFLE -3 +3 -3 -6 7 3 N ARM 1 SUPPRESSIVE FIRE

MULTI MARKSMAN
RIFLE (Anti- -3 +3 -3 -6 7 1 DA ARM 2 ANTI-MATERIEL
Materiel Mode)

MULTI MARKSMAN
-3 +3 -3 -6 7 3 AP ARM/2 1 SUPPRESSIVE FIRE
RIFLE (AP Mode)

MULTI MARKSMAN
RIFLE (Shock -3 +3 -3 -6 7 3 SHOCK ARM 1 SUPPRESSIVE FIRE
Mode)

SHOCK
-3 +3 -3 -6 7 3 SHOCK ARM 1 SUPPRESSIVE FIRE
MARKSMAN RIFLE

T2 MARKSMAN ANTI-MATERIEL, SUPPRESSIVE


-3 +3 -3 -6 7 3 T2 ARM 1
RIFLE FIRE

VIRAL MARKSMAN BIOWEAPON (DA+SHOCK),


-3 +3 -3 -6 7 3 N BTS 1
RIFLE SUPPRESSIVE FIRE.

176
QUICK REFERENCE CHARTS

MINES

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

INTUITIVE ATTACK, CONCEALED,


DISPOSABLE (3), DIRECT
AP MINES ARM=0 | BTS=0 | STR=1 | S=0 7 1 AP ARM/2 1
TEMPLATE (SMALL TEARDROP),
DEPLOYABLE, [*].

CHEST MINES (CC CC ATTACK (+3), DISPOSABLE


7 1 SHOCK ARM 1
Mode) (2). [*]

INTUITIVE ATTACK, DISPOSABLE


CHEST MINES (BS (2), DOUBLE SHOT, DIRECT
7 1 SHOCK ARM 1
Mode) TEMPLATE (SMALL TEARDROP),
[*].

COMMS ATTACK, INTUITIVE


ATTACK, CONCEALED,
DISPOSABLE (3), State:
CYBERMINES ARM=0 | BTS=0 | STR=1 | S=0 5 1 -- BTS 2 STUNNED/IMMOBILIZED-B,
NON-LETHAL, DIRECT
TEMPLATE (SMALL TEARDROP),
DEPLOYABLE, [*].

BS WEAPON (PH), SPECULATIVE


DROP BEARS (BS
+3 -3 1 ATTACK, DISPOSABLE (3),
Mode)
TARGETLESS, [*].

INTUITIVE ATTACK, DISPOSABLE


DROP BEARS
ARM=0 | BTS=0 | STR=1 | S=0 7 1 SHOCK ARM 1 (3), DIRECT TEMPLATE (SMALL
(Deployable Mode)
TEARDROP), DEPLOYABLE, [*].

INTUITIVE ATTACK, CONCEALED,


DISPOSABLE (3), DIRECT
E/M MINES ARM=0 | BTS=0 | STR=1 | S=0 7 1 E/M BTS/2 2 TEMPLATE (SMALL TEARDROP),
NON-LETHAL, DEPLOYABLE,
[**].

SPECULATIVE ATTACK, DOUBLE


MINE DISPENSER 0 +3 -3 -6 1 SHOT, DISPOSABLE (2),
TARGETLESS, [*].

INTUITIVE ATTACK, CONCEALED,


MONOFILAMENT DISPOSABLE (3), DIRECT
ARM=0 | BTS=0 | STR=1 | S=0 8 1 N ARM=0 1
MINES TEMPLATE (SMALL TEARDROP),
DEPLOYABLE, State: DEAD, [*].

INTUITIVE ATTACK, CONCEALED,


DISPOSABLE (3), DIRECT
PARA MINES ARM=0 | BTS=0 | STR=1 | S=0 -- 1 PARA PH-6 1
TEMPLATE (SMALL TEARDROP),
NON-LETHAL, DEPLOYABLE, [*].

INTUITIVE ATTACK, CONCEALED,


DISPOSABLE (3), DIRECT
SHOCK MINES ARM=0 | BTS=0 | STR=1 | S=0 7 1 SHOCK ARM 1
TEMPLATE (SMALL TEARDROP),
DEPLOYABLE, [*].

INTUITIVE ATTACK, BIOWEAPON


(DA+SHOCK), CONCEALED,
VIRAL MINES ARM=0 | BTS=0 | STR=1 | S=0 7 1 N BTS 1 DISPOSABLE (3), DIRECT
TEMPLATE (SMALL TEARDROP),
DEPLOYABLE, [*].

INTUITIVE ATTACK, DISPOSABLE


(1), NON-LETHAL, PERIMETER,
WILDPARROT ARM=0 | BTS=0 | STR=1 | S=1 7 1 E/M BTS/2 2
DIRECT TEMPLATE (SMALL
TEARDROP), DEPLOYABLE, [*].

177
QUICK REFERENCE CHARTS

PHEROWARE TACTICS (PT)

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

TECHNICAL WEAPON, COMMS


ATTACK, DISPOSABLE (2),
PT: ENDGAME 7 2 AP BTS/2 1
TARGET (VITA), NO LOF, ZONE OF
CONTROL.

TECHNICAL WEAPON, COMMS


ATTACK, TARGET (VITA), State:
PT: ERASER 6 2 DA BTS 2
ISOLATED, NON-LETHAL, NO
LOF, ZONE OF CONTROL.

TECHNICAL WEAPON,
COMMS ATTACK, IMPACT
TEMPLATE (CIRCULAR), NON-
PT: MIRRORBALL -- 1 ECLIPSE -- --
LETHAL, REFLECTIVE, NO
LOF, TARGETLESS, ZONE OF
CONTROL.

PISTOLS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

AP HEAVY PISTOL +3 0 -6 6 2 AP ARM/2 1

ASSAULT PISTOL +3 0 -6 7 4 N ARM 1

BOARDING PISTOL INTUITIVE ATTACK, DIRECT


7 1 N ARM 1
(Blast Mode) TEMPLATE (SMALL TEARDROP).

BOARDING PISTOL
+3 0 -6 7 2 N ARM 1
(Hit Mode)

BREAKER PISTOL +3 0 -6 8 2 AP BTS/2 1

HEAVY PISTOL +3 0 -6 6 2 SHOCK ARM 1

KOBRA PISTOL (BS


+3 0 -6 7 2 N ARM 1 [*]
Mode)

KOBRA PISTOL (CC


7 1 SHOCK ARM 1 CC, [*].
Mode)

MULTI PISTOL
(Anti-Materiel +3 0 -6 7 1 DA ARM 2
Mode)

MULTI PISTOL (AP


+3 0 -6 7 2 AP ARM/2 1
Mode)

MULTI PISTOL
+3 0 -6 7 2 SHOCK ARM 1
(Shock Mode)

PISTOL +3 0 -6 9 2 N ARM 1

SILENCED PISTOL +3 0 -6 8 2 AP+SHOCK BTS/2 1 SILENT (-6)

STUN PISTOL +3 0 -6 8 2 STUN BTS 1 NON-LETHAL, State: STUNNED.

VIRAL PISTOL +3 0 -6 8 2 N BTS 1 BIOWEAPON (DA+SHOCK)

178
QUICK REFERENCE CHARTS

RED FURIES

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

MULTI RED FURY


(Anti-Materiel 0 +3 -3 -6 7 1 DA ARM 2 ANTI-MATERIEL.
Mode)

MULTI RED FURY


0 +3 -3 -6 7 4 AP ARM/2 1 SUPPRESSIVE FIRE
(AP Mode)

MULTI RED FURY


0 +3 -3 -6 7 4 SHOCK ARM 1 SUPPRESSIVE FIRE
(Shock Mode)

RED FURY 0 +3 -3 -6 7 4 SHOCK ARM 1 SUPPRESSIVE FIRE

RIFLES

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

ADHESIVE
0 +3 -3 -6 -- 2 PARA PH-6 1 NON-LETHAL
LAUNCHER RIFLE

AP RIFLE 0 +3 -3 -6 7 3 AP ARM/2 1 SUPPRESSIVE FIRE

BREAKER COMBI
+3 -3 -6 7 3 AP BTS/2 1 SUPPRESSIVE FIRE
RIFLE

BREAKER RIFLE 0 +3 -3 -6 7 3 AP BTS/2 1 SUPPRESSIVE FIRE

COMBI RIFLE +3 -3 -6 7 3 N ARM 1 SUPPRESSIVE FIRE

ANTI-MATERIEL, SUPPRESSIVE
K1 COMBI RIFLE +3 -3 -6 7 3 N ARM=0 1
FIRE.

MULTI RIFLE (Anti-


+3 -3 -6 7 1 DA ARM 2 ANTI-MATERIEL
Materiel Mode)

MULTI RIFLE (AP


+3 -3 -6 7 3 AP ARM/2 1 SUPPRESSIVE FIRE
Mode)

MULTI RIFLE
+3 -3 -6 7 3 SHOCK ARM 1 SUPPRESSIVE FIRE
(Shock Mode)

PLASMA RIFLE ARM and SUPPRESSIVE FIRE, IMPACT


+3 -3 -6 7 3 N 1 and 1
(Blast Mode) BTS TEMPLATE (CIRCULAR).

PLASMA RIFLE (Hit ARM and


+3 -3 -6 6 3 N 1 and 1 SUPPRESSIVE FIRE
Mode) BTS

RIFLE 0 +3 -3 -6 7 3 N ARM 1 SUPPRESSIVE FIRE

ANTI-MATERIEL, SUPPRESSIVE
T2 RIFLE 0 +3 -3 -6 7 3 T2 ARM 1
FIRE.

VIRAL COMBI BIOWEAPON (DA+SHOCK),


+3 -3 -6 7 3 N BTS 1
RIFLE SUPPRESSIVE FIRE.

BIOWEAPON (DA+SHOCK),
VIRAL RIFLE 0 +3 -3 -6 7 3 N BTS 1
SUPPRESSIVE FIRE.

179
QUICK REFERENCE CHARTS

RIOTSTOPPERS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

State: IMMOBILIZED-A, NON-


HEAVY
-- 1 PARA PH-6 1 LETHAL, DIRECT TEMPLATE
RIOTSTOPPER
(LARGE TEARDROP).

State: IMMOBILIZED-A, NON-


LIGHT
-- 1 PARA PH-6 1 LETHAL, DIRECT TEMPLATE
RIOTSTOPPER
(SMALL TEARDROP).

ROCKET LAUNCHERS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

HEAVY ROCKET
CONTINUOUS DAMAGE, IMPACT
LAUNCHER (Blast -3 0 +3 -3 6 2 N ARM 1
TEMPLATE (CIRCULAR).
Mode)

HEAVY ROCKET
LAUNCHER (Hit -3 0 +3 -3 5 2 N ARM 1 CONTINUOUS DAMAGE
Mode)

LIGHT ROCKET
CONTINUOUS DAMAGE, IMPACT
LAUNCHER (Blast 0 +3 -3 -6 7 2 N ARM 1
TEMPLATE (CIRCULAR).
Mode)

LIGHT ROCKET
LAUNCHER (Hit 0 +3 -3 -6 6 2 N ARM 1 CONTINUOUS DAMAGE
Mode)

SHOTGUNS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

BOARDING
+6 0 -3 6 2 AP ARM/2 1
SHOTGUN

HEAVY SHOTGUN +6 0 -3 5 2 AP ARM/2 1

LIGHT SHOTGUN +6 0 -3 7 2 N ARM 1

T2 BOARDING
+6 0 -3 6 2 T2 ARM 1 ANTI-MATERIEL
SHOTGUN

VULKAN SHOTGUN +6 0 -3 6 2 AP ARM/2 1 CONTINUOUS DAMAGE

180
QUICK REFERENCE CHARTS

SNIPER RIFLES

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

AP SNIPER RIFLE -3 0 +3 -3 5 2 AP ARM/2 1

K1 SNIPER RIFLE -3 0 +3 -3 7 2 N ARM=0 1 ANTI-MATERIEL

MULTI SNIPER
-3 0 +3 -3 5 2 AP ARM/2 1
RIFLE (AP Mode)

MULTI SNIPER
RIFLE (Shock -3 0 +3 -3 5 2 SHOCK ARM 1
Mode)

MULTI SNIPER
RIFLE (Anti- -3 0 +3 -3 5 2 DA ARM 2 ANTI-MATERIEL
Materiel Mode)

PLASMA SNIPER ARM and


-3 0 +3 -3 6 2 N 1 and 1 IMPACT TEMPLATE (CIRCULAR)
RIFLE (Blast Mode) BTS

PLASMA SNIPER ARM and


-3 0 +3 -3 5 2 N 1 and 1
RIFLE (Hit Mode) BTS

SNIPER RIFLE -3 0 +3 -3 5 2 SHOCK ARM 1

T2 SNIPER RIFLE -3 0 +3 -3 5 2 T2 ARM 1 ANTI-MATERIEL

VIRAL SNIPER
-3 0 +3 -3 5 2 N BTS 1 BIOWEAPON (DA+SHOCK)
RIFLE

SPITFIRES

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

AP SPITFIRE 0 +3 -3 -6 6 4 AP ARM/2 1 SUPPRESSIVE FIRE

MULTI SPITFIRE
(Anti-Materiel 0 +3 -3 -6 6 1 DA ARM 2 ANTI-MATERIEL.
Mode)

MULTI SPITFIRE
0 +3 -3 -6 6 4 AP ARM/2 1 SUPPRESSIVE FIRE
(AP Mode)

MULTI SPITFIRE
0 +3 -3 -6 6 4 SHOCK ARM 1 SUPPRESSIVE FIRE
(Shock Mode)

SPITFIRE 0 +3 -3 -6 6 4 N ARM 1 SUPPRESSIVE FIRE

SUBMACHINE GUNS

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

AP SUBMACHINE
+3 0 -3 -6 7 3 AP ARM/2 1 SUPPRESSIVE FIRE
GUN

SUBMACHINE GUN +3 0 -3 -6 7 3 N ARM 1 SUPPRESSIVE FIRE

181
QUICK REFERENCE CHARTS

UNCATEGORIZED

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

INTUITIVE ATTACK, DIRECT


CHAIN-COLT 7 1 N ARM 1
TEMPLATE (SMALL TEARDROP).

INTUITIVE ATTACK, DIRECT


CHAIN RIFLE 7 1 N ARM 1
TEMPLATE (LARGE TEARDROP).

CONTENDER 0 +3 0 7 2 T2 ARM 1 ANTI-MATERIEL

DISPOSABLE (2), BOOST,


CRAZYKOALA ARM=0 | BTS=0 | STR=1 | S=1 5 1 SHOCK ARM 1
PERIMETER, DEPLOYABLE, [*].

D-CHARGES ANTI-MATERIEL, DISPOSABLE


6 1 AP+EXP ARM/2 3
(Demolition Mode) (3), [*].

D-CHARGES (CC ANTI-MATERIEL, CC, DISPOSABLE


6 1 AP+EXP ARM/2 3
Mode) (3), IMPROVISED, [*].

DISPOSABLE (3), DEPLOYABLE,


DAZER ARM=0 | BTS=0 | STR=1 | S=1
ZONE OF CONTROL.

DEACTIVATOR +6 +3 -6 1 -- -- -- BS WEAPON (WIP) [***]

DEPLOYABLE
ARM=0 | BTS=0 | STR=1 | S=1 -- 1 -- -- DISPOSABLE (3), DEPLOYABLE.
REPEATER

SPECULATIVE ATTACK,
DISCO BALLER 0 +3 -3 -6 1 DISPOSABLE (2), DOUBLE SHOT,
TARGETLESS, [*].

DISCO BALL ARM=0 | BTS=0 | STR=1 | S=1

DISCOVER +3 0 -3 -6 [***]

INTUITIVE ATTACK, NON-


E/MARAT 7 1 E/M BTS/2 2 LETHAL, DIRECT TEMPLATE
(LARGE TEARDROP), [**].

E/MITTER -3 0 +3 0 7 2 E/M BTS/2 2 NON-LETHAL, [**].

DISPOSABLE (1),
INDISCRIMINATE, PERIMETER,
FASTPANDA -- 1 -- -- --
DEPLOYABLE, ZONE OF
CONTROL, [***].

FEUERBACH (Blast
-3 0 +3 0 6 1 EXP ARM 3 ANTI-MATERIEL
Mode)

FEUERBACH (Burst
-3 0 +3 0 6 2 AP+DA ARM/2 2 ANTI-MATERIEL
Mode)

BS WEAPON (WIP), NON-


FLASH PULSE 0 +3 -3 -6 7 1 STUN BTS 1
LETHAL, State: STUNNED.

FORWARD BS WEAPON (WIP), State:


0 -3 -6 2 1
OBSERVER TARGETED, NON-LETHAL, [***]

GIZMOKIT +3 0 -6 1 NON-LETHAL, [***].

HYPER-RAPID
MAGNETIC
-3 0 +3 0 5 1 DA ARM 2 ANTI-MATERIEL
CANNON (Anti-
Materiel Mode)

HYPER-RAPID
MAGNETIC -3 0 +3 0 5 5 AP ARM/2 1 SUPPRESSIVE FIRE
CANNON (AP Mode)

182
QUICK REFERENCE CHARTS

UNCATEGORIZED

SAVING NUMBER
NAME RANGE PS B AMMUNITION ROLL OF SAVING TRAITS
ATTRIBUTE ROLLS

8" 16” 24" 32" 40" 48” 96"

HYPER-RAPID
MAGNETIC
-3 0 +3 0 5 5 SHOCK ARM 1 SUPPRESSIVE FIRE
CANNON (Shock
Mode)

BS WEAPON (WIP), COMMS


ATTACK, INTUITIVE ATTACK,
JAMMER 7 1 N BTS 1 DISPOSABLE (2), State:
ISOLATED, NON-LETHAL, NO
LOF, ZONE OF CONTROL.

ANTI-MATERIEL, SPECULATIVE
KATYUSHA MRL -3 3 0 -6 6 1 DA ARM 2 ATTACK, IMPACT TEMPLATE
(CIRCULAR).

DISPOSABLE (2), BOOST,


MADTRAPS -- 1 PARA PH-6 1 NON-LETHAL, PERIMETER,
DEPLOYABLE, [*].

MEDIKIT +3 0 -6 1 NON-LETHAL, [***].

MISSILE LAUNCHER ANTI-MATERIEL, IMPACT


-3 0 +3 -3 6 1 EXP ARM 3
(Blast Mode) TEMPLATE (CIRCULAR).

MISSILE
LAUNCHER (Hit -3 0 +3 -3 6 1 AP+EXP ARM/2 3 ANTI-MATERIEL
Mode)

MK12 0 +3 -3 -6 -6 5 3 N ARM 1 SUPPRESSIVE FIRE

DIRECT TEMPLATE (SMALL


NANOPULSER 7 1 N BTS 1
TEARDROP).

OHOTNIK 0 +3 0 -3 -6 6 2 T2 ARM 1 ANTI-MATERIEL

SPECULATIVE ATTACK,
DISPOSABLE (2),
PITCHER 0 -3 -6 1
INDISCRIMINATE, NON-LETHAL,
TARGETLESS, [*].

PORTABLE
-3 0 +3 -3 5 2 AP+EXP ARM/2 3 ANTI-MATERIEL
AUTOCANNON

INTUITIVE ATTACK, DIRECT


PULZAR 7 1 N BTS 1
TEMPLATE (LARGE TEARDROP).

INTUITIVE ATTACK, DISPOSABLE


(2), DIRECT TEMPLATE
SEPSITOR 4 1 BTS 1
(LARGE TEARDROP), State:
SEPSITORIZED, [*].

INTUITIVE ATTACK, DIRECT


SEPSITOR PLUS 3 1 BTS 1 TEMPLATE (LARGE TEARDROP),
State: SEPSITORIZED, [*].

SUPPRESSIVE FIRE
0 -3 * 3 * * * [***]
MODE WEAPON

THUNDERBOLT -3 0 +3 0 0 6 2 N ARM 1

SPECULATIVE ATTACK, IMPACT


URAGAN MRL
-3 +3 0 -6 6 3 AP+SHOCK ARM/2 1 TEMPLATE (CIRCULAR), BURST:
(Blast Mode)
SINGLE TARGET.

URAGAN MRL (Hit


-3 +3 0 -6 5 3 AP+SHOCK ARM/2 1 BURST: SINGLE TARGET.
Mode)

INTUITIVE ATTACK, NON-


ZAPPER 7 1 E/M BTS/2 2 LETHAL, DIRECT TEMPLATE
(SMALL TEARDROP), [**].

183
QUICK REFERENCE CHARTS

QUICK REFERENCE CHARTS TYPES OF ORDERS


REGULAR ORDER
GAME SEQUENCE

The Orders that Regular Troopers contribute to their


PLAYER 1 PLAYER 2 army are added to the Order Pool, and they may be
TURN TURN used to activate other Troopers belonging to the same
Combat Group.

IRREGULAR ORDER

The Orders of Irregular Troopers are not added to their


PLAYER TURN Combat Group’s Order Pool, and they may keep them
for their own exclusive use.
Each Player Turn consists of the following phases:

1. Start of the Turn: Tactical Phase


SPECIAL LIEUTENANT ORDER
1.1 Executive use of Command Tokens
The Special Lieutenant Order is not added to the army’s
1.2 Retreat! check Order Pool, and the Lieutenant may keep it for his own
exclusive use.
1.3 Loss of Lieutenant check

1.4 Order count


TACTICAL ORDER
2. Impetuous Phase
Tactical Orders are a special kind of Order that are not
3. Orders Phase added to the Order Pool, and the Troopers they belong
to may keep them for their own use, although they may
4. States Phase also use them for advanced game mechanics and when
they are part of a Fireteam (see page 112).
5. End of the Turn

184
QUICK REFERENCE CHARTS

ORDER 4. Reactive Player’s AROs

EXPENDITURE SEQUENCE
4.1 ARO Check. The Reactive Player checks if they are allowed to
Each time the Active Player decides to spend an Order (of whatever type) declare AROs with those Troopers that couldn’t declare an ARO in
to activate a Trooper, follow these steps: the previous ARO Check step. Players may check from the Active
Trooper if any Trooper or Game Element falls inside the Zone of
1. Activation: The Active Player declares which Trooper will activate. Control (ZoC) of the Active Trooper.

1.1 Order expenditure: The Active Player removes from the table, or 4.2 ARO Declaration. The Reactive Player declares the AROs of those
otherwise marks as spent, the Order he uses to activate the Trooper. Troopers that are allowed to declare one. Troopers are not forced to
declare AROs, but if a Trooper can declare an ARO and fails to do so,
1.2 Declaration of the First Skill: The Active Player declares the first they forfeit their right to declare an ARO against this Order.
Basic Short Skill, or the Long Skill, they want to use. If movements
are declared, the player measures where the Trooper can move, 5. Resolution: Check that the Skills and pieces of Equipment whose
chooses the route, and places the Trooper at the final point of its use has been declared meet their respective Requirements, make all
movement. necessary range measurements, determine which MODs apply, and
then both players make their Rolls. If any Skill or piece of Equipment
2. Reactive Player’s AROs doesn’t meet its Requirements, the Trooper instead performs an Idle.

2.1 ARO Check. The Reactive Player checks if they are allowed to 5.1 Effects: Players apply all effects of successful Skills and
declare AROs with their Troopers. Players may check from the Active Equipment including Saving Rolls and Dodge movement.
Trooper if any Trooper or Game Element is inside the Zone of Control
(ZoC) of the Active Trooper. 5.2 Conclusion: Guts Rolls are made if necessary, and their effects
are applied, as well as those of Alert!. End of the Order.
2.2 ARO Declaration. The Reactive Player declares the AROs of
STRUCTURE OF AN ORDER
those Troopers that are allowed to declare one. Troopers are not
ER
RE

U
D
G

LA R
R O

forced to declare AROs, but if a Trooper can declare an ARO and fails BASIC SHORT SKILL + BASIC SHORT SKILL
to do so, they forfeit their right to declare an ARO against this Order.

3. Declaration of the Second Skill: The Active Player declares the


BASIC SHORT SKILL + SHORT SKILL

second Short Skill of the Order, if applicable. If movements are


LONG SKILL
declared, the player measures where the Trooper can move, chooses
the route, and places the Trooper at the final point of its movement.

185
QUICK REFERENCE CHARTS

ORDERS AND AROS REFERENCE CHART


BASIC SHORT SKILLS LONG SKILLS
NAME TYPE PAGE NAME TYPE PAGE
DISCOVER COMMON 77 ASSISTED FIRE HACKER 59
IDLE COMMON 80 BERSERK SPECIAL 86
MOVE COMMON 29 CAUTIOUS MOVEMENT COMMON 32
CYBERMASK HACKER 59
COMBAT JUMP SPECIAL 88
CLIMB COMMON 34
ENHANCED REACTION HACKER 60
FAIRY DUST HACKER 60
INTUITIVE ATTACK COMMON 48
JUMP COMMON 32
PARACHUTIST SPECIAL 103
SAPPER SPECIAL 108
SPECULATIVE ATTACK COMMON 47
SUPPRESSIVE FIRE COMMON 85
TRIANGULATED FIRE SPECIAL 114
SHORT SKILLS AROS
NAME TYPE PAGE NAME TYPE PAGE
ACTIVATE DISCO BALL EQUIPMENT 70 BS ATTACK COMMON 39
BS ATTACK COMMON 39 CARBONITE HACKER 59
CARBONITE HACKER 59 CC ATTACK COMMON 51
CC ATTACK COMMON 51 CONTROLLED JUMP HACKER 59
CONTROLLED JUMP HACKER 59 DISCOVER COMMON 77
DEACTIVATOR EQUIPMENT 117 DODGE COMMON 79
DOCTOR SPECIAL 89 FORWARD OBSERVER SPECIAL 92
DODGE COMMON 79 LOOK OUT! COMMON 81
ENGINEER SPECIAL 90 OBLIVION HACKER 60
FORWARD OBSERVER SPECIAL 92 PLACE DEPLOYABLE COMMON 82
GIZMOKIT EQUIPMENT 119 RELOAD COMMON 83
MEDIKIT EQUIPMENT 120 RESET COMMON 85
MORPHO-SCAN SPECIAL 101 SPOTLIGHT HACKER 60
OBLIVION HACKER 60 TOTAL CONTROL HACKER 61
PLACE DEPLOYABLE COMMON 82 TRINITY HACKER 61
RELOAD COMMON 83 ZERO PAIN HACKER 61
RESET COMMON 85
SENSOR SPECIAL 108
SPOTLIGHT HACKER 60
TOTAL CONTROL HACKER 61
TRINITY HACKER 61
WHITE NOISE HACKER 61
ZERO PAIN HACKER 61

186
QUICK REFERENCE CHARTS

IMPETUOUS TROOPER ACTIVATION

Skill combinations allowed:

» Move + CC Attack.
» Move + BS Attack.
» Move + Dodge.
» Move + Idle.
» Move + Move.
» Jump.
» Climb.
» Special Skills with the Airborne Deployment Label.
» Berserk
» Skills that may be used in the Impetuous Phase

MARTIAL ARTS CHART


LEVEL ATTACK MOD OPPONENT MOD BURST MOD
1 0 -3 0
2 +3 -3 0
3 +3 -3 +1SD
4 +3 -3 +1B
5 +3 -3 +1B, +1SD

BOOTY CHART
1-2 +1 ARM 13 PANZERFAUST
3-4 LIGHT FLAMETHROWER 14 MONOFILAMENT CC WEAPON
5-6 GRENADES 15 MOV 8-4
TAG: BS ATTACK (SHOCK) OTHER
7-8 DA CC WEAPON 16
TROOP TYPES: MULTI RIFLE
9 MULTISPECTRAL VISOR L1 17 MULTI SNIPER RIFLE
TAG: IMMUNITY (ARM)
10 EXP CC WEAPON 18
OTHER TROOP TYPES: + 4 ARM
11 ADHESIVE LAUNCHER RIFLE 19 MIMETISM (-6)
TAG: IMMUNITY (AP) TAG: BS ATTACK (+1 B)
12 20
OTHER TROOP TYPES: + 2 ARM OTHER TROOP TYPES: HMG

METACHEMISTRY CHART

1-3 +3 PH 15 NO WOUND INCAPACITATION

4-5 SUPER-JUMP 16 +1 ARM + IMMUNITY (ARM)

6-7 REGENERATION 17 DOGGED + IMMUNITY (ENHANCED)

8-10 CLIMBING PLUS 18 MOV: 6-4 + SUPER-JUMP

11-12 MOV: 8-4 19 MOV: 8-4 + CLIMBING PLUS

13-14 +6 BTS 20 +3 PH + REGENERATION

187
QUICK REFERENCE CHARTS

AMMO QUICK REFERENCE CHART


AMMUNITION SAVING ROLL NUMBER OF ROLLS SPECIAL EFFECT
N ARM / BTS * 1
IT HALVES THE TARGET’S ARM OR
AP ARM / BTS * 1
BTS ATTRIBUTE.
DA ARM / BTS * 2
STATE: ISOLATED STATE: IMM-B
AGAINST HI, REM, VH, AND TAG
E/M 2
IT HALVES THE TARGET’S ARM OR
BTS ATTRIBUTE.
IT BLOCKS LOF
ECLIPSE - - NON-LETHAL
REFLECTIVE
EXP ARM / BTS * 3
PARA PH-6 1 STATE: IMM-A
SHOCK ARM / BTS * 1 IT CANCELS UNCONSCIOUS
IT BLOCKS LOF
SMOKE - -
NON-LETHAL
STUN ARM / BTS * 2 STATE: STUNNNED
T2 ARM / BTS * 1 IT INFLICTS 2 WOUNDS
(*) THE ATTRIBUTE FOR THE SAVING ROLL CAN BE EITHER ARM OR BTS DEPENDING ON THE WEAPON

HACKING PROGRAMS CHART


ATTACK OPPONENT
NAME PS B TARGET SKILL TYPE SPECIAL
MOD MOD
ASSISTED
,, ,, ,, ,, REM LONG SKILL TARGET GAINS MARKSMANSHIP.
FIRE
TAG, HI,
REM, SHORT SKILL
CARBONITE 0 0 7 2 DA AMMO, STATE: IMM-B, NON-LETHAL.
HACKER, / ARO
VH
CONTROLLED SHORT SKILL +3/-3 PH MOD TO ALL TROOPERS PERFORMING
,, ,, ,, ,, ,,
JUMP / ARO COMBAT JUMP.
REPLACE THE HACKER WITH AN IMPERSONATION
CYBERMASK ,, ,, ,, ,, ,, LONG SKILL
2 MARKER.
ENHANCED
,, ,, ,, ,, REM LONG SKILL TARGET GAINS B2 IN ARO.
REACTION
TAG, HI,
FAIRY DUST ,, ,, ,, ,, LONG SKILL TARGETS GAIN THE FIREWALL MODS.
REM, VH
TAG, HI,
REM, SHORT SKILL
OBLIVION 0 0 4 2 AP AMMO, NON-LETHAL, STATE: ISOLATED.
HACKER, / ARO
VH
SHORT SKILL
SPOTLIGHT 0 0 5 2 “ AP AMMO, STATE: TARGETED, NON-LETHAL.
/ ARO
TOTAL SHORT SKILL
0 0 4 1 TAG DA AMMO, NON-LETHAL, STATE: POS/NORMAL.
CONTROL / ARO
SHORT SKILL TARGET SUFFERS 1 WOUND FOR EACH FAILED
TRINITY +3 0 6 3 HACKER
/ ARO SR.
NFB, REFLECTIVE: CIRCULAR TEMPLATE
WHITE NOISE - - ,, 1 ,, SHORT SKILL
WITHOUT LOF FOR MULTISPECTRAL VISORS.
SHORT SKILL NULLIFIES COMMS ATTACK, B2 IN ARO, NON-
ZERO PAIN 0 -3 ,, 2 ,,
/ ARO LETHAL.

188
QUICK REFERENCE CHARTS

PROGRAMS LOADED BY EACH HACKING DEVICE

DEVICE PROGRAM 1 PROGRAM 2 PROGRAM 3 PROGRAM 4 PROGRAM 5 PROGRAM 6


HACKING
CARBONITE SPOTLIGHT TOTAL CONTROL OBLIVION
DEVICE
HACKING
CARBONITE SPOTLIGHT TOTAL CONTROL OBLIVION WHITE NOISE CYBERMASK
DEVICE PLUS
KILLER
HACKING TRINITY CYBERMASK
DEVICE
EVO HACKING ENHANCED
ASSISTED FIRE FAIRY DUST CONTROLLED JUMP
DEVICE REACTION

RESTRICTIONS CHART

TAGs cannot go Prone or declare Cautious Movement.


Troopers mounted on Motorcycles cannot go Prone, declare Cautious Movement, Climb, use ladders, or perform an upwards Jump.
Troopers with the Aerial Special Skill cannot go Prone or declare Cautious Movement.
Vehicles (VH) cannot go Prone.
Remotes (REM) may not declare Cautious Movement or be chosen as Lieutenant.
Irregular Troops may not be chosen as Lieutenant.

RETREAT! AND LOSS OF LIEUTENANT SUMMARY CHART

UNIT LOSS OF LIEUTENANT RETREAT! UNIT LOSS OF LIEUTENANT RETREAT!

REGULAR RELIGIOUS
NORMAL
TROOP

IMPETUOUS WARHORSE

COURAGE

RETREAT! QUICK REFERENCE CHART

*IF A PLAYER'S SURVIVING TROOPERS ACCOUNT FOR ONLY 25% OR LESS OF THE ARMY LIST, THEN THAT PLAYER DECLARES A RETREAT!

*THE ARMY IS IN LOSS OF LIEUTENANT SITUATION.

*AS A RESULT OF THE LOSS OF LIEUTENANT SITUATION, ALL TROOPERS BECOME IRREGULAR (THERE MAY BE EXCEPTIONS DUE TO SPECIAL
SKILLS OR OTHER CIRCUMSTANCES) AND THE CORRESPONDING IRREGULAR ORDER MARKER IS PLACED NEXT TO EACH ONE OF THEM.

* A RETREAT! MARKER IS PLACED NEXT TO EACH ONE OF THE TROOPERS ON THE GAMING TABLE.

* TROOPERS WITH A RETREAT! MARKER MAY ONLY PERFORM BASIC SHORT SKILLS, DODGE, RESET, AND CAUTIOUS MOVEMENT.

* TROOPERS WITH A RETREAT! MARKER THAT EXIT THE TABLE THROUGH THE BROADER SIDE OF THEIR DEPLOYMENT ZONE ARE COUNTED AS
VICTORY POINTS.

* AT THE BEGINNING OF EACH TURN, VICTORY POINTS MUST BE COUNTED, AND SHOULD THE SURVIVING TROOPERS ACCOUNT FOR MORE THAN
25% OF THE ARMY LIST, THEN THE RETREAT! IS CANCELLED.

189
QUICK REFERENCE CHARTS

RETREAT! CHART

TOTAL ARMY POINTS VICTORY POINTS (25% OF THE ARMY LIST)


400 100 POINTS OR LESS
350 88 POINTS OR LESS
300 75 POINTS OR LESS
250 63 POINTS OR LESS
200 50 POINTS OR LESS
150 38 POINTS OR LESS

FIRETEAM BONUSES CHART

FIRETEAM LEVEL BONUS REQUIREMENTS

FIRETEAM TROOPERS ARE ACTIVATED WITH A SINGLE THE TROOPERS CAN ALL BELONG TO
LEVEL 1
REGULAR ORDER DIFFERENT UNITS.

AT LEAST 2 TROOPERS BELONG TO THE SAME


LEVEL 2 BURST BONUS +1 SD
UNIT.

AT LEAST 3 TROOPERS BELONG TO THE SAME


LEVEL 3 +3 DISCOVER AND +1 DODGE
UNIT.

AT LEAST 4 TROOPERS BELONG TO THE SAME


LEVEL 4 +1 BS ATTACK
UNIT.

LEVEL 5 SIXTH SENSE ALL 5 TROOPERS BELONG TO THE SAME UNIT.

190
[DIVE ACTIVE]

[ACCESSING MAYA: ONLINE]

ONE-HUNDRED AND EIGHTY-FIVE YEARS INTO THE FUTURE, HUMANKIND HAS REACHED THE STARS, COLONIZED
SEVERAL STAR SYSTEMS, CLASHED WITH AN ENORMOUSLY POWERFUL ALIEN EMPIRE, AND SURVIVED AGAINST
ALL ODDS. IT HAS NOT WON ANYTHING YET… BUT IT HAS SURVIVED. AN UNEASY TRUCE WITH THE UR HEGEMONY
HAS UTTERLY TRANSFORMED THE POLITICAL AND MILITARY LANDSCAPE OF THE HUMAN SPHERE. HUMANITY’S
FORMER ALIEN ADVERSARY IS NOW AN UNWELCOME ALLY, ANOTHER FORCE TO BE CONSIDERED WHEN IT COMES TO
FORMING ALLIANCES AND STRATEGIZING, BUT AT WHAT COST?

INFINITY N5 IS A TABLETOP WARGAME THAT USES 35 MM METAL AND PLASTIC MINIATURES TO CREATE SKIRMISHES
IN A HI-TECH SCI-FI SETTING
INFLUENCED BY MANGA AESTHETICS—AN EXCITING, ACTION-PACKED VISION OF THE NEAR FUTURE
WHERE SPECIAL OPERATIONS DETERMINE THE FATE
OF HUMANITY.

[FIREWALL: ACTIVE]

[INCREASING DIVE SPEED]

INFINITYUNIVERSE.COM

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