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Infinity: Daedalus's Fall

Expansion for Infinity N3: Core Book

Infinity: Daedalus's Fall Rulebook

Table of Contents

Table of Contents

  • Advanced Rules: Hostile Environment
    • Setting an Hostile Environment
    • Hostility Level
    • Type of Environmental Damage
    • Variable Hostility Level
    • Hostile Environment (Special Terrain)
    • Hostile Environment Game Examples
  • Characteristics
    • Back-Up
    • Back-Up: Cube 2.0
  • Special Skills
    • Special Skill Levels
    • Guard
    • Immunity
    • Total Immunity
      • Total Immunity and Critical Hits
    • Impersonation
      • Impersonation Level 0: Inferior Impersonation
    • Infinity Spec-Ops
    • Journalist
      • Journalist Level 1
      • Journalist Level 2
      • Journalist Level 3
  • Equipment
    • Stratuscloud
    • SymbioMate
  • Types of Weapons
    • Dazer
    • Phero-Booster

Advanced Rules: Hostile Environment

In such a massive area as the Human Sphere, with wide and varied frontier territories ranging from deep space to wild planetary surfaces, the conductors of special operations can encounter extremely dangerous environmental or biotical conditions.

No matter the nature of the environmental threat, these Hostile Environment Rules unify all possibilities into a single system that simplifies the game mechanics, allowing it to be automatic and easy.

Players can combine them with the Special Terrain Rules (see Infinity N3) to create a wide variety of game tables.

Quick Summary: While in a Hostile Environment, each time a specific dice result (for example: 20) is rolled, then an ARM/BTS Roll must be made.

Setting an Hostile Environment

To set a Hostile Environment it is necessary to determine two variables: the Hostility Level and the Environmental Type of Damage. These two factors can be determined by the scenario itself, by mutual accord between players or by a roll in the corresponding tables.

Important: The roll on the Hostility Level and Attribute-Damage charts must be made before the Initiative roll.

As determined by the scenario, or by mutual accord between players, a dice roll can be made for each of the Hostile Environments on the game table, or just one roll for all of them.

In the same manner, the areas of effect of the Hostile Environments will be determined by the scenario or by mutual accord between players. They can be the area of a Circular Template, zones of the game table delimited by scenery items, or even one of the two halves of the table or the whole table itself!

Hostility Level

The Hostility Level defines how easy or difficult it is for a trooper to suffer damage in that Hostile Environment.

The game conditions under which the ARM Roll is applied will vary depending on the Hostility Level of the environment, determined by the scenario, by mutual accord between players or through a d20 roll on the following chart.

Hostility Level Chart

Hostility LevelD20 RollGame Conditions
Insecure1–5Only if roll die is 20.
Adverse6–10Only if roll die is 19 or 20.
Dangerous11–14Only if roll die is 18 or more.
Aggressive15–17Only if roll die is 17 or more.
Lethal18–19Only if roll die is 16 or more.
Savage20Only if roll die is 14 or more.

Type of Environmental Damage

The Type of Environmental Damage determines the Attribute to roll against and the value of Damage Roll needed to avoid suffering the effect of the Hostile Environment.

The Attribute required for the ARM, BTS or PH Roll and the Damage value or the effect can be determined by the scenario, by mutual accord between players or through a d20 roll on the following chart:

Type of Environmental Damage Chart

D20 RollAttributeDamage
1–3PHImmobilized *
4–6PH-3Immobilized *
7–10ARM / BTS10
11–14ARM / BTS11
15ARM + BTS11
16–18ARM / BTS12
19ARM / BTS12 (DA/DT Special Ammunition, depending on Attribute)
20ARM / BTS13

* The source prints "Immobilized *" in these two rows without a matching footnote anywhere in the document; it is transcribed as printed.

  • Depending on the nature of the environmental threat, the scenario, or just a mutual accord between players, the ARM Roll can be replaced by a BTS Roll or even a PH Roll.
  • The number the player gets on the dice roll to provoke the damage is always the natural number rolled on the dice. For example, in a Hostile Environment where 20 is the number that triggers damage, if the player gets a 20 when rolling the dice, then the rule will be applied.
  • The ARM/BTS Roll caused by a Hostile Environment ignores Cover Modifiers.

Example of table configuration using the Hostile Environment Rule

Players A and B decide to provide more variety for their skirmish battles by adding some areas with Hostile Environment to the game table.

First, they decide to create a Hostile Environment area with a Dangerous Hostility Level covering 4 inches on either side of the central line of the table. So, while inside that area, each time a model gets an 18 or more on its dice rolls in Order or ARO, it will suffer the consequences.

Once the conditions under which the Hostile Environment rule is applied are determined, both players must decide the intensity of the attack they might suffer from the Hostile Environment. By mutual accord, they decide it will be Damage 10, the equivalent of a d20 roll with a result between 7–10 on the Attribute-Damage Chart. And they decide that ARM is the Attribute to be rolled against. Now they have the Hostile Environment zone totally configured.

To make the game more intense, they also decide to add two areas equivalent to a Circular Template, one on each side of the table. Both are Aggressive Hostility Level areas, so troopers may suffer consequences for each roll made inside the Templates in which they get a 17 or more. To balance things, both players decide to choose the equivalent of a d20 roll with a result between 1–3 on the Attribute-Damage Chart, so troopers must succeed at a PH roll to avoid being Immobilized.

To finish, both players decide the area between three scenery items they have placed on the game table will be a Variable Hostility Level zone. So, when each Game Turn starts, they will make the rolls necessary to determine the changeable conditions of that area of the game table.

And so, in this easy way, these players have created a game completely different from the ones they have played before.

Variable Hostility Level

Some scenarios, or a mutual agreement between players, can see the addition of this rule. Due to the variability of the Hostile Environment, rolls on the Hostility Level-Attribute-Damage Chart may be made before the start of each Game Turn instead of prior to Deployment. So, in this way, the game conditions change each turn.

Hostile Environment (Special Terrain)

Hostile Environment is a new type of Special Terrain (see Infinity N3) so, it applies the same game mechanics. However, to facilitate its use, we have repeated the game Requirements for your convenience.

Special Terrain of a dangerous nature which can force troopers to make a roll to avoid suffering Damage depending on the result of the rolls they have got when acting in such type of terrain.

Requirements

  • Mark Special Terrain areas when you set up the game table, before the game starts.
  • These areas must have well-defined, recognizable limits whether they are represented by templates, pieces of scenery, or any other means.
  • In game terms, Special Terrain areas have infinite height unless otherwise specified.
  • Players must discuss and agree on the specific characteristics of each Special Terrain while setting up the game table.
  • Special Terrain areas are categorized according to their MOV Difficulty, Saturation, Visibility Conditions and Type of Terrain.
  • Each Special Terrain must have one Type of Terrain and at least one other characteristic.

Area of Effect of Special Terrain zones

The Area of Effect of a Special Terrain zone is the area in which its special effects are applied.

Any trooper in base contact with a Special Terrain zone, or whose base or Silhouette Template is covered at least partially by Special Terrain zone, is equally affected by the Effects of the zone.

Requirements (Hostile Environment)

  • A necessary condition for applying the Hostile Environment Rule is that the trooper must be inside or in base contact with an area previously designated as a Hostile Environment when declaring or performing an Order or ARO (so, that Order/ARO starts or ends or is performed inside the area).

Effects (Hostile Environment)

  • In game terms, when in an area marked as a Hostile Environment, each time a model rolls a previously determined dice result (a 20, for example) due to an Order declaration or ARO (it is not applied to Guts Rolls or ARM rolls, for example) it can suffer Damage, and it must make an ARM/BTS Roll.

Hostile Environment Game Examples

Hostile Environment Game Example-1

During her Active Turn, a Fusilier declares a Move + BS Attack Order. Even if her trajectory starts and ends outside an area previously designated as Hostile Environment, part of the movement is performed inside that area, so she is forced to apply the Hostile Environment rule. So the Fusilier must check if the results of the BS Roll match the value of the Hostility Level of the Hostile Environment area.

Hostile Environment Game Example-2

An Auxilia unit, composed of an Auxilia and an Auxbot, is inside an area marked as Aggressive Hostility Level zone (ARM Roll if 17 or more is rolled on the dice), causing Damage: 11 applied against ARM.

The Auxilia and the Auxbot declare the same Order, to Move and Shoot. The Movement ends outside the Hostile Environment area, and it is at the end of their Movement where they both decide to shoot. The Auxilia must perform the corresponding rolls for his shots, but not the Auxbot, as it has a Flamethrower which is a Direct Template Weapon which doesn't require a roll. The Auxilia succeeds on one roll, getting a 9, but the other two rolls of his Burst fail, getting a 17 and a 19.

Now, the player must apply the Hostile Environment rule because the model, even though shooting outside the Hostile Environment zone, started his Order inside the zone. Moreover, he must make 2 ARM Rolls, because he got 2 rolls that, following the Hostile Environment rule, cause Damage. However, his Auxbot doesn't suffer damage because it has not rolled any dice thanks to its Flamethrower.

Hostile Environment Game Example-3

A JSA Ninja is engaged in CC against an ALEPH Myrmidon inside a Hostile Environment with Lethal Hostility Level (ARM Roll if 16 or higher is rolled on the dice). When making the CC rolls, the Myrmidon gets an 18, a result that activates the Hostile Environment Rule. The Ninja gets a 17 which is also a value that activates the Hostile Environment rule. Both troopers must make an ARM Roll due to the environment.

Hostile Environment Game Example-4

A Moderator in his active turn shoots at a Zhanshi who is behind cover inside an Insecure Level Hostile Environment (ARM Roll if 20 is rolled). The Zhanshi replies in ARO by shooting but gets a 20 on his BS Roll. As the Moderator got two successes on his BS Rolls, the Zhanshi must make two ARM Rolls, counting the Cover Modifier, against the Moderator's shots and also an ARM Roll due to the Hostile Environment, but this one is made without applying the Cover Modifier.

Hostile Environment Game Example-5

A Daktari, a Nomad Doctor, located in a secure area, activates her Zondbot, a Ghost: Servant Remote, declaring a Move and Doctor Order. The Zondbot Moves towards an Unconscious model and enters an area previously designated as Adverse Level Hostile Environment (ARM Roll if 19 or 20 is rolled). However, the Daktari gets a 20 on the WIP Roll when using her Doctor Special Skill. In this situation, the player does not apply the Hostile Environment rule because the trooper performing the Doctor Skill and rolling the dice is not inside the Hostile Environment, and the trooper which is inside the Hostile Environment is not making any roll.

Hostile Environment Game Example-6

A Hassassin Ragik decides to perform an AD: Combat Jump and land inside a Hostile Environment area. However, he fails his PH Roll and the Dispersion obliges him to land outside the Hostile Environment area. The player does not have to apply the Hostile Environment Rule as the Hassassin has neither started, ended, nor performed the Order inside the Hostile Environment area.

Hostile Environment Game Example-7

An Akal Sikh Commando performs an AD: Combat Jump but fails his PH Roll and the Dispersion causes him to land inside a Hostile Environment area. The player must apply the Hostile Environment rule, as the Sikh Commando has ended his Order inside the Hostile Environment area.

Hostile Environment Game Example-8

A Kurgat who is inside an Adverse Level Hostile Environment (ARM Roll if 19 or 20 are rolled) gets a 20 when rolling dice for Shooting. This area has been declared to act against the BTS Attribute, with Damage of 12 (DA/DT Special Ammunition). As BTS was chosen as the resisting Attribute, the trooper must apply the DT Special Ammunition.

Characteristics

Characteristics are distinctive traits held by all troopers, mainly related to their training, combat style, background and personality.

All Characteristics are Obligatory, meaning players cannot choose not to use them.

Back-Up

This Characteristic indicates whether the trooper has some kind of external memory and personality storage that can be recovered after its demise.

Back-Up: Cube 2.0

This model of Cube facilitates recovery by CUBEVAC during a campaign.

Requirements

  • The benefits of the Cube 2.0 are only applied when playing a campaign.
  • Only to those troopers possessing the Infinity Spec-Ops and the Cube 2.0 Special Skills in their profiles can apply the additional effect of this Special Skill.

Effects

  • This Special Skill works in the same way as the Cube Characteristic.
  • Additionally, when playing a campaign, the Cube 2.0 allows its user to automatically succeed at the CUBEVAC Roll, without rolling any dice.

Special Skills

Special Skills are available only to a select few units by virtue of their extensive training, their specialized gear, or their natural ability.

Special Skill Levels

Some Special Skills are divided into Levels of expertise with distinct effects and uses.

Unless otherwise stated, any numerical Level of a Special Skill automatically grants all lower Levels of the same Skill. For example, a Level 3 also grants Levels 1 and 2.

Conversely, alphabetical Levels such as Level X state whether they grant any other Levels of the Skill or not.

Guard

(Automatic Skill) — CC Special Skill.

Troopers with this CC Special Skill go into combat with an escort unit that grants them MODs while in CC. Guard has different levels. This update replaces the version previously shown in HS N3.

Important! Those in possession of the Guard Special Skill automatically have the Special Skill V: Courage.

Requirements

  • Either in an Active or Reactive Turn, a trooper must reach or be in base to base contact with an enemy in order to be able to use this Special Skill.

Effects

  • Each level of Guard provides specific MODs to CC, as shown in the Guard Chart.
  • If a trooper has any level of Guard, it automatically has all lower levels. However, you cannot combine the advantages of different levels of this Special Skill.
  • When using Guard, troopers can employ only one Level from those at their disposal.
  • A player must indicate which Level of Guard he will use when declaring the use of this Special Skill.

Guard Chart

LevelAttack MODOpponent MODDamage MODBurst MODType of DamageSpecial
10-3+20----
2+3-3+20----
30-3+2+1----
4+30

Immunity

Troopers with this Special Skill have an extraordinary innate or artificial capacity to withstand specific types of damage. There are several Immunities, but this Special Skill does not have numerical Levels. This update replaces the version previously shown in Infinity N3.

Total Immunity

(Automatic Skill) — Optional.

Effects

  • When suffering a successful Attack—or being affected by any weapon or rule—that forces any ARM or BTS Rolls, the owner is immune to the special effects of the Special Ammunitions, treating them as Normal Ammunition.
  • Players can choose between making an ARM Roll or BTS Roll, choosing the most advantageous for them.
  • If affected by a weapon or Ammunition with the Non-Lethal Trait (see Infinity N3) that forces an ARM or BTS Roll, owners of Total Immunity won't suffer its effects, so they won't make the ARM or BTS Roll, nor any corresponding Guts Roll.
  • This Special Skill is not applied if the owner suffers a Hacking or Comms Attack.

Total Immunity and Critical Hits

The owner of this Special Skill will apply the Critical hit, suffering the direct Damage, but ignoring the special effect of the Special Ammunition, treating it as Normal Ammunition.

Game Example of Total Immunity against Special Ammunition

A trooper with Total Immunity who suffers a successful Attack with AP Special Ammunition will make 1 ARM Roll, ignoring the special effects of this ammunition (that is, halving the ARM value). If the Attack used DA Special Ammunition, the trooper would only make a single ARM Roll, instead of the two ARM Rolls this ammunition requires.

A trooper with Total Immunity who suffers a successful Attack with E/M Special Ammunition will make 1 BTS Roll, ignoring the special effects of this ammunition (that is, halving the BTS value). If the roll is failed, then the trooper will lose 1 Wounds point, as for receiving a successful Attack with Normal Ammunition. However, if the trooper has a high ARM value, they can make an ARM Roll instead of BTS, without halving the ARM value, and not applying the special effects of the ammo, treating it as Normal Ammunition.

Also, if the player considers that the chance of losing 1 Wounds point is too risky, they can choose not to apply Total Immunity, as it is an optional Special Skill.

Game Example of Total Immunity. Special cases

A trooper with Total Immunity who is affected by Adhesive Special Ammunition cannot apply Total Immunity, as this is a Non-Lethal Special Ammunition forcing a PH-6 Roll, not an ARM or BTS Roll.

A trooper with Total Immunity who suffers a successful Attack from the Forward Observer Special Skill cannot apply Total Immunity, as Forward Observer does not use Special Ammunition. Also, the trooper cannot apply Total Immunity when facing Hacking Programs as they are Hacking Attacks.

Impersonation

This Special Skill allows the user to deploy farther than the rest of his army and avoid detection by disguising as an enemy. Impersonation has several states that represent how difficult it is to identify the user as a foe.

Important! Any level of Impersonation automatically grants its user the Surprise Attack, Surprise Shot L1 and Stealth Special Skills.

Impersonation Level 0: Inferior Impersonation

(Deployment Skill) — Optional, NFB, Fire-Sensitive.

Effects

  • During the Deployment Phase, allows the user to deploy anywhere on the game table except for the enemy Deployment Zone.
  • Allows the user to deploy in the Impersonation-2 state (see Infinity N3).
  • Allows the user to deploy inside the enemy Deployment Zone by making a WIP Roll.
  • Roll the user's WIP after placing him on the battlefield in order to determine the effects of a failed Roll.
  • The user cannot deploy in base to base contact with any other trooper.

Impersonation: Failing a Deployment Roll

If the user fails his WIP Roll, he is penalized with a Dispersion Roll. Place the center of the Circular Template over the center of the deployed user's base.

If the Dispersion takes the user outside the game table, or anywhere he cannot deploy, place him inside your own Deployment Zone in base contact with one of the borders of the game table.

Additionally, if the user fails his Deployment Roll, he loses the option to deploy in the Impersonation-2 state, must deploy as a figure and not a Marker, and loses any Deployable Weapons and/or Equipment deployed alongside him.

Inferior Impersonation: Game State Cancellation

If the Impersonation-2 state is cancelled, then the user of Inferior Impersonation cannot activate it again.

Infinity Spec-Ops

(Automatic Skill) — Optional.

This Special Skill allows its owner to apply the Spec-Ops Experience when playing a campaign.

Requirements

  • An Army List cannot have more than one trooper possessing this Special Skill.

Effects

  • Following the Campaign Rules, players can spend Experience Points (XP) to increase the Attributes of the owner of this Special Skill. Players can also use XP to buy new Special Skills, weapons or pieces of Equipment for the trooper from the charts of their faction.
  • The owner of this Special Skill will be considered a Specialist Troop in those scenarios that state it, and can apply the Special Rules the scenario specifies for these troopers.

Journalist

The presence of a Journalist on the battlefield, transmitting only information authorized by Intelligence, always praises the work of the troops, catapulting some of them into the spotlight as heroes of the mass medium, or just enhancing their reputation amongst their commanding officers. The Effects of this Special Skill are cumulative.

Journalist Level 1

(Automatic Skill) — Optional.

Requirements

  • The Effects of this Special Skills can only be applied when playing a campaign.
  • At the end of the scenario it is compulsory the trooper possessing this Special Skill be on the game table in a non-Null state.

Effects

  • At the end of the scenario players can apply a +3 MOD to their CUBEVAC Roll.
  • Also, at the end of the scenario players can apply a +3 MOD to their Promotion Roll.

Journalist Level 2

(Automatic Skill) — Optional.

Requirements

  • This level has the same Requirements as Journalist Level 1.

Effects

  • In addition to the Effects of the previous levels, players can apply a further +3 MOD to their Promotion Roll.

Journalist Level 3

(Automatic Skill) — Optional.

Requirements

  • This level has the same Requirements as Journalist Level 1.

Effects

  • In addition to the Effects of the previous levels, players can apply a further +3 MOD to their Promotion Roll.

Journalist Bonus

No matter how many troopers possessing the Journalist Special Skill the player has, only a single Journalist Bonus (the highest) can be applied once at the end of the scenario to the CUBEVAC Roll and the Promotion Roll.

Morpho-Scan

(Short Skill) — Comms Attack, Optional, Zone of Control.

Morpho-scan allows the user to replicate the Attributes of an enemy model in Zone of Control.

Requirements

  • The target must be an enemy model possessing the Wounds Attribute and inside the owner's Zone of Control.
  • Morpho-scan has no effect on enemy Markers nor on enemy troopers possessing the STR Attribute.

Effects

  • This Skill doesn't require a Roll.
  • Morpho-scan replaces the MOV, CC, BS and PH Attributes of its user with the ones of its target.
  • Morpho-scan imposes a MOD of -9 to its target if they declare a Reset ARO to prevent it.
  • Once this Special Skill is used successfully, having replaced the owner's Attributes with its target's ones, it cannot be used again during the game.

Remember:

  • The target can declare a Reset ARO, applying a MOD of -9, no matter what kind of troop is (LI, MI, HI…), and even if the Morpho-scan is declared outside of its LoF.

Seed-Embryo

(Deployment Skill) — Obligatory.

Troopers possessing this Special Skill are deployed on the battlefield inside a semi-buried camouflaged capsule, to increase their chances of survival. They can hatch voluntarily in the player's second Active Turn, changing to a different Troop Profile.

Effects

  • The user of this Special Skill must deploy in the Seed-Embryo game state, applying the Seed-Embryo Troop Profile.
  • During the Order Count Phase of the Tactical Phase of the player's second or following Active Turn the player can choose to cancel Seed-Embryo state, applying the Developed Form Troop Profile.
  • Whenever the Seed-Embryo state is cancelled, replace the Seed-Embryo Marker with the trooper's model, facing whatever direction the owning player chooses.
  • Once the Seed-Embryo state is cancelled, the player will use the trooper's Developed Form Troop Profile.

Seed-Embryo and Camouflage and Hiding (CH)

If the bearer of this Special Skill also has some level of the Camouflage and Hiding (CH) Special Skill, then it can be deployed as the corresponding Camouflage and Hiding Marker.

If the adversary successfully Discovers the camouflaged Seed-Embryo, the players will replace the Camouflage and Hiding Marker with a Seed-Embryo (SEED-EMBRYO) one.

Seed-Embryo and Combat Jump

Those troops whose Seed-Embryo Troop Profile possesses the AD: Combat Jump Special Skill cannot be deployed using any other level of Airborne Deployment.

These troops will be deployed as a Seed-Embryo (SEED-EMBRYO) Marker applying the rule as usual.

Autohatch

(Short Movement Skill) — Optional.

Requirements

  • To be able to declare this Special Skill it is compulsory to be in the Seed-Embryo state.

Effects

  • Autohatch allows cancellation of the Seed-Embryo state with no Roll required.
  • This Special Skill must be declared as the first Short Skill of the Order.
  • Regarding Autohatch, the cancellation of Seed-Embryo state is applied to the whole declared Order. So, if a trooper in Seed-Embryo state declares an Autohatch + Move Order, her Developed Form Troop Profile will be applied for the whole Order.
  • Regarding Hatch, cancellation of the Seed-Embryo state is applied in the Conclusion of the Order, applying the Developed Form Troop Profile in subsequent Orders.

Hatch

(ARO) — Optional.

Requirements

  • To be able to declare this ARO it is compulsory to be in the Seed-Embryo state.

Effects

  • Succeeding at a PH Roll allows the trooper to cancel the Seed-Embryo state and also to avoid Attacks declared against its user, applying the Dodge rules. However, a successful Hatch does not allow the user to move.
  • This Special Skill can also be declared if the active enemy trooper is in Zone of Control.

Remember:

  • When you replace one of your Markers with a model, you are required to share all Open Information relative to that trooper.

Seed-Embryo (State) Marker

Activation

  • Automatic in the Deployment Phase.

Effects

  • During the Deployment Phase, the player doesn't place the model on the table but a Seed-Embryo (SEED-EMBRYO) Marker.
  • A Seed-Embryo must apply the values of the Seed-Embryo Troop Profile.
  • A Seed-Embryo Marker has a 360º LoF.
  • A Seed-Embryo Marker has a Silhouette (S) value of 0.
  • If the Seed-Embryo Troop Profile has a weapon, the trooper can use it with no need to declare Hatch nor to change to the Developed Form.
  • This state does not affect Automatic Special Skills or Automatic Equipment.

Cancellation

A trooper's Seed-Embryo state is cancelled, and its Marker replaced with its model, whenever:

  • The player chooses to cancel the Seed-Embryo state during the Order Count step of the players' second Active Turn or their following Active Turns.
  • The player declares the Autohatch Short Skill or Hatch ARO and passes the corresponding Roll, if necessary.

Strategic Deployment

(Deployment Skill) — Optional.

This Special Skill allows its owner and the troopers belonging to their same Fireteam to apply the Forward Deployment Special Skill.

Requirements

  • During the Deployment Phase, the owner of this Special Skill must be the first member of the Fireteam to be deployed on the game table.
  • The owner of this Special Skill must be deployed as the Team Leader of the Fireteam.

Effects

  • During the Deployment Phase, the owner of this Special Skill first, and then the rest of the Fireteam, can be deployed as if they have the Forward Deployment Level 1 Special Skill.
  • In those scenarios or when applying tournament rules which provide the Forward Deployment Level 1 Special Skill to any member of the Fireteam, the owner of Strategic Deployment, and the rest of the Fireteam, can be deployed as if they have the Forward Deployment Level 2 Special Skill.

Tri-Core

(Automatic Skill) — Optional.

This Special Skill allows the Fireteam: Triad of its owner to apply the four- and five-member Fireteam Bonuses (see Human Sphere N3).

Requirements

  • The owner must be a member of a Fireteam: Triad.
  • Players can have a maximum of one trooper possessing this Special Skill in their Army List.

Effects

  • This Special Skill allows the Fireteam: Triad of its owner to apply the four and five member Fireteam Bonuses besides the Bonuses of this type of Fireteam.
  • The effects of this Special Skill are cancelled at the end of the Order in which the Fireteam: Triad is reduced to less than three members.
  • The effects of this Special Skill are cancelled at the end of the Order in which its owner ceases to be part of the Fireteam: Triad or enters the Isolated state or any Null state.
  • Players must mark the use of this Special Skill by placing a Tri-Core Marker besides the Team Leader Marker.

Tri-Core Game Example

During the Active Turn, a Spiral Corps player activates a Fireteam: Triad with three members, which includes a Taagma Schemer with Tri-Core, so in that Order that Triad can apply the three, four and five-member Fireteam Bonuses.

In the following Order, the Spiral Corps player decides to activate that Fireteam: Triad again. However, when doing the Coherency Check the player realizes the Triad is composed of only two members. So, that Triad cannot use Tri-Core or apply the three-member Fireteam Bonus.

Vulnerability

(Automatic Skill) — Obligatory.

There are troops who, no matter how resilient, possess some vulnerability to certain attacks or special ammunitions.

Effects

  • The trooper is vulnerable to a type of Attack or Special Ammunition listed between brackets in its Troop Profile. Owners possessing any kind of Immunity Special Skill cannot apply that Special Skill when facing such an Attack or Special Skill.

Equipment

Stratuscloud

This piece of Equipment generates a Low Visibility and Saturation Zone the size of a Circular Template, surrounding its bearer.

(Short Movement Skill, ARO) — Disposable (1), NFB, Non-Lootable, Optional.

Requirements

  • To be able to declare this Special Skill in the Reactive Turn it is compulsory that the enemy be in LoF or in Zone of Control.

Effects

  • By spending one Short Movement Skill or ARO it allows the user to enter the Stratuscloud state.
  • Also, this piece of Equipment allows the user to deploy in the Stratuscloud state.
  • During the game, it allows the use of the Stratuscloud state.

Cancellation

  • If activated during the Deployment Phase, the Stratuscloud state is automatically cancelled at the end of the second Player Turn, removing the Stratuscloud Template from the game table.
  • If activated by an Order or ARO, the Stratuscloud state is automatically cancelled at the end of the following Player Turn, removing the Stratuscloud Template from the game table.
  • A trooper in Stratuscloud state can cancel this state by declaring so, without spending Order or ARO.
  • Once this state is cancelled, the player cannot activate it again.

Stratuscloud (State) Marker

Stratuscloud.

Activation

  • Automatic during the Deployment Phase.
  • This state can be activated by expending one Short Movement Skill or ARO.

Effects

  • A trooper in Stratuscloud state will place a Low Visibility and Saturation Zone the size of a Circular Template (see Infinity N3) of infinite height, centered on the trooper. This Stratuscloud template will move with its bearer while they are in Stratuscloud state.
  • A trooper in this state doesn't suffer the effects of the Low Visibility and Saturation Zone this piece of Equipment generates, whether it is their own state or another trooper's.
  • However, any other trooper inside the Circular Template will suffer the effects of the Low Visibility and Saturation Zones, unless possessing any Special Skill or piece of Equipment that ignores them.
  • In the same way, any Skill, Special Skill, piece of Equipment or BS Attack which LoF crosses the Stratuscloud template must apply the effects and MODs imposed by Low Visibility and Saturation Zones.
  • The Stratuscloud state will be applied during the entire Order in which it was activated.

Stratuscloud Game Example

During the Deployment Phase, a Tohaa player places a Draal Saboteur in active Stratuscloud state on the game table, with a Stratuscloud Template centered on the model. Now, while the Stratuscloud state is active, the adversary must apply the effects of the Low Visibility and Saturation Zones on the Attacks performed against the Draal Sabouteur and any other trooper placed inside that Circular Template.

Meanwhile, the Draal Saboteur will not apply the Stratuscloud effects, so the rolls it makes and the Burst of its weapons are not modified by it. However, any other trooper inside the Circular Template is affected by the Stratuscloud, and must apply the effects and MODs imposed by it.

If, during the game, the Draal Saboteur in active Stratuscloud state is affected by the Stratuscloud template of an enemy trooper, this trooper will not apply the effects of the Low Visibility and Saturation Zones provided by that enemy Stratuscloud template.

This state is automatically cancelled at the end of the second Player Turn.

SymbioMate

The SymbioMate is a single use piece of Equipment that allows its owner, in whose Trooper Profile the SymbioMate is listed, to assign it to a trooper in the same Army List, called the user, in order to provide additional combat advantages. This update replaces the version previously shown in Human Sphere N3.

SymbioMates: General Game Conditions

  • The SymbioMate must be placed and remain in base contact with its user, its assigned trooper, moving along with him.
  • A SymbioMate is considered a Game State Marker rather than a model.

(Automatic Equipment) — Deployable, Non-Lootable, Obligatory, Prior Deployment.

Requirements

  • SymbioMates can only be assigned during the Deployment Phase, when deploying their owner.
  • A SymbioMate can only be assigned by its owner to those troopers possessing Symbiont Armor and who are present on the game table as a model (thus excluding troopers using Airborne Deployment, in Hidden Deployment or Impersonation state, etc.)
  • A trooper with Symbiont Armor cannot receive more than one SymbioMate.
  • SymbioMates can only be used while in the Active Symbiont Armor state. If this state is lost, the SymbioMate must be removed from the game table.
  • The SymbioMate must be used when suffering a successful Attack—or being affected by any weapon or rule—that forces ARM or BTS Roll.

Effects

  • During the Deployment Phase, a SymbioMate is assigned to a trooper possessing Symbiont Armor and is placed in base to base contact with that trooper on the game table.
  • A SymbioMate provides its user in the Active Symbiont Armor state an ARM and BTS value of 9—replacing the ARM and BTS values of the user's Troop Profile—and it also provides the Total Immunity Special Skill.
  • When a trooper in the Active Symbiont Armor state with a SymbioMate suffers a successful Attack—or is affected by any weapon or rule—that forces any ARM or BTS Rolls she will perform an ARM/BTS Roll with an Attribute value of 9, applying the Total Immunity Special Skill. Any other successful Attacks—or weapon or rule—requiring any ARM or BTS Rolls by the user during the same Order will also apply the ARM/BTS 9 Attribute value, and the Total Immunity Special Skill.
  • This is a single-use piece of Equipment, the SymbioMate will be removed from the game table at the end of the Order in which it was used.
  • This piece of Equipment is not applied when facing a Hacking or Comms Attack.

Remember:

  • The use of this piece of Equipment is obligatory. The SymbioMate will be automatically activated by the first successful Attack—or weapon or rule—requiring an ARM or BTS Roll that is received by the user.

SymbioMate Game Example-1

During the Deployment Phase, the Tohaa Player assigns two of its Kaeltar Specialist's SymbioMates to a Gorgos and a Sakiel, two troopers deployed in Active Symbiont Armor state.

During the game, the Gorgos receives, in the same Order, a successful hit with DA Special Ammunition, one successful hit with Adhesive Special Ammunition and a successful Attack with Forward Observer. As the Gorgos possesses a SymbioMate it is forced to use it, so the TAG treats the DA hit as Normal Ammunition (thanks to the Total Immunity Special Skill) applying an Attribute value of ARM 9. However, the Gorgos must perform the PH-6 Roll for the Adhesive Special Ammunition, as the SymbioMate is not applied with this Attack. At the end of the Order, the player must place a Targeted Marker (due the Forward Observer successful Attack) besides the Gorgos and remove the SymbioMate from the game table.

Let's suppose the Gorgos received two successful hits with Fire Special Ammunition and also an Attack with a Hacking Program. Then, the Gorgos is forced to use the SymbioMate, so the TAG treats the Fire hits as Normal Ammunition (thanks to the Total Immunity Special Skill) applying an Attribute value of ARM 9. However, the Gorgos must perform a BTS Roll for the Hacking Attack, using the Attribute value of its Troop Profile, as the SymbioMate does not apply against this kind of Attack. At the end of the Order, the player must remove the SymbioMate from the game table.

If the Gorgos would be in Partial Cover, it would apply the MOD +3 to the ARM/BTS 9 value provided by the SymbioMate.

Later, the Kaeltar Specialist, the owner of the SymbioMates, passes to Dead state. However, even though the Kaeltar model is removed from the game table, the player will not remove the Sakiel's unused SymbioMate.

SymbioMate Game Example-2

In the next Game Round, during a heroic action, the Sakiel suffers two successful hits with AP Special Ammunition and one Critical hit with DA Special Ammunition, all of them in the same Order. As the Sakiel has a SymbioMate, he must use it, so he performs two ARM Rolls with an ARM value of 9, due to treating the two AP hits as Normal Ammunition thanks to the Total Immunity Special Skill provided by the SymbioMate. Also, he must apply the DA Critical hit, but treating it as a Critical hit with Normal Ammunition, thanks again to the Total Immunity Special Skill. At the end of that Order, the player must remove the SymbioMate.

Types of Weapons

Dazer

(Short Skill, ARO) — Attack, Deployable, Disposable (3), Zone of Control.

The Dazer is a Deployable Weapon that creates a Very Difficult Terrain and Saturation Zone in its Zone of Control.

Requirements

  • In the Reactive Turn, LoF to the Active trooper is required.

Effects

  • By spending a Short Skill or ARO, the user places a Dazer Marker (DAZER) on the game table to represent the Dazer. This action is an Attack.
  • In the Active Turn, the trooper can deploy the Dazer Marker in base contact or, if he moved, in base contact with any part of his route. In the Reactive Turn, the trooper must deploy the Dazer Marker in base contact.
  • Dazers are not considered deployed until the Conclusion of the Order.
  • Once placed on the game table, the Dazer will be considered activated in the following Orders/AROs.
  • This weapon generates a Very Difficult Terrain and Saturation Zone of infinite height in its Zone of Control (8 inch radius).
  • A deployed Dazer remains on the table until the end of the game or until it is destroyed.

Dazer Profile

ARMBTSSTRS
0010

Dazer and Multiterrain

Troopers possessing the Multiterrain Special Skill don't apply the effects of the Very Difficult Terrain Zone.

Phero-Booster

Medium range BS Weapon that loads Pheromonic Special Ammunition.

This weapon possesses three different Shooting Modes from which players can choose.

Burst Mode possesses a Burst value of two. Hit Mode has a lower Burst value, but it possesses a higher Damage value. Stun Mode works like Burst Mode but with Stun Special Ammunition.

Range (all Phero-Booster modes)

The range modifiers are read from the printed range bar of each mode: Short 0"–16" = 0; Medium 16"–24" = +3; Long 24"–40" = -3; Maximum 40"–48" = -6.

Range bandDistanceMOD
Short0"–16"0
Medium16"–24"+3
Long24"–40"-3
Maximum40"–48"-6

Phero-Booster (Burst Mode)

  • Damage: 14
  • B: 2
  • Ammunition: Pheromonic.
  • Traits: Non Looteable, Technical Weapon.

Phero-Booster (Hit Mode)

  • Damage: 16
  • B: 1
  • Ammunition: Pheromonic.
  • Traits: Non Looteable, Technical Weapon.

Phero-Booster (Stun Mode)

  • Damage: 14
  • B: 2
  • Ammunition: Stun.
  • Traits: Non lethal, Non Looteable, Technical Weapon.
  • Journalist Bonus
  • Morpho-Scan
  • Seed-Embryo
  • Autohatch
  • Hatch
  • Seed-Embryo (State) Marker
  • Strategic Deployment
  • Tri-Core
  • Vulnerability
  • +3
    +1
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