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Infinity: Human Sphere N3

Expansion for Infinity N3: Core Book

Infinity: Human Sphere N3 Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Sectorial Army Lists
      • Example: Sectorial List vs Generic List (Haqqislam)
      • Example: Military Orders Sectorial Army List (Panoceania)
  • Basic Rules
    • Coherency
      • Deployment Phase Coherency Check
      • Initial Coherency Check
      • Final Coherency Check
      • Breaking Coherency
      • Models and Markers Replacement
    • Infinity Fireteams
      • Summary
      • Common Requirements
      • Team Leader
      • Creation of a Fireteam
      • Changing the Team Leader
  • Types of Fireteams
    • Fireteam: Core
    • Fireteam: Duo
    • Fireteam: Enomotarchos
    • Fireteam: Haris
    • Fireteam: Triad
  • Common Skills
    • Casevac
  • Special Skills
    • Special Skills and Equipment: Labels
    • Special Skill Levels
    • CH: Limited Camouflage
    • Chain of Command
    • Corahtar Discipline
    • Fireteam: Duo (Special Skill)
    • Fireteam: Enomotarchos (Special Skill)
    • Fireteam: Haris (Special Skill)
    • Fireteam: Triad (Special Skill)
    • Forward Deployment
    • Free Agent
    • Ghost: Jumper
  • CC Special Skills
    • Surprise Shot
    • Guard
    • I-Kohl
    • Natural Born Warrior
    • Protheion
  • Weaponry and Equipment
    • Traits
    • Types of Special Ammunition
      • E/M2 Special Ammunition
      • Eclipse Special Ammunition
      • Flash Special Ammunition
      • Pheromonic Special Ammunition
      • Stun Special Ammunition
      • T2 Special Ammunition
      • Viral Special Ammunition
  • Types of Weapons
    • Akrylat-Kanone
    • Blitzen
    • Chain-Colt
    • Chest Mines
    • CrazyKoalas
    • Contender
    • D-Charges
    • D.E.P.
    • E/Marat
    • E/Mitter
    • Electric Pulse
    • Feuerbach
    • Flammenspeer
  • Equipment
    • Equipment: Labels and Traits
    • Equipment: Levels
    • AI Beacon
    • Albedo
    • Active Albedo (State)
    • Baggage
    • Biolocator
    • Biometric Visor
    • Control Device
    • Evacuation Device (ED)
      • ED Level 2: Ejection System
    • Holoprojector
  • Advanced Rules
    • Advanced Combat: Hacking
      • Hacking Rules
      • Hacking Programs (SWORD-2)
      • Hacking Programs (GADGET-EVO)
      • Hacking Programs (UPGRADE)
      • Hacking: Equipment
  • Civilian Rules
    • Civilians in Infinity
    • CivEvac (State)
  • Game States
    • Casevac (State)
    • Disconnected (State)
    • Stunned (State)
  • Missions
    • Engineering Deck
    • Rescue
    • Tic-Tac-Toe
    • Firefight
  • Quick Reference Charts
    • Combat: Multiple Activations Chart
    • Hacking Critical Chart

Introduction

Sectorial Army Lists

The Sectorial Armies are specific sections of the army, or small territorial armies from a specific area, region, or planet of the faction to which they belong. Most of the factions in Infinity has, at least, one Sectorial Army.

The Sectorial Armies have their own distinct Army Lists with troop Availabilities 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 others units from their generic Armies, which in turn belong to other Sectorial Armies of the same faction.

A player who uses a Sectorial Army List will only be able to field troops indicated in the Sectorial Army, and will not be able to field troops from the Generic Army List not also specifically listed in the Sectorial Army.

At the same time, if a Generic Army List is used, players may not field Sectorial Army troops not included in the Generic Army List, or field the troopers using the Availabilities of the Sectorial Army.

The Sectorial Army Lists are completely official and tournament valid; they can be used in the ITS (Infinity Tournament System).

Example: Sectorial List vs Generic List (Haqqislam)

In the Haqqislamite Sectorial Army of Qapu Khalqi, players may field up to five Odalisques, as well as one Mobile Brigada from the Nomad Nation up to three Yuan-Yuan Mercenaries. Players cannot however field any Hassassin troopers or a Murabids Tuareg.

At the same time, in the Generic Haqqislamite Army players are limited to the Generic Availability of the Odalisques (which is two), but will have access to all Haqqislamite Army List troops, and will not be able to field troopers from any faction other than Haqqislam.

Example: Military Orders Sectorial Army List (Panoceania)

The Military Orders Sectorial Armies are thematic, centered on a specific Military Order chosen by the player. The entry "Order Knights" with AVA 4 means that players may field up to four Knights belonging to the same order (for example, four Hospitallers).

On the other hand, the "Confrère Knights" are those belonging to other Military Orders that cooperate with the one the player has chosen. The entry "Confrère Knights" with AVA 2 indicates that up to two knights belonging to any other Order (for example, a Montesa and a Teuton in an Army of the Hospitaller Order, or two Knights of Santiago).

Basic Rules

The basic rules are one of the pillars of the general game mechanics; these are the rules all players must know in order to play. This chapter introduces a new rule called Coherency. This rule is needed to apply some new Special Skills and pieces of Equipment featured in this expansion of the Infinity ruleset. You will find also the rules needed to replace models and Markers when playing.

Coherency

Coherency is the game mechanic which allows management of several linked troopers acting together and simultaneously in the same Order while applying a rule, Special Skill, piece of Equipment, game state… that requires those troopers to stay in close proximity.

Coherency is determined by the Zone of Control of a specific trooper known as the Reference Trooper. The Reference Trooper can vary and is defined by each rule, Special Skill, piece of Equipment… which requires Coherency (for example, the Team Leader in the Fireteam rule, the Controller in the G: Synchronized Special Skill, the Controller in the CivEvac game state…).

To be in Coherency, the rest of the linked troopers must be inside the Zone of Control of the Reference Trooper.

Sibylla's Advice: 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.

Deployment Phase Coherency Check

In the Deployment Phase, the player can check Coherency, measuring the Zone of Control of the Reference Trooper to be sure the rest of the linked troopers are inside it.

Initial Coherency Check

  • In the Active Turn, the player must check Coherency at the start of the Order, after having declared the first Short Skill of the Order, or the Entire Order, but before measuring movement, if he has declared any.
  • In the Reactive Turn, the player must check Coherency after having declared the ARO, but before measuring movement, if he has declared any.

Final Coherency Check

In the Active Turn and the Reactive Turn, the player must check Coherency at the end of the Order, once the Conclusion has finished, after having performed any movement due to a failed Guts Roll or any other rule.

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 applied immediately, as stated by the rule, Special Skill, piece of Equipment… the player is applying.

Game Example: In the Active Turn, after declaring a Fireteam's first Short Skill of the Order, or Entire Order, any members out of Coherency with the Team Leader would leave the Fireteam and not be activated. Fireteam Bonuses would then be recalculated.

Models and Markers Replacement

Occasionally, during a game, it is necessary to replace a Game Element 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 condition.

However, this adjustment cannot be performed during the Player Last Figure step of the Deployment Phase.

After having checked Coherency, the player can adjust the placement of those troopers so they are all inside the Zone of Control.

Matching Diameters. If the trooper, or piece of Equipment, that replaces the original trooper, or piece of Equipment, possesses the same base size, then the center of the base of the new trooper, or piece of Equipment, must match the position of the center of the base of the original.

Different Diameters. However, some Special Skills, pieces of Equipment, game conditions, or scenario conditions require that the trooper be replaced by another model or Marker with a different Silhouette Attribute value and base size. In such a case, the player has two options to choose from:

  • The player can opt to match the center of the new base with the center of the base of the original trooper it replaced.
  • The player can make the edge of the new base match the edge of the original base it replaced. As seen in the graphic, the arc of the circumference of the borders must coincide.

This allows, for example, the new trooper to gain contact with Cover that the trooper it replaced didn't have. In a similar way, this allows the new trooper to enter Engaged state. However, this rule cannot be used to cancel the Engaged state.

Where the replacement is mandatory and inevitable, because of a rule, Special Skill, or piece of Equipment that has the Obligatory Label, the following must be taken into account:

  • If the diameter of the new base is wider than the surface, so the surface cannot support it, the trooper or piece of Equipment will fall.
  • If the space available is less than the volume determined by the silhouette template, then this trooper or piece of Equipment will enter the Immobilized-2 state. This state can only be cancelled if the conditions of the space in which is the trooper or piece of Equipment is in change and may not be cancelled in the usual manner defined by the state itself.

Infinity Fireteams

The Infinity Fireteams rule allows players to activate a team of troopers who support a single Team Leader, with less Order expenditure. There are several types of Fireteams.

Some troopers, who belong to the same unit, have received the same instruction and have trained together. Therefore, when teamed up, they have an instinctive economy of movement that facilitates any joint action. These troopers are committed to and trust one another so strongly that any one of them can take leadership of the team at any moment, creating a team with great tactical dynamism. This modus operandi is a characteristic found only in some troopers from Sectorial Armies.

Summary

This rule allows the activation of groups composed of 2 to 5 models by consuming a single Order. These models must be in Coherency with a Team Leader, and while they may not shoot or act directly against the enemy, they provide a bonus to the Leader, who carries out the Order. Fireteam leadership can alternate between its members; players can change the Leader when they declare a new Order.

Common Requirements

  • To use this rule, a player must field a Sectorial Army List, an Army List that specifies that Fireteams are available, or have a Special Skill, piece of Equipment or Hacking Program that allows its use.
  • A Fireteam can only be composed of those troopers where it is indicated that they are able to compose Fireteams.
  • A Fireteam must be composed of troopers belonging to the same unit, or of those that the Sectorial Army List specifies are able to do so. Some special Fireteams can ignore this Requirement, as specified in their description or in the Sectorial Army List.
  • The members of a Fireteam must be in Coherency (see page 11) with the Team Leader.
  • A trooper cannot simultaneously be part of more than one Fireteam.
  • All members of a Fireteam must belong to the same Combat Group.
  • The player must nominate one of the Fireteam members as the Team Leader, using a Team Leader Marker. (F: TEAM LEADER).

Team Leader

The Team Leader is the acting trooper of a Fireteam with access to certain added properties. As we will see later on, the Team Leader determines the Order that all Fireteam members will declare, is the Reference Trooper for the Coherency rule the rest of the Fireteam members must respect, and is the trooper whose elimination causes the cancellation of the Fireteam, etc.

The Team Leader is not a fixed model, but can change from one Order to another as the player desires.

The Team Leader is identified by a Team Leader Marker (F: TEAM LEADER) or equivalent, depending on the type of Fireteam.

Creation of a Fireteam

Fireteam Orders work differently, and are limited to a specific combination of Skills.

  • During the Deployment Phase, placing a Team Leader Marker (F: TEAM LEADER), or equivalent, next to one of the troopers that meet the Requirements of this rule. In that moment, the player can perform a Deployment Phase Coherency Check relative to the appointed Team Leader.
  • During the game, spending a Command Token and placing a Team Leader Marker (F: TEAM LEADER) next to one of the troopers that meet the Requirements of this rule.
  • When a Fireteam is created, the player must declare which troopers are members of it.

Remember: Declaring Orders for a Fireteam works differently, and is limited to a specific combination of Skills. Specific skill combinations compose a Fireteam Order. These skills are grouped into three different classifications depending on their effects: Movement Skills, Support Skills and Evasion Skills. To declare a Fireteam Order, players can only use the specific skill combinations shown in the Fireteam Order Chart.

Changing the Team Leader

Players establish the Team Leader during the Deployment Phase, when the Fireteam is created. However, players can change the Team Leader during the game.

Changing the Team Leader allows any Fireteam member to act in the moment their Special Skills, weaponry, or Equipment are most required.

In the Active Turn, a player can change the Team Leader by placing the Team Leader Marker next to the Fireteam member he wishes to activate when declaring the first Skill of an Order.

Fireteams in the Active Turn

During the Active Turn, Fireteams behave differently from other Infinity troopers, as explained below:

  • During the Active Turn, all troopers who are part of a Fireteam activate with a single Regular Order from the Order Pool of their Combat Group.
  • However, all members of a Fireteam must declare the same Order, declaring the same Short Skills of the Order or Entire Order as the Team Leader. Any Short Skills of the Order, or Entire Order, a Fireteam member cannot perform are considered an Idle. However, troopers will perform the Short Skills of that Order they are able to perform. In this situation, the other Fireteam members will perform their Order normally.
  • After declaring the Team Leader's first Short Skill or Entire Order the player must perform an Initial Coherency Check to know how many members the Fireteam has.
  • A Fireteam grants a single ARO to each enemy trooper within LoF or ZoC. So, each enemy trooper will be able to declare a single ARO against only one of the Fireteam members who are in their LoF or ZoC.
  • At the end of the Order the player must perform a Final Coherency Check.

Any members that break Coherency are no longer part of the Fireteam (see Integrity of a Fireteam, page 15).

Fireteams in the Reactive Turn

  • In the Reactive Turn, all the Fireteam members (the Team Leader and the rest of the members) have all the bonuses that being part of a Fireteam provides (depending on the number of troopers that compose the Fireteam).
  • Also, in ARO, each Fireteam member performs rolls and applies their effects.
  • In the Reactive Turn, all the Fireteam members have their own ARO to any Order declared in that member's LoF or ZoC. However, the declared ARO must be the same for all of the reactive members, which is called the Fireteam's ARO.
  • Players must consider the Fireteam's ARO to be the one declared by more than half of the declaring ARO Fireteam members. Consequences for deviating from the Fireteam's ARO can be checked in Fireteam Integrity (see page 15).
  • After declaring the Fireteam's ARO the player must perform an Initial Coherency Check to know how many members the Fireteam has.
  • Any members that break Coherency are no longer part of the Fireteam (see Fireteam Integrity, page 15).
  • Against Coordinated Orders, G: Synchronized, other Fireteams, etc. each Fireteam member will be able to choose a different trooper to react as an ARO, but the ARO declared must be the same for the entire Fireteam.
  • At the end of the Order the player must perform a Final Coherency Check.

Fireteam Order: Skills Classification

Specific skill combinations compose a Fireteam Order. These skills are grouped into three classifications depending on their effects: Movement Skills, Support Skills and Evasion Skills.

Fireteam Order: Skill Combinations

Combination
Movement Skill
Movement Skill + Movement Skill
Movement Skill + Evasion Skill / Evasion Skill + Movement Skill
Movement Skill + Support Skill / Support Skill + Movement Skill
Evasion Skill
Support Skill

Movement Skills. This classification includes all the Movement Short Skills (except Discover), and the Entire Order Skills: Cautious Movement, Climb, and Jump. When declaring a Movement Skill, the Team Leader and all Fireteam members perform said Movement. Entire Order Movement Skills cannot be combined with other Skills.

Evasion Skills. This classification includes the Dodge and Reset Short Skills, and the Change Facing and Engage AROs. When declaring an Evasion Skill in the Active Turn, the Team Leader and each Fireteam member performs the corresponding roll.

Support Skills. This classification includes the Skills not specified in the previous classifications. Basically, this includes the Short Movement Skill Discover, all the Short Skills (except the ones stated in the Evasion classification), and all the Entire Order Skills that are not Movement Skills. This category also includes scenario Short Skills, such as "Activate Console" or "Deploy and Activate Beacon". When declaring Support Skills, only the Team Leader performs the roll and applies the effects. The rest of the Fireteam members do not perform any Roll or apply their effects, but they give the Team Leader certain bonuses determined by the number of Fireteam members.

Fireteam Bonuses

The number of Fireteam members determines the bonus that the player can apply.

Two Member Fireteam Bonus. This Level applies the basic rules of Fireteams, granting no additional bonus.

  • During the Active Turn, the two troopers activate with a single Regular Order.
  • A Fireteam of two members provides a single ARO to each enemy trooper within LoF or ZoC.

Three Member Fireteam Bonus (Automatic Skill). Optional.

  • In the Active Turn, the Team Leader can apply a +1 bonus to the Burst (B) value of his BS Weapons.
  • In Close Combat, whether in the Active or Reactive Turn, when several members are engaged in the same CC, only the Team Leader trooper will perform the CC Roll, gaining a MOD of +1 to his B and +1 to the PH Attribute for Damage for each Fireteam member Engaged with the adversary.
  • Other friendly troopers engaged in that CC, who are not members of his Fireteam don't provide any bonus to the Team Leader.
  • Thanks to this bonus, in the Active Turn a trooper with a Direct Template Weapon (Chain Rifle, Light Flamethrower...) may place the Template twice per declaration, even against different targets. In order to Dodge several Direct Templates placed in a single Order, the target must pass a single Normal PH (or PH-3) Roll. If successful, all Templates are dodged.
  • In the Reactive Turn, if the Team Leader is not engaged in that CC, the player must choose one of the Fireteam members who are engaged in it to perform the CC Roll, gaining the correspondent MODs for each other Fireteam member engaged in that CC.
  • In ARO, the enemy will be able to target any Fireteam member engaged in the CC, but only one of them.
  • In the Reactive Turn, all the Fireteam members benefit from this bonus. However, all the BS Attacks of that member's Burst must be performed against the same target.
  • In both the Active and Reactive Turn, weapons with different Shooting Modes must use the same type of Shooting Mode for the whole Burst.
  • The +1 B bonus is not applicable when the attack is an Entire Order Skill (Intuitive Attack, Speculative Fire...).
  • If the trooper uses this bonus with Disposable Weapons with limited ammunition (such as the Panzerfaust, for example), then benefiting from the +1 B bonus means expending one additional munition. For example, a trooper with a Panzerfaust (a weapon with B 1 and two munitions) using the bonus would make an attack with B 2, thus consuming in a single Order the two projectiles this weapon has. The Panzerfaust will be unloaded then, so the player would place an Unloaded Marker beside the trooper.
  • In the Reactive Turn, this +1 Burst bonus is not stackable with other bonuses or Burst MODs provided by other rules, Special Skills, Equipment, or Hacking Programs, except for those who specifically state otherwise.

Four Member Fireteam Bonus.

  • In the Active Turn, the Team Leader obtains the Sixth Sense L2 Special Skill.
  • In the Reactive Turn, all Fireteam members benefit from this bonus.
  • This bonus is cumulative with the two and three member bonuses.

Five Member Fireteam Bonus.

  • In the Active Turn, the Team Leader gains a +3 MOD to the Attribute used to perform BS Attack Rolls (either BS, PH, or WIP), and a +3 WIP MOD to Discover Rolls.
  • In the Reactive Turn, all the Fireteam members benefit from the same bonus.
  • This bonus is cumulative with the two, three, and four member bonuses.

Fireteams and Fury Characteristic

  • The Fury Characteristic Frenzy will not activate while the trooper possessing it is part of a Fireteam. If that trooper leaves the Fireteam, he will return to the Impetuous or Non Impetuous state he was in before being part of the Fireteam.
  • Troopers with the Frenzy Fury Characteristic who are in the Impetuous state, or with the Impetuous or Extreme Impetuous Fury Characteristics, are Non Impetuous while part of a Fireteam. Once such troopers leave the Fireteam they return to their Impetuous or Extreme Impetuous state.
  • Any Fireteam that is an exception to this rule will specify this in its description.

Fireteam Integrity

In the Active Turn and Reactive Turn, a trooper stops being part of a Fireteam in the following cases:

  • If the trooper enters or is in the Isolated or any Null state.
  • When the trooper breaks Coherency with the Team Leader.
  • If the trooper is Irregular and uses its Irregular Order.
  • If the trooper is the Lieutenant and spends the Lieutenant Special Order.
  • If the trooper activates or is in a state that allows it to be substituted by a Marker (Camouflage, TO, Impersonation, Holoecho...), unless a Special Skill, piece of Equipment or some Scenario Rule indicates otherwise.
  • If the trooper enters the Suppressive Fire state.
  • If a Command Token or some Special Skill, Equipment, or Special Scenario rule is used to move the trooper to a different Combat Group.
  • Only in the Reactive Turn, if the trooper declares any type of ARO different from the Fireteam's ARO, the one declared by all the Fireteam members.

When any Fireteam member declares an ARO different from the Fireteam's ARO, then the players must consider the Fireteam's ARO to be the one declared by more than half of the declaring ARO Fireteam members.

For example, in a five member Fireteam where only three of them declare an ARO, if two members declare one kind of ARO, and the third one declares a different ARO, this member will automatically leave the Fireteam. When there is no majority of ARO, for example, if the three members each declare a different ARO, then the player can choose which one is considered to be the Fireteam's ARO, while the other two members will automatically leave the Fireteam.

In any of the above cases, the trooper stops being part of the Fireteam the moment the Order is declared, or when the case says. Consequently:

  • In the Active Turn, that trooper is not activated by the Fireteam's Order, so is considered inactive for ARO purposes.
  • In the Reactive Turn, that trooper is not able to benefit from the advantages of being in a Fireteam.

When one or more members leave the Fireteam, the player must recalculate the number of members to check if a Fireteam Cancellation occurs, or to determine the bonus available to the members during that Order if enough remain to compose a Fireteam.

If the Fireteam has not been cancelled, then the troopers who left will automatically be able to rejoin it if they are again in Coherency with the Team Leader during the Order Count phase of their next Active Turn.

Fireteam Cancellation

In the Active Turn and in the Reactive Turn, a Fireteam is automatically cancelled in the following cases:

  • If the Team Leader enters the Isolated state or any Null state. The cancellation occurs automatically at the end of the Order in which the Team Leader enters into one of those states.
  • If the Team Leader declares an ARO different from the Fireteam's ARO, the one declared by the rest of the Fireteam members. The cancellation occurs automatically at the end of that Order.
  • In case the number of members is reduced to fewer than the minimum required by its Fireteam type, either because they break the Coherency from the Team Leader, they enter the Isolated state or any Null state, or any other gaming condition that reduces the number of Fireteam members.
  • If a Retreat! situation occurs.
  • If the player uses a Command Token to compose another Fireteam of the same type, if that type of Fireteam is exclusive.
  • The Fireteam can be cancelled voluntarily by the player, with no expenditure of Orders or Command Tokens.

Fireteam Examples

Movement Skill. During their Active Turn, two members of the five Alguacil Fireteam are on a broken skyway, so they would need to declare the Entire Order Jump in order to keep moving. Their player declares Jump as Fireteam Order. The two Alguaciles on the skyway will perform the jump, but the rest will not need to Jump and will instead declare an Idle.

Support Skill. During the Active Turn, a Fireteam of five Alguaciles declares the first Short Skill of their Order: Move. The Team Leader is a Hacker, so he declares Hacking as second Short Skill of the Order. This is a Movement + Support Skills combination. In this case, the Team Leader has not declared a BS Attack, so the rest of the Fireteam members cannot provide any bonus. Moreover, the other Alguaciles are not Hackers, so they are considered to have declared an Idle Skill, and the Team Leader is the only one who acts. But, even if there were another Hacker in the Fireteam, this trooper would not act either, and the Team Leader would not receive any support.

With the next Order, the first Short Skill is declared: Move. After the corresponding Initial Coherency Check and the adversary's ARO declarations, the player declares the Second Short Skill of the Order: BS Attack. Once again, a Move + Support Skills combination. The Leader and the members of the Team move, but the Team Leader is the only one who performs the BS Rolls. As this is a Fireteam of five models, the Team Leader gets a MOD of +1 to B, and a MOD of +3 to BS.

If the Discover skill would have been declared instead of BS Attack as the second Skill of the Order, then, the Team Leader would have been the only one to perform the WIP roll, receiving a +3 MOD to his WIP.

In any of the previous cases, the remaining Fireteam members were susceptible to receiving AROs from the enemy troopers within LoF or ZoC. In that case, the opponent would have performed Normal Rolls, because the Fireteam members could not perform any roll.

Evasion Skill #1. In the Active Turn, a Fireteam of five Alguaciles declares the first Short Skill of their Order: Move. After the corresponding ARO declarations, the player has to decide what will be the second Short Skill of the Order.

The Fireteam is in a situation where its Team Leader does not have LoF to any of the enemy troopers able to perform an ARO against the Fireteam. Each reactive trooper has only one ARO against the entire Fireteam. The Fireteam's player prefers to not risk declaring a BS Attack, which would allow some of the enemy troopers to perform Normal Rolls against the Fireteam members. Instead, he chooses to declare Dodge. So each Fireteam member performs a Face to Face Roll against the corresponding enemy troopers.

Evasion Skill #2. Let's suppose the opponents of the Fireteam were two Dāturazi, and one of them declares an ARO BS Attack against the Team Leader with a Chain Rifle, while the other Dāturazi will ARO BS Attack with a Combi Rifle against another Alguacil. In that case, the Team Leader will perform a PH Normal Roll, while the other Alguacil will have to perform a Face to Face Roll of PH against BS.

Support/Evasion Skill. In the situation shown in the graphic, during the Active Turn, the Alguacil Fireteam has declared Move as the first Short Skill of the Order. The opponent has declared BS Attack as an ARO with his two Fusiliers, with the Fireteam only providing one ARO to each of them. Here, the Team Leader has no LoF to the Fusilier on the right, so he could only declare a Face to Face Roll of BS Attack against the Fusilier on the left.

Now, the player must decide if his Team Leader declares BS Attack (Support) to face the Fusilier on the left, which would allow the other Fusilier to perform a BS Attack with a Normal Roll against one of his Alguaciles. Alternatively, he can declare Dodge (Evasion), so all Fireteam members could Dodge, performing two Face to Face Rolls (one for the Team Leader and one for the threatened Alguacil) against the BS Attacks of the Fusiliers.

Team Leader Change #1. In the Active Turn, the player with the Fireteam of five Alguaciles wants to perform an attack against the enemy. So, with his new Order he declares the Team Leader will be the Alguacil model carrying the HMG, and he places the Team Leader Marker beside it. Then, after declaring the first Short Skill of the Order, the player performs an Initial Coherency Check, verifying which other Fireteam members are in Coherency with the new Team Leader. As one of the Fireteam members is too far away, it is now out of the Fireteam, so the player can only activate four troopers with the Order and the Team Leader could only apply the bonuses from a Fireteam of four troopers, instead of the Fireteam of five members.

Team Leader Change #2. The Fireteam of five Alguaciles has suffered a casualty, who is in the Unconscious state. With a new Order, the player places the Team Leader Marker besides one of the Fireteam members who is a Paramedic. The player declares the first Short Skill of the Order: Move. Then, he performs an Initial Coherency Check, verifying that the other Fireteam members are in Coherency with the new Team Leader. All the Fireteam members move so that the Paramedic Alguacil is in base contact with the Unconscious trooper. With the second Short Skill of the Order, the Paramedic Alguacil uses his MediKit. Meanwhile, the rest of the Fireteam members, although activated by that second Short Skill, do not perform any actions, and are considered to have declared an Idle.

Reactive Turn #1. In the Active Turn, a Dāturazi armed with a Chain Rifle spends his Order declaring a BS Attack against the five Alguacil Fireteam. The Nomad player determines that the Large Teardrop Template of the Chain Rifle will only affect three of his Alguaciles (Numbered as 1, 2 and 3). If he declares BS Attack as an ARO, those Alguaciles will need to perform an ARM Roll, so he decides to not risk them and declares Dodge as the ARO for those three Alguaciles, and also for Alguacil #4. This trooper, who is not affected by the Template, will use the Dodge Skill to get Partial Cover. Alguacil #5 doesn't declare an ARO as he already is in Partial Cover (See graphic).

Reactive Turn #2. During the Active Turn, an Auxilia and his Auxbot declare Move as the first Short Skill of the Order, in LoF of the five Alguacil Fireteam. The five Alguaciles declare the same ARO, BS Attack, but three of them target the Auxilia and the other two the Auxbot. Thanks to the G: Synchronized Special Skill, the Auxilia and the Auxbot can choose different targets. The Auxilia declares the second Short Skill of the Order: BS Attack against Alguacil #1, and the Auxbot declares BS Attack as well, but against Alguacil #2. As the Alguaciles belong to a five member Fireteam, they all can apply the corresponding bonuses.

Face to Face Rolls are performed between the Auxilia and Alguacil #1, who has a bonus MOD of +3 to his BS Attribute and also +1 to the Burst of his weapon in ARO, so he will shoot twice. As the Auxbot attacks with a Direct Template weapon, Alguacil #2 performs two BS Normal Rolls, thanks to the bonus of +1 to the Burst of his weapon in ARO. Alguacil #2 also gains a MOD of +3 to his BS, but he will have to make an ARM Roll for being hit by the Direct Template weapon. The other Alguaciles, who perform Normal Rolls as they are not being attacked, will also apply the bonuses to their BS Attack AROs (See graphic).

CC vs Martial Arts L5. During their Active Turn, a Fireteam of three Alguaciles declares a Movement+CC Attack Order against Miyamoto Mushashi, who has the Special Skill Martial Arts L5. Only the Alguacil designated as Team Leader will be able to perform the CC Attack, receiving a bonus of +1 to B per each Fireteam Member engaged in CC. Miyamoto decides to apply the level 5 of Martial Arts which allows him to equal the B of the Alguacil designated as Fireteam Leader.

Fireteam Integrity in the Reactive Turn. In the Active Turn, a Fusilier armed with a Missile Launcher declares a BS Attack against an Alguacil from the five Alguacil Fireteam. However, this Attack is performed in LoF of the Team Leader and the three other members of that Fireteam. The Team Leader and these three Alguaciles declare their AROs, BS Attack (applying the support bonuses). But the targeted Alguacil declares Dodge, so he is automatically out of the Fireteam, because his ARO is different than the one declared by the rest of the Fireteam members. Therefore, the Nomad player only can use the Support bonuses of a four member Fireteam.

In the previous situation, if the Team Leader had declared an ARO different from the Fireteam's ARO, the one declared by the other three Fireteam members, then he would automatically leave the Fireteam, and it will be cancelled at the end of that Order.

Example of Order Spending and ARO Procedures (Fireteam in the Active Turn).

  1. The active player places the Team Leader Marker besides the trooper he wants to be the Team Leader during that Order. Then he declares the first Short Skill of the Order. Next, he also checks the number of members that are in Coherency, being inside the ZoC of the Team Leader, performing an Initial Coherency Check.
  2. The reactive player declares the AROs of all his troopers possessing LoF to, or who are in ZoC of 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 LoF or are now in ZoC of any Fireteam member due to the second Short Skill of the Order.
  5. If the active player declared a Support Skill, then he applies the corresponding bonuses determined by the number of Fireteam members. Both players roll any required dice.
  6. At the end of the Order, once the Conclusion has finished, after having performed any movement due to a failed Guts Roll, the active player performs a Final Coherency Check, to check if a Fireteam Cancellation happens.

Fireteams and Suppressive Fire State

  • A trooper stops being part of a Fireteam if he enters the Suppressive Fire state.
  • Moreover, a trooper's Suppressive Fire state is cancelled when joining a Fireteam.

Fireteam Game Example.

  • [Fireteam Creation] In the Deployment Phase, the Nomad player deploys five Alguaciles on the game table, placing a Team Leader Marker beside one of them. Next, he performs a Deployment Phase Coherency Check, verifying if the other Alguaciles are inside the Team Leader's ZoC. As one of them is not, the player moves it, placing the model inside the Team Leader's ZoC. The PanOceanian player, in his Deployment Phase, places his five Fusiliers in a cluster and places the Team Leader Marker beside one of them, checking that the others keep the Coherency rule, being inside the Team Leader's ZoC. As all of them are inside the ZoC, the PanOceanian player doesn't need to move any of his Fusiliers.

  • [Fireteam Order: Movement + Movement] During his Active Turn, the Nomad player spends one Order on his Alguacil Fireteam to declare Move + Move, as they are out of their enemies' LoF. With only one Order he activates the five Alguaciles and all of them declare the same Order, performing the same two Short Movement Skills.

  • [Fireteam Order: Team Leader Change; Movement (Climb)] With his next Order, the Nomad player changes the Fireteam's leadership, placing the Team Leader Marker beside Alguacil #1, who is armed with a HMG. In the same Order, as the Nomad player is interested in two of his Alguaciles reaching an elevated position, the new Team Leader declares Climb. Then, the player performs an Initial Coherency Check, confirming all Alguaciles are in Coherency. Both Alguaciles climb, while the rest of the Fireteam members, even though activated by the same Movement Skill, don't do anything, and are considered to have declared an Idle. At the end of the Order, the player performs a Final Coherency Check.

  • [Fireteam Order (Movement + Support) against Fireteam ARO (Support)] With a new Order, the Alguacil Team Leader declares Move, but now the PanOceanian player can declare an ARO as two members from his Fusiliers Fireteam have LoF to the Alguaciles. Both Fusiliers declare a BS Attack ARO, but each of them can only choose one of the Alguaciles as a target. Fusilier #1 chooses Alguacil #1 (Team Leader, armed with a HMG) and Fusilier #2 chooses Alguacil #2 (Combi Rifle). Both Fusiliers are armed with a Combi Rifle. Since they are part of a five member Fireteam, they get all the bonuses of a five member Fireteam in ARO, too. In this situation they can use the MOD of +3 to BS and the MOD of +1 to B.

Types of Fireteams

Fireteam: Core

This is the most versatile and powerful type of Fireteam, and the one which allows the highest number of members.

Requirements. In addition to the Fireteam Common Requirements, a Fireteam: Core has to fulfill the following specific Requirements:

  • Only those units specified on their Sectorial Army List can compose a Fireteam: Core.
  • To compose a Fireteam: Core, the minimum trooper number Requirement is two, and the maximum is five.
  • The player can only have a single Fireteam: Core on the game table, unless a Special Rule, Scenario Rule, or some Special Skill indicates otherwise.

Effects.

  • Fireteam: Core allows players to compose Fireteams of two, three, four, or five members.
  • This Type of Fireteam allows players to apply the two, three, four, or five member Fireteam bonuses, depending on how many members it has.
  • A Fireteam: Core is identified by the Team Leader Marker (F: TEAM LEADER).

Cancellation. In addition to the Cancellation conditions specified on the Infinity Fireteams rule, a Fireteam: Core is cancelled when it is reduced to less than two members.

Fireteam: Duo

The Fireteam: Duo is the smallest of all types of Fireteams, as it has only two members.

Requirements. In addition to the Fireteam Common Requirements, a Fireteam: Duo has to fulfill the following specific Requirements:

  • A Fireteam: Duo must be composed of a maximum of two troopers.
  • Both members of the Fireteam: Duo must belong to the same unit, or those combinations of units indicated on their Sectorial Army List.
  • One of the members must have the Special Skill Fireteam: Duo.

Effects.

  • Fireteam: Duo allows players to compose two member Fireteams.
  • This Type of Fireteam allows players to apply the two member Fireteam bonuses.
  • A Fireteam: Duo is identified by the Duo Leader Marker (F: DUO LEADER), which is the equivalent to the Team Leader of the Infinity Fireteams rule.
  • A player can have more than one Fireteam: Duo on the game table.

Cancellation. In addition to the Cancellation conditions specified in the Infinity Fireteams rule, a Fireteam: Duo is cancelled when it is reduced to less than two members.

Fireteam: Duo Example (Support Skill). On their Active Turn, a Fireteam: Duo of two Knights of Santiago declares the first Short Skill of the Order: Move. The Team Leader has a Spitfire, and declares a BS Attack as the second Short Skill of the Order. This is a combination of Movement + Support Skills. Both Knights of Santiago move, but only the Team Leader performs the BS rolls. Being a Fireteam: Duo, the Leader does not receive any MOD.

During their Reactive Turn, the Knights of Santiago Fireteam: Duo reacts in ARO declaring BS Attack against an enemy trooper activated by an Order. Being part of a Fireteam: Duo, both Knights of Santiago apply no MOD to their B.

Fireteam: Duo Example (CC). Let's now suppose that during their Active Turn, a Fireteam: Duo of two Knights of Santiago had declared the Movement + CC Attack Order against an Alguacil. Only the Knight of Santiago designated as Team Leader will be able to perform the CC Attack, receiving a MOD of +1 to B bonus thanks to the other Knight of Santiago engaged in CC. If the Knight of Santiago succeeds the roll, then he can also apply the MOD of +1 to Damage provided by the other Knight.

Fireteam: Enomotarchos

The medium size of the Fireteam: Enomotarchos allows the deployment of several teams on the battlefield.

Requirements. In addition to the Fireteam Common Requirements, a Fireteam: Enomotarchos has to fulfill the following specific Requirements:

  • Only those units specified on their Sectorial Army List can compose a Fireteam: Enomotarchos.
  • At least one of the members of this Type of Fireteam must have the Fireteam: Enomotarchos Special Skill.
  • To compose a Fireteam: Enomotarchos, the minimum of troopers required is two, and the maximum is four.

Effects.

  • Fireteam: Enomotarchos allows players to compose two, three, or four member Fireteams.
  • This type of Fireteam allows players to apply the two, three, or four member Fireteam bonuses.
  • A Fireteam: Enomotarchos is identified by the Enomotarchos Marker (F: ENOMOTARCHOS), which is the equivalent to the Team Leader of the Infinity Fireteams rule.
  • A player can have more than one Fireteam: Enomotarchos on the game table.

Cancellation. In addition to the Cancellation conditions specified on the Infinity Fireteams rule, a Fireteam: Enomotarchos is cancelled when it is reduced to less than two members.

Fireteam: Haris

Due its reduced size, the Fireteam: Haris is considered a support team to the main combat force. However this type of Fireteam can also take a more proactive role as an attack resource.

Requirements. In addition to the Fireteam Common Requirements, a Fireteam: Haris has to fulfill the following specific Requirements:

  • Only those units specified on their Sectorial Army List can compose a Fireteam: Haris.
  • At least one of the members of this Type of Fireteam must have the Fireteam: Haris Special Skill.
  • A Fireteam: Haris is composed of two or three members.
  • A player can only have a single Fireteam: Haris on the table, unless a Scenario Special Rule or some other Special Skill state otherwise.

Effects.

  • Fireteam: Haris allows players to compose two or three member Fireteams.
  • This Type of Fireteam allows players to apply the two or three member Fireteam bonuses.
  • A Fireteam: Haris is identified by the Haris Leader Marker (F: HARIS LEADER), which is the equivalent to the Team Leader of the Infinity Fireteams rule.

Cancellation. In addition to the Cancellation conditions specified on the Infinity Fireteams rule, a Fireteam: Haris is cancelled when it is reduced to less than two members.

Fireteam: Triad

The Fireteam: Triad is composed of highly coordinated and mixed combat units, used to perform joint operations with complementary units.

Requirements. In addition to the Fireteam Common Requirements, a Fireteam: Triad has to fulfill the following specific Requirements:

  • This Type of Fireteam can only be composed of troopers that have the Fireteam: Triad Special Skill, but it is not required for them to belong the same unit.
  • To compose a Fireteam: Triad three members are required.

Effects.

  • Fireteam: Triad allows players to compose three member Fireteams.
  • This Type of Fireteam allows players to apply the two or three member Fireteam bonuses.
  • This Type of Fireteam can be used in Generic Army Lists, in addition to Sectorial Army Lists.
  • A Fireteam: Triad is identified by the Triad Leader Marker (F: TRIAD LEADER), which is the equivalent to the Team Leader of the Infinity Fireteams rule.
  • A player can have more than one Fireteam: Triad on the game table.

Cancellation. In addition to the Cancellation conditions specified on the Infinity Fireteams rule, a Fireteam: Triad is cancelled when it is reduced to less than two members.

Common Skills

Common Skills are those skills that any trooper can declare. Human Sphere adds the following to the list of Common Skills in the Infinity N3 ruleset.

Casevac

(Short Skill, Optional)

This skill allows troopers to carry other figures that are in a Stunned, Immobilized, or Unconscious state.

Requirements

  • Only models and not markers can perform this Common Skill. Any Marker which declares Casevac is automatically revealed.
  • Troopers must be in base to base contact with a friendly trooper in a Stunned, Immobilized (IMM-1 or IMM-2), or Unconscious state to declare Casevac. Some Scenario Special Rules may modify this.
  • A miniature will only be able to declare Casevac if it has a PH value equal to or greater than the PH value of the trooper it intends to carry. Troopers with the Baggage piece of Equipment can ignore this Requirement.

Effects

  • This allows a trooper to activate the Casevac state.

Special Skills

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

Special Skills and Equipment: Labels

Like Common Skills, all Special Skills and pieces of Equipment have one or more Labels that quickly mark them as having certain game features. The Labels listed below are an expansion of the Labels series listed in the Infinity N3 rule book:

  • Attack Tactic. Identifies an aggressive type of Tactic.
  • Support Attack. Identifies a supportive type of Tactic.

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.

CH: Limited Camouflage

The owner of this Level Y of the Camouflage and Concealment Special Skill (CH) knows how to perform a camouflaged deployment, but once in the battle is not able to take advantage of the Camouflage and Mimetism techniques. There are several Levels of Camouflage and Hiding.

Important! While the user of this Level is on Camouflage state, and only when he is on such state, the CH: Limited Camouflage automatically grants him the Surprise Attack, Surprise Shot L1, and Stealth Special Skills.

CH: Level Y. Limited Camouflage (Deployment Skill)

Fire-Sensitive, NFB, Optional.

Effects

  • During the Deployment Phase, allows the user to deploy in the Camouflaged state.
  • However, once the user is Discovered or reveals himself, he will not be able to return to Camouflaged state.
  • In the same way, once the user is Discovered or reveals himself, he cannot benefit from CH: Camouflage nor CH: Mimetism Special Skills (unless he possesses the CH: Mimetism Special Skill as well, so he can use it).

Chain of Command

The owner of this Special Skill is the next in the command echelon to the officer in command, being able to replace him if necessary during the combat operations.

Chain of Command (Automatic Skill)

Optional, Private Information.

Requirements

  • The player can only activate this Special Skill when the Lieutenant enters the Isolated state or any Null state.
  • To be able to activate this Special Skill, the Chain of Command user must be placed on the game table as a model or as a Marker.

Effects

  • This Special Skill allows its user to automatically become the new Lieutenant of the Army List.
  • Even if the previous Lieutenant recovers from the Isolated or Null state, the Chain of Command user will continue to be the Lieutenant.

Corahtar Discipline

Those who master the Corahtar discipline are able to control others through the emission of pheromone pulses.

Corahtar Discipline Level 1 (Deployment Skill)

Obligatory.

Requirements

  • To be able to use Level 1 of this Special Skill the Troop Profile must include the SymbioMate or SymbioBomb piece of Equipment.

Effects

  • During the Deployment Phase, troopers possessing this Special Skill may assign SymbioMates or SymbioBombs to other troopers of their own army or to themselves, if they meet the Requirements for this piece of Equipment.

Fireteam: Duo (Special Skill)

Troopers possessing this Special Skill can compose a Fireteam of two members if they belong to a Sectorial Army List.

Fireteam: Duo (Automatic Skill)

Optional.

Requirements

  • The trooper possessing this Special Skill must belong to a Sectorial Army List, or have a Special Skill, piece of Equipment or Hacking Program that allows its use.
  • When used, the owner of this Special Skill must be part of that Fireteam: Duo.

Effects

  • This Special Skill allows formation of a Fireteam: Duo following the rules of Fireteam composition.
  • It is not compulsory that the owner of this Special Skill be the Team Leader of the Fireteam: Duo.

Fireteam: Enomotarchos (Special Skill)

Troopers possessing this Special Skill can compose a Fireteam of up four members if they belong to a Sectorial Army List.

Fireteam: Enomotarchos (Automatic Skill)

Optional.

Requirements

  • The trooper possessing this Special Skill must belong to a Sectorial Army List.
  • When used, the owner of this Special Skill must be part of that Fireteam: Enomotarchos.

Effects

  • This Special Skill allows formation of a Fireteam: Enomotarchos, following the rules of Fireteam composition.
  • It is not compulsory that the owner of this Special Skill be the Team Leader of the Fireteam: Enomotarchos.

Fireteam: Haris (Special Skill)

Troopers possessing this Special Skill can compose a Fireteam of up three members if they belong to a Sectorial Army List.

Fireteam: Haris (Automatic Skill)

Optional.

Requirements

  • The trooper possessing this Special Skill must belong to a Sectorial Army List.
  • When used, the owner of this Special Skill must be part of that Fireteam: Haris.

Effects

  • This Special Skill allows formation of a Fireteam: Haris, following the rules of Fireteam composition.
  • It is not compulsory that the owner of this Special Skill be the Team Leader of the Fireteam: Haris.

Fireteam: Triad (Special Skill)

Troopers possessing this Special Skill can compose a Fireteam of up three members.

Fireteam: Triad (Automatic Skill)

Optional.

Requirements

  • Troopers possessing this Special Skill can only form a Fireteam: Triad with other troopers possessing this same Special Skill.
  • When used, the owner of this Special Skill must be part of that Fireteam: Triad.

Effects

  • This Special Skill allows formation of a Fireteam: Triad following the rules of Fireteam composition.
  • It is not compulsory that the owner of this Special Skill be the Team Leader of the Fireteam: Triad.

Forward Deployment

This Special Skill marks troopers who move before the bulk of their own forces and take positions beyond the established allied lines.

Forward Deployment Level 2 (Deployment Skill)

Optional.

Effects

  • The user of this Special Skill can deploy up to 8 inches beyond the limits of his Deployment Zone.
  • The bonus provided by this Level is not stackable with the bonus provided by the previous Level.

Important: You cannot use Forward Deployment to deploy in base to base contact with another model, Marker, or mission objective.

Free Agent

The user of this Special Skill can be moved from one Combat Group to another.

Free Agent (Automatic Skill)

Optional.

Requirements

  • This Special Skill can only be used in the Tactical Phase of the Active Turn, before the Order Count.

Effects

  • During the Tactical Phase of the Active Turn, before the Order Count, the user of this Special Skill can be moved to a different Combat Group.

Ghost: Jumper

Troopers with this Special Skill have several bodies available on the game table they can activate, jumping from one to another to always be in the thick of the action.

Ghost: Jumper L1 (Automatic Skill)

Obligatory.

Requirements

  • The player must enlist either two or three Proxies available to a trooper with this Special Skill.
  • All the Proxies of a G: Jumper trooper must be in the same Combat Group, where they are counted as only one trooper.

Effects

  • This Special Skill allows its user to have several troopers called Proxies.
  • A G: Jumper trooper provides a single Order no matter how many Proxies he has.
  • This Special Skill allows G: Jumper troopers to deploy two or three Proxies, applying any Deployment Special Skills they might have (Airborne Deployment, Infiltration…). Players do not need to place the Active Proxy Marker in the Deployment Phase.
  • During the Active Turn, the G: Jumper trooper can activate any of his Proxies by placing the Active Proxy Marker beside the Proxy he wants to activate when declaring the Order. The only Proxy that can perform the Order is the one with the Active Proxy Marker.
  • During the Reactive Turn, the G: Jumper trooper can activate a Proxy by placing the Active Proxy Marker beside it if an enemy trooper declares an Order in LoF or ZoC. This allows the Proxy to declare an ARO normally. If an Order is declared in LoF or ZoC of several Proxies that belong to the same G: Jumper trooper, then his player can activate only one of them. Inactive Proxies can react in ARO to any Order declared in LoF or ZoC by declaring Change Facing, Dodge, or Reset, if possible.
  • At the end of the Order in which a Proxy entered the Isolated state, or any Null state, the player can place the Active Proxy Marker beside any of 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 such state is cancelled.
  • If all the Proxies of a G: Jumper trooper are in Isolated state, or any Null state, then the G: Jumper will be considered a casualty until at least one of his Proxies recovers from such state.

G: Jumper: Deployment. In the Deployment Phase or during the game (if the Proxies possess any Special Skill which allows them to deploy during the game), the player must deploy all the Proxies of a G: Jumper at the same time, as if they were a single trooper.

G: Jumper and Victory Points. The player must count separately each Proxy's Cost Attribute value of its Troop Profile.

G: Jumper and AI Beacon. If the player has at least one AI Beacon that is not in Isolated state, or any Null state on the game table and all the Proxies of a G: Jumper trooper (no matter the Combat Group they belong to) enter a Null or Isolated state, then he can keep using the Order provided by the G: Jumper trooper. That Order will be added to the Order Pool of the AI Beacon's Combat Group.

The Order of the G: Jumper will be available only while the player has in any Combat Group at least one AI Beacon which is not in Isolated state, or any Null state. So, if the AI Beacon enters in a Null, Disabled or Isolated state, then the Order of the G: Jumper will be transferred automatically to any other AI Beacon from any Combat Group which is not in any of these states.

The AI Beacon has no effect on Victory Points for the Proxies, which will count normally.

G: Jumper and Lieutenant. If the G: Jumper trooper is the Lieutenant and all his Proxies enter the Isolated state, or any Null state, then that will result in a Loss of Lieutenant situation. This situation can be cancelled normally whether the player has an AI Beacon or not.

G: Jumper and Combat Groups. When a player moves a G: Jumper trooper from one Combat Group to another, he will move all the Proxies, as they are considered to be a single trooper in each Combat Group.

Remember: G: Jumper grants its user the G: Remote Presence Special Skill (see Infinity N3).

Ghost: Jumper Game Example. The Posthuman Valentina Nero has 3 Proxies on the battlefield. A Proxy Mk.2 (infiltrated TO) armed with a MULTI Sniper Rifle, a Proxy Mk.3 (Heavy Infantry) with a Spitfire and a Proxy Mk.1 Hacker, placed in the Deployment Zone. Valentina decides to activate her infiltrated Proxy, placing the Active Proxy Marker beside it and declaring her Order: Move + BS Attack. The successful shots of her Sniper Proxy clear the path for her Heavy Infantry Proxy Mk.3 with Spitfire. So, she places the Active Proxy Marker beside it and declares her next Order: Move + Move, taking up a good firing position with the Heavy Infantry. That is the end of the ALEPH player's Active Turn, with the Active Proxy Marker beside the Heavy Infantry.

Then, the Active Turn of her opponent begins. A Hellcat lands in the rearguard of the ALEPH player, in LoF of Valentina's Inactive Proxy Mk.1 Hacker, and in the ZoC of the Proxy Mk.3, which is the Active Proxy. Valentina has right to react with both Proxies, and decides to not jump into the Proxy Mk.1 Hacker, keeping the Proxy Mk.3 as the Active Proxy and declaring its ARO: Change Facing. With this ARO, the Hellcat will be in the LoF of the Proxy Mk.3. Moreover, the inactive Proxy Mk.1 Hacker declares a Dodge ARO, to gain Partial Cover against the threat of the Hellcat. Both Proxies succeed in their respective rolls.

In the next Order, the Hellcat declares a Move + BS Attack Order, sharing the Burst between the Inactive Proxy Mk.1 Hacker and the Active Proxy Mk.3. Valentina declares a BS Attack ARO with the Active Proxy Mk.3, while the Inactive Proxy Mk.1 Hacker declares Dodge. The Active Proxy Mk.3 has to make a Face to Face BS Roll against the Hellcat. While the Inactive Proxy Mk.1 has to make a Face to Face PH vs BS Roll. However, the Proxy fails the Dodge and the ARM Roll, losing one Wounds Attribute point, but it is still in the game, thanks to the V: No Wound Incapacitation Special Skill.

Ghost: Jumper Game Example 2 (G: Jumper, Hidden Deployment and Camouflage and Hiding). Placing an Active Proxy Marker beside a Proxy that is in a Marker state (Camouflage, TO; Impersonation, Holoecho…) doesn't reveal the Proxy, because it is the type of Order or Short Skill of the Order declared which cancels those states.

The same happens with Hidden Deployment, activating the Proxy doesn't reveal the trooper. So, it is not required that the player place the Active Proxy Marker on the game table until the moment he spends the Order or ARO on the hidden trooper.

Let's suppose at the beginning of the Active Turn, the Hellcat landed in LoF of the Inactive Proxy Mk.1 Hacker, but out of LoF and ZoC of the Active Proxy Mk.3. Then, Valentina would only get an ARO with the Inactive Proxy Mk.1 Hacker. So the Posthuman decides to jump into it, places the Active Proxy Marker beside it, and declares a BS Attack ARO. The Hellcat now is threatened by the Normal BS Roll of the Active Proxy Mk.1 Hacker.

Ghost: Jumper Game Example 3. Let's imagine now the Inactive Proxy Mk.1 had entered the Dead state due the BS Attack of the Hellcat, removing the model from the game table. In a normal situation, that would be the end of the Posthuman, but as she has the G: Jumper Special Skill, and two Proxies which are not in Null, or Isolated state, then she can place the Active Proxy Marker beside one of them and keep playing.

Ghost: Jumper Game Example 4. But let's suppose now that Inactive Proxy Mk.1 in Dead state would be the Posthuman's last Proxy. In a normal situation, that would mean the loss of the Order in the Order Count phase of her next Active Turn. However, the player has one AI Beacon, keeping the Order provided by Valentina.

  • A Doctor/Engineer can have more than one G: Servant troopers, but he can only activate them one at a time, applying all the previous conditions. Meanwhile, the other G: Servant troopers will be inactive.
  • G: Servant troopers possessing the Airborne Deployment (AD) Special Skill will be deployed with the same Order their Doctor/Engineer uses to deploy. In such situation, they must be deployed at the same time and on the same table edge segment, or the same Circular Template.
  • The user of this Special Skill and its Doctor/Engineer must be in the same Combat Group, where both of them count as only one trooper.

Ghost: Jumper Game Example 5. During the Deployment Phase, Valentina Nero, our intrepid Posthuman, decides to start playing with her Proxy Mk.2 (infiltrated TO) which is in the Hidden Deployment state. This state doesn't require players to place the model on the game table, and it is not necessary to place the Active Proxy Marker on the game table.

Those who possess Ghost: Jumper skills are entities, whether from artificial origin or not, whose consciousness inhabits the data net and can download themselves into different bodies called Proxies in order to interact with the physical world. The Posthumans related to ALEPH's Special Situations Section have at least two Proxies deployed on the battlefield in which they can download themselves and take part in the thrill of combat, being able to jump from one to another to always be in the thick of the action, or as a quick escape route.

Ghost: Servant

This Special Skill allows a Doctor or an Engineer to operate or repair remotely through the Skill's user.

Ghost: Servant (Automatic Skill)

Obligatory.

Requirements

  • Only troopers possessing the Doctor (any Level) or Engineer Special Skills can enlist G: Servant troopers in their Army List.
  • The player must identify which trooper each G: Servant trooper is linked to during deployment. They cannot be used by any other trooper.

Effects

  • The Doctor/Engineer and the G: Servant trooper grant a single ARO to each enemy trooper in LoF or ZoC.
  • In the Reactive Turn, the Doctor/Engineer and the G: Servant trooper have their own ARO to any Order declared in their LoF or ZoC. However, the declared ARO must be the same for all of them.
  • Close Combat. In the Active or Reactive Turn, if only the Doctor/Engineer or the G: Servant trooper is engaged with an adversary then, applying the previous Effects, only that trooper will perform the CC Roll, or the correspondent Roll, while the other trooper will perform an Idle. However, even in the Active or Reactive Turn, if the Doctor/Engineer and the G: Servant trooper are engaged with the same adversary, then only one of them will perform the CC Roll, getting a MOD of +1 to his B and +1 to the PH Attribute for Damage thanks to the other. Other friendly troopers engaged in that CC, who are not the Doctor/Engineer or the G: Servant trooper don't provide any bonus. In ARO, the adversary can only target one of them.
  • There is no limit to the operative distance between the Doctor/Engineer and the G: Servant trooper.
  • If the Doctor/Engineer enters the Isolated state, or any Null state, then the G: Servant trooper will enter the Disconnected state at the end of the Order that happened.
  • If the Doctor/Engineer is, or becomes, Impetuous or Extreme Impetuous, then his Impetuous Order also compulsorily activates the G: Servant trooper, which will be considered Impetuous or Extreme Impetuous as well.
  • G: Servant troopers don't provide Orders to the Order Pool, and cannot receive Orders from their Order Pool. However, they are always activated by the same Order as their Doctor (any Level) or Engineer.
  • The Doctor/Engineer and the G: Servant trooper must declare the same Order, declaring the same Short Skills of the Order. However, it is not compulsory that they have the same target.
  • If either trooper is not able to perform the Order (whether the Entire Order or both Short Skills of the Order), then that trooper will perform an Idle, while the other trooper will perform his complete Order normally.
  • If either trooper is not able to perform one of either Short Skills of the Order, then that trooper will perform only the Short Skill he is able to perform, and the other Short Skill will be an Idle. While the other trooper will perform his complete Order normally.

Remember: G: Servant grants its user the G: Remote Presence Special Skill (see Infinity N3). However, they are always activated by the same Order as their Doctor (any Level) or Engineer.

G: Servant: Deployment. G: Servant troopers will be deployed at the same time their Doctor/Engineer is deployed as if they were a single trooper.

G: Servant and Remotes. It is not necessary to include a Hacker or TAG in the Army List to be able to enlist Remotes (REM) possessing G: Servant.

G: Servant and Doctor and Engineer Special Skills. Thanks to this Special Skill, a trooper with G: Servant can cancel the Unconscious state of another trooper, recover STR points, and perform all the capabilities of the Doctor and Engineer Special Skills, even though they lack them. However, when using this Special Skill, it will be the Doctor/Engineer who makes the corresponding Roll. Players cannot apply the Doctor/Engineer Special Skills to different targets in the same Order. The Doctor/Engineer Special Skills can only be applied to one target per Order. The G: Servant trooper must meet all respective requirements to use the Doctor/Engineer Special Skills remotely.

Sibylla's Advice: Usually, to allow the G: Servant trooper to reach the target, the Doctor/Engineer declares the Order, but doesn't perform it (which is considered an Idle), standing still in a safe place of the battlefield. Meanwhile, the G: Servant trooper performs the Order, moving until it reaches base to base contact with the target.

G: Servant Game Example. The Mech-Engineer Yie Yang declares the first Short Skill of the Order, Move. She moves towards a Total Cover area while the little Yáozăo, her G: Servant Remote, moves towards a Gūjiă in an Unconscious state, downed in the middle of the battlefield. A PanOceanian Fusilier with LoF to the Yáozăo declares a BS Attack ARO against it. Yie Yang then declares the second Short Skill of the Order, Dodge. The Yáozăo must perform a Face to Face Roll, but not Yie Yang, as she is not being threatened, so players consider this to be an Idle. The valiant Yáozăo wins the roll, dodging the enemy shot. Yie Yang spends a new Order, declaring Move as the first Short Skill of the Order. She moves until she reaches base contact with the Total Cover, while the Yáozăo runs towards the Gūijiă. There is no ARO against them, so Yie Yang declares Move again as the second Short Skill of the Order. She stands still behind the Total Cover and the Yáozăo moves up to its target. The next Order is to Move + Engineer, with the Yáozăo reaching the fallen TAG while Yie Yang remains safe behind Total Cover, from where she performs the WIP Roll to repair by tele-presence through her reliable Yáozăo, recovering one point of the STR Attribute of the fallen Gūijiă.

Ghost: Synchronized

The user of this Special Skill does not have its own Order, but instead is activated by the same Order of its Controller, the trooper who has the G: Synchronized trooper as a BS Weapon option. A G: Synchronized trooper replicates the Orders performed by its Controller.

G: Synchronized (Automatic Skill)

Obligatory.

Requirements

  • The user of this Special Skill and its Controller, known as a Synchronized Unit, must be in the same Combat Group, where both of them count as only one trooper.
  • The user of this Special Skill must keep Coherency (see page 11) with its Controller.

Effects

  • G: Synchronized troopers don't provide Orders to the Order Pool, and cannot receive Orders from their Order Pool. However, they are always activated by the same Order as their Controller.
  • The Controller and the G: Synchronized trooper must declare the same Order, declaring the same Short Skills of the Order. However, it is not compulsory that they have the same target.
  • If either trooper is not able to perform the Order (whether the Entire Order or both Short Skills of the Order), then that trooper will perform an Idle, while the other trooper will perform his complete Order normally.
  • If either trooper is not able to perform one of either Short Skills of the Order, then that trooper will perform only the Short Skill he is able to perform, and the other Short Skill will be an Idle. While the other trooper will perform his complete Order normally.
  • The Controller and the G: Synchronized trooper grant a single ARO to each enemy trooper in LoF or ZoC.
  • On the Reactive Turn, the Controller and the G: Synchronized trooper have their own ARO to any Order declared in their LoF or ZoC. However, the declared ARO must be the same for all of them.
  • If the Controller has more than one G: Synchronized trooper, then this Special Skill works in the same way. In this situation, the Controller and all his G: Synchronized troopers are activated with the same Order.
  • Close Combat. In the Active or Reactive Turn, if only one member of the Synchronized Unit, being the Controller or the G: Synchronized trooper, is engaged with an adversary then, applying the previous Effects, only that member will perform the CC Roll, or the correspondent Roll, while the other member will perform an Idle. However, in the Active or Reactive Turn, if more than one member of the Synchronized Unit is engaged with the same adversary, then only one of them will perform the CC Roll, getting a MOD of +1 to his B and +1 to the PH Attribute for Damage for each additional member of the Synchronized Unit engaged in the CC. If the members of the Synchronized Unit are engaged in separate CCs, it works in the same way: only one member in each CC will perform the CC Roll, or the correspondent Roll, getting a MOD of +1 to his B and +1 to the PH Attribute for Damage for each additional member of the Synchronized Unit engaged in that CC. Any member not engaged in CC will perform an Idle. Other friendly troopers engaged in that CC, who are not members of the Synchronized Unit don't provide any bonus. In ARO, the adversary can only target one of them.

Remember: G: Synchronized grants its user the G: Remote Presence Special Skill (see Infinity N3).

G: Synchronized: Deployment. G: Synchronized troopers will be deployed at the same time their Controller is deployed as if they were a single trooper.

G: Synchronized and Remotes. It is not necessary to include Hacker or TAG in the Army List to be able to enlist Remotes (REM) possessing G: Synchronized.

G: Servant, Coordinated Order and Fireteams. A G: Servant trooper and its Doctor/Engineer cannot be part of a Coordinated Order nor be a member of any type of Fireteam, unless specified otherwise.

G: Servant and Combat Groups. When a player moves a Doctor/Engineer from one Combat Group to another, he will also move any of his other G: Servant troopers, as they are considered to be a single trooper in each Combat Group.

G: Synchronized, Coordinated Order and Fireteams. A G: Synchronized trooper and its Controller cannot be part of a Coordinated Order nor be a member of any type of Fireteam, unless specified otherwise.

G: Synchronized and Combat Groups. When a player moves the Controller of a Synchronized Unit from one Combat Group to another, he will also move all other members of the Synchronized Unit, as they are considered to be a single trooper in each Combat Group.

G: Synchronized and Hacking Programs. If the player activates any Hacking Program which provides any MOD or state to the Controller of a G: Synchronized trooper (Cybermask, or Kaleidoscope, for example), then such MOD or state will also be applied to the G: Synchronized trooper.

G: Synchronized Example #1. In the Active Turn, the Auxilia Calvin, with his back against the exterior wall of a small building, sends his Auxbot, affectionately named "Hobbes", towards one of the building's corners while he moves towards the opposite corner. So, the first Short Skill of the Order is declared (Move) activating both figures. Then, an Initial Coherency Check is made and both models move in different directions. When arriving at the end of his movement, Calvin sees an enemy Alguacil who declares a BS Attack ARO against him. Meanwhile, "Hobbes" when arriving at the corner faces a Grenzer who reacts declaring a BS Attack ARO as well. With the second Short Skill, Calvin declares he will perform a BS Attack, shooting the complete Burst (B) of his Combi Rifle at the Alguacil, and "Hobbes" declares a BS Attack with its Heavy Flamethrower, placing the Large Teardrop Template over the unfortunate Grenzer (see Graphic). Next, a Final Coherency Check is made to verify that Hobbes is still inside Calvin's ZC. Spending a single Order from the Order Reserve, Calvin and his Auxbot have attacked two different enemies.

G: Synchronized Example #2. Let's see what could happen if the situation was different. The Auxilia Calvin, with his back against the exterior wall of a small building, sends his little Auxbot "Hobbes" towards one of the building's corners while he goes towards the opposite corner. So, the first Short Skill of the Order is declared (Move) activating both figures, who move in different directions. When arriving at the end of his movement, Calvin doesn't see any enemies. Meanwhile, "Hobbes" when arriving at the corner faces two Alguaciles who both declare a BS Attack ARO against the Remote. With the second Short Skill, "Hobbes" declares a BS Attack with its Heavy Flamethrower, placing the Large Teardrop Template over the two Alguaciles. Meanwhile, Calvin declares he will perform a BS Attack too. Although he has no target in LoF, it's required that he declares a BS attack to allow "Hobbes" to perform its BS Attack (see Graphic).

G: Synchronized Close Combat Example #1. In the Active Turn, the Auxilia Calvin and his Auxbot Hobbes engage in CC with an Alguacil. Both Auxilia and Auxbot declare a CC Attack, choosing Calvin to perform the CC Attack. The Alguacil declares a CC Attack ARO, targeting Calvin. A Face to Face Roll is made where Calvin gets a MOD of +1 to his B and +1 to the PH Attribute for Damage thanks to his Auxbot.

G: Synchronized Close Combat Example #2. In the Reactive Turn, the Auxilia Calvin is engaged in CC with an Alguacil, without his Auxbot Hobbes. The Alguacil declares a CC Attack, targeting the Auxilia. Both Auxilia and Auxbot declare a CC Attack, but only Calvin performs the CC Attack, as the Auxbot is not engaged in CC with any enemy, and its ARO is considered as Idle.

Hyper-Dynamics

The user of this Special Skill gets a MOD to his rolls to dodge Attacks or to move in ARO. This Special Skill has several Levels.

Hyper-Dynamics Level 1 (Automatic Skill)

Optional.

Effects

  • The user benefits from a +3 MOD to the PH Attribute when declaring the Change Facing, Dodge and Engage Skills.

Hyper-Dynamics Level 2 (Automatic Skill)

Optional.

Effects

  • The user benefits from a +6 MOD to the PH Attribute for the purposes of Change Facing, Dodge and Engage Rolls.
  • The MOD provided by this Level is not stackable with the MOD provided by previous Level.

Hyper-Dynamics Level 3 (Automatic Skill)

Optional.

Effects

  • The user benefits from a +9 MOD to the PH Attribute when declaring the Change Facing, Dodge and Engage Skills.
  • The MOD provided by this Level is not stackable with the MOD provided by previous Level.

Lo-Tech

This Special Skill designates that units whose low technological level can be a weakness but also an advantage in the modern hyper-sophisticated combat environments. There are several non-inclusive versions of Lo-Tech.

Lo Tech Level A (Automatic Skill)

Obligatory.

Requirements

  • For this Special Skill to activate, the user must lose all the Wounds/STR points of his Full Power Troop Profile.

Effects

  • The user substitutes his Full Power Troop Profile with the alternative version indicated on the Army List as Battle Ravaged Troop Profile.
  • Replace the user's model with his alternate form at the end of the Order in which he lost all the Wounds/STR Attribute points of his Full Power Troop Profile. From that moment on, the user adopts his alternate Battle Ravaged Troop Profile.
  • If the user does not have an alternate form model, place a Battle Ravaged Marker next to the user's model to represent his new status.
  • If the user lost more Wounds/STR Attribute points than all the Wounds/STR Attribute points of his Full Power Troop Profile during the Order, deduct the remainder from the Battle Ravaged Troop Profile at the end of the Order.

Mechanical Transmutation

The user of this Special Skill can transform at will into a different kind of trooper, with different Special Skills and abilities. Mechanical Transmutation allows its user to alternate freely amongst different Troop Profiles it might have.

Mechanical Transmutation (Automatic Skill)

Optional.

Requirements

  • When placing the user of this Special Skill on the table for deployment, the player must announce which Troop Profile it is using.
  • This Special Skill can only be used when its user declares the Move Short Movement Skill.
  • The space in which the user of this Special Skill declares the Mechanical Transmutation must have a height and width equal or greater than the Silhouette Template of the Troop Profile he is going to transmute into. Otherwise, the trooper will be not able to perform the Mechanical Transmutation and he will perform an Idle instead.

Effects

  • Mechanical Transmutation provides different Troop Profiles its user can use alternatively during the game.
  • The player can activate this Special Skill each time its user declares the Move Short Movement Skill.
  • When declaring Move, a trooper possessing Mechanical Transmutation can change from one Troop Profile to another shown in his Army List. This change is always performed at the beginning of his Movement, applying the new Troop Profile to the whole sequence of that Short Movement Skill. This will affect the number of inches the trooper can move across the game table, depending on the MOV Attribute of the Troop Profile chosen by the player.
  • If there is not an alternative model to reflect the new Troop Profile used, then the player must place a Transmuted Marker beside the user of this Special Skill to reflect the change of Troop Profile.
  • The Wounds/STR Attribute points of a trooper possessing this Special Skill are shared among all of his Troop Profiles. So, the loss of Wounds/STR points from one of the Troop Profiles will be applied to the others, too.

Mechanical Transmutation Game Example. A Sù Jiàn in its Mobility Form Troop Profile declares a Move + BS Attack Order, announcing that he is also activating the Mechanical Transmutation Special Skill, changing to the Combat Form Troop Profile. The player must apply the replacement of the model and the Troop Profile to the whole Order. So, the Sù Jiàn will be in Combat Form during the whole Order applying the MOV and BS values of this Troop Profile to the Movement and BS Attack declared.

Mechanical Transmutation and Loss of STR Points Game Example. A Sù Jiàn in its Mobility Form Troop Profile loses one point of his STR Attribute. This means he now has just one STR point remaining. When he declares a Move Short Movement Skill, announcing that he is also activating the Mechanical Transmutation Special Skill, and changes to the Combat Form Troop Profile, he will have only one STR point in this Troop Profile.

MetaChemistry

This Special Skill provides its user with random advantages and Special Skills that represent a plethora of combat drug treatments and biotechnological augmentations.

MetaChemistry Level 2 (Deployment Skill)

Optional.

Effects

  • Immediately after placing each trooper with MetaChemistry L2 on the table for deployment, the player may roll once on the MetaChemistry Table (see Infinity N3) or roll once on the MetaChemistry L2 Table, as chosen, to determine that trooper's extra MOD or Special Skill.
  • MetaChemistry L2 cannot be combined with the previous Level. The player can only use one of them.

MetaChemistry L2 Table (roll 1D20)

D20Result
1-4Natural Armor (+1 to ARM) + Bioimmunity
5-8V: Dogged + Total Immunity
9-12Superior Mobility (MOV: 6-4) + Super-Jump
13-16Superior Mobility (MOV: 6-4) + Climbing Plus
17-20Super-Physique (+3 PH) + Regeneration

Minelayer

The user of this Special Skill can secure his point of deployment by placing a Mine, or the Deployable Weapon or piece of Equipment he carries, nearby to prevent enemy troopers from approaching.

Minelayer (Deployment Skill)

Optional.

Requirements

  • Any enemy Camouflage and Hiding Marker cannot be inside the Trigger Area of the Deployable Weapon or piece of Equipment when it is deployed.
  • The deployment of the Deployable Weapon or piece of Equipment must follow the Deployment general conditions.

Effects

  • In the Deployment Phase, this Special Skill allows its user to place the Deployable Weapon or piece of Equipment inside his Zone of Control.
  • If the Deployable Weapon or piece of Equipment has the Disposable Trait, then it will be subtracted from the total of available uses.
  • If the user of this Special Skill deploys using any level of the Infiltration Special Skill, and fails the PH Roll, then in addition to the effects shown in the Infiltration Special Skill rule text, the Minelayer will lose the Deployable Weapon or piece of Equipment, subtracting it from the total of available uses if it has the Disposable Trait.

Minelayer Game Example. In the Deployment Phase, a Muyib possessing the Minelayer Special Skill is deployed inside his Deployment Zone. The player must place the Viral Mine inside the Muyib's Zone of Control, but also inside the Deployment Zone.

Minelayer and Infiltration Game Example 1. In the Deployment Phase, a Croc Man Minelayer uses his Infiltration Special Skill to deploy outside his Deployment Zone, but in his own half of the table. The player must place the Mine inside the Croc Man's Zone of Control, but always inside his own half of the table.

Minelayer and Infiltration Game Example 2. In the Deployment Phase, a Croc Man Minelayer uses his Infiltration Special Skill to deploy in the enemy half of the table. The player must place the Mine inside the Croc Man's Zone of Control, but always outside the enemy Deployment Zone.

Number 2

The owner of this Special Skill is the next in the command echelon to the Team Leader of a Fireteam, being able to replace him if necessary during the combat operations.

Number 2 (Automatic Skill)

Optional.

Requirements

  • To be able to activate this Special Skill, the Number 2 trooper must be part of a Fireteam.
  • The player can only activate this Special Skill when the Team Leader of his Fireteam enters the Isolated state or any Null state.

Effects

  • This Special Skill allows its user to automatically become the new Team Leader of his Fireteam, placing the Team Leader Marker beside him.
  • Even if the previous Team Leader recovers from the Isolated or Null state, the Number 2 trooper will continue to be the Team Leader until the player decides otherwise.

Neurocinetics

The Number 2 is the Fireteam's second in command and is accountable to the Combat Force's lieutenant and the Fireteam Leader for the discipline and safety of the Fireteam's soldiers. Number 2s are designated when organizing the Fireteams, establishing a clear chain of command to prevent disorganization when they are engaged with the enemy. Number 2s are not very common due to the significant experience required to deal effectively with the chaotic situation caused by the fall of the Fireteam Leader.

Neurocinetics (Automatic Skill)

Obligatory.

Effects

  • During the Active Turn, the Burst (B) value of all the BS Weapons of the trooper with this Special Skill are reduced to 1.
  • During the Reactive Turn, Neurocinetics allows the trooper to use the whole Burst (B) value against a single target.

Notes on Neurocinetics

  • If the BS Roll is a Normal Roll, make as many Rolls as the weapon's B value.
  • If the BS Roll is a Face to Face Roll, the resolution is similar to firing in Active Turn, but taking more dice into account. Players make all BS Rolls and then compare them. All modified results that are better than the opponent's best Roll hit their mark and force the target to make an ARM Roll.

Perimeter

This Special Skill defines the so-called perimeter weapons and pieces of Equipment that move around their bearer.

Perimeter (Automatic Skill)

Obligatory.

Requirements

  • In the Reactive Turn, to activate Stand By Mode the Active trooper must be in LoF or ZoC of the bearer when declaring or executing his Order.

Effects

  • When deploying the bearer, the player also places all Perimeter weapons or pieces of Equipment, known as Perimeter Items, this trooper has totally inside his Zone of Control, but following the Deployment general conditions. When deploying these Perimeter Items, no enemy trooper can be inside their Zone of Control. The player can check the ZoC when deploying them and adjust their placement to keep this rule. Otherwise, if due to a Dispersion or to the Deployment conditions the player cannot avoid having any enemy troopers inside his ZoC, Perimeter Items cannot be deployed, and the player must consider them wasted.
  • A Perimeter Item which is not in Stand By Mode will enter the Disconnected state at the end of the Order in which it breaks Coherency with its bearer or if its bearer enters the Isolated, or any Null state.
  • For the purposes of the Expendable Trait, a Perimeter Item is spent when it detonates, it is in Disconnected state, or it is placed in Stand By Mode.
  • Active Turn. Perimeter Items are activated by each Order declared by their bearer. Each time the bearer declares Cautious Movement, Climb, Move, or Jump, his Perimeter Items will perform the same Skill. If the bearer declares any other Skill different from the previously mentioned ones, the Perimeter Items will do nothing, considering it an Idle.

Boost (ARO)

Obligatory.

Requirements

  • An enemy trooper must declare or execute an Order inside the ZoC of the Perimeter Item.
  • The enemy trooper must be in an accessible location inside the ZoC of the Perimeter Item when declaring or executing the Order.

Effects

  • When Boost is declared, the Perimeter Item will always move until it reaches base to base contact with the target, no matter how far the target is inside its Zone of Control, and considering it has the Super Jump and Climbing Plus Special Skills for the purposes of declaring its trajectory. The weapon or piece of Equipment detonates automatically at the end of its movement, when it reaches base to base (or Silhouette template) contact.
  • Once Boost is declared the Perimeter Item always reaches the target, ending its movement and detonating in base to base or Silhouette Template contact.
  • When moving, the Perimeter Items must keep Coherency with their bearer. Each time the bearer declares an Order an Initial and Final Coherency Check must be performed.
  • When a Perimeter Item declares Boost, it can exit the Zone of Control of its bearer.
  • The Perimeter Items provide ARO as they were troopers in the Active Turn. However, the bearer and his Perimeter Items grant a single ARO to each enemy trooper in LoF or ZoC.
  • Boost cannot be declared if the path from the Perimeter Item to the target is blocked, for example by an impassable obstacle (like a wall of infinite height, a closed door or sealed room…) or a space too small for the Silhouette template of the Perimeter Item.
  • Reactive Turn. Each time the bearer declares an ARO an Initial and Final Coherency Check must be performed. In the Reactive Turn, a Perimeter Item can only perform a Boost. If the Perimeter Item is able to declare Boost, its ARO will be always different from the bearer's.
  • Stand By Mode. In Stand By Mode, the Perimeter Item stands still where its bearer placed it until activated by an enemy trooper. Spending one Short Skill or ARO, the bearer can place any number of his Perimeter Items in Stand By Mode, pointing it with a Stand By Marker. This action is considered an Attack. A Perimeter Item cannot be placed in Stand By Mode if there is an enemy Camouflage or TO Marker inside its Zone of Control. This rule does not apply if there is a valid, non-camouflaged enemy inside the ZoC.
  • Perimeter Items are not activated by enemy Camouflage, TO or Impersonation Markers, nor by any Special Skill or piece of Equipment whose description specifies so.

Facing a Perimeter Item. The detonation of a Perimeter Item can only avoided by successfully making a Dodge Normal Roll.

Perimeter Game Item Example #1. The Moran Akinyi, a Nomad Maasai Hunter with two CrazyKoalas (a Perimeter weapon), declares a Move + Discover Order. With the first Short Skill of that Order, Akinyi will move, with his two CrazyKoalas moving and keeping Coherency with him. In the second Short Skill of the Order, Discover, the CrazyKoalas will not do anything because in the Active Turn they can only move.

With the last Order of the Order Pool of his Combat Group Akinyi declares a Move + Move Order. He moves up to a wall with his CrazyKoalas following him. During his adversary's Active Turn the Fusilier Angus, who is on the other side of the wall, declares the first Short Skill of an Order: Move. This activates the two CrazyKoalas, because he is inside their Zone of Control, so they declare Boost and their trajectory: CrazyKoala #2 will move around the wall to impact on Angus at the beginning of his movement while CrazyKoala #1 will move around the wall from the other side to impact on him at the end of his movement. Seeing that he is in range of the two CrazyKoalas, Angus, desperately declares the second Short Skill of his Order, Dodge. He must succeed at a PH Normal Roll to avoid the two Attacks. His PH Attribute value is 10, and he rolls a 5, succeeding at the roll, so he dodges both Attacks. CrazyKoala #2 activates and runs towards Angus when he is starting his movement, getting into base to base contact and detonating automatically. Meanwhile, CrazyKoala #1 activates and runs towards Angus from the other side of the wall, entering in base to base contact and detonating at the end of the Fusilier's movement. But, since Angus succeeded at his Dodge roll he doesn't suffer damage and the CrazyKoalas must be removed from the table.

If Angus had failed his PH Roll, then he would have to make two ARM rolls against Damage 15, applying the Shock Special Ammunition rules, removing the CrazyKoalas from the table after detonation.

Remember: In the Reactive Turn, the Burst value is reduced to one.

Perimeter Game Item Example #2. (Diagram only: Angus, with CrazyKoala 1 and CrazyKoala 2 placed around him.)

Pheroware Tactics

This Special Skill is based upon the Tohaa's extensive use of Pheroware technology, which is of a pheromonic nature. There are two types of Pheroware Tactics: Attack Tactics and Support Tactics.

Remember: The target of a Comms Attack can declare Reset to avoid the Attack.

Pheroware Tactics Chart

Tactic TypeNameAttack MODOpponent MODDamageBTargetSkill TypeSpecial
AttackEndgame00142Trooper possessing Wounds AttributeShort Skill/AROZone of Control. Loss of 1 Wounds point.
AttackEraser0-3132Trooper possessing Wounds AttributeShort Skill/AROZone of Control. DT Special Ammo. State: Isolated
AttackHellzone

Attack Tactics

Endgame (Short Skill/ARO; Comms Attack, No LoF, Optional)

Requirements

  • The user must possess this Special Skill, the Corahtar Discipline L2 Special Skill or a piece of Equipment that allows him to use Pheroware Tactics.
  • The target can only be an enemy trooper possessing the Wounds Attribute.

Effects

  • In the Active Turn, the user may distribute two WIP Rolls among one or multiple targets.
  • Each successful Roll forces the target to make a BTS Roll versus Damage 14.
  • For each failed BTS Roll, the target loses one point of his Wounds Attribute.
  • Critical hits with this Attack Tactic cause the target to lose 1 point from his Wounds Attribute directly, bypassing the usual BTS Roll.
  • The range of this Attack is the user's Zone of Control.

Eraser (Short Skill/ARO; Comms Attack, No LoF, Optional)

Requirements

  • The user must possess this Special Skill, the Corahtar Discipline L2 Special Skill or a piece of Equipment that allows him to use Pheroware Tactics.
  • The target can only be an enemy trooper possessing the Wounds Attribute.

Effects

  • In the Active Turn, the user may distribute two WIP Rolls among one or multiple targets.
  • In a Face to Face Roll, this Pheroware Tactic program imposes a -3 MOD to the target's Attribute.
  • Each successful Roll forces the target to apply the effects of DT Special Ammunition, which forces him to make two BTS Rolls, versus Damage 13.
  • Failing the BTS Roll causes the target to enter the Isolated state, signified by an Isolated Marker (ISOLATED) in base to base contact.
  • Critical hits with this Attack Tactic cause the target to enter the Isolated state directly, bypassing the usual BTS Roll.
  • The effects of this Pheroware Tactic persist until the opponent cancels the induced state by any of the Cancellation clauses for the state.
  • The range of this Attack is the user's Zone of Control.

Hellzone (Short Skill/ARO; Comms Attack, No LoF, Optional)

Requirements

  • The user must possess this Special Skill, the Corahtar Discipline L2 Special Skill or a piece of Equipment that allows him to use Pheroware Tactics.
  • The target can only be an enemy trooper possessing the Wounds Attribute.

Effects

  • In the Active Turn, the user may distribute two WIP+3 Rolls among one or multiple targets.
  • Each successful Roll forces the target to apply the effects of DT Special Ammunition, which forces him to make two BTS Rolls, versus Damage 13.
  • Failing the BTS Roll causes the target to enter the Immobilized-1 state, signified by an Immobilized-1 Marker (IMM-1).
  • Critical hits with this Attack Tactic cause the target to enter the Immobilized-1 state directly, bypassing the usual BTS Roll.
  • The effects of this Pheroware Tactic persist until the opponent cancels the induced state by any of the Cancellation clauses for the state.
  • The range of this Attack is the user's Zone of Control.

Pandemonium (Short Skill/ARO; Comms Attack, No LoF, Optional)

Requirements

  • The user must possess this Special Skill, the Corahtar Discipline L2 Special Skill or a piece of Equipment that allows him to use Pheroware Tactics.
  • The target can only be an enemy trooper possessing the Wounds Attribute.

Effects

  • In the Active Turn, the user may distribute three WIP Rolls among one or multiple targets.
  • In a Face to Face Roll, this Pheroware Tactic imposes a -3 MOD to the target's Attribute.
  • Each successful Roll forces the target to make a BTS Roll versus Damage 14 while suffering the effects of Breaker Special Ammunition, which halves its BTS value (see Infinity N3).
  • Failing the BTS Roll causes the target to enter the Stunned state, signified by a Stunned Marker. This Attack Tactic cannot cause the target to lose any points from his Wounds Attribute.
  • Critical hits with this Attack Tactic cause the target to enter the Stunned state directly, bypassing the usual BTS Roll.
  • The effects of this Pheroware Tactic persist until the opponent cancels the induced state by any of the Cancellation clauses for the state.
  • The range of this Attack is the user's Zone of Control.

Support Tactics

White Noise: Summary. Troopers wearing a Multispectral Visor cannot draw LoF through a White Noise Zone (see Infinity N3 page 165).

First Aid (Short Skill; Optional, Support Tactic)

Requirements

  • The user must possess this Special Skill, the Corahtar Discipline L2 Special Skill or a piece of Equipment that allows him to use Pheroware Tactics.
  • The target must be a friendly trooper possessing the Symbiont Armor piece of Equipment and he must be in Unconscious state.

Effects

  • First Aid allows the user, by passing a Normal WIP Roll, to heal 1 point of the target's Wounds/STR Attribute and cancel his Unconscious state back to Normal.
  • If the user fails his WIP Roll, the target Dies automatically and is removed from play.
  • The user can only declare this Support Tactic once each game.
  • Critical Rolls with this Support Tactic have no special effect.
  • The range of this Pheroware Tactic is the user's Zone of Control.

Nimbus Sphere (Short Skill/ARO; Optional, Reflective, Support Tactic)

Requirements

  • The user must possess this Special Skill, the Corahtar Discipline L2 Special Skill or a piece of Equipment that allows him to use Pheroware Tactics.

Effects

  • By passing a WIP Roll, the user may place a Nimbus Circular Template inside his Zone of Control.
  • The Nimbus Template must be entirely within the Zone of Control.
  • The effects of this Support Tactic persist until the end of the Player Turn, at which point you must remove the Nimbus Circular Template.
  • Each user can only sustain one active Support Tactic at each Player Turn.
  • The user may voluntarily cancel an active Support Tactic by declaring so.
  • Critical Rolls with this Support Tactic have no special effect.

Mirrorball (Short Skill/ARO; Optional, NFB, Reflective, Support Tactic)

Requirements

  • The user must possess this Special Skill, the Corahtar Discipline L2 Special Skill or a piece of Equipment that allows him to use Pheroware Tactics.

Effects

  • By passing a WIP Roll, the user may place a White Noise Circular Template inside his Zone of Control.
  • The White Noise Template must be entirely within the Zone of Control.
  • The effects of this Support Tactic persist until the end of the Player Turn, at which point you must remove the White Noise Circular Template.
  • Each user can only sustain one active Support Tactic at each Player Turn.
  • The user may voluntarily cancel an active Support Tactic by declaring so.
  • Critical Rolls with this Support Tactic have no special effect.

Revitalis (Short Skill/ARO; Optional, Support Tactic)

Requirements

  • The user must possess this Special Skill, the Corahtar Discipline L2 Special Skill or a piece of Equipment that allows him to use Pheroware Tactics.
  • The user must be in Active Symbiont Armor state.

Effects

  • By passing a WIP Roll, the user may recover one Wound point of his Active Symbiont Armor Profile.
  • The user can only declare this Support Tactic once each game.
  • Failing the WIP Roll has no negative consequences for the user, but the user will be not able to declare this Support Tactic again in that game.
  • Critical Rolls with this Support Tactic have no special effect.

Sapper

This Special Skill allows its user to deploy in a fortified emplacement that provides some in-game advantages.

Sapper (Entire Order/Deployment Skill)

Optional.

Requirements

  • The space in which the user of this Special Skill activates the Foxhole state must have a height and width equal or greater than the Silhouette Template of this state.
  • Otherwise, the trooper will be not able to enter the Foxhole state and he will perform an Idle instead.

Effects

  • In the Deployment Phase, this Special Skill allows its user to deploy in the Foxhole state.
  • In the Active Turn, the user of this Special Skill can activate the Foxhole state by spending an Entire Order.

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

Foxhole (State)

Activation

  • During the Deployment Phase the activation is automatic for troopers possessing the Sapper Special Skill.
  • During the Active Turn a trooper possessing the Sapper Special Skill can activate this state by spending an Entire Order and placing a Foxhole Marker beside it.

Effects

  • A trooper in the Foxhole state applies the following effects:
    • The trooper possesses a Silhouette Attribute value of 3 (S3).
    • The trooper is considered to be in base contact with Partial Cover in a 360º arc, and from all other directions and angles.
    • The trooper possesses the CH: Mimetism and V: Courage Special Skills.
  • The Foxhole state is a fixed position and it doesn't allow its user to perform any type of movement (troopers cannot declare Cautious Movement, Climb, Engage, Jump, Lean Out, Move… but can declare Change Facing or Dodge. Troopers are not allowed to move in the Reactive Turn, only to dodge the Attack).

Cancellation

  • A trooper automatically cancels his Foxhole state when entering the Prone state.
  • A Foxhole trooper may automatically cancel this state by declaring the Short Movement Skill Move. The player must announce he is cancelling the Foxhole state when declaring the Short Skill Move. By doing so, the state is cancelled at no cost and the trooper can carry out its Move using its regular MOV and S values.
  • When cancelling the Foxhole state, the trooper loses all the advantages provided by it, the Marker is removed from the game table and the trooper recovers his MOV and Silhouette values.

Specialist Operative

The user of this Special Skill can accomplish missions and objectives when playing scenarios even if he does not have a specified role in the combat force.

Specialist Operative (Automatic Skill)

Optional.

Requirements

  • It is compulsory to be playing a mission or a scenario possessing the Specialist Troops rule to be able to apply this Special Skill.

Effects

  • The user of this Special Skill is considered to be a Specialist Troop and use the special rules the mission or scenario specifies for this type of trooper.
  • The user of this Special Skill must be considered to be a Specialist Troop even if he doesn't fulfill any of the characteristics which define this type of trooper (being a Hacker, an Engineer…) in the parameters of the scenario.

CC Special Skills

As the name implies, CC Special Skills are Special Skills used while engaged in CC. Infinity's N3 Rulebook explains the basics of these Special Skills.

Surprise Shot

Using this Special Skill, a trooper can open fire upon unsuspecting enemies, making them fumble to respond. Players can find the Level 1 of this Special Skill in the Infinity N3 book.

Surprise Shot L2 (Short Skill; BS Attack, Optional)

Requirements

  • In addition to Surprise Shot, the user must be able to use one of the Special Skills CH: Camouflage, CH: Limited Camouflage, CH: TO Camouflage, Impersonation, any Special Skill, piece of Equipment or state that allows its user to play in a Marker state, or any other that explicitly allows its user to make Surprise Shots.
  • The user of this Special Skill must be in a Marker state (Camouflaged, TO, Impersonation-1…) or in the Hidden Deployment state at the time when he receives an Order and activates.

Effects

  • This level has the same effects as Surprise Shot L1, but the MOD to the opponent's Attribute is -6.
  • The MOD provided by this Level is not stackable with the MOD provided by the previous Level.
  • Any Special Skill or piece of Equipment which ignores the MOD provided by Surprise Shot L1 will be applied to this Level too.

Guard

Troopers with this CC Special Skill go into combat with an escort unit that grants them MODs while in CC. Guard has different levels.

Guard (Automatic Skill)

CC Special Skill.

Requirements

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

Effects

  • Each level of Guard provides specific MODs to CC, as shown in the Guard Chart (see page 44).
  • 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.
  • Those in possession of the Guard Special Skill automatically have the Special Skill V: Courage.

Guard Chart

LevelAttack MODOpponent MODDamage MODBurst MODType of DamageSpecial
10-3+10----
2+30+10----
30-3+20----
400

I-Kohl

This is a CC Special Skill that forces a negative MOD upon the opponent. I-Kohl has different levels.

I-Kohl (Automatic Skill)

CC Special Skill.

Requirements

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

Effects

  • As shown in the i-Kohl Chart (see page 44), each Level of this CC Special Skill provides a negative MOD to the opponent in CC, no matter if the owner of i-Kohl declares CC Attack, Dodge or Engage.
  • If a trooper has any Level of i-Kohl, it automatically has all lower Levels. However, you cannot combine the advantages of different Levels of this Special Skill.
  • When using i-Kohl, troopers can employ only one Level from those at their disposal.
  • Players must indicate which Level of i-Kohl they will use when declaring the use of this Special Skill.
  • Troopers with a Structure (STR) Attribute instead of Wounds are immune to the effects of this Special Skill.

i-Kohl Chart

LevelAttack MODOpponent MODDamage MODBurst MODType of DamageSpecial
10-300--*
20-600--*
30-900--*

NOTE *: i-Kohl can be used even when declaring Dodge or Engage.

i-Kohl Example 1. Azra, an Odalisque with i-Kohl L3 is engaged in Close Combat with a Shaolin Monk. In spite of his strict training, the monk cannot help but be affected by the spellbinding presence of the beautiful Odalisque. The Shaolin Monk can use any of his Martial Arts Levels, but he will have to apply a -9 MOD to his CC.

i-Kohl Example 2. With her natural magnetism, beautiful Azra finds herself in base to base contact with a wild and hairy 45th Highlander. However, the unstoppable force of the Caledonian will not make him immune to Azra's i-Kohl spell. The 45th may use his Berserk Special Skill (CC+6) only to see how the L3 i-Kohl turns it into a CC-3 Roll.

i-Kohl Example 3. Beautiful Azra lures a Ninja on an Active Turn. He declares Move and CC against her. Once they come into base to base contact, if Azra reacts by declaring CC Attack or Dodge she will be able to implement her i-Kohl during the Face to Face Roll, but not if she declares a BS Attack.

Natural Born Warrior

Troopers with this CC Special Skill are superb fighters, able to cancel the CC Special Skills of their opponents.

Important! Troopers with any Level of Natural Born Warrior automatically have the Surprise Attack, Stealth and V: Courage Special Skills.

Natural Born Warrior (Automatic Skill)

CC Special Skill.

Requirements

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

Effects

  • The user of this CC Special Skill chooses between two CC Combat Modes, as shown in the Natural Born Warrior Chart (see page 45).
  • The user can choose to use either CC Combat Mode, but not both, as their effects do not combine.
  • When declaring the use of Natural Born Warrior, the user can only choose one CC Combat Mode.
  • The player must indicate which CC Combat Mode he will use when declaring the use of Natural Born Warrior.

Natural Born Warrior Chart

CC Combat ModeAttack MODOpponent MODDamage MODBurst MODType of DamageSpecial
A0000--*
B+30+10----

NOTE *: While in CC, this type of Combat Mode cancels the CC Special Skills of the opponent (except Natural Born Warrior's own Combat Mode A, Assault, and those indicating otherwise in their descriptions) when declaring a CC Attack against the user. However, this Combat Mode doesn't cancel the Special Skills associated to the CC Special Skills, like V: Courage or Stealth, in the case of Martial Arts and Protheion, for example.

Natural Born Warrior vs Martial Arts Game Example. Señor Massacre, a Mercenary possessing the Natural Born Warrior Special Skill, is engaged in CC with Miyamoto Mushashi, a Mercenary with the Martial Arts L5 Special Skill. If Sr. Massacre declares the use of Combat Mode A, Mushashi will cannot use any of his Martial Arts levels, but he can apply V: Courage if he wishes so.

Mushashi cannot use his Dual Wield CC Special Skill, so he must choose which Special Ammunition he will use instead of combining the effects of both.

Let's suppose Mushashi is engaged in CC with Señor Massacre and two Jaguars. Then, Mushashi declares the use of the Martial Arts L5 against his adversaries, and Sr. Massacre declares the use of Combat Mode A. This means that Martial Arts L5 is cancelled, so Mushashi must now choose only one target amongst his three opponents. However, if Mushashi declares the use of the Level 5 against only the two Jaguars, then Sr. Massacre cannot declare the use of Combat Mode A, because he is not the target of a CC Attack.

Natural Born Warrior vs Berserk Game Example. If a 45th Highlander, a trooper possessing the Berserk Special Skill, declares the use of Assault against Señor Massacre, then Combat Mode A has no effect, and the Caledonian can move the total of his both MOV values and perform a CC Attack. However, once they are engaged in CC, if Sr. Massacre declares the use of Combat Mode A, the 45th Highlander cannot apply the Berserk Attack Combat Mode.

Natural Born Warrior vs i-Kohl Game Example. If Señor Massacre is engaged in CC with the beautiful Odalisque Azra and declares the use of Combat Mode A, then she cannot apply any Level of her i-Kohl CC Special Skill.

Natural Born Warrior vs Surprise Attack Game Example. A Ninja who engages in CC with Señor Massacre cannot use the Surprise Attack CC Special Skill and any level of his Martial Arts Special Skill if the mercenary declares the use of Combat Mode A. However, the Ninja can apply V: Courage if he wishes so.

Natural Born Warrior vs Protheion Game Example. If Señor Massacre declares the use of Combat Mode A when engaged in CC with an Umbra Samaritan, the alien warrior cannot use any Level or special effect of his Protheion CC Special Skill. However, the Umbra can apply V: Courage if he wishes so.

Natural Born Warrior vs Poison Game Example. If Señor Massacre is engaged in CC with Tarik Mansuri and declares the use of Combat Mode A, then the Khawarij officer cannot use his Martial Arts and his Poison CC Special Skill. This means Tarik cannot apply the extra BTS Roll provided by this CC Special Skill.

Natural Born Warrior vs Natural Born Warrior Game Example. If a Wulver declares the use of Combat Mode A and the Berserk Attack Combat Mode when engaged in CC with Señor Massacre, then the mercenary cannot use Combat Mode B. However, Sr. Massacre can declare the use of Combat Mode A to cancel the Berserk Attack Combat Mode of his hairy opponent.

Protheion

Some people are particularly adapted for the fray, possessing highly developed combat instincts and carrying hundreds hours of intense training and real combat upon their shoulders. These fighters are able to identify and counteract the movements and tactics of their adversaries. This instinctive fighting skill makes them fearsome opponents against whom it seems there is no chance to attain victory.

The users of this CC Special Skill can increase the value of their Wounds Attribute whenever they inflict Damage during Close Combat.

Protheion (Short Skill/ARO)

Attack, CC Special Skill, Optional.

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 Protheion provides specific MODs to CC, as shown in the Protheion Chart (see page 47).
  • Each Level of Protheion, automatically grants all lower Levels. However, players cannot combine the advantages of different Levels of this Special Skill.
  • When using Protheion, troopers can employ only one Level from those at their disposal.
  • A player must indicate which Level of Protheion he will use when declaring the use of this Special Skill.
  • The use of Protheion is considered a CC Attack. Each successful Protheion CC Attack requires a BTS roll from the target against a Damage value equal to that of the PH Attribute of the owner of said Special Skill. When declaring the use of Protheion, players do not apply the Damage value, Special Ammunition or other rules of any CC Weapon.
  • The target loses one point from the Wounds/ Structure Attribute for every failed BTS Roll.
  • Also, if the target has a Wounds Attribute, then the Protheion users increase the value of their Wounds Attribute by one for every BTS Roll the target fails. The Protheion users indicate this by placing a Power-Up Marker by their side. The Wounds Attribute can be increased by a maximum of two points. Use a Power-Up 2 Marker to indicate this. This Special Effect can only be used against enemy troopers that possess the Wounds Attribute.
  • A Critical with Protheion means the automatic loss of one point from the Wounds/ Structure value from the target. Also, if the target possess the Wounds Attribute, the users of this Special Skill automatically gains one point to their Wounds Attribute.
  • The Protheion user can apply this CC Special Skill when declaring a Coup de Grâce.

Important! Troopers with any Level of Protheion automatically have the Surprise Attack, Stealth and V: Courage Special Skills.

Protheion Chart

LevelAttack MODOpponent MODDamage MODBurst MODType of DamageSpecial
1+30+10PH
20-3+10PH
300+30PH
4000

Example of Protheion Against Opponents with the Wounds Attribute. An Umbra Samaritan with Protheion who wins the CC Face to Face Roll against a Fusilier who fails his BTS roll increases his Wounds Attribute by one point. The target (the Fusilier) loses one point from his Wounds Attribute and goes into the Unconscious state. At this point, if the Umbra Samaritan uses another Short Skill to make a Coup de Grâce with Protheion, he will increase his Wounds Attribute by one more point without having to make any CC Rolls. Just like in other Coup de Grâce situations, the Fusilier will go from an Unconscious state to Dead state. At this point, the Umbra Samaritan has reached the maximum number of Wounds points allowed for this Special Skill and will not be able to increase them any further. However, if he was to lose some points from the Wounds Attribute, he could always use Protheion again against an enemy trooper and, if successful, increase his Wounds Attribute once more.

Example of Protheion Against Opponents with the Structure Attribute. If the Umbra Samaritan faces an opponent with the Structure Attribute (STR) in CC, he will be able to use the MODs given by any Protheion Level he has available. However, if the Umbra Samaritan wins the CC Face to Face Roll, he will not be able to implement the Special Effect, so he will not increase his Wounds Attribute.

Weaponry and Equipment

This expansion enhances the weapons and ammunition available in Infinity N3 with new additions that provide more versatility and variety to the Army Lists of the different powers in the Infinity universe.

Traits

Most weapons and pieces of Equipment have special features called Traits. The Traits listed below are an expansion of the Traits series listed in the Infinity N3 rule book.

  • Automatic. This Special Skill, weapon, or piece of Equipment is automatic and doesn't require a Roll as it provides a fixed result shown between brackets.
  • Burst: Single Target. This weapon can only choose a single target for all shots of the Burst.
  • Comms Attack. The use of this weapon or piece of Equipment is considered an Attack that allows the target to declare a Reset as a reply.
  • Heavy MULTI. This is a multipurpose weapon capable of using different types of Heavy Special Ammunition. This enhanced rule replaces the version previously shown in Infinity N3. Heavy MULTI weapons have 3 Fire Modes:
    • Burst Mode. AP or Shock Special Ammunition. The shooter chooses which of these types of Ammunition to use. The whole Burst must use the same type of Ammunition. This Mode allows the use of the Suppression Fire Trait.
    • Anti-materiel Mode. EXP Special Ammunition. Using this Fire Mode, the shooter fires EXP Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Anti-materiel Trait.
    • Stun Mode. Stun Special Ammunition. Using this Fire Mode, the shooter fires Stun Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Non-Lethal Trait.
  • Light MULTI. This is a multipurpose weapon capable of using different types of Light Special Ammunition. This enhanced rule replaces the version previously shown in Infinity N3. Light MULTI weapons have 3 Fire Modes:
    • Burst Mode. AP or Shock Special Ammunition. The shooter chooses which of these types of Ammunition to use. The whole Burst must use the same type of Ammunition. This Mode allows the use of the Suppression Fire Trait.

Types of Special Ammunition

Certain weapons can fire ammunition with effects that differ from the standard Normal Ammunition. The Types of Special Ammunition listed below are an expansion of the Special Ammunition series listed in the Infinity N3 rule book.

E/M2 Special Ammunition

This ammunition emits an extremely powerful double electromagnetic pulse to disable the target's electronics.

Category: Exotic.

Roll: After a successful attack using E/M2 Special Ammunition, the target must make two BTS Rolls using half his BTS value.

Effects

  • E/M2 Special Ammunition works in the same way as E/M Special Ammunition (see Infinity N3) but forces its target to make two BTS Rolls per impact suffered. E/M2 Special Ammunition reduces the BTS value of its target to half of its original value, rounding up.
  • Critical hits with E/M2 Special Ammunition cause the target suffer its effects (Isolated, etc.) directly, bypassing both halved BTS Rolls.

E/M2 Special Ammunition and CC Weapons. Close Combat Weapons that use E/M2 Special Ammunition cause Normal damage in addition to the E/M effect. Consequently, the target must make an ARM Roll in addition to the BTS Roll (with half its usual BTS value). For both Rolls, the CC Weapon's Damage is the trooper's PH Attribute. Critical hits in CC are always applied to the E/M2 effect.

Attention: This Type of ammunition is forbidden by the Concilium Convention. Its use will be penalized by the international courts.

Weapons which shoot E/M2 Special Ammunition carry larger projectiles with warheads carrying two E/M multifrequency pulse emitters. With this Special Ammunition a soldier gets higher power and effectiveness against protected hi-tech systems.

E/M2 ammunition is basically enhanced E/M ammunition. Design requirements were focused specifically to get an increased power and effectiveness, without any constraint related to the size of the projectiles. E/M2 ammunition has been conceived to load heavy ordnance warheads or just to load disposable weapons, so the size and weight of the projectiles is not an inconvenience.

E/M2 Ammo Quick Reference Chart

BTS AttributeValue Against E/M Ammo
00
32
63
95

Eclipse Special Ammunition

The Eclipse Special Ammunition is a variant of the Smoke Special Ammunition designed to block the effect of the Multispectral Visors.

Category: Exotic.

Effects

  • The Eclipse Special Ammunition works in the same way as Smoke Special Ammunition (see Infinity N3) but the Zero-Visibility Zone it generates also affects Multispectral Visors, preventing them from drawing LoF, regardless of their Level.

The Eclipse smoke is the evolution of the traditional Smoke ammunition, totally impenetrable to the modern optical and sensor devices. The Eclipse Special Ammunition creates a canceled visibility area, which cannot be penetrated by any scanner or optical tracking device.

Flash Special Ammunition

A variety of non-lethal weapons and devices capable of temporarily incapacitating a target by overloading his visual receptors. This new rule replaces the version previously shown in Infinity N3.

Category: Exotic.

Roll: After a successful Attack using Flash Special Ammunition, the target must make a BTS Roll.

Effects

  • Failing the BTS Roll causes the target to enter the Stunned state, placing a Stunned Marker beside him.
  • Additionally, failing the BTS Roll causes the target to fail the subsequent Guts Roll for having survived an attack, unless he has the Special Skill V: Courage or an equivalent.
  • Critical hits with Flash Special Ammunition cause the target to enter the Stunned state directly, bypassing the usual BTS Roll, and to fail the Guts Roll too.

Flash Special Ammunition emits focused beams of light and sound to stun the target. This term is also used for concentrated bursts of data capable of jamming a target's sensory ports. Generally speaking, the overwhelming Flash interferes with the target's eyes and sensors, causing temporary blindness and disorientation. Against organic beings, it can also affect the inner ears, provoking vertigo and nausea. Against inorganic troops, the sensory overload cascades into the control systems, causing similar effects.

Pheromonic Special Ammunition

This a type of lethal ammunition based on modified pheromones that not only cause damage to the target but also marks them.

Category: Exotic.

Roll: After a successful attack using Pheromonic Special Ammunition, the target must make a BTS Roll.

Effects

  • Each BTS Roll failed against Pheromonic Special Ammunition causes the target to lose one point from his Wounds/STR Attribute.
  • Moreover, the target enters directly into the Targeted state, whether he succeed at the BTS Roll or not, placing a Targeted Marker on his side.
  • The effective use of this ammunition is considered a successful Forward Observer Attack in regards to accomplishing Objectives in missions or scenarios.
  • Critical hits with Pheromonic Special Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the usual BTS Roll. Moreover, the target directly enters into the Targeted state.

The pheromonic ammunition is a type of advanced biological ammunition characteristic of the Tohaa arms industry. This race has a long tradition developing military applications of its pheromonic technology.

Stun Special Ammunition

A type of ammunition devised to incapacitate its target without killing it.

Category: Exotic.

Roll: After a successful attack with Stun Special Ammunition, the target must make two BTS Rolls.

Effects

  • Stun Special Ammunition forces its target to make two BTS Rolls per impact suffered.
  • A failed BTS Roll against Stun Special Ammunition causes the target to enter the Stunned State.
  • Additionally, failing the BTS Roll causes the target to fail the subsequent Guts Roll for having survived an Attack, unless he has the Special Skill V: Courage or an equivalent.
  • Critical hits with Stun Special Ammunition cause the target to enter the Stunned state directly, bypassing the usual BTS Roll, and to fail the Guts Roll too.

The term Stun Special Ammunition embraces different types of non-lethal ammunition (Electrical, chemical, concussive, etc.) designed with the purpose of incapacitating the target without killing it. This is a type of ammunition characteristic of police and antiterrorist operations. It is used in riot control and hostage operations, missions requiring the capturing the targets alive, and also those undertaken in sensitive areas, such as pressurized environments.

Stun Special Ammunition and Weapons Loaded with Special Ammunition. If by mutual accord between players or if the scenario allows it, those weapons loaded with only one type of Special Ammunition can load Stun Ammunition (for example an AP Rifle). In such situation, the Stun Ammunition replaces the Special Ammunition of the weapon, being the only ammunition this weapon can shoot during the game. This replacement doesn't affect the weapon profile. Players must announce this change when deploying the trooper.

Example: Stun Ammunition and Weapons Loaded with Special Ammunition. During the Deployment Phase of a game, the player declares that the AP Rifle of his Veteran Kazak is loaded with Stun Special Ammunition. So, during the whole game, this trooper can only shoot this type of ammunition.

T2 Special Ammunition

A high value ammunition that causes severe damage to the target.

Category: Exotic.

Roll: After a successful attack using T2 Special Ammunition, the target must make an ARM Roll.

Effects

  • If the target fails its ARM Roll, it loses two points from its Wounds/STR Attribute.
  • Critical hits with T2 Special Ammunition cause the target to lose two points directly from his Wounds/STR Attribute, bypassing the usual ARM Roll.

T2 and Terrain. T2 Special Ammunition can affect structures and pieces of scenery that have a profile with Attributes and have been identified as possible targets by previous agreement or by the scenario rules.

Attention: Use of this Special Ammunition is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

This Special Ammunition designates jacketed hollow-point projectiles covered in a double reinforced coating of fragmenting Teseum. The poorly-refined production process of the Teseum weakens the alloy that coats the tip of these rounds, causing them to splinter into multiple tiny and deadly fragments when impacting a target.

Viral Special Ammunition

This ammunition is characterized by its enhanced damage capability against living targets.

Category: Teseum. Bio-Munition, Exotic.

Roll: After a successful attack using Viral Special Ammunition, the target must make two BTS Rolls.

Effects

  • Viral Special Ammunition forces its target to make two BTS Rolls per impact suffered.
  • The second BTS Roll is mandatory, even if the target fails the first one or falls Unconscious.
  • Each BTS Roll failed against Viral Special Ammunition causes the target to lose one point from his Wounds/STR Attribute.
  • Critical hits with Viral Special Ammunition cause the target to lose 1 point directly from his Wounds/STR Attribute, bypassing the usual BTS Roll (the target must still make the remaining Roll).
  • If the target has a Wounds Attribute of 1 on his profile and fails a BTS Roll against Viral Special Ammunition, then he enters the Dead state directly, bypassing the Unconscious state. This specific special effect does not apply to:
    • Units whose Wounds Attribute is higher than 1 on their profile (such as Heavy Infantry).
    • Troopers who, during the course of the game, increased their Wounds Attribute above 1.
    • Units with a Structure (STR) Attribute instead of a Wounds Attribute, such as Remotes, TAGs, Vehicles, etc.
    • Units possessing more than one Troop Profile whose cumulative Wounds Attribute is greater than one (for example, units with Transmutation).

Important: A target of Viral Special Ammunition that enters the Dead state directly, bypassing the Unconscious state, cannot activate the Spawn-Embryo, V: Dogged, or V: No Wound Incapacitation states.

Viral Special Ammunition and Shasvastii Game Example. A Shasvastii Malignos who suffers a hit with Viral Special Ammunition and fails one of both BTS Rolls must be removed from the game table, ignoring the SpawnEmbryo state.

Attention: Use of this Special Ammunition is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Types of Weapons

Weapon profiles below give the printed Damage, Burst (B), Ammunition and Traits, followed by the Range modifiers where the book prints a range ruler. Background and flavour text on the weapon pages has been omitted; the rules, profiles and tables are transcribed. Range ruler labels are Short, Medium, Long and Maximum, with their printed MOD values.

Akrylat-Kanone

A disposable support weapon that fires Adhesive Special Ammunition.

  • Damage: -- B: 1 Ammunition: Adhesive
  • Traits: Disposable (2), Non-Lethal.
  • Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / -3

Blitzen

A disposable support weapon that shoots long range projectiles loaded with E/M2 Special Ammunition.

  • Damage: 14 B: 1 Ammunition: E/M2
  • Traits: Disposable (2)
  • Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / -3

Attention: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Chain-Colt

A Direct Template BS weapon.

  • Damage: 13 B: 1 Ammunition: N (Normal, as printed)
  • Traits: Direct Template (Small Teardrop), Intuitive Attack

Attention: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Chest Mines

This is just an antipersonnel mine its user has strapped onto his chest plate to use as a limited use Direct Template or CC weapon.

BS Weapon Mode (Short Skill/ARO)

  • Damage: 13 B: 1 Ammunition: Shock
  • Traits: Disposable (2), Direct Template (Small Teardrop), Intuitive Attack

CC Weapon Mode

  • Damage: 13 B: 1 Ammunition: Shock
  • Traits: CC (+3), Disposable (2)

Effects

  • This weapon has two Modes of use, as a BS Weapon and as a CC Weapon, also it has a special Self Detonation in CC.
  • BS Weapon. The Chest Mines work as Direct Template Weapons with limited uses. In this Mode, the user can apply the Twin Weapons rule, if he has not spent either of his two Chest Mines (Disposable 2).
  • CC Weapon. In CC, the Chest Mines work as a CC Weapon and don't use a Template. In CC, this weapon applies a MOD of +3 to the CC of its bearer. If the user wins the Face to Face Roll, the Chest Mines will affect all enemy troopers in base to base contact with its bearer. This weapon cannot be used in CC if there are friendly troopers in base to base contact with its bearer.
  • The detonation of the Chest Mines in any of its two Modes does not affect the bearer.
  • Self Detonation in CC. This effect will only apply if the bearer is engaged in CC. If the bearer of the Chest Mines falls Unconscious while engaged in CC, each unconsumed Chest Mine will detonate at the end of the Order in which the bearer falls into said state. Self Detonation affects all enemy troopers in base to base contact with its bearer, or if the trooper goes directly into the Dead State.
  • The Disposable (2) Trait is shared between both Modes. The bearer of this weapon has only two uses available, no matter the Mode he would be using.

Chest Mines Example: BS Weapon. During his Active Turn, a Blackjack has not spent any of his two Chest Mines (Disposable 2) and declares a BS Attack with them. He can apply the Twin Weapons rule (see Infinity N3) that grants him a +1 to the Burst and allows him to target different enemies. However, this does means the Attack of the Blackjack consumes his two Chest Mines, and requires placing an UNLOADED Marker next to the model at the end of the Order.

Chest Mines Example: CC Weapon. During his Active Turn, a Blackjack equipped with Chest Mines (Disposable 2) declares a CC Attack with one of them. The Chest Mine used as CC Weapon grants him a +3 MOD to his CC Attribute.

Chest Mines Example: Self Detonation. Let's assume that the Blackjack equipped with Chest Mines (Disposable 2) is defeated in CC, fails the ARM Rolls, and enters the Unconscious state. Because there are no friendly models in base to base contact with the Blackjack the Self Detonation of the Chest Mines happens. Since the Blackjack has not consumed either of his two Chest Mines, the Self Detonation of both of them happens. So, all enemy troopers in base to base contact with the Blackjack must make two ARM Rolls, even those who succeeded at a Dodge but didn't disengage from the CC.

CrazyKoalas

A perimeter weapon possessing a tracking warhead activated by enemy proximity, which pursues a target until it contacts it.

  • Damage: 15 B: 1 Ammunition: Shock
  • Traits: Deployable, Disposable (2), Non-Lootable.
  • Special Skills: Perimeter.
  • Profile: ARM 0, BTS 0, STR 1, S 1, MOV 6-4.

Attention: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Contender

A BS weapon with a low Burst value that loads DA Special Ammunition.

  • Damage: 13 B: 1 Ammunition: DA
  • Traits: Anti-materiel
  • Range MOD (Short / Medium / Long / Maximum): 0 / +3 / -3 / -6

D-Charges

Demolition (or simply D) Charges is the generic name for any number of remotely detonated explosive charges. As a weapon, they have been designed to demolish structures, objectives and terrain alike, but they can also be used in Close Combat. This new rule replaces the version previously shown in Infinity N3.

Detonate D-Charges (Short Skill/ARO)

  • Troopers with D-Charges may remotely detonate, without range or LoF restrictions and without a Roll, a D-Charge previously planted by themselves or by any other trooper from their army.

D-Charges (Short Skill/ARO, CC Attack)

  • Damage: 14 B: 1 Ammunition: AP + EXP
  • Traits: Anti-materiel, Deployable, Disposable (3) (Deployable Mode); Anti-materiel, CC (-3), Disposable (3) (CC Mode)

Effects

The D-Charges possess two different Modes of use from which players can choose.

  • Deployable Mode. Using D-Charges as Deployable Weapons is a two-step process: Planting and Detonating.
    • Planting: Planting a D-Charge on a piece of scenery or on an enemy trooper in an Immobilized (IMM-1 or IMM-2) or any Null state. In base to base contact, spend one Short Skill of an Order or ARO. No Roll needed.
    • Detonating a D-Charge: The user, or another friendly trooper with D-Charges or the Special Skill Engineer, spends one Short Skill of an Order or an ARO (if ARO Requirements are fulfilled). No Roll needed.
    • D-Charges can only be detonated if they have been previously planted.
    • To be able to deploy a D-Charge in Deployable Mode, the user must be in or enter base to base contact with the target.
  • CC Mode. When engaged in CC, D-Charges function as a CC Weapon with limited uses.
    • In CC this weapon applies a -3 MOD to the CC Attribute of their user.
    • In CC this weapon detonates in the same Order in which their user has won the Face to Face or Normal CC Roll.
    • The detonation of a D-Charge in CC doesn't affect its user.
    • To be able to use a D-Charge in CC Mode, the user trooper must be in base to base contact with the target.
  • The Disposable (3) Trait is shared between both Modes. The bearer of this weapon has only three uses available, no matter the Mode he would be using.

D-Charges have been designed to cause a controlled, directed detonation capable of penetrating a target's armor. They have a directional cover over a hollow charge, so the explosion affects only the surface to which they are attached. This limits collateral damage and allows the operator to detonate them while in the proximity of the target. As their name implies, D-Charges are typically used for demolition purposes and they are particularly useful in destroying and dismantling vehicles, structures and walls.

D.E.P.

A light support weapon whose warhead combines the effect of the AP + EXP Special Ammunition.

  • Damage: 14 B: 1 Ammunition: AP + EXP
  • Traits: Anti-materiel, Disposable (1)
  • Range MOD (Short / Medium / Long / Maximum): 0 / +3 / -3 / -6

E/Marat

A Direct Template BS weapon that fires E/M Special Ammunition.

  • Damage: 13 B: 1 Ammunition: E/M
  • Traits: Direct Template (Large Teardrop), Intuitive Attack

Attention: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

E/Mitter

A BS weapon loaded with E/M2 Special Ammunition.

  • Damage: 13 B: 1 Ammunition: E/M2
  • Range MOD (Short / Medium / Long / Maximum): 0 / +3 / -3 / -6

Electric Pulse

A contact-activated, electricity-based CC Weapon. This new rule replaces the version previously shown in Infinity N3.

CC Attack (Short Skill/ARO)

  • Requirements: Base to base contact.
  • Damage: -- B: 1 Ammunition: --
  • Traits: 2 Turns, Automatic (7), CC, State: IMM-2, Non Lootable.

Effects

  • This CC Weapon works automatically. Each time its use is declared, it is always considered that its user obtained a result of 7, so the player is not required to roll for CC in any way. This automatic result is always considered successful, regardless the CC Attribute value of the bearer.
  • If the opponent fails the Face to Face Roll against the automatic result of 7, he will be in the Immobilized-2 state for 2 Turns (The effect cancels automatically at the end of the next Player Turn), placing the corresponding IMM-2 Marker.
  • This CC Weapon does not apply Critical Hits, which it considers a normal success.
  • This CC Weapon does not allow either the user or his adversaries to apply any MOD to the CC or PH Attributes when performing the Face to Face CC Roll from any rule, Special CC Skill, weapon, or piece of Equipment.

Electric Pulse, CC Special Skills, and Equipment Example. A Remote with Electric Pulse declares a CC Attack in a Coordinated Order along with a friendly trooper against an enemy Oniwaban. Using Electric Pulse, the Remote can apply the +1 Burst MOD the Coordinated Order provides to the trooper designated as Spearhead. This is because the MOD is applied to the Burst, but not to the CC Roll. In the same way, if the Oniwaban declares he is using Martial Arts L3, he cannot apply either the negative MOD this Level imposes to the opponent, or the positive MOD to the owner of this CC Special Skill. However, the Oniwaban can instead declare the use of Martial Arts L4 and apply the +1 to the Burst provided by this level, as it is a MOD not related to the CC or PH Attributes in the Face to Face CC Roll. Then, the Remote is considered to have obtained two results of 7. If the Oniwaban fails the Face to Face Roll he will enter the Immobilized-2 state.

If the adversary of the Remote were a trooper possessing the Hyper-Dynamics Special Skill, then this trooper could not apply the MOD to the PH Attribute this Special Skill provides when declaring Dodge, as it is a MOD applied to the PH Attribute in the Face to Face CC Roll.

Electric Pulse and Berserk CC Special Skill Example. A wild 45th Highlander Rifle declares a Berserk Attack against an enemy Remote with Electric Pulse. As this CC Special Skill turns the usual CC Face to Face Roll into two CC Normal Rolls, the Remote automatically succeeds in its CC Normal Roll. The 45th Highlander will probably succeed in his CC Normal Roll but he will automatically enter the Immobilized-2 state at the end of the Order.

Feuerbach

This heavy support weapon possesses two different Shooting Modes from which players can choose.

  • Burst Mode combines the effects of the AP and DA Special Ammunition. The Explosive Mode loads Explosive Special Ammunition, but it possesses a lower Burst value.
  • Feuerbach (Burst Mode): Damage: 14 B: 2 Ammunition: AP+DA Traits: Anti-materiel. Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / 0.
  • Feuerbach (Explosive Mode): Damage: 14 B: 1 Ammunition: EXP Traits: Anti-materiel. Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / 0.

Flammenspeer

A disposable weapon which shoots projectiles loaded with Fire Special Ammunition. This weapon possesses two different Shooting Modes.

  • Blast Mode possesses the Impact Template (Circular) Trait and applies the Fire Special Ammunition across the whole Area of Effect of the Circular Template.
  • Hit Mode lacks the Impact Template Trait, but possesses a higher Damage value.
  • The Disposable (2) Trait is shared between both Shooting Modes. The bearer of this weapon has only two uses available, no matter the Mode he would be using.
  • Flammenspeer (Blast Mode): Damage: 14 B: 1 Ammunition: Fire Traits: Disposable (2), Impact Template (Circular). Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / -3.
  • Flammenspeer (Hit Mode): Damage: 15 B: 1 Ammunition: Fire Traits: Disposable (2). Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / -3.

Attention: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Grenade Launcher (GL)

A BS Weapon capable of accepting different types of projectiles (explosive, smoke, E/M…) specified in its Weapon Profile, and using Speculative Fire.

Eclipse Light Grenade Launcher. This variant fires only non-lethal Eclipse Special Ammunition.

  • Damage: -- B: 1 Ammunition: Eclipse
  • Traits: Impact Template (Circular), Non-Lethal, Reflective, Special Dodge, Speculative Fire, Targetless.
  • Range MOD (Short 0–8 / Medium 8–16 / Long 16–24 / Maximum 24–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Stun Light Grenade Launcher. This version of the light model fires Stun Special Ammunition.

  • Damage: 15 B: 1 Ammunition: Stun
  • Traits: Impact Template (Circular), Non-Lethal, Speculative Fire.
  • Range MOD (Short 0–8 / Medium 8–16 / Long 16–24 / Maximum 24–48): 0 / +3 / -3 / -6; beyond 48 no fire.

When the anti-terrorist or police forces need to increase the range of their Stun rounds they use light grenade launchers, which allow them to reach zones previously inaccessible to hand thrown grenades.

Grenades

A BS Throwing Weapon, useful at short range against groups of enemies or obscured targets.

Eclipse Grenades. A non-lethal variant of the grenade loaded with Eclipse Special Ammunition.

  • Damage: -- B: 1 Ammunition: Eclipse
  • Traits: Impact Template (Circular), Non-Lethal, Reflective, Special Dodge, Speculative Fire, Targetless, Throwing Weapon.
  • Range MOD (Short 0–8 / Medium 8–16): +3 / -3; beyond 16 no fire.

Stun Grenades. A version of this Throwing Weapon that loads Stun Special Ammunition.

  • Damage: 15 B: 1 Ammunition: Stun
  • Traits: Impact Template (Circular), Non-Lethal, Speculative Fire, Throwing Weapon.
  • Range MOD (Short 0–8 / Medium 8–16): +3 / -3; beyond 16 no fire.

Heavy Machine Gun (HMG)

A powerful long-range support BS weapon with a high Burst value.

No base HMG profile block is printed on this page of the source; the variant profiles below are printed in full.

MULTI HMG

The main advantage of the MULTI HMG is its capacity to fire Heavy MULTI Ammunition, giving the user the chance to choose between three different Shooting Modes on the fly. This new Weapon Profile replaces the version previously shown in Infinity N3.

  • MULTI HMG (Burst Mode): Damage: 15 B: 4 Ammunition: AP/Shock Traits: Heavy MULTI, Non-Lootable, Suppressive Fire. Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / -3.
  • MULTI HMG (Anti-materiel Mode): Damage: 15 B: 1 Ammunition: EXP Traits: Anti-materiel, Heavy MULTI, Non-Lootable. Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / -3.
  • MULTI HMG (Stun Mode): Damage: 15 B: 1 Ammunition: Stun Traits: Heavy MULTI, Non-Lethal, Non-Lootable. Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / -3.

Conceived as heavy support weapons, MULTI HMGs are auto-cooled, allowing their operator to fire continuously for long periods of time without fear of heat damage to the barrel or the firing mechanisms. Multiple feeding magazines and preprogrammed systems give this weapon more versatility by enabling the operator to choose the ammunition best suited to the variable conditions of battle.

Hyper-Rapid Magnetic Cannon (HMC)

A support BS Weapon that shoots Light MULTI Ammunition, giving the user the chance to choose between three different Shooting Modes on the fly. HMCs have one of the highest Burst values on the Infinity Weapons Chart. This new Weapon Profile replaces the version previously shown in Infinity N3.

  • HMC (Burst Mode): Damage: 15 B: 5 Ammunition: AP/Shock Traits: Light MULTI, Non-Lootable, Suppressive Fire. Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / 0.
  • HMC (Anti-materiel Mode): Damage: 15 B: 1 Ammunition: DA Traits: Anti-materiel, Light MULTI, Non-Lootable. Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / 0.
  • HMC (Stun Mode): Damage: 15 B: 1 Ammunition: Stun Traits: Light MULTI, Non-Lethal, Non-Lootable. Range MOD (Short / Medium / Long / Maximum): -3 / 0 / +3 / 0.

Jammer

This Technical Weapon doesn't require LoF and acts in the user's Zone of Control, inducing the Isolated state.

  • The user of a Jammer can declare a BS Attack using his WIP Attribute against a target within his ZoC. However, this weapon does not require LoF to the target.
  • A successful Roll forces the target to make a BTS Roll versus Damage 13.
  • Failing the BTS Roll causes the target to enter the Isolated state, signified by an Isolated Marker in base to base contact.
  • Critical hits with a Jammer put the target directly into the Isolated state, bypassing the usual BTS roll.
  • The user of a Jammer can declare an Intuitive Attack to target a Camouflage or TO Marker within his ZoC.
  • Jammer profile: Damage: 13 B: 1 Ammunition: -- Traits: Comms Attack, Intuitive Attack, No LoF, State: Isolated, Technical Weapon, Zone of Control.

Remember: The target of a Comms Attack can declare Reset to avoid the Attack.

Katyusha MRL

A Multiple Rocket Launcher designed as an area saturation weapon. This weapon possesses two different Shooting Modes from which players can choose.

  • Blast Mode possesses the Impact Template (Circular) Trait and can perform Speculative Fire. Guided Mode applies the Guided Trait that allows its projectiles to home in on a target previously flagged by a Forward Observer. Both Modes apply DA Special Ammunition across the whole Area of Effect of the Template.
  • Katyusha MRL (Blast Mode): Damage: 14 B: 1 Ammunition: DA Traits: Anti-materiel, Impact Template (Circular), Non-Lootable, Speculative Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–40 / Maximum 40–48): 0 / +3 / -3 / -6; beyond 48 no fire.
  • Katyusha MRL (Guided Mode): Damage: 14 B: 1 Ammunition: DA Traits: Anti-materiel, Guided, Impact Template (Circular), Non-Lootable.

Madtraps

A non-lethal perimeter weapon possessing a tracking warhead activated by enemy proximity, which pursues a target until it contacts it.

  • Madtrap profile: ARM 0 BTS 0 STR 1 S 1 MOV 6-4. Special Skills: Perimeter.
  • Madtrap (weapon): Damage: -- B: 1 Ammunition: Adhesive Traits: Deployable, Disposable (2), Non-Lootable, Non-Lethal.

Marksman Rifle

In game terms, this weapon can be considered a medium-long range weapon.

  • Marksman Rifle: Damage: 13 B: 3 Ammunition: N Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–24 / Long 24–40 / Maximum 40–48): -3 / +3 / -3 / -6; beyond 48 no fire.

AP Marksman Rifle. A variant of the Marksman Rifle that shoots AP Special Ammunition.

  • Damage: 13 B: 3 Ammunition: AP Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–24 / Long 24–40 / Maximum 40–48): -3 / +3 / -3 / -6; beyond 48 no fire.

Shock Marksman Rifle. This version of the Marksman Rifle is loaded with Shock Special Ammunition.

  • Damage: 13 B: 3 Ammunition: Shock Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–24 / Long 24–40 / Maximum 40–48): -3 / +3 / -3 / -6; beyond 48 no fire.

Mines

Mines are a type of Deployable Weapon used to control small areas of the battlefield and influence the movement of enemy troopers.

Viral Mines (Short Skill/ARO; Attack)

  • Requirements: In the Reactive Turn, LoF to the Active trooper is required.
  • Effects: Viral Mines follow the same rules as Anti-Personnel Mines, but use Viral Special Ammunition instead of Shock.
  • Viral Mine profile: ARM 0 BTS 0 STR 1 S 0.
  • Viral Mines (weapon): Damage: 12 B: 1 Ammunition: Viral Traits: Concealed, Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack.

Attention: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Mk12

A BS weapon characterized by its increased accuracy and firepower.

  • Mk12: Damage: 15 B: 3 Ammunition: N Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–24 / Long 24–32 / Maximum 32–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Molotok

A BS weapon designed to operate in medium range with a high rate of fire that shoots AP Special Ammunition.

  • Molotok: Damage: 13 B: 4 Ammunition: AP Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–24 / Long 24–32 / Maximum 32–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Pistol

A BS weapon useful both at short range and in CC.

Assault Pistol. A short range BS weapon characterized by its high rate of fire.

  • Damage: 13 B: 4 (1 in CC) Ammunition: N Traits: CC. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24): +3 / 0 / -6; beyond 24 no fire.

Stun Pistol. A short range BS weapon that fires Stun Special Ammunition.

  • Damage: 11 B: 2 (1 in CC) Ammunition: Stun Traits: CC, Non-Lethal. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24): +3 / 0 / -6; beyond 24 no fire.

Viral Pistol. A variant of the Pistol that fires Viral Special Ammunition.

  • Damage: 12 B: 2 (1 in CC) Ammunition: Viral Traits: CC. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24): +3 / 0 / -6; beyond 24 no fire.

Pitcher

A support BS Weapon that shoots Deployable Repeaters, a range amplifier for Hackers. A successful BS Roll allows players to place a Deployable Repeater Marker (REPEATER) at the point of impact.

  • Pitcher: Damage: -- B: 1 Ammunition: -- Traits: Disposable (2), Indiscriminate, Non-Lethal, Speculative Fire, Targetless. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24 / Maximum 24–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Pulzar

An advanced Direct Template BS Weapon which loads Nanotech Special Ammunition.

  • Pulzar: Damage: 13 B: 1 Ammunition: Nanotech Traits: Direct Template (Large Teardrop), Intuitive Attack, Non-Lootable.

Red Fury

A medium-long range BS weapon with a high rate of fire that loads Shock Special Ammunition.

  • Red Fury: Damage: 13 B: 4 Ammunition: Shock Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–24 / Long 24–40 / Maximum 40–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Rifle

The rifle is the standard BS weapon. A versatile firearm, it has considerable power and is most effective at medium range. Due to its success as a standard-issue gun, it is the basis for a profusion of variants.

No base Rifle profile block is printed on this page of the source; the variant profiles below are printed in full.

MULTI Rifle. MULTI Rifles are variants of the Combi Rifle that give their user the ability to choose between three different Shooting Modes on the fly. This new Weapon Profile replaces the version previously shown in Infinity N3.

  • MULTI Rifle (Burst Mode): Damage: 13 B: 3 Ammunition: AP/Shock Traits: Light MULTI, Suppressive Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–32 / Maximum 32–48): +3 / +3 / -3 / -6; beyond 48 no fire.
  • MULTI Rifle (Anti-materiel Mode): Damage: 13 B: 1 Ammunition: DA Traits: Anti-materiel, Light MULTI. Range MOD (Short / Medium / Long / Maximum): +3 / +3 / -3 / -6.
  • MULTI Rifle (Stun Mode): Damage: 14 B: 1 Ammunition: Stun Traits: Light MULTI, Non-Lethal. Range MOD (Short / Medium / Long / Maximum): +3 / +3 / -3 / -6.

T2 Rifle. This version of the conventional Rifle has been specially adapted to shoot T2 Special Ammunition.

  • Damage: 13 B: 3 Ammunition: T2 Traits: Anti-materiel, Suppressive Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–32 / Maximum 32–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Viral Rifle. A variant of the Rifle loaded with Viral Special Ammunition.

  • Damage: 13 B: 3 Ammunition: Viral Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–32 / Maximum 32–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Viral Combi Rifle. A variant of the Combi Rifle specially designed to shoot Viral Special Ammunition.

  • Damage: 13 B: 3 Ammunition: Viral Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–32 / Maximum 32–48): +3 / +3 / -3 / -6; beyond 48 no fire.

Rocket Launcher (RL)

A versatile support weapon possessing different Shooting Modes which allows it to adapt to variable combat conditions.

Light Rocket Launcher (Light RL). This weapon possesses two different Shooting Modes from which players can choose. Blast Mode possesses the Impact Template (Circular) Trait and applies the Fire Special Ammunition across the whole Area of Effect of the Circular Template. The Hit Mode lacks the Impact Template Trait, but it possesses a higher Damage value.

  • Light Rocket Launcher (Blast Mode): Damage: 13 B: 2 Ammunition: Fire Traits: Impact Template (Circular). Range MOD (Short 0–8 / Medium 8–24 / Long 24–32 / Maximum 32–48): 0 / +3 / -3 / -6; beyond 48 no fire.
  • Light Rocket Launcher (Hit Mode): Damage: 14 B: 2 Ammunition: Fire. Range MOD (Short 0–8 / Medium 8–24 / Long 24–32 / Maximum 32–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Smart Rocket Launcher (Smart RL). Smart Rocket Launchers are a more advanced version of the Rocket Launcher, possessing two different Shooting Modes from which players can choose. Guided Mode applies the Guided Trait that allows its projectiles to home in on a target previously flagged by a Forward Observer. Blast Mode possesses a higher Burst value. Both Modes apply Fire Special Ammunition across the whole Area of Effect of the Circular Template.

  • Smart Rocket Launcher (Guided Mode): Damage: 14 B: 1 Ammunition: Fire Traits: Guided, Impact Template (Circular).
  • Smart Rocket Launcher (Blast Mode): Damage: 14 B: 2 Ammunition: Fire Traits: Impact Template (Circular). Range MOD (Short 0–8 / Medium 8–16 / Long 16–32 / Maximum 32–48): -3 / 0 / +3 / -3; beyond 48 no fire.

Heavy Rocket Launcher (Heavy RL). This weapon possesses two different Shooting Modes from which players can choose. Blast Mode possesses the Impact Template (Circular) Trait and applies the Fire Special Ammunition across the whole Area of Effect of the Circular Template. The Hit Mode lacks the Impact Template Trait, but it possesses a higher Damage value.

  • Heavy Rocket Launcher (Blast Mode): Damage: 14 B: 2 Ammunition: Fire Traits: Impact Template (Circular). Range MOD (Short 0–8 / Medium 8–16 / Long 16–32 / Maximum 32–48): -3 / 0 / +3 / -3; beyond 48 no fire.
  • Heavy Rocket Launcher (Hit Mode): Damage: 15 B: 2 Ammunition: Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–32 / Maximum 32–48): -3 / 0 / +3 / -3; beyond 48 no fire.

Shotgun

There are different kinds of shotguns, but all are short-range BS weapons, packing quite a punch despite their comparatively low Burst value.

T2 Boarding Shotgun. This powerful Shotgun offers two different Shooting Modes from which players can choose. Blast Mode possesses the Impact Template (Small Teardrop) Trait. The T2 Mode lacks the Impact Template Trait, but applies the T2 Special Ammunition.

  • T2 Boarding Shotgun (Blast Mode): Damage: 14 B: 2 Ammunition: N Traits: Impact Template (Small Teardrop). Range MOD (Short 0–8 / Medium 8–16 / Long 16–24): +6 / 0 / -3; beyond 24 no fire.
  • T2 Boarding Shotgun (T2 Mode): Damage: 14 B: 2 Ammunition: T2 Traits: Anti-materiel. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24): +6 / 0 / -3; beyond 24 no fire.

Attention: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Vulkan Shotgun. This powerful Shotgun offers two different Shooting Modes from which players can choose. Blast Mode possesses the Impact Template (Small Teardrop) Trait and applies the Fire Special Ammunition. Meanwhile, the AP Mode lacks the Impact Template Trait, but applies the AP Special Ammunition.

  • Vulkan Shotgun (Blast Mode): Damage: 14 B: 2 Ammunition: Fire Traits: Impact Template (Small Teardrop). Range MOD (Short 0–8 / Medium 8–16 / Long 16–24): +6 / 0 / -3; beyond 24 no fire.
  • Vulkan Shotgun (AP Mode): Damage: 14 B: 2 Ammunition: AP. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24): +6 / 0 / -3; beyond 24 no fire.

Attention: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Sniper Rifle

A BS Weapon capable of great accuracy at extreme distances.

No base Sniper Rifle profile block is printed on this page of the source; the variant profiles below are printed in full.

MULTI Sniper Rifle. A modernized, more versatile version of the standard Sniper Rifle, it can fire a range of Medium MULTI Special Ammunitions that give their user the ability to choose between three different Shooting Modes on the fly. This new Weapon Profile replaces the version previously shown in Infinity N3.

  • MULTI Sniper Rifle (AP Mode): Damage: 15 B: 2 Ammunition: AP Traits: Medium MULTI. Range MOD (Short 0–8 / Medium 8–16 / Long 16–48 / Maximum 48–96): -3 / 0 / +3 / -3.
  • MULTI Sniper Rifle (Anti-materiel Mode): Damage: 15 B: 2 Ammunition: DA Traits: Anti-materiel, Medium MULTI. Range MOD (Short 0–8 / Medium 8–16 / Long 16–48 / Maximum 48–96): -3 / 0 / +3 / -3.
  • MULTI Sniper Rifle (Stun Mode): Damage: 15 B: 1 Ammunition: Stun Traits: Medium MULTI, Non-Lethal. Range MOD (Short 0–8 / Medium 8–16 / Long 16–48 / Maximum 48–96): -3 / 0 / +3 / -3.

Smart Multi Sniper Rifle. A highly sophisticated long range BS weapon. This weapon allows its user the ability to choose between four different Shooting Modes on the fly: the usual Medium MULTI Special Ammunitions, and another which applies the Guided and the Impact Template (Circular) Traits but with a lower Damage value.

  • Smart Multi Sniper Rifle (AP Mode): Damage: 15 B: 2 Ammunition: AP Traits: Medium MULTI. Range MOD (Short 0–8 / Medium 8–16 / Long 16–48 / Maximum 48–96): -3 / 0 / +3 / -3.
  • Smart Multi Sniper Rifle (Anti-materiel Mode): Damage: 15 B: 2 Ammunition: DA Traits: Anti-materiel, Medium MULTI. Range MOD (Short 0–8 / Medium 8–16 / Long 16–48 / Maximum 48–96): -3 / 0 / +3 / -3.
  • Smart Multi Sniper Rifle (Stun Mode): Damage: 15 B: 2 Ammunition: Stun Traits: Medium MULTI, Non-Lethal. Range MOD (Short 0–8 / Medium 8–16 / Long 16–48 / Maximum 48–96): -3 / 0 / +3 / -3.
  • Smart Multi Sniper Rifle (Guided Mode): Damage: 13 B: 1 Ammunition: DA Traits: Anti-materiel, Guided, Impact Template (Circular).

The Smart MULTI Sniper Rifles come with special projectiles equipped with state of the art tracking rounds able to follow and hunt its target throughout the battlefield.

T2 Sniper Rifle. This version of the Sniper Rifle is loaded with T2 Special Ammunition.

  • Damage: 15 B: 2 Ammunition: T2 Traits: Anti-materiel. Range MOD (Short 0–8 / Medium 8–16 / Long 16–48 / Maximum 48–96): -3 / 0 / +3 / -3.

Viral Sniper Rifle. Variant of the Sniper Rifle that fires Viral Special Ammunition.

  • Damage: 15 B: 2 Ammunition: Viral. Range MOD (Short 0–8 / Medium 8–16 / Long 16–48 / Maximum 48–96): -3 / 0 / +3 / -3.

Spitfire

A support BS Weapon particularly useful at medium ranges thanks to its signature high Burst value.

No base Spitfire profile block is printed on this page of the source; the variant profile below is printed in full.

AP Spitfire. Variant of the Spitfire that fires AP Special Ammunition.

  • Damage: 14 B: 4 Ammunition: AP Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–24 / Long 24–32 / Maximum 32–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Submachine Gun

A short-medium BS weapon that offers two different Shooting Modes from which players can choose. AP Mode fires AP Special Ammunition. Meanwhile, the Shock Mode applies the Shock Special Ammunition.

  • Submachine Gun (AP Mode): Damage: 13 B: 3 Ammunition: AP Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24 / Maximum 24–32): +3 / 0 / -3 / -6; beyond 32 no fire.
  • Submachine Gun (Shock Mode): Damage: 13 B: 3 Ammunition: Shock Traits: Suppressive Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24 / Maximum 24–32): +3 / 0 / -3 / -6; beyond 32 no fire.

Symbiobugs

A perimeter weapon possessing a tracking warhead activated by enemy proximity, which pursues a target until it contacts it.

  • Symbiobug profile: ARM 0 BTS 0 STR 1 S 1 MOV 6-4. Special Skills: Perimeter.
  • Symbiobug (weapon): Damage: 13 B: 1 Ammunition: Pheromonic Traits: Deployable, Disposable (2), Non-Lootable.

T2 CC Weapon

A Close Combat Weapon that loads T2 Special Ammunition.

  • Damage: PH B: 1 Ammunition: T2 Traits: CC.

Templar CC Weapon

A Close Combat Weapon which combines the effect of two different types of Special Ammunitions, with different profiles.

  • Templar CC Weapon (Forge 1): Damage: PH B: 1 Ammunition: AP+Shock Traits: CC.
  • Templar CC Weapon (Forge 2): Damage: PH B: 1 Ammunition: AP+DA Traits: Anti-materiel, CC.

Uragan MRL

A Multiple Rocket Launcher designed to exterminate the enemy by saturation of firepower. This weapon possesses three different Shooting Modes from which players can choose. Blast Mode possesses the Impact Template (Circular) Trait and can perform Speculative Fire. Guided Mode possesses the Guided Trait besides the Impact Template (Circular) Trait, but with a lower Burst value. Both of these Modes apply AP and Shock Special Ammunitions across the whole Area of Effect of the Template. The Hit Mode lacks the Impact Template Trait, but possesses a higher Damage value.

  • Uragan MRL (Blast Mode): Damage: 14 B: 3 Ammunition: AP + Shock Traits: Burst: Single Target, Impact Template (Circular), Non-Lootable, Speculative Fire. Range MOD (Short 0–8 / Medium 8–16 / Long 16–40 / Maximum 40–48): 0 / +3 / -3 / -6; beyond 48 no fire.
  • Uragan MRL (Guided Mode): Damage: 14 B: 1 Ammunition: AP + Shock Traits: Guided, Impact Template (Circular), Non-Lootable.
  • Uragan MRL (Hit Mode): Damage: 15 B: 3 Ammunition: AP + Shock Traits: Burst: Single Target, Non-Lootable. Range MOD (Short 0–8 / Medium 8–16 / Long 16–40 / Maximum 40–48): 0 / +3 / -3 / -6; beyond 48 no fire.

Viral CC Weapon

A Close Combat Weapon that loads Viral Special Ammunition.

  • Damage: PH B: 1 Ammunition: Viral Traits: CC.

Vorpal CC Weapon

A Throwing Weapon that loads Monofilament Special Ammunition and can be used in CC. The Vorpal CCW always returns to its bearer so it can be used repeatedly.

  • Damage: 12 B: 1 Ammunition: Monofilament Traits: CC, Throwing Weapon. Range MOD (Short 0–8): +3; beyond 8 no fire.

Example of Using a CC Vorpal Weapon. A trooper with one or more CC Special Skills and a Vorpal Weapon declares its use as a Throwing Weapon against a target that she is not Engaged in CC with. Because it is being used as a Throwing Weapon, she must succeed at a PH roll with a +3 range MOD. She cannot apply any CC Special Skills because she is not in CC with her target.

Equipment

In Infinity, game-relevant pieces of materiel and gear are collectively called Equipment. Their use is usually non-offensive, but they give their users special abilities and bonuses that improve their prospects of survival on the battlefield.

Equipment: Labels and Traits

Like Special Skills, all pieces of Equipment have one or more Labels that quickly mark them as having certain game features. You can refer to the full list of Labels in the Infinity N3 rulebook.

In the Labels section of some pieces of Equipment you can also find Traits like the ones used for Weapons. The full list of Traits is in the Infinity N3 rulebook.

Equipment: Levels

Like Special Skills, certain pieces of Equipment are divided into several alphabetic or numeric Levels (see the Infinity N3 rulebook) that represent grades of effectiveness and refinement of the same basic technology.

AI Beacon

The AI Beacon provides an Order to the Order Reserve; even though its bearer is a piece of Equipment instead of a trooper.

AI Beacon (Automatic Equipment)

Deployable, Non-Lootable, Obligatory.

Requirements

  • The bearer of the AI Beacon must belong to a Combat Group, which cannot exceed the total amount of members, including the bearer of the AI Beacon.

Effects

  • The AI Beacon provides one Regular Order to the Order Reserve of the Combat Group it belongs to.
  • The bearer of the AI Beacon is considered a piece of Deployable Equipment, and not a trooper. It cannot be activated by Orders or AROs.
  • The bearer of an AI Beacon must be deployed using the AD: Combat Jump Special Skill if it appears in its Troop Profile. In such a situation, the deployment of this piece of Equipment must be done in the Deployment Phase. The PH Attribute of the Troop Profile must be used only to perform the Deployment, unless any Scenario Special Rule says the opposite.
  • The bearer of the AI Beacon counts toward the total number of Combat Group members.
  • Although not a Trooper, the bearer of the AI Beacon counts towards Retreat! and Victory Points.
  • AI Beacon is affected by the Loss of Lieutenant and the Retreat! rules, its Order becoming Irregular until such situations are cancelled.
  • AI Beacon also interacts with the G: Jumper Special Skill (see page 27).

AI Beacon and Combat Jump: Dispersion. If during the Deployment Phase, the bearer of AI Beacon suffers a Dispersion using the AD: Combat Jump Special Skill that causes it to exit the game table, then the player must consider it lost, and a casualty that counts toward the Retreat! and the Victory Points.

Albedo

An Albedo jams Multispectral Visors, preventing its bearer from being the target of an enemy trooper carrying that piece of Equipment.

Albedo (Automatic Equipment)

Fire-Sensitive, NFB, Non-Lootable, Obligatory.

Effects

  • This piece of Equipment allows the bearer to deploy in Active Albedo state when placing it on the game table.

Albedo and Fire Special Ammunition. If the user of an Albedo is affected by Fire Special Ammunition, then this piece of Equipment is rendered Burnt, regardless of the result of the ARM Roll. Place a Burnt Marker beside the user, which remains in that state until his Equipment is repaired (usually by an Engineer).

Active Albedo (State)

Activation

  • Automatic when deploying the model on the table.

Effects

  • Players must consider a trooper in Active Albedo state as being inside a White Noise Zone (see Infinity N3), applying the Effects of this Special Terrain Zone.
  • However, the Effects of the White Noise Zone don't affect the bearer.
  • This state has a limited duration of two Turns, and once cancelled it cannot be reactivated.

Cancellation

  • The Active Albedo state is automatically cancelled at the end of the second Turn after its bearer is deployed.
  • This state is also cancelled if the bearer is affected by Fire Special Ammunition, entering into the Burnt state.

Baggage

This piece of Equipment reflects the supplies the player's combat force has available.

Baggage (Automatic Equipment)

Non-Lootable, Obligatory.

Effects

  • Baggage makes its bearer worth an additional 20 Victory Points.
  • This Victory Points increase must be applied when calculating the Retreat! percentage of the Army List.
  • Players apply that increase when calculating the Victory Points the player has during the Retreat! Check of the Active Turn's Tactical Phase.
  • In the same way, players must consider that increase in such missions or scenarios in which players must calculate their Victory Points.
  • This piece of Equipment allows its bearer to ignore the PH restriction of the Casevac Common Skill and Casevac state. A trooper possessing Baggage can declare Casevac to carry a trooper in the Stunned, Immobilized (IMM-1 or IMM-2), or Unconscious state, no matter his PH Attribute value.
  • Moreover, if the bearer of Baggage is in base to base contact with a friendly trooper in the Unloaded state, or who has used part of his Disposable weapons or pieces of Equipment, and spends one Short Skill of the Order, it will cancel such state allowing him to recover the complete use of all his Disposable weapons and pieces of Equipment. This effect can only be applied to one friendly trooper per Order.
  • If the bearer of Baggage is in base to base contact with a friendly trooper who has used all or part of his Perimeter Disposable weapons or pieces of Equipment, and spends one Short Skill of an Order, then the player can replace those reloaded weapons or pieces of Equipment in base contact with their owner.

Baggage Example #1. When deploying a Baggage trooper in a 300 point Army List, the player calculates the Retreat! percentage at 320 points (300 troops Cost + 20 Baggage extra points). If the player deploys two Baggage troopers, then the increase would be 40 points. In the same way, and applying this rule in an individual manner, a Baggage trooper, costing its player just 8 Cost points, provides 28 Victory Points (Cost: 8 + 20 thanks Baggage) to his player to calculate the total amount of Victory Points he possesses.

Baggage Example #2. A Muyib armed with a D.E.P. a Disposable Weapon (1) and Viral Mines, Disposable Weapon (3), has spent his D.E.P. so he is carrying an Unloaded Marker, and also one of the three Viral Mines he has available. If a bearer of Baggage enters in base to base contact with the Muyib and spends one Short Skill of the Order, then the Muyib will recover the complete use of all his Disposable Weapons, cancelling the Unloaded state. By doing this the Muyib will again have 1 D.E.P. and 3 Viral Mines.

Baggage Example #3. Akinyi is a Moran Maasai Hunter armed with CrazyKoalas, Perimeter Disposable Weapons (2), who has spent one of them as he left it in Stand By Mode. If a bearer of Baggage enters in base to base contact with Akinyi and spends one Short Skill of the Order, then the Moran Maasai Hunter will get one new CrazyKoala that the player places in base to base contact with him. However, if Akinyi had spent his two CrazyKoalas and a bearer of Baggage enters in base to base contact with Akinyi and spends one Short Skill of the Order, then Akinyi will get two CrazyKoalas.

End-Game: Retreat! Points value of survivors (25% of Army points) for an Army List with Baggage trooper:

Army pointsPoint value of survivors (25% Army points)
36090 or less
34085 or less
32080 or less

Biolocator

A biotechnological device that allows the user to enter the Targeted state, and also works as a Repeater.

Biolocator (Short Skill)

Comms Equipment, NFB, Non-Lootable, Optional.

Effects

  • Spending one Short Skill, this piece of Equipment allows its bearer to automatically enter into the Targeted state for his own army. The adversary cannot benefit from this Targeted state.
  • The bearer of an active Biolocator (in the Targeted state) can be targeted by friendly troopers.
  • To activate the Biolocator (and enter into the Targeted state) automatically provides its bearer the Repeater piece of Equipment.
  • The activation of Biolocator causes its bearer to also enter the Unconscious state.
  • The Unconscious state caused by the Biolocator doesn't cancel the Targeted state, nor deactivates the Repeater piece of Equipment.
  • Entering the Dead state cancels the Targeted state and the Repeater piece of Equipment.
  • Biolocator is a single use piece of Equipment: once this has been activated and its bearer recovers from the Unconscious state, or if he uses a Special Skill that can be used in Unconscious state (as V: Dogged, V: No Wound Incapacitation, Regeneration…) then the Biolocator disconnects and cannot be used anymore.
  • The use of Biolocator automatically nullifies the Explode Special Skill, if its bearer possesses it.

Attention: Use of this piece of equipment is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Biometric Visor

This piece of Equipment has been conceived to palliate the effects of the different impersonation and disguise technologies.

Biometric Visor Level 1 (Automatic Equipment)

Obligatory.

Effects

  • The bearer of this piece of Equipment ignores the -6 MOD to WIP imposed by the Impersonation-1 state.
  • When engaged in CC Combat against an enemy benefiting from any of the Impersonation (IMP-1 or IMP-2) or Holoecho states, the user of a Biometric Visor L1 ignores the -6 MOD to his Roll imposed by the Surprise Attack Special Skill.
  • When fired upon by an enemy in LoF benefiting from any of the Impersonation (IMP-1 or IMP-2) or Holoecho state, the user of a Biometric Visor L1 ignores the negative MOD to his Roll imposed by the Surprise Shot Special Skill.

Biometric Visor Level 2 (Automatic Equipment)

Obligatory.

Effects

  • In addition to the Effects of the previous Level, this piece of Equipment provides a +3 MOD to any Discover Roll against an enemy trooper benefiting from any of the Impersonation (IMP-1 or IMP-2), Holoprojector, or Holoecho state.

Control Device

This is a piece of equipment that allows players to deploy specific troopers. There are several specialized Control Devices depending on their functions.

Kuang Shi Control Device (Automatic Equipment)

Comms Equipment, Non-Lootable, Optional.

Requirements

  • The bearer of this piece of Equipment and the Kuang Shi must belong to the same Combat Group.

Effects

  • This Control Device allows players to pick Kuang Shi for their Army Lists and to deploy them.
  • Moreover, this piece of Equipment allows its bearer to use the Detonate Kuang Shi Special Skill.

Remember: If the Control Device bearer moves from his original Combat Group, or enters in a Null, Isolated, or Disabled state, then the Kuang Shi will keep acting normally, but the bearer cannot use the Detonate Kuang Shi Special Skill. Also, the player cannot compose a Fireteam Core with them, unless he has another trooper possessing a Kuang Shi Control Device inside the ZoC of the Kuang Shi and belonging to their same Combat Group.

Detonate Kuang Shi (Entire Order)

Optional.

Requirements

  • A trooper must possess a Kuang Shi Control Device to declare this Special Skill.
  • The bearer of the Control Device and the Kuang Shi must belong to the same Combat Group.

Effects

  • This Special Skill allows the bearer to activate the Explode L1 Special Skill of all the Kuang Shi from his Combat Group at the same time.

Detonate Kuang Shi Game Example. A Celestial Guard with a Kuang Shi Control Device spends one Entire Order and declares Detonate Kuang Shi. As his Combat Group contains two Kuang Shi, the Celestial Guard activates the Explode L1 Special Skill of both troopers. The player places the Circular Template over each of them and finds that each template affects two enemy troopers. As none of them has LoF to the Celestial Guard they must declare a PH-3 Normal Roll to Dodge the Template.

Attention: Use of this piece of equipment is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Hungries Control Device (Automatic Equipment)

Comms Equipment, Non-Lootable, Prior Deployment, Optional.

Requirements

  • This device can only be used in a Sectorial Army.
  • The bearer of this piece of Equipment and the Hungries must belong to the same Combat Group.

Effects

  • This Control Device allows players to pick Hungries (Gakis and Pretas) for their Sectorial Army Lists and deploy them.
  • In the Deployment Phase, this Control Device allows its bearer to compose a Fireteam: Core with Hungries (Gakis and Pretas) in a Sectorial Army List.
  • Thanks to this piece of Equipment the Fireteam Core members become Regular and Not Impetuous during the whole of any Player Turn they have been part of such a Fireteam.
  • The bearer of this Control Device cannot compose more Fireteams Core during the game.
  • This Control Device has no effect in Generic Army Lists, where players can pick and deploy Hungries in a normal way.

Remember: If the Control Device bearer moves from his original Combat Group, or enters in a Null, Isolated, or Disabled state, then the Hungries will keep acting normally, but the player cannot create a Fireteam Core with them.

Hungries Control Device Example. In the Deployment Phase, a Morat player creates a Fireteam Core with 2 Gakis, 2 Pretas and an Oznat with a Hungries Control Device. In his first Active Turn one of the Gakis breaks Coherency and leaves the Fireteam. However, during the rest of that Active Turn, that Gaki is still considered Regular and Not Impetuous. At the beginning of the next Player Turn, that Gaki becomes Irregular and Extreme Impetuous again.

Traktor Mul Control Device (Automatic Equipment)

Comms Equipment, Non-Lootable, Optional.

Requirements

  • The bearer of this piece of Equipment and the Traktor Muls must belong to the same Combat Group.

Effects

  • This Control Device allows players to pick Traktor Muls for their Army Lists and deploy them.

Remember: If the Control Device bearer moves from his original Combat Group, or enters in a Null, Isolated, or Disabled state, then the Traktor Mul will keep acting normally.

Evacuation Device (ED)

This piece of Equipment encompasses all systems designed to prolong the life of TAG and vehicle pilots by evacuating them in case of mortal danger.

ED Level 2: Ejection System

A TAG and Vehicle emergency evacuation device. This piece of Equipment evacuates the Operator from a vehicle through an automatic quick ejection system.

ED Level 2: Ejection System (Automatic Equipment)

Non-Hackable, Non-Lootable, Obligatory.

Requirements

  • The Ejection System activates automatically at the end of any Order during which the TAG lost its last STR point, whether the TAG itself is in its Active Turn or its Reactive Turn.

Effects

  • Units with this piece of Equipment have two different Troop Profiles, the TAG (or Vehicle) Profile and the TAG Operator Profile.
  • The activation process of an Ejection System has three steps:
    1. At the end of the Order during which the TAG lost the last STR point of its Troop Profile, the player must make a PH Roll, applying the PH Attribute value of the TAG Operator Profile.
    2. If the roll is successful, the player can place the Operator's model at any point in a 16 inch radius around the TAG model, applying the same landing restrictions of AD: Combat Jump (see the Infinity N3 rulebook).
    3. However, if the roll fails, the player must apply the Dispersion rule (see the Infinity N3 rulebook) from the position of the TAG. Then, the TAG model is removed from the game table.
  • If the TAG lost more STR points than it had remaining, the excess points are subtracted from the Operator's profile.
  • The activation process must always be completed, even if the Operator is already Unconscious or Dead, and even if the TAG is Immobilized (due to Hacking, Adhesive Special Ammunition or any other reason).
  • A TAG equipped with an Ejection System provides its Order to the player who fielded it until its Operator enters a Null state (Unconscious, Dead, Sepsitorized, etc.).
  • Players do not apply any game states of the TAG—other than Sepsitorized, Retreat! or those which specify so—to the Operator.
  • If the Operator would be vulnerable to Hacking or E/M Ammunition, he cannot be Hacked or harmed by E/M until after the model is placed on the game table.

Remember:

  • Always use the ARM/BTS value of the TAG until after the Operator model is placed on the game table.
  • Activating the Ejection System does not require the expenditure of any Orders, and therefore enemies cannot react in any way to the ejection of the Operator.
  • Always perform the ejection, even if the Operator lost all his Wounds and was ejected Dead.

Ejection System Example. Sergeant Anita Méndez, in her Active Turn and commanding her Iguana TAG is facing an Ariadnan combat group, composed of a Veteran Kazak with AP Rifle, a Scout with an Ojótnik, and a TankHunter with his Autocannon. The dice are not favorable to sergeant Méndez, who only manages to take down the TankHunter, receiving a Critical hit from the Veteran Kazak and another hit from the Scout, failing the ARM Roll. So, the Iguana has lost two STR points, activating its Ejection System at the end of the Order. Anita must make a PH Roll to see if her player can choose the landing point. She has PH 12, but rolls a 14 which is a failure. This means the player must make now the Dispersion Roll, placing the Circular Template centered in the TAG with the number one pointing at the center of the table. If she had succeeded at the roll, she could have chosen the landing point inside the 16 inch radius. It seems this is not a good day for Anita, but she still has her HMG and can keep fighting.

Let's suppose Anita had not succeeded against the TankHunter, and had failed two of the three ARM Rolls caused by the Explosive Special Ammunition of the Autocannon. Then, her Iguana would have lost two STR points (from the Critical hit and the impact of the Scout) and she would suffer the loss of two Wound points (from the Autocannon), rolled against the ARM value of the TAG in this case. The Ejection System of her Iguana still activates, launching Anita in the Unconscious state up to 16 inches, hopefully in the direction of a nearby doctor. If Sergeant Anita had failed all three ARM Rolls caused by the Autocannon's hits, then her Dead body would be launched up to 16 inches.

Let's suppose now, Sergeant Anita Méndez would engaged in CC against an Oniwaban armed with a Monofilament CCW. If Anita had failed the CC Face to Face Roll and also the ARM Roll, then, due the Monofilament Special Ammunition, her Dead body would be launched up to 16 inches.

The Vehicle and TAG Ejection System is a Zero-Zero evacuation device (i.e., zero altitude and zero airspeed). Derived from aircraft ejection devices, it has been designed to launch upwards and deliver its occupant from a grounded stationary position to a location far away from the point, presumably compromised, where the TAG or Vehicle was incapacitated. The Ejection System uses a small explosive charge to open the operator's cockpit and miniature rockets to propel the seat upwards for an adequate distance. A quick deployment, anti-shock gel bubble guarantees a safe and successful landing.

Holoprojector

A nanotechnological tridimensional pseudo-solid image emitter, conceived to hide the identity of its user or to deceive the adversaries regarding the numbers of enemies they have to face. There are several levels of Holoprojector.

Holoprojector and Fire Special Ammunition. If the user of a Holoprojector is affected by Fire Special Ammunition, then this piece of Equipment is rendered Burnt, regardless of the result of the ARM Roll. Place a Burnt Marker beside the user, who remains in that state until his Equipment is repaired (usually by an Engineer).

Holoprojector Level 1 (Automatic Equipment)

Fire-Sensitive, NFB, Optional.

Requirements

  • This Level of Holoprojector allows imitation of troopers available to the bearer's faction or Sectorial Army.
  • That trooper must have the same Silhouette value as the bearer of this piece of Equipment.

Effects

  • This piece of Equipment allows its bearer to deploy in Holoprojector L1 state when he is placed on the table.
  • In game, this piece of Equipment allows the use of Holoprojector L1 state.
  • The visual deception is also applied to the weapons and equipment the trooper could carry.

Holoprojector Level 1 (State)

Marker: None.

Activation

  • Automatic when deployed.
  • During their Active Turn, troopers with Holoprojector L1 may revert to the Holoprojector L1 state by expending an Entire Order while outside enemy LoF.

Effects

  • While in Holoprojector L1 state, players don't place the Holoprojector L1 bearer's model but the model of any other trooper (known as the imitated model) fitting the Holoprojector L1 Requirements and declaring which weapon option it is replicating from the imitated model's Troop Profile. However, players use the Troop Profile of the Holoprojector L1 bearer, as it appears on their Army List.
  • The trooper the Holoprojector L1 bearer is imitating must have the same Silhouette value as the bearer.
  • In order to Discover a trooper in the Holoprojector L1 state, the enemy must pass a Discover Roll.
  • If an enemy successfully Discovers your trooper in Holoprojector L1 state, replace the imitated model with the real trooper's model, facing the same direction as the imitated model.
  • This state does not affect Automatic Special Skills or Automatic Equipment.

Cancellation

  • A trooper's Holoprojector L1 state is canceled, and its imitated model replaced by its real model, whenever:
    • The trooper in Holoprojector L1 state declares a Skill other than Cautious Movement or a Short Movement Skill that does not require a Roll (except Alert).
    • The trooper in Holoprojector L1 state enters base to base contact with a model.
    • The trooper in Holoprojector L1 state is successfully Discovered.
    • The trooper in Holoprojector L1 state receives a successful hit that forces him to make an ARM/BTS Roll, or a Critical hit.
    • The trooper in Holoprojector L1 state becomes Impetuous (due to the Frenzy Characteristic or any other effect) or enters Retreat! state.
  • Whenever the Holoprojector L1 state is canceled, replace the imitated model with the trooper's real model, facing the same direction as the imitated model, at the end of the Order that happened.
  • When you replace the imitated model with the real one, you are required to share all Open Information relative to that trooper.
  • The cancellation of the Holoprojector L1 state is applied to the whole declared Order. So, if a trooper in Holoprojector L1 state declares a Move + BS Attack Order, he will be considered discovered all along his Movement, even if the BS Attack would be performed at the end of that Movement.

Remember: The presence of troopers in Holoprojector L1 state is considered Private Information. This also includes the Special Skills they have and their weapons and pieces of Equipment, too. However, in Holoprojector L1 state the Hackable Characteristic is considered Open Information when the trooper is inside the Hacking Area of an enemy.

Holoprojector L1, Weapons and Equipment. A trooper in Holoprojector L1 state cannot replicate those Deployable weapons or pieces of Equipment represented by a Marker or model (TinBots, FastPandas, SymbioMates, Mines deployed by the Minelayer Special Skill…) the imitated model or himself could have.

Holoprojector L1 and Private Information Example. A Hafza in Holoprojector L1 state imitating a Hassassin Lasiq suffers an enemy BS Attack. Even though his Special Skills, weapons and pieces of Equipment are considered Private Information, the Hafza cannot apply the CH: Mimetism Special Skill of the Lasiq. This means that during the Resolution step of the Order, when MODs are applied, the Hafza's player must inform his opponent that there is no CH: Mimetism MOD to apply.

Holoprojector L1 and Deployable Weapons Example. In the Deployment Phase, a Hafza with Holoprojector L1 imitates a Muyib Minelayer. The Haqqislamite player places a Muyib model on the table instead of the Hafza's one. However, the Haqqislamite player cannot place any Camouflage Marker for the Mine the Muyib's Minelayer Special Skill allows to place in the Deployment Phase.

Holoprojector L1 and Fireteam Example. A Fireteam Core of Janissaries with a Hafza in Holoprojector L1 state imitating a Janissary, declares a Move + BS Attack Order. The Hafza, who is not the Team Leader, moves and provides support to the Team Leader, which is considered an Idle. As this Short Movement Skill doesn't require a Roll, the Hafza is not revealed, and so remains in the Holoprojector L1 state. However, in the following Order, the Team Leader declares Dodge, so all the Fireteam members make a PH Roll. In this situation, the Hafza is revealed automatically.

Holoprojector Level 2 (Automatic Equipment)

Fire-Sensitive, NFB, Optional.

This piece of Equipment allows their users to generate two replicas of themselves that imitate all their movements. This confuses enemies, as it provides more targets for them.

Important! Holoprojector L2 and higher automatically grants its user the Surprise Attack and Surprise Shot L1 Special Skills.

Effects

  • This piece of Equipment allows its bearer to deploy in the Holoecho state when he is placed on the table.
  • In game, this piece of Equipment allows the use of the Holoecho state.

Holoecho (State)

Marker.

Activation

  • Automatic when deployed, placing three Holoechoes on the game table, within Coherency of each other. Players must respect the general conditions of the Deployment rules.
  • If the Holoprojector L2 bearer is outside enemy LoF, then the bearer may automatically activate this state at the beginning of the Reactive Turn, placing the other two Holoechoes in base to base contact with it.
  • During their Active Turn, troopers with Holoprojector L2 may revert to the Holoecho state by expending an Entire Order while outside enemy LoF. The player will place the other two Holoechoes in base to base contact with the Holoprojector L2 bearer.

Effects

  • While in the 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 three Holoechoes represents the real bearer of Holoprojector L2, with the other two being holographic decoys.
  • The bearer of Holoprojector L2 and his holographic decoys act the same time, performing exactly the same Order declared. However, the holographic decoys cannot interact with scenery, considering any Activate or Alert declaration as an Idle.
  • Coherency. The Holoechoes must be in Coherency of another Holoecho, regardless who is the real Holoprojector L2 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 Deployment Phase 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 an Initial Coherency Check.
  • In the Active or Reactive Turn, when finishing an Order or ARO, the player must perform a Final Coherency Check.
  • The Holoechoes are considered real troopers in regards to providing AROs, checking LoF, and activating enemy weapons or pieces of Equipment (Mines, E/M Ammunition, etc.), but since they act simultaneously, all three provide only one ARO to each enemy trooper in LoF or ZoC.
  • 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.
  • In his Active Turn only, a trooper in the Holoecho state may use the Surprise Attack Special Skill.
  • In his Active Turn only, a trooper in the Holoecho state may use the Surprise Shot L1 Special Skill to declare a BS Attack or a Hacking Attack that benefit from the Surprise Shot L1 MODs.
  • The effect of the Holoecho state can be combined with the effects of the Holoprojector L1 state.
  • This allows the player to replace the model with others from the same army possessing the same Silhouette value, and also to replace the Holoecho Markers with figures. However these must represent the same type of trooper as the model, possessing the same weapons and equipment, like the Holoecho Markers do. If it is not possible, then the player must place a Holoecho Marker beside that model to reflect the condition.

Cancellation

  • The Holoecho state of the real Holoprojector L2 bearer is canceled, removing all the holographic decoys and placing the model in its real position, whenever:
    • The Holoprojector L2 bearer declares a Skill other than Cautious Movement or a Short Movement Skill that does not require a Roll (except Alert).
    • Following the previous, the Holoprojector L2 bearer declares a Surprise Attack or a Surprise Shot.
    • The Holoprojector L2 bearer enters base to base contact with a model.
    • The Holoprojector L2 bearer is successfully Discovered.
    • The Holoprojector L2 bearer receives a successful hit that forces him to make an ARM/BTS Roll, or a Critical hit.
    • The Holoprojector L2 bearer becomes Impetuous (due to the Frenzy Characteristic or any other effect) or enters the Retreat! state.
    • The Holoprojector L2 bearer breaks Coherency with the other Holoechoes.
  • Whenever the Holoecho state of the Holoprojector L2 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 L2 bearer fails a Coherency Check, then the player must remove all the holographic decoys immediately, before measuring movement, if he has declared any.
  • The Holoecho state of a holographic decoy is canceled, whenever:
    • It is successfully Discovered.
    • It enters base to base contact with a model.
    • It receives a successful hit that forces him to make an ARM/BTS Roll, or a Critical hit.
    • It breaks Coherency with the other Holoechoes.
    • The real Holoprojector L2 bearer's Holoecho state is cancelled for any reason.

Remember: The presence of troopers in active Holoecho state is considered Private Information. This includes their Special Skills, weapons and Equipment. However, in Holoecho state the Hackable Characteristic is considered Open Information when the trooper is inside the Hacking Area of an enemy.

AROs Against Holoecho State. Bear in mind that when reacting to a Holoecho, you may delay your ARO declaration until after the Holoecho declares its second Short Skill. However, if you choose to delay your ARO, you may only declare it if the Holoecho revealed itself with its second Short Skill. If the Holoecho does not reveal itself, the reactive trooper loses his right to ARO.

Holoechoes, Weapons, Equipment and States. A trooper in Holoecho state cannot replicate those Deployable weapons or pieces of Equipment represented by a Marker or model (TinBots, FastPandas, SymbioMates, Mines deployed by the Minelayer Special Skill…) the imitated model or himself could have. However, the Holoecho state replicates all the game state Markers (Prone, Unloaded…) the Holoprojector L2 bearer has.

Holoecho and Fireteam. A trooper in Holoecho state cannot be part of a Fireteam. If a member of a Fireteam activates the Holoecho state, then it will automatically cease being part of the Fireteam.

Holoecho State Game Example. In their Reactive Turn, the Fusiliers Angus and Silva see how three Lû Duân come at them. In fact, there is just one Lû Duân with its Holoprojector L2 activated. Trusting in its equipment, the Lû Duân declares Move to get closer to its enemies. Angus and Silva decide to delay their ARO until the Remote declares the second Short Skill of its Order. The Lû Duân declares Surprise Shot L1, revealing itself automatically. The player removes the holographic decoys and places the model in the position he had already noted. Now Angus and Silva declare their AROs, BS Attack, but they have to apply the -3 MOD to BS provided by Surprise Shot L1.

If the Lû Duân survives this shooting and finds a place outside enemy LoF, it can reactivate the Holoecho state. Then, it can even combine the effects of Holoprojector L1 with its Holoechoes to confuse the enemy. Spending an Entire Order, the player replaces the Lû Duân model with a Yáopù Pangguling, a Remote possessing the same Silhouette value, and places the other two Holoechoes in base to base contact with the Pangguling, taking note of which one is the real trooper.

However, let's suppose the Lû Duân had not activated the Holoecho state. Then, at the beginning of its Reactive Turn, during the Tactical Phase of its opponent, the Holoecho state will activate automatically, if the Remote were outside LoF of all its enemies.

Holoechoes and Models Game Example. If the Yu Jing player decides to replace the Holoecho Markers with Lû Duân models, then instead of two Holoecho Markers the player will place two Lû Duân models on the table with the original one. At the beginning of his Active Turn, the player must place a Holoecho Marker beside one of the Lû Duân models. At the moment the Lû Duân revealed itself by declaring a Surprise Shot, the player removes the models representing the holographic decoys, leaving the model representing the real trooper on the table. Later, at the beginning of its Reactive Turn, during the Tactical Phase of its opponent when the Holoecho state activates automatically, the player will place the two Lû Duân models instead of the Holoecho Markers, in base to base contact with the original Lû Duân model.

Holoprojector L2, Holoecho and Fireteam Example. During the Deployment Phase, a player deploys a Holoprojector L2 bearer in Holoprojector L1 state, so he places a different model on game table, instead of the corresponding Holoprojector L2 bearer model. As this trooper can join any Fireteam Core of this Sectorial Army, the player places it in her Fireteam Core, where it is hidden as the fifth member of the Fireteam. Later, during the game, when the Holoprojector L2 bearer is in the Prone state and out of the LoF of all his enemies, the player spends one Entire Order to activate the Holoecho state. The player, who decides to keep with her scheme, places two models which are the same as the original in base to base contact with it and notes which one is the real Holoprojector bearer. These two new models each have their correspondent Prone Marker. Moreover, as the Holoprojector bearer is in its Active Turn, the player must place a Holoecho Marker beside one of the models. In that Order, the disguised Holoprojector L2 bearer ceases to be part of the Fireteam Core, which is reduced to four members. However, now her opponent finds that there are seven troopers from the same unit on the game table.

Holoprojector L2 and Hacking Example. The perfidious Interventor Morgana gets an ARO when the Holoecho of a Yáoxiè Lû Duân enters in her Zone of Control. As this trooper possesses the Hackable Characteristic, Morgana, with an evil smile, declares a Hacking ARO against it. The Interventor succeeds the roll only to realize much to her chagrin that it was just a holographic decoy and not the real Holoprojector L2 bearer. The Holoecho vanishes into thin air, and is removed from the table.

Holoprojector L2 and Hacking. Hackable Characteristic Example. The perfidious Interventor Morgana gets an ARO when an Order Sergeant model enters her Zone of Control. Morgana asks if that trooper has the Hackable Characteristic, and surprisingly she gets a "yes" as reply. With evil satisfaction, the Interventor declares a Hacking ARO against that model. Morgana succeeds at the roll only to realize right to her chagrin that it was just a Holoecho and not a real trooper. However, now she knows some of the other Order Sergeants are a Holy Sepulchre Knight bearing a Holoprojector L2. The game has just started.

Holoprojector Level 3

Holoprojector Level 3 (Automatic Equipment)

Fire-Sensitive, Optional.

This Level works like the Level 2 but without applying the NFB Label.

Effects

  • This Level works exactly in the same way as the previous, but it lacks the Negative Feedback (NFB) Label, so it doesn't disconnect if the bearer possesses any other piece of Equipment with the same Label, or the player of the scenario applies any Hacking Program or any scenario special rule.
  • Moreover, this Level allows its bearer to be part of a Fireteam even in the Holoecho state.

Holoprojector L3, Holoecho and Fireteam Example. During the Deployment Phase, a Steel Phalanx player deploys Patroclus in Holoecho state, so she places three Achilles V2 models on game table, to confuse her adversary about the real Achilles V2 she deployed before. Then, she takes note secretly about which one is the real Patroclus. As Patroclus possesses a Holoprojector L3 and also the Fireteam: Duo Special Skill, the player places beside each model a Duo Leader Marker. At the beginning of her Active Turn, she must also place a Holoecho Marker beside one of the three models.

Minesweeper

This device is capable of deactivating traps and automated weapons deployed by the enemy.

Minesweeper (Short Skill)

BS Attack, Non-Lootable, Optional.

Requirements

  • The user of this piece of Equipment must have LoF to the target.
  • Minesweeper may only be used against enemy Deployable weapons or pieces of Equipment deployed on the game table, and never against Camouflage Markers.

Effects

  • Minesweeper allows the user, by passing a Normal WIP Roll, to invert the ownership of enemy Deployable Weapons or pieces of Equipment (Mines, E/Maulers, AI Beacons, Deployable Repeaters, Sniffers…) within LoF, making them of his own.
  • The WIP Roll is only modified by Range, never by Special Skills (CH: Mimetism, for example), Equipment (such as ODD: Optical Disruptor) or Cover.

Minesweeper profile: Damage: -- B: 1 Ammunition: -- Traits: BS Attack, Non-Lootable, Technical Weapon. Range MOD (Short 0–8 / Medium 8–16 / Long 16–24 / Maximum 24+): +6 / +3 / -6 / no fire beyond 24.

Minesweeper and AI Beacon. When an AI Beacon changes its ownership to that of the Minesweeper bearer, it joins the Combat Group of the bearer, and it also provides the Order. In the following Tactical Phases, that Order will be added to the Order Pool of the Combat Group of the Minesweeper bearer, but only when that Combat Group has less than ten members. Otherwise, the bearer cannot add it to his Combat Group or use that Order until it fulfills the Requirements of the AI Beacon piece of Equipment, checked in the Tactical Phase of his Turn.

Minesweeper Game Example. A Salyut Zond, a Remote with a Minesweeper, declares its use against an AI Beacon, a piece of Deployable Equipment. The Remote succeeds the WIP Roll, so the Netrod with the AI Beacon, and the Order it provides, joins the Combat Group the Salyut Zond belongs to.

Nanoscreen

This advanced device generates a thick cloud of nanobots which provide mobile Partial Cover to its bearer.

Nanoscreen (Automatic Equipment)

Fire-Sensitive, Non-Lootable, Obligatory.

Effects

  • The player must place a Nanoscreen Marker in base to base contact with the user when deploying it during the Deployment Phase.
  • The Nanoscreen provides Partial Cover to its user in 360º, providing the corresponding MODs.
  • The Partial Cover MODs provided by the Nanoscreen cannot be added to any other Partial Cover MOD.
  • This piece of Equipment cannot be used in CC.

Nanoscreen and Fire Special Ammunition. If the user of a Nanoscreen is affected by Fire Special Ammunition, then this piece of Equipment is rendered Burnt, regardless of the result of the ARM Roll. Place a Burnt Marker beside the user, who remains in that state until his Equipment is repaired (usually by an Engineer).

Nullifier

A Deployable and Disposable piece of Equipment consisting of a portable signal blocking device.

Nullifier (Short Skill/ARO)

Comms Attack, Comms Equipment, Deployable, Disposable (3), Indiscriminate, Optional, 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 Nullifier Marker on the game table to represent this piece of Equipment. This action is an Attack.
  • In the Active Turn, the trooper can deploy the Nullifier 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 Nullifier Marker in base contact.
  • Nullifier Markers are not considered deployed until the Conclusion of the Order.
  • Once the Marker is placed on the game table, the Nullifier will be considered activated, and can be used in the following Orders/AROs.
  • The Area of Effect of a Nullifier is its Zone of Control (8 inch radius).
  • Inside the Area of Effect of a Nullifier troopers cannot declare the use of Hacking Programs, Technical Weapons, Comms Attacks, or Sepsitor, applying the effect of an Idle in such situation.
  • Moreover, troopers, weapons, or pieces of Equipment inside of the Area of Effect of a Nullifier, cannot be targeted by any Hacking Program, Technical Weapons, Comms Attacks or Sepsitor.
  • A deployed Nullifier remains on the table until the end of the game or until it is destroyed.

Nullifier and Scenery Items. The Nullifier has no effect on those Scenery Items or pieces of Equipment placed in missions or scenarios (Consoles, Beacons, Access Gates…) which can still be activated as their description indicates, unless the rules of the scenario says otherwise.

Nullifier Game Example. During his Reactive Turn, a Sakiel carrying a Nullifier is attacked by a Charontid with a Sepsitor. The Sakiel declares the deployment of a Nullifier as an ARO. Neither of these Attacks declared by both troopers require a Roll, so the Sakiel will have to make a BTS Roll due the Sepsitor Attack, and his player will place a Nullifier Marker besides the base of the Sakiel at the end of the Order. While the Nullifier Marker is on the game table, the Charontid cannot use the Sepsitor inside the Zone of Control of the Nullifier, applying the effect of an Idle if the alien trooper declares an Attack with it.

SymbioBomb

The SymbioBomb is a single use piece of equipment that allows its owner, in whose Trooper Profile the SymbioBomb is listed, to assign it to a trooper in the same Army List, called the user, in order to provide additional attack and support advantages.

SymbioBomb profile: ARM 0 BTS 0 STR 1 S 1.

SymbioBomb (Short Skill/ARO)

Deployable, Non-Lootable, Optional, Prior Deployment.

Requirements

  • SymbioBombs can only be assigned during the Deployment Phase.
  • The owner can only assign a SymbioBomb to those troopers that have the Symbiont Armor piece of Equipment and are present on the game table (thus excluding troopers with Airborne Deployment, Hidden Deployment, etc.).
  • A trooper with Symbiont Armor cannot receive more than one SymbioBomb.
  • Troopers can only use a SymbioBomb while in the Symbiont Armor Active state. If this state is lost, the SymbioBomb must be removed from the game table.

Effects

  • During the Deployment Phase, one SymbioBomb is assigned to a trooper with Symbiont Armor, and it is placed in base to base contact with that trooper on the game table.
  • By expending one Short Skill it allows its user to use one Pheroware Tactic.
  • The SymbioBomb will be removed from the game table at the end of the Order in which it has been activated.
  • SymbioBombs apply the General Game Conditions of the SymbioMates (see page 84).

SymbioBomb: Pheroware Tactics. Attack Tactics: Endgame, Eraser, Hellzone, Pandemonium. Support Tactics: First Aid, Mirrorball, Nimbus Sphere, Revitalis.

SymbioBomb Game Example. During the Deployment Phase, the Tohaa Player assigns its Kaeltar Specialist's SymbioBombs to a Sakiel and to a Gorgos, which already has a SymbioMate.

Spotter

Remote fire assistant device usually carried by TinBot units.

Spotter (Automatic Equipment)

Attack, Obligatory.

Effects

  • This Special Skill automatically provides the associated trooper a bonus MOD of +3 to the BS and WIP Rolls when declaring BS Attack or Discover, respectively.

Symbiont Armor

Symbiont Armors allow their bearer to be deployed with a Troop Profile (Active Symbiont Armor Profile) and, when this has lost all the points of its Wounds Attribute, it can keep playing with another, different Troop Profile (Inactive Symbiont Armor Profile).

  • Spending one Short Skill of the Order, the bearer can cancel voluntarily the Active Symbiont Armor state to also cancel the Immobilized (IMM-1 or IMM-2), Isolated, or Targeted states.
  • Once this state is cancelled, the player will place a Symbiont Armor: Inactive Marker beside the trooper, who can keep in game with the Inactive Symbiont Armor Profile.

Symbiont Armor (Automatic Equipment)

Fire-Sensitive, Non-Lootable, Obligatory.

Effects

  • This piece of Equipment allows its bearer to be deployed in Active Symbiont Armor game state.
  • During the game, it allows the use of the Active Symbiont Armor state.
  • In Unconscious state, the bearer of this piece of Equipment applies a MOD of +3 to his PH Attribute when using the Regeneration Special Skill, or when the AutoMediKit and MediKit pieces of Equipment are applied to him.

Remember:

  • Always use the ARM/BTS value of the Active Symbiont Armor Profile until the end of the Order where the Active Symbiont Armor state was canceled.
  • Wounds Markers beside a trooper in Active Symbiont Armor mark the points lost by the Active Symbiont Armor Profile.
  • However, the Wounds Markers beside a trooper in Inactive Symbiont Armor mark the points lost by the Inactive Symbiont Armor Profile.

Active Symbiont Armor (State)

Marker: None.

Activation

  • Automatic when the bearer is deployed.

Effects

  • In Active Symbiont Armor state, the bearer uses the Active Symbiont Armor Troop Profile which appears on the Army List.
  • The Active Symbiont Armor state is highly sensitive to the Fire Special Ammunition.
  • In this state, failing an ARM Roll caused by Fire Special Ammunition means losing all the points of the Wounds/STR Attribute of the Active Symbiont Armor Troop Profile. If the bearer loses more points of his Wounds/STR Attribute during that Order, deduct them from the Inactive Symbiont Armor Profile.
  • When performing the ARM/BTS Rolls, the player must first make all those rolls due to the Fire Special Ammunition to facilitate the roll and effects sequence.

Cancellation

  • The Active Symbiont Armor state is automatically canceled at the end of the Order in which the trooper loses as many or more points of the Wounds/STR Attribute of his Active Symbiont Profile.
  • All those points which exceed the Wounds/STR of Active Symbiont Profile will be deducted from the Inactive Symbiont Armor Profile at the end of the Order.

Losing Wounds with Symbiont Armor Example #1. Soaane, a brave soldier from the Ectros Heavy Infantry Regiment, with his Active Symbiont Armor at full performance (Wounds: 2), is facing several enemies shooting at him in ARO. The dice rolls determine that Soaane will receive 5 hits, so he must make 5 ARM Rolls, always applying the ARM Attribute of his Active Symbiont Armor Profile. The brave Soaane succeeds at 4 ARM Rolls, so he keeps playing with his Active Symbiont Armor, but with 1 Wound Marker beside him, as he has lost 1 Wound.

If Soaane loses 2 points of his Wounds Attribute – which is the total value of Wounds of his Active Symbiont Armor Profile – he will keep playing with his Inactive Symbiont Armor Profile, placing the corresponding Inactive Symbiont Armor Marker beside the model. However, if Soaane loses 3 Wounds, his Symbiont Armor will deactivate, because it has lost both its 2 Wounds, and the third Wound is suffered by the Inactive Symbiont Armor Profile, taking Soaane to an Unconscious state (His Inactive Symbiont Armor Profile has 1 point of the Wounds Attribute) placing an Inactive Symbiont Armor Marker and also an Unconscious Marker beside the model. Soaane will stay on the game table, in an Unconscious state, with his Inactive Symbiont Armor profile.

However, let's suppose the fates, envying the bravery of Soaane, turn their faces away, and Soaane fails 4 ARM Rolls. Then, like before, the Symbiont Armor will deactivate (It has lost both its 2 points of the Wounds Attribute), but the unfortunate Soaane will pass to a Dead state (He has lost his 1 Wound and also his Unconscious state), so he must be removed from the game table.

Losing Wounds with Symbiont Armor Example #2. What happens if Soaane only loses 1 point of the Wounds Attribute in this Order and in another different Order he loses 2 more points of the Wounds Attribute? Losing 1 point of the Wounds Attribute, a Wound Marker must be placed besides the model, which keeps playing with its Active Symbiont Armor Profile. When it loses 2 Wounds then the Inactive Symbiont Armor Marker is placed, and an Unconscious Marker too, as the Inactive Symbiont Armor has lost its last 1 Wounds Attribute point and the only Wounds Attribute point of his Inactive Symbiont Armor profile (Wounds: 1).

Losing Wounds with Symbiont Armor Example #3. Let's suppose Soaane should lose 2 points of his Wounds Attribute in this Order and, in another different Order, he loses 1 more point of the Wounds Attribute. Having lost 2 Wounds Attribute points, his Symbiont Armor deactivates and the Inactive Symbiont Armor Marker is placed directly (no need to place the 2 Wound Markers), because this indicates his Symbiont Armor is already deactivated (without points of the Wounds Attribute) and Soaane must use his Inactive Symbiont Armor Profile. In the Order where Soaane loses 1 more point of the Wounds Attribute, he has used his Inactive Symbiont Armor Profile in the ARM Roll, and the Wound he loses is applied to that profile (Wounds: 1), so he keeps the Inactive Symbiont Armor Profile, and an Unconscious Marker is placed beside the model.

Healing a Trooper Possessing a Symbiont Armor Example. Boona, a courageous Kumotail Bioengineer, is in base contact with a Gorgos, a Tohaa TAG, in an Unconscious state, therefore using its Inactive Symbiont Armor Profile. If Boona spends 1 Short Skill and succeeds at a WIP Roll, the Gorgos will recover 1 point of its Wounds Attribute, passing from Unconscious state to Normal, with 1 point of the Wounds Attribute, and keeping its Inactive Symbiont Armor Profile. However, Boona cannot make this TAG recover more Wounds. If Boona fails her WIP Roll to cure the TAG it will enter directly the Dead state, and the Gorgos model must be removed from the battlefield.

Symbiont Armor and Fire Special Ammunition Example. Soaane, our brave soldier of the Ectros Heavy Infantry Regiment, with his Active Symbiont Armor at full capacity again (Wounds: 2), suffers one hit by a Light Flamethrower and two hits by a HMG. But poor Soaane fails his ARM Roll against the Fire Special Ammunition, so, he loses the 2 points of the Wounds Attribute of his Active Symbiont Armor Profile. Now, applying the Fire Special Ammunition rule, he must make another ARM Roll which he succeeds. However, he loses one of the ARM Rolls due to the HMG. That lost Wounds point is deducted from his Inactive Symbiont Armor Profile (Wounds: 1). So, the poor Soaane enters the Unconscious state, placing the correspondent Marker beside the model.

The Symbiont Armors are one of the jewels of the Tohaa military biotechnology. They are biotechnological entities artificially created as defensive-offensive personal elements. The Symbiont Armor is a living organism which enhances certain attributes of the users, facilitates their healing process and provides armor and protection, absorbing the damage caused to them.

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.

SymbioMate (Automatic Equipment)

Deployable, Non-Lootable, Optional, Prior Deployment.

Requirements

  • SymbioMates can only be assigned during the Deployment Phase.
  • A SymbioMate can only be assigned by its owner to those troopers possessing Symbiont Armor and who are present on the game table (thus excluding troopers with Airborne Deployment, Hidden Deployment, 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.

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.
  • If its user, the trooper who the SymbioMate has been assigned to, is in the Active Symbiont Armor state and receives a successful Attack and declares the use of his SymbioMate, he will not perform an ARM/BTS or the corresponding roll, and the Damage and effects of the Special Ammunition or Attack will be ignored. However, the SymbioMate will be removed from the game table at the end of that Order. Any other successful Attacks, including their Damage and effects, received by the user during the same Order will also be ignored.
  • However, when using the SymbioMate, all Critical Attacks received will be applied as usual.
  • Using a SymbioMate also avoids having to perform a Guts Roll in that same Order.
  • The player must declare the use of the SymbioMate before performing any ARM/BTS Roll.

SymbioMate 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.

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 with Active Symbiont Armor. During the game, the Gorgos receives in the same Order, a successful hit with Normal Ammunition, two successful hits with Fire Special Ammunition, one successful hit with Adhesive Special Ammunition, an Attack with Forward Observer and an Attack with a Hacking Program. The Tohaa player declares the use of the SymbioMate, so he doesn't make the ARM Rolls for any of the three hits, nor the PH Roll for the Adhesive Special Ammunition, nor the BTS Roll for the Hacking Attack. At the end of the Order, the player will not place the Targeted Marker besides the model but he must remove the SymbioMate from the game table.

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 SymbioMate. On the next Round, during a heroic action, the Sakiel, receives several successful hits, fails the corresponding ARM Roll and goes to the Dead state. When removing the figure from the table, the SymbioMate Marker is removed as well.

SymbioMate Game Example #2. Let's suppose during the game, the Gorgos suffers two successful hits with AP Special Ammunition, one Critical hit with Normal Special Ammunition, one Critical hit with Adhesive Special Ammunition, and a Critical Attack with Forward Observer, all of them in the same Order. The Tohaa player declares the use of the SymbioMate, so he doesn't make the ARM Rolls for any of the two AP Special Ammunition hits. However, he must apply the effects of the Normal Ammunition, the Adhesive Special Ammunition and the Forward Observer Critical hits. So, at the end of that Order, the player must place a Wound Marker, a Targeted game state Marker and an Immobilized-2 Marker besides the Gorgos model, removing the SymbioMate.

SymbioMates are bioconstructs that serve as a platform for a symbiont creature to allow other troopers to benefit from the capabilities of the Corahtar Discipline Masters. The sacrifice of these creatures is valuable as it helps to save the life of their users, so nobody will shed tears for them.

Advanced Rules

Advanced Combat: Hacking

Hacking Rules

In the Infinity universe, cybercombat and infowar operations are collectively referred to as Hacking. Operatives equipped with a Hacking Device are called simply Hackers. Hacking Devices come in various models with different degrees of specialization and Hacking Program suites.

As an addition to the Hacking Devices shown in the Infinity N3 rules, this book introduces three new different versions of this piece of Equipment. The Killer Hacking Device is an offensive infowar tool possessing new and exclusive Hacking Programs, while the White Hacking Device is a more advanced version of the Defensive Hacking Device.

Another new addition introduced in this expansion book is the EVO Hacking Device, a specialized device with unique Hacking Programs designed mainly for support tasks, but also capable of using UPGRADE Programs.

Types of Hacking Programs. This expansion of the Infinity N3 rules includes a new type of Hacking Program:

  • Utility EVO Programs (GADGET-EVO). A new and different category of support programs uploaded only by EVO Hacking Devices.

Hacking Programs: Labels. Like Common Skills, Special Skills, and pieces of Equipment, Hacking Programs have one or more Labels that quickly identify them as having certain game features (see Labels, page 71), and relay their Type of Program and Level.

Remember: The target of a Hacking Program can declare Reset to avoid the Attack.

Hacking Programs List. The Hacking Programs list included in this ruleset is organized by Type of Program and Level.

Hacking Programs (SWORD-2)

Redrum (AHP) (Short Skill/ARO; Attack, SWORD-2)

  • Requirements: The target must be an enemy Hacker.
  • Effects: In the Active Turn, the user may distribute two WIP Rolls among one or two targets. In a Face to Face Roll, this program imposes a -3 MOD to the target's Attribute. A successful Roll forces the target to make two BTS Rolls versus Damage 16 as specified by the DT Special Ammunition (see Infinity N3) this Hacking Program applies. For each failed BTS Roll, the target loses one point of his Wounds/Structure Attribute.
  • Critical hits with Redrum cause the target to lose one point of its Wounds/STR Attribute directly, bypassing the first BTS Roll (the target must still make the remaining BTS Roll).
  • The range of this program is the Hacker's Hacking Area.

Skullbuster (AHP) (Short Skill/ARO; Attack, SWORD-2)

  • Requirements: The target must be an enemy Hacker.
  • Effects: In the Active Turn, the user may distribute two WIP+3 Rolls among one or two targets. A successful Roll forces the target to make a BTS Roll versus Damage 16 while suffering the effects of Breaker Special Ammunition, which halves its BTS value (see Infinity N3). For each failed BTS Roll, the target loses one point of his Wounds/Structure Attribute.
  • Critical hits with Skullbuster cause the target to lose one point of its Wounds/STR Attribute directly, bypassing the BTS Roll.
  • The range of this program is the Hacker's Hacking Area.

Trinity (AHP) (Short Skill/ARO; Attack, SWORD-2)

  • Requirements: The target must be an enemy Hacker.
  • Effects: In the Active Turn, the user may distribute three WIP Rolls among one or more targets. A successful Roll forces the target to make a BTS Roll versus Damage 16, while suffering the effects of Shock Special Ammunition. For each failed BTS Roll, the target loses one point of his Wounds/Structure Attribute.
  • Critical hits with Trinity cause the target to lose one point of its Wounds/STR Attribute directly, bypassing the BTS Roll, and applying the effects of Shock Special Ammunition.
  • The range of this program is the Hacker's Hacking Area.

Hacking Programs (GADGET-EVO)

Kaleidoscope (Supportware) (Entire Order; GADGET-EVO)

  • Requirements: This Hacking Program affects only friendly Hackers from the same Army List as the user. Each player can only have one Supportware Program with the GADGET-EVO Label active on the game table.
  • Effects: Thanks to Kaleidoscope, any of the Hackers from the same Army List that suffer a Hacking Attack impose a WIP-3 MOD to their adversaries' Roll. This WIP-3 MOD is not cumulative with the Firewall MODs.
  • When the user activates this Hacking Program, which does not require a Roll, place a Kaleidoscope Supportware Marker (SUP: KALEIDOSCOPE) beside him.
  • The effects of Kaleidoscope persist until the end of the following Player Turn after the declaration of this Hacking Program, at which point you must remove all corresponding Markers.
  • Once activated, this program's range covers the entire game table.

Overclock (Supportware) (Entire Order; GADGET-EVO)

  • Requirements: This Hacking Program affects all the friendly REMs possessing the Repeater piece of Equipment from the same Army List as the user. Each player can only have one Supportware Program with the GADGET-EVO Label active on the game table.
  • Effects: Overclock grants all the REMs with the Repeater piece of Equipment a Burst value of 2 in ARO. The Effect of this Hacking Program is not obligatory.
  • When the user activates this program, which does not require a Roll, place an Overclock Marker (SUP: OVERCLOCK) beside him.
  • The effects of Overclock persist until the end of the Player Turn following the declaration of this Hacking Program, at which point you must remove all corresponding Markers.
  • Once activated, this program's range covers the entire game table.

Reboot (Supportware) (Entire Order; GADGET-EVO)

  • Requirements: This Hacking Program affects only friendly Hackers, HIs, REMs and TAGs from the same Army List as the user. Each player can only have one Supportware Program with the GADGET-EVO Label active on the game table.
  • Effects: Thanks to Reboot, any of the Hackers, HIs, REMs or TAGs from the same Army List that declare a Reset impose a WIP-3 MOD to their adversaries' Face to Face Roll. This WIP-3 MOD is not cumulative with the Firewall MODs.
  • When the user activates this program, which does not require a Roll, place a Reboot Marker (SUP: REBOOT) beside him.
  • The effects of Reboot persist until the end of the Player Turn following the declaration of this Hacking Program, at which point you must remove all corresponding Markers.
  • Once activated, this program's range covers the entire game table.

TeamPro (Supportware) (Entire Order; GADGET-EVO)

  • Requirements: This Hacking Program affects only Fireteams from the same Army List as the user. Each player can only have one Supportware Program with the GADGET-EVO Label active on the game table.
  • Effects: If the Team Leader of a Fireteam from the same Army List as the user enters a Null or Isolated state, TeamPro allows any other member of that Fireteam to automatically become the new Team Leader, placing the Team Leader Marker beside him. Even if the original Team Leader recovers from his Null or Isolated state, the trooper that became the Team Leader, thanks to TeamPro, will continue to be the Team Leader until the player decides otherwise.
  • Moreover, TeamPro allows the use of Fireteam: Duo in Generic Armies. Players can only apply this advantage to those units possessing an option with the Fireteam: Duo Special Skill on their Troop Profile. Creation of a Fireteam rules are applied as usual. However, every Fireteam: Duo in a Generic Army is automatically cancelled at the end of the Order this GADGET Program is cancelled.
  • When the user activates this program, which does not require a Roll, place a TeamPro Marker (SUP: TEAMPRO) beside him.
  • Once activated, this program's range covers the entire game table.

Supportware: General Rules. (Important)

  • Each Hacker can only sustain one active Supportware program at a time.
  • Hackers may voluntarily cancel an active Supportware program by declaring another and expending the corresponding Order.
  • Supportware programs are automatically canceled whenever their user enters a Disabled or Isolated state, or any Null state.
  • A player can only sustain one active Supportware program with the GADGET-EVO Label at a time.
  • A trooper with a Supportware Marker can benefit from the effects of only one Supportware program at a time.
  • The target can only benefit from the effects of one GADGET Program at a time. Players must declare which one they will apply.

Example of Use of Kaleidoscope. A player who had activated the Fairy Dust Supportware (see Infinity N3) with one of his Hackers now declares the activation of the Kaleidoscope Supportware with a different Hacker. As this player possesses a Heavy Infantry trooper (benefiting from Fairy Dust) who is also a Hacker (and so able to benefit from Kaleidoscope as well), the player now has to declare which Supportware program will apply to this trooper on each Order/ARO while both Hacking Programs are active.

Example of Use of Overclock. A player who had activated the Assisted Fire Supportware (see Infinity N3) with one of his Hackers now declares the activation of the Overclock Supportware with a different Hacker. As this player possesses a REM (benefiting from Assisted Fire) that also has the Repeater piece of Equipment (and so, able to benefit from Overclock as well), the player now has to declare which Supportware program will apply to this trooper on each Order/ARO while both Hacking Programs are active.

Hacking Programs (UPGRADE)

Exile (Infowar) (Short Skill/ARO; Comms Attack, UPGRADE)

  • Requirements: The target must be an enemy trooper belonging to any kind of Fireteam.
  • Effects: Allows the user to make a WIP Roll against the target. A successful Roll forces the target to make a BTS Roll versus Damage 16. Failing the BTS Roll causes the target to enter the Isolated state, signified by an Isolated Marker (ISOLATED) in base to base contact. As a side effect, the Fireteam is cancelled, even if the target was not the Team Leader, so the player must remove the correspondent Team Leader Marker from the game table.
  • Critical hits with Exile cause the target to enter Isolated state directly, bypassing the BTS Roll. As a side effect, the Fireteam is cancelled.
  • The Isolated state effect of this program persists until the opponent cancels the induced state by whatever means.
  • The range of this program is the Hacker's Hacking Area.

Goodnight [Infowar] (Short Skill; Attack, UPGRADE)

  • Requirements: The target must be an enemy with the G: Remote Presence Special Skill in the Unconscious state.
  • Effects: In the Active Turn, the user may distribute two WIP+3 Rolls among one or two targets. A successful Roll forces the target to make a BTS Roll versus Damage 16 while suffering the effects of Breaker Special Ammunition, which halves its BTS value (see Infinity N3). Failing the BTS Roll causes the target to enter the Dead state, removing the model from the game table.
  • Critical hits with Goodnight cause the target to enter Dead state directly, bypassing the BTS Roll.
  • The range of this program is the Hacker's Hacking Area.

Icebreaker (Infowar) (Short Skill/ARO; Attack, UPGRADE)

  • Requirements: The target must be an enemy with the Hackable Characteristic (HI, TAG, REM…) or an enemy Hacker.
  • Effects: In the Active Turn, the user may distribute two WIP Rolls among one or two targets. A successful Roll forces the target to make a BTS Roll versus Damage 12, but reducing the BTS value of the target to 0. Failing the BTS Roll causes the target to enter the Immobilized-1 state, signified by an Immobilized-1 Marker (IMM-1) in base to base contact.
  • The effects of this Hacking Program are canceled automatically at the end of the Player Turn following its declaration, but the induced state may be canceled earlier by other means.
  • Critical hits with Icebreaker cause the target to enter Immobilized-1 state directly, bypassing the BTS Roll.
  • The range of this program is the Hacker's Hacking Area.

Lightning (AHP) (Short Skill/ARO; Attack, UPGRADE)

  • Requirements: The target must be an enemy Hacker.
  • Effects: In the Active Turn, the user may distribute two WIP Rolls among one or two targets. In a Face to Face Roll, this program imposes a -6 MOD on the target's Attribute. A successful Roll forces the target to make a BTS Roll versus Damage 15 while suffering the effects of Breaker Special Ammunition, which halves its BTS value (see Infinity N3). For each failed BTS Roll, the target loses one point of his Wounds/Structure Attribute.
  • Critical hits with Lightning cause the target to lose 1 point of his Wounds/STR Attribute directly, bypassing the BTS Roll.
  • The range of this program is the Hacker's Hacking Area.

Maestro (AHP) (Short Skill/ARO; Attack, UPGRADE)

  • Requirements: The target must be an enemy Hacker.
  • Effects: In the Active Turn, the user may distribute two WIP+3 Rolls among one or two targets. In a Face to Face Roll, this program imposes a -3 MOD on the target's Attribute. A successful Roll forces the target to make a BTS Roll versus Damage 14 while suffering the effects of Breaker Special Ammunition, which halves its BTS value (see Infinity N3).
  • Failing one BTS Roll causes the target to lose all points of his Wounds/STR Attribute and enter the Unconscious state, or equivalent, signified by an Unconscious Marker in base to base contact.
  • Successive successes with this Hacking Program in the same or following Orders has no effect, unless the target had recovered from his Unconscious state.
  • A Critical hit with Maestro causes the target to enter Unconscious state directly, bypassing the BTS Roll.
  • The range of this program is the Hacker's Hacking Area.

Hacking: Equipment

EVO Hacking Device (Traits: Comms Equipment)

This is a system for enhancing the Communications and Hacking capabilities of the combat force. The presence of an EVO Hacker increases the operative maneuverability of the units on the ground.

  • Allows the use of SWORD L1, SHIELD L2 and all GADGET programs.
  • In addition, allows the use of the following GADGET-EVO programs: Kaleidoscope, Overclock, Reboot, TeamPro (Supportware).
  • This piece of Equipment allows players to enlist REMs in their Army List.
  • Tactical Support Systems. The EVO Hacking Device allows use of the Tactical Support Systems, a series of automatic and simultaneous Bonuses:
    • EVO Hacking Device allows the use of Hacking Programs in a Coordinated Order. It is not mandatory for all the Hackers in the Coordinated Order to use the same Hacking Program.
    • This piece of Equipment allows players to spend a Command Token to re-roll a single failed Normal or Face to Face WIP Roll when declaring the use of a Hacking Program. The player may re-roll just one die, no matter the Burst value of the Hacking Program he used.
    • The player who has the second Player Turn may spend a Command Token to deploy one troop with the EVO Hacking Device with one GADGET-EVO Supportware Hacking Program active. During the Deployment Phase the player will place the corresponding Supportware Marker with the EVO Hacker bearer on the table. This action is not considered a Strategic Use of the Command Token.
    • This piece of Equipment automatically provides a Bonus that nullifies the -6 MOD to the WIP Roll for the Sat-Lock Special Skill for any friendly trooper.
    • An EVO Hacking Device automatically provides a +3 PH Bonus to the Airborne Deployment Special Skill. This Bonus is not cumulative with the Controlled Jump Supportware Hacking Program, nor with the Bonus provided by other additional EVO Hacking Devices.

This piece of equipment allows the EVO troops operating at long distance or from planetary orbit to provide active support for the Tactical Hackers deployed on the combat zone. The EVO link device keeps communication channels open between different surveillance remotes and the EVO troops' AxtraNiches in orbit or far behind in the rearguard.

Killer Hacking Device (Traits: Comms Equipment)

This is the offensive variant of the Hacking Device, a piece of Equipment designed exclusively to perform cyberattacks against other Hackers.

  • Allows the use of SWORD L2 Programs.
  • Allows the use of the UPGRADE Program Toolbox: Cybermask.
  • Always ignores Firewall MODs, even the ones from the Defensive and White Hacking Devices.
  • This piece of Equipment allows players to enlist REMs in their Army List.

Special Category: EI. Unless specified to the contrary, all the Killer Hacking Devices listed in the Combined Army's Army List possess this Special Category. This Special Category allows the use of the Maestro (AHP) UPGRADE Program.

White Hacking Device (Traits: Comms Equipment)

Advanced version of the Defensive Hacking Device, a piece of Equipment conceived to support the combat force.

  • This piece of Equipment allows use of the following Hacking Programs: SHIELD Level 3 and also GADGET Level 1 Programs.
  • If the user is targeted by a Hacking Attack, it allows application of Firewall MODs.
  • This piece of Equipment allows the player to enlist REMs in his Army List.
  • Cyberalert Systems. The White Hacking Device allows use of the Cyberalert Systems, a series of automatic Bonuses:
    • If the user is the target of any kind of Surprise Shot from within his Hacking Area, he may ignore the negative MOD to his Roll imposed by any level of that Special Skill.
    • In the Reactive Turn, this piece of Equipment allows its user to delay his ARO declaration until after the declaration of the second Short Skill of the enemy inside his Hacking Area.

The second generation of the defensive hacking devices received the commercial denomination "Plus". However, this name was too long and flamboyant for the hackers who soon started to call them "White Hacking Devices". This nickname comes from the slang of the very old data piracy times. In its beginning it was established that the experts in cybersecurity and the hackers acting with permission within the system were called "White Hats", while the unauthorized and hostile hackers were known as "Black Hats". This terms come from the Old West movies, on which the good guys generally wore white hats and the bad guys black hats. So that way, this hacking device model is the sign of identity of the guardian hackers, the ones who keep their fellows safe from the enemy cyberattacks.

Civilian Rules

Covert operations are the brand of Infinity, and those are usually highly precise and surgical missions executed when there is no one to witness, just to keep their secrecy. However, sometimes the objectives of the mission could include civilians. In such situations, troopers can interact with non-combatant personnel, synchronizing with them and performing what is called a CivEvac. The rules of engagement however prevent causing harm to civilians.

Civilians in Infinity

Effects

  • A Civilian is a game element with a Troop Profile that does not belong to the Army List of any player. Therefore Civilians cannot be part of any Combat Group and don't provide Orders to an Order Reserve.
  • Civilians are considered Neutral, unless some rule, Special Skill or piece of Equipment states the contrary.
  • Civilians don't block LoF.
  • It is not allowed to declare Attacks against Civilians. So, if the player declares an Attack with a Template weapon that affects a Civilian, then that shot is considered null (But not any other shot of the same Burst with no Civilian affected by a Template). All those troops who were affected by the nullified shot can still declare ARO. In such a situation, if the Template weapon has the Expendable Trait one use is considered spent.
  • However, if any player causes harm to a Civilian (meaning the Civilian enters a Null state), then that player automatically loses the game and any Objective Points he would have gotten. In addition, in a compensatory way, the player's opponent gets 2 extra Objective Points, but these points cannot bring his total number above 10.
  • Some Scenario Special Rules or mission Objectives can modify this rule.
  • Civilians cannot activate nor suffer Attacks from Deployable weapons or pieces of Equipment, which will consider them as friendly troopers.
  • Automatic Attacks (as the one of the Explode Special Skill, for example) which affect a Civilian will be considered null.

Remember: As Civilians are considered Neutral models, being in base to base contact with them doesn't activate the Engaged state (see Infinity N3).

Synchronize Civilian (Short Movement Skill; Optional)

This Common Skill allows a model to control a Civilian in game.

  • Only models and not markers can perform this Common Skill. Any Marker which declares Synchronize Civilian is automatically revealed.
  • Troopers must be in base to base contact with the targeted Civilian to declare Synchronize Civilian.
  • The targeted Civilian cannot be in a CivEvac state with an enemy model.
  • A model cannot declare this Common Skill if any of the following is true: it already controls two Civilians in the CivEvac state; it possesses the Impetuous or Extreme Impetuous Characteristic, or it possesses the Frenzy Characteristic and has become Impetuous; it possesses the G: Servant or G: Synchronized Special Skill; its Type of Troop is REM; it is performing a Coordinated Order, or it belongs to any kind of Fireteam.
  • Effects: If the model successfully passes a WIP Roll, the Civilian enters the CivEvac state (see CivEvac state, page 95).
  • Failing the WIP Roll causes the Civilian to move two inches in a random direction. To determine the direction of the movement, the player must place a Circular Template over the Civilian model, with the number one pointing to the center of the table, and roll a d20. The result will point the direction in which the Civilian will move. This Movement must follow the General Movement rules explained in the Move Common Skill rules (see Infinity N3).
  • If the Civilian is considered Hostile, due to any game condition or Scenario Special Rule, then the player must apply a -3 MOD to the WIP Roll. A Hostile Civilian is identified by a Hostile Marker.

CivEvac (State)

Marker: None.

Activation

  • A trooper enters in base to base contact with a Civilian, declares the Synchronize Civilian Common Skill, spends one Short Movement Skill, and successfully passes the required WIP Roll. This model is called the Controller, and is the Reference Trooper for Coherency purposes. Effects

  • A Civilian in CivEvac state is considered to possess the G: Synchronized Special Skill (see page 30). So, while in CivEvac state, the Civilian is activated by the same Order as the Controller, performing the same Skills the Controller declares, and provoking only one ARO from each enemy within LoF or ZoC. However, this state has some characteristics listed below.

  • A Civilian in CivEvac state cannot perform any Attack, nor the Activate, Discover and Cautious Movement Common Skills. If the Controller declares any Skill the Civilian cannot perform, then the Civilian performs an Idle instead.

  • Coherency. In the Active and Reactive Turn, when activating a Civilian in CivEvac state, with an Order or with an ARO, the player must perform an Initial Coherency Check relative to the Controller. In the Active and Reactive Turn, at the end of the Order or ARO, the player must perform a Final Coherency Check relative to the Controller.

  • While in this state, a Civilian doesn't provide any MOD when engaged in CC.

  • The CivEvac state doesn't provide the G: Remote Presence Special Skill.

  • The activation of the CivEvac state cancels the Immobilized-2 state (IMM-2) caused by a previous cancellation of this state.

Cancellation

  • This state is automatically and immediately cancelled if the Civilian fails a Coherency Check from the Controller before measuring movement, if any was declared.
  • In the same way, the CivEvac state is cancelled at the end of the Order in which the Controller passes to Immobilized (IMM-1 or IMM-2), Isolated, Null, or any other state that indicates so.
  • This state is also cancelled if the Controller enters a state that replaces the model with a Marker (Camouflage, TO, Impersonation, Holoecho…).
  • The Controller can cancel the CivEvac state voluntarily just spending a Short Skill of the Order.
  • The cancellation of this state provokes the Civilian to automatically enter the Immobilized-2 (IMM-2) state. The Immobilized-2 (IMM-2) state of a Civilian can only be cancelled by restoring the CivEvac state.

Civilians: Attacking and Automatic Attacks Examples.

  • Example: Attacking a Civilian. A trooper declares two BS Attacks with a Heavy Rocket Launcher (B 2) in Blast Mode. When placing the Circular Templates, the player realizes one of the Attacks also affects a Civilian, so that Attack is null. However, the other Attack is resolved in a normal way.
  • Example: Automatic Attack and a Civilian. A Civilian is close to a Gaki, a trooper possessing the Explode Special Skill. The Gaki fails an ARM Roll, entering the Unconscious state, so its Explode Special Skill is activated. When placing the Circular Template, the player checks it affects the Civilian model, so the Attack with the Circular Template is considered null, enemy troopers affected by the template can declare their AROs and the Gaki enters the Dead state at the end of the Order.

Game States

'State' is a game term for each of the altered conditions, beneficial or not, that a trooper might find himself in. Each state has a specific game effect, as well as individual methods of activation and cancellation. States in Infinity are cumulative, and are indicated by placing Markers next to an affected trooper.

Game States shown here must be added to the list of Game States of the Infinity N3 book. The Active Albedo, Active Symbiont Armor, CivEvac, Foxhole, Holoecho, Holoprojector L1 states are printed again in this chapter of the source; their full text is transcribed in the sections above (Equipment, Sapper and Foxhole, Holoprojector, Civilian Rules) and is not duplicated here.

Casevac (State)

Marker: Casevac Marker.

Activation

  • A trooper in base to base contact with an allied trooper in Immobilized (IMM-1 or IMM-2), Stunned, or Unconscious state, declares Casevac and spends one Short Skill of the Order.
  • Troopers can only activate the Casevac state if they possess a PH Attribute equal to or higher than the PH Attribute of the trooper they want to carry.

Effects

  • While in Casevac state, the player activates both troopers with one single Order or ARO. In the Casevac state, the player will move both troopers simultaneously in base to base contact.
  • In this state, the carried trooper (who is in an Immobilized, Stunned, or Unconscious state) cannot declare Orders or ARO. Any Order or ARO will be always declared and performed by the carrying trooper.
  • In the Casevac state, both troopers provoke only one ARO from each enemy within LoF or ZoC.
  • Players declaring an Attack with a Template Weapon against a trooper in Casevac state or the carried trooper must apply the Template Attack on a CC rule (see Infinity N3).
  • In the Casevac state, the carried trooper doesn't block LoF.
  • In the Casevac state, the carried trooper doesn't provide the MOD of +1 to B when engaging in CC.
  • Unless a Special Scenario Rule indicates the contrary, a trooper in the Casevac state cannot carry more than one Immobilized, Stunned or Unconscious trooper.

Cancellation

  • The trooper that declared Casevac can cancel it voluntarily just spending a Short Skill of the Order.
  • The Casevac state is automatically cancelled if the trooper carrying the Immobilized, Stunned, or Unconscious trooper declares a Skill other than Cautious Movement, Change Facing, Climb, Dodge, Jump, Reset, or a Short Movement Skill.
  • This state is also cancelled if the trooper that declared Casevac spent an Impetuous Order.
  • In the same way, the Casevac state is cancelled when the trooper that declared Casevac passes to Immobilized (IMM-1 or IMM-2), any Null state, or any other state that indicates so.
  • The Casevac state is automatically cancelled if the carried trooper recovers from the Immobilized (IMM-1 or IMM-2), Stunned, or Unconscious state.
  • This state is also cancelled if the trooper that declared Casevac enters a state which replaces the model with a Marker (Camouflage, TO, Impersonation, Holoecho…).
  • Players must remove the Casevac Marker from the game table at the end of the Order in which such state is cancelled.

Casevac, Equipment, and Scenery Items. The Casevac state can be applied to the transportation of pieces of Equipment or Scenery Items, as stated by the Scenario Special Rules or by mutual agreement between the players.

Casevac and Motorbikes. Troopers with the Motorbike piece of Equipment, or an equivalent, can only be carried without it, placing a Motorbike Marker when this state is activated.

Disconnected (State)

Marker: image only in the source; no marker name is printed.

Activation

  • The Controller of this trooper is in Isolated or any Null state. (The printed line reads "The Controller of this trooper is in Immobilized is in Isolated or any Null state"; the "Immobilized" wording is treated as a printing error here.)
  • The trooper fails a Coherency Check, breaking Coherency with its Controller.
  • The trooper suffered a successful Attack from an enemy using a Special Ammunition or Hacking Program capable of causing this state.
  • The trooper suffered the effect of a piece of scenery, a Special Scenario Rule, or condition capable of causing this state.

Effects

  • Troopers in this state cannot declare Orders or AROs.
  • Automatic Special Skills and Automatic Equipment have no effect while in the Disconnected state.
  • Disconnected troopers count as casualties for the purposes of Retreat!.
  • Players cannot count their Disconnected troopers as survivors for Victory Point purposes at the end of the game.

Cancellation

  • This state is automatically cancelled if the Controller of this trooper recovers from the state which caused the activation of the Disconnected state.
  • If this state has been caused by breaking Coherency with the Controller, then it will be automatically cancelled at the end of an Order in which the Disconnected trooper is again in Coherency with its Controller.
  • If this state has been caused by an Attack, a piece of scenery, or a Special Scenario Rule applied to this trooper, then it is automatically cancelled if a trooper with the Special Skill Engineer (or an equivalent Skill) spends one Short Skill of an Order while in base contact with the affected trooper and passes a Normal WIP Roll (or the Roll specified by the Special Skill or Scenario that caused the state).

Stunned (State)

Marker: Stunned Marker.

Activation

  • The trooper suffered a successful Attack from an enemy using a Special Ammunition or Hacking Program capable of causing this state (as Stun Special Ammunition, for example).
  • The trooper suffered the effect of a piece of scenery, a Special Scenario Rule, or condition capable of causing this state.

Effects

  • Troopers in this state cannot declare Attacks.
  • Moreover, troopers in Stunned state must apply a MOD of -3 to any Roll they perform, except to the ARM/BTS Rolls.
  • This state does not affect Automatic Special Skills or Automatic Equipment.

Cancellation

  • The Stunned state is automatically cancelled at the end of the Player Turn during which it was caused.

Missions

Engineering Deck

Book version. The Gates of the Objective Room are closed at the start of the game.

Mission Objectives

  • Main Objectives:
    • Have the same amount of Connected Consoles as the adversary at the end of the game (2 Objective Points, only if the player has Connected at least 1 Console).
    • Have more Connected Consoles than the adversary at the end of the game (5 Objective Points).
    • Secure the Objective Room at the end of the game (3 Objective Points).
  • Classified: Each player has 2 Classified Objectives (1 Objective Point each).

Forces: Side A: 300 points. Side B: 300 points.

Deployment. Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep. Deploying inside or in base contact with the Objective Room or in base contact with a Console is not permitted.

Inner Area. This scenario happens inside a vessel, so the use of Levels 3, 4 and 5 of the Airborne Deployment Special Skill is not permitted. However, the other Levels of this Special Skill are allowed. AI Beacons must be deployed on the edge of the game table, outside the Deployment Zones, with no PH Roll required. Inner Area doesn't affect other Deployment Special Skills.

Scenario Special Rules

  • Game table size: 48 x 48 inches.
  • Objective Room. Placed in the center of the table, it covers an area of 8 by 8 inches. In game terms it is considered to have walls of infinite height that completely block Line of Fire. To represent the Objective Room we recommend using the Objective Room by Micro Art Studio, the Operations Room by Plastcraft or the Command Bunker by Warsenal or the Panic Room by Customeeple. The interior of the Objective Room is a Saturation Zone.
  • Gates. The Objective Room has four Gates, one in the middle of each wall (see map below). The Objective Room Gates must be represented by a Narrow Gate Marker or a scenery piece with the same size. The Objective Room Gates have a Narrow Gate Width.
  • Open the Room Gates (Short Skill; Attack). Requirements: Only Specialist Troops can declare this Skill. The Specialist Troop must be in base contact with a Gate. Effects: Allows the Specialist Troop to make a WIP Roll to Open the Gates. A success opens all Gates to the Objective Room. 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.
  • Secure the Objective Room. The Objective Room is considered to be Secured by a player when that player is the only one to have any troopers inside the Room who are not in a Null state.
  • The Consoles. There are 4 Consoles, placed on different halves of the game table, each of them 8 inches from the central line of the table and 12 inches from the edge of the table. There is a fifth Console placed in the center of the Objective Room. Each Console must be represented by a Console A Marker (CONSOLE A) or by a scenery piece of the same diameter (such as the Human Consoles by Micro Art Studio, the Tech Consoles and the Communications Array by Warsenal or the Comlink Console by Customeeple).
  • Connect Consoles (Short Skill; Attack). Requirements: Only Specialist Troops can declare this Skill. The Specialist Troop must be in base contact with a Console. Effects: Allows the Specialist Troop to make a Normal WIP Roll to Connect the Console. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll. A connected Console can be Connected again by the other player, applying the same procedure. In such a situation, the Console is no longer considered to be Connected by the adversary. Player A and Player B Markers can be used to mark the Connected Consoles. It is recommended each player uses a different kind of Marker.

Specialist Troops. For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops. Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved to Specialist Troops.

Remember: Troops with the Specialist Operative Special Skill can accomplish the different functions Specialist Troops have in this scenario. A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.

End of the Mission. This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. If one of the players starts his active turn in a Retreat! state, the game will end at the end of that Turn.

Rescue

Book version.

Mission Objectives

  • Main Objectives:
    • Have more Synchronized Civilians in CivEvac state in the Exclusion Zone than the adversary at the end of the game (1 Objective Point).
    • Have the same amount of Synchronized Civilians in CivEvac state in the player's own Dead Zone as the adversary in his Dead Zone at the end of the game (2 Objective Points, only if the player has at least 1 Civilian in such state in the Dead Zone).
    • Have more Synchronized Civilians in CivEvac state in the player's own Dead Zone than the adversary in his Dead Zone at the end of the game (3 Objective Points).
    • Have more Synchronized Civilians in CivEvac state in the player's own Deployment Zone than the adversary in his Deployment Zone at the end of the game (4 Objective Points).
  • Classified: Each player has 1 Classified Objective (2 Objective Points).

Forces: Side A: 300 points. Side B: 300 points.

Deployment. Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

Exclusion Zone. Troopers may not use the Airborne Deployment, Forward Deployment, Mechanized Deployment, or Infiltration Special Skills or the deployment rule of the Impersonation Special Skill to deploy inside of an 8 inch area on either side of the central line of the game table. The Exclusion Zone is not applied to troopers that suffer Dispersion.

Scenario Special Rules

  • Game table size: 48 x 48 inches.
  • Exclusion Zone. Players must consider the Exclusion Zone to be a Saturation Zone and a Difficult Terrain Zone. Troopers possessing the Terrain (any type) or Multiterrain Special Skill can apply it to avoid the effects of the Difficult Terrain Zone.
  • Dead Zones. There are two Dead Zones on the battlefield, 4 inches deep between the Deployment Zone and the Exclusion Zone (see the map below). The Dead Zone of each player is the one in his half of the table.
  • Civilians. There are a total of eight Civilians on the game table, four of them belonging to each player. Each player will place his four Civilians inside the Exclusion Zone, but in base contact with the limit of the enemy Dead Zone, in the adversary's half of the table. Two of them must be placed 12 and 20 inches respectively from one of the edges of the table, while the other two must be placed 12 and 20 inches respectively from the other edge (see the map below). Players cannot place their Civilians either on top of or inside of any Scenery Item or Building, always deploying it in an accessible location on the table. Scenery placement must facilitate this.
  • Players can only Synchronize their own Civilians. In this scenario, Specialist Troops can have up to two Civilians in CivEvac state at the same time. Other troops able to declare Synchronize Civilian can have only one Civilian in such state.
  • It is not allowed to deploy in base to base contact with a Civilian.
  • Players can use any model from the Infinity or the Infinity Bootleg range, preferably those designated as HVT or as a Civilian. Good examples of this are the O-12 High Commissioner, the Tohaa Diplomat, Go-Go Marlene, the Fusilier Angus, the TAG Pilots, the VIP Executive or the HAZMAT A1 Specialist. Players can also use the Player A and Player B Markers to identify or even represent their Civilians.

Specialist Troops. For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops. Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved to Specialist Troops.

Remember: Troops with the Specialist Operative Special Skill can accomplish the different functions Specialist Troops have in this scenario. A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.

End of the Mission. This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. If one of the players starts his active turn in a Retreat! state, the game will end at the end of that Turn.

Tic-Tac-Toe

Book version.

Mission Objectives

  • Main Objectives:
    • To be the only player who has three Connected Antennas in a horizontal, vertical, or diagonal row at the end of the game (4 Objective Points).
    • Both players have three Connected Antennas in a horizontal, vertical, or diagonal row at the end of the game (2 Objective Points).
    • To have more Connected Antennas than the adversary at the end of the game (3 Objective Points).
    • To have at least one Connected Antenna in the enemy's half of the table at the end of the game (2 Objective Points).
  • Classified: Each player has 1 Classified Objective (1 Objective Point).

Forces: Side A: 300 points. Side B: 300 points.

Deployment. Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep. It is not allowed to deploy in base contact with an Antenna.

Scenario Special Rules

  • Game table size: 48 x 48 inches.
  • The Antennas. There are a total of 9 Antennas. One of them is placed in the center of the game table, with the next two placed on the central line of the table, 12 inches from the edges. The other six Antennas are placed in different halves of the game table. Four of them are placed 8 inches in parallel from the central line of the game table and 12 inches from the edges. The other two are placed 8 inches in parallel from the central line of the game table and 24 inches from the edges (see map). Each Antenna must be represented by a Transmission Antenna Marker (TRANS. ANTENNA) or by a scenery piece of the same diameter (such as the Communications Array by Warsenal or the Sat Station Antenna by Customeeple).
  • Connect the Antennas (Short Skill; Attack). Requirements: Only Specialist Troops can declare this Skill. The Specialist Troop must be in base contact with an Antenna. Effects: Allows the Specialist Troop to make a Normal WIP Roll to Connect the Antenna. 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 Connected Antenna can be Connected again by the other player, applying the same procedure. In such a situation, the Antenna is no longer considered to be Connected by the adversary. Player A and Player B Markers can be used to mark the Connected Antennas. It is recommended each player uses a different kind of Marker.
  • EVO Hacking Device Bonus. If a player has at least one trooper with the EVO Hacking Device piece of Equipment on the game table who is not in a Null state, then that player applies a MOD of +3 to the WIP Rolls necessary to Connect the Antennas.

Specialist Troops. For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops. Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved to Specialist Troops.

Remember: Troops with the Specialist Operative Special Skill can accomplish the different functions Specialist Troops have in this scenario. A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.

End of the Mission. This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. If one of the players starts his Active Turn in a Retreat! situation, the game will end at the end of that Turn.

Firefight

Book version.

Mission Objectives

  • Main Objectives:
    • To kill more Specialist Troops than the adversary (1 Objective Point).
    • To kill more Lieutenants than the adversary (2 Objective Points).
    • To kill more Army Points than the adversary (4 Objective Points).
    • Acquire more weapons or items from the Panoplies than the adversary at the end of the game (1 Objective Point).
  • Classified: Each player has 2 Classified Objectives (1 Objective Point for each one).

Forces: Side A: 300 points. Side B: 300 points.

Deployment. Both players will deploy on opposite sides of the game table, in a Deployment Zone 12 inches deep.

Scenario Special Rules

  • Game table size: 48 x 48 inches.
  • Killing. A trooper is considered Killed when he enters Dead state, or is in a Null state at the end of the game. Troopers that have not been deployed on the game table at the end of the game, will be considered to be Killed by the adversary.
  • No Quarter. In this scenario, Retreat! rules are not applied.
  • Designated Landing Area. The whole game table is considered a Designated Landing Area. Any trooper with the Airborne Deployment Special Skill can apply a +3 MOD to his deployment PH Roll. This MOD is cumulative with any other MOD provided by any other rule. Moreover, troopers with any Level of this Special Skill ignore the prohibition of the Deployment and Dispersion rules against deploying inside the enemy Deployment Zone. (The source prints this last sentence at the top of the following page without a heading; it is transcribed here with the Designated Landing Area rule it follows.)
  • Panoplies. There are three Panoplies, placed on the central line of the game table. One of them is in the center of the table and the other two 12 inches from the edges (see map below). Each Panoply must be represented by an Objective Marker or by a scenery piece of the same diameter (such as the Info Hubs by Micro Art Studio).
  • Use the Panoplies (Short Skill; Attack). Requirements: The trooper must be in base contact with a Panoply. Effects: Allows the trooper to use the Logistics Trait of a Panoply. By succeeding at a WIP Roll, a trooper can make a Roll on any of the Booty Charts to obtain one weapon or piece of equipment. Once a success has been rolled, that trooper cannot use the Logistics Trait of this piece of scenery again. Troopers possessing the Booty or the Scavenger Special Skill, or any other Skill which specifies so, don't need to make the WIP Roll and may automatically make a Roll on any of the Booty Charts. A trooper in base contact with this piece of scenery may spend one Short Skill of an Order to cancel his Unloaded state. By succeeding at a WIP Roll, the Specialist Troops can roll twice on any of the Booty Charts but they can only choose one of the results.

Specialist Troops. For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops. Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved to Specialist Troops.

Remember: Troops with the Specialist Operative Special Skill can accomplish the different functions Specialist Troops have in this scenario. A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.

End of the Mission. This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.

Quick Reference Charts

The source's Quick Reference Charts (pages 141 to 151 of the printed book) repeat the Skills, Pheroware, Metachemistry, Retreat!, E/M2, Hacking Programs, EVO, Killer and White Hacking Device charts already transcribed in the sections above, and are not duplicated here. The two charts below are not repeated elsewhere in this file.

Combat: Multiple Activations Chart

UnitSame Combat GroupORDER: All performs the sameARO: All performs the sameCC Bonuses: +1 B/ +1 PHLeader MarkerZone of ControlUnique on the table
AntipodeYesYesYesYesYesYesNo
Coordinated OrderYesYes--YesYesNoYes
Fireteam: CoreYesYesYesYesYes

Hacking Critical Chart

Program TypeProgramCritical Effect
CLAW-1BlackoutTarget enters Disabled state directly, bypassing the BTS Roll.
CLAW-1Gotcha!Target enters Immobilized-1 state directly, bypassing the BTS Roll.
CLAW-1OverlordTarget enters Possessed state directly, bypassing the BTS Roll.
CLAW-1SpotlightTarget enters Targeted state directly.
CLAW-2ExpelTarget must place the Pilot model in base to base contact with the TAG, bypassing the BTS Roll.
CLAW-2OblivionTarget enters Isolated state directly, bypassing the BTS Roll.
CLAW-3BasiliskTarget enters Immobilized-1 state directly, bypassing the BTS Roll.
  • Fireteams in the Active Turn
  • Fireteams in the Reactive Turn
  • Fireteam Order: Skills Classification
  • Fireteam Bonuses
  • Fireteams and Fury Characteristic
  • Fireteam Integrity
  • Fireteam Cancellation
  • Fireteam Examples
  • Fireteams and Suppressive Fire State
  • Ghost: Servant
  • Ghost: Synchronized
  • Hyper-Dynamics
  • Lo-Tech
  • Mechanical Transmutation
  • MetaChemistry
  • Minelayer
  • Number 2
  • Neurocinetics
  • Perimeter
  • Pheroware Tactics
    • Attack Tactics
    • Support Tactics
  • Sapper
  • Foxhole (State)
  • Specialist Operative
  • Grenade Launcher (GL)
  • Grenades
  • Heavy Machine Gun (HMG)
  • MULTI HMG
  • Hyper-Rapid Magnetic Cannon (HMC)
  • Jammer
  • Katyusha MRL
  • Madtraps
  • Marksman Rifle
  • Mines
  • Mk12
  • Molotok
  • Pistol
  • Pitcher
  • Pulzar
  • Red Fury
  • Rifle
  • Rocket Launcher (RL)
  • Shotgun
  • Sniper Rifle
  • Spitfire
  • Submachine Gun
  • Symbiobugs
  • T2 CC Weapon
  • Templar CC Weapon
  • Uragan MRL
  • Viral CC Weapon
  • Vorpal CC Weapon
  • Holoprojector Level 3
  • Minesweeper
  • Nanoscreen
  • Nullifier
  • SymbioBomb
  • Spotter
  • Symbiont Armor
  • Active Symbiont Armor (State)
  • SymbioMate
  • This bonus is cumulative with the two member bonus.
  • The Nomad player now has to choose between Support or Evasion. If he declares Evasion, and wins the Face to Face Rolls, he could avoid the BS Attacks against both troopers, but this will not remove the threat. If he uses Support and declares a BS Attack, he will apply the bonuses to the Team Leader, but Fusilier #2 will perform two Normal Rolls against Alguacil #2, who can neither declare a BS Attack nor Dodge as he will be providing Support to his Team Leader.

    Finally, he decides to risk it and declares a BS Attack, applying the Support bonuses for a five member Fireteam (MOD of +3 to BS and MOD of +1 to B). He decides to share the Team Leader's Burst 5 (HMG's B 4 and the Support bonus +1 to B) between both Fusiliers, with three Face to Face BS Attacks against Fusilier #1 and two BS Attack Normal Rolls against Fusilier #2.

    Fusilier #2, thanks to the Bonuses provided by Support, can shoot in ARO with Burst 2 (Combi Rifle in ARO: B 1 and a Support bonus of +1 to B) and with better accuracy (Support bonus +3 to BS). He succeeds in his two Normal Rolls against Alguacil #2, who fails one ARM roll and enters the Unconscious state. On the other side, Alguacil #1 wins his Face to Face Rolls against Fusilier #1, who enters the Unconscious state as well after failing an ARM Roll. However, neither of Alguacil #1's BS Attacks against Fusilier #2 are successful.

  • [Fireteam Order (Movement + Support) against Fireteam ARO (Evasion)] The Nomad player has lost one of his Alguaciles, so he can now only use the bonuses of a four member Fireteam. With a new Order, he places the Team Leader Marker beside Alguacil #3, armed with a Combi Rifle + Light Grenade Launcher. In the same Order, he declares Move as the first Short Skill of the Order, but he only moves the new Team Leader, who gets LoF to Fusilier #2.

    The PanOceanian player, guessing he is going to be attacked with the Light Grenade Launcher (which, thanks to the Support bonuses has B 2) decides to declare Dodge. The Fusiliers Fireteam now has only four members, so it can only apply the corresponding bonuses. The PanOceanian player declares Dodge, and thanks to the Support bonuses, the Fireteam members get the Sixth Sense L2 Special Skill, so they will not apply the MOD of -3 to PH imposed on Dodge Rolls by Template Weapons if they do not have LoF to the attacker.

    Alguacil #3 declares a BS Attack against Fusilier #2. He does not receive the +3 to BS, as he now belongs to a four member Fireteam, but he still has the +1 to B, so his Light Grenade Launcher has B 2. The player places the Circular Template over Fusilier #2 and checks whether this also affects Fusiliers #4 and #5. Now it is time to make the corresponding rolls to see how the situation is resolved...

  • Coherency. In the Deployment Phase, the player can perform a Deployment Phase Coherency Check after having deployed a Synchronized Unit. In the Active or Reactive Turn, when activating the Synchronized Unit with an Order or ARO, the player must perform an Initial Coherency Check. In the Active or Reactive Turn, when finishing an Order or ARO, the player must perform a Final Coherency Check. If the G: Synchronized trooper fails a Coherency Check, breaking Coherency with its Controller, then it will enter the Disconnected state immediately but before measuring movement, if he has declared any.
  • If the Controller enters the Isolated, or any Null state, then the G: Synchronized trooper will enter the Disconnected state at the end of the Order that happened.
  • If the Controller is, or becomes, Impetuous or Extreme Impetuous, then his Impetuous Order also activates the G: Synchronized trooper, which will be considered Impetuous or Extreme Impetuous as well.
  • G: Synchronized troopers possessing the Airborne Deployment (AD) Special Skill will be deployed with the same Order their Controller uses to deploy. In this situation, they must be deployed at the same time and on the same table edge segment, or the same Circular Template.
  • Once the Perimeter Item has detonated it must be removed from the game table.
  • +3
    0
    13
    2
    Trooper possessing Wounds Attribute
    Short Skill/ARO
    Zone of Control. DT Special Ammo. State: IMM-1.
    AttackPandemonium0-3143Trooper possessing Wounds AttributeShort Skill/AROZone of Control. Breaker Special Ammo. State: Stunned.
    SupportFirst Aid00--1Trooper with Symbiont Armor and in Unconscious state.Short SkillZone of Control. Cancels Unconscious state.
    SupportMirrorball00--1--Short Skill/AROTurn. NFB. Reflective. Zone of Control. Circular Template that obstructs LoF of Multispectral Visors.
    SupportNimbus Sphere00--1--Short Skill/AROTurn. Zone of Control. Reflective. Circular Template with Nimbus Special Ammo.
    SupportRevitalis00--1User in Active Symbiont Armor state.Short Skill/AROAllows recovery 1 Wounds point of the Active Symbiont Profile.
    +3
    0
    --
    --
    +1
    PH
    5+3-300PH
  • Anti-materiel Mode. DA Special Ammunition. Using this Fire Mode, the shooter fires DA Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Anti-materiel Trait.
  • Stun Mode. Stun Special Ammunition. Using this Fire Mode, the shooter fires Stun Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Non-Lethal Trait.
  • Medium MULTI. This is a multipurpose weapon capable of using different types of Medium Special Ammunition. This enhanced rule replaces the version previously shown in Infinity N3. Medium MULTI weapons have 3 Fire Modes:
    • Anti-tank Mode. AP Special Ammunition. The shooter can only use this type of Ammunition.
    • Anti-materiel Mode. DA Special Ammunition. The shooter can only use this type of Ammunition. This Mode possesses the Anti-materiel Trait.
    • Stun Mode. Stun Special Ammunition. Using this Fire Mode, the shooter fires Stun Special Ammunition. The Burst value of the weapon is reduced to 1. This Mode possesses the Non-Lethal Trait.
  • If the player is using models instead of Holoecho Markers, then at the start of his Active Turn or if he activates the Holoecho state in his Active Turn, the player must place a Holoecho Marker next to one of the three models, but it is not compulsory that this model be the real Holoprojector L2 bearer. By this way, his adversary can know he is facing a Holoprojector L2 trooper in order to be able to delay his AROs. The player can remove that Holoecho Marker at the end of his Active Turn.
  • This State does not affect Automatic Special Skills or Automatic Equipment.
  • Anytime a holographic decoy cancels its Holoecho state the player must remove its Holoecho from the table at the end of that Order that happened.
  • An exception to this rule is made when the Holoecho fails an Initial Coherency Check, then the player must remove the Holoecho immediately, before measuring movement, if he has declared any.
  • The cancellation of the Holoecho state is applied to the whole declared Order. So, if a trooper in the Holoecho state declares a Move + BS Attack Order, he will be considered discovered all along his Movement, even if the BS Attack would be performed at the end of that Movement.
  • Yes
    Yes
    F: DuoYesYesYesYesYesYesNo
    F: EnomotarchosYesYesYesYesYesYesNo
    F: HarisYesYesYesYesYesYesYes
    F: TriadYesYesYesYesYesYesNo
    G: ServantYesYesYesYesNoNoNo
    G: SynchronizedYesYesYesYesNoYesNo
    CLAW-3CarboniteTarget enters Immobilized-1 state directly, bypassing the BTS Roll.
    CLAW-3Total ControlTarget enters Possessed state directly, bypassing the BTS Roll.
    SWORD-1Brain BlastTarget loses 1 point of its Wounds/STR Attribute directly, bypassing the BTS Roll.
    SWORD-2RedrumTarget loses 1 point of its Wounds/STR Attribute directly, bypassing the first BTS Roll (the target must still make the remaining BTS Roll).
    SWORD-2SkullbusterTarget loses 1 point of its Wounds/STR Attribute directly, bypassing the BTS Roll.
    SWORD-2TrinityTarget loses 1 point of its Wounds/STR Attribute directly, bypassing the BTS Roll.
    SHIELD-1ExorcismTarget's Possessed state is directly cancelled, bypassing the BTS Roll.
    SHIELD-1Hack Transport AircraftAD: Combat Jump trooper must apply the Dispersion rules.
    SHIELD-2BreakwaterThe user nullifies the Hacking Attack against him and avoids all Damage and special effects from the Attack.
    SHIELD-3CounterstrikeNot only avoids all Damage and special effects from the Attack against him, but additionally reflects the Attack back to the attacker, who suffers the Critical Damage and special effects of the Attack, if applicable.
    SHIELD-3Zero PainThe user nullifies the Hacking Attack against him and avoids all Damage and special effects from the Attack.
    GADGET-1LockpickerThe Hacker will activate, deactivate, open or close the Hackable Scenery element.
    UPGRADECybermaskHacker enters Impersonation-2 state directly.
    UPGRADEExileTarget enters Isolated state directly, bypassing the BTS Roll. As a side effect, the Fireteam is cancelled.
    UPGRADEGoodnightTarget enters Dead state directly, bypassing the BTS Roll.
    UPGRADEIcebreakerTarget enters Immobilized-1 state directly, bypassing the BTS Roll.
    UPGRADELightningTarget loses 1 point of this Wounds/STR Attribute directly, bypassing the BTS Roll.
    UPGRADEMaestroTarget enters Unconscious state directly, bypassing the BTS Roll.
    UPGRADEStop!Target enters Immobilized-1 state directly, bypassing the BTS Roll.
    UPGRADESucker PunchTarget loses 1 point of his Wounds/STR directly, bypassing the first BTS Roll (the target must still make the remaining BTS Roll).
    UPGRADEWhite NoiseThe Hacker may place a White Noise Circular Template inside his Hacking Area.