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Infinity: Operation Icestorm

Infinity: Operation Icestorm Rulebook

Table of Contents

Table of Contents

  • Intro
    • PanOceania
  • Briefing Operation: Icestorm
  • Mission 1: Perimeter Control
    • Introduction
    • You Will Need
    • Measuring Tape: How to Measure
    • Game Table and Terrain
    • Trooper Profile
    • Line of Fire (LoF)
    • Rolls
    • Initiative Roll
    • Deployment
    • Game Sequence
    • Active Player, Reactive Player
    • Order Pool
    • Orders
    • AROs
    • Skills
    • Armor and Damage
    • Mission Details
  • Mission 2: Secure the Warehouse
    • Introduction
    • Training: Regular and Irregular Troopers
    • Lieutenant
    • Initiative Roll
    • Deployment Phase
    • Mission Details
  • Mission 3: Clearance of Production Area Alpha
    • Introduction
    • New Order and ARO Combinations
    • Thermo-Optical Camouflage (TO)
    • Discover
    • Combat Jump
    • Infiltration
    • Mission Details
  • Mission 4: Clearance of Production Area Beta
    • Introduction
    • Volume and Silhouette Templates
    • Change Facing
    • Mimetism
    • Multispectral Visor
    • Sniper Rifle
    • Mission Details
  • Mission 5: Take R&D
    • Introduction
    • Order: New Combination of Skills
    • Unconscious and Dead States
    • Kinematika
    • Doctor
    • Mission Details
  • Beyond Operation: Icestorm
    • Advanced Rules
    • How to Expand Your Collection
    • PanOceania
    • Nomads

Intro

PanOceania

PanOceania is number one, the greatest power in the Human Sphere. It has the most planets, the healthiest economy and the most advanced technology. PanOceania is a true melting pot of cultures that, with their pragmatic and generous character, consider themselves the defenders of the Western traditions of democracy and welfare. PanOceanians are a proud people who often come across as slightly conceited, with their constant reminders of the technological superiority of their society, and particularly that of their army.

Fusiliers

Fusiliers are the backbone of the PanOceanian Military Complex, with presence in all PanOceanian territories. The members of this light infantry corps are professional soldiers trained in a wide variety of combat situations who know they can count on plentiful resources and constant support. They are fine combatants, thoroughly drilled and ready to participate in modern day conflicts both domestic and foreign. Fusiliers are the best corps in the army, the ones who buckle down and get things done. The rest are there only to give them support. Forget about fancy hi-tech weapons and special operations, Fusiliers are the army...

Akalis, Sikh Commandos

Elite mobile units tasked with jumping behind enemy lines and wreaking havoc amongst their ranks by striking from poorly defended angles. The Akalis Commando Regiment is fully qualified for immediate land, sea, air and orbital deployment, occupation of a combat area and, if required, repeated aerial and ground assaults to neutralize enemy forces and capture and control key locations and facilities. The Akalis Commandos recruit their members exclusively from among the best warriors of Sikh ethnicity. Akalis (singular Akal) can be translated as "the Timeless", but they call themselves "the Children of God the Deathless".

Svalarheima Nisses

PanOceanian Nisses are a battle-hardened Tactical Assault Group from Svalarheima, created for Security and Forward Team operations. Nisses receive special training to be able to operate in icy environments, as befits the extremely harsh climate of their home planet, Svalarheima. In such an adverse environment, mistakes cost life and limb, but Nisses are callous veterans and remain unaffected by the cold. In fact, it makes them that much more deadly. When a storm breaks there are no volunteers to go outside and locate the enemy, but Nisses are not afraid of the storm; they are the storm.

Orc Troops

Only the very best soldiers can aspire to join one of the infantry units in the Heavy Tactical Group, unofficially but ubiquitously called "Orc" Troops. The "Orc" moniker comes from the logo of the manufacturer of their combat armors, the ORC Corporation, which stands for Omnia Research & Creation. Orc Troops have a reputation as seasoned veterans who volunteer for the most aggressive operations. As multipurpose heavy infantry, Orc Troops are often destined for the hottest battlefronts, to establish a tough line of defense or crack an enemy formation.

Military Order Father-Knights

Father-Knights are one of the most prominent staples of the PanOceanian forces, always leading the charge - whether surrounded by the regular army or their own Military Orders. Each an ordained priest, they have received intensive combat training and are renowned as expert tactical support and close-quarters combatants. When deployed alongside regular forces, they provide PanOceanian soldiers with much-needed moral support. Father-Knights are shepherds of men, and they know how to lead troops into the fray. They look them in the eye and persuade them to go beat up the enemy because that is what God wants, because it is the right thing to do, and because it is their duty. And they do. With these warrior priests at the front of PanOceanian forces, victories are driven home and defeats turned into successes.

Briefing Operation: Icestorm

[Cargo hold of the Nomad Covert Insertion Shuttle NS Simply Irresistible. Outer orbit of Svalarheima. T-2 hours to mission start.]

"Alright, ladies. Good morning and welcome back to the land of the living. C'mon, now. Wipe the sand from your eyes and pay attention, it won't be long before you start earning some of that handsome salary the Nomad Military Force is squandering on you."

"I don't know about handsome, Sarge. My checks have been looking pretty ugly lately..."

"You shut your mouth, Ortega, or I'll break your ugly mug myself! Now, everyone wake the fuck up and knock back your tonic juice before you step out of the acceleration pods. You need the electrolytes and it'll help you pass the sedatives and anti-GPlus drugs."

"Ugh. Sarge, this stuff is disgusting."

"That's because I pissed in your carton while you were sleeping, Maldonado. Big gulps, everyone! The juice will help you get over the physical shock of sustained acceleration."

"Ew. Then how come mine also tastes like ass, Sarge?"

"I double-dipped yours, Díaz. On your feet, everybody. If the ship has brought us round, that means we're decelerating and about to reach our destination. So as soon as you are done drinking and whining like toddlers, connect your comlogs to the shuttle data sphere to start the briefing."

"Data silence is over, Sarge? Does Command finally trust us?"

"The only thing in this shuttle I trust less than you, Ayala, is your stupid hair. I'm letting you download the data because now it's too late for you to fuck up the mission by calling your mamita to say you miss her and casually mentioning where we're headed."

"And just where are we headed, Sarge?"

"Excuse me, Maldonado. I always forget you never learned your letters. The rest of you can check your tactical visors to see we're on a covert insertion course towards Svalarheima. We should be landing in the desolated PanOceanian region of Trollhätan, in an area called Ensom Dal, SvalarNorse for 'Lone Valley'. Our target is an isolated research center owned by the Moto.tronica corporation. You know the one; they make those pretty blue TAGs we love to watch blow up."

"Uh-oh, Sarge. Is this going to be, like, a proper fight? Or is it an industrial espionage-type deal?"

"It's called an 'operation to evaluate foreign technical capabilities', Ortega. Learn the lingo or shut up, and don't go around spouting PanOceanian propaganda lines about us poor little Nomads. Anyway, apparently Moto.tronica is developing a prototype for an advanced auto-medical system for their Remote Presence cockpits."

"An auto-medical system? Why do the bosses care if a machine is sticking bandaids on some guy miles away from combat to begin with?"

"We already know you're an idiot, Díaz; no need to prove it every time you open your mouth. If the cockpits can keep their pilots operational longer by fighting the effects of fatigue and stress, their performance goes up, and they need fewer pilots to keep a full schedule. That means PanOceania has well-rested pilots all the time, and we feel the impact of that directly on the battlefield. Because no matter how long an operation drags, their TAGs are always one hundred per cent, quick and alert. And that's bad news for all of us, even for dimwit like you, Díaz."

"But, Sarge, we know nothing about 'biomedical oversight in virtual immersion devices'. I'm looking at this crap in my tactical visor and it all looks like gibberish. How are we going to be sure to take the right schematics?"

"For that very reason, the Observance has appointed one of their Reverend Healers to our team. She will be the mission specialist. She has the requisite medical and technical knowledge, in addition to a lot of weapons and a lot of attitude. She's the protagonist of our little movie; the rest of us are here just to make way for her."

"You're telling us there's a witch on board?"

"If she hears you say 'witch', Ayala, you'll need a new tongue. Reverends are not known for their sense of humor or their sunny disposition. Right now she's upstairs on deck, talking to the crew or praying or sharpening knives or doing whatever it is Reverends do when we can't see them. She'll be joining us right before landing. I don't want any trouble with her, you hear me?"

"We're not insane, Sarge. We all want to live long lives, with all our limbs still attached."

"Maybe so, Ortega, but you never know with morons like you. Alright, no more dawdling. Open your briefing holo-maps to follow along. Basically, the deal is we need to take control of the Moto.tronica R&D facilities in Ensom Dal. As you can see, the guys from Strategic have called this 'Operation Icestorm', honoring the warm climate of Svalarheima. The play-by-play should have five stages."

"The first stage is securing the perimeter, controlling the ingress points and establishing a secure escape route. A small group of Alguaciles, under Ortega's command, should do a decent job of that."

"The second stage will involve securing the warehouses so we can make sure not to leave behind any interesting experimental cargo. Since this is a bigger area, we'll send another contingent of Alguaciles, whose asses will be safe thanks to my expertise and superior aim."

"Thanks a bunch, Sarge. We feel a lot better knowing you will be by our side wearing a Mobile Brigada suit that will protect you from whatever ends up killing us."

"That's nice to know, Ayala, seeing as your peace of mind is my fucking raison d'être. The third and fourth stages are clearance sweeps of the Alpha and Beta production areas. These zones look like they could become death traps and whatever hostile resistance we meet will be using that against us. Luckily, the Tunguska Dragnet has decided to endow us with one of their oh-so-glamorous Grenzers to help with ambush attempts, and this sullen Spektr here, who will scout ahead to locate and neutralize potential threats."

"It is always a pleasure working with our sweaty, rancid brothers from Corregidor, Sergeant."

"And we thank you ever so sincerely, Grenzer Bukovac. Finally, the fifth stage of the operation is the most important: controlling the Research and Development area, where the labs are. The main assault force will head straight there, escorting the Reverend Healer, to guarantee the overall success of the operation. Questions?"

"What kind of hostile response are we expecting, Sergeant?"

"Pay attention to this scene, you louts. Grenzer Bukovac has inquired about the mission, using the appropriate jargon, and he didn't even need swear words to do so. The professionalism of our Tunguskan colleagues is a shining example to us Corregidor grunts, who somehow end up doing all the work..."

"Anyway, back to the illustrious Grenzer Bukovac and his question: if the PanOceanian early warning systems spot our shuttle, there will be trouble. The Black Hand analysts project that a rapid intervention force leaving the Nykåfjord military forward post would be able to reach the research center concurrently with us. Also, PanOceania has a military suborbital transport flying over that latitude, so we might be seeing airborne operatives supporting the intervention force."

"But, if these facilities are working on sensitive materials from such an isolated location, wouldn't there be some kind of permanent security team, Sergeant?"

"Well, I'll be... that's the first time I heard a Spektr talk. I totally bought the rumors that you 'invisible spies of Tunguska' were all mutes."

"We are taught not to speak unless we have to, Sergeant. In our line of work, silence is a powerful ally."

"Don't you worry. The less you open your mouth, the better we'll all like you... About your question: yes, indeed. Moto.tronica does have some private security in the facilities, including a few of your standard CSU agents. They might be an inconvenience... or an unexpected support. Apparently the shuttle's Tactical Hacker has managed to infiltrate their security network and has tampered with the IFF on their fire control systems. Those corporate watchdogs will probably open fire on anything that moves. It could be us, or it could be their PanOceanian reinforcements."

"Well, that's great news, Sarge. It'll be worth it just to see those PanOs shooting each other up!"

"What will be worth it is you prepping your gear and studying the mission specs while we're en-route. Time is running out, ladies, and I don't want any of you to screw this up. I'm talking to you, Díaz. Hopefully you won't tarnish the reputation of the Alguaciles Corps this time."

"You know I give every mission my best, Sarge."

"That's exactly my concern, Díaz..."

Mission 1: Perimeter Control

PanOceanian early warning systems have detected an unidentified shuttle following an approach vector towards Moto.tronica's R&D facilities on Ensom Dal. As per established security protocols, a rapid response team has been mobilized to identify and intercept the intruders. Due to the presence of ongoing Top Secret research in the Moto.tronica compound, use of lethal force has been authorized. Standard operational procedure for the first phase of the operation is to secure the perimeter and all access routes to avoid a breach or escape.

Introduction

This mission introduces a very simplified version of Infinity's core mechanics. Subsequent missions will progressively flesh out these rules to provide you with a hands-on learning experience.

You Will Need

  • Measuring tape
  • 3 twenty-sided dice (d20) per player
  • 3 Infinity miniatures per player
  • Model terrain
  • A gaming table

Measuring Tape: How to Measure

All game distances are given in inches. When measuring the distance between two troopers, use the borders of their bases nearest to each other. When moving troopers around the battlefield, make sure to always use the same part of the base for your measurements.

Operation: Icestorm Contents

  • 14 metal miniatures
  • 6 dice
  • Scenery pack
  • Markers and templates sheet
  • Introductory rulebook

Game Table and Terrain

We recommend using a 48" by 48" table for Infinity games, but the missions included in this rulebook can be played on a 32" by 24" surface using the included game mat.

We strongly suggest you make sure the game area includes plenty of model terrain and scenery to simulate cover and blind angles. Each mission included in this rulebook has a diagram with instructions on how to arrange the pieces of scenery on the game mat.

Trooper Profile

Each Infinity trooper has a Trooper Profile that details his Attributes: a series of numeric values that represent how well the trooper can fare against the game's challenges. The different Attributes of Infinity troopers are:

  • MOV: Movement
  • BS: Ballistic Skills
  • CC: Close Combat
  • PH: Physique
  • WIP: Willpower
  • ARM: Armor
  • BTS: Bio-Technological Shield
  • W: Wounds
  • S: Silhouette

Additionally, Trooper Profiles list the trooper's Special Skills, Equipment and weapons.

Fusiliers

MOVCCBSPHWIPARMBTSWS
4-4131210121012

Combi Rifle, Knife

Corregidor Alguaciles

MOVCCBSPHWIPARMBTSWS
4-4131110131012

Combi Rifle, Knife

Line of Fire (LoF)

Line of Fire (LoF) is the criterion by which players determine whether a trooper can see his target. LoF is an imaginary straight line between a trooper and his potential target.

In Infinity, troopers have a LoF angle of 180º, that is, they can see with the front half of their base. For a trooper to be able to draw LoF to his target, these conditions must be met:

  • The target must be within the trooper's front 180º arc.
  • The trooper must be able to see a part of his target at least the size of its head.
  • LoF must not be obstructed by other troopers or by pieces of scenery.

Rolls

To figure out whether a trooper is able to successfully complete his action, roll a twenty-sided die (d20). Playing with these rules, each player might need to roll up to three dice simultaneously.

Normal Roll

Only one player takes part in a Normal Roll. Roll a d20 and compare the result to the acting trooper's relevant Attribute. If the result is equal to or lower than the Attribute, the action is successful.

Face to Face Roll

When two or more troopers have opposing intentions, both players participate in a Face to Face Roll. Each player rolls a d20 and compares the result to their trooper's Attribute and to the opponent's result. The trooper with the highest result that did not go over its Attribute value wins the Face to Face Roll and cancels the opponent's attempt.

If the players can roll more than 1 d20, when comparing, successes cancel enemy successes with a lower die result—even if they are canceled, in turn, by higher enemy successes.

In the event of a tie, both rolls cancel each other and no effects are applied.

Modifiers (MOD)

Modifiers (sometimes called MODs) are penalties or bonuses different game situations can impose on a Roll. Modifiers can be either positive or negative and they are applied to the Attribute before rolling the dice.

Maximum Modifier

The total sum of all Modifiers applied to a Roll can never exceed +12 or -12.

Important! Whenever a rule mentions the value of an Attribute, consider it to mean the final value, obtained after applying all MODs.

Criticals

If the result on the dice is equal to the final value of the Attribute, the Roll is a Critical success.

In a Face to Face Roll, Criticals always win, trumping any non-critical result rolled by the opponent. If both players roll a Critical, the Face to Face Roll is a tie and both troopers fail.

Initiative Roll

To decide which player goes first, make a Face to Face Roll using WIP.

Deployment

Before the game begins, players must deploy their troopers on the battlefield. The winner of the Initiative Roll will be the first to perform the Deployment. Each player has his own Deployment Zone.

Each trooper's base must be inside the Deployment Zone in its entirety. Troopers can be deployed over the buildings and containers placed inside the Deployment Zone.

You may only deploy troopers where their base fits.

Game Sequence

The game is played in a series of Rounds, and each Round is divided into two Player Turns.

The player who won the Initiative Roll goes first, that is, has the first Player Turn. When that Turn ends, the opponent's Turn begins. Alternate Turns until one player loses all his troopers. Then, the game ends.

Active Player, Reactive Player

The Active Player is the player currently playing his Turn. During the opponent's Turn, that player becomes the Reactive Player.

Spending an Order

Step 1 — Active Player declares 1st Short Skill of the Order: Move.

Step 2 — Reactive Player declares ARO: BS Attack.

Step 3 — Active Player declares 2nd Short Skill of the Order: BS Attack.

Step 4 — Measure BS Attack distance and make Rolls.

Order Pool

As the Active Player, the first thing you must do when your Active Turn begins is count how many of your troopers are still alive on the table. That is the number of Orders you may spend during that Active Turn. These make up your Order Pool.

By spending one Order, you may activate one trooper. You decide which trooper to activate each time you spend an Order. You could activate each trooper once, use all your Orders on one trooper, or anything in between.

Once you have spent all your Orders, your Active Turn ends.

Markers

Markers help keep track of all that happens during the game. For this first mission, you will need three Regular Order Markers (REGULAR) for each player.

Orders

During your Active Turn, you spend your Orders sequentially to activate your troopers. By spending one Order, you may have one of your troopers perform one of the following combinations of Skills:

  • Move + BS Attack (Ballistic Skill)
  • Move + CC Attack (Close Combat)
  • Move + Dodge
  • Move + Move

AROs

When the Active Player declares the first Skill of an Order, and before he can declare the second, both players check to see if any of the Reactive Player's troopers can react with an ARO (Automatic Reaction Order).

All of the Reactive Player's troopers that have Line of Fire to (that is, they can 'see') the trooper that is using the Order, may declare one of these AROs:

  • BS Attack
  • Close Combat Attack
  • Dodge

Skills

Move

When a trooper declares Move, he may move up to his first MOV value in inches. While moving, he may freely change the direction he is facing.

Declaring Move includes disclosing the exact route the trooper follows.

The second value of the MOV Attribute is the number of inches a trooper may move if he declares Move for the second time during a single Order.

Be careful! Remember to measure from the same spot in the model's base at the start and at the end of a Movement.

BS Attack

In order to declare a BS Attack, the trooper must have Line of Fire to his target and must not be in base to base contact with an enemy.

Before rolling the BS Attack, measure the distance between the trooper and his target and apply the appropriate MOD to his BS Attribute.

Combi Rifle — Distance Modifiers: 0"–16" +3, 16"–32" -3, 32"–48" -6. Damage: 13. Burst: 3.

BS Attack Roll and Burst

When one of your troopers declares a BS Attack, you make a BS Roll to find out whether the attack was successful. If the target declares a BS Attack against your trooper in response or tries to Dodge your attack, then you both make a Face to Face Roll. Otherwise, resolve the attack with a Normal Roll.

When he declares a BS Attack, a trooper in his Active Turn may shoot as many times as the Burst (B) value of his weapon (in this case, a Combi Rifle). The Active Player may distribute those shots among any number of targets, but must do so during the declaration of the attack.

The Active Player rolls as many d20s as the Burst value of his trooper's Combi Rifle, and compares the results to the BS of the trooper, as explained above under Rolls.

If the Active Player splits his Burst between different targets and these react in ARO, each Face to Face Roll is rolled separately following the order the Active Player wishes.

The Burst value of the Reactive Player is always 1.

Movement and Ladders

Troopers can use ladders and stairs to reach the roofs of terrain pieces.

Cover

Cover can obstruct Lines of Fire and offers troopers a modicum of protection. The target of a BS Attack is in Partial Cover when it is in base to base contact with a piece of scenery that partly blocks the Line of Fire of the attacker.

Troopers in Partial Cover impose a -3 Modifier to the BS Attribute of their attacker, and also enjoy a +3 Modifier to their own ARM Rolls.

Line of Fire and Cover: No Cover (unobstructed shot); Partial Cover (a piece of scenery partly blocks the shot); Total Cover (the target cannot be seen at all, and no Line of Fire exists).

CC Attack

Troopers may only declare a CC Attack if they are in base to base contact with their target.

Knife — Damage: PH -1. Burst: 1.

CC Attack Roll

When one of your troopers declares a CC Attack, you make a CC Roll to find out whether the attack was successful. If the target declares another CC Attack or a BS Attack against your trooper in response or tries to Dodge your attack, then you both make a Face to Face Roll. Otherwise, resolve the attack with a Normal Roll.

Roll a d20 and compare the result to the CC Attribute of your trooper as explained above under Rolls.

Dodge

To declare Dodge, a trooper must be in base to base contact with, or have Line of Fire to, an attacking enemy.

A trooper that declared Dodge makes a Physique (PH) Roll to avoid the CC or BS Attack.

Additionally, troopers in their Reactive Turn that Dodge successfully may move up to 2 inches. This movement cannot be used to enter base to base contact with an enemy.

Armor and Damage

Successful attacks force their target to pass an Armor (ARM) Roll or receive injuries and be removed from play.

To make an ARM Roll, roll a d20 and add the result to the ARM Attribute of your trooper. If the sum is higher than the Damage value of the weapon used in the attack, the trooper passes his ARM Roll. If the sum is equal to or lower than the Damage of the weapon, the trooper loses one point from his Wounds Attribute.

If the trooper loses his last Wounds point, he is removed from play.

If the trooper survives an Attack against him from outside of his 180º LOF, he can turn to face the attacker, at the end of the Order and without any Roll required.

When a Critical success is rolled in any Attack Roll (Being a BS or a CC Attack) the target loses directly one point of his Wounds Attribute value without any ARM Roll required.

Mission Details

Main Objectives

  • For each enemy trooper eliminated at the end of the game (1 Objective Point).
  • Eliminating all enemy troopers by the end of the game (2 additional Objective Points).

Secondary Objectives

  • For each friendly trooper that survived the game (1 Objective Point).
  • Sustaining no friendly casualties by the end of the game (2 additional Objective Points).

Forces

Side A (PanOceania): 3 Fusiliers.

Side B (Nomads): 3 Corregidor Alguaciles.

End-Game Conditions

The game ends when one of the players has no more troopers on the table. Victory goes to the player with the most Objective Points.

Mission 2: Secure the Warehouse

Emergency lighting flickered across the imposing blue armor of the Orc sergeant as he oversaw the deployment of the Fusiliers under his command. Preventing the Nomad operatives from gaining access to the storage units and their secrets was of the utmost importance. Luckily, the PanOceanian forces were prepared to do just that. Sergeant Murray was a grizzled veteran with years of harsh combat experience; with him on their side, victory was assured.

Introduction

This mission introduces the concept of a Lieutenant, the Loss of Lieutenant rule, and the difference between Regular and Irregular Orders. It will also explore some of the depth of the Initiative and Deployment rules.

Training: Regular and Irregular Troopers

The profile of each trooper indicates whether it is REGULAR or IRREGULAR.

Regular

Regular troopers have received formal military training and can work as a team.

At the start of your Active Turn, each of your Regular troopers provides you with a Regular Order. Regular Orders go into your Order Pool, so you may spend them to activate any trooper. To represent Regular Orders, use Regular Order Markers (REGULAR).

Irregular

Irregular troopers have received inadequate training and are concerned primarily with their own fate.

At the start of your Active Turn, each of your Irregular troopers generates an Irregular Order. Irregular Orders do not go into the Order Pool, so you may only spend them to activate the trooper that generated them. To represent Irregular Orders, use Irregular Order Markers (IRREGULAR).

Lieutenant

The Lieutenant is the leader of your combat force. He is responsible for coordinating your troops and making on-the-ground tactical choices.

The identity of your Lieutenant is a secret. You must write down the identity of your Lieutenant before the game starts, and disclose that information to your opponent only when your Lieutenant dies or you use the Special Lieutenant Order.

Special Lieutenant Order

Each of your Active Turns, your Lieutenant generates an extra Special Order that he can only use on himself. To represent it, use the Lieutenant Order Marker (LIEUTENANT).

Using the Special Lieutenant Order will reveal the identity of your Lieutenant.

Loss of Lieutenant

At the start of each of your Active Turns, before counting the number and type of Orders you have available, you must perform a check to see if your Lieutenant is still alive or has been removed from play.

In the latter case, your army enters a state called Loss of Lieutenant for the remainder of your Active Turn. During Loss of Lieutenant, all your troopers become Irregular.

At the end of that Active Turn, you must secretly appoint a new Lieutenant and write down his identity before your opponent can start their Active Turn. Once you appoint a new Lieutenant, the Loss of Lieutenant situation is canceled and your troopers go back to being Regular.

Orc Troops

MOVCCBSPHWIPARMBTSWS
4-4151414124322

Combi Rifle, Knife

Mobile Brigada

MOVCCBSPHWIPARMBTSWS
4-4151314134322

Combi Rifle, Knife

Initiative Roll

Before the game starts, players make a Face to Face Roll using their respective Lieutenant's WIP Attributes. The winner can choose between keeping Deployment or keeping Initiative. Whichever option the winner refused goes to the other player.

Keeping Initiative

The player who kept Initiative gets to choose which player has the first Player Turn and which player has the second. This order is maintained in successive Rounds.

Keeping Deployment

The player who kept Deployment gets to choose who deploys first, and in which Deployment Zone.

Important! Both players must make and announce their choices before the Deployment Phase begins.

Deployment Phase

During the Deployment Phase, before the first Round starts, players place their troopers on the battlefield.

The Deployment Phase is divided into the following steps:

  1. Player One Deployment: The first player to deploy, as decided by the player who kept Deployment, places all his troopers inside his Deployment Zone.
  2. Player Two Deployment: Once Player One is done, Player Two places all their troopers inside their Deployment Zone.

Deployment Rules

To deploy your troopers on the table, follow these rules:

  • The base of the trooper must be entirely within the Deployment Zone.
  • Unless otherwise agreed upon, troopers cannot deploy to a location without enough space to fit their entire base.

Mission Details

Main Objectives

  • For each enemy trooper eliminated at the end of the game (1 Objective Point).
  • Being the first to eliminate the enemy Lieutenant (2 Objective Points).

Secondary Objectives

  • For each friendly trooper who survives the game (1 Objective Point).

Forces

Side A (PanOceania): 3 Fusiliers and 1 Orc Trooper (Lieutenant).

Side B (Nomads): 3 Corregidor Alguaciles and 1 Mobile Brigada (Lieutenant).

End-Game Conditions

The game ends when one of the players has no more troopers on the table. Victory goes to the player with the most Objective Points.

Mission 3: Clearance of Production Area Alpha

Sergeant Sadhu's retinal screen showed the rapidly plunging figures of his altimeter. The veteran Akal Commando fingered the controls of his jump capsule almost absent-mindedly. With expert, subtle movements he compensated for the violent re-entry vibrations. Simultaneously, he picked possible landing areas. He heard a crack and a swish, and knew the main ablative shield had disengaged; he was now free to move around. With a smile, Sadhu punched in the coordinates for Production Area Alpha in the Ensom Dal complex: his chosen landing spot. He would fall upon the enemy rearguard, as deadly and unexpected as a lightning bolt in the night.

Introduction

This mission showcases new combinations of Skills to use during your Orders - the Discover ARO, and the Special Skills TO Camouflage, Infiltration and Combat Jump.

New Order and ARO Combinations

From now on, when spending an Order, you may have your trooper declare either one of the combinations of Skills from Mission 1, or one of these:

  • Move + Discover
  • Discover + BS Attack
  • Discover + Dodge
  • Combat Jump

You will also have one more option for your AROs:

  • Discover

Thermo-Optical Camouflage (TO)

Troops with this Special Skill carry sophisticated concealment systems capable of making them virtually undetectable.

In game terms, any BS Attack or Discover Roll against a trooper with Thermo-Optical Camouflage must apply a -6 Modifier.

TO Camouflage Marker

Troops with this Special Skill may choose to start the game concealed, that is, represented by a TO Camouflage Marker (TO/CAMO) instead of their model. This means the enemy cannot readily see the trooper.

While deployed as a TO Camouflage Marker (TO/CAMO), the trooper may declare a Surprise Shot and enemies have limited options when acting against it in ARO.

However, the trooper reveals itself and loses its Marker form whenever it declares a combination of Skills different from Move + Move, whenever it enters base to base contact with an enemy by Moving, or whenever it declares an ARO. When your Marker is revealed, replace it with its figure. You decide its facing when you do so.

Surprise Shot

During its Active Turn (and only then), a Camouflage Marker that declares Move + BS Attack makes a Surprise Shot against its target.

Enemies must apply an additional -3 Modifier to all Face to Face Rolls against Surprise Shots.

ARO Against Camouflage Markers

When a Camouflage Marker in its Active Turn declares Move and provides enemies with an ARO, the Reactive Player only has these ARO options: Dodge, Discover or Delay ARO.

Dodge

Regardless of the second Short Skill declared by the Camouflage Marker, the reactive trooper makes a PH Roll to Dodge.

If the camouflaged trooper declares a CC Attack or a BS Attack against the reactive trooper, make a Face to Face Roll.

Discover

If the Camouflage Marker uses its second Short Skill to Move, the reactive trooper makes a WIP roll to try and Discover and reveal it.

If, for whatever reason, the Camouflage Marker reveals itself with its second Short Skill, forgo the Discover Roll.

Delay ARO

When reacting against a Camouflage Marker, troops may delay their ARO declaration until after the Active Player declares the second Short Skill of his Order.

When the trooper finally declares its delayed ARO, it may choose between Dodge, BS Attack or CC Attack.

Dodge (continued)

If the Camouflage Marker declares any Order other than Move + Move, the Reactive Player may declare Dodge.

If the active Camouflage Marker uses its second Short Skill to declare a BS Attack or a CC Attack against the reactive trooper, make a Face to Face Roll.

BS Attack

If the Camouflage Marker declares any Order other than Move + Move, the Reactive Player may declare BS Attack.

If the active Camouflage Marker uses its second Short Skill to declare Dodge, BS Attack or CC Attack against the reactive trooper, make a Face to Face Roll.

CC Attack

If the Camouflage Marker, using Move + Move, enters base to base contact with the reactive trooper, then the latter may declare a CC Attack.

Camouflage Marker: Moving into Base to Base Contact

If, by declaring Move, a Camouflage Marker enters base to base contact with the reactive trooper, it reveals itself immediately, so the ARO resolves slightly differently.

When a Camouflage Marker enters base to base contact with an enemy by Moving, the reactive trooper may declare either Dodge, CC Attack or BS Attack.

If the camouflaged trooper enters base to base contact with the reactive trooper using the first Short Skill of its Order and uses the second to declare Dodge, CC Attack or BS Attack against it, then make a Face to Face Roll.

If the camouflaged trooper does not have any further Short Skills to declare after entering base to base contact, or chooses not to, then the reactive trooper makes a Normal Roll.

Discover

The successful use of this Skill reveals the target, forcing the opponent to replace its Camouflage Marker with the corresponding figure.

To declare Discover, the trooper must have Line of Fire to an enemy Camouflage Marker and not be in base to base contact with any enemies.

Before making the Discover Roll, measure the distance between the trooper and its target Camouflage Marker and apply the appropriate MOD to its WIP Attribute.

Discover — Distance Modifiers: 0"–8" +3, 8"–36" 0, 36"–48" -3, 48"–96" -6.

Discover Roll

When a trooper declares Discover, it must make a Normal WIP Roll.

If the WIP Roll is successful, the opponent must replace the Camouflage Marker with the trooper's figure.

However, if the trooper fails its Discover Roll, it cannot attempt to Discover that specific Camouflage Marker again until the next Player Turn.

Discover + BS Attack Order

This specific combination of Skills requires some explanation. The Active Player must pass a Discover Roll before making the BS Attack. The game sequence goes like this:

  • The Active Player declares Discover as the first Short Skill of his Order.
  • His opponent declares AROs normally. If the target of Discover declared an ARO that revealed it, then its Camouflage Marker is replaced immediately by its figure. The Active Player may then declare the BS Attack as the second Short Skill of his Order, ignoring the now redundant Discover Roll.
  • If the target did not reveal itself, then the Active Player may still declare a BS Attack. However, he must make his Discover Roll, and only if it is successful may he roll his BS Attack. If the Active Player fails that Discover Roll, the declared BS Attack is canceled as invalid.

Combat Jump

Some troops, equipped with sub-orbital or atmospheric jump gear, have been trained to dive from the sky onto the battleground, falling upon the enemy in devastating surprise strikes.

Troops with this Special Skill may choose not to deploy at all during the Deployment Phase, instead waiting to make an airborne deployment during the game.

At the beginning of your Active Turn, when calculating your Order Pool, set aside all Orders generated by your undeployed troops with Combat Jump. Those Orders do not go into your Order Pool, and may only be used by the trooper that generated them, and only to declare a Combat Jump deployment.

Combat Jump Roll

By using its Order, the trooper can try to deploy anywhere on the game table using Combat Jump. To make a Combat Jump, follow these steps:

  1. As the Active Player, you declare Combat Jump, spend the relevant Order, and place the Circular Template where you want your trooper to land. The Landing Area must be free of scenery obstacles.
  2. Place the trooper anywhere in the Landing Area, with its base entirely within the Circular Template. You cannot deploy your trooper in base to base contact with any other trooper.
  3. Make a Normal PH Roll for the trooper. If you fail, place the trooper in your Deployment Zone, next to one of the table edges. If you succeed, leave the model where it is.
  4. Once the Combat Jump Roll is resolved, the Reactive Player may declare their AROs.

Infiltration

During the Deployment Phase, the user of this Special Skill may deploy anywhere into the same half of the table as its owner's Deployment Zone, but never beyond the centre line.

Mission Details

Main Objectives

  • For each enemy trooper eliminated at the end of the game (1 Objective Point).

Secondary Objectives

  • For each friendly trooper surviving the game (1 Objective Point).

Forces

Side A (PanOceania): 3 Fusiliers, 1 Akal Commando and 1 Orc Trooper (Lieutenant).

Side B (Nomads): 3 Corregidor Alguaciles, 1 Spektr and 1 Mobile Brigada (Lieutenant).

End-Game Conditions

The game ends when one of the players has no more troops—either as figures or Markers—on the table. Victory goes to the player with the most Objective Points.

Akalis, Sikh Commandos

MOVCCBSPHWIPARMBTSWS
4-4151311132012

Combi Rifle, Knife. Special Skills: Combat Jump.

Spektrs

MOVCCBSPHWIPARMBTSWS
4-4131212141312

Combi Rifle, Knife. Special Skills: TO Camouflage, Infiltration.

Mission 4: Clearance of Production Area Beta

The helter-skelter of auxiliary structures, heavy-duty capacitors and storage containers around the Production Area was perfect for a raiding team to hide and dig in. This, specialist Nisse Thomas Brekken well knew, and still he didn't care. He was a hunter, Svalarheima was his homeland and, as those Nomads would soon learn, they were his prey. Today, he would teach them that prying into the affairs of PanOceania is a mistake you pay for with your life.

Introduction

This mission introduces Silhouette Templates to help you determine Lines of Fire, an automatic movement called Change Facing, the Special Skill Mimetism, Multispectral Visors and a new weapon: the Sniper Rifle.

Volume and Silhouette Templates

In game terms, all combatants occupy an unvarying volume on the table. This volume is cylinder-shaped, with its width determined by the base size and its height by the type of trooper.

Silhouette Templates are a game aid designed to help players determine the in-game volume and height of a trooper.

If doubts about the volume of a trooper arise during a game, use the Silhouette Templates to decide exactly what cylinder-shaped space it takes up on the game table.

Change Facing

After the ARM Roll, any surviving trooper who suffered a hit can turn so that the attacker is within his LOF.

Mimetism

The user of this Special Skill can use a number of tricks to become a harder target to hit.

In game terms, any BS Attack against a trooper with Mimetism must apply a -3 Modifier.

Multispectral Visor

This piece of Equipment was designed to offset the effects of different military concealment and camouflage technologies.

Level 1

This Visor reduces the Modifier for making a BS Attack against a trooper with Mimetism from -3 to 0.

Additionally, it reduces the Modifier for making a BS Attack or declaring Discover against a trooper with Thermo-Optical Camouflage from -6 to -3.

Level 2

This Visor reduces the Modifiers for making a BS Attack or declaring Discover against a trooper with Mimetism or Thermo-Optical Camouflage to 0.

Sniper Rifle

Sniper Rifles are precision weapons with such long range and accuracy that they can dominate the entire battlefield. A well-placed marksman armed with one of these weapons can potentially deter the advance of a whole army.

Sniper Rifle — Distance Modifiers: 0"–8" -3, 8"–16" 0, 16"–48" +3, 48"–96" -3. Damage: 15. Burst: 2.

Mission Details

Main Objectives

  • For each enemy trooper eliminated at the end of the game (1 Objective Point).
  • PanOceania player: eliminate the Spektr (1 extra Objective Point).
  • PanOceania player: eliminate the Grenzer (1 extra Objective Point).
  • Nomads player: eliminate the Akal Commando (1 extra Objective Point).
  • Nomads player: eliminate the Nisse (1 extra Objective Point).

Secondary Objectives

  • Being the first to eliminate the enemy Lieutenant (2 Objective Points).

Forces

Side A (PanOceania): 3 Fusiliers, 1 Akal Commando, 1 Nisse and 1 Orc Trooper (Lieutenant).

Side B (Nomads): 3 Corregidor Alguaciles, 1 Spektr, 1 Grenzer and 1 Mobile Brigada (Lieutenant).

End-Game Conditions

The game ends when one of the players has no more troopers—either as a figure or a Marker—on the table. Victory goes to the player with the most Objective Points.

Svalarheima Nisses

MOVCCBSPHWIPARMBTSWS
4-2141312133012

Sniper Rifle, Knife. Special Skills: Mimetism. Equipment: Multispectral Visor L2.

Grenzers, Grenz Security Team

MOVCCBSPHWIPARMBTSWS
4-2151311133612

Sniper Rifle, Knife. Equipment: Multispectral Visor L1.

Mission 5: Take R&D

The primacy of PanOceania is built upon its technological upper hand. Allowing an enemy to access the scientific secrets of PanOceanian corporations would be akin to baring the Hyperpower's throat. And Father-Knight Mordant, being a soldier of God devoted to the defense of PanOceania, had a sacred duty to eliminate all threats to his country. The Combi Rifle the knight-priest held across his chest was loaded and ready to fire. However, as he patrolled the lab looking for the intruders, the Father-Knight unsheathed his sword, deliberately hefting it in his right hand. He had every intention of taking the confrontation up close and personal...

Introduction

The final mission of this rulebook introduces the Doctor Special Skill, and with it the Unconscious and Dead states.

Order: New Combination of Skills

In this mission, the Nomad player can declare a new combination of Skills when she spends an Order:

  • Move + Doctor

Unconscious and Dead States

A trooper that loses the last point of his Wounds Attribute, leaving him with exactly zero, automatically enters the Unconscious state.

To mark this, place an Unconscious Marker next to the trooper.

Troopers in the Unconscious state cannot be activated using Orders or AROs. Also, Unconscious troopers do not generate Orders of any kind at the beginning of their Active Turn. At the end of the game, Unconscious troopers are eliminated and removed from play.

If an Unconscious trooper loses any further points from his Wounds Attribute, he enters the Dead state and is removed from play.

Kinematika

The user of this Special Skill may move up to 3 inches when making a successful Dodge during his Reactive Turn.

Doctor

Combat doctors have received special training to be able to heal their comrades on the battlefield.

To declare the use of this Special Skill, the user must be in base to base contact with a friendly Unconscious trooper.

Doctor Roll

By declaring the Doctor Special Skill, the user makes a Normal WIP Roll. If the user passes the Roll, the friendly trooper being treated recovers 1 point of his Wounds Attribute and recovers from the Unconscious state. Remove the Unconscious Marker from the trooper.

However, if the user fails the WIP Roll, the trooper being treated enters the Dead state and must be removed from play.

Mission Details

Main Objectives

  • Control the Central Module at the end of the game (4 Objective Points).

Secondary Objectives

  • For each enemy trooper eliminated at the end of the game (1 Objective Point).

Forces

Side A (PanOceania): 3 Fusiliers, 1 Akal Commando, 1 Nisse, 1 Orc Trooper and 1 Father-Knight (Lieutenant).

Side B (Nomads): 3 Corregidor Alguaciles, 1 Spektr, 1 Grenzer, 1 Mobile Brigada and 1 Reverend Healer (Lieutenant).

Special Scenario Rules

CSU, Corporate Security Unit

Before the Deployment Phase, place a CSU Marker on the Central Module, as shown on the map, to represent the Corporate Security Unit operative.

The CSU operator is a reactive trooper that considers both players her enemies, so she reacts to all troopers by declaring a BS Attack ARO whenever possible. The Reactive Player always rolls for the CSU operator.

The CSU operator has a 360º Line of Sight.

Controlling the Central Module

You control the Central Module if you are the only player with non-Unconscious troopers on its rooftop.

End-Game Conditions

The game ends at the end of the third Game Round or when one of the players has no troops on the table. Victory goes to the player with the most Objective Points.

CSU, Corporate Security Unit

MOVCCBSPHWIPARMBTSWS
4-4141210120312

Combi Rifle, Knife.

Military Order Father-Knights

MOVCCBSPHWIPARMBTSWS
4-4231414135922

Combi Rifle, Knife. Special Skills: Kinematika.

Reverend Healers

MOVCCBSPHWIPARMBTSWS
4-2191312143312

Combi Rifle, Knife. Special Skills: Doctor, Mimetism.

Beyond Operation: Icestorm

Advanced Rules

This booklet and its rules are just a superficial introduction to the world of Infinity. To fully enjoy the game and its tactical possibilities, you will need the complete rulebook. Now that you have mastered the basics, jumping to the full game will be a breeze.

Remember that the full rulebook and all its expansions, all weapons tables, full army lists for every faction and printable markers and templates are available completely free of charge from the Downloads section of the official Infinity website.

This is only the beginning. Connect now and delve deeper into the exciting universe of www.infinitythegame.com!

How to Expand Your Collection

The models included in this pack will be the starting point of your Infinity collection. By adding a couple of units to them, you will be able to start playing 300-point games, the standard Infinity format.

PanOceania

Auxilia

Auxilia is the name for the Neoterran light infantry corps garrisoned for the protection of the PanOceanian capital, the "heart of the Sphere". The Auxilia is a general-purpose military force that can comfortably carry out Internal Security tasks.

Their sphere of action is leadership, control and supervision, as well as defense and protection duties that include the use of lethal force to safeguard personnel, equipment and assets. Able to operate in a variety of campaign settings, the Auxilia protects convoys and performs patrols, tactical assignments and military operations for both warfare and anti-terrorist purposes. Being a core element in all plans for the defense of the PanOceanian capital, High Command makes sure to spoil them thoroughly with high-tech equipment: each member of the Auxilia is issued their own Ghost-controlled Auxbot. These small Remotes act as an extension of their owners, facilitating intruder detection and providing extra firepower. It is no wonder the Neoterran infantry displays the confidence and assertiveness of those who, in the purest PanOceanian style, know they are backed by the best of technologies.

Jotums, Svalarheima Mechanized Cuirassiers

Originally stationed on the frost planet of Svalarheima, Jotums are T.A.G.s of colossal size that honor their appellative, a variant of Old Norse's "Jötunn", the name of the Frost Giants of Norse mythology. Widely recognized as one of the finest weapons in all the Human Sphere, the combination of its thick armor and firepower makes the Jotum the dominant factor on any battlefield.

Full List — PanOceania, 300 Points and 3.5 SWC

QtyUnitMOVCCBSPHWIPARMBTSW/STRSLoadoutCost
3xFusiliers4-4131210121012Combi Rifle, Pistol, Knife30 points, 0 SWC
2xAuxilia4-4131110121012Combi Rifle, Pistol, Knife; G: Synchronized28 points, 0 SWC
1xAuxbot (Remote)6-48108111012Heavy Flamethrower, Electric Pulse; G: Synchronized—
1xAkalis, Sikh Commandos4-2151311132012Combi Rifle, Pistol; AD: Combat Jump, E/M CCW; Religious Troop22 points, 0 SWC
1xSvalarheima Nisses4-2141312133012MULTI Sniper Rifle, Pistol; CH: Mimetism, Multiterrain, Multispectral Visor L234 points, 1.5 SWC
1xOrc Troops4-4151414124322MULTI Rifle, Pistol; Lieutenant, Knife40 points, 0 CAP
1xMilitary Order Father-Knights4-4231414135922Boarding Shotgun, Breaker Pistol; Assault, DA CCW, Kinematika L1, Religious Troop43 points, 0 SWC
1xJotums, Svalarheima Mechanized Cuirassiers (TAG)6-418151813

Nomads

Tunguska Interventors

Tunguska is home to the best hackers and crackers in the Sphere. Interventors can provide counter-intelligence and cryptologic support on the field, feeding combat intel to their armies and disrupting enemy systems.

Their main purpose is to guarantee the success of electronic supremacy and infowar operations. Interventors are feared as enemies for their ability to bring whole armies to a standstill. Once communications are cut and remote systems are rendered inoperative, a soldier is alone. Without air, artillery or armored support, without a clue where his comrades are or what the general picture looks like, it's back to the Middle Ages. And then all that technology, corroded by an infovirus, turns against the poor soldier, and the last thing he sees is the Interventor's electronic signature projected onto his tactical visor...

'Iguana' Squad

The Iguana Tactical Gear is not the best piece of armor on the market, nor the most modern, but it is sturdy, and easily repaired. It is also been fitted with a unique, Bakunin-conceived optimization package. The Iguana is one of the few TAG models with a pilot ejection system, experimental technology designed in Praxis to give obsolete gear—like the Iguana's original series—a second wind. The autonomous ejectable armor suit gives the pilot considerable anti-ballistic protection and, perhaps most importantly, allows him to carry the Iguana's main armament. With this system, the pilot can distance himself from the downed TAG and remain an active combat asset. In order to harness the full potential of these armored units, the squad puts a lot of effort into training its pilots both physically and psychologically. The Nomad Military Force has determined that the combat success of Iguanas depends mainly on the skill and aggressiveness of their pilots. Facing technologically superior opponents, they depend on their training and tenacity to level the field.

Full List — Nomads, 292 Points and 4.5 SWC

QtyUnitMOVCCBSPHWIPARMBTSW/STRSLoadoutCost
3xCorregidor Alguaciles4-4131110131012Combi Rifle, Pistol, Knife30 points, 0 SWC
2xTunguska Interventors4-4131110151912Combi Rifle, Pistol, Knife; Hacking Device Plus, FastPanda54 points, 1 SWC
1xSpektrs4-4131212141312Combi Rifle, Pistol, Knife; CH: TO Camouflage, Infiltration, Antipersonnel Mines, Multiterrain31 points, 0 SWC
1xGrenzers, Grenz Security Team4-2151311133612MULTI Sniper Rifle, Breaker Pistol, Knife; V: Courage, Multispectral Visor L132 points, 1.5 SWC
1xMobile Brigada4-4151314134322MULTI Rifle + Light Flamethrower, Pistol, Knife; V: Courage, Lieutenant39 points, 0 SWC
1xReverend Healers4-2191312143312Combi Rifle, Breaker Pistol; CH: Mimetism, Explosive CCW, Doctor, Nanopulser, Religious Troop, MediKit33 points, 0 SWC
1x"Iguana" Squadron (TAG)6-4161416136627HMG, ECM, Heavy Flamethrower, Repeater, Ejection System73 points, 2 SWC
1x"Iguana" Operator
10
9
3
7
MULTI HMG + Heavy Flamethrower, DEP; ECM, G: Remote Presence
103 points, 2 SWC
4-4
14
12
12
13
3
0
2
2
HMG, Pistol, Knife
—