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Infinity: Operation Red Veil

Infinity: Operation Red Veil Rulebook

Table of Contents

Table of Contents

  • Mission 1: Access Control
    • Introduction
    • You Will Need
    • Measuring Tape: How to Measure
    • Game Table and Terrain
    • Trooper Profiles
    • Trooper Profile
    • Line of Fire (LoF)
    • Rolls
    • Normal Roll
    • Face to Face Roll
    • Modifiers (MOD)
    • Criticals
    • Initiative Roll
    • Deployment
    • Game Sequence
    • Active Player, Reactive Player
    • Order Pool
    • Markers
    • Orders
    • Spending an Order
    • AROs
  • Skills
    • Move
    • BS Attack
      • Combi Rifle
      • Rifle + Light Shotgun
      • BS Attack Roll and Burst
    • Cover
    • CC Attack
      • Knife
      • CC Attack Roll
    • Dodge
  • Armor and Damage
    • Line of Fire and Cover
    • Mission Details
  • Mission 2: Sweep the Leisure Area
    • Introduction
    • Training: Regular and Irregular Troopers
    • Lieutenant
    • Special Lieutenant Order
    • Loss of Lieutenant
    • Initiative Roll
    • Deployment Phase
    • Kinematika
    • Trooper Profiles
    • AP CC Weapon
    • Mission Details
  • Mission 3: Clear the Food Court
    • Introduction
    • New Order and ARO Combinations
    • Thermo-Optical Camouflage (TO)
    • TO Camouflage Marker
    • Surprise Shot
    • ARO Against Camouflage Markers
      • Dodge
      • Discover
      • Delay ARO
      • Dodge
      • BS Attack
      • CC Attack
  • Mission 4: Secure the Shopping Boulevard
    • Introduction
    • Volume and Silhouette Templates
    • Warning
    • Marksmanship Level 2
    • Veteran
    • Multispectral Visor Level 2
    • Heavy Machine Gun (HMG)
    • Breaker Rifle + Light Shotgun
    • Trooper Profiles
    • Mission Details
  • Mission 5: Control the Business Center
    • Introduction
    • Attributes Above 20
    • Unconscious and Dead States
    • Tactical Bow
    • DA CC Weapon
    • S5 Silhouette Template
    • Trooper Profiles
    • Mission Details

Mission 1: Access Control

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.

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 Profiles

Zhanshi: MOV 4-4, CC 14, BS 11, PH 10, WIP 13, ARM 1, BTS 0, W 1, S 2. Weapons: Combi Rifle, Knife.

Ghulam Infantry: MOV 4-4, CC 13, BS 11, PH 10, WIP 14, ARM 1, BTS 0, W 1, S 2. Weapons: Rifle + Light Shotgun, Knife.

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.
  • CC: Close Combat.
  • BS: Ballistic Skills.
  • 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.

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 180°, 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 180° 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.

Game Round: Player Turn 1, Player Turn 2.

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.

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

Spending an Order

  1. Active Player declares 1st Short Skill of the Order: Move.
  2. Reactive Player declares ARO: BS Attack.
  3. Active Player declares 2nd Short Skill of the Order: BS Attack.
  4. Measure BS Attack distance and make Rolls.

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.

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

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.

If the trooper possesses two different BS weapons (Rifle + Light Shotgun) the player can choose which weapon the trooper will use. However, the trooper will only use the weapon chosen during that BS Attack.

Combi Rifle

Range (inches) and BS MOD: 0-16: +3; 16-32: -3; 32-48: -6; beyond 48: cannot be used. Damage: 13. Burst: 3.

Rifle + Light Shotgun

Rifle: 0-8: 0; 8-16: +3; 16-32: -3; 32-48: -6; beyond 48: cannot be used. Damage: 13. Burst: 3.

Light Shotgun: 0-8: +6; 8-16: 0; 16-24: -3; beyond 24: cannot be used. Damage: 13. Burst: 2.

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.

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.

Cover

Cover can obstruct Lines of Fire and offers troopers a modicum of protection.

A 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, but must do so during the declaration of the attack.

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 and PB Rolls.

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 active 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.

Certain Special Ammunitions force the target to make a BTS Roll instead of an ARM Roll. BTS Rolls work in the same way as ARM Rolls, replacing the ARM Attribute by the BTS one.

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 180° 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.

Line of Fire and Cover

Three examples are illustrated: No Cover (nothing obstructs the Line of Fire), Partial Cover (the target is in base contact with a scenery piece that partly blocks the Line of Fire) and Total Cover (the Line of Fire is fully blocked, so there is no LoF).

Mission Details

Objectives

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 (Yu Jing): 3 Zhanshi. Side B (Haqqislam): 3 Ghulam.

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.

(Map: Deployment Zone A on the left edge and Deployment Zone B on the right edge of the 32" x 24" game mat; scenery arranged as shown in the diagram.)

Mission 2: Sweep the Leisure Area

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. In addition, the Kinematika Special Skill and the AP CCW are also introduced in this tutorial scenario.

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 their 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.

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.

Kinematika

This Special Skill allows the user to move up to 3 inches with a successful Reactive Turn Dodge.

Trooper Profiles

Khawarijs: REGULAR. MOV 4-4, CC 20, BS 13, PH 13, WIP 14, ARM 1, BTS 3, W 1, S 2. Weapons: Rifle + Light Shotgun, AP CCW.

Zuyong Invincibles, Terra-Cotta Soldiers: REGULAR. MOV 4-4, CC 15, BS 13, PH 12, WIP 13, ARM 3, BTS 3, W 2, S 2. Weapons: Combi Rifle, Knife. Skills: Kinematika.

AP CC Weapon

In Infinity, a "Close Combat (CC) Weapon" is an all full-sized melee weapon (sword, saber, axe, spear...) which causes more damage than the Knife.

An AP CC Weapon (AP CCW) loads AP Special Ammunition which reduces the ARM value of its target to half of its original value, rounding up. Consequently, any ARM above 0 cannot be reduced below 1.

Damage: PH. Burst: 1.

Mission Details

Objectives

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 (Yu Jing): 3 Zhanshi and 1 Zuyong (Lieutenant). Side B (Haqqislam): 3 Ghulam and 1 Khawarij (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.

(Map: Deployment Zone A on the left edge and Deployment Zone B on the right edge; scenery as shown in the diagram.)

Mission 3: Clear the Food Court

Introduction

This mission showcases new combinations of Skills to use during your Orders - the Discover ARO, and the Special Skills TO Camouflage, Mimetism, Infiltration and Combat Jump. Also, the Sniper Rifle, a new weapon, is introduced in this scenario.

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.

The thermo-optical unit reveals itself at the start of the Order.

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

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; 8-32": 0; 32-48": -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.

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.

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 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 central line.

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.

Range (inches) and BS MOD: 0-8: -3; 8-16: 0; 16-48: +3; 48-96: -3. Damage: 15. Burst: 2.

Trooper Profiles

Murabid Tuaregs: REGULAR. MOV 4-4, CC 13, BS 11, PH 12, WIP 15, ARM 1, BTS 0, W 1, S 2. Weapons: Sniper Rifle, Knife. Skills: Infiltration, TO Camouflage.

Tiger Soldiers: REGULAR. MOV 4-2, CC 15, BS 13, PH 12, WIP 14, ARM 2, BTS 0, W 1, S 2. Weapons: Combi Rifle, Knife. Skills: Combat Jump, Mimetism.

Mission Details

Objectives

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 (Yu Jing): 3 Zhanshis, 1 Tiger Soldier and 1 Zuyong (Lieutenant). Side B (Haqqislam): 3 Ghulam, 1 Tuareg and 1 Khawarij (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.

(Map: Deployment Zone A on the left edge and Deployment Zone B on the right edge; scenery as shown in the diagram.)

Mission 4: Secure the Shopping Boulevard

Introduction

This mission introduces Silhouette Templates to help you determine Lines of Fire, an automatic movement called Warning, the Marksmanship L2 and Veteran Special Skills, the Multispectral Visor L2 piece of equipment and two new weapons: the HMG and the Breaker 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.

Warning

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

Marksmanship Level 2

Users of this Special Skill are exceptional sharpshooters, making every shot count.

When declaring a BS Attack the user may ignore the negative MOD to BS imposed by the target's Partial Cover.

Veteran

This soldier has survived years of active duty in the thick of the fight, and can keep a cool head when engaged in combat.

When playing, if the user's army enters a Loss of Lieutenant situation, the user remains Regular.

Multispectral Visor Level 2

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

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

Heavy Machine Gun (HMG)

Considered by some to be the "mother of all support weapons", the range, destructive power and high rate of fire of the HMG makes it a force to be reckoned with on any battlefield.

Range (inches) and BS MOD: 0-8: -3; 8-16: 0; 16-32: +3; 32-48: -3; beyond 48: cannot be used. Damage: 15. Burst: 4.

Breaker Rifle + Light Shotgun

This version of the conventional Rifle loads Breaker Special Ammunition. After a successful Attack with Breaker Special Ammunition, the target must make a BTS Roll instead of an ARM Roll, but using half his BTS value, always rounded up.

The effects of Breaker Special Ammunition apply only to the BTS value of the target, and not to the Partial Cover MOD, which remains unaltered.

Breaker Rifle: Short 0-8: 0; Medium 8-16: +3; Long 16-32: -3; Maximum 32-48: -6; beyond 48: cannot be used. Damage: 13. Burst: 3.

Light Shotgun: Short 0-8: +6; Medium 8-16: 0; Long 16-24: -3; beyond 24: cannot be used. Damage: 13. Burst: 2.

Trooper Profiles

Zhayedan Intervention Troops: REGULAR. MOV 4-4, CC 15, BS 12, PH 11, WIP 14, ARM 2, BTS 3, W 1, S 2. Weapons: Breaker Rifle + Light Shotgun, Knife. Skills: Veteran, Marksmanship L2.

Hsien Warriors: REGULAR. MOV 4-4, CC 19, BS 14, PH 14, WIP 14, ARM 4, BTS 6, W 2, S 2. Weapons: HMG, AP CCW. Skills: Multispectral Visor L2.

Mission Details

Objectives

Main Objectives

  • For each enemy trooper eliminated at the end of the game (1 Objective Point).
  • Yu Jing player: eliminate the Tuareg (1 extra Objective Point).
  • Yu Jing player: eliminate the Zhayedan (1 extra Objective Point).
  • Haqqislam player: eliminate the Tiger Soldier (1 extra Objective Point).
  • Haqqislam player: eliminate the Hsien Warrior (1 extra Objective Point).

Secondary Objectives

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

Forces

Side A (Yu Jing): 1 Zhanshi, 1 Tiger Soldier, 1 Hsien Warrior and 1 Zuyong (Lieutenant). Troops total number: 4.

Side B (Haqqislam): 3 Ghulam, 1 Tuareg, 1 Zhayedan and 1 Khawarij (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.

(Map: Deployment Zone A on the left edge and Deployment Zone B on the right edge; scenery as shown in the diagram.)

Mission 5: Control the Business Center

Introduction

The final mission of this rulebook explains how Attributes with values higher than 20 work, and introduces the Unconscious and Dead states, the DA CC Weapon and the Tactical Bow. Also Silhouette Template 5 is added for the new Al Fasid trooper.

Attributes Above 20

Attributes above 20 (either from positive MODs or plainly stated in the troop profile) increase the chance of obtaining a Critical result.

If the trooper possesses an Attribute value higher than 20, the player will add the amount by which the Attribute exceeded 20 to his result on the die (i.e. an Attribute of 23 would add 3 to the die).

In these cases, any result of 20 or more on the roll is a Critical, if applicable.

Example: The lethal Ninja has a Close Combat (CC) of 23. Whenever she makes an unmodified CC roll, she adds 3 to her die. Consequently, any unmodified Normal Roll is a success and she obtains a Critical with a result on the die of 17 (17 + 3 = 20), 18 (18 + 3 = 21), 19 (19 + 3 = 22), etc.

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.

Tactical Bow

This hand-operated BS weapon remains relevant for its capacity to load Double Action (DA) Special Ammunition.

DA Special Ammunition forces its target to make two ARM Rolls per impact suffered.

Range (inches) and BS MOD: 0-8: +3; 8-16: 0; 16-24: -6; beyond 24: cannot be used. Damage: PH. Burst: 1. Ammunition: DA.

DA CC Weapon

In Infinity, a "Close Combat (CC) Weapon" is a full-sized melee weapon (sword, saber, axe, spear...) which causes more damage than the Knife.

A DA CC Weapon (DA CCW) loads DA Special Ammunition which forces its target to make two ARM Rolls per impact suffered.

Damage: PH. Burst: 1. Ammunition: DA.

S5 Silhouette Template

(Illustrated template for Silhouette 5, used for the Al Fasid trooper; the diagram marks the Cover line on the template.)

Trooper Profiles

Al Fasid Regiment: REGULAR. MOV 4-2, CC 15, BS 13, PH 14, WIP 14, ARM 5, BTS 6, W 2, S 5. Weapons: HMG, Knife. Skills: Veteran.

Ninjas: REGULAR. MOV 4-4, CC 23, BS 11, PH 12, WIP 13, ARM 1, BTS 0, W 1, S 2. Weapons: Tactical Bow, DA CCW. Skills: Infiltration, TO Camouflage.

Yuan Yuan: MOV 4-4, CC 19, BS 9, PH 14, WIP 13, ARM 0, BTS 0, W 1, S 2. Weapons: Rifle, CCW.

Mission Details

Objectives

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 (Yu Jing): 3 Zhanshi, 1 Tiger Soldier, 1 Hsien, 1 Ninja and 1 Zuyong (Lieutenant).

Side B (Haqqislam): 3 Ghulam, 1 Tuareg, 1 Zhayedan, 1 Al Fasid and 1 Khawarij (Lieutenant).

Special Scenario Rules

Yuan Yuan Mercenary. Before the Deployment Phase, place a Yuan Yuan Marker on the Central Module, as shown on the map, to represent the Yuan Yuan Mercenary.

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

The Yuan Yuan has a 360° 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 more troops on the table. Victory goes to the player with the most Objective Points.

(Map: Deployment Zone A on the left edge and Deployment Zone B on the right edge; the Central Module is the central building; scenery as shown in the diagram.)

  • Camouflage Marker: Moving into Base to Base Contact
  • Discover
    • Discover Roll
  • Discover + BS Attack Order
  • Mimetism
  • Combat Jump
    • Combat Jump Roll
  • Infiltration
  • Sniper Rifle
  • Trooper Profiles
  • Mission Details